#include <ComposableCameraMeshWorldSubsystem.h>
Inherits:
UTickableWorldSubsystem
Queries loaded mesh surface documents and applies their modifier profiles to local player camera managers.
Public Methods¶
| Return | Name | Description |
|---|---|---|
void |
Initialize virtual |
Initializes subsystem state. |
void |
Deinitialize virtual |
Removes subsystem state. |
void |
Tick virtual |
Updates local player mesh profile state. |
TStatId |
GetStatId virtual const |
Tick stat id. |
void |
RegisterStorageActor |
Registers a loaded mesh storage actor. |
void |
UnregisterStorageActor |
Removes a storage actor. |
bool |
QueryMeshLayer const |
Blueprint-callable diagnostic query for the winning mesh layer. |
Initialize¶
virtual
virtual void Initialize(FSubsystemCollectionBase & Collection)
Deinitialize¶
virtual
virtual void Deinitialize()
Tick¶
virtual
virtual void Tick(float DeltaTime)
GetStatId¶
virtual const
virtual TStatId GetStatId() const
RegisterStorageActor¶
void RegisterStorageActor(AComposableCameraMeshSurfaceStorageActor * StorageActor)
UnregisterStorageActor¶
void UnregisterStorageActor(AComposableCameraMeshSurfaceStorageActor * StorageActor)
QueryMeshLayer¶
const
bool QueryMeshLayer(
const FVector & WorldPosition,
FComposableCameraMeshLayerQueryResult & OutResult,
double MaxQueryDistance = 300.0,
double SameSurfaceTolerance = 5.0) const
Returns the nearest compatible surface below WorldPosition, resolving layers at nearly the same ray distance by priority.