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Component that provides a directional wind source. Only affects SpeedTree assets.
| Name | UWindDirectionalSourceComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/WindDirectionalSourceComponent.h |
| Include Path | #include "Components/WindDirectionalSourceComponent.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=(Object, Mobility), EditInlineNew, MinimalAPI)
class UWindDirectionalSourceComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UWindDirectionalSourceComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWindDirectionalSourceComponent
(
const FObjectInitializer& ObjectInitializer |
Components/WindDirectionalSourceComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPointWind | uint32 | Components/WindDirectionalSourceComponent.h |
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| MaxGustAmount | float | Components/WindDirectionalSourceComponent.h |
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| MinGustAmount | float | Components/WindDirectionalSourceComponent.h |
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| Radius | float | Components/WindDirectionalSourceComponent.h |
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| SceneProxy | FWindSourceSceneProxy * | Components/WindDirectionalSourceComponent.h | ||
| Speed | float | Components/WindDirectionalSourceComponent.h |
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| Strength | float | Components/WindDirectionalSourceComponent.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FWindSourceSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Components/WindDirectionalSourceComponent.h | |
bool GetWindParameters
(
const FVector& EvaluatePosition, |
Calculate wind parameters from the data on this component, safe to call on game thread | Components/WindDirectionalSourceComponent.h | |
void SetMaximumGustAmount
(
float InNewMaxGust |
Set maximum deviation for wind gusts | Components/WindDirectionalSourceComponent.h |
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void SetMinimumGustAmount
(
float InNewMinGust |
Set minimum deviation for wind gusts | Components/WindDirectionalSourceComponent.h |
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void SetRadius
(
float InNewRadius |
Set the effect radius for point wind | Components/WindDirectionalSourceComponent.h |
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void SetSpeed
(
float InNewSpeed |
Sets the windspeed of the generated wind | Components/WindDirectionalSourceComponent.h |
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void SetStrength
(
float InNewStrength |
Because the actual data used to query wind is stored on the render thread in an instance of FWindSourceSceneProxy all of our properties are read only. | Components/WindDirectionalSourceComponent.h |
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void SetWindType
(
EWindSourceType InNewType |
Set the type of wind generator to use | Components/WindDirectionalSourceComponent.h |
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Protected
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Components/WindDirectionalSourceComponent.h | |
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/WindDirectionalSourceComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Components/WindDirectionalSourceComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/WindDirectionalSourceComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Components/WindDirectionalSourceComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/WindDirectionalSourceComponent.h |