Module |
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Header |
/Engine/Plugins/Runtime/CableComponent/Source/CableComponent/Classes/CableComponent.h |
Include |
#include "CableComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, Physics, Activation, "Components|Activation"), EditInlineNew,
Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering)
class UCableComponent : public UMeshComponent
Component that allows you to specify custom triangle mesh geometry
Name | Description | ||
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AttachEndTo |
Actor or Component that the defines the end position of the cable |
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AttachEndToSocketName |
Socket name on the AttachEndTo component to attach to |
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bAttachEnd |
Should we fix the end to something (using AttachEndTo and EndLocation), or leave it free. |
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bAttachStart |
Should we fix the start to something, or leave it free. |
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bEnableCollision |
EXPERIMENTAL. |
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bEnableStiffness |
Add stiffness constraints to cable. |
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CableForce |
Force vector (world space) applied to all particles in cable. |
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float |
CableGravityScale |
Scaling applied to world gravity affecting this cable. |
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float |
CableLength |
Rest length of the cable |
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float |
CableWidth |
How wide the cable geometry is |
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float |
CollisionFriction |
If collision is enabled, control how much sliding friction is applied when cable is in contact. |
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EndLocation |
End location of cable, relative to AttachEndTo (or AttachEndToSocketName) if specified, otherwise relative to cable component. |
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NumSegments |
How many segments the cable has |
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NumSides |
Number of sides of the cable geometry |
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SolverIterations |
The number of solver iterations controls how 'stiff' the cable is |
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float |
SubstepTime |
Controls the simulation substep time for the cable |
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float |
TileMaterial |
How many times to repeat the material along the length of the cable |
Name | Description | |
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UCableComponent ( |
Name | Description | ||
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AActor * |
GetAttachedActor() |
Gets the Actor that the cable is attached to |
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USceneCompon... |
GetAttachedComponent() |
Gets the specific USceneComponent that the cable is attached to |
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GetCableParticleLocations |
Get array of locations of particles (in world space) making up the cable simulation. |
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SetAttachEndTo |
Attaches the end of the cable to a specific Component within an Actor |
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SetAttachEndToComponent ( |
Attaches the end of the cable to a specific Component |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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GetNumMaterials() |
Return number of material elements in this primitive |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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DoesSocketExist ( |
Return true if socket with the given name exists |
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GetSocketTransform ( |
Get world-space socket transform. |
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HasAnySockets() |
Returns true if this component has any sockets |
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QuerySupportedSockets |
Get a list of sockets this component contains |
Name | Description | ||
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ApplyWorldOffset |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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TickComponent ( |
Function called every frame on this ActorComponent. |