/// <summary> /// Adds a delta to the transform of the component in world space. Scale is unchanged. /// </summary> /// <param name="deltaTransform">Change in transform in world space for the component. Scale is unchanged.</param> /// <param name="sweep">Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. /// Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.</param> /// <param name="teleport">Whether we teleport the physics state (if physics collision is enabled for this object). /// If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). /// If false, physics velocity is updated based on the change in position (affecting ragdoll parts). /// If CCD is on and not teleporting, this will affect objects along the entire sweep volume.</param> public void AddWorldTransform(FTransform deltaTransform, bool sweep = false, ETeleportType teleport = ETeleportType.None) { Native_USceneComponent.AddWorldTransform(this.Address, ref deltaTransform, sweep, (int)teleport); }
/// <summary> /// Set the Actors transform to the specified one. /// </summary> /// <param name="newTransform">The new transform.</param> /// <param name="sweep">Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. /// Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.</param> /// <param name="teleport">Whether we teleport the physics state (if physics collision is enabled for this object). /// If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). /// If false, physics velocity is updated based on the change in position (affecting ragdoll parts). /// If CCD is on and not teleporting, this will affect objects along the entire swept volume.</param> /// <returns></returns> public bool SetActorTransform(FTransform newTransform, bool sweep = false, ETeleportType teleport = ETeleportType.None) { return(Native_AActor.SetActorTransform(this.Address, ref newTransform, sweep, (int)teleport)); }
/// <summary> /// Set the transform of the component relative to its parent /// </summary> /// <param name="newTransform">New transform of the component relative to its parent.</param> /// <param name="sweep">Whether we sweep to the destination (currently not supported for rotation).</param> /// <param name="teleport">Whether we teleport the physics state (if physics collision is enabled for this object). /// If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). /// If false, physics velocity is updated based on the change in position (affecting ragdoll parts).</param> public void SetRelativeTransform(FTransform newTransform, bool sweep = false, ETeleportType teleport = ETeleportType.None) { Native_USceneComponent.SetRelativeTransform(this.Address, ref newTransform, sweep, (int)teleport); }