Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/ModelComponent.h |
Include |
#include "Components/ModelComponent.h" |
class UModelComponent :
public UPrimitiveComponent,
public IInterface_CollisionDataProvider
ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object. They are used exclusively by ULevel and are not intended as general-purpose components.
Name | Description | ||
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TObjectPtr< cla... |
ModelBodySetup |
Description of collision |
Name | Description | |
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UModelComponent ( |
Name | Description | ||
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void |
AddReferencedObjects ( |
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void |
ApplyTempElements ( |
Apply all the elements that we were putting into the TempBSPElements map to the Elements arrays in all components |
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void |
BuildRenderData() |
Rebuild the model's rendering info. |
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void |
CommitSurfaces() |
Commit the editor's changes to BSP surfaces. |
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void |
CopyElementsFrom ( |
Copy model elements from the other component. |
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void |
CreateModelBodySetup() |
Ensure ModelBodySetup is present and correctly configured. |
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FModelElemen... |
CreateNewTempElement ( |
Create a new temp FModelElement element for the component, which will be applied when lighting is all done. |
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bool |
GenerateElements ( |
Generate the Elements array. |
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const TIndir... |
GetElements() |
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TIndirectArr... |
GetElements() |
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UModel * |
GetModel() |
Accessors. |
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void |
GetStaticLightingInfo ( |
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void |
GetSurfaceLightMapResolution ( |
Calculate the lightmap resolution to be used by the given surface. |
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void |
InitializeModelComponent |
Minimal initialization. |
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void |
InvalidateCollisionData() |
Invalidate current collision data |
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void |
SelectAllSurfaces() |
Selects all surfaces that are part of this model component. |
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void |
ShrinkElements() |
Free empty elements. |
Name | Description | ||
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void |
AddMapBuildDataGUIDs |
Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. |
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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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UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
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void |
GetLightAndShadowMapMemoryUsage ( |
Returns the light and shadow map memory for this primitive in its out variables. |
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bool |
GetLightMapResolution ( |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
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UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
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UMaterialInt... |
GetMaterialFromCollisionFaceIndex ( |
Try and retrieve the material applied to a particular collision face of mesh. |
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int32 |
GetNumMaterials() |
Return number of material elements in this primitive |
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ELightMapInt... |
GetStaticLightingType() |
Requests whether the component will use texture, vertex or no lightmaps. |
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int32 |
GetStaticLightMapResolution() |
Returns the static lightmap resolution used for this primitive. |
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void |
GetStreamingRenderAssetInfo ( |
Enumerates the streaming textures/meshes used by the primitive. |
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void |
GetUsedMaterials ( |
Retrieves the materials used in this component |
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bool |
ShouldRecreateProxyOnUpdateTransform() |
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves. |
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bool |
SupportsStaticLighting() |
Whether the component type supports static lighting. |
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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bool |
IsPrecomputedLightingValid() |
True if our precomputed lighting is up to date |
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void |
PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
Name | Description | ||
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void |
CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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void |
DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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void |
InvalidateLightingCacheDetailed ( |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
Name | Description | ||
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bool |
IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
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void |
PostEditUndo() |
Called after applying a transaction to the object. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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bool |
ContainsPhysicsTriMeshData ( |
Interface for checking if the implementing objects contains triangle mesh collision data |
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bool |
GetPhysicsTriMeshData ( |
Interface for retrieving triangle mesh collision data from the implementing object |
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bool |
GetTriMeshSizeEstimates ( |
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData. |
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bool |
WantsNegXTriMesh() |
Do we want to create a negative version of this mesh |
Name |
Description |
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TempBSPElements |
The new BSP elements that are made during lighting, and will be applied to the components when all lighting is done |