public void AddActorWorldTransform(UnrealEngine.Core.Transform deltaTransform, bool teleport) { HitResult sweepResult; AddActorWorldTransform(deltaTransform, false, out sweepResult, teleport); }
public void AddActorLocalTransform(UnrealEngine.Core.Transform newTransform, bool teleport) { HitResult sweepResult; AddActorLocalTransform(newTransform, false, out sweepResult, teleport); }
public bool SetActorTransform(UnrealEngine.Core.Transform newTransform, bool teleport) { HitResult sweepResult; return(SetActorTransform(newTransform, false, out sweepResult, teleport)); }
//teleport overloads public void SetActorRelativeTransform(UnrealEngine.Core.Transform newRelativeTransform, bool teleport) { HitResult sweepResult; SetActorRelativeTransform(newRelativeTransform, false, out sweepResult, teleport); }