1 [
ComponentEditorProps(
category:
"GameScripted/Compositions", description:
"If entity is placed in a slot or converted to editableEntity then the system makes sure that the entity is always horizontally aligned")]
11 override void _WB_SetTransform(IEntity owner, inout vector mat[4], IEntitySource src)
13 owner.GetWorldTransform(mat);
14 vector angles = Math3D.MatrixToAngles(mat);
17 Math3D.AnglesToMatrix(angles, mat);