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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor
Inheritance Hierarchy
- FMLDeformerEditorActor
- FMLDeformerGeomCacheActor
- FNearestNeighborEditorModelActor
References
| Module | MLDeformerFrameworkEditor |
| Header | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerEditorActor.h |
| Include | #include "MLDeformerEditorActor.h" |
Syntax
class FMLDeformerEditorActor
Remarks
An actor in the ML Deformer asset editor viewport. The UE Actor object itself is created by the FMLDeformerEditorModel class, after which this editor actor class can create components on it. It also contains some methods to control visibility and playback, among some other helper methods.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< AActor > | Actor | The actual actor pointer. | |
| bool | bIsTrainingActor | Is this actor used for training? | |
| TObjectPtr< UTextRenderComponent > | LabelComponent | The label component, which shows above the actor. | |
| float | MeshOffsetFactor | The position offset factor of the actor. | |
| TObjectPtr< UMLDeformerComponent > | MLDeformerComponent | The ML Deformer component (can be nullptr). | |
| TObjectPtr< UDebugSkelMeshComponent > | SkeletalMeshComponent | The skeletal mesh component (can be nullptr). | |
| int32 | TypeID | The ID of the editor actor type. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FMLDeformerEditorActor
(
const FConstructSettings& Settings |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| UTextRenderComponent * | CreateLabelComponent
(
AActor* InActor, |
||
| AActor * | GetActor () |
||
| FBox | |||
| UTextRenderComponent * | |||
| float | |||
| UMLDeformerComponent * | |||
| float | |||
| float | GetPlaySpeed () |
||
| UDebugSkelMeshComponent * | |||
| int32 | GetTypeID () |
||
| bool | |||
| bool | |||
| bool | IsPlaying () |
||
| bool | IsTestActor () |
||
| bool | |||
| bool | IsVisible () |
||
| void | Pause
(
bool bPaused |
||
| void | SetMeshOffsetFactor
(
float OffsetFactor |
||
| void | SetMLDeformerComponent
(
UMLDeformerComponent* Component |
||
| void | SetPlayPosition
(
float TimeInSeconds, |
||
| void | SetPlaySpeed
(
float PlaySpeed |
||
| void | SetSkeletalMeshComponent
(
UDebugSkelMeshComponent* SkelMeshComponent |
||
| void | SetVisibility
(
bool bIsVisible |
Main methods you can override. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FConstructSettings | The construction settings, which can be used as info when creating new components. |