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UE3:ActorComponent (UDK)

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UDK Object >> Component >> ActorComponent
Package: 
Engine
Direct subclasses:
AudioComponent, FogVolumeDensityComponent, HeightFogComponent, LightComponent, LightEnvironmentComponent, PrimitiveComponent, RadialBlurComponent, RB_Handle, RB_Spring, SceneCaptureComponent, SVehicleSimBase, UTBotDecisionComponent, WindDirectionalSourceComponent
This class in other games:
UT3


Properties[edit]

bAttached[edit]

Type: bool

Modifiers: native, transient, const


bNeedsReattach[edit]

Type: bool

Modifiers: transient, const

Is this component in need of an update?

bNeedsUpdateTransform[edit]

Type: bool

Modifiers: transient, const

Is this component's transform in need of an update?

bTickInEditor[edit]

Type: bool

Modifiers: const


Owner[edit]

Type: Actor

Modifiers: transient, const


Scene[edit]

Type: pointer{FSceneInterface}

Modifiers: native, transient, const


TickGroup[edit]

Type: Object.ETickingGroup

Modifiers: const

The ticking group this component belongs to

Default value: TG_DuringAsyncWork

Native functions[edit]

DetachFromAny[edit]

native final function DetachFromAny ()

detaches the component from whatever it's attached to

ForceUpdate[edit]

native final function ForceUpdate (bool bTransformOnly)

force this component to be updated right now component must be directly attached to its Owner (not attached to another component)

Parameters:

  • bTransformOnly - if true, only update transform, otherwise do a full reattachment

SetComponentRBFixed[edit]

native final function SetComponentRBFixed (bool bFixed)

Sets whether or not the physics for this object should be 'fixed' (ie kinematic) or allowed to move with dynamics. If bFixed is true, all bodies within this component will be fixed. If bFixed is false, bodies will be set back to the default defined by their BodySetup.

SetTickGroup[edit]

native final function SetTickGroup (Object.ETickingGroup NewTickGroup)

Changes the ticking group for this component