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