/// <summary> /// Check whether this component is overlapping another component. /// @param OtherComp Component to test this component against. /// @return Whether this component is overlapping another component. /// </summary> public bool IsOverlappingComponent(UPrimitiveComponent OtherComp) { CheckIsValid(); int ___ret = IsOverlappingComponent(_this.Get(), OtherComp); return(___ret != 0); }
/// <summary>Returns the currently grabbed component, or null if nothing is grabbed.</summary> public UPrimitiveComponent GetGrabbedComponent() { CheckIsValid(); IntPtr ___ret = GetGrabbedComponent(_this.Get()); if (___ret == IntPtr.Zero) { return(null); } UPrimitiveComponent ___ret2 = new UPrimitiveComponent() { _this = ___ret }; return(___ret2); }
/// <summary>Adds the component to our list of show-only components.</summary> public extern void ShowOnlyComponent(UPrimitiveComponent InComponent);
/// <summary> /// <para>Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. </para> /// <para>This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. </para> /// <para>For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. </para> /// <para>@note For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled. </para> /// <para>@note When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' </para> /// <para>will be adjusted to indicate force from the other object against this object. </para> /// </summary> public override void NotifyHit(UPrimitiveComponent myComp, AActor other, UPrimitiveComponent otherComp, bool bSelfMoved, FVector hitLocation, FVector hitNormal, FVector normalImpulse, FHitResult hit) { }
public FPrimitiveMaterialRef(UPrimitiveComponent inPrimitive, int inElementIndex) : base(E_CreateStruct_FPrimitiveMaterialRef_UPrimitiveComponent_int32(inPrimitive, inElementIndex), false) { }
/// <summary>Grab the specified component at a given location and rotation. Constrains rotation.</summary> public extern void GrabComponentAtLocationWithRotation(UPrimitiveComponent Component, FName InBoneName, FVector Location, FRotator Rotation);
/// <summary> /// Update the base of the character, which is the PrimitiveComponent we are standing on. /// </summary> public override void SetBase(UPrimitiveComponent newBase, string boneName, bool bNotifyActor) { }
/// <summary> /// <para>Test whether this light affects the given primitive. This checks both the primitive and light settings for light relevance </para> /// <para>and also calls AffectsBounds. </para> /// <param name="PrimitiveSceneInfo">The primitive to test. </param> /// <return>True if the light affects the primitive. </return> /// </summary> public bool AffectsPrimitive(UPrimitiveComponent Primitive) => E_ULightComponent_AffectsPrimitive(this, Primitive);
/// <summary> /// <para>Clears the Show Only list. </para> /// </summary> public void ClearShowOnlyComponents(UPrimitiveComponent InComponent) => E_USceneCaptureComponent_ClearShowOnlyComponents(this, InComponent);
/// <summary>Clears the Show Only list.</summary> public void ClearShowOnlyComponents(UPrimitiveComponent InComponent) { CheckIsValid(); ClearShowOnlyComponents(_this.Get(), InComponent); }
/// <summary>Adds the component to our list of show-only components.</summary> public void ShowOnlyComponent(UPrimitiveComponent InComponent) { CheckIsValid(); ShowOnlyComponent(_this.Get(), InComponent); }
/// <summary>Replicated function sent by client to server - contains client movement and view info.</summary> public extern virtual void ServerMove(float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint View, UPrimitiveComponent ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);
/// <summary>Replicate position correction to client when using root motion for movement. (animation root motion specific)</summary> public extern virtual void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, UPrimitiveComponent ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);
/// <summary>Replicated function sent by client to server - contains client movement and view info for two moves.</summary> public extern virtual void ServerMoveDual(float TimeStamp0, FVector_NetQuantize10 InAccel0, byte PendingFlags, uint View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint View, UPrimitiveComponent ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);
/// <summary>Replicate position correction to client, associated with a timestamped servermove. Client will replay subsequent moves after applying adjustment.</summary> public extern virtual void ClientAdjustPosition(float TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);
/// <summary>Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.</summary> public extern void GrabComponentAtLocation(UPrimitiveComponent Component, FName InBoneName, FVector GrabLocation);
/// <summary>Adds the component to our list of hidden components.</summary> public extern void HideComponent(UPrimitiveComponent InComponent);
/// <summary>Adds the component to our list of hidden components.</summary> public void HideComponent(UPrimitiveComponent InComponent) { CheckIsValid(); HideComponent(_this.Get(), InComponent); }
/// <summary>Clears the Show Only list.</summary> public extern void ClearShowOnlyComponents(UPrimitiveComponent InComponent);
/// <summary> /// <para>Removes a component from the Show Only list. </para> /// </summary> public void RemoveShowOnlyComponent(UPrimitiveComponent InComponent) => E_USceneCaptureComponent_RemoveShowOnlyComponent(this, InComponent);
/// <summary>Directly specify component to connect. Will update frames based on current position.</summary> public void SetConstrainedComponents(UPrimitiveComponent Component1, string BoneName1, UPrimitiveComponent Component2, string BoneName2) { CheckIsValid(); SetConstrainedComponents(_this.Get(), Component1, BoneName1, Component2, BoneName2); }
public override void ClientVeryShortAdjustPosition_Implementation(float timeStamp, FVector newLoc, UPrimitiveComponent newBase, string newBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte serverMovementMode) { }
/// <summary> /// <para>Adds the component to our list of hidden components. </para> /// </summary> public void HideComponent(UPrimitiveComponent InComponent) => E_USceneCaptureComponent_HideComponent(this, InComponent);
/// <summary> /// <para>Ctor for easily creating "fake" hits from limited data. </para> /// </summary> public FHitResult(AActor InActor, UPrimitiveComponent InComponent, FVector HitLoc, FVector HitNorm) : base(E_CreateStruct_FHitResult_AActor_UPrimitiveComponent_FVector_FVector(InActor, InComponent, HitLoc, HitNorm), false) { }
protected override void CapsuleTouched(UPrimitiveComponent overlappedComp, AActor other, UPrimitiveComponent otherComp, int otherBodyIndex, bool bFromSweep, FHitResult sweepResult) { }
/// <summary>Grab the specified component at a given location and rotation. Constrains rotation.</summary> public void GrabComponentAtLocationWithRotation(UPrimitiveComponent Component, string InBoneName, FVector Location, FRotator Rotation) { CheckIsValid(); GrabComponentAtLocationWithRotation(_this.Get(), Component, InBoneName, ref Location, ref Rotation); }
/// <summary> /// Have the server check if the client is outside an error tolerance, and queue a client adjustment if so. /// <para>If either GetPredictionData_Server_Character()->bForceClientUpdate or ServerCheckClientError() are true, the client adjustment will be sent. </para> /// RelativeClientLocation will be a relative location if MovementBaseUtility::UseRelativePosition(ClientMovementBase) is true, or a world location if false. /// <see cref="ServerCheckClientError"/> /// </summary> protected override void ServerMoveHandleClientError(float clientTimeStamp, float deltaTime, FVector accel, FVector relativeClientLocation, UPrimitiveComponent clientMovementBase, string clientBaseBoneName, byte clientMovementMode) { }
/// <summary>Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.</summary> public void GrabComponentAtLocation(UPrimitiveComponent Component, string InBoneName, FVector GrabLocation) { CheckIsValid(); GrabComponentAtLocation(_this.Get(), Component, InBoneName, ref GrabLocation); }
/// <summary>Grab the specified component</summary> public void GrabComponent(UPrimitiveComponent Component, string InBoneName, FVector GrabLocation, bool bConstrainRotation) { CheckIsValid(); GrabComponent(_this.Get(), Component, InBoneName, ref GrabLocation, bConstrainRotation?1:0); }
public FOverlapInfo(UPrimitiveComponent InComponent, int InBodyIndex) : base(E_CreateStruct_FOverlapInfo_UPrimitiveComponent_int32(InComponent, InBodyIndex), false) { }