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MoveComponent options, stored as bitflags
| Name | EMoveComponentFlags |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
| Include Path | #include "Components/SceneComponent.h" |
Syntax
enum EMoveComponentFlags
{
MOVECOMP_NoFlags = 0x0000,
MOVECOMP_IgnoreBases = 0x0001,
MOVECOMP_SkipPhysicsMove = 0x0002,
MOVECOMP_NeverIgnoreBlockingOverlaps = 0x0004,
MOVECOMP_DisableBlockingOverlapDispatch = 0x0008,
MOVECOMP_CheckBlockingRootActorInIgnoreList = 0x0010,
}
Values
| Name | Remarks |
|---|---|
| MOVECOMP_NoFlags | Default options |
| MOVECOMP_IgnoreBases | Ignore collisions with things the Actor is based on |
| MOVECOMP_SkipPhysicsMove | When moving this component, do not move the physics representation. |
| MOVECOMP_NeverIgnoreBlockingOverlaps | Never ignore initial blocking overlaps during movement, which are usually ignored when moving out of an object. |
| MOVECOMP_DisableBlockingOverlapDispatch | Avoid dispatching blocking hit events when the hit started in penetration (and is not ignored, see MOVECOMP_NeverIgnoreBlockingOverlaps). |
| MOVECOMP_CheckBlockingRootActorInIgnoreList | Compare the root actor of a blocking hit with the ignore UPrimitiveComponent::MoveIgnoreActors array |