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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <GeometryCollectionComponent.h>
Public Member Functions | |
| GEOMETRYCOLLECTIONENGINE_API | FGeometryCollectionEdit (UGeometryCollectionComponent *InComponent, GeometryCollection::EEditUpdate EditUpdate=GeometryCollection::EEditUpdate::RestPhysicsDynamic, bool bShapeIsUnchanged=false, bool bPropagateToAllMatchingComponents=true) |
| GEOMETRYCOLLECTIONENGINE_API | ~FGeometryCollectionEdit () |
| GEOMETRYCOLLECTIONENGINE_API UGeometryCollection * | GetRestCollection () |
FGeometryCollectionEdit Structured RestCollection access where the scope of the object controls serialization back into the dynamic collection
This will force any simulating geometry collection out of the solver so it can be edited and afterwards will recreate the proxy The update can also be specified to reset the dynamic collection
| FGeometryCollectionEdit::FGeometryCollectionEdit | ( | UGeometryCollectionComponent * | InComponent, |
| GeometryCollection::EEditUpdate | EditUpdate = GeometryCollection::EEditUpdate::RestPhysicsDynamic, |
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| bool | bShapeIsUnchanged = false, |
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| bool | bPropagateToAllMatchingComponents = true |
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| ) |
| InComponent | The component to edit |
| EditUpdate | What parts of the geometry collection to update |
| bShapeIsUnchanged | Override indicating the overall shape of the geometry and clusters is unchanged, even if the rest collection changed. Useful to e.g., not re-compute convex hulls when we don't need to. |
| bPropagateAcrossComponents | Propagate updates to all components with the same underlying Rest Collection |
| FGeometryCollectionEdit::~FGeometryCollectionEdit | ( | ) |
| UGeometryCollection * FGeometryCollectionEdit::GetRestCollection | ( | ) |