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API > API/Plugins > API/Plugins/ClonerEffector > API/Plugins/ClonerEffector/Cloner
Inheritance Hierarchy
- UFXSystemComponent
- UNiagaraComponent
- UCEClonerComponent
References
| Module | ClonerEffector |
| Header | /Engine/Plugins/Experimental/ClonerEffector/Source/ClonerEffector/Public/Cloner/CEClonerComponent.h |
| Include | #include "Cloner/CEClonerComponent.h" |
Syntax
UCLASS (MinimalAPI, Within=CEClonerActor, HideCategories=(Niagara))
class UCEClonerComponent : public UNiagaraComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UCEClonerLayoutBase > | ActiveLayout | Current active layout | |
| bool | bClonerMeshesDirty | Asset meshes needs update | |
| bool | bClonerMeshesUpdating | State of the baked dynamic and static mesh creation | |
| FCEClonerAttachmentTree | ClonerTree | Attachment tree view | |
| TSet< FCEClonerAttachmentItem * > | DirtyItemAttachments | Attachment items that are dirty and need an update |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BindActorDelegates
(
AActor* InActor |
||
| void | GetActorAttachmentItems
(
AActor* InActor, |
Gets all attachment items based on an actor, will recurse | |
| UCEClonerLayoutBase * | |||
| void | GetOrderedRootActors
(
TArray< AActor* >& OutActors |
Get cloner direct children in the correct order | |
| AActor * | GetRootActor
(
AActor* InActor |
Get the root cloner actor (direct child) for a specific actor | |
| void | InvalidateBakedStaticMesh
(
AActor* InActor |
Resets the root baked static mesh to be regenerated later | |
| bool | Checks that all root static meshes are valid | ||
| bool | IsMaterialDirtyable
(
const UMaterialInterface* InMaterial |
Only materials transient or part of the content folder can be dirtied, engine or plugins cannot | |
| void | OnActorDestroyed
(
AActor* InDestroyedActor |
||
| void | OnActorPropertyChanged
(
UObject* InObject, |
||
| void | OnDirtyMeshesUpdated
(
bool bInSuccess |
||
| void | OnMaterialChanged
(
UObject* InObject |
Called when a material has changed in any cloned actors | |
| void | OnMeshChanged
(
UStaticMeshComponent*, |
Called when a mesh has been updated and cloner needs to update instances | |
| void | OnRenderStateDirty
(
UActorComponent& InComponent |
||
| void | OnTransformUpdated
(
USceneComponent* InUpdatedComponent, |
||
| void | Forces a refresh of the active system parameters in niagara store | ||
| bool | SetClonerActiveLayout
(
UCEClonerLayoutBase* InLayout |
Sets the layout to use for this cloner simulation | |
| void | UnbindActorDelegates
(
AActor* InActor |
||
| void | UpdateActorAttachment
(
AActor* InActor, |
||
| void | UpdateActorBakedDynamicMesh
(
AActor* InActor |
Merges all primitive components from an actor to dynamic mesh, does not recurse | |
| void | |||
| void | UpdateClonerAttachmentTree
(
bool bInReset |
Triggers an update of the attachment tree to detect updated items If reset is true, clears the attachment tree and rebuilds it otherwise diff update | |
| void | Update niagara asset static meshes | ||
| void | Called to trigger an update of cloner rendering state if tree | ||
| void | Runs async update to rebuild dirty meshes | ||
| void | UpdateRootActorBakedStaticMesh
(
AActor* InRootActor |
Merges all baked dynamic meshes from children and self into one static mesh to use as niagara mesh input |
Overridden from UNiagaraComponent
| Type | Name | Description | |
|---|---|---|---|
| void | PostLoad () |
Typedefs
| Name | Description |
|---|---|
| FOnClonerMeshUpdated | Called when meshes have been updated |
| FOnClonerSystemLoaded | Called when cloner layout system is loaded |
Constants
| Name | Description |
|---|---|
| OnClonerMeshUpdated | |
| OnClonerSystemLoaded |