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PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection.
| Name | UPrimitiveComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include Path | #include "Components/PrimitiveComponent.h" |
Syntax
UCLASS (Abstract, HideCategories=(Mobility, VirtualTexture), ShowCategories=(PhysicsVolume),
MinimalAPI)
class UPrimitiveComponent :
public USceneComponent ,
public INavRelevantInterface ,
public IInterface_AsyncCompilation ,
public IPhysicsComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Derived Classes
UPrimitiveComponent derived class hierarchy
- UArrowComponent
- UAvaTickerComponent
- UBakedShallowWaterSimulationComponent
- UBillboardComponent
- UBrushComponent
- UClusterUnionComponent
- UColorCorrectionInvisibleComponent
- UControlRigComponent
- UDataflowComponent
- UDebugDrawComponent
- UDeformablePhysicsComponent
- UDrawFrustumComponent
- UFieldSystemComponent
- UFXSystemComponent
- UImagePlateComponent
- UInstancedActorsModifierVolumeComponent
- ULakeCollisionComponent
- ULineBatchComponent
- UMassCrowdLaneDataRenderingComponent
- UMaterialBillboardComponent
- UMeshComponent
- UMetaHumanFootageComponent
- UMetaHumanTemplateMeshComponent
- UModelComponent
- UNavLinkComponent
- UNavLinkRenderingComponent
- UOceanCollisionComponent
- UPaperTerrainComponent
- UPCGCollisionVisComponent
- UShapeComponent
- USmartObjectContainerRenderingComponent
- USmartObjectRenderingComponent
- USplineComponent
- UTextRenderComponent
- UUsdDrawModeComponent
- UVectorFieldComponent
- UVehicleSimBaseComponent
- UWaterBodyComponent
- UZoneGraphRenderingComponent
- UZoneGraphTestingComponent
- UZoneShapeComponent
- UFuncTestRenderingComponent
- UGizmoBaseComponent
- ULandscapeComponent
- ULandscapeGizmoRenderComponent
- ULandscapeHeightfieldCollisionComponent
- ULandscapeSplinesComponent
- UMotionControllerComponent
- UMRMeshComponent
- UShallowWaterRiverComponent
- UVirtualHeightfieldMeshComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPrimitiveComponent
(
FVTableHelper& Helper |
Components/PrimitiveComponent.h | ||
UPrimitiveComponent
(
const FObjectInitializer& ObjectInitializer |
Default UObject constructor. | Components/PrimitiveComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UPrimitiveComponent() |
Components/PrimitiveComponent.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FSelectionOverride | TBaseDelegate_OneParam< bool, const UPrimitiveComponent * > | Override delegate used for checking the selection state of a component | Components/PrimitiveComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GlobalOverlapEventsCounter | uint32 | Count of all component overlap events (begin or end) ever generated for any components. | Components/PrimitiveComponent.h |
| RVTActorDescProperty | FName | Rendering. | Components/PrimitiveComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AlwaysLoadOnClient | uint8 | If this is True, this component must always be loaded on clients, even if Hidden and CollisionEnabled is NoCollision. | Components/PrimitiveComponent.h | |
| AlwaysLoadOnServer | uint8 | If this is True, this component must always be loaded on servers, even if Hidden and CollisionEnabled is NoCollision | Components/PrimitiveComponent.h | |
| bAffectDistanceFieldLighting | uint8 | Controls whether the primitive should affect dynamic distance field lighting methods. | Components/PrimitiveComponent.h |
|
| bAffectDynamicIndirectLighting | uint8 | Controls whether the primitive should influence indirect lighting. | Components/PrimitiveComponent.h |
|
| bAffectIndirectLightingWhileHidden | uint8 | Controls whether the primitive should affect indirect lighting when hidden. | Components/PrimitiveComponent.h |
|
| bAllowCullDistanceVolume | uint8 | Whether to accept cull distance volumes to modify cached cull distance. | Components/PrimitiveComponent.h |
|
| bAlwaysAllowTranslucentSelect | uint8 | Components/PrimitiveComponent.h | ||
| bAlwaysCreatePhysicsState | uint8 | Indicates if we'd like to create physics state all the time (for collision and simulation). | Components/PrimitiveComponent.h |
|
| bApplyImpulseOnDamage | uint8 | True for damage to this component to apply physics impulse, false to opt out of these impulses. | Components/PrimitiveComponent.h |
|
| bAttachedToCoarseMeshStreamingManager | uint8 | Whether this primitive is referenced by a Nanite::FCoarseMeshStreamingManager | Components/PrimitiveComponent.h | |
| bAttachedToStreamingManagerAsDynamic | uint8 | Whether this primitive is referenced by a FDynamicRenderAssetInstanceManager | Components/PrimitiveComponent.h | |
| bAttachedToStreamingManagerAsStatic | uint8 | Whether this primitive is referenced by a FLevelRenderAssetManager | Components/PrimitiveComponent.h | |
| bBulkReregister | uint8 | Primitive is part of a batch being bulk reregistered. | Components/PrimitiveComponent.h | |
| bCastCinematicShadow | uint8 | Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. | Components/PrimitiveComponent.h |
|
| bCastContactShadow | uint8 | Whether the object should cast contact shadows. This flag is only used if CastShadow is true. | Components/PrimitiveComponent.h |
|
| bCastDynamicShadow | uint8 | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. | Components/PrimitiveComponent.h |
|
| bCastFarShadow | uint8 | When enabled, the component will be rendering into the far shadow cascades (only for directional lights). | Components/PrimitiveComponent.h |
|
| bCastHiddenShadow | uint8 | If true, the primitive will cast shadows even if bHidden is true. | Components/PrimitiveComponent.h |
|
| bCastInsetShadow | uint8 | Whether this component should create a per-object shadow that gives higher effective shadow resolution. | Components/PrimitiveComponent.h |
|
| bCastShadowAsTwoSided | uint8 | Whether this primitive should cast dynamic shadows as if it were a two sided material. | Components/PrimitiveComponent.h |
|
| bCastStaticShadow | uint8 | Whether the object should cast a static shadow from shadow casting lights. | Components/PrimitiveComponent.h |
|
| bCastVolumetricTranslucentShadow | uint8 | Whether the object should cast a volumetric translucent shadow. | Components/PrimitiveComponent.h |
|
| bConsiderForActorPlacementWhenHidden | uint8 | If true, this component will be considered for placement when dragging and placing items in the editor even if it is not visible, such as in the case of hidden collision meshes | Components/PrimitiveComponent.h |
|
| bEmissiveLightSource | uint8 | Whether the primitive will be used as an emissive light source. | Components/PrimitiveComponent.h |
|
| bEnableAutoLODGeneration | uint8 | Whether to include this component in HLODs or not. | Components/PrimitiveComponent.h |
|
| bExcludeFromLightAttachmentGroup | uint8 | If set, then it overrides any bLightAttachmentsAsGroup set in a parent. | Components/PrimitiveComponent.h |
|
| bFillCollisionUnderneathForNavmesh | uint8 | If set, navmesh will not be generated under the surface of the geometry | Components/PrimitiveComponent.h |
|
| bForceMipStreaming | uint8 | If true, forces mips for textures used by this component to be resident when this component's level is loaded. | Components/PrimitiveComponent.h |
|
| bHandledByStreamingManagerAsDynamic | uint8 | Whether this primitive is handled as dynamic, although it could have no references | Components/PrimitiveComponent.h | |
| bHasCustomNavigableGeometry | TEnumAsByte< EHasCustomNavigableGeometry::Type > | If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component. | Components/PrimitiveComponent.h | |
| bHasPerInstanceHitProxies | uint8 | If true a hit-proxy will be generated for each instance of instanced static meshes. | Components/PrimitiveComponent.h |
|
| bHiddenInSceneCapture | uint8 | Components/PrimitiveComponent.h |
|
|
| bHoldout | uint8 | If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. | Components/PrimitiveComponent.h |
|
| bIgnoreRadialForce | uint8 | Will ignore radial forces applied to this component. | Components/PrimitiveComponent.h |
|
| bIgnoreRadialImpulse | uint8 | Will ignore radial impulses applied to this component. | Components/PrimitiveComponent.h |
|
| bIgnoreStreamingManagerUpdate | uint8 | When true, texture streaming manager won't update the component state. | Components/PrimitiveComponent.h | |
| bIsActorTextureStreamingBuiltData | uint8 | Indicates that the texture streaming built data is local to the Actor (see UActorTextureStreamingBuildDataComponent). | Components/PrimitiveComponent.h | |
| bIsBeingMovedByEditor | uint8 | Set to true while the editor is moving the component, which notifies the Renderer to track velocities even if the component is Static. | Components/PrimitiveComponent.h |
|
| bIsValidTextureStreamingBuiltData | uint8 | Indicates to the texture streaming wether it can use the pre-built texture streaming data (even if empty). | Components/PrimitiveComponent.h | |
| bLightAttachmentsAsGroup | uint8 | Whether to light this component and any attachments as a group. | Components/PrimitiveComponent.h |
|
| bLumenHeightfield | uint8 | If true, a single top-down Lumen card is allocated | Components/PrimitiveComponent.h |
|
| bMultiBodyOverlap | uint8 | If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. | Components/PrimitiveComponent.h |
|
| bNeverDistanceCull | uint8 | When enabled this object will not be culled by distance. This is ignored if a child of a HLOD. | Components/PrimitiveComponent.h |
|
| BodyInstance | FBodyInstance | Physics scene information for this component, holds a single rigid body with multiple shapes. | Components/PrimitiveComponent.h |
|
| bOnlyOwnerSee | uint8 | If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly. | Components/PrimitiveComponent.h |
|
| BoundsScale | float | Scales the bounds of the object. | Components/PrimitiveComponent.h |
|
| bOwnerNoSee | uint8 | If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly. | Components/PrimitiveComponent.h |
|
| bPSOPrecacheCalled | uint8 | Helper flag to check if PSOs have been precached already | Components/PrimitiveComponent.h | |
| bRasterizeAsFilledConvexVolume | uint8 | If set, the geometry gathered for navigation data generation will be converted into a filled vertical convex volume. | Components/PrimitiveComponent.h |
|
| bRayTracingFarField | uint8 | If true, this component will be available to ray trace as a far field primitive even if hidden. | Components/PrimitiveComponent.h | |
| bReceiveMobileCSMShadows | uint8 | Mobile only: If disabled this component will not receive CSM shadows. | Components/PrimitiveComponent.h |
|
| bReceivesDecals | uint8 | Whether the primitive receives decals. | Components/PrimitiveComponent.h |
|
| bRenderCustomDepth | uint8 | If true, this component will be rendered in the CustomDepth pass (usually used for outlines) | Components/PrimitiveComponent.h |
|
| bRenderInDepthPass | uint8 | If true, this component will be rendered in the depth pass even if it's not rendered in the main pass | Components/PrimitiveComponent.h |
|
| bRenderInMainPass | uint8 | If true, this component will be rendered in the main pass (z prepass, basepass, transparency) | Components/PrimitiveComponent.h |
|
| bReplicatePhysicsToAutonomousProxy | uint8 | True if physics should be replicated to autonomous proxies. | Components/PrimitiveComponent.h |
|
| bReturnMaterialOnMove | uint8 | If true, component sweeps will return the material in their hit result. | Components/PrimitiveComponent.h |
|
| bSelectable | uint8 | If this is True, this component can be selected in the editor. | Components/PrimitiveComponent.h | |
| bSelfShadowOnly | uint8 | When enabled, the component will only cast a shadow on itself and not other components in the world. | Components/PrimitiveComponent.h |
|
| bSingleSampleShadowFromStationaryLights | uint8 | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. | Components/PrimitiveComponent.h |
|
| bTraceComplexOnMove | uint8 | If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). | Components/PrimitiveComponent.h |
|
| bTreatAsBackgroundForOcclusion | uint8 | Treat this primitive as part of the background for occlusion purposes. | Components/PrimitiveComponent.h |
|
| bUseAsOccluder | uint8 | Whether to render the primitive in the depth only pass. | Components/PrimitiveComponent.h |
|
| bUseEditorCompositing | uint8 | Composite the drawing of this component onto the scene after post processing (only applies to editor drawing) | Components/PrimitiveComponent.h | |
| bUseViewOwnerDepthPriorityGroup | uint8 | True if the primitive should be rendered using ViewOwnerDepthPriorityGroup if viewed by its owner. | Components/PrimitiveComponent.h | |
| bVisibleInRayTracing | uint8 | If true, this component will be visible in ray tracing effects. | Components/PrimitiveComponent.h |
|
| bVisibleInRealTimeSkyCaptures | uint8 | If true, this component will be visible in real-time sky light reflection captures. | Components/PrimitiveComponent.h |
|
| bVisibleInReflectionCaptures | uint8 | If true, this component will be visible in reflection captures. | Components/PrimitiveComponent.h |
|
| bVisibleInSceneCaptureOnly | uint8 | Components/PrimitiveComponent.h |
|
|
| bWantsEditorEffects | uint8 | When true, this component requests editor effects like outlines and overlays. | Components/PrimitiveComponent.h | |
| CachedMaxDrawDistance | float | The distance to cull this primitive at. | Components/PrimitiveComponent.h |
|
| CanCharacterStepUpOn | TEnumAsByte< enum ECanBeCharacterBase > | Determine whether a Character can step up onto this component. | Components/PrimitiveComponent.h |
|
| CastShadow | uint8 | Controls whether the primitive component should cast a shadow or not. | Components/PrimitiveComponent.h |
|
| CustomDepthStencilValue | int32 | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) | Components/PrimitiveComponent.h |
|
| CustomDepthStencilWriteMask | ERendererStencilMask | Mask used for stencil buffer writes. | Components/PrimitiveComponent.h |
|
| DeferredCreatePhysicsStateScene | FPhysScene * | If non-null, physics state creation has been deferred to ULevel::IncrementalUpdateComponents or this scene's StartFrame. | Components/PrimitiveComponent.h | |
| DepthPriorityGroup | TEnumAsByte< enum ESceneDepthPriorityGroup > | The scene depth priority group to draw the primitive in. | Components/PrimitiveComponent.h | |
| DetachFence | FRenderCommandFence | A fence to track when the primitive is detached from the scene in the rendering thread. | Components/PrimitiveComponent.h | |
| FirstPersonPrimitiveType | EFirstPersonPrimitiveType | If this is set to FirstPerson, the camera FirstPersonFieldOfView and FirstPersonScale parameters will be used on this component. | Components/PrimitiveComponent.h |
|
| HitProxyPriority | TEnumAsByte< enum EHitProxyPriority > | Components/PrimitiveComponent.h | ||
| HLODBatchingPolicy | EHLODBatchingPolicy | Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs. | Components/PrimitiveComponent.h |
|
| IndirectLightingCacheQuality | TEnumAsByte< EIndirectLightingCacheQuality > | Quality of indirect lighting for Movable primitives. | Components/PrimitiveComponent.h |
|
| LatestPSOPrecacheJobSet | int32 | Components/PrimitiveComponent.h | ||
| LatestPSOPrecacheJobSetCompleted | std::atomic< int > | Atomic int used to track the last PSO precache events | Components/PrimitiveComponent.h | |
| LDMaxDrawDistance | float | Max draw distance exposed to LDs. | Components/PrimitiveComponent.h |
|
| LightingChannels | FLightingChannels | Channels that this component should be in. | Components/PrimitiveComponent.h |
|
| LightmapType | ELightmapType | Controls the type of lightmap used for this component. | Components/PrimitiveComponent.h |
|
| MaterialPSOPrecacheRequestIDs | TArray< FMaterialPSOPrecacheRequestID > | Cached array of material PSO requests which can be used to boost the priority | Components/PrimitiveComponent.h | |
| MeshDrawCommandStatsCategory | UE_DECLARE_COMPONENT_ACTOR_INTERFACE(PrimitiveComponent) private FName | Optional category name for this component in the mesh draw stat collection. | Components/PrimitiveComponent.h | |
| MinDrawDistance | float | The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position. | Components/PrimitiveComponent.h |
|
| MoveIgnoreActors | TArray< TObjectPtr< AActor > > | Set of actors to ignore during component sweeps in MoveComponent(). | Components/PrimitiveComponent.h |
|
| MoveIgnoreComponents | TArray< TObjectPtr< UPrimitiveComponent > > | Set of components to ignore during component sweeps in MoveComponent(). | Components/PrimitiveComponent.h |
|
| OnBeginCursorOver | FComponentBeginCursorOverSignature | Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnClicked | FComponentOnClickedSignature | Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnComponentBeginOverlap | FComponentBeginOverlapSignature | Event called when something starts to overlaps this component, for example a player walking into a trigger. | Components/PrimitiveComponent.h |
|
| OnComponentCollisionSettingsChangedEvent | FComponentCollisionSettingsChangedSignature | Event called when collision settings change for this component. | Components/PrimitiveComponent.h | |
| OnComponentEndOverlap | FComponentEndOverlapSignature | Event called when something stops overlapping this component | Components/PrimitiveComponent.h |
|
| OnComponentHit | FComponentHitSignature | Event called when a component hits (or is hit by) something solid. | Components/PrimitiveComponent.h |
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| OnComponentPhysicsStateChanged | FComponentPhysicsStateChanged | Event called when physics state is created or destroyed for this component | Components/PrimitiveComponent.h |
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| OnComponentSleep | FComponentSleepSignature | Event called when the underlying physics objects is put to sleep | Components/PrimitiveComponent.h |
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| OnComponentWake | FComponentWakeSignature | Event called when the underlying physics objects is woken up | Components/PrimitiveComponent.h |
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| OnEndCursorOver | FComponentEndCursorOverSignature | Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnInputTouchBegin | FComponentOnInputTouchBeginSignature | Event called when a touch input is received over this component when touch events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnInputTouchEnd | FComponentOnInputTouchEndSignature | Event called when a touch input is released over this component when touch events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnInputTouchEnter | FComponentBeginTouchOverSignature | Event called when a finger is moved over this component when touch over events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnInputTouchLeave | FComponentEndTouchOverSignature | Event called when a finger is moved off this component when touch over events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OnReleased | FComponentOnReleasedSignature | Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller | Components/PrimitiveComponent.h |
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| OverlayColor | FColor | Components/PrimitiveComponent.h | ||
| PSOPrecacheRequestPriority | EPSOPrecachePriority | PSOs requested priority | Components/PrimitiveComponent.h | |
| RayTracingGroupCullingPriority | ERayTracingGroupCullingPriority | Defines how quickly it should be culled. | Components/PrimitiveComponent.h |
|
| RayTracingGroupId | int32 | Defines run-time groups of components. | Components/PrimitiveComponent.h |
|
| RuntimeVirtualTextures | TArray< TObjectPtr< URuntimeVirtualTexture > > | Array of runtime virtual textures into which we draw the mesh for this actor. | Components/PrimitiveComponent.h |
|
| SceneProxy | FPrimitiveSceneProxy * | The old primitive's scene info ptr, now superceded by the ptr in SceneData, but it's still here due to pervasive usage. | Components/PrimitiveComponent.h | |
| SelectionOutlineColorIndex | uint8 | Components/PrimitiveComponent.h | ||
| SelectionOverrideDelegate | FSelectionOverride | Components/PrimitiveComponent.h | ||
| ShadowCacheInvalidationBehavior | EShadowCacheInvalidationBehavior | Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset. | Components/PrimitiveComponent.h |
|
| TranslucencySortDistanceOffset | float | Modified sort distance offset for translucent objects in world units. | Components/PrimitiveComponent.h |
|
| TranslucencySortPriority | int32 | Translucent objects with a lower sort priority draw behind objects with a higher priority. | Components/PrimitiveComponent.h |
|
| ViewOwnerDepthPriorityGroup | TEnumAsByte< enum ESceneDepthPriorityGroup > | The scene depth priority group to draw the primitive in, if it's being viewed by its owner. | Components/PrimitiveComponent.h | |
| VirtualTextureCullMips | int8 | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. | Components/PrimitiveComponent.h |
|
| VirtualTextureLodBias | int8 | Bias to the LOD selected for rendering to runtime virtual textures. | Components/PrimitiveComponent.h |
|
| VirtualTextureMinCoverage | int8 | Set the minimum pixel coverage before culling from the runtime virtual texture. | Components/PrimitiveComponent.h |
|
| VirtualTextureRenderPassType | ERuntimeVirtualTextureMainPassType | Controls if this component draws in the main pass as well as in the virtual texture. | Components/PrimitiveComponent.h |
|
| VisibilityId | int32 | Used for precomputed visibility | Components/PrimitiveComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncTermBodyPayload | TOptional< FBodyInstance::FAsyncTermBodyPayload > | Payload used to release BodyInstance resources in asynchronous mode (see OnAsyncDestroyPhysicsState). | Components/PrimitiveComponent.h | |
| bGenerateOverlapEvents | uint8 | Components/PrimitiveComponent.h |
|
|
| CustomPrimitiveData | FCustomPrimitiveData | Optional user defined default values for the custom primitive data of this primitive | Components/PrimitiveComponent.h |
|
| CustomPrimitiveDataInternal | FCustomPrimitiveData | Custom data that can be read by a material through a material parameter expression. | Components/PrimitiveComponent.h |
|
| ExcludeFromHLODLevels | uint8 | Which specific HLOD levels this component should be excluded from | Components/PrimitiveComponent.h |
|
| FScopedMovementUpdate | friend | FScopedMovementUpdate needs access to the above two functions. | Components/PrimitiveComponent.h | |
| LODParentPrimitive | TObjectPtr< class UPrimitiveComponent > | LOD parent primitive to draw instead of this one (multiple UPrim's will point to the same LODParent ) | Components/PrimitiveComponent.h |
|
| MoveIgnoreMask | FMaskFilter | Components/PrimitiveComponent.h | ||
| OcclusionBoundsSlack | float | Components/PrimitiveComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAngularImpulseInDegrees
(
FVector Impulse, |
Add an angular impulse to a single rigid body. Good for one time instant burst. | Components/PrimitiveComponent.h |
|
virtual void AddAngularImpulseInRadians
(
FVector Impulse, |
Add an angular impulse to a single rigid body. Good for one time instant burst. | Components/PrimitiveComponent.h |
|
| Add a force to a single rigid body. | Components/PrimitiveComponent.h |
|
|
virtual void AddForceAtLocation
(
FVector Force, |
Add a force to a single rigid body at a particular location in world space. | Components/PrimitiveComponent.h |
|
virtual void AddForceAtLocationLocal
(
FVector Force, |
Add a force to a single rigid body at a particular location. | Components/PrimitiveComponent.h |
|
virtual void AddImpulse
(
FVector Impulse, |
Add an impulse to a single rigid body. Good for one time instant burst. | Components/PrimitiveComponent.h |
|
virtual void AddImpulseAtLocation
(
FVector Impulse, |
Add an impulse to a single rigid body at a specific location. | Components/PrimitiveComponent.h |
|
virtual void AddMapBuildDataGUIDs
(
TSet< FGuid >& InGUIDs |
Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. | Components/PrimitiveComponent.h | |
virtual void AddRadialForce
(
FVector Origin, |
Add a force to all bodies in this component, originating from the supplied world-space location. | Components/PrimitiveComponent.h |
|
virtual void AddRadialImpulse
(
FVector Origin, |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. | Components/PrimitiveComponent.h |
|
void AddTorqueInDegrees
(
FVector Torque, |
Add a torque to a single rigid body. | Components/PrimitiveComponent.h |
|
virtual void AddTorqueInRadians
(
FVector Torque, |
Add a torque to a single rigid body. | Components/PrimitiveComponent.h |
|
virtual void AddVelocityChangeImpulseAtLocation
(
FVector Impulse, |
Add an impulse to a single rigid body at a specific location. | Components/PrimitiveComponent.h |
|
virtual bool AreSymmetricRotations
(
const FQuat& A, |
Returns true if the given transforms result in the same bounds, due to rotational symmetry. | Components/PrimitiveComponent.h | |
void AssignSceneProxy
(
FPrimitiveSceneProxy* SceneProxy |
Components/PrimitiveComponent.h | ||
void BeginComponentOverlap
(
const FOverlapInfo& OtherOverlap, |
Begin tracking an overlap interaction with the component specified. | Components/PrimitiveComponent.h | |
bool BuildTextureStreamingData
(
ETextureStreamingBuildType BuildType, |
Update the streaming data of this component. | Components/PrimitiveComponent.h | |
virtual bool BuildTextureStreamingDataImpl
(
ETextureStreamingBuildType BuildType, |
Component type implementation of updating the streaming data of this component. | Components/PrimitiveComponent.h | |
virtual float CalculateMass
(
FName BoneName |
Returns the calculated mass in kg. | Components/PrimitiveComponent.h | |
virtual bool CanCharacterStepUp
(
APawn* Pawn |
Return true if the given Pawn can step up onto this component. | Components/PrimitiveComponent.h |
|
virtual bool CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component | Components/PrimitiveComponent.h | |
bool CanSkipGetTextureStreamingRenderAssetInfo() |
Return true if primitive can skip getting texture streaming render asset info. | Components/PrimitiveComponent.h | |
bool CheckPSOPrecachingAndBoostPriority
(
EPSOPrecachePriority PSOPrecachePriority |
Check if PSOs are still precaching and boost priority if not done yet. | Components/PrimitiveComponent.h | |
void ClearMoveIgnoreActors() |
Clear the list of actors we ignore when moving. | Components/PrimitiveComponent.h |
|
void ClearMoveIgnoreComponents() |
Clear the list of components we ignore when moving. | Components/PrimitiveComponent.h |
|
virtual void CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the data required for PSO precaching | Components/PrimitiveComponent.h | |
virtual bool ComponentIsTouchingSelectionBox
(
const FBox& InSelBBox, |
Determines whether the supplied bounding box intersects with the component. | Components/PrimitiveComponent.h | |
virtual bool ComponentIsTouchingSelectionFrustum
(
const FConvexVolume& InFrustum, |
Determines whether the supplied frustum intersects with the component. | Components/PrimitiveComponent.h | |
bool ComponentOverlapComponent
(
UPrimitiveComponent* PrimComp, |
Components/PrimitiveComponent.h | ||
bool ComponentOverlapComponent
(
UPrimitiveComponent* PrimComp, |
Test the collision of the supplied component at the supplied location/rotation, and determine if it overlaps this component. | Components/PrimitiveComponent.h | |
bool ComponentOverlapComponentWithResult
(
const UPrimitiveComponent*const PrimComp, |
Components/PrimitiveComponent.h | ||
bool ComponentOverlapComponentWithResult
(
const UPrimitiveComponent*const PrimComp, |
Test the collision of the supplied component at the supplied location/rotation, and determine if it overlaps this component. | Components/PrimitiveComponent.h | |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps. | Components/PrimitiveComponent.h | |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Components/PrimitiveComponent.h | ||
virtual uint32 ComputeHashTextureStreamingBuiltData() |
Computes a hash of component's texture streaming built data. | Components/PrimitiveComponent.h | |
virtual bool ComputePenetration
(
FMTDResult& OutMTD, |
Computes the minimum translation direction (MTD) when an overlap exists between the component and the given shape. | Components/PrimitiveComponent.h | |
bool ConvertRotationOverlapsToCurrentOverlaps
(
TArray< FOverlapInfo, AllocatorType >& OutOverlapsAtEndLocation, |
Convert a set of overlaps from a symmetric change in rotation to a subset that includes only those at the end location (filling in OverlapsAtEndLocation). | Components/PrimitiveComponent.h | |
bool ConvertSweptOverlapsToCurrentOverlaps
(
TArray< FOverlapInfo, AllocatorType >& OutOverlapsAtEndLocation, |
Convert a set of overlaps from a sweep to a subset that includes only those at the end location (filling in OverlapsAtEndLocation). | Components/PrimitiveComponent.h | |
| Returns the list of actors we currently ignore when moving. | Components/PrimitiveComponent.h |
|
|
TArray< UPrimitiveComponent * > CopyArrayOfMoveIgnoreComponents() |
Returns the list of actors we currently ignore when moving. | Components/PrimitiveComponent.h |
|
virtual UMaterialInstanceDynamic * CreateAndSetMaterialInstanceDynamic
(
int32 ElementIndex |
Creates a Dynamic Material Instance for the specified element index. | Components/PrimitiveComponent.h |
|
virtual UMaterialInstanceDynamic * CreateAndSetMaterialInstanceDynamicFromMaterial
(
int32 ElementIndex, |
Creates a Dynamic Material Instance for the specified element index. | Components/PrimitiveComponent.h |
|
virtual UMaterialInstanceDynamic * CreateDynamicMaterialInstance
(
int32 ElementIndex, |
Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material. | Components/PrimitiveComponent.h |
|
virtual HHitProxy * CreateMeshHitProxy
(
int32 SectionIndex, |
Creates a HHitProxy to represent the component at SectionIndex / MaterialIndex | Components/PrimitiveComponent.h | |
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Components/PrimitiveComponent.h | |
void DispatchBlockingHit
(
AActor& OutOwner, |
Dispatch notifications for the given HitResult. | Components/PrimitiveComponent.h | |
void DispatchOnClicked
(
FKey ButtonClicked |
Components/PrimitiveComponent.h | ||
void DispatchOnInputTouchBegin
(
const ETouchIndex::Type Key |
Components/PrimitiveComponent.h | ||
void DispatchOnInputTouchEnd
(
const ETouchIndex::Type Key |
Components/PrimitiveComponent.h | ||
void DispatchOnReleased
(
FKey ButtonReleased |
Components/PrimitiveComponent.h | ||
void DispatchWakeEvents
(
ESleepEvent WakeEvent, |
Dispatch notification for wake events and propagate to any welded bodies | Components/PrimitiveComponent.h | |
void EndComponentOverlap
(
const FOverlapInfo& OtherOverlap, |
Finish tracking an overlap interaction that is no longer occurring between this component and the component specified. | Components/PrimitiveComponent.h | |
virtual float GetAngularDamping() |
Returns the angular damping of this component. | Components/PrimitiveComponent.h |
|
FThreadSafeCounter * GetAttachmentCounter() |
Components/PrimitiveComponent.h | ||
virtual FBodyInstance * GetBodyInstance
(
FName BoneName, |
Returns BodyInstance of the component. | Components/PrimitiveComponent.h | |
FBodyInstanceAsyncPhysicsTickHandle GetBodyInstanceAsyncPhysicsTickHandle
(
FName BoneName, |
Returns BodyInstanceAsyncPhysicsTickHandle of the component. | Components/PrimitiveComponent.h |
|
virtual UBodySetup * GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) | Components/PrimitiveComponent.h | |
FVector GetCenterOfMass
(
FName BoneName |
Get the center of mass of a single body. | Components/PrimitiveComponent.h |
|
float GetClosestPointOnCollision
(
const FVector& Point, |
Returns the distance and closest point to the collision surface. | Components/PrimitiveComponent.h |
|
FName GetCollisionProfileName() |
Get the collision profile name | Components/PrimitiveComponent.h |
|
virtual FCollisionShape GetCollisionShape
(
float Inflation |
Return a CollisionShape that most closely matches this primitive. | Components/PrimitiveComponent.h | |
virtual FTransform GetComponentTransformFromBodyInstance
(
FBodyInstance* UseBI |
Called to get the Component To World Transform from the Root BodyInstance This needs to be virtual since SkeletalMeshComponent Root has to undo its own transform Without this, the root LocalToAtom is overridden by physics simulation, causing kinematic velocity to accelerate simulation | Components/PrimitiveComponent.h | |
const FCustomPrimitiveData & GetCustomPrimitiveData() |
Get the custom primitive data for this primitive component. | Components/PrimitiveComponent.h | |
int32 GetCustomPrimitiveDataIndexForScalarParameter
(
FName ParameterName |
Gets the index of the scalar parameter for the custom primitive data array | Components/PrimitiveComponent.h |
|
int32 GetCustomPrimitiveDataIndexForVectorParameter
(
FName ParameterName |
Gets the index of the vector parameter for the custom primitive data array | Components/PrimitiveComponent.h |
|
const FCustomPrimitiveData & GetDefaultCustomPrimitiveData() |
Get the default custom primitive data for this primitive component. | Components/PrimitiveComponent.h | |
virtual float GetDiffuseBoost
(
int32 ElementIndex |
Gets the diffuse boost for the primitive component. | Components/PrimitiveComponent.h | |
float GetDistanceToCollision
(
const FVector& Point, |
Returns Distance to closest Body Instance surface. | Components/PrimitiveComponent.h | |
virtual UMaterialInterface * GetEditorMaterial
(
int32 ElementIndex |
Returns the material to show in the editor details panel as being used. | Components/PrimitiveComponent.h |
|
virtual float GetEmissiveBoost
(
int32 ElementIndex |
Gets the emissive boost for the primitive component. | Components/PrimitiveComponent.h | |
bool GetGenerateOverlapEvents () |
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). | Components/PrimitiveComponent.h |
|
virtual bool GetGyroscopicTorqueEnabled() |
Returns whether this component is affected by gyroscopic torque. | Components/PrimitiveComponent.h |
|
virtual uint64 GetHiddenEditorViews() |
Returns mask that represents in which views this primitive is hidden | Components/PrimitiveComponent.h | |
virtual bool GetIgnoreBoundsForEditorFocus () |
Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. | Components/PrimitiveComponent.h |
|
virtual FVector GetInertiaTensor
(
FName BoneName |
Returns the inertia tensor of this component in kg cm^2. | Components/PrimitiveComponent.h |
|
float GetLastRenderTime() |
Components/PrimitiveComponent.h | ||
float GetLastRenderTimeOnScreen() |
Components/PrimitiveComponent.h | ||
bool GetLevelInstanceEditingState() |
Returns true if the owning actor is part of a level instance which is being edited. | Components/PrimitiveComponent.h | |
virtual void GetLightAndShadowMapMemoryUsage
(
int32& LightMapMemoryUsage, |
Returns the light and shadow map memory for this primitive in its out variables. | Components/PrimitiveComponent.h | |
const UPrimitiveComponent * GetLightingAttachmentRoot () |
Walks up the attachment tree until a primitive component with LightAttachmentsAsGroup enabled is found. | Components/PrimitiveComponent.h | |
virtual bool GetLightMapResolution
(
int32& Width, |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. | Components/PrimitiveComponent.h | |
ELightmapType GetLightmapType() |
Components/PrimitiveComponent.h | ||
virtual float GetLinearDamping() |
Returns the linear damping of this component. | Components/PrimitiveComponent.h |
|
UPrimitiveComponent * GetLODParentPrimitive() |
Gets the LOD Parent, which is used to compute visibility when hierarchical LOD is enabled | Components/PrimitiveComponent.h | |
FMaskFilter GetMaskFilterOnBodyInstance
(
FMaskFilter InMaskFilter |
Get the mask filter checked when others move into us. | Components/PrimitiveComponent.h | |
virtual float GetMass() |
Returns the mass of this component in kg. | Components/PrimitiveComponent.h |
|
virtual float GetMassScale
(
FName BoneName |
Returns the mass scale used to calculate the mass of a single physics body | Components/PrimitiveComponent.h |
|
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | Components/PrimitiveComponent.h |
|
virtual UMaterialInterface * GetMaterialByName
(
FName MaterialSlotName |
Returns the material used by the element in the slot with the specified name. | Components/PrimitiveComponent.h |
|
virtual UMaterialInterface * GetMaterialFromCollisionFaceIndex
(
int32 FaceIndex, |
Try and retrieve the material applied to a particular collision face of mesh. | Components/PrimitiveComponent.h |
|
virtual int32 GetMaterialIndex
(
FName MaterialSlotName |
Components/PrimitiveComponent.h |
|
|
| Components/PrimitiveComponent.h |
|
||
virtual float GetMaxDepenetrationVelocity
(
FName BoneName |
The maximum velocity used to depenetrate this object from others when spawned or teleported with initial overlaps (does not affect overlaps as a result of normal movement). | Components/PrimitiveComponent.h |
|
FName GetMeshDrawCommandStatsCategory() |
Components/PrimitiveComponent.h | ||
| Returns the list of actors (as WeakObjectPtr) we currently ignore when moving. | Components/PrimitiveComponent.h | ||
const TArray< UPrimitiveComponent * > & GetMoveIgnoreComponents() |
Returns the list of components we currently ignore when moving. | Components/PrimitiveComponent.h | |
FMaskFilter GetMoveIgnoreMask() |
Get the mask filter we use when moving. | Components/PrimitiveComponent.h | |
virtual int32 GetNumMaterials() |
Return number of material elements in this primitive | Components/PrimitiveComponent.h |
|
const TArray< FOverlapInfo > & GetOverlapInfos() |
Returns list of components this component is overlapping. | Components/PrimitiveComponent.h | |
void GetOverlappingActors
(
TArray< AActor* >& OverlappingActors, |
Returns a list of actors that this component is overlapping. | Components/PrimitiveComponent.h |
|
void GetOverlappingActors
(
TSet< AActor* >& OverlappingActors, |
Returns the set of actors that this component is overlapping. | Components/PrimitiveComponent.h | |
void GetOverlappingComponents
(
TSet< UPrimitiveComponent* >& OutOverlappingComponents |
Returns unique set of components this component is overlapping. | Components/PrimitiveComponent.h | |
void GetOverlappingComponents
(
TArray< UPrimitiveComponent* >& OutOverlappingComponents |
Returns unique list of components this component is overlapping. | Components/PrimitiveComponent.h |
|
bool GetOverlapsWithActor
(
const AActor* Actor, |
Appends list of overlaps with components owned by the given actor to the 'OutOverlaps' array. | Components/PrimitiveComponent.h | |
FVector GetPhysicsAngularVelocityInDegrees
(
FName BoneName |
Get the angular velocity of a single body, in degrees per second. | Components/PrimitiveComponent.h |
|
FVector GetPhysicsAngularVelocityInRadians
(
FName BoneName |
Get the angular velocity of a single body, in radians per second. | Components/PrimitiveComponent.h |
|
FVector GetPhysicsLinearVelocity
(
FName BoneName |
Get the linear velocity of a single body. | Components/PrimitiveComponent.h |
|
FVector GetPhysicsLinearVelocityAtPoint
(
FVector Point, |
Get the linear velocity of a point on a single body. | Components/PrimitiveComponent.h |
|
FPrimitiveComponentId GetPrimitiveSceneId() |
Used by the renderer, to identify a component across re-registers. | Components/PrimitiveComponent.h | |
virtual void GetPrimitiveStats
(
FPrimitiveStats& PrimitiveStats |
Components/PrimitiveComponent.h | ||
int32 GetRayTracingGroupId() |
Components/PrimitiveComponent.h | ||
virtual FMatrix GetRenderMatrix () |
Returns the matrix that should be used to render this component. | Components/PrimitiveComponent.h | |
bool GetRigidBodyState
(
FRigidBodyState& OutState, |
Get the state of the rigid body responsible for this Actor's physics, and fill in the supplied FRigidBodyState struct based on it. | Components/PrimitiveComponent.h | |
virtual TArray< URuntimeVirtualTexture * > const & GetRuntimeVirtualTextures() |
Get the array of runtime virtual textures into which we render the mesh for this actor. | Components/PrimitiveComponent.h | |
FPrimitiveSceneInfoData & GetSceneData() |
Components/PrimitiveComponent.h | ||
FPrimitiveSceneProxy * GetSceneProxy() |
Components/PrimitiveComponent.h | ||
virtual bool GetShadowIndirectOnly() |
Disable dynamic shadow casting if the primitive only casts indirect shadows, since dynamic shadows are always shadowing direct lighting | Components/PrimitiveComponent.h | |
virtual bool GetSquaredDistanceToCollision
(
const FVector& Point, |
Returns The square of the distance to closest Body Instance surface. | Components/PrimitiveComponent.h | |
| Determines the DPG the primitive's primary elements are drawn in. | Components/PrimitiveComponent.h | ||
virtual void GetStaticLightingInfo
(
FStaticLightingPrimitiveInfo& OutPrimitiveInfo, |
Requests the information about the component that the static lighting system needs. | Components/PrimitiveComponent.h | |
virtual ELightMapInteractionType GetStaticLightingType() |
Requests whether the component will use texture, vertex or no lightmaps. | Components/PrimitiveComponent.h | |
virtual int32 GetStaticLightMapResolution () |
Returns the static lightmap resolution used for this primitive. | Components/PrimitiveComponent.h | |
bool GetStaticWhenNotMoveable() |
Components/PrimitiveComponent.h |
|
|
virtual void GetStreamingRenderAssetInfo
(
FStreamingTextureLevelContext& LevelContext, |
Enumerates the streaming textures/meshes used by the primitive. | Components/PrimitiveComponent.h | |
void GetStreamingRenderAssetInfoWithNULLRemoval
(
FStreamingTextureLevelContext& LevelContext, |
Call GetStreamingRenderAssetInfo and remove the elements with a NULL texture | Components/PrimitiveComponent.h | |
virtual float GetStreamingScale() |
Components/PrimitiveComponent.h | ||
virtual bool GetUpdateKinematicFromSimulation() |
Returns whether this component should be updated by simulation when it is kinematic. | Components/PrimitiveComponent.h |
|
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | Components/PrimitiveComponent.h | |
virtual void GetUsedTextures
(
TArray< UTexture* >& OutTextures, |
Returns the material textures used to render this primitive for the given platform. | Components/PrimitiveComponent.h | |
virtual float GetVirtualTextureMainPassMaxDrawDistance () |
Get the max draw distance to use in the main pass when also rendering to a runtime virtual texture. | Components/PrimitiveComponent.h | |
virtual ERuntimeVirtualTextureMainPassType GetVirtualTextureRenderPassType() |
Get the runtime virtual texture pass settings. | Components/PrimitiveComponent.h | |
const FWalkableSlopeOverride & GetWalkableSlopeOverride() |
Returns the slope override struct for this component. | Components/PrimitiveComponent.h |
|
virtual void GetWeldedBodies
(
TArray< FBodyInstance* >& OutWeldedBodies, |
Adds the bodies that are currently welded to the OutWeldedBodies array | Components/PrimitiveComponent.h | |
bool HasStaticLighting() |
Return True if a primitive's parameters as well as its position is static during gameplay, and can thus use static lighting. | Components/PrimitiveComponent.h | |
virtual bool HasValidSettingsForStaticLighting
(
bool bOverlookInvalidComponents |
Returns true if the component is static and has the right static mesh setup to support lightmaps. | Components/PrimitiveComponent.h | |
void IgnoreActorWhenMoving
(
AActor* Actor, |
Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. | Components/PrimitiveComponent.h |
|
void IgnoreComponentWhenMoving
(
UPrimitiveComponent* Component, |
Tells this component whether to ignore collision with another component when this component is moved. | Components/PrimitiveComponent.h |
|
virtual void InitSweepCollisionParams
(
FCollisionQueryParams& OutParams, |
Set collision params on OutParams (such as CollisionResponse) to match the settings on this PrimitiveComponent. | Components/PrimitiveComponent.h | |
void InvalidateLumenSurfaceCache () |
Invalidates Lumen surface cache and forces it to be refreshed. | Components/PrimitiveComponent.h |
|
bool IsAlwaysVisible() |
Returns whether the primitive component's scene proxy is always visible. | Components/PrimitiveComponent.h | |
virtual bool IsAnyRigidBodyAwake() |
Returns if any body in this component is currently awake and simulating. | Components/PrimitiveComponent.h |
|
bool IsAttachedToStreamingManager() |
Whether this primitive is referenced by the streaming manager and should sent callbacks when detached or destroyed | Components/PrimitiveComponent.h | |
bool IsComponentIndividuallySelected() |
Component is directly selected in the editor separate from its parent actor | Components/PrimitiveComponent.h | |
bool IsExcludedFromHLODLevel
(
EHLODLevelExclusion HLODLevel |
Whether this primitive is excluded from the specified HLOD level | Components/PrimitiveComponent.h |
|
bool IsFirstPersonRelevant() |
Wheter the component is relevant for first person | Components/PrimitiveComponent.h | |
virtual bool IsGravityEnabled () |
Returns whether this component is affected by gravity. | Components/PrimitiveComponent.h |
|
virtual bool IsMaterialSlotNameValid
(
FName MaterialSlotName |
Components/PrimitiveComponent.h |
|
|
bool IsOverlappingActor
(
const AActor* Other |
Check whether this component is overlapping any component of the given Actor. | Components/PrimitiveComponent.h |
|
bool IsOverlappingComponent
(
const UPrimitiveComponent* OtherComp |
Check whether this component is overlapping another component. | Components/PrimitiveComponent.h |
|
bool IsOverlappingComponent
(
const FOverlapInfo& Overlap |
Check whether this component has the specified overlap. | Components/PrimitiveComponent.h | |
bool IsPSOPrecaching() |
Check if PSOs are still precaching | Components/PrimitiveComponent.h | |
virtual bool IsShown
(
const FEngineShowFlags& ShowFlags |
Would this primitive be shown with these rendering flags. | Components/PrimitiveComponent.h | |
bool IsStaticPhysics() |
Whether the physics is static for this component. | Components/PrimitiveComponent.h | |
bool IsWelded() |
Whether the component has been welded to another simulating component | Components/PrimitiveComponent.h | |
virtual bool IsZeroExtent () |
This isn't bound extent, but for shape component to utilize extent is 0. | Components/PrimitiveComponent.h | |
bool K2_BoxOverlapComponent
(
FVector InBoxCentre, |
Perform a box overlap against a single component as an AABB (No rotation) | Components/PrimitiveComponent.h |
|
bool K2_IsCollisionEnabled() |
Utility to see if there is any form of collision (query or physics) enabled on this component. | Components/PrimitiveComponent.h |
|
bool K2_IsPhysicsCollisionEnabled() |
Utility to see if there is any physics collision enabled on this component. | Components/PrimitiveComponent.h |
|
bool K2_IsQueryCollisionEnabled() |
Utility to see if there is any query collision enabled on this component. | Components/PrimitiveComponent.h |
|
bool K2_LineTraceComponent
(
FVector TraceStart, |
Perform a line trace against a single component | Components/PrimitiveComponent.h |
|
bool K2_SphereOverlapComponent
(
FVector InSphereCentre, |
Perform a sphere overlap against a single component | Components/PrimitiveComponent.h |
|
bool K2_SphereTraceComponent
(
FVector TraceStart, |
Perform a sphere trace against a single component | Components/PrimitiveComponent.h |
|
virtual bool LineTraceComponent
(
FHitResult& OutHit, |
Trace a ray against just this component. | Components/PrimitiveComponent.h | |
virtual bool LineTraceComponent
(
FHitResult& OutHit, |
Trace a ray against just this component. | Components/PrimitiveComponent.h | |
virtual bool OverlapComponent
(
const FVector& Pos, |
Components/PrimitiveComponent.h | ||
virtual bool OverlapComponent
(
const FVector& Pos, |
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. | Components/PrimitiveComponent.h | |
virtual bool OverlapComponentWithResult
(
const FVector& Pos, |
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. | Components/PrimitiveComponent.h | |
virtual bool OverlapComponentWithResult
(
const FVector& Pos, |
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. | Components/PrimitiveComponent.h | |
void PushEditorVisibilityToProxy
(
uint64 InVisibility |
Sends editor visibility updates to the render thread | Components/PrimitiveComponent.h | |
void PushHoveredToProxy
(
const bool bInHovered |
Pushes new hover state to the render thread primitive proxy | Components/PrimitiveComponent.h | |
void PushLevelInstanceEditingStateToProxy
(
bool bInEditingState |
Pushes new LevelInstance editing state to the render thread primitive proxy. | Components/PrimitiveComponent.h | |
void PushPrimitiveColorToProxy
(
const FLinearColor& InPrimitiveColor |
Sends primitive color updates to the render thread | Components/PrimitiveComponent.h | |
virtual void PushSelectionToProxy() |
Pushes new selection state to the render thread primitive proxy | Components/PrimitiveComponent.h | |
virtual void PutAllRigidBodiesToSleep() |
Force all bodies in this component to sleep. | Components/PrimitiveComponent.h | |
void PutRigidBodyToSleep
(
FName BoneName |
Force a single body back to sleep. | Components/PrimitiveComponent.h |
|
virtual void ReceiveComponentDamage
(
float DamageAmount, |
Event called when a component is 'damaged', allowing for component class specific behaviour | Components/PrimitiveComponent.h | |
virtual void RecreateInstanceBody
(
int32 InstanceBodyIndex |
Called when the CollisionEnabled of the BodyInstance is changed. | Components/PrimitiveComponent.h | |
void RegisterAsFocalPointInPhysicsReplicationLOD() |
Register this components physics object as a focal particle in Physics Replication LOD | Components/PrimitiveComponent.h |
|
void ReleaseSceneProxy() |
Components/PrimitiveComponent.h | ||
virtual bool RemapActorTextureStreamingBuiltDataToLevel
(
const UActorTextureStreamingBuildDataComponent* InActorTextureBuildData |
Remaps the texture streaming built data that was built for the actor back to the level. | Components/PrimitiveComponent.h | |
void RemoveOverlayColor() |
Components/PrimitiveComponent.h | ||
void RequestRecreateRenderStateWhenPSOPrecacheFinished
(
const FGraphEventArray& PSOPrecacheCompileEvents |
Schedule task to mark render state dirty when the PSO precaching tasks are done | Components/PrimitiveComponent.h | |
void ResetCustomPrimitiveData() |
Reset the custom primitive data of this primitive to the optional user defined default | Components/PrimitiveComponent.h | |
void ResetSceneVelocity () |
Resets the cached scene velocity. | Components/PrimitiveComponent.h | |
bool RigidBodyIsAwake
(
FName BoneName |
Returns if a single body is currently awake and simulating. | Components/PrimitiveComponent.h | |
virtual FVector ScaleByMomentOfInertia
(
FVector InputVector, |
Scales the given vector by the world space moment of inertia. | Components/PrimitiveComponent.h |
|
virtual void SendRenderDebugPhysics
(
FPrimitiveSceneProxy* OverrideSceneProxy |
Updates the renderer with the center of mass data | Components/PrimitiveComponent.h | |
void SetAffectDistanceFieldLighting
(
bool NewAffectDistanceFieldLighting |
Changes the value of Affect Distance Field Lighting | Components/PrimitiveComponent.h |
|
void SetAffectDynamicIndirectLighting
(
bool bNewAffectDynamicIndirectLighting |
Changes the value of bAffectDynamicIndirectLighting | Components/PrimitiveComponent.h |
|
void SetAffectIndirectLightingWhileHidden
(
bool bNewAffectIndirectLightingWhileHidden |
Changes the value of bAffectIndirectLightingWhileHidden | Components/PrimitiveComponent.h |
|
virtual void SetAllAllowPartialIslandSleep
(
bool InAllowPartialIslandSleep |
[EXPERIMENTAL] Set whether all bodies in this component allow Partial Island Sleeping for the island they are in. | Components/PrimitiveComponent.h |
|
virtual void SetAllMassScale
(
float InMassScale |
Change the mass scale used fo all bodies in this component | Components/PrimitiveComponent.h |
|
virtual void SetAllowPartialIslandSleep
(
bool InAllowPartialIslandSleep, |
[EXPERIMENTAL] Set whether this component allows Partial Island Sleeping for the island it is in. | Components/PrimitiveComponent.h |
|
void SetAllPhysicsAngularVelocityInDegrees
(
const FVector& NewAngVel, |
Set the angular velocity of all bodies in this component. | Components/PrimitiveComponent.h |
|
virtual void SetAllPhysicsAngularVelocityInRadians
(
const FVector& NewAngVel, |
Set the angular velocity of all bodies in this component. | Components/PrimitiveComponent.h |
|
virtual void SetAllPhysicsLinearVelocity
(
FVector NewVel, |
Set the linear velocity of all bodies in this component. | Components/PrimitiveComponent.h |
|
virtual void SetAllPhysicsPosition
(
FVector NewPos |
Set the position of all bodies in this component. | Components/PrimitiveComponent.h | |
virtual void SetAllPhysicsRotation
(
const FQuat& NewRot |
Set the rotation of all bodies in this component. | Components/PrimitiveComponent.h | |
virtual void SetAllPhysicsRotation
(
FRotator NewRot |
Set the rotation of all bodies in this component. | Components/PrimitiveComponent.h | |
virtual void SetAllUseCCD
(
bool InUseCCD |
Set whether all bodies in this component should use Continuous Collision Detection | Components/PrimitiveComponent.h |
|
virtual void SetAllUseMACD
(
bool InUseMACD |
[EXPERIMENTAL] Set whether all bodies in this component should use Motion-Aware Collision Detection | Components/PrimitiveComponent.h |
|
virtual void SetAngularDamping
(
float InDamping |
Sets the angular damping of this component. | Components/PrimitiveComponent.h |
|
void SetBoundsScale
(
float NewBoundsScale |
Scale the bounds of this object, used for frustum culling. | Components/PrimitiveComponent.h |
|
void SetCachedMaxDrawDistance
(
const float NewCachedMaxDrawDistance |
Utility to cache the max draw distance based on cull distance volumes or the desired max draw distance | Components/PrimitiveComponent.h | |
void SetCastContactShadow
(
bool bInCastContactShadow |
Changes the value of bCastContactShadow. | Components/PrimitiveComponent.h |
|
void SetCastHiddenShadow
(
bool NewCastHiddenShadow |
Changes the value of CastHiddenShadow. | Components/PrimitiveComponent.h |
|
void SetCastInsetShadow
(
bool bInCastInsetShadow |
Changes the value of CastInsetShadow. | Components/PrimitiveComponent.h |
|
void SetCastShadow
(
bool NewCastShadow |
Changes the value of CastShadow. | Components/PrimitiveComponent.h |
|
void SetCenterOfMass
(
FVector CenterOfMassOffset, |
Set the center of mass of a single body. | Components/PrimitiveComponent.h |
|
virtual void SetCollisionEnabled
(
ECollisionEnabled::Type NewType |
Controls what kind of collision is enabled for this body | Components/PrimitiveComponent.h |
|
virtual void SetCollisionObjectType
(
ECollisionChannel Channel |
Changes the collision channel that this object uses when it moves | Components/PrimitiveComponent.h |
|
virtual void SetCollisionProfileName
(
FName InCollisionProfileName, |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting | Components/PrimitiveComponent.h |
|
virtual void SetCollisionResponseToAllChannels
(
ECollisionResponse NewResponse |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse | Components/PrimitiveComponent.h |
|
virtual void SetCollisionResponseToChannel
(
ECollisionChannel Channel, |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. | Components/PrimitiveComponent.h |
|
virtual void SetCollisionResponseToChannels
(
const FCollisionResponseContainer& NewReponses |
Changes the whole ResponseToChannels container for this PrimitiveComponent. | Components/PrimitiveComponent.h | |
virtual void SetConstraintMode
(
EDOFMode::Type ConstraintMode |
Sets the constraint mode of the component. | Components/PrimitiveComponent.h |
|
void SetCullDistance
(
float NewCullDistance |
Changes the value of CullDistance. | Components/PrimitiveComponent.h |
|
void SetCustomDepthStencilValue
(
int32 Value |
Sets the CustomDepth stencil value (0 - 255) and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetCustomDepthStencilWriteMask
(
ERendererStencilMask WriteMaskBit |
Sets the CustomDepth stencil write mask and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetCustomNavigableGeometry
(
const EHasCustomNavigableGeometry::Type InType |
Set value of HasCustomNavigableGeometry | Components/PrimitiveComponent.h | |
void SetCustomPrimitiveDataFloat
(
int32 DataIndex, |
Set custom primitive data at index DataIndex. | Components/PrimitiveComponent.h |
|
void SetCustomPrimitiveDataFloatArray
(
int32 DataIndex, |
Set custom primitive data, an array of floats at once, from index DataIndex to index DataIndex + Values.Num(). | Components/PrimitiveComponent.h | |
void SetCustomPrimitiveDataFloatArray
(
int32 DataIndex, |
Set custom primitive data, an array of floats at once, from index DataIndex to index DataIndex + Values.Num(). | Components/PrimitiveComponent.h |
|
void SetCustomPrimitiveDataVector2
(
int32 DataIndex, |
Set custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1. | Components/PrimitiveComponent.h |
|
void SetCustomPrimitiveDataVector2f
(
int32 DataIndex, |
Set custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1. | Components/PrimitiveComponent.h | |
void SetCustomPrimitiveDataVector3
(
int32 DataIndex, |
Set custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2. | Components/PrimitiveComponent.h |
|
void SetCustomPrimitiveDataVector3f
(
int32 DataIndex, |
Set custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2. | Components/PrimitiveComponent.h | |
void SetCustomPrimitiveDataVector4
(
int32 DataIndex, |
Set custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3. | Components/PrimitiveComponent.h |
|
void SetCustomPrimitiveDataVector4f
(
int32 DataIndex, |
Set custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3. | Components/PrimitiveComponent.h | |
void SetDefaultCustomPrimitiveDataFloat
(
int32 DataIndex, |
Set default custom primitive data at index DataIndex, and marks the render state dirty | Components/PrimitiveComponent.h |
|
void SetDefaultCustomPrimitiveDataFloatArray
(
int32 DataIndex, |
Set default custom primitive data, an array floats at once, from index DataIndex to index DataIndex + Values.Num(), and marks the render state dirty | Components/PrimitiveComponent.h |
|
void SetDefaultCustomPrimitiveDataFloatArray
(
int32 DataIndex, |
Set default custom primitive data, an array floats at once, from index DataIndex to index DataIndex + Values.Num(), and marks the render state dirty | Components/PrimitiveComponent.h | |
void SetDefaultCustomPrimitiveDataVector2
(
int32 DataIndex, |
Set default custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1, and marks the render state dirty | Components/PrimitiveComponent.h |
|
void SetDefaultCustomPrimitiveDataVector2f
(
int32 DataIndex, |
Set default custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1, and marks the render state dirty | Components/PrimitiveComponent.h | |
void SetDefaultCustomPrimitiveDataVector3
(
int32 DataIndex, |
Set default custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2, and marks the render state dirty | Components/PrimitiveComponent.h |
|
void SetDefaultCustomPrimitiveDataVector3f
(
int32 DataIndex, |
Set default custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2, and marks the render state dirty | Components/PrimitiveComponent.h | |
void SetDefaultCustomPrimitiveDataVector4
(
int32 DataIndex, |
Set default custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3, and marks the render state dirty | Components/PrimitiveComponent.h |
|
void SetDefaultCustomPrimitiveDataVector4f
(
int32 DataIndex, |
Set default custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3, and marks the render state dirty | Components/PrimitiveComponent.h | |
void SetDepthPriorityGroup
(
ESceneDepthPriorityGroup NewDepthPriorityGroup |
Changes the value of DepthPriorityGroup. | Components/PrimitiveComponent.h | |
void SetEmissiveLightSource
(
bool NewEmissiveLightSource |
Changes the value of EmissiveLightSource. | Components/PrimitiveComponent.h |
|
virtual void SetEnableGravity
(
bool bGravityEnabled |
Enables/disables whether this component is affected by gravity. | Components/PrimitiveComponent.h |
|
void SetExcludedFromHLODLevel
(
EHLODLevelExclusion HLODLevel, |
Exclude this primitive from the specified HLOD level | Components/PrimitiveComponent.h |
|
void SetExcludeFromLightAttachmentGroup
(
bool bInExcludeFromLightAttachmentGroup |
Changes the value of ExcludeFromLightAttachmentGroup. | Components/PrimitiveComponent.h |
|
void SetFirstPersonPrimitiveType
(
EFirstPersonPrimitiveType Value |
Sets FirstPersonPrimitiveType property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetGenerateOverlapEvents
(
bool bInGenerateOverlapEvents |
Modifies value returned by GetGenerateOverlapEvents() | Components/PrimitiveComponent.h |
|
void SetGyroscopicTorqueEnabled
(
bool bInGyroscopicTorqueEnabled |
Enabled/disables whether this body is affected by gyroscopic torque, mainly useful for long/thin objects that spin | Components/PrimitiveComponent.h |
|
void SetHiddenInSceneCapture
(
bool bValue |
Sets bHideInSceneCapture property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetHoldout
(
bool bNewHoldout |
Changes the value of bHoldout | Components/PrimitiveComponent.h |
|
void SetIgnoreBoundsForEditorFocus
(
bool bIgnore |
Set if we should ignore bounds when focusing the editor camera. | Components/PrimitiveComponent.h |
|
void SetIsBeingMovedByEditor
(
bool bNewIsBeingMoved |
Sets whether this component is being moved by the editor so the renderer can render velocities for it, even when Static. | Components/PrimitiveComponent.h | |
void SetLastRenderTime
(
float InLastRenderTime |
Components/PrimitiveComponent.h | ||
void SetLightAttachmentsAsGroup
(
bool bInLightAttachmentsAsGroup |
Changes the value of LightAttachmentsAsGroup. | Components/PrimitiveComponent.h |
|
void SetLightingChannels
(
bool bChannel0, |
Components/PrimitiveComponent.h |
|
|
void SetLightmapType
(
ELightmapType InLightmapType |
Components/PrimitiveComponent.h | ||
virtual void SetLinearDamping
(
float InDamping |
Sets the linear damping of this component. | Components/PrimitiveComponent.h |
|
void SetLODParentPrimitive
(
UPrimitiveComponent* InLODParentPrimitive |
Set the LOD parent component | Components/PrimitiveComponent.h | |
void SetMaskFilterOnBodyInstance
(
FMaskFilter InMaskFilter |
Set the mask filter checked when others move into us. | Components/PrimitiveComponent.h | |
virtual void SetMassOverrideInKg
(
FName BoneName, |
Override the mass (in Kg) of a single physics body. | Components/PrimitiveComponent.h |
|
virtual void SetMassScale
(
FName BoneName, |
Change the mass scale used to calculate the mass of a single physics body | Components/PrimitiveComponent.h |
|
virtual void SetMaterial
(
int32 ElementIndex, |
Changes the material applied to an element of the mesh. | Components/PrimitiveComponent.h |
|
virtual void SetMaterialByName
(
FName MaterialSlotName, |
Changes the material applied to an element of the mesh. | Components/PrimitiveComponent.h |
|
virtual void SetMaxDepenetrationVelocity
(
FName BoneName, |
The maximum velocity used to depenetrate this object from others when spawned or teleported with initial overlaps (does not affect overlaps as a result of normal movement). | Components/PrimitiveComponent.h |
|
