Module |
|
Header |
/Engine/Plugins/Runtime/HairStrands/Source/HairStrandsCore/Public/GroomComponent.h |
Include |
#include "GroomComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, Physics, Activation, Mobility, "Components|Activation"),
EditInlineNew, Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering)
class UGroomComponent :
public UMeshComponent,
public ILODSyncInterface
Name | Description | ||
---|---|---|---|
|
UNiagaraSystem ... |
AngularSpringsSystem |
|
|
AttachmentName |
Optional socket name, where the groom component should be attached at, when parented with a skeletal mesh |
|
|
BindingAsset |
Optional binding asset for binding a groom onto a skeletal mesh. |
|
|
bInitSimulation |
Boolean to check when the simulation should be initialized |
|
|
bResetSimulation |
Boolean to check when the simulation should be reset |
|
|
Cards_DefaultMaterial |
||
|
UNiagaraSystem ... |
CosseratRodsSystem |
|
|
UGroomAsset ... |
GroomAsset |
Groom asset . |
|
UGroomCache ... |
GroomCache |
|
|
GroomGroupsDesc |
Groom's groups info. |
|
|
Meshes_DefaultMaterial |
||
|
NiagaraComponents |
Niagara components that will be attached to the system |
|
|
UPhysicsAsset &... |
PhysicsAsset |
Physics asset to be used for hair simulation |
|
PrevBoneMatrix |
Previous bone matrix to compare the difference and decide to reset or not the simulation |
|
|
USkeletalMesh &... |
SourceSkeletalMesh |
Kept for debugging mesh transfer. |
|
Strands_DebugMaterial |
Reference of the default/debug materials for each geometric representation |
|
|
Strands_DefaultMaterial |
Name | Description | |
---|---|---|
|
UGroomComponent ( |
Name | Description | ||
---|---|---|---|
|
GetMaterialIndex ( |
||
|
GetMaterialSlotNames() |
||
|
IsMaterialSlotNameValid ( |
Name | Description | ||
---|---|---|---|
|
FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
|
UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
|
GetNumMaterials() |
Return number of material elements in this primitive |
|
|
GetUsedMaterials ( |
Retrieves the materials used in this component |
Name | Description | ||
---|---|---|---|
|
FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
|
DetachFromComponent ( |
Detach this component from whatever it is attached to. |
|
|
OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. |
|
|
OnChildAttached ( |
Used for tracking if a Niagara component is attached or not. |
|
|
OnChildDetached ( |
Called after a child scene component is detached from this component. |
Name | Description | ||
---|---|---|---|
|
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. |
|
|
OnComponentDestroyed ( |
Called when a component is destroyed |
|
|
OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
|
|
OnUnregister() |
Called when a component is unregistered. |
|
|
SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
|
|
TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
---|---|---|---|
|
BeginDestroy() |
Called before destroying the object. |
|
|
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
|
|
GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
|
PreEditChange ( |
This is called when a property is about to be modified externally |
Name | Description | ||
---|---|---|---|
|
GetCurrentSyncLOD() |
Returns what the current sync LOD has bee set to |
|
|
GetDesiredSyncLOD() |
~ Begin ILODSyncInterface Interface. |
|
|
GetNumSyncLODs() |
Returns number of LODs |
|
|
SetSyncLOD ( |
Sets what is synced LOD by 0 based index |