unreal.GameFrameworkAddComponentFlags¶
- class unreal.GameFrameworkAddComponentFlags¶
Bases:
EnumBaseBitflag enum to control how this AddComponents action should actually run
C++ Source:
Plugin: ModularGameplay
Module: ModularGameplay
File: GameFrameworkComponentManager.h
- ADD_IF_NOT_CHILD: GameFrameworkAddComponentFlags = Ellipsis¶
If AddIfNotChild is set, it will be added only if ComponentClass is not a child of an existing component on ActorInstance.
- Type:
2
- ADD_UNIQUE: GameFrameworkAddComponentFlags = Ellipsis¶
If AddUnique is set, it will be added only if there is no existing component on ActorInstance of ComponentClass.
- Type:
1
- USE_AUTO_GENERATED_NAME: GameFrameworkAddComponentFlags = Ellipsis¶
If UseAutoGeneratedName is set, it will generate a new name and not re-use the class name directly (which can lead to component recycling).
- Type:
4