public void CopyPoseFromSkeletalComponent(USkeletalMeshComponent inComponentToCopy)
 => E_UPoseableMeshComponent_CopyPoseFromSkeletalComponent(this, inComponentToCopy);
Beispiel #2
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/// <summary>Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal</summary>
        public void InitializeSocketFromLocation(USkeletalMeshComponent SkelComp, FVector WorldLocation, FVector WorldNormal)
        {
            CheckIsValid();
            InitializeSocketFromLocation(_this.Get(), SkelComp, ref WorldLocation, ref WorldNormal);
        }
 public extern void CopyPoseFromSkeletalComponent(USkeletalMeshComponent InComponentToCopy);
Beispiel #4
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 public extern FVector GetSocketLocation(USkeletalMeshComponent SkelComp);
Beispiel #5
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 /// <summary>Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal</summary>
 public extern void InitializeSocketFromLocation(USkeletalMeshComponent SkelComp, FVector WorldLocation, FVector WorldNormal);
 /// <summary>Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.</summary>
 public void SetSkeletalMeshComponent(USkeletalMeshComponent InSkeletalMeshComponent)
 {
     CheckIsValid();
     SetSkeletalMeshComponent(_this.Get(), InSkeletalMeshComponent);
 }
 public void CopyPoseFromSkeletalComponent(USkeletalMeshComponent InComponentToCopy)
 {
     CheckIsValid();
     CopyPoseFromSkeletalComponent(_this.Get(), InComponentToCopy);
 }
 /// <summary>Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.</summary>
 public extern void SetSkeletalMeshComponent(USkeletalMeshComponent InSkeletalMeshComponent);