Class PrimitiveComponent
PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.
Inheritance
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class PrimitiveComponent : SceneComponent
Remarks
There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection.
Properties
| Improve this Doc View SourceAlwaysLoadOnClient
Declaration
public bool AlwaysLoadOnClient { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
AlwaysLoadOnServer
Declaration
public bool AlwaysLoadOnServer { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bAffectDistanceFieldLighting
Declaration
public bool bAffectDistanceFieldLighting { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bAffectDynamicIndirectLighting
Declaration
public bool bAffectDynamicIndirectLighting { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bAllowCullDistanceVolume
Declaration
public bool bAllowCullDistanceVolume { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bAlwaysCreatePhysicsState
Declaration
public bool bAlwaysCreatePhysicsState { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bApplyImpulseOnDamage
Declaration
public bool bApplyImpulseOnDamage { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastCinematicShadow
Declaration
public bool bCastCinematicShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastDynamicShadow
Declaration
public bool bCastDynamicShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastFarShadow
Declaration
public bool bCastFarShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastHiddenShadow
Declaration
public bool bCastHiddenShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastInsetShadow
Declaration
public bool bCastInsetShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastShadowAsTwoSided
Declaration
public bool bCastShadowAsTwoSided { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastStaticShadow
Declaration
public bool bCastStaticShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCastVolumetricTranslucentShadow
Declaration
public bool bCastVolumetricTranslucentShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCheckAsyncSceneOnMove
Declaration
public bool bCheckAsyncSceneOnMove { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bEnableAutoLODGeneration
Declaration
public bool bEnableAutoLODGeneration { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bForceMipStreaming
Declaration
public bool bForceMipStreaming { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bGenerateOverlapEvents
Declaration
public bool bGenerateOverlapEvents { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bHasCustomNavigableGeometry
If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component.
Declaration
public byte bHasCustomNavigableGeometry { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
bHasMotionBlurVelocityMeshes
Declaration
public bool bHasMotionBlurVelocityMeshes { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bHasPerInstanceHitProxies
Declaration
public bool bHasPerInstanceHitProxies { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIgnoreRadialForce
Declaration
public bool bIgnoreRadialForce { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIgnoreRadialImpulse
Declaration
public bool bIgnoreRadialImpulse { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bLightAttachmentsAsGroup
Declaration
public bool bLightAttachmentsAsGroup { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bMultiBodyOverlap
Declaration
public bool bMultiBodyOverlap { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bNeverDistanceCull
Declaration
public bool bNeverDistanceCull { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
BodyInstance
Physics scene information for this component, holds a single rigid body with multiple shapes.
Declaration
public BodyInstance BodyInstance { get; }
Property Value
Type | Description |
---|---|
BodyInstance |
bOnlyOwnerSee
Declaration
public bool bOnlyOwnerSee { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
BoundsScale
Scales the bounds of the object.
Declaration
public float BoundsScale { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.
bOwnerNoSee
Declaration
public bool bOwnerNoSee { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bReceiveMobileCSMShadows
Declaration
public bool bReceiveMobileCSMShadows { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bReceivesDecals
Declaration
public bool bReceivesDecals { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bRenderCustomDepth
Declaration
public bool bRenderCustomDepth { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bRenderInMainPass
Declaration
public bool bRenderInMainPass { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bRenderInMono
Declaration
public bool bRenderInMono { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bReplicatePhysicsToAutonomousProxy
Declaration
public bool bReplicatePhysicsToAutonomousProxy { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bReturnMaterialOnMove
Declaration
public bool bReturnMaterialOnMove { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bSelectable
Declaration
public bool bSelectable { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bSelfShadowOnly
Declaration
public bool bSelfShadowOnly { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bSingleSampleShadowFromStationaryLights
Declaration
public bool bSingleSampleShadowFromStationaryLights { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bTraceComplexOnMove
Declaration
public bool bTraceComplexOnMove { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bTreatAsBackgroundForOcclusion
Declaration
public bool bTreatAsBackgroundForOcclusion { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseAsOccluder
Declaration
public bool bUseAsOccluder { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseEditorCompositing
Declaration
public bool bUseEditorCompositing { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseMaxLODAsImposter
Declaration
public bool bUseMaxLODAsImposter { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bUseViewOwnerDepthPriorityGroup
Declaration
public bool bUseViewOwnerDepthPriorityGroup { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bVisibleInReflectionCaptures
Declaration
public bool bVisibleInReflectionCaptures { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
CachedMaxDrawDistance
The distance to cull this primitive at.
Declaration
public float CachedMaxDrawDistance { get; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.
CanCharacterStepUpOn
Determine whether a Character can step up onto this component.
Declaration
public byte CanCharacterStepUpOn { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
Remarks
This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. @see FWalkableSlopeOverride
CastShadow
Declaration
public bool CastShadow { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
Declaration
public int CustomDepthStencilValue { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static PrimitiveComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
PrimitiveComponent |
DepthPriorityGroup
The scene depth priority group to draw the primitive in.
Declaration
public byte DepthPriorityGroup { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
IndirectLightingCacheQuality
Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.
Declaration
public byte IndirectLightingCacheQuality { get; }
Property Value
Type | Description |
---|---|
System.Byte |
LastRenderTime
The value of WorldSettings->TimeSeconds for the frame when this component was last rendered.
Declaration
public float LastRenderTime { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This is written from the render thread, which is up to a frame behind the game thread, so you should allow this time to be at least a frame behind the game thread's world time before you consider the actor non-visible.
LastRenderTimeOnScreen
Last Render Time on Screen
Declaration
public float LastRenderTimeOnScreen { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
LastSubmitTime
Last time the component was submitted for rendering (called FScene::AddPrimitive).
Declaration
public float LastSubmitTime { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
LDMaxDrawDistance
Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.
Declaration
public float LDMaxDrawDistance { get; }
Property Value
Type | Description |
---|---|
System.Single |
LightingChannels
Channels that this component should be in.
Declaration
public LightingChannels LightingChannels { get; }
Property Value
Type | Description |
---|---|
LightingChannels |
Remarks
Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
LODParentPrimitive
LOD parent primitive to draw instead of this one (multiple UPrim's will point to the same LODParent )
Declaration
public PrimitiveComponent LODParentPrimitive { get; set; }
Property Value
Type | Description |
---|---|
PrimitiveComponent |
LpvBiasMultiplier
Multiplier used to scale the Light Propagation Volume light injection bias, to reduce light bleeding.
Declaration
public float LpvBiasMultiplier { get; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
Set to 0 for no bias, 1 for default or higher for increased biasing (e.g. for thin geometry such as walls)
MinDrawDistance
The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.
Declaration
public float MinDrawDistance { get; }
Property Value
Type | Description |
---|---|
System.Single |
MoveIgnoreActors
Set of actors to ignore during component sweeps in MoveComponent().
Declaration
public ObjectArrayField<Actor> MoveIgnoreActors { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Actor> |
Remarks
All components owned by these actors will be ignored when this component moves or updates overlaps. Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics. @see IgnoreActorWhenMoving()
MoveIgnoreComponents
Set of components to ignore during component sweeps in MoveComponent().
Declaration
public ObjectArrayField<PrimitiveComponent> MoveIgnoreComponents { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<PrimitiveComponent> |
Remarks
These components will be ignored when this component moves or updates overlaps. The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics. @see IgnoreComponentWhenMoving()
PostPhysicsComponentTick
Tick function for physics ticking *
Declaration
public PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick { get; set; }
Property Value
Type | Description |
---|---|
PrimitiveComponentPostPhysicsTickFunction |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
TranslucencySortPriority
Translucent objects with a lower sort priority draw behind objects with a higher priority.
Declaration
public int TranslucencySortPriority { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
Remarks
Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.
Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly. It is especially problematic on dynamic gameplay effects.
ViewOwnerDepthPriorityGroup
The scene depth priority group to draw the primitive in, if it's being viewed by its owner.
Declaration
public byte ViewOwnerDepthPriorityGroup { get; set; }
Property Value
Type | Description |
---|---|
System.Byte |
VisibilityId
Used for precomputed visibility
Declaration
public int VisibilityId { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
Methods
| Improve this Doc View SourceAddAngularImpulse(Vector, Name, Boolean)
Add Angular Impulse
Declaration
public void AddAngularImpulse(Vector Impulse, Name BoneName, bool bVelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Name | BoneName | |
System.Boolean | bVelChange |
AddAngularImpulseInDegrees(Vector, Name, Boolean)
Add an angular impulse to a single rigid body.
Declaration
public void AddAngularImpulseInDegrees(Vector Impulse, Name BoneName, bool bVelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Name | BoneName | |
System.Boolean | bVelChange |
Remarks
Good for one time instant burst.
@param AngularImpulse Magnitude and direction of impulse to apply. Direction is axis of rotation. @param BoneName If a SkeletalMeshComponent, name of body to apply angular impulse to. 'None' indicates root body. @param bVelChange If true, the Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect).
AddAngularImpulseInRadians(Vector, Name, Boolean)
Add an angular impulse to a single rigid body.
Declaration
public void AddAngularImpulseInRadians(Vector Impulse, Name BoneName, bool bVelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Name | BoneName | |
System.Boolean | bVelChange |
Remarks
Good for one time instant burst.
@param AngularImpulse Magnitude and direction of impulse to apply. Direction is axis of rotation. @param BoneName If a SkeletalMeshComponent, name of body to apply angular impulse to. 'None' indicates root body. @param bVelChange If true, the Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect).
AddForce(Vector, Name, Boolean)
Add a force to a single rigid body.
Declaration
public void AddForce(Vector Force, Name BoneName, bool bAccelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Force | |
Name | BoneName | |
System.Boolean | bAccelChange |
Remarks
This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
@param Force Force vector to apply. Magnitude indicates strength of force. @param BoneName If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body. @param bAccelChange If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect).
AddForceAtLocation(Vector, Vector, Name)
Add a force to a single rigid body at a particular location in world space.
Declaration
public void AddForceAtLocation(Vector Force, Vector Location, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Force | |
Vector | Location | |
Name | BoneName |
Remarks
This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
@param Force Force vector to apply. Magnitude indicates strength of force. @param Location Location to apply force, in world space. @param BoneName If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body.
AddForceAtLocationLocal(Vector, Vector, Name)
Add a force to a single rigid body at a particular location.
Declaration
public void AddForceAtLocationLocal(Vector Force, Vector Location, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Force | |
Vector | Location | |
Name | BoneName |
Remarks
Both Force and Location should be in body space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
@param Force Force vector to apply. Magnitude indicates strength of force. @param Location Location to apply force, in component space. @param BoneName If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body.
AddImpulse(Vector, Name, Boolean)
Add an impulse to a single rigid body.
Declaration
public void AddImpulse(Vector Impulse, Name BoneName, bool bVelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Name | BoneName | |
System.Boolean | bVelChange |
Remarks
Good for one time instant burst.
@param Impulse Magnitude and direction of impulse to apply. @param BoneName If a SkeletalMeshComponent, name of body to apply impulse to. 'None' indicates root body. @param bVelChange If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect).
AddImpulseAtLocation(Vector, Vector, Name)
Add an impulse to a single rigid body at a specific location.
Declaration
public void AddImpulseAtLocation(Vector Impulse, Vector Location, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Impulse | |
Vector | Location | |
Name | BoneName |
Remarks
@param Impulse Magnitude and direction of impulse to apply. @param Location Point in world space to apply impulse at. @param BoneName If a SkeletalMeshComponent, name of bone to apply impulse to. 'None' indicates root body.
AddRadialForce(Vector, Single, Single, Byte, Boolean)
Add a force to all bodies in this component, originating from the supplied world-space location.
Declaration
public void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Origin | |
System.Single | Radius | |
System.Single | Strength | |
System.Byte | Falloff | |
System.Boolean | bAccelChange |
Remarks
@param Origin Origin of force in world space. @param Radius Radius within which to apply the force. @param Strength Strength of force to apply. @param Falloff Allows you to control the strength of the force as a function of distance from Origin. @param bAccelChange If true, Strength is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect).
AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
Add an impulse to all rigid bodies in this component, radiating out from the specified position.
Declaration
public void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Origin | |
System.Single | Radius | |
System.Single | Strength | |
System.Byte | Falloff | |
System.Boolean | bVelChange |
Remarks
@param Origin Point of origin for the radial impulse blast, in world space @param Radius Size of radial impulse. Beyond this distance from Origin, there will be no affect. @param Strength Maximum strength of impulse applied to body. @param Falloff Allows you to control the strength of the impulse as a function of distance from Origin. @param bVelChange If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect).
AddTorque(Vector, Name, Boolean)
Add Torque
Declaration
public void AddTorque(Vector Torque, Name BoneName, bool bAccelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Torque | |
Name | BoneName | |
System.Boolean | bAccelChange |
AddTorqueInDegrees(Vector, Name, Boolean)
Add a torque to a single rigid body.
Declaration
public void AddTorqueInDegrees(Vector Torque, Name BoneName, bool bAccelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Torque | |
Name | BoneName | |
System.Boolean | bAccelChange |
Remarks
@param Torque Torque to apply. Direction is axis of rotation and magnitude is strength of torque. @param BoneName If a SkeletalMeshComponent, name of body to apply torque to. 'None' indicates root body. @param bAccelChange If true, Torque is taken as a change in angular acceleration instead of a physical torque (i.e. mass will have no effect).
AddTorqueInRadians(Vector, Name, Boolean)
Add a torque to a single rigid body.
Declaration
public void AddTorqueInRadians(Vector Torque, Name BoneName, bool bAccelChange)
Parameters
Type | Name | Description |
---|---|---|
Vector | Torque | |
Name | BoneName | |
System.Boolean | bAccelChange |
Remarks
@param Torque Torque to apply. Direction is axis of rotation and magnitude is strength of torque. @param BoneName If a SkeletalMeshComponent, name of body to apply torque to. 'None' indicates root body. @param bAccelChange If true, Torque is taken as a change in angular acceleration instead of a physical torque (i.e. mass will have no effect).
CanCharacterStepUp(Pawn)
Return true if the given Pawn can step up onto this component.
Declaration
public bool CanCharacterStepUp(Pawn Pawn)
Parameters
Type | Name | Description |
---|---|---|
Pawn | Pawn |
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. @param Pawn the Pawn that wants to step onto this component. @see CanCharacterStepUpOn
ClearMoveIgnoreActors()
Clear the list of actors we ignore when moving.
Declaration
public void ClearMoveIgnoreActors()
ClearMoveIgnoreComponents()
Clear the list of components we ignore when moving.
Declaration
public void ClearMoveIgnoreComponents()
CopyArrayOfMoveIgnoreActors()
Returns the list of actors we currently ignore when moving.
Declaration
public IReadOnlyCollection<Actor> CopyArrayOfMoveIgnoreActors()
Returns
Type | Description |
---|---|
System.Collections.Generic.IReadOnlyCollection<Actor> |
CopyArrayOfMoveIgnoreComponents()
Returns the list of actors we currently ignore when moving.
Declaration
public IReadOnlyCollection<PrimitiveComponent> CopyArrayOfMoveIgnoreComponents()
Returns
Type | Description |
---|---|
System.Collections.Generic.IReadOnlyCollection<PrimitiveComponent> |
CreateAndSetMaterialInstanceDynamic(Int32)
Creates a Dynamic Material Instance for the specified element index.
Declaration
public MaterialInstanceDynamic CreateAndSetMaterialInstanceDynamic(int ElementIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ElementIndex |
Returns
Type | Description |
---|---|
MaterialInstanceDynamic |
Remarks
The parent of the instance is set to the material being replaced. @param ElementIndex - The index of the skin to replace the material for. If invalid, the material is unchanged and NULL is returned.
CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
Creates a Dynamic Material Instance for the specified element index.
Declaration
public MaterialInstanceDynamic CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface Parent)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ElementIndex | |
MaterialInterface | Parent |
Returns
Type | Description |
---|---|
MaterialInstanceDynamic |
Remarks
The parent of the instance is set to the material being replaced. @param ElementIndex - The index of the skin to replace the material for. If invalid, the material is unchanged and NULL is returned.
CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material.
Declaration
public MaterialInstanceDynamic CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface SourceMaterial, Name OptionalName)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ElementIndex | |
MaterialInterface | SourceMaterial | |
Name | OptionalName |
Returns
Type | Description |
---|---|
MaterialInstanceDynamic |
Remarks
@param ElementIndex - The index of the skin to replace the material for. If invalid, the material is unchanged and NULL is returned.
GetAngularDamping()
Returns the angular damping of this component.
Declaration
public float GetAngularDamping()
Returns
Type | Description |
---|---|
System.Single |
GetCenterOfMass(Name)
Get the center of mass of a single body.
Declaration
public Vector GetCenterOfMass(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
Remarks
In the case of a welded body this will return the center of mass of the entire welded body (including its parent and children) Objects that are not simulated return (0,0,0) as they do not have COM @param BoneName If a SkeletalMeshComponent, name of body to get center of mass of. 'None' indicates root body.
GetClosestPointOnCollision(Vector, Name)
Declaration
public (Vector, float) GetClosestPointOnCollision(Vector Point, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Point | |
Name | BoneName |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, System.Single> |
GetCollisionEnabled()
Returns the form of collision for this component
Declaration
public byte GetCollisionEnabled()
Returns
Type | Description |
---|---|
System.Byte |
GetCollisionObjectType()
Gets the collision object type
Declaration
public byte GetCollisionObjectType()
Returns
Type | Description |
---|---|
System.Byte |
GetCollisionProfileName()
Get the collision profile name
Declaration
public Name GetCollisionProfileName()
Returns
Type | Description |
---|---|
Name |
GetCollisionResponseToChannel(Byte)
Gets the response type given a specific channel
Declaration
public byte GetCollisionResponseToChannel(byte Channel)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | Channel |
Returns
Type | Description |
---|---|
System.Byte |
GetGenerateOverlapEvents()
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap).
Declaration
public bool GetGenerateOverlapEvents()
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
Both components (this and the other) must have this enabled for overlap events to occur.
@see Overlap Events @see UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()
GetInertiaTensor(Name)
Returns the inertia tensor of this component in kg cm^2. The inertia tensor is in local component space.
Declaration
public Vector GetInertiaTensor(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
GetLinearDamping()
Returns the linear damping of this component.
Declaration
public float GetLinearDamping()
Returns
Type | Description |
---|---|
System.Single |
GetMass()
Returns the mass of this component in kg.
Declaration
public float GetMass()
Returns
Type | Description |
---|---|
System.Single |
GetMassScale(Name)
Returns the mass scale used to calculate the mass of a single physics body
Declaration
public float GetMassScale(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
System.Single |
GetMaterial(Int32)
Returns the material used by the element at the specified index @
Declaration
public MaterialInterface GetMaterial(int ElementIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ElementIndex |
Returns
Type | Description |
---|---|
MaterialInterface |
Remarks
param ElementIndex - The element to access the material of. @return the material used by the indexed element of this mesh.
GetMaterialFromCollisionFaceIndex(Int32)
Try and retrieve the material applied to a particular collision face of mesh.
Declaration
public (int, MaterialInterface) GetMaterialFromCollisionFaceIndex(int FaceIndex)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | FaceIndex |
Returns
Type | Description |
---|---|
System.ValueTuple<System.Int32, MaterialInterface> |
Remarks
Used with face index returned from collision trace. @param FaceIndex Face index from hit result that was hit by a trace @param SectionIndex Section of the mesh that the face belongs to @return Material applied to section that the hit face belongs to
GetNumMaterials()
@return number of material elements in this primitive
Declaration
public int GetNumMaterials()
Returns
Type | Description |
---|---|
System.Int32 |
GetOverlappingActors(SubclassOf<Actor>)
Returns a list of actors that this component is overlapping.
Declaration
public IReadOnlyCollection<Actor> GetOverlappingActors(SubclassOf<Actor> ClassFilter)
Parameters
Type | Name | Description |
---|---|---|
SubclassOf<Actor> | ClassFilter |
Returns
Type | Description |
---|---|
System.Collections.Generic.IReadOnlyCollection<Actor> |
Remarks
@param OverlappingActors [out] Returned list of overlapping actors @param ClassFilter [optional] If set, only returns actors of this class or subclasses
GetOverlappingComponents()
Returns unique list of components this component is overlapping.
Declaration
public IReadOnlyCollection<PrimitiveComponent> GetOverlappingComponents()
Returns
Type | Description |
---|---|
System.Collections.Generic.IReadOnlyCollection<PrimitiveComponent> |
GetPhysicsAngularVelocity(Name)
Get Physics Angular Velocity
Declaration
public Vector GetPhysicsAngularVelocity(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
GetPhysicsAngularVelocityInDegrees(Name)
Get the angular velocity of a single body, in degrees per second.
Declaration
public Vector GetPhysicsAngularVelocityInDegrees(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
Remarks
@param BoneName If a SkeletalMeshComponent, name of body to get velocity of. 'None' indicates root body.
GetPhysicsAngularVelocityInRadians(Name)
Get the angular velocity of a single body, in radians per second.
Declaration
public Vector GetPhysicsAngularVelocityInRadians(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
Remarks
@param BoneName If a SkeletalMeshComponent, name of body to get velocity of. 'None' indicates root body.
GetPhysicsLinearVelocity(Name)
Get the linear velocity of a single body.
Declaration
public Vector GetPhysicsLinearVelocity(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
Remarks
@param BoneName If a SkeletalMeshComponent, name of body to get velocity of. 'None' indicates root body.
GetPhysicsLinearVelocityAtPoint(Vector, Name)
Get the linear velocity of a point on a single body.
Declaration
public Vector GetPhysicsLinearVelocityAtPoint(Vector Point, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | Point | |
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
Remarks
@param Point Point is specified in world space. @param BoneName If a SkeletalMeshComponent, name of body to get velocity of. 'None' indicates root body.
GetWalkableSlopeOverride(WalkableSlopeOverride)
Returns the slope override struct for this component.
Declaration
public void GetWalkableSlopeOverride(WalkableSlopeOverride ReturnValue)
Parameters
Type | Name | Description |
---|---|---|
WalkableSlopeOverride | ReturnValue |
IgnoreActorWhenMoving(Actor, Boolean)
Tells this component whether to ignore collision with all components of a specific Actor when this component is moved.
Declaration
public void IgnoreActorWhenMoving(Actor Actor, bool bShouldIgnore)
Parameters
Type | Name | Description |
---|---|---|
Actor | Actor | |
System.Boolean | bShouldIgnore |
Remarks
Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.
IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
Tells this component whether to ignore collision with another component when this component is moved.
Declaration
public void IgnoreComponentWhenMoving(PrimitiveComponent Component, bool bShouldIgnore)
Parameters
Type | Name | Description |
---|---|---|
PrimitiveComponent | Component | |
System.Boolean | bShouldIgnore |
Remarks
The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.
IsAnyRigidBodyAwake()
Returns if any body in this component is currently awake and simulating.
Declaration
public bool IsAnyRigidBodyAwake()
Returns
Type | Description |
---|---|
System.Boolean |
IsGravityEnabled()
Returns whether this component is affected by gravity. Returns always false if the component is not simulated.
Declaration
public bool IsGravityEnabled()
Returns
Type | Description |
---|---|
System.Boolean |
IsOverlappingActor(Actor)
Check whether this component is overlapping any component of the given Actor.
Declaration
public bool IsOverlappingActor(Actor Other)
Parameters
Type | Name | Description |
---|---|---|
Actor | Other |
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
@param Other Actor to test this component against. @return Whether this component is overlapping any component of the given Actor.
IsOverlappingComponent(PrimitiveComponent)
Check whether this component is overlapping another component.
Declaration
public bool IsOverlappingComponent(PrimitiveComponent OtherComp)
Parameters
Type | Name | Description |
---|---|---|
PrimitiveComponent | OtherComp |
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
@param OtherComp Component to test this component against. @return Whether this component is overlapping another component.
K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
Perform a box overlap against a single component as an AABB (No rotation) @
Declaration
public (Vector, Vector, Name, HitResult, bool) K2_BoxOverlapComponent(Vector InBoxCentre, Box InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace)
Parameters
Type | Name | Description |
---|---|---|
Vector | InBoxCentre | |
Box | InBox | |
System.Boolean | bTraceComplex | |
System.Boolean | bShowTrace | |
System.Boolean | bPersistentShowTrace |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, Vector, Name, HitResult, System.Boolean> |
Remarks
param InBoxCentre The centre of the box to overlap with the component @param InBox Description of the box to use in the overlap @param bTraceComplex Whether or not to trace the complex physics representation or just the simple representation @param bShowTrace Whether or not to draw the trace in the world (for debugging) @param bPersistentShowTrace Whether or not to make the debugging draw stay in the world permanently
K2_IsCollisionEnabled()
Utility to see if there is any form of collision (query or physics) enabled on this component.
Declaration
public bool K2_IsCollisionEnabled()
Returns
Type | Description |
---|---|
System.Boolean |
K2_IsPhysicsCollisionEnabled()
Utility to see if there is any physics collision enabled on this component.
Declaration
public bool K2_IsPhysicsCollisionEnabled()
Returns
Type | Description |
---|---|
System.Boolean |
K2_IsQueryCollisionEnabled()
Utility to see if there is any query collision enabled on this component.
Declaration
public bool K2_IsQueryCollisionEnabled()
Returns
Type | Description |
---|---|
System.Boolean |
K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
Perform a line trace against a single component @
Declaration
public (Vector, Vector, Name, HitResult, bool) K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace)
Parameters
Type | Name | Description |
---|---|---|
Vector | TraceStart | |
Vector | TraceEnd | |
System.Boolean | bTraceComplex | |
System.Boolean | bShowTrace | |
System.Boolean | bPersistentShowTrace |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, Vector, Name, HitResult, System.Boolean> |
Remarks
param TraceStart The start of the trace in world-space @param TraceEnd The end of the trace in world-space @param bTraceComplex Whether or not to trace the complex physics representation or just the simple representation @param bShowTrace Whether or not to draw the trace in the world (for debugging) @param bPersistentShowTrace Whether or not to make the debugging draw stay in the world permanently
K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
Perform a sphere overlap against a single component @
Declaration
public (Vector, Vector, Name, HitResult, bool) K2_SphereOverlapComponent(Vector InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace)
Parameters
Type | Name | Description |
---|---|---|
Vector | InSphereCentre | |
System.Single | InSphereRadius | |
System.Boolean | bTraceComplex | |
System.Boolean | bShowTrace | |
System.Boolean | bPersistentShowTrace |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, Vector, Name, HitResult, System.Boolean> |
Remarks
param InSphereCentre The centre of the sphere to overlap with the component @param InSphereRadius The Radius of the sphere to overlap with the component @param bTraceComplex Whether or not to trace the complex physics representation or just the simple representation @param bShowTrace Whether or not to draw the trace in the world (for debugging) @param bPersistentShowTrace Whether or not to make the debugging draw stay in the world permanently
K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
Perform a sphere trace against a single component @
Declaration
public (Vector, Vector, Name, HitResult, bool) K2_SphereTraceComponent(Vector TraceStart, Vector TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace)
Parameters
Type | Name | Description |
---|---|---|
Vector | TraceStart | |
Vector | TraceEnd | |
System.Single | SphereRadius | |
System.Boolean | bTraceComplex | |
System.Boolean | bShowTrace | |
System.Boolean | bPersistentShowTrace |
Returns
Type | Description |
---|---|
System.ValueTuple<Vector, Vector, Name, HitResult, System.Boolean> |
Remarks
param TraceStart The start of the trace in world-space @param TraceEnd The end of the trace in world-space @param SphereRadius Radius of the sphere to trace against the component @param bTraceComplex Whether or not to trace the complex physics representation or just the simple representation @param bShowTrace Whether or not to draw the trace in the world (for debugging) @param bPersistentShowTrace Whether or not to make the debugging draw stay in the world permanently
New(UObject, Name)
Spawn an object of this class
Declaration
public static PrimitiveComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
PrimitiveComponent |
PutRigidBodyToSleep(Name)
Force a single body back to sleep.
Declaration
public void PutRigidBodyToSleep(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Remarks
@param BoneName If a SkeletalMeshComponent, name of body to put to sleep. 'None' indicates root body.
ScaleByMomentOfInertia(Vector, Name)
Scales the given vector by the world space moment of inertia. Useful for computing the torque needed to rotate an object.
Declaration
public Vector ScaleByMomentOfInertia(Vector InputVector, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | InputVector | |
Name | BoneName |
Returns
Type | Description |
---|---|
Vector |
SetAllMassScale(Single)
Change the mass scale used fo all bodies in this component
Declaration
public void SetAllMassScale(float InMassScale)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InMassScale |
SetAllPhysicsAngularVelocity(Vector, Boolean)
Set All Physics Angular Velocity
Declaration
public void SetAllPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent |
SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
Set the angular velocity of all bodies in this component.
Declaration
public void SetAllPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent |
Remarks
@param NewAngVel New angular velocity to apply to physics, in degrees per second. @param bAddToCurrent If true, NewAngVel is added to the existing angular velocity of all bodies.
SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
Set the angular velocity of all bodies in this component.
Declaration
public void SetAllPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent |
Remarks
@param NewAngVel New angular velocity to apply to physics, in radians per second. @param bAddToCurrent If true, NewAngVel is added to the existing angular velocity of all bodies.
SetAllPhysicsLinearVelocity(Vector, Boolean)
Set the linear velocity of all bodies in this component.
Declaration
public void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewVel | |
System.Boolean | bAddToCurrent |
Remarks
@param NewVel New linear velocity to apply to physics. @param bAddToCurrent If true, NewVel is added to the existing velocity of the body.
SetAllUseCCD(Boolean)
Set whether all bodies in this component should use Continuous Collision Detection
Declaration
public void SetAllUseCCD(bool InUseCCD)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | InUseCCD |
SetAngularDamping(Single)
Sets the angular damping of this component.
Declaration
public void SetAngularDamping(float InDamping)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InDamping |
SetBoundsScale(Single)
Scale the bounds of this object, used for frustum culling. Useful for features like WorldPositionOffset.
Declaration
public void SetBoundsScale(float NewBoundsScale)
Parameters
Type | Name | Description |
---|---|---|
System.Single | NewBoundsScale |
SetCastShadow(Boolean)
Changes the value of CastShadow.
Declaration
public void SetCastShadow(bool NewCastShadow)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | NewCastShadow |
SetCenterOfMass(Vector, Name)
Set the center of mass of a single body.
Declaration
public void SetCenterOfMass(Vector CenterOfMassOffset, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | CenterOfMassOffset | |
Name | BoneName |
Remarks
This will offset the physx-calculated center of mass. Note that in the case where multiple bodies are attached together, the center of mass will be set for the entire group. @param CenterOfMassOffset User specified offset for the center of mass of this object, from the calculated location. @param BoneName If a SkeletalMeshComponent, name of body to set center of mass of. 'None' indicates root body.
