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PrimitiveComponent

Class in Engine · Engine.PrimitiveComponent · native, abstract

Object › Component › ActorComponent › PrimitiveComponent

Subclasses: ArrowComponent, BrushComponent, CameraConeComponent, CoverGroupRenderingComponent, CylinderComponent, DecalComponent, DrawBoxComponent, DrawCapsuleComponent, DrawConeComponent, DrawCylinderComponent, DrawFrustumComponent, DrawQuadComponent, DrawSphereComponent, FluidInfluenceComponent, FluidSurfaceComponent, GameDestinationConnRenderingComponent, H7DrawBoxComponent, H7EditorCameraHeightTool, H7EditorCellOverlayComponent, ImageReflectionShadowPlaneComponent, LandscapeComponent, LandscapeGizmoRenderComponent, LandscapeHeightfieldCollisionComponent, LensFlareComponent, LevelGridVolumeRenderingComponent, LineBatchComponent, MeshComponent, ModelComponent, NavMeshRenderingComponent, NxForceFieldComponent, ParticleSystemComponent, PathRenderingComponent, RB_ConstraintDrawComponent, RB_RadialImpulseComponent, RouteRenderingComponent, SpeedTreeComponent, SplineComponent, SpriteComponent, TerrainComponent

Using it from Lua
h7.find_all("PrimitiveComponent")            -- live instances
h7.find_class("Engine.PrimitiveComponent")   -- the class
h7.hook("Engine.PrimitiveComponent.AddForce", fn)

Enums

ERadialImpulseFalloff

RIF_Constant = 0, RIF_Linear = 1

ERBCollisionChannel

RBCC_Default = 0, RBCC_Nothing = 1, RBCC_Pawn = 2, RBCC_Vehicle = 3, RBCC_Water = 4, RBCC_GameplayPhysics = 5, RBCC_EffectPhysics = 6, RBCC_Untitled1 = 7, RBCC_Untitled2 = 8, RBCC_Untitled3 = 9, RBCC_Untitled4 = 10, RBCC_Cloth = 11, RBCC_FluidDrain = 12, RBCC_SoftBody = 13, RBCC_FracturedMeshPart = 14, RBCC_BlockingVolume = 15, RBCC_DeadPawn = 16, RBCC_Clothing = 17, RBCC_ClothingCollision = 18

GJKResult

GJK_Intersect = 0, GJK_NoIntersection = 1, GJK_Fail = 2

Structs

MaterialViewRelevance

FieldType
bOpaquebool
bTranslucentbool
bDistortionbool
bOneLayerDistortionRelevancebool
bLitbool
bUsesSceneColorbool

RBCollisionChannelContainer

FieldType
Defaultbool
Nothingbool
Pawnbool
Vehiclebool
Waterbool
GameplayPhysicsbool
EffectPhysicsbool
Untitled1bool
Untitled2bool
Untitled3bool
Untitled4bool
Clothbool
FluidDrainbool
SoftBodybool
FracturedMeshPartbool
BlockingVolumebool
DeadPawnbool
Clothingbool
ClothingCollisionbool

Properties

NameTypeNotes
AbsoluteRotationboolconst
AbsoluteScaleboolconst
AbsoluteTranslationboolconst
AlwaysCheckCollisionboolconst
AlwaysLoadOnClientboolconst, private
AlwaysLoadOnServerboolconst, private
bAcceptsDecalsboolconst
bAcceptsDecalsDuringGameplayboolconst
bAcceptsDynamicDecalsboolconst
bAcceptsDynamicDominantLightShadowsbool
bAcceptsDynamicLightsboolconst
bAcceptsLightsboolconst
bAcceptsStaticDecalsboolconst
bAllowAmbientOcclusionbool
bAllowApproximateOcclusionbool
bAllowCullDistanceVolumeboolconst
bAllowDecalAutomaticReAttachbooltransient
bAllowShadowFadebool
bBlockFootPlacementboolconst
bCastDynamicShadowbool
bCastHiddenShadowbool
bCastShadowAsTwoSidedbool
bCastStaticShadowbool
bDisableAllRigidBodyboolconst
bFirstFrameOcclusionbool
bFluidDrainboolconst
bFluidTwoWayboolconst
bForceDirectLightMapboolconst
bForceMipStreamingboolconst
bHasExplicitShadowParentboolconst, transient, private
bIgnoreForceFieldbool
bIgnoreHiddenActorsMembershipbool
bIgnoreNearPlaneIntersectionbool
bIgnoreOwnerHiddenboolconst
bIgnoreRadialForcebool
bIgnoreRadialImpulsebool
bIsRefreshingDecalsboolconst, transient, native
BlockActorsboolconst
BlockNonZeroExtentboolconst
BlockRigidBodyboolconst
BlockZeroExtentboolconst
bNoModSelfShadowbool
bNotifyRigidBodyCollisionboolconst
BodyInstanceRB_BodyInstanceconst, native
bOnlyOwnerSeeboolconst
BoundsBoxSphereBoundsconst, transient, native
BoundsScalefloatconst
bOutlinedboolno declaration: type is approximate
bOwnerNoSeeboolconst
bSelectablebool
bSelfShadowOnlybool
bSkipRBGeomCreationboolconst
bSupportedOnMobilebool
bUseAsOccluderbool
bUseCompartmentboolconst
bUseOnePassLightingOnTranslucencyboolconst
bUsePerInstanceHitProxiesbool
bUsePrecomputedShadowsboolconst
bUseViewOwnerDepthPriorityGroupboolconst
bWasSNFilteredboolconst, transient, native
CachedCullDistancefloateditconst
CachedMaxDrawDistancefloateditconst
CachedParentToWorldmatrixconst, transient, native
CanBlockCameraboolconst
CastShadowbool
CollideActorsboolconst
CullDistancefloatconst, private
DecalListarrayconst, native, private
DecalsToReattacharray<DecalComponent>const, transient, private
DepthPriorityGroupESceneDepthPriorityGroupconst
DetachFenceintconst, native, private
DetailModeEDetailModeconst
FogVolumeComponentFogVolumeDensityComponentconst, transient
HiddenEditorboolconst
HiddenGameboolconst
LastRenderTimefloattransient
LastSubmitTimefloatconst, transient
LightEnvironmentLightEnvironmentComponentconst
LightingChannelsLightingChannelContainerconst
LocalToWorldmatrixconst, transient, native
LocalToWorldDeterminantfloatconst, transient, native
MassiveLODDistancefloat
MaxDrawDistancefloatconst, private
MinDrawDistancefloat
MotionBlurInfoIndexintconst, transient, native
MotionBlurInstanceScalefloat
OctreeNodesarrayconst, transient, native
OutlineColorstructno declaration: type is approximate
OverrideLightComponentLightComponentconst, transient
PhysMaterialOverridePhysicalMaterialconst
PreviewEnvironmentShadowingbyte
PreviousLightEnvironmentLightEnvironmentComponentconst, transient, private
RBChannelERBCollisionChannelconst
RBCollideWithChannelsRBCollisionChannelContainerconst
RBDominanceGroupbyte
ReplacementPrimitivePrimitiveComponent
Rotationrotatorconst
Scalefloatconst
Scale3Dvectorconst
SceneInfopointerconst, transient, native, private
ScriptRigidBodyCollisionThresholdfloat
ShadowParentPrimitiveComponentconst
Tagintconst, transient, native
Translationvectorconst
TranslucencySortPriorityint
ViewOwnerDepthPriorityGroupESceneDepthPriorityGroupconst
VisibilityIdint

Functions

NameDeclaration
AddForcefinal native function AddForce(vector Force, optional vector Position, optional name BoneName)
AddImpulsefinal native function AddImpulse(vector Impulse, optional vector Position, optional name BoneName, optional bool bVelChange)
AddRadialForcefinal native function AddRadialForce(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
AddRadialImpulsefinal native function AddRadialImpulse(vector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, optional bool bVelChange)
AddTorquefinal native function AddTorque(vector Torque, optional name BoneName)
ClosestPointOnComponentToComponentnative function GJKResult ClosestPointOnComponentToComponent(out PrimitiveComponent OtherComponent, out vector PointOnComponentA, out vector PointOnComponentB)
ClosestPointOnComponentToPointfinal native function GJKResult ClosestPointOnComponentToPoint(out vector POI, out vector Extent, out vector OutPointA, out vector OutPointB)
GetPositionnative function vector GetPosition()
GetRootBodyInstancefinal native function RB_BodyInstance GetRootBodyInstance()
GetRotationnative function rotator GetRotation()
InitRBPhysfinal native function InitRBPhys()
PutRigidBodyToSleepfinal native function PutRigidBodyToSleep(optional name BoneName)
RetardRBLinearVelocityfinal native function RetardRBLinearVelocity(vector RetardDir, float VelScale)
RigidBodyIsAwakefinal native function bool RigidBodyIsAwake(optional name BoneName)
SetAbsolutenative function SetAbsolute(optional bool NewAbsoluteTranslation, optional bool NewAbsoluteRotation, optional bool NewAbsoluteScale)
SetActorCollisionfinal native function SetActorCollision(bool NewCollideActors, bool NewBlockActors, optional bool NewAlwaysCheckCollision)
SetBlockRigidBodyfinal native function SetBlockRigidBody(bool bNewBlockRigidBody)
SetCullDistancefinal native function SetCullDistance(float NewCullDistance)
SetDepthPriorityGroupfinal native function SetDepthPriorityGroup(ESceneDepthPriorityGroup NewDepthPriorityGroup)
SetHiddenfinal native function SetHidden(bool NewHidden)
SetIgnoreOwnerHiddenfinal native function SetIgnoreOwnerHidden(bool bNewIgnoreOwnerHidden)
SetLightEnvironmentfinal native function SetLightEnvironment(LightEnvironmentComponent NewLightEnvironment)
SetLightingChannelsfinal native function SetLightingChannels(LightingChannelContainer NewLightingChannels)
SetNotifyRigidBodyCollisionfinal native function SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision)
SetOnlyOwnerSeefinal native function SetOnlyOwnerSee(bool bNewOnlyOwnerSee)
SetOutlineColorfunction SetOutlineColor(struct NewColor) (no declaration: types are approximate)
SetOutlinedfunction SetOutlined(bool bNewVal) (no declaration: types are approximate)
SetOwnerNoSeefinal native function SetOwnerNoSee(bool bNewOwnerNoSee)
SetPhysMaterialOverridefinal native function SetPhysMaterialOverride(PhysicalMaterial NewPhysMaterial)
SetRBAngularVelocityfinal native function SetRBAngularVelocity(vector NewAngVel, optional bool bAddToCurrent)
SetRBChannelfinal native function SetRBChannel(ERBCollisionChannel Channel)
SetRBCollidesWithChannelfinal native function SetRBCollidesWithChannel(ERBCollisionChannel Channel, bool bNewCollides)
SetRBCollisionChannelsfinal native function SetRBCollisionChannels(RBCollisionChannelContainer Channels)
SetRBDominanceGroupfinal native function SetRBDominanceGroup(BYTE InDomGroup)
SetRBLinearVelocityfinal native function SetRBLinearVelocity(vector NewVel, optional bool bAddToCurrent)
SetRBPositionfinal native function SetRBPosition(vector NewPos, optional name BoneName)
SetRBRotationfinal native function SetRBRotation(rotator NewRot, optional name BoneName)
SetRotationnative function SetRotation(rotator NewRotation)
SetScalenative function SetScale(float NewScale)
SetScale3Dnative function SetScale3D(vector NewScale3D)
SetShadowParentfinal native function SetShadowParent(PrimitiveComponent NewShadowParent)
SetTraceBlockingfinal native function SetTraceBlocking(bool NewBlockZeroExtent, bool NewBlockNonZeroExtent)
SetTranslationnative function SetTranslation(vector NewTranslation)
SetViewOwnerDepthPriorityGroupfinal native function SetViewOwnerDepthPriorityGroup(bool bNewUseViewOwnerDepthPriorityGroup, ESceneDepthPriorityGroup NewViewOwnerDepthPriorityGroup)
ShouldComponentAddToScenefinal native function bool ShouldComponentAddToScene()
WakeRigidBodyfinal native function WakeRigidBody(optional name BoneName)

Default values

LastRenderTime=-1000
Scale=1.0
MotionBlurInstanceScale=1.0
Scale3D=(X=1.0,Y=1.0,Z=1.0)
BoundsScale=1
MinDrawDistance=0
DepthPriorityGroup=SDPG_World
bAllowCullDistanceVolume=TRUE
bUseAsOccluder=FALSE
CastShadow=FALSE
bCastDynamicShadow=TRUE
bCastStaticShadow=TRUE
bAcceptsDynamicDominantLightShadows=TRUE
bAcceptsLights=FALSE
bAcceptsDynamicLights=TRUE
bSelectable=TRUE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=TRUE
bAllowDecalAutomaticReAttach=TRUE
bAcceptsDecalsDuringGameplay=TRUE
AlwaysLoadOnClient=TRUE
AlwaysLoadOnServer=TRUE
bAllowShadowFade=TRUE
bSupportedOnMobile=TRUE
RBChannel=RBCC_Default
RBDominanceGroup=15
PreviewEnvironmentShadowing=180
CanBlockCamera=TRUE
bBlockFootPlacement=TRUE
bAllowAmbientOcclusion=TRUE
VisibilityId=-1

Inherited

FromMembers
ActorComponent7 properties, 4 functions
Component2 properties, 0 functions
Object13 properties, 308 functions