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API > API/Plugins > API/Plugins/ModularGameplay > API/Plugins/ModularGameplay/Components
References
| Module | ModularGameplay |
| Header | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkComponentManager.h |
| Include | #include "Components/GameFrameworkComponentManager.h" |
Syntax
enum EGameFrameworkAddComponentFlags
{
None = 0 UMETA(Hidden),
AddUnique = 0b00000001 UMETA(DisplayName = "Add Unique", ToolTip="If AddUnique is set, it will be added only if there is no existing component on ActorInstance of ComponentClass."),
AddIfNotChild = 0b00000010 UMETA(DisplayName = "Add Unique If Not Child", ToolTip = "If AddIfNotChild is set, it will be added only if ComponentClass is not a child of an existing component on ActorInstance."),
UseAutoGeneratedName = 0b00000100 UMETA(DisplayName = "Use Auto Generated Name", ToolTip = "If UseAutoGeneratedName is set, it will generate a new name and not re-use the class name directly (which can lead to component recycling)."),
}
Values
| Name | Description |
|---|---|
| None | If 0, no specific rule is applied and the component will be always created on the receiver"),. |
| AddUnique | |
| AddIfNotChild | |
| UseAutoGeneratedName |
Remarks
Bitflag enum to control how this AddComponents action should actually run.