RapyutaSimulationPlugins
URRUObjectUtils Member List

This is the complete list of members for URRUObjectUtils, including all inherited members.

ApplyMaterialProps(UMaterialInstanceDynamic *InMaterial, const FRRMaterialProperty &InMaterialInfo, bool bApplyManufacturingAlbedo=true)URRUObjectUtilsstatic
ApplyMeshActorMaterialProps(AActor *InActor, const FRRMaterialProperty &InMaterialInfo, bool bApplyManufacturingAlbedo=true)URRUObjectUtilsstatic
AttachComponentToComponent(USceneComponent *InChildComp, USceneComponent *InParentComp, const FTransform &InRelativeTransf=FTransform::Identity, const FAttachmentTransformRules &InAttachmentRules=FAttachmentTransformRules::KeepRelativeTransform, const TCHAR *InSocketName=nullptr)URRUObjectUtilsstatic
ComposeDynamicResourceName(const FString &InPrefix, const FString &InResourceUniqueName)URRUObjectUtilsinlinestatic
ConfigureComponentPhysics(T *InComponent, bool bIsPhysicsEnabled, bool bIsCollisionEnabled, bool bIsOverlapEventEnabled)URRUObjectUtilsinlinestatic
CreateAndAttachChildComponent(AActor *InActor, const FString &InUniqueName, const FTransform &InRelativeTransf=FTransform::Identity, USceneComponent *InParentComp=nullptr, const TCHAR *InAttachSocketName=nullptr)URRUObjectUtilsinlinestatic
CreateChildComponent(AActor *InActor, const FString &InUniqueName, bool bIsPhysicsEnabled=false, bool bIsCollisionEnabled=false, bool bIsOverlapEventEnabled=false)URRUObjectUtilsinlinestatic
CreateMeshCompMaterialInstance(UMeshComponent *InMeshComp, int32 InMaterialIndex, const FString &InMaterialInterfaceName)URRUObjectUtilsstatic
CreateMeshComponent(AActor *InActor, const FString &InObjMeshUniqueName, const FString &InMeshCompUniqueName, const FTransform &InRelativeTransf, bool bInIsOwningActorStationary, bool bInIsPhysicsEnabled, bool bInIsCollisionEnabled, bool bInIsOverlapEventEnabled=false, USceneComponent *InParentComp=nullptr)URRUObjectUtilsinlinestatic
CreateSelfSubobject(UObject *InOuter, const FString &InObjectUniqueName)URRUObjectUtilsinlinestatic
CreateSelfSubobject(UObject *InOuter, UClass *InObjectClass, const FString &InObjectUniqueName)URRUObjectUtilsinlinestatic
DisableNavImpactAndPhysicsCollision(UPrimitiveComponent *InComponent)URRUObjectUtilsinlinestatic
DrawActorBoundingBox(AActor *InActor)URRUObjectUtilsinlinestatic
FindActorListByType(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindEnvironmentActor(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindFloorActor(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindPostProcessVolume(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindSkyActor(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindSkyLight(UWorld *InWorld)URRUObjectUtilsinlinestatic
FindStaticMeshActorListByMeshSubname(UWorld *InWorld, const FString &InMeshSubname, bool bCreateMaterialInstanceDynamic, const ESearchCase::Type InCaseType=ESearchCase::IgnoreCase)URRUObjectUtilsinlinestatic
FindWallActor(UWorld *InWorld)URRUObjectUtilsinlinestatic
GetActorBaseMaterial(AActor *InActor, int32 InMaterialIndex=0)URRUObjectUtilsstatic
GetActorCenterAndBoundingBoxVertices(const AActor *InActor, const AActor *InBaseActor, TArray< FVector > *OutCenterAndVertices3D, bool bInIncludeNonColliding=true)URRUObjectUtilsstatic
GetActorExtent(AActor *InActor, bool bOnlyCollidingComponents=true, bool bIncludeFromChildActors=false)URRUObjectUtilsinlinestatic
GetActorGroupCenter(const TArray< T * > &InActors)URRUObjectUtilsinlinestatic
GetActorGroupListCenter(const TArray< TArray< T * >> &InActorGroups)URRUObjectUtilsinlinestatic
GetActorMaterialsNum(AActor *InActor)URRUObjectUtilsstatic
GetActorSize(AActor *InActor, bool bOnlyCollidingComponents=true, bool bIncludeFromChildActors=false)URRUObjectUtilsinlinestatic
GetDirectedExtent(const FVector &InNormal, const FVector &InExtent)URRUObjectUtilsinlinestatic
GetHomoActorGroupCenterAndBoundingBoxVertices(const TArray< TActor * > &InActors, const AActor *InBaseActor, TArray< FVector > *OutCenterAndVertices3D, bool bInIncludeNonColliding=true)URRUObjectUtilsinlinestatic
GetHomoActorGroupTransform(const TArray< T * > &InActors)URRUObjectUtilsinlinestatic
GetPhysicsActorHandles(FBodyInstance *InBody1, FBodyInstance *InBody2, FPhysicsActorHandle &OutActorRef1, FPhysicsActorHandle &OutActorRef2)URRUObjectUtilsstatic
GetRelativeLocFrom(const AActor *InActor, const AActor *InBaseActor)URRUObjectUtilsinlinestatic
GetRelativeQuatFrom(const FQuat &InQuat, const AActor *InBaseActor)URRUObjectUtilsinlinestatic
GetRelativeQuatFrom(const AActor *InActor, const AActor *InBaseActor)URRUObjectUtilsinlinestatic
GetRelativeRotFrom(const AActor *InActor, const AActor *InBaseActor)URRUObjectUtilsinlinestatic
GetSegMaskDepthStencilsAsText(AActor *InActor)URRUObjectUtilsstatic
HasSubobject(UObject *InParentObj, const FString &InChildName)URRUObjectUtilsinlinestatic
HuddleActors(const TArray< T * > &InActors)URRUObjectUtilsinlinestatic
IsActorOverlapping(AActor *InActor)URRUObjectUtilsinlinestatic
IsEnvStaticMeshActorsOverlapEventEnabled(UWorld *InWorld)URRUObjectUtilsinlinestatic
RandomizeActorAppearance(AActor *InActor, const FRRTextureData &InTextureData)URRUObjectUtilsstatic
RegisterActorComponent(UActorComponent *Comp)URRUObjectUtilsstatic
SetActorCollisionEnabled(AActor *InActor, bool bInCollisionOn)URRUObjectUtilsinlinestatic
SetEnvStaticMeshActorsOverlapEventEnabled(UWorld *InWorld, bool bEnabled)URRUObjectUtilsinlinestatic
SetHomoAngularConstraintMotion(FConstraintInstance *InCI, const EAngularConstraintMotion InAngularMotion)URRUObjectUtilsstatic
SetHomoLinearConstraintMotion(FConstraintInstance *InCI, const ELinearConstraintMotion InLinearMotion)URRUObjectUtilsstatic
SetMeshActorColor(AActor *InMeshActor, const FLinearColor &InColor, bool InEmitColor=false)URRUObjectUtilsstatic
SetupActorTick(AActor *InActor, bool bIsTickEnabled, float InTickInterval=0.f)URRUObjectUtilsstatic
SetupComponentTick(UActorComponent *InComponent, bool bIsTickEnabled)URRUObjectUtilsstatic
SetupDefaultRootComponent(AActor *InActor)URRUObjectUtilsstatic
SpawnSimActor(UWorld *InWorld, int8 InSceneInstanceId, const TActorSpawnInfo &InActorSpawnInfo, const ESpawnActorCollisionHandlingMethod CollisionHandlingType=ESpawnActorCollisionHandlingMethod::AlwaysSpawn)URRUObjectUtilsinlinestatic
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())URRUObjectUtilsstatic