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USceneComponent With C++

Hi, i'm just wondering how you can give a class a transform. I know i can use blueprint to give the object a transform with the scene component but i would like to be able to add a root component in C++ that can give the class a transform. I have been looking around and found the USceneComponent but i'm having trouble getting one into my code, anyone have an example for me to try?

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asked Apr 08 '14 at 01:44 PM in C++ Programming

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Solicio
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The AActor class has a RootComponent property. If you look at a class such as AAmbientSound you can see how a SceneComponent subclass is instantiated and then assigned to the RootComponent pointer. This gives your AActor its position in the world.

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answered Apr 08 '14 at 01:48 PM

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Marc Audy STAFF
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avatar image Solicio Apr 08 '14 at 02:15 PM

Alright i'll have a look at that, thanks for the help.

avatar image Solicio Apr 08 '14 at 02:17 PM

Although, do i need to have one of the subclasses? I cannot just have the parent class in order to get a position in the world?

avatar image Marc Audy STAFF Apr 08 '14 at 02:20 PM

You can use the SceneComponent directly. As it says in its header: " 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."

I did a quick look and an even more relevant example to your case is in AMatineeActor. Here are the relevant lines:

 TSubobjectPtr<USceneComponent> SceneComponent = PCIP.CreateDefaultSubobject<USceneComponent>(this, TEXT("SceneComp"));
 RootComponent = SceneComponent;
avatar image Solicio Apr 08 '14 at 02:34 PM

Alright, thanks a lot! Really helped :)

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