UE3:FracturedBaseComponent (UDK)
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Object >> Component >> ActorComponent >> PrimitiveComponent >> MeshComponent >> StaticMeshComponent >> FracturedBaseComponent |
- Package:
- Engine
- Direct subclasses:
- FracturedSkinnedMeshComponent, FracturedStaticMeshComponent
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FracturedBaseComponent.uc - Declaration of the base fractured component which handles rendering with a dynamic index buffer.
Properties
bInitialVisibilityValue
Type: bool
Modifiers: protected, const
Initial visibility value for this component.
Default value: True
bResetStaticMesh
Type: int
Modifiers: protected, transient, const
TRUE whenever the static mesh is being reset during Reattach
bUseDynamicIBWithHiddenFragments
Type: bool
Modifiers: protected, const
If true, bUseDynamicIndexBuffer will be enabled when at least one fragment is hidden, otherwise it will be disabled.
If false, bUseDynamicIndexBuffer will not be overridden.
bUseDynamicIndexBuffer
Type: bool
Modifiers: protected, const
If true, each element will be rendered with one draw call by using a dynamic index buffer that is repacked when visibility changes.
If false, each element will be rendered with n draw calls, where n is the number of consecutive index ranges, and there will be no memory overhead.
Default value: True
bVisibilityHasChanged
Type: bool
Modifiers: protected, transient
If true, VisibleFragments has changed since the last attach and the dynamic index buffer needs to be updated.
bVisibilityReset
Type: bool
Modifiers: protected, transient, const
True if VisibleFragments was reset to bInitialVisibilityValue since the last component attach.
ComponentBaseResources
Type: pointer{class FFracturedBaseResources}
Modifiers: protected, const, native, transient
This component's index buffer, used for rendering when bUseDynamicIndexBuffer is true.
ComponentIndexBufferSize
Type: int
Modifiers: private, const
Size in bytes of the index buffer used by this component, accessed only by the game thread.
NumResourceIndices
Type: int
Modifiers: private, const
Number of indices in the resource's index buffer the last time the component index buffer was built. Used to detect when the resource's index buffer has changed and the component's index buffer should be rebuilt.
ReleaseResourcesFence
Type: Object.RenderCommandFence_Mirror{FRenderCommandFence}
Modifiers: protected, native, const, transient
A fence used to track when the rendering thread has released the component's resources.
VisibleFragments
Modifiers: protected, transient, const
Stores non-zero for each fragment that is visible, and 0 otherwise.
Default values
Property | Value |
---|---|
bAcceptsDecalsDuringGameplay | False |
bAcceptsStaticDecals | False |
Native functions
GetNumFragments
Get the number of chunks in the assigned fractured mesh.
GetNumVisibleFragments
Get the number of chunks that are currently visible.
GetVisibleFragments
Returns array of currently visible fragments.
IsFragmentVisible
Returns whether the specified fragment is currently visible or not.
SetStaticMesh
Overrides: StaticMeshComponent.SetStaticMesh
Change the StaticMesh used by this instance, and resets VisibleFragments to all be visible if NewMesh is valid.
Parameters:
- NewMesh - StaticMesh to set. If this is not also a UFracturedStaticMesh, assignment will fail.
Returns:
- bool - TRUE if assignment succeeded.