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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USimpleConstructionScript
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Engine/SimpleConstructionScript.h |
| Include | #include "Engine/SimpleConstructionScript.h" |
Syntax
class USimpleConstructionScript : public UObject
Constructors
| Type | Name | Description | |
|---|---|---|---|
USimpleConstructionScript
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Adds this node to the root set | ||
| void | Called by the SCS editor to prepare for constructing editable components | ||
| void | Called by the SCS editor to clear all SCS editor component references | ||
| void | Create the map from names to SCS_Nodes to improve FindSCSNode performance during construction script execution | ||
| USCS_Node * | CreateNode
(
UClass* NewComponentClass, |
Creates a new SCS node using the given class to create the component template | |
| USCS_Node * | CreateNodeAndRenameComponent
(
UActorComponent* ExistingTemplate |
Creates a new SCS node using the given component template instance | |
| void | Called by the SCS editor to clean up after constructing editable components | ||
| void | ExecuteScriptOnActor
(
AActor* Actor, |
Execute this script on the supplied actor, creating components | |
| USCS_Node * | FindParentNode
(
USCS_Node* InNode |
Find the parent node of this one. Returns NULL if node is not in tree or if is root | |
| USCS_Node * | FindSCSNode
(
const FName InName |
Find the SCS_Node node by name and return it if found | |
| USCS_Node * | FindSCSNodeByGuid
(
const FGuid Guid |
Find the SCS_Node node by name and return it if found | |
| void | Ensures that all root node parent references are still valid and clears the reference if not | ||
| FName | GenerateNewComponentName
(
const UClass* ComponentClass, |
Helper function for generating a name for a new node, DesiredName can be used to optionally request a name, ComponentClass is mandatory | |
| const TArray< USCS_Node * > & | GetAllNodes () |
Return all nodes in tree as a flat list | |
| UBlueprint * | GetBlueprint () |
Return the Blueprint associated with this SCS instance | |
| AActor * | Gets the SCS editor actor instance that's being used for component editing | ||
| const USCS_Node * | Provides read-only access to the default scene root node | ||
| USCS_Node * | |||
| UClass * | Return the Blueprint associated with this SCS instance | ||
| UClass * | Return the parent class of the SCS owner class | ||
| FStaticMeshComponentBulkReregisterContext * | |||
| const TArray< USCS_Node * > & | GetRootNodes () |
Provides read-only access to the root node set | |
| USceneComponent * | GetSceneRootComponentTemplate
(
bool bShouldUseDefaultRoot, |
Helper function to find the current scene root component template and optionally the owning SCS node | |
| bool | Find out whether or not we're constructing components in the SCS editor | ||
| void | PreloadChain () |
||
| void | RegisterInstancedComponent
(
UActorComponent* Component |
Helper method to register instanced components post-construction | |
| void | Remove the map from names to SCS_Nodes | ||
| void | RemoveNode
(
USCS_Node* Node, |
Remove this node from the script | |
| void | RemoveNodeAndPromoteChildren
(
USCS_Node* Node |
Remove this node from the script and if it's the root, promote its first child to replace it | |
| void | Saves the current state of SimpleConstructionScript and its nodes to the transaction buffer. | ||
| void | SetComponentEditorActorInstance
(
AActor* InActor |
Called by the SCS editor to set the actor instance for component editing | |
| void | ValidateNodeTemplates
(
FCompilerResultsLog& MessageLog |
Ensures that all nodes in the SCS have valid templates | |
| void | ValidateNodeVariableNames
(
FCompilerResultsLog& MessageLog |
Ensures that all nodes in the SCS have valid names for compilation/replication | |
| void | Checks the root node set for scene components and ensures that it is valid (e.g. after a removal) |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Constants
| Name | Description |
|---|---|
| ComponentTemplateNameSuffix | Suffix used for component template object name. |