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Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
Include |
#include "Components/PrimitiveComponent.h" |
class UPrimitiveComponent :
public USceneComponent,
public INavRelevantInterface,
public IInterface_AsyncCompilation
PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection.
Name | Description | ||
---|---|---|---|
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uint8: 1 |
AlwaysLoadOnClient |
If this is True, this component must always be loaded on clients, even if Hidden and CollisionEnabled is NoCollision. |
|
uint8: 1 |
AlwaysLoadOnServer |
If this is True, this component must always be loaded on servers, even if Hidden and CollisionEnabled is NoCollision |
|
AttachmentCounter |
Incremented by the main thread before being attached to the scene, decremented by the rendering thread after removal. |
|
|
uint8: 1 |
bAffectDistanceFieldLighting |
Controls whether the primitive should affect dynamic distance field lighting methods. |
|
uint8: 1 |
bAffectDynamicIndirectLighting |
Controls whether the primitive should inject light into the Light Propagation Volume. |
|
uint8: 1 |
bAllowCullDistanceVolume |
Whether to accept cull distance volumes to modify cached cull distance. |
|
uint8: 1 |
bAlwaysCreatePhysicsState |
Indicates if we'd like to create physics state all the time (for collision and simulation). |
|
uint8: 1 |
bApplyImpulseOnDamage |
True for damage to this component to apply physics impulse, false to opt out of these impulses. |
|
uint8: 1 |
bAttachedToCoarseMeshStreamingManager |
Whether this primitive is referenced by a Nanite::FCoarseMeshStreamingManager |
|
uint8: 1 |
bAttachedToStreamingManagerAsDynamic |
Whether this primitive is referenced by a FDynamicRenderAssetInstanceManager |
|
uint8: 1 |
bAttachedToStreamingManagerAsStatic |
Whether this primitive is referenced by a FLevelRenderAssetManager |
|
uint8: 1 |
bCachedAllCollideableDescendantsRelative |
Result of last call to AreAllCollideableDescendantsRelative(). |
|
uint8: 1 |
bCastCinematicShadow |
Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. |
|
uint8: 1 |
bCastContactShadow |
Whether the object should cast contact shadows. This flag is only used if CastShadow is true. |
|
uint8: 1 |
bCastDynamicShadow |
Controls whether the primitive should cast shadows in the case of non precomputed shadowing. |
|
uint8: 1 |
bCastFarShadow |
When enabled, the component will be rendering into the far shadow cascades (only for directional lights). |
|
uint8: 1 |
bCastHiddenShadow |
If true, the primitive will cast shadows even if bHidden is true. |
|
uint8: 1 |
bCastInsetShadow |
Whether this component should create a per-object shadow that gives higher effective shadow resolution. |
|
uint8: 1 |
bCastShadowAsTwoSided |
Whether this primitive should cast dynamic shadows as if it were a two sided material. |
|
uint8: 1 |
bCastStaticShadow |
Whether the object should cast a static shadow from shadow casting lights. |
|
uint8: 1 |
bCastVolumetricTranslucentShadow |
Whether the object should cast a volumetric translucent shadow. |
|
uint8: 1 |
bConsiderForActorPlacementWhenHidden |
If true, this component will be considered for placement when dragging and placing items in the editor even if it is not visible, such as in the case of hidden collision meshes |
|
uint8: 1 |
bEnableAutoLODGeneration |
Whether to include this component in HLODs or not. |
|
uint8: 1 |
bExcludeFromLightAttachmentGroup |
If set, then it overrides any bLightAttachmentsAsGroup set in a parent. |
|
uint8: 1 |
bFillCollisionUnderneathForNavmesh |
If set, navmesh will not be generated under the surface of the geometry |
|
uint8: 1 |
bForceMipStreaming |
If true, forces mips for textures used by this component to be resident when this component's level is loaded. |
|
uint8: 1 |
bHandledByStreamingManagerAsDynamic |
Whether this primitive is handled as dynamic, although it could have no references |
|
TEnumAsByte< EH... |
bHasCustomNavigableGeometry |
If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component. |
|
uint8: 1 |
bHasMotionBlurVelocityMeshes |
True if the primitive has motion blur velocity meshes |
|
uint8: 1 |
bHasNoStreamableTextures |
|
|
uint8: 1 |
bHasPerInstanceHitProxies |
If true a hit-proxy will be generated for each instance of instanced static meshes |
|
uint8: 1 |
bHiddenInSceneCapture |
|
|
uint8: 1 |
bIgnoreRadialForce |
Will ignore radial forces applied to this component. |
|
uint8: 1 |
bIgnoreRadialImpulse |
Will ignore radial impulses applied to this component. |
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uint8: 1 |
bIgnoreStreamingManagerUpdate |
When true, texture streaming manager won't update the component state. |
|
uint8: 1 |
bIsActorTextureStreamingBuiltData |
Indicates that the texture streaming built data is local to the Actor (see UActorTextureStreamingBuildDataComponent). |
|
uint8: 1 |
bIsValidTextureStreamingBuiltData |
Indicates to the texture streaming wether it can use the pre-built texture streaming data (even if empty). |
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uint8: 1 |
bLightAttachmentsAsGroup |
Whether to light this component and any attachments as a group. |
|
uint8: 1 |
bMultiBodyOverlap |
If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. |
|
uint8: 1 |
bNeverDistanceCull |
When enabled this object will not be culled by distance. This is ignored if a child of a HLOD. |
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BodyInstance |
Physics scene information for this component, holds a single rigid body with multiple shapes. |
|
|
uint8: 1 |
bOnlyOwnerSee |
If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly. |
|
float |
BoundsScale |
Scales the bounds of the object. |
|
uint8: 1 |
bOwnerNoSee |
If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly. |
|
uint8: 1 |
bRayTracingFarField |
If true, this component will be available to ray trace as a far field primitive even if hidden. |
|
uint8: 1 |
bReceiveMobileCSMShadows |
Mobile only: If disabled this component will not receive CSM shadows. |
|
uint8: 1 |
bReceivesDecals |
Whether the primitive receives decals. |
|
uint8: 1 |
bRenderCustomDepth |
If true, this component will be rendered in the CustomDepth pass (usually used for outlines) |
|
uint8: 1 |
bRenderInDepthPass |
If true, this component will be rendered in the depth pass even if it's not rendered in the main pass |
|
uint8: 1 |
bRenderInMainPass |
If true, this component will be rendered in the main pass (z prepass, basepass, transparency) |
|
uint8: 1 |
bReplicatePhysicsToAutonomousProxy |
True if physics should be replicated to autonomous proxies. |
|
uint8: 1 |
bReturnMaterialOnMove |
If true, component sweeps will return the material in their hit result. |
|
uint8: 1 |
bSelectable |
If this is True, this component can be selected in the editor. |
|
uint8: 1 |
bSelfShadowOnly |
When enabled, the component will only cast a shadow on itself and not other components in the world. |
|
uint8: 1 |
bSingleSampleShadowFromStationaryLights |
Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. |
|
uint8: 1 |
bTraceComplexOnMove |
If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). |
|
uint8: 1 |
bTreatAsBackgroundForOcclusion |
Treat this primitive as part of the background for occlusion purposes. |
|
uint8: 1 |
bUseAsOccluder |
Whether to render the primitive in the depth only pass. |
|
uint8: 1 |
bUseEditorCompositing |
Composite the drawing of this component onto the scene after post processing (only applies to editor drawing) |
|
uint8: 1 |
bUseViewOwnerDepthPriorityGroup |
True if the primitive should be rendered using ViewOwnerDepthPriorityGroup if viewed by its owner. |
|
uint8: 1 |
bVisibleInRayTracing |
If true, this component will be visible in ray tracing effects. |
|
uint8: 1 |
bVisibleInRealTimeSkyCaptures |
If true, this component will be visible in real-time sky light reflection captures. |
|
uint8: 1 |
bVisibleInReflectionCaptures |
If true, this component will be visible in reflection captures. |
|
uint8: 1 |
bVisibleInSceneCaptureOnly |
|
|
float |
CachedMaxDrawDistance |
The distance to cull this primitive at. |
|
TEnumAsByte< en... |
CanCharacterStepUpOn |
Determine whether a Character can step up onto this component. |
|
uint8: 1 |
CastShadow |
Controls whether the primitive component should cast a shadow or not. |
|
ComponentId |
Used by the renderer, to identify a component across re-registers. |
|
|
CustomDepthStencilValue |
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
|
|
CustomDepthStencilWriteMask |
Mask used for stencil buffer writes. |
|
|
FPhysScene *... |
DeferredCreatePhysicsStateScene |
If non-null, physics state creation has been deferred to ULevel::IncrementalUpdateComponents or this scene's StartFrame. |
|
TEnumAsByte< en... |
DepthPriorityGroup |
The scene depth priority group to draw the primitive in. |
|
DetachFence |
A fence to track when the primitive is detached from the scene in the rendering thread. |
|
|
ExcludeForSpecificHLODLevels |
Which specific HLOD levels this component should be excluded from |
|
|
TEnumAsByte< en... |
HitProxyPriority |
|
|
HLODBatchingPolicy |
Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs. |
|
|
TEnumAsByte< EI... |
IndirectLightingCacheQuality |
Quality of indirect lighting for Movable primitives. |
|
float |
LastCheckedAllCollideableDescendantsTime |
Last time we checked AreAllCollideableDescendantsRelative(), so we can throttle those tests since it rarely changes once false. |
|
float |
LastSubmitTime |
Last time the component was submitted for rendering (called FScene::AddPrimitive). |
|
float |
LDMaxDrawDistance |
Max draw distance exposed to LDs. |
|
LightingChannels |
Channels that this component should be in. |
|
|
LightmapType |
Controls the type of lightmap used for this component. |
|
|
float |
MinDrawDistance |
The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position. |
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MoveIgnoreActors |
Set of actors to ignore during component sweeps in MoveComponent(). |
|
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MoveIgnoreComponents |
Set of components to ignore during component sweeps in MoveComponent(). |
|
|
OnBeginCursorOver |
Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller |
|
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OnClicked |
Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller |
|
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OnComponentBeginOverlap |
Event called when something starts to overlaps this component, for example a player walking into a trigger. |
|
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OnComponentCollisionSettingsChangedEvent |
Event called when collision settings change for this component. |
|
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OnComponentEndOverlap |
Event called when something stops overlapping this component @note Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events. |
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OnComponentHit |
Event called when a component hits (or is hit by) something solid. |
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OnComponentSleep |
Event called when the underlying physics objects is put to sleep |
|
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OnComponentWake |
Event called when the underlying physics objects is woken up |
|
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OnEndCursorOver |
Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller |
|
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OnInputTouchBegin |
Event called when a touch input is received over this component when touch events are enabled in the player controller |
|
|
OnInputTouchEnd |
Event called when a touch input is released over this component when touch events are enabled in the player controller |
|
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OnInputTouchEnter |
Event called when a finger is moved over this component when touch over events are enabled in the player controller |
|
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OnInputTouchLeave |
Event called when a finger is moved off this component when touch over events are enabled in the player controller |
|
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OnReleased |
Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller |
|
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OverlappingComponents |
Set of components that this component is currently overlapping. |
|
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RayTracingGroupCullingPriority |
Defines how quickly it should be culled. |
|
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RayTracingGroupId |
Defines run-time groups of components. |
|
|
RegistrationSerialNumber |
Identifier used to track the time that this component was registered with the world / renderer. |
|
|
RuntimeVirtualTextures |
Array of runtime virtual textures into which we draw the mesh for this actor. |
|
|
SceneProxy |
The primitive's scene info. |
|
|
SelectionOverrideDelegate |
||
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float |
TranslucencySortDistanceOffset |
Modified sort distance offset for translucent objects in world units. |
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TranslucencySortPriority |
Translucent objects with a lower sort priority draw behind objects with a higher priority. |
|
|
TEnumAsByte< en... |
ViewOwnerDepthPriorityGroup |
The scene depth priority group to draw the primitive in, if it's being viewed by its owner. |
|
VirtualTextureCullMips |
Number of lower mips in the runtime virtual texture to skip for rendering this primitive. |
|
|
VirtualTextureLodBias |
Bias to the LOD selected for rendering to runtime virtual textures. |
|
|
VirtualTextureMinCoverage |
Set the minimum pixel coverage before culling from the runtime virtual texture. |
|
|
VirtualTextureRenderPassType |
Controls if this component draws in the main pass as well as in the virtual texture. |
|
|
VisibilityId |
Used for precomputed visibility |
Name | Description | |
---|---|---|
|
UPrimitiveComponent ( |
Default UObject constructor. |
Name | Description | ||
---|---|---|---|
|
AddAngularImpulseInDegrees |
Add an angular impulse to a single rigid body. Good for one time instant burst. |
|
|
AddAngularImpulseInRadians |
Add an angular impulse to a single rigid body. Good for one time instant burst. |
|
|
AddForce |
Add a force to a single rigid body. |
|
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AddForceAtLocation |
Add a force to a single rigid body at a particular location in world space. |
|
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AddForceAtLocationLocal |
Add a force to a single rigid body at a particular location. |
|
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AddImpulse |
Add an impulse to a single rigid body. Good for one time instant burst. |
|
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AddImpulseAtLocation |
Add an impulse to a single rigid body at a specific location. |
|
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AddMapBuildDataGUIDs |
Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. |
|
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AddRadialForce ( |
Add a force to all bodies in this component, originating from the supplied world-space location. |
|
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AddRadialImpulse ( |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. |
|
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AddTorqueInDegrees |
Add a torque to a single rigid body. |
|
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AddTorqueInRadians |
Add a torque to a single rigid body. |
|
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AddVelocityChangeImpulseAtLocation |
Add an impulse to a single rigid body at a specific location. |
|
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AreAllCollideableDescendantsRelative ( |
Returns true if all descendant components that we can possibly overlap with use relative location and rotation. |
|
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AreSymmetricRotations |
Returns true if the given transforms result in the same bounds, due to rotational symmetry. |
|
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BeginComponentOverlap ( |
Begin tracking an overlap interaction with the component specified. |
|
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BuildTextureStreamingData ( |
Update the streaming data of this component. |
|
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BuildTextureStreamingDataImpl ( |
Component type implementation of updating the streaming data of this component. |
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float |
CalculateMass ( |
Returns the calculated mass in kg. |
|
CanCharacterStepUp ( |
Return true if the given Pawn can step up onto this component. |
|
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CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component |
|
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CanSkipGetTextureStreamingRenderAssetInfo() |
Return true if primitive can skip getting texture streaming render asset info. |
|
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ClearComponentOverlaps |
Ends all current component overlaps. |
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ClearMoveIgnoreActors() |
Clear the list of actors we ignore when moving. |
|
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ClearMoveIgnoreComponents() |
Clear the list of components we ignore when moving. |
|
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ComponentIsTouchingSelectionBox ( |
Determines whether the supplied bounding box intersects with the component. |
|
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ComponentIsTouchingSelectionFrustum ( |
Determines whether the supplied frustum intersects with the component. |
|
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ComponentOverlapComponent ( |
Test the collision of the supplied component at the supplied location/rotation, and determine if it overlaps this component. |
|
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ComponentOverlapComponent ( |
Test the collision of the supplied component at the supplied location/rotation, and determine if it overlaps this component. |
|
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ComponentOverlapComponentImpl ( |
Override this method for custom behavior for ComponentOverlapComponent() |
|
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ComponentOverlapMulti ( |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps. |
|
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ComponentOverlapMulti ( |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps. |
|
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ComponentOverlapMultiImpl ( |
Override this method for custom behavior for ComponentOverlapMulti() |
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ComputeHashTextureStreamingBuiltData() |
Computes a hash of component's texture streaming built data. |
|
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ComputePenetration ( |
Computes the minimum translation direction (MTD) when an overlap exists between the component and the given shape. |
|
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CopyArrayOfMoveIgnoreActors() |
Returns the list of actors we currently ignore when moving. |
|
|
CopyArrayOfMoveIgnoreComponents() |
Returns the list of actors we currently ignore when moving. |
|
|
UMaterialIns... |
CreateAndSetMaterialInstanceDynamic ( |
Creates a Dynamic Material Instance for the specified element index. |
|
UMaterialIns... |
CreateAndSetMaterialInstanceDynamicFromMaterial ( |
Creates a Dynamic Material Instance for the specified element index. |
|
UMaterialIns... |
CreateDynamicMaterialInstance ( |
Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material. |
|
FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
|
DispatchBlockingHit ( |
Dispatch notifications for the given HitResult. |
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DispatchMouseOverEvents ( |
||
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DispatchOnClicked ( |
||
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DispatchOnInputTouchBegin ( |
||
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DispatchOnInputTouchEnd ( |
||
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DispatchOnReleased ( |
||
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DispatchTouchOverEvents ( |
||
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DispatchWakeEvents ( |
Dispatch notification for wake events and propagate to any welded bodies |
|
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DoCustomNavigableGeometryExport ( |
Collects custom navigable geometry of component. |
|
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EndComponentOverlap ( |
Finish tracking an overlap interaction that is no longer occurring between this component and the component specified. |
|
|
EnsurePhysicsStateCreated() |
Ensure physics state created |
|
|
float |
GetAngularDamping() |
Returns the angular damping of this component. |
|
FBodyInstanc... |
GetBodyInstance |
Returns BodyInstance of the component. |
|
UBodySetup &... |
GetBodySetup() |
Return the BodySetup to use for this PrimitiveComponent (single body case) |
|
GetCenterOfMass ( |
Get the center of mass of a single body. |
|
|
float |
GetClosestPointOnCollision |
Returns the distance and closest point to the collision surface. |
|
GetCollisionProfileName() |
Get the collision profile name |
|
|
FCollisionSh... |
GetCollisionShape ( |
Return a CollisionShape that most closely matches this primitive. |
|
GetComponentTransformFromBodyInstance ( |
Called to get the Component To World Transform from the Root BodyInstance This needs to be virtual since SkeletalMeshComponent Root has to undo its own transform Without this, the root LocalToAtom is overridden by physics simulation, causing kinematic velocity to accelerate simulation |
|
|
const FCusto... |
GetCustomPrimitiveData() |
Get the custom primitive data for this primitive component. |
|
GetCustomPrimitiveDataIndexForScalarParameter ( |
Gets the index of the scalar parameter for the custom primitive data array |
|
|
GetCustomPrimitiveDataIndexForVectorParameter ( |
Gets the index of the vector parameter for the custom primitive data array |
|
|
const FCusto... |
GetDefaultCustomPrimitiveData() |
Get the default custom primitive data for this primitive component. |
|
float |
GetDiffuseBoost ( |
Gets the diffuse boost for the primitive component. |
|
float |
GetDistanceToCollision |
Returns Distance to closest Body Instance surface. |
|
float |
GetEmissiveBoost ( |
Gets the emissive boost for the primitive component. |
|
GetGenerateOverlapEvents() |
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). |
|
|
GetHiddenEditorViews() |
Returns mask that represents in which views this primitive is hidden |
|
|
GetInertiaTensor ( |
Returns the inertia tensor of this component in kg cm^2. |
|
|
float |
GetLastRenderTime() |
|
|
float |
GetLastRenderTimeOnScreen() |
|
|
GetLevelInstanceEditingState() |
Returns true if the owning actor is part of a level instance which is being edited. |
|
|
GetLightAndShadowMapMemoryUsage |
Returns the light and shadow map memory for this primitive in its out variables. |
|
|
const UPrimi... |
GetLightingAttachmentRoot() |
Walks up the attachment tree until a primitive component with LightAttachmentsAsGroup enabled is found. |
|
GetLightMapResolution |
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. |
|
|
float |
GetLinearDamping() |
Returns the linear damping of this component. |
|
UPrimitiveCo... |
GetLODParentPrimitive() |
Gets the LOD Parent, which is used to compute visibility when hierarchical LOD is enabled |
|
GetMaskFilterOnBodyInstance ( |
Get the mask filter checked when others move into us. |
|
|
float |
GetMass() |
Returns the mass of this component in kg. |
|
float |
GetMassScale ( |
Returns the mass scale used to calculate the mass of a single physics body |
|
UMaterialInt... |
GetMaterial ( |
Returns the material used by the element at the specified index |
|
UMaterialInt... |
GetMaterialFromCollisionFaceIndex |
Try and retrieve the material applied to a particular collision face of mesh. |
|
const TArray... |
GetMoveIgnoreActors() |
Returns the list of actors (as WeakObjectPtr) we currently ignore when moving. |
|
const TArray... |
GetMoveIgnoreComponents() |
Returns the list of components we currently ignore when moving. |
|
GetMoveIgnoreMask() |
Get the mask filter we use when moving. |
|
|
GetNumMaterials() |
Return number of material elements in this primitive |
|
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const TArray... |
GetOverlapInfos() |
Returns list of components this component is overlapping. |
|
GetOverlappingActors ( |
Returns the set of actors that this component is overlapping. |
|
|
GetOverlappingActors ( |
Returns a list of actors that this component is overlapping. |
|
|
GetOverlappingComponents ( |
Returns unique list of components this component is overlapping. |
|
|
GetOverlappingComponents ( |
Returns unique set of components this component is overlapping. |
|
|
GetOverlapsWithActor ( |
Appends list of overlaps with components owned by the given actor to the 'OutOverlaps' array. |
|
|
GetPhysicsAngularVelocityInDegrees ( |
Get the angular velocity of a single body, in degrees per second. |
|
|
GetPhysicsAngularVelocityInRadians ( |
Get the angular velocity of a single body, in radians per second. |
|
|
GetPhysicsLinearVelocity ( |
Get the linear velocity of a single body. |
|
|
GetPhysicsLinearVelocityAtPoint |
Get the linear velocity of a point on a single body. |
|
|
GetRayTracingGroupId() |
||
|
GetRenderMatrix() |
Returns the matrix that should be used to render this component. |
|
|
GetRigidBodyState ( |
Get the state of the rigid body responsible for this Actor's physics, and fill in the supplied FRigidBodyState struct based on it. |
|
|
GetRuntimeVirtualTextures() |
Get the array of runtime virtual textures into which we render the mesh for this actor. |
|
|
GetShadowIndirectOnly() |
Disable dynamic shadow casting if the primitive only casts indirect shadows, since dynamic shadows are always shadowing direct lighting |
|
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GetSquaredDistanceToCollision |
Returns The square of the distance to closest Body Instance surface. |
|
|
ESceneDepthP... |
GetStaticDepthPriorityGroup() |
Determines the DPG the primitive's primary elements are drawn in. |
|
GetStaticLightingInfo ( |
Requests the information about the component that the static lighting system needs. |
|
|
ELightMapInt... |
GetStaticLightingType() |
Requests whether the component will use texture, vertex or no lightmaps. |
|
GetStaticLightMapResolution() |
Returns the static lightmap resolution used for this primitive. |
|
|
GetStreamingRenderAssetInfo ( |
Enumerates the streaming textures/meshes used by the primitive. |
|
|
GetStreamingRenderAssetInfoWithNULLRemoval ( |
Call GetStreamingRenderAssetInfo and remove the elements with a NULL texture |
|
|
GetUsedMaterials ( |
Retrieves the materials used in this component |
|
|
GetUsedTextures ( |
Returns the material textures used to render this primitive for the given platform. |
|
|
float |
GetVirtualTextureMainPassMaxDrawDistance() |
Get the max draw distance to use in the main pass when also rendering to a runtime virtual texture. |
|
ERuntimeVirt... |
GetVirtualTextureRenderPassType() |
Get the runtime virtual texture pass settings. |
|
const FWalka... |
GetWalkableSlopeOverride() |
Returns the slope override struct for this component. |
|
GetWeldedBodies ( |
Adds the bodies that are currently welded to the OutWeldedBodies array |
|
|
EHasCustomNa... |
HasCustomNavigableGeometry() |
If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component. |
|
HasStaticLighting() |
Return True if a primitive's parameters as well as its position is static during gameplay, and can thus use static lighting. |
|
|
HasValidSettingsForStaticLighting ( |
Returns true if the component is static and has the right static mesh setup to support lightmaps. |
|
|
IgnoreActorWhenMoving |
Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. |
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IgnoreBoundsForEditorFocus() |
Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. |
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IgnoreComponentWhenMoving ( |
Tells this component whether to ignore collision with another component when this component is moved. |
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InitSweepCollisionParams ( |
Set collision params on OutParams (such as CollisionResponse) to match the settings on this PrimitiveComponent. |
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IsAnyRigidBodyAwake() |
Returns if any body in this component is currently awake and simulating. |
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IsAttachedToStreamingManager() |
Whether this primitive is referenced by the streaming manager and should sent callbacks when detached or destroyed |
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IsComponentIndividuallySelected() |
Component is directly selected in the editor separate from its parent actor |
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IsGravityEnabled() |
Returns whether this component is affected by gravity. |
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IsOverlappingActor ( |
Check whether this component is overlapping any component of the given Actor. |
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IsOverlappingComponent ( |
Check whether this component has the specified overlap. |
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IsOverlappingComponent ( |
Check whether this component is overlapping another component. |
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IsWelded() |
Whether the component has been welded to another simulating component |
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IsZeroExtent() |
This isn't bound extent, but for shape component to utilize extent is 0. |
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K2_BoxOverlapComponent |
Perform a box overlap against a single component as an AABB (No rotation) |
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K2_IsCollisionEnabled() |
Utility to see if there is any form of collision (query or physics) enabled on this component. |
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K2_IsPhysicsCollisionEnabled() |
Utility to see if there is any physics collision enabled on this component. |
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K2_IsQueryCollisionEnabled() |
Utility to see if there is any query collision enabled on this component. |
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K2_LineTraceComponent |
Perform a line trace against a single component |
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K2_SphereOverlapComponent |
Perform a sphere overlap against a single component |
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K2_SphereTraceComponent |
Perform a sphere trace against a single component |
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LineTraceComponent ( |
Trace a ray against just this component. |
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MarkChildPrimitiveComponentRenderStateDirty() |
Go through attached primitive components and call MarkRenderStateDirty |
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OnComponentCollisionSettingsChanged ( |
Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information. |
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OverlapComponent ( |
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PushEditorVisibilityToProxy ( |
Sends editor visibility updates to the render thread |
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PushHoveredToProxy ( |
Pushes new hover state to the render thread primitive proxy |
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PushLevelInstanceEditingStateToProxy ( |
Pushes new LevelInstance editing state to the render thread primitive proxy. |
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PushSelectionToProxy() |
Pushes new selection state to the render thread primitive proxy |
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PutAllRigidBodiesToSleep() |
Force all bodies in this component to sleep. |
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PutRigidBodyToSleep ( |
Force a single body back to sleep. |
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ReceiveComponentDamage ( |
Event called when a component is 'damaged', allowing for component class specific behaviour |
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RemapActorTextureStreamingBuiltDataToLevel ( |
Remaps the texture streaming built data that was built for the actor back to the level. |
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ResetCustomPrimitiveData() |
Reset the custom primitive data of this primitive to the optional user defined default |
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RigidBodyIsAwake ( |
Returns if a single body is currently awake and simulating. |
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ScaleByMomentOfInertia |
Scales the given vector by the world space moment of inertia. |
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SendPhysicsTransform ( |
Called to send a transform update for this component to the physics engine |
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SendRenderDebugPhysics ( |
Updates the renderer with the center of mass data |
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SetAllMassScale ( |
Change the mass scale used fo all bodies in this component |
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SetAllPhysicsAngularVelocityInDegrees |
Set the angular velocity of all bodies in this component. |
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SetAllPhysicsAngularVelocityInRadians |
Set the angular velocity of all bodies in this component. |
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SetAllPhysicsLinearVelocity |
Set the linear velocity of all bodies in this component. |
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SetAllPhysicsPosition ( |
Set the position of all bodies in this component. |
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SetAllPhysicsRotation ( |
Set the rotation of all bodies in this component. |
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SetAllPhysicsRotation ( |
Set the rotation of all bodies in this component. |
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SetAllUseCCD ( |
Set whether all bodies in this component should use Continuous Collision Detection |
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SetAngularDamping ( |
Sets the angular damping of this component. |
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SetBoundsScale ( |
Scale the bounds of this object, used for frustum culling. |
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SetCachedLODParentPrimitive ( |
Set the cached LOD parent component |
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SetCachedMaxDrawDistance ( |
Utility to cache the max draw distance based on cull distance volumes or the desired max draw distance |
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SetCastContactShadow ( |
Changes the value of bCastContactShadow. |
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SetCastHiddenShadow ( |
Changes the value of CastHiddenShadow. |
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SetCastInsetShadow ( |
Changes the value of CastInsetShadow. |
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SetCastShadow ( |
Changes the value of CastShadow. |
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SetCenterOfMass |
Set the center of mass of a single body. |
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SetCollisionEnabled ( |
Controls what kind of collision is enabled for this body |
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SetCollisionObjectType ( |
Changes the collision channel that this object uses when it moves |
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SetCollisionProfileName |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting |
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SetCollisionResponseToAllChannels ( |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse |
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SetCollisionResponseToChannel ( |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. |
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SetCollisionResponseToChannels ( |
Changes the whole ResponseToChannels container for this PrimitiveComponent. |
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SetConstraintMode ( |
Sets the constraint mode of the component. |
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SetCullDistance ( |
Changes the value of CullDistance. |
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SetCustomDepthStencilValue ( |
Sets the CustomDepth stencil value (0 - 255) and marks the render state dirty. |
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SetCustomDepthStencilWriteMask ( |
Sets the CustomDepth stencil write mask and marks the render state dirty. |
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SetCustomNavigableGeometry ( |
Set value of HasCustomNavigableGeometry |
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SetCustomPrimitiveDataFloat ( |
Set custom primitive data at index DataIndex. |
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SetCustomPrimitiveDataInternal |
Insert an array of floats into the CustomPrimitiveData, starting at the given index |
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SetCustomPrimitiveDataVector2 |
Set custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1. |
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SetCustomPrimitiveDataVector3 |
Set custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2. |
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SetCustomPrimitiveDataVector4 |
Set custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3. |
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SetDefaultCustomPrimitiveData |
Insert an array of floats into the CustomPrimitiveData defaults, starting at the given index |
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SetDefaultCustomPrimitiveDataFloat ( |
Set default custom primitive data at index DataIndex, and marks the render state dirty |
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SetDefaultCustomPrimitiveDataVector2 |
Set default custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1, and marks the render state dirty |
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SetDefaultCustomPrimitiveDataVector3 |
Set default custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2, and marks the render state dirty |
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SetDefaultCustomPrimitiveDataVector4 |
Set default custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3, and marks the render state dirty |
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SetDepthPriorityGroup ( |
Changes the value of DepthPriorityGroup. |
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SetEnableGravity ( |
Enables/disables whether this component is affected by gravity. |
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SetExcludeFromLightAttachmentGroup ( |
Changes the value of ExcludeFromLightAttachmentGroup. |
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SetGenerateOverlapEvents ( |
Modifies value returned by GetGenerateOverlapEvents() |
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SetHiddenInSceneCapture ( |
Sets bHideInSceneCapture property and marks the render state dirty. |
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SetIsBeingMovedByEditor ( |
Sets whether this component is being moved by the editor so the renderer can render velocities for it, even when Static. |
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SetLastRenderTime ( |
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SetLightAttachmentsAsGroup ( |
Changes the value of LightAttachmentsAsGroup. |
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SetLightingChannels |
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SetLinearDamping ( |
Sets the linear damping of this component. |
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SetLODParentPrimitive ( |
Set the LOD parent component |
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SetMaskFilterOnBodyInstance ( |
Set the mask filter checked when others move into us. |
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SetMassOverrideInKg |
Override the mass (in Kg) of a single physics body. |
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SetMassScale ( |
Change the mass scale used to calculate the mass of a single physics body |
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SetMaterial ( |
Changes the material applied to an element of the mesh. |
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SetMaterialByName ( |
Changes the material applied to an element of the mesh. |
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SetMoveIgnoreMask ( |
Set the mask filter we use when moving. |
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SetNotifyRigidBodyCollision ( |
Changes the value of bNotifyRigidBodyCollision |
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SetOnlyOwnerSee ( |
Changes the value of bOnlyOwnerSee. |
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SetOwnerNoSee ( |
Changes the value of bOwnerNoSee. |
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SetPhysicsAngularVelocityInDegrees |
Set the angular velocity of a single body. |
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SetPhysicsAngularVelocityInRadians |
Set the angular velocity of a single body. |
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SetPhysicsLinearVelocity |
Set the linear velocity of a single body. |
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SetPhysicsMaxAngularVelocityInDegrees |
Set the maximum angular velocity of a single body. |
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SetPhysicsMaxAngularVelocityInRadians |
Set the maximum angular velocity of a single body. |
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SetPhysMaterialOverride ( |
Changes the current PhysMaterialOverride for this component. |
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SetReceivesDecals ( |
Changes the value of bReceivesDecals. |
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SetRenderCustomDepth ( |
Sets the bRenderCustomDepth property and marks the render state dirty. |
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SetRenderInDepthPass ( |
Sets bRenderInDepthPass property and marks the render state dirty. |
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SetRenderInMainPass ( |
Sets bRenderInMainPass property and marks the render state dirty. |
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SetRigidBodyReplicatedTarget ( |
Applies RigidBodyState only if it needs to be updated NeedsUpdate flag will be removed from UpdatedState after all velocity corrections are finished |
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SetScalarParameterForCustomPrimitiveData ( |
Set a scalar parameter for custom primitive data. |
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SetScalarParameterForDefaultCustomPrimitiveData ( |
Set a scalar parameter for default custom primitive data. |
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SetSimulatePhysics ( |
Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). |
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SetSingleSampleShadowFromStationaryLights ( |
Changes the value of bSingleSampleShadowFromStationaryLights. |
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SetTranslucencySortDistanceOffset ( |
Changes the value of TranslucencySortDistanceOffset. |
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SetTranslucentSortPriority ( |
Changes the value of TranslucentSortPriority. |
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SetUseCCD |
Set whether this component should use Continuous Collision Detection |
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SetVectorParameterForCustomPrimitiveData |
Set a vector parameter for custom primitive data. |
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SetVectorParameterForDefaultCustomPrimitiveData |
Set a vector parameter for default custom primitive data. |
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SetViewOwnerDepthPriorityGroup ( |
Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup. |
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SetVisibleInRayTracing ( |
Changes the value of bIsVisibleInRayTracing. |
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SetVisibleInSceneCaptureOnly ( |
Sets bVisibleInSceneCaptureOnly property and marks the render state dirty. |
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SetWalkableSlopeOverride ( |
Sets a new slope override for this component instance. |
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ShouldComponentAddToScene() |
Looking at various values of the component, determines if this component should be added to the scene |
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const bool |
ShouldGenerateAutoLOD ( |
This function is used to create hierarchical LOD for the level. |
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ShouldRecreateProxyOnUpdateTransform() |
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves. |
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ShouldRenderSelected() |
Return true if the owner is selected and this component is selectable |
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SupportsStaticLighting() |
Whether the component type supports static lighting. |
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SweepComponent ( |
Trace a shape against just this component. |
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SyncComponentToRBPhysics() |
Move this component to match the physics rigid body pose. |
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UnWeldChildren() |
Unwelds the children of this component. Attachment is maintained |
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UnWeldFromParent() |
UnWelds this component from its parent component. |
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UpdateCollisionProfile() |
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UpdateOcclusionBoundsSlack ( |
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UpdatePhysicsToRBChannels() |
Internal function that updates physics objects to match the component collision settings. |
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UsesOnlyUnlitMaterials() |
Returns true if only unlit materials are used for rendering, false otherwise. |
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WakeAllRigidBodies() |
Ensure simulation is running for all bodies in this component. |
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WakeRigidBody ( |
'Wake' physics simulation for a single body. |
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WasRecentlyRendered ( |
Returns true if this component has been rendered "recently", with a tolerance in seconds to define what "recent" means. |
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WeldTo ( |
Welds this component to another scene component, optionally at a named socket. |
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WeldToImplementation ( |
Does the actual work for welding. |
Name | Description | ||
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ECollisionEn... |
GetCollisionEnabled() |
Returns the form of collision for this component |
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ECollisionCh... |
GetCollisionObjectType() |
Gets the collision object type |
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ECollisionRe... |
GetCollisionResponseToChannel ( |
Gets the response type given a specific channel |
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const FColli... |
GetCollisionResponseToChannels() |
Return const reference to CollsionResponseContainer |
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GetComponentVelocity() |
Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics. |
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const int32 |
GetNumUncachedStaticLightingInteractions() |
Returns number of lighting interactions that need to be recalculated |
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IsSimulatingPhysics ( |
Returns whether the specified body is currently using physics simulation |
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IsWorldGeometry() |
Is this component considered 'world' geometry, by default checks if this uses the WorldStatic collision channel |
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MoveComponentImpl ( |
Override this method for custom behavior for MoveComponent |
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OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. |
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OnUpdateTransform ( |
Native callback when this component is moved |
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UpdateBounds() |
Update the Bounds of the component. |
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UpdateOverlapsImpl ( |
Queries world and updates overlap tracking state for this component. |
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UpdatePhysicsVolume ( |
Update current physics volume for this component, if bShouldUpdatePhysicsVolume is true. |
Name | Description | ||
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BeginPlay() |
Used to detach physics objects before simulation begins. |
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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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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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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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HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly |
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InvalidateLightingCacheDetailed |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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OnActorEnableCollisionChanged() |
Called on each component when the Actor's bEnableCollisionChanged flag changes |
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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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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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OnUnregister() |
Called when a component is unregistered. |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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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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FinishDestroy() |
Called to finish destroying the object. |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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IsEditorOnly() |
Returns whether this component is an editor-only object or not |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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NeedsLoadForClient() |
Called during saving to determine the load flags to save with the object. |
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NeedsLoadForServer() |
Called during saving to determine the load flags to save with the object. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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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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PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
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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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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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GetNavigationBounds() |
Get bounds for navigation octree |
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GetNavigationData ( |
Prepare navigation modifiers |
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IsNavigationRelevant() |
Are modifiers active? |
Name | Description | ||
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IsCompiling() |
Returns whether this component is still being compiled or dependent on other objects being compiled. |
Name |
Description |
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FSelectionOverride |
Override delegate used for checking the selection state of a component |
Name |
Description |
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GlobalOverlapEventsCounter |
Count of all component overlap events (begin or end) ever generated for any components. |
NextComponentId |
Next id to be used by a component. |
NextRegistrationSerialNumber |
Next registration serial number to be assigned to a component when it is registered. |
Name | Description | ||
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uint8: 1 |
bLightAsIfStatic_DEPRECATED |
Replaced by LightmapType |
Name | Description | ||
---|---|---|---|
|
OverlapComponent ( |
Use the const version of OverlapComponent. This deprecation cannot be uncommented as it would produce false positives. |
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PreSave ( |
Use version that takes FObjectPreSaveContext instead. |