USceneComponent

Inheritance Hierarchy

Syntax

class USceneComponent : public UActorComponent

Remarks

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.

Variables

Name Description

Public variable

uint32: 1

 

bAbsoluteLocation

If RelativeLocation should be considered relative to the world, rather than the parent

Public variable

uint32: 1

 

bAbsoluteRotation

If RelativeRotation should be considered relative to the world, rather than the parent

Public variable

uint32: 1

 

bAbsoluteScale

If RelativeScale3D should be considered relative to the world, rather than the parent

Public variable

uint32: 1

 

bBoundsChangeTriggersStreamingDataRebuild

If true, a change in the bounds of the component will call trigger a streaming data rebuild

Protected variable

uint32: 1

 

bDisableDetachmentUpdateOverlaps

Transient flag that temporarily disables UpdateOverlaps within DetachFromParent() .

Public variable

uint32: 1

 

bHiddenInGame

Whether to hide the primitive in game, if the primitive is Visible.

Public variable

FBoxSphereBound ...

 

Bounds

Current bounds of the component

Public variable

uint32: 1

 

bRequiresCustomLocation

Public variable

uint32: 1

 

bShouldUpdatePhysicsVolume

Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.

Public variable

uint32: 1

 

bUseAttachParentBound

If true, this component uses its parents bounds when attached.

Public variable

uint32: 1

 

bVisible

Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

Public variable

uint32: 1

 

bVisualizeComponent

Protected variable

uint32: 1

 

bWantsOnUpdateTransform

If true, OnUpdateTransform virtual will be called each time this component is moved.

Protected variable

uint32: 1

 

bWorldToComponentUpdated

True if we have ever updated ComponentToWorld based on RelativeLocation/Rotation/Scale.

Public variable

FTransform

 

ComponentToWorld

Current transform of the component, relative to the world

Public variable

FVector

 

ComponentVelocity

Velocity of the component.

Public variable

TEnumAsByte < en...

 

DetailMode

If detail mode is >= system detail mode, primitive won't be rendered.

Public variable

TEnumAsByte < EC ...

 

Mobility

How often this component is allowed to move, used to make various optimizations.

Public variable

FPhysicsVolumeC ...

 

PhysicsVolumeChangedDelegate

Delegate that will be called when PhysicsVolume has been changed

Public variable

FVector

 

RelativeLocation

Location of the component relative to its parent

Public variable

FRotator

 

RelativeRotation

Rotation of the component relative to its parent

Public variable

FVector

 

RelativeScale3D

Non-uniform scaling of the component relative to its parent.

Protected variable

UBillboardCompo...

 

SpriteComponent

Editor only component used to display the sprite so as to be able to see the location of the Audio Component

Public variable

FTransformUpdat ...

 

TransformUpdated

Constructors

Name Description

Public function

USceneComponent

(
    const FObjectInitializer & ObjectIn...
)

UObject constructor that takes an ObjectInitializer

Functions

Name Description

Public function

void

 

AddLocalOffset

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddLocalRotation

(
    const FQuat & DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddLocalRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddLocalTransform

(
    const FTransform & DeltaTransform,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

void

 

AddRelativeLocation

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddRelativeRotation

(
    const FQuat & DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddRelativeRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddWorldOffset

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddWorldRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddWorldRotation

(
    const FQuat & DeltaRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

AddWorldTransform

(
    const FTransform & DeltaTransform,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Protected function

bool

 

AreDynamicDataChangesAllowed

(
    bool bIgnoreStationary
)

Determine if dynamic data is allowed to be changed.

Public function

bool

 

AttachTo

(
    USceneComponent * InParent,
    FName InSocketName,
    EAttachLocation::Type AttachType,
    bool bWeldSimulatedBodies
)

Attach this component to another scene component, optionally at a named socket.

Public function

bool

 

AttachToComponent

(
    USceneComponent * InParent,
    const FAttachmentTransformRules & A...,
    FName InSocketName
)

Attach this component to another scene component, optionally at a named socket.

Public function Virtual

void

 

CalcBoundingCylinder

(
    float& CylinderRadius,
    float& CylinderHalfHeight
)

Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis).

Public function Virtual

FBoxSphereBo ...

 

CalcBounds

(
    const FTransform & LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Protected function

FTransform

 

CalcNewComponentToWorld

(
    const FTransform & NewRelativeTrans...,
    const USceneComponent * Parent,
    FName SocketName
)

WITH_EDITOR.

Protected function

FTransform

 

CalcNewComponentToWorld_GeneralCase

(
    const FTransform & NewRelativeTrans...,
    const USceneComponent * Parent,
    FName SocketName
)

Public function Virtual

bool

 

CanAttachAsChild

(
    USceneComponent * ChildComponen...,
    FName SocketName
)

Called to see if it's possible to attach another scene component as a child.

Public function

bool

 

CanEverRender()

Return true if it can ever render

Public function Virtual

const bool

 

CanHaveStaticMobility()

Determines whether or not the component can have its mobility set to static

Protected function

bool

 

CheckStaticMobilityAndWarn

(
    const FText & ActionText
)

Check if mobility is set to non-static. If it's static we trigger a PIE warning and return true

Public function

void

 

ConditionalUpdateComponentToWorld()

Call UpdateComponentToWorld if bWorldToComponentUpdated is false.

Public function Static

void

 

ConvertAttachLocation

(
    EAttachLocation::Type InAttachLocat...,
    EAttachmentRule& InOutLocationRule,
    EAttachmentRule& InOutRotationRule,
    EAttachmentRule& InOutScaleRule
)

Backwards compatibility: Used to convert old-style EAttachLocation to new-style EAttachmentRules

Public function Virtual

void

 

DetachFromComponent

(
    const FDetachmentTransformRules & D...
)

Detach this component from whatever it is attached to.

Public function Virtual

void

 

DetachFromParent

(
    bool bMaintainWorldPosition,
    bool bCallModify
)

Detach this component from whatever it is attached to.

Public function Virtual

bool

 

DoesSocketExist

(
    FName InSocketName
)

Return true if socket with the given name exists

Public function

TArray < FNam ...

 

GetAllSocketNames()

Gets the names of all the sockets on the component.

Public function

const TArray ...

 

GetAttachChildren()

USceneComponent inlines.

Public function

USceneCompon ...

 

GetAttachmentRoot()

Walks up the attachment chain from this SceneComponent and returns the SceneComponent at the top.

Public function

AActor *

 

GetAttachmentRootActor()

Walks up the attachment chain from this SceneComponent and returns the top-level actor it's attached to.

Public function

USceneCompon ...

 

GetAttachParent()

Get the SceneComponent we are attached to.

Public function

FName

 

GetAttachSocketName()

Get the socket we are attached to.

Public function

USceneCompon ...

 

GetChildComponent

(
    int32 ChildIndex
)

Gets the attached child component at the specified location

Public function

void

 

GetChildrenComponents

(
    bool bIncludeAllDescendants,
    TArray < USceneComponent * >& C...
)

Gets all the attached child components

Public function Virtual

ECollisionEn ...

 

GetCollisionEnabled()

Returns the form of collision for this component

Public function Virtual

ECollisionCh...

 

GetCollisionObjectType()

Returns the channel that this component belongs to when it moves.

Public function Virtual

ECollisionRe...

 

GetCollisionResponseToChannel

(
    ECollisionChannel Channel
)

Returns the response that this component has to a specific collision channel.

Public function Virtual

const FColli ...

 

GetCollisionResponseToChannels()

Return const reference to CollsionResponseContainer

Public function

ECollisionRe...

 

GetCollisionResponseToComponent

(
    USceneComponent * OtherComponen...
)

Compares the CollisionObjectType of each component against the Response of the other, to see what kind of response we should generate

Public function

FVector

 

GetComponentLocation()

Return location of the component, in world space

Public function

FQuat

 

GetComponentQuat()

Return rotation quaternion of the component, in world space

Public function

FRotator

 

GetComponentRotation()

Return rotation of the component, in world space

Public function

FVector

 

GetComponentScale()

Return scale of the component, in world space

Public function

FTransform

 

GetComponentToWorld()

Get the current component-to-world transform for this component

Public function

FTransform

 

GetComponentTransform()

Get the current component-to-world transform for this component

Public function Virtual

FVector

 

GetComponentVelocity()

Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.

Public function

FScopedMovem ...

 

GetCurrentScopedMovement()

Returns the current scoped movement update, or NULL if there is none.

Public function Virtual

FVector

 

GetCustomLocation()

Public function Static

FName

 

GetDefaultSceneRootVariableName()

The name to use for the default scene root variable

Public function

FVector

 

GetForwardVector()

Get the forward (X) unit direction vector from this component, in world space.

Public function

int32

 

GetNumChildrenComponents()

Gets the number of attached children components

Public function Virtual

const int32

 

GetNumUncachedStaticLightingInteractions()

Public function

void

 

GetParentComponents

(
    TArray < USceneComponent * >& P...
)

Gets all parent components up to and including the root component

Public function

APhysicsVolu ...

