예제 #1
0
        public bool SetActorLocationAndRotation(OpenTK.Vector3 newLocation, UnrealEngine.Runtime.Rotator newRotation, bool teleport)
        {
            HitResult sweepResult;

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

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

            AddActorWorldRotation(deltaRotation, false, out sweepResult, teleport);
        }
예제 #4
0
파일: Rotator.cs 프로젝트: Tanner555/MonoUE
 extern private static void FVector_FromRotator(out Vector3 direction, Rotator rotator);
예제 #5
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        public void AddActorLocalRotation(UnrealEngine.Runtime.Rotator deltaRotation)
        {
            HitResult sweepResult;

            AddActorLocalRotation(deltaRotation, false, out sweepResult, false);
        }
예제 #6
0
파일: Rotator.cs 프로젝트: Tanner555/MonoUE
 extern private static void FMatrix_FromRotator(out Matrix4 rotationMatrix, Rotator rotator);
예제 #7
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파일: Rotator.cs 프로젝트: Tanner555/MonoUE
 extern private static void FQuat_FromRotator(out Quaternion quat, Rotator rotator);
예제 #8
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파일: Rotator.cs 프로젝트: Tanner555/MonoUE
 extern private static void FRotator_FromMatrix(out Rotator rotator, ref Matrix4 rotationMatrix);
예제 #9
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파일: Rotator.cs 프로젝트: Tanner555/MonoUE
 extern private static void FRotator_FromQuat(out Rotator rotator, Quaternion quat);
예제 #10
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 extern private static void NativeToRotator(out Rotator result, Vector3 vec);