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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
Include |
#include "Components/SceneComponent.h" |
class USceneComponent : public UActorComponent
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others.
Name | Description | ||
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uint8: 1 |
bBoundsChangeTriggersStreamingDataRebuild |
If true, a change in the bounds of the component will call trigger a streaming data rebuild |
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uint8: 1 |
bComputeBoundsOnceForGame |
If true, this component will cache its bounds during cooking or in PIE and never recompute it again. |
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uint8: 1 |
bComputedBoundsOnceForGame |
If true, this component has already cached its bounds during cooking or in PIE and will never recompute it again. |
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uint8: 1 |
bComputeFastLocalBounds |
If true, this component will use its current bounds transformed back into local space instead of calling CalcBounds with an identity transform. |
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uint8: 1 |
bDisableDetachmentUpdateOverlaps |
Transient flag that temporarily disables UpdateOverlaps within DetachFromParent(). |
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uint8: 1 |
bHiddenInGame |
Whether to hide the primitive in game, if the primitive is Visible. |
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Bounds |
Current bounds of the component |
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uint8: 1 |
bUseAttachParentBound |
If true, this component uses its parents bounds when attached. |
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uint8: 1 |
bVisualizeComponent |
This component should create a sprite component for visualization in the editor |
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uint8: 1 |
bWantsOnUpdateTransform |
If true, OnUpdateTransform virtual will be called each time this component is moved. |
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const FLevelCol... |
CachedLevelCollection |
Cached level collection that contains the level this component is registered in, for fast access in IsVisible(). |
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ComponentVelocity |
Velocity of the component. |
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TEnumAsByte< en... |
DetailMode |
If detail mode is >= system detail mode, primitive won't be rendered. |
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IsRootComponentChanged |
Delegate invoked when this scene component becomes the actor's root component or when it no longer is. |
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TEnumAsByte< EC... |
Mobility |
How often this component is allowed to move, used to make various optimizations. |
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PhysicsVolumeChangedDelegate |
Delegate that will be called when PhysicsVolume has been changed |
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TObjectPtr< USc... |
ReplacementSceneComponent |
: This is needed because of order of registration of Actors |
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SpriteComponent |
Editor only component used to display the sprite so as to be able to see the location of the Component |
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TransformUpdated |
Delegate called when this component is moved |
Name | Description | |
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USceneComponent ( |
UObject constructor that takes an optional ObjectInitializer |
Name | Description | ||
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AddLocalOffset ( |
Adds a delta to the location of the component in its local reference frame |
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AddLocalRotation ( |
Adds a delta to the rotation of the component in its local reference frame |
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AddLocalRotation ( |
Adds a delta to the rotation of the component in its local reference frame |
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AddLocalTransform ( |
Adds a delta to the transform of the component in its local reference frame. Scale is unchanged. |
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AddReferencedObjects ( |
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AddRelativeLocation ( |
Adds a delta to the translation of the component relative to its parent |
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AddRelativeRotation ( |
Adds a delta the rotation of the component relative to its parent |
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AddRelativeRotation ( |
Adds a delta the rotation of the component relative to its parent |
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AddWorldOffset ( |
Adds a delta to the location of the component in world space. |
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AddWorldRotation ( |
Adds a delta to the rotation of the component in world space. |
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AddWorldRotation ( |
Adds a delta to the rotation of the component in world space. |
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AddWorldTransform ( |
Adds a delta to the transform of the component in world space. |
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AddWorldTransformKeepScale ( |
Adds a delta to the transform of the component in world space. Scale is unchanged. |
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AreDynamicDataChangesAllowed ( |
Determine if dynamic data is allowed to be changed. |
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AttachToComponent ( |
Attach this component to another scene component, optionally at a named socket. |
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CalcBoundingCylinder ( |
Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis). |
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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FBoxSphereBo... |
CalcLocalBounds() |
Calculate the local bounds of the component. |
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CalcNewComponentToWorld ( |
Calculate the new ComponentToWorld transform for this component. |
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CalcNewComponentToWorld_GeneralCase ( |
Utility function to handle calculating transform with a parent |
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CanAttachAsChild ( |
Called to see if it's possible to attach another scene component as a child. |
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CanEverRender() |
Return true if it can ever render |
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const bool |
CanHaveStaticMobility() |
Determines whether or not the component can have its mobility set to static |
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CheckStaticMobilityAndWarn ( |
Check if mobility is set to non-static. If it's static we trigger a PIE warning and return true |
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ClearSkipUpdateOverlaps() |
Clears the skip update overlaps flag. |
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ConditionalUpdateComponentToWorld() |
Call UpdateComponentToWorld if bComponentToWorldUpdated is false. |
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ConvertAttachLocation ( |
Backwards compatibility: Used to convert old-style EAttachLocation to new-style EAttachmentRules |
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CreateSpriteComponent ( |
Creates the editor only component used to display the sprite |
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DetachFromComponent ( |
Detach this component from whatever it is attached to. |
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DoesSocketExist ( |
Return true if socket with the given name exists |
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const FName |
GetAbsoluteLocationPropertyName() |
Gets the property name for bAbsoluteLocation. |
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const FName |
GetAbsoluteRotationPropertyName() |
Gets the property name for bAbsoluteRotation. |
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const FName |
GetAbsoluteScalePropertyName() |
Gets the property name for bAbsoluteScale. |
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GetAllSocketNames() |
Gets the names of all the sockets on the component. |
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const TArray... |
GetAttachChildren() |
Get the SceneComponents that are attached to this component. |
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USceneCompon... |
GetAttachmentRoot() |
Walks up the attachment chain from this SceneComponent and returns the SceneComponent at the top. |
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AActor * |
GetAttachmentRootActor() |
Walks up the attachment chain from this SceneComponent and returns the top-level actor it's attached to. |
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USceneCompon... |
GetAttachParent() |
Get the SceneComponent we are attached to. |
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GetAttachSocketName() |
Get the socket we are attached to. |
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USceneCompon... |
GetChildComponent ( |
Gets the attached child component at the specified location |
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GetChildrenComponents ( |
Gets all components that are attached to this component, possibly recursively |
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ECollisionEn... |
GetCollisionEnabled() |
Returns the form of collision for this component |
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ECollisionCh... |
GetCollisionObjectType() |
Returns the channel that this component belongs to when it moves. |
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ECollisionRe... |
GetCollisionResponseToChannel ( |
Returns the response that this component has to a specific collision channel. |
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const FColli... |
GetCollisionResponseToChannels() |
Return const reference to CollsionResponseContainer |
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ECollisionRe... |
GetCollisionResponseToComponent ( |
Compares the CollisionObjectType of each component against the Response of the other, to see what kind of response we should generate |
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GetComponentLocation() |
Return location of the component, in world space |
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GetComponentQuat() |
Return rotation quaternion of the component, in world space |
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GetComponentRotation() |
Return rotation of the component, in world space |
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GetComponentScale() |
Return scale of the component, in world space |
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const FTrans... |
GetComponentToWorld() |
Get the current component-to-world transform for this component TODO: probably deprecate this in favor of GetComponentTransform |
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const FTrans... |
GetComponentTransform() |
Get the current component-to-world transform for this component |
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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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FScopedMovem... |
GetCurrentScopedMovement() |
Returns the current scoped movement update, or NULL if there is none. |
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GetDefaultSceneRootVariableName() |
The name to use for the default scene root variable |
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GetForwardVector() |
Get the forward (X) unit direction vector from this component, in world space. |
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FBoxSphereBo... |
GetLocalBounds() |
Get the current local bounds of the component |
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GetMaterialPropertyPath |
Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials |
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GetNumChildrenComponents() |
Gets the number of attached children components |
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const int32 |
GetNumUncachedStaticLightingInteractions() |
Returns number of lighting interactions that need to be recalculated |
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GetParentComponents ( |
Gets all attachment parent components up to and including the root component |
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APhysicsVolu... |
GetPhysicsVolume() |
Get the PhysicsVolume overlapping this component. |
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FBoxSphereBo... |
GetPlacementExtent() |
Get the extent used when placing this component in the editor, used for 'pulling back' hit. |
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GetRelativeLocation() |
Gets the literal value of RelativeLocation. |
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FVector & |
GetRelativeLocation_DirectMutable() |
Gets a refence to RelativeLocation with the expectation that it will be modified. |
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const FName |
GetRelativeLocationPropertyName() |
Gets the property name for RelativeLocation. |
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GetRelativeRotation() |
Gets the literal value of RelativeRotation. |
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FRotator & |
GetRelativeRotation_DirectMutable() |
Gets a refence to RelativeRotation with the expectation that it will be modified. |
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const FRotat... |
GetRelativeRotationCache() |
Get the RelativeRotationCache. |
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GetRelativeRotationFromWorld ( |
Convenience function to get the relative rotation from the passed in world rotation |
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const FName |
GetRelativeRotationPropertyName() |
Gets the property name for RelativeRotation. |
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GetRelativeScale3D() |
Gets the literal value of RelativeScale3D. |
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FVector & |
GetRelativeScale3D_DirectMutable() |
Gets a refence to RelativeRotation with the expectation that it will be modified. |
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const FName |
GetRelativeScale3DPropertyName() |
Gets the property name for RelativeScale3D. |
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GetRelativeTransform() |
Returns the transform of the component relative to its parent |
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GetRightVector() |
Get the right (Y) unit direction vector from this component, in world space. |
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GetShouldUpdatePhysicsVolume() |
Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. |
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GetSocketLocation ( |
Get world-space socket or bone location. |
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GetSocketQuaternion ( |
Get world-space socket or bone FQuat rotation. |
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GetSocketRotation ( |
Get world-space socket or bone FRotator rotation. |
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GetSocketTransform ( |
Get world-space socket transform. |
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GetSocketWorldLocationAndRotation |
Find the world-space location and rotation of the given named socket. |
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GetSocketWorldLocationAndRotation |
Find the world-space location and rotation of the given named socket. |
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GetUpVector() |
Get the up (Z) unit direction vector from this component, in world space. |
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GetVisibleFlag() |
Gets the literal value of bVisible. |
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const FName |
GetVisiblePropertyName() |
Gets the property name for bVisible. |
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HasAnySockets() |
Returns true if this component has any sockets |
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InternalSetWorldLocationAndRotation ( |
Internal helper, for use from MoveComponent(). |
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IsAnySimulatingPhysics() |
Returns whether the specified body is currently using physics simulation |
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IsAttachedTo ( |
Walks up the attachment chain to see if this component is attached to the supplied component. |
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IsCollisionEnabled() |
Utility to see if there is any form of collision (query or physics) enabled on this component. |
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IsDeferringMovementUpdates() |
Returns true if movement is currently within the scope of an FScopedMovementUpdate. |
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IsPhysicsCollisionEnabled() |
Utility to see if there is any physics collision enabled on this component. |
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IsPrecomputedLightingValid() |
True if our precomputed lighting is up to date |
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IsQueryCollisionEnabled() |
Utility to see if there is any query collision enabled on this component. |
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IsSimulatingPhysics ( |
Returns whether the specified body is currently using physics simulation |
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IsUsingAbsoluteLocation() |
Gets the literal value of bAbsoluteLocation. |
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IsUsingAbsoluteRotation() |
Gets the literal value of bAbsoluteRotation. |
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IsUsingAbsoluteScale() |
Gets the literal value of bAbsoluteScale. |
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IsVisible() |
Returns true if this component is visible in the current context |
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IsVisibleInEditor() |
Return true if visible in editor |
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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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K2_AddLocalOffset ( |
Adds a delta to the location of the component in its local reference frame |
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K2_AddLocalRotation ( |
Adds a delta to the rotation of the component in its local reference frame |
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K2_AddLocalTransform ( |
Adds a delta to the transform of the component in its local reference frame. Scale is unchanged. |
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K2_AddRelativeLocation ( |
Adds a delta to the translation of the component relative to its parent |
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K2_AddRelativeRotation ( |
Adds a delta the rotation of the component relative to its parent |
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K2_AddWorldOffset ( |
Adds a delta to the location of the component in world space. |
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K2_AddWorldRotation ( |
Adds a delta to the rotation of the component in world space. |
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K2_AddWorldTransform ( |
Adds a delta to the transform of the component in world space. |
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K2_AddWorldTransformKeepScale ( |
Adds a delta to the transform of the component in world space. Scale is unchanged. |
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K2_AttachToComponent ( |
Attach this component to another scene component, optionally at a named socket. |
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K2_DetachFromComponent ( |
Detach this component from whatever it is attached to. |
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K2_GetComponentLocation() |
Return location of the component, in world space |
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K2_GetComponentRotation() |
Returns rotation of the component, in world space. |
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K2_GetComponentScale() |
Returns scale of the component, in world space. |
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K2_GetComponentToWorld() |
Get the current component-to-world transform for this component |
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K2_SetRelativeLocation ( |
Set the location of the component relative to its parent |
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K2_SetRelativeLocationAndRotation ( |
Set the location and rotation of the component relative to its parent |
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K2_SetRelativeRotation ( |
Set the rotation of the component relative to its parent |
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K2_SetRelativeTransform ( |
Set the transform of the component relative to its parent |
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K2_SetWorldLocation ( |
Put this component at the specified location in world space. |
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K2_SetWorldLocationAndRotation ( |
Set the relative location and rotation of the component to put it at the supplied pose in world space. |
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K2_SetWorldRotation ( |
Put this component at the specified rotation in world space. |
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K2_SetWorldTransform ( |
Set the transform of the component in world space. |
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MoveComponent ( |
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation. |
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MoveComponent ( |
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation. |
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MoveComponentImpl ( |
Override this method for custom behavior for MoveComponent |
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NeedsLoadForTargetPlatform ( |
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OnAttachmentChanged() |
Called when AttachParent changes, to allow the scene to update its attachment state. |
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OnChildAttached ( |
Called after a child scene component is attached to this component. |
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OnChildDetached ( |
Called after a child scene component is detached from this component. |
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OnHiddenInGameChanged() |
Overridable internal function to respond to changes in the hidden in game value of the component. |
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OnUpdateTransform ( |
Native callback when this component is moved |
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OnVisibilityChanged() |
Overridable internal function to respond to changes in the visibility of the component. |
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PostEditComponentMove ( |
Called when this component is moved in the editor |
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PostUpdateNavigationData() |
Called after changing transform, tries to update navigation octree for owner |
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PreFeatureLevelChange ( |
Called to update any visuals needed for a feature level change |
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PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
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QuerySupportedSockets |
Get a list of sockets this component contains |
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ResetRelativeTransform() |
Reset the transform of the component relative to its parent. |
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SetAbsolute |
Set which parts of the relative transform should be relative to parent, and which should be relative to world |
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SetComponentToWorld ( |
Sets the cached component to world directly. This should be used very rarely. |
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SetHiddenInGame |
Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay |
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SetMobility ( |
Set how often this component is allowed to move during runtime. |
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SetPhysicsVolume ( |
Replace current PhysicsVolume to input NewVolume |
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SetRelativeLocation ( |
Set the location of the component relative to its parent |
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SetRelativeLocation_Direct ( |
Sets the value of RelativeLocation without causing other side effects to this instance. |
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SetRelativeLocationAndRotation ( |
Set the location and rotation of the component relative to its parent |
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SetRelativeLocationAndRotation ( |
Set the location and rotation of the component relative to its parent |
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SetRelativeRotation ( |
Set the rotation of the component relative to its parent |
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SetRelativeRotation ( |
Set the rotation of the component relative to its parent |
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SetRelativeRotation_Direct ( |
Sets the value of RelativeRotation without causing other side effects to this instance. |
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SetRelativeRotationCache ( |
Sets the RelativeRotationCache. |
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SetRelativeRotationExact ( |
Set the rotation of the component relative to its parent and force RelativeRotation to be equal to new rotation. |
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SetRelativeScale3D ( |
Set the non-uniform scale of the component relative to its parent |
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SetRelativeScale3D_Direct ( |
Sets the value of RelativeScale3D without causing other side effects to this instance. |
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SetRelativeTransform ( |
Set the transform of the component relative to its parent |
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SetRelativeTransform_Direct ( |
Helper function to set the location, rotation, and scale without causing other side effects to this instance. |
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SetShouldUpdatePhysicsVolume ( |
Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. |
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SetupAttachment ( |
Initializes desired Attach Parent and SocketName to be attached to when the component is registered. |
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SetUsingAbsoluteLocation ( |
Sets the value of bAbsoluteLocation without causing other side effects to this instance. |
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SetUsingAbsoluteRotation ( |
Sets the value of bAbsoluteRotation without causing other side effects to this instance. |
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SetUsingAbsoluteScale ( |
Sets the value of bAbsoluteScale without causing other side effects to this instance. |
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SetVisibility |
Set visibility of the component, if during game use this to turn on/off |
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SetVisibleFlag ( |
Sets the value of bVisible without causing other side effects to this instance. |
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SetWorldLocation ( |
Put this component at the specified location in world space. |
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SetWorldLocationAndRotation ( |
Set the relative location and FQuat rotation of the component to put it at the supplied pose in world space. |
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SetWorldLocationAndRotation ( |
Set the relative location and rotation of the component to put it at the supplied pose in world space. |
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SetWorldLocationAndRotationNoPhysics |
Special version of SetWorldLocationAndRotation that does not affect physics. |
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SetWorldRotation ( |
Put this component at the specified rotation in world space. |
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SetWorldRotation ( |
Put this component at the specified rotation in world space. |
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SetWorldScale3D ( |
Set the relative scale of the component to put it at the supplied scale in world space. |
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SetWorldTransform ( |
Set the transform of the component in world space. |
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ShouldCollideWhenPlacing() |
If true, bounds should be used when placing component/actor in level. Does not affect spawning. |
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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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ShouldRender() |
Return true if it should render |
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ShouldSkipUpdateOverlaps() |
If true, we can use the old computed overlaps |
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ToggleVisibility ( |
Toggle visibility of the component |
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UpdateBounds() |
Update the Bounds of the component. |
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UpdateChildTransforms ( |
Update transforms of any components attached to this one. |
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UpdateNavigationData() |
Called after changing transform, tries to update navigation octree for this component |
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UpdateOverlaps ( |
Queries world and updates overlap tracking state for this component |
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UpdateOverlapsImpl ( |
Internal helper for UpdateOverlaps |
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UpdatePhysicsVolume ( |
Updates the PhysicsVolume of this SceneComponent, if bShouldUpdatePhysicsVolume is true. |
Name | Description | ||
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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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DestroyComponent ( |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. |
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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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GetStreamingBounds() |
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OnComponentDestroyed ( |
Called when a component is destroyed |
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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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ShouldCreateRenderState() |
Return true if CreateRenderState() should be called |
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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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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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GetLifetimeReplicatedProps ( |
Returns properties that are replicated for the lifetime of the actor channel |
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IsPostLoadThreadSafe() |
Called during async load to determine if PostLoad can be called on the loading thread. |
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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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PostInterpChange ( |
This is called when property is modified by InterpPropertyTracks |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PostNetReceive() |
Called right after receiving a bunch |
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PostRepNotifies() |
Called right after calling all OnRep notifies (called even when there are no notifies) |
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PreNetReceive() |
Called right before receiving a bunch |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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EVisibilityPropagation |
Enum that dictates what propagation policy to follow when calling SetVisibility or SetHiddenInGame recursively |
Name |
Description |
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SkipUpdateOverlapsOptimEnabled |
Global flag to enable/disable overlap optimizations, settable with p.SkipUpdateOverlapsOptimEnabled cvar |
Name | Description | ||
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DetachFromParent |
This function is deprecated, please use DetachFromComponent() instead. |
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K2_AttachTo ( |
This function is deprecated, please use AttachToComponent() instead. |