#include <RRActorCommon.h>
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| FRRActorSpawnInfo () |
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| 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) |
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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) |
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void | ClearMeshInfo () |
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bool | IsValid (bool bIsLogged=false) const |
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◆ FRRActorSpawnInfo() [1/2]
FRRActorSpawnInfo::FRRActorSpawnInfo |
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◆ FRRActorSpawnInfo() [2/2]
FRRActorSpawnInfo::FRRActorSpawnInfo |
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const FString & |
InEntityModelName, |
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const FString & |
InUniqueName, |
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const FTransform & |
InActorTransform, |
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const TArray< FTransform > & |
InMeshRelTransformList = TArray< FTransform >() , |
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const TArray< FString > & |
InMeshUniqueNameList = TArray< FString >() , |
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const TArray< FString > & |
InMaterialNameList = TArray< FString >() , |
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bool |
bInIsStationary = false , |
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bool |
bInIsPhysicsEnabled = false , |
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bool |
bInIsCollisionEnabled = false , |
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bool |
bInIsOverlapEventEnabled = false |
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◆ ClearMeshInfo()
void FRRActorSpawnInfo::ClearMeshInfo |
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inline |
◆ IsValid()
bool FRRActorSpawnInfo::IsValid |
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bool |
bIsLogged = false | ) |
const |
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inline |
◆ operator()()
void FRRActorSpawnInfo::operator() |
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const FString & |
InEntityModelName, |
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const FString & |
InUniqueName, |
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const FTransform & |
InActorTransform = FTransform::Identity , |
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const TArray< FTransform > & |
InMeshRelTransformList = TArray< FTransform >() , |
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const TArray< FString > & |
InMeshUniqueNameList = TArray< FString >() , |
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const TArray< FString > & |
InMaterialNameList = TArray< FString >() , |
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bool |
bInIsStationary = false , |
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bool |
bInIsPhysicsEnabled = false , |
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bool |
bInIsCollisionEnabled = false , |
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bool |
bInIsOverlapEventEnabled = false |
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) |
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◆ 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:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRActorCommon.h