G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ULinkAnchorComponent Class Reference

Used to modify and display start or end location of a UGothicSmartLinkComponentGeneric. More...

Static Public Member Functions

Static Functions
static ULinkAnchorComponent Get (const AActor Actor, FName WithName=NAME_None)
static ULinkAnchorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static ULinkAnchorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from USphereComponent
static USphereComponent Get (const AActor Actor, FName WithName=NAME_None)
static USphereComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static USphereComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UShapeComponent
static UShapeComponent Get (const AActor Actor, FName WithName=NAME_None)
static UShapeComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UShapeComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UPrimitiveComponent
static UPrimitiveComponent Get (const AActor Actor, FName WithName=NAME_None)
static UPrimitiveComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UPrimitiveComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from USceneComponent
static USceneComponent Get (const AActor Actor, FName WithName=NAME_None)
static USceneComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static USceneComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

LinkAnchorComponent
FName ForComponentWithTag
 Tag of the smart link in order to match this to the smart link.
ELinkAnchorType AnchorType
 Whether this modifies start or end of the navlink.
Public Attributes inherited from USphereComponent
const float32 SphereRadius
 The radius of the sphere *.
const float32 ShapeScale
 Get the scale used by this shape. This is a uniform scale that is the minimum of any non-uniform scaling.
const float32 UnscaledSphereRadius
const float32 ScaledSphereRadius
Public Attributes inherited from UShapeComponent
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.
Public Attributes inherited from UPrimitiveComponent
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.
Public Attributes inherited from USceneComponent
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.
Public Attributes inherited from UActorComponent
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.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
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.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from USphereComponent
const float32 & GetSphereRadius () const
 The radius of the sphere *.
float32 GetShapeScale () const
 Get the scale used by this shape. This is a uniform scale that is the minimum of any non-uniform scaling.
float32 GetUnscaledSphereRadius () const
void SetSphereRadius (float32 InSphereRadius, bool bUpdateOverlaps=true)
 Change the sphere radius. This is the unscaled radius, before component scale is applied.
float32 GetScaledSphereRadius () const
Public Member Functions inherited from UShapeComponent
void SetbUseSystemDefaultObstacleAreaClass (bool Value)
 Uses FNavigationSystem::GetDefaultObstacleArea() by default instead of AreaClassOverride, bDynamicObstacle must be true to use this.
const float32 & GetLineThickness () const
 Used to control the line thickness when rendering.
void SetbDynamicObstacle (bool Value)
 If set, shape will be exported for navigation as dynamic modifier instead of using regular collision data.
void SetLineThickness (float32 Thickness)
 Set the LineThickness.
Public Member Functions inherited from UPrimitiveComponent
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.
void SetGenerateOverlapEvents (bool bInGenerateOverlapEvents)
 Modifies value returned by GetGenerateOverlapEvents().
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.
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.
void SetbGenerateOverlapEvents (bool bInGenerateOverlapEvents)
 Modifies value returned by GetGenerateOverlapEvents().
const ELightmapType & GetLightmapType () const
 Controls the type of lightmap used for this component.
bool GetbEnableAutoLODGeneration () const
 Whether to include this component in HLODs or not.
void SetbEnableAutoLODGeneration (bool Value)
 Whether to include this component in HLODs or not.
bool GetbNeverDistanceCull () const
 When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.
void SetbNeverDistanceCull (bool Value)
 When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.
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.
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.
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.
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.
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().
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().
bool GetbReturnMaterialOnMove () const
 If true, component sweeps will return the material in their hit result. See: MoveComponent(), FHitResult.
void SetbReturnMaterialOnMove (bool Value)
 If true, component sweeps will return the material in their hit result. See: MoveComponent(), FHitResult.
bool GetbAllowCullDistanceVolume () const
 Whether to accept cull distance volumes to modify cached cull distance.
void SetbAllowCullDistanceVolume (bool Value)
 Whether to accept cull distance volumes to modify cached cull distance.
bool GetbVisibleInReflectionCaptures () const
 If true, this component will be visible in reflection captures.
void SetbVisibleInReflectionCaptures (bool Value)
 If true, this component will be visible in reflection captures.
bool GetbVisibleInRealTimeSkyCaptures () const
 If true, this component will be visible in real-time sky light reflection captures.
void SetbVisibleInRealTimeSkyCaptures (bool Value)
 If true, this component will be visible in real-time sky light reflection captures.
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.
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.
bool GetbRenderInMainPass () const
 If true, this component will be rendered in the main pass (z prepass, basepass, transparency).
void SetbRenderInMainPass (bool Value)
 If true, this component will be rendered in the main pass (z prepass, basepass, transparency).
bool GetbRenderInDepthPass () const
 If true, this component will be rendered in the depth pass even if it's not rendered in the main pass.
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.
bool GetbReceivesDecals () const
 Whether the primitive receives decals.
void SetbReceivesDecals (bool Value)
 Whether the primitive receives decals.
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".
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
bool GetbForceMipStreaming () const
 If true, forces mips for textures used by this component to be resident when this component's level is loaded.
void SetbForceMipStreaming (bool Value)
 If true, forces mips for textures used by this component to be resident when this component's level is loaded.
bool GetCastShadow () const
 Controls whether the primitive component should cast a shadow or not.
bool GetbEmissiveLightSource () const
 Whether the primitive will be used as an emissive light source.
void SetbEmissiveLightSource (bool Value)
 Whether the primitive will be used as an emissive light source.
bool GetbAffectDynamicIndirectLighting () const
 Controls whether the primitive should influence indirect lighting.
void SetbAffectDynamicIndirectLighting (bool Value)
 Controls whether the primitive should influence indirect lighting.
bool GetbAffectIndirectLightingWhileHidden () const
 Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.
void SetbAffectIndirectLightingWhileHidden (bool Value)
 Controls whether the primitive should affect indirect lighting when hidden. This flag is only used if bAffectDynamicIndirectLighting is true.
bool GetbAffectDistanceFieldLighting () const
 Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *.
void SetbAffectDistanceFieldLighting (bool Value)
 Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *.
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. *.
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. *.
bool GetbCastStaticShadow () const
 Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.
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.
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.
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.
bool GetbCastContactShadow () const
 Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
void SetbCastContactShadow (bool Value)
 Whether the object should cast contact shadows. This flag is only used if CastShadow is true.
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.
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.
bool GetbCastFarShadow () const
 When enabled, the component will be rendering into the far shadow cascades (only for directional lights).
void SetbCastFarShadow (bool Value)
 When enabled, the component will be rendering into the far shadow cascades (only for directional lights).
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.
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.
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.
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.
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.
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.
bool GetbCastShadowAsTwoSided () const
 Whether this primitive should cast dynamic shadows as if it were a two sided material.
void SetbCastShadowAsTwoSided (bool Value)
 Whether this primitive should cast dynamic shadows as if it were a two sided material.
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.
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.
bool GetbExcludeFromLightAttachmentGroup () const
 If set, then it overrides any bLightAttachmentsAsGroup set in a parent.
void SetbExcludeFromLightAttachmentGroup (bool Value)
 If set, then it overrides any bLightAttachmentsAsGroup set in a parent.
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).
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).
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.
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.
bool GetbIgnoreRadialImpulse () const
 Will ignore radial impulses applied to this component.
void SetbIgnoreRadialImpulse (bool Value)
 Will ignore radial impulses applied to this component.
bool GetbIgnoreRadialForce () const
 Will ignore radial forces applied to this component.
void SetbIgnoreRadialForce (bool Value)
 Will ignore radial forces applied to this component.
bool GetbApplyImpulseOnDamage () const
 True for damage to this component to apply physics impulse, false to opt out of these impulses.
void SetbApplyImpulseOnDamage (bool Value)
 True for damage to this component to apply physics impulse, false to opt out of these impulses.
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.
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.
void SetbFillCollisionUnderneathForNavmesh (bool Value)
 If set, navmesh will not be generated under the surface of the geometry.
bool GetbRenderCustomDepth () const
 If true, this component will be rendered in the CustomDepth pass (usually used for outlines).
void SetbRenderCustomDepth (bool Value)
 If true, this component will be rendered in the CustomDepth pass (usually used for outlines).
bool GetbVisibleInSceneCaptureOnly () const
 When true, will only be visible in Scene Capture.
void SetbVisibleInSceneCaptureOnly (bool Value)
 When true, will only be visible in Scene Capture.
bool GetbHiddenInSceneCapture () const
 When true, will not be captured by Scene Capture.
void SetbHiddenInSceneCapture (bool Value)
 When true, will not be captured by Scene Capture.
