Dungeon Generator  1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
UDungeonComponentActivatorComponent Class Reference

#include <DungeonComponentActivatorComponent.h>

Inheritance diagram for UDungeonComponentActivatorComponent:

Public Member Functions

 UDungeonComponentActivatorComponent (const FObjectInitializer &objectInitializer)
 
bool IsEnableOwnerActorTickControl () const noexcept
 
bool IsEnableOwnerActorAiControl () const noexcept
 
bool IsEnableComponentActivationControl () const noexcept
 
bool IsEnableComponentVisibilityControl () const noexcept
 
bool IsEnableLightCastShadowControl () const noexcept
 
bool IsEnableCollisionEnableControl () const noexcept
 
void SetEnableOwnerActorTickControl (const bool enable=true) noexcept
 
void SetEnableOwnerActorAiControl (const bool enable=true) noexcept
 
void SetEnableComponentActivationControl (const bool enable=true) noexcept
 
void SetEnableComponentVisibilityControl (const bool enable=true) noexcept
 
void SetEnableLightCastShadowControl (const bool enable=true) noexcept
 
void SetEnableCollisionEnableControl (const bool enable=true) noexcept
 
void SaveAndDisableActorTickEnable (const EDungeonComponentActivateReason activateReason)
 
void LoadActorTickEnable (const EDungeonComponentActivateReason activateReason)
 
void SaveAndDisableComponentActivation (const EDungeonComponentActivateReason activateReason)
 
void LoadComponentActivation (const EDungeonComponentActivateReason activateReason)
 
void SaveAndDisableCollisionEnable (const EDungeonComponentActivateReason activateReason)
 
void LoadCollisionEnable (const EDungeonComponentActivateReason activateReason)
 
void SaveAndDisableVisibility (const EDungeonComponentActivateReason activateReason)
 
void LoadVisibility (const EDungeonComponentActivateReason activateReason)
 
void SaveAndStopAiLogic (const EDungeonComponentActivateReason activateReason, const FString &reason)
 
void LoadAiLogic (const EDungeonComponentActivateReason activateReason, const FString &reason)
 
void EachControlledLightCastShadow (const std::function< void(UPointLightComponent *)> &function) const
 
virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type endPlayReason) override
 
virtual void TickComponent (float deltaTime, enum ELevelTick tickType, FActorComponentTickFunction *thisTickFunction) override
 

Protected Member Functions

void OnPartitionActivate ()
 
void OnPartitionInactivate ()
 

Protected Attributes

bool EnableOwnerActorTickControl = true
 
bool EnableOwnerActorAiControl = true
 
bool EnableComponentActivationControl = true
 
bool EnableComponentVisibilityControl = true
 
bool EnableLightShadowControl = true
 
bool EnableCollisionEnableControl = true
 

Friends

class UDungeonPartition
 

Detailed Description

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。

Member Function Documentation

◆ OnPartitionActivate()

void UDungeonComponentActivatorComponent::OnPartitionActivate ( )
protected

所属しているDungeonPartitionがプレイヤー周辺に近づいたら呼び出されます。 The DungeonPartition will be called when it approaches the player's vicinity.

◆ OnPartitionInactivate()

void UDungeonComponentActivatorComponent::OnPartitionInactivate ( )
protected

所属しているDungeonPartitionがプレイヤー周辺から離れたら呼び出されます。 It is called when the DungeonPartition to which it belongs leaves the player's vicinity.

Member Data Documentation

◆ EnableCollisionEnableControl

bool UDungeonComponentActivatorComponent::EnableCollisionEnableControl = true
protected

If enabled, controls the enable of the collision component of the owner actor 有効にするとオーナーアクターのコリジョンコンポーネントの有効性を制御します

◆ EnableComponentActivationControl

bool UDungeonComponentActivatorComponent::EnableComponentActivationControl = true
protected

If enabled, controls the activation of the owner actor's components 有効にするとオーナーアクターのコンポーネントのアクティブ性を制御します

◆ EnableComponentVisibilityControl

bool UDungeonComponentActivatorComponent::EnableComponentVisibilityControl = true
protected

If enabled, controls the visibility of the owner actor's components 有効にするとオーナーアクターのコンポーネントの表示を制御します

◆ EnableLightShadowControl

bool UDungeonComponentActivatorComponent::EnableLightShadowControl = true
protected

If enabled, controls the Cast Shadow of the owner actor's point light and spotlight 有効にするとオーナーアクターのポイントライトとスポットライトのCast Shadowを制御します

◆ EnableOwnerActorAiControl

bool UDungeonComponentActivatorComponent::EnableOwnerActorAiControl = true
protected

If enabled, controls the effectiveness of the owner actor's AI 有効にするとオーナーアクターのAIの有効性を制御します

◆ EnableOwnerActorTickControl

bool UDungeonComponentActivatorComponent::EnableOwnerActorTickControl = true
protected

If enabled, controls the validity of the owner actor's Tick 有効にするとオーナーアクターのTickの有効性を制御します


The documentation for this class was generated from the following files: