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ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents.
| Name | UActorComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
| Include Path | #include "Components/ActorComponent.h" |
Syntax
UCLASS (DefaultToInstanced, BlueprintType, Abstract,
Meta=(ShortTooltip="An ActorComponent is a reusable component that can be added to any actor."),
Config=Engine, MinimalAPI)
class UActorComponent :
public UObject ,
public IInterface_AssetUserData ,
public IAsyncPhysicsStateProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent
Implements Interfaces
Derived Classes
UActorComponent derived class hierarchy
- UActorModifierCoreComponent
- UActorSequenceComponent
- UActorTextureStreamingBuildDataComponent
- UAIPerceptionComponent
- UAIPerceptionStimuliSourceComponent
- UAnimNextComponent
- UApplicationLifecycleComponent
- UAsyncMessageBindingComponent
- UAsyncPhysicsInputComponent
- UAttributeBasedRootMotionComponent
- UAudioMotorModelComponent
- UAudioMotorSimComponent
- UAvaGizmoComponent
- UAvaShapeDynamicMeshBase
- UBlackboardComponent
- UBoundsCopyComponent
- UBrainComponent
- UBuoyancyComponent
- UChaosDebugDrawComponent
- UChaosEventListenerComponent
- UChaosMoverBackendComponent
- UChaosPathedMovementControllerComponent
- UCharacterTrajectoryComponent
- UClusterUnionReplicatedProxyComponent
- UCompositeViewProjectionComponent
- UComposureCompositingTargetComponent
- UContextualAnimSceneActorComponent
- UControllerGameplayCameraEvaluationComponent
- UConversationParticipantComponent
- UDEPRECATED_LiveLinkDrivenComponent
- UDisplayClusterPreviewShareComponent
- UDisplayClusterStageActorComponent
- UDisplayClusterStageGeometryComponent
- UDisplayClusterSyncTickComponent
- UDMXComponent
- UDMXFixtureComponent
- UEnvelopeFollowerListener
- UFieldNodeBase
- UFieldSystemMetaData
- UGameFrameworkComponent
- UGameplayCameraParameterSetterComponent
- UGameplayControlRotationComponent
- UGameplayTasksComponent
- UGeometryCollectionDebugDrawComponent
- UGeometryMaskCanvasReferenceComponentBase
- UIKRigComponent
- UInputComponent
- UInstancedActorsComponent
- UInteractionInstigatorComponent
- ULearningAgentsDepthMapComponent
- ULearningAgentsEntitiesManagerComponent
- ULearningAgentsManager
- ULensComponent
- ULiveLinkBroadcastComponent
- ULiveLinkComponent
- ULiveLinkComponentController
- ULODSyncComponent
- UMassAgentComponent
- UMassDebugVisualizationComponent
- UMassVisualizationComponent
- UMediaComponent
- UMetasoundOfflinePlayerComponent
- UMotionWarpingComponent
- UMovementComponent
- UMoverComponent
- UMoverDebugComponent
- UMoverNetworkPhysicsLiaisonComponentBase
- UMoverStandaloneLiaisonComponent
- UMusicClockComponent
- UMusicTempometerComponent
- UNavigationInvokerComponent
- UNavMoverComponent
- UNavRelevantComponent
- UNetworkPhysicsComponent
- UNetworkPhysicsSettingsComponent
- UNetworkPredictionComponent
- UNetworkPredictionPhysicsComponent
- UPassthroughMaterialUpdateComponent
- UPathFollowingComponent
- UPawnNoiseEmitterComponent
- UPawnSensingComponent
- UPCGComponent
- UPCGGenSourceComponent
- UPhysicalAnimationComponent
- UPhysicsHandleComponent
- UPixelStreamingInput
- UPlatformEventsComponent
- UPropertyAnimatorCoreComponent
- URemoteControlTrackerComponent
- USceneComponent
- USceneStateComponent
- UScriptContextComponent
- UScriptPluginComponent
- USmartObjectUserComponent
- UTimelineComponent
- UUIFrameworkPlayerComponent
- UViewportDragOperationComponent
- UVOIPTalker
- UWaterTerrainComponent
- UWorldPartitionStreamingSourceComponent
- UXRCreativeITFComponent
- UARTrackableNotifyComponent
- UAudioGameplayComponent
- UChaosVDSolverDataComponent
- UComputeGraphComponent
- UEditorUtilityActorComponent
- ULearningAgentsDepthMapVisualizerComponent
- UMediaPlateComponent
- UMetaHumanComponentBase
- UMLDeformerComponent
- UPCapPropComponent
- UPerformerComponent
- UPixelStreamingPeerComponent
- UPixelStreamingSignallingComponent
- UProceduralFoliageComponent
- URetargetComponent
- USoundscapeColorPointComponent
- USpatialReadinessVolumeComponent
- UVRNotificationsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorComponent
(
const FObjectInitializer& ObjectInitializer |
Default UObject constructor that takes an optional ObjectInitializer. | Components/ActorComponent.h |
Structs
| Name | Remarks |
|---|---|
| FOnReplicationStartedParams | |
| FOnStopReplicationParams |
Enums
Protected
| Name | Remarks |
|---|---|
| EComponentRegistrationState |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnMarkRenderStateDirty | TMulticastDelegate_OneParam< void, UActorComponent & > | Components/ActorComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AllUCSModifiedProperties | TMap< UActorComponent *, TArray< FSimpleMemberReference > > | Components/ActorComponent.h | |
| AllUCSModifiedPropertiesLock | FTransactionallySafeRWLock | Components/ActorComponent.h | |
| ComponentTemplateNameSuffix | const FString | Suffix used to identify template component instances | Components/ActorComponent.h |
| GlobalCreatePhysicsDelegate | FActorComponentGlobalCreatePhysicsSignature | Create component physics state global delegate. | Components/ActorComponent.h |
| GlobalDestroyPhysicsDelegate | FActorComponentGlobalDestroyPhysicsSignature | Destroy component physics state global delegate. | Components/ActorComponent.h |
