|
| void | SetVolumetricScatteringIntensity (float32 NewIntensity) |
| void | SetIndirectLightingIntensity (float32 NewIntensity) |
| void | SetMinOcclusion (float32 InMinOcclusion) |
| void | SetOcclusionContrast (float32 InOcclusionContrast) |
| void | SetIntensity (float32 NewIntensity) |
| void | SetLightColor (FLinearColor NewLightColor) |
| | Set color of the light.
|
| void | SetLowerHemisphereColor (FLinearColor InLowerHemisphereColor) |
| void | SetSourceCubemapAngle (float32 NewValue) |
| | Sets the angle of the cubemap used when SourceType is set to SpecifiedCubemap and it is non static. It will cause the skylight to update on the next tick.
|
| void | SetOcclusionExponent (float32 InOcclusionExponent) |
| void | SetOcclusionTint (FColor InTint) |
| void | RecaptureSky () |
| | Recaptures the scene for the skylight. This is useful for making sure the sky light is up to date after changing something in the world that it would capture. Warning: this is very costly and will definitely cause a hitch.
|
| void | SetCubemapBlend (UTextureCube SourceCubemap, UTextureCube DestinationCubemap, float32 InBlendFraction) |
| | Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. This can be used to seamlessly transition sky lighting between different times of day. The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. The caller is responsible for avoiding pops due to changing the source or destination.
|
| void | SetCubemap (UTextureCube NewCubemap) |
| | Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.
|
| UTextureCube | GetCubemap () const |
| | Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.
|
| const float32 & | GetSourceCubemapAngle () const |
| | Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.
|
| const FLinearColor & | GetLowerHemisphereColor () const |
| const float32 & | GetOcclusionExponent () const |
| | Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.
|
| const float32 & | GetMinOcclusion () const |
| | Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.
|
| const FColor & | GetOcclusionTint () const |
| | Tint color on occluded areas, artistic control.
|
| bool | GetbCloudAmbientOcclusion () const |
| | Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.
|
| void | SetbCloudAmbientOcclusion (bool Value) |
| | Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.
|
| void | SetSamplesPerPixel (int NewValue) |
| void | SetAffectGlobalIllumination (bool bNewValue) |
| void | SetAffectReflection (bool bNewValue) |
| void | SetCastDeepShadow (bool bNewValue) |
| void | SetCastRaytracedShadow (bool bNewValue) |
| void | SetCastRaytracedShadows (ECastRayTracedShadow bNewValue) |
| void | SetCastShadows (bool bNewValue) |
| | Sets whether this light casts shadows.
|
| void | SetCastVolumetricShadow (bool bNewValue) |
| FLinearColor | GetLightColor () const |
| | Gets the light color as a linear color.
|
| bool | GetbAffectsWorld () const |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
|
| void | SetbAffectsWorld (bool Value) |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
|
| bool | GetCastShadows () const |
| | Whether the light should cast any shadows.
|
| bool | GetCastStaticShadows () const |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
|
| void | SetCastStaticShadows (bool Value) |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
|
| bool | GetCastDynamicShadows () const |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
|
| void | SetCastDynamicShadows (bool Value) |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
|
| void | SetLightColor (FColor Value) |
| | Filter color of the light. Note that this can change the light's effective intensity.
|
| bool | GetbAffectTranslucentLighting () const |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
|
| void | SetbAffectTranslucentLighting (bool Value) |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
|
| bool | GetbTransmission () const |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
|
| void | SetbTransmission (bool Value) |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
|
| bool | GetbCastVolumetricShadow () const |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
|
| void | SetbCastVolumetricShadow (bool Value) |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
|
| bool | GetbCastDeepShadow () const |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
|
| void | SetbCastDeepShadow (bool Value) |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
|
| const ECastRayTracedShadow & | GetCastRaytracedShadow () const |
| bool | GetbAffectReflection () const |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
|
| void | SetbAffectReflection (bool Value) |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
|
| bool | GetbAffectGlobalIllumination () const |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
|
| void | SetbAffectGlobalIllumination (bool Value) |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
|
| const int & | GetSamplesPerPixel () const |
| | Samples per pixel for ray tracing.
