description: Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it.

code: virtual void SetSimulatePhysics ( bool bSimulate )


description: Changes the value of bSingleSampleShadowFromStationaryLights.

module: Engine

code: void SetSingleSampleShadowFromStationaryLights ( bool bNewSingleSampleShadowFromStationaryLights )


code: void SetStaticWhenNotMoveable ( bool bInStaticWhenNotMoveable )


description: Changes the value of TranslucencySortDistanceOffset.

code: void SetTranslucencySortDistanceOffset ( float NewTranslucencySortDistanceOffset )


description: Changes the value of TranslucentSortPriority.

code: void SetTranslucentSortPriority ( int32 NewTranslucentSortPriority )


description: Setup the parameter struct used to precache the PSOs used by this component. Precaching uses certain component attributes to derive the shader or state used to render the component such as static lighting, cast shadows, ...

code: virtual void SetupPrecachePSOParams ( [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & Params )


description: Set whether this component should use Continuous Collision Detection

code: virtual void SetUseCCD ( bool InUseCCD, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Set a vector parameter for custom primitive data. This sets the run-time data only, so it doesn't serialize.

code: void SetVectorParameterForCustomPrimitiveData ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector4 Value )


description: Set a vector parameter for default custom primitive data. This will be serialized and is useful in construction scripts.

code: void SetVectorParameterForDefaultCustomPrimitiveData ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector4 Value )


description: Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup.

code: void SetViewOwnerDepthPriorityGroup ( bool bNewUseViewOwnerDepthPriorityGroup, ESceneDepthPriorityGroup NewViewOwnerDepthPriorityGroup )


description: Changes the value of bIsVisibleInRayTracing.

code: void SetVisibleInRayTracing ( bool bNewVisibleInRayTracing )


description: Sets bVisibleInSceneCaptureOnly property and marks the render state dirty.

code: void SetVisibleInSceneCaptureOnly ( bool bValue )


description: Sets a new slope override for this component instance.

code: virtual void SetWalkableSlopeOverride ( const [FWalkableSlopeOverride](API\Runtime\Engine\Engine\FWalkableSlopeOverride) & NewOverride )


description: Returns true if we should check theGetGenerateOverlapEvents()flag when gathering overlaps, otherwise we'll always just do it.

code: bool ShouldCheckOverlapFlagToQueueOverlaps ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & ThisComponent ) const


description:
Looking at various values of the component, determines if this component should be added to the scene
true if the component is visible and should be added to the scene, false otherwise

code: bool ShouldComponentAddToScene() 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: Whether or not the primitive component should dispatch sleep/wake events.

code: virtual bool ShouldDispatchWakeEvents ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: This function is used to create hierarchical LOD for the level. You can decide to opt out if you don't want.

code: virtual const bool ShouldGenerateAutoLOD ( const int32 HierarchicalLevelIndex ) const


description:
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves.
true to recreate the proxy when UpdateTransform is called.

code: virtual bool ShouldRecreateProxyOnUpdateTransform() const


description: Whether the render proxy should fallback to the default material because the PSOs are still precaching


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

code: virtual bool ShouldRenderSelected() const


description: Returns false if this primitive should never output velocity based on its WPO state.

code: virtual bool SupportsWorldPositionOffsetVelocity() const


description:
Trace a shape against just this component.
true if a hit is found

code: virtual bool SweepComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const FQuat & ShapeWorldRotation, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, bool bTraceComplex )


code: virtual bool SweepComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const FQuat & ShapeWorldRotation, const FPhysicsGeometry & Geometry, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Move this component to match the physics rigid body pose. Note, a warning will be generated if you call this function on a component that is attached to something

code: void SyncComponentToRBPhysics()


description: Unwelds the children of this component. Attachment is maintained

code: virtual void UnWeldChildren()


description: UnWelds this component from its parent component. Attachment is maintained (DetachFromParent automatically unwelds)

code: virtual void UnWeldFromParent()


description: Update the Bounds of the component.

code: virtual void UpdateBounds()


code: virtual void UpdateCollisionProfile()


code: void UpdateOcclusionBoundsSlack ( float NewSlack )


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


description:
Queries world and updates overlap tracking state for this component.
True if we can skip calling this in the future (i.e. no useful work is being done.)

code: virtual bool UpdateOverlapsImpl ( const TOverlapArrayView * NewPendingOverlaps, bool bDoNotifies, const TOverlapArrayView * OverlapsAtEndLocation )


description: Internal function that updates physics objects to match the component collision settings.


description: Update current physics volume for this component, if bShouldUpdatePhysicsVolume is true. Overridden to use the overlaps to find the physics volume.

code: virtual void UpdatePhysicsVolume ( bool bTriggerNotifiers )


description: Returns true if only unlit materials are used for rendering, false otherwise.

code: virtual bool UsesOnlyUnlitMaterials() const


description: Ensure simulation is running for all bodies in this component.

code: virtual void WakeAllRigidBodies()


description: 'Wake' physics simulation for a single body.

code: virtual void WakeRigidBody ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description:
Returns true if this component has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.
Whether this actor was recently rendered.

code: bool WasRecentlyRendered ( float Tolerance ) const


description: Welds this component to another scene component, optionally at a named socket. Component is automatically attached if not already Welding allows the child physics object to become physically connected to its parent. This is useful for creating compound rigid bodies with correct mass distribution.

code: virtual void WeldTo ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, [FName](API\Runtime\Core\UObject\FName) InSocketName )


description:
Does the actual work for welding.
true if did a true weld of shapes, meaning body initialization is not needed

code: virtual bool WeldToImplementation ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, [FName](API\Runtime\Core\UObject\FName) ParentSocketName, bool bWeldSimulatedChild )


code: UPrimitiveComponent ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


description: DefaultUObjectconstructor.

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


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()


className: UPrimitiveComponent

description: PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection.

code: class UPrimitiveComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [INavRelevantInterface](API\Runtime\Engine\AI\Navigation\INavRelevantInterface), public [IInterface_AsyncCompilation](API\Runtime\Engine\Interfaces\IInterface_AsyncCompilation), public [IPhysicsComponent](API\Runtime\Engine\Interfaces\IPhysicsComponent)

AlwaysLoadOnClient

type: uint8: 1

description: If this is True, this component must always be loaded on clients, even if Hidden and CollisionEnabled is NoCollision.

