/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ActorComponent extends Component native noexport abstract; var native transient const pointer Scene{FSceneInterface}; var transient const Actor Owner; var native transient const bool bAttached; var const bool bTickInEditor; /** Is this component in need of an update? */ var transient const bool bNeedsReattach; /** Is this component's transform in need of an update? */ var transient const bool bNeedsUpdateTransform; /** The ticking group this component belongs to */ var const ETickingGroup TickGroup; /** Changes the ticking group for this component */ native final function SetTickGroup(ETickingGroup NewTickGroup); /** * 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. */ native final function SetComponentRBFixed(bool bFixed); /** force this component to be updated right now * component must be directly attached to its Owner (not attached to another component) * @param bTransformOnly - if true, only update transform, otherwise do a full reattachment */ native final function ForceUpdate(bool bTransformOnly); /** detaches the component from whatever it's attached to */ native final function DetachFromAny(); defaultproperties { // All things now default to being ticked during async work TickGroup=TG_DuringAsyncWork }