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API > API/Runtime > API/Runtime/GeometryCollectionEngine
GeometryCollectionComponent
| Name | UGeometryCollectionComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionComponent.h |
| Include Path | #include "GeometryCollection/GeometryCollectionComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UGeometryCollectionComponent :
public UMeshComponent ,
public IChaosNotifyHandlerInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UGeometryCollectionComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IChaosNotifyHandlerInterface
- IInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGeometryCollectionComponent
(
const FObjectInitializer& ObjectInitializer |
GeometryCollection/GeometryCollectionComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UGeometryCollectionComponent() |
GeometryCollection/GeometryCollectionComponent.h |
Classes
| Name | Remarks |
|---|---|
| FNotifyGeometryCollectionPhysicsLoadingStateChange | |
| FNotifyGeometryCollectionPhysicsStateChange | Blueprint event |
Structs
| Name | Remarks |
|---|---|
| FBrokenAndDecayedStates | |
| FComponentSpaceTransforms |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnGeometryCollectionPropertyChanged | FOnGeometryCollectionPropertyChangedMulticaster::FDelegate | GeometryCollection/GeometryCollectionComponent.h | |
| FOnGeometryCollectionPropertyChangedMulticaster | TMulticastDelegate_NoParams< void > | GeometryCollection/GeometryCollectionComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultCollisionProfileName | FName | Collision profile name that indicates we should use the geometry collection's default collision profile. | GeometryCollection/GeometryCollectionComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowRemovalOnBreak | bool | Allow removal on break for the instance if the rest collection has it enabled | GeometryCollection/GeometryCollectionComponent.h |
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| bAllowRemovalOnSleep | bool | Allow removal on sleep for the instance if the rest collection has it enabled | GeometryCollection/GeometryCollectionComponent.h |
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| BaseRigidBodyIndex | int32 | GeometryCollection/GeometryCollectionComponent.h | ||
| bCrumblingEventIncludesChildren | bool | If this and bNotifyCrumblings are true, the crumbling events will contain released children indices. | GeometryCollection/GeometryCollectionComponent.h |
|
| bDensityFromPhysicsMaterial | bool | When true, density will be used to compute mass using the assigned physics material | GeometryCollection/GeometryCollectionComponent.h |
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| bEnableDamageFromCollision | bool | Whether or not collisions against this geometry collection will apply strain which could cause the geometry collection to fracture. | GeometryCollection/GeometryCollectionComponent.h |
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| bForceMotionBlur | bool | If ForceMotionBlur is on, motion blur will always be active, even if the GeometryCollection is at rest. | GeometryCollection/GeometryCollectionComponent.h |
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| bForceUpdateActiveTransforms | bool | Update transforms of active particles even when they are not moving. | GeometryCollection/GeometryCollectionComponent.h |
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| bGlobalCrumblingEventIncludesChildren | bool | If this and bNotifyGlobalCrumblings are true, the crumbling events will contain released children indices. | GeometryCollection/GeometryCollectionComponent.h |
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| bIsCurrentlyNavigationRelevant | bool | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyBreaks | bool | If true, this component will generate breaking events that other systems may subscribe to. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyCollisions | bool | If true, this component will generate collision events that other systems may subscribe to. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyCrumblings | bool | If true, this component will generate crumbling events that other systems may subscribe to. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyGlobalBreaks | bool | If true, this component will generate breaking events that will be listened by the global event relay. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyGlobalCollisions | bool | If true, this component will generate collision events that will be listened by the global event relay. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyGlobalCrumblings | bool | If true, this component will generate crumbling events that will be listened by the global event relay. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyGlobalRemovals | bool | If true, this component will generate removal events that will be listened by the global event relay. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyRemovals | bool | If true, this component will generate removal events that other systems may subscribe to. | GeometryCollection/GeometryCollectionComponent.h |
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| bNotifyTrailing | bool | If true, this component will generate trailing events that other systems may subscribe to. | GeometryCollection/GeometryCollectionComponent.h |
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| bStoreVelocities | bool | If true, this component will save linear and angular velocities on its DynamicCollection. | GeometryCollection/GeometryCollectionComponent.h |
