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

Actor containing all script accessible world properties. More...

Public Member Functions

Functions
bool GetbEnableWorldOriginRebasing () const
 World origin will shift to a camera position when camera goes far away from current origin.
void SetbPlaceCellsOnlyAlongCameraTracks (bool Value)
 Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.
bool GetbEnableWorldBoundsChecks () const
 If true, enables CheckStillInWorld checks.
void SetbEnableWorldBoundsChecks (bool Value)
 If true, enables CheckStillInWorld checks.
bool GetbEnableNavigationSystem () const
bool GetbEnableAISystem () const
 if set to false AI system will not get created. Use it to disable all AI-related activity on a map
void SetbEnableAISystem (bool Value)
 if set to false AI system will not get created. Use it to disable all AI-related activity on a map
bool GetbEnableWorldComposition () const
 Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.
void SetbEnableWorldComposition (bool Value)
 Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.
bool GetbUseClientSideLevelStreamingVolumes () const
 Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.
void SetbUseClientSideLevelStreamingVolumes (bool Value)
 Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.
void SetbPrecomputeVisibility (bool Value)
 Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. Precomputing visibility reduces rendering thread time at the cost of some runtime memory and somewhat increased lighting build times.
void SetbEnableWorldOriginRebasing (bool Value)
 World origin will shift to a camera position when camera goes far away from current origin.
bool GetbGlobalGravitySet () const
 If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.
void SetbGlobalGravitySet (bool Value)
 If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.
void SetbMinimizeBSPSections (bool Value)
 Causes the BSP build to generate as few sections as possible. This is useful when you need to reduce draw calls but can reduce texture streaming efficiency and effective lightmap resolution. Note - changes require a rebuild to propagate. Also, be sure to select all surfaces and make sure they all have the same flags to minimize section count.
void SetbForceNoPrecomputedLighting (bool Value)
 Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. This is useful for improving iteration in levels with fully dynamic lighting and shadowing. Note that any lighting and shadowing interactions that are usually precomputed will be lost if this is enabled.
void SetbOverrideDefaultBroadphaseSettings (bool Value)
void SetbGenerateSingleClusterForLevel (bool Value)
 If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels).
void SetbHideEnableStreamingWarning (bool Value)
 if set to true, this hide the streaming disabled warning available in the viewport
void SetbReuseAddressAndPort (bool Value)
 Whether to configure the listening socket to allow reuse of the address and port. If this is true, be sure no other servers can run on the same port, otherwise this can lead to undefined behavior since packets will go to two servers.
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 AWorldSettings 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 AInfo
static AInfo 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

AI
TSoftClassPtr< UAISystemBase > AISystemClass
bool bEnableAISystem
 if set to false AI system will not get created. Use it to disable all AI-related activity on a map
Audio
FReverbSettings DefaultReverbSettings
 Default reverb settings used by audio volumes.
USoundMix DefaultBaseSoundMix
 Default Base SoundMix.
FInteriorSettings DefaultAmbientZoneSettings
 Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass.
Broadphase
FBroadphaseSettings BroadphaseSettings
Foliage
uint InstancedFoliageGridSize
 Size of the grid for instanced foliage actors, only used for partitioned worlds.
bool bShowInstancedFoliageGrid
GameMode
TSubclassOf< AGameModeBase > DefaultGameMode
 The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.
HLODSystem
TSoftClassPtr< UHierarchicalLODSetup > HLODSetupAsset
 If set overrides the level settings and global project settings.
TArray< FHierarchicalSimplification > HierarchicalLODSetup
 Hierarchical LOD Setup.
TSoftObjectPtr< UMaterialInterface > OverrideBaseMaterial
 If set overrides the project-wide base material used for Proxy Materials.
FTransform HLODBakingTransform
 Specify the transform to apply to the source meshes when building HLODs.
Landscape
uint LandscapeSplineMeshesGridSize
Lightmass
FLightmassWorldInfoSettings LightmassSettings
 LIGHTMASS RELATED SETTINGS *.
int PackedLightAndShadowMapTextureSize
 Maximum size of textures for packed light and shadow maps.
Nanite
FNaniteSettings NaniteSettings
 NANITE SETTINGS *.
Navigation
uint NavigationDataChunkGridSize
 Size of the grid for navigation data chunk actors.
uint NavigationDataBuilderLoadingCellSize
 Loading cell size used when building navigation data iteratively. The actual cell size used will be rounded using the NavigationDataChunkGridSize. It's recommended to use a value as high as the hardware memory allows to load.
TArray< TObjectPtr< UDataLayerAsset > > BaseNavmeshDataLayers
 A list of runtime data layers that should be included in the base navmesh. Editor data layers and actors outside data layers will be included.
Physics
bool bGlobalGravitySet
 If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.
TSubclassOf< ADefaultPhysicsVolume > DefaultPhysicsVolumeClass
 level specific default physics volume
TSubclassOf< UPhysicsCollisionHandler > PhysicsCollisionHandlerClass
 optional level specific collision handler
float32 GlobalGravityZ
 optional level specific gravity override set by level designer
PrecomputedVisibility
EVisibilityAggressiveness VisibilityAggressiveness
 Determines how aggressive precomputed visibility should be. More aggressive settings cull more objects but also cause more visibility errors like popping.
int VisibilityCellSize
 World space size of precomputed visibility cells in x and y. Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.
Rendering
float32 DefaultMaxDistanceFieldOcclusionDistance
 Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.
float32 GlobalDistanceFieldViewDistance
 Distance from the camera that the global distance field should cover.
float32 DynamicIndirectShadowsSelfShadowingIntensity
 Controls the intensity of self-shadowing from capsule indirect shadows. These types of shadows use approximate occluder representations, so reducing self-shadowing intensity can hide those artifacts.
Tick
float32 MaxUndilatedFrameTime
 Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.
float32 MinUndilatedFrameTime
 Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.
float32 MaxGlobalTimeDilation
 Highest acceptable global time dilation.
float32 MinGlobalTimeDilation
 Lowest acceptable global time dilation.
VR
float32 WorldToMeters
 scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)
World
const bool bEnableNavigationSystem
float32 KillZ
 any actor falling below this level gets destroyed
TSubclassOf< UDamageType > KillZDamageType
 The type of damage inflicted when a actor falls below KillZ.
FVector DefaultColorScale
 Default color scale for the level.
bool bEnableWorldBoundsChecks
 If true, enables CheckStillInWorld checks.
bool bEnableWorldOriginRebasing
 World origin will shift to a camera position when camera goes far away from current origin.
bool bEnableWorldComposition
 Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.
bool bUseClientSideLevelStreamingVolumes
 Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.
UNavigationSystemConfig NavigationSystemConfig
 Holds parameters for NavigationSystem's creation. Set to Null will result in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.
WorldPartitionSetup
UWorldPartition WorldPartition
Variables
UBookMark BookMarks
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

Detailed Description

Actor containing all script accessible world properties.

Member Function Documentation

◆ GetbEnableAISystem()

bool GetbEnableAISystem ( ) const

if set to false AI system will not get created. Use it to disable all AI-related activity on a map

◆ GetbEnableNavigationSystem()

bool GetbEnableNavigationSystem ( ) const

◆ GetbEnableWorldBoundsChecks()

bool GetbEnableWorldBoundsChecks ( ) const

If true, enables CheckStillInWorld checks.

◆ GetbEnableWorldComposition()

bool GetbEnableWorldComposition ( ) const

Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.

◆ GetbEnableWorldOriginRebasing()

bool GetbEnableWorldOriginRebasing ( ) const

World origin will shift to a camera position when camera goes far away from current origin.

◆ GetbGlobalGravitySet()

bool GetbGlobalGravitySet ( ) const

If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.

◆ GetbUseClientSideLevelStreamingVolumes()

bool GetbUseClientSideLevelStreamingVolumes ( ) const

Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.

◆ SetbEnableAISystem()

void SetbEnableAISystem ( bool Value)

if set to false AI system will not get created. Use it to disable all AI-related activity on a map

◆ SetbEnableWorldBoundsChecks()

void SetbEnableWorldBoundsChecks ( bool Value)

If true, enables CheckStillInWorld checks.

◆ SetbEnableWorldComposition()

void SetbEnableWorldComposition ( bool Value)

Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.

◆ SetbEnableWorldOriginRebasing()

void SetbEnableWorldOriginRebasing ( bool Value)

World origin will shift to a camera position when camera goes far away from current origin.

◆ SetbForceNoPrecomputedLighting()

void SetbForceNoPrecomputedLighting ( bool Value)

Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. This is useful for improving iteration in levels with fully dynamic lighting and shadowing. Note that any lighting and shadowing interactions that are usually precomputed will be lost if this is enabled.

◆ SetbGenerateSingleClusterForLevel()

void SetbGenerateSingleClusterForLevel ( bool Value)

If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels).

◆ SetbGlobalGravitySet()

void SetbGlobalGravitySet ( bool Value)

If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.

◆ SetbHideEnableStreamingWarning()

void SetbHideEnableStreamingWarning ( bool Value)

if set to true, this hide the streaming disabled warning available in the viewport

◆ SetbMinimizeBSPSections()

void SetbMinimizeBSPSections ( bool Value)

Causes the BSP build to generate as few sections as possible. This is useful when you need to reduce draw calls but can reduce texture streaming efficiency and effective lightmap resolution. Note - changes require a rebuild to propagate. Also, be sure to select all surfaces and make sure they all have the same flags to minimize section count.

◆ SetbOverrideDefaultBroadphaseSettings()

void SetbOverrideDefaultBroadphaseSettings ( bool Value)

◆ SetbPlaceCellsOnlyAlongCameraTracks()

void SetbPlaceCellsOnlyAlongCameraTracks ( bool Value)

Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.

◆ SetbPrecomputeVisibility()

void SetbPrecomputeVisibility ( bool Value)

Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. Precomputing visibility reduces rendering thread time at the cost of some runtime memory and somewhat increased lighting build times.

◆ SetbReuseAddressAndPort()

void SetbReuseAddressAndPort ( bool Value)

Whether to configure the listening socket to allow reuse of the address and port. If this is true, be sure no other servers can run on the same port, otherwise this can lead to undefined behavior since packets will go to two servers.

◆ SetbUseClientSideLevelStreamingVolumes()

void SetbUseClientSideLevelStreamingVolumes ( bool Value)

Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.

◆ Spawn()

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

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AISystemClass

TSoftClassPtr<UAISystemBase> AISystemClass

◆ BaseNavmeshDataLayers

TArray<TObjectPtr<UDataLayerAsset> > BaseNavmeshDataLayers

A list of runtime data layers that should be included in the base navmesh. Editor data layers and actors outside data layers will be included.

◆ bEnableAISystem

bool bEnableAISystem

if set to false AI system will not get created. Use it to disable all AI-related activity on a map

◆ bEnableNavigationSystem

const bool bEnableNavigationSystem

◆ bEnableWorldBoundsChecks

bool bEnableWorldBoundsChecks

If true, enables CheckStillInWorld checks.

◆ bEnableWorldComposition

bool bEnableWorldComposition

Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.

◆ bEnableWorldOriginRebasing

bool bEnableWorldOriginRebasing

World origin will shift to a camera position when camera goes far away from current origin.

◆ bGlobalGravitySet

bool bGlobalGravitySet

If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ.

◆ BookMarks

UBookMark BookMarks

◆ BroadphaseSettings

FBroadphaseSettings BroadphaseSettings

◆ bShowInstancedFoliageGrid

bool bShowInstancedFoliageGrid

◆ bUseClientSideLevelStreamingVolumes

bool bUseClientSideLevelStreamingVolumes

Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.

◆ DefaultAmbientZoneSettings

FInteriorSettings DefaultAmbientZoneSettings

Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass.

◆ DefaultBaseSoundMix

USoundMix DefaultBaseSoundMix

Default Base SoundMix.

◆ DefaultColorScale

FVector DefaultColorScale

Default color scale for the level.

◆ DefaultGameMode

TSubclassOf<AGameModeBase> DefaultGameMode

The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.

◆ DefaultMaxDistanceFieldOcclusionDistance

float32 DefaultMaxDistanceFieldOcclusionDistance

Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.

◆ DefaultPhysicsVolumeClass

TSubclassOf<ADefaultPhysicsVolume> DefaultPhysicsVolumeClass

level specific default physics volume

◆ DefaultReverbSettings

FReverbSettings DefaultReverbSettings

Default reverb settings used by audio volumes.

◆ DynamicIndirectShadowsSelfShadowingIntensity

float32 DynamicIndirectShadowsSelfShadowingIntensity

Controls the intensity of self-shadowing from capsule indirect shadows. These types of shadows use approximate occluder representations, so reducing self-shadowing intensity can hide those artifacts.

◆ GlobalDistanceFieldViewDistance

float32 GlobalDistanceFieldViewDistance

Distance from the camera that the global distance field should cover.

◆ GlobalGravityZ

float32 GlobalGravityZ

optional level specific gravity override set by level designer

◆ HierarchicalLODSetup

TArray<FHierarchicalSimplification> HierarchicalLODSetup

Hierarchical LOD Setup.

◆ HLODBakingTransform

FTransform HLODBakingTransform

Specify the transform to apply to the source meshes when building HLODs.

◆ HLODSetupAsset

If set overrides the level settings and global project settings.

◆ InstancedFoliageGridSize

uint InstancedFoliageGridSize

Size of the grid for instanced foliage actors, only used for partitioned worlds.

◆ KillZ

float32 KillZ

any actor falling below this level gets destroyed

◆ KillZDamageType

TSubclassOf<UDamageType> KillZDamageType

The type of damage inflicted when a actor falls below KillZ.

◆ LandscapeSplineMeshesGridSize

uint LandscapeSplineMeshesGridSize

◆ LightmassSettings

FLightmassWorldInfoSettings LightmassSettings

LIGHTMASS RELATED SETTINGS *.

◆ MaxGlobalTimeDilation

float32 MaxGlobalTimeDilation

Highest acceptable global time dilation.

◆ MaxUndilatedFrameTime

float32 MaxUndilatedFrameTime

Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.

◆ MinGlobalTimeDilation

float32 MinGlobalTimeDilation

Lowest acceptable global time dilation.

◆ MinUndilatedFrameTime

float32 MinUndilatedFrameTime

Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.

◆ NaniteSettings

FNaniteSettings NaniteSettings

NANITE SETTINGS *.

◆ NavigationDataBuilderLoadingCellSize

uint NavigationDataBuilderLoadingCellSize

Loading cell size used when building navigation data iteratively. The actual cell size used will be rounded using the NavigationDataChunkGridSize. It's recommended to use a value as high as the hardware memory allows to load.

◆ NavigationDataChunkGridSize

uint NavigationDataChunkGridSize

Size of the grid for navigation data chunk actors.

◆ NavigationSystemConfig

UNavigationSystemConfig NavigationSystemConfig

Holds parameters for NavigationSystem's creation. Set to Null will result in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.

◆ OverrideBaseMaterial

TSoftObjectPtr<UMaterialInterface> OverrideBaseMaterial

If set overrides the project-wide base material used for Proxy Materials.

◆ PackedLightAndShadowMapTextureSize

int PackedLightAndShadowMapTextureSize

Maximum size of textures for packed light and shadow maps.

◆ PhysicsCollisionHandlerClass

TSubclassOf<UPhysicsCollisionHandler> PhysicsCollisionHandlerClass

optional level specific collision handler

◆ VisibilityAggressiveness

EVisibilityAggressiveness VisibilityAggressiveness

Determines how aggressive precomputed visibility should be. More aggressive settings cull more objects but also cause more visibility errors like popping.

◆ VisibilityCellSize

int VisibilityCellSize

World space size of precomputed visibility cells in x and y. Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.

◆ WorldPartition

UWorldPartition WorldPartition

◆ WorldToMeters

float32 WorldToMeters

scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)