AMRUKGuardianSpawner
()
|
Signature
AMRUKGuardianSpawner::AMRUKGuardianSpawner() |
GridDensity
: double |
How dense the grid should be.
Signature
double AMRUKGuardianSpawner::GridDensity |
GuardianMaterial
: TObjectPtr< UMaterialInstance > |
The material to use for the guardian. It needs to have a scalar parameter Fade and a vector parameter WallScale. If this material is not set a default one will be used.
Signature
TObjectPtr<UMaterialInstance> AMRUKGuardianSpawner::GuardianMaterial |
EnableFade
: bool |
Whether the fading value should be calculated for the shader or not. If fading is not needed this can save performance.
Signature
bool AMRUKGuardianSpawner::EnableFade |
GuardianDistance
: double |
How close the camera needs to come to a surface before the guardian appears.
Signature
double AMRUKGuardianSpawner::GuardianDistance |
SpawnMode
: EMRUKSpawnMode |
Whether SpawnGuardian() should be called automatically after the mixed reality utility kit has been initialized.
Signature
EMRUKSpawnMode AMRUKGuardianSpawner::SpawnMode |
BeginPlay
()
|
Signature
void AMRUKGuardianSpawner::BeginPlay() override Returns void |
SetGridDensity
(
Density
)
|
Set the density of the grid.
Signature
void AMRUKGuardianSpawner::SetGridDensity(double Density) Parameters Density: double
The grid density.
Returns void |
SetGuardianMaterial
(
Material
)
|
Set the guardian material to a different one.
Signature
void AMRUKGuardianSpawner::SetGuardianMaterial(UMaterialInstance *Material) Parameters Material: UMaterialInstance *
The guardian material.
Returns void |
SpawnGuardians
(
Room
)
|
Spawn the guardian. This will get called automatically after the mixed reality utility kit has been initialized if SpawnMode is set to something other than None.
Signature
void AMRUKGuardianSpawner::SpawnGuardians(AMRUKRoom *Room) Parameters Room: AMRUKRoom *Returns void |
Tick
(
DeltaSeconds
)
|
Signature
void AMRUKGuardianSpawner::Tick(float DeltaSeconds) override Parameters DeltaSeconds: floatReturns void |