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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USCS_Node
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h |
Include | #include "Engine/SCS_Node.h" |
Syntax
class USCS_Node : public UObject
Variables
Type | Name | Description | |
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FName | AttachToName | Socket/Bone that Node might attach to |
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bool | bIsParentComponentNative | If the node is parented, this indicates whether or not the template is found in the CDO's Components array |
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FText | CategoryName | If non-None, the assigned category name |
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TArray< TObjectPtr< class USCS_Node > > | ChildNodes | Set of child nodes |
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TObjectPtr< UClass > | ComponentClass | Component class |
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TObjectPtr< class UActorComponent > | ComponentTemplate | Template for the component to create |
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FBlueprintCookedComponentInstancingData | CookedComponentInstancingData | Cached data for faster runtime instancing (only used in cooked builds) |
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TWeakObjectPtr< USceneComponent > | EditorComponentInstance | The scene component constructed for component editing in the SCS editor |
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TArray< struct FBPVariableMetaDataEntry > | MetaDataArray | Metadata information for this Node |
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FName | ParentComponentOrVariableName | Component template or variable that Node might be parented to |
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FName | ParentComponentOwnerClassName | If the node is attached to another node inherited from a parent Blueprint, this contains the name of the Blueprint parent class that owns the component template |
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FGuid | VariableGuid |
Constructors
Type | Name | Description | |
---|---|---|---|
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USCS_Node
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddChildNode
(
USCS_Node* InNode, |
Adds the given node as a child node |
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UActorComponent * | ExecuteNodeOnActor
(
AActor* Actor, |
Create the specified component on the actor, then call action on children |
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int32 | FindMetaDataEntryIndexForKey
(
FName Key |
Find the index in the array of a SCS_Node entry |
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UActorComponent * | GetActualComponentTemplate
(
UBlueprintGeneratedClass* ActualBPGC |
Return the actual component template used in the BPGC. The template can be overridden in a child. |
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const FBlueprintCookedComponentInstancingData * | GetActualComponentTemplateData
(
UBlueprintGeneratedClass* ActualBPGC |
Return component template instancing data if cooked for the BPGC, as overridden template data can be cooked out for a child. |
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TArray< const USCS_Node * > | GetAllNodes () |
Returns an array containing this node and all children below it |
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TArray< USCS_Node * > | GetAllNodes () |
Returns an array containing this node and all children below it |
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const TArray< USCS_Node * > & | Returns an constant reference to the child nodes array of this node | |
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const FString & | GetMetaData
(
FName Key |
Gets a metadata value on the SCS_Node; asserts if the value isn't present. |
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USceneComponent * | Finds and returns the parent component template through the given BPGC | |
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USceneComponent * | GetParentComponentTemplate
(
UBlueprint* InBlueprint |
Finds and returns the parent component template through the given Blueprint |
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USimpleConstructionScript * | GetSCS () |
Get the SimpleConstructionScript that owns this node |
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FName | Get name of the variable we should create for this component instance | |
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bool | See if this node is a child of the supplied parent | |
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bool | IsRootNode () |
See if this node is the root |
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void | MoveChildNodes
(
USCS_Node* SourceNode, |
Moves a list of nodes from their current list to this node's ChildNode list |
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void | Signal back to the SCS that variable name was modified by an external part of program | |
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void | PreloadChain () |
Preloads the node, and all its child nodes recursively |
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void | RemoveChildNode
(
USCS_Node* InNode, |
Removes the child node at the given index |
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void | RemoveChildNodeAt
(
int32 ChildIndex, |
Removes the child node at the given index |
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void | RemoveMetaData
(
FName Key |
Clear metadata value on the SCS_Node |
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void | RenameComponentTemplate
(
UActorComponent* ComponentTemplate, |
Helper method to rename the given component template along with any instances |
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void | Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer. | |
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void | SetMetaData
(
FName Key, |
Set a metadata value on the SCS_Node |
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void | SetOnNameChanged
(
const FSCSNodeNameChanged& OnChange |
Set delegate to call when name is modified externally |
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void | Sets parent component attributes based on the given SCS node | |
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void | SetParent
(
const USceneComponent* InParentComponent |
Sets parent component attributes based on the given component instance |
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void | SetVariableName
(
const FName& NewName, |
Set name of the variable we should create for this component instance |
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void | ValidateGuid () |
Make sure, the guid is proper - backward compatibility |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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bool | bIsNative_DEPRECATED | (DEPRECATED) Indicates if this is a native component or not |
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bool | bVariableNameAutoGenerated_DEPRECATED | (DEPRECATED) If true, the variable name was a autogenerated and is not presented to the user |
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FName | NativeComponentName_DEPRECATED | (DEPRECATED) If this is a native component, this is the name of the UActorComponent |