description: Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.

code: void ReceiveEndPlay ( [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Recreate the physics state right way.

module: Engine

code: void RecreatePhysicsState()


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: void RecreateRenderState_Concurrent()


description: Register this component, creating any rendering/physics state. Will also add itself to the outer Actor's Components array, if not already present.

code: void RegisterComponent()


description: When called, will call the virtual call chain to register all of the tick functions Do not override this function or make it virtual

code: void RegisterAllComponentTickFunctions ( bool bRegister )


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description: Registers a component with a specific world, which creates any visual/physical state

code: void RegisterComponentWithWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Unregister a SubObject to stop replicating it's properties to clients. This does not remove or delete it from connections where it was already replicated.Bydefault a replicated subobject gets deleted on clients when the original pointer on the authority gets invalidated. If you want to immediately remove it from client use the DestroyReplicatedSubObjectOnRemotePeers or TearOffReplicatedSubObject functions instead of this one.

code: void RemoveReplicatedSubObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Remove tick dependency on PrerequisiteActor.

code: virtual void RemoveTickPrerequisiteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PrerequisiteActor )


description: Remove tick dependency on PrerequisiteComponent.

code: virtual void RemoveTickPrerequisiteComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * PrerequisiteComponent )


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Allows a component to replicate other subobject on the actor. Must return true if any data gets serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

code: virtual bool ReplicateSubobjects ( class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


description: Event called every frame if tick is enabled

code: void ReceiveTick ( float DeltaSeconds )


description: Return true if this component requires end of frame recreates to happen from the game thread.

code: virtual bool RequiresGameThreadEndOfFrameRecreate() const


description: Return true if this component requires end of frame updates to happen from the game thread.

code: virtual bool RequiresGameThreadEndOfFrameUpdates() const


description: Return true if this component needs to sync to tasks before end of frame updates are executed

code: virtual bool RequiresPreEndOfFrameSync() const


description: Unregisters and immediately re-registers component.

code: void ReregisterComponent()


description: Removes specified properties from the list of UCS-modified properties

code: void RemoveUCSModifiedProperties ( const [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & Properties )


description: Called to send dynamic data for this component to the rendering thread


description: Called to send instance data for this component to the rendering thread


description: This is called concurrently on multiple threads (but never the same component concurrently)


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Activate, Deactivate, and SetActive are preferred in most cases because they respect virtual behavior.

code: void SetActiveFlag ( const bool bNewIsActive )


description: Sets whether the component is active or not

code: virtual void SetActive ( bool bNewActive, bool bReset )


description: Sets bAsyncPhysicsTickEnabled which determines whether to use use the async physics tick with this component.

code: void SetAsyncPhysicsTickEnabled ( bool bEnabled )


description: Sets whether the component should be auto activate or not. Only safe during construction scripts.

code: virtual void SetAutoActivate ( bool bNewAutoActivate )


description: Set value of bCanEverAffectNavigation flag and update navigation octree if needed

code: void SetCanEverAffectNavigation ( bool bRelevant )


description: Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

code: virtual void SetComponentTickEnabled ( bool bEnabled )


description: Spawns a task on GameThread that will call SetComponentTickEnabled

code: virtual void SetComponentTickEnabledAsync ( bool bEnabled )


description: Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.

code: void SetComponentTickInterval ( float TickInterval )


description: Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.

code: void SetComponentTickIntervalAndCooldown ( float TickInterval )


description: This should only be called by the engine inULevel::InitializeNetworkActorsto initialize bIsNetStartupComponent.

code: void SetIsNetStartupComponent ( const bool bInIsNetStartupComponent )


description: Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components)

code: void SetIsReplicated ( bool ShouldReplicate )


description: This method exists only to allow code to directly modify bReplicates to maintain existing behavior.

code: void SetIsReplicatedByDefault ( const bool bNewReplicates )


code: virtual void SetPackageExternal ( bool bExternal, bool bShouldDirty )


description: Sets if this component is only used for visualization

code: void SetIsVisualizationComponent ( const bool bInIsVisualizationComponent )


description: This signifies the component can be ID'd by name over the network. This only needs to be called by engine code when constructing blueprint components.

code: void SetNetAddressable()


description: Sets whether this component can tick when paused.

code: void SetTickableWhenPaused ( bool bTickableWhenPaused )


description: Changes the ticking group for this component

code: void SetTickGroup ( ETickingGroup NewTickGroup )


description:
Set up a tick function for a component in the standard way. Tick after the actor. Don't tick if the actor is static, or if the actor is a template or if this is a "NeverTick" component. I tick while paused if only if my owner does.
true if this component met the criteria for actually being ticked.

code: bool SetupActorComponentTickFunction ( struct [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) * TickFunction )


description: Return true if this component is in a state where it can be activated normally.

code: virtual bool ShouldActivate() const


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: Return true if CreateRenderState() should be called

code: virtual bool ShouldCreateRenderState() const


description: Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. This means that on the remote connection the network engine will stop holding a reference to the subobject and it's up to other systems to keep that reference active or the subobject will get garbage collected. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

code: void TearOffReplicatedSubObjectOnRemotePeers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Toggles the active state of the component

code: virtual void ToggleActive()


description: Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true

code: virtual void UninitializeComponent()


description: Unregister this component, destroying any rendering/physics state.

code: void UnregisterComponent()


description: Recalculate the value of our component to world transform

code: virtual void UpdateComponentToWorld ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: DefaultUObjectconstructor that takes an optional ObjectInitializer.

code: UActorComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UActorComponent

description: UPrimitiveComponent

code: class UActorComponent : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the component

bAllowAnyoneToDestroyMe

type: uint8: 1

description: Can this component be destroyed (via K2_DestroyComponent) by any parent

bAllowConcurrentTick

description: Can we tick this concurrently on other threads?

bAllowReregistration

description: Check whether the component class allows reregistration during ReregisterAllComponents

bAutoActivate

description: Whether the component is activated at creation or must be explicitly activated.

bAutoRegister

description: Does this component automatically register with its owner

bCanEverAffectNavigation

type: uint8:  1

description: Whether this component can potentially influence navigation

bEditableWhenInherited

description: True if this component can be modified when it was inherited from a parent actor class

bIsEditorOnly

description: If true, the component will be excluded from non-editor builds

bNavigationRelevant

description: Cached navigation relevancy flag for collision updates

bNetAddressable

description: Is this component safe to ID over the network by name?

bNeverNeedsRenderUpdate

description: If true, this component never needs a render update.

bPhysicsStateCreated

description: If the physics state is currently created for this component

bRegistered

description: Indicates if this ActorComponent is currently registered with a scene.

bRenderStateCreated

description: If the render state is currently created for this component

bReplicateUsingRegisteredSubObjectList

description: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

bTickInEditor

description: Should this component be ticked in the editor

bWantsInitializeComponent

description: If true, we call the virtual InitializeComponent

ComponentTags

type: TArray<FName>

description: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

CreationMethod

type: EComponentCreat...

description: Describes how a component instance will be created

OnComponentActivated

type: FActorComponent...

description: Called when the component has been activated, with parameter indicating if it was from a reset

OnComponentDeactivated

description: Called when the component has been deactivated

PrimaryComponentTick

description: Main tick function for the Component


className: FApplicationLifetimeDelegate

code: class FApplicationLifetimeDelegate


className: FApplicationStartupArgumentsDelegate


className: FOnLowPowerModeDelegate

code: class FOnLowPowerModeDelegate


className: FOnTemperatureChangeDelegate

code: class FOnTemperatureChangeDelegate


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: UApplicationLifecycleComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UApplicationLifecycleComponent

description: Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc).

code: class UApplicationLifecycleComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

ApplicationHasEnteredForegroundDelegate

type: FApplicationLif...

description: Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

ApplicationHasReactivatedDelegate

description: Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

type: FApplicationSta...

description: Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

description: Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

ApplicationWillDeactivateDelegate

description: This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button).

ApplicationWillEnterBackgroundDelegate

description: This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.

ApplicationWillTerminateDelegate

description: Thismaybe called when the application is getting terminated by the OS.

OnLowPowerModeDelegate

type: FOnLowPowerMode...

description: Called when we are in low power mode.

OnTemperatureChangeDelegate

type: FOnTemperatureC...

description: Called when temperature level has changed, and receives the severity.


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


className: EditorScale

description: The scale we use when rendering in-editor

code: static float EditorScale = 1.0f;


description: Updates the arrow's colour, and tells it to refresh

code: virtual void SetArrowColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


code: void SetArrowFColor ( [FColor](API\Runtime\Core\Math\FColor) NewColor )


code: void SetArrowLength ( float NewLength )


code: void SetArrowSize ( float NewSize )


description: Set the scale that we use when rendering in-editor

code: static void SetEditorScale ( float InEditorScale )


code: void SetScreenSize ( float NewScreenSize )


code: void SetIsScreenSizeScaled ( bool bNewValue )


code: void SetTreatAsASprite ( bool bNewValue )


code: void SetUseInEditorScaling ( bool bNewValue )


className: UArrowComponent

description: A simple arrow rendered using lines. Useful for indicating which way an object is facing.

code: class UArrowComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

ArrowColor

type: FColor

description: Color to draw arrow

ArrowLength

type: float

description: Total length of drawn arrow including head

ArrowSize

description: Relative size to scale drawn arrow by

bIsScreenSizeScaled

description: Set to limit the screen size of this arrow

bLightAttachment

type: uint32: 1

description: If true, this arrow component is attached to a light actor

bTreatAsASprite

description: If true, don't show the arrow when EngineShowFlags.BillboardSprites is disabled.

bUseInEditorScaling

type: bool

description: Whether to use in-editor arrow scaling (i.e. to be affected by the global arrow scale)

ScreenSize

description: The size on screen to limit this arrow to (in screen space)

SpriteInfo

type: FSpriteCategory...

description: Sprite category information regarding the arrow component, if being treated as a sprite.


code: UArrowComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: This function is used to modify the Attenuation Settings on the targeted Audio Component instance. It is worth noting that Attenuation Settings are only passed to new Active Sounds on start, so modified Attenuation data should be set before sound playback.

code: void AdjustAttenuation ( const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & InAttenuationSettings )


description: This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time.

code: void AdjustVolume ( float AdjustVolumeDuration, float AdjustVolumeLevel, const EAudioFaderCurve FadeCurve )


code: void AdjustVolumeInternal ( float AdjustVolumeDuration, float AdjustVolumeLevel, bool bIsFadeOut, EAudioFaderCurve FadeCurve )


className: AudioComponentIDCounter

code: static uint64 AudioComponentIDCounter = 0;


className: AudioIDToComponentMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< uint64, [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * > AudioIDToComponentMap;


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Retrieves Attenuation Settings data on the targeted Audio Component. Returns FALSE if no settings were found. Because the Attenuation Settings data structure is copied, FALSE returns will return default values.

code: bool BP_GetAttenuationSettingsToApply ( [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & OutAttenuationSettings )


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Collects the various attenuation shapes that may be applied to the sound played by the audio component for visualization in the editor or via the in game debug visualization.

code: void CollectAttenuationShapesForVisualization ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [EAttenuationShape::Type](API\Runtime\Engine\Engine\EAttenuationShape__Type), [FBaseAttenuationSettings::AttenuationShapeDetails](API\Runtime\Engine\Engine\FBaseAttenuationSettings\AttenuationShapeDetails) > & ShapeDetailsMap ) const


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.

code: virtual void FadeIn ( float FadeInDuration, float FadeVolumeLevel, float StartTime, const EAudioFaderCurve FadeCurve )


description: This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.

code: virtual void FadeOut ( float FadeOutDuration, float FadeVolumeLevel, const EAudioFaderCurve FadeCurve )


description: Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the SoundAttenuation asset or overrides set.

code: const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * GetAttenuationSettingsToApply() const


code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * GetAudioComponentFromID ( uint64 AudioComponentID )


code: uint64 GetAudioComponentID() const


description: Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

code: bool GetCookedEnvelopeDataForAllPlayingSounds ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveEnvelopeDataPerSound](API\Runtime\Engine\Sound\FSoundWaveEnvelopeDataPerSound) > & OutEnvelopeData )


description: SoundParameterControllerInterface Implementation

code: virtual [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDevice() const


description: Retrieves Cooked Amplitude Envelope Data at the current playback time. If there are multiple SoundWaves playing, data is interpolated and averaged across all playing sound waves. Returns FALSE if no data was found.

code: bool GetCookedEnvelopeData ( float & OutEnvelopeData )


description: Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.

code: bool GetCookedFFTData ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & FrequenciesToGet, [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveSpectralData](API\Runtime\Engine\Sound\FSoundWaveSpectralData) > & OutSoundWaveSpectralData )


description: Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.

code: bool GetCookedFFTDataForAllPlayingSounds ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoundWaveSpectralDataPerSound](API\Runtime\Engine\Sound\FSoundWaveSpectralDataPerSound) > & OutSoundWaveSpectralData )


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDetailedInfoInternal() const


code: virtual bool GetDisableParameterUpdatesWhilePlaying() const


description: Overridable method to return a logical name for identification in stats.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetFNameForStatID() const


description: Returns the id of the sound owner's instance associated with the parameter interface.

code: virtual uint64 GetInstanceOwnerID() const


description: Returns the Game Thread copy of parameters to modify in place.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & GetInstanceParameters()


description:
Gets the set of currently active modulators for a given Modulation Destination.
The set of of Modulators applied to this component for the given Destination.

code: [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > GetModulators ( const EModulationDestination Destination )


description: Returns the enumerated play states of the audio component.


description: Returns theUSoundBaseused to initialize instance parameters to update.

code: virtual [USoundBase](API\Runtime\Engine\Sound\USoundBase) * GetSound()


description: Gets Source Buffer Listener

code: const FSharedISourceBufferListenerPtr & GetSourceBufferListener() const


description: Queries whether or not the targeted Audio Component instance’s sound has Amplitude Envelope Data, returns FALSE if none found.


description: Queries if the sound wave playing in this audio component has cooked FFT data, returns FALSE if none found.

code: bool HasCookedFFTData() const


description: Returns TRUE if the targeted Audio Component’s sound is playing. Doesn't indicate if the sound is paused or fading in/out. UseGetPlayState()to get the full play state.

code: virtual bool IsPlaying() const


description: Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

code: virtual bool IsReadyForOwnerToAutoDestroy() const


description: Returns if the sound is virtualized.

code: bool IsVirtualized() const


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound.

code: virtual void Play ( float StartTime )


description: Called by the ActiveSound to inform the component that playback is finished

code: void PlaybackCompleted &40; bool bFailedToStart &41;


code: static void PlaybackCompleted ( uint64 AudioComponentID, bool bFailedToStart )


description: Utility function called by Play and FadeIn to start a sound playing.

code: void PlayInternal ( const [PlayInternalRequestData](API\Runtime\Engine\Components\UAudioComponent\PlayInternalRequestData) & InPlayRequestData, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * InSoundOverride )


className: PlayInternalRequestData

code: struct PlayInternalRequestData

FadeCurve

type: EAudioFaderCurv...

FadeInDuration

description: Fade data

QuantizedRequestData

description: Quantized event data.

StartTime

description: Start time


description: Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock

code: virtual void PlayQuantized ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UQuartzClockHandle](API\Runtime\AudioMixer\Quartz\UQuartzClockHandle) *& InClockHandle, [FQuartzQuantizationBoundary](API\Runtime\Engine\Sound\FQuartzQuantizationBoundary) & InQuantizationBoundary, const [FOnQuartzCommandEventBP](API\Runtime\Engine\Sound\FOnQuartzCommandEventBP) & InDelegate, float InStartTime, float InFadeInDuration, float InFadeVolumeLevel, EAudioFaderCurve InFadeCurve )


description: For if this is being played through a sound queued through Quartz.

code: virtual void PlayQueuedQuantizedInternal ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FAudioComponentCommandInfo](API\Runtime\Engine\Sound\FAudioComponentCommandInfo) InCommandInfo )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Used for processing queue commands.

code: virtual void ProcessCommand ( const [Audio::FQuartzQuantizedCommandDelegateData](API\Runtime\Engine\Sound\FQuartzQuantizedCommandDelegateD-) & Data )


code: virtual void ProcessCommand ( const [Audio::FQuartzMetronomeDelegateData](API\Runtime\Engine\Sound\FQuartzMetronomeDelegateData) & Data )


code: virtual void ProcessCommand ( const [Audio::FQuartzQueueCommandData](API\Runtime\Engine\Sound\FQuartzQueueCommandData) & InQueueCommandData )


description: Resets all parameters to their original values.

code: virtual void ResetParameters()


description: Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects). if the Bus Send doesn't already exist, it will be added to the overrides on the active sound.

code: void SetAudioBusSendPreEffect ( [UAudioBus](API\Runtime\Engine\Sound\UAudioBus) * AudioBus, float AudioBusSendLevel )


description: Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). if the Audio Bus Send doesn't already exist, it will be added to the overrides on the active sound.

code: void SetAudioBusSendPostEffect ( [UAudioBus](API\Runtime\Engine\Sound\UAudioBus) * AudioBus, float AudioBusSendLevel )


description: Sets a named Boolean.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InName, bool InBool )


description: Sets a named Float.

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) InName, float InFloat )


description: Sets a named Int32.

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InInt )


description: Sets whether or not sound instance is virtualized

code: void SetIsVirtualized ( bool bInIsVirtualized )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance’s LPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance.

code: void SetLowPassFilterEnabled ( bool InLowPassFilterEnabled )


description: Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s Low Pass Filter calculation. The lowest cutoff frequency from all of the sound instance’s possible LPF calculations wins.

code: void SetLowPassFilterFrequency ( float InLowPassFilterFrequency )


description: Sets the routing for one of the given Audio component's Modulation Destinations.

code: void SetModulationRouting ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & Modulators, const EModulationDestination Destination, const EModulationRouting RoutingMethod )


description: Sets whether or not to output the audio to bus only.

code: void SetOutputToBusOnly ( bool bInOutputToBusOnly )


description: Pause an audio component playing its sound cue, issue any delegates if needed

code: void SetPaused ( bool bPause )


description: Set a new pitch multiplier

code: void SetPitchMultiplier ( float NewPitchMultiplier )


description: Sets the audio thread playback time as used by the active sound playing this audio component Will be set if the audio component is using baked FFT or envelope following data so as to be able to feed that data to BP based on playback time

code: void SetPlaybackTimes ( const [TMap](API\Runtime\Core\Containers\TMap)< uint32, float > & InSoundWavePlaybackTimes )


description: Set what sound is played by this component.

code: void SetSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * NewSound )


description: Set when the sound is finished with initial fading in

code: void SetFadeInComplete()


description: Sets Source Buffer Listener

code: void SetSourceBufferListener ( const FSharedISourceBufferListenerPtr & InSourceBufferListener, bool bShouldZeroBufferAfter )


description: Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs after the Source Effect processing chain.

code: void SetSourceBusSendPostEffect ( [USoundSourceBus](API\Runtime\Engine\Sound\USoundSourceBus) * SoundSourceBus, float SourceBusSendLevel )


description: Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs before the Source Effect processing chain.

code: void SetSourceBusSendPreEffect ( [USoundSourceBus](API\Runtime\Engine\Sound\USoundSourceBus) * SoundSourceBus, float SourceBusSendLevel )


code: void SetSourceEffectChain ( [USoundEffectSourcePresetChain](API\Runtime\Engine\Sound\USoundEffectSourcePresetChain) * InSourceEffectChain )


description: Allows designers to target a specific Audio Component instance’s sound set the send level (volume of sound copied) to the indicated Submix.

code: void SetSubmixSend ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * Submix, float SendLevel )


description: Set whether sounds generated by this audio component should be considered UI sounds

code: void SetUISound ( bool bInUISound )


description: Set a new volume multiplier

code: void SetVolumeMultiplier ( float NewVolumeMultiplier )


description: Sets the parameter matching the name indicated to the provided Wave. Provided for convenience/backward compatibility with SoundCues (The parameter interface supports any object and is up to the system querying it to determine whether it is a valid type).

code: void SetWaveParameter ( [FName](API\Runtime\Core\UObject\FName) InName, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWave )


description: Stop an audio component's sound, issue any delegates if needed

code: virtual void Stop()


description: Cues request to stop sound after the provided delay (in seconds), stopping immediately if delay is zero or negative

code: void StopDelayed ( float DelayTime )


description: Utility function that updates which texture is displayed on the sprite dependent on the properties of the Audio Component.

code: void UpdateSpriteTexture()


code: UAudioComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


className: UAudioComponent

description: USoundBase

code: class UAudioComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [ISoundParameterControllerInterface](API\Runtime\Engine\Audio\ISoundParameterControllerInterfa-), public [FQuartzTickableObject](API\Runtime\Engine\Sound\FQuartzTickableObject)

ActiveCount

description: A count of how many times we've started playing

AttenuationOverrides

type: FSoundAttenuati...

description: If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component

AttenuationSettings

type: TObjectPtr< cla...

description: If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component

AudioComponentUserID

type: FName

description: Configurable, serialized ID for audio plugins

AudioDeviceID

description: The specific audio device to play this component on

AutoAttachLocationRule

type: EAttachmentRule

description: Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachParent

type: TWeakObjectPtr<...

description: Component we automatically attach to when activated, if bAutoManageAttachment is true.

AutoAttachRotationRule

description: Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachScaleRule

description: Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachSocketName

description: Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.

bAllowSpatialization

description: Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.

bAlwaysPlay

description: Whether to artificially prioritize the component to play

bAutoDestroy

description: Auto destroy this component on completion

bAutoManageAttachment

description: True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed.

bCanPlayMultipleInstances

description: If true, the Audio Component will play multiple sound instances at once.

bCenterChannelOnly

description: Whether or not this sound class forces sounds to the center channel

bDisableParameterUpdatesWhilePlaying

description: If true, the Audio Component will ignore parameter updates for already-playing sound(s).

bEnableLowPassFilter

description: Whether or not to apply a low-pass filter to the sound that plays in this audio component.

bIgnoreForFlushing

description: If true, this sound will not be stopped when flushing the audio device.

bIsFadingOut

description: Whether or not fade out was triggered.

bIsMusic

description: Whether or not this audio component is a music clip

bIsPaused

description: Whether or not this audio component has been paused

bIsPreviewSound

description: Whether or not this sound is a preview sound

bIsUISound

description: Whether or not this sound plays when the game is paused in the UI

bIsVirtualized

description: Whether or not this audio component's sound is virtualized

bOverrideAttenuation

description: Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.

bOverridePriority

description: Whether or not to override the priority of the given sound with the value provided.

bOverrideSubtitlePriority

description: Whether or not to override the sound's subtitle priority.

bPreviewComponent

description: Whether this audio component is previewing a sound

bReverb

description: Whether or not the audio component should be excluded from reverb EQ processing

bShouldRemainActiveIfDropped

description: Whether the wave instances should remain active if they're dropped by the prioritization code.

bStopWhenOwnerDestroyed

description: Stop sound when owner is destroyed

bSuppressSubtitles

description: If true, subtitles in the sound data will be ignored.

ConcurrencySet

type: TSet<TObjectPt...

description: What sound concurrency rules to use for sounds generated by this audio component

DefaultParameters

type: TArray<FAudioP...

description: Array of parameters for this AudioComponent.

EnvelopeFollowerAttackTime

description: The attack time in milliseconds for the envelope follower.

EnvelopeFollowerReleaseTime

description: The release time in milliseconds for the envelope follower.

FadeInTimeDuration

description: How much time the audio component was told to fade in.

InstanceParameters

description: Array of transient parameters for this AudioComponent instance.

LowPassFilterFrequency

description: If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice.

ModulationRouting

type: FSoundModulatio...

OcclusionCheckInterval

description: While playing, this component will check for occlusion from its closest listener every this many seconds

OnAudioFinished

type: FOnAudioFinishe...

description: Called when we finish playing audio, either because it played to completion or because aStop()call turned it off early

OnAudioFinishedNative

description: Shadow delegate for nonUObjectsubscribers

OnAudioMultiEnvelopeValue

type: FOnAudioMultiEn...

OnAudioPlaybackPercent

type: FOnAudioPlaybac...

description: Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage.

OnAudioPlayStateChanged

type: FOnAudioPlaySta...

description: This function returns the Targeted Audio Component's current Play State.

OnAudioSingleEnvelopeValue

type: FOnAudioSingleE...

OnAudioVirtualizationChanged

type: FOnAudioVirtual...

description: Called when virtualization state changes

OnQueueSubtitles

type: FOnQueueSubtitl...

description: Called when subtitles are sent to the SubtitleManager.

PitchModulationMax

description: The upper bound to use when randomly determining a pitch multiplier

PitchModulationMin

description: The lower bound to use when randomly determining a pitch multiplier

PitchMultiplier

description: A pitch multiplier to apply to sounds generated by this component

Priority

description: If enabled, overrides the priority of the selected sound with the value provided.

RandomStream

type: FRandomStream

Sound

type: TObjectPtr<USo...

description: The sound to be played

SoundClassOverride

description: SoundClass that overrides that set on the referenced SoundBase when component is played.

SourceEffectChain

description: The chain of Source Effects to apply to the sounds playing on the Audio Component

SubtitlePriority

description: Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.

TimeAudioComponentPlayed

description: What time the audio component was told to play. Used to compute audio component state.

VolumeModulationMax

description: The upper bound to use when randomly determining a volume multiplier

VolumeModulationMin

description: The lower bound to use when randomly determining a volume multiplier

VolumeMultiplier

description: A volume multiplier to apply to sounds generated by this component


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: The scale we use when rendering in-editor

code: static float EditorScale = 1.0f;


description: Currently this only implemented properly for the editor selectable primitives.

code: virtual bool IsShown ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags ) const


description: Set the scale that we use when rendering in-editor

code: static void SetEditorScale ( float InEditorScale )


description: Changed the opacity masked used by this component

code: void SetOpacityMaskRefVal ( float RefVal )


description: Change the sprite texture used by this component

code: virtual void SetSprite ( class [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewSprite )


description: Change the sprite's UVs

code: virtual void SetUV ( int32 NewU, int32 NewUL, int32 NewV, int32 NewVL )


description: Change the sprite texture and the UV's used by this component

code: virtual void SetSpriteAndUV ( class [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewSprite, int32 NewU, int32 NewUL, int32 NewV, int32 NewVL )


code: UBillboardComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBillboardComponent

description: A 2d texture that will be rendered always facing the camera.

code: class UBillboardComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bIsScreenSizeScaled

type: uint32: 1

bShowLockedLocation

type: bool

bUseInEditorScaling

description: Whether to use in-editor arrow scaling (i.e. to be affected by the global arrow scale)

OpacityMaskRefVal

type: float

description: The billboard is not rendered where texture opacity < OpacityMaskRefVal

SpriteInfo

type: FSpriteCategory...

description: Sprite category information regarding the component


description: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


description: Copy the rotation from BoundsSourceActor to this component

code: void SetRotation()


description: Set this component transform to include the BoundsSourceActor bounds

code: void SetTransformToBounds()


className: UBoundsCopyComponent

description: Component used to copy the bounds of another Actor.

code: class UBoundsCopyComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bKeepOwnBoundsScale

description: If true, the actor's scale will be changed so that after adjustment, its own bounds match the source bounds.

BoundsSourceActor

type: TSoftObjectPtr<...

description: Actor to copy the bounds from to set up the transform.

bUseCollidingComponentsForOwnBounds

description: If true, the actor's own bounds will include its colliding components bounds.

bUseCollidingComponentsForSourceBounds

description: If true, the source actor's bounds will include its colliding components bounds.

PostTransform

type: FTransform

description: Transform to apply to final result.


code: UBoundsCopyComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Return a CollisionShape that most closely matches this primitive.

code: virtual [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetCollisionShape ( float Inflation ) const


description: the box extent, scaled by the component scale.

code: FVector GetScaledBoxExtent() const


description: the box extent, ignoring component scale.

code: FVector GetUnscaledBoxExtent() const


description: Sets the box extents without triggering a render or physics update.

code: void InitBoxExtent ( const FVector & InBoxExtent )


description: This isn't bound extent, but for shape component to utilize extent is 0. For normal primitive, this is 0, for ShapeComponent, this will have valid information

code: virtual bool IsZeroExtent() const


description: Change the box extent size. This is the unscaled size, before component scale is applied.

code: void SetBoxExtent ( FVector InBoxExtent, bool bUpdateOverlaps )


description: Set the LineThickness.

code: void SetLineThickness ( float Thickness )


description: Update the body setup parameters based on shape information

code: virtual void UpdateBodySetup()


code: UBoxComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBoxComponent

description: A box generally used for simple collision. Bounds are rendered as lines in the editor.

code: class UBoxComponent : public [UShapeComponent](API\Runtime\Engine\Components\UShapeComponent)

BoxExtent

type: FVector

description: The extents (radii dimensions) of the box

LineThickness

description: Used to control the line thickness when rendering


description: Gets the radius that bounds the shape's influence, used for culling.

code: virtual float GetInfluenceBoundingRadius() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called to update the preview shapes when something they are dependent on has changed.

code: virtual void UpdatePreviewShape()


code: UBoxReflectionCaptureComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBoxReflectionCaptureComponent

description: -> will be exported to EngineDecalClasses.h

code: class UBoxReflectionCaptureComponent : public [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent)

BoxTransitionDistance

description: Adjust capture transition distance

PreviewCaptureBox

type: TObjectPtr< cla...


description: Create the AggGeom collection-of-convex-primitives from the BrushUModeldata.

code: void BuildSimpleBrushCollision()


code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description:
Determines the DPG the primitive's primary elements are drawn in. Even if the primitive's elements are drawn in multiple DPGs, a primary DPG is needed for occlusion culling and shadow projection.
The DPG the primitive's primary elements will be drawn in.

code: virtual ESceneDepthPriorityGroup GetStaticDepthPriorityGroup() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Return true if the brush appears to have inverted polys

code: bool HasInvertedPolys() const


description: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


description: Currently this only implemented properly for the editor selectable primitives.

code: virtual bool IsShown ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: If the transform mirroring no longer reflects the body setup, request its recalculation

code: void RequestUpdateBrushCollision()


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

code: virtual bool ShouldCollideWhenPlacing() const


className: UBrushComponent

code: class UBrushComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

BrushBodySetup

description: Description of collision


code: UBrushComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns true if the given transforms result in the same bounds, due to rotational symmetry. For example, this is true for a sphere with uniform scale undergoing any rotation. This is NOT intended to detect every case where this is true, only the common cases to aid optimizations.

code: virtual bool AreSymmetricRotations ( const FQuat & A, const FQuat & B, const FVector & Scale3D ) const


description: Calculate the axis-aligned bounding cylinder of the component (radius in X-Y, half-height along Z axis). Default behavior is just a cylinder around the box of the cached BoxSphereBounds.

code: virtual void CalcBoundingCylinder ( float & CylinderRadius, float & CylinderHalfHeight ) const


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Return a CollisionShape that most closely matches this primitive.

code: virtual [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetCollisionShape ( float Inflation ) const


description:
Returns the capsule radius and half-height scaled by the component scale. Half-height excludes the hemisphere end cap.
The capsule radius and half-height scaled by the component scale.

code: void GetScaledCapsuleSize_WithoutHemisphere ( float & OutRadius, float & OutHalfHeightWithoutHemisphere ) const


description:
Returns the capsule half-height minus radius (to exclude the hemisphere), scaled by the component scale. From the center of the capsule this is the vertical distance along the straight cylindrical portion to the point just before the curve of top hemisphere begins.
The capsule half-height minus radius, scaled by the component scale.


description:
Returns the capsule half-height scaled by the component scale. This includes both the cylinder and hemisphere cap.
The capsule half-height scaled by the component scale.


description:
Returns the capsule radius scaled by the component scale.
The capsule radius scaled by the component scale.

code: float GetScaledCapsuleRadius() const


description:
Returns the capsule radius and half-height scaled by the component scale. Half-height includes the hemisphere end cap.
The capsule radius and half-height scaled by the component scale.

code: void GetScaledCapsuleSize ( float & OutRadius, float & OutHalfHeight ) const


description:
Get the scale used by this shape. This is a uniform scale that is the minimum of any non-uniform scaling.
the scale used by this shape.

code: float GetShapeScale() const


description:
Returns the capsule half-height minus radius (to exclude the hemisphere), ignoring component scaling. This excludes the hemisphere end cap. From the center of the capsule this is the vertical distance along the straight cylindrical portion to the point just before the curve of top hemisphere begins.
The capsule half-height minus radius, ignoring component scaling.


description:
Returns the capsule radius and half-height, ignoring component scaling. Half-height excludes the hemisphere end cap.
The capsule radius and half-height (excluding hemisphere end cap), ignoring component scaling.

code: void GetUnscaledCapsuleSize_WithoutHemisphere ( float & OutRadius, float & OutHalfHeightWithoutHemisphere ) const


description:
Returns the capsule half-height, ignoring component scaling. This includes the hemisphere end cap.
The capsule radius, ignoring component scaling.


description:
Returns the capsule radius, ignoring component scaling.
the capsule radius, ignoring component scaling.

code: float GetUnscaledCapsuleRadius() const


code: void GetUnscaledCapsuleSize ( float & OutRadius, float & OutHalfHeight ) const


description: Sets the capsule size without triggering a render or physics update. This is the preferred method when initializing a component in a class constructor.

code: void InitCapsuleSize ( float InRadius, float InHalfHeight )


description: This isn't bound extent, but for shape component to utilize extent is 0. For normal primitive, this is 0, for ShapeComponent, this will have valid information

code: virtual bool IsZeroExtent() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Set the capsule half-height. This is the unscaled half-height, before component scale is applied. If this capsule collides, updates touching array for owner actor.

code: void SetCapsuleHalfHeight ( float HalfHeight, bool bUpdateOverlaps )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the capsule radius. This is the unscaled radius, before component scale is applied. If this capsule collides, updates touching array for owner actor.

code: void SetCapsuleRadius ( float Radius, bool bUpdateOverlaps )


description: Change the capsule size. This is the unscaled size, before component scale is applied.

code: void SetCapsuleSize ( float InRadius, float InHalfHeight, bool bUpdateOverlaps )


code: UCapsuleComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Update the body setup parameters based on shape information

code: virtual void UpdateBodySetup()


className: UCapsuleComponent

description: A capsule generally used for simple collision. Bounds are rendered as lines in the editor.

code: class UCapsuleComponent : public [UShapeComponent](API\Runtime\Engine\Components\UShapeComponent)

CapsuleHalfHeight

description: Half-height, from center of capsule to the end of top or bottom hemisphere.

CapsuleRadius

description: Radius of cap hemispheres and center cylinder. This cannot be more than CapsuleHalfHeight.


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Apply the component instance data to the child actor component

code: void ApplyComponentInstanceData ( [FChildActorComponentInstanceData](API\Runtime\Engine\Components\FChildActorComponentInstanceData) * ComponentInstanceData, const ECacheApplyPhase CacheApplyPhase )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Create the child actor

code: virtual void CreateChildActor ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *)> CustomizerFunc )


description: Kill any currently present child actor

code: void DestroyChildActor()


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetChildActor() const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > GetChildActorClass() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetChildActorTemplate() const


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

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. Allows the HLOD system to include whatever is needed to represent a component at a distance. For example, this is currently used to build custom HLODs for landscape streaming proxies. This could be used to generate fake lights, represent custom FX at a distance, or even to insert externally generated HLODs.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetCustomHLODBuilderClass() const


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

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() const


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


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

code: virtual void PostRepNotifies()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the class to use for the child actor. If called on a template component (owned by a CDO), the properties of any existing child actor template will be copied as best possible to the template. If called on a component instance in a world (and the class is changing), the created ChildActor will use the class defaults as template.

code: void SetChildActorClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )


description: Sets then class to use for the child actor providing an optional Actor to use as the template. If called on a template component (owned by a CDO) and NewChildActorTemplate is not null, the new child actor template will be created using the supplied Actor as template. If called on a template component and NewChildActorTemplate is null, the properties of any existing child actor template will be copied as best possible to the template. If called on a component instance in a world with NewChildActorTemplate not null, then if registered a new child actor will be created using the supplied Actor as template, otherwise if not registered it will ensure. If the class also changed, then future ChildActors created by this component the class defaults will be used. If called on a component instance in a world with NewChildActorTemplate null and the class is changing, the created ChildActor will use the class defaults as template.

code: void SetChildActorClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewChildActorTemplate )


code: void SetChildActorName ( const [FName](API\Runtime\Core\UObject\FName) InName )


description: When true, does not modify ChildActorName during spawn such as removingUAID

code: void SetChildActorNameIsExact ( bool bInExact )


code: void SetEditorTreeViewVisualizationMode ( EChildActorComponentTreeViewVisualizationMode InMode )


code: UChildActorComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UChildActorComponent

description: A component that spawns an Actor when registered, and destroys it when unregistered.

code: class UChildActorComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Utility to allocate a new Dynamic Material Instance, set its parent to the currently applied material, and assign it


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


code: virtual [FDeferredDecalProxy](API\Runtime\Engine\FDeferredDecalProxy) * CreateSceneProxy()


description: Accessor for decal material

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDecalMaterial() const


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


code: virtual int32 GetNumMaterials() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Called when the life span of the decal has been exceeded

code: virtual void LifeSpanCallback()


description: Pushes new selection state to the render thread primitive proxy

code: void PushSelectionToProxy()


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the decal color.

code: void SetDecalColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Setting decal material on decal component. This will force the decal to reattach

code: void SetDecalMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewDecalMaterial )


code: void SetFadeIn ( float StartDelay, float Duration )


description: Sets the decal's fade start time, duration and if the owning actor should be destroyed after the decal is fully faded out. The default value of 0 for FadeStartDelay and FadeDuration makes the decal persistent. See DecalLifetimeOpacity material node to control the look of "fading out."

code: void SetFadeOut ( float StartDelay, float Duration, bool DestroyOwnerAfterFade )


description: Set the FadeScreenSize for this decal component

code: void SetFadeScreenSize ( float NewFadeScreenSize )


code: void SetLifeSpan ( const float LifeSpan )


code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: UDecalComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Sets the sort order for the decal component. Higher values draw later (on top). This will force the decal to reattach

code: void SetSortOrder ( int32 Value )


className: UDecalComponent

description: UDecalActor

code: class UDecalComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bDestroyOwnerAfterFade

type: uint8:  1

description: Automatically destroys the owning actor after fully fading out.

DecalColor

type: FLinearColor

description: Decal color, can be accessed using the material Decal Color node.

DecalMaterial

description: Decal material.

DecalSize

description: Decal size in local space (does not include the component scale), technically redundant but there for convenience

FadeDuration

description: Time in seconds for the decal to fade out.

FadeStartDelay

description: Time in seconds to wait before beginning to fade out the decal.

SceneProxy

type: FDeferredDecalP...

description: The decal proxy.

SortOrder

description: Controls the order in which decal elements are rendered.

type: FTimerHandle

description: Handle for efficient management of DestroyDecalComponent timer


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * CreateSceneProxy() const


code: virtual bool ForceActorNonSpatiallyLoaded() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAtmosphereSunDiskColorScale() const


code: virtual uint8 GetAtmosphereSunLightIndex() const


code: virtual [FLightmassLightSettings](API\Runtime\Engine\Engine\FLightmassLightSettings) GetLightmassSettings() const


description: Return the homogenous position of the light.

code: virtual FVector4 GetLightPosition() const


description: ELightComponentType for the light component class

code: virtual ELightComponentType GetLightType() const


code: virtual float GetUniformPenumbraSize() const


description: Called when this actor component has moved, allowing it to discard statically cached lighting information.

code: virtual void InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly )


description: Whether to consider light as a sunlight for atmospheric scattering.

code: virtual bool IsUsedAsAtmosphereSunLight() const


description: Called after property has changed via e.g. property window or set command.

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetAtmosphereSunLightIndex ( int32 NewValue )


code: void SetAtmosphereSunLight ( bool bNewValue )


code: virtual ELightUnits GetLightUnits() const


code: void SetCascadeDistributionExponent ( float NewValue )


code: void SetCascadeTransitionFraction ( float NewValue )


code: void SetDynamicShadowDistanceMovableLight ( float NewValue )


code: void SetDynamicShadowDistanceStationaryLight ( float NewValue )


code: void SetDynamicShadowCascades ( int32 NewValue )


code: void SetEnableLightShaftOcclusion ( bool bNewValue )


code: void SetForwardShadingPriority ( int32 NewValue )


code: void SetLightShaftOverrideDirection ( FVector NewValue )


code: void SetLightSourceAngle ( float NewValue )


code: void SetLightSourceSoftAngle ( float NewValue )


code: void SetOcclusionDepthRange ( float NewValue )


code: void SetOcclusionMaskDarkness ( float NewValue )


code: void SetShadowAmount ( float NewValue )


code: void SetShadowCascadeBiasDistribution ( float NewValue )


code: void SetShadowDistanceFadeoutFraction ( float NewValue )


code: void SetShadowSourceAngleFactor ( float NewValue )


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


code: UDirectionalLightComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDirectionalLightComponent

description: A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.

code: class UDirectionalLightComponent : public [ULightComponent](API\Runtime\Engine\Components\ULightComponent)

AtmosphereSunDiskColorScale

description: A color multiplied with the sun disk luminance.

AtmosphereSunLightIndex

description: Two atmosphere lights are supported. For instance: a sun and a moon, or two suns.

bAtmosphereSunLight

type: uint32:  1

description: Whether the directional light can interact with the atmosphere, cloud and generate a visual disk.

bCastCloudShadows

description: Whether the light should cast any shadows from clouds onto the atmosphere and other scene elements.

bCastModulatedShadows

description: Whether the light should cast modulated shadows from dynamic objects (mobile only).

bCastShadowsOnAtmosphere

description: Whether the light should cast any shadows from opaque meshes onto the atmosphere.

bCastShadowsOnClouds

description: Whether the light should cast any shadows from opaque meshes onto clouds.

bEnableLightShaftOcclusion

description: Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light.

bPerPixelAtmosphereTransmittance

description: Whether to apply atmosphere transmittance per pixel on opaque meshes, instead of using the light global transmittance.

bUseInsetShadowsForMovableObjects

description: Stationary lights only: Whether to use per-object inset shadows for movable components, even though cascaded shadow maps are enabled.

CascadeDistributionExponent

description: Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent).

CascadeTransitionFraction

description: Proportion of the fade region between cascades.

CloudScatteredLuminanceScale

description: Scales the lights contribution when scattered in cloud participating media.

CloudShadowDepthBias

description: The bias applied to the shadow front depth of the volumetric cloud shadow map.

CloudShadowExtent

description: The world space radius of the cloud shadow map around the camera in kilometers.

CloudShadowMapResolutionScale

description: Scale the cloud shadow map resolution, base resolution is 512.

CloudShadowOnAtmosphereStrength

description: The strength of the shadow on atmosphere. Disabled when 0.

CloudShadowOnSurfaceStrength

description: The strength of the shadow on opaque and transparent meshes. Disabled when 0.

CloudShadowRaySampleCountScale

description: Scale the shadow map tracing sample count.

CloudShadowStrength

description: The overall strength of the cloud shadow, higher value will block more light.

DistanceFieldShadowDistance

description: Distance at which the ray traced shadow cascade should end.

DynamicShadowCascades

description: Number of cascades to split the view frustum into for the whole scene dynamic shadow.

DynamicShadowDistanceMovableLight

description: How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera.

DynamicShadowDistanceStationaryLight

description: How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera.

FarShadowCascadeCount

description: 0: no Far Shadow Cascades, otherwise the number of cascades between DynamicShadowDistance and FarShadowDistance that are covered by Far Shadow Cascades.

FarShadowDistance

description: Distance at which the far shadow cascade should end.

ForwardShadingPriority

description: Forward lighting priority for the single directional light that will be used for forward shading, translucent, single layer water and volumetric fog.

LightmassSettings

type: FLightmassDirec...

description: The Lightmass settings for this object.

LightShaftOverrideDirection

description: Can be used to make light shafts come from somewhere other than the light's actual direction.

LightSourceAngle

description: Angle subtended by light source in degrees (also known as angular diameter).

LightSourceSoftAngle

description: Angle subtended by soft light source in degrees.

ModulatedShadowColor

type: FColor

description: Color to modulate against the scene color when rendering modulated shadows. (mobile only)

OcclusionDepthRange

description: Everything closer to the camera than this distance will occlude light shafts.

OcclusionMaskDarkness

description: Controls how dark the occlusion masking is, a value of 1 results in no darkening term.

ShadowAmount

description: Control the amount of shadow occlusion. A value of 0 means no occlusion, thus no shadow.

ShadowCascadeBiasDistribution

description: Controls the depth bias scaling across cascades.

ShadowDistanceFadeoutFraction

description: Controls the size of the fade out region at the far extent of the dynamic shadow's influence.

ShadowSourceAngleFactor

description: Shadow source angle factor, relative to the light source angle.

TraceDistance

description: Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Whether or not the bounds of this component should be considered when focusing the editor camera to an actor with this component in it. Useful for debug components which need a bounds for rendering but don't contribute to the visible part of the mesh in a meaningful way

code: virtual bool GetIgnoreBoundsForEditorFocus() const


code: UDrawFrustumComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDrawFrustumComponent

description: Utility component for drawing a view frustum. Origin is at the component location, frustum points down position X axis.

code: class UDrawFrustumComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bFrustumEnabled

description: Enable or disable frustum visualization for this camera.

FrustumAngle

description: Angle of longest dimension of view shape. If the angle is 0 then an orthographic projection is used

FrustumAspectRatio

description: Ratio of horizontal size over vertical size.

FrustumColor

description: Color to draw the wireframe frustum.

FrustumEndDist

description: Distance from origin to stop drawing the frustum.

FrustumStartDist

description: Distance from origin to start drawing the frustum.

Texture

description: Optional texture to show on the near plane


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


code: UDrawSphereComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDrawSphereComponent

description: A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

code: class UDrawSphereComponent : public [USphereComponent](API\Runtime\Engine\Components\USphereComponent)


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetDirectionalInscatteringExponent ( float Value )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetDirectionalInscatteringColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetDirectionalInscatteringStartDistance ( float Value )


code: void SetFogCutoffDistance ( float Value )


code: void SetFogDensity ( float Value )


code: void SetFogHeightFalloff ( float Value )


code: void SetFogInscatteringColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetFogMaxOpacity ( float Value )


code: void SetFullyDirectionalInscatteringColorDistance ( float Value )


code: void SetInscatteringColorCubemap ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * Value )


code: void SetInscatteringTextureTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetInscatteringColorCubemapAngle ( float Value )


code: void SetNonDirectionalInscatteringColorDistance ( float Value )


code: void SetSecondFogData ( [FExponentialHeightFogData](API\Runtime\Engine\Components\FExponentialHeightFogData) NewValue )


code: void SetSecondFogDensity ( float Value )


code: void SetSecondFogHeightOffset ( float Value )


code: void SetSecondFogHeightFalloff ( float Value )


code: void SetVolumetricFogScatteringDistribution ( float NewValue )


code: void SetStartDistance ( float Value )


code: void SetVolumetricFogExtinctionScale ( float NewValue )


code: void SetVolumetricFogAlbedo ( [FColor](API\Runtime\Core\Math\FColor) NewValue )


code: void SetVolumetricFogDistance ( float NewValue )


code: void SetVolumetricFogEmissive ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewValue )


code: void SetVolumetricFog ( bool bNewValue )


code: UExponentialHeightFogComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UExponentialHeightFogComponent

description: Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

code: class UExponentialHeightFogComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bEnableVolumetricFog

description: Whether to enable Volumetric fog.

description: Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color.

DirectionalInscatteringExponent

description: Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light.

DirectionalInscatteringLuminance

description: Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light.

DirectionalInscatteringStartDistance

description: Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light.

FogCutoffDistance

description: Scene elements past this distance will not have fog applied.

FogDensity

description: Global density factor.

FogHeightFalloff

description: Height density factor, controls how the density increases as height decreases.

FogMaxOpacity

description: Maximum opacity of the fog.

description: Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.

InscatteringColorCubemap

description: Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky.

InscatteringColorCubemapAngle

description: Angle to rotate the InscatteringColorCubemap around the Z axis.

InscatteringTextureTint

description: Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.

NonDirectionalInscatteringColorDistance

description: Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.

SecondFogData

type: FExponentialHei...

description: Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.

description: Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog.

StartDistance

description: Distance from the camera that the fog will start, in world units.

VolumetricFogAlbedo

description: The height fog particle reflectiveness used by volumetric fog.

VolumetricFogDistance

description: Distance over which volumetric fog should be computed, after the start distance.

VolumetricFogEmissive

description: Light emitted by height fog.

VolumetricFogExtinctionScale

description: Scales the height fog particle extinction amount used by volumetric fog.

VolumetricFogNearFadeInDistance

description: Distance over which volumetric fog will fade in from the start distance.

VolumetricFogScatteringDistribution

description: Controls the scattering phase function - how much incoming light scatters in various directions.

VolumetricFogStartDistance

description: Distance from the camera that the volumetric fog will start, in world units.


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Modify the attenuation settings of the component

code: void AdjustAttenuation ( const [FForceFeedbackAttenuationSettings](API\Runtime\Engine\GameFramework\FForceFeedbackAttenuationSetting-) & InAttenuationSettings )


code: bool BP_GetAttenuationSettingsToApply ( [FForceFeedbackAttenuationSettings](API\Runtime\Engine\GameFramework\FForceFeedbackAttenuationSetting-) & OutAttenuationSettings ) const


description: Collects the various attenuation shapes that may be applied to the effect played by the component for visualization in the editor.

code: void CollectAttenuationShapesForVisualization ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [EAttenuationShape::Type](API\Runtime\Engine\Engine\EAttenuationShape__Type), [FBaseAttenuationSettings::AttenuationShapeDetails](API\Runtime\Engine\Engine\FBaseAttenuationSettings\AttenuationShapeDetails) > & ShapeDetailsMap ) const


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Returns a pointer to the attenuation settings to be used (if any) for this audio component dependent on the ForceFeedbackEffectAttenuation asset or overrides set.

code: const [FForceFeedbackAttenuationSettings](API\Runtime\Engine\GameFramework\FForceFeedbackAttenuationSetting-) * GetAttenuationSettingsToApply() const


description: Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

code: virtual bool IsReadyForOwnerToAutoDestroy() const


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

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Start a feedback effect playing

code: virtual void Play ( float StartTime )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set what force feedback effect is played by this component

code: void SetForceFeedbackEffect ( [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * NewForceFeedbackEffect )


description: Set a new intensity multiplier

code: void SetIntensityMultiplier ( float NewIntensityMultiplier )


description: Stop playing the feedback effect

code: virtual void Stop()


code: UForceFeedbackComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UForceFeedbackComponent

description: ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

code: class UForceFeedbackComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

AttenuationOverrides

type: FForceFeedbackA...

description: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

AttenuationSettings

description: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

bAutoDestroy

type: uint8: 1

description: Auto destroy this component on completion

bIgnoreTimeDilation

description: Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time

bOverrideAttenuation

description: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

bStopWhenOwnerDestroyed

description: Stop effect when owner is destroyed

ForceFeedbackEffect

type: TObjectPtr<UFo...

description: The feedback effect to be played

IntensityMultiplier

description: The intensity multiplier to apply to effects generated by this component

OnForceFeedbackFinished

type: FOnForceFeedbac...

description: Called when we finish playing audio, either because it played to completion or because aStop()call turned it off early


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

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void SetEndFrame ( float NewValue )


code: void SetFrameRate ( float NewValue )


code: void SetStartFrame ( float NewValue )


description: Return true if the owner is selected and this component is selectable

code: virtual bool ShouldRenderSelected() const


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UHeterogeneousVolumeComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHeterogeneousVolumeComponent

description: A component that represents a heterogeneous volume.

code: class UHeterogeneousVolumeComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

EndFrame

type: float

MaterialInstanceDynamic

type: TObjectPtr<UMa...

VolumeResolution

type: FIntVector