Beispiel #1
0
 /// <summary>
 /// <para>Add a force to all bodies in this component, originating from the supplied world-space location. </para>
 /// <param name="Origin">Origin of force in world space. </param>
 /// <param name="Radius">Radius within which to apply the force. </param>
 /// <param name="Strength">Strength of force to apply. </param>
 /// <param name="Falloff">Allows you to control the strength of the force as a function of distance from Origin. </param>
 /// <param name="bAccelChange">If true, Strength is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). </param>
 /// </summary>
 public override void AddRadialForce(FVector origin, float radius, float strength, ERadialImpulseFalloff falloff, bool bAccelChange)
 {
 }
 /// <summary>
 /// <para>Adds impulse from radial force components. </para>
 /// <para>Intended to be overridden by subclasses; default implementation does nothing. </para>
 /// <param name="Origin">The origin of the force </param>
 /// <param name="Radius">The radius in which the force will be applied </param>
 /// <param name="Strength">The strength of the force </param>
 /// <param name="Falloff">The falloff from the force's origin </param>
 /// <param name="bVelChange">If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect). </param>
 /// </summary>
 public virtual void AddRadialImpulse(FVector origin, float radius, float strength, ERadialImpulseFalloff falloff, bool bVelChange)
 => E_UMovementComponent_AddRadialImpulse(this, origin, radius, strength, (byte)falloff, bVelChange);
 /// <summary>
 /// <para>Adds impulse from radial force components. </para>
 /// <para>Intended to be overridden by subclasses; default implementation does nothing. </para>
 /// <param name="Origin">The origin of the force </param>
 /// <param name="Radius">The radius in which the force will be applied </param>
 /// <param name="Strength">The strength of the force </param>
 /// <param name="Falloff">The falloff from the force's origin </param>
 /// <param name="bVelChange">If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect). </param>
 /// </summary>
 public override void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
 {
 }
 /// <summary>
 /// <para>Adds force from radial force components. </para>
 /// <para>Intended to be overridden by subclasses; default implementation does nothing. </para>
 /// <param name="Origin">The origin of the force </param>
 /// <param name="Radius">The radius in which the force will be applied </param>
 /// <param name="Strength">The strength of the force </param>
 /// <param name="Falloff">The falloff from the force's origin </param>
 /// </summary>
 public override void AddRadialForce(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
 {
 }
Beispiel #5
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/// <summary>
/// Add an impulse to all rigid bodies in this component, radiating out from the specified position.
/// @param Origin                Point of origin for the radial impulse blast, in world space
/// @param Radius                Size of radial impulse. Beyond this distance from Origin, there will be no affect.
/// @param Strength              Maximum strength of impulse applied to body.
/// @param Falloff               Allows you to control the strength of the impulse as a function of distance from Origin.
/// @param bVelChange    If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
/// </summary>
        public void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange = false)
        {
            CheckIsValid();
            AddRadialImpulse(_this.Get(), ref Origin, Radius, Strength, (int)Falloff, bVelChange?1:0);
        }
Beispiel #6
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 /// <summary>
 /// Add an impulse to all rigid bodies in this component, radiating out from the specified position.
 /// @param Origin                Point of origin for the radial impulse blast, in world space
 /// @param Radius                Size of radial impulse. Beyond this distance from Origin, there will be no affect.
 /// @param Strength              Maximum strength of impulse applied to body.
 /// @param Falloff               Allows you to control the strength of the impulse as a function of distance from Origin.
 /// @param bVelChange    If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
 /// </summary>
 public extern virtual void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange = false);
Beispiel #7
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 /// <summary>
 /// <para>Adds impulse from radial force components. </para>
 /// <para>Intended to be overridden by subclasses; default implementation does nothing. </para>
 /// <param name="Origin">The origin of the force </param>
 /// <param name="Radius">The radius in which the force will be applied </param>
 /// <param name="Strength">The strength of the force </param>
 /// <param name="Falloff">The falloff from the force's origin </param>
 /// <param name="bVelChange">If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect). </param>
 /// </summary>
 public virtual void AddRadialImpulse(FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
 => E_UMovementComponent_AddRadialImpulse(this, Origin, Radius, Strength, (byte)Falloff, bVelChange);