AActor::AddComponent

Creates a new component and assigns ownership to the Actor this is called for.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h

Include

#include "GameFramework/Actor.h"

Source

/Engine/Source/Runtime/Engine/Private/ActorConstruction.cpp

Syntax

UActorComponent * AddComponent
(
    FName TemplateName,
    bool bManualAttachment,
    const FTransform & RelativeTransform,
    const UObject * ComponentTemplateContext,
    bool bDeferredFinish
)

Remarks

Creates a new component and assigns ownership to the Actor this is called for. Automatic attachment causes the first component created to become the root, and all subsequent components to be attached under that root. When bManualAttachment is set, automatic attachment is skipped and it is up to the user to attach the resulting component (or set it up as the root) themselves.

Parameters

Parameter

Description

TemplateName

The name of the Component Template to use.

bManualAttachment

Whether manual or automatic attachment is to be used

RelativeTransform

The relative transform between the new component and its attach parent (automatic only)

ComponentTemplateContext

Optional UBlueprintGeneratedClass reference to use to find the template in. If null (or not a BPGC), component is sought in this Actor's class

bDeferredFinish

Whether or not to immediately complete the creation and registration process for this component. Will be false if there are expose on spawn properties being set

See Also

UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for AddComponent nodes)

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