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49 results for "components" in function

function
UWorld::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

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UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

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AActor::CalculateComponentsBoundingBoxInLocalSpace Engine

Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.

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AActor::ClearInstanceComponents Engine

Clears the InstanceComponents array, optionally destroying every component in it.

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AActor::DestroyConstructedComponents Engine

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.

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AActor::DetachAllSceneComponents Engine

Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.

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AActor::DisableComponentsSimulatePhysics Engine

Calls SetSimulatePhysics(false) on every primitive component owned by this actor, stopping all physics simulation in one call.

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AActor::DrawDebugComponents Engine

Renders debug visualizations for the component tree of this actor in the world for one frame.

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AActor::GetActorClassDefaultComponents Engine

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.

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AActor::GetComponents Engine

Fills OutComponents with all owned components of type T (or all components when called with a UActorComponent* array).

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AActor::GetComponentsBoundingBox Engine

Returns the world-space axis-aligned bounding box enclosing all registered components on this actor.

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AActor::GetComponentsBoundingCylinder Engine

Computes the axis-aligned bounding cylinder that encloses all registered colliding components (or all components when bNonColliding is true).

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AActor::GetComponentsByClass Engine

Returns all components of the given class attached to this actor.

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AActor::GetComponentsByInterface Engine

Returns all components on this actor that implement the specified UInterface.

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AActor::GetComponentsByTag Engine

Returns all components on this actor that are of type ComponentClass and have the specified tag.

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AActor::GetComponentsCollisionResponseToChannel Engine

Returns the most restrictive collision response across all components for the given channel.

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AActor::GetHLODRelevantComponents Engine

Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.

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AActor::GetInstanceComponents Engine

Returns a read-only reference to the array of components that have been added to this actor instance at runtime via AddInstanceComponent.

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AActor::GetOverlappingComponents Engine

Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.

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AActor::GetReplicatedComponents Engine

Returns a const reference to the cached array of components that have replication enabled on this actor.

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AActor::HasActorRegisteredAllComponents Engine

Returns whether this actor has fully registered all of its components — i.

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AActor::HasHLODRelevantComponents Engine

Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.

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AActor::IncrementalRegisterComponents Engine

Registers a limited number of this actor's components per call, spreading the work across multiple frames.

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AActor::InitializeComponents Engine

Iterates over all components and calls InitializeComponent on each one.

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AActor::IsRootComponentStatic Engine

Returns true if the actor's root component has a mobility of EComponentMobility::Static.

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AActor::IsRootComponentStationary Engine

Returns true if the actor's root component has a mobility of EComponentMobility::Stationary — cannot move, but can change lighting state at runtime.

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AActor::K2_GetComponentsByClass Engine

Returns all components on this actor that are of or derive from ComponentClass.

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AActor::MarkComponentsAsGarbage Engine

Marks all components as garbage so the GC can collect them when the actor is destroyed.

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AActor::MarkComponentsRenderStateDirty Engine

Flags all components' render state as dirty, causing them to be re-submitted to the render thread on the next frame.

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AAIController::PostInitializeComponents AIModule

Called after all components are initialized.

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AActor::PostInitializeComponents Engine

Called after all components have been initialized during gameplay or editor previews.

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ACharacter::PostInitializeComponents Engine

Called after all components have been initialized.

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AGameStateBase::PostInitializeComponents Engine

Called after all components have been initialized.

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APawn::PostInitializeComponents Engine

Called after all components have been initialized.

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APlayerState::PostInitializeComponents Engine

Called after all components have been initialized.

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AAIController::PostRegisterAllComponents AIModule

Called after all components have been registered with the world.

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AActor::PostRegisterAllComponents Engine

Called after all components have been registered with the world.

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APawn::PostRegisterAllComponents Engine

Called after all components have been registered, but before BeginPlay.

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AActor::PostUnregisterAllComponents Engine

Called after all currently registered components have been unregistered.

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AActor::PreInitializeComponents Engine

Called immediately before InitializeComponent() is invoked on each of the actor's components, and only during gameplay (not in the editor).

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AGameModeBase::PreInitializeComponents Engine

Called before the GameMode's components are initialized.

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APawn::PreInitializeComponents Engine

Called before component initialization begins.

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AActor::PreRegisterAllComponents Engine

Called before any component in the actor is registered with the world.

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UKismetMathLibrary::Quat_SetComponents Engine

Directly assigns all four XYZW components of a quaternion.

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AActor::RegisterAllComponents Engine

Registers all components that belong to this actor with the world.

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AActor::ReregisterAllComponents Engine

Unregisters then re-registers all components on this actor.

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AActor::ResetOwnedComponents Engine

Clears and rebuilds the OwnedComponents set by walking the actor's full component hierarchy.

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AActor::SetHasActorRegisteredAllComponents Engine

Sets the internal bHasRegisteredAllComponents flag to true.

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AActor::UninitializeComponents Engine

Iterates over all components and calls UninitializeComponent on each one.