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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UWindDirectionalSourceComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/WindDirectionalSourceComponent.h |
Include | #include "Components/WindDirectionalSourceComponent.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=(Object, Mobility), EditInlineNew, MinimalAPI)
class UWindDirectionalSourceComponent : public USceneComponent
Remarks
Component that provides a directional wind source. Only affects SpeedTree assets.
Variables
Type | Name | Description | |
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uint32: 1 | bPointWind | |
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float | MaxGustAmount | |
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float | MinGustAmount | |
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float | Radius | |
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FWindSourceSceneProxy * | SceneProxy | |
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float | Speed | |
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float | Strength |
Constructors
Type | Name | Description | |
---|---|---|---|
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UWindDirectionalSourceComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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FWindSourceSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | |
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bool | GetWindParameters
(
const FVector& EvaluatePosition, |
Calculate wind parameters from the data on this component, safe to call on game thread |
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void | SetMaximumGustAmount
(
float InNewMaxGust |
Set maximum deviation for wind gusts |
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void | SetMinimumGustAmount
(
float InNewMinGust |
Set minimum deviation for wind gusts |
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void | SetRadius
(
float InNewRadius |
Set the effect radius for point wind |
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void | SetSpeed
(
float InNewSpeed |
Sets the windspeed of the generated wind |
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void | SetStrength
(
float InNewStrength |
Because the actual data used to query wind is stored on the render thread in an instance of FWindSourceSceneProxy all of our properties are read only. |
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void | SetWindType
(
EWindSourceType InNewType |
Set the type of wind generator to use |
Overridden from UActorComponent
Type | Name | Description | |
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void | Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. |
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void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
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void | Deactivate () |
Deactivates the SceneComponent. |
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void | Used to shut down any rendering thread structure for this component | |
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void | Called to send dynamic data for this component to the rendering thread | |
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void | Called to send a transform update for this component to the rendering thread |