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Fort Leashable Component

Fortnite NPC leash management

Verse using statement using { /Fortnite.com/AI }

Inheritance Hierarchy

This class is derived from component.

Name Description
component Base class for authoring logic and data in the SceneGraph. Using components you can author re-usable building blocks of logic and data which can then be added to entities in the scene. Components are a very low level building block which can be used in many ways. For example: * Exposing engine level concepts like mesh or sound * Adding gameplay capabilities like damage or interaction * Storing an inventory for a character in the game As components are generic there is no specific way that they must be used. It is up to the needs of your experience if you use one big game component or if you break up logic into many small components. Currently UEFN will not allow you to add more than one component of a given subclass of component (for example, only one type of light_component). This restriction will be relaxed in the future where components will be able to decide if they wish to allow only one instance or many instances of the same component to exist together on one entity. ============================================================================== Component Lifetime Components move through a series of lifetime functions as they are added to entities, added to the scene, and begin running in the simulation. Components should override these methods to perform setup and run their simulation. As a component shuts down it will then move through shutdown version of these functions, giving users the opportunity to clean up any retained state on the component before it is disposed . Lifetime Methods: OnInitialized OnAddedToScene OnBeginSimulation -> OnSimulate OnEndSimulation OnRemovingFromScene OnUninitializing ==============================================================================

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Source

Epic Games documentation

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Last updated 2024-12-05T00:00:00+00:00

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