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| UDungeonComponentActivatorComponent (const FObjectInitializer &objectInitializer) |
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bool | IsEnableOwnerActorTickControl () const noexcept |
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bool | IsEnableOwnerActorAiControl () const noexcept |
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bool | IsEnableComponentActivationControl () const noexcept |
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bool | IsEnableComponentVisibilityControl () const noexcept |
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bool | IsEnableLightCastShadowControl () const noexcept |
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bool | IsEnableCollisionEnableControl () const noexcept |
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void | SetEnableOwnerActorTickControl (const bool enable=true) noexcept |
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void | SetEnableOwnerActorAiControl (const bool enable=true) noexcept |
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void | SetEnableComponentActivationControl (const bool enable=true) noexcept |
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void | SetEnableComponentVisibilityControl (const bool enable=true) noexcept |
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void | SetEnableLightCastShadowControl (const bool enable=true) noexcept |
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void | SetEnableCollisionEnableControl (const bool enable=true) noexcept |
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void | SaveAndDisableActorTickEnable (const EDungeonComponentActivateReason activateReason) |
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void | LoadActorTickEnable (const EDungeonComponentActivateReason activateReason) |
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void | SaveAndDisableComponentActivation (const EDungeonComponentActivateReason activateReason) |
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void | LoadComponentActivation (const EDungeonComponentActivateReason activateReason) |
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void | SaveAndDisableCollisionEnable (const EDungeonComponentActivateReason activateReason) |
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void | LoadCollisionEnable (const EDungeonComponentActivateReason activateReason) |
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void | SaveAndDisableVisibility (const EDungeonComponentActivateReason activateReason) |
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void | LoadVisibility (const EDungeonComponentActivateReason activateReason) |
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void | SaveAndStopAiLogic (const EDungeonComponentActivateReason activateReason, const FString &reason) |
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void | LoadAiLogic (const EDungeonComponentActivateReason activateReason, const FString &reason) |
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void | EachControlledLightCastShadow (const std::function< void(UPointLightComponent *)> &function) const |
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virtual void | BeginPlay () override |
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virtual void | EndPlay (const EEndPlayReason::Type endPlayReason) override |
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virtual void | TickComponent (float deltaTime, enum ELevelTick tickType, FActorComponentTickFunction *thisTickFunction) override |
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OnPartitionActivate will be called when the DungeonPartition belonging to the player approaches the vicinity of the player. OnPartitionInactivate is called when the DungeonPartition moves away.
The shadow control method for point light derived classes has been changed. Only lights with CastShadow enabled at the time of BeginPlay will have shadow enable/disable control.
所属しているDungeonPartitionがプレイヤー周辺に近づいたらOnPartitionActivateが呼ばれます。 離れたらOnPartitionInactivateが呼ばれます。
ポイントライト派生クラスの影の制御方法が変更されました。 BeginPlay時点でCastShadowが有効のライトのみ、影の有効無効制御が行われます。