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UBaseDynamicMeshComponent is a base interface for a UMeshComponent based on a UDynamicMesh.
| Name | UBaseDynamicMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/GeometryFramework/Public/Components/BaseDynamicMeshComponent.h |
| Include Path | #include "Components/BaseDynamicMeshComponent.h" |
Syntax
UCLASS (Abstract, HideCategories=(LOD), ClassGroup=Rendering, MinimalAPI)
class UBaseDynamicMeshComponent :
public UMeshComponent ,
public IToolFrameworkComponent ,
public IMeshVertexCommandChangeTarget ,
public IMeshCommandChangeTarget ,
public IMeshReplacementCommandChangeTarget
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UBaseDynamicMeshComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IMeshCommandChangeTarget
- IMeshReplacementCommandChangeTarget
- IMeshVertexCommandChangeTarget
- IToolFrameworkComponent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBaseDynamicMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Components/BaseDynamicMeshComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultVertexColorMaterial | UMaterialInterface * | Components/BaseDynamicMeshComponent.h | |
| DefaultWireframeMaterial | UMaterialInterface * | These Materials are used by the render thread. | Components/BaseDynamicMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseMaterials | TArray< TObjectPtr< UMaterialInterface > > | Components/BaseDynamicMeshComponent.h | ||
| bEnableFlatShading | bool | Flat shading support. | Components/BaseDynamicMeshComponent.h |
|
| bEnableRaytracing | bool | Raytracing support. | Components/BaseDynamicMeshComponent.h |
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| bEnableViewModeOverrides | bool | This flag controls whether Editor View Mode Overrides are enabled for this mesh. | Components/BaseDynamicMeshComponent.h |
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| bExplicitShowWireframe | bool | Built-in Wireframe-on-Shaded Rendering support. | Components/BaseDynamicMeshComponent.h |
|
| ColorMode | EDynamicMeshComponentColorOverrideMode | Built-in Color Rendering Support. | Components/BaseDynamicMeshComponent.h |
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| ColorSpaceMode | EDynamicMeshVertexColorTransformMode | Color Space Transform that will be applied to the colors stored in the DynamicMesh Attribute Color Overlay when constructing render buffers. | Components/BaseDynamicMeshComponent.h |
|
| ConstantColor | FColor | Constant Color used when Override Color Mode is set to Constant | Components/BaseDynamicMeshComponent.h |
|
| WireframeColor | FLinearColor | Constant Color used when Override Color Mode is set to Constant | Components/BaseDynamicMeshComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyTransform
(
const FTransform3d& Transform, |
Apply a transform to the mesh | Components/BaseDynamicMeshComponent.h | |
virtual void ClearOverrideRenderMaterial() |
Clear any active override render material | Components/BaseDynamicMeshComponent.h |
|
virtual void ClearOverrideSecondaryWireframeRenderMaterial() |
Clear any active secondary wireframe override render material | Components/BaseDynamicMeshComponent.h |
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virtual void ClearOverrideWireframeRenderMaterial() |
Clear any active wireframe override render material | Components/BaseDynamicMeshComponent.h |
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virtual void ClearSecondaryRenderMaterial() |
Clear any active secondary render material | Components/BaseDynamicMeshComponent.h |
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virtual EDynamicMeshComponentColorOverrideMode GetColorOverrideMode() |
Components/BaseDynamicMeshComponent.h |
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virtual FColor GetConstantOverrideColor() |
Components/BaseDynamicMeshComponent.h |
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virtual EDynamicMeshComponentDistanceFieldMode GetDistanceFieldMode() |
Components/BaseDynamicMeshComponent.h |
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virtual UDynamicMesh * GetDynamicMesh() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetEnableRaytracing() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetEnableWireframeRenderPass() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetFlatShadingEnabled() |
Components/BaseDynamicMeshComponent.h |
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virtual FDynamicMesh3 * GetMesh () |
Avoid usage of this function, access via GetDynamicMesh() instead | Components/BaseDynamicMeshComponent.h | |
virtual const FDynamicMesh3 * GetMesh () |
Components/BaseDynamicMeshComponent.h | ||
virtual EDynamicMeshDrawPath GetMeshDrawPath() |
Components/BaseDynamicMeshComponent.h |
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virtual UMaterialInterface * GetOverrideRenderMaterial
(
int MaterialIndex |
Components/BaseDynamicMeshComponent.h |
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virtual UMaterialInterface * GetOverrideSecondaryWireframeRenderMaterial() |
Components/BaseDynamicMeshComponent.h |
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virtual UMaterialInterface * GetOverrideWireframeRenderMaterial() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetSecondaryBuffersVisibility() |
Components/BaseDynamicMeshComponent.h |
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virtual UMaterialInterface * GetSecondaryRenderMaterial() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetShadowsEnabled() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetTwoSided() |
Components/BaseDynamicMeshComponent.h | ||
virtual EDynamicMeshVertexColorTransformMode GetVertexColorSpaceTransformMode() |
Components/BaseDynamicMeshComponent.h |
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virtual bool GetViewModeOverridesEnabled() |
Components/BaseDynamicMeshComponent.h |
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virtual bool HasOverrideRenderMaterial
(
int k |
Components/BaseDynamicMeshComponent.h |
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virtual bool HasOverrideSecondaryWireframeRenderMaterial() |
Components/BaseDynamicMeshComponent.h | ||
virtual bool HasOverrideWireframeRenderMaterial() |
Components/BaseDynamicMeshComponent.h | ||
virtual bool HasSecondaryRenderMaterial() |
Components/BaseDynamicMeshComponent.h | ||
virtual void NotifyMeshUpdated() |
Call this if you update the mesh via GetMesh() | Components/BaseDynamicMeshComponent.h | |
virtual void ProcessMesh
(
TFunctionRef< void(const UE::Geometry::FDynamicMesh3&)> ProcessFunc |
Allow external code to read the internal mesh. | Components/BaseDynamicMeshComponent.h | |
virtual void SetColorOverrideMode
(
EDynamicMeshComponentColorOverrideMode NewMode |
Configure the active Color Override | Components/BaseDynamicMeshComponent.h |
|
virtual void SetConstantOverrideColor
(
FColor NewColor |
Configure the Color used with Constant Color Override Mode | Components/BaseDynamicMeshComponent.h |
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virtual void SetDistanceFieldMode
(
EDynamicMeshComponentDistanceFieldMode NewDistFieldMode |
Configure Distance Field computation mode | Components/BaseDynamicMeshComponent.h |
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virtual void SetEnableFlatShading
(
bool bEnable |
Configure the Color used with Constant Color Override Mode | Components/BaseDynamicMeshComponent.h |
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virtual void SetEnableRaytracing
(
bool bSetEnabled |
Enable/Disable raytracing support. | Components/BaseDynamicMeshComponent.h |
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virtual void SetEnableWireframeRenderPass
(
bool bEnable |
Configure whether wireframe rendering is enabled or not | Components/BaseDynamicMeshComponent.h |
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virtual void SetMesh
(
UE::Geometry::FDynamicMesh3&& MoveMesh |
UBaseDynamicMeshComponent API. | Components/BaseDynamicMeshComponent.h | |
virtual void SetMeshDrawPath
(
EDynamicMeshDrawPath NewDrawPath |
Set the mesh rendering to use the static or dynamic draw path | Components/BaseDynamicMeshComponent.h |
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virtual void SetNumMaterials
(
int32 NumMaterials |
Components/BaseDynamicMeshComponent.h | ||
virtual void SetOverrideRenderMaterial
(
UMaterialInterface* Material |
Override rendering material support. | Components/BaseDynamicMeshComponent.h |
|
virtual void SetOverrideSecondaryWireframeRenderMaterial
(
UMaterialInterface* Material |
Wireframe Material Secondary Override Support : Allow to override default secondary wireframe material Set an active secondary wireframe override render material | Components/BaseDynamicMeshComponent.h |
|
virtual void SetOverrideWireframeRenderMaterial
(
UMaterialInterface* Material |
Wireframe Material Override Support : Allow to override default wireframe material Set an active wireframe override render Material | Components/BaseDynamicMeshComponent.h |
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virtual void SetSecondaryBuffersVisibility
(
bool bSetVisible |
Show/Hide the secondary triangle buffers. Does not invalidate SceneProxy. | Components/BaseDynamicMeshComponent.h |
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virtual void SetSecondaryRenderMaterial
(
UMaterialInterface* Material |
Secondary Render Buffers support. | Components/BaseDynamicMeshComponent.h |
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virtual void SetShadowsEnabled
(
bool bEnabled |
API for changing Rendering settings. | Components/BaseDynamicMeshComponent.h |
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virtual void SetTwoSided
(
bool bEnable |
Two-Sided rendering support. When enabled, triangles will be rendered whether they are facing the camera or not. | Components/BaseDynamicMeshComponent.h | |
virtual void SetVertexColorSpaceTransformMode
(
EDynamicMeshVertexColorTransformMode NewMode |
Configure the active Color Space Transform Mode | Components/BaseDynamicMeshComponent.h |
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virtual void SetViewModeOverridesEnabled
(
bool bEnabled |
Components/BaseDynamicMeshComponent.h |
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Overridden from UMeshComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FMaterialRelevance GetMaterialRelevance
(
EShaderPlatform InShaderPlatform |
Components/BaseDynamicMeshComponent.h | ||
virtual FMaterialRelevance GetMaterialRelevance
(
ERHIFeatureLevel::Type InFeatureLevel |
Components/BaseDynamicMeshComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Components/BaseDynamicMeshComponent.h | ||
virtual UMaterialInterface * GetMaterialByName
(
FName MaterialSlotName |
Components/BaseDynamicMeshComponent.h | ||
| Components/BaseDynamicMeshComponent.h | |||
virtual int32 GetNumMaterials() |
Standard Component interfaces | Components/BaseDynamicMeshComponent.h | |
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Components/BaseDynamicMeshComponent.h | ||
virtual bool IsMaterialSlotNameValid
(
FName MaterialSlotName |
Components/BaseDynamicMeshComponent.h | ||
virtual void SetMaterial
(
int32 ElementIndex, |
Components/BaseDynamicMeshComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/BaseDynamicMeshComponent.h |
Overridden from IMeshVertexCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshVertexChange* Change, |
Apply a vertex deformation change to the internal mesh (implements IMeshVertexCommandChangeTarget) | Components/BaseDynamicMeshComponent.h |
Overridden from IMeshCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshChange* Change, |
Apply a general mesh change to the internal mesh (implements IMeshCommandChangeTarget) | Components/BaseDynamicMeshComponent.h |
Overridden from IMeshReplacementCommandChangeTarget
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyChange
(
const FMeshReplacementChange* Change, |
Apply a full mesh replacement change to the internal mesh (implements IMeshReplacementCommandChangeTarget) | Components/BaseDynamicMeshComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllowFastUpdate () |
Whether the fast update paths will be used for the mesh. | Components/BaseDynamicMeshComponent.h | |
virtual FBaseDynamicMeshSceneProxy * GetBaseSceneProxy() |
Subclass must implement this to return scene proxy if available, or nullptr | Components/BaseDynamicMeshComponent.h | |
virtual void NotifyMaterialSetUpdated() |
Subclass must implement this to notify allocated proxies of updated materials | Components/BaseDynamicMeshComponent.h | |
virtual void OnNewDistanceFieldMode() |
This will be called if a change to distance field mode is detected | Components/BaseDynamicMeshComponent.h | |
virtual void OnRenderingStateChanged
(
bool bForceImmedateRebuild |
Components/BaseDynamicMeshComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UMaterialInterface * GetDefaultVertexColorMaterial_RenderThread() |
Components/BaseDynamicMeshComponent.h | ||
static UMaterialInterface * GetDefaultWireframeMaterial_RenderThread() |
Components/BaseDynamicMeshComponent.h | ||
static void InitializeDefaultMaterials() |
Components/BaseDynamicMeshComponent.h | ||
static void SetDefaultVertexColorMaterial
(
UMaterialInterface* Material |
Set the vertex color material used for all BaseDynamicMeshComponent-derived Components | Components/BaseDynamicMeshComponent.h | |
static void SetDefaultWireframeMaterial
(
UMaterialInterface* Material |
Class-wide Default Materials used for Wireframe and VertexColor display mode. | Components/BaseDynamicMeshComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DistanceFieldMode_DEPRECATED | EDynamicMeshComponentDistanceFieldMode | Controls how distance field is computed | Components/BaseDynamicMeshComponent.h |
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