public bool SetActorLocationAndRotation(OpenTK.Vector3 newLocation, UnrealEngine.Runtime.Rotator newRotation, bool teleport) { HitResult sweepResult; return(SetActorLocationAndRotation(newLocation, newRotation, false, out sweepResult, teleport)); }
public void SetActorRelativeRotation(UnrealEngine.Runtime.Rotator newRelativeRotation, bool teleport) { HitResult sweepResult; SetActorRelativeRotation(newRelativeRotation, false, out sweepResult, teleport); }
public void AddActorWorldRotation(UnrealEngine.Runtime.Rotator deltaRotation, bool teleport) { HitResult sweepResult; AddActorWorldRotation(deltaRotation, false, out sweepResult, teleport); }
extern private static void FVector_FromRotator(out Vector3 direction, Rotator rotator);
public void AddActorLocalRotation(UnrealEngine.Runtime.Rotator deltaRotation) { HitResult sweepResult; AddActorLocalRotation(deltaRotation, false, out sweepResult, false); }
extern private static void FMatrix_FromRotator(out Matrix4 rotationMatrix, Rotator rotator);
extern private static void FQuat_FromRotator(out Quaternion quat, Rotator rotator);
extern private static void FRotator_FromMatrix(out Rotator rotator, ref Matrix4 rotationMatrix);
extern private static void FRotator_FromQuat(out Rotator rotator, Quaternion quat);
extern private static void NativeToRotator(out Rotator result, Vector3 vec);