I don't need to test my programs. I have an error-correcting modem.
UE3:ActorComponent (UDK)
- 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
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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]
detaches the component from whatever it's attached to
ForceUpdate[edit]
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]
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]
Changes the ticking group for this component