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Engine.ActorComponent


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/**
 * Copyright 1998-2007 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);

defaultproperties
{
   TickGroup=TG_DuringAsyncWork
   Name="Default__ActorComponent"
   ObjectArchetype=Component'Core.Default__Component'
}

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Class file time: Thu 22/11/2007 16:01:46.000 - Creation time: Mon 26/11/2007 17:41:46.859 - Created with UnCodeX