Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
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| void | SetFogCutoffDistance (float32 Value) |
| void | SetDirectionalInscatteringStartDistance (float32 Value) |
| void | SetFogHeightFalloff (float32 Value) |
| void | SetFogInscatteringColor (FLinearColor Value) |
| void | SetDirectionalInscatteringExponent (float32 Value) |
| void | SetFogDensity (float32 Value) |
| void | SetFullyDirectionalInscatteringColorDistance (float32 Value) |
| void | SetFogMaxOpacity (float32 Value) |
| void | SetInscatteringColorCubemap (UTextureCube Value) |
| void | SetInscatteringColorCubemapAngle (float32 Value) |
| void | SetInscatteringTextureTint (FLinearColor Value) |
| void | SetDirectionalInscatteringColor (FLinearColor Value) |
| void | SetNonDirectionalInscatteringColorDistance (float32 Value) |
| void | SetSecondFogDensity (float32 Value) |
| void | SetSecondFogHeightFalloff (float32 Value) |
| void | SetSecondFogHeightOffset (float32 Value) |
| void | SetStartDistance (float32 Value) |
| void | SetVolumetricFog (bool bNewValue) |
| void | SetSecondFogData (FExponentialHeightFogData NewValue) |
| void | SetVolumetricFogAlbedo (FColor NewValue) |
| void | SetVolumetricFogDistance (float32 NewValue) |
| void | SetVolumetricFogEmissive (FLinearColor NewValue) |
| void | SetVolumetricFogExtinctionScale (float32 NewValue) |
| void | SetVolumetricFogScatteringDistribution (float32 NewValue) |
| const float32 & | GetFogDensity () const |
| | Global density factor.
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| const float32 & | GetFogHeightFalloff () const |
| | Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
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| const FExponentialHeightFogData & | GetSecondFogData () const |
| | Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.
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| UTextureCube | GetInscatteringColorCubemap () const |
| | Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.
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| const float32 & | GetInscatteringColorCubemapAngle () const |
| | Angle to rotate the InscatteringColorCubemap around the Z axis.
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| const FLinearColor & | GetInscatteringTextureTint () const |
| | Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
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| const float32 & | GetFullyDirectionalInscatteringColorDistance () const |
| | Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
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| const float32 & | GetNonDirectionalInscatteringColorDistance () const |
| | Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
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| const float32 & | GetDirectionalInscatteringExponent () const |
| | Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
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| const float32 & | GetDirectionalInscatteringStartDistance () const |
| | Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
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| const float32 & | GetFogMaxOpacity () const |
| | Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.
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| const float32 & | GetStartDistance () const |
| | Distance from the camera that the fog will start, in world units.
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| const float32 & | GetFogCutoffDistance () const |
| | Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
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| const float32 & | GetVolumetricFogScatteringDistribution () const |
| | Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.
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| const FColor & | GetVolumetricFogAlbedo () const |
| | The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
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| const FLinearColor & | GetVolumetricFogEmissive () const |
| | Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.
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| const float32 & | GetVolumetricFogExtinctionScale () const |
| | Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
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| const float32 & | GetVolumetricFogDistance () const |
| | Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.
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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 | GetbRenderInMainPass () const |
| | If true, this component will be rendered in the main pass (basepass, transparency).
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| void | SetbRenderInMainPass (bool Value) |
| | If true, this component will be rendered in the main pass (basepass, transparency).
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| void | SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false) |
| | Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
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| 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.
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| 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().
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| void | SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
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| 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.
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| 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.
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| void | SetbAbsoluteLocation (bool Value) |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
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| bool | GetbAbsoluteRotation () const |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
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| void | SetbAbsoluteRotation (bool Value) |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
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| bool | GetbAbsoluteScale () const |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
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| void | SetbAbsoluteScale (bool Value) |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
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| bool | GetbVisible () const |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
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| void | SetbVisible (bool Value) |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
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| bool | GetbHiddenInGame () const |
| | Whether to hide the primitive in game, if the primitive is Visible.
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| void | SetbHiddenInGame (bool Value) |
| | Whether to hide the primitive in game, if the primitive is Visible.
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| bool | GetbUseAttachParentBound () const |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
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| 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.
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| const EComponentMobility & | GetMobility () const |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
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| void | GetParentComponents (TArray< USceneComponent > &Parents) const |
| | Gets all attachment parent components up to and including the root component.
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| void | GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const |
| | Gets all components that are attached to this component, possibly recursively.
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| int | GetNumChildrenComponents () const |
| | Gets the number of attached children components.
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| USceneComponent | GetChildComponent (int ChildIndex) const |
| | Gets the attached child component at the specified location.
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| bool | IsAnySimulatingPhysics () const |
| | Returns whether the specified body is currently using physics simulation.
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| bool | IsSimulatingPhysics (FName BoneName=NAME_None) const |
| | Returns whether the specified body is currently using physics simulation.
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| APhysicsVolume | GetPhysicsVolume () const |
| | Get the PhysicsVolume overlapping this component.
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| void | SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false) |
| | Set visibility of the component, if during game use this to turn on/off.
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| void | ToggleVisibility (bool bPropagateToChildren=false) |
| | Toggle visibility of the component.
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| bool | IsVisible () const |
| | Returns true if this component is visible in the current context.
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| TArray< FName > | GetAllSocketNames () const |
| | Gets the names of all the sockets on the component.
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| USceneComponent | GetAttachParent () const |
| | Get the SceneComponent we are attached to.
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| FTransform | GetRelativeTransform () const |
| | Returns the transform of the component relative to its parent.
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| FVector | GetRightVector () const |
| | Get the right (Y) unit direction vector from this component, in world space.
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| FVector | GetForwardVector () const |
| | Get the forward (X) unit direction vector from this component, in world space.
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| FName | GetAttachSocketName () const |
| | Get the socket we are attached to.
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| FVector | GetComponentVelocity () const |
| | Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
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| FRotator | GetSocketRotation (FName InSocketName) const |
| | Get world-space socket or bone FRotator rotation.
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| FTransform | GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const |
| | Get world-space socket transform.
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| FVector | GetUpVector () const |
| | Get the up (Z) unit direction vector from this component, in world space.
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| bool | DoesSocketExist (FName InSocketName) const |
| | Return true if socket with the given name exists.
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| void | DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true) |
| FVector | GetSocketLocation (FName InSocketName) const |
| | Get world-space socket or bone location.
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| void | AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in its local reference frame.
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| void | AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in its local reference frame.
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| 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.
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| void | AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the translation of the component relative to its parent.
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| void | AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta the rotation of the component relative to its parent.
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| void | AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in world space.
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| void | AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in world space.
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| 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).
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| 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.
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| 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.
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| 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.
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| FVector | GetWorldLocation () const |
| | Return location of the component, in world space.
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| FRotator | GetWorldRotation () const |
| | Returns rotation of the component, in world space.
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| FVector | GetWorldScale () const |
| | Returns scale of the component, in world space.
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| FTransform | GetWorldTransform () const |
| | Get the current component-to-world transform for this component.
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| void | SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location of the component relative to its parent.
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| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location and rotation of the component relative to its parent.
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| void | SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the rotation of the component relative to its parent.
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| void | SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component relative to its parent.
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| 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.
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| 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.
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| 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.
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| void | SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component in world space.
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| 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.
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| 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.
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| void | SetWorldScale3D (FVector NewScale) |
| | Set the relative scale of the component to put it at the supplied scale in world space.
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| 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.
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| void | SetRelativeScale3D (FVector NewScale3D) |
| | Set the non-uniform scale of the component relative to its parent.
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| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
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| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
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| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
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| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
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| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
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| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
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| 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.
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| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
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| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
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| bool | IsActive () const |
| | Returns whether the component is active or not.
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| void | ToggleActive () |
| | Toggles the active state of the component.
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| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
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| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
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| void | Deactivate () |
| | Deactivates the SceneComponent.
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| 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.
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| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
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| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
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| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
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| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
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| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
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| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
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| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
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| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
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| 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.
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| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
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| 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.
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| 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.
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| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
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| float32 | DirectionalInscatteringExponent |
| | Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
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| FLinearColor | DirectionalInscatteringLuminance |
| | Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
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| float32 | DirectionalInscatteringStartDistance |
| | Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
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| float32 | StartDistance |
| | Distance from the camera that the fog will start, in world units.
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| float32 | FogMaxOpacity |
| | Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.
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| float32 | FogCutoffDistance |
| | Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
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| FLinearColor | FogInscatteringLuminance |
| FLinearColor | SkyAtmosphereAmbientContributionColorScale |
| | Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. Only effective when r.SupportSkyAtmosphereAffectsHeightFog>0.
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| float32 | FogDensity |
| | Global density factor.
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| float32 | FogHeightFalloff |
| | Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
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| FExponentialHeightFogData | SecondFogData |
| | Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.
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| float32 | InscatteringColorCubemapAngle |
| | Angle to rotate the InscatteringColorCubemap around the Z axis.
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| FLinearColor | InscatteringTextureTint |
| | Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
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| UTextureCube | InscatteringColorCubemap |
| | Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.
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| float32 | FullyDirectionalInscatteringColorDistance |
| | Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
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| float32 | NonDirectionalInscatteringColorDistance |
| | Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
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| float32 | VolumetricFogStartDistance |
| | Distance from the camera that the volumetric fog will start, in world units.
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| bool | bEnableVolumetricFog |
| | Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can't match exponential height fog in general as exponential height fog has non-physical behavior.
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| float32 | VolumetricFogStaticLightingScatteringIntensity |
| bool | bOverrideLightColorsWithFogInscatteringColors |
| | Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has 'Atmosphere Sun Light' enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.
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| FLinearColor | VolumetricFogEmissive |
| | Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.
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| float32 | VolumetricFogExtinctionScale |
| | Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
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| float32 | VolumetricFogDistance |
| | Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.
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| float32 | VolumetricFogNearFadeInDistance |
| | Distance over which volumetric fog will fade in from the start distance.
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| float32 | VolumetricFogScatteringDistribution |
| | Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.
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| FColor | VolumetricFogAlbedo |
| | The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
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| EDetailMode | DetailMode |
| | If detail mode is >= system detail mode, primitive won't be rendered.
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| EComponentMobility | Mobility |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
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| FVector | RelativeLocation |
| | Location of the component relative to its parent.
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| bool | bAbsoluteRotation |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteLocation |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteScale |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
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| FRotator | RelativeRotation |
| | Rotation of the component relative to its parent.
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| FVector | RelativeScale3D |
| | Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
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| FVector | WorldLocation |
| const FBoxSphereBounds | Bounds |
| const USceneComponent | AttachParent |
| | What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
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| 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.
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| const APhysicsVolume | PhysicsVolume |
| | Physics Volume in which this SceneComponent is located *.
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| const FVector | ComponentVelocity |
| | Velocity of the component. @see GetComponentVelocity().
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| const FName | AttachSocketName |
| | Optional socket name on AttachParent that we are attached to.
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| FTransform | WorldTransform |
| const FVector | WorldScale |
| const int | NumChildrenComponents |
| | Gets the number of attached children components.
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| bool | bShouldUpdatePhysicsVolume |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
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| FPhysicsVolumeChanged | PhysicsVolumeChangedDelegate |
| | Delegate that will be called when PhysicsVolume has been changed *.
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| bool | bUseAttachParentBound |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
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| bool | bVisible |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
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| bool | bHiddenInGame |
| | Whether to hide the primitive in game, if the primitive is Visible.
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| const FVector | ForwardVector |
| | Get the forward (X) unit direction vector from this component, in world space.
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| const FVector | UpVector |
| | Get the up (Z) unit direction vector from this component, in world space.
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| FTransform | RelativeTransform |
| | Returns the transform of the component relative to its parent.
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| const FVector | RightVector |
| | Get the right (Y) unit direction vector from this component, in world space.
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| const TArray< FName > | AllSocketNames |
| | Gets the names of all the sockets on the component.
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| 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.
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| 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 |