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50 results for "attach"

function
AActor::AttachToActor Engine

Attaches this actor's RootComponent to the RootComponent of another actor.

function
AActor::AttachToComponent Engine

Attaches this actor's RootComponent to a specific SceneComponent, with full control over how the existing transform is preserved or reset.

function
USceneComponent::AttachToComponent Engine

Attaches this component to another scene component at runtime, optionally at a named socket.

property
UAudioComponent::AutoAttachLocationRule Engine

Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachParent Engine

The component this audio component automatically attaches to when activated, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachRotationRule Engine

Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachScaleRule Engine

Controls how this component's scale is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

property
UAudioComponent::AutoAttachSocketName Engine

Socket on AutoAttachParent that this component attaches to when it activates, if bAutoManageAttachment is true.

function
AActor::ForEachAttachedActors Engine

Calls a functor for each actor directly attached to any component of this actor.

function
AActor::GetAttachParentActor Engine

Walks up the scene attachment chain from RootComponent and returns the first actor it belongs to that is different from this actor.

function
AActor::GetAttachParentSocketName Engine

Walks up the attachment chain from RootComponent and returns the socket name on the parent actor's component to which this actor is attached.

function
AActor::GetAttachedActors Engine

Populates OutActors with all actors that are directly attached to any component on this actor via scene attachment.

function
AActor::GetAttachmentReplication Engine

Returns a const reference to the `FRepAttachment` struct that the engine fills in when this actor's root component is attached to another actor, used to replicate attachment state to clients.

function
AActor::GetDefaultAttachComponent Engine

Returns the component that child actors and components should attach to by default.

function
AActor::IsAttachedTo Engine

Walks up the component attachment chain to determine whether this actor is attached (directly or transitively) to the given actor.

function
AActor::IsSelectionParentOfAttachedActors Engine

Returns whether this actor acts as a selection parent for its attached actors in the editor.

function
AActor::K2_AttachRootComponentTo Engine deprecated

Deprecated Blueprint-facing wrapper that attaches this actor's root component to a given scene component.

function
AActor::K2_AttachRootComponentToActor Engine deprecated

Deprecated Blueprint-facing wrapper that attaches this actor's root component to another actor's root component.

function
AActor::K2_AttachToActor Engine

Attaches this actor's root component to the root component of another actor.

function
AActor::K2_AttachToComponent Engine

Attaches this actor's root component to a given scene component, with fine-grained control over how transform rules are applied.

function
AActor::OnRep_AttachmentReplication Engine

RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.

function
UKismetRenderingLibrary::SetCastInsetShadowForAllAttachments Engine

Sets the inset shadow casting state on a component and recursively on all of its child attachments, optionally grouping them to share a single depth target.

function
UGameplayStatics::SpawnDecalAttached Engine

Spawns a decal projector that follows an attached component, such as a bone on a skeletal mesh.

function
UGameplayStatics::SpawnDialogueAttached Engine

Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.

function
UGameplayStatics::SpawnEmitterAttached Engine

Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.

function
UGameplayStatics::SpawnForceFeedbackAttached Engine

Spawns a UForceFeedbackComponent attached to a scene component so vibration is routed based on the moving component's position relative to local players.

function
UGameplayStatics::SpawnSoundAttached Engine

Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.

property
UCharacterMovementComponent::bBaseOnAttachmentRoot Engine

When enabled, a character based on an object stays based on that object's attachment root component instead of the specific component it was traced against.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

function
UActorComponent::AddAssetUserData Engine

Attaches a `UAssetUserData` payload to this component.

function
AActor::AddComponent Engine

Blueprint-internal function that instantiates a component from a named template and optionally attaches it.

function
AActor::AddInstanceComponent Engine

Adds a component to the actor's InstanceComponents array, which tracks components added at runtime rather than defined in the class defaults.

function
AActor::AddOwnedComponent Engine

Inserts a component into the actor's OwnedComponents set, making it visible to GetComponents and other component-iteration APIs.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
AActor::DebugShowComponentHierarchy Engine

Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.

function
AActor::DetachAllSceneComponents Engine

Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.

function
AActor::DetachFromActor Engine

Detaches this actor's RootComponent from its current parent, releasing the attachment.

function
AActor::DrawDebugComponents Engine

Renders debug visualizations for the component tree of this actor in the world for one frame.

function
UKismetSystemLibrary::DrawDebugString Engine

Draws floating debug text at a world-space location, optionally attached to and moving with an actor.

function
ACharacter::FindComponentByClass Engine

Returns the first component of the given class attached to this character.

function
AAIController::GetAIPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller.

function
UActorComponent::GetAssetUserDataArray Engine

Returns a pointer to the internal array of all `UAssetUserData` objects attached to this component.

function
UActorComponent::GetAssetUserDataOfClass Engine

Returns the `UAssetUserData` instance of the specified class attached to this component, or null if none exists.

function
ACharacter::GetBasedMovement Engine

Returns a read-only reference to the current `FBasedMovementInfo`, which describes the object the character is standing on, the bone they are attached to, and relative location/rotation.

function
UAssetManager::GetCachedPrimaryAssetEncryptionKeyGuid Engine

Gets the encryption key guid attached to a primary asset, which is invalid if the asset isn't encrypted.

function
UKismetSystemLibrary::GetComponentBounds Engine

Computes the world-space bounding box and sphere for a single scene component, including its attached children.

function
AActor::GetComponentByClass Engine

Returns the first component of the given class attached to this actor, or null if none is found.

function
AActor::GetComponentsByClass Engine

Returns all components of the given class attached to this actor.

function
ACharacter::GetMesh Engine

Returns the character's skeletal mesh component (the Mesh subobject).

function
UKismetStringTableLibrary::GetMetaDataIdsFromStringTableEntry Engine

Returns the meta-data IDs attached to a specific string table entry, for use with GetTableEntryMetaData.