49 results for "components" in function
Sweeps a component's actual collision geometry from Start to End and returns all hit results.
Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.
Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.
Clears the InstanceComponents array, optionally destroying every component in it.
Destroys all components that were created by the construction script (Blueprint or C++ OnConstruction), preparing the actor for a full re-run of its construction scripts.
Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.
Calls SetSimulatePhysics(false) on every primitive component owned by this actor, stopping all physics simulation in one call.
Renders debug visualizations for the component tree of this actor in the world for one frame.
Returns all components of a given type on an actor class's CDO, including Blueprint-added components that are invisible to `GetComponents()` when called on CDO instances directly.
Fills OutComponents with all owned components of type T (or all components when called with a UActorComponent* array).
Returns the world-space axis-aligned bounding box enclosing all registered components on this actor.
Computes the axis-aligned bounding cylinder that encloses all registered colliding components (or all components when bNonColliding is true).
Returns all components of the given class attached to this actor.
Returns all components on this actor that implement the specified UInterface.
Returns all components on this actor that are of type ComponentClass and have the specified tag.
Returns the most restrictive collision response across all components for the given channel.
Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.
Returns a read-only reference to the array of components that have been added to this actor instance at runtime via AddInstanceComponent.
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.
Returns a const reference to the cached array of components that have replication enabled on this actor.
Returns whether this actor has fully registered all of its components — i.
Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.
Registers a limited number of this actor's components per call, spreading the work across multiple frames.
Iterates over all components and calls InitializeComponent on each one.
Returns true if the actor's root component has a mobility of EComponentMobility::Static.
Returns true if the actor's root component has a mobility of EComponentMobility::Stationary — cannot move, but can change lighting state at runtime.
Returns all components on this actor that are of or derive from ComponentClass.
Marks all components as garbage so the GC can collect them when the actor is destroyed.
Flags all components' render state as dirty, causing them to be re-submitted to the render thread on the next frame.
Called after all components are initialized.
Called after all components have been initialized during gameplay or editor previews.
Called after all components have been initialized.
Called after all components have been initialized.
Called after all components have been initialized.
Called after all components have been initialized.
Called after all components have been registered with the world.
Called after all components have been registered with the world.
Called after all components have been registered, but before BeginPlay.
Called after all currently registered components have been unregistered.
Called immediately before InitializeComponent() is invoked on each of the actor's components, and only during gameplay (not in the editor).
Called before the GameMode's components are initialized.
Called before component initialization begins.
Called before any component in the actor is registered with the world.
Directly assigns all four XYZW components of a quaternion.
Registers all components that belong to this actor with the world.
Unregisters then re-registers all components on this actor.
Clears and rebuilds the OwnedComponents set by walking the actor's full component hierarchy.
Sets the internal bHasRegisteredAllComponents flag to true.
Iterates over all components and calls UninitializeComponent on each one.