50 results for "attach"
Attaches this actor's RootComponent to the RootComponent of another actor.
Attaches this actor's RootComponent to a specific SceneComponent, with full control over how the existing transform is preserved or reset.
Attaches this component to another scene component at runtime, optionally at a named socket.
Calls a functor for each actor directly attached to any component of this actor.
Walks up the scene attachment chain from RootComponent and returns the first actor it belongs to that is different from this actor.
Walks up the attachment chain from RootComponent and returns the socket name on the parent actor's component to which this actor is attached.
Populates OutActors with all actors that are directly attached to any component on this actor via scene attachment.
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.
Returns the component that child actors and components should attach to by default.
Walks up the component attachment chain to determine whether this actor is attached (directly or transitively) to the given actor.
Returns whether this actor acts as a selection parent for its attached actors in the editor.
Deprecated Blueprint-facing wrapper that attaches this actor's root component to a given scene component.
Deprecated Blueprint-facing wrapper that attaches this actor's root component to another actor's root component.
Attaches this actor's root component to the root component of another actor.
Attaches this actor's root component to a given scene component, with fine-grained control over how transform rules are applied.
RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.
Spawns a decal projector that follows an attached component, such as a bone on a skeletal mesh.
Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.
Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.
Spawns a UForceFeedbackComponent attached to a scene component so vibration is routed based on the moving component's position relative to local players.
Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.
The base class for all actors that can be placed or spawned in the world.
Attaches a `UAssetUserData` payload to this component.
Blueprint-internal function that instantiates a component from a named template and optionally attaches it.
Adds a component to the actor's InstanceComponents array, which tracks components added at runtime rather than defined in the class defaults.
Inserts a component into the actor's OwnedComponents set, making it visible to GetComponents and other component-iteration APIs.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.
Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.
Detaches this actor's RootComponent from its current parent, releasing the attachment.
Renders debug visualizations for the component tree of this actor in the world for one frame.
Returns the first component of the given class attached to this character.
Returns the UAIPerceptionComponent attached to this controller.
Returns a pointer to the internal array of all `UAssetUserData` objects attached to this component.
Returns the `UAssetUserData` instance of the specified class attached to this component, or null if none exists.
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.
Returns the first component of the given class attached to this actor, or null if none is found.
Returns all components of the given class attached to this actor.
Returns the character's skeletal mesh component (the Mesh subobject).
Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.
Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.
Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.
Iterates up the movement base chain to determine whether this actor is based on (standing on or riding) the given actor.
Returns true if this pawn is standing on, attached to, or otherwise based on the given actor.
Detaches this actor's root component from whatever scene component it is currently attached to.
RepNotify called on simulated proxies when ReplicatedBasedMovement is received from the server.
Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().
Sets the location of this actor's root component relative to its parent component in the attachment hierarchy.
Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.
Sets the actor's RootComponent scale relative to its parent.