DisclaimerIf you use the site often and enjoy it, consider donating to help me cover the server costs, and motivate me to spend my time on this project. (Donate) (Crypto)

Classes

USceneComponent

UActorComponent > UObject

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others.

Member Type Offset Share
PhysicsVolume TWeakObjectPtr<APhysicsVolume> 0xb8
AttachParent USceneComponent* 0xc0
AttachSocketName FName 0xc8
AttachChildren TArray<USceneComponent*> 0xd0
ClientAttachedChildren TArray<USceneComponent*> 0xe0
RelativeLocation FVector 0x11c
RelativeRotation FRotator 0x128
RelativeScale3D FVector 0x134
ComponentVelocity

Velocity of the component.

FVector 0x140
bComponentToWorldUpdated : 1 char 0x14c
bAbsoluteLocation : 1 char 0x14c
bAbsoluteRotation : 1 char 0x14c
bAbsoluteScale : 1 char 0x14c
bVisible : 1 char 0x14c
bShouldBeAttached : 1 char 0x14c
bShouldSnapLocationWhenAttached : 1 char 0x14c
bShouldSnapRotationWhenAttached : 1 char 0x14d
bShouldUpdatePhysicsVolume : 1 char 0x14d
bHiddenInGame : 1 char 0x14d
bBoundsChangeTriggersStreamingDataRebuild : 1 char 0x14d
bUseAttachParentBound : 1 char 0x14d
Mobility

How often this component is allowed to move, used to make various optimizations.

EComponentMobility 0x14f
DetailMode

If detail mode is >= system detail mode, primitive won't be rendered.

EDetailMode 0x150
PhysicsVolumeChangedDelegate

Delegate that will be called when PhysicsVolume has been changed

FMulticastSparseDelegate 0x151