UNVObjectMaskMananger_VertexColor scan actors in the scene, assign them an ID using VertexColor (32bits) NOTE: MaskId 0 mean the actor is ignored.
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uint32 | GetMaskId (const FString &MaskName) const |
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uint32 | GetMaskId (const AActor *CheckActor) const |
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void | ScanActors (UWorld *World) override |
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void | Init (ENVActorMaskNameType NewMaskNameType, ENVIdAssignmentType NewIdAssignmentType) |
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TMap< FString, uint32 > | MaskNameIdMap |
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ENVActorMaskNameType | ActorMaskNameType |
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TArray< AActor * > | AllMaskActors |
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TArray< FString > | AllMaskNames |
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bool | bDebug |
| Turn on this flag to print out debug information (e.g: list of mask name ...) when this object run. More...
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ENVIdAssignmentType | SegmentationIdAssignmentType |
| How the segmentation id get generated for actors in the scene. More...
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static const uint32 | MaxVertexColorID |
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FString | GetActorMaskName (const AActor *CheckActor) const |
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bool | ShouldCheckActorMask (const AActor *CheckActor) const |
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static void | ApplyStencilMaskToActor (AActor *CheckActor, uint8 MaskId) |
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static void | ApplyVertexColorMaskToActor (AActor *CheckActor, uint32 MaskId) |
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static FString | GetActorMaskName (ENVActorMaskNameType MaskNameType, const AActor *CheckActor) |
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UNVObjectMaskMananger_VertexColor scan actors in the scene, assign them an ID using VertexColor (32bits) NOTE: MaskId 0 mean the actor is ignored.
Definition at line 135 of file NVObjectMaskManager.h.
The documentation for this class was generated from the following file: