Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include |
#include "GameFramework/Actor.h" |
Source |
/Engine/Source/Runtime/Engine/Private/ActorConstruction.cpp |
UActorComponent * AddComponent
(
FName TemplateName,
bool bManualAttachment,
const FTransform & RelativeTransform,
const UObject * ComponentTemplateContext,
bool bDeferredFinish
)
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.
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 |
UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for AddComponent nodes)