/// <summary> /// * Interpolate a component to the specified relative location and rotation over the course of OverTime seconds. /// * @param Component Component to interpolate /// * @param TargetRelativeLocation Relative target location /// * @param TargetRelativeRotation Relative target rotation /// * @param bEaseOut if true we will ease out (ie end slowly) during interpolation /// * @param bEaseIn if true we will ease in (ie start slowly) during interpolation /// * @param OverTime duration of interpolation /// * @param bForceShortestRotationPath if true we will always use the shortest path for rotation /// * @param MoveAction required movement behavior @see EMoveComponentAction /// * @param LatentInfo The latent action /// </summary> public extern static void MoveComponentTo(USceneComponent Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, EMoveComponentAction MoveAction, FLatentActionInfo LatentInfo);
/// <summary> /// Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored. /// @param WorldContext World context. /// @param Duration length of delay (in seconds). /// @param LatentInfo The latent action. /// </summary> public extern static void Delay(UObject WorldContextObject, float Duration, FLatentActionInfo LatentInfo);
/// <summary> /// Latent action that controls the playing of force feedback /// Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. /// Completed will execute when Stop is called or the duration ends. /// When Update is called the Intensity, Duration, and affect values will be updated with the current inputs /// @param Intensity How strong the feedback should be. Valid values are between 0.0 and 1.0 /// @param Duration How long the feedback should play for. If the value is negative it will play until stopped /// @param bAffectsLeftLarge Whether the intensity should be applied to the large left servo /// @param bAffectsLeftSmall Whether the intensity should be applied to the small left servo /// @param bAffectsRightLarge Whether the intensity should be applied to the large right servo /// @param bAffectsRightSmall Whether the intensity should be applied to the small right servo /// </summary> public extern void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, EDynamicForceFeedbackAction Action, FLatentActionInfo LatentInfo);