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.
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.
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.
const int & GetCustomDepthStencilValue () const
 Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3).
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.
const ERendererStencilMask & GetCustomDepthStencilWriteMask () const
 Mask used for stencil buffer writes.
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.
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.
ECollisionEnabled GetCollisionEnabled () const
 Returns the form of collision for this component.
bool IsQueryCollisionEnabled () const
 Utility to see if there is any query collision enabled on this component.
void SetCollisionResponseToChannel (ECollisionChannel Channel, ECollisionResponse NewResponse)
 Changes a member of the ResponseToChannels container for this PrimitiveComponent.
void SetCollisionResponseToAllChannels (ECollisionResponse NewResponse)
 Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse.
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.
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.
void GetOverlappingComponents (TArray< UPrimitiveComponent > &OutOverlappingComponents) const
 Returns unique list of components this component is overlapping.
void GetOverlappingActors (TArray< AActor > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 Returns a list of actors that this component is overlapping.
bool IsOverlappingActor (const AActor Other) const
 Check whether this component is overlapping any component of the given Actor.
bool IsOverlappingComponent (const UPrimitiveComponent OtherComp) const
 Check whether this component is overlapping another component.
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).
bool IsCollisionEnabled () const
 Utility to see if there is any form of collision (query or physics) enabled on this component.
bool IsPhysicsCollisionEnabled () const
 Utility to see if there is any physics collision enabled on this component.
TArray< AActor > CopyArrayOfMoveIgnoreActors ()
 Returns the list of actors we currently ignore when moving.
TArray< UPrimitiveComponent > CopyArrayOfMoveIgnoreComponents ()
 Returns the list of actors we currently ignore when moving.
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.
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.
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.
void ClearMoveIgnoreActors ()
 Clear the list of actors we ignore when moving.
void ClearMoveIgnoreComponents ()
 Clear the list of components we ignore when moving.
FName GetCollisionProfileName () const
 Get the collision profile name.
void SetCollisionObjectType (ECollisionChannel Channel)
 Changes the collision channel that this object uses when it moves.
void SetCollisionEnabled (ECollisionEnabled NewType)
 Controls what kind of collision is enabled for this body.
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.
ECollisionResponse GetCollisionResponseToChannel (ECollisionChannel Channel) const
 Gets the response type given a specific channel.
ECollisionChannel GetCollisionObjectType () const
 Gets the collision object type.
void SetIgnoreBoundsForEditorFocus (bool bIgnore)
 Set if we should ignore bounds when focusing the editor camera.
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.
void SetExcludedFromHLODLevel (EHLODLevelExclusion HLODLevel, bool bExcluded)
 Exclude this primitive from the specified HLOD level.
bool IsExcludedFromHLODLevel (EHLODLevelExclusion HLODLevel) const
 Whether this primitive is excluded from the specified HLOD level.
void SetCullDistance (float32 NewCullDistance)
 Changes the value of CullDistance.
float32 GetAngularDamping () const
 Returns the angular damping of this component.
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.
void AddTorqueInRadians (FVector Torque, FName BoneName=NAME_None, bool bAccelChange=false)
 Add a torque to a single rigid body.
void AddTorqueInDegrees (FVector Torque, FName BoneName=NAME_None, bool bAccelChange=false)
 Add a torque to a single rigid body.
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.
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).
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.
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.
float32 GetMass () const
 Returns the mass of this component in kg.
float32 GetMassScale (FName BoneName=NAME_None) const
 Returns the mass scale used to calculate the mass of a single physics body.
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.
void AddImpulseAtLocation (FVector Impulse, FVector Location, FName BoneName=NAME_None)
 Add an impulse to a single rigid body at a specific location.
float32 GetLinearDamping () const
 Returns the linear damping of this component.
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.
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.
Public Member Functions inherited from USceneComponent
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.
Public Member Functions inherited from UActorComponent
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.
Public Member Functions inherited from UObject
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

Detailed Description

Used to modify and display start or end location of a UGothicSmartLinkComponentGeneric.

Member Function Documentation

◆ Create()

ULinkAnchorComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

ULinkAnchorComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetOrCreate()

ULinkAnchorComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AnchorType

ELinkAnchorType AnchorType

Whether this modifies start or end of the navlink.

◆ ForComponentWithTag

FName ForComponentWithTag

Tag of the smart link in order to match this to the smart link.