Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USimpleConstructionScript
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SimpleConstructionScript.h |
Include | #include "Engine/SimpleConstructionScript.h" |
Syntax
class USimpleConstructionScript : public UObject
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
USimpleConstructionScript
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | Adds this node to the root set | |
![]() |
void | Called by the SCS editor to prepare for constructing editable components | |
![]() |
void | Called by the SCS editor to clear all SCS editor component references | |
![]() |
void | Create the map from names to SCS_Nodes to improve FindSCSNode performance during construction script execution | |
![]() |
USCS_Node * | CreateNode
(
UClass* NewComponentClass, |
Creates a new SCS node using the given class to create the component template |
![]() |
USCS_Node * | CreateNodeAndRenameComponent
(
UActorComponent* ExistingTemplate |
Creates a new SCS node using the given component template instance |
![]() |
void | Called by the SCS editor to clean up after constructing editable components | |
![]() |
void | ExecuteScriptOnActor
(
AActor* Actor, |
Execute this script on the supplied actor, creating components |
![]() ![]() |
USCS_Node * | FindParentNode
(
USCS_Node* InNode |
Find the parent node of this one. Returns NULL if node is not in tree or if is root |
![]() ![]() |
USCS_Node * | FindSCSNode
(
const FName InName |
Find the SCS_Node node by name and return it if found |
![]() ![]() |
USCS_Node * | FindSCSNodeByGuid
(
const FGuid Guid |
Find the SCS_Node node by name and return it if found |
![]() |
void | Ensures that all root node parent references are still valid and clears the reference if not | |
![]() ![]() |
FName | GenerateNewComponentName
(
const UClass* ComponentClass, |
Helper function for generating a name for a new node, DesiredName can be used to optionally request a name, ComponentClass is mandatory |
![]() ![]() |
const TArray< USCS_Node * > & | GetAllNodes () |
Return all nodes in tree as a flat list |
![]() ![]() |
UBlueprint * | GetBlueprint () |
Return the Blueprint associated with this SCS instance |
![]() ![]() |
AActor * | Gets the SCS editor actor instance that's being used for component editing | |
![]() ![]() |
const USCS_Node * | Provides read-only access to the default scene root node | |
![]() |
USCS_Node * | ||
![]() ![]() |
UClass * | Return the Blueprint associated with this SCS instance | |
![]() ![]() |
UClass * | Return the parent class of the SCS owner class | |
![]() ![]() |
FStaticMeshComponentBulkReregisterContext * | ||
![]() ![]() |
const TArray< USCS_Node * > & | GetRootNodes () |
Provides read-only access to the root node set |
![]() ![]() |
USceneComponent * | GetSceneRootComponentTemplate
(
bool bShouldUseDefaultRoot, |
Helper function to find the current scene root component template and optionally the owning SCS node |
![]() ![]() |
bool | Find out whether or not we're constructing components in the SCS editor | |
![]() |
void | PreloadChain () |
|
![]() ![]() |
void | RegisterInstancedComponent
(
UActorComponent* Component |
Helper method to register instanced components post-construction |
![]() |
void | Remove the map from names to SCS_Nodes | |
![]() |
void | RemoveNode
(
USCS_Node* Node, |
Remove this node from the script |
![]() |
void | RemoveNodeAndPromoteChildren
(
USCS_Node* Node |
Remove this node from the script and if it's the root, promote its first child to replace it |
![]() |
void | Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer. | |
![]() |
void | SetComponentEditorActorInstance
(
AActor* InActor |
Called by the SCS editor to set the actor instance for component editing |
![]() |
void | ValidateNodeTemplates
(
FCompilerResultsLog& MessageLog |
Ensures that all nodes in the SCS have valid templates |
![]() |
void | ValidateNodeVariableNames
(
FCompilerResultsLog& MessageLog |
Ensures that all nodes in the SCS have valid names for compilation/replication |
![]() |
void | Checks the root node set for scene components and ensures that it is valid (e.g. after a removal) |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
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. |
![]() ![]() |
void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
![]() ![]() |
void | Handles reading, writing, and reference collecting using FArchive. |
Constants
Name | Description |
---|---|
ComponentTemplateNameSuffix | Suffix used for component template object name. |