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API > API/Runtime > API/Runtime/MRMesh
| Name | UMRMeshComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h |
| Include Path | #include "MRMeshComponent.h" |
Syntax
UCLASS (HideCategories=(Physics), Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering,
MinimalAPI)
class UMRMeshComponent :
public UPrimitiveComponent,
public IMRMesh
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMRMeshComponent
Implements Interfaces
- IMRMesh
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMRMeshComponent
(
const FObjectInitializer& ObjectInitializer |
MRMeshComponent.h |
Classes
| Name | Remarks |
|---|---|
| FOnClear | Trackers feeding mesh data to this component may want to know when we clear our mesh data |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bConnected | bool | MRMeshComponent.h | ||
| bCreateMeshProxySections | bool | If true, MRMesh will create a renderable mesh proxy. | MRMeshComponent.h |
|
| bEnableOcclusion | bool | Whether this mesh should write z-depth to occlude meshes or not | MRMeshComponent.h | |
| bNavMeshUpdateSuggested | bool | MRMeshComponent.h | ||
| bNeverCreateCollisionMesh | bool | If true, MRMesh will not create a collidable ridgid body for each mesh section and can therefore never have collision. | MRMeshComponent.h |
|
| BodyHolders | TArray< TObjectPtr< UMRMeshBodyHolder > > | Collision/Physics data. | MRMeshComponent.h |
|
| BodyIds | TArray< IMRMesh::FBrickId > | This array is parallel to BodyHolders. | MRMeshComponent.h | |
| bUpdateNavMeshOnMeshUpdate | bool | If true, MRMesh will automatically update its navmesh whenever any Mesh section is updated. | MRMeshComponent.h |
|
| bUseAsyncCooking | bool | Controls whether the physics cooking should be done off the game thread. | MRMeshComponent.h | |
| bUseWireframe | bool | Whether this mesh should draw using the wireframe material when no material is set or not | MRMeshComponent.h | |
| Material | TObjectPtr< UMaterialInterface > | MRMeshComponent.h |
|
|
| OnBrickDataUpdatedDelegate | FOnMRMeshBrickDataUpdatedDelegate | MRMeshComponent.h | ||
| OnClearEvent | FOnClear | MRMeshComponent.h | ||
| WireframeColor | FLinearColor | MRMeshComponent.h | ||
| WireframeMaterial | TObjectPtr< UMaterialInterface > | MRMeshComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
MRMeshComponent.h | ||
void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
MRMeshComponent.h | ||
void ForceNavMeshUpdate () |
Force navmesh generation to run using the current collision data. | MRMeshComponent.h |
|
bool GetEnableMeshOcclusion() |
MRMeshComponent.h |
|
|
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
MRMeshComponent.h | ||
UMaterialInterface * GetMaterialToUse() |
MRMeshComponent.h | ||
bool GetUseWireframe() |
MRMeshComponent.h |
|
|
const FLinearColor & GetWireframeColor() |
MRMeshComponent.h |
|
|
FOnMRMeshBrickDataUpdatedDelegate & OnBrickDataUpdated() |
MRMeshComponent.h | ||
FOnClear & OnClear() |
MRMeshComponent.h | ||
void RequestNavMeshUpdate() |
Generate nav mesh if collision data has changed since the last nav mesh generation. | MRMeshComponent.h |
|
virtual void SetCollisionEnabled
(
ECollisionEnabled::Type NewType |
MRMeshComponent.h | ||
virtual void SetCollisionObjectType
(
ECollisionChannel Channel |
MRMeshComponent.h | ||
virtual void SetCollisionProfileName
(
FName InCollisionProfileName, |
MRMeshComponent.h | ||
virtual void SetCollisionResponseToAllChannels
(
ECollisionResponse NewResponse |
MRMeshComponent.h | ||
virtual void SetCollisionResponseToChannel
(
ECollisionChannel Channel, |
MRMeshComponent.h | ||
virtual void SetCollisionResponseToChannels
(
const FCollisionResponseContainer& NewResponses |
MRMeshComponent.h | ||
void SetEnableMeshOcclusion
(
bool bEnable |
MRMeshComponent.h |
|
|
void SetEnableNavMesh
(
bool bEnable |
MRMeshComponent.h | ||
virtual void SetMaterial
(
int32 ElementIndex, |
UPrimitiveComponent.. public BP function needs to stay public to avoid nativization errors. (RR) | MRMeshComponent.h | |
void SetNeverCreateCollisionMesh
(
bool bNeverCreate |
MRMeshComponent.h | ||
void SetUseWireframe
(
bool bUseWireframe |
MRMeshComponent.h |
|
|
virtual void SetWalkableSlopeOverride
(
const FWalkableSlopeOverride& NewOverride |
MRMeshComponent.h | ||
void SetWireframeColor
(
const FLinearColor& InColor |
MRMeshComponent.h |
|
|
virtual void SetWireframeMaterial
(
UMaterialInterface* InMaterial |
Set the wireframe material. | MRMeshComponent.h |
|
void SuggestNavMeshUpdate() |
MRMeshComponent.h | ||
void UpdateMesh
(
const FVector& InLocation, |
Updates from iOS | MRMeshComponent.h | |
void UpdateMesh
(
const FVector& InLocation, |
MRMeshComponent.h |
Overridden from IMRMesh
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Clear() |
MRMeshComponent.h |
|
|
virtual bool IsConnected() |
MRMeshComponent.h |
|
|
virtual void SendRelativeTransform
(
const FTransform& Transform |
MRMeshComponent.h | ||
virtual void SetConnected
(
bool value |
MRMeshComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnActorEnableCollisionChanged() |
MRMeshComponent.h | ||
virtual void UpdatePhysicsToRBChannels() |
MRMeshComponent.h |