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API > API/Plugins > API/Plugins/AvalancheModifiers > API/Plugins/AvalancheModifiers/Modifiers
Inheritance Hierarchy
- UObject
- UActorModifierCoreBase
- UAvaBaseModifier
- UAvaGeometryBaseModifier
- UAvaDynamicMeshConverterModifier
References
| Module | AvalancheModifiers |
| Header | /Engine/Plugins/Experimental/Avalanche/Source/AvalancheModifiers/Public/Modifiers/AvaDynamicMeshConverterModifier.h |
| Include | #include "Modifiers/AvaDynamicMeshConverterModifier.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UAvaDynamicMeshConverterModifier :
public UAvaGeometryBaseModifier ,
public IAvaSceneTreeUpdateHandler ,
public IAvaRenderStateUpdateHandler
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bComponentCreated | Did we create the dynamic mesh component from this modifier or retrieved it | |
| bool | bHideConvertedMesh | Change visibility of source mesh once they are converted to dynamic mesh, by default will convert itself so hide converted mesh is true | |
| bool | bIncludeAttachedActors | Checks and convert all attached actors below this actor | |
| int32 | ComponentType | Which components should we take into account for the conversion | |
| TSet< FAvaDynamicMeshConverterModifierComponentState > | ConvertedComponents | Components converted to dynamic mesh | |
| TSet< TSubclassOf< AActor > > | FilterActorClasses | Actor class to use as filter when gathering actors to convert | |
| EAvaDynamicMeshConverterModifierFilter | FilterActorMode | Actor filter mode : none, include or exclude specific actor class | |
| double | LastTransformUpdateTime | Time elasped since | |
| FCEMeshBuilder | MeshBuilder | ||
| TWeakObjectPtr< AActor > | SourceActorWeak | What actor should we copy from, by default is self | |
| FAvaSceneTreeActor | TrackedActor | ||
| float | TransformUpdateInterval | Update interval to compare if a transform has changed in converted components, when value <= 0 then skipped |
Functions
Overridden from UActorModifierCoreBase
| Type | Name | Description | |
|---|---|---|---|
| void | Apply () |
Override in child classes, apply this modifier on the actual actor, call Next or Fail to complete the modifier execution | |
| bool | You can do additional lightweights checks here in case you want to dirty the modifier instead of waiting for an event, tick must be enabled in the metadata | ||
| void | OnModifierAdded
(
EActorModifierCoreEnableReason InReason |
Called after the modifier was added to a stack and initialized after creation or serialization or duplication | |
| void | OnModifierCDOSetup
(
FActorModifierCoreMetadata& InMetadata |
Override metadata for this modifier, called only once before modifier CDO is registered | |
| void | OnModifierEnabled
(
EActorModifierCoreEnableReason InReason |
Called when a modifier is enabled | |
| void | OnModifierRemoved
(
EActorModifierCoreDisableReason InReason |
Called after the modifier is removed from a stack and uninitialized after actor destruction | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | Override in child classes, unapply this modified changes and restore the state before this modifier is applied |
Overridden from IAvaSceneTreeUpdateHandler
| Type | Name | Description | |
|---|---|---|---|
| void | OnSceneTreeTrackedActorChanged
(
int32 InIdx, |
||
| void | OnSceneTreeTrackedActorChildrenChanged
(
int32 InIdx, |
||
| void | OnSceneTreeTrackedActorDirectChildrenChanged
(
int32 InIdx, |
||
| void | OnSceneTreeTrackedActorParentChanged
(
int32 InIdx, |
||
| void | OnSceneTreeTrackedActorRearranged
(
int32 InIdx, |
Overridden from IAvaRenderStateUpdateHandler
| Type | Name | Description | |
|---|---|---|---|
| void | OnActorVisibilityChanged
(
AActor* InActor |
Callback when a tracked actor visibility has changed | |
| void | OnRenderStateUpdated
(
AActor* InActor, |
Callback when a render state actor in this world changes |