ezEngine  Release 25.03
ezGameObjectDesc Struct Reference

Describes the initial state of a game object. More...

#include <GameObjectDesc.h>

Public Member Functions

 EZ_DECLARE_POD_TYPE ()
 

Public Attributes

bool m_bActiveFlag = true
 Whether the object should have the 'active flag' set. See ezGameObject::SetActiveFlag().
 
bool m_bDynamic = false
 Whether the object should start out as 'dynamic'. See ezGameObject::MakeDynamic().
 
ezUInt16 m_uiTeamID = 0
 See ezGameObject::GetTeamID().
 
ezHashedString m_sName
 See ezGameObject::SetName().
 
ezGameObjectHandle m_hParent
 An optional parent object to attach this object to as a child.
 
ezVec3 m_LocalPosition = ezVec3::MakeZero()
 The local position relative to the parent (or the world)
 
ezQuat m_LocalRotation = ezQuat::MakeIdentity()
 The local rotation relative to the parent (or the world)
 
ezVec3 m_LocalScaling = ezVec3(1)
 The local scaling relative to the parent (or the world)
 
float m_LocalUniformScaling = 1.0f
 An additional local uniform scaling relative to the parent (or the world)
 
ezTagSet m_Tags
 See ezGameObject::GetTags()
 
ezUInt32 m_uiStableRandomSeed = 0xFFFFFFFF
 0 means the game object gets a random value assigned, 0xFFFFFFFF means that if the object has a parent, the value will be derived deterministically from that one's seed, otherwise it gets a random value, any other value will be used directly
 

Detailed Description

Describes the initial state of a game object.


The documentation for this struct was generated from the following file: