32 results for "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.
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.
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 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.
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.
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 the component that child actors and components should attach to by default.
Returns the character's skeletal mesh component (the Mesh subobject).
Walks up the component attachment chain to determine whether this actor is attached (directly or transitively) to the given actor.
Iterates up the movement base chain to determine whether this actor is based on (standing on or riding) the given actor.
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.
Constructs a FTransform from separate location, rotation, and scale components.
Called when the component is registered with its owning world, after which it performs audio-specific setup such as deferring auto-attachment and updating the editor sprite texture.
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 full transform (location, rotation, and scale) of this actor's root component relative to its parent in the attachment hierarchy.
Recalculates the component-to-world transform matrix.