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KF2-Dev-Scripts/Engine/Classes/ActorComponent.uc
2020-12-13 18:01:13 +03:00

47 lines
1.6 KiB
Ucode

/**
* 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
}