Class ActorComponent
ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors.
Inheritance
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class ActorComponent : UObject
Remarks
ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents.
@see ActorComponent @see USceneComponent @see UPrimitiveComponent
Properties
| Improve this Doc View SourceAssetUserData
Array of user data stored with the component
Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<AssetUserData> |
bAutoActivate
Declaration
public bool bAutoActivate { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bCanEverAffectNavigation
Declaration
public bool bCanEverAffectNavigation { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bEditableWhenInherited
Declaration
public bool bEditableWhenInherited { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIsActive
Declaration
public bool bIsActive { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIsEditorOnly
Declaration
public bool bIsEditorOnly { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
bIsVisualizationComponent
Declaration
public bool bIsVisualizationComponent { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bNetAddressable
Declaration
public bool bNetAddressable { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bReplicates
Declaration
public bool bReplicates { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static ActorComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
ActorComponent |
PrimaryComponentTick
Main tick function for the Actor
Declaration
public ActorComponentTickFunction PrimaryComponentTick { get; set; }
Property Value
Type | Description |
---|---|
ActorComponentTickFunction |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceActivate(Boolean)
Activates the SceneComponent @
Declaration
public void Activate(bool bReset)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bReset |
Remarks
param bReset - Whether the activation should be forced even if ShouldActivate returns false.
AddTickPrerequisiteActor(Actor)
Make this component tick after PrerequisiteActor
Declaration
public void AddTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type | Name | Description |
---|---|---|
Actor | PrerequisiteActor |
AddTickPrerequisiteComponent(ActorComponent)
Make this component tick after PrerequisiteComponent.
Declaration
public void AddTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type | Name | Description |
---|---|---|
ActorComponent | PrerequisiteComponent |
ComponentHasTag(Name)
See if this component contains the supplied tag
Declaration
public bool ComponentHasTag(Name Tag)
Parameters
Type | Name | Description |
---|---|---|
Name | Tag |
Returns
Type | Description |
---|---|
System.Boolean |
Deactivate()
Deactivates the SceneComponent.
Declaration
public void Deactivate()
GetComponentTickInterval()
Returns whether this component has tick enabled or not
Declaration
public float GetComponentTickInterval()
Returns
Type | Description |
---|---|
System.Single |
GetOwner()
Follow the Outer chain to get the AActor that 'Owns' this component
Declaration
public Actor GetOwner()
Returns
Type | Description |
---|---|
Actor |
IsActive()
Returns whether the component is active or not @
Declaration
public bool IsActive()
Returns
Type | Description |
---|---|
System.Boolean |
Remarks
return - The active state of the component.
IsBeingDestroyed()
Returns whether the component is in the process of being destroyed.
Declaration
public bool IsBeingDestroyed()
Returns
Type | Description |
---|---|
System.Boolean |
IsComponentTickEnabled()
Returns whether this component has tick enabled or not
Declaration
public bool IsComponentTickEnabled()
Returns
Type | Description |
---|---|
System.Boolean |
K2_DestroyComponent(UObject)
Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
Declaration
public void K2_DestroyComponent(UObject UObject)
Parameters
Type | Name | Description |
---|---|---|
UObject | UObject |
New(UObject, Name)
Spawn an object of this class
Declaration
public static ActorComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
ActorComponent |
RegisterComponent()
Declaration
public void RegisterComponent()
RemoveTickPrerequisiteActor(Actor)
Remove tick dependency on PrerequisiteActor.
Declaration
public void RemoveTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type | Name | Description |
---|---|---|
Actor | PrerequisiteActor |
RemoveTickPrerequisiteComponent(ActorComponent)
Remove tick dependency on PrerequisiteComponent.
Declaration
public void RemoveTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type | Name | Description |
---|---|---|
ActorComponent | PrerequisiteComponent |
SetActive(Boolean, Boolean)
Sets whether the component is active or not @
Declaration
public void SetActive(bool bNewActive, bool bReset)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewActive | |
System.Boolean | bReset |
Remarks
param bNewActive - The new active state of the component @param bReset - Whether the activation should be forced even if ShouldActivate returns false.
SetAutoActivate(Boolean)
Sets whether the component should be auto activate or not.
Declaration
public void SetAutoActivate(bool bNewAutoActivate)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bNewAutoActivate |
Remarks
Only safe during construction scripts. @param bNewAutoActivate - The new auto activate state of the component
SetComponentTickEnabled(Boolean)
Set this component's tick functions to be enabled or disabled.
Declaration
public void SetComponentTickEnabled(bool bEnabled)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bEnabled |
Remarks
Only has an effect if the function is registered
@param bEnabled - Whether it should be enabled or not
SetComponentTickInterval(Single)
Sets the tick interval for this component's primary tick function.
Declaration
public void SetComponentTickInterval(float TickInterval)
Parameters
Type | Name | Description |
---|---|---|
System.Single | TickInterval |
Remarks
Does not enable the tick interval. Takes effect on next tick. @param TickInterval The duration between ticks for this component's primary tick function
SetIsReplicated(Boolean)
Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components)
Declaration
public void SetIsReplicated(bool ShouldReplicate)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | ShouldReplicate |
SetTickableWhenPaused(Boolean)
Sets whether this component can tick when paused.
Declaration
public void SetTickableWhenPaused(bool bTickableWhenPaused)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | bTickableWhenPaused |
SetTickGroup(Byte)
Changes the ticking group for this component
Declaration
public void SetTickGroup(byte NewTickGroup)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | NewTickGroup |
ToggleActive()
Toggles the active state of the component
Declaration
public void ToggleActive()
UnregisterComponent()
Declaration
public void UnregisterComponent()
Events
| Improve this Doc View SourceReceiveBeginPlay
Blueprint implementable event for when the component is beginning play, called before its Owner's BeginPlay on Actor BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
Declaration
public event ActorComponent.ReceiveBeginPlay_delegate ReceiveBeginPlay
Event Type
Type | Description |
---|---|
ActorComponent.ReceiveBeginPlay_delegate |
ReceiveEndPlay
Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
Declaration
public event ActorComponent.ReceiveEndPlay_delegate ReceiveEndPlay
Event Type
Type | Description |
---|---|
ActorComponent.ReceiveEndPlay_delegate |
ReceiveTick
Event called every frame
Declaration
public event ActorComponent.ReceiveTick_delegate ReceiveTick
Event Type
Type | Description |
---|---|
ActorComponent.ReceiveTick_delegate |
Operators
| Improve this Doc View SourceImplicit(IntPtr to ActorComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator ActorComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
ActorComponent |