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Add to an actor to indicate it's used as a Gizmo.
| Name | UAvaGizmoComponent |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/Avalanche/Source/Avalanche/Public/Framework/AvaGizmoComponent.h |
| Include Path | #include "Framework/AvaGizmoComponent.h" |
Syntax
UCLASS (DisplayName="Motion Design Gizmo Component", Meta=(BlueprintSpawnableComponent))
class UAvaGizmoComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UAvaGizmoComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAvaGizmoComponent() |
Framework/AvaGizmoComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AppliesToChildActors() |
Whether the settings apply to child actors or not. | Framework/AvaGizmoComponent.h | |
void ApplyGizmoValues() |
Applies the gizmo values to all primitive components in the parent actor. | Framework/AvaGizmoComponent.h | |
bool CastsShadow() |
Whether the primitive component should cast a shadow or not. | Framework/AvaGizmoComponent.h | |
UMaterialInterface * GetMaterial() |
The (optional) material to use. | Framework/AvaGizmoComponent.h | |
const uint8 GetStencilId() |
The custom stencil id, if applicable. | Framework/AvaGizmoComponent.h | |
const bool IsGizmoEnabled() |
Whether "gizmo mode" is enabled. | Framework/AvaGizmoComponent.h | |
bool IsHiddenInGame() |
Whether to hide the primitive in game, if the primitive is Visible. | Framework/AvaGizmoComponent.h | |
bool IsVisibleInEditor() |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | Framework/AvaGizmoComponent.h | |
bool RendersDepth() |
Whether to render to the depth buffer. | Framework/AvaGizmoComponent.h | |
bool RendersInMainPass() |
Whether to render in the main pass. | Framework/AvaGizmoComponent.h | |
void RestoreComponentValues() |
Applies the original (visibility etc) property values to the Actor. Use prior to component removal. | Framework/AvaGizmoComponent.h | |
void SetApplyToChildActors
(
bool bInValue |
Sets whether the settings apply to child actors or not. | Framework/AvaGizmoComponent.h | |
void SetCastShadow
(
bool bInValue |
Controls whether the primitive component should cast a shadow or not. | Framework/AvaGizmoComponent.h | |
void SetGizmoEnabled
(
const bool bInIsEnabled |
Sets whether "gizmo mode" is enabled. | Framework/AvaGizmoComponent.h | |
void SetHiddenInGame
(
bool bInValue |
Whether to hide the primitive in game, if the primitive is Visible. | Framework/AvaGizmoComponent.h | |
void SetMaterial
(
UMaterialInterface* InMaterial |
Set the material to use. | Framework/AvaGizmoComponent.h | |
void SetMaterialToDefault() |
Sets the material to engine default. | Framework/AvaGizmoComponent.h | |
void SetMaterialToSeeThrough() |
Set the material to a see through one. | Framework/AvaGizmoComponent.h | |
void SetRenderDepth
(
const bool bInValue |
Sets whether to render to the depth buffer. | Framework/AvaGizmoComponent.h | |
void SetRenderInMainPass
(
const bool bInValue |
Sets whether to render in the main pass. | Framework/AvaGizmoComponent.h | |
void SetShowWireframe
(
bool bInValue |
Whether to draw the mesh wireframe, currently only applicable to Dynamic Meshes. | Framework/AvaGizmoComponent.h | |
bool SetsStencil () |
Whether to render to the custom depth/stencil buffer. | Framework/AvaGizmoComponent.h | |
void SetsStencil
(
const bool bInSetStencil |
Sets whether to render to the custom depth/stencil buffer. | Framework/AvaGizmoComponent.h | |
void SetStencilId
(
const uint8 InStencilId |
Sets the custom stencil id, if applicable. | Framework/AvaGizmoComponent.h | |
void SetVisibleInEditor
(
bool bInValue |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | Framework/AvaGizmoComponent.h | |
void SetWireframeColor
(
const FLinearColor& InColor |
The color of the wireframe when drawn. | Framework/AvaGizmoComponent.h | |
bool ShowsWireframe() |
Whether to draw the mesh wireframe, currently only applicable to Dynamic Meshes. | Framework/AvaGizmoComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnComponentCreated() |
Framework/AvaGizmoComponent.h | ||
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Framework/AvaGizmoComponent.h | ||
virtual void OnRegister() |
Framework/AvaGizmoComponent.h | ||
virtual void OnUnregister() |
Framework/AvaGizmoComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Framework/AvaGizmoComponent.h | ||
virtual void PostLoad() |
Framework/AvaGizmoComponent.h |