Navigation
API > API/Plugins > API/Plugins/NaniteDisplacedMesh
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UStaticMeshComponent
- UNaniteDisplacedMeshComponent
References
| Module | NaniteDisplacedMesh |
| Header | /Engine/Plugins/Experimental/NaniteDisplacedMesh/Source/NaniteDisplacedMesh/Public/NaniteDisplacedMeshComponent.h |
| Include | #include "NaniteDisplacedMeshComponent.h" |
Syntax
UCLASS&40;ClassGroup&61;Rendering,
HideCategories&61;&40;Object, Activation, Collision, "Components&124;Activation", Physics&41;,
EditInlineNew, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UNaniteDisplacedMeshComponent : public UStaticMeshComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< class UNaniteDisplacedMesh > | DisplacedMesh |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnRebuild () |
Overridden from UStaticMeshComponent
| Type | Name | Description | |
|---|---|---|---|
| const Nanite::FResources * |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |