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Enums
| Type | Name | Description | |
|---|---|---|---|
| ECEClonerAttachmentStatus | |||
| ECEClonerAxis | Enumerate the axis available to use | ||
| ECEClonerCollisionRadiusMode | Enumerates all modes for how clones radius are calculed | ||
| ECEClonerCompareMode | Enumerate all operation compare mode for constraint | ||
| ECEClonerEasing | Enumerates all easing functions that are available to apply on weights See https://easings.net/ for curves visualizations and web open domain implementations Used as one enum to send the index to niagara as uint8 and apply easing directly in niagara | ||
| ECEClonerEffectorMode | Enumerates the effector mode available | ||
| ECEClonerEffectorPushDirection | Enumerates the effector push direction available | ||
| ECEClonerEffectorType | Enumerates the effector shapes available | ||
| ECEClonerGridConstraint | Enumerate the grid constraints available when cloner layout selected is grid | ||
| ECEClonerMeshAsset | Enumerate the mesh asset to look for when mesh layout is selected | ||
| ECEClonerMeshConversion | Enumerates all conversion possible for cloner simulation | ||
| ECEClonerMeshRenderMode | Enumerate the mesh render modes available to render a cloner instance | ||
| ECEClonerMeshSampleData | Enumerate the mesh sample dataset to pick from when mesh layout is selected | ||
| ECEClonerPlane | Enumerate the planes available to use | ||
| ECEClonerSpawnBehaviorMode | Enumerates all modes for how clones are spawned | ||
| ECEClonerSpawnLoopMode | Enumerates all modes to handle cloner spawn mode | ||
| ECEClonerSystemStatus | Enumerates all states for extension/layout | ||
| ECEClonerTextureSampleChannel | Enumerate all texture channels to sample for constraint |
Functions
| Type | Name | Description | |
|---|---|---|---|
| ADynamicMeshActor * | UE::ClonerEffector::Conversion::ConvertClonerToDynamicMesh
(
UCEClonerComponent* InCloner |
Convert a cloner to a single merged dynamic mesh actor | |
| TArray< ADynamicMeshActor * > | UE::ClonerEffector::Conversion::ConvertClonerToDynamicMeshes
(
UCEClonerComponent* InCloner |
Convert a cloner to multiple dynamic mesh actors | |
| TArray< AActor * > | UE::ClonerEffector::Conversion::ConvertClonerToInstancedStaticMeshes
(
UCEClonerComponent* InCloner |
Convert a cloner to multiple instanced static mesh actors | |
| AStaticMeshActor * | UE::ClonerEffector::Conversion::ConvertClonerToStaticMesh
(
UCEClonerComponent* InCloner |
Convert a cloner to a single merged static mesh actor | |
| TArray< AStaticMeshActor * > | UE::ClonerEffector::Conversion::ConvertClonerToStaticMeshes
(
UCEClonerComponent* InCloner |
Convert a cloner to multiple static mesh actors | |
| InClass * | UE::ClonerEffector::Conversion::CreateAssetPackage
(
const FString& InAssetPath |
||
| UObject * | UE::ClonerEffector::Conversion::CreateAssetPackage
(
TSubclassOf< UObject > InAssetClass, |
Create a specific asset in a package | |
| UActorComponent * | UE::ClonerEffector::Conversion::CreateRootComponent
(
AActor* InActor, |
Creates the root component for an actor | |
| bool | UE::ClonerEffector::Conversion::PickAssetPath
(
const FString& InDefaultPath, |
Pick assets location | |
| FCEExtensionSection | Retrieves section metadata from class |