description: Get right vector at the provided input key value

code: FVector GetRightVectorAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the right vector at spline point

module: Engine

code: FVector GetRightVectorAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return the spline's right vector there.

code: FVector GetRightVectorAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return the spline's roll there, in degrees.

code: float GetRollAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the amount of roll at spline point, in degrees

code: float GetRollAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get roll in degrees at the provided input key value

code: float GetRollAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return the spline's roll there, in degrees.

code: float GetRollAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return a rotation corresponding to the spline's rotation there.

code: FRotator GetRotationAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the rotation at spline point as a rotator

code: FRotator GetRotationAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return a rotation corresponding to the spline's position and direction there.

code: FRotator GetRotationAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return the spline's scale there.

code: FVector GetScaleAtDistanceAlongSpline ( float Distance ) const


description: Get scale at the provided input key value

code: FVector GetScaleAtSplineInputKey ( float InKey ) const


description: Get the scale at spline point

code: FVector GetScaleAtSplinePoint ( int32 PointIndex ) const


description: Given a time from 0 to the spline duration, return the spline's scale there.

code: FVector GetScaleAtTime ( float Time, bool bUseConstantVelocity ) const


code: virtual [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata()


description: Returns total length along this spline

code: float GetSplineLength() const


description: Gets the spline point of the spline at the specified index

code: [FSplinePoint](API\Runtime\Engine\Components\FSplinePoint) GetSplinePointAt ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: virtual const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata() const


code: const [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) & GetSplinePointsPosition() const


description: Get rotator corresponding to rotation along spline at the provided input key value

code: FRotator GetRotationAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


code: const [FInterpCurveQuat](API\Runtime\Core\Math\FInterpCurveQuat) & GetSplinePointsRotation() const


code: const [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) & GetSplinePointsScale() const


description: Get the type of a spline point

code: [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) GetSplinePointType ( int32 PointIndex ) const


description: Given a distance along the length of this spline, return the tangent vector of the spline there.

code: FVector GetTangentAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get tangent along spline at the provided input key value

code: FVector GetTangentAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the tangent at spline point. This fetches the Leave tangent of the point.

code: FVector GetTangentAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return the spline's tangent there.

code: FVector GetTangentAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return the corresponding time at that point

code: float GetTimeAtDistanceAlongSpline ( float Distance ) const


description: Given a distance along the length of this spline, return an FTransform corresponding to that point on the spline.

code: FTransform GetTransformAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseScale ) const


description: Get transform at the provided input key value

code: FTransform GetTransformAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseScale ) const


description: Get the transform at spline point

code: FTransform GetTransformAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseScale ) const


description: Given a time from 0 to the spline duration, return the spline's transform at the corresponding position.

code: FTransform GetTransformAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity, bool bUseScale ) const


description: Given a distance along the length of this spline, return a unit direction vector corresponding to the spline's up vector there.

code: FVector GetUpVectorAtDistanceAlongSpline ( float Distance, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get up vector at the provided input key value

code: FVector GetUpVectorAtSplineInputKey ( float InKey, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Get the up vector at spline point

code: FVector GetUpVectorAtSplinePoint ( int32 PointIndex, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Given a time from 0 to the spline duration, return the spline's up vector there.

code: FVector GetUpVectorAtTime ( float Time, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUseConstantVelocity ) const


description: Get a metadata property vector value along the spline at spline input key

code: FVector GetVectorPropertyAtSplineInputKey ( float InKey, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Get a metadata property vector value along the spline at spline point

code: FVector GetVectorPropertyAtSplinePoint ( int32 Index, [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Given a distance along the length of this spline, return a unit direction vector of the spline tangent there, in world space.

code: FVector GetWorldDirectionAtDistanceAlongSpline ( float Distance ) const


description: Given a distance along the length of this spline, return the point in world space where this puts you

code: FVector GetWorldLocationAtDistanceAlongSpline ( float Distance ) const


description: Given a time from 0 to the spline duration, return a unit direction vector of the spline tangent there.

code: FVector GetWorldDirectionAtTime ( float Time, bool bUseConstantVelocity ) const


description: Get the world location at spline point

code: FVector GetWorldLocationAtSplinePoint ( int32 PointIndex ) const


description: Given a distance along the length of this spline, return a rotation corresponding to the spline's rotation there, in world space.

code: FRotator GetWorldRotationAtDistanceAlongSpline ( float Distance ) const


description: Given a time from 0 to the spline duration, return a rotation corresponding to the spline's position and direction there, in world space.

code: FRotator GetWorldRotationAtTime ( float Time, bool bUseConstantVelocity ) const


description: Given a distance along the length of this spline, return the tangent vector of the spline there, in world space.

code: FVector GetWorldTangentAtDistanceAlongSpline ( float Distance ) const


description: Check whether the spline is a closed loop or not

code: bool IsClosedLoop() const


description: Given a time from 0 to the spline duration, return the point in space where this puts you

code: FVector GetWorldLocationAtTime ( float Time, bool bUseConstantVelocity ) const


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

code: virtual void PushSelectionToProxy()


description: Removes point at specified index from the spline

code: void RemoveSplinePoint ( int32 Index, bool bUpdateSpline )


description: Reset the spline to its default shape (a spline of two points)

code: void ResetToDefault()


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: Specify whether the spline is a closed loop or not. The loop position will be at 1.0 after the last point's input key

code: void SetClosedLoop ( bool bInClosedLoop, bool bUpdateSpline )


description: Specify whether the spline is a closed loop or not, and if so, the input key corresponding to the loop point

code: void SetClosedLoopAtPosition ( bool bInClosedLoop, float Key, bool bUpdateSpline )


description: Sets the default up vector used by this spline

code: void SetDefaultUpVector ( const FVector & UpVector, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace )


description: Specify whether this spline should be rendered when the Editor/Game spline show flag is set

code: void SetDrawDebug ( bool bShow )


description: Move an existing point to a new location

code: void SetLocationAtSplinePoint ( int32 PointIndex, const FVector & InLocation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Set the scale at a given spline point

code: void SetScaleAtSplinePoint ( int32 PointIndex, const FVector & InScaleVector, bool bUpdateSpline )


description: Set the rotation of an existing spline point

code: void SetRotationAtSplinePoint ( int32 PointIndex, const FRotator & InRotation, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Sets the spline to an array of local space points

code: void SetSplineLocalPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points )


description: Specify selected spline component segment color in the editor

code: void SetSelectedSplineSegmentColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & SegmentColor )


description: Sets the spline to an array of points

code: void SetSplinePoints ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Specify the type of a spline point

code: void SetSplinePointType ( int32 PointIndex, [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) Type, bool bUpdateSpline )


description: Specify the tangent at a given spline point

code: void SetTangentAtSplinePoint ( int32 PointIndex, const FVector & InTangent, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Sets the spline to an array of world space points

code: void SetSplineWorldPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points )


code: void SetTangentColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & TangentColor )


description: Specify the tangents at a given spline point

code: void SetTangentsAtSplinePoint ( int32 PointIndex, const FVector & InArriveTangent, const FVector & InLeaveTangent, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Specify unselected spline component segment color in the editor

code: void SetUnselectedSplineSegmentColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & SegmentColor )


description: Specify the up vector at a given spline point

code: void SetUpVectorAtSplinePoint ( int32 PointIndex, const FVector & InUpVector, [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace, bool bUpdateSpline )


description: Move an existing point to a new world location

code: void SetWorldLocationAtSplinePoint ( int32 PointIndex, const FVector & InLocation )


description: Update the spline tangents and SplineReparamTable

code: virtual void UpdateSpline()


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


className: USplineComponent

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

bAllowDiscontinuousSpline

type: bool

description: Whether the spline's leave and arrive tangents can be different

bDrawDebug

description: If true, the spline will be rendered if the Splines showflag is set.

bInputSplinePointsToConstructionScript

description: Whether the spline points should be passed to the User Construction Script so they can be further manipulated by it.

bModifiedByConstructionScript

description: Whether the UCS has made changes to the spline points

bShouldVisualizeScale

description: Whether scale visualization should be displayed

bSplineHasBeenEdited

description: Whether the spline has been edited from its default by the spline component visualizer

bStationaryEndpoints

description: Whether the endpoints of the spline are considered stationary when traversing the spline at non-constant velocity.

DefaultUpVector

type: FVector

description: Default up vector in local space to be used when calculating transforms along the spline

Duration

type: float

description: Specifies the duration of the spline in seconds

EditorSelectedSplineSegmentColor

type: FLinearColor

description: Color of selected spline component parts in the editor

EditorTangentColor

description: Color of spline point tangents in the editor

EditorUnselectedSplineSegmentColor

description: Color of unselected spline component parts in the editor

OnDeselectedInEditor

type: DeselectedInEdi...

ReparamStepsPerSegment

description: Number of steps per spline segment to place in the reparameterization table

ScaleVisualizationWidth

description: Width of spline in editor for use with scale visualization

SplineCurves

type: FSplineCurves


description: Allocates an implementation ofFStaticLightingMeshthat will handle static lighting for this component

code: virtual [FStaticMeshStaticLightingMesh](API\Runtime\Engine\FStaticMeshStaticLightingMesh) * AllocateStaticLightingMesh ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights )


code: void ApplyComponentInstanceData ( struct [FSplineMeshInstanceData](API\Runtime\Engine\Components\FSplineMeshInstanceData) * ComponentInstanceData )


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: Calculates the spline transform, including roll, scale, and offset along the spline at a specified alpha interpolation parameter along the spline : This is mirrored to Lightmass::CalcSliceTransform() and LocalVertexShader.usf. If you update one of these, please update them all!

code: FTransform CalcSliceTransformAtSplineOffset ( const float Alpha ) const


description: Calculates the spline transform, including roll, scale, and offset along the spline at a specified distance

code: FTransform CalcSliceTransform ( const float DistanceAlong ) const


description: Generates FSplineMeshShaderParams for the current state of the component


description: Collect all the PSO precache data used by the static mesh component

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


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: Overload this in child implementations that wish to extend Static Mesh or Nanite scene proxy implementations.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateStaticMeshSceneProxy ( [Nanite::FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & NaniteMaterials, bool bCreateNanite )


description: Destroys the body setup, used to clear collision if the mesh goes missing.

code: void DestroyBodySetup()


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: Returns a vector which, when componentwise-multiplied by another vector, will zero all the components not corresponding to the supplied ESplineMeshAxis

code: static FVector GetAxisMask ( [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


description: Deprecated* UseGetAxisValueRef()instead.

code: static const double & GetAxisValue ( const FVector3d & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static double & GetAxisValue ( FVector3d & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static const float & GetAxisValue ( const FVector3f & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static float & GetAxisValue ( FVector3f & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static const double & GetAxisValueRef ( const FVector3d & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static double & GetAxisValueRef ( FVector3d & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static const float & GetAxisValueRef ( const FVector3f & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


code: static float & GetAxisValueRef ( FVector3f & InVector, [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InAxis )


description: Getter for bNeverNeedsCookedCollisionData


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

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


description: Get the boundary max

code: float GetBoundaryMax() const


description: Get the boundary min

code: float GetBoundaryMin() 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: Get the end offset

code: FVector2D GetEndOffset() const


description: Get the end position of spline in local space

code: FVector GetEndPosition() const


description: Get the end roll, in radians

code: float GetEndRoll() const


description: Get the end scaling

code: FVector2D GetEndScale() const


description: Get the end tangent vector of spline in local space

code: FVector GetEndTangent() const


description: Get the forward axis


description: An optional string identifying the mesh data.

code: virtual void GetMeshId ( [FString](API\Runtime\Core\Containers\FString) & OutMeshId )


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 )


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

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


description: Get the spline up direction

code: FVector GetSplineUpDir() const


description: Get the start offset

code: FVector2D GetStartOffset() const


description: Get the start position of spline in local space

code: FVector GetStartPosition() const


description: Get the start roll, in radians

code: float GetStartRoll() const


description: Get the start scaling

code: FVector2D GetStartScale() const


description: Get the start tangent vector of spline in local space

code: FVector GetStartTangent() const


description: Get the scale comming form the component, when computing StreamingTexture data. Used to support instanced meshes.

code: virtual float GetTextureStreamingTransformScale() 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: 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: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


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

code: virtual void OnCreatePhysicsState()


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

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


description: Builds collision for the spline mesh (if collision is enabled)

code: void RecreateCollision()


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: Setter for bNeverNeedsCookedCollisionData

code: void SetbNeverNeedsCookedCollisionData ( bool bInValue )


description: Set the boundary max

code: void SetBoundaryMax ( float InBoundaryMax, bool bUpdateMesh )


description: Set the boundary min

code: void SetBoundaryMin ( float InBoundaryMin, bool bUpdateMesh )


description: Set the end offset

code: void SetEndOffset ( FVector2D EndOffset, bool bUpdateMesh )


description: Set the end position of spline in local space

code: void SetEndPosition ( FVector EndPos, bool bUpdateMesh )


description: Set the end roll, in radians

code: void SetEndRoll ( float EndRoll, bool bUpdateMesh )


description: Set the end roll in degrees

code: void SetEndRollDegrees ( float EndRollDegrees, bool bUpdateMesh )


description: Set the end scaling

code: void SetEndScale ( FVector2D EndScale, bool bUpdateMesh )


description: Set the end tangent vector of spline in local space

code: void SetEndTangent ( FVector EndTangent, bool bUpdateMesh )


description: Set the forward axis

code: void SetForwardAxis ( [ESplineMeshAxis::Type](API\Runtime\Engine\Components\ESplineMeshAxis__Type) InForwardAxis, bool bUpdateMesh )


description: Set the spline up direction

code: void SetSplineUpDir ( const FVector & InSplineUpDir, bool bUpdateMesh )


description: Set the start and end, position and tangent, all in local space

code: void SetStartAndEnd ( FVector StartPos, FVector StartTangent, FVector EndPos, FVector EndTangent, bool bUpdateMesh )


description: Set the start offset

code: void SetStartOffset ( FVector2D StartOffset, bool bUpdateMesh )


description: Set the start position of spline in local space

code: void SetStartPosition ( FVector StartPos, bool bUpdateMesh )


description: Set the start roll, in radians

code: void SetStartRoll ( float StartRoll, bool bUpdateMesh )


description: Set the start scaling

code: void SetStartScale ( FVector2D StartScale, bool bUpdateMesh )


description: Set the start roll in degrees

code: void SetStartRollDegrees ( float StartRollDegrees, bool bUpdateMesh )


description: Set the start tangent vector of spline in local space

code: void SetStartTangent ( FVector StartTangent, bool bUpdateMesh )


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

code: virtual bool ShouldRenderSelected() const


description: Same as UpdateMesh, but does not wait until the end of frame and can be used in non-game threads

code: void UpdateMesh_Concurrent()


description: Update the collision and render state on the spline mesh following changes to its geometry

code: void UpdateMesh()


description: Called to notify render thread and possibly collision of a change in spline params or mesh

code: void UpdateRenderStateAndCollision()


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

code: virtual bool WantsNegXTriMesh()


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


className: USplineMeshComponent

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

bAllowSplineEditingPerInstance

type: uint8: 1

description: If true, spline mesh properties - StartPos, EndPos, StartTangent and EndTangent- may be edited per instance in the level viewport.

bMeshDirty

type: uint8:  1

description: Indicates that the mesh needs updating.

BodySetup

type: TObjectPtr<UBo...

description: Physics data.

bSmoothInterpRollScale

description: If true, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline.

CachedMeshBodySetupGuid

type: FGuid

description: Used to automatically trigger rebuild of collision data.

ForwardAxis

type: TEnumAsByte<ES...

description: Chooses the forward axis for the spline mesh orientation

SplineBoundaryMax

description: Maximum coordinate along the spline forward axis which corresponds to end of spline.

SplineBoundaryMin

description: Minimum coordinate along the spline forward axis which corresponds to start of spline.

SplineParams

type: FSplineMeshPara...

description: Spline that is used to deform mesh

SplineUpDir

description: Axis (in component space) that is used to determine X axis for co-ordinates along spline

VirtualTextureMainPassMaxDrawDistance

description: The max draw distance to use in the main pass when also rendering to a runtime virtual texture.


code: virtual void AddPoint ( float InputKey )


code: virtual void CopyPoint ( const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * FromSplineMetadata, int32 FromIndex, int32 ToIndex )


code: virtual void Fixup ( int32 NumPoints, [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComp )


code: virtual void DuplicatePoint ( int32 Index )


description: Insert point before index, lerping metadata between previous and next key values

code: virtual void InsertPoint ( int32 Index, float t, bool bClosedLoop )


code: virtual void RemovePoint ( int32 Index )


code: virtual void Reset ( int32 NumPoints )


description: Update point at index by lerping metadata between previous and next key values

code: virtual void UpdatePoint ( int32 Index, float t, bool bClosedLoop )


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


className: USplineMetadata

code: class USplineMetadata : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description:
Test whether the light affects the given bounding volume.
True if the light affects the bounding volume

code: virtual bool AffectsBounds ( const FBoxSphereBounds & InBounds ) const


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


description: ELightComponentType for the light component class

code: virtual ELightComponentType GetLightType() const


code: virtual FBox GetStreamingBounds() const


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

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


code: void SetInnerConeAngle ( float NewInnerConeAngle )


code: void SetOuterConeAngle ( float NewOuterConeAngle )


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


className: USpotLightComponent

description: A spot light component emits a directional cone shaped light (Eg a Torch).

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

InnerConeAngle

description: Degrees.

OuterConeAngle

description: Degrees.


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

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


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: Allocates an implementation ofFStaticLightingMeshthat will handle static lighting for this component

code: virtual [FStaticMeshStaticLightingMesh](API\Runtime\Engine\FStaticMeshStaticLightingMesh) * AllocateStaticLightingMesh ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights )


code: void ApplyComponentInstanceData ( struct [FStaticMeshComponentInstanceData](API\Runtime\Engine\Components\FStaticMeshComponentInstanceData) * ComponentInstanceData )


description:
Returns whether native properties are identical to the one of the passed in component.
true if native properties are identical, false otherwise

code: virtual bool AreNativePropertiesIdenticalTo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Other ) const


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

code: virtual void SetLightBrightness ( float InBrightness )


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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: Build the data to compute accuracte StreaminTexture data.

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: Save off the data painted on to this mesh per LOD if necessary

code: void CachePaintedDataIfNecessary()


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

code: virtual void CheckForErrors()


description: Collect all the PSO precache data used by the static mesh component

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


code: void CollectPSOPrecacheDataImpl ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VFType, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & BasePrecachePSOParams, [GetPSOVertexElementsFn](API\Runtime\Engine\Components\UStaticMeshComponent\GetPSOVertexElementsFn) GetVertexElements, [FComponentPSOPrecacheParamsList](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParamsList) & OutParams ) const


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

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


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

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


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

code: virtual uint32 ComputeHashTextureStreamingBuiltData() const


description: Copies instance vertex colors from the SourceComponent into this component

code: void CopyInstanceVertexColorsIfCompatible ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * SourceComponent )


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: Overload this in child implementations that wish to extend Static Mesh or Nanite scene proxy implementations.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateStaticMeshSceneProxy ( [Nanite::FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & NaniteMaterials, bool bCreateNanite )


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: Return true if socket with the given name exists

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


description: ImportCustomProperties()

code: virtual void ExportCustomProperties ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, uint32 Indent )


description:
Update the vertex override colors if necessary (i.e. vertices from source mesh have changed from override colors)
true if any fixup was performed.

code: bool FixupOverrideColorsIfNecessary ( bool bRebuildingStaticMesh )


className: FOnGetNaniteResources

description: Called during scene proxy creation to get the Nanite resource data

code: typedef TBaseDelegate_NoParams< const [Nanite::FResources](API\Runtime\Engine\Rendering\FResources) * > FOnGetNaniteResources


className: FOnStaticMeshChanged

description: Called when the static mesh changes

code: class FOnStaticMeshChanged : public TBaseMulticastDelegate_OneParam< void, UStaticMeshComponent * >


description: Get this components index in its parents blueprint created components array (used for matching instance data)


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

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


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

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


description: Gets the diffuse boost for the primitive component.

code: virtual float GetDiffuseBoost ( 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: Gets the emissive boost for the primitive component.

code: virtual float GetEmissiveBoost ( int32 ElementIndex ) const


description:
Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.
bool true if the mesh has static lighting; false if not

code: virtual bool GetEstimatedLightAndShadowMapMemoryUsage ( int32 & TextureLightMapMemoryUsage, int32 & TextureShadowMapMemoryUsage, int32 & VertexLightMapMemoryUsage, int32 & VertexShadowMapMemoryUsage, int32 & StaticLightingResolution, bool & bIsUsingTextureMapping, bool & bHasLightmapTexCoords ) const


description: Returns the lightmap resolution used for this primitive instance in the case of it supporting texture light/ shadow maps. This will return the value assuming the primitive will be automatically switched to use texture mapping.

code: virtual void GetEstimatedLightMapResolution ( int32 & Width, int32 & Height ) const


description: Get the initial value of bEvaluateWorldPositionOffset. This is the value whenBeginPlay()was last called.


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: Get Local bounds

code: void GetLocalBounds ( FVector & Min, FVector & Max ) 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


code: UMaterialInterface &42; GetMaterial &40; int32 MaterialIndex, bool bDoingNaniteMaterialAudit &41; 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


code: virtual int32 GetMaterialIndex ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


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

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


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


description: Get material, UV density and bounds for a given material index.

code: virtual bool GetMaterialStreamingData ( int32 MaterialIndex, [FPrimitiveMaterialInfo](API\Runtime\Engine\Engine\FPrimitiveMaterialInfo) & MaterialData ) const


description: Helper function to get theFNameof the private static mesh member

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


code: const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshMapBuildData ( const [FStaticMeshComponentLODInfo](API\Runtime\Engine\FStaticMeshComponentLODInfo) & LODInfo, bool bCheckForResourceCluster ) const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetNaniteAuditMaterial ( int32 MaterialIndex ) const


code: virtual const [Nanite::FResources](API\Runtime\Engine\Rendering\FResources) * GetNaniteResources() 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


className: GetPSOVertexElementsFn

description: Shared implementation for all StaticMesh derived components

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) &LODRenderData, int32 LODIndex, bool bSupportsManualVertexFetch, FVertexDeclarationElementList &Elements)> GetPSOVertexElementsFn


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 named socket on the static mesh component.UStaticMeshSocketof named socket on the static mesh component. None if not found.

code: [UStaticMeshSocket](API\Runtime\Engine\Engine\UStaticMeshSocket) const * GetSocketByName ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


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

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


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:
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:
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: Get the StaticMesh used by this instance.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) > GetStaticMesh() const


description: Get the StreaminTexture data.

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: virtual float GetStreamingScale() const


description: Get the memory used for texture-based light and shadow maps of the given width and height

code: virtual void GetTextureLightAndShadowMapMemoryUsage ( int32 InWidth, int32 InHeight, int32 & OutLightMapMemoryUsage, int32 & OutShadowMapMemoryUsage ) const


description: Get the scale comming form the component, when computing StreamingTexture data. Used to support instanced meshes.

code: virtual float GetTextureStreamingTransformScale() 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 wireframe color to use for this component.


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: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Returns true if the component has valid Nanite render data.

code: virtual bool HasValidNaniteData() const


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: ExportCustomProperties()

code: virtual void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns true if the static mesh the component uses has valid lightmap texture coordinates

code: virtual bool HasLightmapTextureCoordinates() 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: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

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


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

code: virtual bool IsCompiling() const


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

code: virtual bool IsHLODRelevant() const


code: virtual bool IsMaterialSlotNameValid ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


description: True if our precomputed lighting is up to date

code: virtual bool IsPrecomputedLightingValid() const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


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

code: virtual bool IsPostLoadThreadSafe() const


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

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


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

code: virtual void OnCreatePhysicsState()


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

code: virtual void OnDestroyPhysicsState()


code: virtual const [FOnGetNaniteResources](API\Runtime\Engine\Components\UStaticMeshComponent\FOnGetNaniteResources) & OnGetNaniteResources() const


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

code: virtual void OnRegister()


code: void OnRep_StaticMesh ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * OldStaticMesh )


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

code: virtual void OnUnregister()


description: Called after ApplyToComponent has run.

code: virtual void PostApplyToComponent()


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

code: virtual void PostEditUndo()


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: Called after properties are overwritten, including after subobjects initialization from a CDO. This could be called multiple times during an object lifetime, which is not the case for PostInitProperties which is expected to be called only once.

code: virtual void PostReinitProperties()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


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: Updates any visuals after the lighting has changed


description: Get a list of sockets this component contains

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


description: 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: Removes instance vertex colors from the specified LOD

code: void RemoveInstanceVertexColorsFromLOD ( int32 LODToRemoveColorsFrom )


description: Removes instance vertex colors from all LODs

code: void RemoveInstanceVertexColors()


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

code: virtual bool RequiresGameThreadEndOfFrameRecreate() const


description:
Determines whether any of the component's LODs require override vertex color fixups
true if any LODs require override vertex color fixups


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

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


description: Set 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: Sets the component's DistanceFieldSelfShadowBias. bOverrideDistanceFieldSelfShadowBias must be enabled for this to have an effect.

code: void SetDistanceFieldSelfShadowBias ( float NewValue )


code: void SetForcedLodModel ( int32 NewForcedLodModel )


code: void SetEvaluateWorldPositionOffset ( bool NewValue )


description: Force disabling of Nanite rendering. When true, Will swap to the the fallback mesh instead.

code: void SetForceDisableNanite ( bool bInForceDisableNanite )


code: void SetEvaluateWorldPositionOffsetInRayTracing ( bool NewValue )


description: Add or remove elements to have the size in the specified range. Reconstructs elements if MaxSize

code: bool SetLODDataCount ( const uint32 MinSize, const uint32 MaxSize )


description: Sets the value of the MaterialIndexPreview flag and reattaches the component as necessary.

code: void SetMaterialPreview ( int32 InMaterialIndexPreview )


description: Set forced reverse culling

code: void SetReverseCulling ( bool ReverseCulling )


description: Sets the value of the SectionIndexPreview flag and reattaches the component as necessary.

code: void SetSectionPreview ( int32 InSectionIndexPreview )


description:
Switches the static mesh component to use either Texture or Vertex static lighting.
bool true if successfully set; false if not If false, set it to use vertex light mapping.

code: virtual bool SetStaticLightingMapping ( bool bTextureMapping, int32 ResolutionToUse )


description: Change the StaticMesh used by this instance.

code: virtual bool SetStaticMesh ( class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewMesh )


code: void SetWorldPositionOffsetDisableDistance ( int32 NewValue )


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

code: virtual bool ShouldCollideWhenPlacing() const


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

code: virtual bool ShouldCreatePhysicsState() const


code: bool ShouldCreateNaniteProxy ( [Nanite::FMaterialAudit](API\Runtime\Engine\FMaterialAudit) * OutNaniteMaterials ) const


description: Return true if CreateRenderState() should be called

code: virtual bool ShouldCreateRenderState() const


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

code: virtual bool ShouldRecreateProxyOnUpdateTransform() const


description: Whether or not the component supports default collision from its static mesh asset

code: virtual bool SupportsDefaultCollision()


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

code: virtual bool ShouldRenderSelected() const


description: Whether we can support dithered LOD transitions (default behavior checks all materials). Used for HISMC LOD.

code: virtual bool SupportsDitheredLODTransitions ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


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

code: virtual bool SupportsWorldPositionOffsetVelocity() const


description: Update the Bounds of the component.

code: virtual void UpdateBounds()


description: Sets the BodyInstance to use the mesh's body setup for external collision information

code: void UpdateCollisionFromStaticMesh()


description: Deprecated* This function is no longer used

code: void UpdatePreCulledData ( int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & PreCulledData, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NumTrianglesPerSection )


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

code: virtual bool UseNaniteOverrideMaterials() const


code: bool UseNaniteOverrideMaterials &40; bool bDoingMaterialAudit &41; const


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

code: virtual bool UsesOnlyUnlitMaterials() const


description:
Returns true if the component uses texture lightmaps
bool true if texture lightmaps are used, false if not

code: virtual bool UsesTextureLightmaps ( int32 InWidth, int32 InHeight ) const


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


className: UStaticMeshComponent

description: UStaticMesh

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

bCastDistanceFieldIndirectShadow

description: Whether to use the mesh distance field representation (when present) for shadowing indirect lighting (from lightmaps or skylight) on Movable components.

bCustomOverrideVertexColorPerLOD

description: The component has some custom painting on LODs or not.

bDisallowMeshPaintPerInstance

description: If true, mesh painting is disallowed on this instance.

bDisallowNanite

description: Forces this component to use fallback mesh for rendering if Nanite is enabled on the mesh.

bDisplayNaniteFallbackMesh

description: For Nanite enabled meshes, we'll only show the proxy mesh if this is true

bDrawMeshCollisionIfComplex

description: Draw mesh collision if used for complex collision

bDrawMeshCollisionIfSimple

description: Draw mesh collision if used for simple collision

bEvaluateWorldPositionOffset

description: Whether to evaluate World Position Offset. This is only used when running with r.OptimizedWPO=1

description: Whether to evaluate World Position Offset for ray tracing.

bForceDisableNanite

description: Forces this component to use fallback mesh for rendering if Nanite is enabled on the mesh (run-time override)

bForceNaniteForMasked

description: Forces this component to always use Nanite for masked materials, even ifFNaniteSettings::bAllowMaskedMaterials=false

bForceNavigationObstacle

description: Allows overriding navigation export behavior per component: full collisions or dynamic obstacle

bIgnoreInstanceForTextureStreaming

description: Ignore this instance of this static mesh when calculating streaming information.

bInitialEvaluateWorldPositionOffset

description: Initial value of bEvaluateWorldPositionOffset whenBeginPlay()was called.

bOverrideDistanceFieldSelfShadowBias

description: Whether to override the DistanceFieldSelfShadowBias setting of the static mesh asset with the DistanceFieldSelfShadowBias of this component.

bOverrideLightMapRes

description: Whether to override the lightmap resolution defined in the static mesh.

bOverrideMinLOD

description: Whether to override the MinLOD setting of the static mesh asset with the MinLOD of this component.

bOverrideNavigationExport

description: If true, bForceNavigationObstacle flag will take priority over navigation data stored in StaticMesh

bOverrideWireframeColor

description: If true, WireframeColorOverride will be used.

bReverseCulling

description: Controls whether the static mesh component's backface culling should be reversed

bSortTriangles

description: Enable dynamic sort mesh's triangles to remove ordering issue when rendered with a translucent material

bUseDefaultCollision

description: Use the collision profile specified in the StaticMesh asset.

bUseSubDivisions

description: Whether to use subdivisions or just the triangle's vertices.

bWorldPositionOffsetWritesVelocity

description: Whether world position offset turns on velocity writes.

description: Controls how dark the dynamic indirect shadow can be.

DistanceFieldSelfShadowBias

description: Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices.

LightmassSettings

type: FLightmassPrimi...

description: The Lightmass settings for this object.

LODData

type: TArray< struct ...

description: Static mesh LOD data. Contains static lighting data along with instanced mesh vertex colors.

MaterialIndexPreview

description: Indexof the material to preview.

MaterialStreamingRelativeBoxes

type: TArray< uint32 ...

description: Material Bounds used for texture streaming.

MinLOD

description: Specifies the smallest LOD that will be used for this component.

OverriddenLightMapRes

description: Light map resolution to use on this component, used if bOverrideLightMapRes is true and there is a valid StaticMesh.

SectionIndexPreview

description: Indexof the section to preview.

SelectedEditorMaterial

description: The material currently selected in the Editor. Used for highlighting

SelectedEditorSection

description: The section currently selected in the Editor. Used for highlighting

StaticMeshDerivedDataKey

type: FString

description: Derived data key of the static mesh, used to determine if an update from the source static mesh is required.

StaticMeshImportVersion

description: The import version of the static mesh when it was assign this is update when:

StreamingDistanceMultiplier

description: Allows adjusting the desired streaming distance of streaming textures that uses UV 0.

StreamingTextureData

type: TArray<FStream...

description: The list of texture, bounds and scales. As computed in the texture streaming build process.

SubDivisionStepSize

description: Subdivision step size for static vertex lighting.

WireframeColorOverride

type: FColor

description: Wireframe color to use if bOverrideWireframeColor is true

WorldPositionOffsetDisableDistance

description: Distance at which to disable World Position Offset for an entire instance (0 = Never disable WPO).


description: the texture mapped to the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetLeftTexture() const


description: the height and width of the rendered quad

code: FVector2D GetQuadSize() const


description: the render priority

code: int32 GetPriority() const


description: the texture mapped to the stereo layer.

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetTexture() const


description: the UV coordinates mapped to the quad face

code: FBox2D GetUVRect() const


description: Manually mark the stereo layer texture for updating.

code: void MarkTextureForUpdate()


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

code: virtual void OnUnregister()


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

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


description: Set Equirect layer properties: UVRect, Scale, Bias and Radius.

code: void SetEquirectProps ( [FEquirectProps](API\Runtime\Engine\Components\FEquirectProps) InEquirectProps )


description: Change the texture displayed on the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.

code: void SetLeftTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


description: Change the layer's render priority, higher priorities render on top of lower priorities

code: void SetPriority ( int32 InPriority )


description: Change the quad size. This is the unscaled height and width, before component scale is applied.

code: void SetQuadSize ( FVector2D InQuadSize )


description: If stereoscopic layer textures are supported on the platform and LeftTexture is set, this property controls the texture for the right eye.

code: void SetTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


description: Change the UV coordinates mapped to the quad face

code: void SetUVRect ( FBox2D InUVRect )


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

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


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


className: UStereoLayerComponent

description: A geometry layer within the stereo rendered viewport.

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

bLiveTexture

type: uint32: 1

description: True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)

bNoAlphaChannel

description: True if the texture should not use its own alpha channel (1.0 will be substituted)

bQuadPreserveTextureRatio

type: uint32:  1

description: True if the quad should internally set it's Y value based on the set texture's dimensions

bSupportsDepth

description: True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform

LayerId

description: IStereoLayer id, 0 is unassigned

LeftTexture

type: TObjectPtr< cla...

description: Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform and by the layer shape

Priority

description: Render priority among all stereo layers, higher priority render on top of lower priority

QuadSize

description: Size of the rendered stereo layer quad

Shape

type: TObjectPtr<USt...

description: Specifies which shape of layer it is.

StereoLayerType

type: TEnumAsByte< en...

description: Specifies how and where the quad is rendered to the screen

Texture

description: Texture displayed on the stereo layer (if stereoscopic textures are supported on the platform and more than one texture is provided, this will be the right eye)

UVRect

description: UV coordinates mapped to the quad face


code: virtual void ApplyShape ( [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & LayerDesc )


code: virtual void DrawShapeVisualization ( const class [FSceneView](API\Runtime\Engine\FSceneView) * View, class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: UStereoLayerShape

code: class UStereoLayerShape : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UStereoLayerShapeCubemap

code: class UStereoLayerShapeCubemap : public [UStereoLayerShape](API\Runtime\Engine\Components\UStereoLayerShape)


code: void SetOverlayArc ( float InOverlayArc )


className: UStereoLayerShapeCylinder

code: class UStereoLayerShapeCylinder : public [UStereoLayerShape](API\Runtime\Engine\Components\UStereoLayerShape)

Height

type: int

description: Height of the stereo layer cylinder

OverlayArc

type: float

description: Arc angle for the stereo layer cylinder

Radius

description: Radial size of the rendered stereo layer cylinder


description: Set Equirect layer properties: UVRect, Scale, and Bias

code: void SetEquirectProps ( [FEquirectProps](API\Runtime\Engine\Components\FEquirectProps) InScaleBiases )


className: UStereoLayerShapeEquirect

code: class UStereoLayerShapeEquirect : public [UStereoLayerShape](API\Runtime\Engine\Components\UStereoLayerShape)

LeftBias

description: Left eye's texture coordinate bias after mapping to 2D.

LeftScale

description: Left eye's texture coordinate scale after mapping to 2D.

LeftUVRect

description: Left source texture UVRect, specifying portion of input texture corresponding to left eye.

description: Sphere radius.

RightBias

description: Right eye's texture coordinate bias after mapping to 2D.

RightScale

description: Right eye's texture coordinate scale after mapping to 2D.

RightUVRect

description: Right source texture UVRect, specifying portion of input texture corresponding to right eye.


className: UStereoLayerShapeQuad

code: class UStereoLayerShapeQuad : public [UStereoLayerShape](API\Runtime\Engine\Components\UStereoLayerShape)


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

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


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

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


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

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


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() 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 local size of text

code: FVector GetTextLocalSize() const


description: Get world space size of text

code: FVector GetTextWorldSize() const


description: Retrieves the materials used in this component

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


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

code: virtual void PostLoad()


description: Change the text value and signal the primitives to be rebuilt

code: void K2_SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & Value )


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

code: virtual bool RequiresGameThreadEndOfFrameUpdates() const


description: Change the font and signal the primitives to be rebuilt

code: void SetFont ( [UFont](API\Runtime\Engine\Engine\UFont) * Value )


description: Change the horizontal alignment and signal the primitives to be rebuilt

code: void SetHorizontalAlignment ( EHorizTextAligment Value )


description: Change the text horizontal spacing adjustment and signal the primitives to be rebuilt

code: void SetHorizSpacingAdjust ( float Value )


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: void SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & Value )


description: Change the text material and signal the primitives to be rebuilt

code: void SetTextMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Change the text render color and signal the primitives to be rebuilt

code: void SetTextRenderColor ( [FColor](API\Runtime\Core\Math\FColor) Value )


description: Change the vertical alignment and signal the primitives to be rebuilt

code: void SetVerticalAlignment ( EVerticalTextAligment Value )


description: Change the text vertical spacing adjustment and signal the primitives to be rebuilt

code: void SetVertSpacingAdjust ( float Value )


description: Change the world size of the text and signal the primitives to be rebuilt

code: void SetWorldSize ( float Value )


description: Change the text X scale and signal the primitives to be rebuilt

code: void SetXScale ( float Value )


description: Change the text Y scale and signal the primitives to be rebuilt

code: void SetYScale ( float Value )


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: Note: this is required because GetRenderMatrix is overridden, and therefore the updated world-space bounds must be based on that (not the component transform)

code: virtual void UpdateBounds()


className: UTextRenderComponent

description: Renders text in the world with given font. Contains usual font related attributes such as Scale, Alignment, Color etc.

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

bAlwaysRenderAsText

description: Allows text to draw unmodified when using debug visualization modes.

Font

description: Text font

HorizontalAlignment

description: Horizontal text alignment

HorizSpacingAdjust

description: Horizontal adjustment per character, default is 0.0

InvDefaultSize

description: The inverse of the Font's character height.

Text

type: FText

description: Text content, can be multi line using

type: as line separator

TextMaterial

description: Text material

TextRenderColor

description: Color of the text, can be accessed as vertex color

VerticalAlignment

description: Vertical text alignment

VertSpacingAdjust

description: Vertical adjustment per character, default is 0.0

WorldSize

description: Vertical size of the fonts largest character in world units.

XScale

description: Horizontal scale, default is 1.0

YScale

description: Vertical scale, default is 1.0


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


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

code: virtual void Activate ( bool bReset )


description: Add a callback event to the timeline

code: void AddEvent ( float Time, [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) EventFunc )


description: Add a float interpolation to the timeline

code: void AddInterpFloat ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * FloatCurve, FOnTimelineFloatStatic InterpFunc )


code: void AddInterpFloat ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * FloatCurve, [FOnTimelineFloat](API\Runtime\Engine\Components\FOnTimelineFloat) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Add a linear color interpolation to the timeline

code: void AddInterpLinearColor ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * LinearColorCurve, FOnTimelineLinearColorStatic InterpFunc )


code: void AddInterpLinearColor ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * LinearColorCurve, [FOnTimelineLinearColor](API\Runtime\Engine\Components\FOnTimelineLinearColor) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Add a vector interpolation to the timeline

code: void AddInterpVector ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * VectorCurve, FOnTimelineVectorStatic InterpFunc )


code: void AddInterpVector ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * VectorCurve, [FOnTimelineVector](API\Runtime\Engine\Components\FOnTimelineVector) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Get all curves used by the Timeline

code: void GetAllCurves ( [TSet](API\Runtime\Core\Containers\TSet)< class [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) * > & InOutCurves ) const


description: Get whether to ignore time dilation.

code: bool GetIgnoreTimeDilation() const


description: Get the current playback position of the Timeline

code: float GetPlaybackPosition() const


description: Get the current play rate for this timeline

code: float GetPlayRate() const


description: Get length of the timeline divided by the play rate

code: float GetScaledTimelineLength() const


description: Get the signature function for Timeline event functions

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetTimelineEventSignature()


description: Get the signature function for Timeline float functions

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetTimelineFloatSignature()


description: Get length of the timeline

code: float GetTimelineLength() const


description: Get the signature function for Timeline linear color functions

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetTimelineLinearColorSignature()


description: Get the signature type for a specified function

code: static ETimelineSigType GetTimelineSignatureForFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunc )


description: Get the signature function for Timeline vector functions

code: static [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetTimelineVectorSignature()


description: Get whether we are looping or not

code: bool IsLooping() const


description: Get whether this timeline is playing or not.

code: bool IsPlaying() const


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

code: virtual bool IsPostLoadThreadSafe() const


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

code: virtual bool IsReadyForOwnerToAutoDestroy() const


description: Get whether we are reversing or not

code: bool IsReversing() const


code: void OnRep_Timeline ( [FTimeline](API\Runtime\Engine\Components\FTimeline) & OldTimeline )


description: Start playback of timeline

code: void Play()


description: Start playback of timeline in reverse

code: void Reverse()


description: Start playback of timeline from the start

code: void PlayFromStart()


description: Start playback of timeline in reverse from the end

code: void ReverseFromEnd()


description: Set the delegate to call when timeline is finished

code: void SetDirectionPropertyName ( [FName](API\Runtime\Core\UObject\FName) DirectionPropertyName )


description: Update a certain float track's curve

code: void SetFloatCurve ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * NewFloatCurve, [FName](API\Runtime\Core\UObject\FName) FloatTrackName )


description: Set whether to ignore time dilation.

code: void SetIgnoreTimeDilation ( bool bNewIgnoreTimeDilation )


description: Update a certain linear color track's curve

code: void SetLinearColorCurve ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * NewLinearColorCurve, [FName](API\Runtime\Core\UObject\FName) LinearColorTrackName )


description: True means we would loop, false means we should not.

code: void SetLooping ( bool bNewLooping )


description: Set the new playback position time to use

code: void SetNewTime ( float NewTime )


description: Jump to a position in the timeline.

code: void SetPlaybackPosition ( float NewPosition, bool bFireEvents, bool bFireUpdate )


description: Sets the new play rate for this timeline

code: void SetPlayRate ( float NewRate )


description: Optionally provide an object to automatically update properties on

code: void SetPropertySetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewPropertySetObject )


code: void SetTimelineFinishedFunc ( [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) NewTimelineFinishedFunc )


description: Set the static delegate to call when timeline is finished

code: void SetTimelineFinishedFunc ( FOnTimelineEventStatic NewTimelineFinishedFunc )


description: Set length of the timeline

code: void SetTimelineLength ( float NewLength )


description: Sets the length mode of the timeline

code: void SetTimelineLengthMode ( ETimelineLengthMode NewLengthMode )


description: Set the delegate to call after each timeline tick

code: void SetTimelinePostUpdateFunc ( [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) NewTimelinePostUpdateFunc )


description: Update a certain vector track's curve

code: void SetVectorCurve ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * NewVectorCurve, [FName](API\Runtime\Core\UObject\FName) VectorTrackName )


description: Stop playback of timeline

code: void Stop()


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


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

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


className: UTimelineComponent

description: TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. Events can be triggered at keyframes along the timeline. Floats, vectors, and colors are interpolated between keyframes along the timeline.

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


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

code: virtual void OnRegister()


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

code: virtual void OnUnregister()


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


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

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


description: Set the intensity of the vector field.

code: virtual void SetIntensity ( float NewIntensity )


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


className: BaseShadowRaySampleCount

code: static constexpr float BaseShadowRaySampleCount = 10.0f;


className: BaseViewRaySampleCount

description: Those values should never be changed wihtout data conversion, that in order to maintain performance in case default values are used.

code: static constexpr float BaseViewRaySampleCount = 96.0f;


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

code: virtual void CheckForErrors()


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


className: OldToNewReflectionViewRaySampleCount

description: Those values are part of a data conversion and should never be changed. CVars and component sample count controls should be enough.

code: static constexpr float OldToNewReflectionViewRaySampleCount = 10.0f / BaseViewRaySampleCount;


className: OldToNewReflectionShadowRaySampleCount

code: static constexpr float OldToNewReflectionShadowRaySampleCount = 3.0f / BaseShadowRaySampleCount;


className: UVectorFieldComponent

description: A Component referencing a vector field.

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

bPreviewVectorField

description: If true, the vector field is only used for preview visualizations.

FXSystem

type: FFXSystemInterf...

description: The FX system with which this vector field is associated.

Intensity

description: The intensity at which the vector field is applied.

Tightness

description: How tightly particles follow the vector field.

VectorField

description: The vector field asset.

VectorFieldInstance

type: FVectorFieldIns...

description: The instance of this vector field registered with the FX system.


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

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


code: void SetbUsePerSampleAtmosphericLightTransmittance ( bool NewValue )


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


code: void SetLayerHeight ( float NewValue )


code: void SetLayerBottomAltitude ( float NewValue )


code: void SetMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewValue )


code: void SetPlanetRadius ( float NewValue )


description: Deprecated functions but still valid because they forward data correctly.

code: void SetReflectionSampleCountScale ( float NewValue )


code: void SetReflectionViewSampleCountScale ( float NewValue )


code: void SetShadowReflectionViewSampleCountScale ( float NewValue )


description: Deprecated* This function has been replaced by SetShadowReflectionViewSampleCountScale.

code: void SetShadowReflectionSampleCountScale ( float NewValue )


code: void SetShadowTracingDistance ( float NewValue )


code: void SetShadowViewSampleCountScale ( float NewValue )


code: void SetSkyLightCloudBottomOcclusion ( float NewValue )


code: void SetStopTracingTransmittanceThreshold ( float NewValue )


code: void SetTracingMaxDistance ( float NewValue )


code: void SetTracingStartMaxDistance ( float NewValue )


code: void SetViewSampleCountScale ( float NewValue )


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


className: UVolumetricCloudComponent

description: A component that represents a participating media material around a planet, e.g. clouds.

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

description: Specify the distance over which the Rayleigh scattering will linearly ramp up to ful leffect.

description: Specify the aerial perspective start distance on cloud for Mie scattering only. (kilometers)

description: Specify the aerial perspective start distance on cloud for Rayleigh scattering only. (kilometers)

description: Whether to apply atmosphere transmittance per sample, instead of using the light global transmittance.

GroundAlbedo

description: The ground albedo used to light the cloud from below with respect to the sun light and sky atmosphere.

LayerBottomAltitude

description: The altitude at which the cloud layer starts. (kilometers above the ground)

LayerHeight

description: The height of the the cloud layer. (kilometers above the layer bottom altitude)

Material

type: TObjectPtr<UMa...

description: The material describing the cloud volume. It must be a Volume domain material.

PlanetRadius

description: The planet radius used when there is not SkyAtmosphere component present in the scene.

ReflectionViewSampleCountScaleValue

description: Scale the tracing sample count in reflection views.

description: Scale the shadow tracing sample count in reflection views, only used with Advanced Output ray marched shadows.

ShadowTracingDistance

description: The shadow tracing distance in kilometers, only used with Advanced Output ray marched shadows.

ShadowViewSampleCountScale

description: Scale the shadow tracing sample count in primary views, only used with Advanced Output ray marched shadows.

SkyLightCloudBottomOcclusion

description: BUsePerSampleAtmosphericLightTransmittance is there on the cloud component and not on the light because otherwise we would need optimisation permutations of the cloud shader.

StopTracingTransmittanceThreshold

description: When the mean transmittance is below this threshold, we stop tracing.

TracingMaxDistance

description: The maximum distance that will be traced inside the cloud layer. (kilometers)

TracingMaxDistanceMode

type: EVolumetricClou...

description: Mode to select how the tracing max distance should be interpreted.

TracingStartMaxDistance

description: The maximum distance of the volumetric surface before which we will accept to start tracing.

ViewSampleCountScale

description: Scale the tracing sample count in primary views.


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

code: virtual void Activate ( bool bReset )


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 [FWindSourceSceneProxy](API\Runtime\Engine\FWindSourceSceneProxy) * CreateSceneProxy() const


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Calculate wind parameters from the data on this component, safe to call on game thread

code: bool GetWindParameters ( const FVector & EvaluatePosition, [FWindData](API\Runtime\Engine\FWindData) & OutData, float & Weight ) const


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


description: Set maximum deviation for wind gusts

code: void SetMaximumGustAmount ( float InNewMaxGust )


description: Set minimum deviation for wind gusts

code: void SetMinimumGustAmount ( float InNewMinGust )


description: Set the effect radius for point wind

code: void SetRadius ( float InNewRadius )


description: Sets the windspeed of the generated wind

code: void SetSpeed ( float InNewSpeed )


description: Because the actual data used to query wind is stored on the render thread in an instance ofFWindSourceSceneProxyall of our properties are read only. The data can be manipulated with the following functions which will queue a render thread update for this componentSets the strength of the generated wind

code: void SetStrength ( float InNewStrength )


description: Set the type of wind generator to use

code: void SetWindType ( EWindSourceType InNewType )


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


className: UWindDirectionalSourceComponent

description: Component that provides a directional wind source. Only affects SpeedTree assets.

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

SceneProxy

type: FWindSourceScen...


description: Disable the component

code: void DisableStreamingSource()


description: Displays a debug visualizer of the streaming source. Useful when using Shapes.

code: void DrawVisualization ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const