5 #include "Engine/Engine.h" 6 #include "Components/MeshComponent.h" 7 #include "RuntimeMeshCollision.generated.h" 37 USTRUCT(BlueprintType)
40 GENERATED_USTRUCT_BODY()
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionSphere)
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionSphere)
50 FRuntimeMeshCollisionSphere()
51 : Center(FVector::ZeroVector)
58 : Center(FVector::ZeroVector)
64 friend FArchive&
operator <<(FArchive& Ar, FRuntimeMeshCollisionSphere& Sphere)
73 USTRUCT(BlueprintType)
76 GENERATED_USTRUCT_BODY()
79 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionBox)
83 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionBox)
87 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionBox)
91 FRuntimeMeshCollisionBox()
92 : Center(FVector::ZeroVector)
93 , Rotation(FRotator::ZeroRotator)
100 : Center(FVector::ZeroVector)
101 , Rotation(FRotator::ZeroRotator)
108 : Center(FVector::ZeroVector)
109 , Rotation(FRotator::ZeroRotator)
110 , Extents(InX, InY, InZ)
116 friend FArchive&
operator <<(FArchive& Ar, FRuntimeMeshCollisionBox& Box)
125 USTRUCT(BlueprintType)
128 GENERATED_USTRUCT_BODY()
131 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionCapsule)
135 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionCapsule)
139 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionCapsule)
143 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RuntimeMeshCollisionCapsule)
146 FRuntimeMeshCollisionCapsule()
147 : Center(FVector::ZeroVector)
148 , Rotation(FRotator::ZeroRotator)
156 : Center(FVector::ZeroVector)
157 , Rotation(FRotator::ZeroRotator)
158 , Radius(InRadius),
Length(InLength)
163 friend FArchive&
operator <<(FArchive& Ar, FRuntimeMeshCollisionCapsule& Capsule)
FRuntimeMeshCollisionCapsule(float InRadius, float InLength)
TArray< FVector > VertexBuffer
std::ostream & operator<<(std::ostream &os, const textual_icon &i)
FRuntimeMeshCollisionBox(float InX, float InY, float InZ)
TArray< FVector > VertexBuffer
TArray< int32 > IndexBuffer
FRuntimeMeshCollisionSphere(float r)
FRuntimeMeshCollisionBox(float s)