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UPaperSpriteComponent

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Inheritance Hierarchy

Syntax

UCLASS ([ShowCategories=(Mobility)](Programming/UnrealArchitecture/Reference/Classes/Specifiers/ShowCategories), [ClassGroup=Paper2D](Programming/UnrealArchitecture/Reference/Classes/Specifiers/ClassGroup), Meta=(BlueprintSpawnableComponent))
class UPaperSpriteComponent : public UMeshComponent

Remarks

A component that handles rendering and collision for a single instance of a UPaperSprite asset.

This component is created when you drag a sprite asset from the content browser into a Blueprint, or contained inside of the actor created when you drag one into the level.

Variables

Name Description

Protected variable UProperty Category, EditAnywhere, Meta BlueprintReadOnly

UPaperSprite &#...

 

SourceSprite

The sprite asset used by this component.

Protected variable UProperty Category, Interp BlueprintReadOnly

FLinearColor

 

SpriteColor

The color of the sprite (passed to the sprite material as a vertex color)

Constructors

Name Description

Public function

UPaperSpriteComponent

(
    const FObjectInitializer & ObjectIn...
)

UPaperSpriteComponent .

Functions

Name Description

Public function Virtual UFunction BlueprintPure, Category

UPaperSprite ...

 

GetSprite()

Gets the PaperSprite used by this instance.

Public function

FLinearColor

 

GetSpriteColor()

Returns the current color of the sprite

Public function

FLinearColor

 

GetWireframeColor()

Returns the wireframe color to use for this component.

Public function Virtual UFunction BlueprintCallable, Category

bool

 

SetSprite

(
    UPaperSprite * NewSprite
)

Change the PaperSprite used by this instance.

Public function UFunction BlueprintCallable, Category

void

 

SetSpriteColor

(
    FLinearColor NewColor
)

Set color of the sprite

Public function

void

 

SetTransientTextureOverride

(
    const UTexture * TextureToModif...,
    UTexture * OverrideTexture
)

End of UPrimitiveComponent interface.

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

FPrimitiveSc ...

 

CreateSceneProxy()

End of USceneComponent interface.

Public function Virtual

UBodySetup &...

 

GetBodySetup()

Return the BodySetup to use for this PrimitiveComponent (single body case)

Public function Virtual

UMaterialInt ...

 

GetMaterial

(
    int32 ElementIndex
)

Returns the material used by the element at the specified index

Public function Virtual

int32

 

GetNumMaterials()

Number of material elements in this primitive

Public function Virtual

void

 

GetStreamingTextureInfo

Enumerates the streaming textures used by the primitive.

Public function Virtual

void

 

GetUsedMaterials

(
    TArray < UMaterialInterface * > ...,
    bool bGetDebugMaterials
)

Retrieves the materials used in this component

Public function Virtual

void

 

GetUsedTextures

(
    TArray < UTexture * >& OutTextu...,
    EMaterialQualityLevel::Type Quality...
)

Returns the material textures used to render this primitive for the given platform.

Overridden from USceneComponent

Name Description

Public function Virtual

FBoxSphereBo ...

 

CalcBounds

(
    const FTransform & LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Public function Virtual

bool

 

DoesSocketExist

(
    FName InSocketName
)

Return true if socket with the given name exists

Public function Virtual

FTransform

 

GetSocketTransform

(
    FName InSocketName,
    ERelativeTransformSpace TransformSp...
)

Get world-space socket transform.

Public function Virtual

bool

 

HasAnySockets()

End of UActorComponent interface.

Public function Virtual

void

 

QuerySupportedSockets

Get a list of sockets this component contains

Overridden from UActorComponent

Name Description

Public function Virtual

const UObjec ...

 

AdditionalStatObject()

Give a readable name for this component, including asset name if applicable

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.

Public function Virtual

void

 

SendRenderDynamicData_Concurrent()

End of UObject interface.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

UObject interface.

Public function Virtual

void

 

PostLoad()

WITH_EDITOR.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

See Also

References

Module

Paper2D