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Classes

UPrimitiveComponent

USceneComponent > UActorComponent > UObject

PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection.

Member Type Offset Share
MinDrawDistance

The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive's bounding sphere to the camera position.

float 0x1f8
LDMaxDrawDistance

Max draw distance exposed to LDs.

float 0x1fc
CachedMaxDrawDistance

The distance to cull this primitive at.

float 0x200
DepthPriorityGroup

The scene depth priority group to draw the primitive in.

ESceneDepthPriorityGroup 0x204
ViewOwnerDepthPriorityGroup

The scene depth priority group to draw the primitive in, if it's being viewed by its owner.

ESceneDepthPriorityGroup 0x205
IndirectLightingCacheQuality

Quality of indirect lighting for Movable primitives.

EIndirectLightingCacheQuality 0x206
LightmapType

Controls the type of lightmap used for this component.

ELightmapType 0x207
bUseMaxLODAsImposter : 1 char 0x208
bBatchImpostersAsInstances : 1 char 0x208
bNeverDistanceCull : 1 char 0x208
bAlwaysCreatePhysicsState : 1 char 0x208
bGenerateOverlapEvents : 1 char 0x209
bMultiBodyOverlap : 1 char 0x209
bTraceComplexOnMove : 1 char 0x209
bReturnMaterialOnMove : 1 char 0x209
bUseViewOwnerDepthPriorityGroup : 1 char 0x209
bAllowCullDistanceVolume : 1 char 0x209
bHasMotionBlurVelocityMeshes : 1 char 0x209
bVisibleInReflectionCaptures : 1 char 0x209
bVisibleInRayTracing : 1 char 0x20a
bRenderInMainPass : 1 char 0x20a
bRenderInDepthPass : 1 char 0x20a
bReceivesDecals : 1 char 0x20a
bOwnerNoSee : 1 char 0x20a
bOnlyOwnerSee : 1 char 0x20a
bTreatAsBackgroundForOcclusion : 1 char 0x20a
bUseAsOccluder : 1 char 0x20a
bSelectable : 1 char 0x20b
bForceMipStreaming : 1 char 0x20b
bHasPerInstanceHitProxies : 1 char 0x20b
CastShadow : 1 char 0x20b
bAffectDynamicIndirectLighting : 1 char 0x20b
bAffectDistanceFieldLighting : 1 char 0x20b
bCastDynamicShadow : 1 char 0x20b
bCastStaticShadow : 1 char 0x20b
bCastVolumetricTranslucentShadow : 1 char 0x20c
bSelfShadowOnly : 1 char 0x20c
bCastFarShadow : 1 char 0x20c
bCastInsetShadow : 1 char 0x20c
bCastCinematicShadow : 1 char 0x20c
bCastHiddenShadow : 1 char 0x20c
bCastShadowAsTwoSided : 1 char 0x20c
bLightAsIfStatic : 1 char 0x20c
bLightAttachmentsAsGroup : 1 char 0x20d
bExcludeFromLightAttachmentGroup : 1 char 0x20d
bReceiveMobileCSMShadows : 1 char 0x20d
bSingleSampleShadowFromStationaryLights : 1 char 0x20d
bIgnoreRadialImpulse : 1 char 0x20d
bIgnoreRadialForce : 1 char 0x20d
bApplyImpulseOnDamage : 1 char 0x20d
bReplicatePhysicsToAutonomousProxy : 1 char 0x20d
bFillCollisionUnderneathForNavmesh : 1 char 0x20e
AlwaysLoadOnClient : 1 char 0x20e
AlwaysLoadOnServer : 1 char 0x20e
bUseEditorCompositing : 1 char 0x20e
bRenderCustomDepth : 1 char 0x20e
bHasCustomNavigableGeometry

If true then DoCustomNavigableGeometryExport will be called to collect navigable geometry of this component.

EHasCustomNavigableGeometry 0x20f
CanCharacterStepUpOn

Determine whether a Character can step up onto this component.

ECanBeCharacterBase 0x211
LightingChannels

Channels that this component should be in.

FLightingChannels 0x212
CustomDepthStencilWriteMask

Mask used for stencil buffer writes.

ERendererStencilMask 0x213
CustomDepthStencilValue

Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

int32_t 0x214
CustomPrimitiveData FCustomPrimitiveData 0x218
CustomPrimitiveDataInternal FCustomPrimitiveData 0x228
TranslucencySortPriority

Translucent objects with a lower sort priority draw behind objects with a higher priority.

int32_t 0x238
VisibilityId

Used for precomputed visibility

int32_t 0x23c
RuntimeVirtualTextures

Array of runtime virtual textures into which we draw the mesh for this actor.

TArray<URuntimeVirtualTexture*> 0x240
VirtualTextureLodBias

Bias to the LOD selected for rendering to runtime virtual textures.

int8_t 0x250
VirtualTextureCullMips

Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

int8_t 0x251
VirtualTextureMinCoverage

Set the minimum pixel coverage before culling from the runtime virtual texture.

int8_t 0x252
VirtualTextureRenderPassType

Controls if this component draws in the main pass as well as in the virtual texture.

ERuntimeVirtualTextureMainPassType 0x253
LpvBiasMultiplier float 0x258
BoundsScale

Scales the bounds of the object.

float 0x264
MoveIgnoreActors

Set of actors to ignore during component sweeps in MoveComponent().

TArray<AActor*> 0x278
MoveIgnoreComponents

Set of components to ignore during component sweeps in MoveComponent().

TArray<UPrimitiveComponent*> 0x288
BodyInstance

Physics scene information for this component, holds a single rigid body with multiple shapes.

FBodyInstance 0x2a8
OnComponentHit

Event called when a component hits (or is hit by) something solid.

FMulticastSparseDelegate 0x3d8
OnComponentBeginOverlap

Event called when something starts to overlaps this component, for example a player walking into a trigger.

FMulticastSparseDelegate 0x3d9
OnComponentEndOverlap

Event called when something stops overlapping this component @note Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events.

FMulticastSparseDelegate 0x3da
OnComponentWake

Event called when the underlying physics objects is woken up

FMulticastSparseDelegate 0x3db
OnComponentSleep

Event called when the underlying physics objects is put to sleep

FMulticastSparseDelegate 0x3dc
OnBeginCursorOver

Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller

FMulticastSparseDelegate 0x3de
OnEndCursorOver

Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller

FMulticastSparseDelegate 0x3df
OnClicked

Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller

FMulticastSparseDelegate 0x3e0
OnReleased

Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller

FMulticastSparseDelegate 0x3e1
OnInputTouchBegin

Event called when a touch input is received over this component when touch events are enabled in the player controller

FMulticastSparseDelegate 0x3e2
OnInputTouchEnd

Event called when a touch input is released over this component when touch events are enabled in the player controller

FMulticastSparseDelegate 0x3e3
OnInputTouchEnter

Event called when a finger is moved over this component when touch over events are enabled in the player controller

FMulticastSparseDelegate 0x3e4
OnInputTouchLeave

Event called when a finger is moved off this component when touch over events are enabled in the player controller

FMulticastSparseDelegate 0x3e5
LODParentPrimitive UPrimitiveComponent* 0x400