G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ACharacterCanTransformInto Class Reference

Public Member Functions

Functions
void MulticastEnterUntransformingState ()
void MulticastSaveTransformData (AGothicCharacter fromCharacter, AGothicCharacter toCharacter, float32 initialDelay, float32 duration, UAnimMontage montage)
void MulticastStartCameraTravelBeforePossess (AGothicCharacter fromCharacter, AGothicCharacter toCharacter, float32 initialDelay, float32 duration)
void MulticastTransformationVisuals (AGothicCharacter fromCharacter, AGothicCharacter toCharacter, UAnimMontage montage)
void TransformFrom (AGothicCharacter fromCharacter, AGothicCharacter toCharacter, float32 initialDelay, float32 duration, UAnimMontage montage=nullptr)
void BeforeDestruction ()
Public Member Functions inherited from AGothicCharacter
void Multicast_SendGlobalEvent (FGameplayTag verb, FName instigatorName, FName eventName, float32 newValue, bool forced, FName userName)
AGothicCharacterState GetCharacterState () const
 Access to characters persistent state.
bool IsGameplayReady () const
 Whether this character is still spawning and not ready to do gameplay actions (such as AI tasks).
void OnOverlapWater (FHitResult HitResult)
bool CanCastSpell (FGameplayTag spellTag) const
void Client_AttachToComponent (USceneComponent Parent, EAttachmentRule AttachmentRule, bool weldSimulatedBodies, FName SocketName)
void ClientSetSpellToCamera (FCameraBehaviour CameraBehaviour)
void ClientTeleportTo (FVector DestLocation, FRotator DestRotation, bool bIsATest, bool bNoCheck)
UAbilitySystemComponent GetAbilitySystemComponent () const
UGothicAnimationComponent GetAnimationComponent () const
UCarryComponent GetCarryComponent () const
const UCharacterDefinition GetCharacterDefinition () const
 Returns the CharacterDefinition this character was made from.
FText GetCharacterDisplayName () const
 Returns the characters (localized) name as it is supposed to be shown to the player in UI.
FName GetCharacterGlobalId () const
 Returns a globally unique and stable identifier for this character.
int GetCharacterMagicCircleLevelFromAttr ()
FGameplayTag GetCharacterMagicCircleTag ()
FName GetCharacterUniqueName () const
 Returns this characters technical unique name which is used to reference it in scripts.
UCharacterVisualsComponent GetCharacterVisualsComponent () const
TArray< UPrimitiveComponent > GetCollisionComponents () const
UDataModule_Targeting GetDataModule_Targeting () const
float32 GetDistanceToHitCollision (FVector Point) const
 The distance between the given point and the closest point to it on the collision shape.
FVector GetFeetLocation () const
UFocalPointComponent GetFocalPointComponent () const
UGothicFXComponent GetFXComponent () const
UGothicBloodComponent GetGothicBloodComponent () const
UGothicMaterialsComponent GetGothicMaterialsComponent () const
UGothicMovementComponent GetGothicMovementComponent () const
UNPCHealthBarComponent GetHealthBarComponent () const
UInventoryComponent GetInventory () const
int GetMagicCircleIndexFrom (FGameplayTag gameplayTag) const
UGothicMagicComponent GetMagicComponent () const
UGothicMountComponent GetMountComponent () const
const FNavAgentProperties & GetNavAgentPropertiesRef () const
UCharacterPerceptionComponent GetPerception () const
UQuiverComponent GetQuiverComponent () const
UCharacterRelationshipComponent GetRelationship () const
UGothicRiderComponent GetRiderComponent () const
USubCapsuleManagerComponent GetSubCapsuleManagerComponent () const
UCueVisualConfig GetVisualDebuffConfig (FGameplayTag DebuffTag) const
UWalkSpeedModifierComponent GetWalkSpeedModifierComponent () const
UGothicWeatherComponent GetWeatherComponent () const
bool HasAbility (TSubclassOf< UGameplayAbility > AbilityClass) const
 Does this characters ASC an ability of the given class?
bool HasAllGameplayTags (FGameplayTagContainer TagContainer) const
 Does this characters ASC all of the given owned tags?
bool HasAnyGameplayTags (FGameplayTagContainer TagContainer) const
 Does this characters ASC any of the given owned tags?
bool HasGameplayTag (FGameplayTag Tag) const
 Does this characters ASC has the given owned tag?
bool IsNPCCharacter () const
 Returns true if this character is owned by an NPCState (not necessarily controlled by one right now).
bool IsOnNavMesh () const
 Returns true if this Character has a valid NavLocation (meaning it is on valid navigation data) Always false for characters who do not have a valid PathfollowingComponent.
bool IsPlayerCharacter () const
 Returns true if this character is owned by an actual player (not necessarily controlled by one right now).
bool IsPlayerCharacterOrPlayerControlled () const
 Returns true if this character is owned by an actual player or an NPC that is currently controlled by a player.
void MakeRideable () const
void Multicast_JumpToSectionMontage (FName sectionName, UAnimMontage MontageToPlay, bool play_local)
void Multicast_PlayDynamicMontage (UAnimSequenceBase animation, FName slotName, float32 blendInTime, float32 blendOutTime, float32 playRate, float32 startTime, FName syncGroup, bool play_local) const
void Multicast_PlayMontage (UAnimMontage MontageToPlay, float32 InPlayRate, EMontagePlayReturnType ReturnValueType, float32 InTimeToStartMontageAt, bool bStopAllMontages, bool play_local) const
void ActiveFreezeFrame (float32 CustomTime, float32 FreezeDuration, float32 BlendOutDuration)
void Multicast_SetCustomTimerDilatation (float32 CustomTime, float32 Duration)
void Multicast_SetEnableCollisions (bool enabled)
void Multicast_StopMontage (UAnimMontage MontageToStop)
void MulticastNotifyInventoryQuickItemsMayHaveBeenModified (EInventoryTypes slotType) const
