UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ActorComponent.h File Reference

Go to the source code of this file.

Classes

class  FRegisterComponentContext
 
class  UActorComponent
 
struct  UActorComponent::FOnReplicationStartedParams
 
struct  UActorComponent::FOnStopReplicationParams
 

Namespaces

namespace  UE
 
namespace  UE::Net
 

Enumerations

enum class  EUpdateTransformFlags : int32 { None = 0x0 , SkipPhysicsUpdate = 0x1 , PropagateFromParent = 0x2 , OnlyUpdateIfUsingSocket = 0x4 }
 

Functions

constexpr EUpdateTransformFlags operator| (EUpdateTransformFlags Left, EUpdateTransformFlags Right)
 
constexpr EUpdateTransformFlags operator& (EUpdateTransformFlags Left, EUpdateTransformFlags Right)
 
constexpr bool operator! (EUpdateTransformFlags Value)
 
constexpr EUpdateTransformFlags operator~ (EUpdateTransformFlags Value)
 
EUpdateTransformFlags SkipPhysicsToEnum (bool bSkipPhysics)
 
ENGINE_API void UpdateAllPrimitiveSceneInfosForSingleComponent (UActorComponent *InComponent, TSet< FSceneInterface * > *InScenesToUpdateAllPrimitiveSceneInfosForBatching=nullptr)
 
ENGINE_API void UpdateAllPrimitiveSceneInfosForSingleComponentInterface (IPrimitiveComponent *InComponent, TSet< FSceneInterface * > *InScenesToUpdateAllPrimitiveSceneInfosForBatching=nullptr)
 
ENGINE_API void UpdateAllPrimitiveSceneInfosForScenes (TSet< FSceneInterface * > ScenesToUpdateAllPrimitiveSceneInfos)
 
 DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams (FActorComponentActivatedSignature, UActorComponent, OnComponentActivated, UActorComponent *, Component, bool, bReset)
 
 DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam (FActorComponentDeactivateSignature, UActorComponent, OnComponentDeactivated, UActorComponent *, Component)
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FActorComponentGlobalCreatePhysicsSignature, UActorComponent *)
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FActorComponentGlobalDestroyPhysicsSignature, UActorComponent *)
 

Variables

ENGINE_API int32 GEnableDeferredPhysicsCreation
 

Enumeration Type Documentation

◆ EUpdateTransformFlags

Information about how to update transform when something is moved

Enumerator
None 

Default options

SkipPhysicsUpdate 

Don't update the underlying physics

PropagateFromParent 

The update is coming as a result of the parent updating (i.e. not called directly)

OnlyUpdateIfUsingSocket 

Only update child transform if attached to parent via a socket

Function Documentation

◆ DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam()

DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam ( FActorComponentDeactivateSignature  ,
UActorComponent  ,
OnComponentDeactivated  ,
UActorComponent ,
Component   
)

◆ DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams()

DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams ( FActorComponentActivatedSignature  ,
UActorComponent  ,
OnComponentActivated  ,
UActorComponent ,
Component  ,
bool  ,
bReset   
)

◆ DECLARE_MULTICAST_DELEGATE_OneParam() [1/2]

DECLARE_MULTICAST_DELEGATE_OneParam ( FActorComponentGlobalCreatePhysicsSignature  ,
UActorComponent  
)

◆ DECLARE_MULTICAST_DELEGATE_OneParam() [2/2]

DECLARE_MULTICAST_DELEGATE_OneParam ( FActorComponentGlobalDestroyPhysicsSignature  ,
UActorComponent  
)

◆ operator!()

constexpr bool operator! ( EUpdateTransformFlags  Value)
inlineconstexpr

◆ operator&()

constexpr EUpdateTransformFlags operator& ( EUpdateTransformFlags  Left,
EUpdateTransformFlags  Right 
)
inlineconstexpr

◆ operator|()

constexpr EUpdateTransformFlags operator| ( EUpdateTransformFlags  Left,
EUpdateTransformFlags  Right 
)
inlineconstexpr

◆ operator~()

constexpr EUpdateTransformFlags operator~ ( EUpdateTransformFlags  Value)
inlineconstexpr

◆ SkipPhysicsToEnum()

EUpdateTransformFlags SkipPhysicsToEnum ( bool  bSkipPhysics)
inline

Converts legacy bool into the SkipPhysicsUpdate bitflag

◆ UpdateAllPrimitiveSceneInfosForScenes()

ENGINE_API void UpdateAllPrimitiveSceneInfosForScenes ( TSet< FSceneInterface * >  ScenesToUpdateAllPrimitiveSceneInfos)
extern

◆ UpdateAllPrimitiveSceneInfosForSingleComponent()

ENGINE_API void UpdateAllPrimitiveSceneInfosForSingleComponent ( UActorComponent InComponent,
TSet< FSceneInterface * > *  InScenesToUpdateAllPrimitiveSceneInfosForBatching = nullptr 
)
extern

◆ UpdateAllPrimitiveSceneInfosForSingleComponentInterface()

ENGINE_API void UpdateAllPrimitiveSceneInfosForSingleComponentInterface ( IPrimitiveComponent InComponent,
TSet< FSceneInterface * > *  InScenesToUpdateAllPrimitiveSceneInfosForBatching = nullptr 
)
extern

Variable Documentation

◆ GEnableDeferredPhysicsCreation

ENGINE_API int32 GEnableDeferredPhysicsCreation
extern