|
| void | PlayThunderSounds (FVector Location, float32 EchoDelayMin, float32 EchoDelayMax) |
| 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 |