A capsule generally used for simple collision. Bounds are rendered as lines in the editor.
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| const float32 & | GetCapsuleRadius () const |
| | Radius of cap hemispheres and center cylinder. This cannot be more than CapsuleHalfHeight.
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| const float32 & | GetCapsuleHalfHeight () const |
| | Half-height, from center of capsule to the end of top or bottom hemisphere. This cannot be less than CapsuleRadius.
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| void | SetbUseSystemDefaultObstacleAreaClass (bool Value) |
| | Uses FNavigationSystem::GetDefaultObstacleArea() by default instead of AreaClassOverride, bDynamicObstacle must be true to use this.
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| const float32 & | GetLineThickness () const |
| | Used to control the line thickness when rendering.
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| void | SetbDynamicObstacle (bool Value) |
| | If set, shape will be exported for navigation as dynamic modifier instead of using regular collision data.
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| void | SetLineThickness (float32 Thickness) |
| | Set the LineThickness.
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| void | SetLightingChannels (bool bChannel0, bool bChannel1, bool bChannel2) |
| void | InvalidateLumenSurfaceCache () |
| | Invalidates Lumen surface cache and forces it to be refreshed. Useful to make material updates more responsive.
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| void | SetGenerateOverlapEvents (bool bInGenerateOverlapEvents) |
| | Modifies value returned by GetGenerateOverlapEvents().
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| FVector | GetBoundsOrigin () const |
| float | GetBoundsRadius () const |
| FVector | GetBoundingBoxExtents () const |
| bool | GetbSelectable () const |
| void | SetbSelectable (bool bSelectable) |
| void | SetLightmapType (ELightmapType Type) |
| bool | GetGenerateOverlapEvents () const |
| | If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur.
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| FVector | GetBoundsExtent () const |
| bool | GetbGenerateOverlapEvents () const |
| | If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur.
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| void | SetbGenerateOverlapEvents (bool bInGenerateOverlapEvents) |
| | Modifies value returned by GetGenerateOverlapEvents().
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| const ELightmapType & | GetLightmapType () const |
| | Controls the type of lightmap used for this component.
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| bool | GetbEnableAutoLODGeneration () const |
| | Whether to include this component in HLODs or not.
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| void | SetbEnableAutoLODGeneration (bool Value) |
| | Whether to include this component in HLODs or not.
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| bool | GetbNeverDistanceCull () const |
| | When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.
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| void | SetbNeverDistanceCull (bool Value) |
| | When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.
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| bool | GetbAlwaysCreatePhysicsState () const |
| | Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers.
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| void | SetbAlwaysCreatePhysicsState (bool Value) |
| | Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers.
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| bool | GetbMultiBodyOverlap () const |
| | If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.
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| void | SetbMultiBodyOverlap (bool Value) |
| | If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.
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| bool | GetbTraceComplexOnMove () const |
| | If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. See: MoveComponent().
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| void | SetbTraceComplexOnMove (bool Value) |
| | If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. See: MoveComponent().
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| bool | GetbReturnMaterialOnMove () const |
| | If true, component sweeps will return the material in their hit result. See: MoveComponent(), FHitResult.
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| void | SetbReturnMaterialOnMove (bool Value) |
| | If true, component sweeps will return the material in their hit result. See: MoveComponent(), FHitResult.
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| bool | GetbAllowCullDistanceVolume () const |
| | Whether to accept cull distance volumes to modify cached cull distance.
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| void | SetbAllowCullDistanceVolume (bool Value) |
| | Whether to accept cull distance volumes to modify cached cull distance.
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| bool | GetbVisibleInReflectionCaptures () const |
| | If true, this component will be visible in reflection captures.
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| void | SetbVisibleInReflectionCaptures (bool Value) |
| | If true, this component will be visible in reflection captures.
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| bool | GetbVisibleInRealTimeSkyCaptures () const |
| | If true, this component will be visible in real-time sky light reflection captures.
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| void | SetbVisibleInRealTimeSkyCaptures (bool Value) |
| | If true, this component will be visible in real-time sky light reflection captures.
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| bool | GetbVisibleInRayTracing () const |
| | If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.
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| void | SetbVisibleInRayTracing (bool Value) |
| | If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.
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| bool | GetbRenderInMainPass () const |
| | If true, this component will be rendered in the main pass (z prepass, basepass, transparency).
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| void | SetbRenderInMainPass (bool Value) |
| | If true, this component will be rendered in the main pass (z prepass, basepass, transparency).
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| bool | GetbRenderInDepthPass () const |
| | If true, this component will be rendered in the depth pass even if it's not rendered in the main pass.
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| void | SetbRenderInDepthPass (bool Value) |
| | If true, this component will be rendered in the depth pass even if it's not rendered in the main pass.
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| bool | GetbReceivesDecals () const |
| | Whether the primitive receives decals.
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| void | SetbReceivesDecals (bool Value) |
| | Whether the primitive receives decals.
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| bool | GetbHoldout () const |
| | If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
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| void | SetbHoldout (bool Value) |
| | If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
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| bool | GetbOwnerNoSee () const |
| | If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.
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| void | SetbOwnerNoSee (bool Value) |
| | If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.
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| bool | GetbOnlyOwnerSee () const |
| | If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.
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| void | SetbOnlyOwnerSee (bool Value) |
| | If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.
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| bool | GetbTreatAsBackgroundForOcclusion () const |
| | Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.
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| void | SetbTreatAsBackgroundForOcclusion (bool Value) |
| | Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.
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| bool | GetbUseAsOccluder () const |
| | Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. @todo - if any rendering features rely on a complete depth only pass, this variable needs to go away.
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| void | SetbUseAsOccluder (bool Value) |
| | Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. @todo - if any rendering features rely on a complete depth only pass, this variable needs to go away.
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| void | SetbConsiderForActorPlacementWhenHidden (bool Value) |
| | 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.
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| bool | GetbForceMipStreaming () const |
| | If true, forces mips for textures used by this component to be resident when this component's level is loaded.
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| void | SetbForceMipStreaming (bool Value) |
| | If true, forces mips for textures used by this component to be resident when this component's level is loaded.
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| bool | GetCastShadow () const |
| | Controls whether the primitive component should cast a shadow or not.
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| bool | GetbEmissiveLightSource () const |
| | Whether the primitive will be used as an emissive light source.
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| void | SetbEmissiveLightSource (bool Value) |
| | Whether the primitive will be used as an emissive light source.
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| bool | GetbAffectDynamicIndirectLighting () const |
| | Controls whether the primitive should influence indirect lighting.
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| void | SetbAffectDynamicIndirectLighting (bool Value) |
| | Controls whether the primitive should influence indirect lighting.
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| bool | GetbAffectIndirectLightingWhileHidden () const |
| | Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.
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| void | SetbAffectIndirectLightingWhileHidden (bool Value) |
| | Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.
