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

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules. More...

Public Member Functions

Functions
void OnDeactivate (APlayerController RestoredPC)
 Function called on deactivation of debug camera controller.
void OnActivate (APlayerController OriginalPC)
 Function called on activation of debug camera controller.
Public Member Functions inherited from APlayerController
void SetAudioListenerAttenuationOverride (USceneComponent AttachToComponent, FVector AttenuationLocationOVerride)
void SetAudioListenerOverride (USceneComponent AttachToComponent, FVector Location, FRotator Rotation)
 Used to override the default positioning of the audio listener.
void ClearAudioListenerOverride ()
 Clear any overrides that have been applied to audio listener.
void ClearAudioListenerAttenuationOverride ()
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.
void ClientSetCameraMode (FName NewCamMode)
 Replicated function to set camera style on client.
void ClientReset ()
 Tell client to reset the PlayerController.
void ClientRetryClientRestart (APawn NewPawn)
 Assign Pawn to player, but avoid calling ClientRestart if we have already accepted this pawn.
void ClientRestart (APawn NewPawn)
 Tell client to restart the level.
void ClientRepObjRef (UObject Object)
 Development RPC for testing object reference replication.
void ClientSetCameraFade (bool bEnableFading, FColor FadeColor, FVector2D FadeAlpha, float32 FadeTime, bool bFadeAudio, bool bHoldWhenFinished)
 Tell client to fade camera.
void ClientSetForceMipLevelsToBeResident (UMaterialInterface Material, float32 ForceDuration, int CinematicTextureGroups)
 Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.
void ClientRecvServerAckFrameDebug (uint8 NumBuffered, float32 TargetNumBufferedCmds)
void ClientMessage (FString S, FName Type, float32 MsgLifeTime)
 Outputs a message to HUD.
void OnServerStartedVisualLogger (bool bIsLogging)
 Notify from server that Visual Logger is recording, to show that information on client about possible performance issues.
void ClientPrepareMapChange (FName LevelName, bool bFirst, bool bLast)
 Asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated.
void SetPlayer (UPlayer InPlayer)
void ClientPlaySoundAtLocation (USoundBase Sound, FVector Location, float32 VolumeMultiplier, float32 PitchMultiplier)
 Play sound client-side at the specified location.
void ClientTeamMessage (APlayerState SenderPlayerState, FString S, FName Type, float32 MsgLifeTime)
 @todo document
void ServerPause ()
 Replicate pause request to the server.
void ServerRestartPlayer ()
 Attempts to restart this player, generally called from the client upon respawn request.
void ClientVoiceHandshakeComplete ()
 Tells the client that the server has all the information it needs and that it is ok to start sending voice packets. The server will already send voice packets when this function is called, since it is set server side and then forwarded.
void ClientWasKicked (FText KickReason)
 Notify client they were kicked from the server.
void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 Tell the client to unmute a player for this controller.
void ClientUnmutePlayers (TArray< FUniqueNetIdRepl > PlayerIds)
 Tell the client to unmute an array of players for this controller.
void ClientRecvServerAckFrame (int LastProcessedInputFrame, int RecvServerFrameNumber, int8 TimeDilation)
void ClientSetBlockOnAsyncLoading ()
 Tells the client to block until all pending level streaming actions are complete. Happens at the end of the tick primarily used to force update the client ASAP at join time.
void ClientEndOnlineSession ()
 Notify client that the session is about to start.
void ClientSetViewTarget (AActor A, FViewTargetTransitionParams TransitionParams)
 Set the view target.
void ClientReceiveLocalizedMessage (TSubclassOf< ULocalMessage > Message, int Switch, APlayerState RelatedPlayerState_1, APlayerState RelatedPlayerState_2, UObject OptionalObject)
 send client localized message id
void ClientGotoState (FName NewState)
 Server uses this to force client into NewState . Note: ALL STATE NAMES NEED TO BE DEFINED IN name table in UnrealNames.h to be correctly replicated (so they are mapped to the same thing on client and server).
void ServerAcknowledgePossession (APawn P)
 acknowledge possession of pawn
void ServerBlockPlayer (FUniqueNetIdRepl PlayerId)
 Tell the client to block a player for this controller.
void ServerCamera (FName NewMode)
 change mode of camera
void ServerChangeName (FString S)
 Change name of server.
void ServerCheckClientPossession ()
 Tells the server to make sure the possessed pawn is in sync with the client.
void ServerCheckClientPossessionReliable ()
 Reliable version of ServerCheckClientPossession to be used when there is no likely danger of spamming the network.
void ServerExecRPC (FString Msg)
 RPC used by ServerExec. Not intended to be called directly.
void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 Tell the server to mute a player for this controller.
void ServerNotifyLoadedWorld (FName WorldPackageName)
 Called to notify the server when the client has loaded a new world via seamless traveling.
void ClientGameEnded (AActor EndGameFocus, bool bIsWinner)
 Replicated function called by GameHasEnded().
void ServerRecvClientInputFrame (int RecvClientInputFrame, TArray< uint8 > Data)
void ClientPrestreamTextures (AActor ForcedActor, float32 ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.
void ClientStartOnlineSession ()
 Notify client that the session is starting.
void ClientReturnToMainMenuWithTextReason (FText ReturnReason)
 Return the client to the main menu gracefully.
void ServerShortTimeout ()
 Notifies the server that the client has ticked gameplay code, and should no longer get the extended "still loading" timeout grace period.
void ServerToggleAILogging ()
 Used by UGameplayDebuggingControllerComponent to replicate messages for AI debugging in network games.
void ServerUnblockPlayer (FUniqueNetIdRepl PlayerId)
 Tell the client to unblock a player for this controller.
void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 Tell the server to unmute a player for this controller.
void ServerUpdateCamera (FVector CamLoc, int CamPitchAndYaw)
 If PlayerCamera.bUseClientSideCameraUpdates is set, client will replicate camera positions to the server. // @TODO - combine pitch/yaw into one int, maybe also send location compressed.
void ServerVerifyViewTarget ()
 Used by client to request server to confirm current viewtarget (server will respond with ClientSetViewTarget() ).
void ServerViewNextPlayer ()
 Move camera to next player on round ended or spectating.
void ServerViewPrevPlayer ()
 Move camera to previous player on round ended or spectating.
void ServerViewSelf (FViewTargetTransitionParams TransitionParams)
 Move camera to current user.
void ClientForceGarbageCollection ()
 Forces GC at the end of the tick on the client.
void ClientFlushLevelStreaming ()
 Tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time.
void ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 Called by the server to synchronize cinematic transitions with the client.
void ClientEnableNetworkVoice (bool bEnable)
 Tell the client to enable or disable voice chat (not muting).
void ClientTravelInternal (FString URL, ETravelType TravelType, bool bSeamless, FGuid MapPackageGuid)
 Internal clientside implementation of ClientTravel - use ClientTravel to call this.
void ClientPlaySound (USoundBase Sound, float32 VolumeMultiplier, float32 PitchMultiplier)
 Play sound client-side (so only the client will hear it).
void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 Tell the client to mute a player for this controller.
void ClientIgnoreMoveInput (bool bIgnore)
 Calls IgnoreMoveInput on client.
void ClientCommitMapChange ()
 Actually performs the level transition prepared by PrepareMapChange().
void ClientCapBandwidth (int Cap)
 Set CurrentNetSpeed to the lower of its current value and Cap.
void SetMotionControlsEnabled (bool bEnabled)
void ClientCancelPendingMapChange ()
 Tells client to cancel any pending map change.
void ClientAddTextureStreamingLoc (FVector InLoc, float32 Duration, bool bOverrideLocation)
 Adds a location to the texture streaming system for the specified duration.
void ClientAckTimeDilation (float32 TimeDilation, int ServerStep)
 Client receives the time dilation value it needs to use to keep its ServerFrame to LocalFrame offset in sync.
void PushInputComponent (UInputComponent Component)
 Push an input component to handle input from this player controller.
void PopInputComponent (UInputComponent Component)
 Remove an input component so it no longer handles input from this player controller.
void ClientIgnoreLookInput (bool bIgnore)
 Calls IgnoreLookInput on client.
void ServerSetSpectatorLocation (FVector NewLoc, FRotator NewRot)
 When spectating, updates spectator location/rotation and pings the server to make sure spectating should continue.
UPlayerInput GetPlayerInput ()
ULocalPlayer GetLocalPlayer () const
void SetbEnableMotionControls (bool bEnabled)
 Whether or not to consider input from motion sources (tilt, acceleration, etc).
bool GetbPlayerIsWaiting () const
 True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.
bool GetbShowMouseCursor () const
 Whether the mouse cursor should be displayed.
void SetbShowMouseCursor (bool Value)
 Whether the mouse cursor should be displayed.
bool GetbEnableClickEvents () const
 Whether actor/component click events should be generated.
void SetbEnableClickEvents (bool Value)
 Whether actor/component click events should be generated.
bool GetbEnableTouchEvents () const
 Whether actor/component touch events should be generated.
void SetbEnableTouchEvents (bool Value)
 Whether actor/component touch events should be generated.
bool GetbEnableMouseOverEvents () const
 Whether actor/component mouse over events should be generated.
void SetbEnableMouseOverEvents (bool Value)
 Whether actor/component mouse over events should be generated.
bool GetbEnableTouchOverEvents () const
 Whether actor/component touch over events should be generated.
void SetbEnableTouchOverEvents (bool Value)
 Whether actor/component touch over events should be generated.
bool GetbForceFeedbackEnabled () const
void SetbForceFeedbackEnabled (bool Value)
bool GetbEnableMotionControls () const
 Whether or not to consider input from motion sources (tilt, acceleration, etc).
bool GetbEnableStreamingSource () const
 Whether the PlayerController should be used as a World Partiton streaming source.
void SetbEnableStreamingSource (bool Value)
 Whether the PlayerController should be used as a World Partiton streaming source.
bool GetbStreamingSourceShouldActivate () const
 Whether the PlayerController streaming source should activate cells after loading.
void SetbStreamingSourceShouldActivate (bool Value)
 Whether the PlayerController streaming source should activate cells after loading.
bool GetbStreamingSourceShouldBlockOnSlowStreaming () const
 Whether the PlayerController streaming source should block on slow streaming.
void SetbStreamingSourceShouldBlockOnSlowStreaming (bool Value)
 Whether the PlayerController streaming source should block on slow streaming.
void SetStreamingSourcePriority (const EStreamingSourcePriority &Value)
 PlayerController streaming source priority.
void SetStreamingSourceShapes (TArray< FStreamingSourceShape > Value)
 Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid's loading range.
bool GetbShouldPerformFullTickWhenPaused () const
 Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
void SetbShouldPerformFullTickWhenPaused (bool Value)
 Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
void SetOverridePlayerInputClass (TSubclassOf< UPlayerInput > Value)
 If set, then this UPlayerInput class will be used instead of the Input Settings' DefaultPlayerInputClass.
void StopHapticEffect (EControllerHand Hand)
 Stops a playing haptic feedback curve.
void ClientPlayForceFeedback (UForceFeedbackEffect ForceFeedbackEffect, FName Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused)
 Play a force feedback pattern on the player's controller.
void ClientStopCameraShake (TSubclassOf< UCameraShakeBase > Shake, bool bImmediately=true)
 Stop camera shake on client.
void ClientStartCameraShake (TSubclassOf< UCameraShakeBase > Shake, float32 Scale=1.000000, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace ::CameraLocal, FRotator UserPlaySpaceRot=FRotator())
 Play Camera Shake.
void SetControllerLightColor (FColor Color)
 Sets the light color of the player's controller.
void SetHapticsByValue (float32 Frequency, float32 Amplitude, EControllerHand Hand)
 Sets the value of the haptics for the specified hand directly, using frequency and amplitude. NOTE: If a curve is already playing for this hand, it will be cancelled in favour of the specified values.
void ClientStopCameraShakesFromSource (UCameraShakeSourceComponent SourceComponent, bool bImmediately=true)
 Stop camera shake on client.
void ResetControllerLightColor ()
 Resets the light color of the player's controller to default.
void ClientStopForceFeedback (UForceFeedbackEffect ForceFeedbackEffect, FName Tag)
 Stops a playing force feedback pattern.
void ClientStartCameraShakeFromSource (TSubclassOf< UCameraShakeBase > Shake, UCameraShakeSourceComponent SourceComponent)
 Play Camera Shake localized to a given source.
void ClientClearCameraLensEffects ()
 Removes all Camera Lens Effects.
void SetDisableHaptics (bool bNewDisabled)
 Allows the player controller to disable all haptic requests from being fired, e.g. in the case of a level loading.
void ClientSpawnGenericCameraLensEffect (TSubclassOf< AActor > LensEffectEmitterClass)
 Spawn a camera lens effect (e.g. blood).
void PlayHapticEffect (UHapticFeedbackEffect_Base HapticEffect, EControllerHand Hand, float32 Scale=1.000000, bool bLoop=false)
 Play a haptic feedback curve on the player's controller.
void PlayDynamicForceFeedback (float32 Intensity, float32 Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, EDynamicForceFeedbackAction Action, FLatentActionInfo LatentInfo)
 Latent action that controls the playing of force feedback Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. Completed will execute when Stop is called or the duration ends. When Update is called the Intensity, Duration, and affect values will be updated with the current inputs.
void SetMouseLocation (int X, int Y)
 Positions the mouse cursor in screen space, in pixels.
void SetVirtualJoystickVisibility (bool bVisible)
 Set the virtual joystick visibility.
bool WasInputKeyJustPressed (FKey Key) const
 Returns true if the given key/button was up last frame and down this frame.
void SetMouseCursorWidget (EMouseCursor Cursor, UUserWidget CursorWidget)
 Sets the Widget for the Mouse Cursor to display.
void ActivateTouchInterface (UTouchInterface NewTouchInterface)
 Activates a new touch interface for this player controller.
bool WasInputKeyJustReleased (FKey Key) const
 Returns true if the given key/button was down last frame and up this frame.
void SetViewTargetWithBlend (AActor NewViewTarget, float32 BlendTime=0.000000, EViewTargetBlendFunction BlendFunc=EViewTargetBlendFunction ::VTBlend_Linear, float32 BlendExp=0.000000, bool bLockOutgoing=false)
 Set the view target blending with variable control.
void AddPitchInput (float32 Val)
 Add Pitch (look up) input. This value is multiplied by InputPitchScale.
bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D &ScreenLocation, bool bPlayerViewportRelative=false) const
 Convert a World Space 3D position into a 2D Screen Space position.
bool CanRestartPlayer ()
 Returns true if this controller thinks it's able to restart. Called from GameModeBase::PlayerCanRestart.
void AddRollInput (float32 Val)
 Add Roll input. This value is multiplied by InputRollScale.
FVector GetInputVectorKeyState (FKey Key) const
 Returns the vector value for the given key/button.
void GetInputTouchState (ETouchIndex FingerIndex, float32 &LocationX, float32 &LocationY, bool &bIsCurrentlyPressed) const
 Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down.
void GetInputMouseDelta (float32 &DeltaX, float32 &DeltaY) const
 Retrieves how far the mouse moved this frame.
void GetInputMotionState (FVector &Tilt, FVector &RotationRate, FVector &Gravity, FVector &Acceleration) const
 Retrieves the current motion state of the player's input device.
float32 GetInputKeyTimeDown (FKey Key) const
 Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame.
void GetInputAnalogStickState (EControllerAnalogStick WhichStick, float32 &StickX, float32 &StickY) const
 Retrieves the X and Y displacement of the given analog stick.
float32 GetInputAnalogKeyState (FKey Key) const
 Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up.
bool IsInputKeyDown (FKey Key) const
 Returns true if the given key/button is pressed on the input of the controller (if present).
bool GetHitResultUnderFingerForObjects (ETouchIndex FingerIndex, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, FHitResult &HitResult) const
 Performs a collision query under the finger, looking for object types.
bool GetHitResultUnderFingerByChannel (ETouchIndex FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 Performs a collision query under the finger, looking on a trace channel.
bool GetHitResultUnderFinger (ETouchIndex FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
bool GetHitResultUnderCursorForObjects (TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, FHitResult &HitResult) const
 Performs a collision query under the mouse cursor, looking for object types.
bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 Performs a collision query under the mouse cursor, looking on a trace channel.
bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
void AddYawInput (float32 Val)
 Add Yaw (turn) input. This value is multiplied by InputYawScale.
bool DeprojectScreenPositionToWorld (float32 ScreenX, float32 ScreenY, FVector &WorldLocation, FVector &WorldDirection) const
 Convert 2D screen position to World Space 3D position and direction. Returns false if unable to determine value. *.
bool DeprojectMousePositionToWorld (FVector &WorldLocation, FVector &WorldDirection) const
 Convert current mouse 2D position to World Space 3D position and direction. Returns false if unable to determine value. *.
FPlatformUserId GetPlatformUserId () const
 Returns the platform user that is assigned to this Player Controller's Local Player. If there is no local player, then this will return PLATFORMUSERID_NONE.
bool GetMousePosition (float32 &LocationX, float32 &LocationY) const
 Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device.
AHUD GetHUD () const
 Gets the HUD currently being used by this player controller.
void GetViewportSize (int &SizeX, int &SizeY) const
 Helper to get the size of the HUD canvas for this player controller. Returns 0 if there is no HUD.
void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 Set the client's class of HUD and spawns a new instance of it. If there was already a HUD active, it is destroyed.
TSubclassOf< UPlayerInput > GetOverridePlayerInputClass () const
ASpectatorPawn GetSpectatorPawn () const
 Get the Pawn used when spectating. nullptr when not spectating.
FVector GetFocalLocation () const
 Returns the location the PlayerController is focused on. If there is a possessed Pawn, returns the Pawn's location. If there is a spectator Pawn, returns that Pawn's location. Otherwise, returns the PlayerController's spawn location (usually the last known Pawn location after it has died).
void SetDeprecatedInputRollScale (float32 NewValue)
void SetDeprecatedInputYawScale (float32 NewValue)
void ServerSetSpectatorWaiting (bool bWaiting)
 Indicate that the Spectator is waiting to join/respawn.
void SetDeprecatedInputPitchScale (float32 NewValue)
float32 GetDeprecatedInputYawScale () const
void ClientSetSpectatorWaiting (bool bWaiting)
 Indicate that the Spectator is waiting to join/respawn.
const UAsyncPhysicsData GetAsyncPhysicsDataToConsume () const
UAsyncPhysicsData GetAsyncPhysicsDataToWrite () const
float32 GetDeprecatedInputPitchScale () const
float32 GetDeprecatedInputRollScale () const
bool IsStreamingSourceEnabled () const
 Whether the PlayerController should be used as a World Partiton streaming source. Default implementation returns bEnableStreamingSource but can be overriden in child classes.
bool StreamingSourceShouldBlockOnSlowStreaming () const
 Whether the PlayerController streaming source should block on slow streaming. Default implementation returns bStreamingSourceShouldBlockOnSlowStreaming but can be overriden in child classes.
void GetStreamingSourceShapes (TArray< FStreamingSourceShape > &OutShapes) const
 Gets the streaming source priority. Default implementation returns StreamingSourceShapes but can be overriden in child classes.
bool StreamingSourceShouldActivate () const
 Whether the PlayerController streaming source should activate cells after loading. Default implementation returns bStreamingSourceShouldActivate but can be overriden in child classes.
void GetStreamingSourceLocationAndRotation (FVector &OutLocation, FRotator &OutRotation) const
 Gets the streaming source location and rotation. Default implementation returns APlayerController::GetPlayerViewPoint but can be overriden in child classes.
EStreamingSourcePriority GetStreamingSourcePriority () const
 Gets the streaming source priority. Default implementation returns StreamingSourcePriority but can be overriden in child classes.
Public Member Functions inherited from AController
void StopMovement ()
 Aborts the move the controller is currently performing.
bool IsMoveInputIgnored () const
 Returns true if movement input is ignored.
void ResetIgnoreLookInput ()
 Stops ignoring look input by resetting the ignore look input state.
void ResetIgnoreMoveInput ()
 Stops ignoring move input by resetting the ignore move input state.
void SetIgnoreLookInput (bool bNewLookInput)
 Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreLookInput.
bool IsLookInputIgnored () const
 Returns true if look input is ignored.
void SetIgnoreMoveInput (bool bNewMoveInput)
 Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreMoveInput.
void ResetIgnoreInputFlags ()
 Reset move and look input ignore flags.
void ClientSetLocation (FVector NewLocation, FRotator NewRotation)
 Replicated function to set the pawn location and rotation, allowing server to force (ex. teleports).
void ReceivePossess (APawn PossessedPawn)
 Blueprint implementable event to react to the controller possessing a pawn.
void ClientSetRotation (FRotator NewRotation, bool bResetCamera)
 Replicated function to set the pawn rotation, allowing the server to force.
void ReceiveUnPossess (APawn UnpossessedPawn)
 Blueprint implementable event to react to the controller unpossessing a pawn.
void InstigatedAnyDamage (float32 Damage, const UDamageType DamageType, AActor DamagedActor, AActor DamageCauser)
 Event when this controller instigates ANY damage.
void SetbAttachToPawn (bool Value)
 If true, the controller location will match the possessed Pawn's location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller's location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).
bool LineOfSightTo (const AActor Other, FVector ViewPoint=FVector(), bool bAlternateChecks=false) const
 Checks line to center and top of other actor.
APawn GetControlledPawn () const
 Return the Pawn that is currently 'controlled' by this PlayerController.
void UnPossess ()
 Called to unpossess our pawn for any reason that is not the pawn being destroyed (destruction handled by PawnDestroyed()).
bool IsLocalPlayerController () const
 Returns whether this Controller is a locally controlled PlayerController.
FRotator GetControlRotation () const
 Get the control rotation. This is the full aim rotation, which may be different than a camera orientation (for example in a third person view), and may differ from the rotation of the controlled Pawn (which may choose not to visually pitch or roll, for example).
AActor GetViewTarget () const
 Get the actor the controller is looking at.
FRotator GetDesiredRotation () const
 Get the desired pawn target rotation.
bool IsLocalController () const
 Returns whether this Controller is a local controller.
void GetPlayerViewPoint (FVector &Location, FRotator &Rotation) const
 Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint.
bool IsPlayerController () const
 Returns whether this Controller is a PlayerController.
void Possess (APawn InPawn)
 Handles attaching this controller to the specified pawn. Only runs on the network authority (where HasAuthority() returns true). Derived native classes can override OnPossess to filter the specified pawn. When possessed pawn changed, blueprint class gets notified by ReceivePossess and OnNewPawn delegate is broadcasted.
void SetControlRotation (FRotator NewRotation)
 Set the control rotation.
void SetInitialLocationAndRotation (FVector NewLocation, FRotator NewRotation)
 Set the initial location and rotation of the controller, as well as the control rotation. Typically used when the controller is first created.
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 ADebugCameraController 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 APlayerController
static APlayerController 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 AController
static AController 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 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 ()

Public Attributes

Variables
const AActor SelectedActor
 Currently selected actor, may be invalid.
Public Attributes inherited from APlayerController
UCheatManager CheatManager
 Object that manages "cheat" commands.
TSubclassOf< UCheatManager > CheatClass
 Class of my CheatManager. @see CheatManager for more information about when it will be instantiated.
EMouseCursor DefaultMouseCursor
 Type of mouse cursor to show by default.
EMouseCursor CurrentMouseCursor
 Currently visible mouse cursor.
ECollisionChannel DefaultClickTraceChannel
 Default trace channel used for determining what world object was clicked on.
ECollisionChannel CurrentClickTraceChannel
 Trace channel currently being used for determining what world object was clicked on.
float32 HitResultTraceDistance
 Distance to trace when computing click events.
TArray< FKey > ClickEventKeys
 List of keys that will cause click events to be forwarded, default to left click.
bool bEnableTouchOverEvents
 Whether actor/component touch over events should be generated.
bool bEnableClickEvents
 Whether actor/component click events should be generated.
bool bEnableMouseOverEvents
 Whether actor/component mouse over events should be generated.
bool bShowMouseCursor
 Whether the mouse cursor should be displayed.
bool bEnableTouchEvents
 Whether actor/component touch events should be generated.
const ULocalPlayer LocalPlayer
const ASpectatorPawn SpectatorPawn
 The pawn used when spectating (nullptr if not spectating).
const UPlayerInput PlayerInput
 Object that manages player input.
bool bForceFeedbackEnabled
const FPlatformUserId PlatformUserId
 Returns the platform user that is assigned to this Player Controller's Local Player. If there is no local player, then this will return PLATFORMUSERID_NONE.
const AHUD HUD
 Gets the HUD currently being used by this player controller.
TSubclassOf< UPlayerInput > OverridePlayerInputClass
 If set, then this UPlayerInput class will be used instead of the Input Settings' DefaultPlayerInputClass.
bool bEnableMotionControls
 Whether or not to consider input from motion sources (tilt, acceleration, etc).
const FVector FocalLocation
 Returns the location the PlayerController is focused on. If there is a possessed Pawn, returns the Pawn's location. If there is a spectator Pawn, returns that Pawn's location. Otherwise, returns the PlayerController's spawn location (usually the last known Pawn location after it has died).
float32 DeprecatedInputRollScale
float32 DeprecatedInputPitchScale
bool bAutoManageActiveCameraTarget
 True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.
TSubclassOf< APlayerCameraManager > PlayerCameraManagerClass
 PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used.
const UAsyncPhysicsData AsyncPhysicsDataToWrite
APlayerCameraManager PlayerCameraManager
 Camera manager associated with this Player Controller.
const UAsyncPhysicsData AsyncPhysicsDataToConsume
const bool bPlayerIsWaiting
 True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.
float32 SmoothTargetViewRotationSpeed
 Interp speed for blending remote view rotation for smoother client updates.
float32 DeprecatedInputYawScale
bool bShouldPerformFullTickWhenPaused
 Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
FColor StreamingSourceDebugColor
 Color used for debugging.
bool bStreamingSourceShouldActivate
 Whether the PlayerController streaming source should activate cells after loading.
EStreamingSourcePriority StreamingSourcePriority
 PlayerController streaming source priority.
bool bEnableStreamingSource
 Whether the PlayerController should be used as a World Partiton streaming source.
bool bStreamingSourceShouldBlockOnSlowStreaming
 Whether the PlayerController streaming source should block on slow streaming.
Public Attributes inherited from AController
FRotator ControlRotation
 The control rotation of the Controller. See GetControlRotation.
const APawn ControlledPawn
FInstigatedAnyDamageSignature OnInstigatedAnyDamage
 Called when the controller has instigated damage in any way.
APlayerState PlayerState
 PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).
FOnPossessedPawnChanged OnPossessedPawnChanged
 Called on both authorities and clients when the possessed pawn changes (either OldPawn or NewPawn might be nullptr).
const FRotator DesiredRotation
 Get the desired pawn target rotation.
const AActor ViewTarget
 Get the actor the controller is looking at.
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

Debug Camera

float32 InitialMaxSpeed
 Initial max speed of the spectator pawn when we start possession.
float32 InitialAccel
 Initial acceleration of the spectator pawn when we start possession.
float32 InitialDecel
 Initial deceleration of the spectator pawn when we start possession.
float32 SpeedScale
 Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime.
void ToggleDisplay ()
 Toggles the display of debug info and input commands for the Debug Camera.
void OnActorSelected (AActor NewSelectedActor, FVector SelectHitLocation, FVector SelectHitNormal, FHitResult Hit)
 Called when an actor has been selected with the primary key (e.g. left mouse button).
void SetPawnMovementSpeedScale (float32 NewSpeedScale)
 Sets the pawn movement speed scale.
AActor GetSelectedActor () const
 Returns the currently selected actor, or null if it is invalid or not set.

Detailed Description

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

To turn it on, please press Alt+C or both (left and right) analogs on XBox pad, or use the "ToggleDebugCamera" console command. Check the debug camera bindings in DefaultPawn.cpp for the camera controls.

Member Function Documentation

◆ GetSelectedActor()

AActor GetSelectedActor ( ) const

Returns the currently selected actor, or null if it is invalid or not set.

◆ OnActivate()

void OnActivate ( APlayerController OriginalPC)

Function called on activation of debug camera controller.

Parameters
OriginalPCThe active player controller before this debug camera controller was possessed by the player.

◆ OnActorSelected()

void OnActorSelected ( AActor NewSelectedActor,
FVector SelectHitLocation,
FVector SelectHitNormal,
FHitResult Hit )

Called when an actor has been selected with the primary key (e.g. left mouse button).

The selection trace starts from the center of the debug camera's view.

Parameters
SelectHitLocationThe exact world-space location where the selection trace hit the New Selected Actor.
SelectHitNormalThe world-space surface normal of the New Selected Actor at the hit location.

◆ OnDeactivate()

void OnDeactivate ( APlayerController RestoredPC)

Function called on deactivation of debug camera controller.

Parameters
RestoredPCThe Player Controller that the player input is being returned to.

◆ SetPawnMovementSpeedScale()

void SetPawnMovementSpeedScale ( float32 NewSpeedScale)

Sets the pawn movement speed scale.

◆ Spawn()

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

◆ StaticClass()

UClass StaticClass ( )
static

◆ ToggleDisplay()

void ToggleDisplay ( )

Toggles the display of debug info and input commands for the Debug Camera.

Member Data Documentation

◆ InitialAccel

float32 InitialAccel

Initial acceleration of the spectator pawn when we start possession.

◆ InitialDecel

float32 InitialDecel

Initial deceleration of the spectator pawn when we start possession.

◆ InitialMaxSpeed

float32 InitialMaxSpeed

Initial max speed of the spectator pawn when we start possession.

◆ SelectedActor

const AActor SelectedActor

Currently selected actor, may be invalid.

◆ SpeedScale

float32 SpeedScale

Allows control over the speed of the spectator pawn. This scales the speed based on the InitialMaxSpeed. Use Set Pawn Movement Speed Scale during runtime.