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Pablo Rodriguez

Components

  • Components Overview

  • Actors = “bundles of components packed together”

  • Add Components:

    • Click add button in top left
    • Can create custom components
    • Hover for tooltip explanations
  • Static Mesh Components

  • Key Properties:

    • Displays 3D assets
    • Empty by default • Must assign mesh in details panel
    • Has standard controls • Movement • Rotation • Scale
  • Component Hierarchy

  • Parent-Child Relationships

    • Children components indent under parents
    • Moving parent moves children
    • Example: • Weapon component -> attached to mesh • Point light -> can be child of mesh
  • Instance Handling

  • Instance = “copy of actor in world”

  • Instance Components:

    • Found in details panel
    • Can modify individual instances • Changes won’t affect other copies
    • Can reposition components • No effect on original blueprint
  • Axis Understanding

  • X-axis = “typically regarded as forwards”

    • Visible in corner gizmo
    • Important for component rotation
    • Example: Rotating weapon 90° to face forward

Components form the building blocks of actors, allowing hierarchical organization and instance-specific modifications. Understanding their relationships and properties enables efficient actor creation and customization.