UMRUKGridSliceResizerComponent
()
|
Signature
UMRUKGridSliceResizerComponent::UMRUKGridSliceResizerComponent() |
bGenerateCollision
: bool |
Whether or not a collision mesh should be created for the static mesh.
Signature
bool UMRUKGridSliceResizerComponent::bGenerateCollision |
BorderXNegative
: double |
Slice border for the negative X axis.
Signature
double UMRUKGridSliceResizerComponent::BorderXNegative |
BorderXPositive
: double |
Slice border for the positive X axis.
Signature
double UMRUKGridSliceResizerComponent::BorderXPositive |
BorderYNegative
: double |
Slice border for the negative Y axis.
Signature
double UMRUKGridSliceResizerComponent::BorderYNegative |
BorderYPositive
: double |
Slice border for the positive Y axis.
Signature
double UMRUKGridSliceResizerComponent::BorderYPositive |
BorderZNegative
: double |
Slice border for the negative Z axis.
Signature
double UMRUKGridSliceResizerComponent::BorderZNegative |
BorderZPositive
: double |
Slice border for the positive Z axis.
Signature
double UMRUKGridSliceResizerComponent::BorderZPositive |
Mesh
: class UStaticMesh * |
The static mesh to slice. Make sure to enable CPU access on it.
Signature
class UStaticMesh* UMRUKGridSliceResizerComponent::Mesh |
ScaleCenterMode
: uint8 |
This parameter determines whether the center part of the object should be scaled. If set to false, the center vertices will remain stationary. This is particularly useful when you want to maintain the proportions of certain geometrical features in the center part, such as a doorknob. By keeping the center vertices in place, you can avoid unwanted stretching effects, resulting in a more visually appealing outcome. However, it's important to note that for a convincing visual effect, the texture applied to the object should also not stretch. If you encounter issues with texture stretching, consider adding an additional loop cut. This can help maintain the texture's proportions and prevent it from distorting. In case the mesh gets scaled down and some of the center vertices fall outside of the scaled down center all vertices that are inside the center will be scaled down uniformly.
Signature
uint8 UMRUKGridSliceResizerComponent::ScaleCenterMode |
SlicerPivotOffset
: FVector |
How much the meshes pivot should be offset when applying the slice borders.
Signature
FVector UMRUKGridSliceResizerComponent::SlicerPivotOffset |
FMRUKGridSliceResizerSpec
: class |
Signature
friend class FMRUKGridSliceResizerSpec |
BeginPlay
()
|
Signature
virtual void UMRUKGridSliceResizerComponent::BeginPlay() override Returns void |
OnRegister
()
|
Signature
virtual void UMRUKGridSliceResizerComponent::OnRegister() override Returns void |
SliceMesh
()
|
Slice the mesh. This gets automatically called whenever the scale of the owning Actor changes.
Signature
void UMRUKGridSliceResizerComponent::SliceMesh() Returns void |
TickComponent
(
DeltaTime
, TickType
, ThisTickFunction
)
|
Signature
virtual void UMRUKGridSliceResizerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override Parameters DeltaTime: floatTickType: ELevelTickThisTickFunction: FActorComponentTickFunction *Returns void |