16 results for "components"
Returns all components of the given class attached to this actor.
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.
Called when the actor is fully initialized and play begins in the world.
Requests that the actor be destroyed.
Unregisters and destroys this component.
A 3D vector with double-precision (UE 5.
Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.
Returns true if all three components are within Tolerance of zero.
Returns true if all three components are exactly zero.
Delegate fired when another component begins overlapping this component.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Enables or disables collision for the entire actor by toggling all of its collision components at once.
Hides or shows the actor and all of its components in the game world.
The base class for all actor components.
The base class for all components that have a visual representation and can interact with the physics and collision systems.
The base class for all components that have a position, rotation, and scale in the world.