/// <summary>
 /// return false if call failed (most probably no such entry in BB)
 /// </summary>
 public bool GetRotationFromEntry(string keyName, FRotator resultRotation)
 => E_UBlackboardComponent_GetRotationFromEntry(this, keyName, resultRotation);
 public void SetValueAsRotator(string keyName, FRotator vectorValue)
 => E_UBlackboardComponent_SetValueAsRotator(this, keyName, vectorValue);
示例#3
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 public void SetViewRotation(FRotator Rotation)
 {
     CheckIsValid();
     SetViewRotation(_this.Get(), ref Rotation);
 }
示例#4
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 /// <summary>
 /// Updates Pawn's rotation to the given rotation, assumed to be the Controller's ControlRotation. Respects the bUseControllerRotation* settings.
 /// </summary>
 public override void FaceRotation(FRotator newControlRotation, float deltaTime)
 {
 }
示例#5
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 public extern void SetViewRotation(FRotator Rotation);
示例#6
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 extern static float CalculateDirection(IntPtr _this, ref FVector Velocity, ref FRotator BaseRotation);
示例#7
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 public override void BugItStringCreator(FVector viewLocation, FRotator viewRotation, string goString, string locString)
 {
 }
示例#8
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 /// <summary>
 /// Cache mesh offset from capsule. This is used as the target for network smoothing interpolation, when the mesh is offset with lagged smoothing.
 /// This is automatically called during initialization; call this at runtime if you intend to change the default mesh offset from the capsule.
 /// @see GetBaseTranslationOffset(), GetBaseRotationOffset()
 /// </summary>
 public void CacheInitialMeshOffset(FVector MeshRelativeLocation, FRotator MeshRelativeRotation)
 {
     CheckIsValid();
     CacheInitialMeshOffset(_this.Get(), ref MeshRelativeLocation, ref MeshRelativeRotation);
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="rot">rotation</param>
 /// <param name="origin">translation to apply</param>
 public FRotationTranslationMatrix(FRotator rot, FVector origin) :
     base(E_CreateStruct_FRotationTranslationMatrix_FRotator_FVector(rot, origin), false)
 {
 }
 /// <summary>
 /// Matrix factory. Return an FMatrix so we don't have type conversion issues in expressions.
 /// </summary>
 public FMatrix Make(FRotator rot, FVector origin)
 => E_FRotationTranslationMatrix_Make(this, rot, origin);
 /// <summary>
 /// <para>Convert a FRotator to FQuat. Uses the cached conversion if possible, and updates it if there was no match. </para>
 /// </summary>
 public FQuat RotatorToQuat(FRotator inRotator)
 => E_FRotationConversionCache_RotatorToQuat(this, inRotator);
 /// <summary>
 /// <para>Convert a FRotator to FQuat. Uses the cached conversion if possible, but does *NOT* update the cache if there was no match. </para>
 /// </summary>
 public FQuat RotatorToQuat_ReadOnly(FRotator inRotator)
 => E_FRotationConversionCache_RotatorToQuat_ReadOnly(this, inRotator);
 /// <summary>
 /// Transform a location/rotation from world space to bone relative space.
 /// This is handy if you know the location in world space for a bone attachment, as AttachComponent takes location/rotation in bone-relative space.
 /// @param BoneName Name of bone
 /// @param InPosition Input position
 /// @param InRotation Input rotation
 /// @param OutPosition (out) Transformed position
 /// @param OutRotation (out) Transformed rotation
 /// </summary>
 public extern void TransformToBoneSpace(FName BoneName, FVector InPosition, FRotator InRotation, out FVector OutPosition, out FRotator OutRotation);
示例#14
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 extern static int K2_MoveUpdatedComponent(IntPtr _this, ref FVector Delta, ref FRotator NewRotation, out FHitResult OutHit, int bSweep, int bTeleport);
示例#15
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 /// <summary>
 /// This will move the player and set their rotation to the passed in values.
 /// <para>This actually does the location / rotation setting.  Additionally it will set you as ghost as the level may have </para>
 /// changed since the last time you were here.  And the bug may actually be inside of something.
 /// </summary>
 public override void BugItWorker(FVector theLocation, FRotator theRotation)
 {
 }
示例#16
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 static extern void CacheInitialMeshOffset(IntPtr _this, ref FVector MeshRelativeLocation, ref FRotator MeshRelativeRotation);
 /// <summary>
 /// <para>Update controller's view rotation as pawn's base rotates </para>
 /// </summary>
 public override void UpdateBasedRotation(FRotator finalRotation, FRotator reducedRotation)
 {
 }
示例#18
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 /// <summary>
 /// <para>Moves our UpdatedComponent by the given Delta, and sets rotation to NewRotation. </para>
 /// <para>Respects the plane constraint, if enabled. </para>
 /// <return>True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit. </return>
 /// </summary>
 public bool MoveUpdatedComponent(FVector Delta, FRotator NewRotation, FHitResult OutHit, bool bSweep = true, bool bTeleport = false)
 => E_UMovementComponent_K2_MoveUpdatedComponent(this, Delta, NewRotation, OutHit, bSweep, bTeleport);
示例#19
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 extern static void SetViewRotation(IntPtr _this, ref FRotator Rotation);
示例#20
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 /// <summary>
 /// draw overlays for actors that were rendered this tick and have added themselves to the PostRenderedActors array
 /// </summary>
 public override void DrawActorOverlays(FVector viewpoint, FRotator viewRotation)
 {
 }
 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="scale">scale to apply to matrix</param>
 /// <param name="rot">rotation</param>
 /// <param name="origin">translation to apply</param>
 public FScaleRotationTranslationMatrix(FVector scale, FRotator rot, FVector origin) :
     base(E_CreateStruct_FScaleRotationTranslationMatrix_FVector_FRotator_FVector(scale, rot, origin), false)
 {
 }