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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/PhysicsEngine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UClusterUnionReplicatedProxyComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ClusterUnionReplicatedProxyComponent.h |
| Include | #include "PhysicsEngine/ClusterUnionReplicatedProxyComponent.h" |
Syntax
class UClusterUnionReplicatedProxyComponent : public UActorComponent
Remarks
This component lets us store replicated information about how any particular UPrimitiveComponent should be attached to its parent cluster union. The benefits of using a separate components are:
1) It lets us avoid adding any additional overhead into the UPrimitiveComponent. 2) It lets the replicated information have the same net relevancy as the actor being added to the cluster union rather than having the same net relevancy as the cluster union (i.e. in the case of replicating this data in an array in the ClusterUnionComponent). 3) It lets us pinpoint what exactly is being added/removed (vs if all this data was stored in an array) which lets us be a bit more efficient in terms of modifying the cluster union.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UClusterUnionReplicatedProxyComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UClusterUnionComponent * | |||
| bool | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | SetChildClusteredComponent
(
UPrimitiveComponent* InComponent |
||
| void | SetParentClusterUnion
(
UClusterUnionComponent* InComponent |
||
| void | SetParticleBoneIds
(
const TArray< int32 >& InIds |
||
| void | SetParticleChildToParent
(
int32 BoneId, |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel | |
| void | Called right after calling all OnRep notifies (called even when there are no notifies) |