RealDocs

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.

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
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.

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
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
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
APawn::GetMovementBase Engine

Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.

function
APawn::GetMovementBaseActor Engine

Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.

function
AAIController::GetPerceptionComponent AIModule

Returns the UAIPerceptionComponent attached to this controller, satisfying the IAIPerceptionListenerInterface contract.

function
AActor::IsBasedOnActor Engine

Iterates up the movement base chain to determine whether this actor is based on (standing on or riding) the given actor.

function
APawn::IsBasedOnActor Engine

Returns true if this pawn is standing on, attached to, or otherwise based on the given actor.

function
AActor::K2_DetachFromActor Engine

Detaches this actor's root component from whatever scene component it is currently attached to.

function
ACharacter::OnRep_ReplicatedBasedMovement Engine

RepNotify called on simulated proxies when ReplicatedBasedMovement is received from the server.

function
AActor::PostRenderFor Engine

Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().

function
AActor::SetActorRelativeLocation Engine

Sets the location of this actor's root component relative to its parent component in the attachment hierarchy.

function
AActor::SetActorRelativeRotation Engine

Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.

function
AActor::SetActorRelativeScale3D Engine

Sets the actor's RootComponent scale relative to its parent.