/// <summary> /// Play the indicated CameraAnim on this camera. /// @param Anim The animation that should play on this instance. /// @param Rate How fast to play the animation. 1.0 is normal. /// @param Scale How "intense" to play the animation. 1.0 is normal. /// @param BlendInTime Time to linearly ramp in. /// @param BlendOutTime Time to linearly ramp out. /// @param bLoop True to loop the animation if it hits the end. /// @param bRandomStartTime Whether or not to choose a random time to start playing. Useful with bLoop=true and a duration to randomize things like shakes. /// @param Duration Optional total playtime for this animation, including blends. 0 means to use animations natural duration, or infinite if looping. /// @param PlaySpace Which space to play the animation in. /// @param UserPlaySpaceRot Custom play space, used when PlaySpace is UserDefined. /// @return The CameraAnim instance, which can be stored to manipulate/stop the anim after the fact. /// </summary> public UCameraAnimInst PlayCameraAnim(UCameraAnim Anim, float Rate = 1.000000f, float Scale = 1.000000f, float BlendInTime = 0.000000f, float BlendOutTime = 0.000000f, bool bLoop = false, bool bRandomStartTime = false, float Duration = 0.000000f, ECameraAnimPlaySpace PlaySpace = ECameraAnimPlaySpace.CameraLocal, FRotator UserPlaySpaceRot = default(FRotator)) { CheckIsValid(); IntPtr ___ret = PlayCameraAnim(_this.Get(), Anim, Rate, Scale, BlendInTime, BlendOutTime, bLoop?1:0, bRandomStartTime?1:0, Duration, (int)PlaySpace, ref UserPlaySpaceRot); if (___ret == IntPtr.Zero) { return(null); } UCameraAnimInst ___ret2 = new UCameraAnimInst() { _this = ___ret }; return(___ret2); }
/// <summary> /// Stops the given CameraAnimInst from playing. The given pointer should be considered invalid after this. /// @param bImmediate True to stop it right now and ignore blend out, false to let it blend out as indicated. /// </summary> public void StopCameraAnimInst(UCameraAnimInst AnimInst, bool bImmediate = false) { CheckIsValid(); StopCameraAnimInst(_this.Get(), AnimInst, bImmediate?1:0); }
/// <summary> /// Stops the given CameraAnimInst from playing. The given pointer should be considered invalid after this. /// @param bImmediate True to stop it right now and ignore blend out, false to let it blend out as indicated. /// </summary> public extern virtual void StopCameraAnimInst(UCameraAnimInst AnimInst, bool bImmediate = false);