/// <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);
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 /// <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);