CharacterMeshGeComponent
Inheritance 6 ancestors · 48 siblings
- IUpdatableGeComponent&0xc85b063&0x12b2d1cc&IGameObjectEvents&GameEntityComponent&0xa4795108
- 0xa98b5b03
- 0xef17c645 (removed in patch 16.20)
- AnimationGeComponent
- AttachmentGeComponent
- AttackableUnitGeComponent
- AutoRegionTaggingGeComponent
- BarracksGeComponent
- BillboardGeComponent
- CharacterMeshGeComponentcurrent
- CinematicCameraGeComponent
- DeathGeComponent
- DeathHelper (removed in patch 15.10)
- DragonCampGeComponent
- DynamicMaterialGeComponent
- DynamicMaterialHelper (removed in patch 15.10)
- DynamicPointLightGeComponent
- DynamicSpotlightGeComponent
- EnvMeshGeComponent
- EsportsBannerGeComponent
- GameObject49
- GearGeComponent (removed in patch 16.11)
- GreenGeComponent (removed in patch 15.22)
- HierarchyGeComponent
- IconGeComponent (removed in patch 15.22)
- LightChannelsGeComponent
- LightRegionGeComponent
- ModesScenarioGeComponent
- MonarchRegionLocatorGeComponent (removed in patch 16.5)
- NavRegionGeComponent
- NetworkingGeComponent
- NeutralCampGeComponent
- NewIconGeComponent
- PaintedRegionGeComponent
- PlanarReflectorGeComponent
- RedGeComponent (removed in patch 15.22)
- RegionGeComponent
- ScriptGeComponent
- SequencerGeComponent
- SequencerHelper (removed in patch 15.10)
- SfxGeComponent
- SfxHelper (removed in patch 15.10)
- ShopGeComponent
- SkinCharacterGeComponent
- StateMachineGeComponent
- SuperwardGeComponent
- TeamGeComponent
- TeamSpawnPointGeComponent
- VfxGeComponent
- WorldSpaceUiGeComponent
Class Documentation
Edit documentationThe entity component that a CharacterMeshGeComponentDef adds. It shows the skinned mesh of a character on the map through a game object that exists beside the entity.
- Spawned. The component reads the character record and the skin from the entity's
Charactercomponent, a SkinCharacterGeComponentDef. It registers with the entity's SequencerGeComponent. - Activate. If no game object is bound to the component, the component creates one
and builds its skinned mesh. The mesh takes the light channels of the entity's
LightChannelsGeComponent. If
PlayIdleAnimationis set, the idle animation then starts. - Transform changed. The component moves the game object to the entity's position and rotation.