Choose your operating system:
Windows
macOS
Linux
| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectComponent.h |
Include |
#include "SmartObjectComponent.h" |
UCLASS(Blueprintable, ClassGroup=Gameplay, Meta=(BlueprintSpawnableComponent), Config=Game,
HideCategories=(Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
class USmartObjectComponent : public USceneComponent
Name | Description | ||
---|---|---|---|
|
TObjectPtr< USm... |
DefinitionAsset |
|
|
RegisteredID |
RegisteredID != FSmartObject::InvalidID when registered into a collection by SmartObjectSubsystem |
Name | Description | |
---|---|---|
|
USmartObjectComponent ( |
Name | Description | ||
---|---|---|---|
|
const USmart... |
GetDefinition() |
|
|
FSmartObject... |
GetRegisteredID() |
|
|
GetSmartObjectBounds() |
||
|
SetDefinition ( |
||
|
SetRegisteredID ( |
Name | Description | ||
---|---|---|---|
|
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. |