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Unreal Engine C++ API Reference > Runtime > Engine > Components > UActorComponent
- UActorComponent::ApplyWorldOffset()
- UCableComponent::ApplyWorldOffset()
- ULandscapeMeshCollisionComponent::ApplyWorldOffset()
- UInterpToMovementComponent::ApplyWorldOffset()
- UVirtualHeightfieldMeshComponent::ApplyWorldOffset()
- USpringArmComponent::ApplyWorldOffset()
- URuntimeVirtualTextureComponent::ApplyWorldOffset()
- UNiagaraComponent::ApplyWorldOffset()
- ULandscapeHeightfieldCollisionComponent::ApplyWorldOffset()
- ULandscapeMeshCollisionComponent::ApplyWorldOffset()
- ULineBatchComponent::ApplyWorldOffset()
- USceneComponent::ApplyWorldOffset()
- UCableComponent::ApplyWorldOffset()
- ULandscapeMeshCollisionComponent::ApplyWorldOffset()
- UVirtualHeightfieldMeshComponent::ApplyWorldOffset()
- USpringArmComponent::ApplyWorldOffset()
- URuntimeVirtualTextureComponent::ApplyWorldOffset()
- UNiagaraComponent::ApplyWorldOffset()
- ULandscapeHeightfieldCollisionComponent::ApplyWorldOffset()
- ULandscapeMeshCollisionComponent::ApplyWorldOffset()
- ULineBatchComponent::ApplyWorldOffset()
- UParticleSystemComponent::ApplyWorldOffset()
- UCharacterMovementComponent::ApplyWorldOffset()
- UParticleSystemComponent::ApplyWorldOffset()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
Include | #include "Components/ActorComponent.h" |
virtual void ApplyWorldOffset
&40;
const FVector & InOffset,
bool bWorldShift
&41;
Remarks
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location
Parameters
Name | Description |
---|---|
InWorldOffset | Offset vector the actor shifted by |
bWorldShift | Whether this call is part of whole world shifting |