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| bUseMaterialDamageModifiers | bool | When on , use the modifiers on the material to adjust the user defined damage threshold values | GeometryCollection/GeometryCollectionComponent.h |
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| bUseSizeSpecificDamageThreshold | bool | Damage threshold for clusters at different levels. | GeometryCollection/GeometryCollectionComponent.h |
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| CacheParameters | FGeomComponentCacheParameters | GeometryCollection/GeometryCollectionComponent.h | ||
| CachePlayback | bool | GeometryCollection/GeometryCollectionComponent.h |
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| ChaosSolverActor | TObjectPtr< AChaosSolverActor > | Chaos RBD Solver override. Will use the world's default solver actor if null. | GeometryCollection/GeometryCollectionComponent.h |
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| ClusterGroupIndex | int32 | Cluster group index - Geometry Collections using the same index will simulate as one single cluster. | GeometryCollection/GeometryCollectionComponent.h |
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| CollisionGroup | int32 | GeometryCollection/GeometryCollectionComponent.h |
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| CollisionSampleFraction | float | Fraction of collision sample particles to keep | GeometryCollection/GeometryCollectionComponent.h |
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| DamageModel | EDamageModelTypeEnum | Damage model to use for evaluating destruction. | GeometryCollection/GeometryCollectionComponent.h |
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| DamagePropagationData | FGeometryCollectionDamagePropagationData | Data about how damage propagation shoudl behave. | GeometryCollection/GeometryCollectionComponent.h |
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| DamageThreshold | TArray< float > | GeometryCollection/GeometryCollectionComponent.h |
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| DesiredCacheTime | float | GeometryCollection/GeometryCollectionComponent.h |
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| DisabledFlags | TArray< bool > | Mirrored from the proxy on a sync TManagedArray |
GeometryCollection/GeometryCollectionComponent.h | |
| EnableClustering | bool | GeometryCollection/GeometryCollectionComponent.h |
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| GravityGroupIndex | int32 | GeometryCollection/GeometryCollectionComponent.h |
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| InitialAngularVelocity | FVector | GeometryCollection/GeometryCollectionComponent.h |
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| InitializationFields | TArray< TObjectPtr< const AFieldSystemActor > > | GeometryCollection/GeometryCollectionComponent.h |
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| InitializationState | ESimulationInitializationState | GeometryCollection/GeometryCollectionComponent.h | ||
| InitialLinearVelocity | FVector | GeometryCollection/GeometryCollectionComponent.h |
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| InitialVelocityType | EInitialVelocityTypeEnum | GeometryCollection/GeometryCollectionComponent.h |
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| MaxClusterLevel | int32 | Maximum level for cluster breaks. | GeometryCollection/GeometryCollectionComponent.h |
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| MaxSimulatedLevel | int32 | The maximum level to create rigid bodies that could be simulated. | GeometryCollection/GeometryCollectionComponent.h |
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| NotifyGeometryCollectionPhysicsLoadingStateChange | FNotifyGeometryCollectionPhysicsLoadingStateChange | GeometryCollection/GeometryCollectionComponent.h |
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| NotifyGeometryCollectionPhysicsStateChange | FNotifyGeometryCollectionPhysicsStateChange | GeometryCollection/GeometryCollectionComponent.h |
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| NumParticlesAdded | int32 | GeometryCollection/GeometryCollectionComponent.h | ||
| ObjectType | EObjectStateTypeEnum | ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic. | GeometryCollection/GeometryCollectionComponent.h |
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| OnChaosBreakEvent | FOnChaosBreakEvent | GeometryCollection/GeometryCollectionComponent.h |
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| OnChaosCrumblingEvent | FOnChaosCrumblingEvent | GeometryCollection/GeometryCollectionComponent.h |
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| OnChaosPhysicsCollision | FOnChaosPhysicsCollision | GeometryCollection/GeometryCollectionComponent.h |
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| OnChaosRemovalEvent | FOnChaosRemovalEvent | GeometryCollection/GeometryCollectionComponent.h |
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| OneWayInteractionLevel | int32 | All bodies with a level greater than or equal to this will have One-Way Interaction enabled and act like debris (will not apply forces to non-debris bodies) Set to -1 to disable (no bodies will have One-Way Interaction enabled) | GeometryCollection/GeometryCollectionComponent.h |
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| OnFullyDecayedEvent | FOnGeometryCollectionFullyDecayedEvent | GeometryCollection/GeometryCollectionComponent.h | ||
| OnGeometryCollectionPropertyChanged | FOnGeometryCollectionPropertyChangedMulticaster | GeometryCollection/GeometryCollectionComponent.h | ||
| OnRootBreakEvent | FOnChaosBreakEvent | Todo(chaos) remove when no longer necessary | GeometryCollection/GeometryCollectionComponent.h | |
| OnRootMovedEvent | FOnGeometryCollectionRootMovedEvent | GeometryCollection/GeometryCollectionComponent.h | ||
| OnRootMovedNativeEvent | FOnGeometryCollectionRootMovedNativeEvent | GeometryCollection/GeometryCollectionComponent.h | ||
| RestCollection | TObjectPtr< const UGeometryCollection > | GeometryCollection/GeometryCollectionComponent.h |
|
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| RestTransforms | TArray< FTransform > | Optional transforms to initialize scene proxy if difference from the RestCollection. | GeometryCollection/GeometryCollectionComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableBoneSelection | uint8 | GeometryCollection/GeometryCollectionComponent.h | ||
| bInitializedRemovalDynamicAttribute | uint8 | GeometryCollection/GeometryCollectionComponent.h | ||
| bIsTransformSelectionModeEnabled | bool | GeometryCollection/GeometryCollectionComponent.h | ||
| BrokenAndDecayedStates | FBrokenAndDecayedStates | GeometryCollection/GeometryCollectionComponent.h | ||
| ClustersToRep | TUniquePtr< TSet< Chaos::FPBDRigidClusteredParticleHandle * > > | The clusters we need to replicate | GeometryCollection/GeometryCollectionComponent.h | |
| ComponentSpaceBounds | FBox | Bounds in component space if unbroken this will use computed from RootSpaceBounds | GeometryCollection/GeometryCollectionComponent.h | |
| ComponentSpaceTransforms | FComponentSpaceTransforms | GeometryCollection/GeometryCollectionComponent.h | ||
| CurrentCacheTime | float | GeometryCollection/GeometryCollectionComponent.h | ||
| DummyBodySetup | TObjectPtr< UBodySetup > | Temporary storage for body setup in order to initialise a dummy body instance. | GeometryCollection/GeometryCollectionComponent.h |
|
| DynamicCollection | TSharedPtr< FGeometryDynamicCollection > | GeometryCollection/GeometryCollectionComponent.h | ||
| EditorActor | TObjectPtr< AActor > | Tracked editor actor that owns the original component so we can write back recorded caches from PIE. | GeometryCollection/GeometryCollectionComponent.h |
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| EmbeddedBoneMaps | TArray< TArray< int32 > > | GeometryCollection/GeometryCollectionComponent.h | ||
| EmbeddedGeometryComponents | TArray< TObjectPtr< UInstancedStaticMeshComponent > > | The information of all the embedded instanced static meshes | GeometryCollection/GeometryCollectionComponent.h | |
| EmbeddedInstanceIndex | TArray< int32 > | GeometryCollection/GeometryCollectionComponent.h | ||
| EventDispatcher | TObjectPtr< UChaosGameplayEventDispatcher > | Event dispatcher for break, crumble, removal and collision events. | GeometryCollection/GeometryCollectionComponent.h |
|
| EventsPlayed | TArray< bool > | GeometryCollection/GeometryCollectionComponent.h | ||
| GlobalMatrices | TArray< FMatrix > | GeometryCollection/GeometryCollectionComponent.h | ||
| HighlightedBones | TArray< int32 > | GeometryCollection/GeometryCollectionComponent.h |
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| InitialQueryFilter | FCollisionFilterData | GeometryCollection/GeometryCollectionComponent.h | ||
| InitialSimFilter | FCollisionFilterData | GeometryCollection/GeometryCollectionComponent.h | ||
| IsObjectDynamic | uint8 | GeometryCollection/GeometryCollectionComponent.h | ||
| IsObjectLoading | uint8 | GeometryCollection/GeometryCollectionComponent.h | ||
| LastHardsnapTimeInMs | double | GeometryCollection/GeometryCollectionComponent.h | ||
| NavmeshInvalidationTimeSliceIndex | uint32 | GeometryCollection/GeometryCollectionComponent.h | ||
| OneOffActivatedProcessed | int32 | One off activation is processed in the same order as server so remember the last one we processed | GeometryCollection/GeometryCollectionComponent.h | |
| PhysicsProxy | FGeometryCollectionPhysicsProxy * | GeometryCollection/GeometryCollectionComponent.h | ||
| PhysicsUserData | FChaosUserData | GeometryCollection/GeometryCollectionComponent.h | ||
| RootProxyLocalTransforms | TArray< FTransform3f > | GeometryCollection/GeometryCollectionComponent.h | ||
| RootSpaceBounds | FBox | Bounds for unbroken state bounds in root space | GeometryCollection/GeometryCollectionComponent.h | |
| SelectedBones | TArray< int32 > | GeometryCollection/GeometryCollectionComponent.h |
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| ViewLevel | int | GeometryCollection/GeometryCollectionComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyAngularVelocity
(
int32 ItemIndex, |
Apply angular velocity on specific piece | GeometryCollection/GeometryCollectionComponent.h |
|
void ApplyAssetDefaults() |
Apply default values from asset ( damage related data and physics material ) | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyBreakingAngularVelocity
(
int32 ItemIndex, |
Apply linear velocity on breaking pieces for a specific cluster If ItemIndex does not represent a cluster this will do nothing | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyBreakingLinearVelocity
(
int32 ItemIndex, |
Apply linear velocity on breaking pieces for a specific cluster If ItemIndex does not represent a cluster this will do nothing | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyExternalStrain
(
int32 ItemIndex, |
Apply an external strain to specific piece of the geometry collection | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyInternalStrain
(
int32 ItemIndex, |
Apply an internal strain to specific piece of the geometry collection | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyKinematicField
(
float Radius, |
SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the geo collection particles within the field. | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyLinearVelocity
(
int32 ItemIndex, |
Apply linear velocity on specific piece | GeometryCollection/GeometryCollectionComponent.h |
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void ApplyPhysicsField
(
bool Enabled, |
AddPhysicsField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. | GeometryCollection/GeometryCollectionComponent.h |
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void ClearRootProxyLocalTransforms() |
Clear all the root proxies local transforms - all proxies will now have the same default transform | GeometryCollection/GeometryCollectionComponent.h | |
void CrumbleActiveClusters() |
Crumbe active clusters for this entire geometry collection this will apply to internal and regular clusters | GeometryCollection/GeometryCollectionComponent.h |
|
void CrumbleCluster
(
int32 ItemIndex |
Crumbe a cluster into all its pieces | GeometryCollection/GeometryCollectionComponent.h |
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void DispatchBreakEvent
(
const FChaosBreakEvent& Event |
GeometryCollection/GeometryCollectionComponent.h | ||
void DispatchCrumblingEvent
(
const FChaosCrumblingEvent& Event |
GeometryCollection/GeometryCollectionComponent.h | ||
void DispatchRemovalEvent
(
const FChaosRemovalEvent& Event |
GeometryCollection/GeometryCollectionComponent.h | ||
FScopedColorEdit EditBoneSelection
(
bool bForceUpdate |
GeometryCollection/GeometryCollectionComponent.h | ||
FGeometryCollectionEdit EditRestCollection
(
GeometryCollection::EEditUpdate EditUpdate, |
GeometryCollection/GeometryCollectionComponent.h | ||
int32 EmbeddedIndexToTransformIndex
(
const UInstancedStaticMeshComponent* ISMComponent, |
GeometryCollection/GeometryCollectionComponent.h | ||
void EnableRootProxyForCustomRenderer
(
bool bEnable |
GeometryCollection/GeometryCollectionComponent.h |
|
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void EnableTransformSelectionMode
(
bool bEnable |
Enable/disable the scene proxy per transform selection mode. | GeometryCollection/GeometryCollectionComponent.h | |
void ForceBrokenForCustomRenderer
(
bool bForceBroken |
Force any custom renderer to render using the broken/decayed path. This can be set at runtime | GeometryCollection/GeometryCollectionComponent.h |
|
void ForceNativeRendering
(
bool bForce |
GeometryCollection/GeometryCollectionComponent.h | ||
void ForceRenderUpdateConstantData () |
Force render after constant data changes (such as visibility, or hitproxy subsections). | GeometryCollection/GeometryCollectionComponent.h | |
void ForceRenderUpdateDynamicData() |
Force render after dynamic data changes (such as transforms). Will also work while paused. | GeometryCollection/GeometryCollectionComponent.h | |
| GeometryCollection/GeometryCollectionComponent.h | |||
const int GetBoneSelectedMaterialID() |
GeometryCollection/GeometryCollectionComponent.h | ||
TArray< FTransform > GetComponentSpaceTransforms() |
GeometryCollection/GeometryCollectionComponent.h | ||
const TArray< FTransform3f > & GetComponentSpaceTransforms3f() |
GeometryCollection/GeometryCollectionComponent.h | ||
IGeometryCollectionExternalRenderInterface * GetCustomRenderer() |
Get any custom renderer. Returns nullptr if none is set. | GeometryCollection/GeometryCollectionComponent.h | |
TArray< float > GetDamageThreshold() |
GeometryCollection/GeometryCollectionComponent.h |
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FString GetDebugInfo() |
RestCollection | GeometryCollection/GeometryCollectionComponent.h |
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const TArray< bool > & GetDisabledFlags() |
GeometryCollection/GeometryCollectionComponent.h | ||
const FGeometryDynamicCollection * GetDynamicCollection () |
GeometryCollection/GeometryCollectionComponent.h | ||
| GeometryCollection/GeometryCollectionComponent.h | |||
bool GetEnableBoneSelection() |
GeometryCollection/GeometryCollectionComponent.h | ||
TArray< FMatrix > GetGlobalMatrices() |
Used by Niagara DI to query global matrices rather than recalculating them again | GeometryCollection/GeometryCollectionComponent.h | |
void GetHiddenTransforms
(
TArray< bool >& OutHiddenTransforms |
GeometryCollection/GeometryCollectionComponent.h | ||
const TArray< int32 > & GetHighlightedBones() |
GeometryCollection/GeometryCollectionComponent.h | ||
int32 GetInitialLevel
(
int32 ItemIndex |
Get the initial level of a specific piece Initial level means the level as it is in the unbroken state | GeometryCollection/GeometryCollectionComponent.h |
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TArray< FTransform > GetInitialLocalRestTransforms() |
Get the initial rest transforms in component (local) space space, they are the transforms as defined in the rest collection asset | GeometryCollection/GeometryCollectionComponent.h |
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FPhysScene_Chaos * GetInnerChaosScene() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetIsObjectDynamic() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetIsObjectLoading() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetIsTransformSelectionMode() |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox GetLocalBounds() |
Get local bounds of the geometry collection | GeometryCollection/GeometryCollectionComponent.h |
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TArray< FTransform > GetLocalRestTransforms
(
bool bInitialTransforms |
Get the rest transforms in component (local) space space, if none have been set by SetLocalRestTransforms or if RestTransform property is empty , then the initial ones are returned | GeometryCollection/GeometryCollectionComponent.h |
