Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UClusterUnionComponent
Description
Need to handle the fact that this component may or may not be initialized prior to the components referenced in ClusteredComponentsReferences. This function lets us listen to OnComponentPhysicsStateChanged on the incoming primitive component so that once the physics state is properly created we can begin the process of adding it.
| Name | HandleComponentPhysicsStateChange |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ClusterUnionComponent.h |
| Include Path | #include "PhysicsEngine/ClusterUnionComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/ClusterUnionComponent.cpp |
UFUNCTION ()
void HandleComponentPhysicsStateChange
(
UPrimitiveComponent * ChangedComponent,
EComponentPhysicsStateChange StateChange
)