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Unreal Engine C++ API Reference > Plugins > CableComponent
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UCableComponent
References
Module | CableComponent |
Header | /Engine/Plugins/Runtime/CableComponent/Source/CableComponent/Classes/CableComponent.h |
Include | #include "CableComponent.h" |
Syntax
UCLASS&40;HideCategories&61;&40;Object, Physics, Activation, "Components&124;Activation"&41;, EditInlineNew,
Meta&61;&40;BlueprintSpawnableComponent&41;, ClassGroup&61;Rendering&41;
class UCableComponent : public UMeshComponent
Remarks
Component that allows you to specify custom triangle mesh geometry
Variables
Type | Name | Description | |
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FComponentReference | AttachEndTo | Actor or Component that the defines the end position of the cable |
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FName | AttachEndToSocketName | Socket name on the AttachEndTo component to attach to |
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bool | bAttachEnd | Should we fix the end to something (using AttachEndTo and EndLocation), or leave it free. |
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bool | bAttachStart | Should we fix the start to something, or leave it free. |
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bool | bEnableCollision | EXPERIMENTAL. |
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bool | bEnableStiffness | Add stiffness constraints to cable. |
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bool | bSkipCableUpdateWhenNotOwnerRecentlyRendered | |
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bool | bSkipCableUpdateWhenNotVisible | |
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bool | bUseSubstepping | When false, will still wait for SubstepTime to elapse before updating, but will only run the cable simulation once using all of accumulated simulation time |
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FVector | CableForce | Force vector (world space) applied to all particles in cable. |
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float | CableGravityScale | Scaling applied to world gravity affecting this cable. |
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float | CableLength | Rest length of the cable |
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float | CableWidth | How wide the cable geometry is |
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float | CollisionFriction | If collision is enabled, control how much sliding friction is applied when cable is in contact. |
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FVector | EndLocation | End location of cable, relative to AttachEndTo (or AttachEndToSocketName) if specified, otherwise relative to cable component. |
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int32 | NumSegments | How many segments the cable has |
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int32 | NumSides | Number of sides of the cable geometry |
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int32 | SolverIterations | The number of solver iterations controls how 'stiff' the cable is |
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float | SubstepTime | Controls the simulation substep time for the cable |
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float | TileMaterial | How many times to repeat the material along the length of the cable |
Constructors
Type | Name | Description | |
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UCableComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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AActor * | Gets the Actor that the cable is attached to | |
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USceneComponent * | Gets the specific USceneComponent that the cable is attached to | |
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void | GetCableParticleLocations
(
TArray< FVector >& Locations |
Get array of locations of particles (in world space) making up the cable simulation. |
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void | SetAttachEndTo
(
AActor* Actor, |
Attaches the end of the cable to a specific Component within an Actor |
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void | SetAttachEndToComponent
(
USceneComponent* Component, |
Attaches the end of the cable to a specific Component |
Overridden from UPrimitiveComponent
Type | Name | Description | |
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FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | |
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int32 | Return number of material elements in this primitive |
Overridden from USceneComponent
Type | Name | Description | |
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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bool | DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists |
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FTransform | GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. |
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bool | Returns true if this component has any sockets | |
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void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved |
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void | Overridable internal function to respond to changes in the visibility of the component. | |
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void | QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains |
Overridden from UActorComponent
Type | Name | Description | |
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void | ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | Called to send dynamic data for this component to the rendering thread | |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |