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Unreal Engine C++ API Reference > Runtime > Engine > Engine > USCS_Node
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h |
Include | #include "Engine/SCS_Node.h" |
Source | /Engine/Source/Runtime/Engine/Private/SCS_Node.cpp |
UActorComponent &42; ExecuteNodeOnActor
&40;
AActor &42; Actor,
USceneComponent &42; ParentComponent,
const FTransform &42; RootTransform,
const struct FRotationConversionCache &42; RootRelativeRotationCache,
bool bIsDefaultTransform,
ESpawnActorScaleMethod TransformScaleMethod
&41;
Remarks
Create the specified component on the actor, then call action on children The new component instance that was created, or NULL on failure.
Parameters
Name | Description |
---|---|
Actor | The actor instance for which to create a new component based on the template encapsulated by this node. |
ParentComponent | If non-NULL, the component to which the new component should be attached as a child. If NULL, the new component will not be attached to anything. |
RootTransform | The transform to apply if this node turns out to be the root component of the actor instance. |
RootRelativeRotationCache | Optional rotation cache to use if this node turns out to be the root component of the actor instance. |
bIsDefaultTransform | Indicates whether or not the given transform is a "default" transform, in which case it can be overridden by template defaults. |