UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPrimitiveComponentInstanceData Struct Reference

#include <PrimitiveComponent.h>

+ Inheritance diagram for FPrimitiveComponentInstanceData:

Public Member Functions

 FPrimitiveComponentInstanceData ()=default
 
ENGINE_API FPrimitiveComponentInstanceData (const UPrimitiveComponent *SourceComponent)
 
virtual ~FPrimitiveComponentInstanceData ()=default
 
virtual ENGINE_API bool ContainsData () const override
 
virtual ENGINE_API void ApplyToComponent (UActorComponent *Component, const ECacheApplyPhase CacheApplyPhase) override
 
virtual ENGINE_API void FindAndReplaceInstances (const TMap< UObject *, UObject * > &OldToNewInstanceMap) override
 
virtual ENGINE_API void AddReferencedObjects (FReferenceCollector &Collector) override
 
const FTransformGetComponentTransform () const
 
- Public Member Functions inherited from FSceneComponentInstanceData
ENGINE_API FSceneComponentInstanceData ()
 
ENGINE_API FSceneComponentInstanceData (const USceneComponent *SourceComponent)
 
virtual ENGINE_API ~FSceneComponentInstanceData ()
 
- Public Member Functions inherited from FActorComponentInstanceData
ENGINE_API FActorComponentInstanceData ()
 
ENGINE_API FActorComponentInstanceData (const UActorComponent *SourceComponent)
 
ENGINE_API bool MatchesComponent (const UActorComponent *Component, const UObject *ComponentTemplate) const
 
const UClassGetComponentClass () const
 
const UObjectGetComponentTemplate () const
 
- Public Member Functions inherited from FInstanceCacheDataBase
virtual ENGINE_API ~FInstanceCacheDataBase ()
 
UObjectGetUniqueTransientPackage ()
 
ENGINE_API UObjectGetUniqueTransientObject (UClass *Class)
 
const TArray< FDataCacheDuplicatedObjectData > & GetDuplicatedObjects () const
 
const TArray< TObjectPtr< UObject > > & GetReferencedObjects () const
 
const TArray< uint8 > & GetSavedProperties () const
 

Additional Inherited Members

- Public Attributes inherited from FSceneComponentInstanceData
TMap< TObjectPtr< USceneComponent >, FTransformAttachedInstanceComponents
 
- Protected Attributes inherited from FActorComponentInstanceData
TObjectPtr< const UObjectSourceComponentTemplate
 
EComponentCreationMethod SourceComponentCreationMethod
 
int32 SourceComponentTypeSerializedIndex
 
- Protected Attributes inherited from FInstanceCacheDataBase
TArray< uint8SavedProperties
 

Detailed Description

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

Constructor & Destructor Documentation

◆ FPrimitiveComponentInstanceData() [1/2]

FPrimitiveComponentInstanceData::FPrimitiveComponentInstanceData ( )
default

◆ FPrimitiveComponentInstanceData() [2/2]

FPrimitiveComponentInstanceData::FPrimitiveComponentInstanceData ( const UPrimitiveComponent *  SourceComponent)

◆ ~FPrimitiveComponentInstanceData()

virtual FPrimitiveComponentInstanceData::~FPrimitiveComponentInstanceData ( )
virtualdefault

Member Function Documentation

◆ AddReferencedObjects()

void FPrimitiveComponentInstanceData::AddReferencedObjects ( FReferenceCollector Collector)
overridevirtual

Reimplemented from FSceneComponentInstanceData.

Reimplemented in FStaticMeshComponentInstanceData.

◆ ApplyToComponent()

void FPrimitiveComponentInstanceData::ApplyToComponent ( UActorComponent Component,
const ECacheApplyPhase  CacheApplyPhase 
)
overridevirtual

Applies this component instance data to the supplied component

Reimplemented from FSceneComponentInstanceData.

Reimplemented in FSplineMeshInstanceData, and FStaticMeshComponentInstanceData.

◆ ContainsData()

bool FPrimitiveComponentInstanceData::ContainsData ( ) const
overridevirtual

Determines if any instance data was actually saved.

Reimplemented from FSceneComponentInstanceData.

Reimplemented in FSplineMeshInstanceData, and FStaticMeshComponentInstanceData.

◆ FindAndReplaceInstances()

void FPrimitiveComponentInstanceData::FindAndReplaceInstances ( const TMap< UObject *, UObject * > &  OldToNewInstanceMap)
overridevirtual

Replaces any references to old instances during Actor reinstancing

Reimplemented from FSceneComponentInstanceData.

◆ GetComponentTransform()

const FTransform & FPrimitiveComponentInstanceData::GetComponentTransform ( ) const
inline

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