I am trying to update a set of points my UActorComponent
is storing. I have overriden the ApplyWorldOffset
method:
virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) override;
However, this is not called when the world is offset. This is because in AActor::ApplyWorldOffset
it can be seen the method is only called on the scene components:
void AActor::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift)
{
// Do not shift child components
if (RootComponent != NULL && RootComponent->AttachParent == NULL)
{
RootComponent->ApplyWorldOffset(InOffset, bWorldShift);
}
}
Is this the intended behaviour? In which case, why is the method declared in UActorComponent
and the documentation say nothing about this?