Components in Unreal Editor for Fortnite
In Scene Graph components are focused, meaning they reference one behavior or characteristic. When a component is added to an entity this establishes an association between the entity and the component behavior assigned to it. This is known as composition oriented design.
Components are what provide data and behavior to the entities in Scene Graph. Components define what an entity is supposed to be doing in the scene.
Components have editable properties that can be physical, like a static mesh and particle system, or logical, like a gameplay tag or custom Verse code that defines the movement of a platform. By default, all entities have a transform component to specify where the entity exists in the world.
The following is the full list of components that are part of Scene Graph in UEFN.
Scene Graph has an experimental setting called, Experimental Scene Graph Features. This setting enables access to components within Scene Graph that are still in an experimental state. Any components that remain experimental will block publishing.
Components in beta that are not in an experimental state are publishable. Any projects which opted into Scene Graph prior to 36.00 receive a message informing you that the project has been upgraded and is publishable once all experimental components are removed, and the Experimental Scene Graph Features setting has been turned off.
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