AlwaysLoadOnServer

description: If this is True, this component must always be loaded on servers, even if Hidden and CollisionEnabled is NoCollision

AttachmentCounter

type: FThreadSafeCoun...

description: Incremented by the main thread before being attached to the scene, decremented by the rendering thread after removal.

bAffectDistanceFieldLighting

description: Controls whether the primitive should affect dynamic distance field lighting methods.

bAffectDynamicIndirectLighting

description: Controls whether the primitive should influence indirect lighting.

bAffectIndirectLightingWhileHidden

description: Controls whether the primitive should affect indirect lighting when hidden.

bAllowCullDistanceVolume

description: Whether to accept cull distance volumes to modify cached cull distance.

bAlwaysAllowTranslucentSelect

type: uint8:  1

bAlwaysCreatePhysicsState

description: Indicates if we'd like to create physics state all the time (for collision and simulation).

bApplyImpulseOnDamage

description: True for damage to this component to apply physics impulse, false to opt out of these impulses.

bAttachedToCoarseMeshStreamingManager

description: Whether this primitive is referenced by aNanite::FCoarseMeshStreamingManager

bAttachedToStreamingManagerAsDynamic

description: Whether this primitive is referenced by a FDynamicRenderAssetInstanceManager

bAttachedToStreamingManagerAsStatic

description: Whether this primitive is referenced by a FLevelRenderAssetManager

bBulkReregister

description: Primitive is part of a batch being bulk reregistered.

description: Result of last call toAreAllCollideableDescendantsRelative().

bCastCinematicShadow

description: Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled.

bCastContactShadow

description: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

bCastDynamicShadow

description: Controls whether the primitive should cast shadows in the case of non precomputed shadowing.

bCastFarShadow

description: When enabled, the component will be rendering into the far shadow cascades (only for directional lights).

bCastHiddenShadow

description: If true, the primitive will cast shadows even if bHidden is true.

bCastInsetShadow

description: Whether this component should create a per-object shadow that gives higher effective shadow resolution.

bCastShadowAsTwoSided

description: Whether this primitive should cast dynamic shadows as if it were a two sided material.

bCastStaticShadow

description: Whether the object should cast a static shadow from shadow casting lights.

bCastVolumetricTranslucentShadow

description: Whether the object should cast a volumetric translucent shadow.

bConsiderForActorPlacementWhenHidden

description: If true, this component will be considered for placement when dragging and placing items in the editor even if it is not visible, such as in the case of hidden collision meshes

bEmissiveLightSource

description: Whether the primitive will be used as an emissive light source.

bEnableAutoLODGeneration

description: Whether to include this component in HLODs or not.

bExcludeFromLightAttachmentGroup

description: If set, then it overrides any bLightAttachmentsAsGroup set in a parent.

bFillCollisionUnderneathForNavmesh

description: If set, navmesh will not be generated under the surface of the geometry

bForceMipStreaming

description: If true, forces mips for textures used by this component to be resident when this component's level is loaded.

bHandledByStreamingManagerAsDynamic

description: Whether this primitive is handled as dynamic, although it could have no references

bHasCustomNavigableGeometry

type: TEnumAsByte<EH...

description: If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component.

bHasPerInstanceHitProxies

description: If true a hit-proxy will be generated for each instance of instanced static meshes

bHoldout

description: If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain.

bIgnoreRadialForce

description: Will ignore radial forces applied to this component.

bIgnoreRadialImpulse

description: Will ignore radial impulses applied to this component.

bIgnoreStreamingManagerUpdate

description: When true, texture streaming manager won't update the component state.

bIsActorTextureStreamingBuiltData

description: Indicates that the texture streaming built data is local to the Actor (seeUActorTextureStreamingBuildDataComponent).

bIsBeingMovedByEditor

description: Set to true while the editor is moving the component, which notifies the Renderer to track velocities even if the component is Static.

bIsValidTextureStreamingBuiltData

description: Indicates to the texture streaming wether it can use the pre-built texture streaming data (even if empty).

bLightAttachmentsAsGroup

description: Whether to light this component and any attachments as a group.

bMultiBodyOverlap

description: If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component.

bNeverDistanceCull

description: When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.

BodyInstance

type: FBodyInstance

description: Physics scene information for this component, holds a single rigid body with multiple shapes.

bOnlyOwnerSee

description: If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly.

BoundsScale

type: float

description: Scales the bounds of the object.

bOwnerNoSee

description: If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly.

bPSOPrecacheCalled

description: Helper flag to check if PSOs have been precached already

bPSOPrecacheRequestBoosted

description: Have the PSO requests already been priority boosted?

bRayTracingFarField

description: If true, this component will be available to ray trace as a far field primitive even if hidden.

bReceiveMobileCSMShadows

description: Mobile only: If disabled this component will not receive CSM shadows.

bReceivesDecals

description: Whether the primitive receives decals.

bRenderCustomDepth

description: If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

bRenderInDepthPass

description: If true, this component will be rendered in the depth pass even if it's not rendered in the main pass

bRenderInMainPass

description: If true, this component will be rendered in the main pass (z prepass, basepass, transparency)

bReplicatePhysicsToAutonomousProxy

description: True if physics should be replicated to autonomous proxies.

bReturnMaterialOnMove

description: If true, component sweeps will return the material in their hit result.

bSelectable

description: If this is True, this component can be selected in the editor.

bSelfShadowOnly

description: When enabled, the component will only cast a shadow on itself and not other components in the world.

bSingleSampleShadowFromStationaryLights

description: Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper.

bTraceComplexOnMove

description: If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh).

bTreatAsBackgroundForOcclusion

description: Treat this primitive as part of the background for occlusion purposes.

bUseAsOccluder

description: Whether to render the primitive in the depth only pass.

bUseEditorCompositing

description: Composite the drawing of this component onto the scene after post processing (only applies to editor drawing)

bUseViewOwnerDepthPriorityGroup

description: True if the primitive should be rendered using ViewOwnerDepthPriorityGroup if viewed by its owner.

bVisibleInRayTracing

description: If true, this component will be visible in ray tracing effects.

bVisibleInRealTimeSkyCaptures

description: If true, this component will be visible in real-time sky light reflection captures.

bVisibleInReflectionCaptures

description: If true, this component will be visible in reflection captures.

CachedMaxDrawDistance

description: The distance to cull this primitive at.

CanCharacterStepUpOn

type: TEnumAsByte< en...

description: Determine whether a Character can step up onto this component.

CastShadow

description: Controls whether the primitive component should cast a shadow or not.

ComponentId

type: FPrimitiveCompo...

description: Used by the renderer, to identify a component across re-registers.

CustomDepthStencilValue

description: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

CustomDepthStencilWriteMask

type: ERendererStenci...

description: Mask used for stencil buffer writes.

DeferredCreatePhysicsStateScene

type: FPhysScene *...

description: If non-null, physics state creation has been deferred toULevel::IncrementalUpdateComponentsor this scene's StartFrame.

DepthPriorityGroup

description: The scene depth priority group to draw the primitive in.

DetachFence

type: FRenderCommandF...

description: A fence to track when the primitive is detached from the scene in the rendering thread.

DisplayName

description: When mobility is stationary, use a static underlying physics body.

HLODBatchingPolicy

type: EHLODBatchingPo...

description: Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs.

IndirectLightingCacheQuality

type: TEnumAsByte< EI...

description: Quality of indirect lighting for Movable primitives.

description: Last time we checkedAreAllCollideableDescendantsRelative(), so we can throttle those tests since it rarely changes once false.

LastSubmitTime

description: Last time the component was submitted for rendering (called FScene::AddPrimitive).

LDMaxDrawDistance

description: Max draw distance exposed to LDs.

LightingChannels

type: FLightingChanne...

description: Channels that this component should be in.

LightmapType

type: ELightmapType

description: Controls the type of lightmap used for this component.

MaterialPSOPrecacheRequestIDs

type: TArray< FMateri...

description: Cached array of material PSO requests which can be used to boost the priority

MinDrawDistance

description: The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.

MoveIgnoreActors

type: TArray<TObject...

description: Set of actors to ignore during component sweeps inMoveComponent().

MoveIgnoreComponents

description: Set of components to ignore during component sweeps inMoveComponent().

OnBeginCursorOver

type: FComponentBegin...

description: Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller

OnClicked

type: FComponentOnCli...

description: Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller

OnComponentBeginOverlap

description: Event called when something starts to overlaps this component, for example a player walking into a trigger.

type: FComponentColli...

description: Event called when collision settings change for this component.

OnComponentEndOverlap

type: FComponentEndOv...

description: Event called when something stops overlapping this component

OnComponentHit

type: FComponentHitSi...

description: Event called when a component hits (or is hit by) something solid.

OnComponentPhysicsStateChanged

description: Event called when physics state is created or destroyed for this component

OnComponentSleep

description: Event called when the underlying physics objects is put to sleep

OnComponentWake

description: Event called when the underlying physics objects is woken up

OnEndCursorOver

description: Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller

OnInputTouchBegin

description: Event called when a touch input is received over this component when touch events are enabled in the player controller

OnInputTouchEnd

description: Event called when a touch input is released over this component when touch events are enabled in the player controller

OnInputTouchEnter

description: Event called when a finger is moved over this component when touch over events are enabled in the player controller

OnInputTouchLeave

description: Event called when a finger is moved off this component when touch over events are enabled in the player controller

OnReleased

description: Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller

OverlappingComponents

description: Set of components that this component is currently overlapping.

PSOPrecacheCompileEvent

description: Graph event used to track all the PSO precache events

RayTracingGroupCullingPriority

description: Defines how quickly it should be culled.

RayTracingGroupId

description: Defines run-time groups of components.

RegistrationSerialNumber

description: Identifier used to track the time that this component was registered with the world / renderer.

RuntimeVirtualTextures

description: Array of runtime virtual textures into which we draw the mesh for this actor.

SceneProxy

description: The primitive's scene info.

ShadowCacheInvalidationBehavior

description: Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.

TranslucencySortDistanceOffset

description: Modified sort distance offset for translucent objects in world units.

TranslucencySortPriority

description: Translucent objects with a lower sort priority draw behind objects with a higher priority.

ViewOwnerDepthPriorityGroup

description: The scene depth priority group to draw the primitive in, if it's being viewed by its owner.

VirtualTextureCullMips

description: Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

VirtualTextureLodBias

description: Bias to the LOD selected for rendering to runtime virtual textures.

VirtualTextureMinCoverage

description: Set the minimum pixel coverage before culling from the runtime virtual texture.

VirtualTextureRenderPassType

description: Controls if this component draws in the main pass as well as in the virtual texture.

VisibilityId

description: Used for precomputed visibility


description: Compute current light brightness based on whether there is a valid IES profile texture attached, and whether IES brightness is enabled

code: virtual float ComputeLightBrightness() const


code: virtual float GetUniformPenumbraSize() const


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


description: ELightComponentType for the light component class

code: virtual ELightComponentType GetLightType() 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 )


code: void SetBarnDoorAngle ( float NewValue )


code: void SetBarnDoorLength ( float NewValue )


description: Set the Intensity using the brightness. The unit of brightness depends on the light type.

code: virtual void SetLightBrightness ( float InBrightness )


code: void SetSourceHeight ( float NewValue )


code: void SetSourceTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * NewValue )


code: void SetSourceWidth ( float NewValue )


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


className: URectLightComponent

description: A light component which emits light from a rectangle.

code: class URectLightComponent : public [ULocalLightComponent](API\Runtime\Engine\Components\ULocalLightComponent)

BarnDoorAngle

type: float

description: Angle of barn door attached to the light source rect.

BarnDoorLength

description: Length of barn door attached to the light source rect.

SourceHeight

description: Height of light source rect.

SourceTexture

type: TObjectPtr< cla...

description: Texture mapped to the light source rectangle

SourceWidth

description: Width of light source rect.


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: Callback to create the rendering thread mirror.


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


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

code: virtual float GetInfluenceBoundingRadius() const


code: [FReflectionCaptureMapBuildData](API\Runtime\Engine\Engine\FReflectionCaptureMapBuildData) * GetMapBuildData() const


code: static int32 GetReflectionCaptureSize()


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:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Adds the capture to the capture queue processed by UpdateReflectionCaptureContents.

code: void MarkDirtyForRecaptureOrUpload()


description: Generates a new MapBuildDataId and adds the capture to the capture queue processed by UpdateReflectionCaptureContents.

code: void MarkDirtyForRecapture()


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 property on this object has been modified externally

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called to update any visuals needed for a feature level change

code: virtual void PreFeatureLevelChange ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) PendingFeatureLevel )


description: Updates any visuals after the lighting has changed


className: ReflectionCapturesToUpdate

description: List of reflection captures that need to be recaptured. These have to be queued because we can only render the scene to update captures at certain points, after the level has loaded. This queue should be in theUWorldor theFSceneInterface, but those are not available yet in PostLoad.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * > ReflectionCapturesToUpdate;


className: ReflectionCapturesToUpdateForLoad

description: List of reflection captures that need to be recaptured because they were dirty on load. These have to be queued because we can only render the scene to update captures at certain points, after the level has loaded. This queue should be in theUWorldor theFSceneInterface, but those are not available yet in PostLoad.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * > ReflectionCapturesToUpdateForLoad;


className: ReflectionCapturesToUpdateForLoadLock


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: Marks this component has having been recaptured.

code: void SetCaptureCompleted()


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

code: virtual void UpdatePreviewShape()


description: Generally called each tick to recapture any queued reflection captures. In some cases, it's also called from Editor utility functions or commands. Set "bInsideTick" to true if called from inside a Tick function, indicating a render frame is already active, and the capture doesn't need to start one.

code: static void UpdateReflectionCaptureContents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldToUpdate, const TCHAR * CaptureReason, bool bVerifyOnlyCapturing, bool bCapturingForMobile, bool bInsideTick )


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


className: UReflectionCaptureComponent

description: -> will be exported to EngineDecalClasses.h

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

bMapBuildDataIdLoaded

type: bool

description: Check to see if MapBuildDataId was loaded - otherwise we need to display a warning on cook

Brightness

description: A brightness control to scale the captured scene's reflection intensity.

CaptureOffset

type: FVector

description: World space offset to apply before capturing.

CaptureOffsetComponent

type: TObjectPtr<UBi...

Cubemap

description: Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.

EncodedHDRCubemapTexture

type: FReflectionText...

description: Cubemap texture resource used for rendering with the encoded HDR values.

MapBuildDataId

type: FGuid

description: Guid for map build data

ReflectionSourceType

type: EReflectionSour...

description: Indicates where to get the reflection source from.

SceneProxy

type: FReflectionCapt...

description: The rendering thread's mirror of this reflection capture.

SourceCubemapAngle

description: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.


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

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


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: Calculate a hash used to determine if the StreamingTexture contents are valid for use. The hash doesn't include whether the contents are up to date.


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: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


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 )


className: FGetHidePrimitivesDelegate

description: Delegate that this virtual texture will call to evaluated the full HidePrimitives state.

code: typedef TMulticastDelegate_TwoParams< void, bool &, bool & > FGetHidePrimitivesDelegate


description: Get the BoundsAlignActor on this component.

code: [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & GetBoundsAlignActor()


description: Get the delegate used to extend the calculation of the HidePrimitives state.


description: Get the full hide primitive state including the evaluating the GetHidePrimitivesDelegate delegate.

code: void GetHidePrimitiveSettings ( bool & OutHidePrimitiveEditor, bool & OutHidePrimitiveGame ) const


description: Public getter for lossy compression setting.

code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ETextureLossyCompressionAmount > GetLossyCompressionAmount() const


description: Get group index of the scalability settings.

code: uint32 GetScalabilityGroup() const


description: Get if SnapBoundsToLandscape is set on this component.

code: bool GetSnapBoundsToLandscape() const


description: Get the streaming virtual texture object on this component.

code: [UVirtualTextureBuilder](API\Runtime\Engine\VT\UVirtualTextureBuilder) * GetStreamingTexture() const


description: Get a translation to account for any vertex sample offset from the use of bSnapBoundsToLandscape.


description: Get the runtime virtual texture object on this component.

code: [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * GetVirtualTexture() const


description: Initialize the low mip streaming texture with the passed in size and data.

code: void InitializeStreamingTexture ( EShadingPath ShadingPath, uint32 InSizeX, uint32 InSizeY, uint8 * InData )


description: This function marks an area of the runtime virtual texture as dirty.

code: void Invalidate ( FBoxSphereBounds const & WorldBounds )


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Public getter for debug streaming mips flag.

code: bool IsBuildDebugStreamingMips()


description: Get if scalability settings are enabled.

code: bool IsScalable() const


description: Returns true if there are StreamingTexure contents but they are not valid for use, taking into account all rendering modes

code: bool IsStreamingTextureInvalid() const


description: Get if we want to use any streaming low mips on this component.

code: bool IsStreamingLowMips ( EShadingPath ShadingPath ) const


description: Returns true if there are StreamingTexure contents but they are not valid for use.

code: bool IsStreamingTextureInvalid ( EShadingPath ShadingPath ) const


description: Returns true if this component is visible in the current context

code: virtual bool IsVisible() 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: Public getter for virtual texture streaming low mips

code: int32 NumStreamingMips() const


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

code: virtual void OnUnregister()


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


description: Get the BoundsAlignActor on this component.

code: void SetBoundsAlignActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Set a new asset to hold the low mip streaming texture. This should only be called directly before setting data to the new asset.

code: void SetStreamingTexture ( [UVirtualTextureBuilder](API\Runtime\Engine\VT\UVirtualTextureBuilder) * InTexture )


description: true if the owning World is one whereURuntimeVirtualTextureComponentshould actually do anything (avoids updating RVT for non-game/PIE/editor world types)

code: bool IsActiveInWorld() const


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


description: Set the runtime virtual texture object on this component.

code: void SetVirtualTexture ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InVirtualTexture )


className: URuntimeVirtualTextureComponent

description: Component used to place aURuntimeVirtualTexturein the world.

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

bBuildDebugStreamingMips

description: Build the streaming low mips using debug coloring.

bBuildStreamingMipsButton

description: Placeholder for details customization button.

bEnableScalability

description: Set to true to enable scalability settings for the virtual texture.

bHidePrimitives

description: Hide primitives in the main pass.

BoundsAlignActor

type: TSoftObjectPtr<...

description: Actor to align rotation to. If set this actor is always included in the bounds calculation.

bSnapBoundsToLandscape

description: If the Bounds Align Actor is a Landscape then this will snap the bounds so that virtual texture texels align with landscape vertex positions.

bUseStreamingLowMipsInEditor

description: Use streaming low mips when rendering in editor.

DestroyFence

type: FRenderCommandF...

description: A fence to track render thread has finished with StreamingTexture data before destroy.

HidePrimitivesDelegate

type: FGetHidePrimiti...

LossyCompressionAmount

type: TEnumAsByte< ET...

description: How aggressively should any relevant lossy compression be applied.

PieEndDelegateHandle

type: FDelegateHandle

description: Delegate handle for our function called on PIE end.

ScalabilityGroup

description: Group index of the scalability settings to use for the virtual texture.

SceneProxy

type: FRuntimeVirtual...

description: Scene proxy object. Managed by the scene but stored here.

StreamingTexture

type: TObjectPtr<UVi...

description: Texture object containing streamed low mips. This can reduce rendering update cost.

StreamLowMips

description: Number of streaming low mips to build for the virtual texture.

VirtualTexture

type: TObjectPtr<URu...

description: The virtual texture object to use.


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


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:
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: Clears the hidden list.

code: void ClearHiddenComponents()


description: Clears the Show Only list.

code: void ClearShowOnlyComponents()


description: To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner". Override this to set a "ViewActor" for the scene.

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


description: Returns the view state, if any, and allocates one if needed. This function can return NULL, e.g. when bCaptureEveryFrame is false.

code: [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * GetViewState ( int32 ViewIndex )


description: Adds all primitive components in the actor to our list of hidden components.

code: void HideActorComponents ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bIncludeFromChildActors )


description: Adds the component to our list of hidden components.

code: void HideComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Whether this component is aUSceneCaptureComponentCube

code: virtual bool IsCube() const


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


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

code: virtual void PostEditChangeProperty ( struct [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: Removes an actor's components from the Show Only list.

code: void RemoveShowOnlyActorComponents ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bIncludeFromChildActors )


description: Removes a component from the Show Only list.

code: void RemoveShowOnlyComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


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: Changes the value of TranslucentSortPriority.

code: void SetCaptureSortPriority ( int32 NewCaptureSortPriority )


description: Adds all primitive components in the actor to our list of show-only components.

code: void ShowOnlyActorComponents ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bIncludeFromChildActors )


description: Adds the component to our list of show-only components.

code: void ShowOnlyComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: static void UpdateDeferredCaptures ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


code: virtual void UpdateSceneCaptureContents ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


description: Update the show flags from our show flags settings (ideally, you'd be able to set this more directly, but currently unable to makeFEngineShowFlagsaUStructto use it as aFProperty...)

code: void UpdateShowFlags()


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


className: USceneCaptureComponent

description: -> will be exported to EngineDecalClasses.h

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

bAlwaysPersistRenderingState

description: Whether to persist the rendering state even if bCaptureEveryFrame==false.

bCaptureEveryFrame

type: uint8:  1

description: Whether to update the capture's contents every frame.

bCaptureOnMovement

description: Whether to update the capture's contents on movement.

bUseRayTracingIfEnabled

description: Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.

CaptureMemorySize

type: TRefCountPtr<F...

description: Thread safe storage for memory statistics for a scene capture

CaptureMesh

description: The mesh used by ProxyMeshComponent

CaptureSortPriority

description: Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components.

CaptureSource

type: TEnumAsByte< en...

HiddenActors

type: TArray<TObject...

description: The actors to hide in the scene capture.

HiddenComponents

type: TArray<TWeakOb...

description: The components won't rendered by current component.

LODDistanceFactor

type: float

description: Scales the distance used by LOD.

PrimitiveRenderMode

type: ESceneCapturePr...

description: Controls what primitives get rendered into the scene capture.

ProfilingEventName

type: FString

description: Name of the profiling event.

ProxyMeshComponent

description: The mesh to show visually where the camera is placed

ShowFlags

type: FEngineShowFlag...

description: TODO: Make this aUStructto set directly?

ShowFlagSettings

type: TArray< struct ...

description: ShowFlags for the SceneCapture's ViewFamily, to control rendering settings for this view.

ShowOnlyActors

description: The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

ShowOnlyComponents

description: The only components to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

ViewStates

type: TIndirectArray<...

description: The view state holds persistent scene rendering state and enables occlusion culling in scene captures.


description: Adds an Blendable (implementsIBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight

code: void AddOrUpdateBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject, float InWeight )


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


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: Render the scene to the texture target immediately. This should not be used if bCaptureEveryFrame is enabled, or the scene capture will render redundantly. If r.SceneCapture.CullByDetailMode is set, nothing will happen if DetailMode is higher than r.DetailMode.

code: void CaptureScene()


description: Render the scene to the texture the next time the main view is rendered. If r.SceneCapture.CullByDetailMode is set, nothing will happen if DetailMode is higher than r.DetailMode.

code: void CaptureSceneDeferred()


code: virtual void GetCameraView ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutDesiredView )


description: Return number of X tiles to render (to be used when orthographic tiling rendering is enabled)

code: int32 GetNumXTiles() const


description: Return if orthographic tiling rendering is enabled or not


description: Return number of Y tiles to render (to be used when orthographic tiling rendering is enabled)

code: int32 GetNumYTiles() const


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


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 property on this object has been modified externally

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


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

code: virtual bool RequiresGameThreadEndOfFrameUpdates() const


description: Removes a blendable.

code: void RemoveBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject )


description: Reset Orthographic tiling counter

code: void ResetOrthographicTilingCounter()


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 )


code: void SetCameraView ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & DesiredView )


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: For backwards compatibility.

code: void UpdateContent()


code: virtual void UpdateSceneCaptureContents ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


code: USceneCaptureComponent2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target.

code: class USceneCaptureComponent2D : public [USceneCaptureComponent](API\Runtime\Engine\Components\USceneCaptureComponent)

bCameraCutThisFrame

type: uint32:  1

description: True if we did a camera cut this frame.

description: Whether to only render exponential height fog on opaque pixels which were rendered by the scene capture.

bEnableClipPlane

type: bool

description: Enables a clip plane while rendering the scene capture which is useful for portals.

bEnableOrthographicTiling

description: Render the scene in n frames (i.e TileCount) - Ignored in Perspective mode, works only in Orthographic mode when CaptureSource uses SceneColor (not FinalColor) If CaptureSource uses FinalColor, tiling will be ignored and a Warning message will be logged

bUseCustomProjectionMatrix

description: Whether a custom projection matrix will be used during rendering.

bUseFauxOrthoViewPos

description: In case of orthographic camera, generate a fake view position that has a non-zero W component.

ClipPlaneBase

type: FVector

description: Base position for the clip plane, can be any position on the plane.

ClipPlaneNormal

description: Normal for the plane.

CompositeMode

description: When enabled, the scene capture will composite into the render target instead of overwriting its contents.

CustomNearClippingPlane

description: Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.

CustomProjectionMatrix

type: FMatrix

description: The custom projection matrix to use

DrawFrustum

type: TObjectPtr< cla...

description: The frustum component used to show visually where the camera field of view is

FOVAngle

description: Camera field of view (in degrees).

NumXTiles

description: Number of X tiles to render. Ignored in Perspective mode, works only in Orthographic mode

NumYTiles

description: Number of Y tiles to render. Ignored in Perspective mode, works only in Orthographic mode

OrthoWidth

description: The desired width (in world units) of the orthographic view (ignored in Perspective mode)

PostProcessBlendWeight

description: Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect.

PostProcessSettings

type: FPostProcessSet...

ProjectionType

type: TEnumAsByte<EC...

SceneViewExtensions

type: TArray<TWeakPt...

description: Array of scene view extensions specifically to apply to this scene capture

TextureTarget

description: Output render target of the scene capture that can be read in materials.

TileID

description: Which tile to render of the orthographic view (ignored in Perspective mode)


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


description: Render the scene to the texture target immediately. This should not be used if bCaptureEveryFrame is enabled, or the scene capture will render redundantly. If r.SceneCapture.CullByDetailMode is set, nothing will happen if DetailMode is higher than r.DetailMode.

code: void CaptureScene()


description: Render the scene to the texture the next time the main view is rendered. If r.SceneCapture.CullByDetailMode is set, nothing will happen if DetailMode is higher than r.DetailMode.

code: void CaptureSceneDeferred()


description: Whether this component is aUSceneCaptureComponentCube

code: virtual bool IsCube() const


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


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 property on this object has been modified externally

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


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


className: USceneCaptureComponentCube

description: Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.

code: class USceneCaptureComponentCube : public [USceneCaptureComponent](API\Runtime\Engine\Components\USceneCaptureComponent)

bCaptureRotation

description: Preserve the rotation of the actor when updating the capture.

TextureTarget

description: Temporary render target that can be used by the editor.


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

code: void AddLocalOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddLocalRotation ( const FQuat & DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void AddLocalRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddLocalTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddRelativeLocation ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddRelativeRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void AddRelativeRotation ( const FQuat & DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddWorldOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddWorldRotation ( const FQuat & DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void AddWorldRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).

code: void AddWorldTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void AddWorldTransformKeepScale ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description:
Determine if dynamic data is allowed to be changed.
Whether or not dynamic data is allowed to be changed.

code: bool AreDynamicDataChangesAllowed ( bool bIgnoreStationary ) const


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:
Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered, however from constructor or when not registered it is preferable to use SetupAttachment.
True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.

code: bool AttachToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, const [FAttachmentTransformRules](API\Runtime\Engine\Engine\FAttachmentTransformRules) & AttachmentRules, [FName](API\Runtime\Core\UObject\FName) InSocketName )


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: Calculate the local bounds of the component. Default behavior is calling CalcBounds with an identity transform.

code: virtual FBoxSphereBounds CalcLocalBounds() const


description: Calculate the new ComponentToWorld transform for this component. Parent is optional and can be used for computing ComponentToWorld based on arbitraryUSceneComponent. If Parent is not passed in we use the component's AttachParent

code: FTransform CalcNewComponentToWorld ( const FTransform & NewRelativeTransform, const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName ) const


description: Utility function to handle calculating transform with a parent

code: FTransform CalcNewComponentToWorld_GeneralCase ( const FTransform & NewRelativeTransform, const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName ) const


description: Called to see if it's possible to attach another scene component as a child. Note: This can be called on template component as well!

code: virtual bool CanAttachAsChild ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ChildComponent, [FName](API\Runtime\Core\UObject\FName) SocketName ) const


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: Return true if it can ever render

code: bool CanEverRender() const


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

code: virtual const bool CanHaveStaticMobility() const


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

code: bool CheckStaticMobilityAndWarn ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionText ) const


description: Clears the skip update overlaps flag. This should be called any time a change to state would prevent the result of UpdateOverlaps. For example attachment, changing collision settings, etc...

code: void ClearSkipUpdateOverlaps()


description: Call UpdateComponentToWorld if bComponentToWorldUpdated is false.


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

code: static void ConvertAttachLocation ( [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) InAttachLocation, EAttachmentRule & InOutLocationRule, EAttachmentRule & InOutRotationRule, EAttachmentRule & InOutScaleRule )


description: Creates the editor only component used to display the sprite

code: void CreateSpriteComponent ( class [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SpriteTexture )


code: void CreateSpriteComponent ( class [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SpriteTexture, bool bRegister )


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

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (See WeldTo)

code: virtual void DetachFromComponent ( const [FDetachmentTransformRules](API\Runtime\Engine\Engine\FDetachmentTransformRules) & DetachmentRules )


description: DEPRECATED - UseDetachFromComponent()instead

code: virtual void DetachFromParent ( bool bMaintainWorldPosition, bool bCallModify )


description: Return true if socket with the given name exists

code: virtual bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


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

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


className: EVisibilityPropagation

description: Enum that dictates what propagation policy to follow when calling SetVisibility or SetHiddenInGame recursively

code: enum EVisibilityPropagation { NoPropagation, DirtyOnly, Propagate, }


description: This exists so subclasses don't need to have direct access to the bAbsoluteLocation property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetAbsoluteLocationPropertyName()


description: This exists so subclasses don't need to have direct access to the bAbsoluteRotation property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetAbsoluteRotationPropertyName()


description: Gets the property name for bAbsoluteScale. This exists so subclasses don't need to have direct access to the bAbsoluteScale property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetAbsoluteScalePropertyName()


description: Returns the ActorPosition for use by rendering. This comes from walking the attachment chain to the top-level actor.


description:
Gets the names of all the sockets on the component.
Get the names of all the sockets on the component.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAllSocketNames() const


description: Get the SceneComponents that are attached to this component.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USceneComponent](API\Runtime\Engine\Components\USceneComponent) > > & GetAttachChildren() const


description: Walks up the attachment chain from this SceneComponent and returns the SceneComponent at the top. If AttachParent is NULL, returns this.

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetAttachmentRoot() const


description: Walks up the attachment chain from this SceneComponent and returns the top-level actor it's attached to. Returns Owner if unattached.

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


description: Get the SceneComponent we are attached to.

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetAttachParent() const


description: Gets the owner of the attach parent

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


description: Get the socket we are attached to.


description: Gets the attached child component at the specified location

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetChildComponent ( int32 ChildIndex ) const


description: Gets all components that are attached to this component, possibly recursively

code: void GetChildrenComponents ( bool bIncludeAllDescendants, [TArray](API\Runtime\Core\Containers\TArray)< [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * > & Children ) const


description: Returns the form of collision for this component

code: virtual [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) GetCollisionEnabled() const


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

code: virtual ECollisionChannel GetCollisionObjectType() const


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

code: virtual ECollisionResponse GetCollisionResponseToChannel ( ECollisionChannel Channel ) const


description: Return const reference to CollsionResponseContainer

code: virtual const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & GetCollisionResponseToChannels() const


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

code: ECollisionResponse GetCollisionResponseToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * OtherComponent ) 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 location of the component, in world space

code: FVector GetComponentLocation() const


description: Return rotation quaternion of the component, in world space

code: FQuat GetComponentQuat() const


description: Return rotation of the component, in world space

code: FRotator GetComponentRotation() const


description: Return scale of the component, in world space

code: FVector GetComponentScale() const


description: Get the current component-to-world transform for this component TODO: probably deprecate this in favor of GetComponentTransform

code: const FTransform & GetComponentToWorld() const


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

code: const FTransform & GetComponentTransform() const


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

code: virtual FVector GetComponentVelocity() const


description: FScopedMovementUpdate

code: [FScopedMovementUpdate](API\Runtime\Engine\Engine\FScopedMovementUpdate) * GetCurrentScopedMovement() const


description: The name to use for the default scene root variable


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

code: FVector GetForwardVector() 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: Get the current local bounds of the component

code: FBoxSphereBounds GetLocalBounds() 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 )


description: Gets the number of attached children components

code: int32 GetNumChildrenComponents() const


description: Returns number of lighting interactions that need to be recalculated

code: virtual const int32 GetNumUncachedStaticLightingInteractions() const


description: Gets all attachment parent components up to and including the root component

code: void GetParentComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * > & Parents ) const


description: Get the PhysicsVolume overlapping this component.

code: [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * GetPhysicsVolume() const


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

code: virtual FBoxSphereBounds GetPlacementExtent() const


description: This exists so subclasses don't need to have direct access to the RelativeLocation property so it can be made private later.

code: FVector GetRelativeLocation() const


code: static const [FName](API\Runtime\Core\UObject\FName) GetRelativeLocationPropertyName()


description: You should not use this method. The standard SetRelativeLocation variants should be used.


description: This exists so subclasses don't need to have direct access to the RelativeRotation property so it can be made private later.

code: FRotator GetRelativeRotation() const


description: Get the RelativeRotationCache.

code: const [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) & GetRelativeRotationCache() const


description:
Convenience function to get the relative rotation from the passed in world rotation
Returns the relative rotation

code: FQuat GetRelativeRotationFromWorld ( const FQuat & WorldRotation )


description: You should not use this method. The standard SetRelativeRotation variants should be used.


code: static const [FName](API\Runtime\Core\UObject\FName) GetRelativeRotationPropertyName()


description: This exists so subclasses don't need to have direct access to the RelativeScale3D property so it can be made private later.

code: FVector GetRelativeScale3D() const


description: You should not use this method. The standard SetRelativeScale3D variants should be used.


description: Returns the transform of the component relative to its parent

code: FTransform GetRelativeTransform() const


code: static const [FName](API\Runtime\Core\UObject\FName) GetRelativeScale3DPropertyName()


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

code: FVector GetRightVector() const


description: Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.


description:
Get world-space socket or bone location.
Socket transform in world space if socket is found. Otherwise it will return component's transform in world space.

code: virtual FVector GetSocketLocation ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description:
Get world-space socket or bone FRotator rotation.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FRotator GetSocketRotation ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


description:
Find the world-space location and rotation of the given named socket. If the socket is not found, then it returns the component's location and rotation in world space.
whether or not the socket was found

code: void GetSocketWorldLocationAndRotation ( [FName](API\Runtime\Core\UObject\FName) InSocketName, FVector & OutLocation, FRotator & OutRotation ) const


description:
Get world-space socket or bone FQuat rotation.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FQuat GetSocketQuaternion ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


code: virtual FBox GetStreamingBounds() const


code: void GetSocketWorldLocationAndRotation ( [FName](API\Runtime\Core\UObject\FName) InSocketName, FVector & OutLocation, FQuat & OutRotation ) const


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

code: FVector GetUpVector() const


description: Gets the property name for bVisible. This exists so subclasses don't need to have direct access to the bVisible property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetVisiblePropertyName()


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: IsVisible and IsVisibleInEditor are preferred in most cases because they respect virtual behavior.

code: bool GetVisibleFlag() const


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


description: Returns whether the specified body is currently using physics simulation

code: virtual bool IsAnySimulatingPhysics() const


description: Walks up the attachment chain to see if this component is attached to the supplied component. If TestComp == this, returns false.

code: bool IsAttachedTo ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * TestComp ) const


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

code: bool IsCollisionEnabled() const


description: Returns true if movement is currently within the scope of anFScopedMovementUpdate.

code: bool IsDeferringMovementUpdates() const


code: bool IsDeferringMovementUpdates ( const [FScopedMovementUpdate](API\Runtime\Engine\Engine\FScopedMovementUpdate) & ScopedUpdate ) const


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

code: bool IsPhysicsCollisionEnabled() 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: Utility to see if there is any query collision enabled on this component.

code: bool IsQueryCollisionEnabled() const


description: True if our precomputed lighting is up to date

code: virtual bool IsPrecomputedLightingValid() const


code: virtual bool IsSimulatingPhysics ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: This exists so subclasses don't need to have direct access to the bAbsoluteLocation property so it can be made private later.

code: bool IsUsingAbsoluteLocation() const


description: This exists so subclasses don't need to have direct access to the bAbsoluteRotation property so it can be made private later.

code: bool IsUsingAbsoluteRotation() const


description: This exists so subclasses don't need to have direct access to the bReplicates property so it can be made private later. '

code: bool IsUsingAbsoluteScale() const


description: Returns true if this component is visible in the current context

code: virtual bool IsVisible() const


description: Return true if visible in editor

code: virtual bool IsVisibleInEditor() const


description: Is this component considered 'world' geometry, by default checks if this uses the WorldStatic collision channel

code: virtual bool IsWorldGeometry() const


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

code: void K2_AddLocalOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddLocalRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddLocalTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddRelativeRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddRelativeLocation ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddWorldOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).

code: void K2_AddWorldTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddWorldRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_AddWorldTransformKeepScale ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: DEPRECATED - UseAttachToComponent()instead

code: bool K2_AttachTo ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, [FName](API\Runtime\Core\UObject\FName) InSocketName, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) AttachType, bool bWeldSimulatedBodies )


description:
Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.

code: bool K2_AttachToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies )


description: Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (See WeldTo)

code: void K2_DetachFromComponent ( EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify )


description: Return location of the component, in world space

code: FVector K2_GetComponentLocation() const


description: Returns rotation of the component, in world space.


description: Returns scale of the component, in world space.

code: FVector K2_GetComponentScale() const


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


description: Set the location of the component relative to its parent

code: void K2_SetRelativeLocation ( FVector NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_SetRelativeLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Set the rotation of the component relative to its parent

code: void K2_SetRelativeRotation ( FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Put this component at the specified location in world space. Updates relative location to achieve the final world location.

code: void K2_SetWorldLocation ( FVector NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_SetWorldLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.

code: void K2_SetWorldRotation ( FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Set the transform of the component in world space.

code: void K2_SetWorldTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: EMoveComponentFlags

code: bool MoveComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport )


description: EMoveComponentFlags

code: bool MoveComponent ( const FVector & Delta, const FRotator & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport )


description: Override this method for custom behavior for MoveComponent

code: virtual bool MoveComponentImpl ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport )


description: Set the transform of the component relative to its parent

code: void K2_SetRelativeTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


code: virtual bool NeedsLoadForTargetPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


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

code: virtual void OnAttachmentChanged()


description: Called after a child scene component is attached to this component. Note: Do not change the attachment state of the child during this call.

code: virtual void OnChildAttached ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ChildComponent )


description: Called after a child scene component is detached from this component. Note: Do not change the attachment state of the child during this call.

code: virtual void OnChildDetached ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ChildComponent )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Overridable internal function to respond to changes in the hidden in game value of the component.

code: virtual void OnHiddenInGameChanged()


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: Overridable internal function to respond to changes in the visibility of the component.

code: virtual void OnVisibilityChanged()


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

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


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 this component is moved in the editor

code: virtual void PostEditComponentMove ( bool bFinished )


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 receiving a bunch

code: virtual void PostNetReceive()


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

code: virtual void PostRepNotifies()


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

code: void PostUpdateNavigationData()


description: Called to update any visuals needed for a feature level change

code: virtual void PreFeatureLevelChange ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) PendingFeatureLevel )


description: Called right before receiving a bunch

code: virtual void PreNetReceive()


description: Updates any visuals after the lighting has changed


description: Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.

code: void ResetRelativeTransform()


description: Get a list of sockets this component contains

code: virtual void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


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

code: void SetAbsolute ( bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale )


description: Sets the cached component to world directly. This should be used very rarely.

code: void SetComponentToWorld ( const FTransform & NewComponentToWorld )


description: Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay

code: void SetHiddenInGame ( bool NewHidden, bool bPropagateToChildren )


description: Internal function to set hidden in game for the component. Enum controls propagation rules.

code: void SetHiddenInGame &40; bool bNewHiddenInGame, EVisibilityPropagation PropagateToChildren &41;


description: Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered

code: virtual void SetMobility ( [EComponentMobility::Type](API\Runtime\Engine\Engine\EComponentMobility__Type) NewMobility )


description: Replace current PhysicsVolume to input NewVolume

code: void SetPhysicsVolume ( [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * NewVolume, bool bTriggerNotifiers )


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

code: void SetRelativeLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Set the location of the component relative to its parent

code: void SetRelativeLocation ( FVector NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void SetRelativeLocationAndRotation ( FVector NewLocation, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: You should not use this method. The standard SetRelativeLocation variants should be used.

code: void SetRelativeLocation_Direct ( const FVector NewRelativeLocation )


description: Set the rotation of the component relative to its parent

code: void SetRelativeRotation ( FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void SetRelativeRotation ( const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Sets the RelativeRotationCache. Used to ensure component ends up with the same RelativeRotation after callingSetWorldTransform().

code: void SetRelativeRotationCache ( const [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) & InCache )


description: Set the rotation of the component relative to its parent and force RelativeRotation to be equal to new rotation. This allows us to set and save Rotators with angles out side the normalized range, Note that doing so may break the RotatorCache so use with care.

code: void SetRelativeRotationExact ( FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void SetRelativeScale3D ( FVector NewScale3D )


description: You should not use this method. The standard SetRelativeRotation variants should be used.

code: void SetRelativeRotation_Direct ( const FRotator NewRelativeRotation )


description: You should not use this method. The standard SetRelativeScale3D variants should be used.

code: void SetRelativeScale3D_Direct ( const FVector NewRelativeScale3D )


description: Set the transform of the component relative to its parent

code: void SetRelativeTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.

code: void SetShouldUpdatePhysicsVolume ( bool bInShouldUpdatePhysicsVolume )


description: You should not use this method. The standard SetRelativeTransform variants should be used.

code: void SetRelativeTransform_Direct ( const FTransform & NewRelativeTransform )


description: Initializes desired Attach Parent and SocketName to be attached to when the component is registered. Generally intended to be called from its Owning Actor's constructor and should be preferred over AttachToComponent when a component is not registered.

code: void SetupAttachment ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, [FName](API\Runtime\Core\UObject\FName) InSocketName )


description: Sets the value of bAbsoluteLocation without causing other side effects to this instance.

code: void SetUsingAbsoluteLocation ( const bool bInAbsoluteLocation )


description: Sets the value of bAbsoluteRotation without causing other side effects to this instance.

code: void SetUsingAbsoluteRotation ( const bool bInAbsoluteRotation )


description: Sets the value of bAbsoluteScale without causing other side effects to this instance.

code: void SetUsingAbsoluteScale ( const bool bInAbsoluteRotation )


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

code: void SetVisibility ( bool bNewVisibility, bool bPropagateToChildren )


description: Internal function to set visibility of the component. Enum controls propagation rules.

code: void SetVisibility &40; bool bNewVisibility, EVisibilityPropagation PropagateToChildren &41;


description: ToggleVisible and SetVisibility are preferred in most cases because they respect virtual behavior and side effects.

code: void SetVisibleFlag ( const bool bInVisible )


description: Put this component at the specified location in world space. Updates relative location to achieve the final world location.

code: void SetWorldLocation ( FVector NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Special version of SetWorldLocationAndRotation that does not affect physics.

code: void SetWorldLocationAndRotationNoPhysics ( const FVector & NewLocation, const FRotator & NewRotation )


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

code: void SetWorldLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void SetWorldLocationAndRotation ( FVector NewLocation, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.

code: void SetWorldRotation ( const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void SetWorldRotation ( FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void SetWorldScale3D ( FVector NewScale )