description: Output to the log which materials and textures are used by this component.

code: virtual void LogMaterialsAndTextures ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, int32 Indent ) const


description: Mark cache parameters map as dirty, cache will be rebuild once SetScalar/SetVector functions are called

module: Engine


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: Tell the streaming system to start loading all textures with all mip-levels.

code: virtual void PrestreamTextures ( float Seconds, bool bPrioritizeCharacterTextures, int32 CinematicTextureGroups )


description: Register a one-time callback that will be called when criteria met

code: virtual void RegisterLODStreamingCallback ( FLODStreamingCallback && Callback, int32 LODIdx, float TimeoutSecs, bool bOnStreamIn )


description: Register a one-time callback that will be called when streaming starts or ends.

code: virtual void RegisterLODStreamingCallback ( FLODStreamingCallback && CallbackStreamingStart, FLODStreamingCallback && CallbackStreamingDone, float TimeoutStartSecs, float TimeoutDoneSecs )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

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


code: virtual void SetMaterialByName ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Change the overlay material used by this instance

code: void SetOverlayMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewOverlayMaterial )


description: Change the overlay material max draw distance used by this instance

code: void SetOverlayMaterialMaxDrawDistance ( float InMaxDrawDistance )


description: Tell the streaming system whether or not all mip levels of all textures used by this component should be loaded and remain loaded.

code: virtual void SetTextureForceResidentFlag ( bool bForceMiplevelsToBeResident )


description: Set all occurrences of Vector Material Parameters with ParameterName in the set of materials of the SkeletalMesh to ParameterValue

code: void SetVectorParameterValueOnMaterials ( const [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector ParameterValue )


description: Determines if we use the nanite overrides from any materials

code: virtual bool UseNaniteOverrideMaterials() const


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


className: UMeshComponent

description: USkeletalMeshComponent

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

bCachedMaterialParameterIndicesAreDirty

type: uint8:  1

description: Flag whether or not the cached material parameter indices map is dirty (defaults to true, and is set from SetMaterial/Set(Skeletal)Mesh

MaterialParameterCache

type: TSortedMap<FNa...

OverlayMaterial

type: TObjectPtr< cla...

description: Translucent material to blend on top of this mesh.

OverlayMaterialMaxDrawDistance

type: float

description: The max draw distance for overlay material.

OverrideMaterials

type: TArray<TObject...

description: Per-Component material overrides.


description: Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. Used to preserve hidden level data in lighting scenario.

code: virtual void AddMapBuildDataGUIDs ( [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InGUIDs ) const


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


description: Apply all the elements that we were putting into the TempBSPElements map to the Elements arrays in all components

code: static void ApplyTempElements ( bool bLightingWasSuccessful )


description: Rebuild the model's rendering info.

code: void BuildRenderData()


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: Commit the editor's changes to BSP surfaces. Reconstructs rendering info based on the new surface data. The model should not be attached when this is called.

code: void CommitSurfaces()


description: Material parameter setting and caching Set all occurrences of Scalar Material Parameters with ParameterName in the set of materials of the SkeletalMesh to ParameterValue

code: void SetScalarParameterValueOnMaterials ( const [FName](API\Runtime\Core\UObject\FName) ParameterName, const float ParameterValue )


description: Copy model elements from the other component. This is used when duplicating components for PIE to guarantee correct rendering.

code: void CopyElementsFrom ( [UModelComponent](API\Runtime\Engine\Components\UModelComponent) * OtherModelComponent )


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


description: Create a new tempFModelElementelement for the component, which will be applied when lighting is all done.

code: static [FModelElement](API\Runtime\Engine\FModelElement) * CreateNewTempElement ( [UModelComponent](API\Runtime\Engine\Components\UModelComponent) * Component )


description: Ensure ModelBodySetup is present and correctly configured.

code: void CreateModelBodySetup()


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

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


description:
Generate the Elements array.
bool true if successful, false if not.

code: virtual bool GenerateElements ( bool bBuildRenderData )


code: const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FModelElement](API\Runtime\Engine\FModelElement) > & GetElements() const


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

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


code: [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FModelElement](API\Runtime\Engine\FModelElement) > & GetElements()


description: Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.

code: virtual void GetLightAndShadowMapMemoryUsage ( int32 & LightMapMemoryUsage, int32 & ShadowMapMemoryUsage ) const


description:
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. 0 if not supported or no static shadowing.
bool true if LightMap values are padded, false if not

code: virtual bool GetLightMapResolution ( int32 & Width, int32 & Height ) const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

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


description:
Try and retrieve the material applied to a particular collision face of mesh. Used with face index returned from collision trace.
Material applied to section that the hit face belongs to

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialFromCollisionFaceIndex ( int32 FaceIndex, int32 & SectionIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Accessors.

code: [UModel](API\Runtime\Engine\UModel) * GetModel() const


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( struct [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


code: virtual void GetStaticLightingInfo ( [FStaticLightingPrimitiveInfo](API\Runtime\Engine\FStaticLightingPrimitiveInfo) & OutPrimitiveInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, const [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


description:
Returns the static lightmap resolution used for this primitive. 0 if not supported or no static shadowing.
int32 The StaticLightmapResolution for the component

code: virtual int32 GetStaticLightMapResolution() const


description:
Requests whether the component will use texture, vertex or no lightmaps.
ELightMapInteractionType The type of lightmap interaction the component will use.

code: virtual ELightMapInteractionType GetStaticLightingType() const


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description: Calculate the lightmap resolution to be used by the given surface.

code: void GetSurfaceLightMapResolution ( int32 SurfaceIndex, int32 QualityScale, int32 & Width, int32 & Height, FMatrix & WorldToMap, [TArray](API\Runtime\Core\Containers\TArray)< int32 > * GatheredNodes ) const


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates ( struct [FTriMeshCollisionDataEstimates](API\Runtime\PhysicsCore\FTriMeshCollisionDataEstimates) & OutTriMeshEstimates, bool bInUseAllTriData ) const


description: Retrieves the materials used in this component

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


description: Minimal initialization.

code: void InitializeModelComponent ( [UModel](API\Runtime\Engine\UModel) * InModel, uint16 InComponentIndex, uint32 MaskedSurfaceFlags, const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & InNodes )


description: Invalidate current collision data

code: void InvalidateCollisionData()


