Class SceneComponent
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.
Inheritance
System.Object
SceneComponent
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class SceneComponent : ActorComponent
Properties
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AttachChildren
List of child SceneComponents that are attached to us.
Declaration
public ObjectArrayField<SceneComponent> AttachChildren { get; }
Property Value
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AttachParent
What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object
Declaration
public SceneComponent AttachParent { get; set; }
Property Value
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AttachSocketName
Optional socket name on AttachParent that we are attached to.
Declaration
public Name AttachSocketName { get; set; }
Property Value
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bAbsoluteLocation
Declaration
public bool bAbsoluteLocation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bAbsoluteRotation
Declaration
public bool bAbsoluteRotation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bAbsoluteScale
Declaration
public bool bAbsoluteScale { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bBoundsChangeTriggersStreamingDataRebuild { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bComponentToWorldUpdated
Declaration
public bool bComponentToWorldUpdated { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bHiddenInGame
Declaration
public bool bHiddenInGame { get; }
Property Value
Type |
Description |
System.Boolean |
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bShouldUpdatePhysicsVolume
Declaration
public bool bShouldUpdatePhysicsVolume { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseAttachParentBound
Declaration
public bool bUseAttachParentBound { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bVisible
Declaration
public bool bVisible { get; }
Property Value
Type |
Description |
System.Boolean |
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bVisualizeComponent
Declaration
public bool bVisualizeComponent { get; set; }
Property Value
Type |
Description |
System.Boolean |
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ClientAttachedChildren
Set of attached SceneComponents that were attached by the client so we can fix up AttachChildren when it is replicated to us.
Declaration
public ObjectArrayField<SceneComponent> ClientAttachedChildren { get; }
Property Value
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ComponentVelocity
Velocity of the component.
Declaration
public Vector ComponentVelocity { get; set; }
Property Value
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static SceneComponent DefaultObject { get; }
Property Value
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DetailMode
If detail mode is >= system detail mode, primitive won't be rendered.
Declaration
public byte DetailMode { get; }
Property Value
Type |
Description |
System.Byte |
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Mobility
How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
Declaration
public byte Mobility { get; }
Property Value
Type |
Description |
System.Byte |
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RelativeLocation
Location of the component relative to its parent
Declaration
public Vector RelativeLocation { get; }
Property Value
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RelativeRotation
Rotation of the component relative to its parent
Declaration
public Rotator RelativeRotation { get; }
Property Value
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RelativeScale3D
Non-uniform scaling of the component relative to its parent.
Declaration
public Vector RelativeScale3D { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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DetachFromParent(Boolean, Boolean)
Declaration
public void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify)
Parameters
Type |
Name |
Description |
System.Boolean |
bMaintainWorldPosition |
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System.Boolean |
bCallModify |
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DoesSocketExist(Name)
return true if socket with the given name exists
@
Declaration
public bool DoesSocketExist(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
Type |
Description |
System.Boolean |
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GetAllSocketNames()
Gets the names of all the sockets on the component.
Declaration
public IReadOnlyCollection<Name> GetAllSocketNames()
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Name> |
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GetAttachParent()
Get the SceneComponent we are attached to.
Declaration
public SceneComponent GetAttachParent()
Returns
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GetAttachSocketName()
Get the socket we are attached to.
Declaration
public Name GetAttachSocketName()
Returns
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GetChildComponent(Int32)
Gets the attached child component at the specified location
Declaration
public SceneComponent GetChildComponent(int ChildIndex)
Parameters
Type |
Name |
Description |
System.Int32 |
ChildIndex |
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Returns
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GetChildrenComponents(Boolean)
Gets all the attached child components
@
Declaration
public IReadOnlyCollection<SceneComponent> GetChildrenComponents(bool bIncludeAllDescendants)
Parameters
Type |
Name |
Description |
System.Boolean |
bIncludeAllDescendants |
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Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<SceneComponent> |
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GetComponentVelocity()
Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
Declaration
public Vector GetComponentVelocity()
Returns
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GetForwardVector()
Get the forward (X) unit direction vector from this component, in world space.
Declaration
public Vector GetForwardVector()
Returns
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GetNumChildrenComponents()
Gets the number of attached children components
Declaration
public int GetNumChildrenComponents()
Returns
Type |
Description |
System.Int32 |
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GetParentComponents()
Gets all parent components up to and including the root component
Declaration
public IReadOnlyCollection<SceneComponent> GetParentComponents()
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<SceneComponent> |
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GetPhysicsVolume()
Get the PhysicsVolume overlapping this component.
Declaration
public PhysicsVolume GetPhysicsVolume()
Returns
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Returns the transform of the component relative to its parent
Declaration
public Transform GetRelativeTransform()
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GetRightVector()
Get the right (Y) unit direction vector from this component, in world space.
Declaration
public Vector GetRightVector()
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GetShouldUpdatePhysicsVolume()
Get Should Update Physics Volume
Declaration
public bool GetShouldUpdatePhysicsVolume()
Returns
Type |
Description |
System.Boolean |
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GetSocketLocation(Name)
Get world-space socket or bone location.
Declaration
public Vector GetSocketLocation(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
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GetSocketQuaternion(Name)
Get world-space socket or bone FQuat rotation.
Declaration
public Quat GetSocketQuaternion(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
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GetSocketRotation(Name)
Get world-space socket or bone FRotator rotation.
Declaration
public Rotator GetSocketRotation(Name InSocketName)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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Returns
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Get world-space socket transform.
Declaration
public Transform GetSocketTransform(Name InSocketName, byte TransformSpace)
Parameters
Type |
Name |
Description |
Name |
InSocketName |
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System.Byte |
TransformSpace |
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Returns
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GetUpVector()
Get the up (Z) unit direction vector from this component, in world space.
Declaration
public Vector GetUpVector()
Returns
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IsAnySimulatingPhysics()
Returns whether the specified body is currently using physics simulation
Declaration
public bool IsAnySimulatingPhysics()
Returns
Type |
Description |
System.Boolean |
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IsSimulatingPhysics(Name)
Returns whether the specified body is currently using physics simulation
Declaration
public bool IsSimulatingPhysics(Name BoneName)
Parameters
Type |
Name |
Description |
Name |
BoneName |
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Returns
Type |
Description |
System.Boolean |
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IsVisible()
Is this component visible or not in game
@
Declaration
Returns
Type |
Description |
System.Boolean |
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K2_AddLocalOffset(Vector, Boolean, Boolean)
Adds a delta to the location of the component in its local reference frame
@
Declaration
public HitResult K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
DeltaLocation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AddLocalRotation(Rotator, Boolean, Boolean)
Adds a delta to the rotation of the component in its local reference frame
@
Declaration
public HitResult K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Rotator |
DeltaRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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Adds a delta to the transform of the component in its local reference frame.
Declaration
public HitResult K2_AddLocalTransform(Transform DeltaTransform, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Transform |
DeltaTransform |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AddRelativeLocation(Vector, Boolean, Boolean)
Adds a delta to the translation of the component relative to its parent
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Declaration
public HitResult K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
DeltaLocation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AddRelativeRotation(Rotator, Boolean, Boolean)
Adds a delta the rotation of the component relative to its parent
@
Declaration
public HitResult K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Rotator |
DeltaRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AddWorldOffset(Vector, Boolean, Boolean)
Adds a delta to the location of the component in world space.
Declaration
public HitResult K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
DeltaLocation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AddWorldRotation(Rotator, Boolean, Boolean)
Adds a delta to the rotation of the component in world space.
Declaration
public HitResult K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Rotator |
DeltaRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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Adds a delta to the transform of the component in world space.
Declaration
public HitResult K2_AddWorldTransform(Transform DeltaTransform, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Transform |
DeltaTransform |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_AttachTo(SceneComponent, Name, Byte, Boolean)
Declaration
public bool K2_AttachTo(SceneComponent InParent, Name InSocketName, byte AttachType, bool bWeldSimulatedBodies)
Parameters
Type |
Name |
Description |
SceneComponent |
InParent |
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Name |
InSocketName |
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System.Byte |
AttachType |
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System.Boolean |
bWeldSimulatedBodies |
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Returns
Type |
Description |
System.Boolean |
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K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Attach this component to another scene component, optionally at a named socket.
Declaration
public bool K2_AttachToComponent(SceneComponent Parent, Name SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
Parameters
Returns
Type |
Description |
System.Boolean |
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K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
Detach this component from whatever it is attached to.
Declaration
public void K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify)
Parameters
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K2_GetComponentLocation()
Return location of the component, in world space
Declaration
public Vector K2_GetComponentLocation()
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K2_GetComponentRotation()
Returns rotation of the component, in world space.
Declaration
public Rotator K2_GetComponentRotation()
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K2_GetComponentScale()
Returns scale of the component, in world space.
Declaration
public Vector K2_GetComponentScale()
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K2_GetComponentToWorld()
Get the current component-to-world transform for this component
Declaration
public Transform K2_GetComponentToWorld()
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K2_SetRelativeLocation(Vector, Boolean, Boolean)
Set the location of the component relative to its parent
@
Declaration
public HitResult K2_SetRelativeLocation(Vector NewLocation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
NewLocation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Set the location and rotation of the component relative to its parent
@
Declaration
public HitResult K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
NewLocation |
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Rotator |
NewRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
Remarks
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K2_SetRelativeRotation(Rotator, Boolean, Boolean)
Set the rotation of the component relative to its parent
@
Declaration
public HitResult K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Rotator |
NewRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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Set the transform of the component relative to its parent
@
Declaration
public HitResult K2_SetRelativeTransform(Transform NewTransform, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Transform |
NewTransform |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_SetWorldLocation(Vector, Boolean, Boolean)
Put this component at the specified location in world space.
Declaration
public HitResult K2_SetWorldLocation(Vector NewLocation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
NewLocation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Set the relative location and rotation of the component to put it at the supplied pose in world space.
Declaration
public HitResult K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Vector |
NewLocation |
|
Rotator |
NewRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
Remarks
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K2_SetWorldRotation(Rotator, Boolean, Boolean)
- Put this component at the specified rotation in world space.
Declaration
public HitResult K2_SetWorldRotation(Rotator NewRotation, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Rotator |
NewRotation |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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Set the transform of the component in world space.
Declaration
public HitResult K2_SetWorldTransform(Transform NewTransform, bool bSweep, bool bTeleport)
Parameters
Type |
Name |
Description |
Transform |
NewTransform |
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System.Boolean |
bSweep |
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System.Boolean |
bTeleport |
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Returns
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New(UObject, Name)
Spawn an object of this class
Declaration
public static SceneComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
Declaration
public void ResetRelativeTransform()
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SetAbsolute(Boolean, Boolean, Boolean)
Set which parts of the relative transform should be relative to parent, and which should be relative to world
Declaration
public void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale)
Parameters
Type |
Name |
Description |
System.Boolean |
bNewAbsoluteLocation |
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System.Boolean |
bNewAbsoluteRotation |
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System.Boolean |
bNewAbsoluteScale |
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SetHiddenInGame(Boolean, Boolean)
Changes the value of HiddenGame.
Declaration
public void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren)
Parameters
Type |
Name |
Description |
System.Boolean |
NewHidden |
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System.Boolean |
bPropagateToChildren |
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SetMobility(Byte)
Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered
Declaration
public void SetMobility(byte NewMobility)
Parameters
Type |
Name |
Description |
System.Byte |
NewMobility |
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SetRelativeScale3D(Vector)
Set the non-uniform scale of the component relative to its parent
Declaration
public void SetRelativeScale3D(Vector NewScale3D)
Parameters
Type |
Name |
Description |
Vector |
NewScale3D |
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SetShouldUpdatePhysicsVolume(Boolean)
Set Should Update Physics Volume
Declaration
public void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume)
Parameters
Type |
Name |
Description |
System.Boolean |
bInShouldUpdatePhysicsVolume |
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SetVisibility(Boolean, Boolean)
Set visibility of the component, if during game use this to turn on/off
Declaration
public void SetVisibility(bool bNewVisibility, bool bPropagateToChildren)
Parameters
Type |
Name |
Description |
System.Boolean |
bNewVisibility |
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System.Boolean |
bPropagateToChildren |
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SetWorldScale3D(Vector)
Set the relative scale of the component to put it at the supplied scale in world space.
Declaration
public void SetWorldScale3D(Vector NewScale)
Parameters
Type |
Name |
Description |
Vector |
NewScale |
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SnapTo(SceneComponent, Name)
Declaration
public bool SnapTo(SceneComponent InParent, Name InSocketName)
Parameters
Returns
Type |
Description |
System.Boolean |
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ToggleVisibility(Boolean)
Toggle visibility of the component
Declaration
public void ToggleVisibility(bool bPropagateToChildren)
Parameters
Type |
Name |
Description |
System.Boolean |
bPropagateToChildren |
|
Operators
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Implicit(IntPtr to SceneComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator SceneComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
|
Returns