Yasiu Spline Meshed 1
Extension of basic spline for use with meshes.
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FSplineDetectionTestParams Struct Reference

Params used for collision check along spline. Some variables are mirrored to match unreal engine's **FCollisionQueryParams **. More...

#include <SplineMeshedComponent.h>

Public Member Functions

FCollisionQueryParams GetQueryParams () const
 Function to convert structure into FCollisionQueryParams.

Public Attributes

TSoftObjectPtr< UStaticMesh > TestMesh {}
 Mesh used for collision test.
FTransform MeshTransform {}
 Relative transform for collision check.
TArray< TEnumAsByte< ECollisionChannel > > ObjectTypes {ECollisionChannel::ECC_WorldStatic}
 List of collision channels for testing in USplineMeshedComponent::DetectObjectsAlongSpline.
float StepDistance = 50
 Distance between collision checks (mesh size is ignored).
ESplineRotateMode RotationMethod {}
 Rotation method related to mesh spawn.
bool CenterMesh {true}
 Should mesh be centered or use origin offset.
bool SelfIgnore {true}
 Should collision test ignore self components.
FVector UpVector {0, 0, 1}
 Up vector related to Constant rotation mode In RotationMethod.
bool StopAtFirstCollision = true
 Stop iterating at first valid collision.
bool UseSphere = false
 Use sphere instead of bounding box.
FVector ShapeSize {1, 1, 1}
 Run time variable evaluated and passed to detection function Box Shape size, For Sphere X is size. (Extent or Radius).
bool FirstOverlapWithingSplineLimits = true
 Compensates boundary dimension to not extend beyond spline point, otherwise half of mesh will extend. (Sphere may extend).
bool LastOverlapWithingSplineLimits = true
 Compensates boundary dimension to not extend beyond spline point, otherwise half of mesh will extend. (Sphere may extend).
bool TraceComplex {false}
 Used in C++, Whether we should trace against complex collision.
bool FindInitialOverlaps {false}
 Used in C++, Whether we want to find out initial overlap or not. If true, it will return if this was initial overlap.
bool IgnoreBlocks {false}
 Used in C++, Whether to ignore blocking results.
bool IgnoreTouches {false}
 Used in C++, Whether to ignore touch/overlap results.
bool SkipNarrowPhase {false}
 Used in C++, Whether to skip narrow phase checks (only for overlaps).
FSplineDebugParams DebugParams {}
 Debug parms used to show overlap boxes.
FVector LocationOffset {}
 Temporary offset used for computing location on spline.

Detailed Description

Params used for collision check along spline. Some variables are mirrored to match unreal engine's **FCollisionQueryParams **.

Member Data Documentation

◆ MeshTransform

FTransform FSplineDetectionTestParams::MeshTransform {}

Relative transform for collision check.

Sphere is scaled by X only. Translation is not affected by scale. Translation is relative to spline direction.


The documentation for this struct was generated from the following file: