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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Actor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play. More...
Public Member Functions | |
AI | |
| void | MakeNoise (float32 Loudness=1.000000, APawn NoiseInstigator=nullptr, FVector NoiseLocation=FVector(), float32 MaxRange=0.000000, FName Tag=NAME_None) |
| Trigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator. | |
Mouse Input | |
| void | ActorEndCursorOver () |
| Event when this actor has the mouse moved off of it with the clickable interface. | |
| void | ActorOnReleased (FKey ButtonReleased) |
| Event when this actor is under the mouse when left mouse button is released while using the clickable interface. | |
| void | ActorOnClicked (FKey ButtonPressed) |
| Event when this actor is clicked by the mouse when using the clickable interface. | |
| void | ActorBeginCursorOver () |
| Event when this actor has the mouse moved over it with the clickable interface. | |
RayTracing | |
| void | SetRayTracingGroupId (int InRaytracingGroupId) |
| Specify a RayTracingGroupId for this actors. Components with invalid RayTracingGroupId will inherit the actors. | |
| int | GetRayTracingGroupId () const |
| Return the RayTracingGroupId for this actor. | |
Touch Input | |
| void | ActorOnInputTouchLeave (ETouchIndex FingerIndex) |
| Event when this actor has a finger moved off of it with the clickable interface. | |
| void | ActorOnInputTouchEnd (ETouchIndex FingerIndex) |
| Event when this actor is under the finger when untouched when click events are enabled. | |
| void | ActorOnInputTouchBegin (ETouchIndex FingerIndex) |
| Event when this actor is touched when click events are enabled. | |
| void | ActorOnInputTouchEnter (ETouchIndex FingerIndex) |
| Event when this actor has a finger moved over it with the clickable interface. | |
Functions | |
| void | SetAutoDestroyWhenFinished (bool bVal) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| Event called every physics tick if bAsyncPhysicsTickEnabled is true. | |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| Event to notify blueprints this actor is being deleted or removed from a level. | |
| USceneComponent | GetRootComponent () const |
| Returns the RootComponent of this Actor. | |
| void | Destroyed () |
| Called when the actor has been explicitly destroyed. | |
| void | BeginPlay () |
| Event when play begins for this actor. | |
| bool | IsActorInitialized () const |
| void | Tick (float32 DeltaSeconds) |
| Event called every frame, if ticking is enabled. | |
| AController | GetActorInstigatorController () const |
| APawn | GetActorInstigator () const |
| void | GetComponentsByClass (UClass ComponentClass, ?&OutComponents) const |
| void | GetComponentsByClass (?&OutComponents) const |
| UGameInstance | GetGameInstance () const |
| FString | GetActorNameOrLabel () const |
| bool | IsHidden () const |
| void | ConstructionScript () |
| Construction script, the place to spawn components and do other setup. Note: Name used in CreateBlueprint function. | |
| bool | HasActorBegunPlay () const |
| void | SetbAutoDestroyWhenFinished (bool bVal) |
| If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight. | |
| void | AddActorLocalOffset (FVector DeltaLocation) |
| void | AddActorLocalRotation (FRotator DeltaRotation) |
| void | AddActorLocalRotation (FQuat DeltaRotation) |
| void | AddActorLocalTransform (FTransform DeltaTransform) |
| void | AddActorWorldOffset (FVector DeltaLocation) |
| void | AddActorWorldRotation (FRotator DeltaRotation) |
| void | AddActorWorldRotation (FQuat DeltaRotation) |
| void | AddActorWorldTransform (FTransform DeltaTransform) |
| void | AttachToActor (AActor ParentActor, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget) |
| void | AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget) |
| FQuat | GetActorQuat () const |
| FVector | GetActorRelativeLocation () const |
| FRotator | GetActorRelativeRotation () const |
| FTransform | GetActorRelativeTransform () const |
| void | RerunConstructionScripts () |
| void | SetActorLocation (FVector NewLocation) |
| void | SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bTeleport=false) |
| void | SetActorLocationAndRotation (FVector NewLocation, FQuat NewRotation, bool bTeleport=false) |
| void | SetActorQuat (FQuat NewRotation) |
| void | SetActorRelativeLocation (FVector NewRelativeLocation) |
| void | SetActorRelativeRotation (FRotator NewRelativeRotation) |
| void | SetActorRelativeRotation (FQuat NewRelativeRotation) |
| void | SetActorRelativeTransform (FTransform NewRelativeTransform) |
| void | SetActorRotation (FRotator NewRotation) |
| void | SetActorRotation (FQuat NewRotation) |
| void | SetActorTransform (FTransform NewTransform) |
| void | SetbRunConstructionScriptOnDrag (bool Value) |
| void | GetComponentsBoundingCylinder (float32 &CollisionRadius, float32 &CollisionHalfHeight, bool bNonColliding=false, bool bIncludeFromChildActors=false) const |
| Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false. | |
| void | GetSimpleCollisionCylinder (float32 &CollisionRadius, float32 &CollisionHalfHeight) const |
| Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). If IsRootComponentCollisionRegistered() returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder. | |
| FVector | GetSimpleCollisionCylinderExtent () const |
| Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder(). | |
| float32 | GetSimpleCollisionHalfHeight () const |
| Returns the half height of the collision cylinder from GetSimpleCollisionCylinder(). | |
| float32 | GetSimpleCollisionRadius () const |
| Returns the radius of the collision cylinder from GetSimpleCollisionCylinder(). | |
| bool | GetbOnlyRelevantToOwner () const |
| If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed. | |
| void | SetbOnlyRelevantToOwner (bool Value) |
| If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed. | |
| bool | GetbAlwaysRelevant () const |
| Always relevant for network (overrides bOnlyRelevantToOwner). | |
| void | SetbAlwaysRelevant (bool Value) |
| Always relevant for network (overrides bOnlyRelevantToOwner). | |
| void | SetbReplicateMovement (bool Value) |
| If true, replicate movement/location related properties. Actor must also be set to replicate. See: SetReplicates() See: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors. | |
| void | SetbCallPreReplication (bool Value) |
| void | SetbCallPreReplicationForReplay (bool Value) |
| bool | GetbHidden () const |
| Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame(). | |
| void | SetbHidden (bool Value) |
| Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame(). | |
| void | SetbIsMainWorldOnly (bool Value) |
| If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances. | |
| void | SetbNetLoadOnClient (bool Value) |
| This actor will be loaded on network clients during map load. | |
| bool | GetbNetUseOwnerRelevancy () const |
| If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority. | |
| void | SetbNetUseOwnerRelevancy (bool Value) |
| If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority. | |
| void | SetbRelevantForLevelBounds (bool Value) |
| If true, this actor's component's bounds will be included in the level's bounding box unless the Actor's class has overridden IsLevelBoundsRelevant. | |
| void | SetbReplayRewindable (bool Value) |
| If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used. | |
| void | SetbAllowTickBeforeBeginPlay (bool Value) |
| Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don't tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant. | |
| void | SetbNeverApplyTickOptimizations (bool Value) |
| THQNBCN Start BFG_JConradie : Tick Optimizer - new data flags exposed to the editor indicates that this actor should NEVER not meant to be changed at runtime - only set this before BeginPlay is called. | |
| bool | GetbAutoDestroyWhenFinished () const |
| If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight. | |
| bool | GetbCanBeDamaged () const |
| Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage(). | |
| void | SetbCanBeDamaged (bool Value) |
| Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage(). | |
| void | SetbBlockInput (bool Value) |
| If true, all input on the stack below this actor will not be considered. | |
| bool | GetbFindCameraComponentWhenViewTarget () const |
| If true, this actor should search for an owned camera component to view through when used as a view target. | |
| void | SetbFindCameraComponentWhenViewTarget (bool Value) |
| If true, this actor should search for an owned camera component to view through when used as a view target. | |
| bool | GetbGenerateOverlapEventsDuringLevelStreaming () const |
| If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming. | |
| void | SetbGenerateOverlapEventsDuringLevelStreaming (bool Value) |
| If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming. | |
| void | SetbIgnoresOriginShifting (bool Value) |
| Whether this actor should not be affected by world origin shifting. | |
| bool | GetbEnableAutoLODGeneration () const |
| Whether this actor should be considered or not during HLOD generation. | |
| void | SetbEnableAutoLODGeneration (bool Value) |
| Whether this actor should be considered or not during HLOD generation. | |
| void | SetbIsEditorOnlyActor (bool Value) |
| Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds. | |
| bool | GetbReplicates () const |
| If true, this actor will replicate to remote machines See: SetReplicates(). | |
| void | SetbReplicates (bool Value) |
| If true, this actor will replicate to remote machines See: SetReplicates(). | |
| void | SetbCanBeInCluster (bool Value) |
| If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance. | |
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated. | |
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated. | |
| void | SetbAsyncPhysicsTickEnabled (bool Value) |
| Whether to use use the async physics tick with this actor. | |
| const ENetDormancy & | GetNetDormancy () const |
| Dormancy setting for actor to take itself off of the replication list without being destroyed on clients. | |
| void | SetInstigator (APawn Value) |
| Pawn responsible for damage and other gameplay events caused by this actor. | |
| void | SetRootComponent (USceneComponent Value) |
| The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow. | |
| void | SetbOptimizeBPComponentData (bool Value) |
| Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build. | |
| void | SetbIsSpatiallyLoaded (bool Value) |
| Determine if this actor is spatially loaded when placed in a partitioned world. If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled. | |
| UActorComponent | CreateComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None) |
| UActorComponent | GetComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None) |
| UActorComponent | GetOrCreateComponent (TSubclassOf< UActorComponent > ComponentClass, FName WithName=NAME_None) |
| void | GetAllComponents (UClass ComponentClass, TArray< UActorComponent > &OutComponents) |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static AActor | Spawn (FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, ULevel Level=nullptr) |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
DataLayers | |
| TArray< TSoftObjectPtr< UDataLayerAsset > > | DataLayerAssets |
HLOD | |
| UHLODLayer | HLODLayer |
| The UHLODLayer in which this actor should be included. | |
| bool | bEnableAutoLODGeneration |
| Whether this actor should be considered or not during HLOD generation. | |
Input|Mouse Input | |
| FActorOnClickedSignature | OnClicked |
| Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller. | |
| FActorEndCursorOverSignature | OnEndCursorOver |
| Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller. | |
| FActorBeginCursorOverSignature | OnBeginCursorOver |
| Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller. | |
| FActorOnReleasedSignature | OnReleased |
| Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller. | |
Input|Touch Input | |
| FActorOnInputTouchBeginSignature | OnInputTouchBegin |
| Called when a touch input is received over this actor when touch events are enabled in the player controller. | |
| FActorEndTouchOverSignature | OnInputTouchLeave |
| Called when a finger is moved off this actor when touch over events are enabled in the player controller. | |
| FActorOnInputTouchEndSignature | OnInputTouchEnd |
| Called when a touch input is received over this component when touch events are enabled in the player controller. | |
| FActorBeginTouchOverSignature | OnInputTouchEnter |
| Called when a finger is moved over this actor when touch over events are enabled in the player controller. | |
Tick | |
| FActorTickFunction | PrimaryActorTick |
| Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. @see https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction @see AddTickPrerequisiteActor(), AddTickPrerequisiteComponent(). | |
WorldPartition | |
| FName | RuntimeGrid |
| Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition. | |
Variables | |
| FRotator | ActorRelativeRotation |
| FTransform | ActorRelativeTransform |
| FVector | ActorRelativeLocation |
| const FVector | SimpleCollisionCylinderExtent |
| const float32 | SimpleCollisionHalfHeight |
| const float32 | SimpleCollisionRadius |
| FRotator | ActorRotation |
| FVector | ActorLocation |
| FQuat | ActorQuat |
| int | RayTracingGroupId |
| The RayTracingGroupId this actor and its components belong to. (For components that did not specify any). | |
| const UChildActorComponent | ParentComponent |
| The UChildActorComponent that owns this Actor. | |
| AActor | Owner |
| Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) @see SetOwner(), GetOwner(). | |
| FName | FolderPath |
| The folder path of this actor in the world. If the actor's level uses the actor folder objects feature, the path is computed using FolderGuid. If not, it contains the actual path (empty=root, / separated). | |
| const AController | ActorInstigatorController |
| const APawn | ActorInstigator |
| const UGameInstance | GameInstance |
| const FString | ActorNameOrLabel |
| FTransform | ActorTransform |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Actor | |
| const float32 | GameTimeSinceCreation |
| The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds. | |
| bool | bFindCameraComponentWhenViewTarget |
| If true, this actor should search for an owned camera component to view through when used as a view target. | |
| float32 | InitialLifeSpan |
| How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun. | |
| float32 | CustomTimeDilation |
| Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick. | |
| FVector | PivotOffset |
| Local space pivot offset for the actor, only used in the editor. | |
| bool | bAutoDestroyWhenFinished |
| If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight. | |
| ESpawnActorCollisionHandlingMethod | SpawnCollisionHandlingMethod |
| Controls how to handle spawning this actor in a situation where it's colliding with something else. "Default" means AlwaysSpawn here. | |
| const AActor | ParentActor |
| If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component. | |
| bool | bCanBeDamaged |
| Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. @see https://www.unrealengine.com/blog/damage-in-ue4 @see TakeDamage(), ReceiveDamage(). | |
| float32 | LifeSpan |
| Get the remaining lifespan of this actor. If zero is returned the actor lives forever. | |
| APawn | Instigator |
| Pawn responsible for damage and other gameplay events caused by this actor. | |
| const float32 | ActorTimeDilation |
| Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation. | |
| FGuid | ActorInstanceGuid |
| The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. @see ActorGuid @note This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents. | |
| FGuid | ContentBundleGuid |
| The GUID for this actor's content bundle. | |
| const FName | AttachParentSocketName |
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None. | |
| TArray< FName > | Tags |
| Array of tags that can be used for grouping and categorizing. | |
| TArray< FName > | Layers |
| Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling. | |
| const AActor | AttachParentActor |
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr. | |
| FGuid | ActorGuid |
| The GUID for this actor; this guid will be the same for actors from instanced streaming levels. @see ActorInstanceGuid, FActorInstanceGuidMapper @note Don't use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details. | |
| AActor | GetParentActor () const |
| If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component. | |
| void | OnBecomeViewTarget (APlayerController PC) |
| Event called when this Actor becomes the view target for the given PlayerController. | |
| void | DestroyActor () |
| Destroy the actor. | |
| UChildActorComponent | GetParentComponent () const |
| If this Actor was created by a Child Actor Component returns that Child Actor Component. | |
| FName | GetAttachParentSocketName () const |
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None. | |
| void | OnEndViewTarget (APlayerController PC) |
| Event called when this Actor is no longer the view target for the given PlayerController. | |
| void | OnReset () |
| Event called when this Actor is reset to its initial state - used when restarting level without reloading. | |
| TArray< UActorComponent > | GetComponentsByInterface (TSubclassOf< UInterface > Interface) const |
| Gets all the components that implements the given interface. | |
| bool | IsChildActor () const |
| Returns whether this Actor was spawned by a child actor component. | |
| bool | ActorHasTag (FName Tag) const |
| See if this actor's Tags array contains the supplied name tag. | |
| UActorComponent | GetComponentByClass (TSubclassOf< UActorComponent > ComponentClass) const |
| Searches components array and returns first encountered component of the specified class. | |
| void | GetActorEyesViewPoint (FVector &OutLocation, FRotator &OutRotation) const |
| Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point. | |
| void | SetLifeSpan (float32 InLifespan) |
| Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed. | |
| void | SetOwner (AActor NewOwner) |
| Set the owner of this Actor, used primarily for network replication. | |
| TArray< UActorComponent > | GetComponentsByClass (TSubclassOf< UActorComponent > ComponentClass) const |
| Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. This intended to only be used by blueprints. Use GetComponents() in C++. | |
| TArray< UActorComponent > | GetComponentsByTag (TSubclassOf< UActorComponent > ComponentClass, FName Tag) const |
| Gets all the components that inherit from the given class with a given tag. | |
| UActorComponent | FindComponentByTag (TSubclassOf< UActorComponent > ComponentClass, FName Tag) const |
| Searches components array and returns first encountered component with a given tag. | |
| AActor | GetAttachParentActor () const |
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr. | |
| float32 | GetGameTimeSinceCreation () const |
| The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds. | |
| float32 | GetActorTimeDilation () const |
| Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation. | |
| void | GetAllChildActors (TArray< AActor > &ChildActors, bool bIncludeDescendants=true) const |
| Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array. | |
| void | GetAttachedActors (TArray< AActor > &OutActors, bool bResetArray=true, bool bRecursivelyIncludeAttachedActors=false) const |
| Find all Actors which are attached directly to a component in this actor. | |
| AActor | GetOwner () const |
| Get the owner of this Actor, used primarily for network replication. | |
| float32 | GetLifeSpan () const |
| Get the remaining lifespan of this actor. If zero is returned the actor lives forever. | |
Actor|Tick | |
| bool | TickableWhenPaused |
| Gets whether this actor can tick when paused. | |
| float32 | ActorTickInterval |
| Returns the tick interval of this actor's primary tick function. | |
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| Sets whether this actor can tick when paused. | |
| void | SetActorTickInterval (float32 TickInterval) |
| Sets the tick interval of this actor's primary tick function. Will not enable a disabled tick function. Takes effect on next tick. | |
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| Remove tick dependency on PrerequisiteActor. | |
| float32 | GetActorTickInterval () const |
| Returns the tick interval of this actor's primary tick function. | |
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired. | |
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired. | |
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| Remove tick dependency on PrerequisiteComponent. | |
| bool | GetTickableWhenPaused () |
| Gets whether this actor can tick when paused. | |
| bool | IsActorTickEnabled () const |
| Returns whether this actor has tick enabled or not. | |
| void | SetActorTickEnabled (bool bEnabled) |
| Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself. | |
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| Sets the ticking group for this actor. | |
Collision | |
| EActorUpdateOverlapsMethod | UpdateOverlapsMethodDuringLevelStreaming |
| Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to 'UseConfigDefault', the default specified in ini (displayed in 'DefaultUpdateOverlapsMethodDuringLevelStreaming') will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications. | |
| bool | bGenerateOverlapEventsDuringLevelStreaming |
| If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. @see UpdateOverlapsMethodDuringLevelStreaming. | |
| FActorHitSignature | OnActorHit |
| Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. @note For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled. | |
| FActorBeginOverlapSignature | OnActorBeginOverlap |
| Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. | |
| FActorEndOverlapSignature | OnActorEndOverlap |
| Called when another actor stops overlapping this actor. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. | |
| bool | ActorEnableCollision |
| Get current state of collision for the whole actor. | |
| bool | GetActorEnableCollision () const |
| Get current state of collision for the whole actor. | |
| void | GetActorBounds (bool bOnlyCollidingComponents, FVector &Origin, FVector &BoxExtent, bool bIncludeFromChildActors=false) const |
| Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). | |
| void | SetActorEnableCollision (bool bNewActorEnableCollision) |
| Allows enabling/disabling collision for the whole actor. | |
| void | Hit (UPrimitiveComponent MyComp, AActor Other, UPrimitiveComponent OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, FHitResult Hit) |
| Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. | |
| bool | IsOverlappingActor (const AActor Other) const |
| Check whether any component of this Actor is overlapping any component of another Actor. | |
| void | GetOverlappingActors (TArray< AActor > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const |
| Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself. | |
| void | ActorBeginOverlap (AActor OtherActor) |
| Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. | |
| void | GetOverlappingComponents (TArray< UPrimitiveComponent > &OverlappingComponents) const |
| Returns list of components this actor is overlapping. | |
| void | ActorEndOverlap (AActor OtherActor) |
| Event when an actor no longer overlaps another actor, and they have separated. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. | |
Editor Scripting | Actor Editing | |
| const FString | DefaultActorLabel |
| Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds. | |
| void | SetIsTemporarilyHiddenInEditor (bool bIsHidden) |
| Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session. | |
| void | SetFolderPath (FName NewFolderPath) |
| Assigns a new folder to this actor. Actor folder paths are only available in development builds. | |
| FName | GetFolderPath () const |
| Returns this actor's folder path. Actor folder paths are only available in development builds. | |
| bool | IsTemporarilyHiddenInEditor (bool bIncludeParent=false) const |
| Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session. | |
| FString | GetDefaultActorLabel () const |
| Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds. | |
| bool | IsSelectable () const |
| Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable. | |
| void | SetActorLabel (FString NewActorLabel, bool bMarkDirty=true) |
| Assigns a new label to this actor. Actor labels are only available in development builds. | |
| const FString & | GetActorLabel (bool bCreateIfNone=true) const |
| Returns this actor's current label. Actor labels are only available in development builds. | |
| bool | IsHiddenEdAtStartup () const |
| Returns true if the actor is hidden upon editor startup/by default, false if it is not. | |
| bool | IsHiddenEd () const |
| Returns true if this actor is hidden in the editor viewports, also checking temporary flags. | |
| bool | IsEditable () const |
| Returns true if this actor is allowed to be displayed, selected and manipulated by the editor. | |
Game | |
| FActorDestroyedSignature | OnDestroyed |
| Event triggered when the actor has been explicitly destroyed. | |
| const AController | InstigatorController |
| Returns the instigator's controller for this actor, or nullptr if there is none. | |
| FActorEndPlaySignature | OnEndPlay |
| Event triggered when the actor is being deleted or removed from a level. | |
| bool | IsActorBeingDestroyed () const |
| Returns true if this actor is currently being destroyed, some gameplay events may be unsafe. | |
| APawn | GetInstigator () const |
| Returns the instigator for this actor, or nullptr if there is none. | |
| AController | GetInstigatorController () const |
| Returns the instigator's controller for this actor, or nullptr if there is none. | |
Game|Damage | |
| FTakePointDamageSignature | OnTakePointDamage |
| Called when the actor is damaged by point damage. | |
| FTakeAnyDamageSignature | OnTakeAnyDamage |
| Called when the actor is damaged in any way. | |
| FTakeRadialDamageSignature | OnTakeRadialDamage |
| Called when the actor is damaged by radial damage. | |
| void | PointDamage (float32 Damage, const UDamageType DamageType, FVector HitLocation, FVector HitNormal, UPrimitiveComponent HitComponent, FName BoneName, FVector ShotFromDirection, AController InstigatedBy, AActor DamageCauser, FHitResult HitInfo) |
| Event when this actor takes POINT damage. | |
| void | RadialDamage (float32 DamageReceived, const UDamageType DamageType, FVector Origin, FHitResult HitInfo, AController InstigatedBy, AActor DamageCauser) |
| Event when this actor takes RADIAL damage. | |
| void | AnyDamage (float32 Damage, const UDamageType DamageType, AController InstigatedBy, AActor DamageCauser) |
| Event when this actor takes ANY damage. | |
Input | |
| EAutoReceiveInput | AutoReceiveInput |
| Automatically registers this actor to receive input from a player. | |
| int | InputPriority |
| The priority of this input component when pushed in to the stack. | |
| void | CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate) |
| Creates an input component from the input component passed in. | |
| void | EnableInput (APlayerController PlayerController) |
| Pushes this actor on to the stack of input being handled by a PlayerController. | |
| void | DisableInput (APlayerController PlayerController) |
| Removes this actor from the stack of input being handled by a PlayerController. | |
Level | |
| const FTransform | LevelTransform |
| Return the FTransform of the level this actor is a part of. | |
| const ULevel | Level |
| Return the ULevel that this Actor is part of. | |
| ULevel | GetLevel () const |
| Return the ULevel that this Actor is part of. | |
| FTransform | GetLevelTransform () const |
| Return the FTransform of the level this actor is a part of. | |
Networking | |
| const ENetRole | LocalRole |
| Returns how much control the local machine has over this actor. | |
| const ENetRole | RemoteRole |
| Describes how much control the remote machine has over the actor. | |
| void | ForceNetUpdate () |
| Force actor to be updated to clients/demo net drivers. | |
| void | SetNetDormancy (ENetDormancy NewDormancy) |
| Puts actor in dormant networking state. | |
| bool | HasAuthority () const |
| Returns whether this actor has network authority. | |
| ENetRole | GetRemoteRole () const |
| Returns how much control the remote machine has over this actor. | |
| void | FlushNetDormancy () |
| Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant). | |
| ENetRole | GetLocalRole () const |
| Returns how much control the local machine has over this actor. | |
| void | TearOff () |
| Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true. | |
| void | SetReplicates (bool bInReplicates) |
| Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well. Properties flagged for replication will update on clients if they change on the server. Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list. | |
| void | SetReplicateMovement (bool bInReplicateMovement) |
| Set whether this actor's movement replicates to network clients. | |
Physics | |
| const float32 | ResimulationThreshold |
| Get the error threshold in centimeters before this object should enforce a resimulation to trigger. | |
| float32 | GetResimulationThreshold () const |
| Get the error threshold in centimeters before this object should enforce a resimulation to trigger. | |
| bool | CanTriggerResimulation () const |
| Can this body trigger a resimulation when Physics Prediction is enabled. | |
Rendering | |
| float32 | SpriteScale |
| The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games). | |
| bool | bHidden |
| Allows us to only see this Actor in the Editor, and not in the actual game. @see SetActorHiddenInGame(). | |
| void | SetActorHiddenInGame (bool bNewHidden) |
| Sets the actor to be hidden in the game. | |
| void | PrestreamTextures (float32 Seconds, bool bEnableStreaming, int CinematicTextureGroups=0) |
| Calls PrestreamTextures() for all the actor's meshcomponents. | |
| bool | WasRecentlyRendered (float32 Tolerance=0.200000) const |
| Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time. | |
Replication | |
| float32 | NetUpdateFrequency |
| How often (per second) this actor will be considered for replication, used to determine NetUpdateTime. | |
| float32 | MinNetUpdateFrequency |
| Used to determine what rate to throttle down to when replicated properties are changing infrequently. | |
| bool | bReplicates |
| If true, this actor will replicate to remote machines @see SetReplicates(). | |
| EPhysicsReplicationMode | PhysicsReplicationMode |
| Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics. | |
| bool | bNetUseOwnerRelevancy |
| If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority. | |
| float32 | NetCullDistanceSquared |
| Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. | |
| bool | bReplicateUsingRegisteredSubObjectList |
| When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated. | |
| bool | bOnlyRelevantToOwner |
| If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed. | |
| FRepMovement | ReplicatedMovement |
| Used for replication of our RootComponent's position and velocity. | |
| ENetDormancy | NetDormancy |
| Dormancy setting for actor to take itself off of the replication list without being destroyed on clients. | |
| float32 | NetPriority |
| Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate. | |
| bool | bAlwaysRelevant |
| Always relevant for network (overrides bOnlyRelevantToOwner). | |
| void | SetPhysicsReplicationMode (EPhysicsReplicationMode ReplicationMode) |
| Set the physics replication mode of this body, via EPhysicsReplicationMode. | |
| EPhysicsReplicationMode | GetPhysicsReplicationMode () |
| Get the physics replication mode of this body, via EPhysicsReplicationMode. | |
Transformation | |
| const FVector | ActorRightVector |
| Get the right (Y) vector (length 1.0) from this Actor, in world space. | |
| const FVector | ActorForwardVector |
| Get the forward (X) vector (length 1.0) from this Actor, in world space. | |
| const FVector | ActorUpVector |
| Get the up (Z) vector (length 1.0) from this Actor, in world space. | |
| const FVector | Velocity |
| Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent. | |
| FVector | ActorRelativeScale3D |
| Return the actor's relative scale 3d. | |
| FVector | ActorScale3D |
| Returns the Actor's world-space scale. | |
| USceneComponent | RootComponent |
| The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow. | |
| bool | AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) |
| Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered. | |
| FVector | GetActorLocation () const |
| Returns the location of the RootComponent of this Actor. | |
| bool | SetActorLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Move the Actor to the specified location. | |
| bool | SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Move the actor instantly to the specified location and rotation. | |
| void | SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Set the actor's RootComponent to the specified relative location. | |
| void | SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Set the actor's RootComponent to the specified relative rotation. | |
| void | DetachFromActor (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative) |
| Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. | |
| bool | AttachToActor (AActor ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) |
| Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket. | |
| void | SetActorRelativeTransform (FTransform NewRelativeTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Set the actor's RootComponent to the specified relative transform. | |
| bool | SetActorTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Set the Actors transform to the specified one. | |
| bool | Teleport (FVector DestLocation, FRotator DestRotation) |
| Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such. | |
| void | AttachRootComponentToActor (AActor InParentActor, FName InSocketName=NAME_None, EAttachLocation AttachLocationType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true) |
| void | AttachRootComponentTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachLocationType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true) |
| void | AddActorWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the transform of this actor in world space. Scale is unchanged. | |
| void | AddActorWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1). | |
| void | AddActorWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the rotation of this actor in world space. | |
| void | AddActorWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the location of this actor in world space. | |
| void | AddActorLocalTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the transform of this component in its local reference frame. | |
| bool | SetActorRotation (FRotator NewRotation, bool bTeleportPhysics) |
| Set the Actor's rotation instantly to the specified rotation. | |
| void | DetachRootComponentFromParent (bool bMaintainWorldPosition=true) |
| float32 | GetSquaredHorizontalDistanceTo (const AActor OtherActor) const |
| Returns the squared distance from this Actor to OtherActor, ignoring Z. | |
| FVector | GetActorForwardVector () const |
| Get the forward (X) vector (length 1.0) from this Actor, in world space. | |
| void | AddActorLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the rotation of this component in its local reference frame. | |
| void | AddActorLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| Adds a delta to the location of this component in its local reference frame. | |
| float32 | GetHorizontalDotProductTo (const AActor OtherActor) const |
| Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors. | |
| float32 | GetHorizontalDistanceTo (const AActor OtherActor) const |
| Returns the distance from this Actor to OtherActor, ignoring Z. | |
| FVector | GetActorUpVector () const |
| Get the up (Z) vector (length 1.0) from this Actor, in world space. | |
| FVector | GetActorRightVector () const |
| Get the right (Y) vector (length 1.0) from this Actor, in world space. | |
| float32 | GetSquaredDistanceTo (const AActor OtherActor) const |
| Returns the squared distance from this Actor to OtherActor. | |
| const FTransform & | GetActorTransform () const |
| Get the actor-to-world transform. | |
| FRotator | GetActorRotation () const |
| Returns rotation of the RootComponent of this Actor. | |
| float32 | GetVerticalDistanceTo (const AActor OtherActor) const |
| Returns the distance from this Actor to OtherActor, ignoring XY. | |
| FVector | GetActorScale3D () const |
| Returns the Actor's world-space scale. | |
| FVector | GetVelocity () const |
| Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent. | |
| FVector | GetActorRelativeScale3D () const |
| Return the actor's relative scale 3d. | |
| float32 | GetDotProductTo (const AActor OtherActor) const |
| Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors. | |
| void | SetActorRelativeScale3D (FVector NewRelativeScale) |
| Set the actor's RootComponent to the specified relative scale 3d. | |
| void | SetActorScale3D (FVector NewScale3D) |
| Set the Actor's world-space scale. | |
| float32 | GetDistanceTo (const AActor OtherActor) const |
| Returns the distance from this Actor to OtherActor. | |
Actor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play.
Actor initialization has multiple steps, here's the order of important virtual functions that get called:
@see https://docs.unrealengine.com/Programming/UnrealArchitecture/Actors @see https://docs.unrealengine.com/Programming/UnrealArchitecture/Actors/ActorLifecycle @see UActorComponent
| void ActorBeginCursorOver | ( | ) |
Event when this actor has the mouse moved over it with the clickable interface.
| void ActorBeginOverlap | ( | AActor | OtherActor | ) |
Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
| void ActorEndCursorOver | ( | ) |
Event when this actor has the mouse moved off of it with the clickable interface.
| void ActorEndOverlap | ( | AActor | OtherActor | ) |
Event when an actor no longer overlaps another actor, and they have separated. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
| bool ActorHasTag | ( | FName | Tag | ) | const |
See if this actor's Tags array contains the supplied name tag.
| void ActorOnClicked | ( | FKey | ButtonPressed | ) |
Event when this actor is clicked by the mouse when using the clickable interface.
| void ActorOnInputTouchBegin | ( | ETouchIndex | FingerIndex | ) |
Event when this actor is touched when click events are enabled.
| void ActorOnInputTouchEnd | ( | ETouchIndex | FingerIndex | ) |
Event when this actor is under the finger when untouched when click events are enabled.
| void ActorOnInputTouchEnter | ( | ETouchIndex | FingerIndex | ) |
Event when this actor has a finger moved over it with the clickable interface.
| void ActorOnInputTouchLeave | ( | ETouchIndex | FingerIndex | ) |
Event when this actor has a finger moved off of it with the clickable interface.
| void ActorOnReleased | ( | FKey | ButtonReleased | ) |
Event when this actor is under the mouse when left mouse button is released while using the clickable interface.
| void AddActorLocalOffset | ( | FVector | DeltaLocation | ) |
| void AddActorLocalOffset | ( | FVector | DeltaLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the location of this component in its local reference frame.
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| void AddActorLocalRotation | ( | FQuat | DeltaRotation | ) |
| void AddActorLocalRotation | ( | FRotator | DeltaRotation | ) |
| void AddActorLocalRotation | ( | FRotator | DeltaRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the rotation of this component in its local reference frame.
| DeltaRotation | The change in rotation in local space. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |
| void AddActorLocalTransform | ( | FTransform | DeltaTransform | ) |
| void AddActorLocalTransform | ( | FTransform | NewTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the transform of this component in its local reference frame.
| NewTransform | The change in transform in local space. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components. |
| void AddActorWorldOffset | ( | FVector | DeltaLocation | ) |
| void AddActorWorldOffset | ( | FVector | DeltaLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the location of this actor in world space.
| DeltaLocation | The change in location. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| SweepHitResult | The hit result from the move if swept. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| void AddActorWorldRotation | ( | FQuat | DeltaRotation | ) |
| void AddActorWorldRotation | ( | FRotator | DeltaRotation | ) |
| void AddActorWorldRotation | ( | FRotator | DeltaRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the rotation of this actor in world space.
| DeltaRotation | The change in rotation. |
| bSweep | Whether to sweep to the target rotation (not currently supported for rotation). |
| SweepHitResult | The hit result from the move if swept. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |
| void AddActorWorldTransform | ( | FTransform | DeltaTransform | ) |
| void AddActorWorldTransform | ( | FTransform | DeltaTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1).
| void AddActorWorldTransformKeepScale | ( | FTransform | DeltaTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Adds a delta to the transform of this actor in world space. Scale is unchanged.
| void AddTickPrerequisiteActor | ( | AActor | PrerequisiteActor | ) |
Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.
| void AddTickPrerequisiteComponent | ( | UActorComponent | PrerequisiteComponent | ) |
Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.
| void AnyDamage | ( | float32 | Damage, |
| const UDamageType | DamageType, | ||
| AController | InstigatedBy, | ||
| AActor | DamageCauser ) |
Event when this actor takes ANY damage.
| void AsyncPhysicsTick | ( | float32 | DeltaSeconds, |
| float32 | SimSeconds ) |
Event called every physics tick if bAsyncPhysicsTickEnabled is true.
| void AttachRootComponentTo | ( | USceneComponent | InParent, |
| FName | InSocketName = NAME_None, | ||
| EAttachLocation | AttachLocationType = EAttachLocation :: KeepRelativeOffset, | ||
| bool | bWeldSimulatedBodies = true ) |
| void AttachRootComponentToActor | ( | AActor | InParentActor, |
| FName | InSocketName = NAME_None, | ||
| EAttachLocation | AttachLocationType = EAttachLocation :: KeepRelativeOffset, | ||
| bool | bWeldSimulatedBodies = true ) |
| bool AttachToActor | ( | AActor | ParentActor, |
| FName | SocketName, | ||
| EAttachmentRule | LocationRule, | ||
| EAttachmentRule | RotationRule, | ||
| EAttachmentRule | ScaleRule, | ||
| bool | bWeldSimulatedBodies ) |
Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket.
| ParentActor | Actor to attach this actor's RootComponent to |
| SocketName | Socket name to attach to, if any |
| LocationRule | How to handle translation when attaching. |
| RotationRule | How to handle rotation when attaching. |
| ScaleRule | How to handle scale when attaching. |
| bWeldSimulatedBodies | Whether to weld together simulated physics bodies.This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching. |
| void AttachToActor | ( | AActor | ParentActor, |
| FName | SocketName = NAME_None, | ||
| EAttachmentRule | AttachmentRule = EAttachmentRule :: SnapToTarget ) |
| bool AttachToComponent | ( | USceneComponent | Parent, |
| FName | SocketName, | ||
| EAttachmentRule | LocationRule, | ||
| EAttachmentRule | RotationRule, | ||
| EAttachmentRule | ScaleRule, | ||
| bool | bWeldSimulatedBodies ) |
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
| Parent | Parent to attach to. |
| SocketName | Optional socket to attach to on the parent. |
| LocationRule | How to handle translation when attaching. |
| RotationRule | How to handle rotation when attaching. |
| ScaleRule | How to handle scale when attaching. |
| bWeldSimulatedBodies | Whether to weld together simulated physics bodies. This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching. |
| void AttachToComponent | ( | USceneComponent | Parent, |
| FName | SocketName = NAME_None, | ||
| EAttachmentRule | AttachmentRule = EAttachmentRule :: SnapToTarget ) |
| void BeginPlay | ( | ) |
Event when play begins for this actor.
| bool CanTriggerResimulation | ( | ) | const |
Can this body trigger a resimulation when Physics Prediction is enabled.
| void ConstructionScript | ( | ) |
Construction script, the place to spawn components and do other setup. Note: Name used in CreateBlueprint function.
| UActorComponent CreateComponent | ( | TSubclassOf< UActorComponent > | ComponentClass, |
| FName | WithName = NAME_None ) |
| void CreateInputComponent | ( | TSubclassOf< UInputComponent > | InputComponentToCreate | ) |
Creates an input component from the input component passed in.
| InputComponentToCreate | The UInputComponent to create. |
| void DestroyActor | ( | ) |
Destroy the actor.
| void Destroyed | ( | ) |
Called when the actor has been explicitly destroyed.
| void DetachFromActor | ( | EDetachmentRule | LocationRule = EDetachmentRule :: KeepRelative, |
| EDetachmentRule | RotationRule = EDetachmentRule :: KeepRelative, | ||
| EDetachmentRule | ScaleRule = EDetachmentRule :: KeepRelative ) |
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.
| LocationRule | How to handle translation when detaching. |
| RotationRule | How to handle rotation when detaching. |
| ScaleRule | How to handle scale when detaching. |
| void DetachRootComponentFromParent | ( | bool | bMaintainWorldPosition = true | ) |
| void DisableInput | ( | APlayerController | PlayerController | ) |
Removes this actor from the stack of input being handled by a PlayerController.
| PlayerController | The PlayerController whose input events we no longer want to receive. If null, this actor will stop receiving input from all PlayerControllers. |
| void EnableInput | ( | APlayerController | PlayerController | ) |
Pushes this actor on to the stack of input being handled by a PlayerController.
| PlayerController | The PlayerController whose input events we want to receive. |
| void EndPlay | ( | EEndPlayReason | EndPlayReason | ) |
Event to notify blueprints this actor is being deleted or removed from a level.
| UActorComponent FindComponentByTag | ( | TSubclassOf< UActorComponent > | ComponentClass, |
| FName | Tag ) const |
Searches components array and returns first encountered component with a given tag.
| void FlushNetDormancy | ( | ) |
Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant).
| void ForceNetUpdate | ( | ) |
Force actor to be updated to clients/demo net drivers.
| void GetActorBounds | ( | bool | bOnlyCollidingComponents, |
| FVector & | Origin, | ||
| FVector & | BoxExtent, | ||
| bool | bIncludeFromChildActors = false ) const |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).
| bOnlyCollidingComponents | If true, will only return the bounding box for components with collision enabled. |
| Origin | Set to the center of the actor in world space |
| BoxExtent | Set to half the actor's size in 3d space |
| bIncludeFromChildActors | If true then recurse in to ChildActor components |
| bool GetActorEnableCollision | ( | ) | const |
Get current state of collision for the whole actor.
Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
| OutLocation | location of view point |
| OutRotation | view rotation of actor. |
| FVector GetActorForwardVector | ( | ) | const |
Get the forward (X) vector (length 1.0) from this Actor, in world space.
| APawn GetActorInstigator | ( | ) | const |
| AController GetActorInstigatorController | ( | ) | const |
| const FString & GetActorLabel | ( | bool | bCreateIfNone = true | ) | const |
Returns this actor's current label. Actor labels are only available in development builds.
| FVector GetActorLocation | ( | ) | const |
Returns the location of the RootComponent of this Actor.
| FString GetActorNameOrLabel | ( | ) | const |
| FQuat GetActorQuat | ( | ) | const |
| FVector GetActorRelativeLocation | ( | ) | const |
| FRotator GetActorRelativeRotation | ( | ) | const |
| FVector GetActorRelativeScale3D | ( | ) | const |
Return the actor's relative scale 3d.
| FTransform GetActorRelativeTransform | ( | ) | const |
| FVector GetActorRightVector | ( | ) | const |
Get the right (Y) vector (length 1.0) from this Actor, in world space.
| FRotator GetActorRotation | ( | ) | const |
Returns rotation of the RootComponent of this Actor.
| FVector GetActorScale3D | ( | ) | const |
Returns the Actor's world-space scale.
| float32 GetActorTickInterval | ( | ) | const |
Returns the tick interval of this actor's primary tick function.
| float32 GetActorTimeDilation | ( | ) | const |
Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.
| const FTransform & GetActorTransform | ( | ) | const |
Get the actor-to-world transform.
| FVector GetActorUpVector | ( | ) | const |
Get the up (Z) vector (length 1.0) from this Actor, in world space.
Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array.
| void GetAllComponents | ( | UClass | ComponentClass, |
| TArray< UActorComponent > & | OutComponents ) |
| void GetAttachedActors | ( | TArray< AActor > & | OutActors, |
| bool | bResetArray = true, | ||
| bool | bRecursivelyIncludeAttachedActors = false ) const |
Find all Actors which are attached directly to a component in this actor.
| AActor GetAttachParentActor | ( | ) | const |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr.
| FName GetAttachParentSocketName | ( | ) | const |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None.
| bool GetbAlwaysRelevant | ( | ) | const |
Always relevant for network (overrides bOnlyRelevantToOwner).
| bool GetbAutoDestroyWhenFinished | ( | ) | const |
If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
| bool GetbCanBeDamaged | ( | ) | const |
Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage().
| bool GetbEnableAutoLODGeneration | ( | ) | const |
Whether this actor should be considered or not during HLOD generation.
| bool GetbFindCameraComponentWhenViewTarget | ( | ) | const |
If true, this actor should search for an owned camera component to view through when used as a view target.
| bool GetbGenerateOverlapEventsDuringLevelStreaming | ( | ) | const |
If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming.
| bool GetbHidden | ( | ) | const |
Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame().
| bool GetbNetUseOwnerRelevancy | ( | ) | const |
If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
| bool GetbOnlyRelevantToOwner | ( | ) | const |
If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
| bool GetbReplicates | ( | ) | const |
If true, this actor will replicate to remote machines See: SetReplicates().
| bool GetbReplicateUsingRegisteredSubObjectList | ( | ) | const |
When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
| UActorComponent GetComponent | ( | TSubclassOf< UActorComponent > | ComponentClass, |
| FName | WithName = NAME_None ) |
| UActorComponent GetComponentByClass | ( | TSubclassOf< UActorComponent > | ComponentClass | ) | const |
Searches components array and returns first encountered component of the specified class.
| void GetComponentsBoundingCylinder | ( | float32 & | CollisionRadius, |
| float32 & | CollisionHalfHeight, | ||
| bool | bNonColliding = false, | ||
| bool | bIncludeFromChildActors = false ) const |
Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false.
| bNonColliding | Indicates that you want to include non-colliding components in the bounding cylinder |
| bIncludeFromChildActors | If true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well |
| void GetComponentsByClass | ( | ?& | OutComponents | ) | const |
| TArray< UActorComponent > GetComponentsByClass | ( | TSubclassOf< UActorComponent > | ComponentClass | ) | const |
Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. This intended to only be used by blueprints. Use GetComponents() in C++.
| void GetComponentsByClass | ( | UClass | ComponentClass, |
| ?& | OutComponents ) const |
| TArray< UActorComponent > GetComponentsByInterface | ( | TSubclassOf< UInterface > | Interface | ) | const |
Gets all the components that implements the given interface.
| TArray< UActorComponent > GetComponentsByTag | ( | TSubclassOf< UActorComponent > | ComponentClass, |
| FName | Tag ) const |
Gets all the components that inherit from the given class with a given tag.
| FString GetDefaultActorLabel | ( | ) | const |
Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.
| float32 GetDistanceTo | ( | const AActor | OtherActor | ) | const |
Returns the distance from this Actor to OtherActor.
| float32 GetDotProductTo | ( | const AActor | OtherActor | ) | const |
Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors.
| FName GetFolderPath | ( | ) | const |
Returns this actor's folder path. Actor folder paths are only available in development builds.
| UGameInstance GetGameInstance | ( | ) | const |
| float32 GetGameTimeSinceCreation | ( | ) | const |
The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.
| float32 GetHorizontalDistanceTo | ( | const AActor | OtherActor | ) | const |
Returns the distance from this Actor to OtherActor, ignoring Z.
| float32 GetHorizontalDotProductTo | ( | const AActor | OtherActor | ) | const |
Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors.
| APawn GetInstigator | ( | ) | const |
Returns the instigator for this actor, or nullptr if there is none.
| AController GetInstigatorController | ( | ) | const |
Returns the instigator's controller for this actor, or nullptr if there is none.
| FTransform GetLevelTransform | ( | ) | const |
Return the FTransform of the level this actor is a part of.
| float32 GetLifeSpan | ( | ) | const |
Get the remaining lifespan of this actor. If zero is returned the actor lives forever.
| ENetRole GetLocalRole | ( | ) | const |
Returns how much control the local machine has over this actor.
| const ENetDormancy & GetNetDormancy | ( | ) | const |
Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
| UActorComponent GetOrCreateComponent | ( | TSubclassOf< UActorComponent > | ComponentClass, |
| FName | WithName = NAME_None ) |
| void GetOverlappingActors | ( | TArray< AActor > & | OverlappingActors, |
| TSubclassOf< AActor > | ClassFilter = nullptr ) const |
Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself.
| OverlappingActors | [out] Returned list of overlapping actors |
| ClassFilter | [optional] If set, only returns actors of this class or subclasses |
| void GetOverlappingComponents | ( | TArray< UPrimitiveComponent > & | OverlappingComponents | ) | const |
Returns list of components this actor is overlapping.
| AActor GetOwner | ( | ) | const |
Get the owner of this Actor, used primarily for network replication.
| AActor GetParentActor | ( | ) | const |
If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component.
| UChildActorComponent GetParentComponent | ( | ) | const |
If this Actor was created by a Child Actor Component returns that Child Actor Component.
| EPhysicsReplicationMode GetPhysicsReplicationMode | ( | ) |
Get the physics replication mode of this body, via EPhysicsReplicationMode.
| int GetRayTracingGroupId | ( | ) | const |
Return the RayTracingGroupId for this actor.
| ENetRole GetRemoteRole | ( | ) | const |
Returns how much control the remote machine has over this actor.
| float32 GetResimulationThreshold | ( | ) | const |
Get the error threshold in centimeters before this object should enforce a resimulation to trigger.
| USceneComponent GetRootComponent | ( | ) | const |
Returns the RootComponent of this Actor.
| void GetSimpleCollisionCylinder | ( | float32 & | CollisionRadius, |
| float32 & | CollisionHalfHeight ) const |
Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). If IsRootComponentCollisionRegistered() returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder.
| FVector GetSimpleCollisionCylinderExtent | ( | ) | const |
Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder().
| float32 GetSimpleCollisionHalfHeight | ( | ) | const |
Returns the half height of the collision cylinder from GetSimpleCollisionCylinder().
| float32 GetSimpleCollisionRadius | ( | ) | const |
Returns the radius of the collision cylinder from GetSimpleCollisionCylinder().
| float32 GetSquaredDistanceTo | ( | const AActor | OtherActor | ) | const |
Returns the squared distance from this Actor to OtherActor.
| float32 GetSquaredHorizontalDistanceTo | ( | const AActor | OtherActor | ) | const |
Returns the squared distance from this Actor to OtherActor, ignoring Z.
| bool GetTickableWhenPaused | ( | ) |
Gets whether this actor can tick when paused.
| FVector GetVelocity | ( | ) | const |
Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent.
| float32 GetVerticalDistanceTo | ( | const AActor | OtherActor | ) | const |
Returns the distance from this Actor to OtherActor, ignoring XY.
| bool HasActorBegunPlay | ( | ) | const |
| bool HasAuthority | ( | ) | const |
Returns whether this actor has network authority.
| void Hit | ( | UPrimitiveComponent | MyComp, |
| AActor | Other, | ||
| UPrimitiveComponent | OtherComp, | ||
| bool | bSelfMoved, | ||
| FVector | HitLocation, | ||
| FVector | HitNormal, | ||
| FVector | NormalImpulse, | ||
| FHitResult | Hit ) |
Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.
Note: For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled. Note: When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object. Note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.
| bool IsActorBeingDestroyed | ( | ) | const |
Returns true if this actor is currently being destroyed, some gameplay events may be unsafe.
| bool IsActorInitialized | ( | ) | const |
| bool IsActorTickEnabled | ( | ) | const |
Returns whether this actor has tick enabled or not.
| bool IsChildActor | ( | ) | const |
Returns whether this Actor was spawned by a child actor component.
| bool IsEditable | ( | ) | const |
Returns true if this actor is allowed to be displayed, selected and manipulated by the editor.
| bool IsHidden | ( | ) | const |
| bool IsHiddenEd | ( | ) | const |
Returns true if this actor is hidden in the editor viewports, also checking temporary flags.
| bool IsHiddenEdAtStartup | ( | ) | const |
Returns true if the actor is hidden upon editor startup/by default, false if it is not.
| bool IsOverlappingActor | ( | const AActor | Other | ) | const |
Check whether any component of this Actor is overlapping any component of another Actor.
| Other | The other Actor to test against |
| bool IsSelectable | ( | ) | const |
Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.
| bool IsTemporarilyHiddenInEditor | ( | bool | bIncludeParent = false | ) | const |
Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session.
| bIncludeParent | Whether to recurse up child actor hierarchy or not |
| void MakeNoise | ( | float32 | Loudness = 1.000000, |
| APawn | NoiseInstigator = nullptr, | ||
| FVector | NoiseLocation = FVector ( ), | ||
| float32 | MaxRange = 0.000000, | ||
| FName | Tag = NAME_None ) |
Trigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.
| Loudness | The relative loudness of this noise. Usual range is 0 (no noise) to 1 (full volume). If MaxRange is used, this scales the max range, otherwise it affects the hearing range specified by the sensor. |
| NoiseInstigator | Pawn responsible for this noise. Uses the actor's Instigator if NoiseInstigator is null |
| NoiseLocation | Position of noise source. If zero vector, use the actor's location. |
| MaxRange | Max range at which the sound may be heard. A value of 0 indicates no max range (though perception may have its own range). Loudness scales the range. (Note: not supported for legacy PawnSensingComponent, only for AIPerception) |
| Tag | Identifier for the noise. |
| void OnBecomeViewTarget | ( | APlayerController | PC | ) |
Event called when this Actor becomes the view target for the given PlayerController.
| void OnEndViewTarget | ( | APlayerController | PC | ) |
Event called when this Actor is no longer the view target for the given PlayerController.
| void OnReset | ( | ) |
Event called when this Actor is reset to its initial state - used when restarting level without reloading.
| void PointDamage | ( | float32 | Damage, |
| const UDamageType | DamageType, | ||
| FVector | HitLocation, | ||
| FVector | HitNormal, | ||
| UPrimitiveComponent | HitComponent, | ||
| FName | BoneName, | ||
| FVector | ShotFromDirection, | ||
| AController | InstigatedBy, | ||
| AActor | DamageCauser, | ||
| FHitResult | HitInfo ) |
Event when this actor takes POINT damage.
| void PrestreamTextures | ( | float32 | Seconds, |
| bool | bEnableStreaming, | ||
| int | CinematicTextureGroups = 0 ) |
Calls PrestreamTextures() for all the actor's meshcomponents.
| Seconds | Number of seconds to force all mip-levels to be resident |
| bEnableStreaming | Whether to start (true) or stop (false) streaming |
| CinematicTextureGroups | Bitfield indicating which texture groups that use extra high-resolution mips |
| void RadialDamage | ( | float32 | DamageReceived, |
| const UDamageType | DamageType, | ||
| FVector | Origin, | ||
| FHitResult | HitInfo, | ||
| AController | InstigatedBy, | ||
| AActor | DamageCauser ) |
Event when this actor takes RADIAL damage.
| void RemoveTickPrerequisiteActor | ( | AActor | PrerequisiteActor | ) |
Remove tick dependency on PrerequisiteActor.
| void RemoveTickPrerequisiteComponent | ( | UActorComponent | PrerequisiteComponent | ) |
Remove tick dependency on PrerequisiteComponent.
| void RerunConstructionScripts | ( | ) |
| void SetActorEnableCollision | ( | bool | bNewActorEnableCollision | ) |
Allows enabling/disabling collision for the whole actor.
| void SetActorHiddenInGame | ( | bool | bNewHidden | ) |
Sets the actor to be hidden in the game.
| bNewHidden | Whether or not to hide the actor and all its components |
| void SetActorLabel | ( | FString | NewActorLabel, |
| bool | bMarkDirty = true ) |
Assigns a new label to this actor. Actor labels are only available in development builds.
| NewActorLabel | The new label string to assign to the actor. If empty, the actor will have a default label. |
| bMarkDirty | If true the actor's package will be marked dirty for saving. Otherwise it will not be. You should pass false for this parameter if dirtying is not allowed (like during loads) |
| void SetActorLocation | ( | FVector | NewLocation | ) |
| bool SetActorLocation | ( | FVector | NewLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Move the Actor to the specified location.
| NewLocation | The new location to move the Actor to. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| SweepHitResult | The hit result from the move if swept. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| bool SetActorLocationAndRotation | ( | FVector | NewLocation, |
| FRotator | NewRotation, | ||
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Move the actor instantly to the specified location and rotation.
| NewLocation | The new location to teleport the Actor to. |
| NewRotation | The new rotation for the Actor. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| SweepHitResult | The hit result from the move if swept. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| void SetActorLocationAndRotation | ( | FVector | NewLocation, |
| FRotator | NewRotation, | ||
| bool | bTeleport = false ) |
| void SetActorQuat | ( | FQuat | NewRotation | ) |
| void SetActorRelativeLocation | ( | FVector | NewRelativeLocation | ) |
| void SetActorRelativeLocation | ( | FVector | NewRelativeLocation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the actor's RootComponent to the specified relative location.
| NewRelativeLocation | New relative location of the actor's root component |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| void SetActorRelativeRotation | ( | FQuat | NewRelativeRotation | ) |
| void SetActorRelativeRotation | ( | FRotator | NewRelativeRotation | ) |
| void SetActorRelativeRotation | ( | FRotator | NewRelativeRotation, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the actor's RootComponent to the specified relative rotation.
| NewRelativeRotation | New relative rotation of the actor's root component |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |
| void SetActorRelativeScale3D | ( | FVector | NewRelativeScale | ) |
Set the actor's RootComponent to the specified relative scale 3d.
| NewRelativeScale | New scale to set the actor's RootComponent to |
| void SetActorRelativeTransform | ( | FTransform | NewRelativeTransform | ) |
| void SetActorRelativeTransform | ( | FTransform | NewRelativeTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the actor's RootComponent to the specified relative transform.
| NewRelativeTransform | New relative transform of the actor's root component |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components. |
| void SetActorRotation | ( | FQuat | NewRotation | ) |
| void SetActorRotation | ( | FRotator | NewRotation | ) |
| bool SetActorRotation | ( | FRotator | NewRotation, |
| bool | bTeleportPhysics ) |
Set the Actor's rotation instantly to the specified rotation.
| NewRotation | The new rotation for the Actor. |
| bTeleportPhysics | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |
| void SetActorScale3D | ( | FVector | NewScale3D | ) |
Set the Actor's world-space scale.
| void SetActorTickEnabled | ( | bool | bEnabled | ) |
Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself.
| bEnabled | Whether it should be enabled or not |
| void SetActorTickInterval | ( | float32 | TickInterval | ) |
Sets the tick interval of this actor's primary tick function. Will not enable a disabled tick function. Takes effect on next tick.
| TickInterval | The rate at which this actor should be ticking |
| void SetActorTransform | ( | FTransform | NewTransform | ) |
| bool SetActorTransform | ( | FTransform | NewTransform, |
| bool | bSweep, | ||
| FHitResult & | SweepHitResult, | ||
| bool | bTeleport ) |
Set the Actors transform to the specified one.
| NewTransform | The new transform. |
| bSweep | Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
| bTeleport | Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components. |
| void SetAutoDestroyWhenFinished | ( | bool | bVal | ) |
| void SetbAllowTickBeforeBeginPlay | ( | bool | Value | ) |
Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don't tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.
| void SetbAlwaysRelevant | ( | bool | Value | ) |
Always relevant for network (overrides bOnlyRelevantToOwner).
| void SetbAsyncPhysicsTickEnabled | ( | bool | Value | ) |
Whether to use use the async physics tick with this actor.
| void SetbAutoDestroyWhenFinished | ( | bool | bVal | ) |
If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
| void SetbBlockInput | ( | bool | Value | ) |
If true, all input on the stack below this actor will not be considered.
| void SetbCallPreReplication | ( | bool | Value | ) |
| void SetbCallPreReplicationForReplay | ( | bool | Value | ) |
| void SetbCanBeDamaged | ( | bool | Value | ) |
Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. See: https://www.unrealengine.com/blog/damage-in-ue4 See: TakeDamage(), ReceiveDamage().
| void SetbCanBeInCluster | ( | bool | Value | ) |
If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance.
| void SetbEnableAutoLODGeneration | ( | bool | Value | ) |
Whether this actor should be considered or not during HLOD generation.
| void SetbFindCameraComponentWhenViewTarget | ( | bool | Value | ) |
If true, this actor should search for an owned camera component to view through when used as a view target.
| void SetbGenerateOverlapEventsDuringLevelStreaming | ( | bool | Value | ) |
If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. See: UpdateOverlapsMethodDuringLevelStreaming.
| void SetbHidden | ( | bool | Value | ) |
Allows us to only see this Actor in the Editor, and not in the actual game. See: SetActorHiddenInGame().
| void SetbIgnoresOriginShifting | ( | bool | Value | ) |
Whether this actor should not be affected by world origin shifting.
| void SetbIsEditorOnlyActor | ( | bool | Value | ) |
Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds.
| void SetbIsMainWorldOnly | ( | bool | Value | ) |
If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.
| void SetbIsSpatiallyLoaded | ( | bool | Value | ) |
Determine if this actor is spatially loaded when placed in a partitioned world. If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.
| void SetbNetLoadOnClient | ( | bool | Value | ) |
This actor will be loaded on network clients during map load.
| void SetbNetUseOwnerRelevancy | ( | bool | Value | ) |
If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
| void SetbNeverApplyTickOptimizations | ( | bool | Value | ) |
THQNBCN Start BFG_JConradie : Tick Optimizer - new data flags exposed to the editor indicates that this actor should NEVER not meant to be changed at runtime - only set this before BeginPlay is called.
| void SetbOnlyRelevantToOwner | ( | bool | Value | ) |
If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
| void SetbOptimizeBPComponentData | ( | bool | Value | ) |
Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.
| void SetbRelevantForLevelBounds | ( | bool | Value | ) |
If true, this actor's component's bounds will be included in the level's bounding box unless the Actor's class has overridden IsLevelBoundsRelevant.
| void SetbReplayRewindable | ( | bool | Value | ) |
If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.
| void SetbReplicateMovement | ( | bool | Value | ) |
If true, replicate movement/location related properties. Actor must also be set to replicate. See: SetReplicates() See: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors.
| void SetbReplicates | ( | bool | Value | ) |
If true, this actor will replicate to remote machines See: SetReplicates().
| void SetbReplicateUsingRegisteredSubObjectList | ( | bool | Value | ) |
When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
| void SetbRunConstructionScriptOnDrag | ( | bool | Value | ) |
| void SetFolderPath | ( | FName | NewFolderPath | ) |
Assigns a new folder to this actor. Actor folder paths are only available in development builds.
| NewFolderPath | The new folder to assign to the actor. |
| void SetInstigator | ( | APawn | Value | ) |
Pawn responsible for damage and other gameplay events caused by this actor.
| void SetIsTemporarilyHiddenInEditor | ( | bool | bIsHidden | ) |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session.
| bIsHidden | True if the actor is hidden |
| void SetLifeSpan | ( | float32 | InLifespan | ) |
Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed.
| void SetNetDormancy | ( | ENetDormancy | NewDormancy | ) |
Puts actor in dormant networking state.
| void SetOwner | ( | AActor | NewOwner | ) |
Set the owner of this Actor, used primarily for network replication.
| NewOwner | The Actor who takes over ownership of this Actor |
| void SetPhysicsReplicationMode | ( | EPhysicsReplicationMode | ReplicationMode | ) |
Set the physics replication mode of this body, via EPhysicsReplicationMode.
| void SetRayTracingGroupId | ( | int | InRaytracingGroupId | ) |
Specify a RayTracingGroupId for this actors. Components with invalid RayTracingGroupId will inherit the actors.
| void SetReplicateMovement | ( | bool | bInReplicateMovement | ) |
Set whether this actor's movement replicates to network clients.
| bInReplicateMovement | Whether this Actor's movement replicates to clients. |
| void SetReplicates | ( | bool | bInReplicates | ) |
Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well. Properties flagged for replication will update on clients if they change on the server. Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list.
| bInReplicates | Whether this Actor replicates to network clients. |
| void SetRootComponent | ( | USceneComponent | Value | ) |
The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow.
| void SetTickableWhenPaused | ( | bool | bTickableWhenPaused | ) |
Sets whether this actor can tick when paused.
| void SetTickGroup | ( | ETickingGroup | NewTickGroup | ) |
Sets the ticking group for this actor.
| NewTickGroup | the new value to assign |
|
static |
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static |
| void TearOff | ( | ) |
Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true.
Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such.
| DestLocation | The target destination point |
| DestRotation | The target rotation at the destination |
| void Tick | ( | float32 | DeltaSeconds | ) |
Event called every frame, if ticking is enabled.
| bool WasRecentlyRendered | ( | float32 | Tolerance = 0.200000 | ) | const |
Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.
| Tolerance | How many seconds ago the actor last render time can be and still count as having been "recently" rendered. |
| bool ActorEnableCollision |
Get current state of collision for the whole actor.
| const FVector ActorForwardVector |
Get the forward (X) vector (length 1.0) from this Actor, in world space.
| FGuid ActorGuid |
The GUID for this actor; this guid will be the same for actors from instanced streaming levels. @see ActorInstanceGuid, FActorInstanceGuidMapper @note Don't use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.
| FGuid ActorInstanceGuid |
The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. @see ActorGuid @note This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents.
| const APawn ActorInstigator |
| const AController ActorInstigatorController |
| FVector ActorLocation |
| const FString ActorNameOrLabel |
| FQuat ActorQuat |
| FVector ActorRelativeLocation |
| FRotator ActorRelativeRotation |
| FVector ActorRelativeScale3D |
Return the actor's relative scale 3d.
| FTransform ActorRelativeTransform |
| const FVector ActorRightVector |
Get the right (Y) vector (length 1.0) from this Actor, in world space.
| FRotator ActorRotation |
| FVector ActorScale3D |
Returns the Actor's world-space scale.
| float32 ActorTickInterval |
Returns the tick interval of this actor's primary tick function.
| const float32 ActorTimeDilation |
Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.
| FTransform ActorTransform |
| const FVector ActorUpVector |
Get the up (Z) vector (length 1.0) from this Actor, in world space.
| const AActor AttachParentActor |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr.
| const FName AttachParentSocketName |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None.
| EAutoReceiveInput AutoReceiveInput |
Automatically registers this actor to receive input from a player.
| bool bAlwaysRelevant |
Always relevant for network (overrides bOnlyRelevantToOwner).
| bool bAutoDestroyWhenFinished |
If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight.
| bool bCanBeDamaged |
Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. @see https://www.unrealengine.com/blog/damage-in-ue4 @see TakeDamage(), ReceiveDamage().
| bool bEnableAutoLODGeneration |
Whether this actor should be considered or not during HLOD generation.
| bool bFindCameraComponentWhenViewTarget |
If true, this actor should search for an owned camera component to view through when used as a view target.
| bool bGenerateOverlapEventsDuringLevelStreaming |
If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. @see UpdateOverlapsMethodDuringLevelStreaming.
| bool bHidden |
Allows us to only see this Actor in the Editor, and not in the actual game. @see SetActorHiddenInGame().
| bool bNetUseOwnerRelevancy |
If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority.
| bool bOnlyRelevantToOwner |
If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
| bool bReplicates |
If true, this actor will replicate to remote machines @see SetReplicates().
| bool bReplicateUsingRegisteredSubObjectList |
When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.
| FGuid ContentBundleGuid |
The GUID for this actor's content bundle.
| float32 CustomTimeDilation |
Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick.
| TArray<TSoftObjectPtr<UDataLayerAsset> > DataLayerAssets |
| const FString DefaultActorLabel |
Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.
| FName FolderPath |
The folder path of this actor in the world. If the actor's level uses the actor folder objects feature, the path is computed using FolderGuid. If not, it contains the actual path (empty=root, / separated).
| const UGameInstance GameInstance |
| const float32 GameTimeSinceCreation |
The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.
| UHLODLayer HLODLayer |
The UHLODLayer in which this actor should be included.
| float32 InitialLifeSpan |
How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.
| int InputPriority |
The priority of this input component when pushed in to the stack.
| APawn Instigator |
Pawn responsible for damage and other gameplay events caused by this actor.
| const AController InstigatorController |
Returns the instigator's controller for this actor, or nullptr if there is none.
Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.
| const FTransform LevelTransform |
Return the FTransform of the level this actor is a part of.
| float32 LifeSpan |
Get the remaining lifespan of this actor. If zero is returned the actor lives forever.
| const ENetRole LocalRole |
Returns how much control the local machine has over this actor.
| float32 MinNetUpdateFrequency |
Used to determine what rate to throttle down to when replicated properties are changing infrequently.
| float32 NetCullDistanceSquared |
Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.
| ENetDormancy NetDormancy |
Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
| float32 NetPriority |
Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate.
| float32 NetUpdateFrequency |
How often (per second) this actor will be considered for replication, used to determine NetUpdateTime.
| FActorBeginOverlapSignature OnActorBeginOverlap |
Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
| FActorEndOverlapSignature OnActorEndOverlap |
Called when another actor stops overlapping this actor. @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.
| FActorHitSignature OnActorHit |
Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. @note For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.
| FActorBeginCursorOverSignature OnBeginCursorOver |
Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.
| FActorOnClickedSignature OnClicked |
Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.
| FActorDestroyedSignature OnDestroyed |
Event triggered when the actor has been explicitly destroyed.
| FActorEndCursorOverSignature OnEndCursorOver |
Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.
| FActorEndPlaySignature OnEndPlay |
Event triggered when the actor is being deleted or removed from a level.
| FActorOnInputTouchBeginSignature OnInputTouchBegin |
Called when a touch input is received over this actor when touch events are enabled in the player controller.
| FActorOnInputTouchEndSignature OnInputTouchEnd |
Called when a touch input is received over this component when touch events are enabled in the player controller.
| FActorBeginTouchOverSignature OnInputTouchEnter |
Called when a finger is moved over this actor when touch over events are enabled in the player controller.
| FActorEndTouchOverSignature OnInputTouchLeave |
Called when a finger is moved off this actor when touch over events are enabled in the player controller.
| FActorOnReleasedSignature OnReleased |
Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.
| FTakeAnyDamageSignature OnTakeAnyDamage |
Called when the actor is damaged in any way.
| FTakePointDamageSignature OnTakePointDamage |
Called when the actor is damaged by point damage.
| FTakeRadialDamageSignature OnTakeRadialDamage |
Called when the actor is damaged by radial damage.
| AActor Owner |
Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) @see SetOwner(), GetOwner().
| const AActor ParentActor |
If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component.
| const UChildActorComponent ParentComponent |
The UChildActorComponent that owns this Actor.
| EPhysicsReplicationMode PhysicsReplicationMode |
Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.
| FVector PivotOffset |
Local space pivot offset for the actor, only used in the editor.
| FActorTickFunction PrimaryActorTick |
Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. @see https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction @see AddTickPrerequisiteActor(), AddTickPrerequisiteComponent().
| int RayTracingGroupId |
The RayTracingGroupId this actor and its components belong to. (For components that did not specify any).
| const ENetRole RemoteRole |
Describes how much control the remote machine has over the actor.
| FRepMovement ReplicatedMovement |
Used for replication of our RootComponent's position and velocity.
| const float32 ResimulationThreshold |
Get the error threshold in centimeters before this object should enforce a resimulation to trigger.
| USceneComponent RootComponent |
The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow.
| FName RuntimeGrid |
Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.
| const FVector SimpleCollisionCylinderExtent |
| const float32 SimpleCollisionHalfHeight |
| const float32 SimpleCollisionRadius |
| ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod |
Controls how to handle spawning this actor in a situation where it's colliding with something else. "Default" means AlwaysSpawn here.
| float32 SpriteScale |
The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).
| bool TickableWhenPaused |
Gets whether this actor can tick when paused.
| EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming |
Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to 'UseConfigDefault', the default specified in ini (displayed in 'DefaultUpdateOverlapsMethodDuringLevelStreaming') will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.
Note that if 'bGenerateOverlapEventsDuringLevelStreaming' is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered.
@see bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
| const FVector Velocity |
Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent.