Esempio n. 1
0
        /// <summary>
        /// Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
        /// @param  InParent                             Parent to attach to.
        /// @param  InSocketName                 Optional socket to attach to on the parent.
        /// @param  AttachType                   How to handle transform when attaching (Keep relative offset, keep world position, etc).
        /// @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.
        /// </summary>
        public bool AttachTo(USceneComponent InParent, string InSocketName = "None", EAttachLocation AttachType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true)
        {
            CheckIsValid();
            int ___ret = K2_AttachTo(_this.Get(), InParent, InSocketName, (int)AttachType, bWeldSimulatedBodies?1:0);

            return(___ret != 0);
        }
Esempio n. 2
0
 /// <summary>
 /// Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
 ///  @param AttachLocationType  Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent.
 /// </summary>
 public extern void K2_AttachRootComponentTo(USceneComponent InParent, FName InSocketName, EAttachLocation AttachLocationType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true);