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Wrapper around a UObject Component that can provide a MeshDescription, and (optionally) bake a modified MeshDescription back to this Component. An example of a Source might be a StaticMeshComponent. How a modified MeshDescription is committed back is context-dependent (in Editor vs PIE vs Runtime, etc).
(Conceivably this doesn't have to be backed by a Component, but most usage will assume there is an Actor)
| Name | FPrimitiveComponentTarget |
| Type | class |
| Header File | /Engine/Source/Runtime/InteractiveToolsFramework/Public/ComponentSourceInterfaces.h |
| Include Path | #include "ComponentSourceInterfaces.h" |
Syntax
class FPrimitiveComponentTarget
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimitiveComponentTarget
(
UPrimitiveComponent* Component |
Constructor UPrimitivecomponent* | ComponentSourceInterfaces.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPrimitiveComponentTarget() |
ComponentSourceInterfaces.h |
Structs
| Name | Remarks |
|---|---|
| FCommitParams |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FCommitter | TFunction< void(const FCommitParams &) > | ComponentSourceInterfaces.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Component | UPrimitiveComponent * | ComponentSourceInterfaces.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CommitMaterialSetUpdate
(
const FComponentMaterialSet& MaterialSet, |
Commit an update to the material set. This may generate a transaction. | ComponentSourceInterfaces.h | |
void CommitMesh
(
const FCommitter& |
ComponentSourceInterfaces.h | ||
UMaterialInterface * GetMaterial
(
int32 MaterialIndex |
Get pointer to a Material provided by this Source | ComponentSourceInterfaces.h | |
virtual void GetMaterialSet
(
FComponentMaterialSet& MaterialSetOut, |
Get material set provided by this source | ComponentSourceInterfaces.h | |
FMeshDescription * GetMesh() |
ComponentSourceInterfaces.h | ||
int32 GetNumMaterials() |
ComponentSourceInterfaces.h | ||
AActor * GetOwnerActor() |
ComponentSourceInterfaces.h | ||
UPrimitiveComponent * GetOwnerComponent() |
ComponentSourceInterfaces.h | ||
FTransform GetWorldTransform() |
ComponentSourceInterfaces.h | ||
bool HasSameSourceData
(
const FPrimitiveComponentTarget& OtherTarget |
Checks if the underlying asset that would be edited by CommitMesh() is the same for two ComponentTargets | ComponentSourceInterfaces.h | |
bool HitTest
(
const FRay& WorldRay, |
Compute ray intersection with the MeshDescription this Source is providing | ComponentSourceInterfaces.h | |
virtual bool IsValid() |
ComponentSourceInterfaces.h | ||
void SetOwnerVisibility
(
bool bVisible |
Set the visibility of the Component associated with this Source (ie to hide during Tool usage) | ComponentSourceInterfaces.h |