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22 results for "attachment" in function

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.

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.