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Unreal Engine C++ API Reference > Runtime > Engine > Components > UActorComponent
- UActorComponent::CheckForErrors()
- PAPER2UPaperSpriteComponent::CheckForErrors()
- UPhysicsConstraintComponent::CheckForErrors()
- UVCamComponent::CheckForErrors()
- PAPER2UPaperGroupedSpriteComponent::CheckForErrors()
- UCameraComponent::CheckForErrors()
- URuntimeVirtualTextureComponent::CheckForErrors()
- UGroomComponent::CheckForErrors()
- PAPER2UPaperFlipbookComponent::CheckForErrors()
- UVolumetricCloudComponent::CheckForErrors()
- USkyLightComponent::CheckForErrors()
- ULandscapeSplinesComponent::CheckForErrors()
- USkyAtmosphereComponent::CheckForErrors()
- UWaterBodyComponent::CheckForErrors()
- UStaticMeshComponent::CheckForErrors()
- UParticleSystemComponent::CheckForErrors()
- UPrimitiveComponent::CheckForErrors()
- PAPER2UPaperSpriteComponent::CheckForErrors()
- PAPER2UPaperGroupedSpriteComponent::CheckForErrors()
- UGroomComponent::CheckForErrors()
- PAPER2UPaperFlipbookComponent::CheckForErrors()
- ULandscapeSplinesComponent::CheckForErrors()
- UWaterBodyComponent::CheckForErrors()
- UStaticMeshComponent::CheckForErrors()
- UParticleSystemComponent::CheckForErrors()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
Include | #include "Components/ActorComponent.h" |
Source | /Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp |
virtual void CheckForErrors&40;&41;
Remarks
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.
Derived class implementations should call up to their parents.