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Yasiu Spline Meshed 1
Extension of basic spline for use with meshes.
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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. | |
Params used for collision check along spline. Some variables are mirrored to match unreal engine's **FCollisionQueryParams **.
| 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.