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.
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| UActorComponent () |
| A constructor.
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virtual void | TickComponent (float deltaTime) |
| 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.
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virtual void | BeginPlay () |
| 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.
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virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) |
| Ends gameplay for this component. //Called from AActor::EndPlay only if bHasBegunPlay is true// <- not quite sure about the call.
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AActor * | GetOwner () const |
| Follow the Outer chain to get the AActor that 'Owns' this component.
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bool | HasBeenCreated () const |
| Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet.
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virtual void | OnComponentCreated () |
| Called when a component is created (not loaded). This can happen in the editor or during gameplay.
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bool | IsRegistered () const |
| See if this component is currently registered.
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bool | IsActive () const |
| Returns whether the component is active or not.
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virtual void | Activate (bool bReset=false) |
| Activates the SceneComponent, should be overridden by native child classes.
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void | SetActiveFlag (const bool bNewIsActive) |
| Sets the value of bIsActive without causing other side effects to this instance.
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bool | HasBeenInitialized () const |
| Indicates that InitializeComponent has been called, but UninitializeComponent has not yet.
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virtual void | InitializeComponent () |
| 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.
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bool | HasBegunPlay () const |
| Indicates that BeginPlay has been called, but EndPlay has not yet.
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virtual void | BeginDestroy () override |
| Overridden BeginDestroy() for UActorComponent.
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virtual void | UninitializeComponent () |
| Handle this component being Uninitialized.
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virtual void | OnComponentDestroyed (bool bDestroyingHierarchy) |
| Called when a component is destroyed.
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| UObject () |
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virtual void | FinishDestroy () |
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virtual const std::string & | GetDesc () |
| Return a one line description of an object for viewing in the thumbnail view of the generic browser.
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virtual class UWorld * | GetWorld () const |
| Returns what UWorld this object is contained within.
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bool | IsValidChecked (const UObject *Test) |
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FORCEINLINE bool | Modify (bool bAlwaysMarkDirty=true) |
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bool | IsSelected () const |
| Test the selection state of a UObject.
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| UObjectBase (UClass *inClass, EObjectFlags inFlags, EInternalObjectFlags inInternalFlags, UObject *inOuter, const std::string &inName) |
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UPackage * | GetPackage () const |
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UPackage * | GetExternalPackage () const |
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bool | IsUnreachable () const |
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FORCEINLINE void | SetInternalIndex (uint32_t StoreIndex) |
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FORCEINLINE uint32_t | GetInternalIndex () const |
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void | MarkAsGarbage () |
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void | ClearGarbage () |
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FORCEINLINE const std::string & | GetName () const |
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FORCEINLINE void | SetObjectName (const std::string &aName) |
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FORCEINLINE UObject * | GetOuter () const |
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UObject * | GetTypedOuter (UClass *Target) const |
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template<typename T> |
T * | GetTypedOuter () const |
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bool | IsValidLowLevel () const |
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template<typename OtherClassType> |
FORCEINLINE bool | IsA (OtherClassType SomeBase) const |
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FORCEINLINE UClass * | GetClass () const |
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FORCEINLINE EObjectFlags | GetFlags () const |
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FORCEINLINE void | SetFlags (EObjectFlags NewFlags) |
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FORCEINLINE void | ClearFlags (EObjectFlags FlagsToClear) |
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FORCEINLINE bool | HasAnyFlags (EObjectFlags FlagsToCheck) const |
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FORCEINLINE bool | HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const |
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FORCEINLINE void | SetInternalFlags (EInternalObjectFlags FlagsToSet) const |
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FORCEINLINE void | AddToRoot () |
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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.
- See also
- ActorComponent
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https://docs.unrealengine.com/5.2/en-US/components-in-unreal-engine/
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USceneComponent
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UPrimitiveComponent