unreal.GameFrameworkAddComponentFlags
¶
- class unreal.GameFrameworkAddComponentFlags¶
Bases:
EnumBase
Bitflag enum to control how this AddComponents action should actually run
C++ Source:
Plugin: ModularGameplay
Module: ModularGameplay
File: GameFrameworkComponentManager.h
- ADD_IF_NOT_CHILD: GameFrameworkAddComponentFlags¶
If Add Unique If Not Child is set, it will be added only if ComponentClass is not a child (or same class) of an existing component on ActorInstance
- Type:
2
- ADD_UNIQUE: GameFrameworkAddComponentFlags¶
If AddUnique is set, it will be added only if there is no existing component on ActorInstance of ComponentClass
- Type:
1
- USE_AUTO_GENERATED_NAME: GameFrameworkAddComponentFlags¶
If UseAutoGeneratedName is set, it will generate a new name and not re-use the class name directly (which can lead to component recycling).
- Type:
4