void MulticastPlayUntransformMontage (UAnimMontage montage)
void OnOverlapBeginServer (UPrimitiveComponent OverlappedComp, AActor OtherActor, UPrimitiveComponent OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult SweepResult)
 handle overlap
void RecreatePhysicsAndClothState () const
 Used for shrink spell. After scaling the actor is necessary to recreate both physics and cloths to avoid deformations; because of scale and because of entering ragdoll. *.
void SendGlobalEvent (FGameplayTag verb, FName instigatorName, FName eventName, float32 newValue, bool forced=false, FName userName=NAME_None)
void Server_ApplyTagsAndEffectsSavedData ()
void Server_InitializeAbilities (const UGameplayEffect AbilitySet)
void Server_InitializeSavedData ()
void Server_InitializeSkills (TArray< TSubclassOf< UScriptGameplayEffect > > skills)
void Server_JumpToSectionMontage (FName sectionName, UAnimMontage MontageToPlay)
void Server_PlayDynamicMontage (UAnimSequenceBase animation, FName slotName, float32 blendInTime, float32 blendOutTime, float32 playRate, float32 startTime, FName syncGroup) const
void Server_PlayMontage (UAnimMontage MontageToPlay, float32 InPlayRate, EMontagePlayReturnType ReturnValueType, float32 InTimeToStartMontageAt, bool bStopAllMontages) const
void Server_SetAnimRootMotionTranslationScale (float32 scale)
void Server_StopMontage (UAnimMontage MontageToStop)
void ServerDoPossess (APawn characterToPossess)
void ServerNotifyInventoryQuickItemsMayHaveBeenModified (EInventoryTypes slotType) const
void SetAsHiddenSpectatorCharacter (bool enable)
void SetCustomAnimGlobalRateScale (float32 CustomRate)
void SetCustomTimeDilation (float32 CustomTime)
void SetDelayedCustomTimerDilatation (float32 CustomTime, float32 Duration)
void SetVisibilityCharacterAndEverythingItCarries (bool isVisible) const
void ShowCharacter ()
UGameplayAbility_AI GetAI () const
 Returns the currently active AI ability on the this Character. Usually the main AI-Ability or NULL for the player. However, during conversations, even players may have an AI Ability.
UGameplayAbility_CharacterAI GetCharacterAI () const
 Returns the currently active AI ability on the this Character. Usually the main AI-Ability or NULL for the player.
bool IsInAttackCombo ()
 True, if this character is currently doing an attack combo.
bool IsInAttackComboWindow ()
 True, if this Character could chain another attack into an ongoing combo.
bool IsInRain (int Level=1) const
 Returns true if this character is currently in rain.
bool IsInWeather (EWeather Weather) const
bool IsUnderRoof () const
 Returns true if this character is inside a building (or similar).
TArray< AGothicCharacter > GetAllTargetingThis () const
 Returns who targets this character (kinda slow, don't call every frame).
EPathFollowingStatus GetPathfollowingStatus () const
AActor GetTargetedActor () const
 Returns the Actor this character is targeting.
USceneComponent GetTargetedComponent () const
 Returns the Component this character is targeting.
bool HasAliveUndefeatedOverlappingCharacters (FVector TestLocation, TArray< AGothicCharacter > &OutOtherCharacters, FVector ThisExtentScale=FVector(1.100000, 1.100000, 1.000000)) const
 Returns true when if the given characters SimpleCollision would overlap other characters that are Alive and Undefeated.
bool HasAliveUndefeatedOverlappingNPCs (FVector TestLocation, TArray< AGothicCharacter > &OutOtherCharacters, FVector ThisExtentScale=FVector(1.100000, 1.100000, 1.000000)) const
 Returns true when if the given characters SimpleCollision would overlap other NPCs that are Alive and Undefeated.
bool HasAnyOverlappingCharacters (FVector TestLocation, TArray< AGothicCharacter > &OutOtherCharacters, FVector ThisExtentScale=FVector(1.100000, 1.100000, 1.000000)) const
 Returns true when if the given characters SimpleCollision would overlap other character on TestLocation.
bool HasAnyOverlappingNPCs (FVector TestLocation, TArray< AGothicCharacter > &OutOtherCharacters, FVector ThisExtentScale=FVector(1.100000, 1.100000, 1.000000)) const
 Returns true when if the given characters SimpleCollision would overlap other NPCs on TestLocation.
void SetTargetedActor (AActor TargetActor, bool isCameraRelevant=true) const
 Sets the Actor this character should be targeting.
void SetTargetedComponent (USceneComponent TargetComponent) const
 Sets the Component this character should be targeting.
float32 GetCrowdAgentHalfHeight () const
float32 GetCrowdAgentRadius () const
float32 GetDistanceBetweenCrowdAgentCollisions (const AGothicCharacter Other) const
 Returns distance between CrowdAgent shapes of both characters. When they overlap, this value is negative. Will return proper values even if character does not actually uses CrowdAvoidance.
bool IsPathBlockedByAny (bool bRequireSelfMoving) const
 Checks if character is blocked in the first place.
bool IsPathBlockedByGivenCharacter (const AGothicCharacter GivenGothicCharacter, bool bRequireSelfMoving) const
 Checks if character is blocked by given character.
bool IsPathBlockedByGivenLowerRankCharacter (const AGothicCharacter OtherGothicCharacter, bool bRequireSelfMoving) const
 Checks if character is blocked by given character AND if that has lower social status than given character.
bool IsPathBlockedByOther (AGothicAIController &OutBlockingAiController, bool bRequireSelfMoving) const
 Checks if character is blocked and if yes, returns the blocking controller.
bool IsPathBlockedByOtherLowerRankCharacter (AGothicCharacter &OutBlockingCharacter, bool bRequireSelfMoving) const
 Checks if character is blocked by any character AND if the blocking character has lower social status than given character. If return is successful, gets the blocking character.
Public Member Functions inherited from ACharacter
void ClientCheatFly ()
void UpdateCustomMovement (float32 DeltaTime)
 Event for implementing custom character movement mode. Called by CharacterMovement if MovementMode is set to Custom. Note: C++ code should override UCharacterMovementComponent::PhysCustom() instead. See: UCharacterMovementComponent::PhysCustom().
void ClientAdjustRootMotionPosition (float32 TimeStamp, float32 ServerMontageTrackPosition, FVector ServerLoc, FVector ServerRotation, float32 ServerVelZ, UPrimitiveComponent ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)
void ClientCheatGhost ()
void OnEndCrouch (float32 HalfHeightAdjust, float32 ScaledHalfHeightAdjust)
 Event when Character stops crouching.
void ClientVeryShortAdjustPosition (float32 TimeStamp, FVector NewLoc, UPrimitiveComponent NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)
 Bandwidth saving version, when velocity is zeroed.
void OnMovementModeChanged (EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode)
 Called from CharacterMovementComponent to notify the character that the movement mode has changed.
void OnLaunched (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 Let blueprint know that we were launched.
void ClientCheatWalk ()
void ClientAdjustPosition (float32 TimeStamp, FVector NewLoc, FVector NewVel, UPrimitiveComponent NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode)
void RootMotionDebugClientPrintOnScreen (FString InString)
void ServerMove (float32 TimeStamp, FVector InAccel, FVector ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint View, UPrimitiveComponent ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode)
void ServerMoveDual (float32 TimeStamp0, FVector InAccel0, uint8 PendingFlags, uint View0, float32 TimeStamp, FVector InAccel, FVector ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint View, UPrimitiveComponent ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode)
void ServerMoveDualHybridRootMotion (float32 TimeStamp0, FVector InAccel0, uint8 PendingFlags, uint View0, float32 TimeStamp, FVector InAccel, FVector ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint View, UPrimitiveComponent ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode)
void ServerMoveDualNoBase (float32 TimeStamp0, FVector InAccel0, uint8 PendingFlags, uint View0, float32 TimeStamp, FVector InAccel, FVector ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint View, uint8 ClientMovementMode)
void ServerMoveNoBase (float32 TimeStamp, FVector InAccel, FVector ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint View, uint8 ClientMovementMode)
void ServerMoveOld (float32 OldTimeStamp, FVector OldAccel, uint8 OldMoveFlags)
void ClientAckGoodMove (float32 TimeStamp)
void OnLanded (FHitResult Hit)
 Called upon landing when falling, to perform actions based on the Hit result. Note that movement mode is still "Falling" during this event. Current Velocity value is the velocity at the time of landing. Consider OnMovementModeChanged() as well, as that can be used once the movement mode changes to the new mode (most likely Walking).
void OnStartCrouch (float32 HalfHeightAdjust, float32 ScaledHalfHeightAdjust)
 Event when Character crouches.
bool GetbIsCrouched () const
 Set by character movement to specify that this Character is currently crouched.
bool GetbPressedJump () const
 When true, player wants to jump.
bool GetbWasJumping () const
 Tracks whether or not the character was already jumping last frame.
float32 PlayAnimMontage (UAnimMontage AnimMontage, float32 InPlayRate=1.000000, FName StartSectionName=NAME_None)
 Play Animation Montage on the character mesh. Returns the length of the animation montage in seconds, or 0.f if failed to play. *.
float32 GetAnimRootMotionTranslationScale () const
 Returns current value of AnimRootMotionScale.
bool HasAnyRootMotion () const
 True if we are playing root motion from any source right now (anim root motion, root motion source).
void StopAnimMontage (UAnimMontage AnimMontage=nullptr)
 Stop Animation Montage. If nullptr, it will stop what's currently active. The Blend Out Time is taken from the montage asset that is being stopped. *.
bool IsPlayingNetworkedRootMotionMontage () const
 True if we are playing Root Motion right now, through a Montage with RootMotionMode == ERootMotionMode::RootMotionFromMontagesOnly. This means code path for networked root motion is enabled.
bool IsPlayingRootMotion () const
 True if we are playing Anim root motion right now.
UAnimMontage GetCurrentMontage () const
 Return current playing Montage *.
bool CanCrouch () const
bool CanJumpInternal () const
 Customizable event to check if the character can jump in the current state. Default implementation returns true if the character is on the ground and not crouching, has a valid CharacterMovementComponent and CanEverJump() returns true. Default implementation also allows for 'hold to jump higher' functionality: As well as returning true when on the ground, it also returns true when GetMaxJumpTime is more than zero and IsJumping returns true.
bool CanJump () const
 Check if the character can jump in the current state.
void Jump ()
 Make the character jump on the next update. If you want your character to jump according to the time that the jump key is held, then you can set JumpMaxHoldTime to some non-zero value. Make sure in this case to call StopJumping() when you want the jump's z-velocity to stop being applied (such as on a button up event), otherwise the character will carry on receiving the velocity until JumpKeyHoldTime reaches JumpMaxHoldTime.
void Crouch (bool bClientSimulation=false)
 Request the character to start crouching. The request is processed on the next update of the CharacterMovementComponent. See: OnStartCrouch See: IsCrouched See: CharacterMovement->WantsToCrouch.
void OnJumped ()
 Event fired when the character has just started jumping.
FRotator GetBaseRotationOffset () const
 Get the saved rotation offset of mesh. This is how much extra rotation is applied from the capsule rotation.
FVector GetBaseTranslationOffset () const
 Get the saved translation offset of mesh. This is how much extra offset is applied from the center of the capsule.
void OnWalkingOffLedge (FVector PreviousFloorImpactNormal, FVector PreviousFloorContactNormal, FVector PreviousLocation, float32 TimeDelta)
 Event fired when the Character is walking off a surface and is about to fall because CharacterMovement->CurrentFloor became unwalkable. If CharacterMovement->MovementMode does not change during this event then the character will automatically start falling afterwards. Note: Z velocity is zero during walking movement, and will be here as well. Another velocity can be computed here if desired and will be used when starting to fall.
bool IsJumpProvidingForce () const
 True if jump is actively providing a force, such as when the jump key is held and the time it has been held is less than JumpMaxHoldTime. See: CharacterMovement->IsFalling.
void CacheInitialMeshOffset (FVector MeshRelativeLocation, FRotator MeshRelativeRotation)
 Cache mesh offset from capsule. This is used as the target for network smoothing interpolation, when the mesh is offset with lagged smoothing. This is automatically called during initialization; call this at runtime if you intend to change the default mesh offset from the capsule. See: GetBaseTranslationOffset(), GetBaseRotationOffset().
void LaunchCharacter (FVector LaunchVelocity, bool bXYOverride, bool bZOverride)
 Set a pending launch velocity on the Character. This velocity will be processed on the next CharacterMovementComponent tick, and will set it to the "falling" state. Triggers the OnLaunched event.
void UnCrouch (bool bClientSimulation=false)
 Request the character to stop crouching. The request is processed on the next update of the CharacterMovementComponent. See: OnEndCrouch See: IsCrouched See: CharacterMovement->WantsToCrouch.
void StopJumping ()
 Stop the character from jumping on the next update. Call this from an input event (such as a button 'up' event) to cease applying jump Z-velocity. If this is not called, then jump z-velocity will be applied until JumpMaxHoldTime is reached.
Public Member Functions inherited from APawn
void PawnMakeNoise (float32 Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation=true, AActor NoiseMaker=nullptr)
 Inform AIControllers that you've made a noise they might hear (they are sent a HearNoise message if they have bHearNoises==true) The instigator of this sound is the pawn which is used to call MakeNoise.
void SetCanAffectNavigationGeneration (bool bNewValue, bool bForceUpdate=false)
 Use SetCanAffectNavigationGeneration to change this value at runtime. Note that calling this function at runtime will result in any navigation change only if runtime navigation generation is enabled.
void Unpossessed (AController OldController)
 Event called when the Pawn is no longer possessed by a Controller. Only called on the server (or in standalone).
bool GetbUseControllerRotationRoll () const
 If true, this Pawn's roll will be updated to match the Controller's ControlRotation roll, if controlled by a PlayerController.
void Possessed (AController NewController)
 Event called when the Pawn is possessed by a Controller. Only called on the server (or in standalone).
bool GetbUseControllerRotationPitch () const
 If true, this Pawn's pitch will be updated to match the Controller's ControlRotation pitch, if controlled by a PlayerController.
void SetbUseControllerRotationPitch (bool Value)
 If true, this Pawn's pitch will be updated to match the Controller's ControlRotation pitch, if controlled by a PlayerController.
bool GetbUseControllerRotationYaw () const
 If true, this Pawn's yaw will be updated to match the Controller's ControlRotation yaw, if controlled by a PlayerController.
void SetbUseControllerRotationYaw (bool Value)
 If true, this Pawn's yaw will be updated to match the Controller's ControlRotation yaw, if controlled by a PlayerController.
void Restarted ()
 Event called after a pawn has been restarted, usually by a possession change. This is called on the server for all pawns and the owning client for player pawns.
void SetbUseControllerRotationRoll (bool Value)
 If true, this Pawn's roll will be updated to match the Controller's ControlRotation roll, if controlled by a PlayerController.
bool GetbCanAffectNavigationGeneration () const
 If set to false (default) given pawn instance will never affect navigation generation (but components could). Setting it to true will result in using regular AActor's navigation relevancy calculation to check if this pawn instance should affect navigation generation. Note: Use SetCanAffectNavigationGeneration() to change this value at runtime. Note: Modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled. Note: Override UpdateNavigationRelevance() to propagate the flag to the desired components. See: SetCanAffectNavigationGeneration(), UpdateNavigationRelevance().
void SetbCanAffectNavigationGeneration (bool Value)
 If set to false (default) given pawn instance will never affect navigation generation (but components could). Setting it to true will result in using regular AActor's navigation relevancy calculation to check if this pawn instance should affect navigation generation. Note: Use SetCanAffectNavigationGeneration() to change this value at runtime. Note: Modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled. Note: Override UpdateNavigationRelevance() to propagate the flag to the desired components. See: SetCanAffectNavigationGeneration(), UpdateNavigationRelevance().
void SetOverrideInputComponentClass (TSubclassOf< UInputComponent > Value)
 If set, then this InputComponent class will be used instead of the Input Settings' DefaultInputComponentClass.
void ControllerChanged (AController OldController, AController NewController)
 Event called after a pawn's controller has changed, on the server and owning client. This will happen at the same time as the delegate on GameInstance.
bool IsPawnControlled () const
 Check if this actor is currently being controlled at all (the actor has a valid Controller, which will be false for remote clients).
bool IsPlayerControlled () const
 Returns true if controlled by a human player (possessed by a PlayerController). This returns true for players controlled by remote clients.
void SpawnDefaultController ()
 Spawn default controller for this Pawn, and get possessed by it.
void DetachFromControllerPendingDestroy ()
 Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon.
FRotator GetBaseAimRotation () const
 Return the aim rotation for the Pawn. If we have a controller, by default we aim at the player's 'eyes' direction that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.
AController GetController () const
 Returns controller for this actor.
FRotator GetControlRotation () const
 Get the rotation of the Controller, often the 'view' rotation of this Pawn.
bool IsBotControlled () const
 Returns true if controlled by a bot.
APlayerController GetLocalViewingPlayerController () const
 Returns local Player Controller viewing this pawn, whether it is controlling or spectating.
UPawnMovementComponent GetMovementComponent () const
 Return our PawnMovementComponent, if we have one.
FVector GetNavAgentLocation () const
 Basically retrieved pawn's location on navmesh.
bool IsLocallyControlled () const
 Returns true if controlled by a local (not network) Controller.
FPlatformUserId GetPlatformUserId () const
 Returns the Platform User ID of the PlayerController that is controlling this character.
bool IsControlled () const
bool IsLocallyViewed () const
 Is this pawn the ViewTarget of a local PlayerController? Helpful for determining whether the pawn is visible/critical for any VFX. NOTE: Technically there may be some cases where locally controlled pawns return false for this, such as if you are using a remote camera view of some sort. But generally it will be true for locally controlled pawns, and it will always be true for pawns that are being spectated in-game or in Replays.
FVector ConsumeMovementInputVector ()
 Returns the pending input vector and resets it to zero. This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames. Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
bool IsMoveInputIgnored () const
 Helper to see if move input is ignored. If our controller is a PlayerController, checks Controller->IsMoveInputIgnored().
void AddControllerPitchInput (float32 Val)
 Add input (affecting Pitch) to the Controller's ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController's InputPitchScale value.
void AddMovementInput (FVector WorldDirection, float32 ScaleValue=1.000000, bool bForce=false)
 Add movement input along the given world direction vector (usually normalized) scaled by 'ScaleValue'. If ScaleValue < 0, movement will be in the opposite direction. Base Pawn classes won't automatically apply movement, it's up to the user to do so in a Tick event. Subclasses such as Character and DefaultPawn automatically handle this input and move.
TSubclassOf< UInputComponent > GetOverrideInputComponentClass () const
FVector GetLastMovementInputVector () const
 Return the last input vector in world space that was processed by ConsumeMovementInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function. For example an animation update would want to use this, since by default the order of updates in a frame is: PlayerController (device input) -> MovementComponent -> Pawn -> Mesh (animations).
FVector GetPendingMovementInputVector () const
 Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it, Usually only a PawnMovementComponent will want to read this value, or the Pawn itself if it is responsible for movement.
void AddControllerYawInput (float32 Val)
 Add input (affecting Yaw) to the Controller's ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController's InputYawScale value.
void AddControllerRollInput (float32 Val)
 Add input (affecting Roll) to the Controller's ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController's InputRollScale value.
Public Member Functions inherited from AActor
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 ACharacterCanTransformInto 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 AGothicCharacter
static AGothicCharacter 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 AClientAuthoritativeCharacter
static AClientAuthoritativeCharacter 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 ACharacter
static ACharacter 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 APawn
static APawn Spawn (FVector Location=FVector ::ZeroVector, FRotator Rotation=FRotator ::ZeroRotator, FName Name=NAME_None, ULevel Level=nullptr)
static UClass StaticClass ()
static AActor GetMovementBaseActor (const APawn Pawn)
 Gets the owning actor of the Movement Base Component on which the pawn is standing.
Static Public Member Functions inherited from AActor
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 ()

Additional Inherited Members

Public Attributes inherited from AGothicCharacter
UGothicCameraSpringArmComponent m_CameraBoom
 Camera boom positioning the camera behind the character.
UCameraComponent m_FollowCamera
 Follow camera.
UWidgetComponent CurrentDebugWidgetComp
UNPCHealthBarComponent m_HealthBarComponent
UHUDDisplayCombatMarkerPositionComponent m_HUDDisplayCombatMarkerPositionComponent
URagdollComponent m_RagdollComponent
 UPROPERTY() class USoundActorComponent* m_SoundComponent;.
UGothicTimeDilationComponent m_TimeDilationComponent
FBonesSettings m_BonesSettings
UGothicWaterVolumeSensor m_GothicWaterVolumeSensor
UCharacterVisualsComponent m_CharacterVisualsComponent
UCharacterTrinketsComponent m_CharacterTrinketsComponent
UQuiverComponent m_QuiverComponent
UGothicBloodComponent m_BloodComponent
UGothicDirtComponent m_DirtComponent
UGothicFootstepsDataComponent m_FootstepsDataComponent
FGameplayIsReadyDynamicDelegate OnGameplayIsReadyDynamicDelegate
const TArray< UPrimitiveComponent > CollisionComponents
const AGothicCharacterState CharacterState
const UAbilitySystemComponent AbilitySystemComponent
const UGothicAnimationComponent AnimationComponent
const UCarryComponent CarryComponent
const UCharacterDefinition CharacterDefinition
 Returns the CharacterDefinition this character was made from.
const FText CharacterDisplayName
 Returns the characters (localized) name as it is supposed to be shown to the player in UI.
const FName CharacterGlobalId
 Returns a globally unique and stable identifier for this character.
const int CharacterMagicCircleLevelFromAttr
const FGameplayTag CharacterMagicCircleTag
const FName CharacterUniqueName
 Returns this characters technical unique name which is used to reference it in scripts.
const UCharacterVisualsComponent CharacterVisualsComponent
FOnStanceChangedDelegate OnStanceChangedDelegate
const UDataModule_Targeting DataModule_Targeting
const FVector FeetLocation
const UFocalPointComponent FocalPointComponent
const UGothicFXComponent FXComponent
const UGothicBloodComponent GothicBloodComponent
const UGothicMaterialsComponent GothicMaterialsComponent
const UGothicMovementComponent GothicMovementComponent
const UNPCHealthBarComponent HealthBarComponent
const UInventoryComponent Inventory
const UGothicMagicComponent MagicComponent
const UGothicMountComponent MountComponent
const FNavAgentProperties NavAgentPropertiesRef
const UCharacterPerceptionComponent Perception
const UQuiverComponent QuiverComponent
const UCharacterRelationshipComponent Relationship
const UGothicRiderComponent RiderComponent
const USubCapsuleManagerComponent SubCapsuleManagerComponent
const UWalkSpeedModifierComponent WalkSpeedModifierComponent
const UGothicWeatherComponent WeatherComponent
const UGameplayAbility_AI AI
const UGameplayAbility_CharacterAI CharacterAI
const TArray< AGothicCharacter > AllTargetingThis
const EPathFollowingStatus PathfollowingStatus
const AActor TargetedActor
USceneComponent TargetedComponent
const float32 CrowdAgentHalfHeight
const float32 CrowdAgentRadius
Public Attributes inherited from ACharacter
float32 CrouchedEyeHeight
 Default crouched eye height.
const float32 AnimRootMotionTranslationScale
 Scale to apply to root motion translation on this Character.
const FVector BaseTranslationOffset
 Saved translation offset of mesh.
const FRotator BaseRotationOffset
 Saved rotation offset of mesh.
const UAnimMontage CurrentMontage
 Return current playing Montage *.
UCapsuleComponent CapsuleComponent
 The CapsuleComponent being used for movement collision (by CharacterMovement). Always treated as being vertically aligned in simple collision check functions.
float32 JumpKeyHoldTime
 Jump key Held Time. This is the time that the player has held the jump key, in seconds.
float32 JumpForceTimeRemaining
 Amount of jump force time remaining, if JumpMaxHoldTime > 0.
float32 ProxyJumpForceStartedTime
 Track last time a jump force started for a proxy.
UCharacterMovementComponent CharacterMovement
 Movement component used for movement logic in various movement modes (walking, falling, etc), containing relevant settings and functions to control movement.
float32 JumpMaxHoldTime
 The max time the jump key can be held. Note that if StopJumping() is not called before the max jump hold time is reached, then the character will carry on receiving vertical velocity. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).
int JumpMaxCount
 The max number of jumps the character can perform. Note that if JumpMaxHoldTime is non zero and StopJumping is not called, the player may be able to perform and unlimited number of jumps. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).
int JumpCurrentCount
 Tracks the current number of jumps performed. This is incremented in CheckJumpInput, used in CanJump_Implementation, and reset in OnMovementModeChanged. When providing overrides for these methods, it's recommended to either manually increment / reset this value, or call the Super:: method.
int JumpCurrentCountPreJump
 Represents the current number of jumps performed before CheckJumpInput modifies JumpCurrentCount. This is set in CheckJumpInput and is used in SetMoveFor and PrepMoveFor instead of JumpCurrentCount since CheckJumpInput can modify JumpCurrentCount. When providing overrides for these methods, it's recommended to either manually set this value, or call the Super:: method.
USkeletalMeshComponent Mesh
 The main skeletal mesh associated with this Character (optional sub-object).
FLandedSignature LandedDelegate
 Called upon landing when falling, to perform actions based on the Hit result. Note that movement mode is still "Falling" during this event. Current Velocity value is the velocity at the time of landing. Consider OnMovementModeChanged() as well, as that can be used once the movement mode changes to the new mode (most likely Walking).
FMovementModeChangedSignature MovementModeChangedDelegate
 Multicast delegate for MovementMode changing.
FCharacterMovementUpdatedSignature OnCharacterMovementUpdated
 Event triggered at the end of a CharacterMovementComponent movement update. This is the preferred event to use rather than the Tick event when performing custom updates to CharacterMovement properties based on the current state. This is mainly due to the nature of network updates, where client corrections in position from the server can cause multiple iterations of a movement update, which allows this event to update as well, while a Tick event would not.
FCharacterReachedApexSignature OnReachedJumpApex
 Broadcast when Character's jump reaches its apex. Needs CharacterMovement->bNotifyApex = true.
const bool bPressedJump
 When true, player wants to jump.
const bool bIsCrouched
 Set by character movement to specify that this Character is currently crouched.
const bool bWasJumping
 Tracks whether or not the character was already jumping last frame.
Public Attributes inherited from APawn
float32 BaseEyeHeight
 Base eye height above collision center.
const AController Controller
 Controller currently possessing this Actor.
EAutoPossessAI AutoPossessAI
 Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc). Only possible if AIControllerClassRef is set, and ignored if AutoPossessPlayer is enabled. @see AutoPossessPlayer.
TSubclassOf< AController > AIControllerClass
 Default class to use when pawn is controlled by AI.
APlayerState PlayerState
 If Pawn is possessed by a player, points to its Player State. Needed for network play as controllers are not replicated to clients.
EAutoReceiveInput AutoPossessPlayer
 Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned. @see AutoPossessAI.
AController LastHitBy
 Controller of the last Actor that caused us damage.
FPawnControllerChangedSignature ReceiveControllerChangedDelegate
 Event called after a pawn's controller has changed, on the server and owning client. This will happen at the same time as the delegate on GameInstance.
FPawnRestartedSignature ReceiveRestartedDelegate
 Event called after a pawn has been restarted, usually by a possession change. This is called on the server for all pawns and the owning client for player pawns.
const FRotator BaseAimRotation
 Return the aim rotation for the Pawn. If we have a controller, by default we aim at the player's 'eyes' direction that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.
bool bCanAffectNavigationGeneration
 If set to false (default) given pawn instance will never affect navigation generation (but components could). Setting it to true will result in using regular AActor's navigation relevancy calculation to check if this pawn instance should affect navigation generation. @note Use SetCanAffectNavigationGeneration() to change this value at runtime. @note Modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled. @note Override UpdateNavigationRelevance() to propagate the flag to the desired components. @see SetCanAffectNavigationGeneration(), UpdateNavigationRelevance().
bool bUseControllerRotationRoll
 If true, this Pawn's roll will be updated to match the Controller's ControlRotation roll, if controlled by a PlayerController.
const FRotator ControlRotation
 Get the rotation of the Controller, often the 'view' rotation of this Pawn.
const APlayerController LocalViewingPlayerController
 Returns local Player Controller viewing this pawn, whether it is controlling or spectating.
const UPawnMovementComponent MovementComponent
 Return our PawnMovementComponent, if we have one.
const FVector NavAgentLocation
 Basically retrieved pawn's location on navmesh.
bool bUseControllerRotationPitch
 If true, this Pawn's pitch will be updated to match the Controller's ControlRotation pitch, if controlled by a PlayerController.
const FPlatformUserId PlatformUserId
 Returns the Platform User ID of the PlayerController that is controlling this character.
bool bUseControllerRotationYaw
 If true, this Pawn's yaw will be updated to match the Controller's ControlRotation yaw, if controlled by a PlayerController.
const FVector PendingMovementInputVector
 Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it, Usually only a PawnMovementComponent will want to read this value, or the Pawn itself if it is responsible for movement.
TSubclassOf< UInputComponent > OverrideInputComponentClass
 If set, then this InputComponent class will be used instead of the Input Settings' DefaultInputComponentClass.
const FVector LastMovementInputVector
 Return the last input vector in world space that was processed by ConsumeMovementInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function. For example an animation update would want to use this, since by default the order of updates in a frame is: PlayerController (device input) -> MovementComponent -> Pawn -> Mesh (animations).
Public Attributes inherited from AActor
TArray< TSoftObjectPtr< UDataLayerAsset > > DataLayerAssets
UHLODLayer HLODLayer
 The UHLODLayer in which this actor should be included.
bool bEnableAutoLODGeneration
 Whether this actor should be considered or not during HLOD generation.
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.
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.
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().
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.
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
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.
bool TickableWhenPaused
 Gets whether this actor can tick when paused.
float32 ActorTickInterval
 Returns the tick interval of this actor's primary tick function.
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.
const FString DefaultActorLabel
 Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.
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.
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.
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.
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.
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.
const float32 ResimulationThreshold
 Get the error threshold in centimeters before this object should enforce a resimulation to trigger.
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().
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).
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.
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

Member Function Documentation

◆ BeforeDestruction()

void BeforeDestruction ( )

◆ MulticastEnterUntransformingState()

void MulticastEnterUntransformingState ( )

◆ MulticastSaveTransformData()

void MulticastSaveTransformData ( AGothicCharacter fromCharacter,
AGothicCharacter toCharacter,
float32 initialDelay,
float32 duration,
UAnimMontage montage )

◆ MulticastStartCameraTravelBeforePossess()

void MulticastStartCameraTravelBeforePossess ( AGothicCharacter fromCharacter,
AGothicCharacter toCharacter,
float32 initialDelay,
float32 duration )

◆ MulticastTransformationVisuals()

void MulticastTransformationVisuals ( AGothicCharacter fromCharacter,
AGothicCharacter toCharacter,
UAnimMontage montage )

◆ Spawn()

ACharacterCanTransformInto Spawn ( FVector Location = FVector :: ZeroVector,
FRotator Rotation = FRotator :: ZeroRotator,
FName Name = NAME_None,
ULevel Level = nullptr )
static

◆ StaticClass()

UClass StaticClass ( )
static

◆ TransformFrom()

void TransformFrom ( AGothicCharacter fromCharacter,
AGothicCharacter toCharacter,
float32 initialDelay,
float32 duration,
UAnimMontage montage = nullptr )