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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
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.
| void AddLocalOffset | ( | FVector | DeltaLocation | ) |
| void AddLocalOffset | ( | FVector | DeltaLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the location of the component in its local reference frame.
| DeltaLocation | Change in location of the component in its local reference frame. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void AddLocalRotation | ( | FQuat | DeltaRotation | ) |
| void AddLocalRotation | ( | FRotator | DeltaRotation | ) |
| void AddLocalRotation | ( | FRotator | DeltaRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the rotation of the component in its local reference frame.
| DeltaRotation | Change in rotation of the component in its local reference frame. |
| bSweep | Whether we sweep to the destination (currently not supported for rotation). |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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). |
| void AddLocalTransform | ( | FTransform | DeltaTransform | ) |
| 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.
| DeltaTransform | Change in transform of the component in its local reference frame. Scale is unchanged. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void AddRelativeLocation | ( | FVector | DeltaLocation | ) |
| void AddRelativeLocation | ( | FVector | DeltaLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the translation of the component relative to its parent.
| DeltaLocation | Change in location of the component relative to its parent |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void AddRelativeRotation | ( | FQuat | DeltaRotation | ) |
| void AddRelativeRotation | ( | FRotator | DeltaRotation | ) |
| void AddRelativeRotation | ( | FRotator | DeltaRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta the rotation of the component relative to its parent.
| DeltaRotation | Change in rotation of the component relative to is parent. |
| bSweep | Whether we sweep to the destination (currently not supported for rotation). |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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). |
| void AddWorldOffset | ( | FVector | DeltaLocation | ) |
| void AddWorldOffset | ( | FVector | DeltaLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the location of the component in world space.
| DeltaLocation | Change in location in world space for the component. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void AddWorldRotation | ( | FQuat | DeltaRotation | ) |
| void AddWorldRotation | ( | FRotator | DeltaRotation | ) |
| void AddWorldRotation | ( | FRotator | DeltaRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the rotation of the component in world space.
| DeltaRotation | Change in rotation in world space for the component. |
| bSweep | Whether we sweep to the destination (currently not supported for rotation). |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void AddWorldTransform | ( | FTransform | DeltaTransform | ) |
| 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).
| DeltaTransform | Change in transform in world space for the component. Scale is ignored. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| 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.
| DeltaTransform | Change in transform in world space for the component. Scale is ignored since we preserve the original scale. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| 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.
| Parent | Parent to attach to. |
| SocketName | Optional socket to attach to on the parent. |
| LocationRule | How to handle translation when attaching. |
| RotationRule | How to handle rotation when attaching. |
| ScaleRule | How to handle scale when attaching. |
| bWeldSimulatedBodies | Whether 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. |
| void AttachToComponent | ( | USceneComponent | Parent, |
| FName | SocketName = NAME_None, | ||
| EAttachmentRule | AttachmentRule = EAttachmentRule :: SnapToTarget ) |
|
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| void DetachFromComponent | ( | EDetachmentRule | LocationRule = EDetachmentRule :: KeepRelative, |
| EDetachmentRule | RotationRule = EDetachmentRule :: KeepRelative, | ||
| EDetachmentRule | ScaleRule = EDetachmentRule :: KeepRelative, | ||
| bool | bCallModify = true ) |
Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
| LocationRule | How to handle translations when detaching. |
| RotationRule | How to handle rotation when detaching. |
| ScaleRule | How to handle scales when detaching. |
| bCallModify | If true, call Modify() on the component and the current attach parent component |
| void DetachFromParent | ( | bool | bMaintainWorldPosition = false, |
| bool | bCallModify = true ) |
| bool DoesSocketExist | ( | FName | InSocketName | ) | const |
Return true if socket with the given name exists.
| InSocketName | Name of the socket or the bone to get the transform |
|
static |
Gets the names of all the sockets on the component.
| USceneComponent GetAttachParent | ( | ) | const |
Get the SceneComponent we are attached to.
| FName GetAttachSocketName | ( | ) | const |
Get the socket we are attached to.
| bool GetbAbsoluteLocation | ( | ) | const |
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.
| bool GetbAbsoluteScale | ( | ) | const |
If RelativeScale3D should be considered relative to the world, rather than the parent.
| bool GetbHiddenInGame | ( | ) | const |
Whether to hide the primitive in game, if the primitive is Visible.
| FBoxSphereBounds GetBounds | ( | ) | const |
| bool GetbShouldUpdatePhysicsVolume | ( | ) | const |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
| bool GetbUseAttachParentBound | ( | ) | const |
If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
| bool GetbVisible | ( | ) | const |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
| USceneComponent GetChildComponent | ( | int | ChildIndex | ) | const |
Gets the attached child component at the specified location.
| USceneComponent GetChildComponentByClass | ( | TSubclassOf< USceneComponent > | ComponentClass | ) |
| void GetChildrenComponents | ( | bool | bIncludeAllDescendants, |
| TArray< USceneComponent > & | Children ) const |
Gets all components that are attached to this component, possibly recursively.
| bIncludeAllDescendants | Whether to include all descendants in the list of children (i.e. grandchildren, great grandchildren, etc.) |
| Children | The list of attached child components |
| void GetChildrenComponentsByClass | ( | UClass | ComponentClass, |
| bool | bIncludeAllDescendants, | ||
| ?& | OutChildren ) |
| FQuat GetComponentQuat | ( | ) | const |
| FVector GetComponentVelocity | ( | ) | const |
Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
| FVector GetForwardVector | ( | ) | const |
Get the forward (X) unit direction vector from this component, in world space.
| const EComponentMobility & GetMobility | ( | ) | const |
How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
| int GetNumChildrenComponents | ( | ) | const |
Gets the number of attached children components.
|
static |
| void GetParentComponents | ( | TArray< USceneComponent > & | Parents | ) | const |
Gets all attachment parent components up to and including the root component.
| APhysicsVolume GetPhysicsVolume | ( | ) | const |
Get the PhysicsVolume overlapping this component.
| FVector GetRelativeLocation | ( | ) | const |
| FRotator GetRelativeRotation | ( | ) | const |
| FVector GetRelativeScale3D | ( | ) | const |
| 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 GetShapeCenter | ( | ) | const |
| bool GetShouldUpdatePhysicsVolume | ( | ) | const |
Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
Get world-space socket or bone location.
| InSocketName | Name of the socket or the bone to get the transform |
Get world-space socket or bone FRotator rotation.
| InSocketName | Name of the socket or the bone to get the transform |
| FTransform GetSocketTransform | ( | FName | InSocketName, |
| ERelativeTransformSpace | TransformSpace = ERelativeTransformSpace :: RTS_World ) const |
Get world-space socket transform.
| InSocketName | Name of the socket or the bone to get the transform |
| FVector GetUpVector | ( | ) | const |
Get the up (Z) unit direction vector from this component, in world space.
| 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.
| bool IsAnySimulatingPhysics | ( | ) | const |
Returns whether the specified body is currently using physics simulation.
| bool IsAttachedTo | ( | const AActor | CheckActor | ) | const |
| bool IsAttachedTo | ( | const USceneComponent | CheckComponent | ) | const |
| bool IsSimulatingPhysics | ( | FName | BoneName = NAME_None | ) | const |
Returns whether the specified body is currently using physics simulation.
| bool IsVisible | ( | ) | const |
Returns true if this component is visible in the current context.
| 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 SetbAbsoluteLocation | ( | bool | Value | ) |
If RelativeLocation 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.
| void SetbAbsoluteScale | ( | bool | Value | ) |
If RelativeScale3D should be considered relative to the world, rather than the parent.
| void SetbHiddenInGame | ( | bool | Value | ) |
Whether to hide the primitive in game, if the primitive is Visible.
| void SetbShouldUpdatePhysicsVolume | ( | bool | bInShouldUpdatePhysicsVolume | ) |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
| 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.
| void SetbVisible | ( | bool | Value | ) |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
| void SetbVisualizeComponent | ( | bool | bVisualize | ) |
| void SetComponentQuat | ( | FQuat | NewRotation | ) |
| void SetHiddenInGame | ( | bool | NewHidden, |
| bool | bPropagateToChildren = false ) |
Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
| 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 SetRelativeLocation | ( | FVector | NewLocation | ) |
| void SetRelativeLocation | ( | FVector | NewLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the location of the component relative to its parent.
| NewLocation | New location of the component relative to its parent. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void SetRelativeLocationAndRotation | ( | FVector | NewLocation, |
| FRotator | NewRotation, | ||
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the location and rotation of the component relative to its parent.
| NewLocation | New location of the component relative to its parent. |
| NewRotation | New rotation of the component relative to its parent. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void SetRelativeRotation | ( | FQuat | NewRotation | ) |
| void SetRelativeRotation | ( | FRotator | NewRotation | ) |
| void SetRelativeRotation | ( | FRotator | NewRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the rotation of the component relative to its parent.
| NewRotation | New rotation of the component relative to its parent |
| bSweep | Whether we sweep to the destination (currently not supported for rotation). |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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). |
| void SetRelativeScale3D | ( | FVector | NewScale3D | ) |
Set the non-uniform scale of the component relative to its parent.
| void SetRelativeTransform | ( | FTransform | NewTransform | ) |
| void SetRelativeTransform | ( | FTransform | NewTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the transform of the component relative to its parent.
| NewTransform | New transform of the component relative to its parent. |
| bSweep | Whether we sweep to the destination (currently not supported for rotation). |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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). |
| void SetShouldUpdatePhysicsVolume | ( | bool | bInShouldUpdatePhysicsVolume | ) |
Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
| void SetVisibility | ( | bool | bNewVisibility, |
| bool | bPropagateToChildren = false ) |
Set visibility of the component, if during game use this to turn on/off.
| void SetWorldLocation | ( | FVector | NewLocation | ) |
| 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.
| NewLocation | New location in world space for the component. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| 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.
| NewLocation | New location in world space for the component. |
| NewRotation | New rotation in world space for the component. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
| void SetWorldRotation | ( | FQuat | NewRotation | ) |
| void SetWorldRotation | ( | FRotator | NewRotation | ) |
| 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.
| void SetWorldScale3D | ( | FVector | NewScale | ) |
Set the relative scale of the component to put it at the supplied scale in world space.
| NewScale | New scale in world space for this component. |
| void SetWorldTransform | ( | FTransform | NewTransform | ) |
| void SetWorldTransform | ( | FTransform | NewTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the transform of the component in world space.
| NewTransform | New transform in world space for the component. |
| bSweep | Whether 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. |
| SweepHitResult | Hit result from any impact if sweep is true. |
| 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. |
|
static |
| void ToggleVisibility | ( | bool | bPropagateToChildren = false | ) |
Toggle visibility of the component.
| const USceneComponent AttachParent |
What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
| const FName AttachSocketName |
Optional socket name on AttachParent that we are attached to.
| bool bAbsoluteLocation |
If RelativeLocation should be considered relative to the world, rather than the parent.
| bool bAbsoluteRotation |
If RelativeRotation 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.
| bool bHiddenInGame |
Whether to hide the primitive in game, if the primitive is Visible.
| const FBoxSphereBounds Bounds |
| bool bShouldUpdatePhysicsVolume |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
| 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.
| FQuat ComponentQuat |
| const FVector ComponentVelocity |
Velocity of the component. @see GetComponentVelocity().
| EDetailMode DetailMode |
If detail mode is >= system detail mode, primitive won't be rendered.
| const FVector ForwardVector |
Get the forward (X) unit direction vector from this component, in world space.
| EComponentMobility Mobility |
How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
| const int NumChildrenComponents |
Gets the number of attached children components.
| const APhysicsVolume PhysicsVolume |
Physics Volume in which this SceneComponent is located *.
| FPhysicsVolumeChanged PhysicsVolumeChangedDelegate |
Delegate that will be called when PhysicsVolume has been changed *.
| FVector RelativeLocation |
Location of the component relative to its 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).
| 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 FVector ShapeCenter |
| bool ShouldUpdatePhysicsVolume |
Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
| const FVector UpVector |
Get the up (Z) unit direction vector from this component, in world space.
| FVector WorldLocation |
| FRotator WorldRotation |
| const FVector WorldScale |
| FTransform WorldTransform |