|
| void | SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false) |
| | Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
|
| void | SetRelativeLocation (FVector NewLocation) |
| bool | GetShouldUpdatePhysicsVolume () const |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| USceneComponent | GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass) |
| void | GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren) |
| bool | GetbShouldUpdatePhysicsVolume () const |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | AddLocalOffset (FVector DeltaLocation) |
| void | AddLocalRotation (FRotator DeltaRotation) |
| void | AddLocalRotation (FQuat DeltaRotation) |
| void | AddLocalTransform (FTransform DeltaTransform) |
| void | AddRelativeLocation (FVector DeltaLocation) |
| void | AddRelativeRotation (FRotator DeltaRotation) |
| void | AddRelativeRotation (FQuat DeltaRotation) |
| void | AddWorldOffset (FVector DeltaLocation) |
| void | AddWorldRotation (FRotator DeltaRotation) |
| void | AddWorldRotation (FQuat DeltaRotation) |
| void | AddWorldTransform (FTransform DeltaTransform) |
| void | AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget) |
| FBoxSphereBounds | GetBounds () const |
| FQuat | GetComponentQuat () const |
| FVector | GetRelativeLocation () const |
| FRotator | GetRelativeRotation () const |
| FVector | GetRelativeScale3D () const |
| FVector | GetShapeCenter () const |
| FQuat | GetSocketQuaternion (FName SocketName) |
| bool | IsAttachedTo (const USceneComponent CheckComponent) const |
| bool | IsAttachedTo (const AActor CheckActor) const |
| void | SetbVisualizeComponent (bool bVisualize) |
| void | SetComponentQuat (FQuat NewRotation) |
| void | SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetRelativeRotation (FRotator NewRotation) |
| void | SetRelativeRotation (FQuat NewRotation) |
| void | SetRelativeTransform (FTransform NewTransform) |
| void | SetWorldLocation (FVector NewLocation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetWorldRotation (FRotator NewRotation) |
| void | SetWorldRotation (FQuat NewRotation) |
| void | SetWorldTransform (FTransform NewTransform) |
| bool | GetbAbsoluteLocation () const |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteLocation (bool Value) |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteRotation () const |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteRotation (bool Value) |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteScale () const |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteScale (bool Value) |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| bool | GetbVisible () const |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| void | SetbVisible (bool Value) |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| bool | GetbHiddenInGame () const |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| void | SetbHiddenInGame (bool Value) |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| bool | GetbUseAttachParentBound () const |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| void | SetbUseAttachParentBound (bool Value) |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| const EComponentMobility & | GetMobility () const |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
|
| void | GetParentComponents (TArray< USceneComponent > &Parents) const |
| | Gets all attachment parent components up to and including the root component.
|
| void | GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const |
| | Gets all components that are attached to this component, possibly recursively.
|
| int | GetNumChildrenComponents () const |
| | Gets the number of attached children components.
|
| USceneComponent | GetChildComponent (int ChildIndex) const |
| | Gets the attached child component at the specified location.
|
| bool | IsAnySimulatingPhysics () const |
| | Returns whether the specified body is currently using physics simulation.
|
| bool | IsSimulatingPhysics (FName BoneName=NAME_None) const |
| | Returns whether the specified body is currently using physics simulation.
|
| APhysicsVolume | GetPhysicsVolume () const |
| | Get the PhysicsVolume overlapping this component.
|
| void | SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false) |
| | Set visibility of the component, if during game use this to turn on/off.
|
| void | ToggleVisibility (bool bPropagateToChildren=false) |
| | Toggle visibility of the component.
|
| bool | IsVisible () const |
| | Returns true if this component is visible in the current context.
|
| TArray< FName > | GetAllSocketNames () const |
| | Gets the names of all the sockets on the component.
|
| USceneComponent | GetAttachParent () const |
| | Get the SceneComponent we are attached to.
