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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UActorComponent
- UActorComponent::ApplyWorldOffset()
- UCharacterMovementComponent::ApplyWorldOffset()
- UInterpToMovementComponent::ApplyWorldOffset()
- ULineBatchComponent::ApplyWorldOffset()
- UParticleSystemComponent::ApplyWorldOffset()
- URuntimeVirtualTextureComponent::ApplyWorldOffset()
- USceneComponent::ApplyWorldOffset()
- ULineBatchComponent::ApplyWorldOffset()
- UParticleSystemComponent::ApplyWorldOffset()
- URuntimeVirtualTextureComponent::ApplyWorldOffset()
- USpringArmComponent::ApplyWorldOffset()
- USpringArmComponent::ApplyWorldOffset()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
| Include | #include "Components/ActorComponent.h" |
virtual void ApplyWorldOffset
(
const FVector & InOffset,
bool bWorldShift
)
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 |