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void GetMassAndExtents
(
int32 ItemIndex, |
Get mass and extent of a specific piece | GeometryCollection/GeometryCollectionComponent.h |
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bool GetNotifyTrailing() |
GeometryCollection/GeometryCollectionComponent.h | ||
int32 GetNumElements
(
FName Group |
API for getting at geometry collection data | GeometryCollection/GeometryCollectionComponent.h | |
int32 GetParent
(
int32 Index |
Declare all the methods. | GeometryCollection/GeometryCollectionComponent.h | |
const TManagedArray< int32 > & GetParentArrayRest() |
GeometryCollection/GeometryCollectionComponent.h | ||
UPhysicalMaterial * GetPhysicalMaterial() |
Gets the physical material to use for this geometry collection, taking into account instance overrides and render materials | GeometryCollection/GeometryCollectionComponent.h | |
| GeometryCollection/GeometryCollectionComponent.h | |||
const FGeometryCollectionPhysicsProxy * GetPhysicsProxy () |
GeometryCollection/GeometryCollectionComponent.h | ||
AChaosSolverActor * GetPhysicsSolverActor() |
GeometryCollection/GeometryCollectionComponent.h | ||
const FTransform & GetPreviousComponentToWorld() |
GeometryCollection/GeometryCollectionComponent.h | ||
const UGeometryCollection * GetRestCollection() |
GeometryCollection/GeometryCollectionComponent.h | ||
void GetRestTransforms
(
TArray< FMatrix44f >& OutRestTransforms |
GeometryCollection/GeometryCollectionComponent.h | ||
double GetRootBrokenElapsedTimeInMs() |
GeometryCollection/GeometryCollectionComponent.h | ||
FTransform GetRootCurrentComponentSpaceTransform() |
GeometryCollection/GeometryCollectionComponent.h | ||
FTransform GetRootCurrentTransform() |
Get the root item current world transform | GeometryCollection/GeometryCollectionComponent.h |
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int32 GetRootIndex() |
Get the root item index of the hierarchy | GeometryCollection/GeometryCollectionComponent.h |
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FTransform GetRootInitialTransform() |
Get the root item initial transform in world space | GeometryCollection/GeometryCollectionComponent.h |
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FTransform GetRootParticleMassOffset() |
GeometryCollection/GeometryCollectionComponent.h | ||
const FDamageCollector * GetRunTimeDataCollector() |
GeometryCollection/GeometryCollectionComponent.h | ||
const TArray< int32 > & GetSelectedBones() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetShowBoneColors() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetSuppressSelectionMaterial() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetUpdateCustomRendererOnPostPhysicsSync() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool GetUseStaticMeshCollisionForTraces() |
Todo(chaos): Remove this and move to a cook time approach of the SM data based on the GC property | GeometryCollection/GeometryCollectionComponent.h |
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void InitializeEmbeddedGeometry() |
Update component structure to reflect any changes to the embedded geometry | GeometryCollection/GeometryCollectionComponent.h | |
bool IsFullyDecayed() |
GeometryCollection/GeometryCollectionComponent.h | ||
bool IsRootBroken() |
Return true if the root cluster is not longer active at runtime | GeometryCollection/GeometryCollectionComponent.h |
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virtual void NotifyBreak
(
const FChaosBreakEvent& Event |
Overrideable native notification | GeometryCollection/GeometryCollectionComponent.h | |
virtual void NotifyRemoval
(
const FChaosRemovalEvent& Event |
Overrideable native notification | GeometryCollection/GeometryCollectionComponent.h | |
| Currently, component space transforms for every particle is compute relative to the component transform. | GeometryCollection/GeometryCollectionComponent.h | ||
void ReceivePhysicsCollision
(
const FChaosPhysicsCollisionInfo& CollisionInfo |
GeometryCollection/GeometryCollectionComponent.h |
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void RefreshCustomRenderer() |
Updates the custom renderer to the reflect the current state of the Geometry Collection | GeometryCollection/GeometryCollectionComponent.h | |
void RefreshEmbeddedGeometry() |
Update instanced static mesh components to reflect internal embedded geometry state. | GeometryCollection/GeometryCollectionComponent.h | |
void RefreshRootProxies() |
Refresh root proxies whether they are drawn through the custom renderer or normal static mesh components | GeometryCollection/GeometryCollectionComponent.h | |
void RegisterAndInitializePhysicsProxy() |
GeometryCollection/GeometryCollectionComponent.h | ||
FDelegateHandle RegisterOnGeometryCollectionPropertyChanged
(
const FOnGeometryCollectionPropertyChanged& Delegate |
Register / Unregister delegates called when the skeletal mesh property is changed | GeometryCollection/GeometryCollectionComponent.h | |
void RemoveAllAnchors() |
This will remove anchors on all the pieces ( including the static and kinematic initial states ones ) of the geometry colection | GeometryCollection/GeometryCollectionComponent.h |
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void ResetRestTransforms() |
This reset the rest transform to use the rest collection asset ones | GeometryCollection/GeometryCollectionComponent.h | |
void SelectEmbeddedGeometry() |
Propagate bone selection to embedded geometry components. | GeometryCollection/GeometryCollectionComponent.h | |
void SetAbandonedParticleCollisionProfileName
(
FName CollisionProfile |
GeometryCollection/GeometryCollectionComponent.h |
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void SetAnchoredByBox
(
FBox WorldSpaceBox, |
Set all pieces within a world space bounding box to be anchored or not | GeometryCollection/GeometryCollectionComponent.h |
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void SetAnchoredByIndex
(
int32 Index, |
Set a piece or cluster to be anchored or not | GeometryCollection/GeometryCollectionComponent.h |
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void SetAnchoredByTransformedBox
(
FBox Box, |
Set all pieces within a world transformed bounding box to be anchored or not | GeometryCollection/GeometryCollectionComponent.h |
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void SetDamageModel
(
EDamageModelTypeEnum InDamageModel |
GeometryCollection/GeometryCollectionComponent.h |
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void SetDamagePropagationData
(
const FGeometryCollectionDamagePropagationData& InDamagePropagationData |
GeometryCollection/GeometryCollectionComponent.h |
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void SetDamageThreshold
(
const TArray< float >& InDamageThreshold |
GeometryCollection/GeometryCollectionComponent.h |
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void SetDensityFromPhysicsMaterial
(
bool bInDensityFromPhysicsMaterial |
GeometryCollection/GeometryCollectionComponent.h |
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void SetDynamicState
(
const Chaos::EObjectStateType& NewDynamicState |
Set the dynamic state for all bodies in the DynamicCollection. | GeometryCollection/GeometryCollectionComponent.h | |
void SetEmbeddedGeometrySelectable
(
bool bSelectableIn |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetEnableDamageFromCollision
(
bool bValue |
GeometryCollection/GeometryCollectionComponent.h |
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void SetEnableReplication
(
bool bInEnableReplication |
Attn: these replication methods are helpers meant to be called before the component is fully registered, like a constructor! | GeometryCollection/GeometryCollectionComponent.h | |
void SetGravityGroupIndex
(
int32 InGravityGroupIndex |
GeometryCollection/GeometryCollectionComponent.h |
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void SetInitialClusterBreaks
(
const TArray< int32 >& ReleaseIndices |
Modify DynamicCollection transform hierarchy to effect cluster breaks releasing the specified indices. | GeometryCollection/GeometryCollectionComponent.h | |
void SetInitialTransforms
(
const TArray< FTransform >& InitialTransforms |
Set transforms for all bodies in the DynamicCollection. | GeometryCollection/GeometryCollectionComponent.h | |
void SetLocalRestTransforms
(
const TArray< FTransform >& Transforms, |
Set the local rest transform, this may be different from the rest collection If the geometry collection is already simulating those matrices will be overriden by the physics state updates | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyBreaks
(
bool bNewNotifyBreaks |
Changes whether or not this component will get future break notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyCrumblings
(
bool bNewNotifyCrumblings, |
Changes whether or not this component will get future crumbling notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyGlobalBreaks
(
bool bNewNotifyGlobalBreaks |
Changes whether or not this component will get future global break notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyGlobalCollision
(
bool bNewNotifyGlobalCollisions |
Changes whether or not this component will get future global collision notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyGlobalCrumblings
(
bool bNewNotifyGlobalCrumblings, |
Changes whether or not this component will get future global crumbling notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyGlobalRemovals
(
bool bNewNotifyGlobalRemovals |
Changes whether or not this component will get future global removal notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetNotifyRemovals
(
bool bNewNotifyRemovals |
Changes whether or not this component will get future removal notifications. | GeometryCollection/GeometryCollectionComponent.h |
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void SetOneWayInteractionLevel
(
int32 InOneWayInteractionLevel |
GeometryCollection/GeometryCollectionComponent.h |
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void SetParticleCollisionProfileName
(
int32 BoneId, |
GeometryCollection/GeometryCollectionComponent.h | ||
| GeometryCollection/GeometryCollectionComponent.h |
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void SetPerParticleCollisionProfileName
(
const TSet< int32 >& BoneIds, |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetPerParticleCollisionProfileName
(
const TArray< int32 >& BoneIds, |
GeometryCollection/GeometryCollectionComponent.h |
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void SetRenderStateDirty() |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetReplicationAbandonAfterLevel
(
int32 InReplicationAbandonAfterLevel |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetReplicationMaxPositionAndVelocityCorrectionLevel
(
int32 InReplicationMaxPositionAndVelocityCorrectionLevel |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetRestCollection
(
const UGeometryCollection* RestCollectionIn, |
RestCollection | GeometryCollection/GeometryCollectionComponent.h |
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void SetRestState
(
TArray< FTransform >&& InRestTransforms |
#todo should this only be available in editor? | GeometryCollection/GeometryCollectionComponent.h | |
void SetRootProxyComponentSpaceTransform
(
int32 Index, |
Blueprint function to set a specific root proxy local transform warning: when called from C++ and calling it on multiple root proxies it is recommended to use SetRootProxyLocalTransform instead and then call RefreshCustomRenderer to avoid the cost of refreshing the renderer each time | GeometryCollection/GeometryCollectionComponent.h |
|
void SetRootProxyLocalTransform
(
int32 Index, |
Set a specific root proxy local transform | GeometryCollection/GeometryCollectionComponent.h | |
void SetShowBoneColors
(
bool ShowBoneColorsIn |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetUpdateCustomRenderer
(
bool bValue |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetUpdateCustomRendererOnPostPhysicsSync
(
bool bValue |
Update of the custom renderer when post physics sync callback is executing ( valid if custom redner is being used ) - true by default | GeometryCollection/GeometryCollectionComponent.h | |
void SetUpdateNavigationInTick
(
const bool bUpdateInTick |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetUseMaterialDamageModifiers
(
bool bInUseMaterialDamageModifiers |
GeometryCollection/GeometryCollectionComponent.h |
|
|
void SetUseRootProxyForNavigation
(
const bool bUseRootProxyForNav |
GeometryCollection/GeometryCollectionComponent.h | ||
void SetUseStaticMeshCollisionForTraces
(
bool bInUseStaticMeshCollisionForTraces |
Todo(chaos): Remove this and move to a cook time approach of the SM data based on the GC property | GeometryCollection/GeometryCollectionComponent.h |
|
bool ShouldUpdateComponentTransformToRootBone() |
GeometryCollection/GeometryCollectionComponent.h | ||
void UnregisterOnGeometryCollectionPropertyChanged
(
FDelegateHandle Handle |
GeometryCollection/GeometryCollectionComponent.h | ||
void UpdateCachedBounds() |
Update cached bounds; used e.g. when updating the exploded view of the geometry collection. | GeometryCollection/GeometryCollectionComponent.h |
Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FMaterialRelevance GetMaterialRelevance
(
ERHIFeatureLevel::Type InFeatureLevel |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddForce
(
FVector Force, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddForceAtLocation
(
FVector Force, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddImpulse
(
FVector Impulse, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddImpulseAtLocation
(
FVector Impulse, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddRadialForce
(
FVector Origin, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddRadialImpulse
(
FVector Origin, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void AddTorqueInRadians
(
FVector Torque, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual float CalculateMass
(
FName BoneName |
Returns the calculated mass in kg. | GeometryCollection/GeometryCollectionComponent.h | |
virtual bool CanEditSimulatePhysics() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual FBodyInstance * GetBodyInstance
(
FName BoneName, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual float GetMass() |
Returns the mass of this component in kg. | GeometryCollection/GeometryCollectionComponent.h | |
virtual UMaterialInterface * GetMaterial
(
int32 MaterialIndex |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual int32 GetNumMaterials() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SetCollisionObjectType
(
ECollisionChannel Channel |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SetEnableGravity
(
bool bGravityEnabled |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SetPhysMaterialOverride
(
UPhysicalMaterial* NewPhysMaterial |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SetSimulatePhysics
(
bool bEnabled |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual FBoxSphereBounds CalcLocalBounds() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool DoesSocketExist
(
FName InSocketName |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual FTransform GetSocketTransform
(
FName InSocketName, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool HasAnySockets() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool MoveComponentImpl
(
const FVector& Delta, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnHiddenInGameChanged() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnVisibilityChanged() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AsyncPhysicsTickComponent
(
float DeltaTime, |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void BeginPlay() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type ReasonEnd |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual TArray< UActorComponent * > GetHLODProxyComponents() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool HasValidPhysicsState() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool IsHLODRelevant() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool IsNavigationRelevant() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnActorEnableCollisionChanged() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnActorVisibilityChanged() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnCreatePhysicsState() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnDestroyPhysicsState() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnRegister() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void OnUnregister() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void SendRenderDynamicData_Concurrent() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool ShouldCreatePhysicsState() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool ShouldCreateRenderState() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void PostLoad() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from INavRelevantInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from IPhysicsComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< Chaos::FPhysicsObject * > GetAllPhysicsObjects() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual Chaos::FPhysicsObjectId GetIdFromGTParticle
(
Chaos::FGeometryParticle* Particle |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectById
(
Chaos::FPhysicsObjectId Id |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectByName
(
const FName& Name |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from IChaosNotifyHandlerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DispatchChaosPhysicsCollisionBlueprintEvents
(
const FChaosPhysicsCollisionInfo& CollisionInfo |
GeometryCollection/GeometryCollectionComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CalculateLocalBounds() |
GeometryCollection/GeometryCollectionComponent.h | ||
void CheckFullyDecayed() |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox ComputeBounds
(
const FTransform& LocalToWorldWithScale |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox ComputeBounds
(
const FMatrix& LocalToWorldWithScale |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox ComputeBoundsFromComponentSpaceTransforms
(
const FTransform& LocalToWorldWithScale, |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox ComputeBoundsFromComponentSpaceTransforms
(
const FTransform& LocalToWorldWithScale, |
GeometryCollection/GeometryCollectionComponent.h | ||
FBox ComputeBoundsFromGlobalMatrices
(
const FMatrix& LocalToWorldWithScale, |
GeometryCollection/GeometryCollectionComponent.h | ||
void DispatchFieldCommand
(
const FFieldSystemCommand& InCommand |
Issue a field command for the physics thread | GeometryCollection/GeometryCollectionComponent.h | |
void GetInitializationCommands
(
TArray< FFieldSystemCommand >& CombinedCommmands |
Combine the commands from the input field assets | GeometryCollection/GeometryCollectionComponent.h | |
FGeometryCollectionDynamicData * InitDynamicData
(
bool bInitialization |
Populate the dynamic particle data for the render thread. | GeometryCollection/GeometryCollectionComponent.h | |
void OnRep_RepData() |
Called post solve to allow authoritative components to update their replication data | GeometryCollection/GeometryCollectionComponent.h | |
void OnRep_RepDynamicData() |
GeometryCollection/GeometryCollectionComponent.h | ||
void OnRep_RepStateData() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void ProcessRepData () |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual bool ProcessRepData
(
float DeltaTime, |
GeometryCollection/GeometryCollectionComponent.h | ||
void RegisterForEvents() |
GeometryCollection/GeometryCollectionComponent.h | ||
void RequestUpdateRepData() |
GeometryCollection/GeometryCollectionComponent.h | ||
void ResetDynamicCollection() |
Reset the dynamic collection from the current rest state. | GeometryCollection/GeometryCollectionComponent.h | |
virtual void ResetRepData() |
Clear all rep data, this is required if the physics proxy has been recreated | GeometryCollection/GeometryCollectionComponent.h | |
void UpdateGlobalCollisionEventRegistration() |
GeometryCollection/GeometryCollectionComponent.h | ||
void UpdateGlobalRemovalEventRegistration() |
GeometryCollection/GeometryCollectionComponent.h | ||
void UpdateRBCollisionEventRegistration() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void UpdateRepData() |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void UpdateRepStateAndDynamicData() |
GeometryCollection/GeometryCollectionComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeUsedInPhysicsReplication
(
const FName BoneName |
GeometryCollection/GeometryCollectionComponent.h | ||
virtual void CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the PSO precache data used by the geometry collection | GeometryCollection/GeometryCollectionComponent.h | |
virtual void OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
GeometryCollection/GeometryCollectionComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static Chaos::FPhysicsSolver * GetSolver
(
const UGeometryCollectionComponent& GeometryCollectionComponent |
GeometryCollection/GeometryCollectionComponent.h | ||
static void ReregisterAllCustomRenderers() |
Force all GC components to reregister their custom renderer objects. | GeometryCollection/GeometryCollectionComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularEtherDrag_DEPRECATED | float | Uniform angular ether drag. | GeometryCollection/GeometryCollectionComponent.h |
|
| bAutoAssignISMPool_DEPRECATED | bool | Deprecated for CustomRendererType. | GeometryCollection/GeometryCollectionComponent.h | |
| ClusterConnectionType_DEPRECATED | EClusterConnectionTypeEnum | GeometryCollection/GeometryCollectionComponent.h |
|
|
| ISMPool_DEPRECATED | TObjectPtr< AISMPoolActor > | Deprecated for CustomRendererType. | GeometryCollection/GeometryCollectionComponent.h | |
| LinearEtherDrag_DEPRECATED | float | Uniform linear ether drag. | GeometryCollection/GeometryCollectionComponent.h |
|
| PhysicalMaterial_DEPRECATED | TObjectPtr< const UChaosPhysicalMaterial > | Physical Properties | GeometryCollection/GeometryCollectionComponent.h |
|
| PhysicalMaterialOverride_DEPRECATED | TObjectPtr< UPhysicalMaterial > | GeometryCollection/GeometryCollectionComponent.h |
|
|
| ReplicationAbandonClusterLevel_DEPRECATED | int32 | If replicating - the cluster level to stop sending corrections for geometry collection chunks. | GeometryCollection/GeometryCollectionComponent.h |
|
| Simulating_DEPRECATED | bool | GeometryCollection/GeometryCollectionComponent.h |
|