![]() ![]() The key to the life you want is already within your grasp. Devotional & Christian Living Devotional.Handle for efficient management of LifeSpanExpired timerĬondition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.Īrray of tags that can be used for grouping and categorizing. ![]() Used to determine what rate to throttle down to when replicated properties are changing infrequently ![]() Used for replicating attachment of this actor's RootComponent to another actor. This normally happens right after PostInitializeComponents but can be delayed for networked or child actors. This only happens once per gameplay session.ĪActor::PostInitializeComponents: Called after the actor's components have been initialized, only during gameplay and some editor previews.ĪActor::BeginPlay: Called when the level starts ticking, only during actual gameplay. ![]() UActorComponent::InitializeComponent: This will be called only if the component has bWantsInitializeComponentSet. It will also got called later on if a component is manually activated. UActorComponent::Activate: This will be called only if the component has bAutoActivate set. This is only called during gameplay and in certain editor preview windows. This is only called during gameplay for spawned actors, and may get rerun in the editor when changing blueprints.ĪActor::PreInitializeComponents: Called before InitializeComponent is called on the actor's components. This is called after all blueprint-created components are fully created and registered. This is not called for components loaded from a level.ĪActor::UserConstructionScript: Called for blueprints that implement a construction script.ĪActor::OnConstruction: Called at the end of ExecuteConstruction, which calls the blueprint construction script. This may also get called later on after an UnregisterComponent call removes it from the world.ĪActor::PostRegisterAllComponents: Called for all actors both in the editor and in gameplay, this is the last function that is called in all cases.ĪActor::PostActorCreated: When an actor is created in the editor or during gameplay, this gets called right before construction. These calls may be distributed over multiple frames, but are always after PreRegisterAllComponents. UActorComponent::RegisterComponent: All components are registered in editor and at runtime, this creates their physical/visual representation. For blueprint actors without a native root component, these registration functions get called later during construction. This is not called for components loaded from a level.ĪActor::PreRegisterAllComponents: For statically placed actors and spawned actors that have native root components, this gets called now. For blueprint-created components, this gets called during construction for that component. UActorComponent::OnComponentCreated: When an actor is spawned in the editor or during gameplay, this gets called for any native components. This is not called for newly spawned actors. UObject::PostLoad: For actors statically placed in a level, the normal UObject PostLoad gets called both in the editor and during gameplay. The other main function of an Actor is the replication of properties and function calls across the network during play.Īctor initialization has multiple steps, here's the order of important virtual functions that get called: Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. Actor is the base class for an Object that can be placed or spawned in a level. ![]()
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