|
| bool | IsEquipped () const |
| void | DeactivateAttackKeywordEffect () |
| UActionKeywords | GetActionKeywords (FGameplayTag ActionKeyword) |
| TMap< FGameplayTag, UActionKeywords > | GetAllActionKeywords () const |
| bool | HasActionKeyword (FGameplayTag ActionKeyword) |
| void | ActivateAttackKeywordEffect (FGameplayTag AttackKeywordTag) |
| void | Multicast_ItemBeingEquipped () |
| void | SetVisibility (bool ShouldBeHidden) |
| 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.
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| 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 |
|
| FName | SecondGripSocketNameUntrained |
| FName | SecondGripSocketNameTrained |
| FName | SecondGripSocketNameMaster |
| bool | m_IsInMeleeSlot |
| const UItemDefinition | Item |
| FGameplayTag | WeaponMaterialTag |
| FName | GripSocketName |
| const TMap< FGameplayTag, UActionKeywords > | AllActionKeywords |
| 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.
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| 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.
|
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |