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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/AActor
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include | #include "GameFramework/Actor.h" |
Source | /Engine/Source/Runtime/Engine/Private/ActorConstruction.cpp |
UActorComponent &42; AddComponent
&40;
FName TemplateName,
bool bManualAttachment,
const FTransform & RelativeTransform,
const UObject &42; ComponentTemplateContext,
bool bDeferredFinish
&41;
Remarks
Creates a new component and assigns ownership to the Actor this is called for. Automatic attachment causes the first component created to become the root, and all subsequent components to be attached under that root. When bManualAttachment is set, automatic attachment is skipped and it is up to the user to attach the resulting component (or set it up as the root) themselves.
Parameters
Name | Description |
---|---|
TemplateName | The name of the Component Template to use. |
bManualAttachment | Whether manual or automatic attachment is to be used |
RelativeTransform | The relative transform between the new component and its attach parent (automatic only) |
ComponentTemplateContext | Optional UBlueprintGeneratedClass reference to use to find the template in. If null (or not a BPGC), component is sought in this Actor's class |
bDeferredFinish | Whether or not to immediately complete the creation and registration process for this component. Will be false if there are expose on spawn properties being set |
See Also
UK2Node_AddComponentDONOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (forAddComponent nodes)