Ark Server API (ASE) - Wiki
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UPrimitiveComponent Struct Reference

#include <Actor.h>

+ Inheritance diagram for UPrimitiveComponent:
+ Collaboration diagram for UPrimitiveComponent:

Public Member Functions

float & MinDrawDistanceField ()
 
float & MassiveLODSizeOnScreenField ()
 
float & LDMaxDrawDistanceField ()
 
float & CachedMaxDrawDistanceField ()
 
TEnumAsByte< enum ESceneDepthPriorityGroup > & DepthPriorityGroupField ()
 
TEnumAsByte< enum ESceneDepthPriorityGroup > & ViewOwnerDepthPriorityGroupField ()
 
float & InterpRootLocationSpeedField ()
 
float & InterpRootRotationSpeedField ()
 
float & InterpRootPhysThresholdField ()
 
FVectorInterpolatedRootLocationField ()
 
FRotatorInterpolatedRootRotationField ()
 
int & CustomDepthStencilValueField ()
 
int & ObjectLayerField ()
 
TEnumAsByte< enum EIndirectLightingCacheQuality > & IndirectLightingCacheQualityField ()
 
FieldArray< char, 2 > RBSyncModuloField ()
 
FieldArray< char, 2 > RBSyncOffsetField ()
 
bool & bHasCachedStaticLightingField ()
 
bool & bStaticLightingBuildEnqueuedField ()
 
int & TranslucencySortPriorityField ()
 
int & VisibilityIdField ()
 
float & LastPhysxSleepTimeField ()
 
unsigned int & GameThread_OverlapIncrementorField ()
 
unsigned int & GameThread_OverlapIndexMaskField ()
 
int & InternalOctreeMaskField ()
 
float & LpvBiasMultiplierField ()
 
float & OverrideStepHeightField ()
 
FBodyInstanceBodyInstanceField ()
 
float & LastCheckedAllCollideableDescendantsTimeField ()
 
long double & LastBasedPhysComponentOnTimeField ()
 
float & BoundsScaleField ()
 
long double & LastSubmitTimeField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TEnumAsByte< enum ECanBeCharacterBase > & CanCharacterStepUpOnField ()
 
TArray< TWeakObjectPtr< AActor > > & MoveIgnoreActorsField ()
 
FComponentBeginOverlapSignature & OnComponentBeginOverlapField ()
 
FComponentEndOverlapSignature & OnComponentEndOverlapField ()
 
FComponentBeginCursorOverSignature & OnBeginCursorOverField ()
 
FComponentEndCursorOverSignature & OnEndCursorOverField ()
 
FComponentOnClickedSignature & OnClickedField ()
 
FComponentOnReleasedSignature & OnReleasedField ()
 
FComponentOnInputTouchBeginSignature & OnInputTouchBeginField ()
 
FComponentOnInputTouchEndSignature & OnInputTouchEndField ()
 
FComponentBeginTouchOverSignature & OnInputTouchEnterField ()
 
FComponentEndTouchOverSignature & OnInputTouchLeaveField ()
 
unsigned int & ProxyMeshIDField ()
 
bool & bIsProxyMeshParentField ()
 
bool & bHasActiveProxyMeshChildrenField ()
 
BitFieldValue< bool, unsigned __int32 > bUseAbsoluteMaxDrawDisatance ()
 
BitFieldValue< bool, unsigned __int32 > bIncludeBoundsRadiusInDrawDistances ()
 
BitFieldValue< bool, unsigned __int32 > bExcludeFromLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bAllowBasedCharacters ()
 
BitFieldValue< bool, unsigned __int32 > bNoEncroachCheck_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bForceExcludeFromGlobalDistanceField ()
 
BitFieldValue< bool, unsigned __int32 > bInterpolateRootPhys ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventBlockingProjectiles ()
 
BitFieldValue< bool, unsigned __int32 > bIsAbstractBasingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bDisableAllRigidBody_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bForceDynamicPhysics ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDamage ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceOverlapEvents ()
 
BitFieldValue< bool, unsigned __int32 > bMultiBodyOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bCheckAsyncSceneOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bTraceComplexOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bReturnMaterialOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bUseViewOwnerDepthPriorityGroup ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCullDistanceVolume ()
 
BitFieldValue< bool, unsigned __int32 > bHasMotionBlurVelocityMeshes ()
 
BitFieldValue< bool, unsigned __int32 > bRenderCustomDepth ()
 
BitFieldValue< bool, unsigned __int32 > bRenderInMainPass ()
 
BitFieldValue< bool, unsigned __int32 > bIsInForeground ()
 
BitFieldValue< bool, unsigned __int32 > HiddenGame_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > DrawInGame_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bReceivesDecals ()
 
BitFieldValue< bool, unsigned __int32 > bOwnerNoSee ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyOwnerSee ()
 
BitFieldValue< bool, unsigned __int32 > bTreatAsBackgroundForOcclusion ()
 
BitFieldValue< bool, unsigned __int32 > bUseAsOccluder ()
 
BitFieldValue< bool, unsigned __int32 > bSelectable ()
 
BitFieldValue< bool, unsigned __int32 > bForceMipStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bHasPerInstanceHitProxies ()
 
BitFieldValue< bool, unsigned __int32 > CastShadow ()
 
BitFieldValue< bool, unsigned __int32 > bAffectDynamicIndirectLighting ()
 
BitFieldValue< bool, unsigned __int32 > bAffectDistanceFieldLighting ()
 
BitFieldValue< bool, unsigned __int32 > bCastDynamicShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastStaticShadow ()
 
BitFieldValue< bool, unsigned __int32 > IgnoreDuringPlanarReflectionPass ()
 
BitFieldValue< bool, unsigned __int32 > bCastVolumetricTranslucentShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastFarShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastInsetShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastShadowAsTwoSided ()
 
BitFieldValue< bool, unsigned __int32 > bLightAsIfStatic ()
 
BitFieldValue< bool, unsigned __int32 > bLightAttachmentsAsGroup ()
 
BitFieldValue< bool, unsigned __int32 > bUseInternalOctree ()
 
BitFieldValue< bool, unsigned __int32 > bUseInternalOctreeOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bRegisteredInternalOctree ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bUseTimeSlicedRBSyncPhysx ()
 
BitFieldValue< bool, unsigned __int32 > bPreventTimeSlicedRBSyncPhysx ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialForce ()
 
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseEditorCompositing ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bMovableUseDynamicDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverAffectNavigation ()
 
BitFieldValue< bool, unsigned __int32 > bNavigationRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bCachedAllCollideableDescendantsRelative ()
 
bool AreSymmetricRotations (FQuat *A, FQuat *B, FVector *Scale3D)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
char GetStaticDepthPriorityGroup ()
 
bool HasValidSettingsForStaticLighting ()
 
void GetLightAndShadowMapMemoryUsage (int *NumInstances, float *BoundsSurfaceArea)
 
bool AreAllCollideableDescendantsRelative (bool bAllowCachedValue)
 
void BeginDestroy ()
 
bool CanCharacterStepUp (APawn *Pawn)
 
bool CanEditSimulatePhysics ()
 
void ClearMoveIgnoreActors ()
 
bool ComponentOverlapComponentImpl (UPrimitiveComponent *PrimComp, FVector Pos, FQuat *Quat, FCollisionQueryParams *Params)
 
void CreatePhysicsState ()
 
void CreateRenderState_Concurrent ()
 
void DestroyPhysicsState ()
 
void DestroyRenderState_Concurrent ()
 
void DispatchBlockingHit (AActor *Owner, FHitResult *BlockingHit)
 
void DispatchOnClicked ()
 
void DispatchOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void DispatchOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void DispatchOnReleased ()
 
void EnsurePhysicsStateCreated ()
 
void FinishDestroy ()
 
ECollisionChannel GetCollisionObjectType ()
 
TArray< TWeakObjectPtr< AActor > > * GetMoveIgnoreActors ()
 
FBoxGetNavigationBounds (FBox *result)
 
void GetOverlappingActors (TArray< AActor * > *OutOverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
bool HasStaticLighting ()
 
bool HasValidPhysicsState ()
 
void IgnoreActorWhenMoving (AActor *Actor, bool bShouldIgnore)
 
void InitSweepCollisionParams (FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
 
void InvalidateLightingCacheDetailed (bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
 
bool IsEditorOnly ()
 
bool IsIgnoringActorWhileMoving (AActor *ForActor)
 
bool IsNavigationRelevant ()
 
bool IsOverlappingActor (AActor *Other)
 
bool IsReadyForFinishDestroy ()
 
bool IsWorldGeometry ()
 
bool LineTraceComponent (FHitResult *OutHit, FVector Start, FVector End, FCollisionQueryParams *Params)
 
bool MoveComponentImpl (FVector *Delta, FQuat *NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
 
bool NeedsLoadForClient ()
 
bool NeedsLoadForServer ()
 
void OnAttachmentChanged ()
 
void OnRegister ()
 
void OnUnregister ()
 
void OnUpdateTransform (bool bSkipPhysicsMove)
 
void PostDuplicate (bool bDuplicateForPIE)
 
void PostLoad ()
 
bool PrimitiveContainsPoint (FVector *Point)
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void SendPhysicsTransform (bool bTeleport)
 
void SendRenderTransform_Concurrent ()
 
void SetAbsoluteMaxDrawScale (bool bInValue)
 
void SetCanEverAffectNavigation (bool bRelevant)
 
void SetCastShadow (bool NewCastShadow)
 
void SetCullDistance (float NewCullDistance)
 
void SetCustomDepthStencilValue (int Value)
 
void SetDepthPriorityGroup (ESceneDepthPriorityGroup NewDepthPriorityGroup)
 
void SetOnlyOwnerSee (bool bNewOnlyOwnerSee)
 
void SetOwnerNoSee (bool bNewOwnerNoSee)
 
void SetRenderCustomDepth (bool bValue)
 
void SetTranslucentSortPriority (int NewTranslucentSortPriority)
 
bool ShouldComponentAddToScene ()
 
bool ShouldCreatePhysicsState ()
 
bool ShouldRenderSelected ()
 
void UpdatePhysicsVolume (bool bTriggerNotifiers)
 
void UpdateTimeSlicing ()
 
bool WasRecentlyVisible ()
 
void AddForce (FVector Force, FName BoneName, bool bAllowSubstepping)
 
void AddForceAtLocation (FVector Force, FVector Location, FName BoneName, bool bAllowSubstepping)
 
void AddImpulse (FVector Impulse, FName BoneName, bool bVelChange)
 
void AddImpulseAtLocation (FVector Impulse, FVector Location, FName BoneName)
 
void AddRadialForce (FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
 
void AddRadialImpulse (FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
 
void AddTorque (FVector Torque, FName BoneName, bool bAllowSubstepping)
 
float CalculateMass (FName __formal)
 
float GetAngularDamping ()
 
FBodyInstanceGetBodyInstance (FName BoneName, bool bGetWelded)
 
FVectorGetCenterOfMass (FVector *result, FName BoneName)
 
ECollisionEnabled::Type GetCollisionEnabled ()
 
FNameGetCollisionProfileName (FName *result)
 
ECollisionResponse GetCollisionResponseToChannel (ECollisionChannel Channel)
 
FCollisionResponseContainerGetCollisionResponseToChannels ()
 
FVectorGetComponentVelocity (FVector *result)
 
float GetDistanceToCollision (FVector *Point, FVector *ClosestPointOnCollision)
 
float GetLinearDamping ()
 
float GetMass ()
 
FVectorGetPhysicsAngularVelocity (FVector *result, FName BoneName)
 
FVectorGetPhysicsLinearVelocity (FVector *result, FName BoneName)
 
FVectorGetPhysicsLinearVelocityAtPoint (FVector *result, FVector Point, FName BoneName)
 
FWalkableSlopeOverride * GetWalkableSlopeOverride ()
 
void GetWeldedBodies (TArray< FBodyInstance * > *OutWeldedBodies, TArray< FName > *OutLabels)
 
bool IsAnyRigidBodyAwake ()
 
bool IsGravityEnabled ()
 
bool IsSimulatingPhysics (FName BoneName)
 
bool K2_LineTraceComponent (FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, FVector *HitLocation, FVector *HitNormal, FName *BoneName)
 
void OnActorEnableCollisionChanged (bool bCheckRecreatePhysicsState)
 
void OnComponentCollisionSettingsChanged ()
 
void PutAllRigidBodiesToSleep ()
 
void PutRigidBodyToSleep (FName BoneName)
 
bool RigidBodyIsAwake (FName BoneName)
 
void SetAllPhysicsAngularVelocity (FVector *NewAngVel, bool bAddToCurrent)
 
void SetAllPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent)
 
void SetAllPhysicsPosition (FVector NewPos)
 
void SetAllPhysicsRotation (FRotator NewRot)
 
void SetAngularDamping (float InDamping)
 
void SetCenterOfMass (FVector CenterOfMassOffset, FName BoneName)
 
void SetCollisionEnabled (ECollisionEnabled::Type NewType)
 
void SetCollisionObjectType (ECollisionChannel Channel)
 
void SetCollisionProfileName (FName InCollisionProfileName)
 
void SetCollisionResponseToAllChannels (ECollisionResponse NewResponse)
 
void SetCollisionResponseToChannel (ECollisionChannel Channel, ECollisionResponse NewResponse)
 
void SetEnableGravity (bool bGravityEnabled)
 
void SetLinearDamping (float InDamping)
 
void SetNotifyRigidBodyCollision (bool bNewNotifyRigidBodyCollision)
 
void SetPhysMaterialOverride (UPhysicalMaterial *NewPhysMaterial)
 
void SetPhysicsAngularVelocity (FVector NewAngVel, bool bAddToCurrent, FName BoneName)
 
void SetPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent, FName BoneName)
 
void SetPhysicsMaxAngularVelocity (float NewMaxAngVel, bool bAddToCurrent, FName BoneName)
 
void SetSimulatePhysics (bool bSimulate)
 
void SyncComponentToRBPhysics ()
 
void UnWeldFromParent ()
 
void UpdatePhysicsToRBChannels ()
 
void WakeAllRigidBodies ()
 
void WeldTo (USceneComponent *InParent, FName InSocketName)
 
bool WeldToImplementation (USceneComponent *InParent, FName ParentSocketName, bool bWeldSimulatedChild)
 
void SetInternalOctreeMask (int InOctreeMask, bool bReregisterWithTree)
 
float & MinDrawDistanceField ()
 
float & MassiveLODSizeOnScreenField ()
 
float & LDMaxDrawDistanceField ()
 
float & CachedMaxDrawDistanceField ()
 
TEnumAsByte< enum ESceneDepthPriorityGroup > & DepthPriorityGroupField ()
 
TEnumAsByte< enum ESceneDepthPriorityGroup > & ViewOwnerDepthPriorityGroupField ()
 
int & CustomDepthStencilValueField ()
 
int & ObjectLayerField ()
 
TEnumAsByte< enum EIndirectLightingCacheQuality > & IndirectLightingCacheQualityField ()
 
bool & bHasCachedStaticLightingField ()
 
bool & bStaticLightingBuildEnqueuedField ()
 
int & TranslucencySortPriorityField ()
 
int & VisibilityIdField ()
 
float & LastPhysxSleepTimeField ()
 
unsigned int & GameThread_OverlapIncrementorField ()
 
unsigned int & GameThread_OverlapIndexMaskField ()
 
int & InternalOctreeMaskField ()
 
float & LpvBiasMultiplierField ()
 
float & OverrideStepHeightField ()
 
FBodyInstanceBodyInstanceField ()
 
float & LastCheckedAllCollideableDescendantsTimeField ()
 
float & BoundsScaleField ()
 
long double & LastSubmitTimeField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TEnumAsByte< enum ECanBeCharacterBase > & CanCharacterStepUpOnField ()
 
TArray< TWeakObjectPtr< AActor > > & MoveIgnoreActorsField ()
 
FComponentBeginOverlapSignature & OnComponentBeginOverlapField ()
 
FComponentEndOverlapSignature & OnComponentEndOverlapField ()
 
FComponentBeginCursorOverSignature & OnBeginCursorOverField ()
 
FComponentEndCursorOverSignature & OnEndCursorOverField ()
 
FComponentOnClickedSignature & OnClickedField ()
 
FComponentOnReleasedSignature & OnReleasedField ()
 
FComponentOnInputTouchBeginSignature & OnInputTouchBeginField ()
 
