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Unreal Engine C++ API Reference > Runtime > Engine > Distributions
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDistribution
- UDistributionVector
- UDistributionVectorConstant
- UDistributionVectorParameterBase
- UDistributionVectorParticleParameter
- UDistributionVectorConstantCurve
- UDistributionVectorUniform
- UDistributionVectorUniformCurve
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Distributions/DistributionVector.h |
Include | #include "Distributions/DistributionVector.h" |
Syntax
UCLASS (Abstract, CustomConstructor, MinimalAPI)
class UDistributionVector : public UDistribution
Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bBakedDataSuccesfully | |
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uint8: 1 | bCanBeBaked | Can this variable be baked out to a FRawDistribution? Should be true 99% of the time |
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uint8: 1 | bIsDirty | Set internally when the distribution is updated so that that FRawDistribution can know to update itself |
Constructors
Type | Name | Description | |
---|---|---|---|
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UDistributionVector
(
const FObjectInitializer& ObjectInitializer |
||
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UDistributionVector
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | CanBeBaked () |
|
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uint8 | GetLockFlag () |
Returns the lock axes flag used at runtime to swizzle random stream values. |
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ERawDistributionOperation | GetOperation () |
Return the operation used at runtime to calculate the final value |
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void | ||
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FVector | GetValue
(
float F, |
|
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int32 | Returns the number of values in the distribution. 3 for vector. | |
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FVector | GetVectorValue
(
float F |
Script-accessible way to query a FVector distribution |
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bool | ||
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uint32 | InitializeRawEntry
(
float Time, |
Fill out an array of vectors and return the number of elements in the entry |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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bool | Called during saving to determine the load flags to save with the object. | |
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bool | Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. | |
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bool | Called during saving to determine the load flags to save with the object. | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Begin UObject interface |
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void | Serialize
(
FStructuredArchive::FRecord Record |
Overridden from FCurveEdInterface
Type | Name | Description | |
---|---|---|---|
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void | GetInRange
(
float& MinIn, |
Get input range of keys. Outside this region curve continues constantly the start/end values. |
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void | GetOutRange
(
float& MinOut, |
Get overall range of output values. |