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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Description
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
| Name | K2_AttachToComponent |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include Path | #include "GameFramework/Actor.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Actor.cpp |
UFUNCTION (BlueprintCallable,
Meta=(DisplayName="Attach Actor To Component", ScriptName="AttachToComponent", bWeldSimulatedBodies=true),
Category="Transformation")
bool K2_AttachToComponent
(
USceneComponent * Parent,
FName SocketName,
EAttachmentRule LocationRule,
EAttachmentRule RotationRule,
EAttachmentRule ScaleRule,
bool bWeldSimulatedBodies
)
Whether the attachment was successful or not
Parameters
| Name | Remarks |
|---|---|
| Parent | Parent to attach to. |
| SocketName | Optional socket to attach to on the parent. |
| LocationRule | How to handle translation when attaching. |
| RotationRule | How to handle rotation when attaching. |
| ScaleRule | How to handle scale when attaching. |
| bWeldSimulatedBodies | Whether to weld together simulated physics bodies. This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching. |