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Class DecalComponent

A material that is rendered onto the surface of a mesh.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
DecalComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 DecalComponent : SceneComponent
Remarks

A kind of 'bumper sticker' for a model.

@see https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor @see UDecalActor

Properties

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bDestroyOwnerAfterFade

Declaration
public bool bDestroyOwnerAfterFade { get; }
Property Value
Type Description
System.Boolean
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DecalMaterial

Decal material.

Declaration
public MaterialInterface DecalMaterial { get; }
Property Value
Type Description
MaterialInterface
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DecalSize

Decal size in local space (does not include the component scale), technically redundant but there for convenience

Declaration
public Vector DecalSize { get; }
Property Value
Type Description
Vector
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static DecalComponent DefaultObject { get; }
Property Value
Type Description
DecalComponent
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FadeDuration

Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.

Declaration
public float FadeDuration { get; }
Property Value
Type Description
System.Single
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FadeInDuration

Fade in Duration

Declaration
public float FadeInDuration { get; }
Property Value
Type Description
System.Single
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FadeInStartDelay

Fade in Start Delay

Declaration
public float FadeInStartDelay { get; }
Property Value
Type Description
System.Single
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FadeScreenSize

Fade Screen Size

Declaration
public float FadeScreenSize { get; }
Property Value
Type Description
System.Single
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FadeStartDelay

Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.

Declaration
public float FadeStartDelay { get; }
Property Value
Type Description
System.Single
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SortOrder

Controls the order in which decal elements are rendered.

Declaration
public int SortOrder { get; }
Property Value
Type Description
System.Int32
Remarks

Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.

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StaticClass

Get UE4 Class

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

Methods

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CreateDynamicMaterialInstance()

Utility to allocate a new Dynamic Material Instance, set its parent to the currently applied material, and assign it

Declaration
public MaterialInstanceDynamic CreateDynamicMaterialInstance()
Returns
Type Description
MaterialInstanceDynamic
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GetDecalMaterial()

Accessor for decal material

Declaration
public MaterialInterface GetDecalMaterial()
Returns
Type Description
MaterialInterface
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GetFadeDuration()

Get Fade Duration

Declaration
public float GetFadeDuration()
Returns
Type Description
System.Single
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GetFadeInDuration()

Get Fade in Duration

Declaration
public float GetFadeInDuration()
Returns
Type Description
System.Single
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GetFadeInStartDelay()

Get Fade in Start Delay

Declaration
public float GetFadeInStartDelay()
Returns
Type Description
System.Single
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GetFadeStartDelay()

Get Fade Start Delay

Declaration
public float GetFadeStartDelay()
Returns
Type Description
System.Single
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New(UObject, Name)

Spawn an object of this class

Declaration
public static DecalComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
DecalComponent
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SetDecalMaterial(MaterialInterface)

setting decal material on decal component. This will force the decal to reattach

Declaration
public void SetDecalMaterial(MaterialInterface NewDecalMaterial)
Parameters
Type Name Description
MaterialInterface NewDecalMaterial
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SetFadeIn(Single, Single)

Set Fade In

Declaration
public void SetFadeIn(float StartDelay, float Duaration)
Parameters
Type Name Description
System.Single StartDelay
System.Single Duaration
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SetFadeOut(Single, Single, Boolean)

Sets the decal's fade start time, duration and if the owning actor should be destroyed after the decal is fully faded out.

Declaration
public void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade)
Parameters
Type Name Description
System.Single StartDelay
System.Single Duration
System.Boolean DestroyOwnerAfterFade
Remarks

The default value of 0 for FadeStartDelay and FadeDuration makes the decal persistent. See DecalLifetimeOpacity material node to control the look of "fading out."

@param StartDelay - Time in seconds to wait before beginning to fade out the decal. @param Duration - Time in second for the decal to fade out. @param DestroyOwnerAfterFade - Should the owning actor automatically be destroyed after it is completely faded out.

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SetFadeScreenSize(Single)

Set the FadeScreenSize for this decal component

Declaration
public void SetFadeScreenSize(float NewFadeScreenSize)
Parameters
Type Name Description
System.Single NewFadeScreenSize
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SetSortOrder(Int32)

Sets the sort order for the decal component. Higher values draw later (on top). This will force the decal to reattach

Declaration
public void SetSortOrder(int Value)
Parameters
Type Name Description
System.Int32 Value

Operators

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Implicit(IntPtr to DecalComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator DecalComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
DecalComponent
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