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*.h linguist-language=C++
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController(string, UnrealEngine.Framework.Blueprint) Constructor
Spawns the actor in the world
```csharp
public AIController(string name=null, UnrealEngine.Framework.Blueprint blueprint=null);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint)-name'></a>
`name` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')
The name of the actor

<a name='UnrealEngine-Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint)-blueprint'></a>
`blueprint` [Blueprint](./UnrealEngine-Framework-Blueprint.md 'UnrealEngine.Framework.Blueprint')
The blueprint class to use as a base class, should be equal to the exact type of the actor

8 changes: 8 additions & 0 deletions API/UnrealEngine-Framework-AIController-AllowStrafe.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.AllowStrafe Property
Gets or sets whether strafing allowed during movement
```csharp
public bool AllowStrafe { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority) Method
Clears focus for given priority, will clear focal point as a result
```csharp
public void ClearFocus(UnrealEngine.Framework.AIFocusPriority priority=UnrealEngine.Framework.AIFocusPriority.High);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-ClearFocus(UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./UnrealEngine-Framework-AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.GetFocalPoint(System.Numerics.Vector3) Method
Retrieves the final position that controller should be looking at
```csharp
public void GetFocalPoint(ref System.Numerics.Vector3 value);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-GetFocalPoint(System-Numerics-Vector3)-value'></a>
`value` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')

8 changes: 8 additions & 0 deletions API/UnrealEngine-Framework-AIController-GetFocusActor().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.GetFocusActor() Method
Returns the focused actor or `null` on failure
```csharp
public UnrealEngine.Framework.Actor GetFocusActor();
```
#### Returns
[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority) Method
Sets focal point for given priority as absolute position or offset from base
```csharp
public void SetFocalPoint(in System.Numerics.Vector3 newFocus, UnrealEngine.Framework.AIFocusPriority priority);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-SetFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority)-newFocus'></a>
`newFocus` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')

<a name='UnrealEngine-Framework-AIController-SetFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./UnrealEngine-Framework-AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[AIController](./UnrealEngine-Framework-AIController.md 'UnrealEngine.Framework.AIController')
## AIController.SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority) Method
Sets focus actor for given priority, will set focal point as a result
```csharp
public void SetFocus(UnrealEngine.Framework.Actor newFocus, UnrealEngine.Framework.AIFocusPriority priority=UnrealEngine.Framework.AIFocusPriority.High);
```
#### Parameters
<a name='UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority)-newFocus'></a>
`newFocus` [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')

<a name='UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority)-priority'></a>
`priority` [AIFocusPriority](./UnrealEngine-Framework-AIFocusPriority.md 'UnrealEngine.Framework.AIFocusPriority')

17 changes: 17 additions & 0 deletions API/UnrealEngine-Framework-AIController.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## AIController Class
The base class of controllers for an AI-controlled [Pawn](./UnrealEngine-Framework-Pawn.md 'UnrealEngine.Framework.Pawn')
```csharp
public class AIController : Controller
```
Inheritance [System.Object](https://docs.microsoft.com/en-us/dotnet/api/System.Object 'System.Object') &#129106; [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor') &#129106; [Controller](./UnrealEngine-Framework-Controller.md 'UnrealEngine.Framework.Controller') &#129106; AIController
### Constructors
- [AIController(string, UnrealEngine.Framework.Blueprint)](./UnrealEngine-Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint).md 'UnrealEngine.Framework.AIController.AIController(string, UnrealEngine.Framework.Blueprint)')
### Properties
- [AllowStrafe](./UnrealEngine-Framework-AIController-AllowStrafe.md 'UnrealEngine.Framework.AIController.AllowStrafe')
### Methods
- [ClearFocus(UnrealEngine.Framework.AIFocusPriority)](./UnrealEngine-Framework-AIController-ClearFocus(UnrealEngine-Framework-AIFocusPriority).md 'UnrealEngine.Framework.AIController.ClearFocus(UnrealEngine.Framework.AIFocusPriority)')
- [GetFocalPoint(System.Numerics.Vector3)](./UnrealEngine-Framework-AIController-GetFocalPoint(System-Numerics-Vector3).md 'UnrealEngine.Framework.AIController.GetFocalPoint(System.Numerics.Vector3)')
- [GetFocusActor()](./UnrealEngine-Framework-AIController-GetFocusActor().md 'UnrealEngine.Framework.AIController.GetFocusActor()')
- [SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority)](./UnrealEngine-Framework-AIController-SetFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocalPoint(System.Numerics.Vector3, UnrealEngine.Framework.AIFocusPriority)')
- [SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority)](./UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority).md 'UnrealEngine.Framework.AIController.SetFocus(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AIFocusPriority)')
23 changes: 23 additions & 0 deletions API/UnrealEngine-Framework-AIFocusPriority.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## AIFocusPriority Enum
Specifies focus priority for AI
```csharp
public enum AIFocusPriority
```
### Fields
<a name='UnrealEngine-Framework-AIFocusPriority-Normal'></a>
`Normal` 0


<a name='UnrealEngine-Framework-AIFocusPriority-Low'></a>
`Low` 1


<a name='UnrealEngine-Framework-AIFocusPriority-High'></a>
`High` 2


<a name='UnrealEngine-Framework-AIFocusPriority-VeryHigh'></a>
`VeryHigh` 3


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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor(string, UnrealEngine.Framework.Blueprint) Constructor
Spawns the actor in the world
```csharp
public Actor(string name=null, UnrealEngine.Framework.Blueprint blueprint=null);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-Actor(string_UnrealEngine-Framework-Blueprint)-name'></a>
`name` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')
The name of the actor

<a name='UnrealEngine-Framework-Actor-Actor(string_UnrealEngine-Framework-Blueprint)-blueprint'></a>
`blueprint` [Blueprint](./UnrealEngine-Framework-Blueprint.md 'UnrealEngine.Framework.Blueprint')
The blueprint class to use as a base class, should be equal to the exact type of the actor

10 changes: 10 additions & 0 deletions API/UnrealEngine-Framework-Actor-AddTag(string).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.AddTag(string) Method
Adds a tag to the actor that can be used for grouping and categorizing
```csharp
public void AddTag(string tag);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-AddTag(string)-tag'></a>
`tag` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.AttachToActor(UnrealEngine.Framework.Actor, UnrealEngine.Framework.AttachmentTransformRule, string) Method
Attaches the root component of this actor to the root component of the supplied actor, optionally at a named socket
```csharp
public void AttachToActor(UnrealEngine.Framework.Actor parent, UnrealEngine.Framework.AttachmentTransformRule attachmentRule, string socketName=null);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-AttachToActor(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AttachmentTransformRule_string)-parent'></a>
`parent` [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')

<a name='UnrealEngine-Framework-Actor-AttachToActor(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AttachmentTransformRule_string)-attachmentRule'></a>
`attachmentRule` [AttachmentTransformRule](./UnrealEngine-Framework-AttachmentTransformRule.md 'UnrealEngine.Framework.AttachmentTransformRule')

<a name='UnrealEngine-Framework-Actor-AttachToActor(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AttachmentTransformRule_string)-socketName'></a>
`socketName` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')

8 changes: 8 additions & 0 deletions API/UnrealEngine-Framework-Actor-BlockInput.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.BlockInput Property
Gets or sets whether the all input on the stack below this actor will not be considered
```csharp
public bool BlockInput { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
8 changes: 8 additions & 0 deletions API/UnrealEngine-Framework-Actor-Destroy().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.Destroy() Method
Returns `true` if the actor is destroyed or already marked for destruction, `false` if indestructible
```csharp
public bool Destroy();
```
#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.Equals(UnrealEngine.Framework.Actor) Method
Indicates equality of objects
```csharp
public bool Equals(UnrealEngine.Framework.Actor other);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-Equals(UnrealEngine-Framework-Actor)-other'></a>
`other` [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')

#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.GetBounds(bool, System.Numerics.Vector3, System.Numerics.Vector3) Method
Retrieves the bounding box of all components of the actor
```csharp
public void GetBounds(bool onlyCollidingComponents, ref System.Numerics.Vector3 origin, ref System.Numerics.Vector3 extent);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-GetBounds(bool_System-Numerics-Vector3_System-Numerics-Vector3)-onlyCollidingComponents'></a>
`onlyCollidingComponents` [System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
If `true`, will only return the bounding box for components with enabled collision

<a name='UnrealEngine-Framework-Actor-GetBounds(bool_System-Numerics-Vector3_System-Numerics-Vector3)-origin'></a>
`origin` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')
The center of the actor in world space

<a name='UnrealEngine-Framework-Actor-GetBounds(bool_System-Numerics-Vector3_System-Numerics-Vector3)-extent'></a>
`extent` [System.Numerics.Vector3](https://docs.microsoft.com/en-us/dotnet/api/System.Numerics.Vector3 'System.Numerics.Vector3')
Half the actor's size in 3D space

17 changes: 17 additions & 0 deletions API/UnrealEngine-Framework-Actor-GetComponent-T-(string).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.GetComponent&lt;T&gt;(string) Method
Returns the component of the actor if matches the specified type, optionally with the specified name
```csharp
public T GetComponent<T>(string name=null);
```
#### Type parameters
<a name='UnrealEngine-Framework-Actor-GetComponent-T-(string)-T'></a>
`T`

#### Parameters
<a name='UnrealEngine-Framework-Actor-GetComponent-T-(string)-name'></a>
`name` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')

#### Returns
[T](#UnrealEngine-Framework-Actor-GetComponent-T-(string)-T 'UnrealEngine.Framework.Actor.GetComponent&lt;T&gt;(string).T')
A component or `null` on failure
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.GetDistanceTo(UnrealEngine.Framework.Actor) Method
Returns the distance from this actor to another one
```csharp
public float GetDistanceTo(UnrealEngine.Framework.Actor actor);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-GetDistanceTo(UnrealEngine-Framework-Actor)-actor'></a>
`actor` [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')

#### Returns
[System.Single](https://docs.microsoft.com/en-us/dotnet/api/System.Single 'System.Single')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.GetHashCode() Method
Returns a hash code for the object
```csharp
public override int GetHashCode();
```
#### Returns
[System.Int32](https://docs.microsoft.com/en-us/dotnet/api/System.Int32 'System.Int32')
13 changes: 13 additions & 0 deletions API/UnrealEngine-Framework-Actor-GetRootComponent-T-().md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.GetRootComponent&lt;T&gt;() Method
Returns the root component of the actor if matches the specified type
```csharp
public T GetRootComponent<T>();
```
#### Type parameters
<a name='UnrealEngine-Framework-Actor-GetRootComponent-T-()-T'></a>
`T`

#### Returns
[T](#UnrealEngine-Framework-Actor-GetRootComponent-T-()-T 'UnrealEngine.Framework.Actor.GetRootComponent&lt;T&gt;().T')
A component or `null` on failure
12 changes: 12 additions & 0 deletions API/UnrealEngine-Framework-Actor-HasTag(string).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.HasTag(string) Method
Indicates whether the actor has a tag
```csharp
public bool HasTag(string tag);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-HasTag(string)-tag'></a>
`tag` [System.String](https://docs.microsoft.com/en-us/dotnet/api/System.String 'System.String')

#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.Hide(bool) Method
Sets the actor to be hidden
```csharp
public void Hide(bool value);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-Hide(bool)-value'></a>
`value` [System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.InputComponent Property
Gets or sets the component that handles input for the actor, if enabled
```csharp
public UnrealEngine.Framework.InputComponent InputComponent { get; set; }
```
#### Property Value
[InputComponent](./UnrealEngine-Framework-InputComponent.md 'UnrealEngine.Framework.InputComponent')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.IsOverlappingActor(UnrealEngine.Framework.Actor) Method
Returns `true` if any component of the actor is overlapping any component of another one
```csharp
public bool IsOverlappingActor(UnrealEngine.Framework.Actor other);
```
#### Parameters
<a name='UnrealEngine-Framework-Actor-IsOverlappingActor(UnrealEngine-Framework-Actor)-other'></a>
`other` [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')

#### Returns
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.IsRootComponentMovable Property
Returns `true` if the root component is [Movable](./UnrealEngine-Framework-ComponentMobility.md#UnrealEngine-Framework-ComponentMobility-Movable 'UnrealEngine.Framework.ComponentMobility.Movable')
```csharp
public bool IsRootComponentMovable { get; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
8 changes: 8 additions & 0 deletions API/UnrealEngine-Framework-Actor-IsSpawned.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor')
## Actor.IsSpawned Property
Returns `true` if the actor is spawned
```csharp
public bool IsSpawned { get; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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