| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
Include |
#include "Components/ActorComponent.h" |
class UActorComponent :
public UObject,
public IInterface_AssetUserData
ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents.
Name | Description | ||
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AssetUserData |
Array of user data stored with the component |
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uint8: 1 |
bAllowAnyoneToDestroyMe |
Can this component be destroyed (via K2_DestroyComponent) by any parent |
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uint8: 1 |
bAllowConcurrentTick |
Can we tick this concurrently on other threads? |
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uint8: 1 |
bAllowReregistration |
Check whether the component class allows reregistration during ReregisterAllComponents |
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uint8: 1 |
bAutoActivate |
Whether the component is activated at creation or must be explicitly activated. |
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uint8: 1 |
bAutoRegister |
Does this component automatically register with its owner |
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uint8: 1 |
bCanEverAffectNavigation |
Whether this component can potentially influence navigation |
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uint8: 1 |
bEditableWhenInherited |
True if this component can be modified when it was inherited from a parent actor class |
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uint8: 1 |
bIsEditorOnly |
If true, the component will be excluded from non-editor builds |
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uint8: 1 |
bNavigationRelevant |
Cached navigation relevancy flag for collision updates |
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uint8: 1 |
bNetAddressable |
Is this component safe to ID over the network by name? |
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uint8: 1 |
bNeverNeedsRenderUpdate |
If true, this component never needs a render update. |
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uint8: 1 |
bPhysicsStateCreated |
If the physics state is currently created for this component |
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uint8: 1 |
bRegistered |
Indicates if this ActorComponent is currently registered with a scene. |
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uint8: 1 |
bRenderStateCreated |
If the render state is currently created for this component |
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uint8: 1 |
bTickInEditor |
Should this component be ticked in the editor |
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uint8: 1 |
bWantsInitializeComponent |
If true, we call the virtual InitializeComponent |
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ComponentTags |
Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. |
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CreationMethod |
Describes how a component instance will be created |
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OnComponentActivated |
Called when the component has been activated, with parameter indicating if it was from a reset |
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OnComponentDeactivated |
Called when the component has been deactivated |
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PrimaryComponentTick |
Main tick function for the Component |
Name | Description | |
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UActorComponent ( |
Default UObject constructor that takes an optional ObjectInitializer. |
Name | Description | ||
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Activate ( |
Activates the SceneComponent, should be overridden by native child classes. |
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UObject cons... |
AdditionalStatObject() |
Give a readable name for this component, including asset name if applicable |
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AddTickPrerequisiteActor ( |
Make this component tick after PrerequisiteActor |
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AddTickPrerequisiteComponent ( |
Make this component tick after PrerequisiteComponent. |
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AllowReregistration() |
Check whether the component class allows reregistration during ReregisterAllComponents |
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ApplyWorldOffset |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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BeginPlay() |
Begins Play for the component. |
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CanEverAffectNavigation() |
Can this component potentially influence navigation |
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. |
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ClearNeedEndOfFrameUpdate() |
If we belong to a world, clear the request to do a deferred update. |
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ComponentHasTag ( |
See if this component contains the supplied tag |
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ComponentIsInLevel ( |
Returns true if this actor is contained by TestLevel. |
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ComponentIsInPersistentLevel ( |
See if this component is in the persistent level |
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CreatePhysicsState() |
Create any physics engine information for this component |
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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Deactivate() |
Deactivates the SceneComponent. |
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DestroyComponent ( |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. |
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DestroyPhysicsState() |
Shut down any physics engine structure for this component |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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DetermineUCSModifiedProperties() |
Initializes the list of properties that are modified by the UserConstructionScript |
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DoDeferredRenderUpdates_Concurrent() |
Uses the bRenderStateDirty/bRenderTransformDirty to perform any necessary work on this component. |
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EndPlay ( |
Ends gameplay for this component. |
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GetComponentClassCanReplicate() |
Returns true if this type of component can ever replicate, override to disable the default behavior |
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TStructOnSco... |
GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation |
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ULevel * |
GetComponentLevel() |
Return the ULevel that this Component is part of. |
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float |
GetComponentTickInterval() |
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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TSharedPtr< ... |
GetCustomEditorPreviewWidget() |
If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). |
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GetEditorPreviewInfo ( |
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). |
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GetIsReplicated() |
Returns whether replication is enabled or not. |
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GetMarkedForEndOfFrameUpdateState() |
Tracks whether the component has been added to one of the world's end of frame update lists |
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GetNetMode() |
Get the network mode (dedicated server, client, standalone, etc) for this component. |
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AActor * |
GetOwner() |
Follow the Outer chain to get the AActor that 'Owns' this component |
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GetOwnerRole() |
