UPaperFlipbookComponent::UPaperFlipbookComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	SetCollisionProfileName(UCollisionProfile::BlockAllDynamic_ProfileName);
	Material_DEPRECATED = nullptr;

	CastShadow = false;
	bUseAsOccluder = false;
	bCanEverAffectNavigation = false;

	SpriteColor = FLinearColor::White;

	Mobility = EComponentMobility::Movable;
	PrimaryComponentTick.bCanEverTick = true;
	PrimaryComponentTick.TickGroup = TG_DuringPhysics;
	bTickInEditor = true;
	
	CachedFrameIndex = INDEX_NONE;
	AccumulatedTime = 0.0f;
	PlayRate = 1.0f;

	bLooping = true;
	bReversePlayback = false;
	bPlaying = true;
}
예제 #2
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UArrowComponent::UArrowComponent(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		FName ID_Misc;
		FText NAME_Misc;
		FConstructorStatics()
			: ID_Misc(TEXT("Misc"))
			, NAME_Misc(NSLOCTEXT( "SpriteCategory", "Misc", "Misc" ))
		{
		}
	};
	static FConstructorStatics ConstructorStatics;

	BodyInstance.bEnableCollision_DEPRECATED = false;
	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	ArrowColor = FColor(255, 0, 0, 255);

	ArrowSize = 1.0f;
	bHiddenInGame = true;
	bUseEditorCompositing = true;
	bGenerateOverlapEvents = false;
#if WITH_EDITORONLY_DATA
	SpriteInfo.Category = ConstructorStatics.ID_Misc;
	SpriteInfo.DisplayName = ConstructorStatics.NAME_Misc;
	bLightAttachment = false;
#endif // WITH_EDITORONLY_DATA
}
UNavMeshRenderingComponent::UNavMeshRenderingComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	AlwaysLoadOnClient = false;
	AlwaysLoadOnServer = false;
	bSelectable = false;
}
UTangoPointsComponent::UTangoPointsComponent() : Super()
{
	bAutoActivate = true;
	PrimaryComponentTick.bCanEverTick = true;
	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	bUseEditorCompositing = true;
	bGenerateOverlapEvents = false;
}
UNavMeshRenderingComponent::UNavMeshRenderingComponent(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	AlwaysLoadOnClient = false;
	AlwaysLoadOnServer = false;
	bSelectable = false;
}
UPaperGroupedSpriteComponent::UPaperGroupedSpriteComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	SetCollisionProfileName(UCollisionProfile::BlockAllDynamic_ProfileName);

	Mobility = EComponentMobility::Movable;
	BodyInstance.bSimulatePhysics = false;
	bHasCustomNavigableGeometry = EHasCustomNavigableGeometry::Yes;
}
UTextRenderComponent::UTextRenderComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	if( !IsRunningDedicatedServer() )
	{
		// Structure to hold one-time initialization
		struct FConstructorStatics
		{
			ConstructorHelpers::FObjectFinderOptional<UFont> Font;
			ConstructorHelpers::FObjectFinderOptional<UMaterial> TextMaterial;
			FConstructorStatics()
				: Font(TEXT("/Engine/EngineFonts/RobotoDistanceField"))
				, TextMaterial(TEXT("/Engine/EngineMaterials/DefaultTextMaterialOpaque"))
			{
			}
		};
		static FConstructorStatics ConstructorStatics;

		{
			// Static used to watch for culture changes and update all live UTextRenderComponent components
			// In this constructor so that it has a known initialization order, and is only created when we need it
			static FTextRenderComponentCultureChangedFixUp TextRenderComponentCultureChangedFixUp;
		}

		PrimaryComponentTick.bCanEverTick = false;
		bTickInEditor = false;

		Text = LOCTEXT("DefaultText", "Text");

		Font = ConstructorStatics.Font.Get();
		TextMaterial = ConstructorStatics.TextMaterial.Get();

		SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
		TextRenderColor = FColor::White;
		XScale = 1;
		YScale = 1;
		HorizSpacingAdjust = 0;
		HorizontalAlignment = EHTA_Left;
		VerticalAlignment = EVRTA_TextBottom;

		bGenerateOverlapEvents = false;

		if(Font)
		{
			Font->ConditionalPostLoad();
			WorldSize = Font->GetMaxCharHeight();
			InvDefaultSize = 1.0f / WorldSize;
		}
		else
		{
			WorldSize = 30.0f;
			InvDefaultSize = 1.0f / 30.0f;
		}
	}
}
예제 #8
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ULineBatchComponent::ULineBatchComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	bAutoActivate = true;
	bTickInEditor = true;
	PrimaryComponentTick.bCanEverTick = true;

	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);

	bUseEditorCompositing = true;
	bGenerateOverlapEvents = false;
}
UPaperSpriteComponent::UPaperSpriteComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	SetCollisionProfileName(UCollisionProfile::BlockAllDynamic_ProfileName);

	MaterialOverride_DEPRECATED = nullptr;

	SpriteColor = FLinearColor::White;

	CastShadow = false;
	bUseAsOccluder = false;
}
UDrawFrustumComponent::UDrawFrustumComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	FrustumColor = FColor(255, 0, 255, 255);

	FrustumAngle = 90.0f;
	FrustumAspectRatio = 1.333333f;
	FrustumStartDist = 100.0f;
	FrustumEndDist = 1000.0f;
	bUseEditorCompositing = true;
	bHiddenInGame = true;
	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	bGenerateOverlapEvents = false;
}
UTextRenderComponent::UTextRenderComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		ConstructorHelpers::FObjectFinderOptional<UFont> Font;
		ConstructorHelpers::FObjectFinderOptional<UMaterial> TextMaterial;
		FConstructorStatics()
			: Font(TEXT("/Engine/EngineFonts/RobotoDistanceField"))
			, TextMaterial(TEXT("/Engine/EngineMaterials/DefaultTextMaterialOpaque"))
		{
		}
	};
	static FConstructorStatics ConstructorStatics;

	PrimaryComponentTick.bCanEverTick = true;
	bTickInEditor = true;

	Text = LOCTEXT("DefaultText", "Text");
	TextLastUpdate = FTextSnapshot(Text);

	Font = ConstructorStatics.Font.Get();
	TextMaterial = ConstructorStatics.TextMaterial.Get();

	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	TextRenderColor = FColor::White;
	XScale = 1;
	YScale = 1;
	HorizSpacingAdjust = 0;
	HorizontalAlignment = EHTA_Left;
	VerticalAlignment = EVRTA_TextBottom;

	bGenerateOverlapEvents = false;

	if( Font )
	{
		Font->ConditionalPostLoad();
		WorldSize = Font->GetMaxCharHeight();
		InvDefaultSize = 1.0f / WorldSize;
	}
	else
	{
		WorldSize = 30.0f;
		InvDefaultSize = 1.0f / 30.0f;
	}
}
UDestructibleComponent::UDestructibleComponent(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
#if WITH_PHYSX
	, PhysxUserData(this)
#endif
{
	PostPhysicsComponentTick.bCanEverTick = true;

	bHasCustomNavigableGeometry = EHasCustomNavigableGeometry::EvenIfNotCollidable;

	BodyInstance.bEnableCollision_DEPRECATED = true;
	BodyInstance.bUseAsyncScene = true;

	static FName CollisionProfileName(TEXT("Destructible"));
	SetCollisionProfileName(CollisionProfileName);

	bAlwaysCreatePhysicsState = true;
	bIsActive = true;
	bMultiBodyOverlap = true;
}
예제 #13
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UPhATEdSkeletalMeshComponent::UPhATEdSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
	, BoneUnselectedColor(170,155,225)
	, BoneSelectedColor(185,70,0)
	, ElemSelectedColor(255,166,0)
	, ElemSelectedBodyColor(255, 255, 100)
	, NoCollisionColor(200, 200, 200)
	, FixedColor(125,125,0)
	, ConstraintBone1Color(255,166,0)
	, ConstraintBone2Color(0,150,150)
	, HierarchyDrawColor(220, 255, 220)
	, AnimSkelDrawColor(255, 64, 64)
	, COMRenderSize(5.0f)
	, InfluenceLineLength(2.0f)
	, InfluenceLineColor(0,255,0)
{

	// Body materials
	ElemSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_ElemSelectedMaterial.PhAT_ElemSelectedMaterial"), NULL, LOAD_None, NULL);
	check(ElemSelectedMaterial);

	BoneSelectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_BoneSelectedMaterial.PhAT_BoneSelectedMaterial"), NULL, LOAD_None, NULL);
	check(BoneSelectedMaterial);

	BoneMaterialHit = UMaterial::GetDefaultMaterial(MD_Surface);
	check(BoneMaterialHit);

	BoneUnselectedMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_UnselectedMaterial.PhAT_UnselectedMaterial"), NULL, LOAD_None, NULL);
	check(BoneUnselectedMaterial);

	BoneNoCollisionMaterial = LoadObject<UMaterialInterface>(NULL, TEXT("/Engine/EditorMaterials/PhAT_NoCollisionMaterial.PhAT_NoCollisionMaterial"), NULL, LOAD_None, NULL);
	check(BoneNoCollisionMaterial);

	// this is because in phat editor, you'd like to see fixed bones to be fixed without animation force update
	KinematicBonesUpdateType = EKinematicBonesUpdateToPhysics::SkipSimulatingBones;
	bUpdateJointsFromAnimation = false;
	ForcedLodModel = 1;

	static FName CollisionProfileName(TEXT("PhysicsActor"));
	SetCollisionProfileName(CollisionProfileName);
}
예제 #14
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UBillboardComponent::UBillboardComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	// Structure to hold one-time initialization
	struct FConstructorStatics
	{
		ConstructorHelpers::FObjectFinder<UTexture2D> SpriteTexture;
		FName ID_Misc;
		FText NAME_Misc;
		FConstructorStatics()
			: SpriteTexture(TEXT("/Engine/EditorResources/S_Actor"))
			, ID_Misc(TEXT("Misc"))
			, NAME_Misc(NSLOCTEXT( "SpriteCategory", "Misc", "Misc" ))
		{
		}
	};
	static FConstructorStatics ConstructorStatics;

	SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
	Sprite = ConstructorStatics.SpriteTexture.Object;
	bAbsoluteScale = true;

	bIsScreenSizeScaled = false;
	ScreenSize = BillboardConstants::DefaultScreenSize;
	U = 0;
	V = 0;
	UL = 0;
	VL = 0;
	bHiddenInGame = true;
	bGenerateOverlapEvents = false;
	bUseEditorCompositing = true;

#if WITH_EDITORONLY_DATA
	SpriteInfo.Category = ConstructorStatics.ID_Misc;
	SpriteInfo.DisplayName = ConstructorStatics.NAME_Misc;
	bUseInEditorScaling = true;
#endif // WITH_EDITORONLY_DATA
}
예제 #15
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UDestructibleComponent::UDestructibleComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
#if WITH_PHYSX
	, PhysxUserData(this)
#endif
{

	PrimaryComponentTick.bCanEverTick = false;
	PostPhysicsComponentTick.bCanEverTick = false;

	bHasCustomNavigableGeometry = EHasCustomNavigableGeometry::EvenIfNotCollidable;

	BodyInstance.SetUseAsyncScene(true);
	static FName CollisionProfileName(TEXT("Destructible"));
	SetCollisionProfileName(CollisionProfileName);

	bAlwaysCreatePhysicsState = true;
	bIsActive = true;
	bMultiBodyOverlap = true;

	LargeChunkThreshold = 25.f;

	SetSpaceBaseDoubleBuffering(false);
}