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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UActorComponent::BeginPlay()
- UPrimitiveComponent::BeginPlay()
- UGeometryCollectionISMPoolDebugDrawComponent::BeginPlay()
- USkeletalMeshComponentBudgeted::BeginPlay()
- UXRDeviceVisualizationComponent::BeginPlay()
- UPointCloudComponent::BeginPlay()
- UDeformableTetrahedralComponent::BeginPlay()
- UDestructibleComponent::BeginPlay()
- UWidgetComponent::BeginPlay()
- UMRMeshComponent::BeginPlay()
- UGeometryCollectionComponent::BeginPlay()
- UStaticMeshComponent::BeginPlay()
- UXRDeviceVisualizationComponent::BeginPlay()
- USkinnedMeshComponent::BeginPlay()
- USkeletalMeshComponentBudgeted::BeginPlay()
- UDestructibleComponent::BeginPlay()
- USkeletalMeshComponent::BeginPlay()
- USkeletalMeshComponentBudgeted::BeginPlay()
- USkeletalMeshComponent::BeginPlay()
- USkeletalMeshComponentBudgeted::BeginPlay()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
Include | #include "Components/PrimitiveComponent.h" |
Source | /Engine/Source/Runtime/Engine/Private/Components/PrimitiveComponent.cpp |
virtual void BeginPlay&40;&41;
Remarks
Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy