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Used to store spline data during RerunConstructionScripts
| Name | FSplineComponentInstanceData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SplineComponent.h |
| Include Path | #include "Components/SplineComponent.h" |
Syntax
USTRUCT ()
struct FSplineComponentInstanceData : public FSceneComponentInstanceData
Inheritance Hierarchy
- FInstanceCacheDataBase → FActorComponentInstanceData → FSceneComponentInstanceData → FSplineComponentInstanceData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/SplineComponent.h | |||
FSplineComponentInstanceData
(
const USplineComponent* SourceComponent |
Components/SplineComponent.h | ||
FSplineComponentInstanceData
(
const USplineComponent* SourceComponent, |
Components/SplineComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSplineComponentInstanceData() |
Components/SplineComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bClosedLoop | bool | Components/SplineComponent.h | ||
| bSplineHasBeenEdited | bool | Components/SplineComponent.h | ||
| Spline | FSpline | Components/SplineComponent.h | ||
| SplinePreUCS | FSpline | Components/SplineComponent.h |
Functions
Public
Overridden from FActorComponentInstanceData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyToComponent
(
UActorComponent* Component, |
Applies this component instance data to the supplied component | Components/SplineComponent.h | |
virtual bool ContainsData() |
Determines if any instance data was actually saved. | Components/SplineComponent.h |