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template<typename T > |
static FORCEINLINE T * | CreateSelfSubobject (UObject *InOuter, const FString &InObjectUniqueName) |
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static FORCEINLINE UObject * | CreateSelfSubobject (UObject *InOuter, UClass *InObjectClass, const FString &InObjectUniqueName) |
| Use CreateDefaultSubobject or NewObject based on where this method is called. More...
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template<typename T > |
static FORCEINLINE bool | HasSubobject (UObject *InParentObj, const FString &InChildName) |
| Return true if InParentObj has subobjects with InChildName. More...
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static FORCEINLINE FString | ComposeDynamicResourceName (const FString &InPrefix, const FString &InResourceUniqueName) |
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static void | SetupComponentTick (UActorComponent *InComponent, bool bIsTickEnabled) |
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static USceneComponent * | SetupDefaultRootComponent (AActor *InActor) |
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template<typename T , typename = TEnableIf<TIsDerivedFrom<T, UPrimitiveComponent>::Value>> |
static void | ConfigureComponentPhysics (T *InComponent, bool bIsPhysicsEnabled, bool bIsCollisionEnabled, bool bIsOverlapEventEnabled) |
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static void | DisableNavImpactAndPhysicsCollision (UPrimitiveComponent *InComponent) |
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static void | AttachComponentToComponent (USceneComponent *InChildComp, USceneComponent *InParentComp, const FTransform &InRelativeTransf=FTransform::Identity, const FAttachmentTransformRules &InAttachmentRules=FAttachmentTransformRules::KeepRelativeTransform, const TCHAR *InSocketName=nullptr) |
| Use SetupAttachment or AttachToComponent based on where this method is called. More...
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template<typename T > |
static T * | CreateChildComponent (AActor *InActor, const FString &InUniqueName, bool bIsPhysicsEnabled=false, bool bIsCollisionEnabled=false, bool bIsOverlapEventEnabled=false) |
| Create a Child Component object and attach to InActor and calls ConfigureComponentPhysics. More...
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template<typename T > |
static T * | CreateAndAttachChildComponent (AActor *InActor, const FString &InUniqueName, const FTransform &InRelativeTransf=FTransform::Identity, USceneComponent *InParentComp=nullptr, const TCHAR *InAttachSocketName=nullptr) |
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template<typename TMeshComponent > |
static FORCEINLINE TMeshComponent * | CreateMeshComponent (AActor *InActor, const FString &InObjMeshUniqueName, const FString &InMeshCompUniqueName, const FTransform &InRelativeTransf, bool bInIsOwningActorStationary, bool bInIsPhysicsEnabled, bool bInIsCollisionEnabled, bool bInIsOverlapEventEnabled=false, USceneComponent *InParentComp=nullptr) |
| Create a Mesh Component, attach to InActor, set parameters. More...
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static void | SetupActorTick (AActor *InActor, bool bIsTickEnabled, float InTickInterval=0.f) |
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static void | RegisterActorComponent (UActorComponent *Comp) |
| Uses URRThreadUtils::IsInsideConstructor() to avoid crash by calling RegisterComponents() outside of constructor. More...
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static AActor * | FindEnvironmentActor (UWorld *InWorld) |
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static AActor * | FindSkyActor (UWorld *InWorld) |
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static ASkyLight * | FindSkyLight (UWorld *InWorld) |
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static AActor * | FindFloorActor (UWorld *InWorld) |
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static AActor * | FindWallActor (UWorld *InWorld) |
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static TArray< AStaticMeshActor * > | FindStaticMeshActorListByMeshSubname (UWorld *InWorld, const FString &InMeshSubname, bool bCreateMaterialInstanceDynamic, const ESearchCase::Type InCaseType=ESearchCase::IgnoreCase) |
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template<typename T > |
static TArray< T * > | FindActorListByType (UWorld *InWorld) |
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static APostProcessVolume * | FindPostProcessVolume (UWorld *InWorld) |
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template<typename T , typename TActorSpawnInfo > |
static T * | SpawnSimActor (UWorld *InWorld, int8 InSceneInstanceId, const TActorSpawnInfo &InActorSpawnInfo, const ESpawnActorCollisionHandlingMethod CollisionHandlingType=ESpawnActorCollisionHandlingMethod::AlwaysSpawn) |
| Spawn a generic actor that is either mesh-based or mesh-free & initialize it with actor spawn info. More...
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static ARRBaseActor * | SpawnSimActor (UWorld *InWorld, int8 InSceneInstanceId, UClass *InActorClass, const FString &InEntityModelName, const FString &InActorName=EMPTY_STR, const FTransform &InActorTransform=FTransform::Identity, const ESpawnActorCollisionHandlingMethod InCollisionHandlingType=ESpawnActorCollisionHandlingMethod::AlwaysSpawn, const FRRActorSpawnInfo &InActorSpawnInfo=FRRActorSpawnInfo()) |
| Spawn a generic actor that is either mesh-based or mesh-free. More...
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static FORCEINLINE FVector | GetRelativeLocFrom (const AActor *InActor, const AActor *InBaseActor) |
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static FORCEINLINE FQuat | GetRelativeQuatFrom (const FQuat &InQuat, const AActor *InBaseActor) |
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static FORCEINLINE FQuat | GetRelativeQuatFrom (const AActor *InActor, const AActor *InBaseActor) |
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static FORCEINLINE FRotator | GetRelativeRotFrom (const AActor *InActor, const AActor *InBaseActor) |
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static FORCEINLINE void | SetActorCollisionEnabled (AActor *InActor, bool bInCollisionOn) |
| Enable/Disable actor collision. More...
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static FORCEINLINE FVector | GetDirectedExtent (const FVector &InNormal, const FVector &InExtent) |
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static void | GetActorCenterAndBoundingBoxVertices (const AActor *InActor, const AActor *InBaseActor, TArray< FVector > *OutCenterAndVertices3D, bool bInIncludeNonColliding=true) |
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template<typename TActor > |
static void | GetHomoActorGroupCenterAndBoundingBoxVertices (const TArray< TActor * > &InActors, const AActor *InBaseActor, TArray< FVector > *OutCenterAndVertices3D, bool bInIncludeNonColliding=true) |
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static FVector | GetActorExtent (AActor *InActor, bool bOnlyCollidingComponents=true, bool bIncludeFromChildActors=false) |
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static FVector | GetActorSize (AActor *InActor, bool bOnlyCollidingComponents=true, bool bIncludeFromChildActors=false) |
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static void | DrawActorBoundingBox (AActor *InActor) |
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template<typename T > |
static FTransform | GetHomoActorGroupTransform (const TArray< T * > &InActors) |
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template<typename T > |
static FVector | GetActorGroupCenter (const TArray< T * > &InActors) |
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template<typename T > |
static FVector | GetActorGroupListCenter (const TArray< TArray< T * >> &InActorGroups) |
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static bool | IsActorOverlapping (AActor *InActor) |
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static bool | IsEnvStaticMeshActorsOverlapEventEnabled (UWorld *InWorld) |
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static void | SetEnvStaticMeshActorsOverlapEventEnabled (UWorld *InWorld, bool bEnabled) |
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template<typename T > |
static void | HuddleActors (const TArray< T * > &InActors) |
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static FString | GetSegMaskDepthStencilsAsText (AActor *InActor) |
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static bool | GetPhysicsActorHandles (FBodyInstance *InBody1, FBodyInstance *InBody2, FPhysicsActorHandle &OutActorRef1, FPhysicsActorHandle &OutActorRef2) |
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static void | SetHomoLinearConstraintMotion (FConstraintInstance *InCI, const ELinearConstraintMotion InLinearMotion) |
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static void | SetHomoAngularConstraintMotion (FConstraintInstance *InCI, const EAngularConstraintMotion InAngularMotion) |
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static UMaterialInstanceDynamic * | CreateMeshCompMaterialInstance (UMeshComponent *InMeshComp, int32 InMaterialIndex, const FString &InMaterialInterfaceName) |
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static int32 | GetActorMaterialsNum (AActor *InActor) |
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static UMaterialInstanceDynamic * | GetActorBaseMaterial (AActor *InActor, int32 InMaterialIndex=0) |
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static bool | ApplyMeshActorMaterialProps (AActor *InActor, const FRRMaterialProperty &InMaterialInfo, bool bApplyManufacturingAlbedo=true) |
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static void | ApplyMaterialProps (UMaterialInstanceDynamic *InMaterial, const FRRMaterialProperty &InMaterialInfo, bool bApplyManufacturingAlbedo=true) |
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static bool | SetMeshActorColor (AActor *InMeshActor, const FLinearColor &InColor, bool InEmitColor=false) |
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static void | RandomizeActorAppearance (AActor *InActor, const FRRTextureData &InTextureData) |
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