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Struct that allows for different ways to reference a component using TObjectPtr. If just an Actor is specified, will return RootComponent of that Actor.
| Name | FComponentReference |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FComponentReference : public FBaseComponentReference
Inheritance Hierarchy
- FBaseComponentReference → FComponentReference
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FComponentReference() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OtherActor | TWeakObjectPtr< AActor > | Weak Pointer to a different Actor that owns the Component. | Engine/EngineTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorComponent * GetComponent
(
AActor* OwningActor |
Get the actual component pointer from this reference | Engine/EngineTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FComponentReference& Other |
FComponentReference == operator | Engine/EngineTypes.h |