| MarkRenderStateDirtyEvent | FOnMarkRenderStateDirty | Called When render state is marked dirty | Components/ActorComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowAnyoneToDestroyMe | uint8 | Can this component be destroyed (via K2_DestroyComponent) by any parent | Components/ActorComponent.h | |
| bAllowConcurrentTick | uint8 | Can we tick this concurrently on other threads? | Components/ActorComponent.h | |
| bAutoActivate | uint8 | Whether the component is activated at creation or must be explicitly activated. | Components/ActorComponent.h |
|
| bAutoRegister | uint8 | Does this component automatically register with its owner | Components/ActorComponent.h | |
| bEditableWhenInherited | uint8 | True if this component can be modified when it was inherited from a parent actor class | Components/ActorComponent.h |
|
| bIsEditorOnly | uint8 | If true, the component will be excluded from non-editor builds | Components/ActorComponent.h |
|
| bNavigationRelevant | uint8 | Cached navigation relevancy flag for collision updates | Components/ActorComponent.h | |
| bNeverNeedsRenderUpdate | uint8 | If true, this component never needs a render update. | Components/ActorComponent.h | |
| bTickInEditor | uint8 | Should this component be ticked in the editor | Components/ActorComponent.h | |
| bWantsInitializeComponent | uint8 | If true, we call the virtual InitializeComponent | Components/ActorComponent.h | |
| ComponentTags | TArray< FName > | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. | Components/ActorComponent.h |
|
| CreationMethod | EComponentCreationMethod | Describes how a component instance will be created | Components/ActorComponent.h | |
| OnComponentActivated | FActorComponentActivatedSignature | Called when the component has been activated, with parameter indicating if it was from a reset | Components/ActorComponent.h |
|
| OnComponentDeactivated | FActorComponentDeactivateSignature | Called when the component has been deactivated | Components/ActorComponent.h |
|
| PrimaryComponentTick | FActorComponentTickFunction | Main tick function for the Component | Components/ActorComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAsyncPhysicsTickEnabled | uint8 | Whether to use use the async physics tick with this component. | Components/ActorComponent.h | |
| bCanUseCachedOwner | uint8 | During undo/redo it isn't safe to cache owner | Components/ActorComponent.h | |
| bHasBeenCreated | uint8 | Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet | Components/ActorComponent.h | |
| bHasBeenInitialized | uint8 | Indicates that InitializeComponent has been called, but UninitializeComponent has not yet | Components/ActorComponent.h | |
| bHasBegunPlay | uint8 | Indicates that BeginPlay has been called, but EndPlay has not yet | Components/ActorComponent.h | |
| bIsActive | uint8 | Whether the component is currently active. | Components/ActorComponent.h |
|
| bIsBeingDestroyed | uint8 | Indicates the the destruction process has begun for this component to avoid recursion | Components/ActorComponent.h | |
| bIsNetStartupComponent | uint8 | True if this component was owned by a net startup actor during level load. | Components/ActorComponent.h | |
| bIsReadyForReplication | uint8 | Indicates that ReadyForReplication has been called | Components/ActorComponent.h | |
| bIsVisualizationComponent | uint8 | True if this component is only used for visualization, usually a sprite or text | Components/ActorComponent.h | |
| bMarkedForPreEndOfFrameSync | uint8 | Tracks whether the component has been added to the world's pre end of frame sync list | Components/ActorComponent.h | |
| bMarkPendingKillOnPostLoad | uint8 | Marks this component pending kill once PostLoad occurs. | Components/ActorComponent.h | |
| bNeedsUCSSerializationIndexEvaluted | uint8 | Marks this component pending kill once PostLoad occurs. | Components/ActorComponent.h | |
| bReadyForEarlyEndOfFrameUpdate | uint8 | Tracks whether the component supports an early end of frame update. | Components/ActorComponent.h | |
| bRenderDynamicDataDirty | uint8 | Is this component's dynamic data in need of sending to the renderer? | Components/ActorComponent.h | |
| bRenderInstancesDirty | uint8 | Is this component's instanced data in need of sending to the renderer? | Components/ActorComponent.h | |
| bRenderStateDirty | uint8 | Is this component in need of its whole state being sent to the renderer? | Components/ActorComponent.h | |
| bRenderStateUpdating | uint8 | Tracks whether the component is currently being updated or is scheduled for an async update. | Components/ActorComponent.h | |
| bRenderTransformDirty | uint8 | Is this component's transform in need of sending to the renderer? | Components/ActorComponent.h | |
| bReplicates | uint8 | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first! | Components/ActorComponent.h |
|
| bRoutedPostRename | uint8 | Used to ensure that any subclass of UActorComponent that overrides PostRename calls up to the Super to make OwnedComponents arrays get updated correctly | Components/ActorComponent.h | |
| bTickFunctionsRegistered | uint8 | Whether we've tried to register tick functions. Reset when they are unregistered. | Components/ActorComponent.h | |
| MarkedForEndOfFrameUpdateArrayIndex | int32 | Used for fast removal of end of frame update | Components/ActorComponent.h | |
| MarkedForEndOfFrameUpdateState | uint8 | Tracks whether the component has been added to one of the world's end of frame update lists | Components/ActorComponent.h | |
| OwnerPrivate | AActor * | Cached pointer to owning actor | Components/ActorComponent.h | |
| PhysicsStateAsyncCreationScene | FPhysScene * | If non-null, physics state creation/destruction is done asynchronously by FPhysScene_Chaos::ProcessAsyncPhysicsStateJobs. | Components/ActorComponent.h | |
| PhysicsStateAsyncCreationState | EPhysicsStateAsyncCreationState | Whether the component is creating/destroying its physics state asynchronously (or not) | Components/ActorComponent.h | |
| UCSSerializationIndex | int32 | Populated when the component is created and tracks the often used order of creation on a per archetype/per actor basis | Components/ActorComponent.h | |
| WorldPrivate | UWorld * | Pointer to the world that this component is currently registered with. | Components/ActorComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate
(
bool bReset |
Activates the SceneComponent, should be overridden by native child classes. | Components/ActorComponent.h |
|
virtual UObject const * AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable | Components/ActorComponent.h | |
void AddReplicatedSubObject
(
UObject* SubObject, |
Register a SubObject that will get replicated along with the actor component. | Components/ActorComponent.h | |
virtual void AddTickPrerequisiteActor
(
AActor* PrerequisiteActor |
Make this component tick after PrerequisiteActor | Components/ActorComponent.h |
|
virtual void AddTickPrerequisiteComponent
(
UActorComponent* PrerequisiteComponent |
Make this component tick after PrerequisiteComponent. | Components/ActorComponent.h |
|
bool AllowReregistration() |
Check whether the component class allows reregistration during ReregisterAllComponents | Components/ActorComponent.h | |
virtual void ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | Components/ActorComponent.h | |
virtual void AsyncPhysicsTickComponent
(
float DeltaTime, |
Override this function to implement custom logic to be executed every physics step. | Components/ActorComponent.h | |
virtual void BeginPlay () |
Begins Play for the component. | Components/ActorComponent.h | |
virtual void BeginReplication() |
Called when we want to start replicating this component, should not be called explicitly. | Components/ActorComponent.h | |
bool CanEverAffectNavigation() |
Can this component potentially influence navigation | Components/ActorComponent.h | |
virtual void CheckForErrors () |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | Components/ActorComponent.h | |
void ClearNeedEndOfFrameUpdate() |
If we belong to a world, clear the request to do a deferred update. | Components/ActorComponent.h | |
void ClearUCSModifiedProperties() |
Clears the component's UCS modified properties | Components/ActorComponent.h | |
bool ComponentHasTag
(
FName Tag |
See if this component contains the supplied tag | Components/ActorComponent.h |
|
bool ComponentIsInLevel
(
const ULevel* TestLevel |
Returns true if this actor is contained by TestLevel. | Components/ActorComponent.h | |
bool ComponentIsInPersistentLevel
(
bool bIncludeLevelStreamingPersistent |
See if this component is in the persistent level | Components/ActorComponent.h | |
virtual void ComputeHLODHash
(
FHLODHashBuilder& HashBuilder |
Override to allow a component subclass to compute an hash for the purpose of HLOD generation. | Components/ActorComponent.h | |
TUniquePtr< class FWorldPartitionComponentDesc > CreateComponentDesc() |
Creates an initialized component descriptor from this component. | Components/ActorComponent.h | |
void CreatePhysicsState
(
bool bAllowDeferral |
Create any physics engine information for this component | Components/ActorComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | Components/ActorComponent.h |
|
virtual void DestroyComponent
(
bool bPromoteChildren |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. | Components/ActorComponent.h | |
void DestroyPhysicsState() |
Shut down any physics engine structure for this component | Components/ActorComponent.h | |
void DestroyReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated Note it is up to the caller to delete the local object on the authority. | Components/ActorComponent.h | |
void DetermineUCSModifiedProperties() |
Initializes the list of properties that are modified by the UserConstructionScript | Components/ActorComponent.h | |
| Uses the bRenderStateDirty/bRenderTransformDirty/bRenderInstancesDirty to perform any necessary work on this component. | Components/ActorComponent.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. Called from AActor::EndPlay only if bHasBegunPlay is true | Components/ActorComponent.h | |
virtual void EndReplication() |
Tell component to end replication, should not be called explicitly. | Components/ActorComponent.h | |
virtual bool ForceActorNoDataLayers() |
Components/ActorComponent.h | ||
virtual bool ForceActorNonSpatiallyLoaded() |
Components/ActorComponent.h | ||
virtual void GetActorDescProperties
(
FPropertyPairsMap& PropertyPairsMap |
Add properties to the component owner's actor desc. | Components/ActorComponent.h | |
virtual void GetComponentChildElements
(
TArray< FTypedElementHandle >& OutElementHandles, |
Get the logical child elements of this component, if any. | Components/ActorComponent.h | |
virtual bool GetComponentClassCanReplicate() |
Returns true if this type of component can ever replicate, override to disable the default behavior | Components/ActorComponent.h | |
virtual TStructOnScope< FActorComponentInstanceData > GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | Components/ActorComponent.h | |
ULevel * GetComponentLevel() |
Return the ULevel that this Component is part of. | Components/ActorComponent.h | |
float GetComponentTickInterval() |
Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed | Components/ActorComponent.h |
|
virtual TSharedPtr< SWidget > GetCustomEditorPreviewWidget () |
If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). | Components/ActorComponent.h | |
virtual TSubclassOf< class UHLODBuilder > GetCustomHLODBuilderClass () |
Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. | Components/ActorComponent.h | |
virtual bool GetEditorPreviewInfo
(
float DeltaTime, |
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). | Components/ActorComponent.h | |
virtual TArray< UActorComponent * > GetHLODProxyComponents() |
Override to provide a custom set of components to be used in place of the current component for the HLOD generation. | Components/ActorComponent.h | |
bool GetIsReplicated() |
Returns whether replication is enabled or not. | Components/ActorComponent.h | |
uint32 GetMarkedForEndOfFrameUpdateState() |
Tracks whether the component has been added to one of the world's end of frame update lists | Components/ActorComponent.h | |
uint32 GetMarkedForPreEndOfFrameSync() |
Tracks whether the component has been added to one of the world's end of frame update lists | Components/ActorComponent.h | |
| Get the network mode (dedicated server, client, standalone, etc) for this component. | Components/ActorComponent.h | ||
| Follow the Outer chain to get the AActor that 'Owns' this component | Components/ActorComponent.h |
|
|
T * GetOwner () |
Templated version of GetOwner(), will return nullptr if cast fails | Components/ActorComponent.h | |
ENetRole GetOwnerRole() |
Get the network role of the Owner, or ROLE_None if there is no owner. | Components/ActorComponent.h | |
virtual FString GetReadableName() |
Returns a readable name for this component, including the asset name if applicable By default this appends a space plus AdditionalStatObject() | Components/ActorComponent.h | |
virtual ELifetimeCondition GetReplicationCondition () |
Returns the replication condition for the component. | Components/ActorComponent.h | |
FSceneInterface * GetScene() |
Returns the rendering scene associated with this component | Components/ActorComponent.h | |
virtual FBox GetStreamingBounds() |
Components/ActorComponent.h | ||
virtual FBox GetStreamingBoundsEditor() |
Components/ActorComponent.h | ||
void GetUCSModifiedProperties
(
TSet< const FProperty* >& ModifiedProperties |
Returns the list of properties that are modified by the UserConstructionScript | Components/ActorComponent.h | |
int32 GetUCSSerializationIndex () |
Returns the UCS serialization index. | Components/ActorComponent.h | |
virtual UWorld * GetWorld() |
Getter for the cached world pointer, will return null if the component is not actually spawned in a level | Components/ActorComponent.h | |
bool HasBeenCreated() |
Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet | Components/ActorComponent.h | |
bool HasBeenInitialized() |
Indicates that InitializeComponent has been called, but UninitializeComponent has not yet | Components/ActorComponent.h | |
bool HasBegunPlay() |
Indicates that BeginPlay has been called, but EndPlay has not yet | Components/ActorComponent.h | |
virtual void InitializeComponent () |
Initializes the component. | Components/ActorComponent.h | |
void InvalidateLightingCache() |
Invalidate lighting cache with default options. | Components/ActorComponent.h | |
virtual void InvalidateLightingCacheDetailed
(
bool bInvalidateBuildEnqueuedLighting, |
Called when this actor component has moved, allowing it to discard statically cached lighting information. | Components/ActorComponent.h | |
bool IsActive() |
Returns whether the component is active or not | Components/ActorComponent.h |
|
bool IsAsyncCreatePhysicsStateRunning() |
Whether asynchronous physics state creation is running or not. | Components/ActorComponent.h | |
bool IsAsyncDestroyPhysicsStateRunning() |
Whether asynchronous physics state destruction is running or not. | Components/ActorComponent.h | |
bool IsBeingDestroyed() |
Returns whether the component is in the process of being destroyed. | Components/ActorComponent.h |
|
virtual bool IsComponentTickEnabled() |
Returns whether this component has tick enabled or not | Components/ActorComponent.h |
|
bool IsCreatedByConstructionScript() |
Returns true if instances of this component are created by either the user or simple construction script | Components/ActorComponent.h | |
bool IsEditableWhenInherited() |
True if this component can be modified when it was inherited from a parent actor class | Components/ActorComponent.h | |
virtual bool IsHLODRelevant() |
Override to specify that a component is relevant to the HLOD generation. | Components/ActorComponent.h | |
virtual bool IsNavigationRelevant() |
Override to specify that a component is relevant to the navigation system | Components/ActorComponent.h | |
| Test whether net mode is the given mode. | Components/ActorComponent.h | ||
bool IsNetSimulating() |
Returns true if we are replicating and this client is not authoritative | Components/ActorComponent.h | |
bool IsNetStartupComponent() |
Returns true if this component was owned by a net startup actor during level load. | Components/ActorComponent.h | |
bool IsOwnerRunningUserConstructionScript() |
See if the owning Actor is currently running the UCS | Components/ActorComponent.h | |
bool IsOwnerSelected() |
Returns whether the component's owner is selected in the editor | Components/ActorComponent.h | |
bool IsPhysicsStateCreated() |
Returns true if the physics 'state' (e.g. physx bodies) are created for this component | Components/ActorComponent.h | |
bool IsPreRegistered() |
See if this component is currently pre-registered | Components/ActorComponent.h | |
bool IsPreRegistering() |
See if this component is currently pre-registering | Components/ActorComponent.h | |
bool IsPreUnregistered() |
See if this component is currently pre-unregistered | Components/ActorComponent.h | |
bool IsPreUnregistering() |
See if this component is currently pre-unregistering | Components/ActorComponent.h | |
bool IsReadyForEarlyEndOfFrameUpdate() |
Components/ActorComponent.h | ||
virtual bool IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished | Components/ActorComponent.h | |
bool IsReadyForReplication() |
Indicates that ReadyForReplication has been called | Components/ActorComponent.h | |
bool IsRegistered() |
See if this component is currently registered | Components/ActorComponent.h | |
bool IsRenderInstancesDirty() |
Is this component's instance data in need of sending to the renderer? | Components/ActorComponent.h | |
bool IsRenderStateCreated() |
Returns true if the render 'state' (e.g. scene proxy) is created for this component | Components/ActorComponent.h | |
bool IsRenderStateDirty() |
Is this component in need of its whole state being sent to the renderer? | Components/ActorComponent.h | |
bool IsRenderStateRecreating() |
Returns true if the render 'state' is being recreated for this component (see additional comments on variable above) | Components/ActorComponent.h | |
bool IsRenderStateUpdating() |
Components/ActorComponent.h | ||
bool IsRenderTransformDirty() |
Is this component's transform in need of sending to the renderer? | Components/ActorComponent.h | |
bool IsReplicatedSubObjectRegistered
(
const UObject* SubObject |
Tells if the object is registered to be replicated by this actor component. | Components/ActorComponent.h | |
bool IsUsingRegisteredSubObjectList () |
Returns if this component is replicating subobjects via the registration list or via the virtual ReplicateSubObjects method. | Components/ActorComponent.h | |
bool IsVisualizationComponent() |
Returns true if this component is only used for visualization, usually a sprite or text | Components/ActorComponent.h | |
void K2_DestroyComponent
(
UObject* Object |
Unregister and mark for pending kill a component. | Components/ActorComponent.h |
|
void MarkForNeededEndOfFrameRecreate() |
If we belong to a world, mark this for a deferred update, otherwise do it now. | Components/ActorComponent.h | |
void MarkForNeededEndOfFrameUpdate
(
bool bReadyForEarlyUpdate |
If we belong to a world, mark this for a deferred update, otherwise do it now. | Components/ActorComponent.h | |
void MarkRenderDynamicDataDirty() |
Indicate that dynamic data for this component needs to be sent at the end of the frame. | Components/ActorComponent.h | |
void MarkRenderInstancesDirty() |
Marks the instances as dirty - changes to instance transforms/custom data will be sent to the render thread at the end of the frame | Components/ActorComponent.h | |
void MarkRenderStateDirty() |
Mark the render state as dirty - will be sent to the render thread at the end of the frame. | Components/ActorComponent.h | |
void MarkRenderTransformDirty() |
Marks the transform as dirty - will be sent to the render thread at the end of the frame | Components/ActorComponent.h | |
virtual void OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes | Components/ActorComponent.h | |
virtual void OnActorVisibilityChanged() |
Called on each component when the Actor's visibility state changes | Components/ActorComponent.h | |
virtual void OnComponentCreated() |
Called when a component is created (not loaded). This can happen in the editor or during gameplay | Components/ActorComponent.h | |
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/ActorComponent.h | |
void OnCreatedFromReplication() |
We're using the same API as IInterface_ActorSubobject, but not using it directly as a size and performance optimization. | Components/ActorComponent.h | |
void OnDestroyedFromReplication() |
Components/ActorComponent.h | ||
virtual void OnEndOfFrameUpdateDuringTick () |
Allows components to handle an EOF update happening mid tick. | Components/ActorComponent.h | |
virtual void OnPreEndOfFrameSync () |
Allows components to wait on outstanding tasks prior to sending EOF update data. | Components/ActorComponent.h | |
virtual void OnRep_IsActive() |
Handles replication of active state, handles ticking by default but should be overridden as needed | Components/ActorComponent.h | |
virtual void OnReplicationStartedForIris
(
const FOnReplicationStartedParams& |
Called when we start replicating this component with iris, Do not be call explicitly. | Components/ActorComponent.h | |
virtual void OnStopReplicationForIris
(
const FOnStopReplicationParams& |
Called before we end replicating this component with ris, Do not be call explicitly. | Components/ActorComponent.h | |
virtual void PostApplyToComponent() |
Called after ApplyToComponent has run. | Components/ActorComponent.h | |
void PreRegisterComponentWithWorld
(
UWorld* InWorld |
Pre-registers a component with a specific world. | Components/ActorComponent.h | |
virtual void PreReplication
(
IRepChangedPropertyTracker& ChangedPropertyTracker |
Called on the component right before replication occurs | Components/ActorComponent.h | |
void PreUnregisterComponentFromWorld () |
Pre-unregisters a component from a specific world. | Components/ActorComponent.h | |
virtual void ReadyForReplication () |
ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. | Components/ActorComponent.h | |
void ReceiveAsyncPhysicsTick
(
float DeltaSeconds, |
Event called every async physics tick if bAsyncPhysicsTickEnabled is true | Components/ActorComponent.h |
|
void ReceiveBeginPlay() |
Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay. | Components/ActorComponent.h |
|
void ReceiveEndPlay
(
EEndPlayReason::Type EndPlayReason |
Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay. | Components/ActorComponent.h |
|
void ReceiveTick
(
float DeltaSeconds |
Event called every frame if tick is enabled | Components/ActorComponent.h |
|
void RecreatePhysicsState() |
Recreate the physics state right way. | Components/ActorComponent.h | |
void RecreateRenderState_Concurrent () |
Recreate the render state right away. | Components/ActorComponent.h | |
void RegisterAllComponentTickFunctions
(
bool bRegister |
When called, will call the virtual call chain to register all of the tick functions Do not override this function or make it virtual | Components/ActorComponent.h | |
void RegisterComponent () |
Register this component, creating any rendering/physics state. | Components/ActorComponent.h | |
void RegisterComponentWithWorld
(
UWorld* InWorld, |
Registers a component with a specific world, which creates any visual/physical state | Components/ActorComponent.h | |
void RemoveReplicatedSubObject
(
UObject* SubObject |
Unregister a SubObject to stop replicating it's properties to clients. | Components/ActorComponent.h | |
virtual void RemoveTickPrerequisiteActor
(
AActor* PrerequisiteActor |
Remove tick dependency on PrerequisiteActor. | Components/ActorComponent.h |
|
virtual void RemoveTickPrerequisiteComponent
(
UActorComponent* PrerequisiteComponent |
Remove tick dependency on PrerequisiteComponent. | Components/ActorComponent.h |
|
| Removes specified properties from the list of UCS-modified properties | Components/ActorComponent.h | ||
virtual bool ReplicateSubobjects
(
UActorChannel* Channel, |
Allows a component to replicate other subobject on the actor. | Components/ActorComponent.h | |
virtual bool RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. | Components/ActorComponent.h | |
virtual bool RequiresGameThreadEndOfFrameUpdates() |
Return true if this component requires end of frame updates to happen from the game thread. | Components/ActorComponent.h | |
virtual bool RequiresPreEndOfFrameSync() |
Return true if this component needs to sync to tasks before end of frame updates are executed | Components/ActorComponent.h | |
void ReregisterComponent() |
Unregisters and immediately re-registers component. | Components/ActorComponent.h | |
virtual void SetActive
(
bool bNewActive, |
Sets whether the component is active or not | Components/ActorComponent.h |
|
void SetActiveFlag
(
const bool bNewIsActive |
Sets the value of bIsActive without causing other side effects to this instance. | Components/ActorComponent.h | |
virtual void SetAutoActivate
(
bool bNewAutoActivate |
Sets whether the component should be auto activate or not. Only safe during construction scripts. | Components/ActorComponent.h |
|
void SetCanEverAffectNavigation
(
bool bRelevant |
Sets value of bCanEverAffectNavigation flag and update navigation octree if needed. | Components/ActorComponent.h | |
virtual void SetComponentTickEnabled
(
bool bEnabled |
Set this component's tick functions to be enabled or disabled. | Components/ActorComponent.h |
|
virtual void SetComponentTickEnabledAsync
(
bool bEnabled |
Spawns a task on GameThread that will call SetComponentTickEnabled | Components/ActorComponent.h | |
void SetComponentTickInterval
(
float TickInterval |
Sets the tick interval for this component's primary tick function. | Components/ActorComponent.h |
|
void SetComponentTickIntervalAndCooldown
(
float TickInterval |
Sets the tick interval for this component's primary tick function. | Components/ActorComponent.h |
|
void SetIsNetStartupComponent
(
const bool bInIsNetStartupComponent |
This should only be called by the engine in ULevel::InitializeNetworkActors to initialize bIsNetStartupComponent. | Components/ActorComponent.h | |
void SetIsReplicated
(
bool ShouldReplicate |
Enable or disable replication. | Components/ActorComponent.h |
|
void SetIsVisualizationComponent
(
const bool bInIsVisualizationComponent |
Sets if this component is only used for visualization | Components/ActorComponent.h | |
void SetNetAddressable () |
This signifies the component can be ID'd by name over the network. | Components/ActorComponent.h | |
virtual void SetPackageExternal
(
bool bExternal, |
Components/ActorComponent.h | ||
void SetTickableWhenPaused
(
bool bTickableWhenPaused |
Sets whether this component can tick when paused. | Components/ActorComponent.h |
|
void SetTickGroup
(
ETickingGroup NewTickGroup |
Changes the ticking group for this component | Components/ActorComponent.h |
|
bool SetupActorComponentTickFunction
(
FTickFunction* TickFunction |
Set up a tick function for a component in the standard way. | Components/ActorComponent.h | |
virtual bool ShouldIncrementalPreRegister
(
UWorld* WorldContext |
Returns whether PreRegisterComponentWithWorld should be called for this component when its Level is being added to the world. | Components/ActorComponent.h | |
virtual bool ShouldIncrementalPreUnregister() |
Returns whether PreUnregisterComponentFromWorld should be called for this component when its Level is being removed from the world. | Components/ActorComponent.h | |
void TearOffReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. | Components/ActorComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/ActorComponent.h | |
virtual void ToggleActive() |
Toggles the active state of the component | Components/ActorComponent.h |
|
virtual void UninitializeComponent () |
Handle this component being Uninitialized. | Components/ActorComponent.h | |
void UnregisterComponent() |
Unregister this component, destroying any rendering/physics state. | Components/ActorComponent.h | |
virtual void UpdateComponentToWorld
(
EUpdateTransformFlags UpdateTransformFlags, |
Recalculate the value of our component to world transform | Components/ActorComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/ActorComponent.h | ||
virtual bool CallRemoteFunction
(
UFunction* Function, |
Components/ActorComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/ActorComponent.h | ||
| Components/ActorComponent.h | |||
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Components/ActorComponent.h | ||
virtual bool IsEditorOnly() |
Returns whether this component is an editor-only object or not | Components/ActorComponent.h | |
virtual bool IsNameStableForNetworking() |
Components/ActorComponent.h | ||
virtual bool IsSelectedInEditor() |
Components/ActorComponent.h | ||
virtual bool IsSupportedForNetworking() |
Components/ActorComponent.h | ||
virtual void MarkAsEditorOnlySubobject() |
Called during component creation to mark this component as editor only | Components/ActorComponent.h | |
virtual bool Modify
(
bool bAlwaysMarkDirty |
Components/ActorComponent.h | ||
virtual bool NeedsLoadForClient() |
Components/ActorComponent.h | ||
virtual bool NeedsLoadForEditorGame() |
Components/ActorComponent.h | ||
virtual bool NeedsLoadForServer() |
Components/ActorComponent.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Components/ActorComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/ActorComponent.h | ||
virtual void PostEditUndo() |
Components/ActorComponent.h | ||
virtual void PostInitProperties() |
Components/ActorComponent.h | ||
virtual void PostLoad() |
Components/ActorComponent.h | ||
| Components/ActorComponent.h | |||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
Components/ActorComponent.h | ||
virtual void PreEditUndo() |
Components/ActorComponent.h | ||
virtual void RegisterReplicationFragments
(
UE::Net::FFragmentRegistrationContext& Context, |
Register all replication fragments | Components/ActorComponent.h | |
virtual bool Rename
(
const TCHAR* NewName, |
Components/ActorComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/ActorComponent.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
Components/ActorComponent.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
Components/ActorComponent.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | Components/ActorComponent.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Components/ActorComponent.h |
Overridden from IAsyncPhysicsStateProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllowsAsyncPhysicsStateCreation() |
Returns whether this component allows having its physics state being created asynchronously (outside of the GameThread). | Components/ActorComponent.h | |
virtual bool AllowsAsyncPhysicsStateDestruction() |
Returns whether this component allows having its physics state being destroyed asynchronously (outside of the GameThread). | Components/ActorComponent.h | |
virtual UObject * GetAsyncPhysicsStateObject() |
Returns the associated UObject for this processor. | Components/ActorComponent.h | |
virtual bool IsAsyncPhysicsStateCreated() |
Returns whether the physics state is created. | Components/ActorComponent.h | |
virtual bool OnAsyncCreatePhysicsState
