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A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others.
| Name | USceneComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
| Include Path | #include "Components/SceneComponent.h" |
Syntax
UCLASS (ClassGroup=(Utility, Common), BlueprintType, HideCategories=(Trigger, PhysicsVolume),
Meta=(BlueprintSpawnableComponent, IgnoreCategoryKeywordsInSubclasses, ShortTooltip="A Scene Component is a component that has a scene transform and can be attached to other scene components."),
MinimalAPI)
class USceneComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent
Implements Interfaces
Derived Classes
USceneComponent derived class hierarchy
- UAudioComponent
- UAvaNullComponent
- UCameraComponent
- UCameraShakeSourceComponent
- UChaosDestructionListener
- UChildActorComponent
- UComposurePostProcessPass
- UCustomizableSkeletalComponent
- UDaySequenceModifierComponent
- UDecalComponent
- UDeformableSolverComponent
- UDisplayClusterCameraComponent
- UDisplayClusterDisplayDeviceBaseComponent
- UDisplayClusterLabelComponent
- UDisplayClusterOriginComponent
- UDisplayClusterSceneComponentSync
- UDisplayClusterXformComponent
- UExponentialHeightFogComponent
- UForceFeedbackComponent
- UGameplayCameraSystemComponent
- UGeometryCollectionISMPoolComponent
- UGizmoHandleGroup
- UHoldoutCompositeComponent
- UISMPoolComponent
- ULandscapePatchComponent
- ULevelInstanceComponent
- ULightComponentBase
- ULightmassPortalComponent
- ULinearTimecodeComponent
- ULocalFogVolumeComponent
- UNavigationGraphNodeComponent
- UPhysicsConstraintComponent
- UPhysicsFieldComponent
- UPhysicsSpringComponent
- UPhysicsThrusterComponent
- UPostProcessComponent
- UPrimitiveComponent
- URadialForceComponent
- UReflectionCaptureComponent
- URuntimeVirtualTextureComponent
- USceneCaptureComponent
- USkyAtmosphereComponent
- USmartObjectComponent
- USpringArmComponent
- UStereoLayerComponent
- USVGActorEditorComponent
- UText3DCharacterTransform
- UVCamComponent
- UVehicleSimBaseSceneComponent
- UVolumetricCloudComponent
- UWidgetInteractionComponent
- UWindDirectionalSourceComponent
- UWorldPartitionDestructibleHLODComponent
- UXRCreativePointerComponent
- UARComponent
- UARLifeCycleComponent
- USynthComponent
- UAudioComponentGroup
- UMockDataMeshTrackerComponent
- UPhysicsControlComponent
- UPhysicsControlInitializerComponent
- UPPMChainGraphExecutorComponent
- UTestPhaseComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USceneComponent
(
const FObjectInitializer& ObjectInitializer |
UObject constructor that takes an optional ObjectInitializer | Components/SceneComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SkipUpdateOverlapsOptimEnabled | int32 | Global flag to enable/disable overlap optimizations, settable with p.SkipUpdateOverlapsOptimEnabled cvar | Components/SceneComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bBoundsChangeTriggersStreamingDataRebuild | uint8 | If true, a change in the bounds of the component will call trigger a streaming data rebuild | Components/SceneComponent.h | |
| bComputeBoundsOnceForGame | uint8 | If true, this component will cache its bounds during cooking or in PIE and never recompute it again. | Components/SceneComponent.h | |
| bComputedBoundsOnceForGame | uint8 | If true, this component has already cached its bounds during cooking or in PIE and will never recompute it again. | Components/SceneComponent.h | |
| bComputeFastLocalBounds | uint8 | If true, this component will use its current bounds transformed back into local space instead of calling CalcBounds with an identity transform. | Components/SceneComponent.h | |
| bHiddenInGame | uint8 | Whether to hide the primitive in game, if the primitive is Visible. | Components/SceneComponent.h |
|
| bIsNotRenderAttachmentRoot | uint8 | If true, this component stops the walk up the attachment chain in GetActorPositionForRenderer(). | Components/SceneComponent.h | |
| Bounds | FBoxSphereBounds | Current bounds of the component | Components/SceneComponent.h | |
| bUseAttachParentBound | uint8 | If true, this component uses its parents bounds when attached. | Components/SceneComponent.h |
|
| bVisualizeComponent | uint8 | This component should create a sprite component for visualization in the editor | Components/SceneComponent.h | |
| CachedLevelCollection | const FLevelCollection * | Cached level collection that contains the level this component is registered in, for fast access in IsVisible(). | Components/SceneComponent.h | |
| ComponentVelocity | FVector | Velocity of the component. | Components/SceneComponent.h | |
| DetailMode | TEnumAsByte< enum EDetailMode > | Set the required detail level of this component. | Components/SceneComponent.h |
|
| IsRootComponentChanged | FIsRootComponentChanged | Delegate invoked when this scene component becomes the actor's root component or when it no longer is. | Components/SceneComponent.h | |