 

GetPhysicsVolume()

Get the PhysicsVolume overlapping this component.

Public function Virtual

FBoxSphereBo ...

 

GetPlacementExtent()

Get the extent used when placing this component in the editor, used for 'pulling back' hit.

Public function

FTransform

 

GetRelativeTransform()

Returns the transform of the component relative to its parent

Public function

FVector

 

GetRightVector()

Get the right (Y) unit direction vector from this component, in world space.

Public function Virtual

FVector

 

GetSocketLocation

(
    FName InSocketName
)

Get world-space socket or bone location.

Public function Virtual

FQuat

 

GetSocketQuaternion

(
    FName InSocketName
)

Get world-space socket or bone FQuat rotation.

Public function Virtual

FRotator

 

GetSocketRotation

(
    FName InSocketName
)

Get world-space socket or bone FRotator rotation.

Public function Virtual

FTransform

 

GetSocketTransform

(
    FName InSocketName,
    ERelativeTransformSpace TransformSp...
)

Get world-space socket transform.

Public function

void

 

GetSocketWorldLocationAndRotation

(
    FName InSocketName,
    FVector & OutLocation,
    FQuat & OutRotation
)

Public function

void

 

GetSocketWorldLocationAndRotation

(
    FName InSocketName,
    FVector & OutLocation,
    FRotator & OutRotation
)

Find the world-space location and rotation of the given named socket.

Public function

FVector

 

GetUpVector()

Get the up (Z) unit direction vector from this component, in world space.

Public function Virtual

bool

 

HasAnySockets()

Returns true if this component has any sockets

Protected function

bool

 

InternalSetWorldLocationAndRotation

(
    FVector NewLocation,
    const FQuat & NewQuat,
    bool bNoPhysics,
    ETeleportType Teleport
)

Internal helper, for use from MoveComponent() .

Public function Virtual

bool

 

IsAnySimulatingPhysics()

Returns whether the specified body is currently using physics simulation

Public function

bool

 

IsAttachedTo

(
    USceneComponent * TestComp
)

Walks up the attachment chain to see if this component is attached to the supplied component.

Public function

bool

 

IsCollisionEnabled()

Utility to see if there is any form of collision (query or physics) enabled on this component.

Public function

bool

 

IsDeferringMovementUpdates()

SceneComponent inlines that depend on FScopedMovementUpdate .

Public function

bool

 

IsPhysicsCollisionEnabled()

Utility to see if there is any physics collision enabled on this component.

Public function Virtual

bool

 

IsPrecomputedLightingValid()

Public function

bool

 

IsQueryCollisionEnabled()

Utility to see if there is any query collision enabled on this component.

Public function Virtual

bool

 

IsSimulatingPhysics

(
    FName BoneName
)

Returns whether the specified body is currently using physics simulation

Public function Virtual

bool

 

IsVisible()

Is this component visible or not in game

true if visible

Public function Virtual

bool

 

IsVisibleInEditor()

Return true if visible in editor

Public function Virtual

bool

 

IsWorldGeometry()

Is this component considered 'world' geometry

Public function

void

 

K2_AddLocalOffset

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the location of the component in its local reference frame

Public function

void

 

K2_AddLocalRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the rotation of the component in its local reference frame

Public function

void

 

K2_AddLocalTransform

(
    const FTransform & DeltaTransform,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.

Public function

void

 

K2_AddRelativeLocation

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the translation of the component relative to its parent

Public function

void

 

K2_AddRelativeRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta the rotation of the component relative to its parent

Public function

void

 

K2_AddWorldOffset

(
    FVector DeltaLocation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the location of the component in world space.

Public function

void

 

K2_AddWorldRotation

(
    FRotator DeltaRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the rotation of the component in world space.

Public function

void

 

K2_AddWorldTransform

(
    const FTransform & DeltaTransform,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Adds a delta to the transform of the component in world space. Scale is unchanged.

Public function

bool

 

K2_AttachTo

(
    USceneComponent * InParent,
    FName InSocketName,
    EAttachLocation::Type AttachType,
    bool bWeldSimulatedBodies
)

Attach this component to another scene component, optionally at a named socket.

Public function

bool

 

K2_AttachToComponent

(
    USceneComponent * Parent,
    FName SocketName,
    EAttachmentRule LocationRule,
    EAttachmentRule RotationRule,
    EAttachmentRule ScaleRule,
    bool bWeldSimulatedBodies
)

Attach this component to another scene component, optionally at a named socket.