|
| FTransform | GetRelativeTransform () const |
| | Returns the transform of the component relative to its parent.
|
| FVector | GetRightVector () const |
| | Get the right (Y) unit direction vector from this component, in world space.
|
| FVector | GetForwardVector () const |
| | Get the forward (X) unit direction vector from this component, in world space.
|
| FName | GetAttachSocketName () const |
| | Get the socket we are attached to.
|
| FVector | GetComponentVelocity () const |
| | Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
|
| FRotator | GetSocketRotation (FName InSocketName) const |
| | Get world-space socket or bone FRotator rotation.
|
| FTransform | GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const |
| | Get world-space socket transform.
|
| FVector | GetUpVector () const |
| | Get the up (Z) unit direction vector from this component, in world space.
|
| bool | DoesSocketExist (FName InSocketName) const |
| | Return true if socket with the given name exists.
|
| void | DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true) |
| FVector | GetSocketLocation (FName InSocketName) const |
| | Get world-space socket or bone location.
|
| void | AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in its local reference frame.
|
| void | AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in its local reference frame.
|
| void | AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
|
| void | AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the translation of the component relative to its parent.
|
| void | AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta the rotation of the component relative to its parent.
|
| void | AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in world space.
|
| void | AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in world space.
|
| void | AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
|
| void | AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Scale is unchanged.
|
| bool | AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true) |
| bool | AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) |
| | Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
|
| void | DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true) |
| | Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
|
| FVector | GetWorldLocation () const |
| | Return location of the component, in world space.
|
| FRotator | GetWorldRotation () const |
| | Returns rotation of the component, in world space.
|
| FVector | GetWorldScale () const |
| | Returns scale of the component, in world space.
|
| FTransform | GetWorldTransform () const |
| | Get the current component-to-world transform for this component.
|
| void | SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location of the component relative to its parent.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location and rotation of the component relative to its parent.
|
| void | SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the rotation of the component relative to its parent.
|
| void | SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component relative to its parent.
|
| void | SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified location in world space. Updates relative location to achieve the final world location.
|
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the relative location and rotation of the component to put it at the supplied pose in world space.
|
| void | SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
|
| void | SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component in world space.
|
| void | ResetRelativeTransform () |
| | Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
|
| void | SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false) |
| | Set which parts of the relative transform should be relative to parent, and which should be relative to world.
|
| void | SetWorldScale3D (FVector NewScale) |
| | Set the relative scale of the component to put it at the supplied scale in world space.
|
| void | SetMobility (EComponentMobility NewMobility) |
| | Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
|
| void | SetRelativeScale3D (FVector NewScale3D) |
| | Set the non-uniform scale of the component relative to its parent.
|
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
|
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
|
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
|
| float32 | CloudAmbientOcclusionMapResolutionScale |
| | Scale the cloud ambient occlusion map resolution, base resolution is 512. The resolution is still clamped to 'r.VolumetricCloud.SkyAO.MaxResolution'.
|
| float32 | CloudAmbientOcclusionExtent |
| | The world space radius of the cloud ambient occlusion map around the camera in kilometers.
|
| bool | bCloudAmbientOcclusion |
| | Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.
|
| float32 | CloudAmbientOcclusionApertureScale |
| | Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. A value of 1 means take into account the entire hemisphere resulting in blurry occlusion, while a value of 0 means take into account a single up occlusion direction up resulting in sharp occlusion.
|
| float32 | CloudAmbientOcclusionStrength |
| | The strength of the ambient occlusion, higher value will block more light.
|
| float32 | Contrast |
| | Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.
|
| float32 | MinOcclusion |
| | Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.
|
| EOcclusionCombineMode | OcclusionCombineMode |
| | Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.
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| float32 | OcclusionExponent |
| | Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.
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| float32 | OcclusionMaxDistance |
| | Max distance that the occlusion of one point will affect another. Higher values increase the cost of Distance Field AO exponentially.
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| FColor | OcclusionTint |
| | Tint color on occluded areas, artistic control.
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| int | CubemapResolution |
| | Maximum resolution for the very top processed cubemap mip. Must be a power of 2.
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| UTextureCube | Cubemap |
| | Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.
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| bool | bCaptureEmissiveOnly |
| | Only capture emissive materials. Skips all lighting making the capture cheaper. Recomended when using CaptureEveryFrame.
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| float32 | SourceCubemapAngle |
| | Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.
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| FLinearColor | LowerHemisphereColor |
| bool | bLowerHemisphereIsBlack |
| | Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. Enabling this is accurate when lighting a scene on a planet where the ground blocks the sky, However disabling it can be useful to approximate skylight bounce lighting (eg Movable light).
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| float32 | SkyDistanceThreshold |
| | Distance from the sky light at which any geometry should be treated as part of the sky. This is also used by reflection captures, so update reflection captures to see the impact.
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| ESkyLightSourceType | SourceType |
| | Indicates where to get the light contribution from.
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| bool | bRealTimeCapture |
| | When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account.
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| bool | CastDynamicShadows |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
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| float32 | DeepShadowLayerDistribution |
| | Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).
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| float32 | IndirectLightingIntensity |
| | Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.
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| float32 | VolumetricScatteringIntensity |
| | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
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| FLinearColor | LightColor |
| | Filter color of the light. Note that this can change the light's effective intensity.
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| bool | bAffectsWorld |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
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| bool | CastShadows |
| | Whether the light should cast any shadows.
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| bool | CastStaticShadows |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
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| float32 | Intensity |
| | Total energy that the light emits.
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| bool | bAffectTranslucentLighting |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
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| bool | bTransmission |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
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| bool | bCastVolumetricShadow |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
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| bool | bCastDeepShadow |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
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| ECastRayTracedShadow | CastRaytracedShadow |
| bool | bAffectReflection |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
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| bool | bAffectGlobalIllumination |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
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| int | SamplesPerPixel |
| | Samples per pixel for ray tracing.
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| EDetailMode | DetailMode |
| | If detail mode is >= system detail mode, primitive won't be rendered.
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| EComponentMobility | Mobility |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
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| FVector | RelativeLocation |
| | Location of the component relative to its parent.
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| bool | bAbsoluteRotation |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteLocation |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteScale |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
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| FRotator | RelativeRotation |
| | Rotation of the component relative to its parent.
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| FVector | RelativeScale3D |
| | Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
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| FVector | WorldLocation |
| const FBoxSphereBounds | Bounds |
| const USceneComponent | AttachParent |
| | What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
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| FRotator | WorldRotation |
| const FVector | ShapeCenter |
| FQuat | ComponentQuat |
| bool | ShouldUpdatePhysicsVolume |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
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| const APhysicsVolume | PhysicsVolume |
| | Physics Volume in which this SceneComponent is located *.
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| const FVector | ComponentVelocity |
| | Velocity of the component. @see GetComponentVelocity().
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| const FName | AttachSocketName |
| | Optional socket name on AttachParent that we are attached to.
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| FTransform | WorldTransform |
| const FVector | WorldScale |
| const int | NumChildrenComponents |
| | Gets the number of attached children components.
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| bool | bShouldUpdatePhysicsVolume |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
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| FPhysicsVolumeChanged | PhysicsVolumeChangedDelegate |
| | Delegate that will be called when PhysicsVolume has been changed *.
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| bool | bUseAttachParentBound |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
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| bool | bVisible |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
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| bool | bHiddenInGame |
| | Whether to hide the primitive in game, if the primitive is Visible.
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| const FVector | ForwardVector |
| | Get the forward (X) unit direction vector from this component, in world space.
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| const FVector | UpVector |
| | Get the up (Z) unit direction vector from this component, in world space.
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| FTransform | RelativeTransform |
| | Returns the transform of the component relative to its parent.
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| const FVector | RightVector |
| | Get the right (Y) unit direction vector from this component, in world space.
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| const TArray< FName > | AllSocketNames |
| | Gets the names of all the sockets on the component.
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| bool | bReplicateUsingRegisteredSubObjectList |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| float32 | ComponentTickInterval |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |