47 lines
1.6 KiB
Ucode
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
|
|
}
|