FComponentOnInputTouchEndSignature & OnInputTouchEndField ()
 
FComponentBeginTouchOverSignature & OnInputTouchEnterField ()
 
FComponentEndTouchOverSignature & OnInputTouchLeaveField ()
 
unsigned int & ProxyMeshIDField ()
 
bool & bIsProxyMeshParentField ()
 
bool & bHasActiveProxyMeshChildrenField ()
 
BitFieldValue< bool, unsigned __int32 > bUseAbsoluteMaxDrawDisatance ()
 
BitFieldValue< bool, unsigned __int32 > bIncludeBoundsRadiusInDrawDistances ()
 
BitFieldValue< bool, unsigned __int32 > bExcludeFromLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bAllowBasedCharacters ()
 
BitFieldValue< bool, unsigned __int32 > bNoEncroachCheck_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bDisableAllRigidBody_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bForceDynamicPhysics ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDamage ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEvents ()
 
BitFieldValue< bool, unsigned __int32 > bForceOverlapEvents ()
 
BitFieldValue< bool, unsigned __int32 > bMultiBodyOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bCheckAsyncSceneOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bTraceComplexOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bReturnMaterialOnMove ()
 
BitFieldValue< bool, unsigned __int32 > bUseViewOwnerDepthPriorityGroup ()
 
BitFieldValue< bool, unsigned __int32 > bAllowCullDistanceVolume ()
 
BitFieldValue< bool, unsigned __int32 > bHasMotionBlurVelocityMeshes ()
 
BitFieldValue< bool, unsigned __int32 > bRenderCustomDepth ()
 
BitFieldValue< bool, unsigned __int32 > bRenderInMainPass ()
 
BitFieldValue< bool, unsigned __int32 > bIsInForeground ()
 
BitFieldValue< bool, unsigned __int32 > HiddenGame_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > DrawInGame_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bReceivesDecals ()
 
BitFieldValue< bool, unsigned __int32 > bOwnerNoSee ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyOwnerSee ()
 
BitFieldValue< bool, unsigned __int32 > bTreatAsBackgroundForOcclusion ()
 
BitFieldValue< bool, unsigned __int32 > bUseAsOccluder ()
 
BitFieldValue< bool, unsigned __int32 > bSelectable ()
 
BitFieldValue< bool, unsigned __int32 > bForceMipStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bHasPerInstanceHitProxies ()
 
BitFieldValue< bool, unsigned __int32 > CastShadow ()
 
BitFieldValue< bool, unsigned __int32 > bAffectDynamicIndirectLighting ()
 
BitFieldValue< bool, unsigned __int32 > bAffectDistanceFieldLighting ()
 
BitFieldValue< bool, unsigned __int32 > bCastDynamicShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastStaticShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastVolumetricTranslucentShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastFarShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastInsetShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastHiddenShadow ()
 
BitFieldValue< bool, unsigned __int32 > bCastShadowAsTwoSided ()
 
BitFieldValue< bool, unsigned __int32 > bLightAsIfStatic ()
 
BitFieldValue< bool, unsigned __int32 > bLightAttachmentsAsGroup ()
 
BitFieldValue< bool, unsigned __int32 > bUseInternalOctree ()
 
BitFieldValue< bool, unsigned __int32 > bUseInternalOctreeOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bRegisteredInternalOctree ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialImpulse ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreRadialForce ()
 
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > AlwaysLoadOnServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseEditorCompositing ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bMovableUseDynamicDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bCanEverAffectNavigation ()
 
BitFieldValue< bool, unsigned __int32 > bNavigationRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bCachedAllCollideableDescendantsRelative ()
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
bool AreSymmetricRotations (FQuat *A, FQuat *B, FVector *Scale3D)
 
char GetStaticDepthPriorityGroup ()
 
bool HasValidSettingsForStaticLighting ()
 
void GetLightAndShadowMapMemoryUsage (int *OutNum, int *OutMax)
 
void DestroyRenderState_Concurrent ()
 
void FinishDestroy ()
 
void InvalidateLightingCacheDetailed (bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
 
bool IsEditorOnly ()
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void CreateRenderState_Concurrent ()
 
void SendRenderTransform_Concurrent ()
 
void OnRegister ()
 
void OnUnregister ()
 
void OnAttachmentChanged ()
 
void CreatePhysicsState ()
 
void OnUpdateTransform (bool bSkipPhysicsMove)
 
void Serialize (FArchive *Ar)
 
void PostLoad ()
 
void PostDuplicate (bool bDuplicateForPIE)
 
bool IsReadyForFinishDestroy ()
 
bool NeedsLoadForClient ()
 
bool NeedsLoadForServer ()
 
void SetOwnerNoSee (bool bNewOwnerNoSee)
 
void SetOnlyOwnerSee (bool bNewOnlyOwnerSee)
 
bool ShouldComponentAddToScene ()
 
bool ShouldCreatePhysicsState ()
 
bool HasValidPhysicsState ()
 
bool ShouldRenderSelected ()
 
void SetCastShadow (bool NewCastShadow)
 
void SetCullDistance (float NewCullDistance)
 
void SetAbsoluteMaxDrawScale (bool bInValue)
 
bool IsWorldGeometry ()
 
ECollisionChannel GetCollisionObjectType ()
 
void InitSweepCollisionParams (FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
 
bool MoveComponentImpl (FVector *Delta, FQuat *NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
 
void DispatchBlockingHit (AActor *Owner, FHitResult *BlockingHit)
 
bool IsNavigationRelevant ()
 
FBoxGetNavigationBounds (FBox *result)
 
void SetCanEverAffectNavigation (bool bRelevant)
 
bool LineTraceComponent (FHitResult *OutHit, FVector Start, FVector End, FCollisionQueryParams *Params)
 
bool ComponentOverlapComponentImpl (UPrimitiveComponent *PrimComp, FVector Pos, FQuat *Quat, FCollisionQueryParams *Params)
 
bool IsOverlappingActor (AActor *Other)
 
void GetOverlappingActors (TArray< AActor * > *OutOverlappingActors, UClass *ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent * > *OutOverlappingComponents)
 
bool AreAllCollideableDescendantsRelative (bool bAllowCachedValue)
 
void IgnoreActorWhenMoving (AActor *Actor, bool bShouldIgnore)
 
TArray< TWeakObjectPtr< AActor > > * GetMoveIgnoreActors ()
 
void UpdatePhysicsVolume (bool bTriggerNotifiers)
 
void DispatchOnClicked ()
 
void DispatchOnReleased ()
 
void DispatchOnInputTouchBegin (ETouchIndex::Type FingerIndex)
 
void DispatchOnInputTouchEnd (ETouchIndex::Type FingerIndex)
 
void SetRenderCustomDepth (bool bValue)
 
void SetCollisionResponseSet (FCollisionResponseSet *Col)
 
void SetCustomDepthStencilValue (int Value)
 
bool CanCharacterStepUp (APawn *Pawn)
 
bool CanEditSimulatePhysics ()
 
void SetSimulatePhysics (bool bSimulate)
 
void AddImpulse (FVector Impulse, FName BoneName, bool bVelChange)
 
void AddImpulseAtLocation (FVector Impulse, FVector Location, FName BoneName)
 
void AddRadialImpulse (FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
 
void AddForce (FVector Force, FName BoneName)
 
void AddForceAtLocation (FVector Force, FVector Location, FName BoneName)
 
void AddRadialForce (FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
 
void SetPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent, FName BoneName)
 
FVectorGetPhysicsLinearVelocity (FVector *result, FName BoneName)
 
void SetAllPhysicsLinearVelocity (FVector NewVel, bool bAddToCurrent)
 
void SetPhysicsAngularVelocity (FVector NewAngVel, bool bAddToCurrent, FName BoneName)
 
FVectorGetPhysicsAngularVelocity (FVector *result, FName BoneName)
 
void SetAllPhysicsAngularVelocity (FVector *NewAngVel, bool bAddToCurrent)
 
void SetAllPhysicsPosition (FVector NewPos)
 
void SetAllPhysicsRotation (FRotator NewRot)
 
void WakeRigidBody (FName BoneName)
 
void WakeAllRigidBodies ()
 
void SetEnableGravity (bool bGravityEnabled)
 
bool IsGravityEnabled ()
 
void SetLinearDamping (float InDamping)
 
float GetLinearDamping ()
 
void SetAngularDamping (float InDamping)
 
float GetAngularDamping ()
 
float GetMass ()
 
float CalculateMass (FName __formal)
 
void PutRigidBodyToSleep (FName BoneName)
 
void PutAllRigidBodiesToSleep ()
 
bool RigidBodyIsAwake (FName BoneName)
 
bool IsAnyRigidBodyAwake ()
 
void SetNotifyRigidBodyCollision (bool bNewNotifyRigidBodyCollision)
 
void SetPhysMaterialOverride (UPhysicalMaterial *NewPhysMaterial)
 
void SyncComponentToRBPhysics ()
 
void GetWeldedBodies (TArray< FBodyInstance * > *OutWeldedBodies, TArray< FName > *OutLabels)
 
void WeldTo (USceneComponent *InParent, FName InSocketName)
 
void UnWeldFromParent ()
 
FBodyInstanceGetBodyInstance (FName BoneName, bool bGetWelded)
 
float GetDistanceToCollision (FVector *Point, FVector *ClosestPointOnCollision)
 
bool IsSimulatingPhysics (FName BoneName)
 
FVectorGetComponentVelocity (FVector *result)
 
void SetCollisionObjectType (ECollisionChannel Channel)
 
void SetCollisionResponseToChannel (ECollisionChannel Channel, ECollisionResponse NewResponse)
 
void SetCollisionResponseToAllChannels (ECollisionResponse NewResponse)
 
void SetCollisionEnabled (ECollisionEnabled::Type NewType)
 
void SetCollisionProfileName (FName InCollisionProfileName)
 
FNameGetCollisionProfileName (FName *result)
 
void OnActorEnableCollisionChanged ()
 
void OnComponentCollisionSettingsChanged ()
 
bool K2_LineTraceComponent (FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, FVector *HitLocation, FVector *HitNormal, FName *BoneName)
 
ECollisionEnabled::Type GetCollisionEnabled ()
 
ECollisionResponse GetCollisionResponseToChannel (ECollisionChannel Channel)
 
void UpdatePhysicsToRBChannels ()
 
void SetInternalOctreeMask (int InOctreeMask, bool bReregisterWithTree)
 
- Public Member Functions inherited from USceneComponent
FTransformComponentToWorldField ()
 
TEnumAsByte< enum EComponentMobility::Type > & MobilityField ()
 
FBoxSphereBoundsBoundsField ()
 
USceneComponentAttachParentField ()
 
FNameAttachSocketNameField ()
 
TArray< USceneComponent * > AttachChildrenField ()
 
FVectorRelativeLocationField ()
 
FRotatorRelativeRotationField ()
 
TEnumAsByte< enum EDetailMode > & DetailModeField ()
 
int & AttachmentChangedIncrementerField ()
 
bool & NetUpdateTransformField ()
 
USceneComponentNetOldAttachParentField ()
 
FNameNetOldAttachSocketNameField ()
 
FVectorRelativeScale3DField ()
 
FVectorComponentVelocityField ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresCustomLocation ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteLocation ()
 
BitFieldValue< bool, unsigned __int32 > bAllowActorUpdateCallback ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteTranslation_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteRotation ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteScale ()
 
BitFieldValue< bool, unsigned __int32 > bVisible ()
 
BitFieldValue< bool, unsigned __int32 > bHiddenInGame ()
 
BitFieldValue< bool, unsigned __int32 > bAttachedSoundsForceHighPriority ()
 
BitFieldValue< bool, unsigned __int32 > bShouldUpdatePhysicsVolume ()
 
BitFieldValue< bool, unsigned __int32 > bUpdateChildOverlaps ()
 
BitFieldValue< bool, unsigned __int32 > bBoundsChangeTriggersStreamingDataRebuild ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachParentBound ()
 
BitFieldValue< bool, unsigned __int32 > bWorldToComponentUpdated ()
 
BitFieldValue< bool, unsigned __int32 > bClientSyncAlwaysUpdatePhysicsCollision ()
 
FVectorGetCustomLocation (FVector *result)
 
void OnChildAttached (USceneComponent *ChildComponent)
 
void AddLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddLocalTransform (FTransform *DeltaTransform, bool bSweep)
 
void AddWorldOffset (FVector DeltaLocation, bool bSweep)
 
void AddWorldRotation (FRotator DeltaRotation, bool bSweep)
 
void AddWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
void AppendDescendants (TArray< USceneComponent * > *Children)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
void AttachTo (USceneComponent *Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies)
 
void BeginDestroy ()
 
void CalcBoundingCylinder (float *CylinderRadius, float *CylinderHalfHeight)
 
FBoxSphereBoundsCalcBounds (FBoxSphereBounds *result, FTransform *LocalToWorld)
 
FTransformCalcNewComponentToWorld (FTransform *result, FTransform *NewRelativeTransform, USceneComponent *Parent)
 
bool CanEverRender ()
 
void DestroyComponent ()
 
void DetachFromParent (bool bMaintainWorldPosition)
 
unsigned __int64 GetAttachParent ()
 
USceneComponentGetAttachmentRoot ()
 
AActorGetAttachmentRootActor ()
 
USceneComponentGetChildComponent (int ChildIndex)
 
void GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent * > *Children)
 
FCollisionResponseContainerGetCollisionResponseToChannels ()
 
FVectorGetComponentVelocity (FVector *result)
 
FVectorGetForwardVector (FVector *result)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
FVectorGetMeshScaleMultiplier (FVector *result)
 
int GetNumChildrenComponents ()
 
void GetParentComponents (TArray< USceneComponent * > *Parents)
 
FBoxSphereBoundsGetPlacementExtent (FBoxSphereBounds *result)
 
FTransformGetRelativeTransform (FTransform *result)
 
FVectorGetRightVector (FVector *result)
 
FVectorGetSocketLocation (FVector *result, FName SocketName)
 
FQuat * GetSocketQuaternion (FQuat *result, FName SocketName)
 
FRotatorGetSocketRotation (FRotator *result, FName SocketName)
 
FTransformGetSocketTransform (FTransform *result, FName SocketName, ERelativeTransformSpace TransformSpace)
 
void GetSocketWorldLocationAndRotation (FName InSocketName, FVector *OutLocation, FQuat *OutRotation)
 
void GetSocketWorldLocationAndRotation (FName InSocketName, FVector *OutLocation, FRotator *OutRotation)
 
FVectorGetUpVector (FVector *result)
 
FVectorGetWorldLocation (FVector *result)
 
bool InternalSetWorldLocationAndRotation (FVector NewLocation, FQuat *RotationQuat, bool bNoPhysics)
 
bool IsAnySimulatingPhysics ()
 
bool IsAttachedTo (USceneComponent *TestComp)
 
bool IsDeferringMovementUpdates ()
 
bool IsVisible ()
 
bool IsVisibleInEditor ()
 
void K2_AttachTo (USceneComponent *InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, bool bWeldSimulatedBodies)
 
FRotatorK2_GetComponentRotation (FRotator *result)
 
FVectorK2_GetComponentScale (FVector *result)
 
FTransformK2_GetComponentToWorld (FTransform *result)
 
bool MoveComponentImpl (FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
 
void OnRegister ()
 
void OnRep_Transform ()
 
void OnRep_Visibility (bool OldValue)
 
void PostInterpChange (UProperty *PropertyThatChanged)
 
void PostNetReceive ()
 
void PreNetReceive ()
 
void ResetRelativeTransform ()
 
void SetAbsolute (bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
 
void SetHiddenInGame (bool NewHiddenGame, bool bPropagateToChildren)
 
void SetMobility (EComponentMobility::Type NewMobility)
 
void SetRelativeLocationAndRotation (FVector NewLocation, FQuat *NewRotation, bool bSweep)
 
void SetRelativeScale3D (FVector NewScale3D)
 
void SetRelativeTransform (FTransform *NewTransform, bool bSweep)
 
void SetVisibility (bool bNewVisibility, bool bPropagateToChildren)
 
void SetWorldLocation (FVector NewLocation, bool bSweep)
 
void SetWorldLocationAndRotation (FVector NewLocation, FQuat *NewRotation, bool bSweep)
 
