static extern void SetVectorParameter(IntPtr _this, string ParameterName, ref FVector Param);
extern static float CalculateDirection(IntPtr _this, ref FVector Velocity, ref FRotator BaseRotation);
/// <summary> /// Checks line to center and top of other actor /// @param Other is the actor whose visibility is being checked. /// @param ViewPoint is eye position visibility is being checked from. If vect(0,0,0) passed in, uses current viewtarget's eye position. /// @param bAlternateChecks used only in AIController implementation /// @return true if controller's pawn can see Other actor. /// </summary> public extern virtual bool LineOfSightTo(AActor Other, FVector ViewPoint, bool bAlternateChecks = false);
/// <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);
/// <summary>Retrieve the constraint force most recently applied to maintain this constraint. Returns 0 forces if the constraint is not initialized or broken.</summary> public extern void GetConstraintForce(out FVector OutLinearForce, out FVector OutAngularForce);
public FAITouchEvent(AActor inTouchReceiver, AActor inOtherActor, FVector eventLocation) : base(E_CreateStruct_FAITouchEvent_AActor_AActor_FVector(inTouchReceiver, inOtherActor, eventLocation), false) { }
/// <summary> /// Sets the target velocity for the linear drive. /// @param InVelTarget Target velocity /// </summary> public extern void SetLinearVelocityTarget(FVector InVelTarget);
static extern void SetBeamTargetPoint(IntPtr _this, int EmitterIndex, ref FVector NewTargetPoint, int TargetIndex);
/// <summary> /// Set the beam target point /// @param EmitterIndex The index of the emitter to set it on /// @param NewTargetPoint The value to set it to /// @param TargetIndex Which beam within the emitter to set it on /// </summary> public void SetBeamTargetPoint(int EmitterIndex, FVector NewTargetPoint, int TargetIndex) { CheckIsValid(); SetBeamTargetPoint(_this.Get(), EmitterIndex, ref NewTargetPoint, TargetIndex); }
static extern int GetBeamSourcePoint(IntPtr _this, int EmitterIndex, int SourceIndex, out FVector OutSourcePoint);
static extern int GetBeamEndPoint(IntPtr _this, int EmitterIndex, out FVector OutEndPoint);
static extern int GetBeamTargetPoint(IntPtr _this, int EmitterIndex, int TargetIndex, out FVector OutTargetPoint);
/// <summary> /// Record a kismet event. /// @param InEventName The name of the event that fired. /// @param InEmitterTime The emitter time when the event fired. /// @param InLocation The location of the particle when the event fired. /// @param InVelocity The velocity of the particle when the event fired. /// @param InNormal Normal vector of the collision in coordinate system of the returner. Zero=none. /// </summary> public void GenerateParticleEvent(string InEventName, float InEmitterTime, FVector InLocation, FVector InDirection, FVector InVelocity) { CheckIsValid(); GenerateParticleEvent(_this.Get(), InEventName, InEmitterTime, ref InLocation, ref InDirection, ref InVelocity); }
/// <summary> /// Set a named vector instance parameter on this ParticleSystemComponent. /// Updates the parameter if it already exists, or creates a new entry if not. /// </summary> public void SetVectorParameter(string ParameterName, FVector Param) { CheckIsValid(); SetVectorParameter(_this.Get(), ParameterName, ref Param); }
/// <summary> /// <return>true if the simulation should stop. </return> /// </summary> protected bool HandleHitWall(FHitResult Hit, float TimeTick, FVector MoveDelta) => E_UInterpToMovementComponent_HandleHitWall(this, Hit, TimeTick, MoveDelta);
static extern void SetBeamSourcePoint(IntPtr _this, int EmitterIndex, ref FVector NewSourcePoint, int SourceIndex);
/// <summary> /// <para>draw overlays for actors that were rendered this tick and have added themselves to the PostRenderedActors array </para> /// </summary> public override void DrawActorOverlays(FVector viewpoint, FRotator viewRotation) { }
/// <summary> /// Set the beam source point /// @param EmitterIndex The index of the emitter to set it on /// @param NewSourcePoint The value to set it to /// @param SourceIndex Which beam within the emitter to set it on /// </summary> public void SetBeamSourcePoint(int EmitterIndex, FVector NewSourcePoint, int SourceIndex) { CheckIsValid(); SetBeamSourcePoint(_this.Get(), EmitterIndex, ref NewSourcePoint, SourceIndex); }
/// <summary> /// <return>true if the simulation should stop. </return> /// </summary> protected bool HandleHitWall(FHitResult hit, float timeTick, FVector moveDelta) => E_UInterpToMovementComponent_HandleHitWall(this, hit, timeTick, moveDelta);
static extern void SetBeamEndPoint(IntPtr _this, int EmitterIndex, ref FVector NewEndPoint);
/// <summary> /// Sets the target position for the linear drive. /// @param InPosTarget Target position /// </summary> public extern void SetLinearPositionTarget(FVector InPosTarget);
/// <summary> /// Set the beam end point /// @param EmitterIndex The index of the emitter to set it on /// @param NewEndPoint The value to set it to /// </summary> public void SetBeamEndPoint(int EmitterIndex, FVector NewEndPoint) { CheckIsValid(); SetBeamEndPoint(_this.Get(), EmitterIndex, ref NewEndPoint); }
/// <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);
static extern void GenerateParticleEvent(IntPtr _this, string InEventName, float InEmitterTime, ref FVector InLocation, ref FVector InDirection, ref FVector InVelocity);
/// <summary> /// Sets the target velocity for the angular drive. /// @param InVelTarget Target velocity /// </summary> public extern void SetAngularVelocityTarget(FVector InVelTarget);
extern static string Conv_VectorToText(IntPtr _this, ref FVector InVec);
/// <summary>Replicated function to set the pawn location and rotation, allowing server to force (ex. teleports).</summary> public extern virtual void ClientSetLocation(FVector NewLocation, FRotator NewRotation);
/// <summary>Converts a vector value to a localizable text, in the form 'X= Y= Z='</summary> public static string Conv_VectorToText(FVector InVec) { string ___ret = Conv_VectorToText(IntPtr.Zero, ref InVec); return(___ret); }
/// <summary>Set the initial location and rotation of the controller, as well as the control rotation. Typically used when the controller is first created.</summary> public extern virtual void SetInitialLocationAndRotation(FVector NewLocation, FRotator NewRotation);
/// <summary> /// <para>Constructor. </para> /// <param name="InVector">3D Vector to set first three components. </param> /// <param name="InW">W Coordinate. </param> /// </summary> public FVector4(FVector InVector, float InW) : base(E_CreateStruct_FVector4_FVector_float(InVector, InW), false) { }