UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UActorComponent Class Reference

#include <ActorComponent.h>

+ Inheritance diagram for UActorComponent:

Classes

struct  FOnReplicationStartedParams
 
struct  FOnStopReplicationParams
 

Public Member Functions

ENGINE_API UActorComponent (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
int32 GetUCSSerializationIndex () const
 
bool IsAsyncCreatePhysicsStateRunning () const
 
bool IsAsyncDestroyPhysicsStateRunning () const
 
uint32 GetMarkedForEndOfFrameUpdateState () const
 
uint32 GetMarkedForPreEndOfFrameSync () const
 
ENGINE_API void DetermineUCSModifiedProperties ()
 
ENGINE_API void GetUCSModifiedProperties (TSet< const FProperty * > &ModifiedProperties) const
 
ENGINE_API void RemoveUCSModifiedProperties (const TArray< FProperty * > &Properties)
 
ENGINE_API void ClearUCSModifiedProperties ()
 
ENGINE_API bool IsEditableWhenInherited () const
 
bool HasBeenCreated () const
 
bool HasBeenInitialized () const
 
bool IsReadyForReplication () const
 
bool HasBegunPlay () const
 
bool IsBeingDestroyed () const
 
ENGINE_API bool IsCreatedByConstructionScript () const
 
virtual ENGINE_API void OnRep_IsActive ()
 
AActorGetOwner () const
 
template<class T >
T * GetOwner () const
 
virtual UWorldGetWorld () const override final
 
ENGINE_API bool ComponentHasTag (FName Tag) const
 
virtual ENGINE_API void Activate (bool bReset=false)
 
virtual ENGINE_API void Deactivate ()
 
virtual ENGINE_API void SetActive (bool bNewActive, bool bReset=false)
 
virtual ENGINE_API void ToggleActive ()
 
bool IsActive () const
 
virtual ENGINE_API void SetAutoActivate (bool bNewAutoActivate)
 
ENGINE_API void SetTickableWhenPaused (bool bTickableWhenPaused)
 
ENGINE_API void CreatePhysicsState (bool bAllowDeferral=false)
 
ENGINE_API void DestroyPhysicsState ()
 
ENGINE_API void SetNetAddressable ()
 
ENGINE_API void SetIsReplicated (bool ShouldReplicate)
 
bool GetIsReplicated () const
 
virtual ENGINE_API bool ReplicateSubobjects (class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
bool IsUsingRegisteredSubObjectList () const
 
virtual ELifetimeCondition GetReplicationCondition () const
 
virtual void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker)
 
virtual ENGINE_API bool GetComponentClassCanReplicate () const
 
ENGINE_API void AddReplicatedSubObject (UObject *SubObject, ELifetimeCondition NetCondition=COND_None)
 
ENGINE_API void RemoveReplicatedSubObject (UObject *SubObject)
 
ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API void TearOffReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API bool IsReplicatedSubObjectRegistered (const UObject *SubObject) const
 
bool IsNetSimulating () const
 
ENGINE_API ENetRole GetOwnerRole () const
 
ENetMode GetNetMode () const
 
bool IsNetMode (ENetMode Mode) const
 
bool IsNetStartupComponent () const
 
void SetIsNetStartupComponent (const bool bInIsNetStartupComponent)
 
virtual void OnEndOfFrameUpdateDuringTick ()
 
virtual void OnPreEndOfFrameSync ()
 
virtual ENGINE_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override
 
virtual ENGINE_API void OnReplicationStartedForIris (const FOnReplicationStartedParams &)
 
virtual ENGINE_API void OnStopReplicationForIris (const FOnStopReplicationParams &)
 
virtual ENGINE_API void BeginReplication ()
 
virtual ENGINE_API void EndReplication ()
 
virtual ENGINE_API bool ShouldIncrementalPreRegister (UWorld *WorldContext) const
 
virtual ENGINE_API bool ShouldIncrementalPreUnregister () const
 
virtual bool AllowsAsyncPhysicsStateCreation () const
 
virtual bool AllowsAsyncPhysicsStateDestruction () const
 
virtual ENGINE_API bool IsAsyncPhysicsStateCreated () const override final
 
virtual ENGINE_API UObjectGetAsyncPhysicsStateObject () const override final
 
virtual ENGINE_API bool OnAsyncCreatePhysicsState (const UE::FTimeout &Timeout) override
 
virtual ENGINE_API void OnAsyncCreatePhysicsStateEnd_GameThread () override
 
virtual bool OnAsyncDestroyPhysicsState (const UE::FTimeout &Timeout) override
 
virtual ENGINE_API void OnAsyncDestroyPhysicsStateBegin_GameThread () override
 
virtual ENGINE_API void OnAsyncDestroyPhysicsStateEnd_GameThread () override
 
virtual ENGINE_API void InitializeComponent ()
 
virtual ENGINE_API void ReadyForReplication ()
 
virtual ENGINE_API void BeginPlay ()
 
ENGINE_API void ReceiveBeginPlay ()
 
virtual ENGINE_API void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
virtual ENGINE_API void UninitializeComponent ()
 
ENGINE_API void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void RegisterAllComponentTickFunctions (bool bRegister)
 
virtual ENGINE_API void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
 
virtual void AsyncPhysicsTickComponent (float DeltaTime, float SimTime)
 
ENGINE_API bool SetupActorComponentTickFunction (struct FTickFunction *TickFunction)
 
virtual ENGINE_API void SetComponentTickEnabled (bool bEnabled)
 
virtual ENGINE_API void SetComponentTickEnabledAsync (bool bEnabled)
 
virtual ENGINE_API bool IsComponentTickEnabled () const
 
ENGINE_API void SetComponentTickInterval (float TickInterval)
 
ENGINE_API void SetComponentTickIntervalAndCooldown (float TickInterval)
 
ENGINE_API float GetComponentTickInterval () const
 
ENGINE_API void PreRegisterComponentWithWorld (UWorld *InWorld)
 
ENGINE_API void PreUnregisterComponentFromWorld ()
 
ENGINE_API void RegisterComponentWithWorld (UWorld *InWorld, FRegisterComponentContext *Context=nullptr)
 
virtual bool IsReadyForOwnerToAutoDestroy () const
 
ENGINE_API bool IsOwnerSelected () const
 
bool IsRenderTransformDirty () const
 
bool IsRenderInstancesDirty () const
 
bool IsRenderStateDirty () const
 
void InvalidateLightingCache ()
 
virtual void InvalidateLightingCacheDetailed (bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly)
 
ENGINE_API void DoDeferredRenderUpdates_Concurrent ()
 
virtual void UpdateComponentToWorld (EUpdateTransformFlags UpdateTransformFlags=EUpdateTransformFlags::None, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void MarkRenderStateDirty ()
 
ENGINE_API void MarkRenderDynamicDataDirty ()
 
ENGINE_API void MarkRenderTransformDirty ()
 
ENGINE_API void MarkRenderInstancesDirty ()
 
ENGINE_API void MarkForNeededEndOfFrameUpdate (bool bReadyForEarlyUpdate=false)
 
ENGINE_API void MarkForNeededEndOfFrameRecreate ()
 
bool IsReadyForEarlyEndOfFrameUpdate () const
 
void ClearNeedEndOfFrameUpdate ()
 
virtual ENGINE_API bool RequiresGameThreadEndOfFrameUpdates () const
 
virtual ENGINE_API bool RequiresGameThreadEndOfFrameRecreate () const
 
virtual ENGINE_API bool RequiresPreEndOfFrameSync () const
 
ENGINE_API void RecreateRenderState_Concurrent ()
 
ENGINE_API void RecreatePhysicsState ()
 
bool IsRenderStateCreated () const
 
bool IsRenderStateRecreating () const
 
bool IsPhysicsStateCreated () const
 
bool IsRenderStateUpdating () const
 
ENGINE_API class FSceneInterfaceGetScene () const
 
ENGINE_API ULevelGetComponentLevel () const
 
ENGINE_API bool ComponentIsInLevel (const class ULevel *TestLevel) const
 
ENGINE_API bool ComponentIsInPersistentLevel (bool bIncludeLevelStreamingPersistent) const
 
virtual void OnActorVisibilityChanged ()
 
virtual void OnActorEnableCollisionChanged ()
 
virtual ENGINE_API FString GetReadableName () const
 
virtual UObject const * AdditionalStatObject () const
 
virtual ENGINE_API TStructOnScope< FActorComponentInstanceDataGetComponentInstanceData () const
 
virtual ENGINE_API void PostApplyToComponent ()
 
virtual void GetComponentChildElements (TArray< FTypedElementHandle > &OutElementHandles, const bool bAllowCreate=true)
 
virtual ENGINE_API void BeginDestroy () override
 
virtual ENGINE_API bool NeedsLoadForClient () const override
 
virtual ENGINE_API bool NeedsLoadForServer () const override
 
virtual ENGINE_API bool NeedsLoadForEditorGame () const override
 
virtual ENGINE_API bool IsNameStableForNetworking () const override
 
virtual ENGINE_API bool IsSupportedForNetworking () const override
 
virtual ENGINE_API void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
virtual ENGINE_API int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack) override
 
virtual ENGINE_API bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack) override
 
virtual ENGINE_API void PostInitProperties () override
 
virtual ENGINE_API void PostLoad () override
 
virtual ENGINE_API bool Rename (const TCHAR *NewName=NULL, UObject *NewOuter=NULL, ERenameFlags Flags=REN_None) override
 
virtual ENGINE_API void PostRename (UObject *OldOuter, const FName OldName) override
 
virtual ENGINE_API void Serialize (FArchive &Ar) override
 
virtual ENGINE_API void AddAssetUserData (UAssetUserData *InUserData) override
 
virtual ENGINE_API void RemoveUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass) override
 
virtual ENGINE_API UAssetUserDataGetAssetUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass) override
 
virtual ENGINE_API const TArray< UAssetUserData * > * GetAssetUserDataArray () const override
 
ENGINE_API void OnCreatedFromReplication ()
 
ENGINE_API void OnDestroyedFromReplication ()
 
ENGINE_API bool IsOwnerRunningUserConstructionScript () const
 
bool IsPreRegistering () const
 
bool IsPreRegistered () const
 
bool IsPreUnregistering () const
 
bool IsPreUnregistered () const
 
bool IsRegistered () const
 
bool AllowReregistration () const
 
ENGINE_API void RegisterComponent ()
 
ENGINE_API void UnregisterComponent ()
 
virtual ENGINE_API void DestroyComponent (bool bPromoteChildren=false)
 
virtual ENGINE_API void OnComponentCreated ()
 
virtual ENGINE_API void OnComponentDestroyed (bool bDestroyingHierarchy)
 
ENGINE_API void K2_DestroyComponent (UObject *Object)
 
ENGINE_API void ReregisterComponent ()
 
ENGINE_API void SetTickGroup (ETickingGroup NewTickGroup)
 
virtual ENGINE_API void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
virtual ENGINE_API void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
ENGINE_API void ReceiveTick (float DeltaSeconds)
 
ENGINE_API void ReceiveAsyncPhysicsTick (float DeltaSeconds, float SimSeconds)
 
virtual void ApplyWorldOffset (const FVector &InOffset, bool bWorldShift)
 
bool CanEverAffectNavigation () const
 
ENGINE_API void SetCanEverAffectNavigation (bool bRelevant)
 
virtual bool IsNavigationRelevant () const
 
virtual bool IsHLODRelevant () const
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FOnMarkRenderStateDirty, UActorComponent &)
 
ENGINE_API void SetActiveFlag (const bool bNewIsActive)
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PreSave (FObjectPreSaveContext SaveContext)
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
virtual bool IsReadyForFinishDestroy ()
 
virtual COREUOBJECT_API void FinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool IsEditorOnly () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API bool IsAsset () const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual COREUOBJECT_API void PreNetReceive ()
 
virtual COREUOBJECT_API void PostNetReceive ()
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
virtual COREUOBJECT_API void ProcessEvent (UFunction *Function, void *Parms)
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API bool CanBeInCluster () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 
- Public Member Functions inherited from IAsyncPhysicsStateProcessor
virtual void CollectBodySetupsWithPhysicsMeshesToCreate (TSet< UBodySetup * > &OutBodySetups) const
 
virtual void OnAsyncCreatePhysicsStateBegin_GameThread ()
 

Static Public Member Functions

static ENGINE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

struct FActorComponentTickFunction PrimaryComponentTick
 
TArray< FNameComponentTags
 
uint8 bAutoRegister:1
 
uint8 bTickInEditor:1
 
uint8 bNeverNeedsRenderUpdate:1
 
uint8 bAllowConcurrentTick:1
 
uint8 bAllowAnyoneToDestroyMe:1
 
uint8 bAutoActivate:1
 
uint8 bEditableWhenInherited:1
 
uint8 bNavigationRelevant: 1
 
uint8 bWantsInitializeComponent:1
 
uint8 bIsEditorOnly:1
 
EComponentCreationMethod CreationMethod
 
FActorComponentActivatedSignature OnComponentActivated
 
FActorComponentDeactivateSignature OnComponentDeactivated
 

Static Public Attributes

static ENGINE_API FActorComponentGlobalCreatePhysicsSignature GlobalCreatePhysicsDelegate
 
static ENGINE_API FActorComponentGlobalDestroyPhysicsSignature GlobalDestroyPhysicsDelegate
 
static ENGINE_API FTransactionallySafeRWLock AllUCSModifiedPropertiesLock
 
static ENGINE_API TMap< UActorComponent *, TArray< FSimpleMemberReference > > AllUCSModifiedProperties
 
static ENGINE_API const FString ComponentTemplateNameSuffix
 
static ENGINE_API FOnMarkRenderStateDirty MarkRenderStateDirtyEvent
 

Protected Types

enum class  EComponentRegistrationState {
  None , PreRegistering , PreRegistered , PreUnregistering ,
  PreUnregistered
}
 

Protected Member Functions

virtual ENGINE_API bool ShouldActivate () const
 
virtual ENGINE_API bool ShouldAsyncCreatePhysicsState (UWorld *WorldContext) const
 
virtual ENGINE_API bool ShouldAsyncDestroyPhysicsState () const
 
virtual ENGINE_API void OnPreRegister ()
 
virtual ENGINE_API void OnPreRegistered ()
 
virtual ENGINE_API void OnPreUnregister ()
 
virtual ENGINE_API void OnPreUnregistered ()
 
virtual ENGINE_API void OnRegister ()
 
virtual ENGINE_API void OnUnregister ()
 
virtual void PrecachePSOs ()
 
virtual bool ShouldCreateRenderState () const
 
virtual ENGINE_API void CreateRenderState_Concurrent (FRegisterComponentContext *Context)
 
virtual ENGINE_API void SendRenderTransform_Concurrent ()
 
virtual ENGINE_API void SendRenderDynamicData_Concurrent ()
 
virtual ENGINE_API void SendRenderInstanceData_Concurrent ()
 
virtual ENGINE_API void DestroyRenderState_Concurrent ()
 
virtual ENGINE_API void OnCreatePhysicsState ()
 
virtual ENGINE_API void OnDestroyPhysicsState ()
 
virtual bool ShouldCreatePhysicsState () const
 
virtual bool HasValidPhysicsState () const
 
virtual ENGINE_API void RegisterComponentTickFunctions (bool bRegister)
 
ENGINE_API void HandleCanEverAffectNavigationChange (bool bForceUpdate=false)
 
ENGINE_API void SetAsyncPhysicsTickEnabled (bool bEnabled)
 
ENGINE_API void DeferRemoveAsyncPhysicsTick ()
 
ENGINE_API void SetIsReplicatedByDefault (const bool bNewReplicates)
 
ENGINE_API bool OwnerNeedsInitialization () const
 
ENGINE_API bool NeedsInitialization () const
 
- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
virtual COREUOBJECT_API bool CheckDefaultSubobjectsInternal () const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Static Protected Member Functions

static ENGINE_API bool CanBeHLODRelevant (const UActorComponent *ActorComponent)
 
static const FName GetReplicatesPropertyName ()
 

Protected Attributes

TArray< TObjectPtr< UAssetUserData > > AssetUserData
 
EComponentRegistrationState RegistrationState
 
uint8 bRegistered:1
 
uint8 bRenderStateCreated:1
 
uint8 bRenderStateRecreating:1
 
uint8 bPhysicsStateCreated:1
 
uint8 bCallAsyncPhysicsStateCreatedDelegate:1
 
uint8 bNetAddressable:1
 
uint8 bReplicateUsingRegisteredSubObjectList: 1
 
uint8 bAllowReregistration:1
 
uint8 bCanEverAffectNavigation: 1
 

Friends

struct FMarkComponentEndOfFrameUpdateState
 
struct FSetUCSSerializationIndex
 
class FActorComponentDetails
 
class FComponentReregisterContextBase
 
class FComponentRecreateRenderStateContext
 
struct FActorComponentTickFunction
 
struct UE::Net::FReplicationSystemUtil
 

Additional Inherited Members

- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Detailed Description

ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents.

