1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / PrimitiveComponent.txt

Engine/Classes/PrimitiveComponent.uc
class PrimitiveComponent extends ActorComponent

    final function vector GetPosition()
    final native function SetRBChannel(ERBCollisionChannel Channel);
    final native function SetRBCollidesWithChannel(ERBCollisionChannel Channel, bool bNewCollides);
    final native function rotator GetRotation();
    native final function AddForce(vector Force, optional vector Position, optional name BoneName);
    native final function AddImpulse(vector Impulse, optional vector Position, optional name BoneName, optional bool bVelChange);
    native final function AddRadialForce(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff);
    native final function AddRadialImpulse(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, optional bool bVelChange);
    native final function AddTorque(vector Torque, optional name BoneName);
    native final function GJKResult ClosestPointOnComponentToPoint(out vector POI, out vector Extent, out vector OutPointA, out vector OutPointB);
    native final function InitRBPhys();
    native final function PutRigidBodyToSleep(optional name BoneName);
    native final function RB_BodyInstance GetRootBodyInstance();
    native final function RetardRBLinearVelocity(vector RetardDir, float VelScale);
    native final function SetActorCollision(bool NewCollideActors, bool NewBlockActors, optional bool NewAlwaysCheckCollision);
    native final function SetBlockRigidBody(bool bNewBlockRigidBody);
    native final function SetCullDistance(float NewCullDistance);
    native final function SetDepthPriorityGroup(ESceneDepthPriorityGroup NewDepthPriorityGroup);
    native final function SetHidden(bool NewHidden);
    native final function SetIgnoreOwnerHidden(bool bNewIgnoreOwnerHidden);
    native final function SetLightEnvironment(LightEnvironmentComponent NewLightEnvironment);
    native final function SetLightingChannels(LightingChannelContainer NewLightingChannels);
    native final function SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);
    native final function SetOnlyOwnerSee(bool bNewOnlyOwnerSee);
    native final function SetOwnerNoSee(bool bNewOwnerNoSee);
    native final function SetPhysMaterialOverride(PhysicalMaterial NewPhysMaterial);
    native final function SetRBAngularVelocity(vector NewAngVel, optional bool bAddToCurrent);
    native final function SetRBDominanceGroup(BYTE InDomGroup);
    native final function SetRBLinearVelocity(vector NewVel, optional bool bAddToCurrent);
    native final function SetRBPosition(vector NewPos, optional name BoneName);
    native final function SetRBRotation(rotator NewRot, optional name BoneName);
    native final function SetShadowParent(PrimitiveComponent NewShadowParent);
    native final function SetTraceBlocking(bool NewBlockZeroExtent, bool NewBlockNonZeroExtent);
    native final function SetViewOwnerDepthPriorityGroup( bool bNewUseViewOwnerDepthPriorityGroup, ESceneDepthPriorityGroup NewViewOwnerDepthPriorityGroup );
    native final function WakeRigidBody(optional name BoneName);
    native final function bool RigidBodyIsAwake(optional name BoneName);
    native function GJKResult ClosestPointOnComponentToComponent(out PrimitiveComponent OtherComponent, out vector PointOnComponentA, out vector PointOnComponentB);
    native function SetAbsolute(optional bool NewAbsoluteTranslation,optional bool NewAbsoluteRotation,optional bool NewAbsoluteScale);
    native function SetRotation(rotator NewRotation);
    native function SetScale(float NewScale);
    native function SetScale3D(vector NewScale3D);
    native function SetTranslation(vector NewTranslation);