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Unreal Engine C++ API Reference > Runtime > Engine > Components > USceneComponent
- UActorComponent::GetComponentInstanceData()
- USceneComponent::GetComponentInstanceData()
- UChildActorComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
- ULightComponent::GetComponentInstanceData()
- UPrimitiveComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
- USplineComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
- UStaticMeshComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
- USkyLightComponent::GetComponentInstanceData()
- USplineComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
- UStaticMeshComponent::GetComponentInstanceData()
- UInstancedStaticMeshComponent::GetComponentInstanceData()
- USplineMeshComponent::GetComponentInstanceData()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
Include | #include "Components/SceneComponent.h" |
Source | /Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp |
virtual TStructOnScope < FActorComponentInstanceData > GetComponentInstanceData() const
Remarks
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation