翻译class USceneComponent K2_GetRootComponent; TArrayclass UActorComponent K2_GetComponentsByClassclass UClass ComponentClass; struct FRotator K2_GetActorRotation; struct FVector K2_GetActorLocation;
class USceneComponent* K2_GetRootComponent(); // 获取根组件 TArray<class UActorComponent*> K2_GetComponentsByClass(class UClass* ComponentClass); // 获取指定类型的组件数组 struct FRotator K2_GetActorRotation(); // 获取Actor的旋转 struct FVector K2_GetActorLocation(); // 获取Actor的位置 void K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule); // 从父Actor中分离出来 void K2_DestroyComponent(class UActorComponent* Component); // 销毁指定的组件 void K2_DestroyActor(); // 销毁Actor void K2_AttachToComponent(class USceneComponent* Parent, const class FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); // 把组件附加到指定的父组件上 void K2_AttachToActor(class AActor* ParentActor, const class FName& SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); // 把组件附加到指定的父Actor上 void K2_AttachRootComponentToActor(class AActor* InParentActor, const class FName& InSocketName, EAttachLocation AttachLocationType, bool bWeldSimulatedBodies); // 把根组件附加到指定的父Actor上 void K2_AttachRootComponentTo(class USceneComponent* InParent, const class FName& InSocketName, EAttachLocation AttachLocationType, bool bWeldSimulatedBodies); // 把根组件附加到指定的父组件上 void K2_AddActorWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以世界坐标系为基准,对Actor进行平移、旋转、缩放,保留缩放比例 void K2_AddActorWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以世界坐标系为基准,对Actor进行平移、旋转、缩放,不保留缩放比例 void K2_AddActorWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以世界坐标系为基准,对Actor进行旋转 void K2_AddActorWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以世界坐标系为基准,对Actor进行平移 void K2_AddActorLocalTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以Actor本地坐标系为基准,对Actor进行平移、旋转、缩放 void K2_AddActorLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以Actor本地坐标系为基准,对Actor进行旋转 void K2_AddActorLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); // 以Actor本地坐标系为基准,对Actor进行平
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