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UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionActor.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
/** This class represents an GeometryCollection Actor. */
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UObject/ObjectMacros.h"
#include "GeometryCollectionActor.generated.h"
class UGeometryCollectionComponent;
class UGeometryCollectionDebugDrawComponent;
struct FHitResult;
UCLASS()
class GEOMETRYCOLLECTIONENGINE_API AGeometryCollectionActor: public AActor
{
GENERATED_UCLASS_BODY()
public:
/* Game state callback */
virtual void Tick(float DeltaSeconds) override;
#if WITH_EDITOR
virtual bool GetReferencedContentObjects(TArray<UObject*>& Objects) const override;
#endif
/* GeometryCollectionComponent */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Destruction, meta = (ExposeFunctionCategories = "Components|GeometryCollection", AllowPrivateAccess = "true"))
TObjectPtr<UGeometryCollectionComponent> GeometryCollectionComponent;
UGeometryCollectionComponent* GetGeometryCollectionComponent() const { return GeometryCollectionComponent; }
PRAGMA_DISABLE_DEPRECATION_WARNINGS
UPROPERTY()
TObjectPtr<UGeometryCollectionDebugDrawComponent> GeometryCollectionDebugDrawComponent_DEPRECATED;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
UFUNCTION(BlueprintCallable, Category = "Physics")
bool RaycastSingle(FVector Start, FVector End, FHitResult& OutHit) const;
};