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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/APCGPartitionActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGComponent * GetLocalComponent
(
const UPCGComponent* OriginalComponent |
TODO: Make this in-editor only; during runtime, we should keep a map of component to bounds/volume only and preferably precompute the intersection, so this would make it easier/possible to not have the original actor in game version. | Grid/PCGPartitionActor.h |
|
UPCGComponent * GetLocalComponent
(
const UPCGComponent* OriginalComponent, |
Grid/PCGPartitionActor.h |
GetLocalComponent(const UPCGComponent *)
Description
TODO: Make this in-editor only; during runtime, we should keep a map of component to bounds/volume only and preferably precompute the intersection, so this would make it easier/possible to not have the original actor in game version.
| Name | GetLocalComponent |
| Type | function |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Grid/PCGPartitionActor.h |
| Include Path | #include "Grid/PCGPartitionActor.h" |
| Source | /Engine/Plugins/PCG/Source/PCG/Private/Grid/PCGPartitionActor.cpp |
UFUNCTION (BlueprintCallable, Category="PCG|PartitionActor")
UPCGComponent * GetLocalComponent
(
const UPCGComponent * OriginalComponent
) const
GetLocalComponent(const UPCGComponent *, bool)
| Name | GetLocalComponent |
| Type | function |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Grid/PCGPartitionActor.h |
| Include Path | #include "Grid/PCGPartitionActor.h" |
| Source | /Engine/Plugins/PCG/Source/PCG/Private/Grid/PCGPartitionActor.cpp |
UPCGComponent * GetLocalComponent
(
const UPCGComponent * OriginalComponent,
bool bRebuildMappingOnNullEntries
) const