Ark Server API (ASE) - Wiki
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UShapeComponent Struct Reference

#include <Actor.h>

+ Inheritance diagram for UShapeComponent:
+ Collaboration diagram for UShapeComponent:

Public Member Functions

FColorShapeColorField ()
 
UMaterialInterface * ShapeMaterialField ()
 
BitFieldValue< bool, unsigned __int32 > bDrawOnlyIfSelected ()
 
BitFieldValue< bool, unsigned __int32 > bShouldCollideWhenPlacing ()
 
bool ShouldCollideWhenPlacing ()
 
UMaterialInterface * ShapeMaterialField ()
 
BitFieldValue< bool, unsigned __int32 > bDrawOnlyIfSelected ()
 
BitFieldValue< bool, unsigned __int32 > bShouldCollideWhenPlacing ()
 
bool ShouldCollideWhenPlacing ()
 
- Public Member Functions inherited from UPrimitiveComponent
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 UClassGetPrivateStaticClass (const wchar_t *Package)
 
- Static Public Member Functions inherited from UPrimitiveComponent
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 826 of file Actor.h.

Member Function Documentation

◆ bDrawOnlyIfSelected() [1/2]

BitFieldValue< bool, unsigned __int32 > UShapeComponent::bDrawOnlyIfSelected ( )
inline

Definition at line 752 of file Actor.h.

◆ bDrawOnlyIfSelected() [2/2]

BitFieldValue< bool, unsigned __int32 > UShapeComponent::bDrawOnlyIfSelected ( )
inline

Definition at line 833 of file Actor.h.

◆ bShouldCollideWhenPlacing() [1/2]

BitFieldValue< bool, unsigned __int32 > UShapeComponent::bShouldCollideWhenPlacing ( )
inline

Definition at line 753 of file Actor.h.

◆ bShouldCollideWhenPlacing() [2/2]

BitFieldValue< bool, unsigned __int32 > UShapeComponent::bShouldCollideWhenPlacing ( )
inline

Definition at line 834 of file Actor.h.

◆ GetPrivateStaticClass()

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

Definition at line 839 of file Actor.h.

◆ ShapeColorField()

FColor & UShapeComponent::ShapeColorField ( )
inline

Definition at line 828 of file Actor.h.

◆ ShapeMaterialField() [1/2]

UMaterialInterface * UShapeComponent::ShapeMaterialField ( )
inline

Definition at line 748 of file Actor.h.

◆ ShapeMaterialField() [2/2]

UMaterialInterface * UShapeComponent::ShapeMaterialField ( )
inline

Definition at line 829 of file Actor.h.

◆ ShouldCollideWhenPlacing() [1/2]

bool UShapeComponent::ShouldCollideWhenPlacing ( )
inline

Definition at line 757 of file Actor.h.

◆ ShouldCollideWhenPlacing() [2/2]

bool UShapeComponent::ShouldCollideWhenPlacing ( )
inline

Definition at line 838 of file Actor.h.


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