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| bool | GetbAffectDistanceFieldLighting () const |
| | Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *.
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| void | SetbAffectDistanceFieldLighting (bool Value) |
| | Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *.
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| bool | GetbCastDynamicShadow () const |
| | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *.
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| void | SetbCastDynamicShadow (bool Value) |
| | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *.
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| bool | GetbCastStaticShadow () const |
| | Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.
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| void | SetbCastStaticShadow (bool Value) |
| | Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.
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| bool | GetbCastVolumetricTranslucentShadow () const |
| | Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.
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| void | SetbCastVolumetricTranslucentShadow (bool Value) |
| | Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.
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| bool | GetbCastContactShadow () const |
| | Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
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| void | SetbCastContactShadow (bool Value) |
| | Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
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| bool | GetbSelfShadowOnly () const |
| | When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.
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| void | SetbSelfShadowOnly (bool Value) |
| | When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.
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| bool | GetbCastFarShadow () const |
| | When enabled, the component will be rendering into the far shadow cascades (only for directional lights).
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| void | SetbCastFarShadow (bool Value) |
| | When enabled, the component will be rendering into the far shadow cascades (only for directional lights).
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| bool | GetbCastInsetShadow () const |
| | Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.
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| void | SetbCastInsetShadow (bool Value) |
| | Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.
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| bool | GetbCastCinematicShadow () const |
| | Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.
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| void | SetbCastCinematicShadow (bool Value) |
| | Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.
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| bool | GetbCastHiddenShadow () const |
| | If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.
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| void | SetbCastHiddenShadow (bool Value) |
| | If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.
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| bool | GetbCastShadowAsTwoSided () const |
| | Whether this primitive should cast dynamic shadows as if it were a two sided material.
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| void | SetbCastShadowAsTwoSided (bool Value) |
| | Whether this primitive should cast dynamic shadows as if it were a two sided material.
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| bool | GetbLightAttachmentsAsGroup () const |
| | Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.
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| void | SetbLightAttachmentsAsGroup (bool Value) |
| | Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.
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| bool | GetbExcludeFromLightAttachmentGroup () const |
| | If set, then it overrides any bLightAttachmentsAsGroup set in a parent.
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| void | SetbExcludeFromLightAttachmentGroup (bool Value) |
| | If set, then it overrides any bLightAttachmentsAsGroup set in a parent.
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| bool | GetbReceiveMobileCSMShadows () const |
| | Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost).
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| void | SetbReceiveMobileCSMShadows (bool Value) |
| | Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost).
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| bool | GetbSingleSampleShadowFromStationaryLights () const |
| | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.
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| void | SetbSingleSampleShadowFromStationaryLights (bool Value) |
| | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.
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| bool | GetbIgnoreRadialImpulse () const |
| | Will ignore radial impulses applied to this component.
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| void | SetbIgnoreRadialImpulse (bool Value) |
| | Will ignore radial impulses applied to this component.
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| bool | GetbIgnoreRadialForce () const |
| | Will ignore radial forces applied to this component.
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| void | SetbIgnoreRadialForce (bool Value) |
| | Will ignore radial forces applied to this component.
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| bool | GetbApplyImpulseOnDamage () const |
| | True for damage to this component to apply physics impulse, false to opt out of these impulses.
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| void | SetbApplyImpulseOnDamage (bool Value) |
| | True for damage to this component to apply physics impulse, false to opt out of these impulses.
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| bool | GetbReplicatePhysicsToAutonomousProxy () const |
| | True if physics should be replicated to autonomous proxies. This should be true for server-authoritative simulations, and false for client authoritative simulations.
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| void | SetbReplicatePhysicsToAutonomousProxy (bool Value) |
| | True if physics should be replicated to autonomous proxies. This should be true for server-authoritative simulations, and false for client authoritative simulations.
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| void | SetbFillCollisionUnderneathForNavmesh (bool Value) |
| | If set, navmesh will not be generated under the surface of the geometry.
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| bool | GetbRenderCustomDepth () const |
| | If true, this component will be rendered in the CustomDepth pass (usually used for outlines).
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| void | SetbRenderCustomDepth (bool Value) |
| | If true, this component will be rendered in the CustomDepth pass (usually used for outlines).
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| bool | GetbVisibleInSceneCaptureOnly () const |
| | When true, will only be visible in Scene Capture.
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| void | SetbVisibleInSceneCaptureOnly (bool Value) |
| | When true, will only be visible in Scene Capture.
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| bool | GetbHiddenInSceneCapture () const |
| | When true, will not be captured by Scene Capture.
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| void | SetbHiddenInSceneCapture (bool Value) |
| | When true, will not be captured by Scene Capture.
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| bool | GetbStaticWhenNotMoveable () const |
| | When false, the underlying physics body will contain all sim data (mass, inertia tensor, etc) even if mobility is not set to Moveable.
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| void | SetbStaticWhenNotMoveable (bool Value) |
| | When false, the underlying physics body will contain all sim data (mass, inertia tensor, etc) even if mobility is not set to Moveable.
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| const FLightingChannels & | GetLightingChannels () const |
| | Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
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| const int & | GetCustomDepthStencilValue () const |
| | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3).
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| const float32 & | GetTranslucencySortDistanceOffset () const |
| | Modified sort distance offset for translucent objects in world units. A positive number will move the sort distance further and a negative number will move the distance closer.
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| const ERendererStencilMask & | GetCustomDepthStencilWriteMask () const |
| | Mask used for stencil buffer writes.
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| float32 | GetClosestPointOnCollision (FVector Point, FVector &OutPointOnBody, FName BoneName=NAME_None) const |
| | Returns the distance and closest point to the collision surface. Component must have simple collision to be queried for closest point.
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| void | IgnoreComponentWhenMoving (UPrimitiveComponent Component, bool bShouldIgnore) |
| | Tells this component whether to ignore collision with another component when this component is moved. The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.
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| ECollisionEnabled | GetCollisionEnabled () const |
| | Returns the form of collision for this component.
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| bool | IsQueryCollisionEnabled () const |
| | Utility to see if there is any query collision enabled on this component.
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| void | SetCollisionResponseToChannel (ECollisionChannel Channel, ECollisionResponse NewResponse) |
| | Changes a member of the ResponseToChannels container for this PrimitiveComponent.
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| void | SetCollisionResponseToAllChannels (ECollisionResponse NewResponse) |
| | Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse.
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| void | SetCollisionProfileName (FName InCollisionProfileName, bool bUpdateOverlaps=true) |
| | 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.
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| void | IgnoreActorWhenMoving (AActor Actor, bool bShouldIgnore) |
| | Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.
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| void | GetOverlappingComponents (TArray< UPrimitiveComponent > &OutOverlappingComponents) const |
| | Returns unique list of components this component is overlapping.
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| void | GetOverlappingActors (TArray< AActor > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const |
| | Returns a list of actors that this component is overlapping.
