Navigation
Unreal Engine C++ API Reference > Runtime > MRMesh
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMRMeshComponent
References
Module | MRMesh |
Header | /Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h |
Include | #include "MRMeshComponent.h" |
Syntax
class UMRMeshComponent :
public UPrimitiveComponent,
public IMRMesh
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
UMRMeshComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | Force navmesh generation to run using the current collision data. | |
![]() ![]() |
bool | ||
![]() ![]() |
UMaterialInterface * | ||
![]() ![]() |
bool | ||
![]() ![]() |
const FLinearColor & | ||
![]() |
FOnMRMeshBrickDataUpdatedDelegate & | ||
![]() |
FOnClear & | OnClear () |
|
![]() |
void | Generate nav mesh if collision data has changed since the last nav mesh generation. | |
![]() |
void | SetEnableMeshOcclusion
(
bool bEnable |
|
![]() |
void | SetEnableNavMesh
(
bool bEnable |
|
![]() |
void | SetNeverCreateCollisionMesh
(
bool bNeverCreate |
|
![]() |
void | SetUseWireframe
(
bool bUseWireframe |
|
![]() |
void | SetWireframeColor
(
const FLinearColor& InColor |
|
![]() ![]() |
void | SetWireframeMaterial
(
UMaterialInterface* InMaterial |
Set the wireframe material. |
![]() |
void | ||
![]() |
void | UpdateMesh
(
const FVector& InLocation, |
Updates from HoloLens or iOS |
![]() |
void | UpdateMesh
(
const FVector& InLocation, |
Updates from HoloLens or iOS |
Overridden from UPrimitiveComponent
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
UMaterialInterface * | GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index |
![]() ![]() |
void | SetCollisionEnabled
(
ECollisionEnabled::Type NewType |
Controls what kind of collision is enabled for this body |
![]() ![]() |
void | SetCollisionObjectType
(
ECollisionChannel Channel |
Changes the collision channel that this object uses when it moves |
![]() ![]() |
void | SetCollisionProfileName
(
FName InCollisionProfileName, |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
![]() ![]() |
void | SetCollisionResponseToAllChannels
(
ECollisionResponse NewResponse |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse |
![]() ![]() |
void | SetCollisionResponseToChannel
(
ECollisionChannel Channel, |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. |
![]() ![]() |
void | SetCollisionResponseToChannels
(
const FCollisionResponseContainer& NewReponses |
Changes the whole ResponseToChannels container for this PrimitiveComponent. |
![]() ![]() |
void | SetMaterial
(
int32 ElementIndex, |
UPrimitiveComponent.. public BP function needs to stay public to avoid nativization errors. (RR) |
![]() ![]() |
void | SetWalkableSlopeOverride
(
const FWalkableSlopeOverride& NewOverride |
Sets a new slope override for this component instance. |
![]() ![]() |
void | Internal function that updates physics objects to match the component collision settings. |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | BeginPlay () |
Used to detach physics objects before simulation begins. |
![]() ![]() |
void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. |
![]() ![]() |
void | Called on each component when the Actor's bEnableCollisionChanged flag changes |
Overridden from IMRMesh
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Clear () |
|
![]() ![]() ![]() |
bool | IsConnected () |
|
![]() ![]() |
void | SendRelativeTransform
(
const FTransform& Transform |
|
![]() ![]() |
void | SetConnected
(
bool value |
Classes
Type | Name | Description | |
---|---|---|---|
![]() |
FOnClear | Trackers feeding mesh data to this component may want to know when we clear our mesh data |