| UObjectBase
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Module |
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Header |
/Engine/Plugins/2D/Paper2D/Source/Paper2D/Classes/PaperGroupedSpriteComponent.h |
Include |
#include "PaperGroupedSpriteComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ShowCategories=(Mobility), ClassGroup=Paper2D, Meta=(BlueprintSpawnableComponent),
EarlyAccessPreview)
class PAPER2UPaperGroupedSpriteComponent : public UMeshComponent
A component that handles rendering and collision for many instances of one or more UPaperSprite assets.
Name | Description | ||
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friend |
FGroupedSpriteSceneProxy |
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InstanceBodies |
Physics representation of the instance bodies |
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InstanceMaterials |
Array of materials used by the instances |
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PerInstanceSpriteData |
Array of instances |
Name | Description | |
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PAPER2UPaperGroupedSpriteComponent ( |
Name | Description | ||
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AddInstance ( |
Add an instance to this component. |
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AddInstanceWithMaterial ( |
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ClearAllInstanceBodies() |
Terminate all body instances owned by this component |
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ClearInstances() |
Clear all instances being rendered by this component |
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ContainsSprite ( |
Returns true if this component references the specified sprite asset. |
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CreateAllInstanceBodies() |
Creates body instances for all instances owned by this component |
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GetInstanceCount() |
Get the number of instances in this component |
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GetInstanceTransform ( |
Get the transform for the instance specified. |
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GetNavigationPerInstanceTransforms ( |
Handles request from navigation system to gather instance transforms in a specific area box |
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const TArray... |
GetPerInstanceSpriteData() |
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GetReferencedSpriteAssets |
Adds all referenced sprite assets to the specified list. |
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FBodyInstanc... |
InitInstanceBody ( |
Creates a body instance for the specified instance data if that sprite has defined collision |
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RebuildInstances() |
Invalidates the render and collision state |
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RebuildMaterialList() |
Creates the material list from the instances |
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ReleasePerInstanceRenderData() |
Transfers ownership of instance render data to a render thread instance render data will be released in scene proxy dtor or on render thread task |
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RemoveInstance ( |
Remove the instance specified. Returns True on success. |
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SetupNewInstanceData ( |
Sets up new instance data to sensible defaults, creates physics counterparts if possible |
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SortInstancesAlongAxis ( |
Sort all instances by their world space position along the specified axis |
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UpdateInstanceColor ( |
Update the color for the instance specified. Returns True on success. |
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UpdateInstanceTransform ( |
Update the transform for the instance specified. |
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UpdateMaterialList ( |
Adds to the material list from a single sprite |
Name | Description | ||
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CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component |
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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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DoCustomNavigableGeometryExport ( |
Collects custom navigable geometry of component. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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GetNumMaterials() |
Return number of material elements in this primitive |
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GetUsedTextures ( |
Returns the material textures used to render this primitive for the given platform. |
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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OnUpdateTransform ( |
Native callback when this component is moved |
Name | Description | ||
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const UObjec... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
Name | Description | ||
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
Name | Description | ||
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GetNavigationData ( |
Prepare navigation modifiers |
UPaperSprite