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep)
 
void SetWorldLocationAndRotationNoPhysics (FVector *NewLocation, FRotator *NewRotation)
 
void SetWorldRotation (FQuat *NewRotation, bool bSweep)
 
void SetWorldScale3D (FVector NewScale)
 
void SetWorldTransform (FTransform *NewTransform, bool bSweep)
 
bool ShouldComponentAddToScene ()
 
bool ShouldRender ()
 
void SnapTo (USceneComponent *Parent, FName InSocketName)
 
void StopSound (USoundBase *SoundToStop, float FadeOutTime)
 
void ToggleVisibility (bool bPropagateToChildren)
 
void UpdateBounds ()
 
void UpdateChildTransforms ()
 
void UpdateComponentToWorld (bool bSkipPhysicsMove)
 
void UpdateComponentToWorldWithParent (USceneComponent *Parent, bool bSkipPhysicsMove, FQuat *RelativeRotationQuat)
 
void UpdateNavigationData ()
 
void UpdatePhysicsVolume (bool bTriggerNotifiers)
 
FTransformComponentToWorldField ()
 
TEnumAsByte< enum EComponentMobility::Type > & MobilityField ()
 
FBoxSphereBoundsBoundsField ()
 
USceneComponentAttachParentField ()
 
FNameAttachSocketNameField ()
 
TArray< USceneComponent * > AttachChildrenField ()
 
FVectorRelativeLocationField ()
 
FRotatorRelativeRotationField ()
 
TEnumAsByte< enum EDetailMode > & DetailModeField ()
 
int & AttachmentChangedIncrementerField ()
 
bool & NetUpdateTransformField ()
 
USceneComponentNetOldAttachParentField ()
 
FNameNetOldAttachSocketNameField ()
 
FVectorRelativeScale3DField ()
 
FVectorComponentVelocityField ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresCustomLocation ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteLocation ()
 
BitFieldValue< bool, unsigned __int32 > bAllowActorUpdateCallback ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteTranslation_DEPRECATED ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteRotation ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteScale ()
 
BitFieldValue< bool, unsigned __int32 > bVisible ()
 
BitFieldValue< bool, unsigned __int32 > bHiddenInGame ()
 
BitFieldValue< bool, unsigned __int32 > bAttachedSoundsForceHighPriority ()
 
BitFieldValue< bool, unsigned __int32 > bShouldUpdatePhysicsVolume ()
 
BitFieldValue< bool, unsigned __int32 > bUpdateChildOverlaps ()
 
BitFieldValue< bool, unsigned __int32 > bBoundsChangeTriggersStreamingDataRebuild ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachParentBound ()
 
BitFieldValue< bool, unsigned __int32 > bWorldToComponentUpdated ()
 
BitFieldValue< bool, unsigned __int32 > bClientSyncAlwaysUpdatePhysicsCollision ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreParentTransformUpdate ()
 
void OnChildAttached (USceneComponent *ChildComponent)
 
FVectorGetCustomLocation (FVector *result)
 
bool IsCollisionEnabled ()
 
TArray< FName > * GetAllSocketNames (TArray< FName > *result)
 
FVectorGetForwardVector (FVector *result)
 
FTransformCalcNewComponentToWorld (FTransform *result, FTransform *NewRelativeTransform, USceneComponent *Parent)
 
void UpdateComponentToWorldWithParent (USceneComponent *Parent, bool bSkipPhysicsMove, FQuat *RelativeRotationQuat)
 
void OnRegister ()
 
void UpdateComponentToWorld (bool bSkipPhysicsMove)
 
void PropagateTransformUpdate (bool bTransformChanged, bool bSkipPhysicsMove)
 
void DestroyComponent ()
 
FBoxSphereBoundsCalcBounds (FBoxSphereBounds *result, FTransform *LocalToWorld)
 
void CalcBoundingCylinder (float *CylinderRadius, float *CylinderHalfHeight)
 
void UpdateBounds ()
 
void SetRelativeLocationAndRotation (FVector NewLocation, FQuat *NewRotation, bool bSweep)
 
void AddLocalOffset (FVector DeltaLocation, bool bSweep)
 
void AddLocalRotation (FRotator DeltaRotation, bool bSweep)
 
void AddLocalTransform (FTransform *DeltaTransform, bool bSweep)
 
void AddWorldTransform (FTransform *DeltaTransform, bool bSweep)
 
void SetRelativeScale3D (FVector NewScale3D)
 
void ResetRelativeTransform ()
 
void SetRelativeTransform (FTransform *NewTransform, bool bSweep)
 
FTransformGetRelativeTransform (FTransform *result)
 
void SetWorldLocation (FVector NewLocation, bool bSweep)
 
void SetWorldRotation (FQuat *NewRotation, bool bSweep)
 
void SetWorldScale3D (FVector NewScale)
 
void SetWorldTransform (FTransform *NewTransform, bool bSweep)
 
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep)
 
void SetWorldLocationAndRotation (FVector NewLocation, FQuat *NewRotation, bool bSweep)
 
void SetWorldLocationAndRotationNoPhysics (FVector *NewLocation, FRotator *NewRotation)
 
void SetAbsolute (bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
 
FVectorGetRightVector (FVector *result)
 
FVectorGetUpVector (FVector *result)
 
USceneComponentGetAttachParent ()
 
void GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent * > *Children)
 
void AppendDescendants (TArray< USceneComponent * > *Children)
 
void AttachTo (USceneComponent *Parent, FName InSocketName, EAttachLocation::Type AttachType, bool bWeldSimulatedBodies)
 
void DetachFromParent (bool bMaintainWorldPosition)
 
FVectorGetMeshScaleMultiplier (FVector *result)
 
FTransformGetBaseToWorldTransform (FTransform *result)
 
AActorGetAttachmentRootActor ()
 
void UpdateChildTransforms ()
 
void Serialize (FArchive *Ar)
 
void PostInterpChange (UProperty *PropertyThatChanged)
 
FTransformGetSocketTransform (FTransform *result, FName SocketName, ERelativeTransformSpace TransformSpace)
 
FVectorGetSocketLocation (FVector *result, FName SocketName)
 
FRotatorGetSocketRotation (FRotator *result, FName SocketName)
 
FQuat * GetSocketQuaternion (FQuat *result, FName SocketName)
 
FVectorGetComponentVelocity (FVector *result)
 
void GetSocketWorldLocationAndRotation (FName InSocketName, FVector *OutLocation, FRotator *OutRotation)
 
FCollisionResponseContainerGetCollisionResponseToChannels ()
 
void SetMobility (EComponentMobility::Type NewMobility)
 
bool IsAnySimulatingPhysics ()
 
void UpdatePhysicsVolume (bool bTriggerNotifiers)
 
void BeginDestroy ()
 
bool InternalSetWorldLocationAndRotation (FVector NewLocation, FQuat *RotationQuat, bool bNoPhysics)
 
bool MoveComponentImpl (FVector *Delta, FQuat *NewRotation, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, bool bUpdateOverlaps)
 
bool IsVisibleInEditor ()
 
bool ShouldRender ()
 
bool CanEverRender ()
 
bool IsVisible ()
 
void SetVisibility (bool bNewVisibility, bool bPropagateToChildren)
 
void SetHiddenInGame (bool NewHiddenGame, bool bPropagateToChildren)
 
void ApplyWorldOffset (FVector *InOffset, bool bWorldShift)
 
FBoxSphereBoundsGetPlacementExtent (FBoxSphereBounds *result)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
void StopSound (USoundBase *SoundToStop, float FadeOutTime)
 
FVectorGetWorldLocation (FVector *result)
 
- Public Member Functions inherited from UActorComponent
TArray< FName > & ComponentTagsField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
AActorCachedOwnerField ()
 
UWorldWorldField ()
 
BitFieldValue< bool, unsigned __int32 > bRegistered ()
 
BitFieldValue< bool, unsigned __int32 > bRenderStateDirty ()
 
BitFieldValue< bool, unsigned __int32 > bRenderTransformDirty ()
 
BitFieldValue< bool, unsigned __int32 > bRenderDynamicDataDirty ()
 
BitFieldValue< bool, unsigned __int32 > bAutoRegister ()
 
BitFieldValue< bool, unsigned __int32 > bTickInEditor ()
 
BitFieldValue< bool, unsigned __int32 > bNeverNeedsRenderUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bAllowConcurrentTick ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedByConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bAutoActivate ()
 
BitFieldValue< bool, unsigned __int32 > bIsActive ()
 
BitFieldValue< bool, unsigned __int32 > bWantsInitializeComponent ()
 
BitFieldValue< bool, unsigned __int32 > bHasBeenCreated ()
 
BitFieldValue< bool, unsigned __int32 > bHasBeenInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysReplicatePropertyConditional ()
 
BitFieldValue< bool, unsigned __int32 > bStasisPreventUnregister ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bHasCachedOwner ()
 
BitFieldValue< bool, unsigned __int32 > bRenderStateCreated ()
 
BitFieldValue< bool, unsigned __int32 > bPhysicsStateCreated ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bNetAddressable ()
 
bool AllowRegisterWithWorld (UWorld *InWorld)
 
void Activate (bool bReset)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void BPTickComponent (float DeltaTime)
 
void BeginDestroy ()
 
bool ComponentHasTag (FName Tag)
 
void CreatePhysicsState ()
 
void CreateRenderState_Concurrent ()
 
void Deactivate ()
 
void DestroyComponent ()
 
void DestroyPhysicsState ()
 
void DestroyRenderState_Concurrent ()
 
void DoDeferredRenderUpdates_Concurrent ()
 
void ExecuteRegisterEvents ()
 
void ExecuteUnregisterEvents ()
 
ULevelGetComponentLevel ()
 
bool GetIsReplicated ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
AActorGetOwner ()
 
FStringGetReadableName (FString *result)
 
UWorldGetWorld ()
 
void InitializeComponent ()
 
bool IsComponentTickEnabled ()
 
bool IsNameStableForNetworking ()
 
bool IsNetSimulating ()
 
bool IsOwnerSelected ()
 
bool IsActive ()
 
bool IsSupportedForNetworking ()
 
void MarkForNeededEndOfFrameRecreate ()
 
void MarkForNeededEndOfFrameUpdate ()
 
void MarkRenderDynamicDataDirty ()
 
void MarkRenderStateDirty ()
 
void MarkRenderTransformDirty ()
 
bool NeedsLoadForClient ()
 
bool NeedsLoadForServer ()
 
void OnComponentCreated ()
 
void OnComponentDestroyed ()
 
void OnRegister ()
 
void OnRep_IsActive ()
 
void PostInitProperties ()
 
void PostRename (UObject *OldOuter, FName OldName)
 
void RecreatePhysicsState (bool bRestoreBoneTransforms)
 
void RecreateRenderState_Concurrent ()
 
void RegisterComponent ()
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void RegisterComponentWithWorld (UWorld *InWorld)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void ReregisterComponent ()
 
void SendRenderDynamicData_Concurrent ()
 
void SendRenderTransform_Concurrent ()
 
void SetActive (bool bNewActive, bool bReset)
 
void SetComponentTickEnabled (bool bEnabled)
 
void SetComponentTickEnabledAsync (bool bEnabled)
 
void SetIsReplicated (bool ShouldReplicate)
 
void SetNetAddressable ()
 
bool ShouldActivate ()
 
void ToggleActive ()
 
void UninitializeComponent ()
 
void UnregisterComponent ()
 
void FailedToRegisterWithWorld (UObject *Object)
 
TArray< FName > & ComponentTagsField ()
 
TArray< UAssetUserData * > AssetUserDataField ()
 
FNameCustomTagField ()
 
int & CustomDataField ()
 
AActorCachedOwnerField ()
 
UWorldWorldField ()
 
BitFieldValue< bool, unsigned __int32 > bRegistered ()
 
BitFieldValue< bool, unsigned __int32 > bRenderStateDirty ()
 
BitFieldValue< bool, unsigned __int32 > bRenderTransformDirty ()
 
BitFieldValue< bool, unsigned __int32 > bRenderDynamicDataDirty ()
 
BitFieldValue< bool, unsigned __int32 > bAutoRegister ()
 
BitFieldValue< bool, unsigned __int32 > bTickInEditor ()
 
BitFieldValue< bool, unsigned __int32 > bNeverNeedsRenderUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bAllowConcurrentTick ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedByConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bAutoActivate ()
 
BitFieldValue< bool, unsigned __int32 > bIsActive ()
 
BitFieldValue< bool, unsigned __int32 > bWantsInitializeComponent ()
 
BitFieldValue< bool, unsigned __int32 > bHasBeenCreated ()
 
BitFieldValue< bool, unsigned __int32 > bHasBeenInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysReplicatePropertyConditional ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnComponentTick ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnComponentDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bHasCachedOwner ()
 
BitFieldValue< bool, unsigned __int32 > bRenderStateCreated ()
 
BitFieldValue< bool, unsigned __int32 > bPhysicsStateCreated ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bNetAddressable ()
 
void InvalidateLightingCache ()
 
bool IsPhysicsStateCreated ()
 
void PostInitProperties ()
 
void PostRename (UObject *OldOuter, FName OldName)
 
AActorGetOwner ()
 
UWorldGetWorld ()
 
bool ComponentHasTag (FName Tag)
 
FStringGetReadableName (FString *result)
 
void BeginDestroy ()
 
bool NeedsLoadForClient ()
 
bool NeedsLoadForServer ()
 
void OnRegister ()
 
void InitializeComponent ()
 
void UninitializeComponent ()
 
void SetComponentTickEnabled (bool bEnabled)
 
void SetComponentTickEnabledAsync (bool bEnabled)
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void RegisterComponentWithWorld (UWorld *InWorld)
 
void RegisterComponent ()
 
void UnregisterComponent ()
 
void DestroyComponent ()
 
void OnComponentCreated ()
 
void OnComponentDestroyed ()
 
void CreateRenderState_Concurrent ()
 
void SendRenderTransform_Concurrent ()
 
void SendRenderDynamicData_Concurrent ()
 
void DestroyRenderState_Concurrent ()
 
void CreatePhysicsState ()
 
void DestroyPhysicsState ()
 
void ExecuteRegisterEvents ()
 
void ExecuteUnregisterEvents ()
 
void ReregisterComponent ()
 
void RecreateRenderState_Concurrent ()
 
void RecreatePhysicsState (bool bRestoreBoneTransforms)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void DoDeferredRenderUpdates_Concurrent ()
 
void MarkRenderDynamicDataDirty ()
 
void MarkForNeededEndOfFrameUpdate ()
 
void MarkForNeededEndOfFrameRecreate ()
 
void Activate (bool bReset)
 
void Deactivate ()
 
bool ShouldActivate ()
 
void SetActive (bool bNewActive, bool bReset)
 
void ToggleActive ()
 
bool IsActive ()
 
void AddAssetUserData (UAssetUserData *InUserData)
 
UAssetUserDataGetAssetUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass)
 
void RemoveUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass)
 
void SetNetAddressable ()
 
bool IsNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void SetIsReplicated (bool ShouldReplicate)
 
bool GetIsReplicated ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
bool AlwaysReplicatePropertyConditional (UProperty *forProperty)
 
void AddedAsPrimalItemAttachment ()
 
- Public Member Functions inherited from UObject
void ExecuteUbergraph (int EntryPoint)
 
bool AreAllOuterObjectsValid ()
 
FNameGetExporterName (FName *result)
 
FStringGetDetailedInfoInternal (FString *result)
 
UObjectGetArchetype ()
 
bool IsBasedOnArchetype (UObject *const SomeObject)
 
bool IsInBlueprint ()
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void LoadLocalized (UObject *LocBase, bool bLoadHierachecally)
 
void LocalizeProperty (UObject *LocBase, TArray< FString > *PropertyTagChain, UProperty *const BaseProperty, UProperty *const Property, void *const ValueAddress)
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
bool Modify (bool bAlwaysMarkDirty)
 
bool IsSelected ()
 
void CollectDefaultSubobjects (TArray< UObject * > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjectsInternal ()
 
bool IsAsset ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, UProperty *PropertyToLoad)
 
void ConditionalShutdownAfterError ()
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
UFunctionFindFunctionChecked (FName InName)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
 __declspec (dllexport) UProperty *FindProperty(FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
int GetLinkerUE4Version ()
 
int GetLinkerLicenseeUE4Version ()
 
FStringGetPathName (FString *result, UObject *StopOuter)
 
void GetPathName (UObject *StopOuter, FString *ResultString)
 
FStringGetFullName (FString *result, UObject *StopOuter)
 
void MarkPackageDirty ()
 
bool IsIn (UObject *SomeOuter)
 
bool IsA (UClass *SomeBase)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
EObjectFlagsObjectFlagsField ()
 
int & InternalIndexField ()
 
UClassClassField ()
 
FNameNameField ()
 
UObjectOuterField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
void Register (const wchar_t *PackageName, const wchar_t *InName)
 

Static Public Member Functions

static void DispatchMouseOverEvents (UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
 
static void DispatchTouchOverEvents (ETouchIndex::Type FingerIndex, UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
 
static float GetRBSync_StartDistance ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesUPrimitiveComponent ()
 
static UClassGetPrivateStaticClass ()
 
static void DispatchMouseOverEvents (UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
 
static void DispatchTouchOverEvents (ETouchIndex::Type FingerIndex, UPrimitiveComponent *CurrentComponent, UPrimitiveComponent *NewComponent)
 
static void StaticRegisterNativesUPrimitiveComponent ()
 
- Static Public Member Functions inherited from USceneComponent
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesUSceneComponent ()
 
static UClassStaticClass ()
 
static void StaticRegisterNativesUSceneComponent ()
 
- Static Public Member Functions inherited from UActorComponent
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
static void StaticRegisterNativesUActorComponent ()
 
- Static Public Member Functions inherited from UObject
static UClassGetPrivateStaticClass ()
 
static UClassStaticClass ()
 
static UObjectGetArchetypeFromRequiredInfo (UClass *Class, UObject *Outer, FName Name, bool bIsCDO)
 
- Static Public Member Functions inherited from UObjectBase
static void EmitBaseReferences (UClass *RootClass)
 

Detailed Description

Definition at line 571 of file Actor.h.

Member Function Documentation

◆ AddForce() [1/2]

void UPrimitiveComponent::AddForce ( FVector Force,
FName BoneName )
inline

Definition at line 695 of file Actor.h.

◆ AddForce() [2/2]

void UPrimitiveComponent::AddForce ( FVector Force,
FName BoneName,
bool bAllowSubstepping )
inline

Definition at line 763 of file Actor.h.

◆ AddForceAtLocation() [1/2]

void UPrimitiveComponent::AddForceAtLocation ( FVector Force,
FVector Location,
FName BoneName )
inline

Definition at line 696 of file Actor.h.

◆ AddForceAtLocation() [2/2]

void UPrimitiveComponent::AddForceAtLocation ( FVector Force,
FVector Location,
FName BoneName,
bool bAllowSubstepping )
inline

Definition at line 764 of file Actor.h.

◆ AddImpulse() [1/2]

void UPrimitiveComponent::AddImpulse ( FVector Impulse,
FName BoneName,
bool bVelChange )
inline

Definition at line 692 of file Actor.h.

◆ AddImpulse() [2/2]

void UPrimitiveComponent::AddImpulse ( FVector Impulse,
FName BoneName,
bool bVelChange )
inline

Definition at line 765 of file Actor.h.

◆ AddImpulseAtLocation() [1/2]

void UPrimitiveComponent::AddImpulseAtLocation ( FVector Impulse,
FVector Location,
FName BoneName )
inline

Definition at line 693 of file Actor.h.

◆ AddImpulseAtLocation() [2/2]

void UPrimitiveComponent::AddImpulseAtLocation ( FVector Impulse,
FVector Location,
FName BoneName )
inline

Definition at line 766 of file Actor.h.

◆ AddRadialForce() [1/2]

void UPrimitiveComponent::AddRadialForce ( FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff )
inline

Definition at line 697 of file Actor.h.

◆ AddRadialForce() [2/2]

void UPrimitiveComponent::AddRadialForce ( FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff )
inline

Definition at line 767 of file Actor.h.

◆ AddRadialImpulse() [1/2]

void UPrimitiveComponent::AddRadialImpulse ( FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff,
bool bVelChange )
inline

Definition at line 694 of file Actor.h.

◆ AddRadialImpulse() [2/2]

void UPrimitiveComponent::AddRadialImpulse ( FVector Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff,
bool bVelChange )
inline

Definition at line 768 of file Actor.h.

◆ AddTorque()

void UPrimitiveComponent::AddTorque ( FVector Torque,
FName BoneName,
bool bAllowSubstepping )
inline

Definition at line 769 of file Actor.h.

◆ AlwaysLoadOnClient() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::AlwaysLoadOnClient ( )
inline

Definition at line 619 of file Actor.h.

◆ AlwaysLoadOnClient() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::AlwaysLoadOnClient ( )
inline

Definition at line 681 of file Actor.h.

◆ AlwaysLoadOnServer() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::AlwaysLoadOnServer ( )
inline

Definition at line 620 of file Actor.h.

◆ AlwaysLoadOnServer() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::AlwaysLoadOnServer ( )
inline

Definition at line 682 of file Actor.h.

◆ AreAllCollideableDescendantsRelative() [1/2]

bool UPrimitiveComponent::AreAllCollideableDescendantsRelative ( bool bAllowCachedValue)
inline

Definition at line 676 of file Actor.h.

◆ AreAllCollideableDescendantsRelative() [2/2]

bool UPrimitiveComponent::AreAllCollideableDescendantsRelative ( bool bAllowCachedValue)
inline

Definition at line 697 of file Actor.h.

◆ AreSymmetricRotations() [1/2]

bool UPrimitiveComponent::AreSymmetricRotations ( FQuat * A,
FQuat * B,
FVector * Scale3D )
inline

Definition at line 631 of file Actor.h.

◆ AreSymmetricRotations() [2/2]

bool UPrimitiveComponent::AreSymmetricRotations ( FQuat * A,
FQuat * B,
FVector * Scale3D )
inline

Definition at line 692 of file Actor.h.

◆ bAffectDistanceFieldLighting() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAffectDistanceFieldLighting ( )
inline

Definition at line 604 of file Actor.h.

◆ bAffectDistanceFieldLighting() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAffectDistanceFieldLighting ( )
inline

Definition at line 662 of file Actor.h.

◆ bAffectDynamicIndirectLighting() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAffectDynamicIndirectLighting ( )
inline

Definition at line 603 of file Actor.h.

◆ bAffectDynamicIndirectLighting() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAffectDynamicIndirectLighting ( )
inline

Definition at line 661 of file Actor.h.

◆ bAllowBasedCharacters() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAllowBasedCharacters ( )
inline

Definition at line 574 of file Actor.h.

◆ bAllowBasedCharacters() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAllowBasedCharacters ( )
inline

Definition at line 628 of file Actor.h.

◆ bAllowCullDistanceVolume() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAllowCullDistanceVolume ( )
inline

Definition at line 587 of file Actor.h.

◆ bAllowCullDistanceVolume() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAllowCullDistanceVolume ( )
inline

Definition at line 645 of file Actor.h.

◆ bAlwaysCreatePhysicsState() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAlwaysCreatePhysicsState ( )
inline

Definition at line 579 of file Actor.h.

◆ bAlwaysCreatePhysicsState() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bAlwaysCreatePhysicsState ( )
inline

Definition at line 637 of file Actor.h.

◆ bCachedAllCollideableDescendantsRelative() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCachedAllCollideableDescendantsRelative ( )
inline

Definition at line 626 of file Actor.h.

◆ bCachedAllCollideableDescendantsRelative() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCachedAllCollideableDescendantsRelative ( )
inline

Definition at line 688 of file Actor.h.

◆ bCanEverAffectNavigation() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCanEverAffectNavigation ( )
inline

Definition at line 624 of file Actor.h.

◆ bCanEverAffectNavigation() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCanEverAffectNavigation ( )
inline

Definition at line 686 of file Actor.h.

◆ bCastDynamicShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastDynamicShadow ( )
inline

Definition at line 605 of file Actor.h.

◆ bCastDynamicShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastDynamicShadow ( )
inline

Definition at line 663 of file Actor.h.

◆ bCastFarShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastFarShadow ( )
inline

Definition at line 608 of file Actor.h.

◆ bCastFarShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastFarShadow ( )
inline

Definition at line 667 of file Actor.h.

◆ bCastHiddenShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastHiddenShadow ( )
inline

Definition at line 610 of file Actor.h.

◆ bCastHiddenShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastHiddenShadow ( )
inline

Definition at line 669 of file Actor.h.

◆ bCastInsetShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastInsetShadow ( )
inline

Definition at line 609 of file Actor.h.

◆ bCastInsetShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastInsetShadow ( )
inline

Definition at line 668 of file Actor.h.

◆ bCastShadowAsTwoSided() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastShadowAsTwoSided ( )
inline

Definition at line 611 of file Actor.h.

◆ bCastShadowAsTwoSided() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastShadowAsTwoSided ( )
inline

Definition at line 670 of file Actor.h.

◆ bCastStaticShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastStaticShadow ( )
inline

Definition at line 606 of file Actor.h.

◆ bCastStaticShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastStaticShadow ( )
inline

Definition at line 664 of file Actor.h.

◆ bCastVolumetricTranslucentShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastVolumetricTranslucentShadow ( )
inline

Definition at line 607 of file Actor.h.

◆ bCastVolumetricTranslucentShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCastVolumetricTranslucentShadow ( )
inline

Definition at line 666 of file Actor.h.

◆ bCheckAsyncSceneOnMove() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCheckAsyncSceneOnMove ( )
inline

Definition at line 583 of file Actor.h.

◆ bCheckAsyncSceneOnMove() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bCheckAsyncSceneOnMove ( )
inline

Definition at line 641 of file Actor.h.

◆ bClimbable()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bClimbable ( )
inline

Definition at line 676 of file Actor.h.

◆ bDisableAllRigidBody_DEPRECATED() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bDisableAllRigidBody_DEPRECATED ( )
inline

Definition at line 576 of file Actor.h.

◆ bDisableAllRigidBody_DEPRECATED() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bDisableAllRigidBody_DEPRECATED ( )
inline

Definition at line 634 of file Actor.h.

◆ BeginDestroy()

void UPrimitiveComponent::BeginDestroy ( )
inline

Definition at line 698 of file Actor.h.

◆ bExcludeFromLevelBounds() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bExcludeFromLevelBounds ( )
inline

Definition at line 572 of file Actor.h.

◆ bExcludeFromLevelBounds() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bExcludeFromLevelBounds ( )
inline

Definition at line 626 of file Actor.h.

◆ bForceDynamicPhysics() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceDynamicPhysics ( )
inline

Definition at line 577 of file Actor.h.

◆ bForceDynamicPhysics() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceDynamicPhysics ( )
inline

Definition at line 635 of file Actor.h.

◆ bForceExcludeFromGlobalDistanceField()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceExcludeFromGlobalDistanceField ( )
inline

Definition at line 630 of file Actor.h.

◆ bForceMipStreaming() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceMipStreaming ( )
inline

Definition at line 600 of file Actor.h.

◆ bForceMipStreaming() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceMipStreaming ( )
inline

Definition at line 658 of file Actor.h.

◆ bForceOverlapEvents() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceOverlapEvents ( )
inline

Definition at line 581 of file Actor.h.

◆ bForceOverlapEvents() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForceOverlapEvents ( )
inline

Definition at line 639 of file Actor.h.

◆ bForcePreventBlockingProjectiles()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bForcePreventBlockingProjectiles ( )
inline

Definition at line 632 of file Actor.h.

◆ bGenerateOverlapEvents() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bGenerateOverlapEvents ( )
inline

Definition at line 580 of file Actor.h.

◆ bGenerateOverlapEvents() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bGenerateOverlapEvents ( )
inline

Definition at line 638 of file Actor.h.

◆ bHasActiveProxyMeshChildrenField() [1/2]

bool & UPrimitiveComponent::bHasActiveProxyMeshChildrenField ( )
inline

Definition at line 566 of file Actor.h.

◆ bHasActiveProxyMeshChildrenField() [2/2]

bool & UPrimitiveComponent::bHasActiveProxyMeshChildrenField ( )
inline

Definition at line 620 of file Actor.h.

◆ bHasCachedStaticLightingField() [1/2]

bool & UPrimitiveComponent::bHasCachedStaticLightingField ( )
inline

Definition at line 536 of file Actor.h.

◆ bHasCachedStaticLightingField() [2/2]

bool & UPrimitiveComponent::bHasCachedStaticLightingField ( )
inline

Definition at line 589 of file Actor.h.

◆ bHasMotionBlurVelocityMeshes() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bHasMotionBlurVelocityMeshes ( )
inline

Definition at line 588 of file Actor.h.

◆ bHasMotionBlurVelocityMeshes() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bHasMotionBlurVelocityMeshes ( )
inline

Definition at line 646 of file Actor.h.

◆ bHasPerInstanceHitProxies() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bHasPerInstanceHitProxies ( )
inline

Definition at line 601 of file Actor.h.

◆ bHasPerInstanceHitProxies() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bHasPerInstanceHitProxies ( )
inline

Definition at line 659 of file Actor.h.

◆ bIgnoredByCharacterEncroachment() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoredByCharacterEncroachment ( )
inline

Definition at line 622 of file Actor.h.

◆ bIgnoredByCharacterEncroachment() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoredByCharacterEncroachment ( )
inline

Definition at line 684 of file Actor.h.

◆ bIgnoreRadialForce() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoreRadialForce ( )
inline

Definition at line 618 of file Actor.h.

◆ bIgnoreRadialForce() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoreRadialForce ( )
inline

Definition at line 680 of file Actor.h.

◆ bIgnoreRadialImpulse() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoreRadialImpulse ( )
inline

Definition at line 617 of file Actor.h.

◆ bIgnoreRadialImpulse() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIgnoreRadialImpulse ( )
inline

Definition at line 679 of file Actor.h.

◆ bIncludeBoundsRadiusInDrawDistances() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIncludeBoundsRadiusInDrawDistances ( )
inline

Definition at line 571 of file Actor.h.

◆ bIncludeBoundsRadiusInDrawDistances() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIncludeBoundsRadiusInDrawDistances ( )
inline

Definition at line 625 of file Actor.h.

◆ bInterpolateRootPhys()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bInterpolateRootPhys ( )
inline

Definition at line 631 of file Actor.h.

◆ bIsAbstractBasingComponent()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIsAbstractBasingComponent ( )
inline

Definition at line 633 of file Actor.h.

◆ bIsInForeground() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIsInForeground ( )
inline

Definition at line 591 of file Actor.h.

◆ bIsInForeground() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bIsInForeground ( )
inline

Definition at line 649 of file Actor.h.

◆ bIsProxyMeshParentField() [1/2]

bool & UPrimitiveComponent::bIsProxyMeshParentField ( )
inline

Definition at line 565 of file Actor.h.

◆ bIsProxyMeshParentField() [2/2]

bool & UPrimitiveComponent::bIsProxyMeshParentField ( )
inline

Definition at line 619 of file Actor.h.

◆ bLightAsIfStatic() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bLightAsIfStatic ( )
inline

Definition at line 612 of file Actor.h.

◆ bLightAsIfStatic() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bLightAsIfStatic ( )
inline

Definition at line 671 of file Actor.h.

◆ bLightAttachmentsAsGroup() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bLightAttachmentsAsGroup ( )
inline

Definition at line 613 of file Actor.h.

◆ bLightAttachmentsAsGroup() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bLightAttachmentsAsGroup ( )
inline

Definition at line 672 of file Actor.h.

◆ bMovableUseDynamicDrawDistance() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bMovableUseDynamicDrawDistance ( )
inline

Definition at line 623 of file Actor.h.

◆ bMovableUseDynamicDrawDistance() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bMovableUseDynamicDrawDistance ( )
inline

Definition at line 685 of file Actor.h.

◆ bMultiBodyOverlap() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bMultiBodyOverlap ( )
inline

Definition at line 582 of file Actor.h.

◆ bMultiBodyOverlap() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bMultiBodyOverlap ( )
inline

Definition at line 640 of file Actor.h.

◆ bNavigationRelevant() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bNavigationRelevant ( )
inline

Definition at line 625 of file Actor.h.

◆ bNavigationRelevant() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bNavigationRelevant ( )
inline

Definition at line 687 of file Actor.h.

◆ bNoEncroachCheck_DEPRECATED() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bNoEncroachCheck_DEPRECATED ( )
inline

Definition at line 575 of file Actor.h.

◆ bNoEncroachCheck_DEPRECATED() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bNoEncroachCheck_DEPRECATED ( )
inline

Definition at line 629 of file Actor.h.

◆ BodyInstanceField() [1/2]

FBodyInstance & UPrimitiveComponent::BodyInstanceField ( )
inline

Definition at line 546 of file Actor.h.

◆ BodyInstanceField() [2/2]

FBodyInstance & UPrimitiveComponent::BodyInstanceField ( )
inline

Definition at line 599 of file Actor.h.

◆ bOnlyOwnerSee() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bOnlyOwnerSee ( )
inline

Definition at line 596 of file Actor.h.

◆ bOnlyOwnerSee() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bOnlyOwnerSee ( )
inline

Definition at line 654 of file Actor.h.

◆ BoundsScaleField() [1/2]

float & UPrimitiveComponent::BoundsScaleField ( )
inline

Definition at line 548 of file Actor.h.

◆ BoundsScaleField() [2/2]

float & UPrimitiveComponent::BoundsScaleField ( )
inline

Definition at line 602 of file Actor.h.

◆ bOwnerNoSee() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bOwnerNoSee ( )
inline

Definition at line 595 of file Actor.h.

◆ bOwnerNoSee() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bOwnerNoSee ( )
inline

Definition at line 653 of file Actor.h.

◆ bPreventCharacterBasing() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bPreventCharacterBasing ( )
inline

Definition at line 573 of file Actor.h.

◆ bPreventCharacterBasing() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bPreventCharacterBasing ( )
inline

Definition at line 627 of file Actor.h.

◆ bPreventDamage() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bPreventDamage ( )
inline

Definition at line 578 of file Actor.h.

◆ bPreventDamage() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bPreventDamage ( )
inline

Definition at line 636 of file Actor.h.

◆ bPreventTimeSlicedRBSyncPhysx()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bPreventTimeSlicedRBSyncPhysx ( )
inline

Definition at line 678 of file Actor.h.

◆ bReceivesDecals() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bReceivesDecals ( )
inline

Definition at line 594 of file Actor.h.

◆ bReceivesDecals() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bReceivesDecals ( )
inline

Definition at line 652 of file Actor.h.

◆ bRegisteredInternalOctree() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRegisteredInternalOctree ( )
inline

Definition at line 616 of file Actor.h.

◆ bRegisteredInternalOctree() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRegisteredInternalOctree ( )
inline

Definition at line 675 of file Actor.h.

◆ bRenderCustomDepth() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRenderCustomDepth ( )
inline

Definition at line 589 of file Actor.h.

◆ bRenderCustomDepth() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRenderCustomDepth ( )
inline

Definition at line 647 of file Actor.h.

◆ bRenderInMainPass() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRenderInMainPass ( )
inline

Definition at line 590 of file Actor.h.

◆ bRenderInMainPass() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bRenderInMainPass ( )
inline

Definition at line 648 of file Actor.h.

◆ bReturnMaterialOnMove() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bReturnMaterialOnMove ( )
inline

Definition at line 585 of file Actor.h.

◆ bReturnMaterialOnMove() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bReturnMaterialOnMove ( )
inline

Definition at line 643 of file Actor.h.

◆ bSelectable() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bSelectable ( )
inline

Definition at line 599 of file Actor.h.

◆ bSelectable() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bSelectable ( )
inline

Definition at line 657 of file Actor.h.

◆ bStaticLightingBuildEnqueuedField() [1/2]

bool & UPrimitiveComponent::bStaticLightingBuildEnqueuedField ( )
inline

Definition at line 537 of file Actor.h.

◆ bStaticLightingBuildEnqueuedField() [2/2]

bool & UPrimitiveComponent::bStaticLightingBuildEnqueuedField ( )
inline

Definition at line 590 of file Actor.h.

◆ bTraceComplexOnMove() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bTraceComplexOnMove ( )
inline

Definition at line 584 of file Actor.h.

◆ bTraceComplexOnMove() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bTraceComplexOnMove ( )
inline

Definition at line 642 of file Actor.h.

◆ bTreatAsBackgroundForOcclusion() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bTreatAsBackgroundForOcclusion ( )
inline

Definition at line 597 of file Actor.h.

◆ bTreatAsBackgroundForOcclusion() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bTreatAsBackgroundForOcclusion ( )
inline

Definition at line 655 of file Actor.h.

◆ bUseAbsoluteMaxDrawDisatance() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseAbsoluteMaxDrawDisatance ( )
inline

Definition at line 570 of file Actor.h.

◆ bUseAbsoluteMaxDrawDisatance() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseAbsoluteMaxDrawDisatance ( )
inline

Definition at line 624 of file Actor.h.

◆ bUseAsOccluder() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseAsOccluder ( )
inline

Definition at line 598 of file Actor.h.

◆ bUseAsOccluder() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseAsOccluder ( )
inline

Definition at line 656 of file Actor.h.

◆ bUseEditorCompositing() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseEditorCompositing ( )
inline

Definition at line 621 of file Actor.h.

◆ bUseEditorCompositing() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseEditorCompositing ( )
inline

Definition at line 683 of file Actor.h.

◆ bUseInternalOctree() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseInternalOctree ( )
inline

Definition at line 614 of file Actor.h.

◆ bUseInternalOctree() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseInternalOctree ( )
inline

Definition at line 673 of file Actor.h.

◆ bUseInternalOctreeOnClient() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseInternalOctreeOnClient ( )
inline

Definition at line 615 of file Actor.h.

◆ bUseInternalOctreeOnClient() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseInternalOctreeOnClient ( )
inline

Definition at line 674 of file Actor.h.

◆ bUseTimeSlicedRBSyncPhysx()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseTimeSlicedRBSyncPhysx ( )
inline

Definition at line 677 of file Actor.h.

◆ bUseViewOwnerDepthPriorityGroup() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseViewOwnerDepthPriorityGroup ( )
inline

Definition at line 586 of file Actor.h.

◆ bUseViewOwnerDepthPriorityGroup() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::bUseViewOwnerDepthPriorityGroup ( )
inline

Definition at line 644 of file Actor.h.

◆ CachedMaxDrawDistanceField() [1/2]

float & UPrimitiveComponent::CachedMaxDrawDistanceField ( )
inline

Definition at line 530 of file Actor.h.

◆ CachedMaxDrawDistanceField() [2/2]

float & UPrimitiveComponent::CachedMaxDrawDistanceField ( )
inline

Definition at line 576 of file Actor.h.

◆ CalculateMass() [1/2]

float UPrimitiveComponent::CalculateMass ( FName __formal)
inline

Definition at line 715 of file Actor.h.

◆ CalculateMass() [2/2]

float UPrimitiveComponent::CalculateMass ( FName __formal)
inline

Definition at line 770 of file Actor.h.

◆ CanBeBaseForCharacter() [1/2]

bool UPrimitiveComponent::CanBeBaseForCharacter ( APawn * Pawn)
inline

Definition at line 630 of file Actor.h.

◆ CanBeBaseForCharacter() [2/2]

bool UPrimitiveComponent::CanBeBaseForCharacter ( APawn * Pawn)
inline

Definition at line 693 of file Actor.h.

◆ CanCharacterStepUp() [1/2]

bool UPrimitiveComponent::CanCharacterStepUp ( APawn * Pawn)
inline

Definition at line 689 of file Actor.h.

◆ CanCharacterStepUp() [2/2]

bool UPrimitiveComponent::CanCharacterStepUp ( APawn * Pawn)
inline

Definition at line 699 of file Actor.h.

◆ CanCharacterStepUpOnField() [1/2]

TEnumAsByte< enum ECanBeCharacterBase > & UPrimitiveComponent::CanCharacterStepUpOnField ( )
inline

Definition at line 552 of file Actor.h.

◆ CanCharacterStepUpOnField() [2/2]

TEnumAsByte< enum ECanBeCharacterBase > & UPrimitiveComponent::CanCharacterStepUpOnField ( )
inline

Definition at line 606 of file Actor.h.

◆ CanEditSimulatePhysics() [1/2]

bool UPrimitiveComponent::CanEditSimulatePhysics ( )
inline

Definition at line 690 of file Actor.h.

◆ CanEditSimulatePhysics() [2/2]

bool UPrimitiveComponent::CanEditSimulatePhysics ( )
inline

Definition at line 700 of file Actor.h.

◆ CastShadow() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::CastShadow ( )
inline

Definition at line 602 of file Actor.h.

◆ CastShadow() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::CastShadow ( )
inline

Definition at line 660 of file Actor.h.

◆ ClearMoveIgnoreActors()

void UPrimitiveComponent::ClearMoveIgnoreActors ( )
inline

Definition at line 701 of file Actor.h.

◆ ComponentOverlapComponentImpl() [1/2]

bool UPrimitiveComponent::ComponentOverlapComponentImpl ( UPrimitiveComponent * PrimComp,
FVector Pos,
FQuat * Quat,
FCollisionQueryParams * Params )
inline

Definition at line 672 of file Actor.h.

◆ ComponentOverlapComponentImpl() [2/2]

bool UPrimitiveComponent::ComponentOverlapComponentImpl ( UPrimitiveComponent * PrimComp,
FVector Pos,
FQuat * Quat,
FCollisionQueryParams * Params )
inline

Definition at line 702 of file Actor.h.

◆ CreatePhysicsState() [1/2]

void UPrimitiveComponent::CreatePhysicsState ( )
inline

Definition at line 646 of file Actor.h.

◆ CreatePhysicsState() [2/2]

void UPrimitiveComponent::CreatePhysicsState ( )
inline

Definition at line 703 of file Actor.h.

◆ CreateRenderState_Concurrent() [1/2]

void UPrimitiveComponent::CreateRenderState_Concurrent ( )
inline

Definition at line 641 of file Actor.h.

◆ CreateRenderState_Concurrent() [2/2]

void UPrimitiveComponent::CreateRenderState_Concurrent ( )
inline

Definition at line 704 of file Actor.h.

◆ CustomDepthStencilValueField() [1/2]

int & UPrimitiveComponent::CustomDepthStencilValueField ( )
inline

Definition at line 533 of file Actor.h.

◆ CustomDepthStencilValueField() [2/2]

int & UPrimitiveComponent::CustomDepthStencilValueField ( )
inline

Definition at line 584 of file Actor.h.

◆ DepthPriorityGroupField() [1/2]

TEnumAsByte< enum ESceneDepthPriorityGroup > & UPrimitiveComponent::DepthPriorityGroupField ( )
inline

Definition at line 531 of file Actor.h.

◆ DepthPriorityGroupField() [2/2]

TEnumAsByte< enum ESceneDepthPriorityGroup > & UPrimitiveComponent::DepthPriorityGroupField ( )
inline

Definition at line 577 of file Actor.h.

◆ DestroyPhysicsState()

void UPrimitiveComponent::DestroyPhysicsState ( )
inline

Definition at line 705 of file Actor.h.

◆ DestroyRenderState_Concurrent() [1/2]

void UPrimitiveComponent::DestroyRenderState_Concurrent ( )
inline

Definition at line 636 of file Actor.h.

◆ DestroyRenderState_Concurrent() [2/2]

void UPrimitiveComponent::DestroyRenderState_Concurrent ( )
inline

Definition at line 706 of file Actor.h.

◆ DispatchBlockingHit() [1/2]

void UPrimitiveComponent::DispatchBlockingHit ( AActor * Owner,
FHitResult * BlockingHit )
inline

Definition at line 667 of file Actor.h.

◆ DispatchBlockingHit() [2/2]

void UPrimitiveComponent::DispatchBlockingHit ( AActor * Owner,
FHitResult * BlockingHit )
inline

Definition at line 707 of file Actor.h.

◆ DispatchMouseOverEvents() [1/2]

static void UPrimitiveComponent::DispatchMouseOverEvents ( UPrimitiveComponent * CurrentComponent,
UPrimitiveComponent * NewComponent )
inlinestatic

Definition at line 680 of file Actor.h.

◆ DispatchMouseOverEvents() [2/2]

static void UPrimitiveComponent::DispatchMouseOverEvents ( UPrimitiveComponent * CurrentComponent,
UPrimitiveComponent * NewComponent )
inlinestatic

Definition at line 708 of file Actor.h.

◆ DispatchOnClicked() [1/2]

void UPrimitiveComponent::DispatchOnClicked ( )
inline

Definition at line 682 of file Actor.h.

◆ DispatchOnClicked() [2/2]

void UPrimitiveComponent::DispatchOnClicked ( )
inline

Definition at line 709 of file Actor.h.

◆ DispatchOnInputTouchBegin() [1/2]

void UPrimitiveComponent::DispatchOnInputTouchBegin ( ETouchIndex::Type FingerIndex)
inline

Definition at line 684 of file Actor.h.

◆ DispatchOnInputTouchBegin() [2/2]

void UPrimitiveComponent::DispatchOnInputTouchBegin ( ETouchIndex::Type FingerIndex)
inline

Definition at line 710 of file Actor.h.

◆ DispatchOnInputTouchEnd() [1/2]

void UPrimitiveComponent::DispatchOnInputTouchEnd ( ETouchIndex::Type FingerIndex)
inline

Definition at line 685 of file Actor.h.

◆ DispatchOnInputTouchEnd() [2/2]

void UPrimitiveComponent::DispatchOnInputTouchEnd ( ETouchIndex::Type FingerIndex)
inline

Definition at line 711 of file Actor.h.

◆ DispatchOnReleased() [1/2]

void UPrimitiveComponent::DispatchOnReleased ( )
inline

Definition at line 683 of file Actor.h.

◆ DispatchOnReleased() [2/2]

void UPrimitiveComponent::DispatchOnReleased ( )
inline

Definition at line 712 of file Actor.h.

◆ DispatchTouchOverEvents() [1/2]

static void UPrimitiveComponent::DispatchTouchOverEvents ( ETouchIndex::Type FingerIndex,
UPrimitiveComponent * CurrentComponent,
UPrimitiveComponent * NewComponent )
inlinestatic

Definition at line 681 of file Actor.h.

◆ DispatchTouchOverEvents() [2/2]

static void UPrimitiveComponent::DispatchTouchOverEvents ( ETouchIndex::Type FingerIndex,
UPrimitiveComponent * CurrentComponent,
UPrimitiveComponent * NewComponent )
inlinestatic

Definition at line 713 of file Actor.h.

◆ DrawInGame_DEPRECATED() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::DrawInGame_DEPRECATED ( )
inline

Definition at line 593 of file Actor.h.

◆ DrawInGame_DEPRECATED() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::DrawInGame_DEPRECATED ( )
inline

Definition at line 651 of file Actor.h.

◆ EnsurePhysicsStateCreated()

void UPrimitiveComponent::EnsurePhysicsStateCreated ( )
inline

Definition at line 714 of file Actor.h.

◆ FinishDestroy() [1/2]

void UPrimitiveComponent::FinishDestroy ( )
inline

Definition at line 637 of file Actor.h.

◆ FinishDestroy() [2/2]

void UPrimitiveComponent::FinishDestroy ( )
inline

Definition at line 715 of file Actor.h.

◆ GameThread_OverlapIncrementorField() [1/2]

unsigned int & UPrimitiveComponent::GameThread_OverlapIncrementorField ( )
inline

Definition at line 541 of file Actor.h.

◆ GameThread_OverlapIncrementorField() [2/2]

unsigned int & UPrimitiveComponent::GameThread_OverlapIncrementorField ( )
inline

Definition at line 594 of file Actor.h.

◆ GameThread_OverlapIndexMaskField() [1/2]

unsigned int & UPrimitiveComponent::GameThread_OverlapIndexMaskField ( )
inline

Definition at line 542 of file Actor.h.

◆ GameThread_OverlapIndexMaskField() [2/2]

unsigned int & UPrimitiveComponent::GameThread_OverlapIndexMaskField ( )
inline

Definition at line 595 of file Actor.h.

◆ GetAngularDamping() [1/2]

float UPrimitiveComponent::GetAngularDamping ( )
inline

Definition at line 713 of file Actor.h.

◆ GetAngularDamping() [2/2]

float UPrimitiveComponent::GetAngularDamping ( )
inline

Definition at line 771 of file Actor.h.

◆ GetBodyInstance() [1/2]

FBodyInstance * UPrimitiveComponent::GetBodyInstance ( FName BoneName,
bool bGetWelded )
inline

Definition at line 726 of file Actor.h.

◆ GetBodyInstance() [2/2]

FBodyInstance * UPrimitiveComponent::GetBodyInstance ( FName BoneName,
bool bGetWelded )
inline

Definition at line 772 of file Actor.h.

◆ GetCenterOfMass()

FVector * UPrimitiveComponent::GetCenterOfMass ( FVector * result,
FName BoneName )
inline

Definition at line 773 of file Actor.h.

◆ GetCollisionEnabled() [1/2]

ECollisionEnabled::Type UPrimitiveComponent::GetCollisionEnabled ( )
inline

Definition at line 739 of file Actor.h.

◆ GetCollisionEnabled() [2/2]

ECollisionEnabled::Type UPrimitiveComponent::GetCollisionEnabled ( )
inline

Definition at line 774 of file Actor.h.

◆ GetCollisionObjectType() [1/2]

ECollisionChannel UPrimitiveComponent::GetCollisionObjectType ( )
inline

Definition at line 664 of file Actor.h.

◆ GetCollisionObjectType() [2/2]

ECollisionChannel UPrimitiveComponent::GetCollisionObjectType ( )
inline

Definition at line 716 of file Actor.h.

◆ GetCollisionProfileName() [1/2]

FName * UPrimitiveComponent::GetCollisionProfileName ( FName * result)
inline

Definition at line 735 of file Actor.h.

◆ GetCollisionProfileName() [2/2]

FName * UPrimitiveComponent::GetCollisionProfileName ( FName * result)
inline

Definition at line 775 of file Actor.h.

◆ GetCollisionResponseToChannel() [1/2]

ECollisionResponse UPrimitiveComponent::GetCollisionResponseToChannel ( ECollisionChannel Channel)
inline

Definition at line 740 of file Actor.h.

◆ GetCollisionResponseToChannel() [2/2]

ECollisionResponse UPrimitiveComponent::GetCollisionResponseToChannel ( ECollisionChannel Channel)
inline

Definition at line 776 of file Actor.h.

◆ GetCollisionResponseToChannels()

FCollisionResponseContainer * UPrimitiveComponent::GetCollisionResponseToChannels ( )
inline

Definition at line 777 of file Actor.h.

◆ GetComponentVelocity() [1/2]

FVector * UPrimitiveComponent::GetComponentVelocity ( FVector * result)
inline

Definition at line 729 of file Actor.h.

◆ GetComponentVelocity() [2/2]

FVector * UPrimitiveComponent::GetComponentVelocity ( FVector * result)
inline

Definition at line 778 of file Actor.h.

◆ GetDistanceToCollision() [1/2]

float UPrimitiveComponent::GetDistanceToCollision ( FVector * Point,
FVector * ClosestPointOnCollision )
inline

Definition at line 727 of file Actor.h.

◆ GetDistanceToCollision() [2/2]

float UPrimitiveComponent::GetDistanceToCollision ( FVector * Point,
FVector * ClosestPointOnCollision )
inline

Definition at line 779 of file Actor.h.

◆ GetLightAndShadowMapMemoryUsage() [1/2]

void UPrimitiveComponent::GetLightAndShadowMapMemoryUsage ( int * NumInstances,
float * BoundsSurfaceArea )
inline

Definition at line 696 of file Actor.h.

◆ GetLightAndShadowMapMemoryUsage() [2/2]

void UPrimitiveComponent::GetLightAndShadowMapMemoryUsage ( int * OutNum,
int * OutMax )
inline

Definition at line 635 of file Actor.h.

◆ GetLinearDamping() [1/2]

float UPrimitiveComponent::GetLinearDamping ( )
inline

Definition at line 711 of file Actor.h.

◆ GetLinearDamping() [2/2]

float UPrimitiveComponent::GetLinearDamping ( )
inline

Definition at line 780 of file Actor.h.

◆ GetMass() [1/2]

float UPrimitiveComponent::GetMass ( )
inline

Definition at line 714 of file Actor.h.

◆ GetMass() [2/2]

float UPrimitiveComponent::GetMass ( )
inline

Definition at line 781 of file Actor.h.

◆ GetMoveIgnoreActors() [1/2]

TArray< TWeakObjectPtr< AActor > > * UPrimitiveComponent::GetMoveIgnoreActors ( )
inline

Definition at line 678 of file Actor.h.

◆ GetMoveIgnoreActors() [2/2]

TArray< TWeakObjectPtr< AActor > > * UPrimitiveComponent::GetMoveIgnoreActors ( )
inline

Definition at line 717 of file Actor.h.

◆ GetNavigationBounds() [1/2]

FBox * UPrimitiveComponent::GetNavigationBounds ( FBox * result)
inline

Definition at line 669 of file Actor.h.

◆ GetNavigationBounds() [2/2]

FBox * UPrimitiveComponent::GetNavigationBounds ( FBox * result)
inline

Definition at line 718 of file Actor.h.

◆ GetOverlappingActors() [1/2]

void UPrimitiveComponent::GetOverlappingActors ( TArray< AActor * > * OutOverlappingActors,
UClass * ClassFilter )
inline

Definition at line 674 of file Actor.h.

◆ GetOverlappingActors() [2/2]

void UPrimitiveComponent::GetOverlappingActors ( TArray< AActor * > * OutOverlappingActors,
UClass * ClassFilter )
inline

Definition at line 719 of file Actor.h.

◆ GetOverlappingComponents() [1/2]

void UPrimitiveComponent::GetOverlappingComponents ( TArray< UPrimitiveComponent * > * OutOverlappingComponents)
inline

Definition at line 675 of file Actor.h.

◆ GetOverlappingComponents() [2/2]

void UPrimitiveComponent::GetOverlappingComponents ( TArray< UPrimitiveComponent * > * OutOverlappingComponents)
inline

Definition at line 720 of file Actor.h.

◆ GetPhysicsAngularVelocity() [1/2]

FVector * UPrimitiveComponent::GetPhysicsAngularVelocity ( FVector * result,
FName BoneName )
inline

Definition at line 702 of file Actor.h.

◆ GetPhysicsAngularVelocity() [2/2]

FVector * UPrimitiveComponent::GetPhysicsAngularVelocity ( FVector * result,
FName BoneName )
inline

Definition at line 782 of file Actor.h.

◆ GetPhysicsLinearVelocity() [1/2]

FVector * UPrimitiveComponent::GetPhysicsLinearVelocity ( FVector * result,
FName BoneName )
inline

Definition at line 699 of file Actor.h.

◆ GetPhysicsLinearVelocity() [2/2]

FVector * UPrimitiveComponent::GetPhysicsLinearVelocity ( FVector * result,
FName BoneName )
inline

Definition at line 783 of file Actor.h.

◆ GetPhysicsLinearVelocityAtPoint()

FVector * UPrimitiveComponent::GetPhysicsLinearVelocityAtPoint ( FVector * result,
FVector Point,
FName BoneName )
inline

Definition at line 784 of file Actor.h.

◆ GetPrivateStaticClass() [1/2]

static UClass * UPrimitiveComponent::GetPrivateStaticClass ( )
inlinestatic

Definition at line 634 of file Actor.h.

◆ GetPrivateStaticClass() [2/2]

static UClass * UPrimitiveComponent::GetPrivateStaticClass ( const wchar_t * Package)
inlinestatic

Definition at line 822 of file Actor.h.

◆ GetRBSync_StartDistance()

static float UPrimitiveComponent::GetRBSync_StartDistance ( )
inlinestatic

Definition at line 721 of file Actor.h.

◆ GetStaticDepthPriorityGroup() [1/2]

char UPrimitiveComponent::GetStaticDepthPriorityGroup ( )
inline

Definition at line 632 of file Actor.h.

◆ GetStaticDepthPriorityGroup() [2/2]

char UPrimitiveComponent::GetStaticDepthPriorityGroup ( )
inline

Definition at line 694 of file Actor.h.

◆ GetWalkableSlopeOverride()

FWalkableSlopeOverride * UPrimitiveComponent::GetWalkableSlopeOverride ( )
inline

Definition at line 785 of file Actor.h.

◆ GetWeldedBodies() [1/2]

void UPrimitiveComponent::GetWeldedBodies ( TArray< FBodyInstance * > * OutWeldedBodies,
TArray< FName > * OutLabels )
inline

Definition at line 723 of file Actor.h.

◆ GetWeldedBodies() [2/2]

void UPrimitiveComponent::GetWeldedBodies ( TArray< FBodyInstance * > * OutWeldedBodies,
TArray< FName > * OutLabels )
inline

Definition at line 786 of file Actor.h.

◆ HasStaticLighting()

bool UPrimitiveComponent::HasStaticLighting ( )
inline

Definition at line 722 of file Actor.h.

◆ HasValidPhysicsState() [1/2]

bool UPrimitiveComponent::HasValidPhysicsState ( )
inline

Definition at line 658 of file Actor.h.

◆ HasValidPhysicsState() [2/2]

bool UPrimitiveComponent::HasValidPhysicsState ( )
inline

Definition at line 723 of file Actor.h.

◆ HasValidSettingsForStaticLighting() [1/2]

bool UPrimitiveComponent::HasValidSettingsForStaticLighting ( )
inline

Definition at line 633 of file Actor.h.

◆ HasValidSettingsForStaticLighting() [2/2]

bool UPrimitiveComponent::HasValidSettingsForStaticLighting ( )
inline

Definition at line 695 of file Actor.h.

◆ HiddenGame_DEPRECATED() [1/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::HiddenGame_DEPRECATED ( )
inline

Definition at line 592 of file Actor.h.

◆ HiddenGame_DEPRECATED() [2/2]

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::HiddenGame_DEPRECATED ( )
inline

Definition at line 650 of file Actor.h.

◆ IgnoreActorWhenMoving() [1/2]

void UPrimitiveComponent::IgnoreActorWhenMoving ( AActor * Actor,
bool bShouldIgnore )
inline

Definition at line 677 of file Actor.h.

◆ IgnoreActorWhenMoving() [2/2]

void UPrimitiveComponent::IgnoreActorWhenMoving ( AActor * Actor,
bool bShouldIgnore )
inline

Definition at line 724 of file Actor.h.

◆ IgnoreDuringPlanarReflectionPass()

BitFieldValue< bool, unsigned __int32 > UPrimitiveComponent::IgnoreDuringPlanarReflectionPass ( )
inline

Definition at line 665 of file Actor.h.

◆ IndirectLightingCacheQualityField() [1/2]

TEnumAsByte< enum EIndirectLightingCacheQuality > & UPrimitiveComponent::IndirectLightingCacheQualityField ( )
inline

Definition at line 535 of file Actor.h.

◆ IndirectLightingCacheQualityField() [2/2]

TEnumAsByte< enum EIndirectLightingCacheQuality > & UPrimitiveComponent::IndirectLightingCacheQualityField ( )
inline

Definition at line 586 of file Actor.h.

◆ InitSweepCollisionParams() [1/2]

void UPrimitiveComponent::InitSweepCollisionParams ( FCollisionQueryParams * OutParams,
FCollisionResponseParams * OutResponseParam )
inline

Definition at line 665 of file Actor.h.

◆ InitSweepCollisionParams() [2/2]

void UPrimitiveComponent::InitSweepCollisionParams ( FCollisionQueryParams * OutParams,
FCollisionResponseParams * OutResponseParam )
inline

Definition at line 725 of file Actor.h.

◆ InternalOctreeMaskField() [1/2]

int & UPrimitiveComponent::InternalOctreeMaskField ( )
inline

Definition at line 543 of file Actor.h.

◆ InternalOctreeMaskField() [2/2]

int & UPrimitiveComponent::InternalOctreeMaskField ( )
inline

Definition at line 596 of file Actor.h.

◆ InterpolatedRootLocationField()

FVector & UPrimitiveComponent::InterpolatedRootLocationField ( )
inline

Definition at line 582 of file Actor.h.

◆ InterpolatedRootRotationField()

FRotator & UPrimitiveComponent::InterpolatedRootRotationField ( )
inline

Definition at line 583 of file Actor.h.

◆ InterpRootLocationSpeedField()

float & UPrimitiveComponent::InterpRootLocationSpeedField ( )
inline

Definition at line 579 of file Actor.h.

◆ InterpRootPhysThresholdField()

float & UPrimitiveComponent::InterpRootPhysThresholdField ( )
inline

Definition at line 581 of file Actor.h.

◆ InterpRootRotationSpeedField()

float & UPrimitiveComponent::InterpRootRotationSpeedField ( )
inline

Definition at line 580 of file Actor.h.

◆ InvalidateLightingCacheDetailed() [1/2]

void UPrimitiveComponent::InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting,
bool bTranslationOnly )
inline

Definition at line 638 of file Actor.h.

◆ InvalidateLightingCacheDetailed() [2/2]

void UPrimitiveComponent::InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting,
bool bTranslationOnly )
inline

Definition at line 726 of file Actor.h.

◆ IsAnyRigidBodyAwake() [1/2]

bool UPrimitiveComponent::IsAnyRigidBodyAwake ( )
inline

Definition at line 719 of file Actor.h.

◆ IsAnyRigidBodyAwake() [2/2]

bool UPrimitiveComponent::IsAnyRigidBodyAwake ( )
inline

Definition at line 787 of file Actor.h.

◆ IsEditorOnly() [1/2]

bool UPrimitiveComponent::IsEditorOnly ( )
inline

Definition at line 639 of file Actor.h.

◆ IsEditorOnly() [2/2]

bool UPrimitiveComponent::IsEditorOnly ( )
inline

Definition at line 727 of file Actor.h.

◆ IsGravityEnabled() [1/2]

bool UPrimitiveComponent::IsGravityEnabled ( )
inline

Definition at line 709 of file Actor.h.

◆ IsGravityEnabled() [2/2]

bool UPrimitiveComponent::IsGravityEnabled ( )
inline

Definition at line 788 of file Actor.h.

◆ IsIgnoringActorWhileMoving()

bool UPrimitiveComponent::IsIgnoringActorWhileMoving ( AActor * ForActor)
inline

Definition at line 728 of file Actor.h.

◆ IsNavigationRelevant() [1/2]

bool UPrimitiveComponent::IsNavigationRelevant ( )
inline

Definition at line 668 of file Actor.h.

◆ IsNavigationRelevant() [2/2]

bool UPrimitiveComponent::IsNavigationRelevant ( )
inline

Definition at line 729 of file Actor.h.

◆ IsOverlappingActor() [1/2]

bool UPrimitiveComponent::IsOverlappingActor ( AActor * Other)
inline

Definition at line 673 of file Actor.h.

◆ IsOverlappingActor() [2/2]

bool UPrimitiveComponent::IsOverlappingActor ( AActor * Other)
inline

Definition at line 730 of file Actor.h.

◆ IsReadyForFinishDestroy() [1/2]

bool UPrimitiveComponent::IsReadyForFinishDestroy ( )
inline

Definition at line 651 of file Actor.h.

◆ IsReadyForFinishDestroy() [2/2]

bool UPrimitiveComponent::IsReadyForFinishDestroy ( )
inline

Definition at line 731 of file Actor.h.

◆ IsSimulatingPhysics() [1/2]

bool UPrimitiveComponent::IsSimulatingPhysics ( FName BoneName)
inline

Definition at line 728 of file Actor.h.

◆ IsSimulatingPhysics() [2/2]

bool UPrimitiveComponent::IsSimulatingPhysics ( FName BoneName)
inline

Definition at line 789 of file Actor.h.

◆ IsWorldGeometry() [1/2]

bool UPrimitiveComponent::IsWorldGeometry ( )
inline

Definition at line 663 of file Actor.h.

◆ IsWorldGeometry() [2/2]

bool UPrimitiveComponent::IsWorldGeometry ( )
inline

Definition at line 732 of file Actor.h.

◆ K2_LineTraceComponent() [1/2]

bool UPrimitiveComponent::K2_LineTraceComponent ( FVector TraceStart,
FVector TraceEnd,
bool bTraceComplex,
bool bShowTrace,
FVector * HitLocation,
FVector * HitNormal,
FName * BoneName )
inline

Definition at line 738 of file Actor.h.

◆ K2_LineTraceComponent() [2/2]

bool UPrimitiveComponent::K2_LineTraceComponent ( FVector TraceStart,
FVector TraceEnd,
bool bTraceComplex,
bool bShowTrace,
FVector * HitLocation,
FVector * HitNormal,
FName * BoneName )
inline

Definition at line 790 of file Actor.h.

◆ LastBasedPhysComponentOnTimeField()

long double & UPrimitiveComponent::LastBasedPhysComponentOnTimeField ( )
inline

Definition at line 601 of file Actor.h.

◆ LastCheckedAllCollideableDescendantsTimeField() [1/2]

float & UPrimitiveComponent::LastCheckedAllCollideableDescendantsTimeField ( )
inline

Definition at line 547 of file Actor.h.

◆ LastCheckedAllCollideableDescendantsTimeField() [2/2]

float & UPrimitiveComponent::LastCheckedAllCollideableDescendantsTimeField ( )
inline

Definition at line 600 of file Actor.h.

◆ LastPhysxSleepTimeField() [1/2]

float & UPrimitiveComponent::LastPhysxSleepTimeField ( )
inline

Definition at line 540 of file Actor.h.

◆ LastPhysxSleepTimeField() [2/2]

float & UPrimitiveComponent::LastPhysxSleepTimeField ( )
inline

Definition at line 593 of file Actor.h.

◆ LastRenderTimeField() [1/2]

long double & UPrimitiveComponent::LastRenderTimeField ( )
inline

Definition at line 550 of file Actor.h.

◆ LastRenderTimeField() [2/2]

long double & UPrimitiveComponent::LastRenderTimeField ( )
inline

Definition at line 604 of file Actor.h.

◆ LastRenderTimeIgnoreShadowField() [1/2]

long double & UPrimitiveComponent::LastRenderTimeIgnoreShadowField ( )
inline

Definition at line 551 of file Actor.h.

◆ LastRenderTimeIgnoreShadowField() [2/2]

long double & UPrimitiveComponent::LastRenderTimeIgnoreShadowField ( )
inline

Definition at line 605 of file Actor.h.

◆ LastSubmitTimeField() [1/2]

long double & UPrimitiveComponent::LastSubmitTimeField ( )
inline

Definition at line 549 of file Actor.h.

◆ LastSubmitTimeField() [2/2]

long double & UPrimitiveComponent::LastSubmitTimeField ( )
inline

Definition at line 603 of file Actor.h.

◆ LDMaxDrawDistanceField() [1/2]

float & UPrimitiveComponent::LDMaxDrawDistanceField ( )
inline

Definition at line 529 of file Actor.h.

◆ LDMaxDrawDistanceField() [2/2]

float & UPrimitiveComponent::LDMaxDrawDistanceField ( )
inline

Definition at line 575 of file Actor.h.

◆ LineTraceComponent() [1/2]

bool UPrimitiveComponent::LineTraceComponent ( FHitResult * OutHit,
FVector Start,
FVector End,
FCollisionQueryParams * Params )
inline

Definition at line 671 of file Actor.h.

◆ LineTraceComponent() [2/2]

bool UPrimitiveComponent::LineTraceComponent ( FHitResult * OutHit,
FVector Start,
FVector End,
FCollisionQueryParams * Params )
inline

Definition at line 733 of file Actor.h.

◆ LpvBiasMultiplierField() [1/2]

float & UPrimitiveComponent::LpvBiasMultiplierField ( )
inline

Definition at line 544 of file Actor.h.

◆ LpvBiasMultiplierField() [2/2]

float & UPrimitiveComponent::LpvBiasMultiplierField ( )
inline

Definition at line 597 of file Actor.h.

◆ MassiveLODSizeOnScreenField() [1/2]

float & UPrimitiveComponent::MassiveLODSizeOnScreenField ( )
inline

Definition at line 528 of file Actor.h.

◆ MassiveLODSizeOnScreenField() [2/2]

float & UPrimitiveComponent::MassiveLODSizeOnScreenField ( )
inline

Definition at line 574 of file Actor.h.

◆ MinDrawDistanceField() [1/2]

float & UPrimitiveComponent::MinDrawDistanceField ( )
inline

Definition at line 527 of file Actor.h.

◆ MinDrawDistanceField() [2/2]

float & UPrimitiveComponent::MinDrawDistanceField ( )
inline

Definition at line 573 of file Actor.h.

◆ MoveComponentImpl() [1/2]

bool UPrimitiveComponent::MoveComponentImpl ( FVector * Delta,
FQuat * NewRotationQuat,
bool bSweep,
FHitResult * OutHit,
EMoveComponentFlags MoveFlags,
bool bUpdateOverlaps )
inline

Definition at line 666 of file Actor.h.

◆ MoveComponentImpl() [2/2]

bool UPrimitiveComponent::MoveComponentImpl ( FVector * Delta,
FQuat * NewRotationQuat,
bool bSweep,
FHitResult * OutHit,
EMoveComponentFlags MoveFlags,
bool bUpdateOverlaps )
inline

Definition at line 734 of file Actor.h.

◆ MoveIgnoreActorsField() [1/2]

TArray< TWeakObjectPtr< AActor > > & UPrimitiveComponent::MoveIgnoreActorsField ( )
inline

Definition at line 553 of file Actor.h.

◆ MoveIgnoreActorsField() [2/2]

TArray< TWeakObjectPtr< AActor > > & UPrimitiveComponent::MoveIgnoreActorsField ( )
inline

Definition at line 607 of file Actor.h.

◆ NeedsLoadForClient() [1/2]

bool UPrimitiveComponent::NeedsLoadForClient ( )
inline

Definition at line 652 of file Actor.h.

◆ NeedsLoadForClient() [2/2]

bool UPrimitiveComponent::NeedsLoadForClient ( )
inline

Definition at line 735 of file Actor.h.

◆ NeedsLoadForServer() [1/2]

bool UPrimitiveComponent::NeedsLoadForServer ( )
inline

Definition at line 653 of file Actor.h.

◆ NeedsLoadForServer() [2/2]

bool UPrimitiveComponent::NeedsLoadForServer ( )
inline

Definition at line 736 of file Actor.h.

◆ ObjectLayerField() [1/2]

int & UPrimitiveComponent::ObjectLayerField ( )
inline

Definition at line 534 of file Actor.h.

◆ ObjectLayerField() [2/2]

int & UPrimitiveComponent::ObjectLayerField ( )
inline

Definition at line 585 of file Actor.h.

◆ OnActorEnableCollisionChanged() [1/2]

void UPrimitiveComponent::OnActorEnableCollisionChanged ( )
inline

Definition at line 736 of file Actor.h.

◆ OnActorEnableCollisionChanged() [2/2]

void UPrimitiveComponent::OnActorEnableCollisionChanged ( bool bCheckRecreatePhysicsState)
inline

Definition at line 791 of file Actor.h.

◆ OnAttachmentChanged() [1/2]

void UPrimitiveComponent::OnAttachmentChanged ( )
inline

Definition at line 645 of file Actor.h.

◆ OnAttachmentChanged() [2/2]

void UPrimitiveComponent::OnAttachmentChanged ( )
inline

Definition at line 737 of file Actor.h.

◆ OnBeginCursorOverField() [1/2]

FComponentBeginCursorOverSignature & UPrimitiveComponent::OnBeginCursorOverField ( )
inline

Definition at line 556 of file Actor.h.

◆ OnBeginCursorOverField() [2/2]

FComponentBeginCursorOverSignature & UPrimitiveComponent::OnBeginCursorOverField ( )
inline

Definition at line 610 of file Actor.h.

◆ OnClickedField() [1/2]

FComponentOnClickedSignature & UPrimitiveComponent::OnClickedField ( )
inline

Definition at line 558 of file Actor.h.

◆ OnClickedField() [2/2]

FComponentOnClickedSignature & UPrimitiveComponent::OnClickedField ( )
inline

Definition at line 612 of file Actor.h.

◆ OnComponentBeginOverlapField() [1/2]

FComponentBeginOverlapSignature & UPrimitiveComponent::OnComponentBeginOverlapField ( )
inline

Definition at line 554 of file Actor.h.

◆ OnComponentBeginOverlapField() [2/2]

FComponentBeginOverlapSignature & UPrimitiveComponent::OnComponentBeginOverlapField ( )
inline

Definition at line 608 of file Actor.h.

◆ OnComponentCollisionSettingsChanged() [1/2]

void UPrimitiveComponent::OnComponentCollisionSettingsChanged ( )
inline

Definition at line 737 of file Actor.h.

◆ OnComponentCollisionSettingsChanged() [2/2]

void UPrimitiveComponent::OnComponentCollisionSettingsChanged ( )
inline

Definition at line 792 of file Actor.h.

◆ OnComponentEndOverlapField() [1/2]

FComponentEndOverlapSignature & UPrimitiveComponent::OnComponentEndOverlapField ( )
inline

Definition at line 555 of file Actor.h.

◆ OnComponentEndOverlapField() [2/2]

FComponentEndOverlapSignature & UPrimitiveComponent::OnComponentEndOverlapField ( )
inline

Definition at line 609 of file Actor.h.

◆ OnEndCursorOverField() [1/2]

FComponentEndCursorOverSignature & UPrimitiveComponent::OnEndCursorOverField ( )
inline

Definition at line 557 of file Actor.h.

◆ OnEndCursorOverField() [2/2]

FComponentEndCursorOverSignature & UPrimitiveComponent::OnEndCursorOverField ( )
inline

Definition at line 611 of file Actor.h.

◆ OnInputTouchBeginField() [1/2]

FComponentOnInputTouchBeginSignature & UPrimitiveComponent::OnInputTouchBeginField ( )
inline

Definition at line 560 of file Actor.h.

◆ OnInputTouchBeginField() [2/2]

FComponentOnInputTouchBeginSignature & UPrimitiveComponent::OnInputTouchBeginField ( )
inline

Definition at line 614 of file Actor.h.

◆ OnInputTouchEndField() [1/2]

FComponentOnInputTouchEndSignature & UPrimitiveComponent::OnInputTouchEndField ( )
inline

Definition at line 561 of file Actor.h.

◆ OnInputTouchEndField() [2/2]

FComponentOnInputTouchEndSignature & UPrimitiveComponent::OnInputTouchEndField ( )
inline

Definition at line 615 of file Actor.h.

◆ OnInputTouchEnterField() [1/2]

FComponentBeginTouchOverSignature & UPrimitiveComponent::OnInputTouchEnterField ( )
inline

Definition at line 562 of file Actor.h.

◆ OnInputTouchEnterField() [2/2]

FComponentBeginTouchOverSignature & UPrimitiveComponent::OnInputTouchEnterField ( )
inline

Definition at line 616 of file Actor.h.

◆ OnInputTouchLeaveField() [1/2]

FComponentEndTouchOverSignature & UPrimitiveComponent::OnInputTouchLeaveField ( )
inline

Definition at line 563 of file Actor.h.

◆ OnInputTouchLeaveField() [2/2]

FComponentEndTouchOverSignature & UPrimitiveComponent::OnInputTouchLeaveField ( )
inline

Definition at line 617 of file Actor.h.

◆ OnRegister() [1/2]

void UPrimitiveComponent::OnRegister ( )
inline

Definition at line 643 of file Actor.h.

◆ OnRegister() [2/2]

void UPrimitiveComponent::OnRegister ( )
inline

Definition at line 738 of file Actor.h.

◆ OnReleasedField() [1/2]

FComponentOnReleasedSignature & UPrimitiveComponent::OnReleasedField ( )
inline

Definition at line 559 of file Actor.h.

◆ OnReleasedField() [2/2]

FComponentOnReleasedSignature & UPrimitiveComponent::OnReleasedField ( )
inline

Definition at line 613 of file Actor.h.

◆ OnUnregister() [1/2]

void UPrimitiveComponent::OnUnregister ( )
inline

Definition at line 644 of file Actor.h.

◆ OnUnregister() [2/2]

void UPrimitiveComponent::OnUnregister ( )
inline

Definition at line 739 of file Actor.h.

◆ OnUpdateTransform() [1/2]

void UPrimitiveComponent::OnUpdateTransform ( bool bSkipPhysicsMove)
inline

Definition at line 647 of file Actor.h.

◆ OnUpdateTransform() [2/2]

void UPrimitiveComponent::OnUpdateTransform ( bool bSkipPhysicsMove)
inline

Definition at line 740 of file Actor.h.

◆ OverrideStepHeightField() [1/2]

float & UPrimitiveComponent::OverrideStepHeightField ( )
inline

Definition at line 545 of file Actor.h.

◆ OverrideStepHeightField() [2/2]

float & UPrimitiveComponent::OverrideStepHeightField ( )
inline

Definition at line 598 of file Actor.h.

◆ PostDuplicate() [1/2]

void UPrimitiveComponent::PostDuplicate ( bool bDuplicateForPIE)
inline

Definition at line 650 of file Actor.h.

◆ PostDuplicate() [2/2]

void UPrimitiveComponent::PostDuplicate ( bool bDuplicateForPIE)
inline

Definition at line 741 of file Actor.h.

◆ PostLoad() [1/2]

void UPrimitiveComponent::PostLoad ( )
inline

Definition at line 649 of file Actor.h.

◆ PostLoad() [2/2]

void UPrimitiveComponent::PostLoad ( )
inline

Definition at line 742 of file Actor.h.

◆ PrimitiveContainsPoint()

bool UPrimitiveComponent::PrimitiveContainsPoint ( FVector * Point)
inline

Definition at line 743 of file Actor.h.

◆ ProxyMeshIDField() [1/2]

unsigned int & UPrimitiveComponent::ProxyMeshIDField ( )
inline

Definition at line 564 of file Actor.h.

◆ ProxyMeshIDField() [2/2]

unsigned int & UPrimitiveComponent::ProxyMeshIDField ( )
inline

Definition at line 618 of file Actor.h.

◆ PutAllRigidBodiesToSleep() [1/2]

void UPrimitiveComponent::PutAllRigidBodiesToSleep ( )
inline

Definition at line 717 of file Actor.h.

◆ PutAllRigidBodiesToSleep() [2/2]

void UPrimitiveComponent::PutAllRigidBodiesToSleep ( )
inline

Definition at line 793 of file Actor.h.

◆ PutRigidBodyToSleep() [1/2]

void UPrimitiveComponent::PutRigidBodyToSleep ( FName BoneName)
inline

Definition at line 716 of file Actor.h.

◆ PutRigidBodyToSleep() [2/2]

void UPrimitiveComponent::PutRigidBodyToSleep ( FName BoneName)
inline

Definition at line 794 of file Actor.h.

◆ RBSyncModuloField()

FieldArray< char, 2 > UPrimitiveComponent::RBSyncModuloField ( )
inline

Definition at line 587 of file Actor.h.

◆ RBSyncOffsetField()

FieldArray< char, 2 > UPrimitiveComponent::RBSyncOffsetField ( )
inline

Definition at line 588 of file Actor.h.

◆ RegisterComponentTickFunctions() [1/2]

void UPrimitiveComponent::RegisterComponentTickFunctions ( bool bRegister,
bool bSaveAndRestoreComponentTickState )
inline

Definition at line 640 of file Actor.h.

◆ RegisterComponentTickFunctions() [2/2]

void UPrimitiveComponent::RegisterComponentTickFunctions ( bool bRegister,
bool bSaveAndRestoreComponentTickState )
inline

Definition at line 744 of file Actor.h.

◆ RigidBodyIsAwake() [1/2]

bool UPrimitiveComponent::RigidBodyIsAwake ( FName BoneName)
inline

Definition at line 718 of file Actor.h.

◆ RigidBodyIsAwake() [2/2]

bool UPrimitiveComponent::RigidBodyIsAwake ( FName BoneName)
inline

Definition at line 795 of file Actor.h.

◆ SendPhysicsTransform()

void UPrimitiveComponent::SendPhysicsTransform ( bool bTeleport)
inline

Definition at line 745 of file Actor.h.

◆ SendRenderTransform_Concurrent() [1/2]

void UPrimitiveComponent::SendRenderTransform_Concurrent ( )
inline

Definition at line 642 of file Actor.h.

◆ SendRenderTransform_Concurrent() [2/2]

void UPrimitiveComponent::SendRenderTransform_Concurrent ( )
inline

Definition at line 746 of file Actor.h.

◆ Serialize()

void UPrimitiveComponent::Serialize ( FArchive * Ar)
inline

Definition at line 648 of file Actor.h.

◆ SetAbsoluteMaxDrawScale() [1/2]

void UPrimitiveComponent::SetAbsoluteMaxDrawScale ( bool bInValue)
inline

Definition at line 662 of file Actor.h.

◆ SetAbsoluteMaxDrawScale() [2/2]

void UPrimitiveComponent::SetAbsoluteMaxDrawScale ( bool bInValue)
inline

Definition at line 747 of file Actor.h.

◆ SetAllPhysicsAngularVelocity() [1/2]

void UPrimitiveComponent::SetAllPhysicsAngularVelocity ( FVector * NewAngVel,
bool bAddToCurrent )
inline

Definition at line 703 of file Actor.h.

◆ SetAllPhysicsAngularVelocity() [2/2]

void UPrimitiveComponent::SetAllPhysicsAngularVelocity ( FVector * NewAngVel,
bool bAddToCurrent )
inline

Definition at line 796 of file Actor.h.

◆ SetAllPhysicsLinearVelocity() [1/2]

void UPrimitiveComponent::SetAllPhysicsLinearVelocity ( FVector NewVel,
bool bAddToCurrent )
inline

Definition at line 700 of file Actor.h.

◆ SetAllPhysicsLinearVelocity() [2/2]

void UPrimitiveComponent::SetAllPhysicsLinearVelocity ( FVector NewVel,
bool bAddToCurrent )
inline

Definition at line 797 of file Actor.h.

◆ SetAllPhysicsPosition() [1/2]

void UPrimitiveComponent::SetAllPhysicsPosition ( FVector NewPos)
inline

Definition at line 704 of file Actor.h.

◆ SetAllPhysicsPosition() [2/2]

void UPrimitiveComponent::SetAllPhysicsPosition ( FVector NewPos)
inline

Definition at line 798 of file Actor.h.

◆ SetAllPhysicsRotation() [1/2]

void UPrimitiveComponent::SetAllPhysicsRotation ( FRotator NewRot)
inline

Definition at line 705 of file Actor.h.

◆ SetAllPhysicsRotation() [2/2]

void UPrimitiveComponent::SetAllPhysicsRotation ( FRotator NewRot)
inline

Definition at line 799 of file Actor.h.

◆ SetAngularDamping() [1/2]

void UPrimitiveComponent::SetAngularDamping ( float InDamping)
inline

Definition at line 712 of file Actor.h.

◆ SetAngularDamping() [2/2]

void UPrimitiveComponent::SetAngularDamping ( float InDamping)
inline

Definition at line 800 of file Actor.h.

◆ SetCanEverAffectNavigation() [1/2]

void UPrimitiveComponent::SetCanEverAffectNavigation ( bool bRelevant)
inline

Definition at line 670 of file Actor.h.

◆ SetCanEverAffectNavigation() [2/2]

void UPrimitiveComponent::SetCanEverAffectNavigation ( bool bRelevant)
inline

Definition at line 748 of file Actor.h.

◆ SetCastShadow() [1/2]

void UPrimitiveComponent::SetCastShadow ( bool NewCastShadow)
inline

Definition at line 660 of file Actor.h.

◆ SetCastShadow() [2/2]

void UPrimitiveComponent::SetCastShadow ( bool NewCastShadow)
inline

Definition at line 749 of file Actor.h.

◆ SetCenterOfMass()

void UPrimitiveComponent::SetCenterOfMass ( FVector CenterOfMassOffset,
FName BoneName )
inline

Definition at line 801 of file Actor.h.

◆ SetCollisionEnabled() [1/2]

void UPrimitiveComponent::SetCollisionEnabled ( ECollisionEnabled::Type NewType)
inline

Definition at line 733 of file Actor.h.

◆ SetCollisionEnabled() [2/2]

void UPrimitiveComponent::SetCollisionEnabled ( ECollisionEnabled::Type NewType)
inline

Definition at line 802 of file Actor.h.

◆ SetCollisionObjectType() [1/2]

void UPrimitiveComponent::SetCollisionObjectType ( ECollisionChannel Channel)
inline

Definition at line 730 of file Actor.h.

◆ SetCollisionObjectType() [2/2]

void UPrimitiveComponent::SetCollisionObjectType ( ECollisionChannel Channel)
inline

Definition at line 803 of file Actor.h.

◆ SetCollisionProfileName() [1/2]

void UPrimitiveComponent::SetCollisionProfileName ( FName InCollisionProfileName)
inline

Definition at line 734 of file Actor.h.

◆ SetCollisionProfileName() [2/2]

void UPrimitiveComponent::SetCollisionProfileName ( FName InCollisionProfileName)
inline

Definition at line 804 of file Actor.h.

◆ SetCollisionResponseSet()

void UPrimitiveComponent::SetCollisionResponseSet ( FCollisionResponseSet * Col)
inline

Definition at line 687 of file Actor.h.

◆ SetCollisionResponseToAllChannels() [1/2]

void UPrimitiveComponent::SetCollisionResponseToAllChannels ( ECollisionResponse NewResponse)
inline

Definition at line 732 of file Actor.h.

◆ SetCollisionResponseToAllChannels() [2/2]

void UPrimitiveComponent::SetCollisionResponseToAllChannels ( ECollisionResponse NewResponse)
inline

Definition at line 805 of file Actor.h.

◆ SetCollisionResponseToChannel() [1/2]

void UPrimitiveComponent::SetCollisionResponseToChannel ( ECollisionChannel Channel,
ECollisionResponse NewResponse )
inline

Definition at line 731 of file Actor.h.

◆ SetCollisionResponseToChannel() [2/2]

void UPrimitiveComponent::SetCollisionResponseToChannel ( ECollisionChannel Channel,
ECollisionResponse NewResponse )
inline

Definition at line 806 of file Actor.h.

◆ SetCullDistance() [1/2]

void UPrimitiveComponent::SetCullDistance ( float NewCullDistance)
inline

Definition at line 661 of file Actor.h.

◆ SetCullDistance() [2/2]

void UPrimitiveComponent::SetCullDistance ( float NewCullDistance)
inline

Definition at line 750 of file Actor.h.

◆ SetCustomDepthStencilValue() [1/2]

void UPrimitiveComponent::SetCustomDepthStencilValue ( int Value)
inline

Definition at line 688 of file Actor.h.

◆ SetCustomDepthStencilValue() [2/2]

void UPrimitiveComponent::SetCustomDepthStencilValue ( int Value)
inline

Definition at line 751 of file Actor.h.

◆ SetDepthPriorityGroup()

void UPrimitiveComponent::SetDepthPriorityGroup ( ESceneDepthPriorityGroup NewDepthPriorityGroup)
inline

Definition at line 752 of file Actor.h.

◆ SetEnableGravity() [1/2]

void UPrimitiveComponent::SetEnableGravity ( bool bGravityEnabled)
inline

Definition at line 708 of file Actor.h.

◆ SetEnableGravity() [2/2]

void UPrimitiveComponent::SetEnableGravity ( bool bGravityEnabled)
inline

Definition at line 807 of file Actor.h.

◆ SetInternalOctreeMask() [1/2]

void UPrimitiveComponent::SetInternalOctreeMask ( int InOctreeMask,
bool bReregisterWithTree )
inline

Definition at line 742 of file Actor.h.

◆ SetInternalOctreeMask() [2/2]

void UPrimitiveComponent::SetInternalOctreeMask ( int InOctreeMask,
bool bReregisterWithTree )
inline

Definition at line 821 of file Actor.h.

◆ SetLinearDamping() [1/2]

void UPrimitiveComponent::SetLinearDamping ( float InDamping)
inline

Definition at line 710 of file Actor.h.

◆ SetLinearDamping() [2/2]

void UPrimitiveComponent::SetLinearDamping ( float InDamping)
inline

Definition at line 808 of file Actor.h.

◆ SetNotifyRigidBodyCollision() [1/2]

void UPrimitiveComponent::SetNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision)
inline

Definition at line 720 of file Actor.h.

◆ SetNotifyRigidBodyCollision() [2/2]

void UPrimitiveComponent::SetNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision)
inline

Definition at line 809 of file Actor.h.

◆ SetOnlyOwnerSee() [1/2]

void UPrimitiveComponent::SetOnlyOwnerSee ( bool bNewOnlyOwnerSee)
inline

Definition at line 655 of file Actor.h.

◆ SetOnlyOwnerSee() [2/2]

void UPrimitiveComponent::SetOnlyOwnerSee ( bool bNewOnlyOwnerSee)
inline

Definition at line 753 of file Actor.h.

◆ SetOwnerNoSee() [1/2]

void UPrimitiveComponent::SetOwnerNoSee ( bool bNewOwnerNoSee)
inline

Definition at line 654 of file Actor.h.

◆ SetOwnerNoSee() [2/2]

void UPrimitiveComponent::SetOwnerNoSee ( bool bNewOwnerNoSee)
inline

Definition at line 754 of file Actor.h.

◆ SetPhysicsAngularVelocity() [1/2]

void UPrimitiveComponent::SetPhysicsAngularVelocity ( FVector NewAngVel,
bool bAddToCurrent,
FName BoneName )
inline

Definition at line 701 of file Actor.h.

◆ SetPhysicsAngularVelocity() [2/2]

void UPrimitiveComponent::SetPhysicsAngularVelocity ( FVector NewAngVel,
bool bAddToCurrent,
FName BoneName )
inline

Definition at line 811 of file Actor.h.

◆ SetPhysicsLinearVelocity() [1/2]

void UPrimitiveComponent::SetPhysicsLinearVelocity ( FVector NewVel,
bool bAddToCurrent,
FName BoneName )
inline

Definition at line 698 of file Actor.h.

◆ SetPhysicsLinearVelocity() [2/2]

void UPrimitiveComponent::SetPhysicsLinearVelocity ( FVector NewVel,
bool bAddToCurrent,
FName BoneName )
inline

Definition at line 812 of file Actor.h.

◆ SetPhysicsMaxAngularVelocity()

void UPrimitiveComponent::SetPhysicsMaxAngularVelocity ( float NewMaxAngVel,
bool bAddToCurrent,
FName BoneName )
inline

Definition at line 813 of file Actor.h.

◆ SetPhysMaterialOverride() [1/2]

void UPrimitiveComponent::SetPhysMaterialOverride ( UPhysicalMaterial * NewPhysMaterial)
inline

Definition at line 721 of file Actor.h.

◆ SetPhysMaterialOverride() [2/2]

void UPrimitiveComponent::SetPhysMaterialOverride ( UPhysicalMaterial * NewPhysMaterial)
inline

Definition at line 810 of file Actor.h.

◆ SetRenderCustomDepth() [1/2]

void UPrimitiveComponent::SetRenderCustomDepth ( bool bValue)
inline

Definition at line 686 of file Actor.h.

◆ SetRenderCustomDepth() [2/2]

void UPrimitiveComponent::SetRenderCustomDepth ( bool bValue)
inline

Definition at line 755 of file Actor.h.

◆ SetSimulatePhysics() [1/2]

void UPrimitiveComponent::SetSimulatePhysics ( bool bSimulate)
inline

Definition at line 691 of file Actor.h.

◆ SetSimulatePhysics() [2/2]

void UPrimitiveComponent::SetSimulatePhysics ( bool bSimulate)
inline

Definition at line 814 of file Actor.h.

◆ SetTranslucentSortPriority()

void UPrimitiveComponent::SetTranslucentSortPriority ( int NewTranslucentSortPriority)
inline

Definition at line 756 of file Actor.h.

◆ ShouldComponentAddToScene() [1/2]

bool UPrimitiveComponent::ShouldComponentAddToScene ( )
inline

Definition at line 656 of file Actor.h.

◆ ShouldComponentAddToScene() [2/2]

bool UPrimitiveComponent::ShouldComponentAddToScene ( )
inline

Definition at line 757 of file Actor.h.

◆ ShouldCreatePhysicsState() [1/2]

bool UPrimitiveComponent::ShouldCreatePhysicsState ( )
inline

Definition at line 657 of file Actor.h.

◆ ShouldCreatePhysicsState() [2/2]

bool UPrimitiveComponent::ShouldCreatePhysicsState ( )
inline

Definition at line 758 of file Actor.h.

◆ ShouldRenderSelected() [1/2]

bool UPrimitiveComponent::ShouldRenderSelected ( )
inline

Definition at line 659 of file Actor.h.

◆ ShouldRenderSelected() [2/2]

bool UPrimitiveComponent::ShouldRenderSelected ( )
inline

Definition at line 759 of file Actor.h.

◆ StaticRegisterNativesUPrimitiveComponent() [1/2]

static void UPrimitiveComponent::StaticRegisterNativesUPrimitiveComponent ( )
inlinestatic

Definition at line 743 of file Actor.h.

◆ StaticRegisterNativesUPrimitiveComponent() [2/2]

static void UPrimitiveComponent::StaticRegisterNativesUPrimitiveComponent ( )
inlinestatic

Definition at line 823 of file Actor.h.

◆ SyncComponentToRBPhysics() [1/2]

void UPrimitiveComponent::SyncComponentToRBPhysics ( )
inline

Definition at line 722 of file Actor.h.

◆ SyncComponentToRBPhysics() [2/2]

void UPrimitiveComponent::SyncComponentToRBPhysics ( )
inline

Definition at line 815 of file Actor.h.

◆ TranslucencySortPriorityField() [1/2]

int & UPrimitiveComponent::TranslucencySortPriorityField ( )
inline

Definition at line 538 of file Actor.h.

◆ TranslucencySortPriorityField() [2/2]

int & UPrimitiveComponent::TranslucencySortPriorityField ( )
inline

Definition at line 591 of file Actor.h.

◆ UnWeldFromParent() [1/2]

void UPrimitiveComponent::UnWeldFromParent ( )
inline

Definition at line 725 of file Actor.h.

◆ UnWeldFromParent() [2/2]

void UPrimitiveComponent::UnWeldFromParent ( )
inline

Definition at line 816 of file Actor.h.

◆ UpdatePhysicsToRBChannels() [1/2]

void UPrimitiveComponent::UpdatePhysicsToRBChannels ( )
inline

Definition at line 741 of file Actor.h.

◆ UpdatePhysicsToRBChannels() [2/2]

void UPrimitiveComponent::UpdatePhysicsToRBChannels ( )
inline

Definition at line 817 of file Actor.h.

◆ UpdatePhysicsVolume() [1/2]

void UPrimitiveComponent::UpdatePhysicsVolume ( bool bTriggerNotifiers)
inline

Definition at line 679 of file Actor.h.

◆ UpdatePhysicsVolume() [2/2]

void UPrimitiveComponent::UpdatePhysicsVolume ( bool bTriggerNotifiers)
inline

Definition at line 760 of file Actor.h.

◆ UpdateTimeSlicing()

void UPrimitiveComponent::UpdateTimeSlicing ( )
inline

Definition at line 761 of file Actor.h.

◆ ViewOwnerDepthPriorityGroupField() [1/2]

TEnumAsByte< enum ESceneDepthPriorityGroup > & UPrimitiveComponent::ViewOwnerDepthPriorityGroupField ( )
inline

Definition at line 532 of file Actor.h.

◆ ViewOwnerDepthPriorityGroupField() [2/2]

TEnumAsByte< enum ESceneDepthPriorityGroup > & UPrimitiveComponent::ViewOwnerDepthPriorityGroupField ( )
inline

Definition at line 578 of file Actor.h.

◆ VisibilityIdField() [1/2]

int & UPrimitiveComponent::VisibilityIdField ( )
inline

Definition at line 539 of file Actor.h.

◆ VisibilityIdField() [2/2]

int & UPrimitiveComponent::VisibilityIdField ( )
inline

Definition at line 592 of file Actor.h.

◆ WakeAllRigidBodies() [1/2]

void UPrimitiveComponent::WakeAllRigidBodies ( )
inline

Definition at line 707 of file Actor.h.

◆ WakeAllRigidBodies() [2/2]

void UPrimitiveComponent::WakeAllRigidBodies ( )
inline

Definition at line 818 of file Actor.h.

◆ WakeRigidBody()

void UPrimitiveComponent::WakeRigidBody ( FName BoneName)
inline

Definition at line 706 of file Actor.h.

◆ WasRecentlyVisible()

bool UPrimitiveComponent::WasRecentlyVisible ( )
inline

Definition at line 762 of file Actor.h.

◆ WeldTo() [1/2]

void UPrimitiveComponent::WeldTo ( USceneComponent * InParent,
FName InSocketName )
inline

Definition at line 724 of file Actor.h.

◆ WeldTo() [2/2]

void UPrimitiveComponent::WeldTo ( USceneComponent * InParent,
FName InSocketName )
inline

Definition at line 819 of file Actor.h.

◆ WeldToImplementation()

bool UPrimitiveComponent::WeldToImplementation ( USceneComponent * InParent,
FName ParentSocketName,
bool bWeldSimulatedChild )
inline

Definition at line 820 of file Actor.h.


The documentation for this struct was generated from the following files: