/// <summary> /// Register with the given avoidance manager. /// @param AvoidanceWeight When avoiding each other, actors divert course in proportion to their relative weights. Range is 0.0 to 1.0. Special: at 1.0, actor will not divert course at all. /// </summary> public bool RegisterMovementComponent(UMovementComponent MovementComp, float AvoidanceWeight = 0.500000f) { CheckIsValid(); int ___ret = RegisterMovementComponent(_this.Get(), MovementComp, AvoidanceWeight); return(___ret != 0); }
/// <summary>Calculate avoidance velocity for component (avoids collisions with the supplied component)</summary> public FVector GetAvoidanceVelocityForComponent(UMovementComponent MovementComp) { CheckIsValid(); FVector ___ret = GetAvoidanceVelocityForComponent(_this.Get(), MovementComp); return(___ret); }
/// <summary> /// Register with the given avoidance manager. /// @param AvoidanceWeight When avoiding each other, actors divert course in proportion to their relative weights. Range is 0.0 to 1.0. Special: at 1.0, actor will not divert course at all. /// </summary> public extern bool RegisterMovementComponent(UMovementComponent MovementComp, float AvoidanceWeight = 0.500000f);
/// <summary>Calculate avoidance velocity for component (avoids collisions with the supplied component)</summary> public extern FVector GetAvoidanceVelocityForComponent(UMovementComponent MovementComp);