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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/USceneComponent
Description
Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
| Name | K2_AttachToComponent |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
| Include Path | #include "Components/SceneComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Transformation",
Meta=(DisplayName="Attach Component To Component", ScriptName="AttachToComponent", bWeldSimulatedBodies=true))
bool K2_AttachToComponent
(
USceneComponent * Parent,
FName SocketName,
EAttachmentRule LocationRule,
EAttachmentRule RotationRule,
EAttachmentRule ScaleRule,
bool bWeldSimulatedBodies
)
True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.
Parameters
| Name | Remarks |
|---|---|
| Parent | Parent to attach to. |
| SocketName | Optional socket to attach to on the parent. |
| LocationRule | How to handle translation when attaching. |
| RotationRule | How to handle rotation when attaching. |
| ScaleRule | How to handle scale when attaching. |
| bWeldSimulatedBodies | Whether to weld together simulated physics bodies. This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching. |