/// <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) { }
/// <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); }
/// <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);
/// <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);