10#include "Components/InstancedStaticMeshComponent.h"
11#include "Engine/StaticMesh.h"
19 const FObjectInitializer &ObjectInitializer) :
20 Super(ObjectInitializer) {
21 PrimaryActorTick.bCanEverTick =
false;
23 ObjectInitializer.CreateDefaultSubobject<USceneComponent>(
this, TEXT(
"SceneComponent"));
24 RootComponent->SetMobility(EComponentMobility::Static);
33 auto Instantiator = NewObject<UInstancedStaticMeshComponent>(
this);
34 check(Instantiator !=
nullptr);
35 Instantiator->SetMobility(EComponentMobility::Static);
36 Instantiator->SetupAttachment(RootComponent);
37 Instantiator->SetStaticMesh(Mesh);
38 Instantiator->RegisterComponent();
69 if (Instantiator !=
nullptr) {
70 Instantiator->ClearInstances();
TArray< UInstancedStaticMeshComponent * > MeshInstantiators
void PushBackInstantiator(UStaticMesh *Mesh)
uint32 GetNumberOfInstantiators() const
void ClearInstantiators()
同时清除实例。
AStaticMeshCollection(const FObjectInitializer &ObjectInitializer)
void AddInstance(uint32 i, const FTransform &Transform)
void SetStaticMesh(uint32 i, UStaticMesh *Mesh)