Component of ARRMeshActor. UStaticMeshComponent with utils.
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#include <RRStaticMeshComponent.h>
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virtual void | BeginPlay () override |
| It is considered that a mesh component should only be physically activated if its Owning Actor is Physically Enabled,. More...
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◆ URRStaticMeshComponent()
URRStaticMeshComponent::URRStaticMeshComponent |
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◆ BeginPlay()
virtual void URRStaticMeshComponent::BeginPlay |
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overrideprotectedvirtual |
It is considered that a mesh component should only be physically activated if its Owning Actor is Physically Enabled,.
thus not auto activating physics here! Rather, it is left to the Owning actor to do it!
◆ CreateMesh()
UStaticMesh* URRStaticMeshComponent::CreateMesh |
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const FRRMeshData & |
InMeshData, |
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bool |
bInAsVisualMesh |
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) |
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Create a static mesh.
- Parameters
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InMeshData | |
bInAsVisualMesh | Whether it is created as a visual or collision mesh |
- Returns
- UStaticMesh
◆ CreateMeshBody()
UStaticMesh* URRStaticMeshComponent::CreateMeshBody |
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const FRRMeshData & |
InMeshData | ) |
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Create a Mesh Body object.
- Note
- This function could be invoked from an async task running in GameThread
- Parameters
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- Returns
- UStaticMesh*
◆ CreateMeshSection()
void URRStaticMeshComponent::CreateMeshSection |
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const TArray< FRRMeshNodeData > & |
InMeshSectionData, |
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FMeshDescriptionBuilder & |
OutMeshDescBuilder |
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private |
◆ EnableOverlapping()
void URRStaticMeshComponent::EnableOverlapping |
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bool |
bOverlapEventEnabled | ) |
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◆ GenerateCustomSimpleCollision()
void URRStaticMeshComponent::GenerateCustomSimpleCollision |
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const FRRMeshData & |
InMeshData, |
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UBodySetup * |
OutBodySetup |
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) |
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◆ GetExtent()
FVector URRStaticMeshComponent::GetExtent |
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const |
Get the extent of bounding box of the mesh.
- Returns
- FVector
UFUNCTION()
◆ GetScaledExtent()
FVector URRStaticMeshComponent::GetScaledExtent |
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const |
◆ GetSize()
FVector URRStaticMeshComponent::GetSize |
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const |
Get the Size of bounding box of the mesh.
- Returns
- FVector
UFUNCTION()
◆ HideSelf()
void URRStaticMeshComponent::HideSelf |
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bool |
bInHidden | ) |
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◆ Initialize()
void URRStaticMeshComponent::Initialize |
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bool |
bInIsStationary, |
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bool |
bInIsPhysicsEnabled |
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Set Mobility and Physics Enabled.
- Note
- Upon creation, DO NOT enable physics here yet, which will makes mesh comp detached from its parent.
Physics should only be enabled after children mesh comps have also been created, so they will be welded.
Refer to [FBodyInstance::SetInstanceSimulatePhysics()]
- Parameters
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bInIsStationary | |
bInIsPhysicsEnabled | |
◆ InitializeMesh()
bool URRStaticMeshComponent::InitializeMesh |
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const FString & |
InMeshFileName | ) |
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◆ LockSelf()
void URRStaticMeshComponent::LockSelf |
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This function is used proprietarily for Generic Link/Joint (Non-Articulation) structure.
UFUNCTION()
◆ SetCollisionModeAvailable()
void URRStaticMeshComponent::SetCollisionModeAvailable |
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bool |
bInCollisionEnabled, |
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bool |
bInHitEventEnabled = false |
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Set the Collision Mode with some preset parameters.
- Todo:
- is preset parameter cover all use case?
- Parameters
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bInCollisionEnabled | |
bInHitEventEnabled | |
UFUNCTION()
◆ SetMesh()
void URRStaticMeshComponent::SetMesh |
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UStaticMesh * |
InStaticMesh | ) |
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Set Static mesh from UstaticMesh.
- See also
- SetStaticMesh
- Parameters
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◆ SetMeshSize()
void URRStaticMeshComponent::SetMeshSize |
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const FVector & |
InSize | ) |
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inline |
◆ URRObjectUtils
friend class URRObjectUtils |
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friend |
◆ ActorCommon
◆ bIsStationary
bool URRStaticMeshComponent::bIsStationary = false |
◆ bMeshRuntimeCreated
bool URRStaticMeshComponent::bMeshRuntimeCreated = false |
◆ bUseComplexCollision
bool URRStaticMeshComponent::bUseComplexCollision = false |
Whether a complex collision mesh is built alongside the visual static mesh.
Meant for ECollisionTraceFlag::CTF_UseComplexAsSimple, which only works with ECollisionChannel::ECC_WorldStatic
UPROPERTY()
◆ bUseDefaultSimpleCollision
bool URRStaticMeshComponent::bUseDefaultSimpleCollision = true |
◆ CUSTOM_DEPTH_STENCIL_VOID
constexpr int8 URRStaticMeshComponent::CUSTOM_DEPTH_STENCIL_VOID = 0 |
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staticconstexpr |
◆ MeshUniqueName
FString URRStaticMeshComponent::MeshUniqueName |
◆ OnMeshCreationDone
FOnMeshCreationDone URRStaticMeshComponent::OnMeshCreationDone |
◆ OriginRelativeTransform
FTransform URRStaticMeshComponent::OriginRelativeTransform |
◆ SceneInstanceId
int8 URRStaticMeshComponent::SceneInstanceId = 0 |
◆ ShapeType
◆ StaticMeshTimerHandle
FTimerHandle URRStaticMeshComponent::StaticMeshTimerHandle |
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private |
The documentation for this class was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRStaticMeshComponent.h