Get the network role of the Owner, or ROLE_None if there is no owner. |
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GetReadableName() |
Returns a readable name for this component, including the asset name if applicable By default this appends a space plus AdditionalStatObject() |
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const FName |
GetReplicatesPropertyName() |
Gets the property name for bReplicates. |
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FSceneInterf... |
GetScene() |
Returns the rendering scene associated with this component |
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GetUCSModifiedProperties |
Returns the list of properties that are modified by the UserConstructionScript |
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GetUCSSerializationIndex() |
Returns the UCS serialization index. |
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UWorld * |
GetWorld() |
Getter for the cached world pointer, will return null if the component is not actually spawned in a level |
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HandleCanEverAffectNavigationChange ( |
Makes sure navigation system has up to date information regarding component's navigation relevancy and if it can affect navigation at all |
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HasBeenCreated() |
Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet |
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HasBeenInitialized() |
Indicates that InitializeComponent has been called, but UninitializeComponent has not yet |
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HasBegunPlay() |
Indicates that BeginPlay has been called, but EndPlay has not yet |
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HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly |
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InitializeComponent() |
Initializes the component. |
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InvalidateLightingCache() |
Invalidate lighting cache with default options. |
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InvalidateLightingCacheDetailed |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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IsActive() |
Returns whether the component is active or not |
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IsBeingDestroyed() |
Returns whether the component is in the process of being destroyed. |
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IsComponentTickEnabled() |
Returns whether this component has tick enabled or not |
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IsCreatedByConstructionScript() |
Returns true if instances of this component are created by either the user or simple construction script |
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IsEditableWhenInherited() |
True if this component can be modified when it was inherited from a parent actor class |
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IsNavigationRelevant() |
Override to specify that a component is relevant to the navigation system |
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IsNetMode ( |
Test whether net mode is the given mode. |
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IsNetSimulating() |
Returns true if we are replicating and this client is not authoritative |
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IsNetStartupComponent() |
Returns true if this component was owned by a net startup actor during level load. |
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IsOwnerRunningUserConstructionScript() |
See if the owning Actor is currently running the UCS |
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IsOwnerSelected() |
Returns whether the component's owner is selected in the editor |
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IsPhysicsStateCreated() |
Returns true if the physics 'state' (e.g. physx bodies) are created for this component |
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IsReadyForOwnerToAutoDestroy() |
Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished |
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IsRegistered() |
See if this component is currently registered |
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IsRenderStateCreated() |
Returns true if the render 'state' (e.g. scene proxy) is created for this component |
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IsRenderStateDirty() |
Is this component in need of its whole state being sent to the renderer? |
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IsRenderTransformDirty() |
Is this component's transform in need of sending to the renderer? |
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IsVisualizationComponent() |
Returns true if this component is only used for visualization, usually a sprite or text |
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K2_DestroyComponent ( |
Unregister and mark for pending kill a component. |
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MarkForNeededEndOfFrameRecreate() |
If we belong to a world, mark this for a deferred update, otherwise do it now. |
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MarkForNeededEndOfFrameUpdate() |
If we belong to a world, mark this for a deferred update, otherwise do it now. |
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MarkRenderDynamicDataDirty() |
Indicate that dynamic data for this component needs to be sent at the end of the frame. |
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MarkRenderStateDirty() |
Mark the render state as dirty - will be sent to the render thread at the end of the frame. |
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MarkRenderTransformDirty() |
Marks the transform as dirty - will be sent to the render thread at the end of the frame |
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NeedsInitialization() |
Convenience method for testing whether or not we are still be constructed / initialized. |
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OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes |
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OnComponentCreated() |
Called when a component is created (not loaded). This can happen in the editor or during gameplay |
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OnComponentDestroyed ( |
Called when a component is destroyed |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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OnEndOfFrameUpdateDuringTick() |
Allows components to handle an EOF update happening mid tick. |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnRep_IsActive() |
Handles replication of active state, handles ticking by default but should be overridden as needed |
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OnUnregister() |
Called when a component is unregistered. |
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OwnerNeedsInitialization() |
Convenience method for testing whether or not our owner is still being constructed / initialized. |
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PreReplication ( |
Called on the component right before replication occurs |
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ReceiveBeginPlay() |
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. |
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ReceiveEndPlay ( |
Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay. |
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ReceiveTick ( |
Event called every frame if tick is enabled |
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RecreatePhysicsState() |
Recreate the physics state right way. |
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RecreateRenderState_Concurrent() |
Recreate the render state right away. |
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RegisterAllComponentTickFunctions ( |
When called, will call the virtual call chain to register all of the tick functions Do not override this function or make it virtual |
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RegisterComponent() |
Register this component, creating any rendering/physics state. |
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RegisterComponentTickFunctions ( |
Virtual call chain to register all tick functions |
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RegisterComponentWithWorld ( |
Registers a component with a specific world, which creates any visual/physical state |
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RemoveTickPrerequisiteActor ( |
Remove tick dependency on PrerequisiteActor. |
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RemoveTickPrerequisiteComponent ( |
Remove tick dependency on PrerequisiteComponent. |
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RemoveUCSModifiedProperties |
Removes specified properties from the list of UCS-modified properties |
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ReplicateSubobjects ( |
Allows a component to replicate other subobject on the actor |
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RequiresGameThreadEndOfFrameRecreate() |
Return true if this component requires end of frame recreates to happen from the game thread. |
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RequiresGameThreadEndOfFrameUpdates() |
Return true if this component requires end of frame updates to happen from the game thread. |
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ReregisterComponent() |
Unregisters and immediately re-registers component. |
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SendRenderDynamicData_Concurrent() |
Called to send dynamic data for this component to the rendering thread |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
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SetActive |
Sets whether the component is active or not |
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SetActiveFlag ( |
Sets the value of bIsActive without causing other side effects to this instance. |
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SetAutoActivate ( |
Sets whether the component should be auto activate or not. Only safe during construction scripts. |
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SetCanEverAffectNavigation ( |
Set value of bCanEverAffectNavigation flag and update navigation octree if needed |
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SetComponentTickEnabled ( |
Set this component's tick functions to be enabled or disabled. |
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SetComponentTickEnabledAsync ( |
Spawns a task on GameThread that will call SetComponentTickEnabled |
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SetComponentTickInterval ( |
Sets the tick interval for this component's primary tick function. |
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SetIsNetStartupComponent ( |
This should only be called by the engine in ULevel::InitializeNetworkActors to initialize bIsNetStartupComponent. |
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SetIsReplicated ( |
Enable or disable replication. |
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SetIsReplicatedByDefault ( |
Sets the value of bReplicates without causing other side effects to this instance. |
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SetIsVisualizationComponent ( |
Sets if this component is only used for visualization |
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SetNetAddressable() |
This signifies the component can be ID'd by name over the network. |
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SetTickableWhenPaused ( |
Sets whether this component can tick when paused. |
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SetTickGroup ( |
Changes the ticking group for this component |
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SetupActorComponentTickFunction ( |
Set up a tick function for a component in the standard way. |
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ShouldActivate() |
Return true if this component is in a state where it can be activated normally. |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
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ShouldCreateRenderState() |
Return true if CreateRenderState() should be called |
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TickComponent ( |
Function called every frame on this ActorComponent. |
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ToggleActive() |
Toggles the active state of the component |
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UninitializeComponent() |
Handle this component being Uninitialized. |
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UnregisterComponent() |
Unregister this component, destroying any rendering/physics state. |
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UpdateComponentToWorld ( |
Recalculate the value of our component to world transform |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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CallRemoteFunction ( |
Call the actor's function remotely |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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GetFunctionCallspace |
Return the space this function should be called. |
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GetLifetimeReplicatedProps ( |
Returns properties that are replicated for the lifetime of the actor channel |
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IsEditorOnly() |
Returns whether this component is an editor-only object or not |
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IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
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IsSelectedInEditor() |
Test the selection state of a UObject |
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IsSupportedForNetworking() |
IsSupportedForNetworking means an object can be referenced over the network |
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MarkAsEditorOnlySubobject() |
Called during component creation to mark this component as editor only |
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Modify ( |
Note that the object will be modified. |
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NeedsLoadForClient() |
Called during saving to determine the load flags to save with the object. |
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NeedsLoadForEditorGame() |
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. |
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NeedsLoadForServer() |
Called during saving to determine the load flags to save with the object. |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PostRename |
Called at the end of Rename(), but only if the rename was actually carried out |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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PreEditUndo() |
Called before applying a transaction to the object. |
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Rename ( |
Rename this object to a unique name, or change its outer. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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AddAssetUserData ( |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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RemoveUserDataOfClass ( |
Name |
Description |
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FOnMarkRenderStateDirty |
Name |
Description |
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ComponentTemplateNameSuffix |
Prefix used to identify template component instances |
GlobalCreatePhysicsDelegate |
Create component physics state global delegate. |
GlobalDestroyPhysicsDelegate |
Destroy component physics state global delegate. |
MarkRenderStateDirtyEvent |
Called When render state is marked dirty |