G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Gameplay Namespace Reference

Functions

Accessibility
void AnnounceAccessibleString (FString AnnouncementString)
 If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS.
Actor
void GetAllActorsOfClassWithTag (TSubclassOf< AActor > ActorClass, FName Tag, TArray< AActor > &OutActors)
 Find all Actors in the world of the specified class with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
void GetAllActorsWithInterface (TSubclassOf< UInterface > Interface, TArray< AActor > &OutActors)
 Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.
AActor FindNearestActor (FVector Origin, TArray< AActor > ActorsToCheck, float32 &Distance)
 Returns an Actor nearest to Origin from ActorsToCheck array.
void GetAllActorsOfClass (TSubclassOf< AActor > ActorClass, TArray< AActor > &OutActors)
 Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
AActor GetActorOfClass (TSubclassOf< AActor > ActorClass)
 Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
void GetAllActorsWithTag (FName Tag, TArray< AActor > &OutActors)
 Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
Audio
UAudioComponent SpawnSound2D (USoundBase Sound, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundConcurrency ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true)
 This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
void PopSoundMixModifier (USoundMix InSoundMixModifier)
 Pop a sound mix modifier from the audio system.
void PlaySound2D (USoundBase Sound, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundConcurrency ConcurrencySettings=nullptr, const AActor OwningActor=nullptr, bool bIsUISound=true)
 Plays a sound directly with no attenuation, perfect for UI sounds.
void PlaySoundAtLocation (USoundBase Sound, FVector Location, FRotator Rotation, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, USoundConcurrency ConcurrencySettings=nullptr, const AActor OwningActor=nullptr, const UInitialActiveSoundParams InitialParams=nullptr)
 Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
void PrimeAllSoundsInSoundClass (USoundClass InSoundClass)
 Primes the sound waves in the given USoundClass, caching the first chunk of streamed audio.
void PlayDialogueAtLocation (UDialogueWave Dialogue, FDialogueContext Context, FVector Location, FRotator Rotation, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr)
 Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
UAudioComponent SpawnSoundAttached (USoundBase Sound, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, USoundConcurrency ConcurrencySettings=nullptr, bool bAutoDestroy=true)
 This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.
void PrimeSound (USoundBase InSound)
 Primes the sound, caching the first chunk of streamed audio.
void PushSoundMixModifier (USoundMix InSoundMixModifier)
 Push a sound mix modifier onto the audio system.
bool AreAnyListenersWithinRange (FVector Location, float32 MaximumRange)
 Determines if any audio listeners are within range of the specified location.
void ClearSoundMixClassOverride (USoundMix InSoundMixModifier, USoundClass InSoundClass, float32 FadeOutTime=1.000000)
 Clears any existing override of the Sound Class Adjuster in the given Sound Mix.
void ClearSoundMixModifiers ()
 Clear all sound mix modifiers from the audio system.
TArray< FName > GetAvailableSpatialPluginNames ()
 Get list of available Audio Spatialization Plugin names.
UAudioComponent CreateSound2D (USoundBase Sound, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundConcurrency ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true)
 This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied.
void DeactivateReverbEffect (FName TagName)
 Deactivates a Reverb Effect that was applied outside of an Audio Volume.
void SetGlobalPitchModulation (float32 PitchModulation, float32 TimeSec)
 Sets a global pitch modulation scalar that will apply to all non-UI sounds.
int GetMaxAudioChannelCount ()
 Retrieves the max voice count currently used by the audio engine.
void SetMaxAudioChannelsScaled (float32 MaxChannelCountScale)
 Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.
void SetSoundClassDistanceScale (USoundClass SoundClass, float32 DistanceAttenuationScale, float32 TimeSec=0.000000)
 Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time.
void SetSoundMixClassOverride (USoundMix InSoundMixModifier, USoundClass InSoundClass, float32 Volume=1.000000, float32 Pitch=1.000000, float32 FadeInTime=1.000000, bool bApplyToChildren=true)
 Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjuster will be added to the list of active sound mix modifiers.
void PlayDialogue2D (UDialogueWave Dialogue, FDialogueContext Context, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000)
 Plays a dialogue directly with no attenuation, perfect for UI.
UAudioComponent SpawnSoundAtLocation (USoundBase Sound, FVector Location, FRotator Rotation=FRotator(), float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, USoundConcurrency ConcurrencySettings=nullptr, bool bAutoDestroy=true)
 Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
void UnRetainAllSoundsInSoundClass (USoundClass InSoundClass)
 Iterate through all sound waves and releases handles to retained chunks. (If the chunk is not being played it will be up for eviction).
UReverbEffect GetCurrentReverbEffect ()
 Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings).
UAudioComponent SpawnDialogueAttached (UDialogueWave Dialogue, FDialogueContext Context, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, bool bAutoDestroy=true)
 Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.
FName GetActiveSpatialPluginName ()
 Get currently active Audio Spatialization Plugin name.
UAudioComponent SpawnDialogueAtLocation (UDialogueWave Dialogue, FDialogueContext Context, FVector Location, FRotator Rotation=FRotator(), float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, USoundAttenuation AttenuationSettings=nullptr, bool bAutoDestroy=true)
 Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
bool GetClosestListenerLocation (FVector Location, float32 MaximumRange, bool bAllowAttenuationOverride, FVector &ListenerPosition)
 Finds and returns the position of the closest listener to the specified location.
void ActivateReverbEffect (UReverbEffect ReverbEffect, FName TagName, float32 Priority=0.000000, float32 Volume=0.500000, float32 FadeTime=2.000000)
 Activates a Reverb Effect without the need for an Audio Volume.
bool SetActiveSpatialPluginByName (FName InPluginName)
 Get list of available Audio Spatialization Plugins.
void SetBaseSoundMix (USoundMix InSoundMix)
 Set the sound mix of the audio system for special EQing.
void SetGlobalListenerFocusParameters (float32 FocusAzimuthScale=1.000000, float32 NonFocusAzimuthScale=1.000000, float32 FocusDistanceScale=1.000000, float32 NonFocusDistanceScale=1.000000, float32 FocusVolumeScale=1.000000, float32 NonFocusVolumeScale=1.000000, float32 FocusPriorityScale=1.000000, float32 NonFocusPriorityScale=1.000000)
 Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.
UAudioComponent SpawnDialogue2D (UDialogueWave Dialogue, FDialogueContext Context, float32 VolumeMultiplier=1.000000, float32 PitchMultiplier=1.000000, float32 StartTime=0.000000, bool bAutoDestroy=true)
 Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
Audio|Subtitles
bool AreSubtitlesEnabled ()
 Returns whether or not subtitles are currently enabled.
void SetSubtitlesEnabled (bool bEnabled)
 Will set subtitles to be enabled or disabled.
Camera
void GetViewProjectionMatrix (FMinimalViewInfo DesiredView, FMatrix &ViewMatrix, FMatrix &ProjectionMatrix, FMatrix &ViewProjectionMatrix)
 Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view.
bool DeprojectScreenToWorld (const APlayerController Player, FVector2D ScreenPosition, FVector &WorldPosition, FVector &WorldDirection)
 Transforms the given 2D screen space coordinate into a 3D world-space point and direction.
bool ProjectWorldToScreen (const APlayerController Player, FVector WorldPosition, FVector2D &ScreenPosition, bool bPlayerViewportRelative=false)
 Transforms the given 3D world-space point into a its 2D screen space coordinate.
bool DeprojectSceneCaptureToWorld (const ASceneCapture2D SceneCapture2D, FVector2D TargetUV, FVector &WorldPosition, FVector &WorldDirection)
 Transforms the given 2D UV coordinate into a 3D world-space point and direction.
void PlayWorldCameraShake (TSubclassOf< UCameraShakeBase > Shake, FVector Epicenter, float32 InnerRadius, float32 OuterRadius, float32 Falloff=1.000000, bool bOrientShakeTowardsEpicenter=false)
 Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.
Collision
void BreakHitResult (FHitResult Hit, bool &bBlockingHit, bool &bInitialOverlap, float32 &Time, float32 &Distance, FVector &Location, FVector &ImpactPoint, FVector &Normal, FVector &ImpactNormal, UPhysicalMaterial &PhysMat, AActor &HitActor, UPrimitiveComponent &HitComponent, FName &HitBoneName, FName &BoneName, int &HitItem, int &ElementIndex, int &FaceIndex, FVector &TraceStart, FVector &TraceEnd)
 Extracts data from a HitResult.
bool FindCollisionUV (FHitResult Hit, int UVChannel, FVector2D &UV)
 Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.
FHitResult MakeHitResult (bool bBlockingHit, bool bInitialOverlap, float32 Time, float32 Distance, FVector Location, FVector ImpactPoint, FVector Normal, FVector ImpactNormal, UPhysicalMaterial PhysMat, AActor HitActor, UPrimitiveComponent HitComponent, FName HitBoneName, FName BoneName, int HitItem, int ElementIndex, int FaceIndex, FVector TraceStart, FVector TraceEnd)
 Create a HitResult struct.
void GetActorArrayBounds (TArray< AActor > Actors, bool bOnlyCollidingComponents, FVector &Center, FVector &BoxExtent)
 Bind the bounds of an array of Actors.
EPhysicalSurface GetSurfaceType (FHitResult Hit)
 Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.
Effects
UParticleSystemComponent SpawnEmitterAtLocation (UParticleSystem EmitterTemplate, FVector Location, FRotator Rotation=FRotator(), FVector Scale=FVector(1.000000, 1.000000, 1.000000), bool bAutoDestroy=true, EPSCPoolMethod PoolingMethod=EPSCPoolMethod ::None, bool bAutoActivateSystem=true)
 Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.
UParticleSystemComponent SpawnEmitterAttached (UParticleSystem EmitterTemplate, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), FVector Scale=FVector(1.000000, 1.000000, 1.000000), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, bool bAutoDestroy=true, EPSCPoolMethod PoolingMethod=EPSCPoolMethod ::None, bool bAutoActivate=true)
 Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
Foliage
int GrassOverlappingSphereCount (const UStaticMesh StaticMesh, FVector CenterPosition, float32 Radius)
 Counts how many grass foliage instances overlap a given sphere.
ForceFeedback
UForceFeedbackComponent SpawnForceFeedbackAttached (UForceFeedbackEffect ForceFeedbackEffect, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, bool bLooping=false, float32 IntensityMultiplier=1.000000, float32 StartTime=0.000000, UForceFeedbackAttenuation AttenuationSettings=nullptr, bool bAutoDestroy=true)
 Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
UForceFeedbackComponent SpawnForceFeedbackAtLocation (UForceFeedbackEffect ForceFeedbackEffect, FVector Location, FRotator Rotation=FRotator(), bool bLooping=false, float32 IntensityMultiplier=1.000000, float32 StartTime=0.000000, UForceFeedbackAttenuation AttenuationSettings=nullptr, bool bAutoDestroy=true)
 Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
Game
void EnableLiveStreaming (bool Enable)
 Toggle live DVR streaming.
APlayerController GetPlayerController (int PlayerIndex)
 Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers.
APlayerController GetPlayerControllerFromPlatformUser (FPlatformUserId UserId)
 Returns the player controller with the specified physical controller ID. This only works for local players.
APawn GetPlayerPawn (int PlayerIndex)
 Returns the pawn for the player controller at the specified player index. This will not include pawns of remote clients with no available player controller, you can use the player states list for that.
UGameInstance GetGameInstance ()
 Returns the game instance object.
FString GetCurrentLevelName (bool bRemovePrefixString=true)
 Get the name of the currently-open level.
int GetNumLocalPlayerControllers ()
 Returns the number of fully initialized local players, this will be 0 on dedicated servers. Indexes up to this can be used as PlayerIndex parameters for the following functions, and you are guaranteed to get a local player controller.
int GetNumPlayerControllers ()
 Returns the total number of available player controllers, including remote players when called on a server. Indexes up to this can be used as PlayerIndex parameters for the following functions.
AGameModeBase GetGameMode ()
 Returns the current GameModeBase or Null if it can't be retrieved, such as on the client.
