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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UClusterUnionComponent
Structure that stores an object key and its raw ptr, so it can be accessed without going trough the global uobjects array (so it could be garbage, therefore it has to be used withing the same frame)
| Name | FMappedComponentKey |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ClusterUnionComponent.h |
| Include Path | #include "PhysicsEngine/ClusterUnionComponent.h" |
Syntax
struct FMappedComponentKey
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| PhysicsEngine/ClusterUnionComponent.h | |||
FMappedComponentKey
(
UPrimitiveComponent* InComponent |
PhysicsEngine/ClusterUnionComponent.h | ||
FMappedComponentKey
(
TObjectKey< UPrimitiveComponent > InComponentKey, |
PhysicsEngine/ClusterUnionComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentKey | TObjectKey< UPrimitiveComponent > | PhysicsEngine/ClusterUnionComponent.h | ||
| ComponentPtr | UPrimitiveComponent * | PhysicsEngine/ClusterUnionComponent.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FMappedComponentKey& Other |
PhysicsEngine/ClusterUnionComponent.h |