FViewportTransformable

Represents an object that we're actively interacting with, such as a selected actor

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Inheritance Hierarchy

FViewportTransformable

FActorViewportTransformable

References

Module

ViewportInteraction

Header

/Engine/Source/Editor/ViewportInteraction/Public/ViewportTransformable.h

Include

#include "ViewportTransformable.h"

Syntax

class FViewportTransformable

Remarks

Represents an object that we're actively interacting with, such as a selected actor

Variables

Name Description

Public variable

FTransform

 

StartTransform

The object's world space transform when we started the action

Constructors

Name Description

Public function

FViewportTransformable()

Sets up safe defaults

Destructors

Name Description

Public function Virtual

~FViewportTransformable()

Functions

Name Description

Public function

void

 

ApplyTransform

(
    const FTransform& NewTransform,
    const bool bSweep
)

Updates the transform of the actual object

Public function Const

FBox

 

BuildBoundingBox

(
    const FTransform& BoundingBoxToWor...
)

Returns the bounding box of this transformable, built in the specified coordinate system

Public function Virtual Const

FVector

 

GetLinearVelocity()

Get the velocity of the object

Public function Const

const FTrans...

 

GetTransform()

Gets the current transform of this object

Public function Virtual Const

bool

 

IsPhysicallySimulated()

Returns true if this transformable is a physically simulated kinematic object

Public function Virtual Const

bool

 

IsUnorientedPoint()

Returns true if this transformable is a single, unoriented point in space, thus never supports being rotated or scaled when only a single transformable is selected.

Public function Virtual

void

 

SetLinearVelocity

(
    const FVector& NewVelocity
)

For physically simulated objects, sets the new velocity of the object

Public function Virtual Const

bool

 

ShouldBeCarried()

Returns true if this transformable should be 'carried' (moved and rotated) when dragged, if possible, instead of only translated

Public function Virtual

void

 

UpdateIgnoredActorList

(
    TArray< class AActor* >& Igno...
)

For actor transformables, this will add it's actor to the incoming list

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