5 #include "CoreMinimal.h" 6 #include "GameFramework/Actor.h" 7 #include "RuntimeMeshActor.generated.h" 9 UCLASS(HideCategories = (
Input), ShowCategories = (
"Input|MouseInput",
"Input|TouchInput"), ComponentWrapperClass, Meta = (ChildCanTick))
10 class RUNTIMEMESHCOMPONENT_API ARuntimeMeshActor : public AActor
12 GENERATED_UCLASS_BODY()
15 UPROPERTY(Category = "RuntimeMeshActor", VisibleAnywhere, BlueprintReadOnly, Meta = (ExposeFunctionCategories = "Mesh,Rendering,Physics,Components|RuntimeMesh", AllowPrivateAccess = "true"))
16 class URuntimeMeshComponent* RuntimeMeshComponent;
19 UPROPERTY(Category = "RuntimeMeshActor", EditAnywhere, Meta = (AllowPrivateAccess = "true"))
20 bool bRunGenerateMeshesOnConstruction;
22 UPROPERTY(Category = "RuntimeMeshActor", EditAnywhere, Meta = (AllowPrivateAccess = "true"))
23 bool bRunGenerateMeshesOnBeginPlay;
25 UFUNCTION(BlueprintCallable, Category = "RuntimeMeshActor", Meta = (AllowPrivateAccess = "true", DisplayName = "
Get Mobility"))
28 UFUNCTION(BlueprintCallable, Category = "RuntimeMeshActor", Meta = (AllowPrivateAccess = "true", DisplayName = "Set Mobility"))
34 void SetMobility(EComponentMobility::
Type InMobility);
36 EComponentMobility::
Type GetMobility();
39 class URuntimeMeshComponent* GetRuntimeMeshComponent()
const {
return RuntimeMeshComponent; }
42 virtual void OnConstruction(
const FTransform&
Transform)
override;
44 virtual void BeginPlay()
override;
46 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category =
"RuntimeMeshActor")
47 void GenerateMeshes();
typedef void(APIENTRY *GLDEBUGPROC)(GLenum source
UTexture2D * Get(TUniquePtr< T > &Dtex)
::geometry_msgs::Transform_< std::allocator< void > > Transform