Beispiel #1
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/// <summary>
/// Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
/// @param  Parent                                        Parent to attach to.
/// @param  SocketName                            Optional socket to attach to on the parent.
/// @param  LocationRule                          How to handle translation when attaching.
/// @param  RotationRule                          How to handle rotation when attaching.
/// @param  ScaleRule                                     How to handle scale when attaching.
/// @param  bWeldSimulatedBodies          Whether to weld together simulated physics bodies.
/// @return True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.
/// </summary>
        public bool K2_AttachToComponent(USceneComponent Parent, string SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
        {
            CheckIsValid();
            int ___ret = K2_AttachToComponent(_this.Get(), Parent, SocketName, (int)LocationRule, (int)RotationRule, (int)ScaleRule, bWeldSimulatedBodies?1:0);

            return(___ret != 0);
        }
Beispiel #2
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/// <summary>
/// Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
/// @param  InParent                             Parent to attach to.
/// @param  InSocketName                 Optional socket to attach to on the parent.
/// @param  AttachType                   How to handle transform when attaching (Keep relative offset, keep world position, etc).
/// @param  bWeldSimulatedBodies Whether to weld together simulated physics bodies.
/// @return True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.
/// </summary>
        public bool K2_AttachTo(USceneComponent InParent, string InSocketName = "None", EAttachLocation AttachType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true)
        {
            CheckIsValid();
            int ___ret = K2_AttachTo(_this.Get(), InParent, InSocketName, (int)AttachType, bWeldSimulatedBodies?1:0);

            return(___ret != 0);
        }
Beispiel #3
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/// <summary>Get the SceneComponent we are attached to.</summary>
        public USceneComponent GetAttachParent()
        {
            CheckIsValid();
            IntPtr ___ret = GetAttachParent(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            USceneComponent ___ret2 = new USceneComponent()
            {
                _this = ___ret
            }; return(___ret2);
        }
Beispiel #4
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/// <summary>Gets the attached child component at the specified location</summary>
        public USceneComponent GetChildComponent(int ChildIndex)
        {
            CheckIsValid();
            IntPtr ___ret = GetChildComponent(_this.Get(), ChildIndex);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            USceneComponent ___ret2 = new USceneComponent()
            {
                _this = ___ret
            }; return(___ret2);
        }
Beispiel #5
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 /// <summary>
 /// <para>Assign the component we move and update. </para>
 /// </summary>
 public override void SetUpdatedComponent(USceneComponent newUpdatedComponent)
 {
 }
Beispiel #6
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 /// <summary>
 /// <para>Welds this component to another scene component, optionally at a named socket. Component is automatically attached if not already </para>
 /// <para>Welding allows the child physics object to become physically connected to its parent. This is useful for creating compound rigid bodies with correct mass distribution. </para>
 /// <param name="InParent">the component to be physically attached to </param>
 /// <param name="InSocketName">optional socket to attach component to </param>
 /// </summary>
 public override void WeldTo(USceneComponent inParent, string inSocketName)
 {
 }
 /// <summary>
 /// Assigns the component that will be used for network interpolation/smoothing. It is expected that this is a component attached somewhere below the UpdatedComponent.
 /// <para>When network updates use MoveInterpolationTarget() to move the UpdatedComponent, the interpolated component's relative offset will be maintained and smoothed over </para>
 /// the course of future component ticks. The current relative location and rotation of the component is saved as the target offset for future interpolation.
 /// <see cref="MoveInterpolationTarget"/>
 /// </summary>
 public override void SetInterpolatedComponent(USceneComponent component)
 {
 }
Beispiel #8
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 /// <summary>Assign the component we move and update.</summary>
 public extern virtual void SetUpdatedComponent(USceneComponent NewUpdatedComponent);
 /// <summary>Get bounds</summary>
 public extern static void GetComponentBounds(USceneComponent Component, out FVector Origin, out FVector BoxExtent, out float SphereRadius);
 /// <summary>
 /// * Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
 /// * @param Component                                             Component to interpolate
 /// * @param TargetRelativeLocation                Relative target location
 /// * @param TargetRelativeRotation                Relative target rotation
 /// * @param bEaseOut                                              if true we will ease out (ie end slowly) during interpolation
 /// * @param bEaseIn                                               if true we will ease in (ie start slowly) during interpolation
 /// * @param OverTime                                              duration of interpolation
 /// * @param bForceShortestRotationPath    if true we will always use the shortest path for rotation
 /// * @param MoveAction                                    required movement behavior @see EMoveComponentAction
 /// * @param LatentInfo                                    The latent action
 /// </summary>
 public extern static void MoveComponentTo(USceneComponent Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, EMoveComponentAction MoveAction, FLatentActionInfo LatentInfo);
Beispiel #11
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/// <summary>Assign the component we move and update.</summary>
        public void SetUpdatedComponent(USceneComponent NewUpdatedComponent)
        {
            CheckIsValid();
            SetUpdatedComponent(_this.Get(), NewUpdatedComponent);
        }
Beispiel #12
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 /// <summary>
 /// Used to override the default positioning of the audio listener
 /// @param AttachToComponent Optional component to attach the audio listener to
 /// @param Location Depending on whether Component is attached this is either an offset from its location or an absolute position
 /// @param Rotation Depending on whether Component is attached this is either an offset from its rotation or an absolute rotation
 /// </summary>
 public extern void SetAudioListenerOverride(USceneComponent AttachToComponent, FVector Location, FRotator Rotation);
Beispiel #13
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 /// <summary>
 /// Called after a child scene component is detached from this component.
 /// <para>Note: Do not change the attachment state of the child during this call. </para>
 /// </summary>
 protected override void OnChildDetached(USceneComponent childComponent)
 {
 }
 /// <summary>
 /// <para>Assign the component we move and update. </para>
 /// </summary>
 public virtual void SetUpdatedComponent(USceneComponent newUpdatedComponent)
 => E_UMovementComponent_SetUpdatedComponent(this, newUpdatedComponent);
Beispiel #15
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 /// <summary>
 /// Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
 ///  @param AttachLocationType  Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent.
 /// </summary>
 public extern void K2_AttachRootComponentTo(USceneComponent InParent, FName InSocketName, EAttachLocation AttachLocationType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true);
/// <summary>
/// Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. Does not change bAutoManageAttachment; that must be set separately.
/// @param  Parent                       Component to attach to.
/// @param  SocketName           Socket on Parent to attach to.
/// @param  LocationRule         Option for how we handle our location when we attach to Parent.
/// @param  RotationRule         Option for how we handle our rotation when we attach to Parent.
/// @param  ScaleRule            Option for how we handle our scale when we attach to Parent.
/// @see bAutoManageAttachment, AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule
/// </summary>
        public void SetAutoAttachmentParameters(USceneComponent Parent, string SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule)
        {
            CheckIsValid();
            SetAutoAttachmentParameters(_this.Get(), Parent, SocketName, (int)LocationRule, (int)RotationRule, (int)ScaleRule);
        }
Beispiel #17
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 /// <summary>
 /// <para>Called after a child scene component is attached to this component. </para>
 /// <para>Note: Do not change the attachment state of the child during this call. </para>
 /// </summary>
 protected override void OnChildAttached(USceneComponent ChildComponent)
 {
 }