#include <ConstraintsManager.h>
◆ AddConstraint()
Add this constraint to the manager
◆ AddConstraintFromCopy()
Make a copy of this constraint and add it to the manager, returns the copy mode if it was added
◆ AllocateConstraintT()
| TConstraint * FConstraintsManagerController::AllocateConstraintT |
( |
const FName & |
InBaseName, |
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const bool |
bUseDefault = false |
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) |
| const |
Allocates a new constraint with the constraints manager as the owner.
◆ DECLARE_MULTICAST_DELEGATE_OneParam()
Delegate that's fired when a scene component is constrained, this is needed to make sure things like gizmo's get updated after the constraint tick happens
◆ DoesExistInAnyWorld()
when PIEing/Simulating it's possible that the constraint isn't in the active manager but still lives
◆ EvaluateAllConstraints()
| void FConstraintsManagerController::EvaluateAllConstraints |
( |
| ) |
const |
Go through each constraint in order and evaluate and tick them
◆ FlushEvaluationGraph()
| void FConstraintsManagerController::FlushEvaluationGraph |
( |
| ) |
const |
◆ Get()
Get and Set Controller acive in this world
◆ GetAllConstraints()
Returns systems' constraints array (sorted if needed).
◆ GetConstraint() [1/2]
Returns the constraint based on it's ID within the manager's constraints array.
◆ GetConstraint() [2/2]
Returns the constraint based on it's index within the manager's constraints array.
◆ GetConstraintIndex()
Get the index of the given constraint's ID.
◆ GetConstraintsArray()
Get read-only access to the array of constraints.
◆ GetConstraintsByPredicate()
Returns a filtered constraints array checking if the predicate for each element is true.
◆ GetNotifyDelegate()
Delegate to trigger changes in the constraints manager.
◆ GetParentConstraints()
Get parent constraints of the specified child. If bSorted is true, then the constraints will be sorted by dependency.
◆ GetStaticConstraints()
Returns the static/non-animated constraints
◆ InvalidateEvaluationGraph()
| void FConstraintsManagerController::InvalidateEvaluationGraph |
( |
| ) |
const |
◆ MarkConstraintForEvaluation()
◆ Notify()
Notify from changes in the constraints manager.
◆ OnSceneComponentConstrained()
| FConstraintsManagerController::FOnSceneComponentConstrained & FConstraintsManagerController::OnSceneComponentConstrained |
( |
| ) |
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static |
◆ RemoveAllConstraints()
| bool FConstraintsManagerController::RemoveAllConstraints |
( |
bool |
bDoNotCompensate = false | ) |
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◆ RemoveConstraint() [1/2]
| bool FConstraintsManagerController::RemoveConstraint |
( |
const int32 |
InConstraintIndex, |
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bool |
bDoNotCompensate = false |
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) |
| |
Remove the constraint at the given index.
◆ RemoveConstraint() [2/2]
◆ SetConstraintsDependencies() [1/2]
| void FConstraintsManagerController::SetConstraintsDependencies |
( |
const FGuid & |
InGuidToTickBefore, |
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const FGuid & |
InGuidToTickAfter |
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) |
| const |
◆ SetConstraintsDependencies() [2/2]
| void FConstraintsManagerController::SetConstraintsDependencies |
( |
const FName & |
InNameToTickBefore, |
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|
const FName & |
InNameToTickAfter |
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) |
| const |
Set dependencies between two constraints.
◆ StaticConstraintCreated() [1/2]
If a static constraint is created, we call this, which stores it to the manager/actor
◆ StaticConstraintCreated() [2/2]
◆ UnregisterConstraint()
Disable a constraint and remove it from the subsystem.
◆ bDoNotRemoveConstraint
| bool FConstraintsManagerController::bDoNotRemoveConstraint = false |
|
static |
Static to control if we should remove constraints or not, may not want to do some when compensating since we may be deleting spawnables while doing so
The documentation for this class was generated from the following files: