public void CopyPoseFromSkeletalComponent(USkeletalMeshComponent inComponentToCopy) => E_UPoseableMeshComponent_CopyPoseFromSkeletalComponent(this, inComponentToCopy);
/// <summary>Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal</summary> public void InitializeSocketFromLocation(USkeletalMeshComponent SkelComp, FVector WorldLocation, FVector WorldNormal) { CheckIsValid(); InitializeSocketFromLocation(_this.Get(), SkelComp, ref WorldLocation, ref WorldNormal); }
public extern void CopyPoseFromSkeletalComponent(USkeletalMeshComponent InComponentToCopy);
public extern FVector GetSocketLocation(USkeletalMeshComponent SkelComp);
/// <summary>Sets BoneName, RelativeLocation and RelativeRotation based on closest bone to WorldLocation and WorldNormal</summary> public extern void InitializeSocketFromLocation(USkeletalMeshComponent SkelComp, FVector WorldLocation, FVector WorldNormal);
/// <summary>Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.</summary> public void SetSkeletalMeshComponent(USkeletalMeshComponent InSkeletalMeshComponent) { CheckIsValid(); SetSkeletalMeshComponent(_this.Get(), InSkeletalMeshComponent); }
public void CopyPoseFromSkeletalComponent(USkeletalMeshComponent InComponentToCopy) { CheckIsValid(); CopyPoseFromSkeletalComponent(_this.Get(), InComponentToCopy); }
/// <summary>Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.</summary> public extern void SetSkeletalMeshComponent(USkeletalMeshComponent InSkeletalMeshComponent);