| Mobility | TEnumAsByte< EComponentMobility::Type > | How often this component is allowed to move, used to make various optimizations. | Components/SceneComponent.h |
|
| PhysicsVolumeChangedDelegate | FPhysicsVolumeChanged | Delegate that will be called when PhysicsVolume has been changed | Components/SceneComponent.h |
|
| TransformUpdated | FTransformUpdated | Delegate called when this component is moved | Components/SceneComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttachChildren | TArray< TObjectPtr< USceneComponent > > | List of child SceneComponents that are attached to us. | Components/SceneComponent.h |
|
| AttachParent | TObjectPtr< USceneComponent > | What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object | Components/SceneComponent.h |
|
| AttachSocketName | FName | Optional socket name on AttachParent that we are attached to. | Components/SceneComponent.h |
|
| bAbsoluteLocation | uint8 | If RelativeLocation should be considered relative to the world, rather than the parent | Components/SceneComponent.h |
|
| bAbsoluteRotation | uint8 | If RelativeRotation should be considered relative to the world, rather than the parent | Components/SceneComponent.h |
|
| bAbsoluteScale | uint8 | If RelativeScale3D should be considered relative to the world, rather than the parent | Components/SceneComponent.h |
|
| bComponentToWorldUpdated | uint8 | True if we have ever updated ComponentToWorld based on RelativeLocation/Rotation/Scale. | Components/SceneComponent.h |
|
| bHiddenEdTemporary | uint8 | Whether this component is temporarily hidden within the editor. | Components/SceneComponent.h |
|
| bNetUpdateAttachment | uint8 | Components/SceneComponent.h | ||
| bNetUpdateTransform | uint8 | Components/SceneComponent.h | ||
| bShouldBeAttached | uint8 | Whether or not we should be attached. | Components/SceneComponent.h |
|
| bShouldSnapLocationWhenAttached | uint8 | Components/SceneComponent.h |
|
|
| bShouldSnapRotationWhenAttached | uint8 | Components/SceneComponent.h |
|
|
| bShouldSnapScaleWhenAttached | uint8 | Components/SceneComponent.h |
|
|
| bShouldUpdatePhysicsVolume | uint8 | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. | Components/SceneComponent.h |
|
| bSkipUpdateOverlaps | uint8 | If true it indicates we don't need to call UpdateOverlaps. | Components/SceneComponent.h | |
| bVisible | uint8 | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. | Components/SceneComponent.h |
|
| ClientAttachedChildren | TArray< TObjectPtr< USceneComponent > > | Set of attached SceneComponents that were attached by the client so we can fix up AttachChildren when it is replicated to us. | Components/SceneComponent.h |
|
| ComponentToWorld | FTransform | Current transform of the component, relative to the world | Components/SceneComponent.h | |
| NetOldAttachParent | USceneComponent * | Components/SceneComponent.h | ||
| NetOldAttachSocketName | FName | Components/SceneComponent.h | ||
| PhysicsVolume | TWeakObjectPtr< class APhysicsVolume > | Physics Volume in which this SceneComponent is located | Components/SceneComponent.h |
|
| RelativeLocation | FVector | Location of the component relative to its parent | Components/SceneComponent.h |
|
| RelativeRotation | FRotator | Rotation of the component relative to its parent | Components/SceneComponent.h |
|
| RelativeRotationCache | FRotationConversionCache | Cache that avoids Quat<->Rotator conversions if possible. Only to be used with RelativeRotation. | Components/SceneComponent.h | |
| RelativeScale3D | FVector | Non-uniform scaling of the component relative to its parent. | Components/SceneComponent.h |
|
| ScopedMovementStack | TArray< FScopedMovementUpdate * > | Stack of current movement scopes. | Components/SceneComponent.h | |
| WorldRotationCache | FRotationConversionCache | Cache that avoids Quat<->Rotator conversions if possible. | Components/SceneComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddLocalOffset
(
FVector DeltaLocation, |
Components/SceneComponent.h |
|
|
void AddLocalRotation
(
const FQuat& DeltaRotation, |
Components/SceneComponent.h | ||
void AddLocalRotation
(
FRotator DeltaRotation, |
Components/SceneComponent.h |
|
|
void AddLocalTransform
(
const FTransform& DeltaTransform, |
Components/SceneComponent.h |
|
|
void AddRelativeLocation
(
FVector DeltaLocation, |
Components/SceneComponent.h |
|
|
void AddRelativeRotation
(
const FQuat& DeltaRotation, |
Components/SceneComponent.h | ||
void AddRelativeRotation
(
FRotator DeltaRotation, |
Components/SceneComponent.h |
|
|
void AddWorldOffset
(
FVector DeltaLocation, |
Components/SceneComponent.h |
|
|
void AddWorldRotation
(
FRotator DeltaRotation, |
Components/SceneComponent.h |
|
|
void AddWorldRotation
(
const FQuat& DeltaRotation, |
Components/SceneComponent.h | ||
void AddWorldTransform
(
const FTransform& DeltaTransform, |
Components/SceneComponent.h |
|
|
void AddWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
Components/SceneComponent.h |
|
|
virtual bool AttachToComponent
(
USceneComponent* InParent, |
Attach this component to another scene component, optionally at a named socket. | Components/SceneComponent.h | |
virtual void CalcBoundingCylinder
(
float& CylinderRadius, |
Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis). | Components/SceneComponent.h | |
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Components/SceneComponent.h | |
virtual FBoxSphereBounds CalcLocalBounds () |
Calculate the local bounds of the component. | Components/SceneComponent.h | |
virtual bool CanAttachAsChild
(
const USceneComponent* ChildComponent, |
Called to see if it's possible to attach another scene component as a child. | Components/SceneComponent.h | |
bool CanEverRender() |
Return true if it can ever render | Components/SceneComponent.h | |
virtual const bool CanHaveStaticMobility() |
Determines whether or not the component can have its mobility set to static | Components/SceneComponent.h | |
void ClearSkipUpdateOverlaps () |
Clears the skip update overlaps flag. | Components/SceneComponent.h | |
void ConditionalUpdateComponentToWorld() |
Call UpdateComponentToWorld if bComponentToWorldUpdated is false. | Components/SceneComponent.h | |
virtual void DetachFromComponent
(
const FDetachmentTransformRules& DetachmentRules |
Detach this component from whatever it is attached to. | Components/SceneComponent.h | |
virtual void DetachFromParent
(
bool bMaintainWorldPosition, |
DEPRECATED - Use DetachFromComponent() instead | Components/SceneComponent.h |
|
virtual bool DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists | Components/SceneComponent.h |
|
FVector GetActorPositionForRenderer () |
Returns the ActorPosition for use by rendering. | Components/SceneComponent.h | |
| Gets the names of all the sockets on the component. | Components/SceneComponent.h |
|
|
const TArray< TObjectPtr< USceneComponent > > & GetAttachChildren() |
Get the SceneComponents that are attached to this component. | Components/SceneComponent.h | |
| Walks up the attachment chain from this SceneComponent and returns the SceneComponent at the top. | Components/SceneComponent.h | ||
| Walks up the attachment chain from this SceneComponent and returns the top-level actor it's attached to. | Components/SceneComponent.h | ||
USceneComponent * GetAttachParent() |
Get the SceneComponent we are attached to. | Components/SceneComponent.h |
|
AActor * GetAttachParentActor() |
Gets the owner of the attach parent | Components/SceneComponent.h | |
FName GetAttachSocketName() |
Get the socket we are attached to. | Components/SceneComponent.h |
|
USceneComponent * GetChildComponent
(
int32 ChildIndex |
Gets the attached child component at the specified location | Components/SceneComponent.h |
|
void GetChildrenComponents
(
bool bIncludeAllDescendants, |
Gets all components that are attached to this component, possibly recursively | Components/SceneComponent.h |
|
virtual ECollisionEnabled::Type GetCollisionEnabled() |
Returns the form of collision for this component | Components/SceneComponent.h | |
virtual ECollisionChannel GetCollisionObjectType() |
Returns the channel that this component belongs to when it moves. | Components/SceneComponent.h | |
virtual ECollisionResponse GetCollisionResponseToChannel
(
ECollisionChannel Channel |
Returns the response that this component has to a specific collision channel. | Components/SceneComponent.h | |
virtual const FCollisionResponseContainer & GetCollisionResponseToChannels() |
Return const reference to CollsionResponseContainer | Components/SceneComponent.h | |
ECollisionResponse GetCollisionResponseToComponent
(
USceneComponent* OtherComponent |
Compares the CollisionObjectType of each component against the Response of the other, to see what kind of response we should generate | Components/SceneComponent.h | |
FVector GetComponentLocation() |
Return location of the component, in world space | Components/SceneComponent.h | |
FQuat GetComponentQuat() |
Return rotation quaternion of the component, in world space | Components/SceneComponent.h | |
FRotator GetComponentRotation() |
Return rotation of the component, in world space | Components/SceneComponent.h | |
FVector GetComponentScale() |
Return scale of the component, in world space | Components/SceneComponent.h | |
const FTransform & GetComponentToWorld() |
Get the current component-to-world transform for this component TODO: probably deprecate this in favor of GetComponentTransform | Components/SceneComponent.h | |
const FTransform & GetComponentTransform() |
Get the current component-to-world transform for this component | Components/SceneComponent.h | |
virtual FVector GetComponentVelocity() |
Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics. | Components/SceneComponent.h |
|
| Returns the current scoped movement update, or NULL if there is none. | Components/SceneComponent.h | ||
FVector GetForwardVector() |
Get the forward (X) unit direction vector from this component, in world space. | Components/SceneComponent.h |
|
FBoxSphereBounds GetLocalBounds() |
Get the current local bounds of the component | Components/SceneComponent.h | |
| Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials | Components/SceneComponent.h | ||
EComponentMobility::Type GetMobility() |
Return the Mobility of this component. | Components/SceneComponent.h | |
int32 GetNumChildrenComponents() |
Gets the number of attached children components | Components/SceneComponent.h |
|
virtual const int32 GetNumUncachedStaticLightingInteractions() |
Returns number of lighting interactions that need to be recalculated | Components/SceneComponent.h | |
void GetParentComponents
(
TArray< USceneComponent* >& Parents |
Gets all attachment parent components up to and including the root component | Components/SceneComponent.h |
|
APhysicsVolume * GetPhysicsVolume() |
Get the PhysicsVolume overlapping this component. | Components/SceneComponent.h |
|
virtual FBoxSphereBounds GetPlacementExtent() |
Get the extent used when placing this component in the editor, used for 'pulling back' hit. | Components/SceneComponent.h | |
FVector GetRelativeLocation () |
Gets the literal value of RelativeLocation. | Components/SceneComponent.h | |
FVector & GetRelativeLocation_DirectMutable () |
Gets a refence to RelativeLocation with the expectation that it will be modified. | Components/SceneComponent.h | |
FRotator GetRelativeRotation () |
Gets the literal value of RelativeRotation. | Components/SceneComponent.h | |
FRotator & GetRelativeRotation_DirectMutable () |
Gets a refence to RelativeRotation with the expectation that it will be modified. | Components/SceneComponent.h | |
const FRotationConversionCache & GetRelativeRotationCache() |
Get the RelativeRotationCache. | Components/SceneComponent.h | |
FQuat GetRelativeRotationFromWorld
(
const FQuat& WorldRotation |
Convenience function to get the relative rotation from the passed in world rotation | Components/SceneComponent.h | |
FVector GetRelativeScale3D () |
Gets the literal value of RelativeScale3D. | Components/SceneComponent.h | |
FVector & GetRelativeScale3D_DirectMutable () |
Gets a refence to RelativeRotation with the expectation that it will be modified. | Components/SceneComponent.h | |
FTransform GetRelativeTransform() |
Returns the transform of the component relative to its parent | Components/SceneComponent.h |
|
FVector GetRightVector() |
Get the right (Y) unit direction vector from this component, in world space. | Components/SceneComponent.h |
|
bool GetShouldUpdatePhysicsVolume() |
Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. | Components/SceneComponent.h |
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virtual FVector GetSocketLocation
(
FName InSocketName |
Get world-space socket or bone location. | Components/SceneComponent.h |
|
virtual FQuat GetSocketQuaternion
(
FName InSocketName |
Get world-space socket or bone FQuat rotation. | Components/SceneComponent.h |
|
virtual FRotator GetSocketRotation
(
FName InSocketName |
Get world-space socket or bone FRotator rotation. | Components/SceneComponent.h |
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virtual FTransform GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. | Components/SceneComponent.h |
|
void GetSocketWorldLocationAndRotation
(
FName InSocketName, |
Components/SceneComponent.h | ||
void GetSocketWorldLocationAndRotation
(
FName InSocketName, |
Find the world-space location and rotation of the given named socket. | Components/SceneComponent.h | |
FVector GetUpVector() |
Get the up (Z) unit direction vector from this component, in world space. | Components/SceneComponent.h |
|
bool GetVisibleFlag () |
Gets the literal value of bVisible. | Components/SceneComponent.h | |
virtual bool HasAnySockets() |
Returns true if this component has any sockets | Components/SceneComponent.h | |
bool HasGroupedMovementUpdates() |
Returns true if this component is part of a grouped movement update that will apply later | Components/SceneComponent.h | |
virtual bool IsAnySimulatingPhysics() |
Returns whether the specified body is currently using physics simulation | Components/SceneComponent.h |
|
bool IsAttachedTo
(
const USceneComponent* TestComp |
Walks up the attachment chain to see if this component is attached to the supplied component. | Components/SceneComponent.h | |
bool IsCollisionEnabled() |
Utility to see if there is any form of collision (query or physics) enabled on this component. | Components/SceneComponent.h | |
bool IsDeferringMovementUpdates () |
Returns true if movement is currently within the scope of an FScopedMovementUpdate. | Components/SceneComponent.h | |
bool IsPhysicsCollisionEnabled() |
Utility to see if there is any physics collision enabled on this component. | Components/SceneComponent.h | |
virtual bool IsPrecomputedLightingValid() |
True if our precomputed lighting is up to date | Components/SceneComponent.h | |
bool IsQueryCollisionEnabled() |
Utility to see if there is any query collision enabled on this component. | Components/SceneComponent.h | |
virtual bool IsSimulatingPhysics
(
FName BoneName |
Returns whether the specified body is currently using physics simulation | Components/SceneComponent.h |
|
bool IsTemporarilyHiddenInEditor
(
const bool bIncludeParent |
Components/SceneComponent.h | ||
bool IsUsingAbsoluteLocation () |
Gets the literal value of bAbsoluteLocation. | Components/SceneComponent.h | |
bool IsUsingAbsoluteRotation () |
Gets the literal value of bAbsoluteRotation. | Components/SceneComponent.h | |
bool IsUsingAbsoluteScale () |
Gets the literal value of bAbsoluteScale. | Components/SceneComponent.h | |
virtual bool IsVisible() |
Returns true if this component is visible in the current context | Components/SceneComponent.h |
|
virtual bool IsVisibleInEditor() |
Return true if visible in editor | Components/SceneComponent.h | |
virtual bool IsWorldGeometry() |
Is this component considered 'world' geometry, by default checks if this uses the WorldStatic collision channel | Components/SceneComponent.h | |
void K2_AddLocalOffset
(
FVector DeltaLocation, |
Adds a delta to the location of the component in its local reference frame | Components/SceneComponent.h |
|
void K2_AddLocalRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of the component in its local reference frame | Components/SceneComponent.h |
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void K2_AddLocalTransform
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in its local reference frame. Scale is unchanged. | Components/SceneComponent.h |
|
void K2_AddRelativeLocation
(
FVector DeltaLocation, |
Adds a delta to the translation of the component relative to its parent | Components/SceneComponent.h |
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void K2_AddRelativeRotation
(
FRotator DeltaRotation, |
Adds a delta the rotation of the component relative to its parent | Components/SceneComponent.h |
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void K2_AddWorldOffset
(
FVector DeltaLocation, |
Adds a delta to the location of the component in world space. | Components/SceneComponent.h |
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void K2_AddWorldRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of the component in world space. | Components/SceneComponent.h |
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void K2_AddWorldTransform
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in world space. | Components/SceneComponent.h |
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void K2_AddWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of the component in world space. Scale is unchanged. | Components/SceneComponent.h |
|
bool K2_AttachTo
(
USceneComponent* InParent, |
DEPRECATED - Use AttachToComponent() instead | Components/SceneComponent.h |
|
bool K2_AttachToComponent
(
USceneComponent* Parent, |
Attach this component to another scene component, optionally at a named socket. | Components/SceneComponent.h |
|
void K2_DetachFromComponent
(
EDetachmentRule LocationRule, |
Detach this component from whatever it is attached to. | Components/SceneComponent.h |
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FVector K2_GetComponentLocation() |
Return location of the component, in world space | Components/SceneComponent.h |
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FRotator K2_GetComponentRotation() |
Returns rotation of the component, in world space. | Components/SceneComponent.h |
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FVector K2_GetComponentScale() |
Returns scale of the component, in world space. | Components/SceneComponent.h |
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FTransform K2_GetComponentToWorld() |
Get the current component-to-world transform for this component | Components/SceneComponent.h |
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void K2_SetRelativeLocation
(
FVector NewLocation, |
Set the location of the component relative to its parent | Components/SceneComponent.h |
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void K2_SetRelativeLocationAndRotation
(
FVector NewLocation, |
Set the location and rotation of the component relative to its parent | Components/SceneComponent.h |
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void K2_SetRelativeRotation
(
FRotator NewRotation, |
Set the rotation of the component relative to its parent | Components/SceneComponent.h |
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void K2_SetRelativeTransform
(
const FTransform& NewTransform, |
Set the transform of the component relative to its parent | Components/SceneComponent.h |
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void K2_SetWorldLocation
(
FVector NewLocation, |
Put this component at the specified location in world space. | Components/SceneComponent.h |
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void K2_SetWorldLocationAndRotation
(
FVector NewLocation, |
Set the relative location and rotation of the component to put it at the supplied pose in world space. | Components/SceneComponent.h |
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void K2_SetWorldRotation
(
FRotator NewRotation, |
Put this component at the specified rotation in world space. | Components/SceneComponent.h |
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void K2_SetWorldTransform
(
const FTransform& NewTransform, |
Set the transform of the component in world space. | Components/SceneComponent.h |
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bool MoveComponent
(
const FVector& Delta, |
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation. | Components/SceneComponent.h | |
bool MoveComponent
(
const FVector& Delta, |
Components/SceneComponent.h | ||
virtual bool NeedsLoadForTargetPlatform
(
const ITargetPlatform* TargetPlatform |
Components/SceneComponent.h | ||
virtual void OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. | Components/SceneComponent.h | |
virtual void OnReceiveReplicatedState
(
const FVector X, |
Called when client receive replication data, before replication is performed. | Components/SceneComponent.h | |
virtual void PostEditComponentMove
(
bool bFinished |
Called when this component is moved in the editor | Components/SceneComponent.h | |
virtual void PreFeatureLevelChange
(
ERHIFeatureLevel::Type PendingFeatureLevel |
Called to update any visuals needed for a feature level change | Components/SceneComponent.h | |
void ProcessDeferredMovementGroup
(
const FDeferredComponentMoveData& MoveData |
Process a single instance of a scoped movement. | Components/SceneComponent.h | |
virtual void PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed | Components/SceneComponent.h | |
virtual void QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains | Components/SceneComponent.h | |
void ResetRelativeTransform () |
Reset the transform of the component relative to its parent. | Components/SceneComponent.h |
|
void SetAbsolute
(
bool bNewAbsoluteLocation, |
Set which parts of the relative transform should be relative to parent, and which should be relative to world | Components/SceneComponent.h |
|
void SetComponentToWorld
(
const FTransform& NewComponentToWorld |
Sets the cached component to world directly. This should be used very rarely. | Components/SceneComponent.h | |
void SetHiddenInGame
(
bool NewHidden, |
Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay | Components/SceneComponent.h |
|
void SetIsTemporarilyHiddenInEditor
(
const bool bInIsHidden |
Explicitly sets whether or not this component is hidden in the editor for the duration of the current editor session | Components/SceneComponent.h | |
virtual void SetMobility
(
EComponentMobility::Type NewMobility |
Set how often this component is allowed to move during runtime. | Components/SceneComponent.h |
|
void SetPhysicsVolume
(
APhysicsVolume* NewVolume, |
Replace current PhysicsVolume to input NewVolume | Components/SceneComponent.h | |
void SetRelativeLocation
(
FVector NewLocation, |
Components/SceneComponent.h |
|
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void SetRelativeLocation_Direct
(
const FVector NewRelativeLocation |
Sets the value of RelativeLocation without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetRelativeLocationAndRotation
(
FVector NewLocation, |
Components/SceneComponent.h | ||
void SetRelativeLocationAndRotation
(
FVector NewLocation, |
Components/SceneComponent.h |
|
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void SetRelativeRotation
(
const FQuat& NewRotation, |
Components/SceneComponent.h | ||
void SetRelativeRotation
(
FRotator NewRotation, |
Components/SceneComponent.h |
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void SetRelativeRotation_Direct
(
const FRotator NewRelativeRotation |
Sets the value of RelativeRotation without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetRelativeRotationCache
(
const FRotationConversionCache& InCache |
Sets the RelativeRotationCache. | Components/SceneComponent.h | |
void SetRelativeRotationExact
(
FRotator NewRotation, |
Set the rotation of the component relative to its parent and force RelativeRotation to be equal to new rotation. | Components/SceneComponent.h | |
void SetRelativeScale3D
(
FVector NewScale3D |
Set the non-uniform scale of the component relative to its parent | Components/SceneComponent.h |
|
void SetRelativeScale3D_Direct
(
const FVector NewRelativeScale3D |
Sets the value of RelativeScale3D without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetRelativeTransform
(
const FTransform& NewTransform, |
Components/SceneComponent.h |
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void SetRelativeTransform_Direct
(
const FTransform& NewRelativeTransform |
Helper function to set the location, rotation, and scale without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetShouldUpdatePhysicsVolume
(
bool bInShouldUpdatePhysicsVolume |
Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. | Components/SceneComponent.h |
|
void SetupAttachment
(
USceneComponent* InParent, |
Initializes desired Attach Parent and SocketName to be attached to when the component is registered. | Components/SceneComponent.h | |
void SetUsingAbsoluteLocation
(
const bool bInAbsoluteLocation |
Sets the value of bAbsoluteLocation without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetUsingAbsoluteRotation
(
const bool bInAbsoluteRotation |
Sets the value of bAbsoluteRotation without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetUsingAbsoluteScale
(
const bool bInAbsoluteRotation |
Sets the value of bAbsoluteScale without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetVisibility
(
bool bNewVisibility, |
Set visibility of the component, if during game use this to turn on/off | Components/SceneComponent.h |
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void SetVisibleFlag
(
const bool bInVisible |
Sets the value of bVisible without causing other side effects to this instance. | Components/SceneComponent.h | |
void SetWorldLocation
(
FVector NewLocation, |
Components/SceneComponent.h |
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void SetWorldLocationAndRotation
(
FVector NewLocation, |
Set the relative location and FQuat rotation of the component to put it at the supplied pose in world space. | Components/SceneComponent.h | |
void SetWorldLocationAndRotation
(
FVector NewLocation, |
Components/SceneComponent.h |
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void SetWorldLocationAndRotationNoPhysics
(
const FVector& NewLocation, |
Special version of SetWorldLocationAndRotation that does not affect physics. | Components/SceneComponent.h | |
void SetWorldRotation
(
FRotator NewRotation, |
Components/SceneComponent.h |
|
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void SetWorldRotation
(
const FQuat& NewRotation, |
Components/SceneComponent.h | ||
void SetWorldScale3D
(
FVector NewScale |
Set the relative scale of the component to put it at the supplied scale in world space. | Components/SceneComponent.h |
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void SetWorldTransform
(
const FTransform& NewTransform, |
Components/SceneComponent.h |
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virtual bool ShouldCollideWhenPlacing() |
If true, bounds should be used when placing component/actor in level. Does not affect spawning. | Components/SceneComponent.h | |
bool ShouldComponentAddToScene() |
Looking at various values of the component, determines if this component should be added to the scene | Components/SceneComponent.h | |
bool ShouldRender() |
Return true if it should render | Components/SceneComponent.h | |
bool ShouldSkipUpdateOverlaps() |
If true, we can use the old computed overlaps | Components/SceneComponent.h | |
void ToggleVisibility
(
bool bPropagateToChildren |
Toggle visibility of the component | Components/SceneComponent.h |
|
virtual void UpdateBounds() |
Update the Bounds of the component. | Components/SceneComponent.h | |
void UpdateChildTransforms
(
EUpdateTransformFlags UpdateTransformFlags, |
Update transforms of any components attached to this one. | Components/SceneComponent.h | |
bool UpdateOverlaps
(
const TOverlapArrayView* PendingOverlaps, |
Queries world and updates overlap tracking state for this component | Components/SceneComponent.h | |
virtual void UpdatePhysicsVolume
(
bool bTriggerNotifiers |
Updates the PhysicsVolume of this SceneComponent, if bShouldUpdatePhysicsVolume is true. | Components/SceneComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | Components/SceneComponent.h | |
virtual void DestroyComponent
(
bool bPromoteChildren |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. | Components/SceneComponent.h | |
virtual void EndPlay
(
EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. Called from AActor::EndPlay only if bHasBegunPlay is true | Components/SceneComponent.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/SceneComponent.h | |
virtual FBox GetStreamingBounds() |
Components/SceneComponent.h | ||
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/SceneComponent.h | |
virtual void OnPreRegister() |
Called by PreRegisterComponentWithWorld when the component is being pre-registered. | Components/SceneComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SceneComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/SceneComponent.h | |
virtual bool ShouldCreateRenderState() |
Return true if CreateRenderState() should be called | Components/SceneComponent.h | |
virtual void UpdateComponentToWorld
(
EUpdateTransformFlags UpdateTransformFlags, |
Recalculate the value of our component to world transform | Components/SceneComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/SceneComponent.h | ||
virtual bool CanEditChange
(
const FProperty* Property |
Components/SceneComponent.h | ||
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Components/SceneComponent.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Components/SceneComponent.h | ||
virtual bool IsPostLoadThreadSafe() |
Components/SceneComponent.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Components/SceneComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SceneComponent.h | ||
virtual void PostNetReceive() |
Components/SceneComponent.h | ||
virtual void PostRepNotifies() |
Components/SceneComponent.h | ||
virtual void PreNetReceive() |
Components/SceneComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SceneComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AreDynamicDataChangesAllowed
(
bool bIgnoreStationary |
Determine if dynamic data is allowed to be changed. | Components/SceneComponent.h | |
FTransform CalcNewComponentToWorld
(
const FTransform& NewRelativeTransform, |
Calculate the new ComponentToWorld transform for this component. | Components/SceneComponent.h | |
FTransform CalcNewComponentToWorld_GeneralCase
(
const FTransform& NewRelativeTransform, |
Utility function to handle calculating transform with a parent | Components/SceneComponent.h | |
bool CheckStaticMobilityAndWarn
(
const FText& ActionText |
Check if mobility is set to non-static. If it's static we trigger a PIE warning and return true | Components/SceneComponent.h | |
void CreateSpriteComponent
(
UTexture2D* SpriteTexture |
Creates the editor only component used to display the sprite | Components/SceneComponent.h | |
void CreateSpriteComponent
(
UTexture2D* SpriteTexture, |
Components/SceneComponent.h | ||
bool HasGroupedMovementUpdate
(
const FScopedMovementUpdate& ScopedUpdate |
Components/SceneComponent.h | ||
bool InternalSetWorldLocationAndRotation
(
FVector NewLocation, |
Internal helper, for use from MoveComponent(). | Components/SceneComponent.h | |
bool IsDeferringMovementUpdates
(
const FScopedMovementUpdate& ScopedUpdate |
Components/SceneComponent.h | ||
virtual bool MoveComponentImpl
(
const FVector& Delta, |
Override this method for custom behavior for MoveComponent | Components/SceneComponent.h | |
virtual void OnChildAttached
(
USceneComponent* ChildComponent |
Called after a child scene component is attached to this component. | Components/SceneComponent.h | |
virtual void OnChildDetached
(
USceneComponent* ChildComponent |
Called after a child scene component is detached from this component. | Components/SceneComponent.h | |
virtual void OnHiddenInGameChanged() |
Overridable internal function to respond to changes in the hidden in game value of the component. | Components/SceneComponent.h | |
virtual void OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved | Components/SceneComponent.h | |
virtual void OnVisibilityChanged() |
Overridable internal function to respond to changes in the visibility of the component. | Components/SceneComponent.h | |
void PostUpdateNavigationData() |
Called after changing transform, tries to update navigation octree for owner | Components/SceneComponent.h | |
void UpdateNavigationData() |
Called after changing transform, tries to update navigation octree for this component | Components/SceneComponent.h | |
virtual bool UpdateOverlapsImpl
(
const TOverlapArrayView* PendingOverlaps, |
Internal helper for UpdateOverlaps | Components/SceneComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Components/SceneComponent.h | ||
static void ConvertAttachLocation
(
EAttachLocation::Type InAttachLocation, |
Backwards compatibility: Used to convert old-style EAttachLocation to new-style EAttachmentRules | Components/SceneComponent.h | |
static const FName GetAbsoluteLocationPropertyName () |
Gets the property name for bAbsoluteLocation. | Components/SceneComponent.h | |
static const FName GetAbsoluteRotationPropertyName () |
Gets the property name for bAbsoluteRotation. | Components/SceneComponent.h | |
static const FName GetAbsoluteScalePropertyName () |
Gets the property name for bAbsoluteScale. | Components/SceneComponent.h | |
static FName GetDefaultSceneRootVariableName() |
The name to use for the default scene root variable | Components/SceneComponent.h | |
static const FName GetRelativeLocationPropertyName () |
Gets the property name for RelativeLocation. | Components/SceneComponent.h | |
static const FName GetRelativeRotationPropertyName () |
Gets the property name for RelativeRotation. | Components/SceneComponent.h | |
static const FName GetRelativeScale3DPropertyName () |
Gets the property name for RelativeScale3D. | Components/SceneComponent.h | |
static const FName GetVisiblePropertyName () |
Gets the property name for bVisible. | Components/SceneComponent.h | |
static bool IsGroupedComponentMovementEnabled() |
Components/SceneComponent.h |