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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UAudioComponent
- UAvaNullComponent
- UCameraComponent
- UCameraShakeSourceComponent
- UCEEffectorComponent
- UChildActorComponent
- UComposurePostProcessPass
- UComposureLensBloomPass
- UComposurePostProcessingPassProxy
- UComposureTonemapperPass
- UDecalComponent
- UDeformableSolverComponent
- UDisplayClusterCameraComponent
- UDisplayClusterInFrustumFitCameraComponent
- UDisplayClusterDisplayDeviceBaseComponent
- UDisplayClusterDisplayDeviceComponent
- UDisplayClusterLabelComponent
- UDisplayClusterOriginComponent
- UDisplayClusterSceneComponentSync
- UDisplayClusterSceneComponentSyncParent
- UDisplayClusterSceneComponentSyncThis
- UDisplayClusterXformComponent
- UExponentialHeightFogComponent
- UForceFeedbackComponent
- ULevelInstanceComponent
- ULightComponentBase
- ULightComponent
- UDirectionalLightComponent
- ULocalLightComponent
- UPointLightComponent
- USpotLightComponent
- URectLightComponent
- USkyLightComponent
- ULightmassPortalComponent
- ULocalFogVolumeComponent
- UPhysicsConstraintComponent
- UPhysicsFieldComponent
- UPhysicsSpringComponent
- UPhysicsThrusterComponent
- UPostProcessComponent
- UPrimitiveComponent
- UArrowComponent
- UBillboardComponent
- UBrushComponent
- UClusterUnionComponent
- UDebugDrawComponent
- USmartObjectDebugRenderingComponent
- UDeformablePhysicsComponent
- UDeformableCollisionsComponent
- UDeformableTetrahedralComponent
- UDeformableGameplayComponent
- UFleshComponent
- UDrawFrustumComponent
- UFXSystemComponent
- UParticleSystemComponent
- UInstancedActorsModifierVolumeComponent
- URemoveInstancesModifierVolumeComponent
- ULakeCollisionComponent
- ULineBatchComponent
- UMassCrowdLaneDataRenderingComponent
- UMaterialBillboardComponent
- UMeshComponent
- UGeometryCacheComponent
- UGeometryCacheAbcFileComponent
- UGeometryCacheUsdComponent
- UGroomComponent
- UHeterogeneousVolumeComponent
- USkinnedMeshComponent
- UPoseableMeshComponent
- USkeletalMeshComponent
- UStaticMeshComponent
- UDisplayClusterScreenComponent
- UInstancedStaticMeshComponent
- UHierarchicalInstancedStaticMeshComponent
- UHLODInstancedStaticMeshComponent
- USplineMeshComponent
- UWaterBodyMeshComponent
- UWaterMeshComponent
- UModelComponent
- UOceanCollisionComponent
- UShapeComponent
- UBoxComponent
- UOceanBoxCollisionComponent
- UCapsuleComponent
- USphereComponent
- UDrawSphereComponent
- USmartObjectContainerRenderingComponent
- USmartObjectRenderingComponent
- USplineComponent
- UWaterSplineComponent
- UTextRenderComponent
- UUsdDrawModeComponent
- UVectorFieldComponent
- UWaterBodyComponent
- UWaterBodyCustomComponent
- UWaterBodyLakeComponent
- UWaterBodyOceanComponent
- UWaterBodyRiverComponent
- URadialForceComponent
- UReflectionCaptureComponent
- UBoxReflectionCaptureComponent
- UPlaneReflectionCaptureComponent
- USphereReflectionCaptureComponent
- URuntimeVirtualTextureComponent
- USceneCaptureComponent
- UPlanarReflectionComponent
- USceneCaptureComponent2D
- USceneCaptureComponentCube
- USkyAtmosphereComponent
- USmartObjectComponent
- USpringArmComponent
- UStereoLayerComponent
- UVCamComponent
- UVolumetricCloudComponent
- UWindDirectionalSourceComponent
- UWorldPartitionDestructibleHLODComponent
- UWorldPartitionDestructibleHLODMeshComponent
- UXRCreativePointerComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
Include | #include "Components/SceneComponent.h" |
Syntax
UCLASS (ClassGroup=(Utility, Common), BlueprintType, HideCategories=(Trigger, PhysicsVolume),
Meta=(BlueprintSpawnableComponent, IgnoreCategoryKeywordsInSubclasses, ShortTooltip="A Scene Component is a component that has a scene transform and can be attached to other scene components."),
MinimalAPI)
class USceneComponent : public UActorComponent
Remarks
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others.
Variables
Type | Name | Description | |
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uint8: 1 | bBoundsChangeTriggersStreamingDataRebuild | If true, a change in the bounds of the component will call trigger a streaming data rebuild |
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uint8: 1 | bComputeBoundsOnceForGame | If true, this component will cache its bounds during cooking or in PIE and never recompute it again. |
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uint8: 1 | bComputedBoundsOnceForGame | If true, this component has already cached its bounds during cooking or in PIE and will never recompute it again. |
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uint8: 1 | bComputeFastLocalBounds | If true, this component will use its current bounds transformed back into local space instead of calling CalcBounds with an identity transform. |
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uint8: 1 | bDisableDetachmentUpdateOverlaps | Transient flag that temporarily disables UpdateOverlaps within DetachFromParent(). |
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uint8: 1 | bHiddenInGame | Whether to hide the primitive in game, if the primitive is Visible. |
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uint8: 1 | bIsNotRenderAttachmentRoot | If true, this component stops the the walk up the attachment chain in GetActorPositionForRenderer(). |
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FBoxSphereBounds | Bounds | Current bounds of the component |
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uint8: 1 | bUseAttachParentBound | If true, this component uses its parents bounds when attached. |
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uint8: 1 | bVisualizeComponent | This component should create a sprite component for visualization in the editor |
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uint8: 1 | bWantsOnUpdateTransform | If true, OnUpdateTransform virtual will be called each time this component is moved. |
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const FLevelCollection * | CachedLevelCollection | Cached level collection that contains the level this component is registered in, for fast access in IsVisible(). |
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FVector | ComponentVelocity | Velocity of the component. |
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TEnumAsByte< enum EDetailMode > | DetailMode | If detail mode is >= system detail mode, primitive won't be rendered. |
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FIsRootComponentChanged | IsRootComponentChanged | Delegate invoked when this scene component becomes the actor's root component or when it no longer is. |
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TEnumAsByte< EComponentMobility::Type > | Mobility | How often this component is allowed to move, used to make various optimizations. |
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FPhysicsVolumeChanged | PhysicsVolumeChangedDelegate | Delegate that will be called when PhysicsVolume has been changed |
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TObjectPtr< class UBillboardComponent > | SpriteComponent | Editor only component used to display the sprite so as to be able to see the location of the Component |
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FTransformUpdated | TransformUpdated | Delegate called when this component is moved |
Constructors
Type | Name | Description | |
---|---|---|---|
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USceneComponent
(
const FObjectInitializer& ObjectInitializer |
UObject constructor that takes an optional ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddLocalOffset
(
FVector DeltaLocation, |
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void | AddLocalRotation
(
const FQuat& DeltaRotation, |
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void | AddLocalRotation
(
FRotator DeltaRotation, |
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void | AddLocalTransform
(
const FTransform& DeltaTransform, |
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void | AddReferencedObjects
(
UObject* InThis, |
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void | AddRelativeLocation
(
FVector DeltaLocation, |
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void | AddRelativeRotation
(
const FQuat& DeltaRotation, |
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void | AddRelativeRotation
(
FRotator DeltaRotation, |
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void | AddWorldOffset
(
FVector DeltaLocation, |
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void | AddWorldRotation
(
FRotator DeltaRotation, |
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void | AddWorldRotation
(
const FQuat& DeltaRotation, |
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void | AddWorldTransform
(
const FTransform& DeltaTransform, |
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void | AddWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
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bool | AreDynamicDataChangesAllowed
(
bool bIgnoreStationary |
Determine if dynamic data is allowed to be changed. |
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bool | AttachToComponent
(
USceneComponent* InParent, |
Attach this component to another scene component, optionally at a named socket. |
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void | CalcBoundingCylinder
(
float& CylinderRadius, |
Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis). |
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FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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FBoxSphereBounds | Calculate the local bounds of the component. | |
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FTransform | CalcNewComponentToWorld
(
const FTransform& NewRelativeTransform, |
Calculate the new ComponentToWorld transform for this component. |
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FTransform | CalcNewComponentToWorld_GeneralCase
(
const FTransform& NewRelativeTransform, |
Utility function to handle calculating transform with a parent |
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bool | CanAttachAsChild
(
const USceneComponent* ChildComponent, |
Called to see if it's possible to attach another scene component as a child. |
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bool | Return true if it can ever render | |
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const bool | Determines whether or not the component can have its mobility set to static | |
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bool | CheckStaticMobilityAndWarn
(
const FText& ActionText |
Check if mobility is set to non-static. If it's static we trigger a PIE warning and return true |
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void | Clears the skip update overlaps flag. | |
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void | Call UpdateComponentToWorld if bComponentToWorldUpdated is false. | |
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void | ConvertAttachLocation
(
EAttachLocation::Type InAttachLocation, |
Backwards compatibility: Used to convert old-style EAttachLocation to new-style EAttachmentRules |
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void | CreateSpriteComponent
(
UTexture2D* SpriteTexture |
Creates the editor only component used to display the sprite |
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void | CreateSpriteComponent
(
UTexture2D* SpriteTexture, |
|
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void | DetachFromComponent
(
const FDetachmentTransformRules& DetachmentRules |
Detach this component from whatever it is attached to. |
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void | DetachFromParent
(
bool bMaintainWorldPosition, |
DEPRECATED - Use DetachFromComponent() instead |
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bool | DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists |
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const FName | Gets the property name for bAbsoluteLocation. | |
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const FName | Gets the property name for bAbsoluteRotation. | |
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const FName | Gets the property name for bAbsoluteScale. | |
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FVector | Returns the ActorPosition for use by rendering. | |
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TArray< FName > | Gets the names of all the sockets on the component. | |
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const TArray< TObjectPtr< USceneComponent > > & | Get the SceneComponents that are attached to this component. | |
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USceneComponent * | Walks up the attachment chain from this SceneComponent and returns the SceneComponent at the top. | |
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AActor * | Walks up the attachment chain from this SceneComponent and returns the top-level actor it's attached to. | |
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USceneComponent * | Get the SceneComponent we are attached to. | |
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AActor * | Gets the owner of the attach parent | |
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FName | Get the socket we are attached to. | |
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USceneComponent * | GetChildComponent
(
int32 ChildIndex |
Gets the attached child component at the specified location |
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void | GetChildrenComponents
(
bool bIncludeAllDescendants, |
Gets all components that are attached to this component, possibly recursively |
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ECollisionEnabled::Type | Returns the form of collision for this component | |
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ECollisionChannel | Returns the channel that this component belongs to when it moves. | |
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ECollisionResponse | GetCollisionResponseToChannel
(
ECollisionChannel Channel |
Returns the response that this component has to a specific collision channel. |
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const FCollisionResponseContainer & | Return const reference to CollsionResponseContainer | |
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ECollisionResponse | GetCollisionResponseToComponent
(
USceneComponent* OtherComponent |
Compares the CollisionObjectType of each component against the Response of the other, to see what kind of response we should generate |
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FVector | Return location of the component, in world space | |
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FQuat | Return rotation quaternion of the component, in world space | |
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FRotator | Return rotation of the component, in world space | |
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FVector | Return scale of the component, in world space | |
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const FTransform & | Get the current component-to-world transform for this component TODO: probably deprecate this in favor of GetComponentTransform | |
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const FTransform & | Get the current component-to-world transform for this component | |
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FVector | Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics. | |
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FScopedMovementUpdate * | Returns the current scoped movement update, or NULL if there is none. | |
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FName | The name to use for the default scene root variable | |
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FVector | Get the forward (X) unit direction vector from this component, in world space. | |
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FBoxSphereBounds | Get the current local bounds of the component | |
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bool | GetMaterialPropertyPath
(
int32 ElementIndex, |
Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials |
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int32 | Gets the number of attached children components | |
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const int32 | Returns number of lighting interactions that need to be recalculated | |
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void | GetParentComponents
(
TArray< USceneComponent* >& Parents |
Gets all attachment parent components up to and including the root component |
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APhysicsVolume * | Get the PhysicsVolume overlapping this component. | |
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FBoxSphereBounds | Get the extent used when placing this component in the editor, used for 'pulling back' hit. | |
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FVector | Gets the literal value of RelativeLocation. | |
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FVector & | Gets a refence to RelativeLocation with the expectation that it will be modified. | |
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const FName | Gets the property name for RelativeLocation. | |
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FRotator | Gets the literal value of RelativeRotation. | |
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FRotator & | Gets a refence to RelativeRotation with the expectation that it will be modified. | |
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const FRotationConversionCache & | Get the RelativeRotationCache. | |
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FQuat | GetRelativeRotationFromWorld
(
const FQuat& WorldRotation |
Convenience function to get the relative rotation from the passed in world rotation |
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const FName | Gets the property name for RelativeRotation. | |
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FVector | Gets the literal value of RelativeScale3D. | |
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FVector & | Gets a refence to RelativeRotation with the expectation that it will be modified. | |
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const FName | Gets the property name for RelativeScale3D. | |
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FTransform | Returns the transform of the component relative to its parent | |
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FVector | Get the right (Y) unit direction vector from this component, in world space. | |
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bool | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. | |
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FVector | GetSocketLocation
(
FName InSocketName |
Get world-space socket or bone location. |
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FQuat | GetSocketQuaternion
(
FName InSocketName |
Get world-space socket or bone FQuat rotation. |
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FRotator | GetSocketRotation
(
FName InSocketName |
Get world-space socket or bone FRotator rotation. |
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FTransform | GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. |
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void | GetSocketWorldLocationAndRotation
(
FName InSocketName, |
|
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void | GetSocketWorldLocationAndRotation
(
FName InSocketName, |
Find the world-space location and rotation of the given named socket. |
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FVector | GetUpVector () |
Get the up (Z) unit direction vector from this component, in world space. |
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bool | Gets the literal value of bVisible. | |
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const FName | Gets the property name for bVisible. | |
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bool | Returns true if this component has any sockets | |
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bool | InternalSetWorldLocationAndRotation
(
FVector NewLocation, |
Internal helper, for use from MoveComponent(). |
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bool | Returns whether the specified body is currently using physics simulation | |
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bool | IsAttachedTo
(
const USceneComponent* TestComp |
Walks up the attachment chain to see if this component is attached to the supplied component. |
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FORCEINLINE_DEBUGGABLE bool | Utility to see if there is any form of collision (query or physics) enabled on this component. | |
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bool | IsDeferringMovementUpdates
(
const FScopedMovementUpdate& ScopedUpdate |
|
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bool | Returns true if movement is currently within the scope of an FScopedMovementUpdate. | |
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FORCEINLINE_DEBUGGABLE bool | Utility to see if there is any physics collision enabled on this component. | |
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bool | True if our precomputed lighting is up to date | |
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FORCEINLINE_DEBUGGABLE bool | Utility to see if there is any query collision enabled on this component. | |
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bool | IsSimulatingPhysics
(
FName BoneName |
Returns whether the specified body is currently using physics simulation |
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bool | Gets the literal value of bAbsoluteLocation. | |
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bool | Gets the literal value of bAbsoluteRotation. | |
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bool | Gets the literal value of bAbsoluteScale. | |
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bool | IsVisible () |
Returns true if this component is visible in the current context |
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bool | Return true if visible in editor | |
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bool | Is this component considered 'world' geometry, by default checks if this uses the WorldStatic collision channel | |
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void | K2_AddLocalOffset
(
FVector DeltaLocation, |
Adds a delta to the location of the component in its local reference frame |
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void | K2_AddLocalRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of the component in its local reference frame |
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void | K2_AddLocalTransform
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in its local reference frame. Scale is unchanged. |
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void | K2_AddRelativeLocation
(
FVector DeltaLocation, |
Adds a delta to the translation of the component relative to its parent |
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void | K2_AddRelativeRotation
(
FRotator DeltaRotation, |
Adds a delta the rotation of the component relative to its parent |
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void | K2_AddWorldOffset
(
FVector DeltaLocation, |
Adds a delta to the location of the component in world space. |
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void | K2_AddWorldRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of the component in world space. |
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void | K2_AddWorldTransform
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in world space. |
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void | K2_AddWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in world space. Scale is unchanged. |
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bool | K2_AttachTo
(
USceneComponent* InParent, |
DEPRECATED - Use AttachToComponent() instead |
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bool | K2_AttachToComponent
(
USceneComponent* Parent, |
Attach this component to another scene component, optionally at a named socket. |
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void | K2_DetachFromComponent
(
EDetachmentRule LocationRule, |
Detach this component from whatever it is attached to. |
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FVector | Return location of the component, in world space | |
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FRotator | Returns rotation of the component, in world space. | |
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FVector | Returns scale of the component, in world space. | |
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FTransform | Get the current component-to-world transform for this component | |
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void | K2_SetRelativeLocation
(
FVector NewLocation, |
Set the location of the component relative to its parent |
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void | K2_SetRelativeLocationAndRotation
(
FVector NewLocation, |
Set the location and rotation of the component relative to its parent |
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void | K2_SetRelativeRotation
(
FRotator NewRotation, |
Set the rotation of the component relative to its parent |
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void | K2_SetRelativeTransform
(
const FTransform& NewTransform, |
Set the transform of the component relative to its parent |
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void | K2_SetWorldLocation
(
FVector NewLocation, |
Put this component at the specified location in world space. |
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void | K2_SetWorldLocationAndRotation
(
FVector NewLocation, |
Set the relative location and rotation of the component to put it at the supplied pose in world space. |
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void | K2_SetWorldRotation
(
FRotator NewRotation, |
Put this component at the specified rotation in world space. |
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void | K2_SetWorldTransform
(
const FTransform& NewTransform, |
Set the transform of the component in world space. |
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bool | MoveComponent
(
const FVector& Delta, |
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation. |
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bool | MoveComponent
(
const FVector& Delta, |
|
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bool | MoveComponentImpl
(
const FVector& Delta, |
Override this method for custom behavior for MoveComponent |
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bool | NeedsLoadForTargetPlatform
(
const ITargetPlatform* TargetPlatform |
|
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void | Called when AttachParent changes, to allow the scene to update its attachment state. | |
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void | OnChildAttached
(
USceneComponent* ChildComponent |
Called after a child scene component is attached to this component. |
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void | OnChildDetached
(
USceneComponent* ChildComponent |
Called after a child scene component is detached from this component. |
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void | Overridable internal function to respond to changes in the hidden in game value of the component. | |
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void | OnReceiveReplicatedState
(
const FVector X, |
Called when client receive replication data, before replication is performed. |
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void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved |
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void | Overridable internal function to respond to changes in the visibility of the component. | |
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void | PostEditComponentMove
(
bool bFinished |
Called when this component is moved in the editor |
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void | Called after changing transform, tries to update navigation octree for owner | |
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void | PreFeatureLevelChange
(
ERHIFeatureLevel::Type PendingFeatureLevel |
Called to update any visuals needed for a feature level change |
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void | Updates any visuals after the lighting has changed | |
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void | QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains |
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void | Reset the transform of the component relative to its parent. | |
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void | SetAbsolute
(
bool bNewAbsoluteLocation, |
Set which parts of the relative transform should be relative to parent, and which should be relative to world |
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void | SetComponentToWorld
(
const FTransform& NewComponentToWorld |
Sets the cached component to world directly. This should be used very rarely. |
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void | SetHiddenInGame
(
bool NewHidden, |
Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay |
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void | SetMobility
(
EComponentMobility::Type NewMobility |
Set how often this component is allowed to move during runtime. |
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void | SetPhysicsVolume
(
APhysicsVolume* NewVolume, |
Replace current PhysicsVolume to input NewVolume |
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void | SetRelativeLocation
(
FVector NewLocation, |
|
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void | SetRelativeLocation_Direct
(
const FVector NewRelativeLocation |
Sets the value of RelativeLocation without causing other side effects to this instance. |
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void | SetRelativeLocationAndRotation
(
FVector NewLocation, |
|
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void | SetRelativeLocationAndRotation
(
FVector NewLocation, |
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void | SetRelativeRotation
(
const FQuat& NewRotation, |
|
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void | SetRelativeRotation
(
FRotator NewRotation, |
|
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void | SetRelativeRotation_Direct
(
const FRotator NewRelativeRotation |
Sets the value of RelativeRotation without causing other side effects to this instance. |
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void | SetRelativeRotationCache
(
const FRotationConversionCache& InCache |
Sets the RelativeRotationCache. |
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void | SetRelativeRotationExact
(
FRotator NewRotation, |
Set the rotation of the component relative to its parent and force RelativeRotation to be equal to new rotation. |
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void | SetRelativeScale3D
(
FVector NewScale3D |
Set the non-uniform scale of the component relative to its parent |
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void | SetRelativeScale3D_Direct
(
const FVector NewRelativeScale3D |
Sets the value of RelativeScale3D without causing other side effects to this instance. |
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void | SetRelativeTransform
(
const FTransform& NewTransform, |
|
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void | SetRelativeTransform_Direct
(
const FTransform& NewRelativeTransform |
Helper function to set the location, rotation, and scale without causing other side effects to this instance. |
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void | SetShouldUpdatePhysicsVolume
(
bool bInShouldUpdatePhysicsVolume |
Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. |
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void | SetupAttachment
(
USceneComponent* InParent, |
Initializes desired Attach Parent and SocketName to be attached to when the component is registered. |
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void | SetUsingAbsoluteLocation
(
const bool bInAbsoluteLocation |
Sets the value of bAbsoluteLocation without causing other side effects to this instance. |
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void | SetUsingAbsoluteRotation
(
const bool bInAbsoluteRotation |
Sets the value of bAbsoluteRotation without causing other side effects to this instance. |
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void | SetUsingAbsoluteScale
(
const bool bInAbsoluteRotation |
Sets the value of bAbsoluteScale without causing other side effects to this instance. |
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void | SetVisibility
(
bool bNewVisibility, |
Set visibility of the component, if during game use this to turn on/off |
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void | SetVisibleFlag
(
const bool bInVisible |
Sets the value of bVisible without causing other side effects to this instance. |
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void | SetWorldLocation
(
FVector NewLocation, |
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void | SetWorldLocationAndRotation
(
FVector NewLocation, |
Set the relative location and FQuat rotation of the component to put it at the supplied pose in world space. |
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void | SetWorldLocationAndRotation
(
FVector NewLocation, |
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void | SetWorldLocationAndRotationNoPhysics
(
const FVector& NewLocation, |
Special version of SetWorldLocationAndRotation that does not affect physics. |
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void | SetWorldRotation
(
const FQuat& NewRotation, |
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void | SetWorldRotation
(
FRotator NewRotation, |
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void | SetWorldScale3D
(
FVector NewScale |
Set the relative scale of the component to put it at the supplied scale in world space. |
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void | SetWorldTransform
(
const FTransform& NewTransform, |
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bool | If true, bounds should be used when placing component/actor in level. Does not affect spawning. | |
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bool | Looking at various values of the component, determines if this component should be added to the scene | |
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bool | ShouldRender () |
Return true if it should render |
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bool | If true, we can use the old computed overlaps | |
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void | ToggleVisibility
(
bool bPropagateToChildren |
Toggle visibility of the component |
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void | UpdateBounds () |
Update the Bounds of the component. |
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void | UpdateChildTransforms
(
EUpdateTransformFlags UpdateTransformFlags, |
Update transforms of any components attached to this one. |
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void | Called after changing transform, tries to update navigation octree for this component | |
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bool | UpdateOverlaps
(
const TOverlapArrayView* PendingOverlaps, |
Queries world and updates overlap tracking state for this component |
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bool | UpdateOverlapsImpl
(
const TOverlapArrayView* PendingOverlaps, |
Internal helper for UpdateOverlaps |
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void | UpdatePhysicsVolume
(
bool bTriggerNotifiers |
Updates the PhysicsVolume of this SceneComponent, if bShouldUpdatePhysicsVolume is true. |
Overridden from UActorComponent
Type | Name | Description | |
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void | ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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void | DestroyComponent
(
bool bPromoteChildren |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. |
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void | EndPlay
(
EEndPlayReason::Type EndPlayReason |
Ends gameplay for this 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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FBox | ||
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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. |
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bool | Return true if CreateRenderState() should be called | |
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void | UpdateComponentToWorld
(
EUpdateTransformFlags UpdateTransformFlags, |
Recalculate the value of our component to world transform |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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bool | CanEditChange
(
const FProperty* Property |
Called by the editor to query whether a property of this object is allowed to be modified. |
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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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bool | Called during async load to determine if PostLoad can be called on the loading thread. | |
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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 right after receiving a bunch | |
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void | Called right after calling all OnRep notifies (called even when there are no notifies) | |
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void | Called right before receiving a bunch | |
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void | Handles reading, writing, and reference collecting using FArchive. |
Enums
Type | Name | Description | |
---|---|---|---|
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EVisibilityPropagation | Enum that dictates what propagation policy to follow when calling SetVisibility or SetHiddenInGame recursively |
Constants
Name | Description |
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SkipUpdateOverlapsOptimEnabled | Global flag to enable/disable overlap optimizations, settable with p.SkipUpdateOverlapsOptimEnabled cvar |