Component responsible for fading meshes or actors smoothly.
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#include <FadingComponent.h>
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| UFadingComponent () |
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void | FadeActor (AActor *Actor, float TimeForFade=1.0f, float DesiredOpacity=0.0f) |
| Function that allows you to fade actor to smoothly make them invisible, ghost or visible (Actor should implement IPixoVRStoryObject interface)
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void | FadeStaticMeshes (TArray< UStaticMeshComponent * > StaticMeshes, float TimeForFade=1.0f, float DesiredOpacity=0.0f) |
| Function that allows you to fade meshes to smoothly make them invisible, ghost or visible (Owner should implement IPixoVRStoryObject interface)
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void | FadeStaticMeshesFromTo (TArray< UStaticMeshComponent * > StaticMeshes, float TimeForFade=1.0f, float FromOpacity=0.0f, float ToOpacity=0.0f) |
| Function that allows you to fade meshes to smoothly make them invisible, ghost or visible (Owner should implement IPixoVRStoryObject interface) It behaves in the same way as FadeStaticMeshes but allows for manual override of internal opacity state before fade.
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virtual void | TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override |
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Component responsible for fading meshes or actors smoothly.
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
Definition at line 28 of file FadingComponent.h.
◆ UFadingComponent()
UFadingComponent::UFadingComponent |
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◆ BeginPlay()
void UFadingComponent::BeginPlay |
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◆ Fade()
void UFadingComponent::Fade |
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◆ FadeActor()
void UFadingComponent::FadeActor |
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AActor * | Actor, |
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float | TimeForFade = 1.0f, |
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float | DesiredOpacity = 0.0f ) |
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BlueprintCallable |
Function that allows you to fade actor to smoothly make them invisible, ghost or visible (Actor should implement IPixoVRStoryObject interface)
- Parameters
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Actor | Actor which you want to fade (don't forget to override GetActorTransparentMaterialData) |
TimeForFade | Time how long will the fade last |
DesiredOpacity | Opacity of meshes after fade |
UFUNCTION(BlueprintCallable)
Definition at line 88 of file FadingComponent.cpp.
◆ FadeCompleted()
void UFadingComponent::FadeCompleted |
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◆ FadeOpacityTimelineProcess()
void UFadingComponent::FadeOpacityTimelineProcess |
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float | Value | ) |
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◆ FadeStaticMeshes()
void UFadingComponent::FadeStaticMeshes |
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TArray< UStaticMeshComponent * > | StaticMeshes, |
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float | TimeForFade = 1.0f, |
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float | DesiredOpacity = 0.0f ) |
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BlueprintCallable |
Function that allows you to fade meshes to smoothly make them invisible, ghost or visible (Owner should implement IPixoVRStoryObject interface)
- Parameters
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StaticMeshes | Meshes which you want to fade (don't forget to override GetActorTransparentMaterialData in Owner) |
TimeForFade | Time how long will the fade last |
DesiredOpacity | Opacity of meshes after fade |
UFUNCTION(BlueprintCallable)
Definition at line 14 of file FadingComponent.cpp.
◆ FadeStaticMeshesFromTo()
void UFadingComponent::FadeStaticMeshesFromTo |
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TArray< UStaticMeshComponent * > | StaticMeshes, |
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float | TimeForFade = 1.0f, |
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float | FromOpacity = 0.0f, |
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float | ToOpacity = 0.0f ) |
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BlueprintCallable |
Function that allows you to fade meshes to smoothly make them invisible, ghost or visible (Owner should implement IPixoVRStoryObject interface) It behaves in the same way as FadeStaticMeshes but allows for manual override of internal opacity state before fade.
- Parameters
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StaticMeshes | Meshes which you want to fade (don't forget to override GetActorTransparentMaterialData in Owner) |
TimeForFade | Time how long will the fade last |
FromOpacity | Opacity of meshes before fade |
ToOpacity | Opacity of meshes after fade |
UFUNCTION(BlueprintCallable)
Definition at line 82 of file FadingComponent.cpp.
◆ GENERATED_BODY()
UFadingComponent::GENERATED_BODY |
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◆ SetMeshesHidden()
void UFadingComponent::SetMeshesHidden |
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bool | Hidden | ) |
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Sets meshes hidden if mesh is invisible to reduce the consumption of resources for rendering.
Definition at line 137 of file FadingComponent.cpp.
◆ SetOpacity()
void UFadingComponent::SetOpacity |
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float | Value | ) |
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◆ SetOpaqueMaterial()
void UFadingComponent::SetOpaqueMaterial |
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Sets opaque material if mesh is visible to reduce the consumption of resources for rendering.
Definition at line 126 of file FadingComponent.cpp.
◆ TickComponent()
void UFadingComponent::TickComponent |
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float | DeltaTime, |
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ELevelTick | TickType, |
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FActorComponentTickFunction * | ThisTickFunction ) |
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◆ ChangingFadeOpacityCurve
UCurveFloat* UFadingComponent::ChangingFadeOpacityCurve |
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◆ CurrentOpacity
float UFadingComponent::CurrentOpacity = 1.0f |
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◆ FadeDuration
float UFadingComponent::FadeDuration = 1.0f |
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◆ FadeTimeline
FTimeline UFadingComponent::FadeTimeline |
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◆ FadeType
◆ FinalOpacity
float UFadingComponent::FinalOpacity = 0.0f |
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◆ MaterialData
◆ OnFadeCompleted
FOnFadeCompleted UFadingComponent::OnFadeCompleted |
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BlueprintAssignable |
The documentation for this class was generated from the following files: