Fixed renamed parameters

This commit is contained in:
Olly Rybak
2025-05-14 19:32:11 +10:00
parent 49e0cc937e
commit 245d7de818

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@@ -258,7 +258,7 @@ public:
/// <param name="nodeIndex">The index of the skinned model skeleton node.</param>
/// <param name="nodeTransformation">The final node transformation matrix.</param>
/// <param name="worldSpace">True if convert matrices from world-space, otherwise values will be in local-space of the actor.</param>
API_FUNCTION() void SetNodeTransformation(int32 nodeIndex, const Matrix& modelBoneNodes, bool worldSpace = false);
API_FUNCTION() void SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTransformation, bool worldSpace = false);
/// <summary>
/// Sets the node final transformation. If multiple nodes are to be set within a frame, do not use set worldSpace to true, and do the conversion yourself to avoid recalculation of inv matrices.
@@ -271,10 +271,10 @@ public:
/// <summary>
/// Sets a group of nodes final transformation.
/// </summary>
/// <param name="nodesTransformations">Array of the final node transformation matrix.</param>
/// <param name="modelBoneNodes">Array of the final node transformation matrix.</param>
/// <param name="worldSpace">True if convert matrices from world-space, otherwise values will be in local-space of the actor.</param>
/// <returns></returns>
API_FUNCTION() void SetNodeTransformation(Array<ModelBoneNode>& nodesTransformations, bool worldSpace = false);
API_FUNCTION() void SetNodeTransformation(Array<ModelBoneNode>& modelBoneNodes, bool worldSpace = false);
/// <summary>
/// Finds the closest node to a given location.