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Used to store spline mesh data during RerunConstructionScripts
| Name | FSplineMeshInstanceData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SplineMeshComponent.h |
| Include Path | #include "Components/SplineMeshComponent.h" |
Syntax
USTRUCT ()
struct FSplineMeshInstanceData : public FStaticMeshComponentInstanceData
Inheritance Hierarchy
- FInstanceCacheDataBase → FActorComponentInstanceData → FSceneComponentInstanceData → FPrimitiveComponentInstanceData → FStaticMeshComponentInstanceData → FSplineMeshInstanceData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/SplineMeshComponent.h | |||
FSplineMeshInstanceData
(
const USplineMeshComponent* SourceComponent |
Components/SplineMeshComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSplineMeshInstanceData() |
Components/SplineMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EndPos | FVector | Components/SplineMeshComponent.h | ||
| EndTangent | FVector | Components/SplineMeshComponent.h | ||
| StartPos | FVector | Components/SplineMeshComponent.h | ||
| StartTangent | FVector | Components/SplineMeshComponent.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/SplineMeshComponent.h | |
virtual bool ContainsData() |
Determines if any instance data was actually saved. | Components/SplineMeshComponent.h |