Example #1
0
 ///<summary>Attach this component to another scene component, optionally at a named socket.</summary>
 ///<remarks>
 ///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.
 ///</remarks>
 public bool K2_AttachToComponent(SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) =>
 SceneComponent_methods.K2_AttachToComponent_method.Invoke(ObjPointer, Parent, SocketName, LocationRule, RotationRule, ScaleRule, bWeldSimulatedBodies);
Example #2
0
 ///<summary>Snap To</summary>
 public bool SnapTo(SceneComponent InParent, Name InSocketName) =>
 SceneComponent_methods.SnapTo_method.Invoke(ObjPointer, InParent, InSocketName);
Example #3
0
 ///<summary>K2 Attach To</summary>
 public bool K2_AttachTo(SceneComponent InParent, Name InSocketName, byte AttachType, bool bWeldSimulatedBodies) =>
 SceneComponent_methods.K2_AttachTo_method.Invoke(ObjPointer, InParent, InSocketName, AttachType, bWeldSimulatedBodies);
Example #4
0
 ///<summary>Assign the component we move and update.</summary>
 public void SetUpdatedComponent(SceneComponent NewUpdatedComponent) =>
 MovementComponent_methods.SetUpdatedComponent_method.Invoke(ObjPointer, NewUpdatedComponent);
 ///<summary>DEPRECATED: Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType to the specified parameters.</summary>
 ///<remarks>
 ///Does not change bAutoManageAttachment; that must be set separately.
 ///@param  Parent                       Component to attach to.
 ///@param  SocketName           Socket on Parent to attach to.
 ///@param  LocationType         Option for how we handle our location when we attach to Parent.
 ///@see bAutoManageAttachment, AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType
 ///</remarks>
 public void SetAutoAttachParams(SceneComponent Parent, Name SocketName, byte LocationType) =>
 ParticleSystemComponent_methods.SetAutoAttachParams_method.Invoke(ObjPointer, Parent, SocketName, LocationType);
 ///<summary>Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters.</summary>
 ///<remarks>
 ///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
 ///</remarks>
 public void SetAutoAttachmentParameters(SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule) =>
 ParticleSystemComponent_methods.SetAutoAttachmentParameters_method.Invoke(ObjPointer, Parent, SocketName, LocationRule, RotationRule, ScaleRule);
Example #7
0
 ///<summary>Assigns the component that will be used for network interpolation/smoothing.</summary>
 ///<remarks>
 ///It is expected that this is a component attached somewhere below the UpdatedComponent.
 ///When network updates use MoveInterpolationTarget() to move the UpdatedComponent, the interpolated component's relative offset will be maintained and smoothed over
 ///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 MoveInterpolationTarget(), bInterpMovement, bInterpRotation
 ///</remarks>
 public void SetInterpolatedComponent(SceneComponent Component) =>
 ProjectileMovementComponent_methods.SetInterpolatedComponent_method.Invoke(ObjPointer, Component);