USCS_Node::ExecuteNodeOnActor

Create the specified component on the actor, then call action on children

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h

Include

#include "Engine/SCS_Node.h"

Source

/Engine/Source/Runtime/Engine/Private/SCS_Node.cpp

Syntax

UActorComponent * ExecuteNodeOnActor
(
    AActor * Actor,
    USceneComponent * ParentComponent,
    const FTransform * RootTransform,
    const struct FRotationConversionCache * RootRelativeRotationCache,
    bool bIsDefaultTransform
)

Remarks

Create the specified component on the actor, then call action on children

Returns

The new component instance that was created, or NULL on failure.

Parameters

Parameter

Description

Actor

The actor instance for which to create a new component based on the template encapsulated by this node.

ParentComponent

If non-NULL, the component to which the new component should be attached as a child. If NULL, the new component will not be attached to anything.

RootTransform

The transform to apply if this node turns out to be the root component of the actor instance.

RootRelativeRotationCache

Optional rotation cache to use if this node turns out to be the root component of the actor instance.

bIsDefaultTransform

Indicates whether or not the given transform is a "default" transform, in which case it can be overridden by template defaults.

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