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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 |
bool ExecuteConstruction
&40;
const FTransform & Transform,
const struct FRotationConversionCache &42; TransformRotationCache,
const class FComponentInstanceDataCache &42; InstanceDataCache,
bool bIsDefaultTransform,
ESpawnActorScaleMethod TransformScaleMethod
&41;
Remarks
Run any construction script for this Actor. Will call OnConstruction. Returns false if the hierarchy was not error free and we've put the Actor is disaster recovery mode
Parameters
| Name | Description |
|---|---|
| Transform | The transform to construct the actor at. |
| TransformRotationCache | Optional rotation cache to use when applying the transform. |
| InstanceDataCache | Optional cache of state to apply to newly created components (e.g. precomputed lighting) |
| bIsDefaultTransform | Whether or not the given transform is a "default" transform, in which case it can be overridden by template defaults |