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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| void ActivateReverbEffect | ( | UReverbEffect | ReverbEffect, |
| FName | TagName, | ||
| float32 | Priority = 0.000000, | ||
| float32 | Volume = 0.500000, | ||
| float32 | FadeTime = 2.000000 ) |
| 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.
| float32 ApplyDamage | ( | AActor | DamagedActor, |
| float32 | BaseDamage, | ||
| AController | EventInstigator, | ||
| AActor | DamageCauser, | ||
| TSubclassOf< UDamageType > | DamageTypeClass ) |
Hurts the specified actor with generic damage.
| DamagedActor | Actor that will be damaged. |
| BaseDamage | The base damage to apply. |
| EventInstigator | Controller that was responsible for causing this damage (e.g. player who shot the weapon) |
| DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded) |
| DamageTypeClass | Class that describes the damage that was done. |
| 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.
| DamagedActor | Actor that will be damaged. |
| BaseDamage | The base damage to apply. |
| HitFromDirection | Direction the hit came FROM |
| HitInfo | Collision or trace result that describes the hit |
| EventInstigator | Controller that was responsible for causing this damage (e.g. player who shot the weapon) |
| DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded) |
| DamageTypeClass | Class that describes the damage that was done. |
| 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.
| BaseDamage | The base damage to apply, i.e. the damage at the origin. |
| Origin | Epicenter of the damage area. |
| DamageRadius | Radius of the damage area, from Origin |
| DamageTypeClass | Class that describes the damage that was done. |
| IgnoreActors | List of Actors to ignore |
| DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage. |
| InstigatedByController | Controller that was responsible for causing this damage (e.g. player who threw the grenade) |
| DamagePreventionChannel | Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this 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.
| BaseDamage | The base damage to apply, i.e. the damage at the origin. |
| Origin | Epicenter of the damage area. |
| DamageInnerRadius | Radius of the full damage area, from Origin |
| DamageOuterRadius | Radius of the minimum damage area, from Origin |
| DamageFalloff | Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius |
| DamageTypeClass | Class that describes the damage that was done. |
| IgnoreActors | List of Actors to ignore |
| DamageCauser | Actor that actually caused the damage (e.g. the grenade that exploded) |
| InstigatedByController | Controller that was responsible for causing this damage (e.g. player who threw the grenade) |
| DamagePreventionChannel | Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel |
| bool AreAnyListenersWithinRange | ( | FVector | Location, |
| float32 | MaximumRange ) |
Determines if any audio listeners are within range of the specified location.
| Location | The location from which test if a listener is in range |
| MaximumRange | The distance away from Location to test if any listener is within |
| bool AreSubtitlesEnabled | ( | ) |
Returns whether or not subtitles are currently enabled.
| 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.
| SlotName | Name of the save game slot to load from. |
| UserIndex | For some platforms, master user index to identify the user doing the loading. |
| 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.
| SaveGameObject | Object that contains data about the save game that we want to write out. |
| SlotName | Name of the save game slot to load from. |
| UserIndex | For some platforms, master user index to identify the user doing the loading. |
| 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.
| PredictParams | Input params to the trace (start location, velocity, time to simulate, etc). |
| PredictResult | Output result of the trace (Hit result, array of location/velocity/times for each trace step, etc). |
| 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.
| OutHit | Predicted hit result, if the projectile will hit something |
| OutPathPositions | Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something. |
| OutLastTraceDestination | Goal position of the final trace it did. Will not be in the path if there is a hit. |
| StartPos | First start trace location |
| LaunchVelocity | Velocity the "virtual projectile" is launched at |
| bTracePath | Trace along the entire path to look for blocking hits |
| ProjectileRadius | Radius of the virtual projectile to sweep against the environment |
| ObjectTypes | ObjectTypes to trace against, if bTracePath is true. |
| bTraceComplex | Use TraceComplex (trace against triangles not primitives) |
| ActorsToIgnore | Actors to exclude from the traces |
| DrawDebugType | Debug type (one-frame, duration, persistent) |
| DrawDebugTime | Duration of debug lines (only relevant for DrawDebugType::Duration) |
| SimFrequency | Determines size of each sub-step in the simulation (chopping up MaxSimTime) |
| MaxSimTime | Maximum simulation time for the virtual projectile. |
| OverrideGravityZ | Optional override of Gravity (if 0, uses WorldGravityZ) |
| 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).
| OutHit | Predicted hit result, if the projectile will hit something |
| OutPathPositions | Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something. |
| OutLastTraceDestination | Goal position of the final trace it did. Will not be in the path if there is a hit. |
| StartPos | First start trace location |
| LaunchVelocity | Velocity the "virtual projectile" is launched at |
| bTracePath | Trace along the entire path to look for blocking hits |
| ProjectileRadius | Radius of the virtual projectile to sweep against the environment |
| TraceChannel | TraceChannel to trace against, if bTracePath is true. |
| bTraceComplex | Use TraceComplex (trace against triangles not primitives) |
| ActorsToIgnore | Actors to exclude from the traces |
| DrawDebugType | Debug type (one-frame, duration, persistent) |
| DrawDebugTime | Duration of debug lines (only relevant for DrawDebugType::Duration) |
| SimFrequency | Determines size of each sub-step in the simulation (chopping up MaxSimTime) |
| MaxSimTime | Maximum simulation time for the virtual projectile. |
| OverrideGravityZ | Optional override of Gravity (if 0, uses WorldGravityZ) |
| 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.
| TossVelocity | (output) Result launch velocity. |
| StartLocation | Intended launch location |
| EndLocation | Desired landing location |
| LaunchSpeed | Desired launch speed |
| OverrideGravityZ | Optional gravity override. 0 means "do not override". |
| TraceOption | Controls whether or not to validate a clear path by tracing along the calculated arc |
| CollisionRadius | Radius of the projectile (assumed spherical), used when tracing |
| bFavorHighArc | If true and there are 2 valid solutions, will return the higher arc. If false, will favor the lower arc. |
| bDrawDebug | When true, a debug arc is drawn (red for an invalid arc, green for a valid arc) |
| bAcceptClosestOnNoSolutions | If target is unreachable and no solutions are possible, provide a velocity that gets as close to the target as possible given this launch speed |
| 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.
| Hit | The source HitResult. |
| bBlockingHit | True if there was a blocking hit, false otherwise. |
| bInitialOverlap | True 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. |
| Distance | The 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). |
| Location | Location 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. |
| ImpactPoint | Location 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. |
| Normal | Normal 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. |
| ImpactNormal | Normal of the hit in world space, for the object that was hit by the sweep. |
| PhysMat | Physical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned. |
| HitActor | Actor hit by the trace. |
| HitComponent | PrimitiveComponent hit by the trace. |
| HitBoneName | Name of the bone hit (valid only if we hit a skeletal mesh). |
| BoneName | Name of the trace bone hit (valid only if we hit a skeletal mesh). |
| HitItem | Primitive-specific data recording which item in the primitive was hit |
| ElementIndex | If colliding with a primitive with multiple parts, index of the part that was hit. |
| FaceIndex | If colliding with trimesh or landscape, index of face that was hit. |
| void CancelAsyncLoading | ( | ) |
Cancels all currently queued streaming packages.
| void ClearSoundMixClassOverride | ( | USoundMix | InSoundMixModifier, |
| USoundClass | InSoundClass, | ||
| float32 | FadeOutTime = 1.000000 ) |
Clears any existing override of the Sound Class Adjuster in the given Sound Mix.
| InSoundMixModifier | The sound mix to modify. |
| InSoundClass | The sound class in the sound mix to clear overrides from. |
| FadeOutTime | The interpolation time to use to go from the current sound class adjuster override values to the non-override values. |
| void ClearSoundMixModifiers | ( | ) |
Clear all sound mix modifiers from the audio system.
| APlayerController CreatePlayer | ( | int | ControllerId = - 1, |
| bool | bSpawnPlayerController = true ) |
Create a new local player for this game, for cases like local multiplayer.
| ControllerId | The ID of the physical controller that the should control the newly created player. A value of -1 specifies to use the next available ID |
| bSpawnPlayerController | Whether 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. |
| APlayerController CreatePlayerFromPlatformUser | ( | FPlatformUserId | UserId, |
| bool | bSpawnPlayerController = true ) |
Create a new local player for this game, for cases like local multiplayer.
| UserId | The platform user id that should control the newly created player. A valude of PLATFRMUSERID_NONE specifies to use the next available ID |
| bSpawnPlayerController | Whether 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. |
| USaveGame CreateSaveGameObject | ( | TSubclassOf< USaveGame > | SaveGameClass | ) |
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
| SaveGameClass | Class of SaveGame to create |
| 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.
| Sound | Sound to create. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far into the sound to begin playback at |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping), or whether it can be reactivated |
| void DeactivateReverbEffect | ( | FName | TagName | ) |
Deactivates a Reverb Effect that was applied outside of an Audio Volume.
| TagName | Tag associated with Reverb Effect to remove |
| bool DeleteGameInSlot | ( | FString | SlotName, |
| int | UserIndex ) |
Delete a save game in a particular slot.
| SlotName | Name of save game slot to delete. |
| UserIndex | The platform user index that identifies the user doing the saving, ignored on some platforms. |
| 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.
| SceneCapture2D | Deproject 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. |
| 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.
| Player | Deproject using this player's view. |
| ScreenPosition | 2D 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. |
| bool DoesSaveGameExist | ( | FString | SlotName, |
| int | UserIndex ) |
See if a save game exists with the specified name.
| SlotName | Name of save game slot. |
| UserIndex | The platform user index that identifies the user doing the saving, ignored on some platforms. |
| void EnableLiveStreaming | ( | bool | Enable | ) |
Toggle live DVR streaming.
| Enable | If true enable streaming, otherwise disable. |
| 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.
| void FlushLevelStreaming | ( | ) |
Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden.
| 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.
Find the average location (centroid) of an array of Actors.
| void GetActorArrayBounds | ( | TArray< AActor > | Actors, |
| bool | bOnlyCollidingComponents, | ||
| FVector & | Center, | ||
| FVector & | BoxExtent ) |
Bind the bounds of an array of Actors.
| 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.
| ActorClass | Class of Actor to find. Must be specified or result will be empty. |
| 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.
| ActorClass | Class of Actor to find. Must be specified or result array will be empty. |
| OutActors | Output array of Actors of the specified class. |
| 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.
| ActorClass | Class of Actor to find. Must be specified or result array will be empty. |
| Tag | Tag to find. Must be specified or result array will be empty. |
| OutActors | Output array of Actors of the specified tag. |
| 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.
| Interface | Interface to find. Must be specified or result array will be empty. |
| OutActors | Output array of Actors of the specified interface. |
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.
| Tag | Tag to find. Must be specified or result array will be empty. |
| OutActors | Output array of Actors of the specified tag. |
| float GetAudioTimeSeconds | ( | ) |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.
Get list of available Audio Spatialization Plugin names.
| bool GetClosestListenerLocation | ( | FVector | Location, |
| float32 | MaximumRange, | ||
| bool | bAllowAttenuationOverride, | ||
| FVector & | ListenerPosition ) |
Finds and returns the position of the closest listener to the specified location.
| Location | The location from which we'd like to find the closest listener, in world space. |
| MaximumRange | The maximum distance away from Location that a listener can be. |
| bAllowAttenuationOverride | True 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. |
| FString GetCurrentLevelName | ( | bool | bRemovePrefixString = true | ) |
Get the name of the currently-open level.
| bRemovePrefixString | remove any streaming- or editor- added prefixes from the level name. |
| UReverbEffect GetCurrentReverbEffect | ( | ) |
Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings).
| bool GetEnableWorldRendering | ( | ) |
Returns the world rendering state.
| UGameInstance GetGameInstance | ( | ) |
Returns the game instance object.
| AGameModeBase GetGameMode | ( | ) |
Returns the current GameModeBase or Null if it can't be retrieved, such as on the client.
| AGameStateBase GetGameState | ( | ) |
Returns the current GameStateBase or Null if it can't be retrieved.
| float32 GetGlobalTimeDilation | ( | ) |
Gets the current global time dilation.
Find an option in the options string and return it as an integer.
| Options | The string containing the options. |
| Key | The key to find the value of in Options. |
Break up a key=value pair into its key and value.
| Pair | The 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. |
| int GetMaxAudioChannelCount | ( | ) |
Retrieves the max voice count currently used by the audio engine.
| 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.
| 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.
Returns the class of a passed in Object, will always be valid if Object is not NULL.
| 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.
| PlayerIndex | Index in the player controller list, starting first with local players and then available remote ones |
| 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.
| PlayerIndex | Index in the player controller list, starting first with local players and then available remote ones |
| 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.
| PlayerIndex | Index in the player controller list, starting first with local players and then available remote ones |
| APlayerController GetPlayerControllerFromID | ( | int | ControllerID | ) |
Returns the player controller with the specified physical controller ID. This only works for local players.
| ControllerID | Physical controller ID, the same value returned from Get Player Controller ID |
| APlayerController GetPlayerControllerFromPlatformUser | ( | FPlatformUserId | UserId | ) |
Returns the player controller with the specified physical controller ID. This only works for local players.
| int GetPlayerControllerID | ( | APlayerController | Player | ) |
Gets what physical controller ID a player is using. This only works for local player controllers.
| Player | The player controller of the player to get the ID of |
| 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.
| PlayerIndex | Index in the player controller list, starting first with local players and then available remote ones |
| 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.
| PlayerStateIndex | Index into the game state's PlayerArray |
| 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.
| UniqueId | The player's unique net/online id |
| float GetRealTimeSeconds | ( | ) |
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped.
| ULevelStreaming GetStreamingLevel | ( | FName | PackageName | ) |
Returns level streaming object with specified level package name.
| EPhysicalSurface GetSurfaceType | ( | FHitResult | Hit | ) |
Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.
| float GetTimeSeconds | ( | ) |
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses.
| float GetUnpausedTimeSeconds | ( | ) |
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses.
| EMouseCaptureMode GetViewportMouseCaptureMode | ( | ) |
Returns the current viewport mouse capture mode.
| 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.
| DesiredView | FMinimalViewInfo struct for a camera. |
| ViewMatrix | (out) Corresponding View Matrix |
| ProjectionMatrix | (out) Corresponding Projection Matrix |
| ViewProjectionMatrix | (out) Corresponding View x Projection Matrix |
| float GetWorldDeltaSeconds | ( | ) |
Returns the frame delta time in seconds, adjusted by time dilation.
| FIntVector GetWorldOriginLocation | ( | ) |
Returns world origin current location.
| int GrassOverlappingSphereCount | ( | const UStaticMesh | StaticMesh, |
| FVector | CenterPosition, | ||
| float32 | Radius ) |
Counts how many grass foliage instances overlap a given sphere.
| CenterPosition | The center position of the sphere. |
| Radius | The radius of the sphere. |
| bool HasLaunchOption | ( | FString | OptionToCheck | ) |
Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild).
Returns whether a key exists in an options string.
| Options | The string containing the options. |
| bool IsAnyLocalPlayerCameraWithinRange | ( | FVector | Location, |
| float32 | MaximumRange ) |
Determines if any local player controller's camera is within range of the specified location.
| Location | The location from which test range |
| MaximumRange | The distance away from Location to test range |
| bool IsGamePaused | ( | ) |
Returns the game's paused state.
| bool IsSplitscreenForceDisabled | ( | ) |
Returns the split screen state.
Load the contents from a given slot.
| SlotName | Name of the save game slot to load from. |
| UserIndex | The platform user index that identifies the user doing the saving, ignored on some platforms. |
| 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.
| 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.
| bBlockingHit | True if there was a blocking hit, false otherwise. |
| bInitialOverlap | True 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. |
| Distance | The 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). |
| Location | Location 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. |
| ImpactPoint | Location 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. |
| Normal | Normal 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. |
| ImpactNormal | Normal of the hit in world space, for the object that was hit by the sweep. |
| PhysMat | Physical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned. |
| HitActor | Actor hit by the trace. |
| HitComponent | PrimitiveComponent hit by the trace. |
| HitBoneName | Name of the bone hit (valid only if we hit a skeletal mesh). |
| BoneName | Name of the trace bone hit (valid only if we hit a skeletal mesh). |
| HitItem | Primitive-specific data recording which item in the primitive was hit |
| ElementIndex | If colliding with a primitive with multiple parts, index of the part that was hit. |
| FaceIndex | If colliding with trimesh or landscape, index of face that was hit. |
| bool ObjectIsA | ( | const UObject | Object, |
| TSubclassOf< UObject > | ObjectClass ) |
Returns whether or not the object passed in is of (or inherits from) the class type.
Travel to another level.
| LevelName | the level to open |
| bAbsolute | if true options are reset, if false options are carried over from current level |
| Options | a string of options to use for the travel URL |
| void OpenLevelBySoftObjectPtr | ( | const TSoftObjectPtr< UWorld > | Level, |
| bool | bAbsolute = true, | ||
| FString | Options = "" ) |
Travel to another level.
| Level | the level to open |
| bAbsolute | if true options are reset, if false options are carried over from current level |
| Options | a string of options to use for the travel URL |
Find an option in the options string and return it.
| Options | The string containing the options. |
| Key | The key to find the value of in Options. |
| 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.
| Dialogue | dialogue to play |
| Context | context the dialogue is to play in |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the dialogue to begin playback at |
| 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.
| Dialogue | dialogue to play |
| Context | context the dialogue is to play in |
| Location | World position to play dialogue at |
| Rotation | World rotation to play dialogue at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the dialogue to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| 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.
| Sound | Sound to play. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| OwningActor | The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner. |
| bIsUISound | True if sound is UI related, else false |
| 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.
| Sound | sound to play |
| Location | World position to play sound at |
| Rotation | World rotation to play sound at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| OwningActor | The actor to use as the "owner" for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner. |
| 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.
| WorldContextObject | Object that we can obtain a world context from |
| Shake | Camera shake asset to use |
| Epicenter | location to place the effect in world space |
| InnerRadius | Cameras inside this radius are ignored |
| OuterRadius | Cameras outside of InnerRadius and inside this are effected |
| Falloff | Affects falloff of effect as it nears OuterRadius |
| bOrientShakeTowardsEpicenter | Changes the rotation of shake to point towards epicenter instead of forward |
| void PopSoundMixModifier | ( | USoundMix | InSoundMixModifier | ) |
Pop a sound mix modifier from the audio system.
| InSoundMixModifier | The Sound Mix Modifier to remove from the system |
| void PrimeAllSoundsInSoundClass | ( | USoundClass | InSoundClass | ) |
Primes the sound waves in the given USoundClass, caching the first chunk of streamed audio.
| void PrimeSound | ( | USoundBase | InSound | ) |
Primes the sound, caching the first chunk of streamed audio.
| 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.
| Player | Project using this player's view. |
| WorldPosition | World position to project. |
| ScreenPosition | (out) Corresponding 2D position in screen space |
| bPlayerViewportRelative | Should this be relative to the player viewport subregion (useful when using player attached widgets in split screen) |
| void PushSoundMixModifier | ( | USoundMix | InSoundMixModifier | ) |
Push a sound mix modifier onto the audio system.
| InSoundMixModifier | The Sound Mix Modifier to add to the system |
Returns origin based position for local world location.
Returns local location for origin based position.
| void RemovePlayer | ( | APlayerController | Player, |
| bool | bDestroyPawn ) |
Removes a local player from this game.
| Player | The player controller of the player to be removed |
| bDestroyPawn | Whether the controlled pawn should be deleted as well |
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.
| SaveGameObject | Object that contains data about the save game that we want to write out |
| SlotName | Name of save game slot to save to. |
| UserIndex | The platform user index that identifies the user doing the saving, ignored on some platforms. |
| 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 SetEnableWorldRendering | ( | bool | bEnable | ) |
Enabled rendering of the world.
| bEnable | Whether the world should be rendered or not |
| void SetForceDisableSplitscreen | ( | bool | bDisable | ) |
Enables split screen.
| bDisable | Whether the viewport should split screen between local players or not |
| bool SetGamePaused | ( | bool | bPaused | ) |
Sets the game's paused state.
| bPaused | Whether the game should be paused or not |
| 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.
| FocusAzimuthScale | An angle scale value used to scale the azimuth angle that defines where sounds are in-focus. |
| FocusDistanceScale | A 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. |
| NonFocusDistanceScale | A 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. |
| FocusPriorityScale | A 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. |
| NonFocusPriorityScale | A 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. |
| 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.
| PitchModulation | A pitch modulation value to globally set. |
| TimeSec | A time value to linearly interpolate the global modulation pitch over from it's current value. |
| void SetGlobalTimeDilation | ( | float32 | TimeDilation | ) |
Sets the global time dilation.
| TimeDilation | value to set the global time dilation to |
| 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.
| MaxChannelCountScale | The percentage of the original voice count to set the max number of voices to |
| void SetPlayerControllerID | ( | APlayerController | Player, |
| int | ControllerId ) |
Sets what physical controller ID a player should be using. This only works for local player controllers.
| Player | The player controller of the player to change the controller ID of |
| ControllerId | The controller ID to assign to this player |
| void SetPlayerPlatformUserId | ( | APlayerController | PlayerController, |
| FPlatformUserId | UserId ) |
Sets what platform user id a player should be using. This only works for local player controllers.
| 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.
| SoundClass | Sound class to to use to set the attenuation distance scale on. |
| DistanceAttenuationScale | A scalar for the attenuation distance used for computing distance attenuation. |
| TimeSec | A time value to linearly interpolate from the current distance attenuation scale value to the new value. |
| 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.
| InSoundMixModifier | The sound mix to modify. |
| InSoundClass | The sound class to override (or add) in the sound mix. |
| Volume | The volume scale to set the sound class adjuster to. |
| Pitch | The pitch scale to set the sound class adjuster to. |
| FadeInTime | The interpolation time to use to go from the current sound class adjuster values to the new values. |
| bApplyToChildren | Whether or not to apply this override to the sound class' children or to just the specified sound class. |
| void SetSubtitlesEnabled | ( | bool | bEnabled | ) |
Will set subtitles to be enabled or disabled.
| bEnabled | will enable subtitle drawing if true, disable if false. |
| void SetViewportMouseCaptureMode | ( | EMouseCaptureMode | MouseCaptureMode | ) |
Sets the current viewport mouse capture mode.
| void SetWorldOriginLocation | ( | FIntVector | NewLocation | ) |
Requests a new location for a world origin.
| 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.
| DecalMaterial | decal's material |
| DecalSize | size of decal |
| AttachPointName | Optional named point within the AttachComponent to spawn the emitter at |
| Location | Depending 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 |
| Rotation | Depending 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 |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| LifeSpan | destroy decal component after time runs out (0 = infinite) |
| 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.
| Dialogue | dialogue to play |
| Context | context the dialogue is to play in |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the dialogue to begin playback at |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| Dialogue | Dialogue to play |
| Context | Context the dialogue is to play in |
| Location | World position to play dialogue at |
| Rotation | World rotation to play dialogue at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far into the dialogue to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| Dialogue | dialogue to play |
| Context | context the dialogue is to play in |
| AttachPointName | Optional named point within the AttachComponent to play the sound at |
| Location | Depending 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 |
| Rotation | Depending 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 |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bStopWhenAttachedToDestroyed | Specifies whether the sound should stop playing when the owner its attached to is destroyed. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the dialogue to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| WorldContextObject | Object that we can obtain a world context from |
| EmitterTemplate | particle system to create |
| Location | location to place the effect in world space |
| Rotation | rotation to place the effect in world space |
| Scale | scale to create the effect at |
| bAutoDestroy | Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated |
| PoolingMethod | Method used for pooling this component. Defaults to none. |
| 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.
| EmitterTemplate | particle system to create |
| AttachPointName | Optional named point within the AttachComponent to spawn the emitter at |
| Location | Depending 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). |
| Rotation | Depending 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). |
| Scale | Depending 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). |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bAutoDestroy | Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated |
| PoolingMethod | Method used for pooling this component. Defaults to none. |
| bAutoActivate | Whether the component will be automatically activated on creation. |
| 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.
| ForceFeedbackEffect | effect to play |
| Location | World position to center the effect at |
| Rotation | World rotation to center the effect at |
| IntensityMultiplier | Intensity multiplier |
| StartTime | How far in to the feedback effect to begin playback at |
| AttenuationSettings | Override attenuation settings package to play effect with |
| bAutoDestroy | Whether 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 |
| 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.
| ForceFeedbackEffect | effect to play |
| AttachPointName | Optional named point within the AttachComponent to attach to |
| Location | Depending 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 |
| Rotation | Depending 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 |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bStopWhenAttachedToDestroyed | Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed. |
| IntensityMultiplier | Intensity multiplier |
| StartTime | How far in to the feedback effect to begin playback at |
| AttenuationSettings | Override attenuation settings package to play effect with |
| bAutoDestroy | Whether 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 |
| 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.
| Sound | Sound to play. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| Sound | sound to play |
| Location | World position to play sound at |
| Rotation | World rotation to play sound at |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| Sound | sound to play |
| AttachPointName | Optional named point within the AttachComponent to play the sound at |
| Location | Depending 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 |
| Rotation | Depending 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 |
| LocationType | Specifies whether Location is a relative offset or an absolute world position |
| bStopWhenAttachedToDestroyed | Specifies whether the sound should stop playing when the owner of the attach to component is destroyed. |
| VolumeMultiplier | A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
| PitchMultiplier | A linear scalar multiplied with the pitch. |
| StartTime | How far in to the sound to begin playback at |
| AttenuationSettings | Override attenuation settings package to play sound with |
| ConcurrencySettings | Override concurrency settings package to play sound with |
| bAutoDestroy | Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
| 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.
| OutLaunchVelocity | Returns the launch velocity required to reach the EndPos |
| StartPos | Start position of the simulation |
| EndPos | Desired end location for the simulation |
| OverrideGravityZ | Optional override of WorldGravityZ |
| ArcParam | Change 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. |
| 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.
| OutLaunchVelocity | The launch velocity returned from this calculation |
| ProjectileStartLocation | Location the projectile is launched from |
| TargetActor | Actor that the projectile should hit in TimeToTarget seconds |
| TargetLocationOffset | Offset to apply to the location the projectile is aiming for |
| GravityZOverride | Optional override of WorldGravityZ |
| TimeToTarget | Time (in seconds) between the projectile being launched and the projectile hitting the TargetActor - clamped to be at least 0.1 |
| void UnloadStreamLevel | ( | FName | LevelName, |
| FLatentActionInfo | LatentInfo, | ||
| bool | bShouldBlockOnUnload ) |
Unload a streamed in level (by Name).
| void UnloadStreamLevelBySoftObjectPtr | ( | const TSoftObjectPtr< UWorld > | Level, |
| FLatentActionInfo | LatentInfo, | ||
| bool | bShouldBlockOnUnload ) |
Unload a streamed in level (by Object Reference).
| 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).
| const FString PlatformName |