(
const UE::FTimeout& TimeOut |
Used to create any physics engine information for this component outside of the GameThread. | Components/ActorComponent.h | |
virtual void OnAsyncCreatePhysicsStateEnd_GameThread() |
Called on the GameThread once the component's physic engine information is created. | Components/ActorComponent.h | |
virtual bool OnAsyncDestroyPhysicsState
(
const UE::FTimeout& TimeOut |
Used to destroy any physics engine information for this component outside of the GameThread. | Components/ActorComponent.h | |
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread() |
Called on the GameThread before the component's physic engine information is destroyed. | Components/ActorComponent.h | |
virtual void OnAsyncDestroyPhysicsStateEnd_GameThread() |
Called on the GameThread once the component's physic engine information is destroyed. | Components/ActorComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/ActorComponent.h | |
void DeferRemoveAsyncPhysicsTick () |
Defers the call to SetAsyncPhysicsTickEnabled(false) to the next async tick. | Components/ActorComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/ActorComponent.h | |
void HandleCanEverAffectNavigationChange
(
bool bForceUpdate |
Makes sure navigation system has up to date information regarding component's navigation relevancy and if it can affect navigation at all | Components/ActorComponent.h | |
virtual bool HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly | Components/ActorComponent.h | |
bool NeedsInitialization() |
Convenience method for testing whether or not we are still be constructed / initialized. | Components/ActorComponent.h | |
virtual void OnCreatePhysicsState() |
Used to create any physics engine information for this component | Components/ActorComponent.h | |
virtual void OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component | Components/ActorComponent.h | |
virtual void OnPreRegister() |
Called by PreRegisterComponentWithWorld when the component is being pre-registered. | Components/ActorComponent.h | |
virtual void OnPreRegistered() |
Called once the component is pre-registered. | Components/ActorComponent.h | |
virtual void OnPreUnregister() |
Called by PreUnregisterComponentFromWorld when the component is being pre-unregistered. | Components/ActorComponent.h | |
virtual void OnPreUnregistered() |
Called once the component is pre-unregistered. | Components/ActorComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/ActorComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/ActorComponent.h | |
bool OwnerNeedsInitialization() |
Convenience method for testing whether or not our owner is still being constructed / initialized. | Components/ActorComponent.h | |
virtual void PrecachePSOs() |
Precache all PSOs which can be used by the actor component | Components/ActorComponent.h | |
virtual void RegisterComponentTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions | Components/ActorComponent.h | |
virtual void SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread | Components/ActorComponent.h | |
virtual void SendRenderInstanceData_Concurrent() |
Called to send instance data for this component to the rendering thread | Components/ActorComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/ActorComponent.h | |
void SetAsyncPhysicsTickEnabled
(
bool bEnabled |
Sets bAsyncPhysicsTickEnabled which determines whether to use use the async physics tick with this component. | Components/ActorComponent.h | |
void SetIsReplicatedByDefault
(
const bool bNewReplicates |
Sets the value of bReplicates without causing other side effects to this instance. | Components/ActorComponent.h | |
virtual bool ShouldActivate() |
Return true if this component is in a state where it can be activated normally. | Components/ActorComponent.h | |
virtual bool ShouldAsyncCreatePhysicsState
(
UWorld* WorldContext |
Returns whether this component should create its physics state asynchronously. | Components/ActorComponent.h | |
virtual bool ShouldAsyncDestroyPhysicsState() |
Returns whether this component should destroy its physics state asynchronously. | Components/ActorComponent.h | |
virtual bool ShouldCreatePhysicsState () |
Return true if CreatePhysicsState() should be called. | Components/ActorComponent.h | |
virtual bool ShouldCreateRenderState() |
Return true if CreateRenderState() should be called | Components/ActorComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Components/ActorComponent.h | ||
static bool CanBeHLODRelevant
(
const UActorComponent* ActorComponent |
Utility method used by subclasses to test basic conditions a component must fulfill to be considered HLOD relevant. | Components/ActorComponent.h | |
static const FName GetReplicatesPropertyName () |
Gets the property name for bReplicates. | Components/ActorComponent.h | |
static TUniquePtr< class FWorldPartitionComponentDesc > StaticCreateClassComponentDesc
(
const TSubclassOf< UActorComponent >& ComponentClass |
Creates an uninitialized component descriptor from a specific class. | Components/ActorComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCreatedByConstructionScript_DEPRECATED | uint8 | Components/ActorComponent.h | ||
| bInstanceComponent_DEPRECATED | uint8 | Components/ActorComponent.h |