public void CopyPoseFromSkeletalComponent(USkeletalMeshComponent inComponentToCopy)
 => E_UPoseableMeshComponent_CopyPoseFromSkeletalComponent(this, inComponentToCopy);
示例#2
0
/// <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);
示例#4
0
 public extern FVector GetSocketLocation(USkeletalMeshComponent SkelComp);
示例#5
0
 /// <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);
 }
示例#7
0
 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);