Verse API reference page for the sub_machine_gun_mesh class
Verse using statement |
using { /Fortnite.com/Armory } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with component:
| Name | Description |
|---|---|
component |
Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene. Components are a very low level building block which can be used in many ways. For example: * Exposing engine level concepts like mesh or sound * Adding gameplay capabilities like damage or interaction * Storing an inventory for a character in the game As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components. Classes deriving from component must also specify <final_super> to be added to entities. This ensures the class will always derive directly from component. Further subclassing of the initial derived component is allowed and does not require specifying <final_super> on the derived classes. Only one instance of a component from each subclass group can be added to an entity at a time. For example, given this group of components, only one light_component can exist on a single entity. To create multiple lights you should use multiple entities. light_component := class(component){} capsule_light_component := class(light_component){} directional_light_component := class(light_component){} spot_light_component := class(light_component){} sphere_light_component := class(light_component){} rect_light_component := class(light_component){} ============================================================================== Component Lifetime Components move through a series of lifetime functions as they are added to entities, added to the scene, and begin running in the simulation. Components should override these methods to perform setup and run their simulation. As a component shuts down it will then move through shutdown version of these functions, giving users the opportunity to clean up any retained state on the component before it is disposed . Lifetime Methods: OnAddedToScene OnBeginSimulation -> OnSimulate OnEndSimulation OnRemovingFromScene ============================================================================== |
mesh_component |
Used to render a mesh at the location of this entity. A mesh is a set of polygons that can be used to represent shapes in the world such as: * foliage and terrain decorations * movers (for example, doors and lifts) * procedurally created buildings Dependencies: * transform_component on the entity positions the mesh. |
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