KarmaEngine
Game Engine for practical learning and research purposes
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ActorComponent.h File Reference

This file contains the class UActorComponent. More...

#include "Karma/Core/Object.h"
#include "Core/KarmaTypes.h"

Go to the source code of this file.

Classes

class  Karma::UActorComponent
 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. Components are a special type of Object that Actors can attach to themselves as sub-objects. Components are useful for sharing common behaviors. More...

Enumerations

enum class  Karma::EComponentCreationMethod : uint8_t { Native , SimpleConstructionScript , UserConstructionScript , Instance }
 Enum for UActorComponent instance creation method. More...
enum class  Karma::EUpdateTransformFlags : int32 { None = 0x0 , SkipPhysicsUpdate = 0x1 , PropagateFromParent = 0x2 , OnlyUpdateIfUsingSocket = 0x4 }
 Information about how to update transform when something is moved. More...

Detailed Description

This file contains the class UActorComponent.

Author
Ravi Mohan (the_cowboy)
Version
1.0
Date
February 27, 2023

Enumeration Type Documentation

◆ EComponentCreationMethod

enum class Karma::EComponentCreationMethod : uint8_t
strong

Enum for UActorComponent instance creation method.

Enumerator
Native 

A component that is part of a native class.

SimpleConstructionScript 

A component that is created from a template defined in the Components section of the Blueprint.

UserConstructionScript 

A dynamically created component, either from the UserConstructionScript or from a Add Component node in a Blueprint event graph.

Instance 

A component added to a single Actor instance via the Component section of the Actor's details panel.

◆ EUpdateTransformFlags

enum class Karma::EUpdateTransformFlags : int32
strong

Information about how to update transform when something is moved.

Enumerator
None 

Default options

SkipPhysicsUpdate 

Don't update the underlying physics

PropagateFromParent 

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

OnlyUpdateIfUsingSocket 

Only update child transform if attached to parent via a socket