///<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);
///<summary>Snap To</summary> public bool SnapTo(SceneComponent InParent, Name InSocketName) => SceneComponent_methods.SnapTo_method.Invoke(ObjPointer, InParent, InSocketName);
///<summary>K2 Attach To</summary> public bool K2_AttachTo(SceneComponent InParent, Name InSocketName, byte AttachType, bool bWeldSimulatedBodies) => SceneComponent_methods.K2_AttachTo_method.Invoke(ObjPointer, InParent, InSocketName, AttachType, bWeldSimulatedBodies);
///<summary>Assign the component we move and update.</summary> public void SetUpdatedComponent(SceneComponent NewUpdatedComponent) => MovementComponent_methods.SetUpdatedComponent_method.Invoke(ObjPointer, NewUpdatedComponent);
///<summary>DEPRECATED: Set AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType 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 LocationType Option for how we handle our location when we attach to Parent. ///@see bAutoManageAttachment, AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType ///</remarks> public void SetAutoAttachParams(SceneComponent Parent, Name SocketName, byte LocationType) => ParticleSystemComponent_methods.SetAutoAttachParams_method.Invoke(ObjPointer, Parent, SocketName, LocationType);
///<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);
///<summary>Assigns the component that will be used for network interpolation/smoothing.</summary> ///<remarks> ///It is expected that this is a component attached somewhere below the UpdatedComponent. ///When network updates use MoveInterpolationTarget() to move the UpdatedComponent, the interpolated component's relative offset will be maintained and smoothed over ///the course of future component ticks. The current relative location and rotation of the component is saved as the target offset for future interpolation. ///@see MoveInterpolationTarget(), bInterpMovement, bInterpRotation ///</remarks> public void SetInterpolatedComponent(SceneComponent Component) => ProjectileMovementComponent_methods.SetInterpolatedComponent_method.Invoke(ObjPointer, Component);