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Unreal Engine C++ API Reference > Plugins > SmartObjectsModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- USmartObjectComponent
References
Module | SmartObjectsModule |
Header | /Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectComponent.h |
Include | #include "SmartObjectComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=Gameplay, Meta=(BlueprintSpawnableComponent), Config=Game,
HideCategories=(Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming))
class USmartObjectComponent : public USceneComponent
Variables
Type | Name | Description | |
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bool | bCanBePartOfCollection | Controls whether a given SmartObject can be aggregated in SmartObjectPersistentCollections. |
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FSmartObjectDefinitionReference | DefinitionRef | Reference to Smart Object Definition Asset with parameters. |
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FDelegateHandle | EventDelegateHandle | |
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friend | FSmartObjectComponentInstanceData | |
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FSmartObjectComponentEventSignature | OnSmartObjectEvent | |
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FSmartObjectComponentEventNativeSignature | OnSmartObjectEventNative | Native version of OnSmartObjectEvent. |
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FSmartObjectHandle | RegisteredHandle | RegisteredHandle != FSmartObjectHandle::Invalid when registered into a collection by SmartObjectSubsystem |
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ESmartObjectRegistrationType | RegistrationType |
Constructors
Type | Name | Description | |
---|---|---|---|
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USmartObjectComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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const USmartObjectDefinition * | ||
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bool | ||
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const USmartObjectDefinition * | ||
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FSmartObjectDefinitionReference & | ||
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FOnSmartObjectChanged & | ||
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FSmartObjectComponentEventNativeSignature & | ||
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FSmartObjectHandle | ||
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ESmartObjectRegistrationType | ||
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FBox | ||
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void | ||
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bool | Returns true if the Smart Object component is registered to the Smart Object subsystem. | |
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bool | Returns the enabled state of the smart object regardless of the disabled reason. | |
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bool | IsSmartObjectEnabledForReason
(
FGameplayTag ReasonTag |
Returns the enabled state of the smart object based on a specific reason. |
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void | OnRuntimeEventReceived
(
const FSmartObjectEventData& Event |
|
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void | OnRuntimeInstanceBound
(
FSmartObjectRuntime& RuntimeInstance |
|
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void | OnRuntimeInstanceUnbound
(
FSmartObjectRuntime& RuntimeInstance |
|
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void | ReceiveOnEvent
(
const FSmartObjectEventData& EventData, |
|
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void | ||
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void | SetDefinition
(
USmartObjectDefinition* DefinitionAsset |
Sets the Smart Object Definition. |
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void | SetRegisteredHandle
(
const FSmartObjectHandle Value, |
|
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bool | SetSmartObjectEnabled
(
const bool bEnable |
Enables or disables the smart object using the default reason (i.e. Gameplay). |
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bool | SetSmartObjectEnabledForReason
(
FGameplayTag ReasonTag, |
Enables or disables the smart object for the specified reason. |
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void | UnregisterFromSubsystem
(
const ESmartObjectUnregistrationType UnregistrationType |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Begins Play for the component. |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. |
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TStructOnScope< FActorComponentInstanceData > | Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | Handles reading, writing, and reference collecting using FArchive. |
Typedefs
Name | Description |
---|---|
FOnSmartObjectChanged |
Constants
Name | Description |
---|---|
OnSmartObjectChanged |