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*.h linguist-language=C++ |
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...Framework-AIController-AIController(string_UnrealEngine-Framework-Blueprint).md
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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 | ||
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<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 | ||
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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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...ne-Framework-AIController-ClearFocus(UnrealEngine-Framework-AIFocusPriority).md
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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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API/UnrealEngine-Framework-AIController-GetFocalPoint(System-Numerics-Vector3).md
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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') | ||
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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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...etFocalPoint(System-Numerics-Vector3_UnrealEngine-Framework-AIFocusPriority).md
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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') | ||
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<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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...etFocus(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AIFocusPriority).md
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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') | ||
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<a name='UnrealEngine-Framework-AIController-SetFocus(UnrealEngine-Framework-Actor_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 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') 🡒 [Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor') 🡒 [Controller](./UnrealEngine-Framework-Controller.md 'UnrealEngine.Framework.Controller') 🡒 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)') |
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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 | ||
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<a name='UnrealEngine-Framework-AIFocusPriority-Low'></a> | ||
`Low` 1 | ||
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<a name='UnrealEngine-Framework-AIFocusPriority-High'></a> | ||
`High` 2 | ||
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<a name='UnrealEngine-Framework-AIFocusPriority-VeryHigh'></a> | ||
`VeryHigh` 3 | ||
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API/UnrealEngine-Framework-Actor-Actor(string_UnrealEngine-Framework-Blueprint).md
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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 | ||
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<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 | ||
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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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...ngine-Framework-Actor_UnrealEngine-Framework-AttachmentTransformRule_string).md
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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') | ||
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<a name='UnrealEngine-Framework-Actor-AttachToActor(UnrealEngine-Framework-Actor_UnrealEngine-Framework-AttachmentTransformRule_string)-attachmentRule'></a> | ||
`attachmentRule` [AttachmentTransformRule](./UnrealEngine-Framework-AttachmentTransformRule.md 'UnrealEngine.Framework.AttachmentTransformRule') | ||
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<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') | ||
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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') |
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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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API/UnrealEngine-Framework-Actor-Equals(UnrealEngine-Framework-Actor).md
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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') | ||
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#### Returns | ||
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean') |
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...mework-Actor-GetBounds(bool_System-Numerics-Vector3_System-Numerics-Vector3).md
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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 | ||
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<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 | ||
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<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 | ||
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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<T>(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` | ||
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#### 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') | ||
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#### Returns | ||
[T](#UnrealEngine-Framework-Actor-GetComponent-T-(string)-T 'UnrealEngine.Framework.Actor.GetComponent<T>(string).T') | ||
A component or `null` on failure |
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API/UnrealEngine-Framework-Actor-GetDistanceTo(UnrealEngine-Framework-Actor).md
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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') | ||
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#### 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') |
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[Actor](./UnrealEngine-Framework-Actor.md 'UnrealEngine.Framework.Actor') | ||
## Actor.GetRootComponent<T>() 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` | ||
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#### Returns | ||
[T](#UnrealEngine-Framework-Actor-GetRootComponent-T-()-T 'UnrealEngine.Framework.Actor.GetRootComponent<T>().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.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') | ||
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#### 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') | ||
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||
#### 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') |
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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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