| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/WindDirectionalSourceComponent.h |
Include |
#include "Components/WindDirectionalSourceComponent.h" |
class UWindDirectionalSourceComponent : public USceneComponent
Component that provides a directional wind source. Only affects SpeedTree assets.
Name | Description | ||
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uint32: 1 |
bPointWind |
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float |
MaxGustAmount |
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float |
MinGustAmount |
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float |
Radius |
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SceneProxy |
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float |
Speed |
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float |
Strength |
Name | Description | |
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UWindDirectionalSourceComponent ( |
Name | Description | ||
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FWindSourceS... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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GetWindParameters |
Calculate wind parameters from the data on this component, safe to call on game thread |
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SetMaximumGustAmount ( |
Set maximum deviation for wind gusts |
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SetMinimumGustAmount ( |
Set minimum deviation for wind gusts |
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SetRadius ( |
Set the effect radius for point wind |
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SetSpeed ( |
Sets the windspeed of the generated wind |
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SetStrength ( |
Because the actual data used to query wind is stored on the render thread in an instance of FWindSourceSceneProxy all of our properties are read only. |
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SetWindType ( |
Set the type of wind generator to use |
Name | Description | ||
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Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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Deactivate() |
Deactivates the SceneComponent. |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |