37#include "PrimitiveComponent.generated.h"
45class UPrimitiveComponent;
105 ERSM_255 UMETA(DisplayName =
"All bits (255), ignore depth"),
106 ERSM_1 UMETA(DisplayName =
"First bit (1), ignore depth"),
107 ERSM_2 UMETA(DisplayName =
"Second bit (2), ignore depth"),
108 ERSM_4 UMETA(DisplayName =
"Third bit (4), ignore depth"),
109 ERSM_8 UMETA(DisplayName =
"Fourth bit (8), ignore depth"),
110 ERSM_16 UMETA(DisplayName =
"Fifth bit (16), ignore depth"),
111 ERSM_32 UMETA(DisplayName =
"Sixth bit (32), ignore depth"),
112 ERSM_64 UMETA(DisplayName =
"Seventh bit (64), ignore depth"),
113 ERSM_128 UMETA(DisplayName =
"Eighth bit (128), ignore depth")
138 FirstPerson
UMETA(DisplayName =
"First Person"),
151 case ERendererStencilMask::ERSM_Default:
153 case ERendererStencilMask::ERSM_255:
155 case ERendererStencilMask::ERSM_1:
157 case ERendererStencilMask::ERSM_2:
159 case ERendererStencilMask::ERSM_4:
161 case ERendererStencilMask::ERSM_8:
163 case ERendererStencilMask::ERSM_16:
165 case ERendererStencilMask::ERSM_32:
167 case ERendererStencilMask::ERSM_64:
169 case ERendererStencilMask::ERSM_128:
229DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FiveParams(
FComponentHitSignature, UPrimitiveComponent,
OnComponentHit, UPrimitiveComponent*,
HitComponent,
AActor*, OtherActor, UPrimitiveComponent*,
OtherComp,
FVector,
NormalImpulse,
const FHitResult&, Hit );
231DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_SixParams(
FComponentBeginOverlapSignature, UPrimitiveComponent,
OnComponentBeginOverlap, UPrimitiveComponent*,
OverlappedComponent,
AActor*, OtherActor, UPrimitiveComponent*,
OtherComp,
int32,
OtherBodyIndex,
bool, bFromSweep,
const FHitResult &,
SweepResult);
233DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FourParams(
FComponentEndOverlapSignature, UPrimitiveComponent,
OnComponentEndOverlap, UPrimitiveComponent*,
OverlappedComponent,
AActor*, OtherActor, UPrimitiveComponent*,
OtherComp,
int32,
OtherBodyIndex);
277 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=LOD)
278 float MinDrawDistance;
289 float CachedMaxDrawDistance;
300 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
305 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, Getter, Setter, meta = (AllowPrivateAccess))
312 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category=
HLOD, meta=(DisplayName="
HLOD Batching Policy", DisplayAfter="bEnableAutoLODGeneration", EditConditionHides, EditCondition="bEnableAutoLODGeneration"))
316 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, meta=(EditCondition="CastShadow"))
321 uint8 bEnableAutoLODGeneration : 1;
332 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=LOD)
375 UFUNCTION(BlueprintCallable, Category =
"Rendering|Components")
384 uint8 bGenerateOverlapEvents : 1;
412 uint8 bUseViewOwnerDepthPriorityGroup:1;
415 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=LOD)
420 uint8 bVisibleInReflectionCaptures:1;
424 uint8 bVisibleInRealTimeSkyCaptures :1;
428 uint8 bVisibleInRayTracing : 1;
432 uint8 bRenderInMainPass:1;
435 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category =
Rendering, meta = (EditCondition = "!bRenderInMainPass"))
436 uint8 bRenderInDepthPass:1;
440 uint8 bReceivesDecals:1;
443 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category =
Rendering, Interp)
452 uint8 bOnlyOwnerSee:1;
456 uint8 bTreatAsBackgroundForOcclusion:1;
464 uint8 bUseAsOccluder:1;
472 uint8 bWantsEditorEffects:1;
474#if WITH_EDITORONLY_DATA
481 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=TextureStreaming)
482 uint8 bForceMipStreaming:1;
488 uint8 bHasPerInstanceHitProxies:1;
493 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, Interp)
497 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay)
498 uint8 bEmissiveLightSource:1;
501 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, Interp)
502 uint8 bAffectDynamicIndirectLighting:1;
505 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, meta=(EditCondition=
"bAffectDynamicIndirectLighting", DisplayName =
"Affect Indirect Lighting While Hidden"), Interp)
506 uint8 bAffectIndirectLightingWhileHidden:1;
509 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay)
510 uint8 bAffectDistanceFieldLighting:1;
513 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, meta=(EditCondition=
"CastShadow && (FirstPersonPrimitiveType != EFirstPersonPrimitiveType::FirstPerson)", DisplayName =
"Dynamic Shadow"))
514 uint8 bCastDynamicShadow:1;
518 uint8 bCastStaticShadow:1;
526 uint8 bCastVolumetricTranslucentShadow:1;
532 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, meta=(EditCondition="CastShadow", DisplayName = "Contact
Shadow"))
533 uint8 bCastContactShadow:1;
539 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, meta=(EditCondition="CastShadow"))
540 uint8 bSelfShadowOnly:1;
546 uint8 bCastFarShadow:1;
552 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, meta=(EditCondition="CastShadow", DisplayName = "
Dynamic Inset Shadow"))
553 uint8 bCastInsetShadow:1;
559 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, meta=(EditCondition="CastShadow"))
560 uint8 bCastCinematicShadow:1;
568 uint8 bCastHiddenShadow:1;
571 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting, meta=(EditCondition="CastShadow", DisplayName = "
Shadow Two Sided"))
572 uint8 bCastShadowAsTwoSided:1;
583 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
584 uint8 bLightAttachmentsAsGroup:1;
589 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
597 uint8 bReceiveMobileCSMShadows : 1;
604 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
605 uint8 bSingleSampleShadowFromStationaryLights:1;
630 uint8 bFillCollisionUnderneathForNavmesh:1;
636 uint8 bRasterizeAsFilledConvexVolume:1;
650 uint8 bUseEditorCompositing:1;
654 uint8 bIsBeingMovedByEditor:1;
658 uint8 bRenderCustomDepth:1;
661 uint8 bVisibleInSceneCaptureOnly : 1;
664 uint8 bHiddenInSceneCapture : 1;
668 uint8 bRayTracingFarField : 1;
672 uint8 bLumenHeightfield : 1;
691 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Lighting, AdvancedDisplay, meta=(
699#if UE_WITH_PSO_PRECACHING
708 uint8 SelectionOutlineColorIndex;
718#if WITH_EDITORONLY_DATA
728 UFUNCTION(BlueprintCallable, Category =
"HLOD", meta = (DisplayName=
"Is Excluded From HLOD Level"))
732 UFUNCTION(BlueprintCallable, Category = "
HLOD", meta = (DisplayName = "
Set Excluded From
HLOD Level"))
741 UFUNCTION(BlueprintCallable, BlueprintSetter, Category = "
HLOD", meta = (BlueprintInternalUseOnly="
true"))
745 UFUNCTION(BlueprintCallable, BlueprintGetter, Category = "
HLOD", meta = (BlueprintInternalUseOnly="
true"))
748#if WITH_EDITORONLY_DATA
777 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
780#if UE_WITH_PSO_PRECACHING
793 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category =
RayTracing, meta = (DisplayAfter=
"RayTracingGroupId"))
797 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category = "
Rendering", meta = (
editcondition = "bRenderCustomDepth", DisplayAfter="CustomDepthStencilValue"))
812 int32 RayTracingGroupId;
816 int32 VisibilityId=0;
820 int32 CustomDepthStencilValue;
850 int32 TranslucencySortPriority;
860 float TranslucencySortDistanceOffset = 0.0f;
871 int8 VirtualTextureLodBias = 0;
879 int8 VirtualTextureCullMips = 0;
886 int8 VirtualTextureMinCoverage = 0;
897 virtual float GetVirtualTextureMainPassMaxDrawDistance()
const {
return 0.f; }
924 UPROPERTY(EditAnywhere, AdvancedDisplay, Category=
Rendering, meta=(UIMin =
"1", UIMax =
"10.0"))
933#if MESH_DRAW_COMMAND_STATS
935 FName MeshDrawCommandStatsCategory;
944 FThreadSafeCounter* GetAttachmentCounter() {
return &GetSceneData().AttachmentCounter; }
955 UFUNCTION(Category =
"Rendering", BlueprintCallable, meta=(DisplayName=
"Was Component Recently Rendered", Keywords=
"scene visible"))
956 ENGINE_API bool WasRecentlyRendered(
float Tolerance = 0.2f) const;
961 ENGINE_API float GetLastRenderTimeOnScreen() const;
963#if MESH_DRAW_COMMAND_STATS
965 FName GetMeshDrawCommandStatsCategory()
const;
982 ENGINE_API virtual void PrecachePSOs()
override;
991 ENGINE_API bool ShouldRenderProxyFallbackToDefaultMaterial()
const;
1006 UE_DEPRECATED(5.7,
"Please use GetUsedMaterialPropertyDesc with EShaderPlatform argument and not ERHIFeatureLevel::Type")
1051 UFUNCTION(BlueprintCallable, Category =
"Collision", meta=(UnsafeDuringActorConstruction=
"true"))
1086 UFUNCTION(BlueprintCallable, Category =
"Collision", meta=(UnsafeDuringActorConstruction=
"true"))
1109 UFUNCTION(BlueprintCallable, Category =
"Rendering|Material")
1182 UFUNCTION(BlueprintCallable, Category =
"Rendering|Material")
1250 template<
typename AllocatorType>
1254 template<
typename AllocatorType>
1258 template<
typename AllocatorType>
1287 UFUNCTION(BlueprintPure, Category=
"Collision", meta=(UnsafeDuringActorConstruction=
"true"))
1350 UFUNCTION(BlueprintCallable, Category =
"Editor")
1397 UPROPERTY(BlueprintAssignable, Category=
"Collision")
1487 UFUNCTION(BlueprintPure, Category =
"Rendering|Material")
1490 return GetMaterial(ElementIndex);
1494 UFUNCTION(BlueprintCallable, Category =
"Rendering|Material")
1592 ENGINE_API virtual bool CanEditSimulatePhysics();
1598 UFUNCTION(BlueprintCallable, meta = (DisplayName =
"Set Constraint Mode", Keywords =
"set locked axis constraint physics"), Category =
Physics)
1608 UFUNCTION(BlueprintCallable, Category=
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1618 UFUNCTION(BlueprintCallable, Category = "
Physics", meta=(UnsafeDuringActorConstruction="
true"))
1628 UFUNCTION(BlueprintCallable, Category = "
Physics", meta=(UnsafeDuringActorConstruction="
true"))
1641 UFUNCTION(BlueprintCallable, Category=
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1651 UFUNCTION(BlueprintCallable, Category = "
Physics", meta = (UnsafeDuringActorConstruction = "
true"))
1741 UFUNCTION(BlueprintCallable, Category=
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1756 UFUNCTION(BlueprintCallable, Category = "
Physics", meta=(UnsafeDuringActorConstruction="
true"))
1800 UFUNCTION(BlueprintCallable, Category =
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1813 UFUNCTION(BlueprintCallable, Category =
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1830 UFUNCTION(BlueprintCallable, Category=
"Physics", meta=(UnsafeDuringActorConstruction=
"true"))
1847 UFUNCTION(BlueprintCallable, Category = "
Physics", meta=(UnsafeDuringActorConstruction="
true"))
2012 UFUNCTION(BlueprintCallable, Category = "
Rendering", meta=(UIMin = "0", UIMax = "255"))
2055 bool IsAlwaysVisible()
const {
return SceneData.bAlwaysVisible; }
2075 ENGINE_API UPrimitiveComponent* GetLODParentPrimitive() const;
2082 ENGINE_API virtual bool ShouldRenderSelected()
const;
2085 ENGINE_API bool GetLevelInstanceEditingState()
const;
2088 ENGINE_API bool IsComponentIndividuallySelected()
const;
2096 virtual float GetStreamingScale()
const {
return 1.f; }
2101 return HasStaticLighting();
2123 virtual int32 GetStaticLightMapResolution()
const {
return 0; }
2236 UFUNCTION(BlueprintPure, Category=
"Rendering|Material")
2299 UFUNCTION(BlueprintCallable, Category =
"Collision", meta=(UnsafeDuringActorConstruction=
"true"))
2326 virtual bool ShouldRecreateProxyOnUpdateTransform()
const
2341 ENGINE_API virtual void RecreateInstanceBody(
int32 InstanceBodyIndex);
2406 virtual bool SupportsWorldPositionOffsetVelocity()
const {
return true; }
2446#if UE_ENABLE_DEBUG_DRAWING
2457 using Super::SendRenderDynamicData_Concurrent;
2459 ENGINE_API virtual void SendRenderTransform_Concurrent()
override;
2460 ENGINE_API virtual void OnRegister()
override;
2461 ENGINE_API virtual void OnUnregister()
override;
2462 ENGINE_API virtual void DestroyRenderState_Concurrent()
override;
2463 ENGINE_API virtual void OnCreatePhysicsState()
override;
2464 ENGINE_API virtual void OnDestroyPhysicsState()
override;
2465 ENGINE_API virtual void OnActorEnableCollisionChanged()
override;
2467 ENGINE_API virtual bool IsEditorOnly()
const override;
2468 ENGINE_API virtual bool ShouldCreatePhysicsState()
const override;
2469 ENGINE_API virtual bool HasValidPhysicsState()
const override;
2473 ENGINE_API virtual void CheckForErrors()
override;
2479 ENGINE_API virtual void OnAsyncCreatePhysicsStateEnd_GameThread()
override;
2481 ENGINE_API virtual void OnAsyncDestroyPhysicsStateBegin_GameThread()
override;
2482 ENGINE_API virtual void OnAsyncDestroyPhysicsStateEnd_GameThread()
override;
2505 ENGINE_API virtual void PostInitProperties()
override;
2509 ENGINE_API virtual void BeginDestroy()
override;
2510 ENGINE_API virtual void FinishDestroy()
override;
2511 ENGINE_API virtual bool IsReadyForFinishDestroy()
override;
2512 ENGINE_API virtual bool NeedsLoadForClient()
const override;
2513 ENGINE_API virtual bool NeedsLoadForServer()
const override;
2519 ENGINE_API virtual void PostEditImport()
override;
2527 UFUNCTION(BlueprintPure, Category=
"Collision")
2558 ENGINE_API virtual void UpdateBounds()
override;
2582 ENGINE_API virtual bool ShouldDispatchWakeEvents(
FName BoneName)
const;
2599 virtual bool AreSymmetricRotations(
const FQuat&
A,
const FQuat&
B,
const FVector& Scale3D)
const {
return A.Equals(
B); }
2621 virtual float GetEmissiveBoost(
int32 ElementIndex)
const {
return 1.0f; };
2624 virtual float GetDiffuseBoost(
int32 ElementIndex)
const {
return 1.0f; };
2627 virtual bool GetShadowIndirectOnly()
const {
return false; }
2630 virtual bool IsCompiling()
const {
return false; }
2634#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2662 UFUNCTION(BlueprintCallable, Category =
"Physics", meta = (UnsafeDuringActorConstruction =
"true"))
2674 UFUNCTION(BlueprintCallable, Category =
"Physics", meta = (UnsafeDuringActorConstruction =
"true"))
2717 ENGINE_API virtual void SetUpdateKinematicFromSimulation(
bool bUpdateKinematicFromSimulation);
2891 UFUNCTION(BlueprintCallable, Category = Replication)
2892 ENGINE_API void RegisterAsFocalPointInPhysicsReplicationLOD() const;
2895 UFUNCTION(BlueprintCallable, Category = Replication)
2896 ENGINE_API void UnregisterAsFocalPointInPhysicsReplicationLOD() const;
2915 UFUNCTION(BlueprintCallable, Category=
"Physics", meta=(DisplayName=
"Set PhysicalMaterial Override"))
3047 return const_cast<const UPrimitiveComponent*
>(
this)->OverlapComponent(Pos, Rot, CollisionShape);
3099 ENGINE_API virtual bool IsNavigationRelevant()
const override;
3113 inline bool ShouldCheckOverlapFlagToQueueOverlaps(const UPrimitiveComponent&
ThisComponent) const;
3143#if UE_WITH_REMOTE_OBJECT_HANDLE
3171 ENGINE_API virtual bool ContainsData()
const override;
3187 TObjectPtr<UPrimitiveComponent> LODParent =
nullptr;
3211 return ComponentOverlapComponentImpl(
PrimComp, Pos, Rot, Params);
3216 return ComponentOverlapComponentImpl(
PrimComp, Pos,
Rot.Quaternion(), Params);
3221 return ComponentOverlapComponentWithResultImpl(
PrimComp, Pos, Rot, Params,
OutOverlap);
3226 return ComponentOverlapComponentWithResultImpl(
PrimComp, Pos,
Rot.Quaternion(), Params,
OutOverlap);
3234inline bool UPrimitiveComponent::K2_IsCollisionEnabled()
const
3236 return IsCollisionEnabled();
3239inline bool UPrimitiveComponent::K2_IsQueryCollisionEnabled()
const
3241 return IsQueryCollisionEnabled();
3244inline bool UPrimitiveComponent::K2_IsPhysicsCollisionEnabled()
const
3249inline bool UPrimitiveComponent::GetGenerateOverlapEvents()
const
3251 return bGenerateOverlapEvents;
3254inline bool UPrimitiveComponent::ShouldCheckOverlapFlagToQueueOverlaps(
const UPrimitiveComponent&
ThisComponent)
const
3268template<
typename AllocatorType>
3269bool UPrimitiveComponent::ConvertSweptOverlapsToCurrentOverlaps(
3275 bool bResult =
false;
3276 const bool bForceGatherOverlaps = !ShouldCheckOverlapFlagToQueueOverlaps(*
this);
3280 if (
Actor &&
Actor->GetRootComponent() ==
this)
3317 TEXT(
"Child overlaps should not be included in the SweptOverlaps() array in UPrimitiveComponent::ConvertSweptOverlapsToCurrentOverlaps()."));
3336template<
typename AllocatorType>
3339 bool bResult =
false;
3340 const bool bForceGatherOverlaps = !ShouldCheckOverlapFlagToQueueOverlaps(*
this);
3344 if (
Actor &&
Actor->GetRootComponent() ==
this)
3359template<
typename AllocatorType>
3378#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
OODEFFUNC typedef void(OODLE_CALLBACK t_fp_OodleCore_Plugin_Free)(void *ptr)
#define NULL
Definition oodle2base.h:134
EUpdateTransformFlags
Definition ActorComponent.h:95
#define checkSlow(expr)
Definition AssertionMacros.h:332
#define checkfSlow(expr, format,...)
Definition AssertionMacros.h:333
#define check(expr)
Definition AssertionMacros.h:314
ERadialImpulseFalloff
Definition ChaosEngineInterface.h:91
uint8 FMaskFilter
Definition CollisionFilter.h:14
ECacheApplyPhase
Definition ComponentInstanceDataCache.h:18
#define UE_DECLARE_COMPONENT_ACTOR_INTERFACE(name)
Definition ComponentInterfaces.h:193
@ INDEX_NONE
Definition CoreMiscDefines.h:150
#define UE_DEPRECATED(Version, Message)
Definition CoreMiscDefines.h:302
#define DECLARE_CYCLE_STAT_EXTERN(CounterName, StatId, GroupId, API)
Definition Stats.h:679
#define SCOPE_CYCLE_COUNTER(Stat)
Definition Stats.h:650
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DELEGATE_RetVal_OneParam(ReturnValueType, DelegateName, Param1Type)
Definition DelegateCombinations.h:54
ETeleportType
Definition EngineTypes.h:2401
ESleepEvent
Definition EngineTypes.h:1711
ECollisionChannel
Definition EngineTypes.h:1088
ECollisionResponse
Definition EngineTypes.h:1240
ELightmapType
Definition EngineTypes.h:210
ESceneDepthPriorityGroup
Definition EngineTypes.h:187
EIndirectLightingCacheQuality
Definition EngineTypes.h:198
return true
Definition ExternalRpcRegistry.cpp:601
EHLODBatchingPolicy
Definition HLODBatchingPolicy.h:14
EHLODLevelExclusion
Definition HLODLevelExclusion.h:11
EHitProxyPriority
Definition HitProxies.h:27
const bool
Definition NetworkReplayStreaming.h:178
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define UPARAM(...)
Definition ObjectMacros.h:748
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define UENUM(...)
Definition ObjectMacros.h:749
#define USTRUCT(...)
Definition ObjectMacros.h:746
const bool bTraceComplex
Definition PhysicsInterfaceUtils.h:19
EPSOPrecachePriority
Definition PipelineStateCache.h:33
ERendererStencilMask
Definition PrimitiveComponent.h:103
EComponentPhysicsStateChange
Definition PrimitiveComponent.h:220
EFirstPersonPrimitiveType
Definition PrimitiveComponent.h:134
ECanBeCharacterBase
Definition PrimitiveComponent.h:68
@ UMETA
Definition PrimitiveComponent.h:70
@ ECB_MAX
Definition PrimitiveComponent.h:78
ERayTracingGroupCullingPriority
Definition PrimitiveComponent.h:119
@ Two
Definition PropertyPathHelpersTest.h:17
EStencilMask
Definition RHIDefinitions.h:428
@ SM_255
Definition RHIDefinitions.h:430
@ SM_32
Definition RHIDefinitions.h:436
@ SM_4
Definition RHIDefinitions.h:433
@ SM_64
Definition RHIDefinitions.h:437
@ SM_1
Definition RHIDefinitions.h:431
@ SM_Default
Definition RHIDefinitions.h:429
@ SM_8
Definition RHIDefinitions.h:434
@ SM_128
Definition RHIDefinitions.h:438
@ SM_2
Definition RHIDefinitions.h:432
@ SM_16
Definition RHIDefinitions.h:435
ERuntimeVirtualTextureMainPassType
Definition RuntimeVirtualTextureEnum.h:58
EMoveComponentFlags
Definition SceneComponent.h:56
@ MOVECOMP_NoFlags
Definition SceneComponent.h:58
ELightMapInteractionType
Definition SceneTypes.h:111
@ LMIT_None
Definition SceneTypes.h:112
EShadowCacheInvalidationBehavior
Definition SceneTypes.h:219
USkinnedMeshComponent float
Definition SkinnedMeshComponent.h:60
#define DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_SixParams(SparseDelegateClass, OwningClass, DelegateName, Param1Type, Param1Name, Param2Type, Param2Name, Param3Type, Param3Name, Param4Type, Param4Name, Param5Type, Param5Name, Param6Type, Param6Name)
Definition SparseDelegate.h:451