SetCollisionEnabled(Byte)
Controls what kind of collision is enabled for this body
Declaration
public void SetCollisionEnabled(byte NewType)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | NewType |
SetCollisionObjectType(Byte)
Changes the collision channel that this object uses when it moves @
Declaration
public void SetCollisionObjectType(byte Channel)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | Channel |
Remarks
param Channel The new channel for this component to use
SetCollisionProfileName(Name)
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 @
Declaration
public void SetCollisionProfileName(Name InCollisionProfileName)
Parameters
Type | Name | Description |
---|---|---|
Name | InCollisionProfileName |
Remarks
param InCollisionProfileName : New Profile Name
SetCollisionResponseToAllChannels(Byte)
Changes all ResponseToChannels container for this PrimitiveComponent.
Declaration
public void SetCollisionResponseToAllChannels(byte NewResponse)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | NewResponse |
Remarks
to be NewResponse
@param NewResponse What the new response should be to the supplied Channel
SetCollisionResponseToChannel(Byte, Byte)
Changes a member of the ResponseToChannels container for this PrimitiveComponent.
Declaration
public void SetCollisionResponseToChannel(byte Channel, byte NewResponse)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | Channel | |
System.Byte | NewResponse |
Remarks
@param Channel The channel to change the response of @param NewResponse What the new response should be to the supplied Channel
SetConstraintMode(Byte)
Sets the constraint mode of the component.
Declaration
public void SetConstraintMode(byte ConstraintMode)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | ConstraintMode |
Remarks
@param ConstraintMode The type of constraint to use.
SetCullDistance(Single)
Changes the value of CullDistance.
Declaration
public void SetCullDistance(float NewCullDistance)
Parameters
Type | Name | Description |
---|---|---|
System.Single | NewCullDistance |
Remarks
@param NewCullDistance - The value to assign to CullDistance.
SetCustomDepthStencilValue(Int32)
Sets the CustomDepth stencil value (0 - 255) and marks the render state dirty.
Declaration
public void SetCustomDepthStencilValue(int Value)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | Value |
SetCustomDepthStencilWriteMask(ERendererStencilMask)
Sets the CustomDepth stencil write mask and marks the render state dirty.
Declaration
public void SetCustomDepthStencilWriteMask(ERendererStencilMask WriteMaskBit)
Parameters
Type | Name | Description |
---|---|---|
ERendererStencilMask | WriteMaskBit |
SetEnableGravity(Boolean)
Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true.
Declaration
public void SetEnableGravity(bool bGravityEnabled)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bGravityEnabled |
SetGenerateOverlapEvents(Boolean)
Set Generate Overlap Events
Declaration
public void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bInGenerateOverlapEvents |
SetLinearDamping(Single)
Sets the linear damping of this component.
Declaration
public void SetLinearDamping(float InDamping)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InDamping |
SetLockedAxis(Byte)
Set Locked Axis
Declaration
public void SetLockedAxis(byte LockedAxis)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | LockedAxis |
SetMassOverrideInKg(Name, Single, Boolean)
Override the mass (in Kg) of a single physics body.
Declaration
public void SetMassOverrideInKg(Name BoneName, float MassInKg, bool bOverrideMass)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName | |
System.Single | MassInKg | |
System.Boolean | bOverrideMass |
Remarks
Note that in the case where multiple bodies are attached together, the override mass will be set for the entire group. Set the Override Mass to false if you want to reset the body's mass to the auto-calculated physx mass.
SetMassScale(Name, Single)
Change the mass scale used to calculate the mass of a single physics body
Declaration
public void SetMassScale(Name BoneName, float InMassScale)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName | |
System.Single | InMassScale |
SetMaterial(Int32, MaterialInterface)
Changes the material applied to an element of the mesh.
Declaration
public void SetMaterial(int ElementIndex, MaterialInterface Material)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | ElementIndex | |
MaterialInterface | Material |
Remarks
@param ElementIndex - The element to access the material of. @return the material used by the indexed element of this mesh.
SetMaterialByName(Name, MaterialInterface)
Changes the material applied to an element of the mesh.
Declaration
public void SetMaterialByName(Name MaterialSlotName, MaterialInterface Material)
Parameters
Type | Name | Description |
---|---|---|
Name | MaterialSlotName | |
MaterialInterface | Material |
Remarks
@param MaterialSlotName - The slot name to access the material of. @return the material used by the indexed element of this mesh.
SetNotifyRigidBodyCollision(Boolean)
Changes the value of bNotifyRigidBodyCollision @
Declaration
public void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewNotifyRigidBodyCollision |
Remarks
param bNewNotifyRigidBodyCollision - The value to assign to bNotifyRigidBodyCollision
SetOnlyOwnerSee(Boolean)
Changes the value of bOnlyOwnerSee.
Declaration
public void SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewOnlyOwnerSee |
SetOwnerNoSee(Boolean)
Changes the value of bOwnerNoSee.
Declaration
public void SetOwnerNoSee(bool bNewOwnerNoSee)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewOwnerNoSee |
SetPhysicsAngularVelocity(Vector, Boolean, Name)
Set Physics Angular Velocity
Declaration
public void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
Set the angular velocity of a single body.
