what is the differenct between UniformInteger Component and UniformInteger Variable?

I try to make my own AnchorField to anchor Geometry Collection.
I use Uniform Integer Component and it works, but Uniform Integer Variable fails.

Component

the image below I use Uniform Integer Componet to set Uniform Integer, and it works:

Variable

when I use an UnifromInteger Variable as the target of SetUniformInteger, it fails

by the way, could someone tell me what does Uniform Integer mean? what is the difference between “Uniform Integer” and “Integer”?

First Question in the Forum, Thank you!

The main difference is that one is a component and one is a variable.

A component can be applied to other actors and reused. They can also include other things like meshes and other actors, etc.

A variable stores and handle data differently and in this case can’t be reused similarly as the component.

1 Like

thanks for your reply!

can you tell me a bit more? I want to know why I use a Uniform Integer Variable and it fails but Component successes?

and What is the difference between an uniform integer and a common integer?

I would need to see some sample code to figure out how you use it and why it fails.

I can’t find anything regarding common integer, but I assume it is the standard ordinary integer. Looking at this https://docs.unrealengine.com/5.3/en-US/PythonAPI/class/UniformInteger.html: Set a uniform integer value independently of the sample position. The output is equal to magnitude

class unreal.UniformInteger(outer: Object | None = None, name: Name | str = ‘None’ )

Bases: FieldNodeInt

Set a uniform integer value independently of the sample position. The output is equal to magnitude

C++ Source:

  • Module: FieldSystemEngine
  • File: FieldSystemObjects.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • magnitude (int32): [Read-Write] The field output will be equal the magnitude
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!