RapyutaSimulationPlugins
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Mesh actor.ARRBaseActor with list of #UMeshComponent. More...
#include <RRMeshActor.h>
Public Member Functions | |
ARRMeshActor () | |
Construct a new ARRMeshActor object. Create and setup a scene component as root. More... | |
virtual bool | Initialize () override |
Initialize MeshActor by 1)Create child mesh components, 2)SetCustomDepthEnabled, 3)Set mobility. More... | |
virtual bool | HasInitialized (bool bIsLogged=false) const override |
Checm MeshCompList and BaseMeshComp. More... | |
virtual void | Reset () override |
Reset MeshCompList. More... | |
void | DrawTransform () |
UMaterialInterface * | GetBaseMeshMaterial (int32 InMaterialIndex=0) const |
Get BaseMeshComp's material. More... | |
virtual void | DeclareFullCreation (bool bInCreationResult) |
Declare mesh actor full creation with all meshes created. More... | |
UMeshComponent * | GetMeshComponent (int32 Index=0) const |
Get body mesh component. More... | |
template<typename TMeshComp > | |
TArray< TMeshComp * > | CreateMeshComponentList (USceneComponent *InParentComp, const TArray< FString > &InMeshUniqueNameList, const TArray< FTransform > &InMeshRelTransf=TArray< FTransform >(), const TArray< FString > &InMaterialNameList=TArray< FString >()) |
Create mesh component list. More... | |
virtual void | OnBodyComponentMeshCreationDone (bool bInCreationResult, UObject *InMeshBodyComponent) |
Callback as a body mesh is created. More... | |
void | SetCustomDepthEnabled (bool bIsCustomDepthEnabled) |
Enable/Disable Custom Depth rendering pass. More... | |
void | SetCustomDepthStencilValue (int32 InCustomDepthStencilValue) |
Set Custom Depth Stencil value uniformly for all child mesh comps. More... | |
bool | IsCustomDepthEnabled () const |
Whether Custom depth rendering is enabled. More... | |
TArray< int32 > | GetCustomDepthStencilValueList () const |
Get mesh comps' custom depth stencil values. More... | |
virtual FORCEINLINE void | SetActivated (bool bInIsActivated) |
Activate/Deactivate mesh actor. More... | |
bool | IsActivated () const |
Whether mesh actor is activated. More... | |
Public Member Functions inherited from ARRBaseActor | |
ARRBaseActor () | |
Construct a new ARRBaseActor object. More... | |
ARRBaseActor (const FObjectInitializer &ObjectInitializer) | |
Construct a new ARRBaseActor object. More... | |
void | SetupDefaultBase () |
Initialize default components being configurable in child BP classes. More... | |
void | SetEntityModelName (const FString &InEntityModelName) |
bool | IsDataSynthEntity () const |
template<typename TActorSpawnInfo > | |
bool | InitializeWithSpawnInfo (const TActorSpawnInfo &InActorInfo) |
ACTOR INTIALIZING GENERAL INFO (Unique name, mesh list, material list, etc.) More... | |
void | SetTickEnabled (bool bInIsTickEnabled) |
Use URRUObjectUtils::SetupActorTick. More... | |
virtual void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native. More... | |
Public Attributes | |
TArray< UMeshComponent * > | MeshCompList |
Body mesh component list. More... | |
int32 | CreatedMeshesNum = 0 |
Created mesh components num up to the moment. More... | |
int32 | ToBeCreatedMeshesNum = 0 |
Planned num of mesh components to be created. More... | |
TObjectPtr< UMeshComponent > | BaseMeshComp = nullptr |
Base mesh comp, normally also as the root comp. More... | |
FIntVector | CellIdx = FIntVector::ZeroValue |
Cell index if arranged in a grid. More... | |
FOnMeshActorDeactivated | OnDeactivated |
Delegate on mesh actor being deactivated. More... | |
Public Attributes inherited from ARRBaseActor | |
TSharedPtr< FRRActorSpawnInfo > | ActorInfo = nullptr |
ARRGameState * | RRGameState = nullptr |
Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
URRGameSingleton * | RRGameSingleton = nullptr |
Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
ARRGameMode * | RRGameMode = nullptr |
Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
ARRPlayerController * | RRPlayerController = nullptr |
Pointer for convinience. Since this pointer can be nullptr, you need null check before using. More... | |
int8 | SceneInstanceId = URRActorCommon::DEFAULT_SCENE_INSTANCE_ID |
URRActorCommon * | ActorCommon = nullptr |
FString | EntityUniqueName |
Actually Object's Name is also unique as noted by UE, but we just do not want to rely on it. More... | |
FString | EntityModelName |
FTimerHandle | GenericTimerHandle |
Protected Attributes | |
uint8 | bLastMeshCreationResult: 1 |
Last body mesh creation result. More... | |
uint8 | bFullyCreated: 1 |
Whether all body meshes are fully created. More... | |
Additional Inherited Members | |
Static Public Attributes inherited from ARRBaseActor | |
static TMap< UClass *, TUniquePtr< std::once_flag > > | OnceFlagList |
[std::once_flag] also applies even in case of consecutive PIE runs, More... | |
static std::once_flag | OnceFlag |
Used for class having single-branch child classes (linear inheritance tree) More... | |
static int8 | SSceneInstanceId |
Protected Member Functions inherited from ARRBaseActor | |
virtual void | PreInitializeComponents () override |
Set #GameMode #GameState #GameSingleton #PlayerController. More... | |
virtual void | PrintSimConfig () const |
Print class members' values configured in RapyutaSimSettings.ini. More... | |
virtual void | DoGlobalConfig () |
Globally config custom setups (eg. Exec() cmds) applied for all instances of this class. More... | |
Mesh actor.ARRBaseActor with list of #UMeshComponent.
ARRMeshActor::ARRMeshActor | ( | ) |
Construct a new ARRMeshActor object. Create and setup a scene component as root.
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inline |
Create mesh component list.
TMeshComp |
InParentComp | |
InMeshUniqueNameList | |
InMeshRelTransf | |
InMaterialNameList |
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virtual |
Declare mesh actor full creation with all meshes created.
bInCreationResult |
void ARRMeshActor::DrawTransform | ( | ) |
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inline |
Get BaseMeshComp's material.
InMaterialIndex |
TArray<int32> ARRMeshActor::GetCustomDepthStencilValueList | ( | ) | const |
Get mesh comps' custom depth stencil values.
UMeshComponent* ARRMeshActor::GetMeshComponent | ( | int32 | Index = 0 | ) | const |
Get body mesh component.
Index |
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overridevirtual |
Checm MeshCompList and BaseMeshComp.
bIsLogged |
Reimplemented from ARRBaseActor.
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overridevirtual |
Initialize MeshActor by 1)Create child mesh components, 2)SetCustomDepthEnabled, 3)Set mobility.
Reimplemented from ARRBaseActor.
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inline |
Whether mesh actor is activated.
bool ARRMeshActor::IsCustomDepthEnabled | ( | ) | const |
Whether Custom depth rendering is enabled.
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virtual |
Callback as a body mesh is created.
bInCreationResult | |
InMeshBodyComponent |
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overridevirtual |
Reset MeshCompList.
Reimplemented from ARRBaseActor.
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inlinevirtual |
Activate/Deactivate mesh actor.
bInIsActivated |
void ARRMeshActor::SetCustomDepthEnabled | ( | bool | bIsCustomDepthEnabled | ) |
Enable/Disable Custom Depth rendering pass.
bIsCustomDepthEnabled |
void ARRMeshActor::SetCustomDepthStencilValue | ( | int32 | InCustomDepthStencilValue | ) |
Set Custom Depth Stencil value uniformly for all child mesh comps.
InCustomDepthStencilValue |
TObjectPtr<UMeshComponent> ARRMeshActor::BaseMeshComp = nullptr |
Base mesh comp, normally also as the root comp.
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protected |
Whether all body meshes are fully created.
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protected |
Last body mesh creation result.
FIntVector ARRMeshActor::CellIdx = FIntVector::ZeroValue |
Cell index if arranged in a grid.
int32 ARRMeshActor::CreatedMeshesNum = 0 |
Created mesh components num up to the moment.
TArray<UMeshComponent*> ARRMeshActor::MeshCompList |
Body mesh component list.
FOnMeshActorDeactivated ARRMeshActor::OnDeactivated |
Delegate on mesh actor being deactivated.
int32 ARRMeshActor::ToBeCreatedMeshesNum = 0 |
Planned num of mesh components to be created.