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

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others. @see Scene Components. More...

Public Member Functions

Development
void SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false)
 Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
Functions
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.
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

Static Public Member Functions

Static Functions
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

LOD
EDetailMode DetailMode
 If detail mode is >= system detail mode, primitive won't be rendered.
Mobility
EComponentMobility Mobility
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
Transform
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).
Variables
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
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

Components

const int NumChildrenComponents
 Gets the number of attached children components.
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.

Physics

bool bShouldUpdatePhysicsVolume
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
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.

PhysicsVolume

FPhysicsVolumeChanged PhysicsVolumeChangedDelegate
 Delegate that will be called when PhysicsVolume has been changed *.
APhysicsVolume GetPhysicsVolume () const
 Get the PhysicsVolume overlapping this component.

Rendering

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.
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.

Transformation

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.
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.

Detailed Description

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others. @see Scene Components.

Member Function Documentation

◆ AddLocalOffset() [1/2]

void AddLocalOffset ( FVector DeltaLocation)

◆ AddLocalOffset() [2/2]

void AddLocalOffset ( FVector DeltaLocation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta to the location of the component in its local reference frame.

Parameters
DeltaLocationChange in location of the component in its local reference frame.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddLocalRotation() [1/3]

void AddLocalRotation ( FQuat DeltaRotation)

◆ AddLocalRotation() [2/3]

void AddLocalRotation ( FRotator DeltaRotation)

◆ AddLocalRotation() [3/3]

void AddLocalRotation ( FRotator DeltaRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta to the rotation of the component in its local reference frame.

Parameters
DeltaRotationChange in rotation of the component in its local reference frame.
bSweepWhether we sweep to the destination (currently not supported for rotation).
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

◆ AddLocalTransform() [1/2]

void AddLocalTransform ( FTransform DeltaTransform)

◆ AddLocalTransform() [2/2]

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.

Parameters
DeltaTransformChange in transform of the component in its local reference frame. Scale is unchanged.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddRelativeLocation() [1/2]

void AddRelativeLocation ( FVector DeltaLocation)

◆ AddRelativeLocation() [2/2]

void AddRelativeLocation ( FVector DeltaLocation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta to the translation of the component relative to its parent.

Parameters
DeltaLocationChange in location of the component relative to its parent
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddRelativeRotation() [1/3]

void AddRelativeRotation ( FQuat DeltaRotation)

◆ AddRelativeRotation() [2/3]

void AddRelativeRotation ( FRotator DeltaRotation)

◆ AddRelativeRotation() [3/3]

void AddRelativeRotation ( FRotator DeltaRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta the rotation of the component relative to its parent.

Parameters
DeltaRotationChange in rotation of the component relative to is parent.
bSweepWhether we sweep to the destination (currently not supported for rotation).
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

◆ AddWorldOffset() [1/2]

void AddWorldOffset ( FVector DeltaLocation)

◆ AddWorldOffset() [2/2]

void AddWorldOffset ( FVector DeltaLocation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta to the location of the component in world space.

Parameters
DeltaLocationChange in location in world space for the component.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddWorldRotation() [1/3]

void AddWorldRotation ( FQuat DeltaRotation)

◆ AddWorldRotation() [2/3]

void AddWorldRotation ( FRotator DeltaRotation)

◆ AddWorldRotation() [3/3]

void AddWorldRotation ( FRotator DeltaRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Adds a delta to the rotation of the component in world space.

Parameters
DeltaRotationChange in rotation in world space for the component.
bSweepWhether we sweep to the destination (currently not supported for rotation).
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddWorldTransform() [1/2]

void AddWorldTransform ( FTransform DeltaTransform)

◆ AddWorldTransform() [2/2]

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).

Parameters
DeltaTransformChange in transform in world space for the component. Scale is ignored.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AddWorldTransformKeepScale()

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.

