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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- FInstanceCacheDataBase
- FActorComponentInstanceData
- FSceneComponentInstanceData
- FChildActorComponentInstanceData
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ChildActorComponent.h |
Include | #include "Components/ChildActorComponent.h" |
Syntax
struct FChildActorComponentInstanceData : public FSceneComponentInstanceData
Variables
Type | Name | Description | |
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TSharedPtr< FActorInstanceData > | ActorInstanceData | The saved properties for the ChildActor itself. |
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TArray< FChildActorAttachedActorInfo > | AttachedActors | |
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TSubclassOf< AActor > | ChildActorClass | The class of the child actor when the instance data cache was stored. |
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FGuid | ChildActorGUID | Keep track of the child actor GUID to reuse it when reinstancing |
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FName | ChildActorName | The name of the spawned child actor so it (attempts to) remain constant across construction script reruns. |
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TSharedPtr< FComponentInstanceDataCache > | ComponentInstanceData | The component instance data cache for the ChildActor spawned by this component. |
Constructors
Type | Name | Description | |
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FChildActorComponentInstanceData
(
const UChildActorComponent* Component |
Destructors
Type | Name | Description | |
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Overridden from FActorComponentInstanceData
Type | Name | Description | |
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void | ApplyToComponent
(
UActorComponent* Component, |
Applies this component instance data to the supplied component |
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bool | ContainsData () |
Determines if any instance data was actually saved. |
Overridden from FInstanceCacheDataBase
Type | Name | Description | |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |