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API > API/Plugins > API/Plugins/Avalanche > API/Plugins/Avalanche/Framework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UAvaGizmoComponent
References
| Module | Avalanche |
| Header | /Engine/Plugins/Experimental/Avalanche/Source/Avalanche/Public/Framework/AvaGizmoComponent.h |
| Include | #include "Framework/AvaGizmoComponent.h" |
Syntax
UCLASS (DisplayName="Motion Design Gizmo Component", Meta=(BlueprintSpawnableComponent))
class UAvaGizmoComponent : public UActorComponent
Remarks
Add to an actor to indicate it's used as a Gizmo.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bApplyToChildActors | Whether the settings apply to child actors or not. | |
| bool | bAreGizmoValuesApplied | Whether the gizmo values are actually applied. | |
| bool | bCastShadow | Controls whether the primitive component should cast a shadow or not. | |
| bool | bDrawWireframe | Currently only applies to dynamic meshes. | |
| bool | bIsGizmoEnabled | Whether "gizmo mode" is enabled. | |
| bool | bIsHiddenInGame | Whether to hide the primitive in game, if the primitive is Visible. | |
| std::atomic< bool > | bIsRestoringValues | ||
| bool | bIsVisibleInEditor | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | |
| bool | bRenderDepth | Whether to render to the depth buffer. | |
| bool | bRenderInMainPass | Whether to render in the main pass. | |
| bool | bSetStencil | Whether to render to the custom depth/stencil buffer. | |
| TMap< FSoftComponentReference, FAvaGizmoComponentPrimitiveValues > | ComponentValues | Original values to restore upon component removal. | |
| TObjectPtr< UMaterialInterface > | Material | Material that overrides all others attached to the parent actor, if specified. | |
| FDelegateHandle | PostRegisterComponentsHandle | ||
| uint8 | StencilId | The custom stencil id, if applicable. | |
| FLinearColor | WireframeColor | The color of the wireframe when drawn. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Whether the settings apply to child actors or not. | ||
| void | Applies the gizmo values to all primitive components in the parent actor. | ||
| bool | CastsShadow () |
Whether the primitive component should cast a shadow or not. | |
| UMaterialInterface * | GetMaterial () |
The (optional) material to use. | |
| const uint8 | GetStencilId () |
The custom stencil id, if applicable. | |
| const bool | Whether "gizmo mode" is enabled. | ||
| bool | Whether to hide the primitive in game, if the primitive is Visible. | ||
| bool | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | ||
| bool | RendersDepth () |
Whether to render to the depth buffer. | |
| bool | Whether to render in the main pass. | ||
| void | Applies the original (visibility etc) property values to the Actor. Use prior to component removal. | ||
| void | SetApplyToChildActors
(
bool bInValue |
Sets whether the settings apply to child actors or not. | |
| void | SetCastShadow
(
bool bInValue |
Controls whether the primitive component should cast a shadow or not. | |
| void | SetGizmoEnabled
(
const bool bInIsEnabled |
Sets whether "gizmo mode" is enabled. | |
| void | SetHiddenInGame
(
bool bInValue |
Whether to hide the primitive in game, if the primitive is Visible. | |
| void | SetMaterial
(
UMaterialInterface* InMaterial |
Set the material to use. | |
| void | Sets the material to engine default. | ||
| void | Set the material to a see through one. | ||
| void | SetRenderDepth
(
const bool bInValue |
Sets whether to render to the depth buffer. | |
| void | SetRenderInMainPass
(
const bool bInValue |
Sets whether to render in the main pass. | |
| void | SetShowWireframe
(
bool bInValue |
Whether to draw the mesh wireframe, currently only applicable to Dynamic Meshes. | |
| bool | SetsStencil () |
Whether to render to the custom depth/stencil buffer. | |
| void | SetsStencil
(
const bool bInSetStencil |
Sets whether to render to the custom depth/stencil buffer. | |
| void | SetStencilId
(
const uint8 InStencilId |
Sets the custom stencil id, if applicable. | |
| void | SetVisibleInEditor
(
bool bInValue |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | |
| void | SetWireframeColor
(
const FLinearColor& InColor |
The color of the wireframe when drawn. | |
| bool | Whether to draw the mesh wireframe, currently only applicable to Dynamic Meshes. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Called when a component is created (not loaded). This can happen in the editor or during gameplay | ||
| void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |