示例#1
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 /// <summary>
 /// Break a constraint off a Gore mesh.
 /// @param       Impulse vector of impulse
 /// @param       HitLocation     location of the hit
 /// @param       InBoneName      Name of bone to break constraint for
 /// </summary>
 public extern void BreakConstraint(FVector Impulse, FVector HitLocation, FName InBoneName);
示例#2
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 /// <summary>See if this actor contains the supplied tag</summary>
 public extern bool ActorHasTag(FName Tag);
示例#3
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 /// <summary>
 /// Creates a new component and assigns ownership to the Actor this is
 /// called for. Automatic attachment causes the first component created to
 /// become the root, and all subsequent components to be attached under that
 /// root. When bManualAttachment is set, automatic attachment is
 /// skipped and it is up to the user to attach the resulting component (or
 /// set it up as the root) themselves.
 /// @see UK2Node_AddComponent    DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)
 /// @param TemplateName                                  The name of the Component Template to use.
 /// @param bManualAttachment                             Whether manual or automatic attachment is to be used
 /// @param RelativeTransform                             The relative transform between the new component and its attach parent (automatic only)
 /// @param ComponentTemplateContext              Optional UBlueprintGeneratedClass reference to use to find the template in. If null (or not a BPGC), component is sought in this Actor's class
 /// </summary>
 public extern UActorComponent AddComponent(FName TemplateName, bool bManualAttachment, FTransform RelativeTransform, UObject ComponentTemplateContext);
 /// <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 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);
示例#6
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 /// <summary>Set a float instance parameter for use in sound cues played by this audio component</summary>
 public extern void SetFloatParameter(FName InName, float InFloat);
示例#7
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 /// <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);
示例#8
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 /// <summary>
 /// Add a force to all rigid bodies below.
 /// This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
 /// @param  Force            Force vector to apply. Magnitude indicates strength of force.
 /// @param  BoneName         If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body.
 /// @param  bAccelChange If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no affect).
 /// @param  bIncludeSelf If false, Force is only applied to bodies below but not given bone name.
 /// </summary>
 public extern virtual void AddForceToAllBodiesBelow(FVector Force, FName BoneName, bool bAccelChange = false, bool bIncludeSelf = true);
示例#9
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 ////[MethodImplAttribute(MethodImplOptions.InternalCall)]
 extern static string ToString(ref FName Name);
示例#10
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 /// <summary>Set all of the bones below passed in bone to be simulated</summary>
 public extern void SetAllBodiesBelowSimulatePhysics(FName InBoneName, bool bNewSimulate, bool bIncludeSelf = true);
示例#11
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 /// <summary>
 /// Add impulse to all single rigid bodies below. Good for one time instant burst.
 /// @param  Impulse         Magnitude and direction of impulse to apply.
 /// @param  BoneName        If a SkeletalMeshComponent, name of body to apply impulse to. 'None' indicates root body.
 /// @param  bVelChange      If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
 /// @param bIncludeSelf If false, Force is only applied to bodies below but not given bone name.
 /// </summary>
 public extern virtual void AddImpulseToAllBodiesBelow(FVector Impulse, FName BoneName, bool bVelChange = false, bool bIncludeSelf = true);
示例#12
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 /// <summary>Set all of the bones below passed in bone to be simulated</summary>
 public extern void SetAllBodiesBelowPhysicsBlendWeight(FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType = false, bool bIncludeSelf = true);
示例#13
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 /// <summary>Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated</summary>
 public extern void AccumulateAllBodiesBelowPhysicsBlendWeight(FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType = false);
示例#14
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 /// <summary>Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile.</summary>
 public extern void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound = false);
示例#15
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 /// <summary>Set a boolean instance parameter for use in sound cues played by this audio component</summary>
 public extern void SetBoolParameter(FName InName, bool InBool);
示例#16
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 public override string ToString()
 {
     return(FName.ToString(ref this));
 }
示例#17
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 /// <summary>Set a sound wave instance parameter for use in sound cues played by this audio component</summary>
 public extern void SetWaveParameter(FName InName, USoundWave InWave);
示例#18
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 /// <summary>Returns whether the specified body is currently using physics simulation</summary>
 public extern virtual bool IsSimulatingPhysics(FName BoneName);
示例#19
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 /// <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);
示例#20
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 /// <summary>
 /// return true if socket with the given name exists
 /// @param InSocketName Name of the socket or the bone to get the transform
 /// @return true if the socket with the given name exists. Otherwise, return false
 /// </summary>
 public extern virtual bool DoesSocketExist(FName InSocketName);
 /// <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);
示例#22
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 /// <summary>
 /// Get world-space socket or bone  FRotator rotation.
 /// @param InSocketName Name of the socket or the bone to get the transform
 /// @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.
 /// </summary>
 public extern virtual FRotator GetSocketRotation(FName InSocketName);
 /// <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);
示例#24
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 /// <summary>
 /// Get world-space socket or bone location.
 /// @param InSocketName Name of the socket or the bone to get the transform
 /// @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.
 /// </summary>
 public extern virtual FVector GetSocketLocation(FName InSocketName);
示例#25
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 /// <summary>
 /// Trigger a noise caused by a given Pawn, at a given location.
 /// Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent.
 /// Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.
 /// @param Loudness The relative loudness of this noise. Usual range is 0 (no noise) to 1 (full volume). If MaxRange is used, this scales the max range, otherwise it affects the hearing range specified by the sensor.
 /// @param NoiseInstigator Pawn responsible for this noise.  Uses the actor's Instigator if NoiseInstigator=NULL
 /// @param NoiseLocation Position of noise source.  If zero vector, use the actor's location.
 /// @param MaxRange Max range at which the sound may be heard. A value of 0 indicates no max range (though perception may have its own range). Loudness scales the range. (Note: not supported for legacy PawnSensingComponent, only for AIPerception)
 /// @param Tag Identifier for the noise.
 /// </summary>
 public extern void MakeNoise(float Loudness = 1.000000f, APawn NoiseInstigator = default(APawn), FVector NoiseLocation = default(FVector), float MaxRange = 0.000000f, FName Tag = default(FName));
示例#26
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 /// <summary>
 /// Get world-space socket transform.
 /// @param InSocketName Name of the socket or the bone to get the transform
 /// @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.
 /// </summary>
 public extern virtual FTransform GetSocketTransform(FName InSocketName, ERelativeTransformSpace TransformSpace = ERelativeTransformSpace.RTS_World);
示例#27
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 /// <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);
示例#28
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 /// <summary>Set an integer instance parameter for use in sound cues played by this audio component</summary>
 public extern void SetIntParameter(FName InName, int InInt);
示例#29
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 /// <summary>Gets the value of the input axis if input is enabled for this actor.</summary>
 public extern float GetInputAxisValue(FName InputAxisName);
示例#30
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 /// <summary>
 /// Set Morph Target with Name and Value(0-1)
 /// @param bRemoveZeroWeight : Used by editor code when it should stay in the active list with zero weight
 /// </summary>
 public extern void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight = true);