Class: USystemsSceneComponent
class SYSTEMS_API USystemsSceneComponent
: public USceneComponent;
Reflection-enabled
Specifiers:
- BlueprintType
- Blueprintable
- Abstract
Meta Specifiers:
- BlueprintSpawnableComponent
Base class for systems scene components.
This is scene component equivalent to USystemsActorComponent -
scene components are useful where given component should have transformation
relative to actor.
Properties
-
SystemsWorldspublic: TSet<FName> SystemsWorlds;
Reflection-enabled
Specifiers:
- EditAnywhere
- Category = Systems|Component|Scene
List of subsystem's systems worlds where this component should be registered.
If list is empty, it means this component will be added to every registered systems world.
Methods
-
CanBeRegisteredToSystemsWorldpublic: virtual bool CanBeRegisteredToSystemsWorld() const;
Tells if given component can be automatically registered into systems worlds.
Useful to override when component has to meet certain conditions to get considered for automatic registration, conditions such as for example being owned by server game instance, or actor being a pawn.
By default this method always returns
true. -
IsRegisteredpublic: bool IsRegistered() const;
Tells if this component is registered to subsystem's systems world.
-
SetRegisteredpublic: void SetRegistered( bool bMode, bool bForced = false );
Registers this component to subsystem's systems worlds listed in
USystemsSceneComponent::SystemsWorlds.
Arguments
-
bModebool bModeIf true, component gets registered, otherwise it gets unregistered.
-
bForcedbool bForced = falseForces registration change.
Note
Be careful, when
bModeis true, this will not unregister this component from systems worlds where this component is already registered - this is useful mainly when get called inUActorComponent::BeginPlayto enforce initial registration when internalbRegistergets set to true in editor.
-
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