RapyutaSimulationPlugins
Public Member Functions | Public Attributes | List of all members
FRRActorSpawnInfo Struct Reference

#include <RRActorCommon.h>

Public Member Functions

 FRRActorSpawnInfo ()
 
 FRRActorSpawnInfo (const FString &InEntityModelName, const FString &InUniqueName, const FTransform &InActorTransform, const TArray< FTransform > &InMeshRelTransformList=TArray< FTransform >(), const TArray< FString > &InMeshUniqueNameList=TArray< FString >(), const TArray< FString > &InMaterialNameList=TArray< FString >(), bool bInIsStationary=false, bool bInIsPhysicsEnabled=false, bool bInIsCollisionEnabled=false, bool bInIsOverlapEventEnabled=false)
 
void operator() (const FString &InEntityModelName, const FString &InUniqueName, const FTransform &InActorTransform=FTransform::Identity, const TArray< FTransform > &InMeshRelTransformList=TArray< FTransform >(), const TArray< FString > &InMeshUniqueNameList=TArray< FString >(), const TArray< FString > &InMaterialNameList=TArray< FString >(), bool bInIsStationary=false, bool bInIsPhysicsEnabled=false, bool bInIsCollisionEnabled=false, bool bInIsOverlapEventEnabled=false)
 
void ClearMeshInfo ()
 
bool IsValid (bool bIsLogged=false) const
 

Public Attributes

FString EntityModelName
 
FString UniqueName
 Actually GetName() is also unique as noted by UE, but we just do not want to rely on it. More...
 
FTransform ActorTransform = FTransform::Identity
 
TArray< FTransform > MeshRelTransformList
 
TArray< FString > MeshUniqueNameList
 
TArray< FString > MaterialNameList
 
uint8 bIsTickEnabled: 1
 
uint8 bIsStationary: 1
 
uint8 bIsPhysicsEnabled: 1
 
uint8 bIsCollisionEnabled: 1
 
uint8 bIsSelfCollision: 1
 
uint8 bIsOverlapEventEnabled: 1
 
uint8 bIsDataSynthEntity: 1
 
TSubclassOf< AActor > TypeClass = nullptr
 

Detailed Description

USTRUCT()

Constructor & Destructor Documentation

◆ FRRActorSpawnInfo() [1/2]

FRRActorSpawnInfo::FRRActorSpawnInfo ( )

◆ FRRActorSpawnInfo() [2/2]

FRRActorSpawnInfo::FRRActorSpawnInfo ( const FString &  InEntityModelName,
const FString &  InUniqueName,
const FTransform &  InActorTransform,
const TArray< FTransform > &  InMeshRelTransformList = TArray< FTransform >(),
const TArray< FString > &  InMeshUniqueNameList = TArray< FString >(),
const TArray< FString > &  InMaterialNameList = TArray< FString >(),
bool  bInIsStationary = false,
bool  bInIsPhysicsEnabled = false,
bool  bInIsCollisionEnabled = false,
bool  bInIsOverlapEventEnabled = false 
)

Member Function Documentation

◆ ClearMeshInfo()

void FRRActorSpawnInfo::ClearMeshInfo ( )
inline

◆ IsValid()

bool FRRActorSpawnInfo::IsValid ( bool  bIsLogged = false) const
inline

◆ operator()()

void FRRActorSpawnInfo::operator() ( const FString &  InEntityModelName,
const FString &  InUniqueName,
const FTransform &  InActorTransform = FTransform::Identity,
const TArray< FTransform > &  InMeshRelTransformList = TArray< FTransform >(),
const TArray< FString > &  InMeshUniqueNameList = TArray< FString >(),
const TArray< FString > &  InMaterialNameList = TArray< FString >(),
bool  bInIsStationary = false,
bool  bInIsPhysicsEnabled = false,
bool  bInIsCollisionEnabled = false,
bool  bInIsOverlapEventEnabled = false 
)

Member Data Documentation

◆ ActorTransform

FTransform FRRActorSpawnInfo::ActorTransform = FTransform::Identity

◆ bIsCollisionEnabled

uint8 FRRActorSpawnInfo::bIsCollisionEnabled

◆ bIsDataSynthEntity

uint8 FRRActorSpawnInfo::bIsDataSynthEntity

◆ bIsOverlapEventEnabled

uint8 FRRActorSpawnInfo::bIsOverlapEventEnabled

◆ bIsPhysicsEnabled

uint8 FRRActorSpawnInfo::bIsPhysicsEnabled

◆ bIsSelfCollision

uint8 FRRActorSpawnInfo::bIsSelfCollision

◆ bIsStationary

uint8 FRRActorSpawnInfo::bIsStationary

◆ bIsTickEnabled

uint8 FRRActorSpawnInfo::bIsTickEnabled

◆ EntityModelName

FString FRRActorSpawnInfo::EntityModelName

◆ MaterialNameList

TArray<FString> FRRActorSpawnInfo::MaterialNameList

◆ MeshRelTransformList

TArray<FTransform> FRRActorSpawnInfo::MeshRelTransformList

◆ MeshUniqueNameList

TArray<FString> FRRActorSpawnInfo::MeshUniqueNameList

◆ TypeClass

TSubclassOf<AActor> FRRActorSpawnInfo::TypeClass = nullptr

◆ UniqueName

FString FRRActorSpawnInfo::UniqueName

Actually GetName() is also unique as noted by UE, but we just do not want to rely on it.

Instead, WE CREATE [UniqueName] TO MAKE OUR ID CONTROL MORE INDPENDENT of UE INTERNAL NAME HANDLING.

Reasons: Sometimes,

  • UE provided Name Id is updated as Label is updated...
  • In pending-kill state, GetName() goes to [None]

UPROPERTY()


The documentation for this struct was generated from the following file: