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API > API/Plugins > API/Plugins/Avalanche > API/Plugins/Avalanche/Framework
References
| Module | Avalanche |
| Header | /Engine/Plugins/Experimental/Avalanche/Source/Avalanche/Public/Framework/AvaGizmoComponent.h |
| Include | #include "Framework/AvaGizmoComponent.h" |
Syntax
USTRUCT ()
struct FAvaGizmoComponentPrimitiveValues
Remarks
Stores original per-primitive visibility properties. Used for restoration when component removed.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bAffectDistanceFieldLighting | Controls whether the primitive should affect dynamic distance field lighting methods. | |
| bool | bAffectDynamicIndirectLighting | Controls whether the primitive should influence indirect lighting. | |
| bool | bAffectIndirectLightingWhileHidden | Controls whether the primitive should affect indirect lighting when hidden. | |
| bool | bCastShadow | Controls whether the primitive component should cast a shadow or not. | |
| bool | bDrawWireframe | Currently only applies to dynamic meshes. | |
| bool | bIsHiddenInGame | Whether to hide the primitive in game, if the primitive is Visible. | |
| bool | bIsVisible | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | |
| bool | bRendersCustomDepth | Whether to render to the custom depth buffer. | |
| bool | bRendersDepth | Whether to render to the depth buffer. | |
| bool | bRendersInMainPass | Whether to render in the main pass. | |
| bool | bVisibleInRayTracing | If true, this component will be visible in ray tracing effects. | |
| bool | bVisibleInRealTimeSkyCaptures | If true, this component will be visible in real-time sky light reflection captures. | |
| bool | bVisibleInReflectionCaptures | If true, this component will be visible in reflection captures. | |
| uint8 | CustomStencilId | The custom stencil id, if applicable. | |
| TArray< TObjectPtr< UMaterialInterface > > | Materials | ||
| FLinearColor | WireframeColor | The color of the wireframe when drawn. |