Declaration
public void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
Remarks
This should be used cautiously - it may be better to use AddTorque or AddImpulse.
@param NewAngVel New angular velocity to apply to body, in degrees per second. @param bAddToCurrent If true, NewAngVel is added to the existing angular velocity of the body. @param BoneName If a SkeletalMeshComponent, name of body to modify angular velocity of. 'None' indicates root body.
SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
Set the angular velocity of a single body.
Declaration
public void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
Remarks
This should be used cautiously - it may be better to use AddTorque or AddImpulse.
@param NewAngVel New angular velocity to apply to body, in radians per second. @param bAddToCurrent If true, NewAngVel is added to the existing angular velocity of the body. @param BoneName If a SkeletalMeshComponent, name of body to modify angular velocity of. 'None' indicates root body.
SetPhysicsLinearVelocity(Vector, Boolean, Name)
Set the linear velocity of a single body.
Declaration
public void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Vector | NewVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
Remarks
This should be used cautiously - it may be better to use AddForce or AddImpulse.
@param NewVel New linear velocity to apply to physics. @param bAddToCurrent If true, NewVel is added to the existing velocity of the body. @param BoneName If a SkeletalMeshComponent, name of body to modify velocity of. 'None' indicates root body.
SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
Set Physics Max Angular Velocity
Declaration
public void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Single | NewMaxAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
Set the maximum angular velocity of a single body.
Declaration
public void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Single | NewMaxAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
Remarks
@param NewMaxAngVel New maximum angular velocity to apply to body, in degrees per second. @param bAddToCurrent If true, NewMaxAngVel is added to the existing maximum angular velocity of the body. @param BoneName If a SkeletalMeshComponent, name of body to modify maximum angular velocity of. 'None' indicates root body.
SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
Set the maximum angular velocity of a single body.
Declaration
public void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Single | NewMaxAngVel | |
System.Boolean | bAddToCurrent | |
Name | BoneName |
Remarks
@param NewMaxAngVel New maximum angular velocity to apply to body, in radians per second. @param bAddToCurrent If true, NewMaxAngVel is added to the existing maximum angular velocity of the body. @param BoneName If a SkeletalMeshComponent, name of body to modify maximum angular velocity of. 'None' indicates root body.
SetPhysMaterialOverride(PhysicalMaterial)
Changes the current PhysMaterialOverride for this component.
Declaration
public void SetPhysMaterialOverride(PhysicalMaterial NewPhysMaterial)
Parameters
Type | Name | Description |
---|---|---|
PhysicalMaterial | NewPhysMaterial |
Remarks
Note that if physics is already running on this component, this will not alter its mass/inertia etc, it will only change its surface properties like friction.
SetReceivesDecals(Boolean)
Changes the value of bReceivesDecals.
Declaration
public void SetReceivesDecals(bool bNewReceivesDecals)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewReceivesDecals |
SetRenderCustomDepth(Boolean)
Sets the bRenderCustomDepth property and marks the render state dirty.
Declaration
public void SetRenderCustomDepth(bool bValue)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bValue |
SetRenderInMainPass(Boolean)
Sets bRenderInMainPass property and marks the render state dirty.
Declaration
public void SetRenderInMainPass(bool bValue)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bValue |
SetRenderInMono(Boolean)
Sets bRenderInMono property and marks the render state dirty.
Declaration
public void SetRenderInMono(bool bValue)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bValue |
SetSimulatePhysics(Boolean)
Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic).
Declaration
public void SetSimulatePhysics(bool bSimulate)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bSimulate |
Remarks
Note that if this component is currently attached to something, beginning simulation will detach it.
@param bSimulate New simulation state for single body
SetSingleSampleShadowFromStationaryLights(Boolean)
Changes the value of bSingleSampleShadowFromStationaryLights.
Declaration
public void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewSingleSampleShadowFromStationaryLights |
SetTranslucentSortPriority(Int32)
Changes the value of TranslucentSortPriority.
Declaration
public void SetTranslucentSortPriority(int NewTranslucentSortPriority)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | NewTranslucentSortPriority |
SetUseCCD(Boolean, Name)
Set whether this component should use Continuous Collision Detection
Declaration
public void SetUseCCD(bool InUseCCD, Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | InUseCCD | |
Name | BoneName |
SetWalkableSlopeOverride(WalkableSlopeOverride)
Sets a new slope override for this component instance.
Declaration
public void SetWalkableSlopeOverride(WalkableSlopeOverride NewOverride)
Parameters
Type | Name | Description |
---|---|---|
WalkableSlopeOverride | NewOverride |
WakeAllRigidBodies()
Ensure simulation is running for all bodies in this component.
Declaration
public void WakeAllRigidBodies()
WakeRigidBody(Name)
'Wake' physics simulation for a single body.
Declaration
public void WakeRigidBody(Name BoneName)
Parameters
Type | Name | Description |
---|---|---|
Name | BoneName |
Remarks
@param BoneName If a SkeletalMeshComponent, name of body to wake. 'None' indicates root body.
Operators
| Improve this Doc View SourceImplicit(IntPtr to PrimitiveComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator PrimitiveComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
PrimitiveComponent |