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FSkeletalMeshComponentEndPhysicsTickFunctionVR Struct Reference

USTRUCT() More...

#include <OptionalRepSkeletalMeshActor.h>

Inheritance diagram for FSkeletalMeshComponentEndPhysicsTickFunctionVR:
[legend]

Public Member Functions

virtual FName DiagnosticContext (bool bDetailed) override
 
virtual FString DiagnosticMessage () override
 
virtual void ExecuteTick (float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef &MyCompletionGraphEvent) override
 
 GENERATED_USTRUCT_BODY ()
 

Public Attributes

UInversePhysicsSkeletalMeshComponentTargetVR
 

Detailed Description

USTRUCT()

A component specifically for being able to turn off movement replication in the component at will Has the upside of also being a blueprintable base since UE4 doesn't allow that with std ones

Definition at line 45 of file OptionalRepSkeletalMeshActor.h.

Member Function Documentation

◆ DiagnosticContext()

FName FSkeletalMeshComponentEndPhysicsTickFunctionVR::DiagnosticContext ( bool bDetailed)
overridevirtual

Definition at line 67 of file OptionalRepSkeletalMeshActor.cpp.

◆ DiagnosticMessage()

FString FSkeletalMeshComponentEndPhysicsTickFunctionVR::DiagnosticMessage ( )
overridevirtual

Definition at line 58 of file OptionalRepSkeletalMeshActor.cpp.

◆ ExecuteTick()

void FSkeletalMeshComponentEndPhysicsTickFunctionVR::ExecuteTick ( float DeltaTime,
enum ELevelTick TickType,
ENamedThreads::Type CurrentThread,
const FGraphEventRef & MyCompletionGraphEvent )
overridevirtual

Definition at line 47 of file OptionalRepSkeletalMeshActor.cpp.

Here is the call graph for this function:

◆ GENERATED_USTRUCT_BODY()

FSkeletalMeshComponentEndPhysicsTickFunctionVR::GENERATED_USTRUCT_BODY ( )

Member Data Documentation

◆ TargetVR

UInversePhysicsSkeletalMeshComponent* FSkeletalMeshComponentEndPhysicsTickFunctionVR::TargetVR

Definition at line 49 of file OptionalRepSkeletalMeshActor.h.


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