APlayerController CreatePlayer (int ControllerId=- 1, bool bSpawnPlayerController=true)
 Create a new local player for this game, for cases like local multiplayer.
APlayerController CreatePlayerFromPlatformUser (FPlatformUserId UserId, bool bSpawnPlayerController=true)
 Create a new local player for this game, for cases like local multiplayer.
int GetNumPlayerStates ()
 Returns the number of active player states, there is one player state for every connected player even if they are a remote client. Indexes up to this can be use as PlayerStateIndex parameters for other functions.
void CancelAsyncLoading ()
 Cancels all currently queued streaming packages.
AGameStateBase GetGameState ()
 Returns the current GameStateBase or Null if it can't be retrieved.
void FlushLevelStreaming ()
 Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden.
FString GetPlatformName ()
 Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, Linux, IOS, Android, consoles, etc.).
APlayerCameraManager GetPlayerCameraManager (int PlayerIndex)
 Returns the camera manager for the Player Controller at the specified player index. This will not include remote clients with no player controller.
ACharacter GetPlayerCharacter (int PlayerIndex)
 Returns the pawn for the player controller at the specified player index, will return null if the pawn is not a character. This will not include characters of remote clients with no available player controller, you can iterate the PlayerStates list for that.
FIntVector GetWorldOriginLocation ()
 Returns world origin current location.
APlayerController GetPlayerControllerFromID (int ControllerID)
 Returns the player controller with the specified physical controller ID. This only works for local players.
bool BlueprintSuggestProjectileVelocity (FVector &TossVelocity, FVector StartLocation, FVector EndLocation, float32 LaunchSpeed, float32 OverrideGravityZ, ESuggestProjVelocityTraceOption TraceOption, float32 CollisionRadius, bool bFavorHighArc, bool bDrawDebug, bool bAcceptClosestOnNoSolutions=false)
 Calculates an launch velocity for a projectile to hit a specified point.
bool Blueprint_PredictProjectilePath_ByTraceChannel (FHitResult &OutHit, TArray< FVector > &OutPathPositions, FVector &OutLastTraceDestination, FVector StartPos, FVector LaunchVelocity, bool bTracePath, float32 ProjectileRadius, ECollisionChannel TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, float32 DrawDebugTime, float32 SimFrequency=15.000000, float32 MaxSimTime=2.000000, float32 OverrideGravityZ=0.000000)
 Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).
bool IsAnyLocalPlayerCameraWithinRange (FVector Location, float32 MaximumRange)
 Determines if any local player controller's camera is within range of the specified location.
bool IsGamePaused ()
 Returns the game's paused state.
int GetPlayerControllerID (APlayerController Player)
 Gets what physical controller ID a player is using. This only works for local player controllers.
bool Blueprint_PredictProjectilePath_ByObjectType (FHitResult &OutHit, TArray< FVector > &OutPathPositions, FVector &OutLastTraceDestination, FVector StartPos, FVector LaunchVelocity, bool bTracePath, float32 ProjectileRadius, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, float32 DrawDebugTime, float32 SimFrequency=15.000000, float32 MaxSimTime=2.000000, float32 OverrideGravityZ=0.000000)
 Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.
void LoadStreamLevel (FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)
 Stream the level (by Name); Calling again before it finishes has no effect.
void LoadStreamLevelBySoftObjectPtr (const TSoftObjectPtr< UWorld > Level, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo)
 Stream the level (by Object Reference); Calling again before it finishes has no effect.
APlayerState GetPlayerState (int PlayerStateIndex)
 Returns the player state at the given index in the game state's PlayerArray. This will work on both the client and server and the index will be consistent. After initial replication, all clients and the server will have access to PlayerStates for all connected players.
bool Blueprint_PredictProjectilePath_Advanced (FPredictProjectilePathParams PredictParams, FPredictProjectilePathResult &PredictResult)
 Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.
void OpenLevel (FName LevelName, bool bAbsolute=true, FString Options="")
 Travel to another level.
void OpenLevelBySoftObjectPtr (const TSoftObjectPtr< UWorld > Level, bool bAbsolute=true, FString Options="")
 Travel to another level.
APlayerState GetPlayerStateFromUniqueNetId (FUniqueNetIdRepl UniqueId)
 Returns the player state that matches the passed in online id, or null for an invalid one. This will work on both the client and server for local and remote players.
ULevelStreaming GetStreamingLevel (FName PackageName)
 Returns level streaming object with specified level package name.
void SetPlayerPlatformUserId (APlayerController PlayerController, FPlatformUserId UserId)
 Sets what platform user id a player should be using. This only works for local player controllers.
bool SuggestProjectileVelocity_CustomArc (FVector &OutLaunchVelocity, FVector StartPos, FVector EndPos, float32 OverrideGravityZ=0.000000, float32 ArcParam=0.500000)
 Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.
void UnloadStreamLevelBySoftObjectPtr (const TSoftObjectPtr< UWorld > Level, FLatentActionInfo LatentInfo, bool bShouldBlockOnUnload)
 Unload a streamed in level (by Object Reference).
void UnloadStreamLevel (FName LevelName, FLatentActionInfo LatentInfo, bool bShouldBlockOnUnload)
 Unload a streamed in level (by Name).
bool SuggestProjectileVelocity_MovingTarget (FVector &OutLaunchVelocity, FVector ProjectileStartLocation, AActor TargetActor, FVector TargetLocationOffset=FVector(), float GravityZOverride=0.000000, float TimeToTarget=1.000000, EDrawDebugTrace DrawDebugType=Type ::None, float32 DrawDebugTime=3.000000, FLinearColor DrawDebugColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000))
 Returns a launch velocity need for a projectile to hit the TargetActor in TimeToTarget seconds based on the TargetActor's current velocity. This assumes the projectile is only accelerated by gravity (i.e. no outside forces), and that the TargetActor is moving at a constant velocity.
bool SetGamePaused (bool bPaused)
 Sets the game's paused state.
void SetWorldOriginLocation (FIntVector NewLocation)
 Requests a new location for a world origin.
void SetPlayerControllerID (APlayerController Player, int ControllerId)
 Sets what physical controller ID a player should be using. This only works for local player controllers.
FVector RebaseLocalOriginOntoZero (FVector WorldLocation)
 Returns origin based position for local world location.
FVector RebaseZeroOriginOntoLocal (FVector WorldLocation)
 Returns local location for origin based position.
void RemovePlayer (APlayerController Player, bool bDestroyPawn)
 Removes a local player from this game.
Game Options
bool HasOption (FString Options, FString InKey)
 Returns whether a key exists in an options string.
FString ParseOption (FString Options, FString Key)
 Find an option in the options string and return it.
int GetIntOption (FString Options, FString Key, int DefaultValue)
 Find an option in the options string and return it as an integer.
void GetKeyValue (FString Pair, FString &Key, FString &Value)
 Break up a key=value pair into its key and value.
Game|Damage
float32 ApplyPointDamage (AActor DamagedActor, float32 BaseDamage, FVector HitFromDirection, FHitResult HitInfo, AController EventInstigator, AActor DamageCauser, TSubclassOf< UDamageType > DamageTypeClass)
 Hurts the specified actor with the specified impact.
bool ApplyRadialDamage (float32 BaseDamage, FVector Origin, float32 DamageRadius, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor > IgnoreActors, AActor DamageCauser=nullptr, AController InstigatedByController=nullptr, bool bDoFullDamage=false, ECollisionChannel DamagePreventionChannel=ECollisionChannel ::ECC_Visibility)
 Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
bool ApplyRadialDamageWithFalloff (float32 BaseDamage, float32 MinimumDamage, FVector Origin, float32 DamageInnerRadius, float32 DamageOuterRadius, float32 DamageFalloff, TSubclassOf< UDamageType > DamageTypeClass, TArray< AActor > IgnoreActors, AActor DamageCauser=nullptr, AController InstigatedByController=nullptr, ECollisionChannel DamagePreventionChannel=ECollisionChannel ::ECC_Visibility)
 Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
float32 ApplyDamage (AActor DamagedActor, float32 BaseDamage, AController EventInstigator, AActor DamageCauser, TSubclassOf< UDamageType > DamageTypeClass)
 Hurts the specified actor with generic damage.
Rendering
bool GetEnableWorldRendering ()
 Returns the world rendering state.
void SetEnableWorldRendering (bool bEnable)
 Enabled rendering of the world.
Rendering|Decal
UDecalComponent SpawnDecalAtLocation (UMaterialInterface DecalMaterial, FVector DecalSize, FVector Location, FRotator Rotation=FRotator(- 90.000000, 0.000000, 0.000000), float32 LifeSpan=0.000000)
 Spawns a decal at the given location and rotation, fire and forget. Does not replicate.
UDecalComponent SpawnDecalAttached (UMaterialInterface DecalMaterial, FVector DecalSize, USceneComponent AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(), FRotator Rotation=FRotator(), EAttachLocation LocationType=EAttachLocation ::KeepRelativeOffset, float32 LifeSpan=0.000000)
 Spawns a decal attached to and following the specified component. Does not replicate.
SaveGame
bool DoesSaveGameExist (FString SlotName, int UserIndex)
 See if a save game exists with the specified name.
bool DeleteGameInSlot (FString SlotName, int UserIndex)
 Delete a save game in a particular slot.
USaveGame CreateSaveGameObject (TSubclassOf< USaveGame > SaveGameClass)
 Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
USaveGame LoadGameFromSlot (FString SlotName, int UserIndex)
 Load the contents from a given slot.
bool SaveGameToSlot (USaveGame SaveGameObject, FString SlotName, int UserIndex)
 Save the contents of the SaveGameObject to a platform-specific save slot/file. Note: This will write out all non-transient properties, the SaveGame property flag is not checked.
Transformation
FVector GetActorArrayAverageLocation (TArray< AActor > Actors)
 Find the average location (centroid) of an array of Actors.
Utilities
bool HasLaunchOption (FString OptionToCheck)
 Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild).
UClass GetObjectClass (const UObject Object)
 Returns the class of a passed in Object, will always be valid if Object is not NULL.
bool ObjectIsA (const UObject Object, TSubclassOf< UObject > ObjectClass)
 Returns whether or not the object passed in is of (or inherits from) the class type.
Utilities|Time
void GetAccurateRealTime (int &Seconds, float &PartialSeconds)
 Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame.
float GetUnpausedTimeSeconds ()
 Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses.
float32 GetGlobalTimeDilation ()
 Gets the current global time dilation.
float GetTimeSeconds ()
 Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses.
float GetAudioTimeSeconds ()
 Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.
float GetRealTimeSeconds ()
 Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped.
void SetGlobalTimeDilation (float32 TimeDilation)
 Sets the global time dilation.
float GetWorldDeltaSeconds ()
 Returns the frame delta time in seconds, adjusted by time dilation.
Viewport
void SetViewportMouseCaptureMode (EMouseCaptureMode MouseCaptureMode)
 Sets the current viewport mouse capture mode.
EMouseCaptureMode GetViewportMouseCaptureMode ()
 Returns the current viewport mouse capture mode.
bool IsSplitscreenForceDisabled ()
 Returns the split screen state.
void SetForceDisableSplitscreen (bool bDisable)
 Enables split screen.
Functions
void AsyncSaveGameToSlot (USaveGame SaveGameObject, FString SlotName, int UserIndex, FAsyncSaveGameToSlotDynamicDelegate Delegate=FAsyncSaveGameToSlotDynamicDelegate())
 Schedule an async save to a specific slot. UAsyncActionHandleSaveGame::AsyncSaveGameToSlot is the blueprint version of this. This will do the serialize on the game thread, the platform-specific write on a worker thread, then call the complete delegate on the game thread. The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.
void AsyncLoadGameFromSlot (FString SlotName, int UserIndex, FAsyncLoadGameFromSlotDynamicDelegate Delegate=FAsyncLoadGameFromSlotDynamicDelegate())
 Schedule an async load of a specific slot. UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot is the blueprint version of this. This will do the platform-specific read on a worker thread, the serialize and creation on the game thread, and then will call the passed in delegate The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.

Variables

Variables
const FString PlatformName

Function Documentation

◆ ActivateReverbEffect()

void ActivateReverbEffect ( UReverbEffect ReverbEffect,
FName TagName,
float32 Priority = 0.000000,
float32 Volume = 0.500000,
float32 FadeTime = 2.000000 )

Activates a Reverb Effect without the need for an Audio Volume.

Parameters
ReverbEffectReverb Effect to use
TagNameTag to associate with Reverb Effect
PriorityPriority of the Reverb Effect
VolumeVolume level of Reverb Effect
FadeTimeTime before Reverb Effect is fully active

◆ AnnounceAccessibleString()

void AnnounceAccessibleString ( FString AnnouncementString)

If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS.

◆ ApplyDamage()

float32 ApplyDamage ( AActor DamagedActor,
float32 BaseDamage,
AController EventInstigator,
AActor DamageCauser,
TSubclassOf< UDamageType > DamageTypeClass )

Hurts the specified actor with generic damage.

Parameters
DamagedActorActor that will be damaged.
BaseDamageThe base damage to apply.
EventInstigatorController that was responsible for causing this damage (e.g. player who shot the weapon)
DamageCauserActor that actually caused the damage (e.g. the grenade that exploded)
DamageTypeClassClass that describes the damage that was done.
Returns
Actual damage the ended up being applied to the actor.

◆ ApplyPointDamage()

float32 ApplyPointDamage ( AActor DamagedActor,
float32 BaseDamage,
FVector HitFromDirection,
FHitResult HitInfo,
AController EventInstigator,
AActor DamageCauser,
TSubclassOf< UDamageType > DamageTypeClass )

Hurts the specified actor with the specified impact.

Parameters
DamagedActorActor that will be damaged.
BaseDamageThe base damage to apply.
HitFromDirectionDirection the hit came FROM
HitInfoCollision or trace result that describes the hit
EventInstigatorController that was responsible for causing this damage (e.g. player who shot the weapon)
DamageCauserActor that actually caused the damage (e.g. the grenade that exploded)
DamageTypeClassClass that describes the damage that was done.
Returns
Actual damage the ended up being applied to the actor.

◆ ApplyRadialDamage()

bool ApplyRadialDamage ( float32 BaseDamage,
FVector Origin,
float32 DamageRadius,
TSubclassOf< UDamageType > DamageTypeClass,
TArray< AActor > IgnoreActors,
AActor DamageCauser = nullptr,
AController InstigatedByController = nullptr,
bool bDoFullDamage = false,
ECollisionChannel DamagePreventionChannel = ECollisionChannel :: ECC_Visibility )

Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.

Parameters
BaseDamageThe base damage to apply, i.e. the damage at the origin.
OriginEpicenter of the damage area.
DamageRadiusRadius of the damage area, from Origin
DamageTypeClassClass that describes the damage that was done.
IgnoreActorsList of Actors to ignore
DamageCauserActor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage.
InstigatedByControllerController that was responsible for causing this damage (e.g. player who threw the grenade)
DamagePreventionChannelDamage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
Returns
true if damage was applied to at least one actor.

◆ ApplyRadialDamageWithFalloff()

bool ApplyRadialDamageWithFalloff ( float32 BaseDamage,
float32 MinimumDamage,
FVector Origin,
float32 DamageInnerRadius,
float32 DamageOuterRadius,
float32 DamageFalloff,
TSubclassOf< UDamageType > DamageTypeClass,
TArray< AActor > IgnoreActors,
AActor DamageCauser = nullptr,
AController InstigatedByController = nullptr,
ECollisionChannel DamagePreventionChannel = ECollisionChannel :: ECC_Visibility )

Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.

Parameters
BaseDamageThe base damage to apply, i.e. the damage at the origin.
OriginEpicenter of the damage area.
DamageInnerRadiusRadius of the full damage area, from Origin
DamageOuterRadiusRadius of the minimum damage area, from Origin
DamageFalloffFalloff exponent of damage from DamageInnerRadius to DamageOuterRadius
DamageTypeClassClass that describes the damage that was done.
IgnoreActorsList of Actors to ignore
DamageCauserActor that actually caused the damage (e.g. the grenade that exploded)
InstigatedByControllerController that was responsible for causing this damage (e.g. player who threw the grenade)
DamagePreventionChannelDamage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
Returns
true if damage was applied to at least one actor.

◆ AreAnyListenersWithinRange()

bool AreAnyListenersWithinRange ( FVector Location,
float32 MaximumRange )

Determines if any audio listeners are within range of the specified location.

Parameters
LocationThe location from which test if a listener is in range
MaximumRangeThe distance away from Location to test if any listener is within

◆ AreSubtitlesEnabled()

bool AreSubtitlesEnabled ( )

Returns whether or not subtitles are currently enabled.

Returns
true if subtitles are enabled.

◆ AsyncLoadGameFromSlot()

void AsyncLoadGameFromSlot ( FString SlotName,
int UserIndex,
FAsyncLoadGameFromSlotDynamicDelegate Delegate = FAsyncLoadGameFromSlotDynamicDelegate ( ) )

Schedule an async load of a specific slot. UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot is the blueprint version of this. This will do the platform-specific read on a worker thread, the serialize and creation on the game thread, and then will call the passed in delegate The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.

Parameters
SlotNameName of the save game slot to load from.
UserIndexFor some platforms, master user index to identify the user doing the loading.

◆ AsyncSaveGameToSlot()

void AsyncSaveGameToSlot ( USaveGame SaveGameObject,
FString SlotName,
int UserIndex,
FAsyncSaveGameToSlotDynamicDelegate Delegate = FAsyncSaveGameToSlotDynamicDelegate ( ) )

Schedule an async save to a specific slot. UAsyncActionHandleSaveGame::AsyncSaveGameToSlot is the blueprint version of this. This will do the serialize on the game thread, the platform-specific write on a worker thread, then call the complete delegate on the game thread. The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.

Parameters
SaveGameObjectObject that contains data about the save game that we want to write out.
SlotNameName of the save game slot to load from.
UserIndexFor some platforms, master user index to identify the user doing the loading.

◆ Blueprint_PredictProjectilePath_Advanced()

bool Blueprint_PredictProjectilePath_Advanced ( FPredictProjectilePathParams PredictParams,
FPredictProjectilePathResult & PredictResult )

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.

Parameters
PredictParamsInput params to the trace (start location, velocity, time to simulate, etc).
PredictResultOutput result of the trace (Hit result, array of location/velocity/times for each trace step, etc).
Returns
True if hit something along the path (if tracing with collision).

◆ Blueprint_PredictProjectilePath_ByObjectType()

bool Blueprint_PredictProjectilePath_ByObjectType ( FHitResult & OutHit,
TArray< FVector > & OutPathPositions,
FVector & OutLastTraceDestination,
FVector StartPos,
FVector LaunchVelocity,
bool bTracePath,
float32 ProjectileRadius,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
float32 DrawDebugTime,
float32 SimFrequency = 15.000000,
float32 MaxSimTime = 2.000000,
float32 OverrideGravityZ = 0.000000 )

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.

Parameters
OutHitPredicted hit result, if the projectile will hit something
OutPathPositionsPredicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
OutLastTraceDestinationGoal position of the final trace it did. Will not be in the path if there is a hit.
StartPosFirst start trace location
LaunchVelocityVelocity the "virtual projectile" is launched at
bTracePathTrace along the entire path to look for blocking hits
ProjectileRadiusRadius of the virtual projectile to sweep against the environment
ObjectTypesObjectTypes to trace against, if bTracePath is true.
bTraceComplexUse TraceComplex (trace against triangles not primitives)
ActorsToIgnoreActors to exclude from the traces
DrawDebugTypeDebug type (one-frame, duration, persistent)
DrawDebugTimeDuration of debug lines (only relevant for DrawDebugType::Duration)
SimFrequencyDetermines size of each sub-step in the simulation (chopping up MaxSimTime)
MaxSimTimeMaximum simulation time for the virtual projectile.
OverrideGravityZOptional override of Gravity (if 0, uses WorldGravityZ)
Returns
True if hit something along the path if tracing for collision.

◆ Blueprint_PredictProjectilePath_ByTraceChannel()

bool Blueprint_PredictProjectilePath_ByTraceChannel ( FHitResult & OutHit,
TArray< FVector > & OutPathPositions,
FVector & OutLastTraceDestination,
FVector StartPos,
FVector LaunchVelocity,
bool bTracePath,
float32 ProjectileRadius,
ECollisionChannel TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
float32 DrawDebugTime,
float32 SimFrequency = 15.000000,
float32 MaxSimTime = 2.000000,
float32 OverrideGravityZ = 0.000000 )

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).

Parameters
OutHitPredicted hit result, if the projectile will hit something
OutPathPositionsPredicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
OutLastTraceDestinationGoal position of the final trace it did. Will not be in the path if there is a hit.
StartPosFirst start trace location
LaunchVelocityVelocity the "virtual projectile" is launched at
bTracePathTrace along the entire path to look for blocking hits
ProjectileRadiusRadius of the virtual projectile to sweep against the environment
TraceChannelTraceChannel to trace against, if bTracePath is true.
bTraceComplexUse TraceComplex (trace against triangles not primitives)
ActorsToIgnoreActors to exclude from the traces
DrawDebugTypeDebug type (one-frame, duration, persistent)
DrawDebugTimeDuration of debug lines (only relevant for DrawDebugType::Duration)
SimFrequencyDetermines size of each sub-step in the simulation (chopping up MaxSimTime)
MaxSimTimeMaximum simulation time for the virtual projectile.
OverrideGravityZOptional override of Gravity (if 0, uses WorldGravityZ)
Returns
True if hit something along the path (if tracing with collision).

◆ BlueprintSuggestProjectileVelocity()

bool BlueprintSuggestProjectileVelocity ( FVector & TossVelocity,
FVector StartLocation,
FVector EndLocation,
float32 LaunchSpeed,
float32 OverrideGravityZ,
ESuggestProjVelocityTraceOption TraceOption,
float32 CollisionRadius,
bool bFavorHighArc,
bool bDrawDebug,
bool bAcceptClosestOnNoSolutions = false )

Calculates an launch velocity for a projectile to hit a specified point.

Parameters
TossVelocity(output) Result launch velocity.
StartLocationIntended launch location
EndLocationDesired landing location
LaunchSpeedDesired launch speed
OverrideGravityZOptional gravity override. 0 means "do not override".
TraceOptionControls whether or not to validate a clear path by tracing along the calculated arc
CollisionRadiusRadius of the projectile (assumed spherical), used when tracing
bFavorHighArcIf true and there are 2 valid solutions, will return the higher arc. If false, will favor the lower arc.
bDrawDebugWhen true, a debug arc is drawn (red for an invalid arc, green for a valid arc)
bAcceptClosestOnNoSolutionsIf target is unreachable and no solutions are possible, provide a velocity that gets as close to the target as possible given this launch speed
Returns
Returns false if there is no valid solution or the valid solutions are blocked. Returns true otherwise.

◆ BreakHitResult()

void BreakHitResult ( FHitResult Hit,
bool & bBlockingHit,
bool & bInitialOverlap,
float32 & Time,
float32 & Distance,
FVector & Location,
FVector & ImpactPoint,
FVector & Normal,
FVector & ImpactNormal,
UPhysicalMaterial & PhysMat,
AActor & HitActor,
UPrimitiveComponent & HitComponent,
FName & HitBoneName,
FName & BoneName,
int & HitItem,
int & ElementIndex,
int & FaceIndex,
FVector & TraceStart,
FVector & TraceEnd )

Extracts data from a HitResult.

Parameters
HitThe source HitResult.
bBlockingHitTrue if there was a blocking hit, false otherwise.
bInitialOverlapTrue if the hit started in an initial overlap. In this case some other values should be interpreted differently. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector.
Time'Time' of impact along trace direction ranging from [0.0 to 1.0) if there is a hit, indicating time between start and end. Equals 1.0 if there is no hit.
DistanceThe distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object).
LocationLocation of the hit in world space. If this was a swept shape test, this is the location where we can place the shape in the world where it will not penetrate.
ImpactPointLocation of the actual contact point of the trace shape with the surface of the hit object. Equal to Location in the case of an initial overlap.
NormalNormal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests.
ImpactNormalNormal of the hit in world space, for the object that was hit by the sweep.
PhysMatPhysical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned.
HitActorActor hit by the trace.
HitComponentPrimitiveComponent hit by the trace.
HitBoneNameName of the bone hit (valid only if we hit a skeletal mesh).
BoneNameName of the trace bone hit (valid only if we hit a skeletal mesh).
HitItemPrimitive-specific data recording which item in the primitive was hit
ElementIndexIf colliding with a primitive with multiple parts, index of the part that was hit.
FaceIndexIf colliding with trimesh or landscape, index of face that was hit.

◆ CancelAsyncLoading()

void CancelAsyncLoading ( )

Cancels all currently queued streaming packages.

◆ ClearSoundMixClassOverride()

void ClearSoundMixClassOverride ( USoundMix InSoundMixModifier,
USoundClass InSoundClass,
float32 FadeOutTime = 1.000000 )

Clears any existing override of the Sound Class Adjuster in the given Sound Mix.

Parameters
InSoundMixModifierThe sound mix to modify.
InSoundClassThe sound class in the sound mix to clear overrides from.
FadeOutTimeThe interpolation time to use to go from the current sound class adjuster override values to the non-override values.

◆ ClearSoundMixModifiers()

void ClearSoundMixModifiers ( )

Clear all sound mix modifiers from the audio system.

◆ CreatePlayer()

APlayerController CreatePlayer ( int ControllerId = - 1,
bool bSpawnPlayerController = true )

Create a new local player for this game, for cases like local multiplayer.

Parameters
ControllerIdThe ID of the physical controller that the should control the newly created player. A value of -1 specifies to use the next available ID
bSpawnPlayerControllerWhether a player controller should be spawned immediately for this player. If false a player controller will not be created automatically until transition to the next map.
Returns
The created player controller if one is created.

◆ CreatePlayerFromPlatformUser()

APlayerController CreatePlayerFromPlatformUser ( FPlatformUserId UserId,
bool bSpawnPlayerController = true )

Create a new local player for this game, for cases like local multiplayer.

Parameters
UserIdThe platform user id that should control the newly created player. A valude of PLATFRMUSERID_NONE specifies to use the next available ID
bSpawnPlayerControllerWhether a player controller should be spawned immediately for this player. If false a player controller will not be created automatically until transition to the next map.
Returns
The created player controller if one is created.

◆ CreateSaveGameObject()

USaveGame CreateSaveGameObject ( TSubclassOf< USaveGame > SaveGameClass)

Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.

Parameters
SaveGameClassClass of SaveGame to create
Returns
New SaveGame object to write data to

◆ CreateSound2D()

UAudioComponent CreateSound2D ( USoundBase Sound,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundConcurrency ConcurrencySettings = nullptr,
bool bPersistAcrossLevelTransition = false,
bool bAutoDestroy = true )

This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied.

Parameters
SoundSound to create.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far into the sound to begin playback at
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping), or whether it can be reactivated
Returns
An audio component to manipulate the created sound

◆ DeactivateReverbEffect()

void DeactivateReverbEffect ( FName TagName)

Deactivates a Reverb Effect that was applied outside of an Audio Volume.