#define DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FiveParams(SparseDelegateClass, OwningClass, DelegateName, Param1Type, Param1Name, Param2Type, Param2Name, Param3Type, Param3Name, Param4Type, Param4Name, Param5Type, Param5Name)
Definition SparseDelegate.h:450
#define DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams(SparseDelegateClass, OwningClass, DelegateName, Param1Type, Param1Name, Param2Type, Param2Name)
Definition SparseDelegate.h:447
#define DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(SparseDelegateClass, OwningClass, DelegateName, Param1Type, Param1Name)
Definition SparseDelegate.h:446
#define DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FourParams(SparseDelegateClass, OwningClass, DelegateName, Param1Type, Param1Name, Param2Type, Param2Name, Param3Type, Param3Name, Param4Type, Param4Name)
Definition SparseDelegate.h:449
ETextureStreamingBuildType
Definition TextureStreamingTypes.h:204
EObjectMigrationSendType
Definition UObjectMigrationContext.h:43
void Move(T &A, typename TMoveSupportTraits< T >::Copy B)
Definition UnrealTemplate.h:24
if(Failed) console_printf("Failed.\n")
Definition Controller.h:41
Definition ImplicitObject.h:111
Definition Engine.Build.cs:7
Definition Archive.h:1208
Definition LightingBuildOptions.h:14
Definition NameTypes.h:617
Definition UObjectGlobals.h:1292
Definition ObjectSaveContext.h:244
Definition UnrealType.h:3087
Definition PhysScene_Chaos.h:116
Definition PrimitiveComponentId.h:12
Definition PrimitiveSceneInfo.h:266
Definition PrimitiveSceneProxy.h:296
Definition PropertyPairsMap.h:13
Definition UnrealType.h:174
Definition UObjectGlobals.h:2492
Definition ActorComponent.h:47
Definition RenderCommandFence.h:15
Definition ScopedMovementUpdate.h:56
bool RequiresOverlapsEventFlag() const
Definition ScopedMovementUpdate.h:225
Definition StaticMeshResources.h:1003
Definition StaticMeshResources.h:952
Definition TextureStreamingTypes.h:223
Definition ThreadSafeCounter.h:14
Definition ObjectMacros.h:180
Definition HitProxies.h:135
Definition Interface_AsyncCompilation.h:21
Definition NavRelevantInterface.h:49
Definition IPhysicsComponent.h:21
Definition ArrayView.h:139
UE_REWRITE SizeType Num() const
Definition Array.h:1144
UE_NODEBUG UE_FORCEINLINE_HINT SizeType Add(ElementType &&Item)
Definition Array.h:2696
void Empty(SizeType Slack=0)
Definition Array.h:2273
Definition EnumAsByte.h:22
Definition UnrealString.h.inl:34
Definition StructOnScope.h:142
Definition SubclassOf.h:30
Definition UniquePtr.h:107
Definition ActorComponent.h:152
Definition ActorTextureStreamingBuildDataComponent.h:43
Definition BodySetup.h:128
Definition MaterialInstanceDynamic.h:15
Definition MaterialInterface.h:296
Definition PhysicalMaterial.h:104
Definition RuntimeVirtualTexture.h:18
Definition Texture.h:1219
void CopyIf(const InT &Input, OutT &Output, PredicateT Predicate)
Definition Copy.h:18
Definition SkeletalMeshComponent.h:307
Definition EngineTypes.h:1571
@ Movable
Definition EngineTypes.h:3812
Type
Definition BodyInstance.h:42
Definition NavigationElement.h:18
Type
Definition SceneTypes.h:132
@ BodyInstance
Definition PhysxUserData.h:25
Definition SceneComponent.h:24
Type
Definition RHIFeatureLevel.h:20
Definition InputCoreTypes.h:255
Definition RobinHoodHashTable.h:18
const FName CastShadow("CastShadow")
Definition PrimitiveComponent.h:58
int32 bAllowCachedOverlapsCVar
Definition PrimitiveComponent.cpp:112
int32 bEnableFastOverlapCheck
Definition PrimitiveComponent.cpp:137
float InitialOverlapToleranceCVar
Definition PrimitiveComponent.cpp:120
float HitDistanceToleranceCVar
Definition PrimitiveComponent.cpp:129
Definition SceneManagement.h:73
int
Definition TestServer.py:515
FQuat2D Rot
Definition STestSuite.cpp:5721
Definition VirtualTextureRecreate.cpp:16
@ false
Definition radaudio_common.h:23
U16 Index
Definition radfft.cpp:71
Definition InputCoreTypes.h:290
Definition BodyInstance.h:307
Definition BodyInstance.h:320
Definition CollisionQueryParams.h:430
static ENGINE_API FCollisionObjectQueryParams DefaultObjectQueryParam
Definition CollisionQueryParams.h:538
Definition CollisionQueryParams.h:43
static TStatId GetUnknownStatId()
Definition CollisionQueryParams.h:99
Definition EngineTypes.h:1339
Definition CollisionQueryParams.h:324
Definition CollisionShape.h:21
Definition CollisionQueryParams.h:297
static ENGINE_API FComponentQueryParams DefaultComponentQueryParams
Definition CollisionQueryParams.h:319
Definition ConvexVolume.h:44
Definition SceneTypes.h:30
Definition DamageEvents.h:16
Definition ShowFlags.h:56
Definition HitResult.h:21
UPrimitiveComponent * GetComponent() const
Definition HitResult.h:227
Definition InputCoreTypes.h:50
Definition EngineTypes.h:562
Definition EngineTypes.h:2418
static constexpr UE_FORCEINLINE_HINT auto DegreesToRadians(T const &DegVal) -> decltype(DegVal *(UE_PI/180.f))
Definition UnrealMathUtility.h:871
static constexpr UE_FORCEINLINE_HINT auto RadiansToDegrees(T const &RadVal) -> decltype(RadVal *(180.f/UE_PI))
Definition UnrealMathUtility.h:857
Definition NavigationSystemHelpers.h:25
Definition NavigationRelevantData.h:40
Definition OverlapInfo.h:14
FHitResult OverlapInfo
Definition OverlapInfo.h:39
Definition OverlapResult.h:13
Definition PSOPrecache.h:30
Definition PrimitiveComponent.h:199
bool operator()(const FOverlapInfo &Info)
Definition PrimitiveComponent.h:205
FPredicateOverlapHasDifferentActor(const AActor &Owner)
Definition PrimitiveComponent.h:200
Definition PrimitiveComponent.h:181
bool operator()(const FOverlapInfo &Info)
Definition PrimitiveComponent.h:187
FPredicateOverlapHasSameActor(const AActor &Owner)
Definition PrimitiveComponent.h:182
Definition PrimitiveComponent.h:3164
virtual ~FPrimitiveComponentInstanceData()=default
const FTransform & GetComponentTransform() const
Definition PrimitiveComponent.h:3177
FPrimitiveComponentInstanceData()=default
Definition SceneTypes.h:237
Definition PrimitiveSceneInfo.cpp:197
Definition PrimitiveSceneInfoData.h:16
Definition ComponentInterfaces.h:48
Definition UnrealType.h:7001
Definition UnrealType.h:6865
Definition PrimitiveComponent.h:146
static EStencilMask ToStencilMask(const ERendererStencilMask InEnum)
Definition PrimitiveComponent.h:147
Definition ResourceSize.h:31
Definition ReplicatedState.h:86
Definition SceneComponent.h:1743
Definition PrimitiveComponent.h:84
Definition StaticLighting.h:506
Definition UObjectMigrationContext.h:62
Definition EngineTypes.h:3483
Definition ObjectPtr.h:488
Definition Optional.h:131
Definition WeakObjectPtrTemplates.h:25
FORCEINLINE bool HasSameIndexAndSerialNumber(const TWeakObjectPtr &Other) const
Definition WeakObjectPtrTemplates.h:273