/// <summary>Pass in reference frame in. If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public void SetConstraintReferenceFrame(EConstraintFrame Frame, FTransform RefFrame) { CheckIsValid(); SetConstraintReferenceFrame(_this.Get(), (int)Frame, ref RefFrame); }
/// <summary>Pass in reference position in (maintains reference orientation). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public void SetConstraintReferencePosition(EConstraintFrame Frame, FVector RefPosition) { CheckIsValid(); SetConstraintReferencePosition(_this.Get(), (int)Frame, ref RefPosition); }
/// <summary>Pass in reference orientation in (maintains reference position). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public void SetConstraintReferenceOrientation(EConstraintFrame Frame, FVector PriAxis, FVector SecAxis) { CheckIsValid(); SetConstraintReferenceOrientation(_this.Get(), (int)Frame, ref PriAxis, ref SecAxis); }
/// <summary>Pass in reference frame in. If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public extern void SetConstraintReferenceFrame(EConstraintFrame Frame, FTransform RefFrame);
/// <summary>Pass in reference position in (maintains reference orientation). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public extern void SetConstraintReferencePosition(EConstraintFrame Frame, FVector RefPosition);
/// <summary>Pass in reference orientation in (maintains reference position). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.</summary> public extern void SetConstraintReferenceOrientation(EConstraintFrame Frame, FVector PriAxis, FVector SecAxis);