RealDocs

23 results for "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::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.

class
AActor Engine

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

function
USceneComponent::AttachToComponent Engine

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

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
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::GetDefaultAttachComponent Engine

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

function
ACharacter::GetMesh Engine

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

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::IsBasedOnActor Engine

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

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::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::SetActorRelativeTransform Engine

Sets the full transform (location, rotation, and scale) of this actor's root component relative to its parent in the attachment hierarchy.

function
UActorComponent::UpdateComponentToWorld Engine

Recalculates the component-to-world transform matrix.