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Base class for the hard/soft component reference structs
| Name | FBaseComponentReference |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FBaseComponentReference
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBaseComponentReference() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentProperty | FName | Name of component to use. If this is not specified the reference refers to the root component. | Engine/EngineTypes.h |
|
| OverrideComponent | TWeakObjectPtr< class UActorComponent > | Allows direct setting of first component to constraint. | Engine/EngineTypes.h | |
| PathToComponent | FString | Path to the component from its owner actor | Engine/EngineTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorComponent * ExtractComponent
(
AActor* SearchActor |
Extract the actual component pointer from this reference given a search actor | Engine/EngineTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FBaseComponentReference& Other |
FBaseComponentReference == operator | Engine/EngineTypes.h |