Parameters
DeltaTransformChange in transform in world space for the component. Scale is ignored since we preserve the original scale.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ AttachTo()

bool AttachTo ( USceneComponent InParent,
FName InSocketName = NAME_None,
EAttachLocation AttachType = EAttachLocation :: KeepRelativeOffset,
bool bWeldSimulatedBodies = true )

◆ AttachToComponent() [1/2]

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.

Parameters
ParentParent to attach to.
SocketNameOptional socket to attach to on the parent.
LocationRuleHow to handle translation when attaching.
RotationRuleHow to handle rotation when attaching.
ScaleRuleHow to handle scale when attaching.
bWeldSimulatedBodiesWhether to weld together simulated physics bodies. This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching.
Returns
True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.

◆ AttachToComponent() [2/2]

void AttachToComponent ( USceneComponent Parent,
FName SocketName = NAME_None,
EAttachmentRule AttachmentRule = EAttachmentRule :: SnapToTarget )

◆ Create()

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

◆ DetachFromComponent()

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.

Parameters
LocationRuleHow to handle translations when detaching.
RotationRuleHow to handle rotation when detaching.
ScaleRuleHow to handle scales when detaching.
bCallModifyIf true, call Modify() on the component and the current attach parent component

◆ DetachFromParent()

void DetachFromParent ( bool bMaintainWorldPosition = false,
bool bCallModify = true )

◆ DoesSocketExist()

bool DoesSocketExist ( FName InSocketName) const

Return true if socket with the given name exists.

Parameters
InSocketNameName of the socket or the bone to get the transform

◆ Get()

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

◆ GetAllSocketNames()

TArray< FName > GetAllSocketNames ( ) const

Gets the names of all the sockets on the component.

Returns
Get the names of all the sockets on the component.

◆ GetAttachParent()

USceneComponent GetAttachParent ( ) const

Get the SceneComponent we are attached to.

◆ GetAttachSocketName()

FName GetAttachSocketName ( ) const

Get the socket we are attached to.

◆ GetbAbsoluteLocation()

bool GetbAbsoluteLocation ( ) const

If RelativeLocation should be considered relative to the world, rather than the parent.

◆ GetbAbsoluteRotation()

bool GetbAbsoluteRotation ( ) const

If RelativeRotation should be considered relative to the world, rather than the parent.

◆ GetbAbsoluteScale()

bool GetbAbsoluteScale ( ) const

If RelativeScale3D should be considered relative to the world, rather than the parent.

◆ GetbHiddenInGame()

bool GetbHiddenInGame ( ) const

Whether to hide the primitive in game, if the primitive is Visible.

◆ GetBounds()

FBoxSphereBounds GetBounds ( ) const

◆ GetbShouldUpdatePhysicsVolume()

bool GetbShouldUpdatePhysicsVolume ( ) const

Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().

◆ GetbUseAttachParentBound()

bool GetbUseAttachParentBound ( ) const

If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

◆ GetbVisible()

bool GetbVisible ( ) const

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

◆ GetChildComponent()

USceneComponent GetChildComponent ( int ChildIndex) const

Gets the attached child component at the specified location.

◆ GetChildComponentByClass()

USceneComponent GetChildComponentByClass ( TSubclassOf< USceneComponent > ComponentClass)

◆ GetChildrenComponents()

void GetChildrenComponents ( bool bIncludeAllDescendants,
TArray< USceneComponent > & Children ) const

Gets all components that are attached to this component, possibly recursively.

Parameters
bIncludeAllDescendantsWhether to include all descendants in the list of children (i.e. grandchildren, great grandchildren, etc.)
ChildrenThe list of attached child components

◆ GetChildrenComponentsByClass()

void GetChildrenComponentsByClass ( UClass ComponentClass,
bool bIncludeAllDescendants,
?& OutChildren )

◆ GetComponentQuat()

FQuat GetComponentQuat ( ) const

◆ GetComponentVelocity()

FVector GetComponentVelocity ( ) const

Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.

Returns
Velocity of the component

◆ GetForwardVector()

FVector GetForwardVector ( ) const

Get the forward (X) unit direction vector from this component, in world space.

◆ GetMobility()

const EComponentMobility & GetMobility ( ) const

How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

◆ GetNumChildrenComponents()

int GetNumChildrenComponents ( ) const

Gets the number of attached children components.

◆ GetOrCreate()

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

◆ GetParentComponents()

void GetParentComponents ( TArray< USceneComponent > & Parents) const

Gets all attachment parent components up to and including the root component.

◆ GetPhysicsVolume()

APhysicsVolume GetPhysicsVolume ( ) const

Get the PhysicsVolume overlapping this component.

◆ GetRelativeLocation()

FVector GetRelativeLocation ( ) const

◆ GetRelativeRotation()

FRotator GetRelativeRotation ( ) const

◆ GetRelativeScale3D()

FVector GetRelativeScale3D ( ) const

◆ GetRelativeTransform()

FTransform GetRelativeTransform ( ) const

Returns the transform of the component relative to its parent.

◆ GetRightVector()

FVector GetRightVector ( ) const

Get the right (Y) unit direction vector from this component, in world space.

◆ GetShapeCenter()

FVector GetShapeCenter ( ) const

◆ GetShouldUpdatePhysicsVolume()

bool GetShouldUpdatePhysicsVolume ( ) const

Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.

◆ GetSocketLocation()

FVector GetSocketLocation ( FName InSocketName) const

Get world-space socket or bone location.

Parameters
InSocketNameName of the socket or the bone to get the transform
Returns
Socket transform in world space if socket is found. Otherwise it will return component's transform in world space.

◆ GetSocketQuaternion()

FQuat GetSocketQuaternion ( FName SocketName)

◆ GetSocketRotation()

FRotator GetSocketRotation ( FName InSocketName) const

Get world-space socket or bone FRotator rotation.

Parameters
InSocketNameName of the socket or the bone to get the transform
Returns
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

◆ GetSocketTransform()

FTransform GetSocketTransform ( FName InSocketName,
ERelativeTransformSpace TransformSpace = ERelativeTransformSpace :: RTS_World ) const

Get world-space socket transform.

Parameters
InSocketNameName of the socket or the bone to get the transform
Returns
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

◆ GetUpVector()

FVector GetUpVector ( ) const

Get the up (Z) unit direction vector from this component, in world space.

◆ GetWorldLocation()

FVector GetWorldLocation ( ) const

Return location of the component, in world space.

◆ GetWorldRotation()

FRotator GetWorldRotation ( ) const

Returns rotation of the component, in world space.

◆ GetWorldScale()

FVector GetWorldScale ( ) const

Returns scale of the component, in world space.

◆ GetWorldTransform()

FTransform GetWorldTransform ( ) const

Get the current component-to-world transform for this component.

◆ IsAnySimulatingPhysics()

bool IsAnySimulatingPhysics ( ) const

Returns whether the specified body is currently using physics simulation.

◆ IsAttachedTo() [1/2]

bool IsAttachedTo ( const AActor CheckActor) const

◆ IsAttachedTo() [2/2]

bool IsAttachedTo ( const USceneComponent CheckComponent) const

◆ IsSimulatingPhysics()

bool IsSimulatingPhysics ( FName BoneName = NAME_None) const

Returns whether the specified body is currently using physics simulation.

◆ IsVisible()

bool IsVisible ( ) const

Returns true if this component is visible in the current context.

◆ ResetRelativeTransform()

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.

◆ SetAbsolute()

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.

◆ SetbAbsoluteLocation()

void SetbAbsoluteLocation ( bool Value)

If RelativeLocation should be considered relative to the world, rather than the parent.

◆ SetbAbsoluteRotation()

void SetbAbsoluteRotation ( bool Value)

If RelativeRotation should be considered relative to the world, rather than the parent.

◆ SetbAbsoluteScale()

void SetbAbsoluteScale ( bool Value)

If RelativeScale3D should be considered relative to the world, rather than the parent.

◆ SetbHiddenInGame()

void SetbHiddenInGame ( bool Value)

Whether to hide the primitive in game, if the primitive is Visible.

◆ SetbShouldUpdatePhysicsVolume()

void SetbShouldUpdatePhysicsVolume ( bool bInShouldUpdatePhysicsVolume)

Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().

◆ SetbUseAttachParentBound()

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.

◆ SetbVisible()

void SetbVisible ( bool Value)

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

◆ SetbVisualizeComponent()

void SetbVisualizeComponent ( bool bVisualize)

◆ SetComponentQuat()

void SetComponentQuat ( FQuat NewRotation)

◆ SetHiddenInGame()

void SetHiddenInGame ( bool NewHidden,
bool bPropagateToChildren = false )

Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.

◆ SetMobility()

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.

◆ SetRelativeLocation() [1/2]

void SetRelativeLocation ( FVector NewLocation)

◆ SetRelativeLocation() [2/2]

void SetRelativeLocation ( FVector NewLocation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Set the location of the component relative to its parent.

Parameters
NewLocationNew location of the component relative to its parent.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ SetRelativeLocationAndRotation() [1/3]

void SetRelativeLocationAndRotation ( FVector NewLocation,
FQuat NewRotation )

◆ SetRelativeLocationAndRotation() [2/3]

void SetRelativeLocationAndRotation ( FVector NewLocation,
FRotator NewRotation )

◆ SetRelativeLocationAndRotation() [3/3]

void SetRelativeLocationAndRotation ( FVector NewLocation,
FRotator NewRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Set the location and rotation of the component relative to its parent.

Parameters
NewLocationNew location of the component relative to its parent.
NewRotationNew rotation of the component relative to its parent.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ SetRelativeRotation() [1/3]

void SetRelativeRotation ( FQuat NewRotation)

◆ SetRelativeRotation() [2/3]

void SetRelativeRotation ( FRotator NewRotation)

◆ SetRelativeRotation() [3/3]

void SetRelativeRotation ( FRotator NewRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Set the rotation of the component relative to its parent.

Parameters
NewRotationNew rotation of the component relative to its parent
bSweepWhether we sweep to the destination (currently not supported for rotation).
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

◆ SetRelativeScale3D()

void SetRelativeScale3D ( FVector NewScale3D)

Set the non-uniform scale of the component relative to its parent.

◆ SetRelativeTransform() [1/2]

void SetRelativeTransform ( FTransform NewTransform)

◆ SetRelativeTransform() [2/2]

void SetRelativeTransform ( FTransform NewTransform,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Set the transform of the component relative to its parent.

Parameters
NewTransformNew transform of the component relative to its parent.
bSweepWhether we sweep to the destination (currently not supported for rotation).
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

◆ SetShouldUpdatePhysicsVolume()

void SetShouldUpdatePhysicsVolume ( bool bInShouldUpdatePhysicsVolume)

Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.

◆ SetVisibility()

void SetVisibility ( bool bNewVisibility,
bool bPropagateToChildren = false )

Set visibility of the component, if during game use this to turn on/off.

◆ SetWorldLocation() [1/2]

void SetWorldLocation ( FVector NewLocation)

◆ SetWorldLocation() [2/2]

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.

Parameters
NewLocationNew location in world space for the component.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ SetWorldLocationAndRotation() [1/3]

void SetWorldLocationAndRotation ( FVector NewLocation,
FQuat NewRotation )

◆ SetWorldLocationAndRotation() [2/3]

void SetWorldLocationAndRotation ( FVector NewLocation,
FRotator NewRotation )

◆ SetWorldLocationAndRotation() [3/3]

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.

Parameters
NewLocationNew location in world space for the component.
NewRotationNew rotation in world space for the component.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ SetWorldRotation() [1/3]

void SetWorldRotation ( FQuat NewRotation)

◆ SetWorldRotation() [2/3]

void SetWorldRotation ( FRotator NewRotation)

◆ SetWorldRotation() [3/3]

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.

@param NewRotation   New rotation in world space for the component. *
@param bSweep   Whether we sweep to the destination (currently not supported for rotation). *
@param SweepHitResult   Hit result from any impact if sweep is true. *
@param bTeleport   Whether we teleport the physics state (if physics collision is enabled for this object). *                                                      If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). *                                                      If false, physics velocity is updated based on the change in position (affecting ragdoll parts). *                                                      If CCD is on and not teleporting, this will affect objects along the entire sweep volume. 

◆ SetWorldScale3D()

void SetWorldScale3D ( FVector NewScale)

Set the relative scale of the component to put it at the supplied scale in world space.

Parameters
NewScaleNew scale in world space for this component.

◆ SetWorldTransform() [1/2]

void SetWorldTransform ( FTransform NewTransform)

◆ SetWorldTransform() [2/2]

void SetWorldTransform ( FTransform NewTransform,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport )

Set the transform of the component in world space.

Parameters
NewTransformNew transform in world space for the component.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
SweepHitResultHit result from any impact if sweep is true.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

◆ StaticClass()

UClass StaticClass ( )
static

◆ ToggleVisibility()

void ToggleVisibility ( bool bPropagateToChildren = false)

Toggle visibility of the component.

Member Data Documentation

◆ AllSocketNames

const TArray<FName> AllSocketNames

Gets the names of all the sockets on the component.

◆ AttachParent

const USceneComponent AttachParent

What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.

◆ AttachSocketName

const FName AttachSocketName

Optional socket name on AttachParent that we are attached to.

◆ bAbsoluteLocation

bool bAbsoluteLocation

If RelativeLocation should be considered relative to the world, rather than the parent.

◆ bAbsoluteRotation

bool bAbsoluteRotation

If RelativeRotation should be considered relative to the world, rather than the parent.

◆ bAbsoluteScale

bool bAbsoluteScale

If RelativeScale3D should be considered relative to the world, rather than the parent.

◆ bHiddenInGame

bool bHiddenInGame

Whether to hide the primitive in game, if the primitive is Visible.

◆ Bounds

const FBoxSphereBounds Bounds

◆ bShouldUpdatePhysicsVolume

bool bShouldUpdatePhysicsVolume

Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().

◆ bUseAttachParentBound

bool bUseAttachParentBound

If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

◆ bVisible

bool bVisible

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

◆ ComponentQuat

FQuat ComponentQuat

◆ ComponentVelocity

const FVector ComponentVelocity

Velocity of the component. @see GetComponentVelocity().

◆ DetailMode

EDetailMode DetailMode

If detail mode is >= system detail mode, primitive won't be rendered.

◆ ForwardVector

const FVector ForwardVector

Get the forward (X) unit direction vector from this component, in world space.

◆ Mobility

How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

◆ NumChildrenComponents

const int NumChildrenComponents

Gets the number of attached children components.

◆ PhysicsVolume

const APhysicsVolume PhysicsVolume

Physics Volume in which this SceneComponent is located *.

◆ PhysicsVolumeChangedDelegate

FPhysicsVolumeChanged PhysicsVolumeChangedDelegate

Delegate that will be called when PhysicsVolume has been changed *.

◆ RelativeLocation

FVector RelativeLocation

Location of the component relative to its parent.

◆ RelativeRotation

FRotator RelativeRotation

Rotation of the component relative to its parent.

◆ RelativeScale3D

FVector RelativeScale3D

Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).

◆ RelativeTransform

FTransform RelativeTransform

Returns the transform of the component relative to its parent.

◆ RightVector

const FVector RightVector

Get the right (Y) unit direction vector from this component, in world space.

◆ ShapeCenter

const FVector ShapeCenter

◆ ShouldUpdatePhysicsVolume

bool ShouldUpdatePhysicsVolume

Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.

◆ UpVector

const FVector UpVector

Get the up (Z) unit direction vector from this component, in world space.

◆ WorldLocation

FVector WorldLocation

◆ WorldRotation

FRotator WorldRotation

◆ WorldScale

const FVector WorldScale

◆ WorldTransform

FTransform WorldTransform