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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UChildActorComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ChildActorComponent.h |
Include | #include "Components/ChildActorComponent.h" |
Syntax
class UChildActorComponent : public USceneComponent
Remarks
A component that spawns an Actor when registered, and destroys it when unregistered.
Constructors
Type | Name | Description | |
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UChildActorComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddReferencedObjects
(
UObject* InThis, |
|
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void | ApplyComponentInstanceData
(
FChildActorComponentInstanceData* ComponentInstanceData, |
Apply the component instance data to the child actor component |
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void | CreateChildActor
(
TFunction< void(AActor*)> CustomizerFunc |
Create the child actor |
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void | Kill any currently present child actor | |
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AActor * | ||
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TSubclassOf< AActor > | ||
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FName | ||
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AActor * | ||
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EChildActorComponentTreeViewVisualizationMode | ||
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void | SetChildActorClass
(
TSubclassOf< AActor > InClass |
Sets the class to use for the child actor. |
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void | SetChildActorClass
(
TSubclassOf< AActor > InClass, |
Sets then class to use for the child actor providing an optional Actor to use as the template. |
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void | SetChildActorName
(
const FName InName |
|
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void | SetChildActorNameIsExact
(
bool bInExact |
When true, does not modify ChildActorName during spawn such as removing UAID |
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void | SetEditorTreeViewVisualizationMode
(
EChildActorComponentTreeViewVisualizationMode InMode |
Overridden from UActorComponent
Type | Name | Description | |
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void | BeginPlay () |
Begins Play for the component. |
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TStructOnScope< FActorComponentInstanceData > | Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | |
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TSubclassOf< class UHLODBuilder > | Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. | |
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bool | Override to specify that a component is relevant to the HLOD generation. | |
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void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel |
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Called right after calling all OnRep notifies (called even when there are no notifies) | |
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void | Handles reading, writing, and reference collecting using FArchive. |