Public function

void

 

K2_DetachFromComponent

(
    EDetachmentRule LocationRule,
    EDetachmentRule RotationRule,
    EDetachmentRule ScaleRule,
    bool bCallModify
)

Detach this component from whatever it is attached to.

Public function

FVector

 

K2_GetComponentLocation()

Return location of the component, in world space

Public function

FRotator

 

K2_GetComponentRotation()

Returns rotation of the component, in world space.

Public function

FVector

 

K2_GetComponentScale()

Returns scale of the component, in world space.

Public function

FTransform

 

K2_GetComponentToWorld()

Get the current component-to-world transform for this component

Public function

void

 

K2_SetRelativeLocation

(
    FVector NewLocation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the location of the component relative to its parent

Public function

void

 

K2_SetRelativeLocationAndRotation

(
    FVector NewLocation,
    FRotator NewRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the location and rotation of the component relative to its parent

Public function

void

 

K2_SetRelativeRotation

(
    FRotator NewRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the rotation of the component relative to its parent

Public function

void

 

K2_SetRelativeTransform

(
    const FTransform & NewTransform,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the transform of the component relative to its parent

Public function

void

 

K2_SetWorldLocation

(
    FVector NewLocation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Put this component at the specified location in world space.

Public function

void

 

K2_SetWorldLocationAndRotation

(
    FVector NewLocation,
    FRotator NewRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the relative location and rotation of the component to put it at the supplied pose in world space.

Public function

void

 

K2_SetWorldRotation

(
    FRotator NewRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Put this component at the specified rotation in world space.

Public function

void

 

K2_SetWorldTransform

(
    const FTransform & NewTransform,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Set the transform of the component in world space.

Public function

bool

 

MoveComponent

(
    const FVector & Delta,
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * Hit,
    EMoveComponentFlags MoveFlags,
    ETeleportType Teleport
)

Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation.

Public function

bool

 

MoveComponent

(
    const FVector & Delta,
    const FRotator & NewRotation,
    bool bSweep,
    FHitResult * Hit,
    EMoveComponentFlags MoveFlags,
    ETeleportType Teleport
)

Protected function Virtual

bool

 

MoveComponentImpl

(
    const FVector & Delta,
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * Hit,
    EMoveComponentFlags MoveFlags,
    ETeleportType Teleport
)

Override this method for custom behavior.

Public function Virtual

void

 

OnAttachmentChanged()

Called when AttachParent changes, to allow the scene to update its attachment state.

Protected function Virtual

void

 

OnChildAttached

(
    USceneComponent * ChildComponen...
)

Called after a child scene component is attached to this component.

Protected function Virtual

void

 

OnChildDetached

(
    USceneComponent * ChildComponen...
)

Called after a child scene component is detached from this component.

Protected function Virtual

void

 

OnUpdateTransform

(
    EUpdateTransformFlags UpdateTransfo...,
    ETeleportType Teleport
)

Public function Virtual

void

 

PostEditComponentMove

(
    bool bFinished
)

Called when this component is moved in the editor

Protected function

void

 

PostUpdateNavigationData()

Called after changing transform, tries to update navigation octree for owner

Public function Virtual

void

 

PreFeatureLevelChange

(
    ERHIFeatureLevel::Type PendingFeatu...
)

Public function Virtual

void

 

PropagateLightingScenarioChange()

Public function Virtual

void

 

QuerySupportedSockets

Get a list of sockets this component contains

Public function

void

 

ResetRelativeTransform()

Reset the transform of the component relative to its parent.

Public function

void

 

SetAbsolute

(
    bool bNewAbsoluteLocation,
    bool bNewAbsoluteRotation,
    bool bNewAbsoluteScale
)

Set which parts of the relative transform should be relative to parent, and which should be relative to world

Public function Virtual

void

 

SetHiddenInGame

(
    bool NewHidden,
    bool bPropagateToChildren
)

Changes the value of HiddenGame.

Public function Virtual

void

 

SetMobility

(
    EComponentMobility::Type NewMobilit...
)

Set how often this component is allowed to move during runtime.

Public function

void

 

SetPhysicsVolume

(
    APhysicsVolume * NewVolume,
    bool bTriggerNotifiers
)

Replace current PhysicsVolume to input NewVolume

Public function

void

 

SetRelativeLocation

(
    FVector NewLocation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetRelativeLocationAndRotation

(
    FVector NewLocation,
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetRelativeLocationAndRotation

(
    FVector NewLocation,
    FRotator NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetRelativeRotation

(
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetRelativeRotation

(
    FRotator NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function Virtual

void

 

SetRelativeScale3D

(
    FVector NewScale3D
)

Set the non-uniform scale of the component relative to its parent

Public function

void

 

SetRelativeTransform

(
    const FTransform & NewTransform,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetupAttachment

(
    USceneComponent * InParent,
    FName InSocketName
)

Initializes desired Attach Parent and SocketName to be attached to when the component is registered.

Public function Virtual

void

 

SetVisibility

(
    bool bNewVisibility,
    bool bPropagateToChildren
)

Set visibility of the component, if during game use this to turn on/off

Public function

void

 

SetWorldLocation

(
    FVector NewLocation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetWorldLocationAndRotation

(
    FVector NewLocation,
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Set the relative location and FQuat rotation of the component to put it at the supplied pose in world space.

Public function

void

 

SetWorldLocationAndRotation

(
    FVector NewLocation,
    FRotator NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetWorldLocationAndRotationNoPhysics

(
    const FVector & NewLocation,
    const FRotator & NewRotation
)

Special version of SetWorldLocationAndRotation that does not affect physics.

Public function

void

 

SetWorldRotation

(
    const FQuat & NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetWorldRotation

(
    FRotator NewRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function

void

 

SetWorldScale3D

(
    FVector NewScale
)

Set the relative scale of the component to put it at the supplied scale in world space.

Public function

void

 

SetWorldTransform

(
    const FTransform & NewTransform,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Public function Virtual

bool

 

ShouldCollideWhenPlacing()

If true, bounds should be used when placing component/actor in level. Does not affect spawning.

Public function

bool

 

ShouldComponentAddToScene()

Looking at various values of the component, determines if this component should be added to the scene

Public function

bool

 

ShouldRender()

Return true if it should render

Public function

bool

 

SnapTo

(
    USceneComponent * InParent,
    FName InSocketName
)

Zeroes out the relative transform of the component, and calls AttachTo() .

Public function

void

 

ToggleVisibility

(
    bool bPropagateToChildren
)

Toggle visibility of the component

Public function

void

 

UpdateBounds()

Update the Bounds of the component.

Public function

void

 

UpdateChildTransforms

(
    EUpdateTransformFlags UpdateTransfo...,
    ETeleportType Teleport
)

Update transforms of any components attached to this one.

Protected function

void

 

UpdateNavigationData()

Called after changing transform, tries to update navigation octree for this component

Public function Virtual

void

 

UpdateOverlaps

(
    TArray < FOverlapInfo > const* ...,
    bool bDoNotifies,
    const TArray < FOverlapInfo >* ...
)

Queries world and updates overlap tracking state for this component

Public function Virtual

void

 

UpdatePhysicsVolume

(
    bool bTriggerNotifiers
)

Updates the PhysicsVolume of this SceneComponent, if bShouldUpdatePhysicsVolume is true.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

ApplyWorldOffset

(
    const FVector & InOffset,
    bool bWorldShift
)

Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

Public function Virtual

void

 

DestroyComponent

(
    bool bPromoteChildren
)

Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

Public function Virtual

FActorCompon ...

 

GetComponentInstanceData()

Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

Public function Virtual

void

 

OnComponentDestroyed

(
    bool bDestroyingHierarchy
)

Called when a component is destroyed

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

OnUnregister()

Called when a component is unregistered.

Public function Virtual

bool

 

ShouldCreateRenderState()

Return true if CreateRenderState() should be called

Public function Virtual

void

 

UpdateComponentToWorld

(
    EUpdateTransformFlags UpdateTransfo...,
    ETeleportType Teleport
)

Recalculate the value of our component to world transform

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

bool

 

CanEditChange

(
    const UProperty * InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

GetLifetimeReplicatedProps

(
    TArray < FLifetimeProperty >& OutLi...
)

Returns properties that are replicated for the lifetime of the actor channel

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent & Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInterpChange

(
    UProperty * PropertyThatChanged
)

This is called when property is modified by InterpPropertyTracks

Protected function Virtual

void

 

PostNetReceive()

Always called immediately after properties are received from the remote.

Protected function Virtual

void

 

PostRepNotifies()

Called right after calling all OnRep notifies (called even when there are no notifies)

Protected function Virtual

void

 

PreNetReceive()

Always called immediately before properties are received from the remote.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

See Also

References

Module

Engine

Header

Runtime/Engine/Classes/Components/SceneComponent.h