void SetMeshDrawCommandStatsCategory
(
FName StatsCategory |
Components/PrimitiveComponent.h | ||
void SetMoveIgnoreMask
(
FMaskFilter InMoveIgnoreMask |
Set the mask filter we use when moving. | Components/PrimitiveComponent.h | |
virtual void SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Changes the value of bNotifyRigidBodyCollision | Components/PrimitiveComponent.h |
|
void SetOnlyOwnerSee
(
bool bNewOnlyOwnerSee |
Changes the value of bOnlyOwnerSee. | Components/PrimitiveComponent.h |
|
void SetOverlayColor
(
FColor OverlayColor |
Components/PrimitiveComponent.h | ||
void SetOwnerNoSee
(
bool bNewOwnerNoSee |
Changes the value of bOwnerNoSee. | Components/PrimitiveComponent.h |
|
void SetPhysicsAngularVelocityInDegrees
(
FVector NewAngVel, |
Set the angular velocity of a single body. | Components/PrimitiveComponent.h |
|
virtual void SetPhysicsAngularVelocityInRadians
(
FVector NewAngVel, |
Set the angular velocity of a single body. | Components/PrimitiveComponent.h |
|
virtual void SetPhysicsLinearVelocity
(
FVector NewVel, |
Set the linear velocity of a single body. | Components/PrimitiveComponent.h |
|
void SetPhysicsMaxAngularVelocityInDegrees
(
float NewMaxAngVel, |
Set the maximum angular velocity of a single body. | Components/PrimitiveComponent.h |
|
void SetPhysicsMaxAngularVelocityInRadians
(
float NewMaxAngVel, |
Set the maximum angular velocity of a single body. | Components/PrimitiveComponent.h |
|
virtual void SetPhysMaterialOverride
(
UPhysicalMaterial* NewPhysMaterial |
Changes the current PhysMaterialOverride for this component. | Components/PrimitiveComponent.h |
|
void SetReceivesDecals
(
bool bNewReceivesDecals |
Changes the value of bReceivesDecals. | Components/PrimitiveComponent.h |
|
void SetRenderCustomDepth
(
bool bValue |
Sets the bRenderCustomDepth property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetRenderInDepthPass
(
bool bValue |
Sets bRenderInDepthPass property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetRenderInMainPass
(
bool bValue |
Sets bRenderInMainPass property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
void SetRigidBodyReplicatedTarget
(
FRigidBodyState& UpdatedState, |
Applies RigidBodyState only if it needs to be updated NeedsUpdate flag will be removed from UpdatedState after all velocity corrections are finished | Components/PrimitiveComponent.h | |
void SetScalarParameterForCustomPrimitiveData
(
FName ParameterName, |
Set a scalar parameter for custom primitive data. | Components/PrimitiveComponent.h |
|
void SetScalarParameterForDefaultCustomPrimitiveData
(
FName ParameterName, |
Set a scalar parameter for default custom primitive data. | Components/PrimitiveComponent.h |
|
void SetSelectionOutlineColorIndex
(
uint8 SelectionOutlineColorIndex |
Components/PrimitiveComponent.h | ||
virtual void SetSimulatePhysics
(
bool bSimulate |
When this component is a simple/single body, this will enable or disable simulation on that body. | Components/PrimitiveComponent.h |
|
void SetSingleSampleShadowFromStationaryLights
(
bool bNewSingleSampleShadowFromStationaryLights |
Changes the value of bSingleSampleShadowFromStationaryLights. | Components/PrimitiveComponent.h |
|
void SetStaticWhenNotMoveable
(
bool bInStaticWhenNotMoveable |
Components/PrimitiveComponent.h |
|
|
void SetTranslucencySortDistanceOffset
(
float NewTranslucencySortDistanceOffset |
Changes the value of TranslucencySortDistanceOffset. | Components/PrimitiveComponent.h |
|
void SetTranslucentSortPriority
(
int32 NewTranslucentSortPriority |
Changes the value of TranslucentSortPriority. | Components/PrimitiveComponent.h |
|
virtual void SetUpdateKinematicFromSimulation
(
bool bUpdateKinematicFromSimulation |
Enables/disables whether this component should be updated by simulation when it is kinematic. | Components/PrimitiveComponent.h |
|
virtual void SetupPrecachePSOParams
(
FPSOPrecacheParams& Params |
Setup the parameter struct used to precache the PSOs used by this component. | Components/PrimitiveComponent.h | |
virtual void SetUseCCD
(
bool InUseCCD, |
Set whether this component should use Continuous Collision Detection | Components/PrimitiveComponent.h |
|
virtual void SetUseMACD
(
bool InUseMACD, |
[EXPERIMENTAL] Set whether this component should use Motion-Aware Collision Detection | Components/PrimitiveComponent.h |
|
void SetVectorParameterForCustomPrimitiveData
(
FName ParameterName, |
Set a vector parameter for custom primitive data. | Components/PrimitiveComponent.h |
|
void SetVectorParameterForDefaultCustomPrimitiveData
(
FName ParameterName, |
Set a vector parameter for default custom primitive data. | Components/PrimitiveComponent.h |
|
void SetViewOwnerDepthPriorityGroup
(
bool bNewUseViewOwnerDepthPriorityGroup, |
Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup. | Components/PrimitiveComponent.h | |
void SetVisibleInRayTracing
(
bool bNewVisibleInRayTracing |
Changes the value of bIsVisibleInRayTracing. | Components/PrimitiveComponent.h |
|
void SetVisibleInSceneCaptureOnly
(
bool bValue |
Sets bVisibleInSceneCaptureOnly property and marks the render state dirty. | Components/PrimitiveComponent.h |
|
virtual void SetWalkableSlopeOverride
(
const FWalkableSlopeOverride& NewOverride |
Sets a new slope override for this component instance. | Components/PrimitiveComponent.h |
|
bool ShouldCheckOverlapFlagToQueueOverlaps
(
const UPrimitiveComponent& ThisComponent |
Returns true if we should check the GetGenerateOverlapEvents() flag when gathering overlaps, otherwise we'll always just do it. | Components/PrimitiveComponent.h | |
bool ShouldComponentAddToScene() |
Looking at various values of the component, determines if this component should be added to the scene | Components/PrimitiveComponent.h | |
virtual bool ShouldComponentIgnoreHitResult
(
FHitResult const& TestHit, |
Should the hit result be ignored based on this component | Components/PrimitiveComponent.h | |
virtual bool ShouldDispatchWakeEvents
(
FName BoneName |
Whether or not the primitive component should dispatch sleep/wake events. | Components/PrimitiveComponent.h | |
virtual const bool ShouldGenerateAutoLOD
(
const int32 HierarchicalLevelIndex |
This function is used to create hierarchical LOD for the level. | Components/PrimitiveComponent.h | |
virtual bool ShouldRecreateProxyOnUpdateTransform() |
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves. | Components/PrimitiveComponent.h | |
bool ShouldRenderProxyFallbackToDefaultMaterial() |
Whether the render proxy should fallback to the default material because the PSOs are still precaching | Components/PrimitiveComponent.h | |
virtual bool ShouldRenderSelected() |
Return true if the owner is selected and this component is selectable | Components/PrimitiveComponent.h | |
virtual bool SupportsWorldPositionOffsetVelocity() |
Returns false if this primitive should never output velocity based on its WPO state. | Components/PrimitiveComponent.h | |
virtual bool SweepComponent
(
FHitResult& OutHit, |
Trace a shape against just this component. | Components/PrimitiveComponent.h | |
virtual bool SweepComponent
(
FHitResult& OutHit, |
Trace a shape against just this component. | Components/PrimitiveComponent.h | |
void SyncComponentToRBPhysics () |
Move this component to match the physics rigid body pose. | Components/PrimitiveComponent.h | |
void UnregisterAsFocalPointInPhysicsReplicationLOD() |
Unregister this components physics object from being a focal particle in Physics Replication LOD | Components/PrimitiveComponent.h |
|
virtual void UnWeldChildren() |
Unwelds the children of this component. Attachment is maintained | Components/PrimitiveComponent.h | |
virtual void UnWeldFromParent () |
UnWelds this component from its parent component. | Components/PrimitiveComponent.h | |
virtual void UpdateCollisionProfile() |
Components/PrimitiveComponent.h | ||
void UpdateOcclusionBoundsSlack
(
float NewSlack |
Components/PrimitiveComponent.h | ||
virtual bool UsesOnlyUnlitMaterials() |
Returns true if only unlit materials are used for rendering, false otherwise. | Components/PrimitiveComponent.h | |
virtual void WakeAllRigidBodies() |
Ensure simulation is running for all bodies in this component. | Components/PrimitiveComponent.h |
|
virtual void WakeRigidBody
(
FName BoneName |
'Wake' physics simulation for a single body. | Components/PrimitiveComponent.h |
|
bool WasRecentlyRendered
(
float Tolerance |
Returns true if this component has been rendered "recently", with a tolerance in seconds to define what "recent" means. | Components/PrimitiveComponent.h |
|
virtual void WeldTo
(
USceneComponent* InParent, |
Welds this component to another scene component, optionally at a named socket. | Components/PrimitiveComponent.h | |
virtual bool WeldToImplementation
(
USceneComponent* InParent, |
Does the actual work for welding. | Components/PrimitiveComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ECollisionEnabled::Type GetCollisionEnabled() |
Returns the form of collision for this component | Components/PrimitiveComponent.h |
|
virtual ECollisionChannel GetCollisionObjectType() |
Gets the collision object type | Components/PrimitiveComponent.h |
|
virtual ECollisionResponse GetCollisionResponseToChannel
(
ECollisionChannel Channel |
Gets the response type given a specific channel | Components/PrimitiveComponent.h |
|
virtual const FCollisionResponseContainer & GetCollisionResponseToChannels() |
Return const reference to CollsionResponseContainer | Components/PrimitiveComponent.h | |
virtual FVector GetComponentVelocity() |
Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics. | Components/PrimitiveComponent.h | |
virtual const int32 GetNumUncachedStaticLightingInteractions() |
Returns number of lighting interactions that need to be recalculated | Components/PrimitiveComponent.h | |
virtual bool IsSimulatingPhysics
(
FName BoneName |
Returns whether the specified body is currently using physics simulation | Components/PrimitiveComponent.h | |
virtual bool IsWorldGeometry() |
Is this component considered 'world' geometry, by default checks if this uses the WorldStatic collision channel | Components/PrimitiveComponent.h | |
virtual bool MoveComponentImpl
(
const FVector& Delta, |
Override this method for custom behavior for MoveComponent | Components/PrimitiveComponent.h | |
virtual void OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. | Components/PrimitiveComponent.h | |
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved | Components/PrimitiveComponent.h | |
virtual void UpdateBounds() |
Update the Bounds of the component. | Components/PrimitiveComponent.h | |
virtual bool UpdateOverlapsImpl
(
const TOverlapArrayView* NewPendingOverlaps, |
Queries world and updates overlap tracking state for this component. | Components/PrimitiveComponent.h | |
virtual void UpdatePhysicsVolume
(
bool bTriggerNotifiers |
Update current physics volume for this component, if bShouldUpdatePhysicsVolume is true. | Components/PrimitiveComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay () |
Used to detach physics objects before simulation begins. | Components/PrimitiveComponent.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/PrimitiveComponent.h | |
virtual void ComputeHLODHash
(
FHLODHashBuilder& HashBuilder |
Override to allow a component subclass to compute an hash for the purpose of HLOD generation. | Components/PrimitiveComponent.h | |
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/PrimitiveComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/PrimitiveComponent.h | |
virtual void GetActorDescProperties
(
FPropertyPairsMap& PropertyPairsMap |
Add properties to the component owner's actor desc. | Components/PrimitiveComponent.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/PrimitiveComponent.h | |
virtual bool HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly | Components/PrimitiveComponent.h | |
virtual void InvalidateLightingCacheDetailed
(
bool bInvalidateBuildEnqueuedLighting, |
Called when this actor component has moved, allowing it to discard statically cached lighting information. | Components/PrimitiveComponent.h | |
virtual bool IsNavigationRelevant() |
Override to specify that a component is relevant to the navigation system | Components/PrimitiveComponent.h | |
virtual void OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes | Components/PrimitiveComponent.h | |
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/PrimitiveComponent.h | |
virtual void OnCreatePhysicsState() |
Used to create any physics engine information for this component | Components/PrimitiveComponent.h | |
virtual void OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component | Components/PrimitiveComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/PrimitiveComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/PrimitiveComponent.h | |
virtual void PrecachePSOs() |
Precache all PSOs which can be used by the primitive component | Components/PrimitiveComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/PrimitiveComponent.h | |
virtual bool ShouldCreatePhysicsState () |
Return true if CreatePhysicsState() should be called. | Components/PrimitiveComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/PrimitiveComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/PrimitiveComponent.h | ||
virtual void FinishDestroy() |
Components/PrimitiveComponent.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Components/PrimitiveComponent.h | ||
virtual bool IsEditorOnly() |
Returns whether this component is an editor-only object or not | Components/PrimitiveComponent.h | |
virtual bool IsReadyForFinishDestroy() |
Components/PrimitiveComponent.h | ||
virtual bool NeedsLoadForClient() |
Components/PrimitiveComponent.h | ||
virtual bool NeedsLoadForServer() |
Components/PrimitiveComponent.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Components/PrimitiveComponent.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Components/PrimitiveComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/PrimitiveComponent.h | ||
virtual void PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization | Components/PrimitiveComponent.h | |
virtual void PostInitProperties() |
Components/PrimitiveComponent.h | ||
virtual void PostLoad() |
Components/PrimitiveComponent.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Components/PrimitiveComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/PrimitiveComponent.h |
Overridden from IAsyncPhysicsStateProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CollectBodySetupsWithPhysicsMeshesToCreate
(
TSet< UBodySetup* >& OutBodySetups |
Returns body setups that needs to create their physics meshes before physics state asynchronous creation | Components/PrimitiveComponent.h | |
virtual void OnAsyncCreatePhysicsStateEnd_GameThread() |
Called on the GameThread once the component's physic engine information is created. | Components/PrimitiveComponent.h | |
virtual bool OnAsyncDestroyPhysicsState
(
const UE::FTimeout& TimeOut |
Used to destroy any physics engine information for this component outside of the GameThread. | Components/PrimitiveComponent.h | |
virtual void OnAsyncDestroyPhysicsStateBegin_GameThread() |
Called on the GameThread before the component's physic engine information is destroyed. | Components/PrimitiveComponent.h | |
virtual void OnAsyncDestroyPhysicsStateEnd_GameThread() |
Called on the GameThread once the component's physic engine information is destroyed. | Components/PrimitiveComponent.h |
Overridden from INavRelevantInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
Collects custom navigable geometry of component. | Components/PrimitiveComponent.h | |
virtual UBodySetup * GetNavigableGeometryBodySetup() |
Returns associated body setup (if any) for default geometry export. | Components/PrimitiveComponent.h | |
virtual FTransform GetNavigableGeometryTransform() |
Returns transform to used for default geometry export. | Components/PrimitiveComponent.h | |
virtual FBox GetNavigationBounds() |
Get bounds for navigation octree | Components/PrimitiveComponent.h | |
virtual void GetNavigationData
(
FNavigationRelevantData& Data |
Prepares navigation modifiers | Components/PrimitiveComponent.h | |
virtual EHasCustomNavigableGeometry::Type HasCustomNavigableGeometry() |
If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component. | Components/PrimitiveComponent.h |
Overridden from IInterface_AsyncCompilation
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsCompiling() |
Returns whether this component is still being compiled or dependent on other objects being compiled. | Components/PrimitiveComponent.h |
Overridden from IPhysicsComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< Chaos::FPhysicsObject * > GetAllPhysicsObjects() |
Components/PrimitiveComponent.h | ||
virtual Chaos::FPhysicsObjectId GetIdFromGTParticle
(
Chaos::FGeometryParticle* Particle |
Components/PrimitiveComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectById
(
Chaos::FPhysicsObjectId Id |
Components/PrimitiveComponent.h | ||
virtual Chaos::FPhysicsObject * GetPhysicsObjectByName
(
const FName& Name |
Components/PrimitiveComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddNavigationModifier
(
FNavigationRelevantData& OutData |
Components/PrimitiveComponent.h | ||
virtual bool AreAllCollideableDescendantsRelative
(
bool bAllowCachedValue |
Returns true if all descendant components that we can possibly overlap with use relative location and rotation. | Components/PrimitiveComponent.h | |
virtual bool CanBeUsedInPhysicsReplication
(
const FName BoneName |
Components/PrimitiveComponent.h | ||
void ClearComponentOverlaps
(
bool bDoNotifies, |
Ends all current component overlaps. | Components/PrimitiveComponent.h | |
virtual bool ComponentOverlapComponentImpl
(
UPrimitiveComponent* PrimComp, |
Override this method for custom behavior for ComponentOverlapComponent() | Components/PrimitiveComponent.h | |
virtual bool ComponentOverlapComponentWithResultImpl
(
const UPrimitiveComponent*const PrimComp, |
Components/PrimitiveComponent.h | ||
virtual bool ComponentOverlapMultiImpl
(
TArray< struct FOverlapResult >& OutOverlaps, |
Override this method for custom behavior for ComponentOverlapMulti() | Components/PrimitiveComponent.h | |
void ConditionalNotifyStreamingPrimitiveUpdated_Concurrent() |
Conditionally notify streamers that this primitive has updated its render state | Components/PrimitiveComponent.h | |
void EnsurePhysicsStateCreated() |
Ensure physics state created | Components/PrimitiveComponent.h | |
FPrimitiveMaterialPropertyDescriptor GetUsedMaterialPropertyDesc
(
EShaderPlatform InShaderPlatform |
Components/PrimitiveComponent.h | ||
FPrimitiveMaterialPropertyDescriptor GetUsedMaterialPropertyDesc
(
ERHIFeatureLevel::Type FeatureLevel |
Examines the used materials (GetUsedMaterials) and returns a descriptor. | Components/PrimitiveComponent.h | |
virtual void HandlePostMigrationPhysicsStateChanged
(
UPrimitiveComponent* ChangedComponent, |
Components/PrimitiveComponent.h | ||
void MarkChildPrimitiveComponentRenderStateDirty() |
Go through attached primitive components and call MarkRenderStateDirty | Components/PrimitiveComponent.h | |
virtual void OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information. | Components/PrimitiveComponent.h | |
virtual void OnGenerateOverlapEventsChanged() |
Called when bGenerateOverlapEvents changes, in case subclasses want to use that information. | Components/PrimitiveComponent.h | |
void SendPhysicsTransform
(
ETeleportType Teleport |
Called to send a transform update for this component to the physics engine | Components/PrimitiveComponent.h | |
void SetCustomPrimitiveDataInternal
(
int32 DataIndex, |
Insert an array of floats into the CustomPrimitiveData, starting at the given index | Components/PrimitiveComponent.h | |
void SetDefaultCustomPrimitiveData
(
int32 DataIndex, |
Insert an array of floats into the CustomPrimitiveData defaults, starting at the given index | Components/PrimitiveComponent.h | |
virtual bool SupportsStaticLighting() |
Whether the component type supports static lighting. | Components/PrimitiveComponent.h | |
virtual void UpdatePhysicsToRBChannels() |
Internal function that updates physics objects to match the component collision settings. | Components/PrimitiveComponent.h | |
virtual bool UsePSOPrecacheRenderProxyDelay () |
Returns true if this component opts in to participate in the render proxy delay mechanism that kicks in if PSO precaching hasn't finished. | Components/PrimitiveComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BatchSendRenderDebugPhysics
(
TArrayView< UPrimitiveComponent* > InPrimitives |
Only currently used for static mesh primitives, but could eventually be applied to other types | Components/PrimitiveComponent.h | |
static void DispatchMouseOverEvents
(
UPrimitiveComponent* CurrentComponent, |
Components/PrimitiveComponent.h | ||
static void DispatchTouchOverEvents
(
ETouchIndex::Type FingerIndex, |
Components/PrimitiveComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLightAsIfStatic_DEPRECATED | uint8 | Components/PrimitiveComponent.h | ||
| ExcludeForSpecificHLODLevels_DEPRECATED | TArray< int32 > | Components/PrimitiveComponent.h |
|