66 mutable AActor* m_OwnerPrivate;
69 uint8_t m_bHasBegunPlay : 1;
72 uint8_t m_bHasBeenCreated : 1;
75 uint8_t m_bIsActive : 1;
78 uint8_t m_bHasBeenInitialized : 1;
153 virtual void OnComponentCreated();
183 virtual void Activate(
bool bReset =
false);
192 void SetActiveFlag(
const bool bNewIsActive);
208 virtual void InitializeComponent();
223 virtual void BeginDestroy()
override;
231 virtual void UninitializeComponent();
238 virtual void OnComponentDestroyed(
bool bDestroyingHierarchy);
EUpdateTransformFlags
Information about how to update transform when something is moved.
Definition ActorComponent.h:38
@ None
Definition ActorComponent.h:40
@ PropagateFromParent
Definition ActorComponent.h:44
@ OnlyUpdateIfUsingSocket
Definition ActorComponent.h:46
@ SkipPhysicsUpdate
Definition ActorComponent.h:42
EComponentCreationMethod
Enum for UActorComponent instance creation method.
Definition ActorComponent.h:23
@ UserConstructionScript
Definition ActorComponent.h:29
@ SimpleConstructionScript
Definition ActorComponent.h:27
@ Instance
Definition ActorComponent.h:31
#define KARMA_API
Defining Karma's API macro for storage class information.
Definition Core.h:41
@ None
Events of the unknown category.
Definition Event.h:35
#define DECLARE_KARMA_CLASS(TClass, TSuperClass)
Karma's gamecode object class declaration.
Definition GFrameworkMacros.h:45
This file contains the custom types used in Engine's logic.
ETeleportType
Definition KarmaTypes.h:682
@ None
Definition KarmaTypes.h:684
This file contains the class UObject along with helper functions.
@ Native
Native (UClass only).
Definition UObjectGlobals.h:251
signed int int32
32-bit signed integer
Definition UObjectGlobals.h:33
Actor is the base class for an object that can be placed or spawned in a level.
Definition Actor.h:35
bool HasBeenInitialized() const
Indicates that InitializeComponent has been called, but UninitializeComponent has not yet.
Definition ActorComponent.h:199
virtual bool ShouldActivate() const
Definition ActorComponent.cpp:86
bool IsActive() const
Returns whether the component is active or not.
Definition ActorComponent.h:175
AActor * GetOwner() const
Follow the Outer chain to get the AActor that 'Owns' this component.
Definition ActorComponent.cpp:58
virtual void UpdateComponentToWorld(EUpdateTransformFlags UpdateTransformFlags=EUpdateTransformFlags::None, ETeleportType Teleport=ETeleportType::None)
Recalculate the value of our component to world transform.
Definition ActorComponent.h:167
EComponentCreationMethod m_CreationMethod
Definition ActorComponent.h:242
bool HasBeenCreated() const
Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet.
Definition ActorComponent.h:146
void SetOwner(AActor *NewOwner)
Sets the owner of this component.
Definition ActorComponent.cpp:64
UActorComponent()
A constructor.
Definition ActorComponent.cpp:8
virtual void TickComponent(float deltaTime)
Function called every frame on this ActorComponent. Override this function to implement custom logic ...
Definition ActorComponent.cpp:13
uint8_t m_bWantsInitializeComponent
Definition ActorComponent.h:249
uint8_t m_bRegistered
Definition ActorComponent.h:255
uint8_t m_bAutoActivate
Definition ActorComponent.h:245
virtual void BeginPlay()
Begins Play for the component. Called when the owning Actor begins play or when the component is crea...
Definition ActorComponent.cpp:26
bool HasBegunPlay() const
Indicates that BeginPlay has been called, but EndPlay has not yet.
Definition ActorComponent.h:215
bool IsRegistered() const
See if this component is currently registered.
Definition ActorComponent.h:160
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason)
Ends gameplay for this component. //Called from AActor::EndPlay only if bHasBegunPlay is true// <- no...
Definition ActorComponent.cpp:38
UObject()
Definition Object.cpp:10
The World is the top level object representing a map or a sandbox in which Actors and Components will...
Definition World.h:148
Type
Definition KarmaTypes.h:33