/// <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 InParent Parent to attach to. /// @param InSocketName Optional socket to attach to on the parent. /// @param AttachType How to handle transform when attaching (Keep relative offset, keep world position, etc). /// @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 AttachTo(USceneComponent InParent, string InSocketName = "None", EAttachLocation AttachType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true) { CheckIsValid(); int ___ret = K2_AttachTo(_this.Get(), InParent, InSocketName, (int)AttachType, bWeldSimulatedBodies?1:0); return(___ret != 0); }
/// <summary> /// Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered. /// @param AttachLocationType Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent. /// </summary> public extern void K2_AttachRootComponentTo(USceneComponent InParent, FName InSocketName, EAttachLocation AttachLocationType = EAttachLocation.KeepRelativeOffset, bool bWeldSimulatedBodies = true);