Esempio n. 1
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/// <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  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.
/// </summary>
        public bool K2_AttachToComponent(USceneComponent Parent, string SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
        {
            CheckIsValid();
            int ___ret = K2_AttachToComponent(_this.Get(), Parent, SocketName, (int)LocationRule, (int)RotationRule, (int)ScaleRule, bWeldSimulatedBodies?1:0);

            return(___ret != 0);
        }
/// <summary>
/// Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationRule, AutoAttachRotationRule, AutoAttachScaleRule to the specified parameters. 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
/// </summary>
        public void SetAutoAttachmentParameters(USceneComponent Parent, string SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule)
        {
            CheckIsValid();
            SetAutoAttachmentParameters(_this.Get(), Parent, SocketName, (int)LocationRule, (int)RotationRule, (int)ScaleRule);
        }
Esempio n. 3
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 ///<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);
 public FAttachmentTransformRules(EAttachmentRule inLocationRule, EAttachmentRule inRotationRule, EAttachmentRule inScaleRule, bool bInWeldSimulatedBodies) :
     base(E_CreateStruct_FAttachmentTransformRules_EAttachmentRule_EAttachmentRule_EAttachmentRule_bool((byte)inLocationRule, (byte)inRotationRule, (byte)inScaleRule, bInWeldSimulatedBodies), false)
 {
 }
            internal static unsafe void Invoke(IntPtr obj, SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0)) = Parent;
                *((Name *)(b + 8))   = SocketName;
                *(b + 20)            = (byte)LocationRule;
                *(b + 21)            = (byte)RotationRule;
                *(b + 22)            = (byte)ScaleRule;
                Main.GetProcessEvent(obj, SetAutoAttachmentParameters_ptr, new IntPtr(p));;
            }
        }
 ///<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);
Esempio n. 7
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     internal static unsafe bool Invoke(IntPtr obj, SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) {
         long* p = stackalloc long[] {0L,0L,0L,0L,0L};
         byte* b = (byte*) p;
         *((IntPtr*)(b+0)) = Parent;
         *((Name*)(b+8)) = SocketName;
         *(b+20) = (byte)LocationRule;
         *(b+21) = (byte)RotationRule;
         *(b+22) = (byte)ScaleRule;
         *((bool*)(b+23)) = bWeldSimulatedBodies;
         Main.GetProcessEvent(obj, K2_AttachToComponent_ptr, new IntPtr(p)); ;
         return *((bool*)(b+24));
     }
 }
 public FAttachmentTransformRules(EAttachmentRule InRule, bool bInWeldSimulatedBodies) :
     base(E_CreateStruct_FAttachmentTransformRules_EAttachmentRule_bool((byte)InRule, bInWeldSimulatedBodies), false)
 {
 }