Parameters
TagNameTag associated with Reverb Effect to remove

◆ DeleteGameInSlot()

bool DeleteGameInSlot ( FString SlotName,
int UserIndex )

Delete a save game in a particular slot.

Parameters
SlotNameName of save game slot to delete.
UserIndexThe platform user index that identifies the user doing the saving, ignored on some platforms.
Returns
True if a file was actually able to be deleted. use DoesSaveGameExist to distinguish between delete failures and failure due to file not existing.

◆ DeprojectSceneCaptureToWorld()

bool DeprojectSceneCaptureToWorld ( const ASceneCapture2D SceneCapture2D,
FVector2D TargetUV,
FVector & WorldPosition,
FVector & WorldDirection )

Transforms the given 2D UV coordinate into a 3D world-space point and direction.

Parameters
SceneCapture2DDeproject using this scene capture's view.
WorldPosition(out) Corresponding 3D position on camera near plane, in world space.
WorldDirection(out) World space direction vector away from the camera at the given 2d point.

◆ DeprojectScreenToWorld()

bool DeprojectScreenToWorld ( const APlayerController Player,
FVector2D ScreenPosition,
FVector & WorldPosition,
FVector & WorldDirection )

Transforms the given 2D screen space coordinate into a 3D world-space point and direction.

Parameters
PlayerDeproject using this player's view.
ScreenPosition2D screen space to deproject.
WorldPosition(out) Corresponding 3D position in world space.
WorldDirection(out) World space direction vector away from the camera at the given 2d point.

◆ DoesSaveGameExist()

bool DoesSaveGameExist ( FString SlotName,
int UserIndex )

See if a save game exists with the specified name.

Parameters
SlotNameName of save game slot.
UserIndexThe platform user index that identifies the user doing the saving, ignored on some platforms.

◆ EnableLiveStreaming()

void EnableLiveStreaming ( bool Enable)

Toggle live DVR streaming.

Parameters
EnableIf true enable streaming, otherwise disable.

◆ FindCollisionUV()

bool FindCollisionUV ( FHitResult Hit,
int UVChannel,
FVector2D & UV )

Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.

◆ FindNearestActor()

AActor FindNearestActor ( FVector Origin,
TArray< AActor > ActorsToCheck,
float32 & Distance )

Returns an Actor nearest to Origin from ActorsToCheck array.

Parameters
OriginWorld Location from which the distance is measured.
ActorsToCheckArray of Actors to examine and return Actor nearest to Origin.
DistanceDistance from Origin to the returned Actor.
Returns
Nearest Actor.

◆ FlushLevelStreaming()

void FlushLevelStreaming ( )

Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden.

◆ GetAccurateRealTime()

void GetAccurateRealTime ( int & Seconds,
float & PartialSeconds )

Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame.

◆ GetActiveSpatialPluginName()

FName GetActiveSpatialPluginName ( )

Get currently active Audio Spatialization Plugin name.

◆ GetActorArrayAverageLocation()

FVector GetActorArrayAverageLocation ( TArray< AActor > Actors)

Find the average location (centroid) of an array of Actors.

◆ GetActorArrayBounds()

void GetActorArrayBounds ( TArray< AActor > Actors,
bool bOnlyCollidingComponents,
FVector & Center,
FVector & BoxExtent )

Bind the bounds of an array of Actors.

◆ GetActorOfClass()

AActor GetActorOfClass ( TSubclassOf< AActor > ActorClass)

Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
ActorClassClass of Actor to find. Must be specified or result will be empty.
Returns
Actor of the specified class.

◆ GetAllActorsOfClass()

void GetAllActorsOfClass ( TSubclassOf< AActor > ActorClass,
TArray< AActor > & OutActors )

Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
ActorClassClass of Actor to find. Must be specified or result array will be empty.
OutActorsOutput array of Actors of the specified class.

◆ GetAllActorsOfClassWithTag()

void GetAllActorsOfClassWithTag ( TSubclassOf< AActor > ActorClass,
FName Tag,
TArray< AActor > & OutActors )

Find all Actors in the world of the specified class with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
ActorClassClass of Actor to find. Must be specified or result array will be empty.
TagTag to find. Must be specified or result array will be empty.
OutActorsOutput array of Actors of the specified tag.

◆ GetAllActorsWithInterface()

void GetAllActorsWithInterface ( TSubclassOf< UInterface > Interface,
TArray< AActor > & OutActors )

Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
InterfaceInterface to find. Must be specified or result array will be empty.
OutActorsOutput array of Actors of the specified interface.

◆ GetAllActorsWithTag()

void GetAllActorsWithTag ( FName Tag,
TArray< AActor > & OutActors )

Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.

Parameters
TagTag to find. Must be specified or result array will be empty.
OutActorsOutput array of Actors of the specified tag.

◆ GetAudioTimeSeconds()

float GetAudioTimeSeconds ( )

Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.

◆ GetAvailableSpatialPluginNames()

TArray< FName > GetAvailableSpatialPluginNames ( )

Get list of available Audio Spatialization Plugin names.

◆ GetClosestListenerLocation()

bool GetClosestListenerLocation ( FVector Location,
float32 MaximumRange,
bool bAllowAttenuationOverride,
FVector & ListenerPosition )

Finds and returns the position of the closest listener to the specified location.

Parameters
LocationThe location from which we'd like to find the closest listener, in world space.
MaximumRangeThe maximum distance away from Location that a listener can be.
bAllowAttenuationOverrideTrue for the adjusted listener position (if attenuation override is set), false for the raw listener position (for panning)
ListenerPosition[Out] The position of the closest listener in world space, if found.
Returns
true if we've successfully found a listener within MaximumRange of Location, otherwise false.

◆ GetCurrentLevelName()

FString GetCurrentLevelName ( bool bRemovePrefixString = true)

Get the name of the currently-open level.

Parameters
bRemovePrefixStringremove any streaming- or editor- added prefixes from the level name.

◆ GetCurrentReverbEffect()

UReverbEffect GetCurrentReverbEffect ( )

Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings).

◆ GetEnableWorldRendering()

bool GetEnableWorldRendering ( )

Returns the world rendering state.

Returns
Whether the world should be rendered or not

◆ GetGameInstance()

UGameInstance GetGameInstance ( )

Returns the game instance object.

◆ GetGameMode()

AGameModeBase GetGameMode ( )

Returns the current GameModeBase or Null if it can't be retrieved, such as on the client.

◆ GetGameState()

AGameStateBase GetGameState ( )

Returns the current GameStateBase or Null if it can't be retrieved.

◆ GetGlobalTimeDilation()

float32 GetGlobalTimeDilation ( )

Gets the current global time dilation.

Returns
Current time dilation.

◆ GetIntOption()

int GetIntOption ( FString Options,
FString Key,
int DefaultValue )

Find an option in the options string and return it as an integer.

Parameters
OptionsThe string containing the options.
KeyThe key to find the value of in Options.
Returns
The value associated with Key as an integer if Key found in Options string, otherwise DefaultValue.

◆ GetKeyValue()

void GetKeyValue ( FString Pair,
FString & Key,
FString & Value )

Break up a key=value pair into its key and value.

Parameters
PairThe string containing a pair to split apart.
Key(out) Key portion of Pair. If no = in string will be the same as Pair.
Value(out) Value portion of Pair. If no = in string will be empty.

◆ GetMaxAudioChannelCount()

int GetMaxAudioChannelCount ( )

Retrieves the max voice count currently used by the audio engine.

◆ GetNumLocalPlayerControllers()

int GetNumLocalPlayerControllers ( )

Returns the number of fully initialized local players, this will be 0 on dedicated servers. Indexes up to this can be used as PlayerIndex parameters for the following functions, and you are guaranteed to get a local player controller.

◆ GetNumPlayerControllers()

int GetNumPlayerControllers ( )

Returns the total number of available player controllers, including remote players when called on a server. Indexes up to this can be used as PlayerIndex parameters for the following functions.

◆ GetNumPlayerStates()

int GetNumPlayerStates ( )

Returns the number of active player states, there is one player state for every connected player even if they are a remote client. Indexes up to this can be use as PlayerStateIndex parameters for other functions.

◆ GetObjectClass()

UClass GetObjectClass ( const UObject Object)

Returns the class of a passed in Object, will always be valid if Object is not NULL.

◆ GetPlatformName()

FString GetPlatformName ( )

Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, Linux, IOS, Android, consoles, etc.).

◆ GetPlayerCameraManager()

APlayerCameraManager GetPlayerCameraManager ( int PlayerIndex)

Returns the camera manager for the Player Controller at the specified player index. This will not include remote clients with no player controller.

Parameters
PlayerIndexIndex in the player controller list, starting first with local players and then available remote ones

◆ GetPlayerCharacter()

ACharacter GetPlayerCharacter ( int PlayerIndex)

Returns the pawn for the player controller at the specified player index, will return null if the pawn is not a character. This will not include characters of remote clients with no available player controller, you can iterate the PlayerStates list for that.

Parameters
PlayerIndexIndex in the player controller list, starting first with local players and then available remote ones

◆ GetPlayerController()

APlayerController GetPlayerController ( int PlayerIndex)

Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers.

Parameters
PlayerIndexIndex in the player controller list, starting first with local players and then available remote ones

◆ GetPlayerControllerFromID()

APlayerController GetPlayerControllerFromID ( int ControllerID)

Returns the player controller with the specified physical controller ID. This only works for local players.

Parameters
ControllerIDPhysical controller ID, the same value returned from Get Player Controller ID

◆ GetPlayerControllerFromPlatformUser()

APlayerController GetPlayerControllerFromPlatformUser ( FPlatformUserId UserId)

Returns the player controller with the specified physical controller ID. This only works for local players.

◆ GetPlayerControllerID()

int GetPlayerControllerID ( APlayerController Player)

Gets what physical controller ID a player is using. This only works for local player controllers.

Parameters
PlayerThe player controller of the player to get the ID of
Returns
The ID of the passed in player. -1 if there is no physical controller assigned to the passed in player

◆ GetPlayerPawn()

APawn GetPlayerPawn ( int PlayerIndex)

Returns the pawn for the player controller at the specified player index. This will not include pawns of remote clients with no available player controller, you can use the player states list for that.

Parameters
PlayerIndexIndex in the player controller list, starting first with local players and then available remote ones

◆ GetPlayerState()

APlayerState GetPlayerState ( int PlayerStateIndex)

Returns the player state at the given index in the game state's PlayerArray. This will work on both the client and server and the index will be consistent. After initial replication, all clients and the server will have access to PlayerStates for all connected players.

Parameters
PlayerStateIndexIndex into the game state's PlayerArray

◆ GetPlayerStateFromUniqueNetId()

APlayerState GetPlayerStateFromUniqueNetId ( FUniqueNetIdRepl UniqueId)

Returns the player state that matches the passed in online id, or null for an invalid one. This will work on both the client and server for local and remote players.

Parameters
UniqueIdThe player's unique net/online id

◆ GetRealTimeSeconds()

float GetRealTimeSeconds ( )

Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped.

◆ GetStreamingLevel()

ULevelStreaming GetStreamingLevel ( FName PackageName)

Returns level streaming object with specified level package name.

◆ GetSurfaceType()

EPhysicalSurface GetSurfaceType ( FHitResult Hit)

Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.

◆ GetTimeSeconds()

float GetTimeSeconds ( )

Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses.

◆ GetUnpausedTimeSeconds()

float GetUnpausedTimeSeconds ( )

Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses.

◆ GetViewportMouseCaptureMode()

EMouseCaptureMode GetViewportMouseCaptureMode ( )

Returns the current viewport mouse capture mode.

◆ GetViewProjectionMatrix()

void GetViewProjectionMatrix ( FMinimalViewInfo DesiredView,
FMatrix & ViewMatrix,
FMatrix & ProjectionMatrix,
FMatrix & ViewProjectionMatrix )

Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view.

Parameters
DesiredViewFMinimalViewInfo struct for a camera.
ViewMatrix(out) Corresponding View Matrix
ProjectionMatrix(out) Corresponding Projection Matrix
ViewProjectionMatrix(out) Corresponding View x Projection Matrix

◆ GetWorldDeltaSeconds()

float GetWorldDeltaSeconds ( )

Returns the frame delta time in seconds, adjusted by time dilation.

◆ GetWorldOriginLocation()

FIntVector GetWorldOriginLocation ( )

Returns world origin current location.

◆ GrassOverlappingSphereCount()

int GrassOverlappingSphereCount ( const UStaticMesh StaticMesh,
FVector CenterPosition,
float32 Radius )

Counts how many grass foliage instances overlap a given sphere.

Parameters
CenterPositionThe center position of the sphere.
RadiusThe radius of the sphere.
Returns
Number of foliage instances with their mesh set to Mesh that overlap the sphere.

◆ HasLaunchOption()

bool HasLaunchOption ( FString OptionToCheck)

Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild).

Returns
True if the launch option was specified on the commandline, false otherwise

◆ HasOption()

bool HasOption ( FString Options,
FString InKey )

Returns whether a key exists in an options string.

Parameters
OptionsThe string containing the options.
Returns
Whether Key was found in Options.

◆ IsAnyLocalPlayerCameraWithinRange()

bool IsAnyLocalPlayerCameraWithinRange ( FVector Location,
float32 MaximumRange )

Determines if any local player controller's camera is within range of the specified location.

Parameters
LocationThe location from which test range
MaximumRangeThe distance away from Location to test range

◆ IsGamePaused()

bool IsGamePaused ( )

Returns the game's paused state.

Returns
Whether the game is currently paused or not

◆ IsSplitscreenForceDisabled()

bool IsSplitscreenForceDisabled ( )

Returns the split screen state.

Returns
Whether the game viewport is split screen or not

◆ LoadGameFromSlot()

USaveGame LoadGameFromSlot ( FString SlotName,
int UserIndex )

Load the contents from a given slot.

Parameters
SlotNameName of the save game slot to load from.
UserIndexThe platform user index that identifies the user doing the saving, ignored on some platforms.
Returns
Object containing loaded game state (nullptr if load fails)

◆ LoadStreamLevel()

void LoadStreamLevel ( FName LevelName,
bool bMakeVisibleAfterLoad,
bool bShouldBlockOnLoad,
FLatentActionInfo LatentInfo )

Stream the level (by Name); Calling again before it finishes has no effect.

◆ LoadStreamLevelBySoftObjectPtr()

void LoadStreamLevelBySoftObjectPtr ( const TSoftObjectPtr< UWorld > Level,
bool bMakeVisibleAfterLoad,
bool bShouldBlockOnLoad,
FLatentActionInfo LatentInfo )

Stream the level (by Object Reference); Calling again before it finishes has no effect.

◆ MakeHitResult()

FHitResult MakeHitResult ( bool bBlockingHit,
bool bInitialOverlap,
float32 Time,
float32 Distance,
FVector Location,
FVector ImpactPoint,
FVector Normal,
FVector ImpactNormal,
UPhysicalMaterial PhysMat,
AActor HitActor,
UPrimitiveComponent HitComponent,
FName HitBoneName,
FName BoneName,
int HitItem,
int ElementIndex,
int FaceIndex,
FVector TraceStart,
FVector TraceEnd )

Create a HitResult struct.

Parameters
bBlockingHitTrue if there was a blocking hit, false otherwise.
bInitialOverlapTrue if the hit started in an initial overlap. In this case some other values should be interpreted differently. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector.
Time'Time' of impact along trace direction ranging from [0.0 to 1.0) if there is a hit, indicating time between start and end. Equals 1.0 if there is no hit.
DistanceThe distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object).
LocationLocation of the hit in world space. If this was a swept shape test, this is the location where we can place the shape in the world where it will not penetrate.
ImpactPointLocation of the actual contact point of the trace shape with the surface of the hit object. Equal to Location in the case of an initial overlap.
NormalNormal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests.
ImpactNormalNormal of the hit in world space, for the object that was hit by the sweep.
PhysMatPhysical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned.
HitActorActor hit by the trace.
HitComponentPrimitiveComponent hit by the trace.
HitBoneNameName of the bone hit (valid only if we hit a skeletal mesh).
BoneNameName of the trace bone hit (valid only if we hit a skeletal mesh).
HitItemPrimitive-specific data recording which item in the primitive was hit
ElementIndexIf colliding with a primitive with multiple parts, index of the part that was hit.
FaceIndexIf colliding with trimesh or landscape, index of face that was hit.

◆ ObjectIsA()

bool ObjectIsA ( const UObject Object,
TSubclassOf< UObject > ObjectClass )

Returns whether or not the object passed in is of (or inherits from) the class type.

Returns
True if the object is of (or inherits from) the class type.

◆ OpenLevel()

void OpenLevel ( FName LevelName,
bool bAbsolute = true,
FString Options = "" )

Travel to another level.

Parameters
LevelNamethe level to open
bAbsoluteif true options are reset, if false options are carried over from current level
Optionsa string of options to use for the travel URL

◆ OpenLevelBySoftObjectPtr()

void OpenLevelBySoftObjectPtr ( const TSoftObjectPtr< UWorld > Level,
bool bAbsolute = true,
FString Options = "" )

Travel to another level.

Parameters
Levelthe level to open
bAbsoluteif true options are reset, if false options are carried over from current level
Optionsa string of options to use for the travel URL

◆ ParseOption()

FString ParseOption ( FString Options,
FString Key )

Find an option in the options string and return it.

Parameters
OptionsThe string containing the options.
KeyThe key to find the value of in Options.
Returns
The value associated with Key if Key found in Options string.

◆ PlayDialogue2D()

void PlayDialogue2D ( UDialogueWave Dialogue,
FDialogueContext Context,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000 )

Plays a dialogue directly with no attenuation, perfect for UI.

Fire and Forget. Not Replicated.

Parameters
Dialoguedialogue to play
Contextcontext the dialogue is to play in
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the dialogue to begin playback at

◆ PlayDialogueAtLocation()

void PlayDialogueAtLocation ( UDialogueWave Dialogue,
FDialogueContext Context,
FVector Location,
FRotator Rotation,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr )

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Parameters
Dialoguedialogue to play
Contextcontext the dialogue is to play in
LocationWorld position to play dialogue at
RotationWorld rotation to play dialogue at
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the dialogue to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with

◆ PlaySound2D()

void PlaySound2D ( USoundBase Sound,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundConcurrency ConcurrencySettings = nullptr,
const AActor OwningActor = nullptr,
bool bIsUISound = true )

Plays a sound directly with no attenuation, perfect for UI sounds.

Fire and Forget. Not Replicated.

Parameters
SoundSound to play.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
ConcurrencySettingsOverride concurrency settings package to play sound with
OwningActorThe actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
bIsUISoundTrue if sound is UI related, else false

◆ PlaySoundAtLocation()

void PlaySoundAtLocation ( USoundBase Sound,
FVector Location,
FRotator Rotation,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr,
USoundConcurrency ConcurrencySettings = nullptr,
const AActor OwningActor = nullptr,
const UInitialActiveSoundParams InitialParams = nullptr )

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Parameters
Soundsound to play
LocationWorld position to play sound at
RotationWorld rotation to play sound at
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
ConcurrencySettingsOverride concurrency settings package to play sound with
OwningActorThe actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.

◆ PlayWorldCameraShake()

void PlayWorldCameraShake ( TSubclassOf< UCameraShakeBase > Shake,
FVector Epicenter,
float32 InnerRadius,
float32 OuterRadius,
float32 Falloff = 1.000000,
bool bOrientShakeTowardsEpicenter = false )

Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.

Parameters
WorldContextObjectObject that we can obtain a world context from
ShakeCamera shake asset to use
Epicenterlocation to place the effect in world space
InnerRadiusCameras inside this radius are ignored
OuterRadiusCameras outside of InnerRadius and inside this are effected
FalloffAffects falloff of effect as it nears OuterRadius
bOrientShakeTowardsEpicenterChanges the rotation of shake to point towards epicenter instead of forward

◆ PopSoundMixModifier()

void PopSoundMixModifier ( USoundMix InSoundMixModifier)

Pop a sound mix modifier from the audio system.

Parameters
InSoundMixModifierThe Sound Mix Modifier to remove from the system

◆ PrimeAllSoundsInSoundClass()

void PrimeAllSoundsInSoundClass ( USoundClass InSoundClass)

Primes the sound waves in the given USoundClass, caching the first chunk of streamed audio.

◆ PrimeSound()

void PrimeSound ( USoundBase InSound)

Primes the sound, caching the first chunk of streamed audio.

◆ ProjectWorldToScreen()

bool ProjectWorldToScreen ( const APlayerController Player,
FVector WorldPosition,
FVector2D & ScreenPosition,
bool bPlayerViewportRelative = false )

Transforms the given 3D world-space point into a its 2D screen space coordinate.

Parameters
PlayerProject using this player's view.
WorldPositionWorld position to project.
ScreenPosition(out) Corresponding 2D position in screen space
bPlayerViewportRelativeShould this be relative to the player viewport subregion (useful when using player attached widgets in split screen)

◆ PushSoundMixModifier()

void PushSoundMixModifier ( USoundMix InSoundMixModifier)

Push a sound mix modifier onto the audio system.

Parameters
InSoundMixModifierThe Sound Mix Modifier to add to the system

◆ RebaseLocalOriginOntoZero()

FVector RebaseLocalOriginOntoZero ( FVector WorldLocation)

Returns origin based position for local world location.

◆ RebaseZeroOriginOntoLocal()

FVector RebaseZeroOriginOntoLocal ( FVector WorldLocation)

Returns local location for origin based position.

◆ RemovePlayer()

void RemovePlayer ( APlayerController Player,
bool bDestroyPawn )

Removes a local player from this game.

Parameters
PlayerThe player controller of the player to be removed
bDestroyPawnWhether the controlled pawn should be deleted as well

◆ SaveGameToSlot()

bool SaveGameToSlot ( USaveGame SaveGameObject,
FString SlotName,
int UserIndex )

Save the contents of the SaveGameObject to a platform-specific save slot/file. Note: This will write out all non-transient properties, the SaveGame property flag is not checked.

Parameters
SaveGameObjectObject that contains data about the save game that we want to write out
SlotNameName of save game slot to save to.
UserIndexThe platform user index that identifies the user doing the saving, ignored on some platforms.
Returns
Whether we successfully saved this information

◆ SetActiveSpatialPluginByName()

bool SetActiveSpatialPluginByName ( FName InPluginName)

Get list of available Audio Spatialization Plugins.

◆ SetBaseSoundMix()

void SetBaseSoundMix ( USoundMix InSoundMix)

Set the sound mix of the audio system for special EQing.

◆ SetEnableWorldRendering()

void SetEnableWorldRendering ( bool bEnable)

Enabled rendering of the world.

Parameters
bEnableWhether the world should be rendered or not

◆ SetForceDisableSplitscreen()

void SetForceDisableSplitscreen ( bool bDisable)

Enables split screen.

Parameters
bDisableWhether the viewport should split screen between local players or not

◆ SetGamePaused()

bool SetGamePaused ( bool bPaused)

Sets the game's paused state.

Parameters
bPausedWhether the game should be paused or not
Returns
Whether the game was successfully paused/unpaused

◆ SetGlobalListenerFocusParameters()

void SetGlobalListenerFocusParameters ( float32 FocusAzimuthScale = 1.000000,
float32 NonFocusAzimuthScale = 1.000000,
float32 FocusDistanceScale = 1.000000,
float32 NonFocusDistanceScale = 1.000000,
float32 FocusVolumeScale = 1.000000,
float32 NonFocusVolumeScale = 1.000000,
float32 FocusPriorityScale = 1.000000,
float32 NonFocusPriorityScale = 1.000000 )

Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.

Fire and Forget. Not Replicated.

Parameters
FocusAzimuthScaleAn angle scale value used to scale the azimuth angle that defines where sounds are in-focus.
FocusDistanceScaleA distance scale value to use for sounds which are in-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
NonFocusDistanceScaleA distance scale value to use for sounds which are out-of-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
FocusPriorityScaleA priority scale value (> 0.0) to use for sounds which are in-focus. Values < 1.0 will reduce the priority of in-focus sounds, values > 1.0 will increase the priority of in-focus sounds.
NonFocusPriorityScaleA priority scale value (> 0.0) to use for sounds which are out-of-focus. Values < 1.0 will reduce the priority of sounds out-of-focus sounds, values > 1.0 will increase the priority of out-of-focus sounds.

◆ SetGlobalPitchModulation()

void SetGlobalPitchModulation ( float32 PitchModulation,
float32 TimeSec )

Sets a global pitch modulation scalar that will apply to all non-UI sounds.

Fire and Forget. Not Replicated.

Parameters
PitchModulationA pitch modulation value to globally set.
TimeSecA time value to linearly interpolate the global modulation pitch over from it's current value.

◆ SetGlobalTimeDilation()

void SetGlobalTimeDilation ( float32 TimeDilation)

Sets the global time dilation.

Parameters
TimeDilationvalue to set the global time dilation to

◆ SetMaxAudioChannelsScaled()

void SetMaxAudioChannelsScaled ( float32 MaxChannelCountScale)

Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.

Parameters
MaxChannelCountScaleThe percentage of the original voice count to set the max number of voices to

◆ SetPlayerControllerID()

void SetPlayerControllerID ( APlayerController Player,
int ControllerId )

Sets what physical controller ID a player should be using. This only works for local player controllers.

Parameters
PlayerThe player controller of the player to change the controller ID of
ControllerIdThe controller ID to assign to this player

◆ SetPlayerPlatformUserId()

void SetPlayerPlatformUserId ( APlayerController PlayerController,
FPlatformUserId UserId )

Sets what platform user id a player should be using. This only works for local player controllers.

◆ SetSoundClassDistanceScale()

void SetSoundClassDistanceScale ( USoundClass SoundClass,
float32 DistanceAttenuationScale,
float32 TimeSec = 0.000000 )

Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time.

Fire and Forget. Not Replicated.

Parameters
SoundClassSound class to to use to set the attenuation distance scale on.
DistanceAttenuationScaleA scalar for the attenuation distance used for computing distance attenuation.
TimeSecA time value to linearly interpolate from the current distance attenuation scale value to the new value.

◆ SetSoundMixClassOverride()

void SetSoundMixClassOverride ( USoundMix InSoundMixModifier,
USoundClass InSoundClass,
float32 Volume = 1.000000,
float32 Pitch = 1.000000,
float32 FadeInTime = 1.000000,
bool bApplyToChildren = true )

Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjuster will be added to the list of active sound mix modifiers.

Parameters
InSoundMixModifierThe sound mix to modify.
InSoundClassThe sound class to override (or add) in the sound mix.
VolumeThe volume scale to set the sound class adjuster to.
PitchThe pitch scale to set the sound class adjuster to.
FadeInTimeThe interpolation time to use to go from the current sound class adjuster values to the new values.
bApplyToChildrenWhether or not to apply this override to the sound class' children or to just the specified sound class.

◆ SetSubtitlesEnabled()

void SetSubtitlesEnabled ( bool bEnabled)

Will set subtitles to be enabled or disabled.

Parameters
bEnabledwill enable subtitle drawing if true, disable if false.

◆ SetViewportMouseCaptureMode()

void SetViewportMouseCaptureMode ( EMouseCaptureMode MouseCaptureMode)

Sets the current viewport mouse capture mode.

◆ SetWorldOriginLocation()

void SetWorldOriginLocation ( FIntVector NewLocation)

Requests a new location for a world origin.

◆ SpawnDecalAtLocation()

UDecalComponent SpawnDecalAtLocation ( UMaterialInterface DecalMaterial,
FVector DecalSize,
FVector Location,
FRotator Rotation = FRotator ( - 90.000000 , 0.000000 , 0.000000 ),
float32 LifeSpan = 0.000000 )

Spawns a decal at the given location and rotation, fire and forget. Does not replicate.

Parameters
DecalMaterialdecal's material
DecalSizesize of decal
Locationlocation to place the decal in world space
Rotationrotation to place the decal in world space
LifeSpandestroy decal component after time runs out (0 = infinite)

◆ SpawnDecalAttached()

UDecalComponent SpawnDecalAttached ( UMaterialInterface DecalMaterial,
FVector DecalSize,
USceneComponent AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector ( ),
FRotator Rotation = FRotator ( ),
EAttachLocation LocationType = EAttachLocation :: KeepRelativeOffset,
float32 LifeSpan = 0.000000 )

Spawns a decal attached to and following the specified component. Does not replicate.

Parameters
DecalMaterialdecal's material
DecalSizesize of decal
AttachPointNameOptional named point within the AttachComponent to spawn the emitter at
LocationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
RotationDepending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a realative offset
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
LifeSpandestroy decal component after time runs out (0 = infinite)

◆ SpawnDialogue2D()

UAudioComponent SpawnDialogue2D ( UDialogueWave Dialogue,
FDialogueContext Context,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
bool bAutoDestroy = true )

Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.

Not Replicated.

Parameters
Dialoguedialogue to play
Contextcontext the dialogue is to play in
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the dialogue to begin playback at
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound

◆ SpawnDialogueAtLocation()

UAudioComponent SpawnDialogueAtLocation ( UDialogueWave Dialogue,
FDialogueContext Context,
FVector Location,
FRotator Rotation = FRotator ( ),
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr,
bool bAutoDestroy = true )

Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.

Parameters
DialogueDialogue to play
ContextContext the dialogue is to play in
LocationWorld position to play dialogue at
RotationWorld rotation to play dialogue at
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far into the dialogue to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
Audio Component to manipulate the playing dialogue with

◆ SpawnDialogueAttached()

UAudioComponent SpawnDialogueAttached ( UDialogueWave Dialogue,
FDialogueContext Context,
USceneComponent AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector ( ),
FRotator Rotation = FRotator ( ),
EAttachLocation LocationType = EAttachLocation :: KeepRelativeOffset,
bool bStopWhenAttachedToDestroyed = false,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr,
bool bAutoDestroy = true )

Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.

Parameters
Dialoguedialogue to play
Contextcontext the dialogue is to play in
AttachPointNameOptional named point within the AttachComponent to play the sound at
LocationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
RotationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
bStopWhenAttachedToDestroyedSpecifies whether the sound should stop playing when the owner its attached to is destroyed.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the dialogue to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
Audio Component to manipulate the playing dialogue with

◆ SpawnEmitterAtLocation()

UParticleSystemComponent SpawnEmitterAtLocation ( UParticleSystem EmitterTemplate,
FVector Location,
FRotator Rotation = FRotator ( ),
FVector Scale = FVector ( 1.000000 , 1.000000 , 1.000000 ),
bool bAutoDestroy = true,
EPSCPoolMethod PoolingMethod = EPSCPoolMethod :: None,
bool bAutoActivateSystem = true )

Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.

Parameters
WorldContextObjectObject that we can obtain a world context from
EmitterTemplateparticle system to create
Locationlocation to place the effect in world space
Rotationrotation to place the effect in world space
Scalescale to create the effect at
bAutoDestroyWhether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
PoolingMethodMethod used for pooling this component. Defaults to none.

◆ SpawnEmitterAttached()

UParticleSystemComponent SpawnEmitterAttached ( UParticleSystem EmitterTemplate,
USceneComponent AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector ( ),
FRotator Rotation = FRotator ( ),
FVector Scale = FVector ( 1.000000 , 1.000000 , 1.000000 ),
EAttachLocation LocationType = EAttachLocation :: KeepRelativeOffset,
bool bAutoDestroy = true,
EPSCPoolMethod PoolingMethod = EPSCPoolMethod :: None,
bool bAutoActivate = true )

Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.

Parameters
EmitterTemplateparticle system to create
AttachPointNameOptional named point within the AttachComponent to spawn the emitter at
LocationDepending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world location that will be translated to a relative offset (if LocationType is KeepWorldPosition).
RotationDepending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset (if LocationType is KeepWorldPosition).
ScaleDepending on the value of LocationType this is either a relative scale from the attach component or an absolute world scale that will be translated to a relative scale (if LocationType is KeepWorldPosition).
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
bAutoDestroyWhether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
PoolingMethodMethod used for pooling this component. Defaults to none.
bAutoActivateWhether the component will be automatically activated on creation.

◆ SpawnForceFeedbackAtLocation()

UForceFeedbackComponent SpawnForceFeedbackAtLocation ( UForceFeedbackEffect ForceFeedbackEffect,
FVector Location,
FRotator Rotation = FRotator ( ),
bool bLooping = false,
float32 IntensityMultiplier = 1.000000,
float32 StartTime = 0.000000,
UForceFeedbackAttenuation AttenuationSettings = nullptr,
bool bAutoDestroy = true )

Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.

Parameters
ForceFeedbackEffecteffect to play
LocationWorld position to center the effect at
RotationWorld rotation to center the effect at
IntensityMultiplierIntensity multiplier
StartTimeHow far in to the feedback effect to begin playback at
AttenuationSettingsOverride attenuation settings package to play effect with
bAutoDestroyWhether the returned force feedback component will be automatically cleaned up when the feedback pattern finishes (by completing or stopping) or whether it can be reactivated
Returns
Force Feedback Component to manipulate the playing feedback effect with

◆ SpawnForceFeedbackAttached()

UForceFeedbackComponent SpawnForceFeedbackAttached ( UForceFeedbackEffect ForceFeedbackEffect,
USceneComponent AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector ( ),
FRotator Rotation = FRotator ( ),
EAttachLocation LocationType = EAttachLocation :: KeepRelativeOffset,
bool bStopWhenAttachedToDestroyed = false,
bool bLooping = false,
float32 IntensityMultiplier = 1.000000,
float32 StartTime = 0.000000,
UForceFeedbackAttenuation AttenuationSettings = nullptr,
bool bAutoDestroy = true )

Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.

Parameters
ForceFeedbackEffecteffect to play
AttachPointNameOptional named point within the AttachComponent to attach to
LocationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
RotationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
bStopWhenAttachedToDestroyedSpecifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.
IntensityMultiplierIntensity multiplier
StartTimeHow far in to the feedback effect to begin playback at
AttenuationSettingsOverride attenuation settings package to play effect with
bAutoDestroyWhether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
Returns
Force Feedback Component to manipulate the playing feedback effect with

◆ SpawnSound2D()

UAudioComponent SpawnSound2D ( USoundBase Sound,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundConcurrency ConcurrencySettings = nullptr,
bool bPersistAcrossLevelTransition = false,
bool bAutoDestroy = true )

This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.

Not Replicated.

Parameters
SoundSound to play.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound

◆ SpawnSoundAtLocation()

UAudioComponent SpawnSoundAtLocation ( USoundBase Sound,
FVector Location,
FRotator Rotation = FRotator ( ),
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr,
USoundConcurrency ConcurrencySettings = nullptr,
bool bAutoDestroy = true )

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

Parameters
Soundsound to play
LocationWorld position to play sound at
RotationWorld rotation to play sound at
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound

◆ SpawnSoundAttached()

UAudioComponent SpawnSoundAttached ( USoundBase Sound,
USceneComponent AttachToComponent,
FName AttachPointName = NAME_None,
FVector Location = FVector ( ),
FRotator Rotation = FRotator ( ),
EAttachLocation LocationType = EAttachLocation :: KeepRelativeOffset,
bool bStopWhenAttachedToDestroyed = false,
float32 VolumeMultiplier = 1.000000,
float32 PitchMultiplier = 1.000000,
float32 StartTime = 0.000000,
USoundAttenuation AttenuationSettings = nullptr,
USoundConcurrency ConcurrencySettings = nullptr,
bool bAutoDestroy = true )

This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.

Parameters
Soundsound to play
AttachPointNameOptional named point within the AttachComponent to play the sound at
LocationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
RotationDepending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
LocationTypeSpecifies whether Location is a relative offset or an absolute world position
bStopWhenAttachedToDestroyedSpecifies whether the sound should stop playing when the owner of the attach to component is destroyed.
VolumeMultiplierA linear scalar multiplied with the volume, in order to make the sound louder or softer.
PitchMultiplierA linear scalar multiplied with the pitch.
StartTimeHow far in to the sound to begin playback at
AttenuationSettingsOverride attenuation settings package to play sound with
ConcurrencySettingsOverride concurrency settings package to play sound with
bAutoDestroyWhether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns
An audio component to manipulate the spawned sound

◆ SuggestProjectileVelocity_CustomArc()

bool SuggestProjectileVelocity_CustomArc ( FVector & OutLaunchVelocity,
FVector StartPos,
FVector EndPos,
float32 OverrideGravityZ = 0.000000,
float32 ArcParam = 0.500000 )

Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.

Parameters
OutLaunchVelocityReturns the launch velocity required to reach the EndPos
StartPosStart position of the simulation
EndPosDesired end location for the simulation
OverrideGravityZOptional override of WorldGravityZ
ArcParamChange height of arc between 0.0-1.0 where 0.5 is the default medium arc, 0 is up, and 1 is directly toward EndPos.

◆ SuggestProjectileVelocity_MovingTarget()

bool SuggestProjectileVelocity_MovingTarget ( FVector & OutLaunchVelocity,
FVector ProjectileStartLocation,
AActor TargetActor,
FVector TargetLocationOffset = FVector ( ),
float GravityZOverride = 0.000000,
float TimeToTarget = 1.000000,
EDrawDebugTrace DrawDebugType = Type :: None,
float32 DrawDebugTime = 3.000000,
FLinearColor DrawDebugColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ) )

Returns a launch velocity need for a projectile to hit the TargetActor in TimeToTarget seconds based on the TargetActor's current velocity. This assumes the projectile is only accelerated by gravity (i.e. no outside forces), and that the TargetActor is moving at a constant velocity.

Parameters
OutLaunchVelocityThe launch velocity returned from this calculation
ProjectileStartLocationLocation the projectile is launched from
TargetActorActor that the projectile should hit in TimeToTarget seconds
TargetLocationOffsetOffset to apply to the location the projectile is aiming for
GravityZOverrideOptional override of WorldGravityZ
TimeToTargetTime (in seconds) between the projectile being launched and the projectile hitting the TargetActor - clamped to be at least 0.1

◆ UnloadStreamLevel()

void UnloadStreamLevel ( FName LevelName,
FLatentActionInfo LatentInfo,
bool bShouldBlockOnUnload )

Unload a streamed in level (by Name).

◆ UnloadStreamLevelBySoftObjectPtr()

void UnloadStreamLevelBySoftObjectPtr ( const TSoftObjectPtr< UWorld > Level,
FLatentActionInfo LatentInfo,
bool bShouldBlockOnUnload )

Unload a streamed in level (by Object Reference).

◆ UnRetainAllSoundsInSoundClass()

void UnRetainAllSoundsInSoundClass ( USoundClass InSoundClass)

Iterate through all sound waves and releases handles to retained chunks. (If the chunk is not being played it will be up for eviction).

Variable Documentation

◆ PlatformName

const FString PlatformName