See also
ActorComponent
USceneComponent
UPrimitiveComponent

Member Enumeration Documentation

◆ EComponentRegistrationState

Enumerator
None 

Component is not in any of the listed states, code should rely on bRegistered to determine if component is registered or not.

PreRegistering 

Component is pre-registering (not registered)

PreRegistered 

Component is pre-registered (not registered)

PreUnregistering 

Component is pre-unregistering (registered)

PreUnregistered 

Component is pre-unregistered (registered)

Constructor & Destructor Documentation

◆ UActorComponent()

UActorComponent::UActorComponent ( const FObjectInitializer ObjectInitializer = FObjectInitializer::Get())

Default UObject constructor that takes an optional ObjectInitializer.

Member Function Documentation

◆ Activate()

void UActorComponent::Activate ( bool  bReset = false)
virtual

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

Parameters
bReset- Whether the activation should happen even if ShouldActivate returns false.

Reimplemented in UTimelineComponent.

◆ AddAssetUserData()

void UActorComponent::AddAssetUserData ( UAssetUserData InUserData)
overridevirtual

Reimplemented from IInterface_AssetUserData.

◆ AdditionalStatObject()

virtual UObject const * UActorComponent::AdditionalStatObject ( ) const
inlinevirtual

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

◆ AddReferencedObjects()

void UActorComponent::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ AddReplicatedSubObject()

void UActorComponent::AddReplicatedSubObject ( UObject SubObject,
ELifetimeCondition  NetCondition = COND_None 
)

Register a SubObject that will get replicated along with the actor component. The subobject needs to be manually removed from the list before it gets deleted.

Parameters
SubObjectThe subobject to replicate
NetConditionOptional condition to select which type of connection we will replicate the object to.

◆ AddTickPrerequisiteActor()

void UActorComponent::AddTickPrerequisiteActor ( AActor PrerequisiteActor)
virtual

Make this component tick after PrerequisiteActor

◆ AddTickPrerequisiteComponent()

void UActorComponent::AddTickPrerequisiteComponent ( UActorComponent PrerequisiteComponent)
virtual

Make this component tick after PrerequisiteComponent.

◆ AllowReregistration()

bool UActorComponent::AllowReregistration ( ) const
inline

Check whether the component class allows reregistration during ReregisterAllComponents

◆ AllowsAsyncPhysicsStateCreation()

virtual bool UActorComponent::AllowsAsyncPhysicsStateCreation ( ) const
inlinevirtual

Returns whether this component allows having its physics state being created asynchronously (outside of the GameThread).

Reimplemented from IAsyncPhysicsStateProcessor.

◆ AllowsAsyncPhysicsStateDestruction()

virtual bool UActorComponent::AllowsAsyncPhysicsStateDestruction ( ) const
inlinevirtual

Returns whether this component allows having its physics state being destroyed asynchronously (outside of the GameThread).

Reimplemented from IAsyncPhysicsStateProcessor.

◆ ApplyWorldOffset()

virtual void UActorComponent::ApplyWorldOffset ( const FVector InOffset,
bool  bWorldShift 
)
inlinevirtual

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

Parameters
InWorldOffsetOffset vector the actor shifted by
bWorldShiftWhether this call is part of whole world shifting

Reimplemented in UCharacterMovementComponent.

◆ AsyncPhysicsTickComponent()

virtual void UActorComponent::AsyncPhysicsTickComponent ( float  DeltaTime,
float  SimTime 
)
inlinevirtual

Override this function to implement custom logic to be executed every physics step. Only executes if the component is registered, and also bAsyncPhysicsTick must be set to true.

Parameters
DeltaTime- The sim time associated with each step
SimTime- This is the total sim time since the sim began

Reimplemented in UAsyncPhysicsInputComponent.

◆ BeginDestroy()

void UActorComponent::BeginDestroy ( )
overridevirtual

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.

Reimplemented from UObject.

Reimplemented in UCharacterMovementComponent, UPhysicalAnimationComponent, and UChaosDebugDrawComponent.

◆ BeginPlay()

void UActorComponent::BeginPlay ( )
virtual

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

Reimplemented in UCharacterMovementComponent, UNetworkPhysicsComponent, UNetworkPhysicsSettingsComponent, and UChaosDebugDrawComponent.

◆ BeginReplication()

void UActorComponent::BeginReplication ( )
virtual

Called when we want to start replicating this component, should not be called explicitly.

◆ CallRemoteFunction()

bool UActorComponent::CallRemoteFunction ( UFunction Function,
void Parms,
FOutParmRec OutParms,
FFrame Stack 
)
overridevirtual

Call the actor's function remotely

Parameters
Functionfunction to call
Parmsarguments to the function call
OutParmsout parameter information (irrelevant for RPC's)
Stackstack frame for the function call
Returns
returns true if the function was processed by a NetDriver

Reimplemented from UObject.

◆ CanBeHLODRelevant()

bool UActorComponent::CanBeHLODRelevant ( const UActorComponent ActorComponent)
staticprotected

Utility method used by subclasses to test basic conditions a component must fulfill to be considered HLOD relevant.

◆ CanEverAffectNavigation()

bool UActorComponent::CanEverAffectNavigation ( ) const
inline

Can this component potentially influence navigation

◆ ClearNeedEndOfFrameUpdate()

void UActorComponent::ClearNeedEndOfFrameUpdate ( )
inline

If we belong to a world, clear the request to do a deferred update.

◆ ClearUCSModifiedProperties()

void UActorComponent::ClearUCSModifiedProperties ( )

Clears the component's UCS modified properties

◆ ComponentHasTag()

bool UActorComponent::ComponentHasTag ( FName  Tag) const

See if this component contains the supplied tag

◆ ComponentIsInLevel()

bool UActorComponent::ComponentIsInLevel ( const class ULevel TestLevel) const

Returns true if this actor is contained by TestLevel.

◆ ComponentIsInPersistentLevel()

bool UActorComponent::ComponentIsInPersistentLevel ( bool  bIncludeLevelStreamingPersistent) const

See if this component is in the persistent level

◆ CreatePhysicsState()

void UActorComponent::CreatePhysicsState ( bool  bAllowDeferral = false)

Create any physics engine information for this component

◆ CreateRenderState_Concurrent()

void UActorComponent::CreateRenderState_Concurrent ( FRegisterComponentContext Context)
protectedvirtual

Used to create any rendering thread information for this component

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

◆ Deactivate()

void UActorComponent::Deactivate ( )
virtual

Deactivates the SceneComponent.

Reimplemented in UTimelineComponent, UCharacterMovementComponent, and UMovementComponent.

◆ DECLARE_MULTICAST_DELEGATE_OneParam()

UActorComponent::DECLARE_MULTICAST_DELEGATE_OneParam ( FOnMarkRenderStateDirty  ,
UActorComponent  
)

◆ DeferRemoveAsyncPhysicsTick()

void UActorComponent::DeferRemoveAsyncPhysicsTick ( )
protected

Defers the call to SetAsyncPhysicsTickEnabled(false) to the next async tick. This allows you to remove the async physics tick callback within the async physics tick safely.

◆ DestroyComponent()

void UActorComponent::DestroyComponent ( bool  bPromoteChildren = false)
virtual

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

◆ DestroyPhysicsState()

void UActorComponent::DestroyPhysicsState ( )

Shut down any physics engine structure for this component

◆ DestroyRenderState_Concurrent()

void UActorComponent::DestroyRenderState_Concurrent ( )
protectedvirtual

Used to shut down any rendering thread structure for this component

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

◆ DestroyReplicatedSubObjectOnRemotePeers()

void UActorComponent::DestroyReplicatedSubObjectOnRemotePeers ( UObject SubObject)

Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated Note it is up to the caller to delete the local object on the authority. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

Parameters
SubObjectTHe SubObject to delete

◆ DetermineUCSModifiedProperties()

void UActorComponent::DetermineUCSModifiedProperties ( )

Initializes the list of properties that are modified by the UserConstructionScript

◆ DoDeferredRenderUpdates_Concurrent()

void UActorComponent::DoDeferredRenderUpdates_Concurrent ( )

Uses the bRenderStateDirty/bRenderTransformDirty/bRenderInstancesDirty to perform any necessary work on this component. Do not call this directly, call MarkRenderStateDirty, MarkRenderDynamicDataDirty, MarkRenderInstancesDataDirty,

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

◆ EndPlay()

void UActorComponent::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
virtual

Ends gameplay for this component. Called from AActor::EndPlay only if bHasBegunPlay is true

Reimplemented in UClusterUnionReplicatedProxyComponent, and UChaosDebugDrawComponent.

◆ EndReplication()

void UActorComponent::EndReplication ( )
virtual

Tell component to end replication, should not be called explicitly.

◆ GetAssetUserDataArray()

const TArray< UAssetUserData * > * UActorComponent::GetAssetUserDataArray ( ) const
overridevirtual

Reimplemented from IInterface_AssetUserData.

◆ GetAssetUserDataOfClass()

UAssetUserData * UActorComponent::GetAssetUserDataOfClass ( TSubclassOf< UAssetUserData InUserDataClass)
overridevirtual

Returns an instance of the provided AssetUserData class if it's contained in the target asset.

Parameters
InUserDataClassUAssetUserData sub class to get
Returns
The instance of the UAssetUserData class contained, or null if it doesn't exist

Reimplemented from IInterface_AssetUserData.

◆ GetAsyncPhysicsStateObject()

UObject * UActorComponent::GetAsyncPhysicsStateObject ( ) const
finaloverridevirtual

Returns the associated UObject for this processor.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ GetComponentChildElements()

virtual void UActorComponent::GetComponentChildElements ( TArray< FTypedElementHandle > &  OutElementHandles,
const bool  bAllowCreate = true 
)
inlinevirtual

Get the logical child elements of this component, if any.

See also
UTypedElementHierarchyInterface.

◆ GetComponentClassCanReplicate()

bool UActorComponent::GetComponentClassCanReplicate ( ) const
virtual

Returns true if this type of component can ever replicate, override to disable the default behavior

◆ GetComponentInstanceData()

TStructOnScope< FActorComponentInstanceData > UActorComponent::GetComponentInstanceData ( ) const
virtual

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

◆ GetComponentLevel()

ULevel * UActorComponent::GetComponentLevel ( ) const

Return the ULevel that this Component is part of.

◆ GetComponentTickInterval()

float UActorComponent::GetComponentTickInterval ( ) const

Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed

◆ GetFunctionCallspace()

int32 UActorComponent::GetFunctionCallspace ( UFunction Function,
FFrame Stack 
)
overridevirtual

Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions

Parameters
Functionfunction to call
Stackstack frame for the function call
Returns
bitmask representing all callspaces that apply to this UFunction in the given context

Reimplemented from UObject.

◆ GetIsReplicated()

bool UActorComponent::GetIsReplicated ( ) const
inline

Returns whether replication is enabled or not.

◆ GetLifetimeReplicatedProps()

void UActorComponent::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > &  OutLifetimeProps) const
overridevirtual

Returns the list of replicated properties for the class and their replication configuration. This function used to require every replicated property of the class to be registered in the array. But now you can leave it empty (or call the Super) and the class's replicated properties will still be replicated. The NetDriver will automatically add all properties that are CPF_Net and not found in the array. Note that these auto-added properties will use default configs: No conditions, PushModel = off, etc.

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

Reimplemented from UObject.

Reimplemented in UClusterUnionReplicatedProxyComponent, and UNetworkPhysicsComponent.

◆ GetMarkedForEndOfFrameUpdateState()

uint32 UActorComponent::GetMarkedForEndOfFrameUpdateState ( ) const
inline

Tracks whether the component has been added to one of the world's end of frame update lists

◆ GetMarkedForPreEndOfFrameSync()

uint32 UActorComponent::GetMarkedForPreEndOfFrameSync ( ) const
inline

Tracks whether the component has been added to one of the world's end of frame update lists

◆ GetNetMode()

ENetMode UActorComponent::GetNetMode ( ) const
inline

Get the network mode (dedicated server, client, standalone, etc) for this component.

See also
IsNetMode()

◆ GetOwner() [1/2]

AActor * UActorComponent::GetOwner ( ) const
inline

Follow the Outer chain to get the AActor that 'Owns' this component

◆ GetOwner() [2/2]

template<class T >
T * UActorComponent::GetOwner ( ) const
inline

Templated version of GetOwner(), will return nullptr if cast fails

◆ GetOwnerRole()

ENetRole UActorComponent::GetOwnerRole ( ) const

Get the network role of the Owner, or ROLE_None if there is no owner.

◆ GetReadableName()

FString UActorComponent::GetReadableName ( ) const
virtual

Returns a readable name for this component, including the asset name if applicable By default this appends a space plus AdditionalStatObject()

◆ GetReplicatesPropertyName()

static const FName UActorComponent::GetReplicatesPropertyName ( )
inlinestaticprotected

Gets the property name for bReplicates.

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

◆ GetReplicationCondition()

virtual ELifetimeCondition UActorComponent::GetReplicationCondition ( ) const
inlinevirtual

Returns the replication condition for the component. Only works if the actor owning the component has bReplicateUsingRegisteredSubObjectList enabled.

◆ GetScene()

FSceneInterface * UActorComponent::GetScene ( ) const

Returns the rendering scene associated with this component

◆ GetUCSModifiedProperties()

void UActorComponent::GetUCSModifiedProperties ( TSet< const FProperty * > &  ModifiedProperties) const

Returns the list of properties that are modified by the UserConstructionScript

◆ GetUCSSerializationIndex()

int32 UActorComponent::GetUCSSerializationIndex ( ) const
inline

Returns the UCS serialization index. This can be an expensive operation in the editor if you are dealing with a component that was saved before this information was present and it needs to be calculated.

◆ GetWorld()

virtual UWorld * UActorComponent::GetWorld ( ) const
inlinefinaloverridevirtual

Getter for the cached world pointer, will return null if the component is not actually spawned in a level

◆ HandleCanEverAffectNavigationChange()

void UActorComponent::HandleCanEverAffectNavigationChange ( bool  bForceUpdate = false)
protected

Makes sure navigation system has up to date information regarding component's navigation relevancy and if it can affect navigation at all

Parameters
bForceUpdateby default updating navigation system will take place only if the component has already been registered. Setting bForceUpdate to true overrides that check

◆ HasBeenCreated()

bool UActorComponent::HasBeenCreated ( ) const
inline

Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet

◆ HasBeenInitialized()

bool UActorComponent::HasBeenInitialized ( ) const
inline

Indicates that InitializeComponent has been called, but UninitializeComponent has not yet

◆ HasBegunPlay()

bool UActorComponent::HasBegunPlay ( ) const
inline

Indicates that BeginPlay has been called, but EndPlay has not yet

◆ HasValidPhysicsState()

virtual bool UActorComponent::HasValidPhysicsState ( ) const
inlineprotectedvirtual

Used to check that DestroyPhysicsState() is working correctly

◆ InitializeComponent()

void UActorComponent::InitializeComponent ( )
virtual

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.

Reimplemented in UBrainComponent, UMovementComponent, UPhysicalAnimationComponent, UNetworkPhysicsComponent, and UNetworkPhysicsSettingsComponent.

