Esempio n. 1
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        public bool SetActorLocationAndRotation(OpenTK.Vector3 newLocation, UnrealEngine.Runtime.Rotator newRotation, bool teleport)
        {
            HitResult sweepResult;

            return(SetActorLocationAndRotation(newLocation, newRotation, false, out sweepResult, teleport));
        }
Esempio n. 2
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        public void SetActorRelativeRotation(UnrealEngine.Runtime.Rotator newRelativeRotation, bool teleport)
        {
            HitResult sweepResult;

            SetActorRelativeRotation(newRelativeRotation, false, out sweepResult, teleport);
        }
Esempio n. 3
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        public void AddActorWorldRotation(UnrealEngine.Runtime.Rotator deltaRotation, bool teleport)
        {
            HitResult sweepResult;

            AddActorWorldRotation(deltaRotation, false, out sweepResult, teleport);
        }
Esempio n. 4
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 extern private static void FVector_FromRotator(out Vector3 direction, Rotator rotator);
Esempio n. 5
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        public void AddActorLocalRotation(UnrealEngine.Runtime.Rotator deltaRotation)
        {
            HitResult sweepResult;

            AddActorLocalRotation(deltaRotation, false, out sweepResult, false);
        }
Esempio n. 6
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 extern private static void FMatrix_FromRotator(out Matrix4 rotationMatrix, Rotator rotator);
Esempio n. 7
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 extern private static void FQuat_FromRotator(out Quaternion quat, Rotator rotator);
Esempio n. 8
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 extern private static void FRotator_FromMatrix(out Rotator rotator, ref Matrix4 rotationMatrix);
Esempio n. 9
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 extern private static void FRotator_FromQuat(out Rotator rotator, Quaternion quat);
Esempio n. 10
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 extern private static void NativeToRotator(out Rotator result, Vector3 vec);