Components
Understanding Actor Components
Section titled “Understanding Actor Components”-
Components Overview
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Actors = “bundles of components packed together”
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Add Components:
- Click add button in top left
- Can create custom components
- Hover for tooltip explanations
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Static Mesh Components
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Key Properties:
- Displays 3D assets
- Empty by default • Must assign mesh in details panel
- Has standard controls • Movement • Rotation • Scale
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Component Hierarchy
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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
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Instance Handling
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Instance = “copy of actor in world”
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Instance Components:
- Found in details panel
- Can modify individual instances • Changes won’t affect other copies
- Can reposition components • No effect on original blueprint
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Axis Understanding
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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.