Procedural Dungeon ⏵ Box Min and Max
Box Min and Max
Class Details
Defined in: Public/ProceduralDungeonTypes.h
Hierarchy: Box Min and Max
Exposed in blueprint as: Variable Type
Description
TODO: Use UE built-in TBox<FIntVector> instead?
The downside of doing that would be the Center and Extent computation that is slightly different...
Also, the IsInside with another box does not consider coincident faces as inside...
Also, operators + and += don't mean the same (extending box to include a point instead of shifting the box)...
Properties
| Name | Type | Category | Accessors | Description |
|---|---|---|---|---|
| Max | FIntVector | Box | Blueprint Read/Write | |
| Min | FIntVector | Box | Blueprint Read/Write |