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.
Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
The component this audio component automatically attaches to when activated, if bAutoManageAttachment is true.
Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Controls how this component's scale is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Socket on AutoAttachParent that this component attaches to when it activates, if bAutoManageAttachment is true.
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.
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.
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.
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.
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.
Draws floating debug text at a world-space location, optionally attached to and moving with an actor.
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.
Gets the encryption key guid attached to a primary asset, which is invalid if the asset isn't encrypted.
Computes the world-space bounding box and sphere for a single scene component, including its attached children.
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 meta-data IDs attached to a specific string table entry, for use with GetTableEntryMetaData.