Ark Server API (ASE) - Wiki
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USceneComponent Struct Reference

#include <Actor.h>

+ Inheritance diagram for USceneComponent:
+ Collaboration diagram for USceneComponent:

Public Member Functions

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 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 445 of file Actor.h.

Member Function Documentation

◆ AddLocalOffset() [1/2]

void USceneComponent::AddLocalOffset ( FVector DeltaLocation,
bool bSweep )
inline

Definition at line 467 of file Actor.h.

◆ AddLocalOffset() [2/2]

void USceneComponent::AddLocalOffset ( FVector DeltaLocation,
bool bSweep )
inline

Definition at line 485 of file Actor.h.

◆ AddLocalRotation() [1/2]

void USceneComponent::AddLocalRotation ( FRotator DeltaRotation,
bool bSweep )
inline

Definition at line 468 of file Actor.h.

◆ AddLocalRotation() [2/2]

void USceneComponent::AddLocalRotation ( FRotator DeltaRotation,
bool bSweep )
inline

Definition at line 486 of file Actor.h.

◆ AddLocalTransform() [1/2]

void USceneComponent::AddLocalTransform ( FTransform * DeltaTransform,
bool bSweep )
inline

Definition at line 469 of file Actor.h.

◆ AddLocalTransform() [2/2]

void USceneComponent::AddLocalTransform ( FTransform * DeltaTransform,
bool bSweep )
inline

Definition at line 487 of file Actor.h.

◆ AddWorldOffset()

void USceneComponent::AddWorldOffset ( FVector DeltaLocation,
bool bSweep )
inline

Definition at line 488 of file Actor.h.

◆ AddWorldRotation()

void USceneComponent::AddWorldRotation ( FRotator DeltaRotation,
bool bSweep )
inline

Definition at line 489 of file Actor.h.

◆ AddWorldTransform() [1/2]

void USceneComponent::AddWorldTransform ( FTransform * DeltaTransform,
bool bSweep )
inline

Definition at line 470 of file Actor.h.

◆ AddWorldTransform() [2/2]

void USceneComponent::AddWorldTransform ( FTransform * DeltaTransform,
bool bSweep )
inline

Definition at line 490 of file Actor.h.

◆ AppendDescendants() [1/2]

void USceneComponent::AppendDescendants ( TArray< USceneComponent * > * Children)
inline

Definition at line 487 of file Actor.h.

◆ AppendDescendants() [2/2]

void USceneComponent::AppendDescendants ( TArray< USceneComponent * > * Children)
inline

Definition at line 491 of file Actor.h.

◆ ApplyWorldOffset() [1/2]

void USceneComponent::ApplyWorldOffset ( FVector * InOffset,
bool bWorldShift )
inline

Definition at line 515 of file Actor.h.

◆ ApplyWorldOffset() [2/2]

void USceneComponent::ApplyWorldOffset ( FVector * InOffset,
bool bWorldShift )
inline

Definition at line 492 of file Actor.h.

◆ AttachChildrenField() [1/2]

TArray< USceneComponent * > USceneComponent::AttachChildrenField ( )
inline

Definition at line 418 of file Actor.h.

◆ AttachChildrenField() [2/2]

TArray< USceneComponent * > USceneComponent::AttachChildrenField ( )
inline

Definition at line 452 of file Actor.h.

◆ AttachmentChangedIncrementerField() [1/2]

int & USceneComponent::AttachmentChangedIncrementerField ( )
inline

Definition at line 422 of file Actor.h.

◆ AttachmentChangedIncrementerField() [2/2]

int & USceneComponent::AttachmentChangedIncrementerField ( )
inline

Definition at line 456 of file Actor.h.

◆ AttachParentField() [1/2]

USceneComponent * USceneComponent::AttachParentField ( )
inline

Definition at line 416 of file Actor.h.

◆ AttachParentField() [2/2]

USceneComponent * USceneComponent::AttachParentField ( )
inline

Definition at line 450 of file Actor.h.

◆ AttachSocketNameField() [1/2]

FName & USceneComponent::AttachSocketNameField ( )
inline

Definition at line 417 of file Actor.h.

◆ AttachSocketNameField() [2/2]

FName & USceneComponent::AttachSocketNameField ( )
inline

Definition at line 451 of file Actor.h.

◆ AttachTo() [1/2]

void USceneComponent::AttachTo ( USceneComponent * Parent,
FName InSocketName,
EAttachLocation::Type AttachType,
bool bWeldSimulatedBodies )
inline

Definition at line 488 of file Actor.h.

◆ AttachTo() [2/2]

void USceneComponent::AttachTo ( USceneComponent * Parent,
FName InSocketName,
EAttachLocation::Type AttachType,
bool bWeldSimulatedBodies )
inline

Definition at line 493 of file Actor.h.

◆ bAbsoluteLocation() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteLocation ( )
inline

Definition at line 432 of file Actor.h.

◆ bAbsoluteLocation() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteLocation ( )
inline

Definition at line 466 of file Actor.h.

◆ bAbsoluteRotation() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteRotation ( )
inline

Definition at line 435 of file Actor.h.

◆ bAbsoluteRotation() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteRotation ( )
inline

Definition at line 469 of file Actor.h.

◆ bAbsoluteScale() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteScale ( )
inline

Definition at line 436 of file Actor.h.

◆ bAbsoluteScale() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteScale ( )
inline

Definition at line 470 of file Actor.h.

◆ bAbsoluteTranslation_DEPRECATED() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteTranslation_DEPRECATED ( )
inline

Definition at line 434 of file Actor.h.

◆ bAbsoluteTranslation_DEPRECATED() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAbsoluteTranslation_DEPRECATED ( )
inline

Definition at line 468 of file Actor.h.

◆ bAllowActorUpdateCallback() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAllowActorUpdateCallback ( )
inline

Definition at line 433 of file Actor.h.

◆ bAllowActorUpdateCallback() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAllowActorUpdateCallback ( )
inline

Definition at line 467 of file Actor.h.

◆ bAttachedSoundsForceHighPriority() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAttachedSoundsForceHighPriority ( )
inline

Definition at line 439 of file Actor.h.

◆ bAttachedSoundsForceHighPriority() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bAttachedSoundsForceHighPriority ( )
inline

Definition at line 473 of file Actor.h.

◆ bBoundsChangeTriggersStreamingDataRebuild() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bBoundsChangeTriggersStreamingDataRebuild ( )
inline

Definition at line 442 of file Actor.h.

◆ bBoundsChangeTriggersStreamingDataRebuild() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bBoundsChangeTriggersStreamingDataRebuild ( )
inline

Definition at line 476 of file Actor.h.

◆ bClientSyncAlwaysUpdatePhysicsCollision() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bClientSyncAlwaysUpdatePhysicsCollision ( )
inline

Definition at line 445 of file Actor.h.

◆ bClientSyncAlwaysUpdatePhysicsCollision() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bClientSyncAlwaysUpdatePhysicsCollision ( )
inline

Definition at line 479 of file Actor.h.

◆ BeginDestroy() [1/2]

void USceneComponent::BeginDestroy ( )
inline

Definition at line 506 of file Actor.h.

◆ BeginDestroy() [2/2]

void USceneComponent::BeginDestroy ( )
inline

Definition at line 494 of file Actor.h.

◆ bHiddenInGame() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bHiddenInGame ( )
inline

Definition at line 438 of file Actor.h.

◆ bHiddenInGame() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bHiddenInGame ( )
inline

Definition at line 472 of file Actor.h.

◆ bIgnoreParentTransformUpdate()

BitFieldValue< bool, unsigned __int32 > USceneComponent::bIgnoreParentTransformUpdate ( )
inline

Definition at line 446 of file Actor.h.

◆ BoundsField() [1/2]

FBoxSphereBounds & USceneComponent::BoundsField ( )
inline

Definition at line 415 of file Actor.h.

◆ BoundsField() [2/2]

FBoxSphereBounds & USceneComponent::BoundsField ( )
inline

Definition at line 449 of file Actor.h.

◆ bRequiresCustomLocation() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bRequiresCustomLocation ( )
inline

Definition at line 431 of file Actor.h.

◆ bRequiresCustomLocation() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bRequiresCustomLocation ( )
inline

Definition at line 465 of file Actor.h.

◆ bShouldUpdatePhysicsVolume() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bShouldUpdatePhysicsVolume ( )
inline

Definition at line 440 of file Actor.h.

◆ bShouldUpdatePhysicsVolume() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bShouldUpdatePhysicsVolume ( )
inline

Definition at line 474 of file Actor.h.

◆ bUpdateChildOverlaps() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bUpdateChildOverlaps ( )
inline

Definition at line 441 of file Actor.h.

◆ bUpdateChildOverlaps() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bUpdateChildOverlaps ( )
inline

Definition at line 475 of file Actor.h.

◆ bUseAttachParentBound() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bUseAttachParentBound ( )
inline

Definition at line 443 of file Actor.h.

◆ bUseAttachParentBound() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bUseAttachParentBound ( )
inline

Definition at line 477 of file Actor.h.

◆ bVisible() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bVisible ( )
inline

Definition at line 437 of file Actor.h.

◆ bVisible() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bVisible ( )
inline

Definition at line 471 of file Actor.h.

◆ bWorldToComponentUpdated() [1/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bWorldToComponentUpdated ( )
inline

Definition at line 444 of file Actor.h.

◆ bWorldToComponentUpdated() [2/2]

BitFieldValue< bool, unsigned __int32 > USceneComponent::bWorldToComponentUpdated ( )
inline

Definition at line 478 of file Actor.h.

◆ CalcBoundingCylinder() [1/2]

void USceneComponent::CalcBoundingCylinder ( float * CylinderRadius,
float * CylinderHalfHeight )
inline

Definition at line 464 of file Actor.h.

◆ CalcBoundingCylinder() [2/2]

void USceneComponent::CalcBoundingCylinder ( float * CylinderRadius,
float * CylinderHalfHeight )
inline

Definition at line 495 of file Actor.h.

◆ CalcBounds() [1/2]

FBoxSphereBounds * USceneComponent::CalcBounds ( FBoxSphereBounds * result,
FTransform * LocalToWorld )
inline

Definition at line 463 of file Actor.h.

◆ CalcBounds() [2/2]

FBoxSphereBounds * USceneComponent::CalcBounds ( FBoxSphereBounds * result,
FTransform * LocalToWorld )
inline

Definition at line 496 of file Actor.h.

◆ CalcNewComponentToWorld() [1/2]

FTransform * USceneComponent::CalcNewComponentToWorld ( FTransform * result,
FTransform * NewRelativeTransform,
USceneComponent * Parent )
inline

Definition at line 457 of file Actor.h.

◆ CalcNewComponentToWorld() [2/2]

FTransform * USceneComponent::CalcNewComponentToWorld ( FTransform * result,
FTransform * NewRelativeTransform,
USceneComponent * Parent )
inline

Definition at line 497 of file Actor.h.

◆ CanEverRender() [1/2]

bool USceneComponent::CanEverRender ( )
inline

Definition at line 511 of file Actor.h.

◆ CanEverRender() [2/2]

bool USceneComponent::CanEverRender ( )
inline

Definition at line 498 of file Actor.h.

◆ ComponentToWorldField() [1/2]

FTransform & USceneComponent::ComponentToWorldField ( )
inline

Definition at line 413 of file Actor.h.

◆ ComponentToWorldField() [2/2]

FTransform & USceneComponent::ComponentToWorldField ( )
inline

Definition at line 447 of file Actor.h.

◆ ComponentVelocityField() [1/2]

FVector & USceneComponent::ComponentVelocityField ( )
inline

Definition at line 427 of file Actor.h.

◆ ComponentVelocityField() [2/2]

FVector & USceneComponent::ComponentVelocityField ( )
inline

Definition at line 461 of file Actor.h.

◆ DestroyComponent() [1/2]

void USceneComponent::DestroyComponent ( )
inline

Definition at line 462 of file Actor.h.

◆ DestroyComponent() [2/2]

void USceneComponent::DestroyComponent ( )
inline

Definition at line 499 of file Actor.h.

◆ DetachFromParent() [1/2]

void USceneComponent::DetachFromParent ( bool bMaintainWorldPosition)
inline

Definition at line 489 of file Actor.h.

◆ DetachFromParent() [2/2]

void USceneComponent::DetachFromParent ( bool bMaintainWorldPosition)
inline

Definition at line 500 of file Actor.h.

◆ DetailModeField() [1/2]

TEnumAsByte< enum EDetailMode > & USceneComponent::DetailModeField ( )
inline

Definition at line 421 of file Actor.h.

◆ DetailModeField() [2/2]

TEnumAsByte< enum EDetailMode > & USceneComponent::DetailModeField ( )
inline

Definition at line 455 of file Actor.h.

◆ GetAllSocketNames()

TArray< FName > * USceneComponent::GetAllSocketNames ( TArray< FName > * result)
inline

Definition at line 455 of file Actor.h.

◆ GetAttachmentRoot()

USceneComponent * USceneComponent::GetAttachmentRoot ( )
inline

Definition at line 502 of file Actor.h.

◆ GetAttachmentRootActor() [1/2]

AActor * USceneComponent::GetAttachmentRootActor ( )
inline

Definition at line 492 of file Actor.h.

◆ GetAttachmentRootActor() [2/2]

AActor * USceneComponent::GetAttachmentRootActor ( )
inline

Definition at line 503 of file Actor.h.

◆ GetAttachParent() [1/2]

USceneComponent * USceneComponent::GetAttachParent ( )
inline

Definition at line 485 of file Actor.h.

◆ GetAttachParent() [2/2]

unsigned __int64 USceneComponent::GetAttachParent ( )
inline

Definition at line 501 of file Actor.h.

◆ GetBaseToWorldTransform()

FTransform * USceneComponent::GetBaseToWorldTransform ( FTransform * result)
inline

Definition at line 491 of file Actor.h.

◆ GetChildComponent()

USceneComponent * USceneComponent::GetChildComponent ( int ChildIndex)
inline

Definition at line 504 of file Actor.h.

◆ GetChildrenComponents() [1/2]

void USceneComponent::GetChildrenComponents ( bool bIncludeAllDescendants,
TArray< USceneComponent * > * Children )
inline

Definition at line 486 of file Actor.h.

◆ GetChildrenComponents() [2/2]

void USceneComponent::GetChildrenComponents ( bool bIncludeAllDescendants,
TArray< USceneComponent * > * Children )
inline

Definition at line 505 of file Actor.h.

◆ GetCollisionResponseToChannels() [1/2]

FCollisionResponseContainer * USceneComponent::GetCollisionResponseToChannels ( )
inline

Definition at line 502 of file Actor.h.

◆ GetCollisionResponseToChannels() [2/2]

FCollisionResponseContainer * USceneComponent::GetCollisionResponseToChannels ( )
inline

Definition at line 506 of file Actor.h.

◆ GetComponentVelocity() [1/2]

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

Definition at line 500 of file Actor.h.

◆ GetComponentVelocity() [2/2]

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

Definition at line 507 of file Actor.h.

◆ GetCustomLocation() [1/2]

FVector * USceneComponent::GetCustomLocation ( FVector * result)
inline

Definition at line 452 of file Actor.h.

◆ GetCustomLocation() [2/2]

FVector * USceneComponent::GetCustomLocation ( FVector * result)
inline

Definition at line 483 of file Actor.h.

◆ GetForwardVector() [1/2]

FVector * USceneComponent::GetForwardVector ( FVector * result)
inline

Definition at line 456 of file Actor.h.

◆ GetForwardVector() [2/2]

FVector * USceneComponent::GetForwardVector ( FVector * result)
inline

Definition at line 508 of file Actor.h.

◆ GetLifetimeReplicatedProps() [1/2]

void USceneComponent::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 519 of file Actor.h.

◆ GetLifetimeReplicatedProps() [2/2]

void USceneComponent::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 509 of file Actor.h.

◆ GetMeshScaleMultiplier() [1/2]

FVector * USceneComponent::GetMeshScaleMultiplier ( FVector * result)
inline

Definition at line 490 of file Actor.h.

◆ GetMeshScaleMultiplier() [2/2]

FVector * USceneComponent::GetMeshScaleMultiplier ( FVector * result)
inline

Definition at line 510 of file Actor.h.

◆ GetNumChildrenComponents()

int USceneComponent::GetNumChildrenComponents ( )
inline

Definition at line 511 of file Actor.h.

◆ GetParentComponents()

void USceneComponent::GetParentComponents ( TArray< USceneComponent * > * Parents)
inline

Definition at line 512 of file Actor.h.

◆ GetPlacementExtent() [1/2]

FBoxSphereBounds * USceneComponent::GetPlacementExtent ( FBoxSphereBounds * result)
inline

Definition at line 516 of file Actor.h.

◆ GetPlacementExtent() [2/2]

FBoxSphereBounds * USceneComponent::GetPlacementExtent ( FBoxSphereBounds * result)
inline

Definition at line 513 of file Actor.h.

◆ GetPrivateStaticClass()

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

Definition at line 567 of file Actor.h.

◆ GetRelativeTransform() [1/2]

FTransform * USceneComponent::GetRelativeTransform ( FTransform * result)
inline

Definition at line 474 of file Actor.h.

◆ GetRelativeTransform() [2/2]

FTransform * USceneComponent::GetRelativeTransform ( FTransform * result)
inline

Definition at line 514 of file Actor.h.

◆ GetRightVector() [1/2]

FVector * USceneComponent::GetRightVector ( FVector * result)
inline

Definition at line 483 of file Actor.h.

◆ GetRightVector() [2/2]

FVector * USceneComponent::GetRightVector ( FVector * result)
inline

Definition at line 515 of file Actor.h.

◆ GetSocketLocation() [1/2]

FVector * USceneComponent::GetSocketLocation ( FVector * result,
FName SocketName )
inline

Definition at line 497 of file Actor.h.

◆ GetSocketLocation() [2/2]

FVector * USceneComponent::GetSocketLocation ( FVector * result,
FName SocketName )
inline

Definition at line 516 of file Actor.h.

◆ GetSocketQuaternion() [1/2]

FQuat * USceneComponent::GetSocketQuaternion ( FQuat * result,
FName SocketName )
inline

Definition at line 499 of file Actor.h.

◆ GetSocketQuaternion() [2/2]

FQuat * USceneComponent::GetSocketQuaternion ( FQuat * result,
FName SocketName )
inline

Definition at line 517 of file Actor.h.

◆ GetSocketRotation() [1/2]

FRotator * USceneComponent::GetSocketRotation ( FRotator * result,
FName SocketName )
inline

Definition at line 498 of file Actor.h.

◆ GetSocketRotation() [2/2]

FRotator * USceneComponent::GetSocketRotation ( FRotator * result,
FName SocketName )
inline

Definition at line 518 of file Actor.h.

◆ GetSocketTransform() [1/2]

FTransform * USceneComponent::GetSocketTransform ( FTransform * result,
FName SocketName,
ERelativeTransformSpace TransformSpace )
inline

Definition at line 496 of file Actor.h.

◆ GetSocketTransform() [2/2]

FTransform * USceneComponent::GetSocketTransform ( FTransform * result,
FName SocketName,
ERelativeTransformSpace TransformSpace )
inline

Definition at line 519 of file Actor.h.

◆ GetSocketWorldLocationAndRotation() [1/3]

void USceneComponent::GetSocketWorldLocationAndRotation ( FName InSocketName,
FVector * OutLocation,
FQuat * OutRotation )
inline

Definition at line 520 of file Actor.h.

◆ GetSocketWorldLocationAndRotation() [2/3]

void USceneComponent::GetSocketWorldLocationAndRotation ( FName InSocketName,
FVector * OutLocation,
FRotator * OutRotation )
inline

Definition at line 501 of file Actor.h.

◆ GetSocketWorldLocationAndRotation() [3/3]

void USceneComponent::GetSocketWorldLocationAndRotation ( FName InSocketName,
FVector * OutLocation,
FRotator * OutRotation )
inline

Definition at line 521 of file Actor.h.

◆ GetUpVector() [1/2]

FVector * USceneComponent::GetUpVector ( FVector * result)
inline

Definition at line 484 of file Actor.h.

◆ GetUpVector() [2/2]

FVector * USceneComponent::GetUpVector ( FVector * result)
inline

Definition at line 522 of file Actor.h.

◆ GetWorldLocation() [1/2]

FVector * USceneComponent::GetWorldLocation ( FVector * result)
inline

Definition at line 521 of file Actor.h.

◆ GetWorldLocation() [2/2]

FVector * USceneComponent::GetWorldLocation ( FVector * result)
inline

Definition at line 523 of file Actor.h.

+ Here is the caller graph for this function:

◆ InternalSetWorldLocationAndRotation() [1/2]

bool USceneComponent::InternalSetWorldLocationAndRotation ( FVector NewLocation,
FQuat * RotationQuat,
bool bNoPhysics )
inline

Definition at line 507 of file Actor.h.

◆ InternalSetWorldLocationAndRotation() [2/2]

bool USceneComponent::InternalSetWorldLocationAndRotation ( FVector NewLocation,
FQuat * RotationQuat,
bool bNoPhysics )
inline

Definition at line 524 of file Actor.h.

◆ IsAnySimulatingPhysics() [1/2]

bool USceneComponent::IsAnySimulatingPhysics ( )
inline

Definition at line 504 of file Actor.h.

◆ IsAnySimulatingPhysics() [2/2]

bool USceneComponent::IsAnySimulatingPhysics ( )
inline

Definition at line 525 of file Actor.h.

◆ IsAttachedTo()

bool USceneComponent::IsAttachedTo ( USceneComponent * TestComp)
inline

Definition at line 526 of file Actor.h.

◆ IsCollisionEnabled()

bool USceneComponent::IsCollisionEnabled ( )
inline

Definition at line 454 of file Actor.h.

◆ IsDeferringMovementUpdates()

bool USceneComponent::IsDeferringMovementUpdates ( )
inline

Definition at line 527 of file Actor.h.

◆ IsVisible() [1/2]

bool USceneComponent::IsVisible ( )
inline

Definition at line 512 of file Actor.h.

◆ IsVisible() [2/2]

bool USceneComponent::IsVisible ( )
inline

Definition at line 528 of file Actor.h.

◆ IsVisibleInEditor() [1/2]

bool USceneComponent::IsVisibleInEditor ( )
inline

Definition at line 509 of file Actor.h.

◆ IsVisibleInEditor() [2/2]

bool USceneComponent::IsVisibleInEditor ( )
inline

Definition at line 529 of file Actor.h.

◆ K2_AttachTo()

void USceneComponent::K2_AttachTo ( USceneComponent * InParent,
FName InSocketName,
EAttachLocation::Type AttachLocationType,
bool bWeldSimulatedBodies )
inline

Definition at line 530 of file Actor.h.

◆ K2_GetComponentRotation()

FRotator * USceneComponent::K2_GetComponentRotation ( FRotator * result)
inline

Definition at line 531 of file Actor.h.

◆ K2_GetComponentScale()

FVector * USceneComponent::K2_GetComponentScale ( FVector * result)
inline

Definition at line 532 of file Actor.h.

◆ K2_GetComponentToWorld()

FTransform * USceneComponent::K2_GetComponentToWorld ( FTransform * result)
inline

Definition at line 533 of file Actor.h.

◆ MobilityField() [1/2]

TEnumAsByte< enum EComponentMobility::Type > & USceneComponent::MobilityField ( )
inline

Definition at line 414 of file Actor.h.

◆ MobilityField() [2/2]

TEnumAsByte< enum EComponentMobility::Type > & USceneComponent::MobilityField ( )
inline

Definition at line 448 of file Actor.h.

◆ MoveComponentImpl() [1/2]

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

Definition at line 508 of file Actor.h.

◆ MoveComponentImpl() [2/2]

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

Definition at line 534 of file Actor.h.

◆ NetOldAttachParentField() [1/2]

USceneComponent * USceneComponent::NetOldAttachParentField ( )
inline

Definition at line 424 of file Actor.h.

◆ NetOldAttachParentField() [2/2]

USceneComponent * USceneComponent::NetOldAttachParentField ( )
inline

Definition at line 458 of file Actor.h.

◆ NetOldAttachSocketNameField() [1/2]

FName & USceneComponent::NetOldAttachSocketNameField ( )
inline

Definition at line 425 of file Actor.h.

◆ NetOldAttachSocketNameField() [2/2]

FName & USceneComponent::NetOldAttachSocketNameField ( )
inline

Definition at line 459 of file Actor.h.

◆ NetUpdateTransformField() [1/2]

bool & USceneComponent::NetUpdateTransformField ( )
inline

Definition at line 423 of file Actor.h.

◆ NetUpdateTransformField() [2/2]

bool & USceneComponent::NetUpdateTransformField ( )
inline

Definition at line 457 of file Actor.h.

◆ OnChildAttached() [1/2]

void USceneComponent::OnChildAttached ( USceneComponent * ChildComponent)
inline

Definition at line 451 of file Actor.h.

◆ OnChildAttached() [2/2]

void USceneComponent::OnChildAttached ( USceneComponent * ChildComponent)
inline

Definition at line 484 of file Actor.h.

◆ OnRegister() [1/2]

void USceneComponent::OnRegister ( )
inline

Definition at line 459 of file Actor.h.

◆ OnRegister() [2/2]

void USceneComponent::OnRegister ( )
inline

Definition at line 535 of file Actor.h.

◆ OnRep_Transform()

void USceneComponent::OnRep_Transform ( )
inline

Definition at line 536 of file Actor.h.

◆ OnRep_Visibility()

void USceneComponent::OnRep_Visibility ( bool OldValue)
inline

Definition at line 537 of file Actor.h.

◆ PostInterpChange() [1/2]

void USceneComponent::PostInterpChange ( UProperty * PropertyThatChanged)
inline

Definition at line 495 of file Actor.h.

◆ PostInterpChange() [2/2]

void USceneComponent::PostInterpChange ( UProperty * PropertyThatChanged)
inline

Definition at line 538 of file Actor.h.

◆ PostNetReceive() [1/2]

void USceneComponent::PostNetReceive ( )
inline

Definition at line 518 of file Actor.h.

◆ PostNetReceive() [2/2]

void USceneComponent::PostNetReceive ( )
inline

Definition at line 539 of file Actor.h.

◆ PreNetReceive() [1/2]

void USceneComponent::PreNetReceive ( )
inline

Definition at line 517 of file Actor.h.

◆ PreNetReceive() [2/2]

void USceneComponent::PreNetReceive ( )
inline

Definition at line 540 of file Actor.h.

◆ PropagateTransformUpdate()

void USceneComponent::PropagateTransformUpdate ( bool bTransformChanged,
bool bSkipPhysicsMove )
inline

Definition at line 461 of file Actor.h.

◆ RelativeLocationField() [1/2]

FVector & USceneComponent::RelativeLocationField ( )
inline

Definition at line 419 of file Actor.h.

◆ RelativeLocationField() [2/2]

FVector & USceneComponent::RelativeLocationField ( )
inline

Definition at line 453 of file Actor.h.

◆ RelativeRotationField() [1/2]

FRotator & USceneComponent::RelativeRotationField ( )
inline

Definition at line 420 of file Actor.h.

◆ RelativeRotationField() [2/2]

FRotator & USceneComponent::RelativeRotationField ( )
inline

Definition at line 454 of file Actor.h.

◆ RelativeScale3DField() [1/2]

FVector & USceneComponent::RelativeScale3DField ( )
inline

Definition at line 426 of file Actor.h.

◆ RelativeScale3DField() [2/2]

FVector & USceneComponent::RelativeScale3DField ( )
inline

Definition at line 460 of file Actor.h.

◆ ResetRelativeTransform() [1/2]

void USceneComponent::ResetRelativeTransform ( )
inline

Definition at line 472 of file Actor.h.

◆ ResetRelativeTransform() [2/2]

void USceneComponent::ResetRelativeTransform ( )
inline

Definition at line 541 of file Actor.h.

◆ Serialize()

void USceneComponent::Serialize ( FArchive * Ar)
inline

Definition at line 494 of file Actor.h.

◆ SetAbsolute() [1/2]

void USceneComponent::SetAbsolute ( bool bNewAbsoluteLocation,
bool bNewAbsoluteRotation,
bool bNewAbsoluteScale )
inline

Definition at line 482 of file Actor.h.

◆ SetAbsolute() [2/2]

void USceneComponent::SetAbsolute ( bool bNewAbsoluteLocation,
bool bNewAbsoluteRotation,
bool bNewAbsoluteScale )
inline

Definition at line 542 of file Actor.h.

◆ SetHiddenInGame() [1/2]

void USceneComponent::SetHiddenInGame ( bool NewHiddenGame,
bool bPropagateToChildren )
inline

Definition at line 514 of file Actor.h.

◆ SetHiddenInGame() [2/2]

void USceneComponent::SetHiddenInGame ( bool NewHiddenGame,
bool bPropagateToChildren )
inline

Definition at line 543 of file Actor.h.

◆ SetMobility() [1/2]

void USceneComponent::SetMobility ( EComponentMobility::Type NewMobility)
inline

Definition at line 503 of file Actor.h.

◆ SetMobility() [2/2]

void USceneComponent::SetMobility ( EComponentMobility::Type NewMobility)
inline

Definition at line 544 of file Actor.h.

◆ SetRelativeLocationAndRotation() [1/2]

void USceneComponent::SetRelativeLocationAndRotation ( FVector NewLocation,
FQuat * NewRotation,
bool bSweep )
inline

Definition at line 466 of file Actor.h.

◆ SetRelativeLocationAndRotation() [2/2]

void USceneComponent::SetRelativeLocationAndRotation ( FVector NewLocation,
FQuat * NewRotation,
bool bSweep )
inline

Definition at line 545 of file Actor.h.

◆ SetRelativeScale3D() [1/2]

void USceneComponent::SetRelativeScale3D ( FVector NewScale3D)
inline

Definition at line 471 of file Actor.h.

◆ SetRelativeScale3D() [2/2]

void USceneComponent::SetRelativeScale3D ( FVector NewScale3D)
inline

Definition at line 546 of file Actor.h.

◆ SetRelativeTransform() [1/2]

void USceneComponent::SetRelativeTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 473 of file Actor.h.

◆ SetRelativeTransform() [2/2]

void USceneComponent::SetRelativeTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 547 of file Actor.h.

◆ SetVisibility() [1/2]

void USceneComponent::SetVisibility ( bool bNewVisibility,
bool bPropagateToChildren )
inline

Definition at line 513 of file Actor.h.

◆ SetVisibility() [2/2]

void USceneComponent::SetVisibility ( bool bNewVisibility,
bool bPropagateToChildren )
inline

Definition at line 548 of file Actor.h.

◆ SetWorldLocation() [1/2]

void USceneComponent::SetWorldLocation ( FVector NewLocation,
bool bSweep )
inline

Definition at line 475 of file Actor.h.

◆ SetWorldLocation() [2/2]

void USceneComponent::SetWorldLocation ( FVector NewLocation,
bool bSweep )
inline

Definition at line 549 of file Actor.h.

◆ SetWorldLocationAndRotation() [1/4]

void USceneComponent::SetWorldLocationAndRotation ( FVector NewLocation,
FQuat * NewRotation,
bool bSweep )
inline

Definition at line 480 of file Actor.h.

◆ SetWorldLocationAndRotation() [2/4]

void USceneComponent::SetWorldLocationAndRotation ( FVector NewLocation,
FQuat * NewRotation,
bool bSweep )
inline

Definition at line 550 of file Actor.h.

◆ SetWorldLocationAndRotation() [3/4]

void USceneComponent::SetWorldLocationAndRotation ( FVector NewLocation,
FRotator NewRotation,
bool bSweep )
inline

Definition at line 479 of file Actor.h.

◆ SetWorldLocationAndRotation() [4/4]

void USceneComponent::SetWorldLocationAndRotation ( FVector NewLocation,
FRotator NewRotation,
bool bSweep )
inline

Definition at line 551 of file Actor.h.

◆ SetWorldLocationAndRotationNoPhysics() [1/2]

void USceneComponent::SetWorldLocationAndRotationNoPhysics ( FVector * NewLocation,
FRotator * NewRotation )
inline

Definition at line 481 of file Actor.h.

◆ SetWorldLocationAndRotationNoPhysics() [2/2]

void USceneComponent::SetWorldLocationAndRotationNoPhysics ( FVector * NewLocation,
FRotator * NewRotation )
inline

Definition at line 552 of file Actor.h.

◆ SetWorldRotation() [1/2]

void USceneComponent::SetWorldRotation ( FQuat * NewRotation,
bool bSweep )
inline

Definition at line 476 of file Actor.h.

◆ SetWorldRotation() [2/2]

void USceneComponent::SetWorldRotation ( FQuat * NewRotation,
bool bSweep )
inline

Definition at line 553 of file Actor.h.

◆ SetWorldScale3D() [1/2]

void USceneComponent::SetWorldScale3D ( FVector NewScale)
inline

Definition at line 477 of file Actor.h.

◆ SetWorldScale3D() [2/2]

void USceneComponent::SetWorldScale3D ( FVector NewScale)
inline

Definition at line 554 of file Actor.h.

◆ SetWorldTransform() [1/2]

void USceneComponent::SetWorldTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 478 of file Actor.h.

◆ SetWorldTransform() [2/2]

void USceneComponent::SetWorldTransform ( FTransform * NewTransform,
bool bSweep )
inline

Definition at line 555 of file Actor.h.

◆ ShouldComponentAddToScene()

bool USceneComponent::ShouldComponentAddToScene ( )
inline

Definition at line 556 of file Actor.h.

◆ ShouldRender() [1/2]

bool USceneComponent::ShouldRender ( )
inline

Definition at line 510 of file Actor.h.

◆ ShouldRender() [2/2]

bool USceneComponent::ShouldRender ( )
inline

Definition at line 557 of file Actor.h.

◆ SnapTo()

void USceneComponent::SnapTo ( USceneComponent * Parent,
FName InSocketName )
inline

Definition at line 558 of file Actor.h.

◆ StaticClass()

static UClass * USceneComponent::StaticClass ( )
inlinestatic

Definition at line 450 of file Actor.h.

◆ StaticRegisterNativesUSceneComponent() [1/2]

static void USceneComponent::StaticRegisterNativesUSceneComponent ( )
inlinestatic

Definition at line 522 of file Actor.h.

◆ StaticRegisterNativesUSceneComponent() [2/2]

static void USceneComponent::StaticRegisterNativesUSceneComponent ( )
inlinestatic

Definition at line 568 of file Actor.h.

◆ StopSound() [1/2]

void USceneComponent::StopSound ( USoundBase * SoundToStop,
float FadeOutTime )
inline

Definition at line 520 of file Actor.h.

◆ StopSound() [2/2]

void USceneComponent::StopSound ( USoundBase * SoundToStop,
float FadeOutTime )
inline

Definition at line 559 of file Actor.h.

◆ ToggleVisibility()

void USceneComponent::ToggleVisibility ( bool bPropagateToChildren)
inline

Definition at line 560 of file Actor.h.

◆ UpdateBounds() [1/2]

void USceneComponent::UpdateBounds ( )
inline

Definition at line 465 of file Actor.h.

◆ UpdateBounds() [2/2]

void USceneComponent::UpdateBounds ( )
inline

Definition at line 561 of file Actor.h.

◆ UpdateChildTransforms() [1/2]

void USceneComponent::UpdateChildTransforms ( )
inline

Definition at line 493 of file Actor.h.

◆ UpdateChildTransforms() [2/2]

void USceneComponent::UpdateChildTransforms ( )
inline

Definition at line 562 of file Actor.h.

◆ UpdateComponentToWorld() [1/2]

void USceneComponent::UpdateComponentToWorld ( bool bSkipPhysicsMove)
inline

Definition at line 460 of file Actor.h.

◆ UpdateComponentToWorld() [2/2]

void USceneComponent::UpdateComponentToWorld ( bool bSkipPhysicsMove)
inline

Definition at line 563 of file Actor.h.

◆ UpdateComponentToWorldWithParent() [1/2]

void USceneComponent::UpdateComponentToWorldWithParent ( USceneComponent * Parent,
bool bSkipPhysicsMove,
FQuat * RelativeRotationQuat )
inline

Definition at line 458 of file Actor.h.

◆ UpdateComponentToWorldWithParent() [2/2]

void USceneComponent::UpdateComponentToWorldWithParent ( USceneComponent * Parent,
bool bSkipPhysicsMove,
FQuat * RelativeRotationQuat )
inline

Definition at line 564 of file Actor.h.

◆ UpdateNavigationData()

void USceneComponent::UpdateNavigationData ( )
inline

Definition at line 565 of file Actor.h.

◆ UpdatePhysicsVolume() [1/2]

void USceneComponent::UpdatePhysicsVolume ( bool bTriggerNotifiers)
inline

Definition at line 505 of file Actor.h.

◆ UpdatePhysicsVolume() [2/2]

void USceneComponent::UpdatePhysicsVolume ( bool bTriggerNotifiers)
inline

Definition at line 566 of file Actor.h.


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