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API > API/Plugins > API/Plugins/ClonerEffector > API/Plugins/ClonerEffector/Cloner
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ACEClonerActor
References
| Module | ClonerEffector |
| Header | /Engine/Plugins/Experimental/ClonerEffector/Source/ClonerEffector/Public/Cloner/CEClonerActor.h |
| Include | #include "Cloner/CEClonerActor.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType,
HideCategories=(Rendering, Replication, Collision, HLOD, Physics, Networking, Input, Actor, Cooking, LevelInstance, Streaming),
DisplayName="Motion Design Cloner Actor")
class ACEClonerActor : public AActor
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UCEClonerLayoutBase > | ActiveLayout | Active layout | |
| bool | bDeltaStepEnabled | Enable steps to add delta variation on each clone instance | |
| bool | bEnabled | Is this cloner enabled/disabled | |
| bool | bInvertProgress | Invert progress behaviour | |
| bool | bLifetimeEnabled | Do we destroy the clones after a specific duration | |
| bool | bLifetimeScaleEnabled | Enable scale by lifetime | |
| bool | bMeshCastShadows | Whether clones cast shadow, disabling will result in better performance | |
| bool | bRangeEnabled | Use random range transforms for each clones | |
| bool | bRangeScaleUniform | ||
| bool | bReduceMotionGhosting | Reduces the r.TSR.ShadingRejection.Flickering.Period from 3 (default) to 1 if enabled to avoid ghosting artifacts when moving | |
| bool | bVisualizerSpriteVisible | Toggle the sprite to visualize and click on this cloner | |
| TArray< TObjectPtr< UStaticMesh > > | DefaultMeshes | When nothing is attached to the cloner, these meshes are used as default | |
| FRotator | DeltaStepRotation | Amount of rotation difference between one step and the next one | |
| FVector | DeltaStepScale | Amount of scale difference between one step and the next one | |
| FName | LayoutName | Name of the layout to use | |
| float | LifetimeMax | Maximum lifetime for a clone | |
| float | LifetimeMin | Minimum lifetime for a clone | |
| FRichCurve | LifetimeScaleCurve | ||
| TWeakObjectPtr< UNiagaraDataInterfaceCurve > | LifetimeScaleCurveDIWeak | Used to expose the scale curve editor in details panel | |
| ENiagaraMeshFacingMode | MeshFacingMode | Mode to indicate how clones facing is determined | |
| ECEClonerMeshRenderMode | MeshRenderMode | Indicates how we select the mesh to render on each clones | |
| float | Progress | Changes visibility of instances based on the total count, 1.f = 100% = all instances visible | |
| FVector | RangeOffsetMax | ||
| FVector | RangeOffsetMin | ||
| FRotator | RangeRotationMax | ||
| FRotator | RangeRotationMin | ||
| FVector | RangeScaleMax | ||
| FVector | RangeScaleMin | ||
| float | RangeScaleUniformMax | ||
| float | RangeScaleUniformMin | ||
| int32 | Seed | Cloner instance seed for random deterministic patterns | |
| ECEClonerSpawnBehaviorMode | SpawnBehaviorMode | How does spawn occurs | |
| float | SpawnLoopInterval | Interval/Duration of spawn for clones | |
| int32 | SpawnLoopIterations | Amount of spawn iterations for clones | |
| ECEClonerSpawnLoopMode | SpawnLoopMode | How many times do we spawn clones | |
| float | SpawnRate | How many clones to spawn each seconds | |
| float | TreeUpdateInterval | Interval to update the attachment tree and update the cloner meshes |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< UStaticMesh * > | |||
| void | BP_SetDefaultMeshes
(
const TArray< UStaticMesh* >& InMeshes |
||
| void | This will force an update of the cloner attachment tree | ||
| void | ForEachEffector
(
TFunctionRef< bool(ACEEffectorActor*, int32)> InFunction |
For each valid effector that has this cloner registered | |
| UCEClonerLayoutBase * | |||
| InLayoutClass * | |||
| UCEClonerComponent * | |||
| const TArray< TObjectPtr< UStaticMesh > > & | |||
| bool | |||
| FRotator | |||
| FVector | |||
| int32 | Gets the number of effectors applied on this cloner | ||
| const FCEClonerEffectorDataInterfaces * | Used by effector actors to apply transformations to this cloner instances | ||
| bool | GetEnabled () |
||
| bool | |||
| FName | |||
| bool | |||
| float | |||
| float | |||
| const FRichCurve & | |||
| UNiagaraDataInterfaceCurve * | |||
| bool | |||
| bool | |||
| int32 | GetMeshCount () |
Returns the number of meshes this cloner currently handles | |
| ENiagaraMeshFacingMode | |||
| ECEClonerMeshRenderMode | |||
| float | GetProgress () |
||
| bool | |||
| const FVector & | |||
| const FVector & | |||
| const FRotator & | |||
| const FRotator & | |||
| const FVector & | |||
| const FVector & | |||
| bool | |||
| float | |||
| float | |||
| int32 | GetSeed () |
||
| ECEClonerSpawnBehaviorMode | |||
| float | |||
| int32 | |||
| ECEClonerSpawnLoopMode | |||
| float | GetSpawnRate () |
||
| float | |||
| bool | |||
| bool | |||
| bool | IsEffectorLinked
(
const ACEEffectorActor* InEffector |
Checks if an effector is linked with this cloner | |
| bool | LinkEffector
(
ACEEffectorActor* InEffector |
Links a new effector to apply transformation on clones | |
| void | OnClonerMeshUpdated
(
UCEClonerComponent* InClonerComponent |
||
| void | |||
| void | |||
| void | |||
| void | |||
| void | OnEffectorIdentifierChanged
(
ACEEffectorActor* InEffector, |
||
| void | OnEffectorRefreshCloner
(
ACEEffectorActor* InEffector |
||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | Update sprite visibility of this cloner | ||
| void | RequestClonerUpdate
(
bool bInImmediate |
Will force a system update to refresh user parameters | |
| void | SetDefaultMeshes
(
const TArray< TObjectPtr< UStaticMesh > >& InMeshes |
||
| void | SetDeltaStepEnabled
(
bool bInEnabled |
||
| void | SetDeltaStepRotation
(
const FRotator& InRotation |
||
| void | SetDeltaStepScale
(
const FVector& InScale |
||
| void | SetEnabled
(
bool bInEnable |
||
| void | SetInvertProgress
(
bool bInInvertProgress |
||
| void | SetLayoutName
(
FName InLayoutName |
||
| void | SetLifetimeEnabled
(
bool bInEnabled |
||
| void | SetLifetimeMax
(
float InMax |
||
| void | SetLifetimeMin
(
float InMin |
||
| void | SetLifetimeScaleCurve
(
const FRichCurve& InCurve |
||
| void | SetLifetimeScaleEnabled
(
bool bInEnabled |
||
| void | SetMeshCastShadows
(
bool InbCastShadows |
||
| void | SetMeshFacingMode
(
ENiagaraMeshFacingMode InMode |
||
| void | SetMeshRenderMode
(
ECEClonerMeshRenderMode InMode |
||
| void | SetProgress
(
float InProgress |
||
| void | SetRangeEnabled
(
bool bInRangeEnabled |
||
| void | SetRangeOffsetMax
(
const FVector& InRangeOffsetMax |
||
| void | SetRangeOffsetMin
(
const FVector& InRangeOffsetMin |
||
| void | SetRangeRotationMax
(
const FRotator& InRangeRotationMax |
||
| void | SetRangeRotationMin
(
const FRotator& InRangeRotationMin |
||
| void | SetRangeScaleMax
(
const FVector& InRangeScaleMax |
||
| void | SetRangeScaleMin
(
const FVector& InRangeScaleMin |
||
| void | SetRangeScaleUniform
(
bool bInRangeScaleUniform |
||
| void | SetRangeScaleUniformMax
(
float InRangeScaleUniformMax |
||
| void | SetRangeScaleUniformMin
(
float InRangeScaleUniformMin |
||
| void | |||
| void | SetSpawnBehaviorMode
(
ECEClonerSpawnBehaviorMode InMode |
||
| void | SetSpawnLoopInterval
(
float InInterval |
||
| void | SetSpawnLoopIterations
(
int32 InIterations |
||
| void | SetSpawnLoopMode
(
ECEClonerSpawnLoopMode InMode |
||
| void | SetSpawnRate
(
float InRate |
||
| void | SetTreeUpdateInterval
(
float InInterval |
||
| void | When the cloner actor is created, we spawn a default actor attached | ||
| void | This will spawn an effector actor and link it to this cloner | ||
| bool | UnlinkEffector
(
ACEEffectorActor* InEffector |
Unlinks the effector and reset the cloner simulation | |
| void |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| FString | Returns this actor's default label (does not include any numeric suffix). | ||
| void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | ||
| bool | Allow ticking in editor viewport too | ||
| void | Tick
(
float DeltaSeconds |
Tick needed to keep the attachment tree updated |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& InPropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Constants
| Name | Description |
|---|---|
| DefaultLabel | |
| PropertyChangeDispatcher | Used for PECP |