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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UActorComponent::GetComponentInstanceData()
- USceneComponent::GetComponentInstanceData()
- UPrimitiveComponent::GetComponentInstanceData()
- UCineSplineComponent::GetComponentInstanceData()
- UWidgetComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
- USplineComponent::GetComponentInstanceData()
- UCineSplineComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
- UStaticMeshComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
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 TStructOnScope< FActorComponentInstanceData > GetComponentInstanceData&40;&41; const
Remarks
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation