USceneComponent::DetachFromComponent
#include "Components/SceneComponent.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallable
Description
Detaches this component from its parent scene component, resolving the transform according to DetachmentRules. The component becomes a root or unparented component after this call.
Signature
virtual void DetachFromComponent(const FDetachmentTransformRules& DetachmentRules) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DetachmentRules | const FDetachmentTransformRules& | Controls how location, rotation, and scale are handled on detach (KeepRelative or KeepWorld). | — |
Return Type
void Caveats & Gotchas
- • Use FDetachmentTransformRules::KeepWorldTransform to maintain position in the world after detaching — the most common intent.
- • Welded simulated bodies are automatically unwelded, but some physics state changes from welding may not be fully reversed.
- • The Blueprint-callable version is K2_DetachFromComponent (exposed as 'Detach From Component').
Example
Drop a held item in place C++
ItemMesh->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
ItemMesh->SetSimulatePhysics(true); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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