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: IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

code: virtual bool IsNameStableForNetworking() const


description: True if our precomputed lighting is up to date

code: virtual bool IsPrecomputedLightingValid() const


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

code: virtual void PostEditUndo()


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: Selects all surfaces that are part of this model component.

code: void SelectAllSurfaces()


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: Updates any visuals after the lighting has changed


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: Free empty elements.

code: void ShrinkElements()


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


className: TempBSPElements

description: The new BSP elements that are made during lighting, and will be applied to the components when all lighting is done

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UModelComponent](API\Runtime\Engine\Components\UModelComponent) *, [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FModelElement](API\Runtime\Engine\FModelElement) > > TempBSPElements;


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh()


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


className: UModelComponent

description: ULevel

code: class UModelComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)

ModelBodySetup

description: Description of collision


code: float GetLastNoiseTime ( bool bSourceWithinNoiseEmitter ) const


description: Cache noises instigated by the owning pawn for AI sensing

code: virtual void MakeNoise ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NoiseMaker, float Loudness, const FVector & NoiseLocation )


code: float GetLastNoiseVolume ( bool bSourceWithinNoiseEmitter ) const


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


className: UPawnNoiseEmitterComponent

description: PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. This component is intended to exist on either a Pawn or its Controller. It does nothing on network clients.

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

bAIPerceptionSystemCompatibilityMode

type: uint32:  1

description: If set to true (default value) will notify AIPerceptionSystem about noise events otherwise only PawnSensingComponents will be able to pick up noises generated by this component

LastRemoteNoisePosition

type: FVector

description: Most recent noise made by this pawn not at its own location.

NoiseLifetime

description: After this amount of time, new sound events will overwrite previous sounds even if they are not louder (allows old sounds to decay)


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: 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: 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()


code: int32 GetPlanarReflectionId() const


code: void GetProjectionWithExtraFOV ( FMatrix & OutMatrix, const uint32 StereoIndex ) const


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: 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: 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: bool ShouldComponentAddToScene() const


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


className: UPlanarReflectionComponent

description: UPlanarReflectionComponent

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

AngleFromPlaneFadeEnd

description: Receiving pixels whose normal is at this angle from the reflection plane will have completely faded out the planar reflection.

AngleFromPlaneFadeStart

description: Receiving pixels whose normal is at this angle from the reflection plane will begin to fade out the planar reflection.

bRenderSceneTwoSided

type: bool

description: Whether to render the scene as two-sided, which can be useful to hide artifacts where normal distortion would read 'under' an object that has been clipped by the reflection plane.

CaptureMaterial

description: The material to use on ProxyMeshComponent

DistanceFromPlaneFadeoutEnd

description: Receiving pixels at this distance from the reflection plane will have completely faded out the planar reflection.

DistanceFromPlaneFadeoutStart

description: Receiving pixels at this distance from the reflection plane will begin to fade out the planar reflection.

ExtraFOV

description: Additional FOV used when rendering to the reflection texture.

NormalDistortionStrength

description: Controls the strength of normals when distorting the planar reflection.

PrefilterRoughness

description: The roughness value to prefilter the planar reflection texture with, useful for hiding low resolution.

PrefilterRoughnessDistance

description: The distance at which the prefilter roughness value will be achieved.

ScreenPercentage

description: Downsample percent, can be used to reduce GPU time rendering the planar reflection.


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

code: virtual float GetInfluenceBoundingRadius() const


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


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

code: virtual void UpdatePreviewShape()


className: UPlaneReflectionCaptureComponent

description: -> will be exported to EngineDecalClasses.h

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

InfluenceRadiusScale

description: Radius of the area that can receive reflections from this capture.


className: FPlatformEventDelegate

code: class FPlatformEventDelegate


description: SupportsConvertibleLaptops

code: bool IsInLaptopMode()


description: SupportsConvertibleLaptops

code: bool IsInTabletMode()


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

code: virtual void OnUnregister()


description: IsInTabletMode

code: bool SupportsConvertibleLaptops()


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


className: UPlatformEventsComponent

description: Component to handle receiving notifications from the OS about platform events.

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

PlatformChangedToLaptopModeDelegate

type: FPlatformEventD...

description: This is called when a convertible laptop changed into laptop mode.

PlatformChangedToTabletModeDelegate

description: This is called when a convertible laptop changed into tablet mode.


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


description: ELightComponentType for the light component class

code: virtual ELightComponentType GetLightType() const


code: virtual float GetUniformPenumbraSize() 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: 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 SetInverseExposureBlend ( float NewInverseExposureBlend )


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

code: virtual void SetLightBrightness ( float InBrightness )


code: void SetLightFalloffExponent ( float NewLightFalloffExponent )


code: void SetSoftSourceRadius ( float bNewValue )


code: void SetSourceLength ( float NewValue )


code: void SetSourceRadius ( float bNewValue )


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


code: void SetUseInverseSquaredFalloff ( bool bNewValue )


className: UPointLightComponent

description: A light component which emits light from a single point equally in all directions.

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

bUseInverseSquaredFalloff

type: uint32: 1

description: Whether to use physically based inverse squared distance falloff, where AttenuationRadius is only clamping the light's contribution.

LightFalloffExponent

description: Controls the radial falloff of the light when UseInverseSquaredFalloff is disabled.

SoftSourceRadius

description: Soft radius of light source shape.

SourceLength

description: Length of light source shape.

SourceRadius

description: Radius of light source shape.


description: Allocate Transform Data array including SpaceBases, BoneVisibilityStates

code: virtual bool AllocateTransformData()


code: void CopyPoseFromSkeletalComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponentToCopy )


description: Take the BoneSpaceTransforms array (translation vector, rotation quaternion and scale vector) and update the array of component-space bone transformation matrices (SpaceBases). It will work down hierarchy multiplying the component-space transform of the parent by the relative transform of the child. This code also applies any per-bone rotators etc. as part of the composition process

code: void FillComponentSpaceTransforms()


code: FRotator GetBoneRotationByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: FVector GetBoneLocationByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


description: We need this for template function in the cpp skeletalmeshcomponent hides this property, so now creating extra getter for poseablemeshcomponent although it's fine for poseablemeshcomponent to have this as external note that their signature is different, but the template would workf ine

code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetBoneSpaceTransforms() const


code: FVector GetBoneScaleByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: FTransform GetBoneTransformByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


description: Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.)

code: virtual void RefreshBoneTransforms ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )


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


code: void SetBoneLocationByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, FVector InLocation, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: void SetBoneRotationByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, FRotator InRotation, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: void SetBoneScaleByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, FVector InScale3D, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: void SetBoneTransformByName ( [FName](API\Runtime\Core\UObject\FName) BoneName, const FTransform & InTransform, [EBoneSpaces::Type](API\Runtime\Engine\Components\EBoneSpaces__Type) BoneSpace )


code: virtual bool ShouldUpdateTransform ( bool bLODHasChanged ) const


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


className: UPoseableMeshComponent

description: UPoseableMeshComponentthat allows bone transforms to be driven by blueprint.

code: class UPoseableMeshComponent : public [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent)

BoneSpaceTransforms

type: TArray< FTransf...

description: Temporary array of local-space (ie relative to parent bone) rotation/translation/scale for each bone.

RequiredBones

type: FBoneContainer


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: virtual bool EncompassesPoint ( FVector Point, float SphereRadius, float * OutDistanceToPoint )


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


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

code: virtual void OnRegister()


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

code: virtual void OnUnregister()


className: UPostProcessComponent

description: PostProcessComponent. Enables Post process controls for blueprints. Will use a parentUShapeComponentto provide volume data if available.

code: class UPostProcessComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [IInterface_PostProcessVolume](API\Runtime\Engine\Interfaces\IInterface_PostProcessVolume)

bEnabled

description: Whether this volume is enabled or not.

BlendRadius

description: World space radius around the volume that is used for blending (only if not unbound).

BlendWeight

description: 0:no effect, 1:full effect

bUnbound

description: Set this to false to use the parent shape component as volume bounds.

Priority

description: Priority of this volume.

Settings

type: FPostProcessSet...

description: Post process settings to use for this volume.


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


description: Add an angular impulse to a single rigid body. Good for one time instant burst.

code: void AddAngularImpulseInDegrees ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange )


code: virtual [FPostProcessVolumeProperties](API\Runtime\Engine\Interfaces\FPostProcessVolumeProperties) GetProperties() const


code: virtual void AddAngularImpulseInRadians ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange )


description: Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForce ( FVector Force, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Add a force to a single rigid body at a particular location in world space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceAtLocation ( FVector Force, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add a force to a single rigid body at a particular location. Both Force and Location should be in body space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceAtLocationLocal ( FVector Force, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add an impulse to a single rigid body. Good for one time instant burst.

code: virtual void AddImpulse ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange )


description: Add an impulse to a single rigid body at a specific location.

code: virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add the used GUIDs from UMapBuildDataRegistry::MeshBuildData. Used to preserve hidden level data in lighting scenario.

code: virtual void AddMapBuildDataGUIDs ( [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InGUIDs ) const


description: Add a force to all bodies in this component, originating from the supplied world-space location.

code: virtual void AddRadialForce ( FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bAccelChange )


description: Add a torque to a single rigid body.

code: void AddTorqueInDegrees ( FVector Torque, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Add an impulse to all rigid bodies in this component, radiating out from the specified position.

code: virtual void AddRadialImpulse ( FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bVelChange )


description: Add a torque to a single rigid body.

code: virtual void AddTorqueInRadians ( FVector Torque, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Add an impulse to a single rigid body at a specific location. The Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect).

code: virtual void AddVelocityChangeImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Returns true if all descendant components that we can possibly overlap with use relative location and rotation.

code: virtual bool AreAllCollideableDescendantsRelative ( bool bAllowCachedValue ) const


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

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


description: Overlap Events

code: void BeginComponentOverlap ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & OtherOverlap, bool bDoNotifies )


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: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description:
Update the streaming data of this component.
Returns false if some data needs rebuild but couldn't be rebuilt (because of the build type).

code: bool BuildTextureStreamingData ( ETextureStreamingBuildType BuildType, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & DependentResources )


description:
Component type implementation of updating the streaming data of this component.
Returns false if some data needs rebuild but couldn't be rebuilt (because of the build type).

code: virtual bool BuildTextureStreamingDataImpl ( ETextureStreamingBuildType BuildType, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & DependentResources, bool & bOutSupportsBuildTextureStreamingData )


description: Returns the calculated mass in kg. This is not 100% exactly the mass physx will calculate, but it is very close ( difference < 0.1kg ).

code: virtual float CalculateMass ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description: CanCharacterStepUpOn

code: virtual bool CanCharacterStepUp ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn ) 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: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


description: Return true if primitive can skip getting texture streaming render asset info.


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: Check if PSOs are still precaching and boost priority if not done yet. Returns true if the PSOs are still precaching.


description: Ends all current component overlaps. Generally used when destroying this component or when it can no longer generate overlaps.

code: void ClearComponentOverlaps ( bool bDoNotifies, bool bSkipNotifySelf )


description: Clear the list of actors we ignore when moving.

code: void ClearMoveIgnoreActors()


description: Clear the list of components we ignore when moving.

code: void ClearMoveIgnoreComponents()


code: virtual void CollectPSOPrecacheData ( const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & BasePrecachePSOParams, [FComponentPSOPrecacheParamsList](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParamsList) & OutParams )


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

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


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


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

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


code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
This simply calls the virtualComponentOverlapComponentImpl()which can be overridden to implement custom behavior.
true if PrimComp overlaps this component at the specified location/rotation

code: bool ComponentOverlapComponentWithResult ( const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *const PrimComp, const FVector & Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: bool ComponentOverlapComponentWithResult ( const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *const PrimComp, const FVector & Pos, const FRotator & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: bool ComponentOverlapComponent ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


code: virtual bool ComponentOverlapComponentWithResultImpl ( const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *const PrimComp, const FVector & Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: bool ComponentOverlapComponent ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector Pos, const FRotator Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description: Override this method for custom behavior forComponentOverlapComponent()

code: virtual bool ComponentOverlapComponentImpl ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description:
This simply calls the virtualComponentOverlapMultiImpl()which can be overridden to implement custom behavior.
true if OutOverlaps contains any blocking results

code: bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


code: bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FRotator & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description: Computes a hash of component's texture streaming built data.

code: virtual uint32 ComputeHashTextureStreamingBuiltData() const


description: Override this method for custom behavior forComponentOverlapMulti()

code: virtual bool ComponentOverlapMultiImpl ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description:
Computes the minimum translation direction (MTD) when an overlap exists between the component and the given shape.
true if the computation succeeded - assumes that there is an overlap at the specified position/rotation

code: virtual bool ComputePenetration ( [FMTDResult](API\Runtime\Engine\Engine\FMTDResult) & OutMTD, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FVector & Pos, const FQuat & Rot )


description: Returns the list of actors we currently ignore when moving.

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > CopyArrayOfMoveIgnoreActors()


code: [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > CopyArrayOfMoveIgnoreComponents()


description: Creates a Dynamic Material Instance for the specified element index. The parent of the instance is set to the material being replaced.

code: virtual [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateAndSetMaterialInstanceDynamic ( int32 ElementIndex )


code: virtual [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateAndSetMaterialInstanceDynamicFromMaterial ( int32 ElementIndex, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Parent )


description: Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material.

code: virtual [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateDynamicMaterialInstance ( int32 ElementIndex, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * SourceMaterial, [FName](API\Runtime\Core\UObject\FName) OptionalName )


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

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


description: Dispatch notifications for the given HitResult.

code: void DispatchBlockingHit ( [AActor](API\Runtime\Engine\GameFramework\AActor) & OutOwner, [FHitResult](API\Runtime\Engine\Engine\FHitResult) const & BlockingHit )


code: static void DispatchMouseOverEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * CurrentComponent, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewComponent )


code: void DispatchOnClicked ( [FKey](API\Runtime\InputCore\FKey) ButtonClicked )


code: void DispatchOnInputTouchBegin ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) Key )


code: void DispatchOnInputTouchEnd ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) Key )


code: void DispatchOnReleased ( [FKey](API\Runtime\InputCore\FKey) ButtonReleased )


code: static void DispatchTouchOverEvents ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * CurrentComponent, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewComponent )


description: Dispatch notification for wake events and propagate to any welded bodies

code: void DispatchWakeEvents ( ESleepEvent WakeEvent, [FName](API\Runtime\Core\UObject\FName) BoneName )


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Ensure physics state created

code: void EnsurePhysicsStateCreated()


description: Overlap Events

code: void EndComponentOverlap ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & OtherOverlap, bool bDoNotifies, bool bSkipNotifySelf )


className: FComponentPSOPrecacheParams

description: Collect all the data required for PSO precaching

code: struct FComponentPSOPrecacheParams

MaterialInterface

type: UMaterialInterf...

Priority

type: EPSOPrecachePri...

PSOPrecacheParams

type: FPSOPrecachePar...

VertexFactoryDataList

type: FPSOPrecacheVer...


className: FComponentPSOPrecacheParamsList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FComponentPSOPrecacheParams](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParams), TInlineAllocator< 2 > > FComponentPSOPrecacheParamsList


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()


className: FSelectionOverride

description: Override delegate used for checking the selection state of a component

code: typedef TBaseDelegate_OneParam< bool, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > FSelectionOverride


description: Add properties to the component owner's actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< Chaos::FPhysicsObject * > GetAllPhysicsObjects() const


description: Returns the angular damping of this component.

code: virtual float GetAngularDamping() const


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


description:
Returns BodyInstanceAsyncPhysicsTickHandle of the component. For use in the Async Physics Tick event
Returns the BodyInstanceAsyncPhysicsTickHandle based on various states (does component have multiple bodies? Is the body welded to another body?)

code: [FBodyInstanceAsyncPhysicsTickHandle](API\Runtime\Engine\PhysicsEngine\FBodyInstanceAsyncPhysicsTickHan-) GetBodyInstanceAsyncPhysicsTickHandle ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


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

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


description: Get the center of mass of a single body. In the case of a welded body this will return the center of mass of the entire welded body (including its parent and children) Objects that are not simulated return (0,0,0) as they do not have COM

code: FVector GetCenterOfMass ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


code: float GetClosestPointOnCollision ( const FVector & Point, FVector & OutPointOnBody, [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Returns the form of collision for this component

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


description: Gets the collision object type

code: virtual ECollisionChannel GetCollisionObjectType() const


description: Get the collision profile name


description: Gets the response type given a specific 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: 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 a CollisionShape that most closely matches this primitive.

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


code: virtual FTransform GetComponentTransformFromBodyInstance ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * UseBI )


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:
Gets the index of the scalar parameter for the custom primitive data array
The index of the custom primitive, INDEX_NONE (-1) if not found

code: int32 GetCustomPrimitiveDataIndexForScalarParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


description:
Gets the index of the vector parameter for the custom primitive data array
The index of the custom primitive, INDEX_NONE (-1) if not found

code: int32 GetCustomPrimitiveDataIndexForVectorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


description:
Get the custom primitive data for this primitive component.
The payload of custom data that will be set on the primitive and accessible in the material through a material expression.

code: const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) & GetCustomPrimitiveData() const


description:
Get the default custom primitive data for this primitive component.
The payload of custom data that will be set on the primitive and accessible in the material through a material expression.

code: const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) & GetDefaultCustomPrimitiveData() const


description: Gets the diffuse boost for the primitive component.

code: virtual float GetDiffuseBoost ( int32 ElementIndex ) const


code: float GetDistanceToCollision ( const FVector & Point, FVector & ClosestPointOnCollision ) const


description: Gets the emissive boost for the primitive component.

code: virtual float GetEmissiveBoost ( int32 ElementIndex ) const


description: Returns the material to show in the editor details panel as being used.

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


description: EndComponentOverlap()

code: bool GetGenerateOverlapEvents() const


description: Returns mask that represents in which views this primitive is hidden

code: virtual uint64 GetHiddenEditorViews() const


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

code: virtual bool GetIgnoreBoundsForEditorFocus() const


description: Returns the inertia tensor of this component in kg cm^2. The inertia tensor is in local component space.

code: virtual FVector GetInertiaTensor ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


code: float GetLastRenderTimeOnScreen() const


description: Returns true if the owning actor is part of a level instance which is being edited.


description: Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.

code: virtual void GetLightAndShadowMapMemoryUsage ( int32 & LightMapMemoryUsage, int32 & ShadowMapMemoryUsage ) const


description: Walks up the attachment tree until a primitive component with LightAttachmentsAsGroup enabled is found. This component will effectively act as the root of the attachment group. Return nullptr if none is found.

code: const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetLightingAttachmentRoot() const


description:
Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. 0 if not supported or no static shadowing.
bool true if LightMap values are padded, false if not

code: virtual bool GetLightMapResolution ( int32 & Width, int32 & Height ) const


code: virtual [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) GetIdFromGTParticle ( [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) * Particle ) const


description: Returns the linear damping of this component.

code: virtual float GetLinearDamping() const


description: Gets the LOD Parent, which is used to compute visibility when hierarchical LOD is enabled

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetLODParentPrimitive() const


description: Get the mask filter checked when others move into us.

code: FMaskFilter GetMaskFilterOnBodyInstance ( FMaskFilter InMaskFilter ) const


description: Returns the mass of this component in kg.

code: virtual float GetMass() const


description: Returns the mass scale used to calculate the mass of a single physics body

code: virtual float GetMassScale ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

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


description:
Try and retrieve the material applied to a particular collision face of mesh. Used with face index returned from collision trace.
Material applied to section that the hit face belongs to

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialFromCollisionFaceIndex ( int32 FaceIndex, int32 & SectionIndex ) const


description: Returns the list of actors (as WeakObjectPtr) we currently ignore when moving.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & GetMoveIgnoreActors() const


description: Returns the list of components we currently ignore when moving.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & GetMoveIgnoreComponents() const


description: Get the mask filter we use when moving.

code: FMaskFilter GetMoveIgnoreMask() const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


description: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


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

code: virtual const int32 GetNumUncachedStaticLightingInteractions() const


description: Returns list of components this component is overlapping.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) > & GetOverlapInfos() const


description: Returns a list of actors that this component is overlapping.

code: void GetOverlappingActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OverlappingActors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ClassFilter ) const


description: Returns the set of actors that this component is overlapping.

code: void GetOverlappingActors ( [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OverlappingActors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ClassFilter ) const


description: Returns unique set of components this component is overlapping.

code: void GetOverlappingComponents ( [TSet](API\Runtime\Core\Containers\TSet)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutOverlappingComponents ) const


description: Returns unique list of components this component is overlapping.

code: void GetOverlappingComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutOverlappingComponents ) const


description: Appends list of overlaps with components owned by the given actor to the 'OutOverlaps' array. Returns true if any overlaps were added.

code: bool GetOverlapsWithActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) > & OutOverlaps ) const


description: Get the angular velocity of a single body, in degrees per second.

code: FVector GetPhysicsAngularVelocityInDegrees ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Get the angular velocity of a single body, in radians per second.

code: FVector GetPhysicsAngularVelocityInRadians ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Get the linear velocity of a single body.

code: FVector GetPhysicsLinearVelocity ( [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Get the linear velocity of a point on a single body.

code: FVector GetPhysicsLinearVelocityAtPoint ( FVector Point, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectByName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectById ( [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) Id ) const


code: int32 GetRayTracingGroupId() const


description: Returns the matrix that should be used to render this component. Allows component class to perform graphical distortion to the component not supported by an FTransform NOTE: When overriding this method to alter the transform used for rendering it is typically neccessary to also implementUSceneComponent::UpdateBounds. Otherwise the Local bounds will not match the world space bounds, causing incorrect culling.

code: virtual FMatrix GetRenderMatrix() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the array of runtime virtual textures into which we render the mesh for this actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * > const & GetRuntimeVirtualTextures() const


description:
Get the state of the rigid body responsible for this Actor's physics, and fill in the suppliedFRigidBodyStatestruct based on it.
true if we successfully found a physics-engine body and update the state structure from it.

code: bool GetRigidBodyState ( [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & OutState, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Disable dynamic shadow casting if the primitive only casts indirect shadows, since dynamic shadows are always shadowing direct lighting

code: virtual bool GetShadowIndirectOnly() const


description:
Returns The square of the distance to closest Body Instance surface.
true if a distance to the body was found and OutDistanceSquared has been populated

code: virtual bool GetSquaredDistanceToCollision ( const FVector & Point, float & OutSquaredDistance, FVector & OutClosestPointOnCollision ) const


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

code: virtual ESceneDepthPriorityGroup GetStaticDepthPriorityGroup() const


description:
Requests whether the component will use texture, vertex or no lightmaps.
ELightMapInteractionType The type of lightmap interaction the component will use.

code: virtual ELightMapInteractionType GetStaticLightingType() const


description: Requests the information about the component that the static lighting system needs.

code: virtual void GetStaticLightingInfo ( struct [FStaticLightingPrimitiveInfo](API\Runtime\Engine\FStaticLightingPrimitiveInfo) & OutPrimitiveInfo, const [TArray](API\Runtime\Core\Containers\TArray)< class [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, const class [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


description:
Returns the static lightmap resolution used for this primitive. 0 if not supported or no static shadowing.
int32 The StaticLightmapResolution for the component

code: virtual int32 GetStaticLightMapResolution() const


description: Call GetStreamingRenderAssetInfo and remove the elements with a NULL texture

code: void GetStreamingRenderAssetInfoWithNULLRemoval ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


code: bool GetStaticWhenNotMoveable() const


code: virtual float GetStreamingScale() const


description: Retrieves the materials used in this component

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


description: Returns the material textures used to render this primitive for the given platform. Internally callsGetUsedMaterials()andGetUsedTextures()for each material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


description: Get the max draw distance to use in the main pass when also rendering to a runtime virtual texture. This is combined with the other max draw distance settings.

code: virtual float GetVirtualTextureMainPassMaxDrawDistance() const


description: Get the runtime virtual texture pass settings.

code: virtual ERuntimeVirtualTextureMainPassType GetVirtualTextureRenderPassType() const


description: Returns the slope override struct for this component.

code: const [FWalkableSlopeOverride](API\Runtime\Engine\Engine\FWalkableSlopeOverride) & GetWalkableSlopeOverride() const


description: Adds the bodies that are currently welded to the OutWeldedBodies array

code: virtual void GetWeldedBodies ( [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & OutWeldedBodies, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutLabels, bool bIncludingAutoWeld )


className: GlobalOverlapEventsCounter

description: Count of all component overlap events (begin or end) ever generated for any components. Changes to this number within a scope can also be a simple way to know if any events were triggered. It can also be useful for identifying performance issues due to high numbers of events.

code: static uint32 GlobalOverlapEventsCounter = 0;


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


description: Return True if a primitive's parameters as well as its position is static during gameplay, and can thus use static lighting.

code: bool HasStaticLighting() const


description: Used to check thatDestroyPhysicsState()is working correctly

code: virtual bool HasValidPhysicsState() const


description: Returns true if the component is static and has the right static mesh setup to support lightmaps.

code: virtual bool HasValidSettingsForStaticLighting ( bool bOverlookInvalidComponents ) const


description: Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.

code: void IgnoreActorWhenMoving ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldIgnore )


description: Tells this component whether to ignore collision with another component when this component is moved. The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.

code: void IgnoreComponentWhenMoving ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, bool bShouldIgnore )


description: Deprecated* Use GetIgnoreBoundsForEditorFocus instead

code: virtual bool IgnoreBoundsForEditorFocus() const


description: Set collision params on OutParams (such as CollisionResponse) to match the settings on this PrimitiveComponent.

code: virtual void InitSweepCollisionParams ( [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & OutParams, [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & OutResponseParam ) const


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

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


description: Invalidates Lumen surface cache and forces it to be refreshed. Useful to make material updates more responsive.

code: void InvalidateLumenSurfaceCache()


description: Returns if any body in this component is currently awake and simulating.

code: virtual bool IsAnyRigidBodyAwake()


description: Whether this primitive is referenced by the streaming manager and should sent callbacks when detached or destroyed


description: Returns whether this component is still being compiled or dependent on other objects being compiled.

code: virtual bool IsCompiling() const


description: Component is directly selected in the editor separate from its parent actor


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

code: virtual bool IsEditorOnly() const


description: Whether this primitive is excluded from the specified HLOD level

code: bool IsExcludedFromHLODLevel ( EHLODLevelExclusion HLODLevel ) const


description: Returns whether this component is affected by gravity. Returns always false if the component is not simulated.

code: virtual bool IsGravityEnabled() const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description:
Check whether this component is overlapping any component of the given Actor.
Whether this component is overlapping any component of the given Actor.

code: bool IsOverlappingActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Other ) const


description:
Check whether this component is overlapping another component.
Whether this component is overlapping another component.

code: bool IsOverlappingComponent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp ) const


description: Check whether this component has the specified overlap.

code: bool IsOverlappingComponent ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & Overlap ) const


description: Check if PSOs are still precaching

code: bool IsPSOPrecaching() const


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

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


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

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


description: Whether the component has been welded to another simulating component

code: bool IsWelded() const


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

code: virtual bool IsWorldGeometry() const


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

code: virtual bool IsZeroExtent() const


description: Perform a box overlap against a single component as an AABB (No rotation)

code: bool K2_BoxOverlapComponent ( FVector InBoxCentre, const FBox InBox, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector & HitLocation, FVector & HitNormal, [FName](API\Runtime\Core\UObject\FName) & BoneName, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


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

code: bool K2_IsCollisionEnabled() const


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


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

code: bool K2_IsQueryCollisionEnabled() const


description: Perform a line trace against a single component

code: bool K2_LineTraceComponent ( FVector TraceStart, FVector TraceEnd, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector & HitLocation, FVector & HitNormal, [FName](API\Runtime\Core\UObject\FName) & BoneName, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


description: Perform a sphere overlap against a single component

code: bool K2_SphereOverlapComponent ( FVector InSphereCentre, float InSphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector & HitLocation, FVector & HitNormal, [FName](API\Runtime\Core\UObject\FName) & BoneName, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


description: Perform a sphere trace against a single component

code: bool K2_SphereTraceComponent ( FVector TraceStart, FVector TraceEnd, float SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, FVector & HitLocation, FVector & HitNormal, [FName](API\Runtime\Core\UObject\FName) & BoneName, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


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

code: virtual bool LineTraceComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


code: virtual bool LineTraceComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, 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: Go through attached primitive components and call MarkRenderStateDirty


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:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


className: NextComponentId

description: Next id to be used by a component.


className: NextRegistrationSerialNumber

description: Next registration serial number to be assigned to a component when it is registered.


description: Called on each component when the Actor's bEnableCollisionChanged flag changes


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

code: virtual void OnAttachmentChanged()


description: Called when the BodyInstance ResponseToChannels, CollisionEnabled or bNotifyRigidBodyCollision changes, in case subclasses want to use that information.

code: virtual void OnComponentCollisionSettingsChanged ( bool bUpdateOverlaps )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Called when bGenerateOverlapEvents changes, in case subclasses want to use that information.


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:
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component.
true if PrimComp overlaps this component at the specified location/rotation

code: virtual bool OverlapComponent ( const FVector & Pos, const FQuat & Rot, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape )


code: virtual bool OverlapComponent ( const FVector & Pos, const FQuat & Rot, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape ) const


description:
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. Also will return information about the overlap.
true if PrimComp overlaps this component at the specified location/rotation

code: virtual bool OverlapComponentWithResult ( const FVector & Pos, const FQuat & Rot, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: virtual bool OverlapComponentWithResult ( const FVector & Pos, const FQuat & Rot, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


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

code: virtual void PostEditImport()


description: 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: 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: Precache all PSOs which can be used by the primitive component

code: virtual void PrecachePSOs()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Sends editor visibility updates to the render thread

code: void PushEditorVisibilityToProxy ( uint64 InVisibility )


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

code: void PushHoveredToProxy ( const bool bInHovered )


description: Pushes new LevelInstance editing state to the render thread primitive proxy.

code: void PushLevelInstanceEditingStateToProxy ( bool bInEditingState )


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

code: virtual void PushSelectionToProxy()


description: Force all bodies in this component to sleep.

code: virtual void PutAllRigidBodiesToSleep()


description: Force a single body back to sleep.

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


description: Event called when a component is 'damaged', allowing for component class specific behaviour

code: virtual void ReceiveComponentDamage ( float DamageAmount, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Schedule task to mark render state dirty when the PSO precaching tasks are done

code: void RequestRecreateRenderStateWhenPSOPrecacheFinished ( const FGraphEventArray & PSOPrecacheCompileEvents )


description: Remaps the texture streaming built data that was built for the actor back to the level.

code: virtual bool RemapActorTextureStreamingBuiltDataToLevel ( const class [UActorTextureStreamingBuildDataComponent](API\Runtime\Engine\Streaming\UActorTextureStreamingBuildDataC-) * InActorTextureBuildData )


description: Reset the custom primitive data of this primitive to the optional user defined default

code: void ResetCustomPrimitiveData()


description: Resets the cached scene velocity. Useful to prevent motion blur when teleporting components. See alsoSetIsBeingMovedByEditor().

code: void ResetSceneVelocity()


description: Returns if a single body is currently awake and simulating.

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


className: RVTActorDescProperty

description: Rendering.


description: Scales the given vector by the world space moment of inertia. Useful for computing the torque needed to rotate an object.

code: virtual FVector ScaleByMomentOfInertia ( FVector InputVector, [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Called to send a transform update for this component to the physics engine

code: void SendPhysicsTransform ( ETeleportType Teleport )


description: Updates the renderer with the center of mass data

code: virtual void SendRenderDebugPhysics ( [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * OverrideSceneProxy )


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


description: Changes the value of Affect Distance Field Lighting

code: void SetAffectDistanceFieldLighting ( bool NewAffectDistanceFieldLighting )


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 bAffectDynamicIndirectLighting

code: void SetAffectDynamicIndirectLighting ( bool bNewAffectDynamicIndirectLighting )


description: Changes the value of bAffectIndirectLightingWhileHidden

code: void SetAffectIndirectLightingWhileHidden ( bool bNewAffectIndirectLightingWhileHidden )


description: Change the mass scale used fo all bodies in this component

code: virtual void SetAllMassScale ( float InMassScale )


description: Set the linear velocity of all bodies in this component.

code: virtual void SetAllPhysicsLinearVelocity ( FVector NewVel, bool bAddToCurrent )


description: Set the angular velocity of all bodies in this component.

code: void SetAllPhysicsAngularVelocityInDegrees ( const FVector & NewAngVel, bool bAddToCurrent )


description: Set the position of all bodies in this component. If a SkeletalMeshComponent, the root body will be placed at the desired position, and the same delta is applied to all other bodies.

code: virtual void SetAllPhysicsPosition ( FVector NewPos )


description: Set the rotation of all bodies in this component. If a SkeletalMeshComponent, the root body will be changed to the desired orientation, and the same delta is applied to all other bodies.

code: virtual void SetAllPhysicsRotation ( FRotator NewRot )


code: virtual void SetAllPhysicsRotation ( const FQuat & NewRot )


code: virtual void SetAllPhysicsAngularVelocityInRadians ( const FVector & NewAngVel, bool bAddToCurrent )


description: Set whether all bodies in this component should use Continuous Collision Detection

code: virtual void SetAllUseCCD ( bool InUseCCD )


description: Sets the angular damping of this component.

code: virtual void SetAngularDamping ( float InDamping )


description: Scale the bounds of this object, used for frustum culling. Useful for features like WorldPositionOffset.

code: void SetBoundsScale ( float NewBoundsScale )


description: Utility to cache the max draw distance based on cull distance volumes or the desired max draw distance

code: void SetCachedMaxDrawDistance ( const float NewCachedMaxDrawDistance )


description: Changes the value of bCastContactShadow.

code: void SetCastContactShadow ( bool bInCastContactShadow )


description: Changes the value of CastHiddenShadow.

code: void SetCastHiddenShadow ( bool NewCastHiddenShadow )


description: Changes the value of CastInsetShadow.

code: void SetCastInsetShadow ( bool bInCastInsetShadow )


description: Changes the value of CastShadow.

code: void SetCastShadow ( bool NewCastShadow )


description: Set the center of mass of a single body. This will offset the physx-calculated center of mass. Note that in the case where multiple bodies are attached together, the center of mass will be set for the entire group.

code: void SetCenterOfMass ( FVector CenterOfMassOffset, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Controls what kind of collision is enabled for this body

code: virtual void SetCollisionEnabled ( [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) NewType )


description: Changes the collision channel that this object uses when it moves

code: virtual void SetCollisionObjectType ( ECollisionChannel Channel )


description: Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting

code: virtual void SetCollisionProfileName ( [FName](API\Runtime\Core\UObject\FName) InCollisionProfileName, bool bUpdateOverlaps )


description: Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse

code: virtual void SetCollisionResponseToAllChannels ( ECollisionResponse NewResponse )


description: Changes a member of the ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannel ( ECollisionChannel Channel, ECollisionResponse NewResponse )


description: Changes the whole ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannels ( const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & NewReponses )


description: Sets the constraint mode of the component.

code: virtual void SetConstraintMode ( [EDOFMode::Type](API\Runtime\Engine\PhysicsEngine\EDOFMode__Type) ConstraintMode )


description: Changes the value of CullDistance.

code: void SetCullDistance ( float NewCullDistance )


description: Sets the CustomDepth stencil value (0 - 255) and marks the render state dirty.

code: void SetCustomDepthStencilValue ( int32 Value )


description: Sets the CustomDepth stencil write mask and marks the render state dirty.

code: void SetCustomDepthStencilWriteMask ( ERendererStencilMask WriteMaskBit )


description: Set value of HasCustomNavigableGeometry

code: void SetCustomNavigableGeometry ( const [EHasCustomNavigableGeometry::Type](API\Runtime\Engine\Components\EHasCustomNavigableGeometry__Typ-) InType )


description: Set custom primitive data at index DataIndex. This sets the run-time data only, so it doesn't serialize.

code: void SetCustomPrimitiveDataFloat ( int32 DataIndex, float Value )


description: Insert an array of floats into the CustomPrimitiveData, starting at the given index

code: void SetCustomPrimitiveDataInternal ( int32 DataIndex, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Values )


description: Set custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1. This sets the run-time data only, so it doesn't serialize.

code: void SetCustomPrimitiveDataVector2 ( int32 DataIndex, FVector2D Value )


description: Set custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2. This sets the run-time data only, so it doesn't serialize.

code: void SetCustomPrimitiveDataVector3 ( int32 DataIndex, FVector Value )


description: Set custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3. This sets the run-time data only, so it doesn't serialize.

code: void SetCustomPrimitiveDataVector4 ( int32 DataIndex, FVector4 Value )


description: Set default custom primitive data at index DataIndex, and marks the render state dirty

code: void SetDefaultCustomPrimitiveDataFloat ( int32 DataIndex, float Value )


description: Set default custom primitive data, two floats at once, from index DataIndex to index DataIndex + 1, and marks the render state dirty

code: void SetDefaultCustomPrimitiveDataVector2 ( int32 DataIndex, FVector2D Value )


description: Set default custom primitive data, three floats at once, from index DataIndex to index DataIndex + 2, and marks the render state dirty

code: void SetDefaultCustomPrimitiveDataVector3 ( int32 DataIndex, FVector Value )


description: Set default custom primitive data, four floats at once, from index DataIndex to index DataIndex + 3, and marks the render state dirty

code: void SetDefaultCustomPrimitiveDataVector4 ( int32 DataIndex, FVector4 Value )


description: Changes the value of DepthPriorityGroup.

code: void SetDepthPriorityGroup ( ESceneDepthPriorityGroup NewDepthPriorityGroup )


description: Insert an array of floats into the CustomPrimitiveData defaults, starting at the given index

code: void SetDefaultCustomPrimitiveData ( int32 DataIndex, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Values )


description: Changes the value of EmissiveLightSource.

code: void SetEmissiveLightSource ( bool NewEmissiveLightSource )


description: Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true.

code: virtual void SetEnableGravity ( bool bGravityEnabled )


description: Exclude this primitive from the specified HLOD level

code: void SetExcludedFromHLODLevel ( EHLODLevelExclusion HLODLevel, bool bExcluded )


description: Changes the value of ExcludeFromLightAttachmentGroup.

code: void SetExcludeFromLightAttachmentGroup ( bool bInExcludeFromLightAttachmentGroup )


description: Modifies value returned byGetGenerateOverlapEvents()

code: void SetGenerateOverlapEvents ( bool bInGenerateOverlapEvents )


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

code: void SetHiddenInSceneCapture ( bool bValue )


description: Changes the value of bHoldout (Path Tracing only feature)

code: void SetHoldout ( bool bNewHoldout )


description: Set if we should ignore bounds when focusing the editor camera.

code: void SetIgnoreBoundsForEditorFocus ( bool bIgnore )


description: Sets whether this component is being moved by the editor so the renderer can render velocities for it, even when Static.

code: void SetIsBeingMovedByEditor ( bool bNewIsBeingMoved )


code: void SetLastRenderTime ( float InLastRenderTime )


description: Changes the value of LightAttachmentsAsGroup.

code: void SetLightAttachmentsAsGroup ( bool bInLightAttachmentsAsGroup )


code: void SetLightingChannels ( bool bChannel0, bool bChannel1, bool bChannel2 )


description: Sets the linear damping of this component.

code: virtual void SetLinearDamping ( float InDamping )


description: Set the LOD parent component

code: void SetLODParentPrimitive ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InLODParentPrimitive )


description: Override the mass (in Kg) of a single physics body. Note that in the case where multiple bodies are attached together, the override mass will be set for the entire group. Set the Override Mass to false if you want to reset the body's mass to the auto-calculated physx mass.

code: virtual void SetMassOverrideInKg ( [FName](API\Runtime\Core\UObject\FName) BoneName, float MassInKg, bool bOverrideMass )


description: Change the mass scale used to calculate the mass of a single physics body

code: virtual void SetMassScale ( [FName](API\Runtime\Core\UObject\FName) BoneName, float InMassScale )


description: Set the mask filter checked when others move into us.

code: void SetMaskFilterOnBodyInstance ( FMaskFilter InMaskFilter )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

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


code: virtual void SetMaterialByName ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Changes the value of bNotifyRigidBodyCollision

code: virtual void SetNotifyRigidBodyCollision ( bool bNewNotifyRigidBodyCollision )


description: Set the mask filter we use when moving.

code: void SetMoveIgnoreMask ( FMaskFilter InMoveIgnoreMask )


description: Changes the value of bOwnerNoSee.

code: void SetOwnerNoSee ( bool bNewOwnerNoSee )


description: Changes the value of bOnlyOwnerSee.

code: void SetOnlyOwnerSee ( bool bNewOnlyOwnerSee )


description: Set the angular velocity of a single body. This should be used cautiously - it may be better to use AddTorque or AddImpulse.

code: virtual void SetPhysicsAngularVelocityInRadians ( FVector NewAngVel, bool bAddToCurrent, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: void SetPhysicsAngularVelocityInDegrees ( FVector NewAngVel, bool bAddToCurrent, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Set the linear velocity of a single body. This should be used cautiously - it may be better to use AddForce or AddImpulse.

code: virtual void SetPhysicsLinearVelocity ( FVector NewVel, bool bAddToCurrent, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Set the maximum angular velocity of a single body.

code: void SetPhysicsMaxAngularVelocityInDegrees ( float NewMaxAngVel, bool bAddToCurrent, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: void SetPhysicsMaxAngularVelocityInRadians ( float NewMaxAngVel, bool bAddToCurrent, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Changes the current PhysMaterialOverride for this component. Note that if physics is already running on this component, this willnotalter its mass/inertia etc, it will only change its surface properties like friction.

code: virtual void SetPhysMaterialOverride ( class [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * NewPhysMaterial )


description: Changes the value of bReceivesDecals.

code: void SetReceivesDecals ( bool bNewReceivesDecals )


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

code: void SetRenderCustomDepth ( bool bValue )


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

code: void SetRenderInDepthPass ( bool bValue )


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

code: void SetRenderInMainPass ( bool bValue )


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

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


description: Applies RigidBodyState only if it needs to be updated NeedsUpdate flag will be removed from UpdatedState after all velocity corrections are finished

code: void SetRigidBodyReplicatedTarget ( [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & UpdatedState, const [FName](API\Runtime\Core\UObject\FName) BoneName, int32 ServerFrame, int32 ServerHandle )


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

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


code: void SetSelectionOutlineColorIndex ( uint8 SelectionOutlineColorIndex )