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| bool | IsOverlappingActor (const AActor Other) const |
| | Check whether this component is overlapping any component of the given Actor.
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| bool | IsOverlappingComponent (const UPrimitiveComponent OtherComp) const |
| | Check whether this component is overlapping another component.
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| bool | BoxOverlapComponent (FVector InBoxCentre, const FBox InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector &HitLocation, FVector &HitNormal, FName &BoneName, FHitResult &OutHit) |
| | Perform a box overlap against a single component as an AABB (No rotation).
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| bool | IsCollisionEnabled () const |
| | Utility to see if there is any form of collision (query or physics) enabled on this component.
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| bool | IsPhysicsCollisionEnabled () const |
| | Utility to see if there is any physics collision enabled on this component.
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| TArray< AActor > | CopyArrayOfMoveIgnoreActors () |
| | Returns the list of actors we currently ignore when moving.
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| TArray< UPrimitiveComponent > | CopyArrayOfMoveIgnoreComponents () |
| | Returns the list of actors we currently ignore when moving.
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| bool | LineTraceComponent (FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector &HitLocation, FVector &HitNormal, FName &BoneName, FHitResult &OutHit) |
| | Perform a line trace against a single component.
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| bool | SphereOverlapComponent (FVector InSphereCentre, float32 InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector &HitLocation, FVector &HitNormal, FName &BoneName, FHitResult &OutHit) |
| | Perform a sphere overlap against a single component.
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| bool | CanCharacterStepUp (APawn Pawn) const |
| | Return true if the given Pawn can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it.
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| void | ClearMoveIgnoreActors () |
| | Clear the list of actors we ignore when moving.
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| void | ClearMoveIgnoreComponents () |
| | Clear the list of components we ignore when moving.
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| FName | GetCollisionProfileName () const |
| | Get the collision profile name.
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| void | SetCollisionObjectType (ECollisionChannel Channel) |
| | Changes the collision channel that this object uses when it moves.
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| void | SetCollisionEnabled (ECollisionEnabled NewType) |
| | Controls what kind of collision is enabled for this body.
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| bool | SphereTraceComponent (FVector TraceStart, FVector TraceEnd, float32 SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector &HitLocation, FVector &HitNormal, FName &BoneName, FHitResult &OutHit) |
| | Perform a sphere trace against a single component.
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| ECollisionResponse | GetCollisionResponseToChannel (ECollisionChannel Channel) const |
| | Gets the response type given a specific channel.
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| ECollisionChannel | GetCollisionObjectType () const |
| | Gets the collision object type.
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| void | SetIgnoreBoundsForEditorFocus (bool bIgnore) |
| | Set if we should ignore bounds when focusing the editor camera.
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| bool | GetIgnoreBoundsForEditorFocus () const |
| | Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. Useful for debug components which need a bounds for rendering but don't contribute to the visible part of the mesh in a meaningful way.
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| void | SetExcludedFromHLODLevel (EHLODLevelExclusion HLODLevel, bool bExcluded) |
| | Exclude this primitive from the specified HLOD level.
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| bool | IsExcludedFromHLODLevel (EHLODLevelExclusion HLODLevel) const |
| | Whether this primitive is excluded from the specified HLOD level.
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| void | SetCullDistance (float32 NewCullDistance) |
| | Changes the value of CullDistance.
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| float32 | GetAngularDamping () const |
| | Returns the angular damping of this component.
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| FBodyInstanceAsyncPhysicsTickHandle | GetBodyInstanceAsyncPhysicsTickHandle (FName BoneName=NAME_None, bool bGetWelded=true, int Index=- 1) const |
| | Returns BodyInstanceAsyncPhysicsTickHandle of the component. For use in the Async Physics Tick event.
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| void | AddTorqueInRadians (FVector Torque, FName BoneName=NAME_None, bool bAccelChange=false) |
| | Add a torque to a single rigid body.
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| void | AddTorqueInDegrees (FVector Torque, FName BoneName=NAME_None, bool bAccelChange=false) |
| | Add a torque to a single rigid body.
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| FVector | GetCenterOfMass (FName BoneName=NAME_None) const |
| | Get the center of mass of a single body. In the case of a welded body this will return the center of mass of the entire welded body (including its parent and children) Objects that are not simulated return (0,0,0) as they do not have COM.
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| void | AddVelocityChangeImpulseAtLocation (FVector Impulse, FVector Location, FName BoneName=NAME_None) |
| | Add an impulse to a single rigid body at a specific location. The Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect).
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| FVector | GetInertiaTensor (FName BoneName=NAME_None) const |
| | Returns the inertia tensor of this component in kg cm^2. The inertia tensor is in local component space.
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| void | AddRadialImpulse (FVector Origin, float32 Radius, float32 Strength, ERadialImpulseFalloff Falloff, bool bVelChange=false) |
| | Add an impulse to all rigid bodies in this component, radiating out from the specified position.
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| float32 | GetMass () const |
| | Returns the mass of this component in kg.
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| float32 | GetMassScale (FName BoneName=NAME_None) const |
| | Returns the mass scale used to calculate the mass of a single physics body.
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| void | AddRadialForce (FVector Origin, float32 Radius, float32 Strength, ERadialImpulseFalloff Falloff, bool bAccelChange=false) |
| | Add a force to all bodies in this component, originating from the supplied world-space location.
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| void | AddImpulseAtLocation (FVector Impulse, FVector Location, FName BoneName=NAME_None) |
| | Add an impulse to a single rigid body at a specific location.
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| float32 | GetLinearDamping () const |
| | Returns the linear damping of this component.
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| void | AddForceAtLocationLocal (FVector Force, FVector Location, FName BoneName=NAME_None) |
| | Add a force to a single rigid body at a particular location. Both Force and Location should be in body space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
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| void | AddForceAtLocation (FVector Force, FVector Location, FName BoneName=NAME_None) |
| | Add a force to a single rigid body at a particular location in world space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
|
| float32 | GetMaxDepenetrationVelocity (FName BoneName=NAME_None) |
| | 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). A value of zero will allow objects that are spawned overlapping to go to sleep without moving rather than pop out of each other. E.g., use zero if you spawn dynamic rocks partially embedded in the ground and want them to be interactive but not pop out of the ground when touched. A negative value means that the config setting CollisionInitialOverlapDepenetrationVelocity will be used.
|
| void | AddImpulse (FVector Impulse, FName BoneName=NAME_None, bool bVelChange=false) |
| | Add an impulse to a single rigid body. Good for one time instant burst.
|
| void | AddForce (FVector Force, FName BoneName=NAME_None, bool bAccelChange=false) |
| | Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
|
| void | AddAngularImpulseInRadians (FVector Impulse, FName BoneName=NAME_None, bool bVelChange=false) |
| | Add an angular impulse to a single rigid body. Good for one time instant burst.
|
| FVector | GetPhysicsAngularVelocityInDegrees (FName BoneName=NAME_None) const |
| | Get the angular velocity of a single body, in degrees per second.
|
| FVector | GetPhysicsAngularVelocityInRadians (FName BoneName=NAME_None) const |
| | Get the angular velocity of a single body, in radians per second.
|
| FVector | GetPhysicsLinearVelocity (FName BoneName=NAME_None) |
| | Get the linear velocity of a single body.
|
| FVector | GetPhysicsLinearVelocityAtPoint (FVector Point, FName BoneName=NAME_None) |
| | Get the linear velocity of a point on a single body.
|
| bool | GetStaticWhenNotMoveable () const |
| bool | GetUpdateKinematicFromSimulation () const |
| | Returns whether this component should be updated by simulation when it is kinematic.
|
| const FWalkableSlopeOverride & | GetWalkableSlopeOverride () const |
| | Returns the slope override struct for this component.
|
| void | AddAngularImpulseInDegrees (FVector Impulse, FName BoneName=NAME_None, bool bVelChange=false) |
| | Add an angular impulse to a single rigid body. Good for one time instant burst.
|
| void | SetPhysicsAngularVelocityInRadians (FVector NewAngVel, bool bAddToCurrent=false, FName BoneName=NAME_None) |
| | Set the angular velocity of a single body. This should be used cautiously - it may be better to use AddTorque or AddImpulse.
|
| void | SetEnableGravity (bool bGravityEnabled) |
| | Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true.
|
| bool | IsAnyRigidBodyAwake () |
| | Returns if any body in this component is currently awake and simulating.
|
| void | SetStaticWhenNotMoveable (bool bInStaticWhenNotMoveable) |
| bool | IsGravityEnabled () const |
| | Returns whether this component is affected by gravity. Returns always false if the component is not simulated.
|
| void | SetAllUseCCD (bool InUseCCD) |
| | Set whether all bodies in this component should use Continuous Collision Detection.
|
| void | SetSimulatePhysics (bool bSimulate) |
| | Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it.
|
| void | SetPhysMaterialOverride (UPhysicalMaterial NewPhysMaterial) |
| | Changes the current PhysMaterialOverride for this component. Note that if physics is already running on this component, this will not alter its mass/inertia etc, it will only change its surface properties like friction.
|
| void | SetPhysicsMaxAngularVelocityInRadians (float32 NewMaxAngVel, bool bAddToCurrent=false, FName BoneName=NAME_None) |
| | Set the maximum angular velocity of a single body.
|
| void | SetPhysicsMaxAngularVelocityInDegrees (float32 NewMaxAngVel, bool bAddToCurrent=false, FName BoneName=NAME_None) |
| | Set the maximum angular velocity of a single body.
|
| void | SetPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent=false, FName BoneName=NAME_None) |
| | Set the linear velocity of a single body. This should be used cautiously - it may be better to use AddForce or AddImpulse.
|
| void | WakeRigidBody (FName BoneName=NAME_None) |
| | 'Wake' physics simulation for a single body.
|
| void | SetPhysicsAngularVelocityInDegrees (FVector NewAngVel, bool bAddToCurrent=false, FName BoneName=NAME_None) |
| | Set the angular velocity of a single body. This should be used cautiously - it may be better to use AddTorque or AddImpulse.
|
| void | SetNotifyRigidBodyCollision (bool bNewNotifyRigidBodyCollision) |
| | Changes the value of bNotifyRigidBodyCollision.
|
| void | SetMaxDepenetrationVelocity (FName BoneName=NAME_None, float32 InMaxDepenetrationVelocity=- 1.000000) |
| | 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). A value of zero will allow objects that are spawned overlapping to go to sleep without moving rather than pop out of each other. E.g., use zero if you spawn dynamic rocks partially embedded in the ground and want them to be interactive but not pop out of the ground when touched. A negative value means that the config setting CollisionInitialOverlapDepenetrationVelocity will be used.
|
| void | PutRigidBodyToSleep (FName BoneName=NAME_None) |
| | Force a single body back to sleep.
|
| FVector | ScaleByMomentOfInertia (FVector InputVector, FName BoneName=NAME_None) const |
| | Scales the given vector by the world space moment of inertia. Useful for computing the torque needed to rotate an object.
|
| void | SetMassScale (FName BoneName=NAME_None, float32 InMassScale=1.000000) |
| | Change the mass scale used to calculate the mass of a single physics body.
|
| void | SetConstraintMode (EDOFMode ConstraintMode) |
| | Sets the constraint mode of the component.
|
| void | SetAllMassScale (float32 InMassScale=1.000000) |
| | Change the mass scale used fo all bodies in this component.
|
| void | SetMassOverrideInKg (FName BoneName=NAME_None, float32 MassInKg=1.000000, bool bOverrideMass=true) |
| | Override the mass (in Kg) of a single physics body. Note that in the case where multiple bodies are attached together, the override mass will be set for the entire group. Set the Override Mass to false if you want to reset the body's mass to the auto-calculated physx mass.
|
| void | SetAllPhysicsAngularVelocityInDegrees (FVector NewAngVel, bool bAddToCurrent=false) |
| | Set the angular velocity of all bodies in this component.
|
| void | SetUpdateKinematicFromSimulation (bool bUpdateKinematicFromSimulation) |
| | Enables/disables whether this component should be updated by simulation when it is kinematic. This is needed if (for example) its velocity needs to be accessed.
|
| void | SetUseCCD (bool InUseCCD, FName BoneName=NAME_None) |
| | Set whether this component should use Continuous Collision Detection.
|
| void | SetAngularDamping (float32 InDamping) |
| | Sets the angular damping of this component.
|
| void | WakeAllRigidBodies () |
| | Ensure simulation is running for all bodies in this component.
|
| void | SetWalkableSlopeOverride (FWalkableSlopeOverride NewOverride) |
| | Sets a new slope override for this component instance.
|
| void | SetLinearDamping (float32 InDamping) |
| | Sets the linear damping of this component.
|
| void | SetAllPhysicsAngularVelocityInRadians (FVector NewAngVel, bool bAddToCurrent=false) |
| | Set the angular velocity of all bodies in this component.
|
| void | SetAllPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent=false) |
| | Set the linear velocity of all bodies in this component.
|
| void | SetCenterOfMass (FVector CenterOfMassOffset, FName BoneName=NAME_None) |
| | Set the center of mass of a single body. This will offset the physx-calculated center of mass. Note that in the case where multiple bodies are attached together, the center of mass will be set for the entire group.
|
| void | SetBoundsScale (float32 NewBoundsScale=1.000000) |
| | Scale the bounds of this object, used for frustum culling. Useful for features like WorldPositionOffset.
|
| void | SetCustomDepthStencilValue (int Value) |
| | Sets the CustomDepth stencil value (0 - 255) and marks the render state dirty.
|
| void | SetCastContactShadow (bool bInCastContactShadow) |
| | Changes the value of bCastContactShadow.
|
| void | SetAffectDynamicIndirectLighting (bool bNewAffectDynamicIndirectLighting) |
| | Changes the value of bAffectDynamicIndirectLighting.
|
| void | SetVisibleInSceneCaptureOnly (bool bValue) |
| | Sets bVisibleInSceneCaptureOnly property and marks the render state dirty.
|
| void | SetCustomDepthStencilWriteMask (ERendererStencilMask WriteMaskBit) |
| | Sets the CustomDepth stencil write mask and marks the render state dirty.
|
| void | SetVisibleInRayTracing (bool bNewVisibleInRayTracing) |
| | Changes the value of bIsVisibleInRayTracing.
|
| void | SetCastHiddenShadow (bool NewCastHiddenShadow) |
| | Changes the value of CastHiddenShadow.
|
| void | SetSingleSampleShadowFromStationaryLights (bool bNewSingleSampleShadowFromStationaryLights) |
| | Changes the value of bSingleSampleShadowFromStationaryLights.
|
| void | SetCastInsetShadow (bool bInCastInsetShadow) |
| | Changes the value of CastInsetShadow.
|
| void | SetAffectDistanceFieldLighting (bool NewAffectDistanceFieldLighting) |
| | Changes the value of Affect Distance Field Lighting.
|
| void | SetAffectIndirectLightingWhileHidden (bool bNewAffectIndirectLightingWhileHidden) |
| | Changes the value of bAffectIndirectLightingWhileHidden.
|
| void | SetCastShadow (bool NewCastShadow) |
| | Changes the value of CastShadow.
|
| void | SetTranslucencySortDistanceOffset (float32 NewTranslucencySortDistanceOffset) |
| | Changes the value of TranslucencySortDistanceOffset.
|
| void | SetRenderInMainPass (bool bValue) |
| | Sets bRenderInMainPass property and marks the render state dirty.
|
| void | SetRenderInDepthPass (bool bValue) |
| | Sets bRenderInDepthPass property and marks the render state dirty.
|
| void | SetHiddenInSceneCapture (bool bValue) |
| | Sets bHideInSceneCapture property and marks the render state dirty.
|
| void | SetOnlyOwnerSee (bool bNewOnlyOwnerSee) |
| | Changes the value of bOnlyOwnerSee.
|
| void | SetLightAttachmentsAsGroup (bool bInLightAttachmentsAsGroup) |
| | Changes the value of LightAttachmentsAsGroup.
|
| void | SetExcludeFromLightAttachmentGroup (bool bInExcludeFromLightAttachmentGroup) |
| | Changes the value of ExcludeFromLightAttachmentGroup.
|
| bool | WasRecentlyRendered (float32 Tolerance=0.200000) const |
| | Returns true if this component has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.
|
| void | SetEmissiveLightSource (bool NewEmissiveLightSource) |
| | Changes the value of EmissiveLightSource.
|
| void | SetOwnerNoSee (bool bNewOwnerNoSee) |
| | Changes the value of bOwnerNoSee.
|
| void | SetHoldout (bool bNewHoldout) |
| | Changes the value of bHoldout (Path Tracing only feature).
|
| void | SetRenderCustomDepth (bool bValue) |
| | Sets the bRenderCustomDepth property and marks the render state dirty.
|
| void | SetTranslucentSortPriority (int NewTranslucentSortPriority) |
| | Changes the value of TranslucentSortPriority.
|
| void | SetReceivesDecals (bool bNewReceivesDecals) |
| | Changes the value of bReceivesDecals.
|
| UMaterialInstanceDynamic | CreateAndSetMaterialInstanceDynamic (int ElementIndex) |
| | Creates a Dynamic Material Instance for the specified element index. The parent of the instance is set to the material being replaced.
|
| void | SetMaterial (int ElementIndex, UMaterialInterface Material) |
| | Changes the material applied to an element of the mesh.
|
| void | SetDefaultCustomPrimitiveDataFloat (int DataIndex, float32 Value) |
| | Set default custom primitive data at index DataIndex, and marks the render state dirty.
|
| void | SetCustomPrimitiveDataVector4 (int DataIndex, FVector4 Value) |
| | Set custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3. This sets the run-time data only, so it doesn't serialize.
|
| UMaterialInstanceDynamic | CreateDynamicMaterialInstance (int ElementIndex, UMaterialInterface SourceMaterial=nullptr, FName OptionalName=NAME_None) |
| | Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material.
|
| int | GetCustomPrimitiveDataIndexForScalarParameter (FName ParameterName) const |
| | Gets the index of the scalar parameter for the custom primitive data array.
|
| void | SetDefaultCustomPrimitiveDataVector2 (int DataIndex, FVector2D Value) |
| | Set default custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1, and marks the render state dirty.
|
| int | GetCustomPrimitiveDataIndexForVectorParameter (FName ParameterName) const |
| | Gets the index of the vector parameter for the custom primitive data array.
|
| bool | IsMaterialSlotNameValid (FName MaterialSlotName) const |
| UMaterialInterface | GetMaterial (int ElementIndex) const |
| | Returns the material used by the element at the specified index.
|
| UMaterialInterface | GetMaterialByName (FName MaterialSlotName) const |
| | Returns the material used by the element in the slot with the specified name.
|
| UMaterialInterface | GetMaterialFromCollisionFaceIndex (int FaceIndex, int &SectionIndex) const |
| | Try and retrieve the material applied to a particular collision face of mesh. Used with face index returned from collision trace.
|
| int | GetMaterialIndex (FName MaterialSlotName) const |
| void | SetCustomPrimitiveDataFloat (int DataIndex, float32 Value) |
| | Set custom primitive data at index DataIndex. This sets the run-time data only, so it doesn't serialize.
|
| int | GetNumMaterials () const |
| | Return number of material elements in this primitive.
|
| void | SetDefaultCustomPrimitiveDataVector3 (int DataIndex, FVector Value) |
| | Set default custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2, and marks the render state dirty.
|
| UMaterialInstanceDynamic | CreateAndSetMaterialInstanceDynamicFromMaterial (int ElementIndex, UMaterialInterface Parent) |
| | Creates a Dynamic Material Instance for the specified element index. The parent of the instance is set to the material being replaced.
|
| void | SetMaterialByName (FName MaterialSlotName, UMaterialInterface Material) |
| | Changes the material applied to an element of the mesh.
|
| void | SetScalarParameterForCustomPrimitiveData (FName ParameterName, float32 Value) |
| | Set a scalar parameter for custom primitive data. This sets the run-time data only, so it doesn't serialize.
|
| void | SetScalarParameterForDefaultCustomPrimitiveData (FName ParameterName, float32 Value) |
| | Set a scalar parameter for default custom primitive data. This will be serialized and is useful in construction scripts.
|
| TArray< FName > | GetMaterialSlotNames () const |
| void | SetCustomPrimitiveDataVector2 (int DataIndex, FVector2D Value) |
| | Set custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1. This sets the run-time data only, so it doesn't serialize.
|
| void | SetCustomPrimitiveDataVector3 (int DataIndex, FVector Value) |
| | Set custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2. This sets the run-time data only, so it doesn't serialize.
|
| void | SetDefaultCustomPrimitiveDataVector4 (int DataIndex, FVector4 Value) |
| | Set default custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3, and marks the render state dirty.
|
| void | SetVectorParameterForCustomPrimitiveData (FName ParameterName, FVector4 Value) |
| | Set a vector parameter for custom primitive data. This sets the run-time data only, so it doesn't serialize.
|
| void | SetVectorParameterForDefaultCustomPrimitiveData (FName ParameterName, FVector4 Value) |
| | Set a vector parameter for default custom primitive data. This will be serialized and is useful in construction scripts.
|
| void | SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false) |
| | Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
|
| void | SetRelativeLocation (FVector NewLocation) |
| bool | GetShouldUpdatePhysicsVolume () const |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| USceneComponent | GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass) |
| void | GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren) |
| bool | GetbShouldUpdatePhysicsVolume () const |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | AddLocalOffset (FVector DeltaLocation) |
| void | AddLocalRotation (FRotator DeltaRotation) |
| void | AddLocalRotation (FQuat DeltaRotation) |
| void | AddLocalTransform (FTransform DeltaTransform) |
| void | AddRelativeLocation (FVector DeltaLocation) |
| void | AddRelativeRotation (FRotator DeltaRotation) |
| void | AddRelativeRotation (FQuat DeltaRotation) |
| void | AddWorldOffset (FVector DeltaLocation) |
| void | AddWorldRotation (FRotator DeltaRotation) |
| void | AddWorldRotation (FQuat DeltaRotation) |
| void | AddWorldTransform (FTransform DeltaTransform) |
| void | AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget) |
| FBoxSphereBounds | GetBounds () const |
| FQuat | GetComponentQuat () const |
| FVector | GetRelativeLocation () const |
| FRotator | GetRelativeRotation () const |
| FVector | GetRelativeScale3D () const |
| FVector | GetShapeCenter () const |
| FQuat | GetSocketQuaternion (FName SocketName) |
| bool | IsAttachedTo (const USceneComponent CheckComponent) const |
| bool | IsAttachedTo (const AActor CheckActor) const |
| void | SetbVisualizeComponent (bool bVisualize) |
| void | SetComponentQuat (FQuat NewRotation) |
| void | SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetRelativeRotation (FRotator NewRotation) |
| void | SetRelativeRotation (FQuat NewRotation) |
| void | SetRelativeTransform (FTransform NewTransform) |
| void | SetWorldLocation (FVector NewLocation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetWorldRotation (FRotator NewRotation) |
| void | SetWorldRotation (FQuat NewRotation) |
| void | SetWorldTransform (FTransform NewTransform) |
| bool | GetbAbsoluteLocation () const |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteLocation (bool Value) |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteRotation () const |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteRotation (bool Value) |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteScale () const |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteScale (bool Value) |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| bool | GetbVisible () const |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| void | SetbVisible (bool Value) |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| bool | GetbHiddenInGame () const |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| void | SetbHiddenInGame (bool Value) |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| bool | GetbUseAttachParentBound () const |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| void | SetbUseAttachParentBound (bool Value) |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| const EComponentMobility & | GetMobility () const |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
|
| void | GetParentComponents (TArray< USceneComponent > &Parents) const |
| | Gets all attachment parent components up to and including the root component.
|
| void | GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const |
| | Gets all components that are attached to this component, possibly recursively.
|
| int | GetNumChildrenComponents () const |
| | Gets the number of attached children components.
|
| USceneComponent | GetChildComponent (int ChildIndex) const |
| | Gets the attached child component at the specified location.
|
| bool | IsAnySimulatingPhysics () const |
| | Returns whether the specified body is currently using physics simulation.
|
| bool | IsSimulatingPhysics (FName BoneName=NAME_None) const |
| | Returns whether the specified body is currently using physics simulation.
|
| APhysicsVolume | GetPhysicsVolume () const |
| | Get the PhysicsVolume overlapping this component.
|
| void | SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false) |
| | Set visibility of the component, if during game use this to turn on/off.
|
| void | ToggleVisibility (bool bPropagateToChildren=false) |
| | Toggle visibility of the component.
|
| bool | IsVisible () const |
| | Returns true if this component is visible in the current context.
|
| TArray< FName > | GetAllSocketNames () const |
| | Gets the names of all the sockets on the component.
|
| USceneComponent | GetAttachParent () const |
| | Get the SceneComponent we are attached to.
|
| FTransform | GetRelativeTransform () const |
| | Returns the transform of the component relative to its parent.
|
| FVector | GetRightVector () const |
| | Get the right (Y) unit direction vector from this component, in world space.
|
| FVector | GetForwardVector () const |
| | Get the forward (X) unit direction vector from this component, in world space.
|
| FName | GetAttachSocketName () const |
| | Get the socket we are attached to.
|
| FVector | GetComponentVelocity () const |
| | Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
|
| FRotator | GetSocketRotation (FName InSocketName) const |
| | Get world-space socket or bone FRotator rotation.
|
| FTransform | GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const |
| | Get world-space socket transform.
|
| FVector | GetUpVector () const |
| | Get the up (Z) unit direction vector from this component, in world space.
|
| bool | DoesSocketExist (FName InSocketName) const |
| | Return true if socket with the given name exists.
|
| void | DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true) |
| FVector | GetSocketLocation (FName InSocketName) const |
| | Get world-space socket or bone location.
|
| void | AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in its local reference frame.
|
| void | AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in its local reference frame.
|
| void | AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
|
| void | AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the translation of the component relative to its parent.
|
| void | AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta the rotation of the component relative to its parent.
|
| void | AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in world space.
|
| void | AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in world space.
|
| void | AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
|
| void | AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Scale is unchanged.
|
| bool | AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true) |
| bool | AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) |
| | 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.
|
| void | DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true) |
| | Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
|
| FVector | GetWorldLocation () const |
| | Return location of the component, in world space.
|
| FRotator | GetWorldRotation () const |
| | Returns rotation of the component, in world space.
|
| FVector | GetWorldScale () const |
| | Returns scale of the component, in world space.
|
| FTransform | GetWorldTransform () const |
| | Get the current component-to-world transform for this component.
|
| void | SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location of the component relative to its parent.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location and rotation of the component relative to its parent.
|
| void | SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the rotation of the component relative to its parent.
|
| void | SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component relative to its parent.
|
| void | SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified location in world space. Updates relative location to achieve the final world location.
|
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the relative location and rotation of the component to put it at the supplied pose in world space.
|
| void | SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
|
| void | SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component in world space.
|
| void | ResetRelativeTransform () |
| | Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
|
| void | SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false) |
| | Set which parts of the relative transform should be relative to parent, and which should be relative to world.
|
| void | SetWorldScale3D (FVector NewScale) |
| | Set the relative scale of the component to put it at the supplied scale in world space.
|
| void | SetMobility (EComponentMobility NewMobility) |
| | Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
|
| void | SetRelativeScale3D (FVector NewScale3D) |
| | Set the non-uniform scale of the component relative to its parent.
|
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
|
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
|
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
|
| const float32 | CapsuleRadius |
| | Radius of cap hemispheres and center cylinder. This cannot be more than CapsuleHalfHeight.
|
| const float32 | CapsuleHalfHeight |
| | Half-height, from center of capsule to the end of top or bottom hemisphere. This cannot be less than CapsuleRadius.
|
| TSubclassOf< UNavAreaBase > | AreaClassOverride |
| | Navigation area type override, null / none = no change to nav mesh. bDynamicObstacle must be true and bUseSystemDefaultAreaClass false to use this.
|
| float32 | LineThickness |
| | Used to control the line thickness when rendering.
|
| FColor | ShapeColor |
| | Color used to draw the shape.
|
| FComponentEndCursorOverSignature | OnEndCursorOver |
| | Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller.
|
| FComponentOnClickedSignature | OnClicked |
| | 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.
|
| FComponentBeginCursorOverSignature | OnBeginCursorOver |
| | Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller.
|
| FComponentOnReleasedSignature | OnReleased |
| | Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller.
|
| FComponentEndTouchOverSignature | OnInputTouchLeave |
| | Event called when a finger is moved off this component when touch over events are enabled in the player controller.
|
| FComponentOnInputTouchEndSignature | OnInputTouchEnd |
| | Event called when a touch input is released over this component when touch events are enabled in the player controller.
|
| FComponentOnInputTouchBeginSignature | OnInputTouchBegin |
| | Event called when a touch input is received over this component when touch events are enabled in the player controller.
|
| FComponentBeginTouchOverSignature | OnInputTouchEnter |
| | Event called when a finger is moved over this component when touch over events are enabled in the player controller.
|
| EShadowCacheInvalidationBehavior | ShadowCacheInvalidationBehavior |
| | Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.
|
| EIndirectLightingCacheQuality | IndirectLightingCacheQuality |
| | Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.
|
| ELightmapType | LightmapType |
| | Controls the type of lightmap used for this component.
|
| bool | bCastFarShadow |
| | When enabled, the component will be rendering into the far shadow cascades (only for directional lights).
|
| bool | bSelfShadowOnly |
| | When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.
|
| const FLightingChannels | LightingChannels |
| | Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
|
| bool | bStaticWhenNotMoveable |
| | When false, the underlying physics body will contain all sim data (mass, inertia tensor, etc) even if mobility is not set to Moveable.
|
| bool | bAffectIndirectLightingWhileHidden |
| | Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.
|
| bool | bCastContactShadow |
| | Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
|
| bool | bCastVolumetricTranslucentShadow |
| | Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.
|
| bool | bCastStaticShadow |
| | Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.
|
| bool | bCastDynamicShadow |
| | Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *.
|
| bool | bSingleSampleShadowFromStationaryLights |
| | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.
|
| bool | bAffectDistanceFieldLighting |
| | Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *.
|
| bool | bExcludeFromLightAttachmentGroup |
| | If set, then it overrides any bLightAttachmentsAsGroup set in a parent.
|
| bool | bLightAttachmentsAsGroup |
| | Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.
|
| bool | bCastCinematicShadow |
| | Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.
|
| bool | bAffectDynamicIndirectLighting |
| | Controls whether the primitive should influence indirect lighting.
|
| bool | bCastShadowAsTwoSided |
| | Whether this primitive should cast dynamic shadows as if it were a two sided material.
|
| bool | bCastHiddenShadow |
| | If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.
|
| bool | bEmissiveLightSource |
| | Whether the primitive will be used as an emissive light source.
|
| bool | CastShadow |
| | Controls whether the primitive component should cast a shadow or not.
|
| bool | bCastInsetShadow |
| | Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.
|
| bool | bReceiveMobileCSMShadows |
| | Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost).
|
| int | RayTracingGroupId |
| | Defines run-time groups of components. For example allows to assemble multiple parts of a building at runtime. -1 means that component doesn't belong to any group.
|
| ERayTracingGroupCullingPriority | RayTracingGroupCullingPriority |
| | Defines how quickly it should be culled. For example buildings should have a low priority, but small dressing should have a high priority.
|
| bool | bForceMipStreaming |
| | If true, forces mips for textures used by this component to be resident when this component's level is loaded.
|
| int8 | VirtualTextureCullMips |
| | Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn't take into account primitive size or virtual texture size.
|
| ERuntimeVirtualTextureMainPassType | VirtualTextureRenderPassType |
| | Controls if this component draws in the main pass as well as in the virtual texture.
|
| int8 | VirtualTextureMinCoverage |
| | Set the minimum pixel coverage before culling from the runtime virtual texture. Larger values reduce the effective draw distance in the runtime virtual texture.
|
| int8 | VirtualTextureLodBias |
| | Bias to the LOD selected for rendering to runtime virtual textures.
|
| TArray< TObjectPtr< URuntimeVirtualTexture > > | RuntimeVirtualTextures |
| | Array of runtime virtual textures into which we draw the mesh for this actor. The material also needs to be set up to output to a virtual texture.
|
| bool | GenerateOverlapEvents |
| | If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur.
|
| const FVector | BoundsOrigin |
| const FVector | BoundingBoxExtents |
| const FVector | BoundsExtent |
| bool | bSelectable |
| | If this is True, this component can be selected in the editor.
|
| const float | BoundsRadius |
| bool | bGenerateOverlapEvents |
| ECollisionEnabled | CollisionEnabled |
| | Returns the form of collision for this component.
|
| bool | bReturnMaterialOnMove |
| | If true, component sweeps will return the material in their hit result. @see MoveComponent(), FHitResult.
|
| FBodyInstance | BodyInstance |
| | Physics scene information for this component, holds a single rigid body with multiple shapes.
|
| FComponentHitSignature | OnComponentHit |
| | Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.
|
| FComponentBeginOverlapSignature | OnComponentBeginOverlap |
| | Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.
|
| FComponentEndOverlapSignature | OnComponentEndOverlap |
| | Event called when something stops overlapping this component @note Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events.
|
| ECanBeCharacterBase | CanCharacterStepUpOn |
| | Determine whether a Character can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. @see FWalkableSlopeOverride.
|
| bool | bTraceComplexOnMove |
| | If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. @see MoveComponent().
|
| bool | bMultiBodyOverlap |
| | If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.
|
| bool | bAlwaysCreatePhysicsState |
| | Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers.
|
| FComponentWakeSignature | OnComponentWake |
| | Event called when the underlying physics objects is woken up.
|
| const FName | CollisionProfileName |
| | Get the collision profile name.
|
| ECollisionChannel | CollisionObjectType |
| | Gets the collision object type.
|
| FComponentSleepSignature | OnComponentSleep |
| | Event called when the underlying physics objects is put to sleep.
|
| bool | IgnoreBoundsForEditorFocus |
| | Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. Useful for debug components which need a bounds for rendering but don't contribute to the visible part of the mesh in a meaningful way.
|
| TArray< int > | ExcludeForSpecificHLODLevels |
| bool | bEnableAutoLODGeneration |
| | Whether to include this component in HLODs or not.
|
| EHLODBatchingPolicy | HLODBatchingPolicy |
| | Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs.
|
| uint8 | ExcludeFromHLODLevels |
| | Which specific HLOD levels this component should be excluded from.
|
| float32 | LDMaxDrawDistance |
| | Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.
|
| float32 | MinDrawDistance |
| | 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.
|
| float32 | CachedMaxDrawDistance |
| | The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.
|
| bool | bNeverDistanceCull |
| | When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.
|
| bool | bAllowCullDistanceVolume |
| | Whether to accept cull distance volumes to modify cached cull distance.
|
| bool | bReplicatePhysicsToAutonomousProxy |
| | True if physics should be replicated to autonomous proxies. This should be true for server-authoritative simulations, and false for client authoritative simulations.
|
| const float32 | Mass |
| | Returns the mass of this component in kg.
|
| FComponentPhysicsStateChanged | OnComponentPhysicsStateChanged |
| | Event called when physics state is created or destroyed for this component.
|
| bool | bIgnoreRadialForce |
| | Will ignore radial forces applied to this component.
|
| bool | bIgnoreRadialImpulse |
| | Will ignore radial impulses applied to this component.
|
| float32 | AngularDamping |
| | Returns the angular damping of this component.
|
| float32 | LinearDamping |
| | Returns the linear damping of this component.
|
| FWalkableSlopeOverride | WalkableSlopeOverride |
| | Returns the slope override struct for this component.
|
| bool | StaticWhenNotMoveable |
| bool | bApplyImpulseOnDamage |
| | True for damage to this component to apply physics impulse, false to opt out of these impulses.
|
| bool | UpdateKinematicFromSimulation |
| | Returns whether this component should be updated by simulation when it is kinematic.
|
| bool | bTreatAsBackgroundForOcclusion |
| | Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.
|
| int | TranslucencySortPriority |
| | Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. This setting is also used to sort objects being drawn into a runtime virtual texture.
|
| bool | bHoldout |
| | If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
|
| bool | bReceivesDecals |
| | Whether the primitive receives decals.
|
| bool | bRenderInDepthPass |
| | If true, this component will be rendered in the depth pass even if it's not rendered in the main pass.
|
| bool | bRenderInMainPass |
| | If true, this component will be rendered in the main pass (z prepass, basepass, transparency).
|
| bool | bVisibleInRayTracing |
| | If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.
|
| bool | bVisibleInRealTimeSkyCaptures |
| | If true, this component will be visible in real-time sky light reflection captures.
|
| bool | bVisibleInReflectionCaptures |
| | If true, this component will be visible in reflection captures.
|
| bool | bUseAsOccluder |
| | Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. @todo - if any rendering features rely on a complete depth only pass, this variable needs to go away.
|
| bool | bOnlyOwnerSee |
| | If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.
|
| FCustomPrimitiveData | CustomPrimitiveData |
| | Optional user defined default values for the custom primitive data of this primitive.
|
| bool | bOwnerNoSee |
| | If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.
|
| ERendererStencilMask | CustomDepthStencilWriteMask |
| | Mask used for stencil buffer writes.
|
| float32 | TranslucencySortDistanceOffset |
| | Modified sort distance offset for translucent objects in world units. A positive number will move the sort distance further and a negative number will move the distance closer.
|
| bool | bVisibleInSceneCaptureOnly |
| | When true, will only be visible in Scene Capture.
|
| int | CustomDepthStencilValue |
| | Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3).
|
| bool | bHiddenInSceneCapture |
| | When true, will not be captured by Scene Capture.
|
| bool | bRenderCustomDepth |
| | If true, this component will be rendered in the CustomDepth pass (usually used for outlines).
|
| const TArray< FName > | MaterialSlotNames |
| const int | NumMaterials |
| | Return number of material elements in this primitive.
|
| EDetailMode | DetailMode |
| | If detail mode is >= system detail mode, primitive won't be rendered.
|
| EComponentMobility | Mobility |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
|
| FVector | RelativeLocation |
| | Location of the component relative to its parent.
|
| bool | bAbsoluteRotation |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| bool | bAbsoluteLocation |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| bool | bAbsoluteScale |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| FRotator | RelativeRotation |
| | Rotation of the component relative to its parent.
|
| FVector | RelativeScale3D |
| | Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
|
| FVector | WorldLocation |
| const FBoxSphereBounds | Bounds |
| const USceneComponent | AttachParent |
| | What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
|
| FRotator | WorldRotation |
| const FVector | ShapeCenter |
| FQuat | ComponentQuat |
| bool | ShouldUpdatePhysicsVolume |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| const APhysicsVolume | PhysicsVolume |
| | Physics Volume in which this SceneComponent is located *.
|
| const FVector | ComponentVelocity |
| | Velocity of the component. @see GetComponentVelocity().
|
| const FName | AttachSocketName |
| | Optional socket name on AttachParent that we are attached to.
|
| FTransform | WorldTransform |
| const FVector | WorldScale |
| const int | NumChildrenComponents |
| | Gets the number of attached children components.
|
| bool | bShouldUpdatePhysicsVolume |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
|
| FPhysicsVolumeChanged | PhysicsVolumeChangedDelegate |
| | Delegate that will be called when PhysicsVolume has been changed *.
|
| bool | bUseAttachParentBound |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| bool | bVisible |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| bool | bHiddenInGame |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| const FVector | ForwardVector |
| | Get the forward (X) unit direction vector from this component, in world space.
|
| const FVector | UpVector |
| | Get the up (Z) unit direction vector from this component, in world space.
|
| FTransform | RelativeTransform |
| | Returns the transform of the component relative to its parent.
|
| const FVector | RightVector |
| | Get the right (Y) unit direction vector from this component, in world space.
|
| const TArray< FName > | AllSocketNames |
| | Gets the names of all the sockets on the component.
|
| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
|
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
|
| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
|
| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
|
| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
|
| bool | bReplicateUsingRegisteredSubObjectList |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| float32 | ComponentTickInterval |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |