/// <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); }
///<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);
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) { }