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Class SCS_Node

SCS Node

Inheritance
System.Object
UObject
SCS_Node
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 SCS_Node : UObject

Properties

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AttachToName

Socket/Bone that Node might attach to

Declaration
public Name AttachToName { get; set; }
Property Value
Type Description
Name
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bIsParentComponentNative

Declaration
public bool bIsParentComponentNative { get; set; }
Property Value
Type Description
System.Boolean
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ChildNodes

Set of child nodes

Declaration
public ObjectArrayField<SCS_Node> ChildNodes { get; }
Property Value
Type Description
ObjectArrayField<SCS_Node>
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ComponentClass

Component class

Declaration
public SubclassOf<UObject> ComponentClass { get; set; }
Property Value
Type Description
SubclassOf<UObject>
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ComponentTemplate

Template for the component to create

Declaration
public ActorComponent ComponentTemplate { get; set; }
Property Value
Type Description
ActorComponent
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CookedComponentInstancingData

Cached data for faster runtime instancing (only used in cooked builds)

Declaration
public BlueprintCookedComponentInstancingData CookedComponentInstancingData { get; set; }
Property Value
Type Description
BlueprintCookedComponentInstancingData
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SCS_Node DefaultObject { get; }
Property Value
Type Description
SCS_Node
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InternalVariableName

Internal variable name.

Declaration
public Name InternalVariableName { get; set; }
Property Value
Type Description
Name
Remarks

This is used for: a) Generating the component template (archetype) object name. b) A UObjectProperty in the generated Blueprint class. This holds a reference to the component instance created at Actor construction time. c) Archetype lookup through the generated Blueprint class. All instances route back to the archetype through the variable name (i.e. not the template name).

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ParentComponentOrVariableName

Component template or variable that Node might be parented to

Declaration
public Name ParentComponentOrVariableName { get; set; }
Property Value
Type Description
Name
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ParentComponentOwnerClassName

If the node is attached to another node inherited from a parent Blueprint, this contains the name of the Blueprint parent class that owns the component template //@TODO: We can potentially remove this if/when inherited SCS component template instances are included in subobject serialization, as we could then infer that the owner class is always the same as the BP class.

Declaration
public Name ParentComponentOwnerClassName { get; set; }
Property Value
Type Description
Name
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StaticClass

Get UE4 Class

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

Variable Guid

Declaration
public FGuid VariableGuid { get; set; }
Property Value
Type Description
FGuid

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to SCS_Node)

Convert from IntPtr to UObject

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