/// <summary>
 /// Change movement mode.
 /// </summary>
 /// <param name="newMovementMode">The new movement mode</param>
 /// <param name="newCustomMode">The new custom sub-mode, only applicable if NewMovementMode is Custom.</param>
 public override void SetMovementMode(EMovementMode newMovementMode, byte newCustomMode)
 {
 }
 /// <summary>
 /// Called after MovementMode has changed. Base implementation does special handling for starting certain modes, then notifies the CharacterOwner.
 /// </summary>
 protected override void OnMovementModeChanged(EMovementMode previousMovementMode, byte previousCustomMode)
 {
 }
 /// <summary>
 /// Change movement mode.
 /// @param NewMovementMode       The new movement mode
 /// @param NewCustomMode         The new custom sub-mode, only applicable if NewMovementMode is Custom.
 /// </summary>
 public extern virtual void SetMovementMode(EMovementMode NewMovementMode, byte NewCustomMode = 0);
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 /// <summary>
 /// <para>Called from CharacterMovementComponent to notify the character that the movement mode has changed. </para>
 /// <param name="PrevMovementMode">Movement mode before the change </param>
 /// <param name="PrevCustomMode">Custom mode before the change (applicable if PrevMovementMode is Custom) </param>
 /// </summary>
 public override void OnMovementModeChanged(EMovementMode PrevMovementMode, byte PreviousCustomMode)
 {
 }
/// <summary>
/// Change movement mode.
/// @param NewMovementMode       The new movement mode
/// @param NewCustomMode         The new custom sub-mode, only applicable if NewMovementMode is Custom.
/// </summary>
        public void SetMovementMode(EMovementMode NewMovementMode, byte NewCustomMode = 0)
        {
            CheckIsValid();
            SetMovementMode(_this.Get(), (int)NewMovementMode, NewCustomMode);
        }