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API > API/Plugins > API/Plugins/CustomizableObject > API/Plugins/CustomizableObject/MuCO
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UCustomizableObjectInstanceUsage
References
| Module | CustomizableObject |
| Header | /Engine/Plugins/Experimental/Mutable/Source/CustomizableObject/Classes/MuCO/CustomizableObjectInstanceUsage.h |
| Include | #include "MuCO/CustomizableObjectInstanceUsage.h" |
Syntax
UCLASS (Blueprintable, BlueprintType, ClassGroup=(CustomizableObject),
Meta=(BlueprintSpawnableComponent))
class UCustomizableObjectInstanceUsage :
public UObject ,
public FTickableGameObject
Remarks
This class can be used instead of a UCustomizableComponent (for example for non-BP projects) to link a UCustomizableObjectInstance and a USkeletalComponent so that the CustomizableObjectSystem takes care of updating it and its LODs, streaming, etc. It's a UObject, so it will be much cheaper than a UCustomizableComponent as it won't have to refresh its transforms every time it's moved.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | SkippedLastRenderTime | ||
| FCustomizableObjectInstanceUsageUpdatedDelegate | UpdatedDelegate |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AttachTo
(
USkeletalMeshComponent* SkeletalMeshComponent |
||
| void | Callbacks () |
Common end point of all updates. Even those which failed. | |
| void | |||
| USkeletalMesh * | |||
| USkeletalMeshComponent * | |||
| int32 | |||
| UCustomizableObjectInstance * | |||
| bool | |||
| USkeletalMesh * | |||
| bool | |||
| bool | IsNetMode
(
ENetMode InNetMode |
Returns true if the NetMode of the associated UCustomizableSkeletalComponent (or the associated SkeletalMeshComponent if the former does not exist) is equal to InNetMode. | |
| void | SetComponentIndex
(
int32 ComponentIndex |
||
| void | SetCustomizableObjectInstance
(
UCustomizableObjectInstance* CustomizableObjectInstance |
||
| void | SetPendingSetSkeletalMesh
(
bool bIsActive |
Set to true to replace the SkeletalMesh of the parent component by the ReferenceSkeletalMesh or the generated SkeletalMesh. | |
| void | SetPhysicsAsset
(
UPhysicsAsset* PhysicsAsset |
||
| void | SetSkeletalMesh
(
USkeletalMesh* SkeletalMesh |
||
| void | SetSkipSetReferenceSkeletalMesh
(
bool bIsActive |
Set to true to avoid replacing the SkeletalMesh of the parent component by the ReferenceSkeletalMesh if bPendingSetSkeletalMesh is true. | |
| void | SetVisibilityOfSkeletalMeshSectionWithMaterialName
(
bool bVisible, |
||
| void | UpdateDistFromComponentToLevelEditorCamera
(
const FVector& CameraPosition |
Used to generate instances outside the CustomizableObject editor and PIE. | |
| void | UpdateDistFromComponentToPlayer
(
const AActor*const Pawn, |
||
| void | UpdateSkeletalMeshAsync
(
bool bNeverSkipUpdate |
Update Skeletal Mesh asynchronously. | |
| void | UpdateSkeletalMeshAsyncResult
(
FInstanceUpdateDelegate Callback, |
Update Skeletal Mesh asynchronously. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. |