Navigation
| Name | ActorModifier |
| Type | Plugin |
| Part of Plugins | Actor Modifier |
| Location | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/ |
| Module Build Rules | ActorModifier.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FActorModifierRenderStateUpdateExtension | This extension tracks specific actors for render state updates, when an update happens it will invoke IAvaRenderStateUpdateExtension function |
| FActorModifierSceneTreeUpdateExtension | This extension tracks specific actors for render state updates, when an update happens it will dirty the modifier it is attached on if filter passes |
| FActorModifierTransformUpdateExtension | This extension tracks specific actors for transform updates, when an update happens it will invoke the IAvaTransformUpdateExtension function |
| TActorModifierPropertyChangeDispatcher | Used to map properties to member functions that will get executed once a property changes |
| UActorModifierArrangeBaseModifier | Abstract base class for modifiers dealing with arrangement and attachment actors on self |
| UActorModifierAttachmentBaseModifier | Abstract base class for all modifiers that deal with attachments |
| UActorModifierRenderStateUpdateHandler | |
| UActorModifierSceneTreeUpdateHandler | |
| UActorModifierTransformShared | Singleton class for transform modifiers to share data between each other Used because multiple modifier could be watching/updating an actor We want to save the state of that actor once before any modifier changes it and restore it when no other modifier is watching it |
| UActorModifierTransformUpdateHandler | |
| UActorModifierVisibilityShared | Singleton class for visibility modifiers to share data between each other Used because multiple modifier could be watching/updating an actor We want to save the state of that actor once before any modifier changes it and restore it when no other modifier is watching it |
Structs
| Name | Remarks |
|---|---|
| FActorModifierAnchorAlignment | Specifies a set of anchor alignments, one for each 3D axis. |
| FActorModifierSceneTreeActor | |
| FActorModifierTransformSharedActorState | |
| FActorModifierTransformSharedModifierState | |
| FActorModifierVisibilitySharedActorState | |
| FActorModifierVisibilitySharedModifierState |
Interfaces
| Name | Remarks |
|---|---|
| IActorModifierRenderStateUpdateHandler | Implement this interface to handle extension event |
| IActorModifierSceneTreeCustomResolver | Helps resolve underlying actors in the scene |
| IActorModifierSceneTreeUpdateHandler | Implement this interface to handle extension event |
| IActorModifierTransformUpdateHandler | Implement this interface to handle extension event |
Enums
Public
| Name | Remarks |
|---|---|
| EActorModifierAlignment | |
| EActorModifierAxis | |
| EActorModifierDepthAlignment | |
| EActorModifierHorizontalAlignment | |
| EActorModifierReferenceContainer | Specifies the method for finding a reference actor based on it's position in the parent's hierarchy. |
| EActorModifierTransformSharedState | Enumerates all transform state that can be saved |
| EActorModifierVerticalAlignment | |
| EActorModifierVisibilityActor |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ENUM_CLASS_FLAGS
(
EActorModifierAxis |
ActorModifierTypes.h | ||
bool operator!
(
EActorModifierVisibilityActor E |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor operator&
(
EActorModifierVisibilityActor Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor & operator&=
(
EActorModifierVisibilityActor& Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor operator^
(
EActorModifierVisibilityActor Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor & operator^=
(
EActorModifierVisibilityActor& Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor operator|
(
EActorModifierVisibilityActor Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor & operator|=
(
EActorModifierVisibilityActor& Lhs, |
Shared/ActorModifierVisibilityShared.h | ||
EActorModifierVisibilityActor operator~
(
EActorModifierVisibilityActor E |
Shared/ActorModifierVisibilityShared.h | ||
FRotator UE::ActorModifier::ActorUtils::FindLookAtRotation
(
const FVector& InEyePosition, |
Utilities/ActorModifierActorUtils.h | ||
FBox UE::ActorModifier::ActorUtils::GetActorBounds
(
const AActor* InActor |
Utilities/ActorModifierActorUtils.h | ||
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
const TSet< TWeakObjectPtr< AActor > >& InActors, |
Layout. | Utilities/ActorModifierActorUtils.h | |
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
AActor* InActor, |
Utilities/ActorModifierActorUtils.h | ||
FOrientedBox UE::ActorModifier::ActorUtils::GetOrientedBox
(
const FBox& InLocalBox, |
Utilities/ActorModifierActorUtils.h | ||
FVector UE::ActorModifier::ActorUtils::GetVectorAxis
(
int32 InAxis |
Utilities/ActorModifierActorUtils.h | ||
bool UE::ActorModifier::ActorUtils::IsActorVisible
(
const AActor* InActor |
Rendering. | Utilities/ActorModifierActorUtils.h | |
bool UE::ActorModifier::ActorUtils::IsAxisVectorEquals
(
const FVector& InVectorA, |
Utilities/ActorModifierActorUtils.h |