/// <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);
public void SetViewRotation(FRotator Rotation) { CheckIsValid(); SetViewRotation(_this.Get(), ref Rotation); }
/// <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) { }
public extern void SetViewRotation(FRotator Rotation);
extern static float CalculateDirection(IntPtr _this, ref FVector Velocity, ref FRotator BaseRotation);
public override void BugItStringCreator(FVector viewLocation, FRotator viewRotation, string goString, string locString) { }
/// <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);
extern static int K2_MoveUpdatedComponent(IntPtr _this, ref FVector Delta, ref FRotator NewRotation, out FHitResult OutHit, int bSweep, int bTeleport);
/// <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) { }
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) { }
/// <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);
extern static void SetViewRotation(IntPtr _this, ref FRotator Rotation);
/// <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) { }