| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionComponent.h |
Include |
#include "GeometryCollection/GeometryCollectionComponent.h" |
class UGeometryCollectionComponent :
public UMeshComponent,
public IChaosNotifyHandlerInterface
GeometryCollectionComponent
Name | Description | ||
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BaseRigidBodyIndex |
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bEnableAbandonAfterLevel |
Enables use of ReplicationAbandonClusterLevel to stop providing network updates to clients when the updated particle is of a level higher then specified. |
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bEnableReplication |
Per-instance override to enable/disable replication for the geometry collection |
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bNotifyBreaks |
Call SetNotifyBreaks to set this at runtime. |
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bNotifyCollisions |
If true, this component will get Chaos-specific collision notification events ( |
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CacheParameters |
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CachePlayback |
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ChaosSolverActor |
Chaos RBD Solver override. Will use the world's default solver actor if null. |
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ClusterConnectionType |
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ClusterGroupIndex |
Maximum level for cluster breaks. |
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CollisionGroup |
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float |
CollisionSampleFraction |
Uniform Friction |
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TArray< float > |
DamageThreshold |
Damage threshold for clusters at different levels. |
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float |
DesiredCacheTime |
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DisabledFlags |
Mirrored from the proxy on a sync TManagedArray |
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EnableClustering |
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InitialAngularVelocity |
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InitializationFields |
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InitializationState |
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InitialLinearVelocity |
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InitialVelocityType |
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MaxClusterLevel |
Maximum level for cluster breaks. |
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NotifyGeometryCollectionPhysicsLoadingStateChange |
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NotifyGeometryCollectionPhysicsStateChange |
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NumParticlesAdded |
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ObjectType |
ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic. |
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OnChaosBreakEvent |
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OnChaosPhysicsCollision |
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PhysicalMaterialOverride |
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RepData |
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ReplicationAbandonClusterLevel |
If replicating - the cluster level to stop sending corrections for geometry collection chunks. |
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const UGeometry... |
RestCollection |
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Simulating |
When Simulating is enabled the Component will initialize its rigid bodies within the solver. |
Name | Description | |
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UGeometryCollectionComponent ( |
Name | Description | ||
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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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FBodyInstanc... |
GetBodyInstance |
Returns BodyInstance of the 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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SetNotifyRigidBodyCollision ( |
Changes the value of bNotifyRigidBodyCollision |
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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FBoxSphereBo... |
CalcLocalBounds() |
Calculate the local bounds of the component. |
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HasAnySockets() |
Returns true if this component has any sockets |
Name | Description | ||
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BeginPlay() |
Used to detach physics objects before simulation begins. |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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EndPlay ( |
Ends gameplay for this component. |
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HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly |
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InitializeComponent() |
Initializes the component. |
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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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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
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GetLifetimeReplicatedProps ( |
Returns properties that are replicated for the lifetime of the actor channel |
Name | Description | ||
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DispatchChaosPhysicsCollisionBlueprintEvents ( |
Implementing classes should override to dispatch whatever blueprint events they choose to offer |
Name |
Description |
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FNotifyGeometryCollectionPhysicsLoadingStateChange |
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FNotifyGeometryCollectionPhysicsStateChange |
Blueprint event |
Name | Description | ||
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float |
AngularEtherDrag_DEPRECATED |
Uniform angular ether drag. |
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float |
LinearEtherDrag_DEPRECATED |
Uniform linear ether drag. |
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const UChaosPhy... |
PhysicalMaterial_DEPRECATED |
Physical Properties |