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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/SplineMeshComponent.h |
Include |
#include "Components/SplineMeshComponent.h" |
class USplineMeshComponent :
public UStaticMeshComponent,
public IInterface_CollisionDataProvider
A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline. Only a start and end position (and tangent) can be specified.
Name | Description | ||
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uint8: 1 |
bAllowSplineEditingPerInstance |
If true, spline mesh properties - StartPos, EndPos, StartTangent and EndTangent- may be edited per instance in the level viewport. |
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uint8: 1 |
bMeshDirty |
Indicates that the mesh needs updating. |
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TObjectPtr< UBo... |
BodySetup |
Physics data. |
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uint8: 1 |
bSelected |
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uint8: 1 |
bSmoothInterpRollScale |
If true, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. |
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CachedMeshBodySetupGuid |
Used to automatically trigger rebuild of collision data. |
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TEnumAsByte< ES... |
ForwardAxis |
Chooses the forward axis for the spline mesh orientation |
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float |
SplineBoundaryMax |
Maximum coordinate along the spline forward axis which corresponds to end of spline. |
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float |
SplineBoundaryMin |
Minimum coordinate along the spline forward axis which corresponds to start of spline. |
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SplineParams |
Spline that is used to deform mesh |
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SplineUpDir |
Axis (in component space) that is used to determine X axis for co-ordinates along spline |
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float |
VirtualTextureMainPassMaxDrawDistance |
The max draw distance to use in the main pass when also rendering to a runtime virtual texture. |
Name | Description | |
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USplineMeshComponent ( |
Name | Description | ||
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ApplyComponentInstanceData ( |
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CalcSliceTransform ( |
Calculates the spline transform, including roll, scale, and offset along the spline at a specified distance |
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CalcSliceTransformAtSplineOffset ( |
Calculates the spline transform, including roll, scale, and offset along the spline at a specified alpha interpolation parameter along the spline @note This is mirrored to Lightmass::CalcSliceTransform() and LocalVertexShader.usf. |
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CalculateScaleZAndMinZ ( |
Determines the mesh proxy values for SplineMeshScaleZ and SplineMeshMinZ |
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DestroyBodySetup() |
Destroys the body setup, used to clear collision if the mesh goes missing. |
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GetAxisMask ( |
Returns a vector which, when componentwise-multiplied by another vector, will zero all the components not corresponding to the supplied ESplineMeshAxis |
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double & |
GetAxisValue ( |
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const double... |
GetAxisValue ( |
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const float ... |
GetAxisValue ( |
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float & |
GetAxisValue ( |
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float |
GetBoundaryMax() |
Get the boundary max |
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float |
GetBoundaryMin() |
Get the boundary min |
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GetEndOffset() |
Get the end offset |
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GetEndPosition() |
Get the end position of spline in local space |
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float |
GetEndRoll() |
Get the end roll |
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GetEndScale() |
Get the end scaling |
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GetEndTangent() |
Get the end tangent vector of spline in local space |
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ESplineMeshA... |
GetForwardAxis() |
Get the forward axis |
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GetSplineUpDir() |
Get the spline up direction |
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GetStartOffset() |
Get the start offset |
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GetStartPosition() |
Get the start position of spline in local space |
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float |
GetStartRoll() |
Get the start roll |
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GetStartScale() |
Get the start scaling |
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GetStartTangent() |
Get the start tangent vector of spline in local space |
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RecreateCollision() |
Builds collision for the spline mesh (if collision is enabled) |
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SetBoundaryMax ( |
Set the boundary max |
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SetBoundaryMin ( |
Set the boundary min |
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SetEndOffset |
Set the end offset |
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SetEndPosition |
Set the end position of spline in local space |
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SetEndRoll ( |
Set the end roll |
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SetEndScale |
Set the end scaling |
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SetEndTangent |
Set the end tangent vector of spline in local space |
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SetForwardAxis ( |
Set the forward axis |
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SetSplineUpDir |
Set the spline up direction |
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SetStartAndEnd |
Set the start and end, position and tangent, all in local space |
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SetStartOffset |
Set the start offset |
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SetStartPosition |
Set the start position of spline in local space |
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SetStartRoll ( |
Set the start roll |
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SetStartScale |
Set the start scaling |
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SetStartTangent |
Set the start tangent vector of spline in local space |
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UpdateMesh() |
Update the collision and render state on the spline mesh following changes to its geometry |
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UpdateMesh_Concurrent() |
Same as UpdateMesh, but does not wait until the end of frame and can be used in non-game threads |
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UpdateRenderStateAndCollision() |
Called to notify render thread and possibly collision of a change in spline params or mesh |
Name | Description | ||
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FStaticMeshS... |
AllocateStaticLightingMesh ( |
Allocates an implementation of FStaticLightingMesh that will handle static lighting for this component |
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float |
GetTextureStreamingTransformScale() |
Get the scale comming form the component, when computing StreamingTexture data. |
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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UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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float |
GetVirtualTextureMainPassMaxDrawDistance() |
Get the max draw distance to use in the main pass when also rendering to a runtime virtual texture. |
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ShouldRenderSelected() |
Return true if the owner is selected and this component is selectable |
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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GetSocketTransform ( |
Get world-space socket transform. |
Name | Description | ||
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TStructOnSco... |
GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
Name | Description | ||
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Modify ( |
That the object will be modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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ContainsPhysicsTriMeshData ( |
Interface for checking if the implementing objects contains triangle mesh collision data |
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GetMeshId ( |
An optional string identifying the mesh data. |
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GetPhysicsTriMeshData ( |
Interface for retrieving triangle mesh collision data from the implementing object |
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WantsNegXTriMesh() |
Do we want to create a negative version of this mesh |