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Class SceneComponent

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
SynthComponent
AtmosphericFogComponent
AudioComponent
CameraComponent
ChildActorComponent
DecalComponent
ExponentialHeightFogComponent
ForceFeedbackComponent
LightComponentBase
LightmassPortalComponent
PhysicsConstraintComponent
PhysicsSpringComponent
PhysicsThrusterComponent
PostProcessComponent
PrimitiveComponent
RadialForceComponent
ReflectionCaptureComponent
SceneCaptureComponent
SpringArmComponent
StereoLayerComponent
WindDirectionalSourceComponent
TestPhaseComponent
LinearTimecodeComponent
ImageTrackerComponent
MagicLeapARPinComponent
MeshTrackerComponent
PlanesComponent
NavigationGraphNodeComponent
WidgetInteractionComponent
GizmoHandleGroup
Inherited Members
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 SceneComponent : ActorComponent
Remarks

Useful as a 'dummy' component in the hierarchy to offset others. @see Scene Components

Properties

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AttachChildren

List of child SceneComponents that are attached to us.

Declaration
public ObjectArrayField<SceneComponent> AttachChildren { get; }
Property Value
Type Description
ObjectArrayField<SceneComponent>
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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
Type Description
SceneComponent
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AttachSocketName

Optional socket name on AttachParent that we are attached to.

Declaration
public Name AttachSocketName { get; set; }
Property Value
Type Description
Name
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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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bBoundsChangeTriggersStreamingDataRebuild

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
Type Description
ObjectArrayField<SceneComponent>
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ComponentVelocity

Velocity of the component.

Declaration
public Vector ComponentVelocity { get; set; }
Property Value
Type Description
Vector
Remarks

@see GetComponentVelocity()

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SceneComponent DefaultObject { get; }
Property Value
Type Description
SceneComponent
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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
Type Description
Vector
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RelativeRotation

Rotation of the component relative to its parent

Declaration
public Rotator RelativeRotation { get; }
Property Value
Type Description
Rotator
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RelativeScale3D

Non-uniform scaling of the component relative to its parent.

Declaration
public Vector RelativeScale3D { get; }
Property Value
Type Description
Vector
Remarks

Note that scaling is always applied in local space (no shearing etc)

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StaticClass

Get UE4 Class

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

Methods

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DetachFromParent(Boolean, Boolean)

Detach from Parent

Declaration
public void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify)
Parameters
Type Name Description
System.Boolean bMaintainWorldPosition
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
Returns
Type Description
System.Boolean
Remarks

param InSocketName Name of the socket or the bone to get the transform @return true if the socket with the given name exists. Otherwise, return false

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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>
Remarks

@return Get the names of all the sockets on the component.

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GetAttachParent()

Get the SceneComponent we are attached to.

Declaration
public SceneComponent GetAttachParent()
Returns
Type Description
SceneComponent
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GetAttachSocketName()

Get the socket we are attached to.

Declaration
public Name GetAttachSocketName()
Returns
Type Description
Name
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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
Returns
Type Description
SceneComponent
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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
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<SceneComponent>
Remarks

param bIncludeAllDescendants Whether to include all descendants in the list of children (i.e. grandchildren, great grandchildren, etc.) @param Children The list of attached child components

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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
Type Description
Vector
Remarks

@return Velocity of the component

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GetForwardVector()

Get the forward (X) unit direction vector from this component, in world space.

Declaration
public Vector GetForwardVector()
Returns
Type Description
Vector
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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
Type Description
PhysicsVolume
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GetRelativeTransform()

Returns the transform of the component relative to its parent

Declaration
public Transform GetRelativeTransform()
Returns
Type Description
Transform
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GetRightVector()

Get the right (Y) unit direction vector from this component, in world space.

Declaration
public Vector GetRightVector()
Returns
Type Description
Vector
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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
Returns
Type Description
Vector
Remarks

@param InSocketName Name of the socket or the bone to get the transform @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

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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
Returns
Type Description
Quat
Remarks

@param InSocketName Name of the socket or the bone to get the transform @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

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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
Returns
Type Description
Rotator
Remarks

@param InSocketName Name of the socket or the bone to get the transform @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

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GetSocketTransform(Name, Byte)

Get world-space socket transform.

Declaration
public Transform GetSocketTransform(Name InSocketName, byte TransformSpace)
Parameters
Type Name Description
Name InSocketName
System.Byte TransformSpace
Returns
Type Description
Transform
Remarks

@param InSocketName Name of the socket or the bone to get the transform @return Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

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GetUpVector()

Get the up (Z) unit direction vector from this component, in world space.

Declaration
public Vector GetUpVector()
Returns
Type Description
Vector
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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
Returns
Type Description
System.Boolean
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IsVisible()

Is this component visible or not in game @

Declaration
public bool IsVisible()
Returns
Type Description
System.Boolean
Remarks

return true if visible

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param DeltaLocation Change in location of the component in its local reference frame. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param DeltaRotation Change in rotation of the component in its local reference frame. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination (currently not supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

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K2_AddLocalTransform(Transform, Boolean, Boolean)

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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

Scale is unchanged. @param DeltaTransform Change in transform of the component in its local reference frame. Scale is unchanged. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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K2_AddRelativeLocation(Vector, Boolean, Boolean)

Adds a delta to the translation of the component relative to its parent @

Declaration
public HitResult K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, bool bTeleport)
Parameters
Type Name Description
Vector DeltaLocation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param DeltaLocation Change in location of the component relative to its parent @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param DeltaRotation Change in rotation of the component relative to is parent. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination (currently not supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param DeltaLocation Change in location in world space for the component. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param DeltaRotation Change in rotation in world space for the component. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination (currently not supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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K2_AddWorldTransform(Transform, Boolean, Boolean)

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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

Scale is unchanged. @param DeltaTransform Change in transform in world space for the component. Scale is unchanged. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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K2_AttachTo(SceneComponent, Name, Byte, Boolean)

K2 Attach To

Declaration
public bool K2_AttachTo(SceneComponent InParent, Name InSocketName, byte AttachType, bool bWeldSimulatedBodies)
Parameters
Type Name Description
SceneComponent InParent
Name InSocketName
System.Byte AttachType
System.Boolean bWeldSimulatedBodies
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
Type Name Description
SceneComponent Parent
Name SocketName
EAttachmentRule LocationRule
EAttachmentRule RotationRule
EAttachmentRule ScaleRule
System.Boolean bWeldSimulatedBodies
Returns
Type Description
System.Boolean
Remarks

It is valid to call this on components whether or not they have been Registered. @param Parent Parent to attach to. @param SocketName Optional socket to attach to on the parent. @param LocationRule How to handle translation when attaching. @param RotationRule How to handle rotation when attaching. @param ScaleRule How to handle scale when attaching. @param bWeldSimulatedBodies Whether to weld together simulated physics bodies. @return True if attachment is successful (or already attached to requested parent/socket), false if attachment is rejected and there is no change in AttachParent.

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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
Type Name Description
EDetachmentRule LocationRule
EDetachmentRule RotationRule
EDetachmentRule ScaleRule
System.Boolean bCallModify
Remarks

Automatically unwelds components that are welded together (See WeldTo) @param LocationRule How to handle translations when detaching. @param RotationRule How to handle rotation when detaching. @param ScaleRule How to handle scales when detaching. @param bCallModify If true, call Modify() on the component and the current attach parent component

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K2_GetComponentLocation()

Return location of the component, in world space

Declaration
public Vector K2_GetComponentLocation()
Returns
Type Description
Vector
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K2_GetComponentRotation()

Returns rotation of the component, in world space.

Declaration
public Rotator K2_GetComponentRotation()
Returns
Type Description
Rotator
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K2_GetComponentScale()

Returns scale of the component, in world space.

Declaration
public Vector K2_GetComponentScale()
Returns
Type Description
Vector
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K2_GetComponentToWorld()

Get the current component-to-world transform for this component

Declaration
public Transform K2_GetComponentToWorld()
Returns
Type Description
Transform
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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewLocation New location of the component relative to its parent. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
Rotator NewRotation
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewLocation New location of the component relative to its parent. @param NewRotation New rotation of the component relative to its parent. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewRotation New rotation of the component relative to its parent @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination (currently not supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

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K2_SetRelativeTransform(Transform, Boolean, Boolean)

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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

param NewTransform New transform of the component relative to its parent. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination (currently not supported for rotation). @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts).

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

Updates relative location to achieve the final world location. @param NewLocation New location in world space for the component. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param NewLocation New location in world space for the component. @param NewRotation New rotation in world space for the component. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

Updates relative rotation to achieve the final world rotation.

  • @param NewRotation New rotation in world space for the component.
  • @param SweepHitResult Hit result from any impact if sweep is true.
  • @param bSweep Whether we sweep to the destination (currently not supported for rotation).
  • @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object).
  •                                                  If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location).
    
  •                                                  If false, physics velocity is updated based on the change in position (affecting ragdoll parts).
    
  •                                                  If CCD is on and not teleporting, this will affect objects along the entire sweep volume.
    
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K2_SetWorldTransform(Transform, Boolean, Boolean)

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
System.Boolean bSweep
System.Boolean bTeleport
Returns
Type Description
HitResult
Remarks

@param NewTransform New transform in world space for the component. @param SweepHitResult Hit result from any impact if sweep is true. @param bSweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. @param bTeleport Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire sweep volume.

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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
Type Name Description
UObject obj
Name name
Returns
Type Description
SceneComponent
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ResetRelativeTransform()

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
System.Boolean bNewAbsoluteRotation
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
System.Boolean bPropagateToChildren
Remarks

@param NewHidden - The value to assign to HiddenGame.

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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
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
Remarks

@param NewScale New scale in world space for this component.

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SnapTo(SceneComponent, Name)

Snap To

Declaration
public bool SnapTo(SceneComponent InParent, Name InSocketName)
Parameters
Type Name Description
SceneComponent InParent
Name InSocketName
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
Type Description
SceneComponent
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