◆ InvalidateLightingCache()

void UActorComponent::InvalidateLightingCache ( )
inline

Invalidate lighting cache with default options.

◆ InvalidateLightingCacheDetailed()

virtual void UActorComponent::InvalidateLightingCacheDetailed ( bool  bInvalidateBuildEnqueuedLighting,
bool  bTranslationOnly 
)
inlinevirtual

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

◆ IsActive()

bool UActorComponent::IsActive ( ) const
inline

Returns whether the component is active or not

Returns
- The active state of the component.

◆ IsAsyncCreatePhysicsStateRunning()

bool UActorComponent::IsAsyncCreatePhysicsStateRunning ( ) const
inline

Whether asynchronous physics state creation is running or not.

◆ IsAsyncDestroyPhysicsStateRunning()

bool UActorComponent::IsAsyncDestroyPhysicsStateRunning ( ) const
inline

Whether asynchronous physics state destruction is running or not.

◆ IsAsyncPhysicsStateCreated()

bool UActorComponent::IsAsyncPhysicsStateCreated ( ) const
finaloverridevirtual

Returns whether the physics state is created.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ IsBeingDestroyed()

bool UActorComponent::IsBeingDestroyed ( ) const
inline

Returns whether the component is in the process of being destroyed.

◆ IsComponentTickEnabled()

bool UActorComponent::IsComponentTickEnabled ( ) const
virtual

Returns whether this component has tick enabled or not

◆ IsCreatedByConstructionScript()

bool UActorComponent::IsCreatedByConstructionScript ( ) const

Returns true if instances of this component are created by either the user or simple construction script

◆ IsEditableWhenInherited()

bool UActorComponent::IsEditableWhenInherited ( ) const

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

◆ IsHLODRelevant()

virtual bool UActorComponent::IsHLODRelevant ( ) const
inlinevirtual

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

◆ IsNameStableForNetworking()

bool UActorComponent::IsNameStableForNetworking ( ) const
overridevirtual

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

IsNameStableForNetworking means a component can be referred to its path name (relative to owning AActor*) over the network

Components are net addressable if: -They are Default Subobjects (created in C++ constructor) -They were loaded directly from a package (placed in map actors) -They were explicitly set to bNetAddressable (blueprint components created by SCS or UCS executed in the ConstructionScript only)

Reimplemented from UObject.

◆ IsNavigationRelevant()

virtual bool UActorComponent::IsNavigationRelevant ( ) const
inlinevirtual

Override to specify that a component is relevant to the navigation system

◆ IsNetMode()

bool UActorComponent::IsNetMode ( ENetMode  Mode) const
inline

Test whether net mode is the given mode. In optimized non-editor builds this can be more efficient than GetNetMode() because it can check the static build flags without considering PIE.

◆ IsNetSimulating()

bool UActorComponent::IsNetSimulating ( ) const
inline

Returns true if we are replicating and this client is not authoritative

◆ IsNetStartupComponent()

bool UActorComponent::IsNetStartupComponent ( ) const
inline

Returns true if this component was owned by a net startup actor during level load.

◆ IsOwnerRunningUserConstructionScript()

bool UActorComponent::IsOwnerRunningUserConstructionScript ( ) const

See if the owning Actor is currently running the UCS

◆ IsOwnerSelected()

bool UActorComponent::IsOwnerSelected ( ) const

Returns whether the component's owner is selected in the editor

◆ IsPhysicsStateCreated()

bool UActorComponent::IsPhysicsStateCreated ( ) const
inline

Returns true if the physics 'state' (e.g. physx bodies) are created for this component

◆ IsPreRegistered()

bool UActorComponent::IsPreRegistered ( ) const
inline

See if this component is currently pre-registered

◆ IsPreRegistering()

bool UActorComponent::IsPreRegistering ( ) const
inline

See if this component is currently pre-registering

◆ IsPreUnregistered()

bool UActorComponent::IsPreUnregistered ( ) const
inline

See if this component is currently pre-unregistered

◆ IsPreUnregistering()

bool UActorComponent::IsPreUnregistering ( ) const
inline

See if this component is currently pre-unregistering

◆ IsReadyForEarlyEndOfFrameUpdate()

bool UActorComponent::IsReadyForEarlyEndOfFrameUpdate ( ) const
inline

◆ IsReadyForOwnerToAutoDestroy()

virtual bool UActorComponent::IsReadyForOwnerToAutoDestroy ( ) const
inlinevirtual

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

Reimplemented in UTimelineComponent.

◆ IsReadyForReplication()

bool UActorComponent::IsReadyForReplication ( ) const
inline

Indicates that ReadyForReplication has been called

◆ IsRegistered()

bool UActorComponent::IsRegistered ( ) const
inline

See if this component is currently registered

◆ IsRenderInstancesDirty()

bool UActorComponent::IsRenderInstancesDirty ( ) const
inline

Is this component's instance data in need of sending to the renderer?

◆ IsRenderStateCreated()

bool UActorComponent::IsRenderStateCreated ( ) const
inline

Returns true if the render 'state' (e.g. scene proxy) is created for this component

◆ IsRenderStateDirty()

bool UActorComponent::IsRenderStateDirty ( ) const
inline

Is this component in need of its whole state being sent to the renderer?

◆ IsRenderStateRecreating()

bool UActorComponent::IsRenderStateRecreating ( ) const
inline

Returns true if the render 'state' is being recreated for this component (see additional comments on variable above)

◆ IsRenderStateUpdating()

bool UActorComponent::IsRenderStateUpdating ( ) const
inline

◆ IsRenderTransformDirty()

bool UActorComponent::IsRenderTransformDirty ( ) const
inline

Is this component's transform in need of sending to the renderer?

◆ IsReplicatedSubObjectRegistered()

bool UActorComponent::IsReplicatedSubObjectRegistered ( const UObject SubObject) const

Tells if the object is registered to be replicated by this actor component.

◆ IsSupportedForNetworking()

bool UActorComponent::IsSupportedForNetworking ( ) const
overridevirtual

IsSupportedForNetworking means an object can be referenced over the network

Reimplemented from UObject.

◆ IsUsingRegisteredSubObjectList()

bool UActorComponent::IsUsingRegisteredSubObjectList ( ) const
inline

Returns if this component is replicating subobjects via the registration list or via the virtual ReplicateSubObjects method. Note: the owning actor of this component must also have it's bReplicateUsingRegisteredSubObjectList flag set to true.

◆ K2_DestroyComponent()

void UActorComponent::K2_DestroyComponent ( UObject Object)

Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.

◆ MarkForNeededEndOfFrameRecreate()

void UActorComponent::MarkForNeededEndOfFrameRecreate ( )

If we belong to a world, mark this for a deferred update, otherwise do it now.

◆ MarkForNeededEndOfFrameUpdate()

void UActorComponent::MarkForNeededEndOfFrameUpdate ( bool  bReadyForEarlyUpdate = false)

If we belong to a world, mark this for a deferred update, otherwise do it now. If bReadyForEarlyUpdate is true we may launch an async update ASAP.

◆ MarkRenderDynamicDataDirty()

void UActorComponent::MarkRenderDynamicDataDirty ( )

Indicate that dynamic data for this component needs to be sent at the end of the frame.

◆ MarkRenderInstancesDirty()

void UActorComponent::MarkRenderInstancesDirty ( )

Marks the instances as dirty - changes to instance transforms/custom data will be sent to the render thread at the end of the frame

◆ MarkRenderStateDirty()

void UActorComponent::MarkRenderStateDirty ( )

Mark the render state as dirty - will be sent to the render thread at the end of the frame.

◆ MarkRenderTransformDirty()

void UActorComponent::MarkRenderTransformDirty ( )

Marks the transform as dirty - will be sent to the render thread at the end of the frame

◆ NeedsInitialization()

bool UActorComponent::NeedsInitialization ( ) const
protected

Convenience method for testing whether or not we are still be constructed / initialized.

◆ NeedsLoadForClient()

bool UActorComponent::NeedsLoadForClient ( ) const
overridevirtual

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

Returns
true if this object should be loaded on clients

Reimplemented from UObject.

◆ NeedsLoadForEditorGame()

bool UActorComponent::NeedsLoadForEditorGame ( ) const
overridevirtual

Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. If false, this object will still get loaded if NeedsLoadForServer/Client are true

Returns
true if this object should always be loaded for games running in editor builds

Reimplemented from UObject.

◆ NeedsLoadForServer()

bool UActorComponent::NeedsLoadForServer ( ) const
overridevirtual

Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers

Returns
true if this object should be loaded on servers

Reimplemented from UObject.

◆ OnActorEnableCollisionChanged()

virtual void UActorComponent::OnActorEnableCollisionChanged ( )
inlinevirtual

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

◆ OnActorVisibilityChanged()

virtual void UActorComponent::OnActorVisibilityChanged ( )
inlinevirtual

Called on each component when the Actor's visibility state changes

◆ OnAsyncCreatePhysicsState()

bool UActorComponent::OnAsyncCreatePhysicsState ( const UE::FTimeout TimeOut)
overridevirtual

Used to create any physics engine information for this component outside of the GameThread.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ OnAsyncCreatePhysicsStateEnd_GameThread()

void UActorComponent::OnAsyncCreatePhysicsStateEnd_GameThread ( )
overridevirtual

Called on the GameThread once the component's physic engine information is created.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ OnAsyncDestroyPhysicsState()

virtual bool UActorComponent::OnAsyncDestroyPhysicsState ( const UE::FTimeout TimeOut)
inlineoverridevirtual

Used to destroy any physics engine information for this component outside of the GameThread.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ OnAsyncDestroyPhysicsStateBegin_GameThread()

void UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread ( )
overridevirtual

Called on the GameThread before the component's physic engine information is destroyed.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ OnAsyncDestroyPhysicsStateEnd_GameThread()

void UActorComponent::OnAsyncDestroyPhysicsStateEnd_GameThread ( )
overridevirtual

Called on the GameThread once the component's physic engine information is destroyed.

Reimplemented from IAsyncPhysicsStateProcessor.

◆ OnComponentCreated()

void UActorComponent::OnComponentCreated ( )
virtual

Called when a component is created (not loaded). This can happen in the editor or during gameplay

◆ OnComponentDestroyed()

void UActorComponent::OnComponentDestroyed ( bool  bDestroyingHierarchy)
virtual

Called when a component is destroyed

Parameters
bDestroyingHierarchy- True if the entire component hierarchy is being torn down, allows avoiding expensive operations

Reimplemented in UVOIPTalker.

◆ OnCreatedFromReplication()

void UActorComponent::OnCreatedFromReplication ( )

◆ OnCreatePhysicsState()

void UActorComponent::OnCreatePhysicsState ( )
protectedvirtual

Used to create any physics engine information for this component

◆ OnDestroyedFromReplication()

void UActorComponent::OnDestroyedFromReplication ( )

◆ OnDestroyPhysicsState()

void UActorComponent::OnDestroyPhysicsState ( )
protectedvirtual

Used to shut down and physics engine structure for this component

◆ OnEndOfFrameUpdateDuringTick()

virtual void UActorComponent::OnEndOfFrameUpdateDuringTick ( )
inlinevirtual

Allows components to handle an EOF update happening mid tick. Can be used to block on in-flight async tasks etc. This should ensure the the component's tick is complete so that it's render update is correct.

◆ OnPreEndOfFrameSync()

virtual void UActorComponent::OnPreEndOfFrameSync ( )
inlinevirtual

Allows components to wait on outstanding tasks prior to sending EOF update data. Executed on Game Thread and may await tasks.

◆ OnPreRegister()

void UActorComponent::OnPreRegister ( )
protectedvirtual

Called by PreRegisterComponentWithWorld when the component is being pre-registered.

◆ OnPreRegistered()

void UActorComponent::OnPreRegistered ( )
protectedvirtual

Called once the component is pre-registered.

◆ OnPreUnregister()

void UActorComponent::OnPreUnregister ( )
protectedvirtual

Called by PreUnregisterComponentFromWorld when the component is being pre-unregistered.

◆ OnPreUnregistered()

void UActorComponent::OnPreUnregistered ( )
protectedvirtual

Called once the component is pre-unregistered.

◆ OnRegister()

void UActorComponent::OnRegister ( )
protectedvirtual

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

Reimplemented in UBrainComponent, UCharacterMovementComponent, UMovementComponent, UNetworkPhysicsSettingsComponent, and UChaosGameplayEventDispatcher.

◆ OnRep_IsActive()

void UActorComponent::OnRep_IsActive ( )
virtual

Handles replication of active state, handles ticking by default but should be overridden as needed

◆ OnReplicationStartedForIris()

void UActorComponent::OnReplicationStartedForIris ( const FOnReplicationStartedParams )
virtual

Called when we start replicating this component with iris, Do not be call explicitly.

◆ OnStopReplicationForIris()

void UActorComponent::OnStopReplicationForIris ( const FOnStopReplicationParams )
virtual

Called before we end replicating this component with ris, Do not be call explicitly.

◆ OnUnregister()

void UActorComponent::OnUnregister ( )
protectedvirtual

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

Reimplemented in UPhysicsHandleComponent, UNetworkPhysicsSettingsComponent, and UChaosGameplayEventDispatcher.

◆ OwnerNeedsInitialization()

bool UActorComponent::OwnerNeedsInitialization ( ) const
protected

Convenience method for testing whether or not our owner is still being constructed / initialized.

◆ PostApplyToComponent()

void UActorComponent::PostApplyToComponent ( )
virtual

Called after ApplyToComponent has run.

◆ PostInitProperties()

void UActorComponent::PostInitProperties ( )
overridevirtual

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.

Reimplemented from UObject.

◆ PostLoad()

void UActorComponent::PostLoad ( )
overridevirtual

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.

Reimplemented from UObject.

Reimplemented in UCharacterMovementComponent, and UMovementComponent.

◆ PostRename()

void UActorComponent::PostRename ( UObject OldOuter,
const FName  OldName 
)
overridevirtual

Called at the end of Rename(), but only if the rename was actually carried out

Reimplemented from UObject.

◆ PrecachePSOs()

virtual void UActorComponent::PrecachePSOs ( )
inlineprotectedvirtual

Precache all PSOs which can be used by the actor component

◆ PreRegisterComponentWithWorld()

void UActorComponent::PreRegisterComponentWithWorld ( UWorld InWorld)

Pre-registers a component with a specific world. Only called on components that return ShouldIncrementalPreRegister(). Will initialize the necessary before calling OnPreRegister().

Parameters
InWorld- The world to pre-register the component with.

◆ PreReplication()

virtual void UActorComponent::PreReplication ( IRepChangedPropertyTracker ChangedPropertyTracker)
inlinevirtual

Called on the component right before replication occurs

Reimplemented in UNetworkPhysicsComponent.

◆ PreUnregisterComponentFromWorld()

void UActorComponent::PreUnregisterComponentFromWorld ( )

Pre-unregisters a component from a specific world. Only called on components that return ShouldIncrementalPreUnregister().

◆ ReadyForReplication()

void UActorComponent::ReadyForReplication ( )
virtual

ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. Called after InitializeComponent but before BeginPlay. From there it will only be set false when the component is destroyed. This is where you want to register your replicated subobjects if you already possess some. A component can get replicated before HasBegunPlay() is true if inside a tick or in BeginPlay() an RPC is called on it. Requires component to be registered, initialized and set to replicate.

◆ ReceiveAsyncPhysicsTick()

ENGINE_API void UActorComponent::ReceiveAsyncPhysicsTick ( float  DeltaSeconds,
float  SimSeconds 
)

Event called every async physics tick if bAsyncPhysicsTickEnabled is true

◆ ReceiveBeginPlay()

ENGINE_API void UActorComponent::ReceiveBeginPlay ( )

Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.

◆ ReceiveEndPlay()

ENGINE_API void UActorComponent::ReceiveEndPlay ( EEndPlayReason::Type  EndPlayReason)

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

◆ ReceiveTick()

ENGINE_API void UActorComponent::ReceiveTick ( float  DeltaSeconds)

Event called every frame if tick is enabled

◆ RecreatePhysicsState()

void UActorComponent::RecreatePhysicsState ( )

Recreate the physics state right way.

◆ RecreateRenderState_Concurrent()

void UActorComponent::RecreateRenderState_Concurrent ( )

Recreate the render state right away. Generally you always want to call MarkRenderStateDirty instead.

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

◆ RegisterAllComponentTickFunctions()

void UActorComponent::RegisterAllComponentTickFunctions ( bool  bRegister)

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

Parameters
bRegister- true to register, false, to unregister

◆ RegisterComponent()

void UActorComponent::RegisterComponent ( )

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

◆ RegisterComponentTickFunctions()

void UActorComponent::RegisterComponentTickFunctions ( bool  bRegister)
protectedvirtual

Virtual call chain to register all tick functions

Parameters
bRegister- true to register, false, to unregister

Reimplemented in UCharacterMovementComponent, and UMovementComponent.

◆ RegisterComponentWithWorld()

void UActorComponent::RegisterComponentWithWorld ( UWorld InWorld,
FRegisterComponentContext Context = nullptr 
)

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

Parameters
InWorld- The world to register the component with.

◆ RegisterReplicationFragments()

void UActorComponent::RegisterReplicationFragments ( UE::Net::FFragmentRegistrationContext Context,
UE::Net::EFragmentRegistrationFlags  RegistrationFlags 
)
overridevirtual

Register all replication fragments

Reimplemented from UObject.

◆ RemoveReplicatedSubObject()

void UActorComponent::RemoveReplicatedSubObject ( UObject SubObject)

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

Parameters
SubObjectThe SubObject to remove

◆ RemoveTickPrerequisiteActor()

void UActorComponent::RemoveTickPrerequisiteActor ( AActor PrerequisiteActor)
virtual

Remove tick dependency on PrerequisiteActor.

◆ RemoveTickPrerequisiteComponent()

void UActorComponent::RemoveTickPrerequisiteComponent ( UActorComponent PrerequisiteComponent)
virtual

Remove tick dependency on PrerequisiteComponent.

◆ RemoveUCSModifiedProperties()

void UActorComponent::RemoveUCSModifiedProperties ( const TArray< FProperty * > &  Properties)

Removes specified properties from the list of UCS-modified properties

◆ RemoveUserDataOfClass()

void UActorComponent::RemoveUserDataOfClass ( TSubclassOf< UAssetUserData InUserDataClass)
overridevirtual

Reimplemented from IInterface_AssetUserData.

◆ Rename()

bool UActorComponent::Rename ( const TCHAR NewName = NULL,
UObject NewOuter = NULL,
ERenameFlags  Flags = REN_None 
)
overridevirtual

Rename this object to a unique name, or change its outer.

Remarks
A unique name will be generated if NewName is null and if either is true: NewOuter is null or NewOuter equals the current outer.
Parameters
NewNameThe new name of the object, if null then NewOuter should be set
NewOuterNew Outer this object will be placed within, if null it will use the current outer
FlagsFlags to specify what happens during the rename

Reimplemented from UObject.

◆ ReplicateSubobjects()

bool UActorComponent::ReplicateSubobjects ( class UActorChannel Channel,
class FOutBunch Bunch,
FReplicationFlags RepFlags 
)
virtual

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

◆ RequiresGameThreadEndOfFrameRecreate()

bool UActorComponent::RequiresGameThreadEndOfFrameRecreate ( ) const
virtual

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

◆ RequiresGameThreadEndOfFrameUpdates()

bool UActorComponent::RequiresGameThreadEndOfFrameUpdates ( ) const
virtual

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

◆ RequiresPreEndOfFrameSync()

bool UActorComponent::RequiresPreEndOfFrameSync ( ) const
virtual

return true if this component needs to sync to tasks before end of frame updates are executed

◆ ReregisterComponent()

void UActorComponent::ReregisterComponent ( )

Unregisters and immediately re-registers component.

◆ SendRenderDynamicData_Concurrent()

void UActorComponent::SendRenderDynamicData_Concurrent ( )
protectedvirtual

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

◆ SendRenderInstanceData_Concurrent()

void UActorComponent::SendRenderInstanceData_Concurrent ( )
protectedvirtual

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

◆ SendRenderTransform_Concurrent()

void UActorComponent::SendRenderTransform_Concurrent ( )
protectedvirtual

Called to send a transform update for this component to the rendering thread

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

◆ Serialize()

void UActorComponent::Serialize ( FArchive Ar)
overridevirtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented from UObject.

Reimplemented in UMovementComponent, UNavMovementComponent, UPawnMovementComponent, and UCharacterMovementComponent.

◆ SetActive()

void UActorComponent::SetActive ( bool  bNewActive,
bool  bReset = false 
)
virtual

Sets whether the component is active or not

Parameters
bNewActive- The new active state of the component
bReset- Whether the activation should happen even if ShouldActivate returns false.

◆ SetActiveFlag()

void UActorComponent::SetActiveFlag ( const bool  bNewIsActive)

Sets the value of bIsActive without causing other side effects to this instance.

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

◆ SetAsyncPhysicsTickEnabled()

void UActorComponent::SetAsyncPhysicsTickEnabled ( bool  bEnabled)
protected

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

◆ SetAutoActivate()

void UActorComponent::SetAutoActivate ( bool  bNewAutoActivate)
virtual

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

Parameters
bNewAutoActivate- The new auto activate state of the component

◆ SetCanEverAffectNavigation()

void UActorComponent::SetCanEverAffectNavigation ( bool  bRelevant)

Sets value of bCanEverAffectNavigation flag and update navigation octree if needed.

Note
This flag influences the required updates when setting other properties associated to the navigation data (e.g., transform, primitive, mesh, etc.). So when setting it to 'true' it is more efficient to set the other properties first, otherwise ('false') it is more efficient to set this one first, then the other properties.

◆ SetComponentTickEnabled()

void UActorComponent::SetComponentTickEnabled ( bool  bEnabled)
virtual

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

Parameters
bEnabled- Whether it should be enabled or not

◆ SetComponentTickEnabledAsync()

void UActorComponent::SetComponentTickEnabledAsync ( bool  bEnabled)
virtual

Spawns a task on GameThread that will call SetComponentTickEnabled

Parameters
bEnabled- Whether it should be enabled or not

◆ SetComponentTickInterval()

void UActorComponent::SetComponentTickInterval ( float  TickInterval)

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

Parameters
TickIntervalThe duration between ticks for this component's primary tick function

◆ SetComponentTickIntervalAndCooldown()

void UActorComponent::SetComponentTickIntervalAndCooldown ( float  TickInterval)

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

Parameters
TickIntervalThe duration between ticks for this component's primary tick function

◆ SetIsNetStartupComponent()

void UActorComponent::SetIsNetStartupComponent ( const bool  bInIsNetStartupComponent)
inline

This should only be called by the engine in ULevel::InitializeNetworkActors to initialize bIsNetStartupComponent.

◆ SetIsReplicated()

void UActorComponent::SetIsReplicated ( bool  ShouldReplicate)

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

◆ SetIsReplicatedByDefault()

void UActorComponent::SetIsReplicatedByDefault ( const bool  bNewReplicates)
protected

Sets the value of bReplicates without causing other side effects to this instance. This should only be called during component construction.

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

◆ SetNetAddressable()

void UActorComponent::SetNetAddressable ( )

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

◆ SetTickableWhenPaused()

void UActorComponent::SetTickableWhenPaused ( bool  bTickableWhenPaused)

Sets whether this component can tick when paused.

◆ SetTickGroup()

void UActorComponent::SetTickGroup ( ETickingGroup  NewTickGroup)

Changes the ticking group for this component

◆ SetupActorComponentTickFunction()

bool UActorComponent::SetupActorComponentTickFunction ( struct FTickFunction TickFunction)

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

Parameters
TickFunction- structure holding the specific tick function
Returns
true if this component met the criteria for actually being ticked.

◆ ShouldActivate()

bool UActorComponent::ShouldActivate ( ) const
protectedvirtual

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

◆ ShouldAsyncCreatePhysicsState()

bool UActorComponent::ShouldAsyncCreatePhysicsState ( UWorld WorldContext) const
protectedvirtual

Returns whether this component should create its physics state asynchronously.

◆ ShouldAsyncDestroyPhysicsState()

bool UActorComponent::ShouldAsyncDestroyPhysicsState ( ) const
protectedvirtual

Returns whether this component should destroy its physics state asynchronously.

◆ ShouldCreatePhysicsState()

virtual bool UActorComponent::ShouldCreatePhysicsState ( ) const
inlineprotectedvirtual

Return true if CreatePhysicsState() should be called. Ideally CreatePhysicsState() should always succeed if this returns true, but this isn't currently the case

◆ ShouldCreateRenderState()

virtual bool UActorComponent::ShouldCreateRenderState ( ) const
inlineprotectedvirtual

Return true if CreateRenderState() should be called

◆ ShouldIncrementalPreRegister()

bool UActorComponent::ShouldIncrementalPreRegister ( UWorld WorldContext) const
virtual

Returns whether PreRegisterComponentWithWorld should be called for this component when its Level is being added to the world.

◆ ShouldIncrementalPreUnregister()

bool UActorComponent::ShouldIncrementalPreUnregister ( ) const
virtual

Returns whether PreUnregisterComponentFromWorld should be called for this component when its Level is being removed from the world.

◆ TearOffReplicatedSubObjectOnRemotePeers()

void UActorComponent::TearOffReplicatedSubObjectOnRemotePeers ( UObject SubObject)

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

Parameters
SubObjectThe SubObject to tear off

◆ TickComponent()

void UActorComponent::TickComponent ( float  DeltaTime,
enum ELevelTick  TickType,
FActorComponentTickFunction ThisTickFunction 
)
virtual

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.

Parameters
DeltaTime- The time since the last tick.
TickType- The kind of tick this is, for example, are we paused, or 'simulating' in the editor
ThisTickFunction- Internal tick function struct that caused this to run

Reimplemented in UNetworkPhysicsComponent, UBehaviorTreeComponent, UBrainComponent, UTimelineComponent, UCharacterMovementComponent, UMovementComponent, UPhysicalAnimationComponent, UPhysicsHandleComponent, UChaosDebugDrawComponent, and UChaosEventListenerComponent.

◆ ToggleActive()

void UActorComponent::ToggleActive ( )
virtual

Toggles the active state of the component

◆ UninitializeComponent()

void UActorComponent::UninitializeComponent ( )
virtual

Handle this component being Uninitialized. Called from AActor::EndPlay only if bHasBeenInitialized is true

Reimplemented in UBehaviorTreeComponent, UNetworkPhysicsComponent, and UNetworkPhysicsSettingsComponent.

◆ UnregisterComponent()

void UActorComponent::UnregisterComponent ( )

Unregister this component, destroying any rendering/physics state.

◆ UpdateComponentToWorld()

virtual void UActorComponent::UpdateComponentToWorld ( EUpdateTransformFlags  UpdateTransformFlags = EUpdateTransformFlags::None,
ETeleportType  Teleport = ETeleportType::None 
)
inlinevirtual

Recalculate the value of our component to world transform

Friends And Related Symbol Documentation

◆ FActorComponentDetails

friend class FActorComponentDetails
friend

◆ FActorComponentTickFunction

◆ FComponentRecreateRenderStateContext

◆ FComponentReregisterContextBase

◆ FMarkComponentEndOfFrameUpdateState

◆ FSetUCSSerializationIndex

◆ UE::Net::FReplicationSystemUtil

Member Data Documentation

◆ AllUCSModifiedProperties

TMap< UActorComponent *, TArray< FSimpleMemberReference > > UActorComponent::AllUCSModifiedProperties
static

◆ AllUCSModifiedPropertiesLock

FTransactionallySafeRWLock UActorComponent::AllUCSModifiedPropertiesLock
static

◆ AssetUserData

TArray<TObjectPtr<UAssetUserData> > UActorComponent::AssetUserData
protected

Array of user data stored with the component

◆ bAllowAnyoneToDestroyMe

uint8 UActorComponent::bAllowAnyoneToDestroyMe

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

◆ bAllowConcurrentTick

uint8 UActorComponent::bAllowConcurrentTick

Can we tick this concurrently on other threads?

◆ bAllowReregistration

uint8 UActorComponent::bAllowReregistration
protected

Check whether the component class allows reregistration during ReregisterAllComponents

◆ bAutoActivate

uint8 UActorComponent::bAutoActivate

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

◆ bAutoRegister

uint8 UActorComponent::bAutoRegister

Does this component automatically register with its owner

◆ bCallAsyncPhysicsStateCreatedDelegate

uint8 UActorComponent::bCallAsyncPhysicsStateCreatedDelegate
protected

If the physics state was created while component was pre-registering, notification to GameThread is deferred next time CreatePhysicsState is called.

◆ bCanEverAffectNavigation

uint8 UActorComponent::bCanEverAffectNavigation
protected

Whether this component can potentially influence navigation

◆ bEditableWhenInherited

uint8 UActorComponent::bEditableWhenInherited

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

◆ bIsEditorOnly

uint8 UActorComponent::bIsEditorOnly

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

◆ bNavigationRelevant

uint8 UActorComponent::bNavigationRelevant

Cached navigation relevancy flag for collision updates

◆ bNetAddressable

uint8 UActorComponent::bNetAddressable
protected

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

◆ bNeverNeedsRenderUpdate

uint8 UActorComponent::bNeverNeedsRenderUpdate

If true, this component never needs a render update.

◆ bPhysicsStateCreated

uint8 UActorComponent::bPhysicsStateCreated
protected

If the physics state is currently created for this component

◆ bRegistered

uint8 UActorComponent::bRegistered
protected

Indicates if this ActorComponent is currently registered with a scene.

◆ bRenderStateCreated

uint8 UActorComponent::bRenderStateCreated
protected

If the render state is currently created for this component

◆ bRenderStateRecreating

uint8 UActorComponent::bRenderStateRecreating
protected

Render state is being recreated for this component. Useful if a component wants to preserve certain render state across recreate – set before a call to DestroyRenderState_Concurrent and cleared after the corresponding call to CreateRenderState_Concurrent. By design, only set for re-creation due to MarkRenderStateDirty, not RecreateRenderStateContext variations. The latter are used for editor operations, file loads, or bulk setting changes, which are assumed to potentially change render data in a way that could make preserved render state incompatible.

◆ bReplicateUsingRegisteredSubObjectList

uint8 UActorComponent::bReplicateUsingRegisteredSubObjectList
protected

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

◆ bTickInEditor

uint8 UActorComponent::bTickInEditor

Should this component be ticked in the editor

◆ bWantsInitializeComponent

uint8 UActorComponent::bWantsInitializeComponent

If true, we call the virtual InitializeComponent

◆ ComponentTags

TArray<FName> UActorComponent::ComponentTags

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

◆ ComponentTemplateNameSuffix

const FString UActorComponent::ComponentTemplateNameSuffix
static

Suffix used to identify template component instances

◆ CreationMethod

EComponentCreationMethod UActorComponent::CreationMethod

Describes how a component instance will be created

◆ GlobalCreatePhysicsDelegate

FActorComponentGlobalCreatePhysicsSignature UActorComponent::GlobalCreatePhysicsDelegate
static

Create component physics state global delegate.

◆ GlobalDestroyPhysicsDelegate

FActorComponentGlobalDestroyPhysicsSignature UActorComponent::GlobalDestroyPhysicsDelegate
static

Destroy component physics state global delegate.

◆ MarkRenderStateDirtyEvent

UActorComponent::FOnMarkRenderStateDirty UActorComponent::MarkRenderStateDirtyEvent
static

Called When render state is marked dirty

◆ OnComponentActivated

FActorComponentActivatedSignature UActorComponent::OnComponentActivated

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

◆ OnComponentDeactivated

FActorComponentDeactivateSignature UActorComponent::OnComponentDeactivated

Called when the component has been deactivated

◆ PrimaryComponentTick

struct FActorComponentTickFunction UActorComponent::PrimaryComponentTick

Main tick function for the Component

◆ RegistrationState

EComponentRegistrationState UActorComponent::RegistrationState
protected

Indicates if this ActorComponent is currently pre-registering or pre-registered with a scene.


The documentation for this class was generated from the following files: