| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h |
Include |
#include "MRMeshComponent.h" |
class UMRMeshComponent :
public UPrimitiveComponent,
public IMRMesh
Name | Description | |
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UMRMeshComponent ( |
Name | Description | ||
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ForceNavMeshUpdate() |
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GetEnableMeshOcclusion() |
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GetUseWireframe() |
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FOnClear & |
OnClear() |
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SetEnableMeshOcclusion ( |
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SetEnableNavMesh ( |
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SetNeverCreateCollisionMesh ( |
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SetUseWireframe ( |
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UpdateMesh |
Updates from HoloLens or iOS |
Name | Description | ||
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SetCollisionEnabled ( |
Controls what kind of collision is enabled for this body |
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SetCollisionObjectType ( |
Changes the collision channel that this object uses when it moves |
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SetCollisionProfileName |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
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SetCollisionResponseToAllChannels ( |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse |
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SetCollisionResponseToChannel ( |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. |
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SetCollisionResponseToChannels ( |
Changes the whole ResponseToChannels container for this PrimitiveComponent. |
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SetMaterial ( |
UPrimitiveComponent.. public BP function needs to stay public to avoid nativization errors. (RR) |
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SetWalkableSlopeOverride ( |
Sets a new slope override for this component instance. |
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UpdatePhysicsToRBChannels() |
Internal function that updates physics objects to match the component collision settings. |
Name | Description | ||
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BeginPlay() |
Used to detach physics objects before simulation begins. |
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EndPlay ( |
Ends gameplay for this component. |
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OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes |
Name | Description | ||
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Clear() |
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IsConnected() |
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SendRelativeTransform ( |
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SetConnected ( |
Name |
Description |
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FOnClear |
Trackers feeding mesh data to this component may want to know when we clear our mesh data |