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Class ActorComponent

ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors.

Inheritance
System.Object
UObject
ActorComponent
ActorSequenceComponent
AIPerceptionComponent
AIPerceptionStimuliSourceComponent
BlackboardComponent
BrainComponent
PathFollowingComponent
PawnActionsComponent
PawnSensingComponent
ApplicationLifecycleComponent
InputComponent
MovementComponent
PawnNoiseEmitterComponent
PhysicalAnimationComponent
PhysicsHandleComponent
PlatformEventsComponent
SceneComponent
TimelineComponent
VOIPTalker
ProceduralFoliageComponent
GameplayTasksComponent
VRNotificationsComponent
CameraCaptureComponent
InAppPurchaseComponent
LightingTrackingComponent
MagicLeapPrivileges
RaycastComponent
TouchpadGesturesComponent
NavigationInvokerComponent
NavRelevantComponent
SteamVRChaperoneComponent
ViewportDragOperationComponent
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
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

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AssetUserData

Array of user data stored with the component

Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type Description
ObjectArrayField<AssetUserData>
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bAutoActivate

Declaration
public bool bAutoActivate { get; }
Property Value
Type Description
System.Boolean
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bCanEverAffectNavigation

Declaration
public bool bCanEverAffectNavigation { get; set; }
Property Value
Type Description
System.Boolean
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bEditableWhenInherited

Declaration
public bool bEditableWhenInherited { get; set; }
Property Value
Type Description
System.Boolean
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bIsActive

Declaration
public bool bIsActive { get; set; }
Property Value
Type Description
System.Boolean
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bIsEditorOnly

Declaration
public bool bIsEditorOnly { get; }
Property Value
Type Description
System.Boolean
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bIsVisualizationComponent

Declaration
public bool bIsVisualizationComponent { get; set; }
Property Value
Type Description
System.Boolean
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bNetAddressable

Declaration
public bool bNetAddressable { get; set; }
Property Value
Type Description
System.Boolean
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bReplicates

Declaration
public bool bReplicates { get; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ActorComponent DefaultObject { get; }
Property Value
Type Description
ActorComponent
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PrimaryComponentTick

Main tick function for the Actor

Declaration
public ActorComponentTickFunction PrimaryComponentTick { get; set; }
Property Value
Type Description
ActorComponentTickFunction
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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Activate(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.

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AddTickPrerequisiteActor(Actor)

Make this component tick after PrerequisiteActor

Declaration
public void AddTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type Name Description
Actor PrerequisiteActor
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AddTickPrerequisiteComponent(ActorComponent)

Make this component tick after PrerequisiteComponent.

Declaration
public void AddTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type Name Description
ActorComponent PrerequisiteComponent
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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
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Deactivate()

Deactivates the SceneComponent.

Declaration
public void Deactivate()
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GetComponentTickInterval()

Returns whether this component has tick enabled or not

Declaration
public float GetComponentTickInterval()
Returns
Type Description
System.Single
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GetOwner()

Follow the Outer chain to get the AActor that 'Owns' this component

Declaration
public Actor GetOwner()
Returns
Type Description
Actor
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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.

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IsBeingDestroyed()

Returns whether the component is in the process of being destroyed.

Declaration
public bool IsBeingDestroyed()
Returns
Type Description
System.Boolean
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IsComponentTickEnabled()

Returns whether this component has tick enabled or not

Declaration
public bool IsComponentTickEnabled()
Returns
Type Description
System.Boolean
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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
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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
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RegisterComponent()

Declaration
public void RegisterComponent()
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RemoveTickPrerequisiteActor(Actor)

Remove tick dependency on PrerequisiteActor.

Declaration
public void RemoveTickPrerequisiteActor(Actor PrerequisiteActor)
Parameters
Type Name Description
Actor PrerequisiteActor
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RemoveTickPrerequisiteComponent(ActorComponent)

Remove tick dependency on PrerequisiteComponent.

Declaration
public void RemoveTickPrerequisiteComponent(ActorComponent PrerequisiteComponent)
Parameters
Type Name Description
ActorComponent PrerequisiteComponent
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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.

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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

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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

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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

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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
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SetTickableWhenPaused(Boolean)

Sets whether this component can tick when paused.

Declaration
public void SetTickableWhenPaused(bool bTickableWhenPaused)
Parameters
Type Name Description
System.Boolean bTickableWhenPaused
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SetTickGroup(Byte)

Changes the ticking group for this component

Declaration
public void SetTickGroup(byte NewTickGroup)
Parameters
Type Name Description
System.Byte NewTickGroup
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ToggleActive()

Toggles the active state of the component

Declaration
public void ToggleActive()
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UnregisterComponent()

Declaration
public void UnregisterComponent()

Events

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ReceiveBeginPlay

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
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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
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ReceiveTick

Event called every frame

Declaration
public event ActorComponent.ReceiveTick_delegate ReceiveTick
Event Type
Type Description
ActorComponent.ReceiveTick_delegate

Operators

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Implicit(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
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