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

Functions

Actor
void GetActorListFromComponentList (TArray< UPrimitiveComponent > ComponentList, UClass ActorClassFilter, TArray< AActor > &OutActorList)
 Returns an array of unique actors represented by the given list of components.
AssetManager
void UnloadPrimaryAsset (FPrimaryAssetId PrimaryAssetId)
 Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it.
void UnloadPrimaryAssetList (TArray< FPrimaryAssetId > PrimaryAssetIdList)
 Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it.
bool EqualEqual_PrimaryAssetType (FPrimaryAssetType A, FPrimaryAssetType B)
 Returns true if the values are equal (A == B).
void GetPrimaryAssetIdList (FPrimaryAssetType PrimaryAssetType, TArray< FPrimaryAssetId > &OutPrimaryAssetIdList)
 Returns list of PrimaryAssetIds for a PrimaryAssetType.
bool EqualEqual_PrimaryAssetId (FPrimaryAssetId A, FPrimaryAssetId B)
 Returns true if the values are equal (A == B).
TSubclassOf< UObject > GetClassFromPrimaryAssetId (FPrimaryAssetId PrimaryAssetId)
 Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it.
bool IsValidPrimaryAssetId (FPrimaryAssetId PrimaryAssetId)
 Returns true if the Primary Asset Id is valid.
bool NotEqual_PrimaryAssetType (FPrimaryAssetType A, FPrimaryAssetType B)
 Returns true if the values are not equal (A != B).
void GetPrimaryAssetsWithBundleState (TArray< FName > RequiredBundles, TArray< FName > ExcludedBundles, TArray< FPrimaryAssetType > ValidTypes, bool bForceCurrentState, TArray< FPrimaryAssetId > &OutPrimaryAssetIdList)
 Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process.
UObject GetObjectFromPrimaryAssetId (FPrimaryAssetId PrimaryAssetId)
 Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it.
FString Conv_PrimaryAssetTypeToString (FPrimaryAssetType PrimaryAssetType)
 Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated.
FPrimaryAssetId GetPrimaryAssetIdFromClass (TSubclassOf< UObject > Class)
 Returns the Primary Asset Id for a Class, this can return an invalid one if not registered.
bool GetCurrentBundleState (FPrimaryAssetId PrimaryAssetId, bool bForceCurrentState, TArray< FName > &OutBundles)
 Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process.
bool NotEqual_PrimaryAssetId (FPrimaryAssetId A, FPrimaryAssetId B)
 Returns true if the values are not equal (A != B).
FPrimaryAssetId GetPrimaryAssetIdFromObject (UObject Object)
 Returns the Primary Asset Id for an Object, this can return an invalid one if not registered.
TSoftObjectPtr< UObject > GetSoftObjectReferenceFromPrimaryAssetId (FPrimaryAssetId PrimaryAssetId)
 Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded.
FPrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference (TSoftObjectPtr< UObject > SoftObjectReference)
 Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered.
FPrimaryAssetId GetPrimaryAssetIdFromSoftClassReference (TSoftClassPtr< UObject > SoftClassReference)
 Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered.
FString Conv_PrimaryAssetIdToString (FPrimaryAssetId PrimaryAssetId)
 Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated.
bool IsValidPrimaryAssetType (FPrimaryAssetType PrimaryAssetType)
 Returns list of Primary Asset Ids for a PrimaryAssetType.
TSoftClassPtr< UObject > GetSoftClassReferenceFromPrimaryAssetId (FPrimaryAssetId PrimaryAssetId)
 Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded.
Collision
bool BoxOverlapComponents (const FVector BoxPos, FVector Extent, TArray< EObjectTypeQuery > ObjectTypes, UClass ComponentClassFilter, TArray< AActor > ActorsToIgnore, TArray< UPrimitiveComponent > &OutComponents)
 Returns an array of components that overlap the given axis-aligned box.
bool BoxTraceMulti (const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel.
bool SphereOverlapComponents (const FVector SpherePos, float32 SphereRadius, TArray< EObjectTypeQuery > ObjectTypes, UClass ComponentClassFilter, TArray< AActor > ActorsToIgnore, TArray< UPrimitiveComponent > &OutComponents)
 Returns an array of components that overlap the given sphere.
bool SphereTraceMultiForObjects (const FVector Start, const FVector End, float32 Radius, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
bool CapsuleOverlapActors (const FVector CapsulePos, float32 Radius, float32 HalfHeight, TArray< EObjectTypeQuery > ObjectTypes, UClass ActorClassFilter, TArray< AActor > ActorsToIgnore, TArray< AActor > &OutActors)
 Returns an array of actors that overlap the given capsule.
bool BoxTraceMultiByProfile (const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.
bool CapsuleOverlapComponents (const FVector CapsulePos, float32 Radius, float32 HalfHeight, TArray< EObjectTypeQuery > ObjectTypes, UClass ComponentClassFilter, TArray< AActor > ActorsToIgnore, TArray< UPrimitiveComponent > &OutComponents)
 Returns an array of components that overlap the given capsule.
bool CapsuleTraceMulti (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.
bool BoxTraceMultiForObjects (const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
bool SphereTraceMultiByProfile (const FVector Start, const FVector End, float32 Radius, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.
bool CapsuleTraceMultiByProfile (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.
bool CapsuleTraceMultiForObjects (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
bool BoxTraceSingle (const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.
bool CapsuleTraceSingle (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel.
bool CapsuleTraceSingleByProfile (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a capsule against the world and return the first blocking hit using a specific profile.
bool BoxTraceSingleByProfile (const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a box against the world and return the first blocking hit using a specific profile.
bool CapsuleTraceSingleForObjects (const FVector Start, const FVector End, float32 Radius, float32 HalfHeight, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
bool BoxTraceSingleForObjects (const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
bool ComponentOverlapActors (UPrimitiveComponent Component, FTransform ComponentTransform, TArray< EObjectTypeQuery > ObjectTypes, UClass ActorClassFilter, TArray< AActor > ActorsToIgnore, TArray< AActor > &OutActors)
 Returns an array of actors that overlap the given component.
bool ComponentOverlapComponents (UPrimitiveComponent Component, FTransform ComponentTransform, TArray< EObjectTypeQuery > ObjectTypes, UClass ComponentClassFilter, TArray< AActor > ActorsToIgnore, TArray< UPrimitiveComponent > &OutComponents)
 Returns an array of components that overlap the given component.
bool BoxOverlapActors (const FVector BoxPos, FVector BoxExtent, TArray< EObjectTypeQuery > ObjectTypes, UClass ActorClassFilter, TArray< AActor > ActorsToIgnore, TArray< AActor > &OutActors)
 Returns an array of actors that overlap the given axis-aligned box.
bool SphereTraceMulti (const FVector Start, const FVector End, float32 Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.
bool SphereTraceSingle (const FVector Start, const FVector End, float32 Radius, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.
bool SphereTraceSingleByProfile (const FVector Start, const FVector End, float32 Radius, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweep a sphere against the world and return the first blocking hit using a specific profile.
bool SphereOverlapActors (const FVector SpherePos, float32 SphereRadius, TArray< EObjectTypeQuery > ObjectTypes, UClass ActorClassFilter, TArray< AActor > ActorsToIgnore, TArray< AActor > &OutActors)
 Returns an array of actors that overlap the given sphere.
bool SphereTraceSingleForObjects (const FVector Start, const FVector End, float32 Radius, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
bool LineTraceMultiByProfile (const FVector Start, const FVector End, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.
bool LineTraceMultiForObjects (const FVector Start, const FVector End, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
bool LineTraceSingleForObjects (const FVector Start, const FVector End, TArray< EObjectTypeQuery > ObjectTypes, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Does a collision trace along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
bool LineTraceSingle (const FVector Start, const FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.
bool LineTraceSingleByProfile (const FVector Start, const FVector End, FName ProfileName, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, FHitResult &OutHit, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Trace a ray against the world using a specific profile and return the first blocking hit.
bool LineTraceMulti (const FVector Start, const FVector End, ETraceTypeQuery TraceChannel, bool bTraceComplex, TArray< AActor > ActorsToIgnore, EDrawDebugTrace DrawDebugType, TArray< FHitResult > &OutHits, bool bIgnoreSelf, FLinearColor TraceColor=FLinearColor(1.000000, 0.000000, 0.000000, 1.000000), FLinearColor TraceHitColor=FLinearColor(0.000000, 1.000000, 0.000000, 1.000000), float32 DrawTime=5.000000)
 Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.
void GetComponentBounds (const USceneComponent Component, FVector &Origin, FVector &BoxExtent, float32 &SphereRadius)
 Get bounds.
void GetActorBounds (const AActor Actor, FVector &Origin, FVector &BoxExtent)
Components
void MoveComponentTo (USceneComponent Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float32 OverTime, bool bForceShortestRotationPath, EMoveComponentAction MoveAction, FLatentActionInfo LatentInfo)
 Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
Development
void QuitEditor ()
 Exit the editor.
void PrintString (FString InString="Hello", bool bPrintToScreen=true, bool bPrintToLog=true, FLinearColor TextColor=FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), float32 Duration=2.000000, const FName Key=NAME_None)
 Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
void PrintText (const FText InText, bool bPrintToScreen=true, bool bPrintToLog=true, FLinearColor TextColor=FLinearColor(0.000000, 0.660000, 1.000000, 1.000000), float32 Duration=2.000000, const FName Key=NAME_None)
 Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
void SetUserActivity (FUserActivity UserActivity)
 Tells the engine what the user is doing for debug, analytics, etc.
bool IsPackagedForDistribution ()
 Returns whether this is a build that is packaged for distribution.
FString GetEngineVersion ()
 Engine build number, for displaying to end users.
FString GetConsoleVariableStringValue (FString VariableName)
 Attempts to retrieve the value of the specified string console variable, if it exists.
int GetConsoleVariableIntValue (FString VariableName)
 Attempts to retrieve the value of the specified integer console variable, if it exists.
float32 GetConsoleVariableFloatValue (FString VariableName)
 Attempts to retrieve the value of the specified float console variable, if it exists.
bool GetConsoleVariableBoolValue (FString VariableName)
 Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).
FString GetBuildVersion ()
 Build version, for displaying to end users in diagnostics.
void ExecuteConsoleCommand (FString Command, APlayerController SpecificPlayer=nullptr)
 Executes a console command, optionally on a specific controller.
FString GetBuildConfiguration ()
 Build configuration, for displaying to end users in diagnostics.
Development|Editor
void CreateCopyForUndoBuffer (UObject ObjectToModify)
 Mark as modified.
Game
void QuitGame (APlayerController SpecificPlayer, EQuitPreference QuitPreference, bool bIgnorePlatformRestrictions)
 Exit the current game.
FString GetGameName ()
 Get the name of the current game.
FString GetGameBundleId ()
 Retrieves the game's platform-specific bundle identifier or package name of the game.
Math|Boolean
bool MakeLiteralBool (bool Value)
 Creates a literal bool.
Math|Byte
uint8 MakeLiteralByte (uint8 Value)
 Creates a literal byte.
Math|Float
float MakeLiteralDouble (float Value)
 Creates a literal float (double-precision).
Math|Integer
int MakeLiteralInt (int Value)
 Creates a literal integer.
int64 MakeLiteralInt64 (int64 Value)
 Creates a literal 64-bit integer.
Networking
bool IsDedicatedServer ()
 Returns whether this is running on a dedicated server.
bool IsStandalone ()
 Returns whether this game instance is stand alone (no networking).
bool IsServer ()
 Returns whether the world this object is in is the host or not.
Online
bool IsLoggedIn (const APlayerController SpecificPlayer)
 Returns whether the player is logged in to the currently active online subsystem.
Rendering
int GetMinYResolutionForUI ()
 Gets the smallest Y resolution we want to support in the UI, clamped within reasons.
bool GetConvenientWindowedResolutions (TArray< FIntPoint > &Resolutions)
 Gets the list of windowed resolutions which are convenient for the current primary display size.
int GetRenderingDetailMode ()
 Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show objects with DetailMode low 1: medium, show objects with DetailMode medium or below 2: high, show objects with DetailMode high or below 3: epic, show all objects.
int GetMinYResolutionFor3DView ()
 Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons.
bool GetSupportedFullscreenResolutions (TArray< FIntPoint > &Resolutions)
 Gets the list of support fullscreen resolutions.
Rendering|Debug
void DrawDebugPlane (FPlane PlaneCoordinates, const FVector Location, float32 Size, FLinearColor PlaneColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000)
 Draws a debug plane.
void DrawDebugFloatHistoryTransform (FDebugFloatHistory FloatHistory, FTransform DrawTransform, FVector2D DrawSize, FLinearColor DrawColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000)
 Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.
void DrawDebugLine (const FVector LineStart, const FVector LineEnd, FLinearColor LineColor, float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug line.
void DrawDebugFrustum (FTransform FrustumTransform, FLinearColor FrustumColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draws a debug frustum.
void DrawDebugFloatHistoryLocation (FDebugFloatHistory FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000)
 Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.
void DrawDebugSphere (const FVector Center, float32 Radius=100.000000, int Segments=12, FLinearColor LineColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug sphere.
void DrawDebugCylinder (const FVector Start, const FVector End, float32 Radius=100.000000, int Segments=12, FLinearColor LineColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug cylinder.
void DrawDebugPoint (const FVector Position, float32 Size, FLinearColor PointColor, float32 Duration=0.000000)
 Draw a debug point.
FDebugFloatHistory AddFloatHistorySample (float32 Value, FDebugFloatHistory FloatHistory)
void DrawDebugBox (const FVector Center, FVector Extent, FLinearColor LineColor, const FRotator Rotation=FRotator(), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug box.
void FlushDebugStrings ()
 Removes all debug strings.
void DrawDebugArrow (const FVector LineStart, const FVector LineEnd, float32 ArrowSize, FLinearColor LineColor, float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw directional arrow, pointing from LineStart to LineEnd.
void DrawDebugConeInDegrees (const FVector Origin, const FVector Direction, float32 Length=100.000000, float32 AngleWidth=45.000000, float32 AngleHeight=45.000000, int NumSides=12, FLinearColor LineColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug cone Angles are specified in degrees.
void DrawDebugCapsule (const FVector Center, float32 HalfHeight, float32 Radius, const FRotator Rotation, FLinearColor LineColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug capsule.
void DrawDebugCamera (const ACameraActor CameraActor, FLinearColor CameraColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000)
 Draw a debug camera shape.
void FlushPersistentDebugLines ()
 Flush all persistent debug lines and shapes.
void DrawDebugCircle (FVector Center, float32 Radius, int NumSegments=12, FLinearColor LineColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000, float32 Thickness=0.000000, FVector YAxis=FVector(0.000000, 1.000000, 0.000000), FVector ZAxis=FVector(0.000000, 0.000000, 1.000000), bool bDrawAxis=false)
 Draw a debug circle!
void DrawDebugCone (const FVector Origin, const FVector Direction, float32 Length, float32 AngleWidth, float32 AngleHeight, int NumSides, FLinearColor LineColor, float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug cone.
void DrawDebugCoordinateSystem (const FVector AxisLoc, const FRotator AxisRot, float32 Scale=1.000000, float32 Duration=0.000000, float32 Thickness=0.000000)
 Draw a debug coordinate system.
void DrawDebugString (const FVector TextLocation, FString Text, AActor TestBaseActor=nullptr, FLinearColor TextColor=FLinearColor(1.000000, 1.000000, 1.000000, 1.000000), float32 Duration=0.000000)
 Draw a debug string at a 3d world location.
Rendering|Material
int GetRenderingMaterialQualityLevel ()
 Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium.
Transactions
void TransactObject (UObject Object)
 Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer. Note: Internally this calls Modify on the given object, so will also mark the owner package dirty. Note: Only available in the editor.
int BeginTransaction (FString Context, FText Description, UObject PrimaryObject)
 Begin a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. Note: If there is already an active transaction in progress, then this increments that transaction's action counter instead of beginning a new transaction. Note: You must call TransactObject before modifying each object that should be included in this undo transaction. Note: Only available in the editor.
void SnapshotObject (UObject Object)
 Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update. Note: Internally this calls SnapshotTransactionBuffer on the given object. Note: Only available in the editor.
void CancelTransaction (int Index)
 Cancel the current transaction, and no longer capture actions to be placed in the undo buffer. Note: Only available in the editor.
int EndTransaction ()
 Attempt to end the current undo transaction. Only successful if the transaction's action counter is 1. Note: Only available in the editor.
Utilities
FString GetCommandLine ()
 Returns the command line that the process was launched with.
FTopLevelAssetPath GetClassTopLevelAssetPath (const UClass Class)
 Returns the full path to the specified class as a Top Level Asset Path used by asset utilities.
int64 GetFrameCount ()
 Returns the value of GFrameCounter, a running count of the number of frames that have occurred.
FString Conv_SoftClassReferenceToString (TSoftClassPtr< UObject > SoftClassReference)
 Converts a Soft Class Reference to a path string.
void BreakSoftClassPath (FSoftClassPath InSoftClassPath, FString &PathString)
 Gets the path string out of a Soft Class Path.
FTopLevelAssetPath GetSoftClassTopLevelAssetPath (TSoftClassPtr< UObject > SoftClassReference)
 Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities.
UObject GetOuterObject (const UObject Object)
 Returns the outer object of an object.
TSoftObjectPtr< UObject > Conv_SoftObjPathToSoftObjRef (FSoftObjectPath SoftObjectPath)
 Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable.
bool ResetEditorProperty (UObject Object, const FName PropertyName, EPropertyAccessChangeNotifyMode ChangeNotifyMode=EPropertyAccessChangeNotifyMode ::Default)
 Attempts to reset the value of a named property on the given object so that it matches the value of the archetype.
bool NotEqual_SoftClassReference (TSoftClassPtr< UObject > A, TSoftClassPtr< UObject > B)
 Returns true if the values are not equal (A != B).
bool ParseParamValue (FString InString, FString InParam, FString &OutValue)
 Returns 'value' if -option=value is in the string.
bool ParseParam (FString InString, FString InParam)
 Returns true if the string has -param in it (do not specify the leading -).
FString GetDisplayName (const UObject Object)
 Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.
bool NotEqual_SoftObjectReference (TSoftObjectPtr< UObject > A, TSoftObjectPtr< UObject > B)
 Returns true if the values are not equal (A != B).
void BreakSoftObjectPath (FSoftObjectPath InSoftObjectPath, FString &PathString)
 Gets the path string out of a Soft Object Path.
void ParseCommandLine (FString InCmdLine, TArray< FString > &OutTokens, TArray< FString > &OutSwitches, TMap< FString, FString > &OutParams)
 Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar).
TSoftClassPtr< UObject > Conv_SoftClassPathToSoftClassRef (FSoftClassPath SoftClassPath)
 Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable.
UClass Conv_ObjectToClass (UObject Object, TSubclassOf< UObject > Class)
 Casts from an object to a class, this will only work if the object is already a class.
FSoftClassPath GetSoftClassPath (const UClass Class)
 Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path).
FSoftComponentReference Conv_ComponentReferenceToSoftComponentReference (FComponentReference ComponentReference)
bool DoesImplementInterface (const UObject TestObject, TSubclassOf< UInterface > Interface)
 Checks if the given object implements a specific interface, works for both native and blueprint interfacse.
FSoftObjectPath GetSoftObjectPath (const UObject Object)
 Returns the full path to the specified object as a Soft Object Path.
void BreakARFilter (FARFilter InARFilter, TArray< FName > &PackageNames, TArray< FName > &PackagePaths, TArray< FSoftObjectPath > &SoftObjectPaths, TArray< FTopLevelAssetPath > &ClassPaths, TSet< FTopLevelAssetPath > &RecursiveClassPathsExclusionSet, TArray< FName > &ClassNames, TSet< FName > &RecursiveClassesExclusionSet, bool &bRecursivePaths, bool &bRecursiveClasses, bool &bIncludeOnlyOnDiskAssets)
 Breaks an ARFilter struct into its component pieces. You should be using ClassPaths and RecursiveClassPathsExclusionSet from this node, ClassNames and RecursiveClassesExclusionSet are deprecated.
FTopLevelAssetPath GetStructTopLevelAssetPath (const UScriptStruct Struct)
 Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities.
void BreakTopLevelAssetPath (FTopLevelAssetPath TopLevelAssetPath, FString &PathString)
 Gets the path string out of a TopLevelAssetPath.
FTopLevelAssetPath GetEnumTopLevelAssetPath (const UEnum Enum)
 Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities.
FSoftObjectPath Conv_SoftObjRefToSoftObjPath (TSoftObjectPtr< UObject > SoftObjectReference)
 Converts a Soft Object Reference into a Soft Object Path.
FString Conv_SoftObjectReferenceToString (TSoftObjectPtr< UObject > SoftObjectReference)
 Converts a Soft Object Reference to a path string.
bool EqualEqual_SoftClassReference (TSoftClassPtr< UObject > A, TSoftClassPtr< UObject > B)
 Returns true if the values are equal (A == B).
FString GetObjectName (const UObject Object)
 Returns the actual object name.
bool DoesClassImplementInterface (const UClass TestClass, TSubclassOf< UInterface > Interface)
 Checks if the given class implements a specific interface, works for both native and blueprint interfacse.
FTopLevelAssetPath MakeTopLevelAssetPath (FString PackageName, FString AssetName)
 Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string.
FString GetPathName (const UObject Object)
 Returns the full path to the specified object as a string.
FSoftObjectPath MakeSoftObjectPath (FString PathString)
 Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path.
FSoftClassPath MakeSoftClassPath (FString PathString)
 Builds a Soft Class Path struct from a string that contains a full /folder/packagename.class path. For blueprint classes, this needs to point to the actual class (often with _C) and not the blueprint editor asset.
FSoftClassPath Conv_SoftObjRefToSoftClassPath (TSoftClassPtr< UObject > SoftClassReference)
 Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path).
bool EqualEqual_SoftObjectReference (TSoftObjectPtr< UObject > A, TSoftObjectPtr< UObject > B)
 Returns true if the values are equal (A == B).
FString GetClassDisplayName (const UClass Class)
 Returns the display name of a class.
UClass LoadClassAsset_Blocking (TSoftClassPtr< UObject > AssetClass)
 Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible.
FARFilter MakeARFilter (TArray< FName > PackageNames, TArray< FName > PackagePaths, TArray< FSoftObjectPath > SoftObjectPaths, TArray< FTopLevelAssetPath > ClassPaths, TSet< FTopLevelAssetPath > RecursiveClassPathsExclusionSet, TArray< FName > ClassNames, TSet< FName > RecursiveClassesExclusionSet, bool bRecursivePaths=false, bool bRecursiveClasses=false, bool bIncludeOnlyOnDiskAssets=false)
 Builds an ARFilter struct. You should be using ClassPaths and RecursiveClassPathsExclusionSet, ClassNames and RecursiveClassesExclusionSet are deprecated.
bool IsValidSoftClassReference (TSoftClassPtr< UObject > SoftClassReference)
 Returns true if the Soft Class Reference is not null.
bool IsUnattended ()
 Returns true if running unattended (-unattended is on the command line).
bool IsValid (const UObject Object)
 Return true if the object is usable : non-null and not pending kill.
bool IsValidClass (UClass Class)
 Return true if the class is usable : non-null and not pending kill.
bool IsValidSoftObjectReference (TSoftObjectPtr< UObject > SoftObjectReference)
 Returns true if the Soft Object Reference is not null.
UObject LoadAsset_Blocking (TSoftObjectPtr< UObject > Asset)
 Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible.
Utilities|FlowControl
void DelayUntilNextTick (FLatentActionInfo LatentInfo)
 Perform a latent action with a delay of one tick. Calling again while it is counting down will be ignored.
void Delay (float32 Duration, FLatentActionInfo LatentInfo)
 Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.
void RetriggerableDelay (float32 Duration, FLatentActionInfo LatentInfo)
 Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration.
Utilities|Internationalization
FString GetDefaultLocale ()
 Get the default locale (for internationalization) used by this platform Note: This should be returned in IETF language tag form:
FString GetDefaultLanguage ()
 Get the default language (for localization) used by this platform Note: This is typically the same as GetDefaultLocale unless the platform distinguishes between the two Note: This should be returned in IETF language tag form:
FString GetLocalCurrencySymbol ()
 Returns the currency symbol associated with the device's locale.
TArray< FString > GetPreferredLanguages ()
 Returns an array of the user's preferred languages in order of preference.
FString GetLocalCurrencyCode ()
 Returns the currency code associated with the device's locale.
Utilities|Name
FName MakeLiteralName (FName Value)
 Creates a literal name.
Utilities|Paths
FString GetProjectSavedDirectory ()
 Get the saved directory of the current project.
FString GetSystemPath (const UObject Object)
 Returns the full file system path to a UObject If given a non-asset UObject, it will return an empty string.
FString ConvertToRelativePath (FString Filename)
 Converts passed in filename to use a relative path.
FString ConvertToAbsolutePath (FString Filename)
 Converts passed in filename to use a absolute path.
FString GetProjectDirectory ()
 Get the directory of the current project.
FString GetProjectContentDirectory ()
 Get the content directory of the current project.
FString NormalizeFilename (FString InFilename)
 Convert all / and \ to TEXT("/").
Utilities|Platform
bool IsControllerAssignedToGamepad (int ControllerId)
 Returns true if controller id assigned to a gamepad (Android and iOS only).
void HideAdBanner ()
 Hides the ad banner (iAd on iOS, or AdMob on Android). Will force close the ad if it's open (iOS and Android only).
void UnregisterForRemoteNotifications ()
 Requests Requests unregistering from receiving remote notifications to the user's device. (Android only).
bool IsScreensaverEnabled ()
 Returns true if screen saver is enabled.
void ShowPlatformSpecificAchievementsScreen (const APlayerController SpecificPlayer)
 Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release).
void ShowInterstitialAd ()
 Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only).
void ForceCloseAdBanner ()
 Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only).
void SetGamepadsBlockDeviceFeedback (bool bBlock)
 Sets whether attached gamepads will block feedback from the device itself (Mobile only).
void ShowPlatformSpecificLeaderboardScreen (FString CategoryName)
 Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release).
void SetVolumeButtonsHandledBySystem (bool bEnabled)
 Allows or inhibits system default handling of volume up and volume down buttons (Android only).
void RegisterForRemoteNotifications ()
 Requests permission to send remote notifications to the user's device. (Android and iOS only).
void ShowAdBanner (int AdIdIndex, bool bShowOnBottomOfScreen)
 Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view) (iOS and Android only).
void SetWindowTitle (FText Title)
 Sets the game window title.
bool GetVolumeButtonsHandledBySystem ()
 Returns true if system default handling of volume up and volume down buttons enabled (Android only).
FString GetPlatformUserName ()
 Get the current user name from the OS.
void CollectGarbage ()
 Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable.
int GetAdIDCount ()
 Retrieves the total number of Ad IDs that can be selected between.
void ResetGamepadAssignmentToController (int ControllerId)
 Resets the gamepad assignment to player controller id (Android and iOS only).
void ControlScreensaver (bool bAllowScreenSaver)
 Allows or inhibits screensaver.
FString GetDeviceId ()
 Returns the platform specific unique device id.
bool IsInterstitialAdRequested ()
 Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only).
bool IsInterstitialAdAvailable ()
 Returns true if the requested interstitial ad is loaded and ready (Android only).
bool CanLaunchURL (FString URL)
FString GetUniqueDeviceId ()
 Returns the platform specific unique device id.
FString GetPlatformUserDir ()
 Get the current user dir from the OS.
void LoadInterstitialAd (int AdIdIndex)
 Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd (Android only).
FString GetGamepadControllerName (int ControllerId)
 Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only).
UTexture2D GetGamepadButtonGlyph (FString ButtonKey, int ControllerIndex)
 Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only).
void ResetGamepadAssignments ()
 Resets the gamepad to player controller id assignments (Android and iOS only).
void LaunchURL (FString URL)
 Opens the specified URL in the platform's web browser of choice.
Utilities|String
void LogString (FString InString="Hello", bool bPrintToLog=true)
 Prints a string to the log If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.
FString MakeLiteralString (FString Value)
 Creates a literal string.
Utilities|Text
FText MakeLiteralText (FText Value)
 Creates a literal FText.
Utilities|Time
float32 GetTimerRemainingTimeHandle (FTimerHandle Handle)
 Returns time until the timer will next execute its handle.
float32 GetTimerRemainingTimeDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Returns time until the timer will next execute its delegate.
bool TimerExistsHandle (FTimerHandle Handle)
 Returns true is a timer for the given handle exists, false otherwise.
bool IsTimerPausedHandle (FTimerHandle Handle)
 Returns true if a timer exists and is paused for the given handle, false otherwise.
float32 GetTimerRemainingTime (UObject Object, FString FunctionName)
 Returns time until the timer will next execute its delegate.
bool IsTimerActiveHandle (FTimerHandle Handle)
 Returns true if a timer exists and is active for the given handle, false otherwise.
bool IsTimerPausedDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Returns true if a timer exists and is paused for the given delegate, false otherwise.
float32 GetTimerElapsedTimeHandle (FTimerHandle Handle)
 Returns elapsed time for the given handle (time since current countdown iteration began).
void UnPauseTimer (UObject Object, FString FunctionName)
 Resumes a paused timer from its current elapsed time.
FTimerHandle SetTimerForNextTick (UObject Object, FString FunctionName)
 Set a timer to execute a delegate on the next tick.
float32 GetTimerElapsedTimeDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Returns elapsed time for the given delegate (time since current countdown iteration began).
float GetPlatformTime_Seconds ()
 Returns the current platform time in seconds. Not coupled to any gameplay or other containerization logic - this function is useful for timing execution time or timestamping data. Marked as callable rather than pure because implicit evaluation may be confusing, both for blueprint authors and blueprint readers. For implicit execution simply wrap it in a blueprint pure function.
void UnPauseTimerDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Resumes a paused timer from its current elapsed time.
float GetGameTimeInSeconds ()
 Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.
float32 GetTimerElapsedTime (UObject Object, FString FunctionName)
 Returns elapsed time for the given delegate (time since current countdown iteration began).
void UnPauseTimerHandle (FTimerHandle Handle)
 Resumes a paused timer from its current elapsed time.
FTimerHandle SetTimerForNextTickDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Set a timer to execute a delegate next tick.
FTimerHandle SetTimer (UObject Object, FName FunctionName, float32 Time, bool bLooping, bool bMaxOncePerFrame=false, float32 InitialStartDelay=0.000000, float32 InitialStartDelayVariance=0.000000)
 Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
void ClearTimerHandle (FTimerHandle Handle)
 Clears a set timer.
void ClearTimerDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Clears a set timer.
void ClearTimer (UObject Object, FString FunctionName)
 Clears a set timer.
void ClearAndInvalidateTimerHandle (FTimerHandle &Handle)
 Clears a set timer.
bool IsTimerActiveDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Returns true if a timer exists and is active for the given delegate, false otherwise.
bool TimerExists (UObject Object, FString FunctionName)
 Returns true is a timer for the given delegate exists, false otherwise.
void PauseTimerHandle (FTimerHandle Handle)
 Pauses a set timer at its current elapsed time.
bool IsTimerActive (UObject Object, FString FunctionName)
 Returns true if a timer exists and is active for the given delegate, false otherwise.
FTimerHandle InvalidateTimerHandle (FTimerHandle &Handle)
 Invalidate the supplied TimerHandle and return it.
bool TimerExistsDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Returns true is a timer for the given delegate exists, false otherwise.
FTimerHandle SetTimerDelegate (FTimerDynamicDelegate Delegate, float32 Time, bool bLooping, bool bMaxOncePerFrame=false, float32 InitialStartDelay=0.000000, float32 InitialStartDelayVariance=0.000000)
 Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
void PauseTimerDelegate (FTimerDynamicDelegate Delegate=FTimerDynamicDelegate())
 Pauses a set timer at its current elapsed time.
void PauseTimer (UObject Object, FString FunctionName)
 Pauses a set timer at its current elapsed time.
bool IsValidTimerHandle (FTimerHandle Handle)
 Returns whether the timer handle is valid. This does not indicate that there is an active timer that this handle references, but rather that it once referenced a valid timer.
bool IsTimerPaused (UObject Object, FString FunctionName)
 Returns true if a timer exists and is paused for the given delegate, false otherwise.
Viewport
bool IsSplitScreen ()
bool HasMultipleLocalPlayers ()
 Returns whether there are currently multiple local players in the given world.
void SetSuppressViewportTransitionMessage (bool bState)
 Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.).
Functions
bool QueryOverlapData (FTraceHandle Handle, FOverlapDatum &OutData)
bool QueryTraceData (FTraceHandle Handle, FTraceDatum &OutData)
bool IsTraceHandleValid (FTraceHandle Handle, bool bOverlapTrace)
FTraceHandle AsyncLineTraceByChannel (EAsyncTraceType InTraceType, FVector Start, FVector End, ECollisionChannel TraceChannel, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FCollisionResponseParams ResponseParam=FCollisionResponseParams ::DefaultResponseParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncOverlapByObjectType (FVector Pos, FQuat Rot, FCollisionObjectQueryParams ObjectQueryParams, FCollisionShape CollisionShape, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FScriptOverlapDelegate InDelegate=FScriptOverlapDelegate(), uint UserData=0)
FTraceHandle AsyncSweepByProfile (EAsyncTraceType InTraceType, FVector Start, FVector End, FQuat Rot, FName ProfileName, FCollisionShape CollisionShape, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncSweepByObjectType (EAsyncTraceType InTraceType, FVector Start, FVector End, FQuat Rot, FCollisionObjectQueryParams ObjectQueryParams, FCollisionShape CollisionShape, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncSweepByChannel (EAsyncTraceType InTraceType, FVector Start, FVector End, FQuat Rot, ECollisionChannel TraceChannel, FCollisionShape CollisionShape, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FCollisionResponseParams ResponseParam=FCollisionResponseParams ::DefaultResponseParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncLineTraceByProfile (EAsyncTraceType InTraceType, FVector Start, FVector End, FName ProfileName, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncLineTraceByObjectType (EAsyncTraceType InTraceType, FVector Start, FVector End, FCollisionObjectQueryParams ObjectQueryParams, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FScriptTraceDelegate InDelegate=FScriptTraceDelegate(), uint UserData=0)
FTraceHandle AsyncOverlapByChannel (FVector Pos, FQuat Rot, ECollisionChannel TraceChannel, FCollisionShape CollisionShape, FCollisionQueryParams Params=FCollisionQueryParams ::DefaultQueryParam, FCollisionResponseParams ResponseParam=FCollisionResponseParams ::DefaultResponseParam, FScriptOverlapDelegate InDelegate=FScriptOverlapDelegate(), uint UserData=0)

Variables

Variables
const int MinYResolutionFor3DView
const FString BuildConfiguration
const FString BuildVersion
const FString CommandLine
const FString DefaultLanguage
const FString DefaultLocale
const FString DeviceId
const FString EngineVersion
const int64 FrameCount
const FString GameBundleId
const FString GameName
const FString LocalCurrencyCode
const FString LocalCurrencySymbol
const int AdIDCount
const int MinYResolutionForUI
const float PlatformTime_Seconds
const FString PlatformUserDir
const FString PlatformUserName
const TArray< FString > PreferredLanguages
const FString ProjectContentDirectory
const FString ProjectDirectory
const FString ProjectSavedDirectory
const int RenderingDetailMode
const int RenderingMaterialQualityLevel
const FString UniqueDeviceId
bool VolumeButtonsHandledBySystem

Function Documentation

◆ AddFloatHistorySample()

FDebugFloatHistory AddFloatHistorySample ( float32 Value,
FDebugFloatHistory FloatHistory )

◆ AsyncLineTraceByChannel()

FTraceHandle AsyncLineTraceByChannel ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
ECollisionChannel TraceChannel,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FCollisionResponseParams ResponseParam = FCollisionResponseParams :: DefaultResponseParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ AsyncLineTraceByObjectType()

FTraceHandle AsyncLineTraceByObjectType ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
FCollisionObjectQueryParams ObjectQueryParams,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ AsyncLineTraceByProfile()

FTraceHandle AsyncLineTraceByProfile ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
FName ProfileName,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ AsyncOverlapByChannel()

FTraceHandle AsyncOverlapByChannel ( FVector Pos,
FQuat Rot,
ECollisionChannel TraceChannel,
FCollisionShape CollisionShape,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FCollisionResponseParams ResponseParam = FCollisionResponseParams :: DefaultResponseParam,
FScriptOverlapDelegate InDelegate = FScriptOverlapDelegate ( ),
uint UserData = 0 )

◆ AsyncOverlapByObjectType()

FTraceHandle AsyncOverlapByObjectType ( FVector Pos,
FQuat Rot,
FCollisionObjectQueryParams ObjectQueryParams,
FCollisionShape CollisionShape,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FScriptOverlapDelegate InDelegate = FScriptOverlapDelegate ( ),
uint UserData = 0 )

◆ AsyncSweepByChannel()

FTraceHandle AsyncSweepByChannel ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
FQuat Rot,
ECollisionChannel TraceChannel,
FCollisionShape CollisionShape,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FCollisionResponseParams ResponseParam = FCollisionResponseParams :: DefaultResponseParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ AsyncSweepByObjectType()

FTraceHandle AsyncSweepByObjectType ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
FQuat Rot,
FCollisionObjectQueryParams ObjectQueryParams,
FCollisionShape CollisionShape,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ AsyncSweepByProfile()

FTraceHandle AsyncSweepByProfile ( EAsyncTraceType InTraceType,
FVector Start,
FVector End,
FQuat Rot,
FName ProfileName,
FCollisionShape CollisionShape,
FCollisionQueryParams Params = FCollisionQueryParams :: DefaultQueryParam,
FScriptTraceDelegate InDelegate = FScriptTraceDelegate ( ),
uint UserData = 0 )

◆ BeginTransaction()

int BeginTransaction ( FString Context,
FText Description,
UObject PrimaryObject )

Begin a new undo transaction. An undo transaction is defined as all actions which take place when the user selects "undo" a single time. Note: If there is already an active transaction in progress, then this increments that transaction's action counter instead of beginning a new transaction. Note: You must call TransactObject before modifying each object that should be included in this undo transaction. Note: Only available in the editor.

Parameters
ContextThe context for the undo session. Typically the tool/editor that caused the undo operation.
DescriptionThe description for the undo session. This is the text that will appear in the "Edit" menu next to the Undo item.
PrimaryObjectThe primary object that the undo session operators on (can be null, and mostly is).
Returns
The number of active actions when BeginTransaction was called (values greater than 0 indicate that there was already an existing undo transaction in progress), or -1 on failure.

◆ BoxOverlapActors()

bool BoxOverlapActors ( const FVector BoxPos,
FVector BoxExtent,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ActorClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< AActor > & OutActors )

Returns an array of actors that overlap the given axis-aligned box.

Parameters
BoxPosCenter of box.
BoxExtentExtents of box.
ActorsToIgnoreIgnore these actors in the list
OutActorsReturned array of actors. Unsorted.
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ BoxOverlapComponents()

bool BoxOverlapComponents ( const FVector BoxPos,
FVector Extent,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ComponentClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< UPrimitiveComponent > & OutComponents )

Returns an array of components that overlap the given axis-aligned box.

Parameters
BoxPosCenter of box.
ActorsToIgnoreIgnore these actors in the list
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ BoxTraceMulti()

bool BoxTraceMulti ( const FVector Start,
const FVector End,
FVector HalfSize,
const FRotator Orientation,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeDistance from the center of box along each axis
OrientationOrientation of the box
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ BoxTraceMultiByProfile()

bool BoxTraceMultiByProfile ( const FVector Start,
const FVector End,
FVector HalfSize,
const FRotator Orientation,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeDistance from the center of box along each axis
OrientationOrientation of the box
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ BoxTraceMultiForObjects()

bool BoxTraceMultiForObjects ( const FVector Start,
const FVector End,
const FVector HalfSize,
const FRotator Orientation,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeRadius of the sphere to sweep
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a hit, false otherwise.

◆ BoxTraceSingle()

bool BoxTraceSingle ( const FVector Start,
const FVector End,
const FVector HalfSize,
const FRotator Orientation,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeDistance from the center of box along each axis
OrientationOrientation of the box
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ BoxTraceSingleByProfile()

bool BoxTraceSingleByProfile ( const FVector Start,
const FVector End,
const FVector HalfSize,
const FRotator Orientation,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a box against the world and return the first blocking hit using a specific profile.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeDistance from the center of box along each axis
OrientationOrientation of the box
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ BoxTraceSingleForObjects()

bool BoxTraceSingleForObjects ( const FVector Start,
const FVector End,
const FVector HalfSize,
const FRotator Orientation,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
HalfSizeRadius of the sphere to sweep
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ BreakARFilter()

void BreakARFilter ( FARFilter InARFilter,
TArray< FName > & PackageNames,
TArray< FName > & PackagePaths,
TArray< FSoftObjectPath > & SoftObjectPaths,
TArray< FTopLevelAssetPath > & ClassPaths,
TSet< FTopLevelAssetPath > & RecursiveClassPathsExclusionSet,
TArray< FName > & ClassNames,
TSet< FName > & RecursiveClassesExclusionSet,
bool & bRecursivePaths,
bool & bRecursiveClasses,
bool & bIncludeOnlyOnDiskAssets )

Breaks an ARFilter struct into its component pieces. You should be using ClassPaths and RecursiveClassPathsExclusionSet from this node, ClassNames and RecursiveClassesExclusionSet are deprecated.

Parameters
ClassNames[DEPRECATED] - Class names are now represented by path names. Please use the ClassPaths output instead.
RecursiveClassesExclusionSet[DEPRECATED] - Class names are now represented by path names. Please use the RecursiveClassPathsExclusionSet output instead.

◆ BreakSoftClassPath()

void BreakSoftClassPath ( FSoftClassPath InSoftClassPath,
FString & PathString )

Gets the path string out of a Soft Class Path.

◆ BreakSoftObjectPath()

void BreakSoftObjectPath ( FSoftObjectPath InSoftObjectPath,
FString & PathString )

Gets the path string out of a Soft Object Path.

◆ BreakTopLevelAssetPath()

void BreakTopLevelAssetPath ( FTopLevelAssetPath TopLevelAssetPath,
FString & PathString )

Gets the path string out of a TopLevelAssetPath.

◆ CancelTransaction()

void CancelTransaction ( int Index)

Cancel the current transaction, and no longer capture actions to be placed in the undo buffer. Note: Only available in the editor.

Parameters
IndexThe action counter to cancel transactions from (as returned by a call to BeginTransaction).

◆ CanLaunchURL()

bool CanLaunchURL ( FString URL)

◆ CapsuleOverlapActors()

bool CapsuleOverlapActors ( const FVector CapsulePos,
float32 Radius,
float32 HalfHeight,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ActorClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< AActor > & OutActors )

Returns an array of actors that overlap the given capsule.

Parameters
CapsulePosCenter of the capsule.
RadiusRadius of capsule hemispheres and radius of center cylinder portion.
HalfHeightHalf-height of the capsule (from center of capsule to tip of hemisphere.
ActorsToIgnoreIgnore these actors in the list
OutActorsReturned array of actors. Unsorted.
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ CapsuleOverlapComponents()

bool CapsuleOverlapComponents ( const FVector CapsulePos,
float32 Radius,
float32 HalfHeight,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ComponentClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< UPrimitiveComponent > & OutComponents )

Returns an array of components that overlap the given capsule.

Parameters
CapsulePosCenter of the capsule.
RadiusRadius of capsule hemispheres and radius of center cylinder portion.
HalfHeightHalf-height of the capsule (from center of capsule to tip of hemisphere.
ActorsToIgnoreIgnore these actors in the list
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ CapsuleTraceMulti()

bool CapsuleTraceMulti ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ CapsuleTraceMultiByProfile()

bool CapsuleTraceMultiByProfile ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ CapsuleTraceMultiForObjects()

bool CapsuleTraceMultiForObjects ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a hit, false otherwise.

◆ CapsuleTraceSingle()

bool CapsuleTraceSingle ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ CapsuleTraceSingleByProfile()

bool CapsuleTraceSingleByProfile ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a capsule against the world and return the first blocking hit using a specific profile.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ CapsuleTraceSingleForObjects()

bool CapsuleTraceSingleForObjects ( const FVector Start,
const FVector End,
float32 Radius,
float32 HalfHeight,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the capsule to sweep
HalfHeightDistance from center of capsule to tip of hemisphere endcap.
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ ClearAndInvalidateTimerHandle()

void ClearAndInvalidateTimerHandle ( FTimerHandle & Handle)

Clears a set timer.

Parameters
HandleThe handle of the timer to clear.

◆ ClearTimer()

void ClearTimer ( UObject Object,
FString FunctionName )

Clears a set timer.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.

◆ ClearTimerDelegate()

void ClearTimerDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Clears a set timer.

◆ ClearTimerHandle()

void ClearTimerHandle ( FTimerHandle Handle)

Clears a set timer.

Parameters
HandleThe handle of the timer to clear.

◆ CollectGarbage()

void CollectGarbage ( )

Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable.

◆ ComponentOverlapActors()

bool ComponentOverlapActors ( UPrimitiveComponent Component,
FTransform ComponentTransform,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ActorClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< AActor > & OutActors )

Returns an array of actors that overlap the given component.

Parameters
ComponentComponent to test with.
ComponentTransformDefines where to place the component for overlap testing.
ActorsToIgnoreIgnore these actors in the list
OutActorsReturned array of actors. Unsorted.
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ ComponentOverlapComponents()

bool ComponentOverlapComponents ( UPrimitiveComponent Component,
FTransform ComponentTransform,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ComponentClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< UPrimitiveComponent > & OutComponents )

Returns an array of components that overlap the given component.

Parameters
ComponentComponent to test with.
ComponentTransformDefines where to place the component for overlap testing.
ActorsToIgnoreIgnore these actors in the list
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ ControlScreensaver()

void ControlScreensaver ( bool bAllowScreenSaver)

Allows or inhibits screensaver.

Parameters
bAllowScreenSaverIf false, don't allow screensaver if possible, otherwise allow default behavior

◆ Conv_ComponentReferenceToSoftComponentReference()

FSoftComponentReference Conv_ComponentReferenceToSoftComponentReference ( FComponentReference ComponentReference)

◆ Conv_ObjectToClass()

UClass Conv_ObjectToClass ( UObject Object,
TSubclassOf< UObject > Class )

Casts from an object to a class, this will only work if the object is already a class.

◆ Conv_PrimaryAssetIdToString()

FString Conv_PrimaryAssetIdToString ( FPrimaryAssetId PrimaryAssetId)

Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated.

◆ Conv_PrimaryAssetTypeToString()

FString Conv_PrimaryAssetTypeToString ( FPrimaryAssetType PrimaryAssetType)

Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated.

◆ Conv_SoftClassPathToSoftClassRef()

TSoftClassPtr< UObject > Conv_SoftClassPathToSoftClassRef ( FSoftClassPath SoftClassPath)

Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable.

◆ Conv_SoftClassReferenceToString()

FString Conv_SoftClassReferenceToString ( TSoftClassPtr< UObject > SoftClassReference)

Converts a Soft Class Reference to a path string.

◆ Conv_SoftObjectReferenceToString()

FString Conv_SoftObjectReferenceToString ( TSoftObjectPtr< UObject > SoftObjectReference)

Converts a Soft Object Reference to a path string.

◆ Conv_SoftObjPathToSoftObjRef()

TSoftObjectPtr< UObject > Conv_SoftObjPathToSoftObjRef ( FSoftObjectPath SoftObjectPath)

Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable.

◆ Conv_SoftObjRefToSoftClassPath()

FSoftClassPath Conv_SoftObjRefToSoftClassPath ( TSoftClassPtr< UObject > SoftClassReference)

Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path).

◆ Conv_SoftObjRefToSoftObjPath()

FSoftObjectPath Conv_SoftObjRefToSoftObjPath ( TSoftObjectPtr< UObject > SoftObjectReference)

Converts a Soft Object Reference into a Soft Object Path.

◆ ConvertToAbsolutePath()

FString ConvertToAbsolutePath ( FString Filename)

Converts passed in filename to use a absolute path.

◆ ConvertToRelativePath()

FString ConvertToRelativePath ( FString Filename)

Converts passed in filename to use a relative path.

◆ CreateCopyForUndoBuffer()

void CreateCopyForUndoBuffer ( UObject ObjectToModify)

Mark as modified.

◆ Delay()

void Delay ( float32 Duration,
FLatentActionInfo LatentInfo )

Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.

Parameters
Durationlength of delay (in seconds).
LatentInfoThe latent action.

◆ DelayUntilNextTick()

void DelayUntilNextTick ( FLatentActionInfo LatentInfo)

Perform a latent action with a delay of one tick. Calling again while it is counting down will be ignored.

Parameters
LatentInfoThe latent action.

◆ DoesClassImplementInterface()

bool DoesClassImplementInterface ( const UClass TestClass,
TSubclassOf< UInterface > Interface )

Checks if the given class implements a specific interface, works for both native and blueprint interfacse.

◆ DoesImplementInterface()

bool DoesImplementInterface ( const UObject TestObject,
TSubclassOf< UInterface > Interface )

Checks if the given object implements a specific interface, works for both native and blueprint interfacse.

◆ DrawDebugArrow()

void DrawDebugArrow ( const FVector LineStart,
const FVector LineEnd,
float32 ArrowSize,
FLinearColor LineColor,
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw directional arrow, pointing from LineStart to LineEnd.

◆ DrawDebugBox()

void DrawDebugBox ( const FVector Center,
FVector Extent,
FLinearColor LineColor,
const FRotator Rotation = FRotator ( ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug box.

◆ DrawDebugCamera()

void DrawDebugCamera ( const ACameraActor CameraActor,
FLinearColor CameraColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000 )

Draw a debug camera shape.

◆ DrawDebugCapsule()

void DrawDebugCapsule ( const FVector Center,
float32 HalfHeight,
float32 Radius,
const FRotator Rotation,
FLinearColor LineColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug capsule.

◆ DrawDebugCircle()

void DrawDebugCircle ( FVector Center,
float32 Radius,
int NumSegments = 12,
FLinearColor LineColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000,
FVector YAxis = FVector ( 0.000000 , 1.000000 , 0.000000 ),
FVector ZAxis = FVector ( 0.000000 , 0.000000 , 1.000000 ),
bool bDrawAxis = false )

Draw a debug circle!

◆ DrawDebugCone()

void DrawDebugCone ( const FVector Origin,
const FVector Direction,
float32 Length,
float32 AngleWidth,
float32 AngleHeight,
int NumSides,
FLinearColor LineColor,
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug cone.

◆ DrawDebugConeInDegrees()

void DrawDebugConeInDegrees ( const FVector Origin,
const FVector Direction,
float32 Length = 100.000000,
float32 AngleWidth = 45.000000,
float32 AngleHeight = 45.000000,
int NumSides = 12,
FLinearColor LineColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug cone Angles are specified in degrees.

◆ DrawDebugCoordinateSystem()

void DrawDebugCoordinateSystem ( const FVector AxisLoc,
const FRotator AxisRot,
float32 Scale = 1.000000,
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug coordinate system.

◆ DrawDebugCylinder()

void DrawDebugCylinder ( const FVector Start,
const FVector End,
float32 Radius = 100.000000,
int Segments = 12,
FLinearColor LineColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug cylinder.

◆ DrawDebugFloatHistoryLocation()

void DrawDebugFloatHistoryLocation ( FDebugFloatHistory FloatHistory,
FVector DrawLocation,
FVector2D DrawSize,
FLinearColor DrawColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000 )

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.

◆ DrawDebugFloatHistoryTransform()

void DrawDebugFloatHistoryTransform ( FDebugFloatHistory FloatHistory,
FTransform DrawTransform,
FVector2D DrawSize,
FLinearColor DrawColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000 )

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.

◆ DrawDebugFrustum()

void DrawDebugFrustum ( FTransform FrustumTransform,
FLinearColor FrustumColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draws a debug frustum.

◆ DrawDebugLine()

void DrawDebugLine ( const FVector LineStart,
const FVector LineEnd,
FLinearColor LineColor,
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug line.

◆ DrawDebugPlane()

void DrawDebugPlane ( FPlane PlaneCoordinates,
const FVector Location,
float32 Size,
FLinearColor PlaneColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000 )

Draws a debug plane.

◆ DrawDebugPoint()

void DrawDebugPoint ( const FVector Position,
float32 Size,
FLinearColor PointColor,
float32 Duration = 0.000000 )

Draw a debug point.

◆ DrawDebugSphere()

void DrawDebugSphere ( const FVector Center,
float32 Radius = 100.000000,
int Segments = 12,
FLinearColor LineColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000,
float32 Thickness = 0.000000 )

Draw a debug sphere.

◆ DrawDebugString()

void DrawDebugString ( const FVector TextLocation,
FString Text,
AActor TestBaseActor = nullptr,
FLinearColor TextColor = FLinearColor ( 1.000000 , 1.000000 , 1.000000 , 1.000000 ),
float32 Duration = 0.000000 )

Draw a debug string at a 3d world location.

◆ EndTransaction()

int EndTransaction ( )

Attempt to end the current undo transaction. Only successful if the transaction's action counter is 1. Note: Only available in the editor.

Returns
The number of active actions when EndTransaction was called (a value of 1 indicates that the transaction was successfully closed), or -1 on failure.

◆ EqualEqual_PrimaryAssetId()

bool EqualEqual_PrimaryAssetId ( FPrimaryAssetId A,
FPrimaryAssetId B )

Returns true if the values are equal (A == B).

◆ EqualEqual_PrimaryAssetType()

bool EqualEqual_PrimaryAssetType ( FPrimaryAssetType A,
FPrimaryAssetType B )

Returns true if the values are equal (A == B).

◆ EqualEqual_SoftClassReference()

bool EqualEqual_SoftClassReference ( TSoftClassPtr< UObject > A,
TSoftClassPtr< UObject > B )

Returns true if the values are equal (A == B).

◆ EqualEqual_SoftObjectReference()

bool EqualEqual_SoftObjectReference ( TSoftObjectPtr< UObject > A,
TSoftObjectPtr< UObject > B )

Returns true if the values are equal (A == B).

◆ ExecuteConsoleCommand()

void ExecuteConsoleCommand ( FString Command,
APlayerController SpecificPlayer = nullptr )

Executes a console command, optionally on a specific controller.

Parameters
CommandCommand to send to the console
SpecificPlayerIf specified, the console command will be routed through the specified player

◆ FlushDebugStrings()

void FlushDebugStrings ( )

Removes all debug strings.

◆ FlushPersistentDebugLines()

void FlushPersistentDebugLines ( )

Flush all persistent debug lines and shapes.

◆ ForceCloseAdBanner()

void ForceCloseAdBanner ( )

Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only).

◆ GetActorBounds()

void GetActorBounds ( const AActor Actor,
FVector & Origin,
FVector & BoxExtent )

◆ GetActorListFromComponentList()

void GetActorListFromComponentList ( TArray< UPrimitiveComponent > ComponentList,
UClass ActorClassFilter,
TArray< AActor > & OutActorList )

Returns an array of unique actors represented by the given list of components.

Parameters
ComponentListList of components.
OutActorListStart of line segment.

◆ GetAdIDCount()

int GetAdIDCount ( )

Retrieves the total number of Ad IDs that can be selected between.

◆ GetBuildConfiguration()

FString GetBuildConfiguration ( )

Build configuration, for displaying to end users in diagnostics.

◆ GetBuildVersion()

FString GetBuildVersion ( )

Build version, for displaying to end users in diagnostics.

◆ GetClassDisplayName()

FString GetClassDisplayName ( const UClass Class)

Returns the display name of a class.

◆ GetClassFromPrimaryAssetId()

TSubclassOf< UObject > GetClassFromPrimaryAssetId ( FPrimaryAssetId PrimaryAssetId)

Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it.

◆ GetClassTopLevelAssetPath()

FTopLevelAssetPath GetClassTopLevelAssetPath ( const UClass Class)

Returns the full path to the specified class as a Top Level Asset Path used by asset utilities.

◆ GetCommandLine()

FString GetCommandLine ( )

Returns the command line that the process was launched with.

◆ GetComponentBounds()

void GetComponentBounds ( const USceneComponent Component,
FVector & Origin,
FVector & BoxExtent,
float32 & SphereRadius )

Get bounds.

◆ GetConsoleVariableBoolValue()

bool GetConsoleVariableBoolValue ( FString VariableName)

Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).

Parameters
VariableNameName of the console variable to find.
Returns
True if found and has a non-zero value, false otherwise.

◆ GetConsoleVariableFloatValue()

float32 GetConsoleVariableFloatValue ( FString VariableName)

Attempts to retrieve the value of the specified float console variable, if it exists.

Parameters
VariableNameName of the console variable to find.
Returns
The value if found, 0 otherwise.

◆ GetConsoleVariableIntValue()

int GetConsoleVariableIntValue ( FString VariableName)

Attempts to retrieve the value of the specified integer console variable, if it exists.

Parameters
VariableNameName of the console variable to find.
Returns
The value if found, 0 otherwise.

◆ GetConsoleVariableStringValue()

FString GetConsoleVariableStringValue ( FString VariableName)

Attempts to retrieve the value of the specified string console variable, if it exists.

Parameters
VariableNameName of the console variable to find.
Returns
The value if found, empty string otherwise.

◆ GetConvenientWindowedResolutions()

bool GetConvenientWindowedResolutions ( TArray< FIntPoint > & Resolutions)

Gets the list of windowed resolutions which are convenient for the current primary display size.

Returns
true if successfully queried the device for available resolutions.

◆ GetCurrentBundleState()

bool GetCurrentBundleState ( FPrimaryAssetId PrimaryAssetId,
bool bForceCurrentState,
TArray< FName > & OutBundles )

Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process.

◆ GetDefaultLanguage()

FString GetDefaultLanguage ( )

Get the default language (for localization) used by this platform Note: This is typically the same as GetDefaultLocale unless the platform distinguishes between the two Note: This should be returned in IETF language tag form:

  • A two-letter ISO 639-1 language code (eg, "zh")
  • An optional four-letter ISO 15924 script code (eg, "Hans")
  • An optional two-letter ISO 3166-1 country code (eg, "CN")
    Returns
    The language as an IETF language tag (eg, "zh-Hans-CN")

◆ GetDefaultLocale()

FString GetDefaultLocale ( )

Get the default locale (for internationalization) used by this platform Note: This should be returned in IETF language tag form:

  • A two-letter ISO 639-1 language code (eg, "zh")
  • An optional four-letter ISO 15924 script code (eg, "Hans")
  • An optional two-letter ISO 3166-1 country code (eg, "CN")
    Returns
    The locale as an IETF language tag (eg, "zh-Hans-CN")

◆ GetDeviceId()

FString GetDeviceId ( )

Returns the platform specific unique device id.

◆ GetDisplayName()

FString GetDisplayName ( const UObject Object)

Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.

◆ GetEngineVersion()

FString GetEngineVersion ( )

Engine build number, for displaying to end users.

◆ GetEnumTopLevelAssetPath()

FTopLevelAssetPath GetEnumTopLevelAssetPath ( const UEnum Enum)

Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities.

◆ GetFrameCount()

int64 GetFrameCount ( )

Returns the value of GFrameCounter, a running count of the number of frames that have occurred.

◆ GetGameBundleId()

FString GetGameBundleId ( )

Retrieves the game's platform-specific bundle identifier or package name of the game.

Returns
The game's bundle identifier or package name.

◆ GetGameName()

FString GetGameName ( )

Get the name of the current game.

◆ GetGamepadButtonGlyph()

UTexture2D GetGamepadButtonGlyph ( FString ButtonKey,
int ControllerIndex )

Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only).

◆ GetGamepadControllerName()

FString GetGamepadControllerName ( int ControllerId)

Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only).

◆ GetGameTimeInSeconds()

float GetGameTimeInSeconds ( )

Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.

Parameters
WorldContextObjectWorld context

◆ GetLocalCurrencyCode()

FString GetLocalCurrencyCode ( )

Returns the currency code associated with the device's locale.

Returns
the currency code associated with the device's locale

◆ GetLocalCurrencySymbol()

FString GetLocalCurrencySymbol ( )

Returns the currency symbol associated with the device's locale.

Returns
the currency symbol associated with the device's locale

◆ GetMinYResolutionFor3DView()

int GetMinYResolutionFor3DView ( )

Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons.

Returns
value in pixels

◆ GetMinYResolutionForUI()

int GetMinYResolutionForUI ( )

Gets the smallest Y resolution we want to support in the UI, clamped within reasons.

Returns
value in pixels

◆ GetObjectFromPrimaryAssetId()

UObject GetObjectFromPrimaryAssetId ( FPrimaryAssetId PrimaryAssetId)

Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it.

◆ GetObjectName()

FString GetObjectName ( const UObject Object)

Returns the actual object name.

◆ GetOuterObject()

UObject GetOuterObject ( const UObject Object)

Returns the outer object of an object.

◆ GetPathName()

FString GetPathName ( const UObject Object)

Returns the full path to the specified object as a string.

◆ GetPlatformTime_Seconds()

float GetPlatformTime_Seconds ( )

Returns the current platform time in seconds. Not coupled to any gameplay or other containerization logic - this function is useful for timing execution time or timestamping data. Marked as callable rather than pure because implicit evaluation may be confusing, both for blueprint authors and blueprint readers. For implicit execution simply wrap it in a blueprint pure function.

◆ GetPlatformUserDir()

FString GetPlatformUserDir ( )

Get the current user dir from the OS.

◆ GetPlatformUserName()

FString GetPlatformUserName ( )

Get the current user name from the OS.

◆ GetPreferredLanguages()

TArray< FString > GetPreferredLanguages ( )

Returns an array of the user's preferred languages in order of preference.

Returns
An array of language IDs ordered from most preferred to least

◆ GetPrimaryAssetIdFromClass()

FPrimaryAssetId GetPrimaryAssetIdFromClass ( TSubclassOf< UObject > Class)

Returns the Primary Asset Id for a Class, this can return an invalid one if not registered.

◆ GetPrimaryAssetIdFromObject()

FPrimaryAssetId GetPrimaryAssetIdFromObject ( UObject Object)

Returns the Primary Asset Id for an Object, this can return an invalid one if not registered.

◆ GetPrimaryAssetIdFromSoftClassReference()

FPrimaryAssetId GetPrimaryAssetIdFromSoftClassReference ( TSoftClassPtr< UObject > SoftClassReference)

Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered.

◆ GetPrimaryAssetIdFromSoftObjectReference()

FPrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference ( TSoftObjectPtr< UObject > SoftObjectReference)

Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered.

◆ GetPrimaryAssetIdList()

void GetPrimaryAssetIdList ( FPrimaryAssetType PrimaryAssetType,
TArray< FPrimaryAssetId > & OutPrimaryAssetIdList )

Returns list of PrimaryAssetIds for a PrimaryAssetType.

◆ GetPrimaryAssetsWithBundleState()

void GetPrimaryAssetsWithBundleState ( TArray< FName > RequiredBundles,
TArray< FName > ExcludedBundles,
TArray< FPrimaryAssetType > ValidTypes,
bool bForceCurrentState,
TArray< FPrimaryAssetId > & OutPrimaryAssetIdList )

Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process.

◆ GetProjectContentDirectory()

FString GetProjectContentDirectory ( )

Get the content directory of the current project.

◆ GetProjectDirectory()

FString GetProjectDirectory ( )

Get the directory of the current project.

◆ GetProjectSavedDirectory()

FString GetProjectSavedDirectory ( )

Get the saved directory of the current project.

◆ GetRenderingDetailMode()

int GetRenderingDetailMode ( )

Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show objects with DetailMode low 1: medium, show objects with DetailMode medium or below 2: high, show objects with DetailMode high or below 3: epic, show all objects.

◆ GetRenderingMaterialQualityLevel()

int GetRenderingMaterialQualityLevel ( )

Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium.

◆ GetSoftClassPath()

FSoftClassPath GetSoftClassPath ( const UClass Class)

Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path).

◆ GetSoftClassReferenceFromPrimaryAssetId()

TSoftClassPtr< UObject > GetSoftClassReferenceFromPrimaryAssetId ( FPrimaryAssetId PrimaryAssetId)

Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded.

◆ GetSoftClassTopLevelAssetPath()

FTopLevelAssetPath GetSoftClassTopLevelAssetPath ( TSoftClassPtr< UObject > SoftClassReference)

Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities.

◆ GetSoftObjectPath()

FSoftObjectPath GetSoftObjectPath ( const UObject Object)

Returns the full path to the specified object as a Soft Object Path.

◆ GetSoftObjectReferenceFromPrimaryAssetId()

TSoftObjectPtr< UObject > GetSoftObjectReferenceFromPrimaryAssetId ( FPrimaryAssetId PrimaryAssetId)

Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded.

◆ GetStructTopLevelAssetPath()

FTopLevelAssetPath GetStructTopLevelAssetPath ( const UScriptStruct Struct)

Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities.

◆ GetSupportedFullscreenResolutions()

bool GetSupportedFullscreenResolutions ( TArray< FIntPoint > & Resolutions)

Gets the list of support fullscreen resolutions.

Returns
true if successfully queried the device for available resolutions.

◆ GetSystemPath()

FString GetSystemPath ( const UObject Object)

Returns the full file system path to a UObject If given a non-asset UObject, it will return an empty string.

◆ GetTimerElapsedTime()

float32 GetTimerElapsedTime ( UObject Object,
FString FunctionName )

Returns elapsed time for the given delegate (time since current countdown iteration began).

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
How long has elapsed since the current iteration of the timer began.

◆ GetTimerElapsedTimeDelegate()

float32 GetTimerElapsedTimeDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Returns elapsed time for the given delegate (time since current countdown iteration began).

Returns
How long has elapsed since the current iteration of the timer began.

◆ GetTimerElapsedTimeHandle()

float32 GetTimerElapsedTimeHandle ( FTimerHandle Handle)

Returns elapsed time for the given handle (time since current countdown iteration began).

Parameters
HandleThe handle of the timer to get the elapsed time of.
Returns
How long has elapsed since the current iteration of the timer began.

◆ GetTimerRemainingTime()

float32 GetTimerRemainingTime ( UObject Object,
FString FunctionName )

Returns time until the timer will next execute its delegate.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
How long is remaining in the current iteration of the timer.

◆ GetTimerRemainingTimeDelegate()

float32 GetTimerRemainingTimeDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Returns time until the timer will next execute its delegate.

Returns
How long is remaining in the current iteration of the timer.

◆ GetTimerRemainingTimeHandle()

float32 GetTimerRemainingTimeHandle ( FTimerHandle Handle)

Returns time until the timer will next execute its handle.

Parameters
HandleThe handle of the timer to time remaining of.
Returns
How long is remaining in the current iteration of the timer.

◆ GetUniqueDeviceId()

FString GetUniqueDeviceId ( )

Returns the platform specific unique device id.

◆ GetVolumeButtonsHandledBySystem()

bool GetVolumeButtonsHandledBySystem ( )

Returns true if system default handling of volume up and volume down buttons enabled (Android only).

◆ HasMultipleLocalPlayers()

bool HasMultipleLocalPlayers ( )

Returns whether there are currently multiple local players in the given world.

◆ HideAdBanner()

void HideAdBanner ( )

Hides the ad banner (iAd on iOS, or AdMob on Android). Will force close the ad if it's open (iOS and Android only).

◆ InvalidateTimerHandle()

FTimerHandle InvalidateTimerHandle ( FTimerHandle & Handle)

Invalidate the supplied TimerHandle and return it.

Parameters
HandleThe handle of the timer to invalidate.
Returns
Return the invalidated timer handle for convenience.

◆ IsControllerAssignedToGamepad()

bool IsControllerAssignedToGamepad ( int ControllerId)

Returns true if controller id assigned to a gamepad (Android and iOS only).

◆ IsDedicatedServer()

bool IsDedicatedServer ( )

Returns whether this is running on a dedicated server.

◆ IsInterstitialAdAvailable()

bool IsInterstitialAdAvailable ( )

Returns true if the requested interstitial ad is loaded and ready (Android only).

◆ IsInterstitialAdRequested()

bool IsInterstitialAdRequested ( )

Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only).

◆ IsLoggedIn()

bool IsLoggedIn ( const APlayerController SpecificPlayer)

Returns whether the player is logged in to the currently active online subsystem.

◆ IsPackagedForDistribution()

bool IsPackagedForDistribution ( )

Returns whether this is a build that is packaged for distribution.

◆ IsScreensaverEnabled()

bool IsScreensaverEnabled ( )

Returns true if screen saver is enabled.

◆ IsServer()

bool IsServer ( )

Returns whether the world this object is in is the host or not.

◆ IsSplitScreen()

bool IsSplitScreen ( )

◆ IsStandalone()

bool IsStandalone ( )

Returns whether this game instance is stand alone (no networking).

◆ IsTimerActive()

bool IsTimerActive ( UObject Object,
FString FunctionName )

Returns true if a timer exists and is active for the given delegate, false otherwise.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
True if the timer exists and is active.

◆ IsTimerActiveDelegate()

bool IsTimerActiveDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Returns true if a timer exists and is active for the given delegate, false otherwise.

Returns
True if the timer exists and is active.

◆ IsTimerActiveHandle()

bool IsTimerActiveHandle ( FTimerHandle Handle)

Returns true if a timer exists and is active for the given handle, false otherwise.

Parameters
HandleThe handle of the timer to check whether it is active.
Returns
True if the timer exists and is active.

◆ IsTimerPaused()

bool IsTimerPaused ( UObject Object,
FString FunctionName )

Returns true if a timer exists and is paused for the given delegate, false otherwise.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
True if the timer exists and is paused.

◆ IsTimerPausedDelegate()

bool IsTimerPausedDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Returns true if a timer exists and is paused for the given delegate, false otherwise.

Returns
True if the timer exists and is paused.

◆ IsTimerPausedHandle()

bool IsTimerPausedHandle ( FTimerHandle Handle)

Returns true if a timer exists and is paused for the given handle, false otherwise.

Parameters
HandleThe handle of the timer to check whether it is paused.
Returns
True if the timer exists and is paused.

◆ IsTraceHandleValid()

bool IsTraceHandleValid ( FTraceHandle Handle,
bool bOverlapTrace )

◆ IsUnattended()

bool IsUnattended ( )

Returns true if running unattended (-unattended is on the command line).

Returns
Unattended state

◆ IsValid()

bool IsValid ( const UObject Object)

Return true if the object is usable : non-null and not pending kill.

◆ IsValidClass()

bool IsValidClass ( UClass Class)

Return true if the class is usable : non-null and not pending kill.

◆ IsValidPrimaryAssetId()

bool IsValidPrimaryAssetId ( FPrimaryAssetId PrimaryAssetId)

Returns true if the Primary Asset Id is valid.

◆ IsValidPrimaryAssetType()

bool IsValidPrimaryAssetType ( FPrimaryAssetType PrimaryAssetType)

Returns list of Primary Asset Ids for a PrimaryAssetType.

◆ IsValidSoftClassReference()

bool IsValidSoftClassReference ( TSoftClassPtr< UObject > SoftClassReference)

Returns true if the Soft Class Reference is not null.

◆ IsValidSoftObjectReference()

bool IsValidSoftObjectReference ( TSoftObjectPtr< UObject > SoftObjectReference)

Returns true if the Soft Object Reference is not null.

◆ IsValidTimerHandle()

bool IsValidTimerHandle ( FTimerHandle Handle)

Returns whether the timer handle is valid. This does not indicate that there is an active timer that this handle references, but rather that it once referenced a valid timer.

Parameters
HandleThe handle of the timer to check validity of.
Returns
Whether the timer handle is valid.

◆ LaunchURL()

void LaunchURL ( FString URL)

Opens the specified URL in the platform's web browser of choice.

◆ LineTraceMulti()

bool LineTraceMulti ( const FVector Start,
const FVector End,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
TraceChannelThe channel to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
Returns
True if there was a blocking hit, false otherwise.

◆ LineTraceMultiByProfile()

bool LineTraceMultiByProfile ( const FVector Start,
const FVector End,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.

Parameters
StartStart of line segment.
EndEnd of line segment.
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
Returns
True if there was a blocking hit, false otherwise.

◆ LineTraceMultiForObjects()

bool LineTraceMultiForObjects ( const FVector Start,
const FVector End,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
Returns
True if there was a hit, false otherwise.

◆ LineTraceSingle()

bool LineTraceSingle ( const FVector Start,
const FVector End,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ LineTraceSingleByProfile()

bool LineTraceSingleByProfile ( const FVector Start,
const FVector End,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Trace a ray against the world using a specific profile and return the first blocking hit.

Parameters
StartStart of line segment.
EndEnd of line segment.
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ LineTraceSingleForObjects()

bool LineTraceSingleForObjects ( const FVector Start,
const FVector End,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Does a collision trace along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ LoadAsset_Blocking()

UObject LoadAsset_Blocking ( TSoftObjectPtr< UObject > Asset)

Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible.

◆ LoadClassAsset_Blocking()

UClass LoadClassAsset_Blocking ( TSoftClassPtr< UObject > AssetClass)

Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible.

◆ LoadInterstitialAd()

void LoadInterstitialAd ( int AdIdIndex)

Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd (Android only).

Parameters
AdIdIndexThe index of the ID to select for the ad to show

◆ LogString()

void LogString ( FString InString = "Hello",
bool bPrintToLog = true )

Prints a string to the log If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

Parameters
InStringThe string to log out
bPrintToLogWhether or not to print the output to the log

◆ MakeARFilter()

FARFilter MakeARFilter ( TArray< FName > PackageNames,
TArray< FName > PackagePaths,
TArray< FSoftObjectPath > SoftObjectPaths,
TArray< FTopLevelAssetPath > ClassPaths,
TSet< FTopLevelAssetPath > RecursiveClassPathsExclusionSet,
TArray< FName > ClassNames,
TSet< FName > RecursiveClassesExclusionSet,
bool bRecursivePaths = false,
bool bRecursiveClasses = false,
bool bIncludeOnlyOnDiskAssets = false )

Builds an ARFilter struct. You should be using ClassPaths and RecursiveClassPathsExclusionSet, ClassNames and RecursiveClassesExclusionSet are deprecated.

Parameters
ClassNames[DEPRECATED] - Class names are now represented by path names. If non-empty, this input will result in a runtime warning. Please use the ClassPaths input instead.
RecursiveClassesExclusionSet[DEPRECATED] - Class names are now represented by path names. If non-empty, this input will result in a runtime warning. Please use the RecursiveClassPathsExclusionSet input instead.

◆ MakeLiteralBool()

bool MakeLiteralBool ( bool Value)

Creates a literal bool.

Parameters
Valuevalue to set the bool to
Returns
The literal bool

◆ MakeLiteralByte()

uint8 MakeLiteralByte ( uint8 Value)

Creates a literal byte.

Parameters
Valuevalue to set the byte to
Returns
The literal byte

◆ MakeLiteralDouble()

float MakeLiteralDouble ( float Value)

Creates a literal float (double-precision).

Parameters
Valuevalue to set the float (double-precision) to
Returns
The literal float (double-precision)

◆ MakeLiteralInt()

int MakeLiteralInt ( int Value)

Creates a literal integer.

Parameters
Valuevalue to set the integer to
Returns
The literal integer

◆ MakeLiteralInt64()

int64 MakeLiteralInt64 ( int64 Value)

Creates a literal 64-bit integer.

Parameters
Valuevalue to set the 64-bit integer to
Returns
The literal 64-bit integer

◆ MakeLiteralName()

FName MakeLiteralName ( FName Value)

Creates a literal name.

Parameters
Valuevalue to set the name to
Returns
The literal name

◆ MakeLiteralString()

FString MakeLiteralString ( FString Value)

Creates a literal string.

Parameters
Valuevalue to set the string to
Returns
The literal string

◆ MakeLiteralText()

FText MakeLiteralText ( FText Value)

Creates a literal FText.

Parameters
Valuevalue to set the FText to
Returns
The literal FText

◆ MakeSoftClassPath()

FSoftClassPath MakeSoftClassPath ( FString PathString)

Builds a Soft Class Path struct from a string that contains a full /folder/packagename.class path. For blueprint classes, this needs to point to the actual class (often with _C) and not the blueprint editor asset.

◆ MakeSoftObjectPath()

FSoftObjectPath MakeSoftObjectPath ( FString PathString)

Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path.

◆ MakeTopLevelAssetPath()

FTopLevelAssetPath MakeTopLevelAssetPath ( FString PackageName,
FString AssetName )

Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string.

◆ MoveComponentTo()

void MoveComponentTo ( USceneComponent Component,
FVector TargetRelativeLocation,
FRotator TargetRelativeRotation,
bool bEaseOut,
bool bEaseIn,
float32 OverTime,
bool bForceShortestRotationPath,
EMoveComponentAction MoveAction,
FLatentActionInfo LatentInfo )

Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.

@param Component   Component to interpolate *
@param TargetRelativeLocation   Relative target location *
@param TargetRelativeRotation   Relative target rotation *
@param bEaseOut   if true we will ease out (ie end slowly) during interpolation *
@param bEaseIn   if true we will ease in (ie start slowly) during interpolation *
@param OverTime   duration of interpolation *
@param bForceShortestRotationPath   if true we will always use the shortest path for rotation *
@param MoveAction   required movement behavior
@param LatentInfo   The latent action 

◆ NormalizeFilename()

FString NormalizeFilename ( FString InFilename)

Convert all / and \ to TEXT("/").

◆ NotEqual_PrimaryAssetId()

bool NotEqual_PrimaryAssetId ( FPrimaryAssetId A,
FPrimaryAssetId B )

Returns true if the values are not equal (A != B).

◆ NotEqual_PrimaryAssetType()

bool NotEqual_PrimaryAssetType ( FPrimaryAssetType A,
FPrimaryAssetType B )

Returns true if the values are not equal (A != B).

◆ NotEqual_SoftClassReference()

bool NotEqual_SoftClassReference ( TSoftClassPtr< UObject > A,
TSoftClassPtr< UObject > B )

Returns true if the values are not equal (A != B).

◆ NotEqual_SoftObjectReference()

bool NotEqual_SoftObjectReference ( TSoftObjectPtr< UObject > A,
TSoftObjectPtr< UObject > B )

Returns true if the values are not equal (A != B).

◆ ParseCommandLine()

void ParseCommandLine ( FString InCmdLine,
TArray< FString > & OutTokens,
TArray< FString > & OutSwitches,
TMap< FString, FString > & OutParams )

Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar).

Parameters
InCmdLineThe the string to parse (ie '-foo -bar=/game/baz testtoken' ) *

◆ ParseParam()

bool ParseParam ( FString InString,
FString InParam )

Returns true if the string has -param in it (do not specify the leading -).

◆ ParseParamValue()

bool ParseParamValue ( FString InString,
FString InParam,
FString & OutValue )

Returns 'value' if -option=value is in the string.

◆ PauseTimer()

void PauseTimer ( UObject Object,
FString FunctionName )

Pauses a set timer at its current elapsed time.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.

◆ PauseTimerDelegate()

void PauseTimerDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Pauses a set timer at its current elapsed time.

◆ PauseTimerHandle()

void PauseTimerHandle ( FTimerHandle Handle)

Pauses a set timer at its current elapsed time.

Parameters
HandleThe handle of the timer to pause.

◆ PrintString()

void PrintString ( FString InString = "Hello",
bool bPrintToScreen = true,
bool bPrintToLog = true,
FLinearColor TextColor = FLinearColor ( 0.000000 , 0.660000 , 1.000000 , 1.000000 ),
float32 Duration = 2.000000,
const FName Key = NAME_None )

Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

Parameters
InStringThe string to log out
bPrintToScreenWhether or not to print the output to the screen
bPrintToLogWhether or not to print the output to the log
TextColorThe color of the text to display
DurationThe display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
KeyIf a non-empty key is provided, the message will replace any existing on-screen messages with the same key.

◆ PrintText()

void PrintText ( const FText InText,
bool bPrintToScreen = true,
bool bPrintToLog = true,
FLinearColor TextColor = FLinearColor ( 0.000000 , 0.660000 , 1.000000 , 1.000000 ),
float32 Duration = 2.000000,
const FName Key = NAME_None )

Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

Parameters
InTextThe text to log out
bPrintToScreenWhether or not to print the output to the screen
bPrintToLogWhether or not to print the output to the log
TextColorThe color of the text to display
DurationThe display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
KeyIf a non-empty key is provided, the message will replace any existing on-screen messages with the same key.

◆ QueryOverlapData()

bool QueryOverlapData ( FTraceHandle Handle,
FOverlapDatum & OutData )

◆ QueryTraceData()

bool QueryTraceData ( FTraceHandle Handle,
FTraceDatum & OutData )

◆ QuitEditor()

void QuitEditor ( )

Exit the editor.

◆ QuitGame()

void QuitGame ( APlayerController SpecificPlayer,
EQuitPreference QuitPreference,
bool bIgnorePlatformRestrictions )

Exit the current game.

Parameters
SpecificPlayerThe specific player to quit the game. If not specified, player 0 will quit.
QuitPreferenceForm of quitting.
bIgnorePlatformRestrictionsIgnores and best-practices based on platform (e.g on some consoles, games should never quit). Non-shipping only

◆ RegisterForRemoteNotifications()

void RegisterForRemoteNotifications ( )

Requests permission to send remote notifications to the user's device. (Android and iOS only).

◆ ResetEditorProperty()

bool ResetEditorProperty ( UObject Object,
const FName PropertyName,
EPropertyAccessChangeNotifyMode ChangeNotifyMode = EPropertyAccessChangeNotifyMode :: Default )

Attempts to reset the value of a named property on the given object so that it matches the value of the archetype.

Parameters
ObjectThe object you want to reset a property value on.
PropertyNameThe name of the object property to reset the value of.
ChangeNotifyModeWhen to emit property change notifications.
Returns
Whether the property value was found and correctly reset.

◆ ResetGamepadAssignments()

void ResetGamepadAssignments ( )

Resets the gamepad to player controller id assignments (Android and iOS only).

◆ ResetGamepadAssignmentToController()

void ResetGamepadAssignmentToController ( int ControllerId)

Resets the gamepad assignment to player controller id (Android and iOS only).

◆ RetriggerableDelay()

void RetriggerableDelay ( float32 Duration,
FLatentActionInfo LatentInfo )

Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration.

Parameters
Durationlength of delay (in seconds).
LatentInfoThe latent action.

◆ SetGamepadsBlockDeviceFeedback()

void SetGamepadsBlockDeviceFeedback ( bool bBlock)

Sets whether attached gamepads will block feedback from the device itself (Mobile only).

◆ SetSuppressViewportTransitionMessage()

void SetSuppressViewportTransitionMessage ( bool bState)

Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.).

Parameters
WorldContextObjectWorld context

◆ SetTimer()

FTimerHandle SetTimer ( UObject Object,
FName FunctionName,
float32 Time,
bool bLooping,
bool bMaxOncePerFrame = false,
float32 InitialStartDelay = 0.000000,
float32 InitialStartDelayVariance = 0.000000 )

Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
TimeHow long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
bLoopingTrue to keep executing the delegate every Time seconds, false to execute delegate only once.
bMaxOncePerFrameFor looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame.
InitialStartDelayInitial delay passed to the timer manager to allow some variance in when the timer starts, in seconds.
InitialStartDelayVarianceUse this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
Returns
The timer handle to pass to other timer functions to manipulate this timer.

◆ SetTimerDelegate()

FTimerHandle SetTimerDelegate ( FTimerDynamicDelegate Delegate,
float32 Time,
bool bLooping,
bool bMaxOncePerFrame = false,
float32 InitialStartDelay = 0.000000,
float32 InitialStartDelayVariance = 0.000000 )

Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.

Parameters
TimeHow long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
bLoopingTrue to keep executing the delegate every Time seconds, false to execute delegate only once.
bMaxOncePerFrameFor looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame.
InitialStartDelayInitial delay passed to the timer manager, in seconds.
InitialStartDelayVarianceUse this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
Returns
The timer handle to pass to other timer functions to manipulate this timer.

◆ SetTimerForNextTick()

FTimerHandle SetTimerForNextTick ( UObject Object,
FString FunctionName )

Set a timer to execute a delegate on the next tick.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
The timer handle to pass to other timer functions to manipulate this timer.

◆ SetTimerForNextTickDelegate()

FTimerHandle SetTimerForNextTickDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Set a timer to execute a delegate next tick.

Returns
The timer handle to pass to other timer functions to manipulate this timer.

◆ SetUserActivity()

void SetUserActivity ( FUserActivity UserActivity)

Tells the engine what the user is doing for debug, analytics, etc.

◆ SetVolumeButtonsHandledBySystem()

void SetVolumeButtonsHandledBySystem ( bool bEnabled)

Allows or inhibits system default handling of volume up and volume down buttons (Android only).

Parameters
bEnabledIf true, allow Android to handle volume up and down events

◆ SetWindowTitle()

void SetWindowTitle ( FText Title)

Sets the game window title.

◆ ShowAdBanner()

void ShowAdBanner ( int AdIdIndex,
bool bShowOnBottomOfScreen )

Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view) (iOS and Android only).

Parameters
AdIdIndexThe index of the ID to select for the ad to show
bShowOnBottomOfScreenIf true, the iAd will be shown at the bottom of the screen, top otherwise

◆ ShowInterstitialAd()

void ShowInterstitialAd ( )

Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only).

◆ ShowPlatformSpecificAchievementsScreen()

void ShowPlatformSpecificAchievementsScreen ( const APlayerController SpecificPlayer)

Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release).

Parameters
SpecificPlayerSpecific player's achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0

◆ ShowPlatformSpecificLeaderboardScreen()

void ShowPlatformSpecificLeaderboardScreen ( FString CategoryName)

Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release).

◆ SnapshotObject()

void SnapshotObject ( UObject Object)

Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update. Note: Internally this calls SnapshotTransactionBuffer on the given object. Note: Only available in the editor.

Parameters
ObjectThe object that is about to be modified.

◆ SphereOverlapActors()

bool SphereOverlapActors ( const FVector SpherePos,
float32 SphereRadius,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ActorClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< AActor > & OutActors )

Returns an array of actors that overlap the given sphere.

Parameters
SpherePosCenter of sphere.
SphereRadiusSize of sphere.
ActorsToIgnoreIgnore these actors in the list
OutActorsReturned array of actors. Unsorted.
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ SphereOverlapComponents()

bool SphereOverlapComponents ( const FVector SpherePos,
float32 SphereRadius,
TArray< EObjectTypeQuery > ObjectTypes,
UClass ComponentClassFilter,
TArray< AActor > ActorsToIgnore,
TArray< UPrimitiveComponent > & OutComponents )

Returns an array of components that overlap the given sphere.

Parameters
SpherePosCenter of sphere.
SphereRadiusSize of sphere.
ActorsToIgnoreIgnore these actors in the list
Returns
true if there was an overlap that passed the filters, false otherwise.

◆ SphereTraceMulti()

bool SphereTraceMulti ( const FVector Start,
const FVector End,
float32 Radius,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ SphereTraceMultiByProfile()

bool SphereTraceMultiByProfile ( const FVector Start,
const FVector End,
float32 Radius,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a blocking hit, false otherwise.

◆ SphereTraceMultiForObjects()

bool SphereTraceMultiForObjects ( const FVector Start,
const FVector End,
float32 Radius,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitsA list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
Returns
True if there was a hit, false otherwise.

◆ SphereTraceSingle()

bool SphereTraceSingle ( const FVector Start,
const FVector End,
float32 Radius,
ETraceTypeQuery TraceChannel,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ SphereTraceSingleByProfile()

bool SphereTraceSingleByProfile ( const FVector Start,
const FVector End,
float32 Radius,
FName ProfileName,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweep a sphere against the world and return the first blocking hit using a specific profile.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
ProfileNameThe 'profile' used to determine which components to hit
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ SphereTraceSingleForObjects()

bool SphereTraceSingleForObjects ( const FVector Start,
const FVector End,
float32 Radius,
TArray< EObjectTypeQuery > ObjectTypes,
bool bTraceComplex,
TArray< AActor > ActorsToIgnore,
EDrawDebugTrace DrawDebugType,
FHitResult & OutHit,
bool bIgnoreSelf,
FLinearColor TraceColor = FLinearColor ( 1.000000 , 0.000000 , 0.000000 , 1.000000 ),
FLinearColor TraceHitColor = FLinearColor ( 0.000000 , 1.000000 , 0.000000 , 1.000000 ),
float32 DrawTime = 5.000000 )

Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Parameters
StartStart of line segment.
EndEnd of line segment.
RadiusRadius of the sphere to sweep
ObjectTypesArray of Object Types to trace
bTraceComplexTrue to test against complex collision, false to test against simplified collision.
OutHitProperties of the trace hit.
Returns
True if there was a hit, false otherwise.

◆ TimerExists()

bool TimerExists ( UObject Object,
FString FunctionName )

Returns true is a timer for the given delegate exists, false otherwise.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.
Returns
True if the timer exists.

◆ TimerExistsDelegate()

bool TimerExistsDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Returns true is a timer for the given delegate exists, false otherwise.

Returns
True if the timer exists.

◆ TimerExistsHandle()

bool TimerExistsHandle ( FTimerHandle Handle)

Returns true is a timer for the given handle exists, false otherwise.

Parameters
HandleThe handle to check whether it exists.
Returns
True if the timer exists.

◆ TransactObject()

void TransactObject ( UObject Object)

Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer. Note: Internally this calls Modify on the given object, so will also mark the owner package dirty. Note: Only available in the editor.

Parameters
ObjectThe object that is about to be modified.

◆ UnloadPrimaryAsset()

void UnloadPrimaryAsset ( FPrimaryAssetId PrimaryAssetId)

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it.

◆ UnloadPrimaryAssetList()

void UnloadPrimaryAssetList ( TArray< FPrimaryAssetId > PrimaryAssetIdList)

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it.

◆ UnPauseTimer()

void UnPauseTimer ( UObject Object,
FString FunctionName )

Resumes a paused timer from its current elapsed time.

Parameters
ObjectObject that implements the delegate function. Defaults to self (this blueprint)
FunctionNameDelegate function name. Can be a K2 function or a Custom Event.

◆ UnPauseTimerDelegate()

void UnPauseTimerDelegate ( FTimerDynamicDelegate Delegate = FTimerDynamicDelegate ( ))

Resumes a paused timer from its current elapsed time.

◆ UnPauseTimerHandle()

void UnPauseTimerHandle ( FTimerHandle Handle)

Resumes a paused timer from its current elapsed time.

Parameters
HandleThe handle of the timer to unpause.

◆ UnregisterForRemoteNotifications()

void UnregisterForRemoteNotifications ( )

Requests Requests unregistering from receiving remote notifications to the user's device. (Android only).

Variable Documentation

◆ AdIDCount

const int AdIDCount

◆ BuildConfiguration

const FString BuildConfiguration

◆ BuildVersion

const FString BuildVersion

◆ CommandLine

const FString CommandLine

◆ DefaultLanguage

const FString DefaultLanguage

◆ DefaultLocale

const FString DefaultLocale

◆ DeviceId

const FString DeviceId

◆ EngineVersion

const FString EngineVersion

◆ FrameCount

const int64 FrameCount

◆ GameBundleId

const FString GameBundleId

◆ GameName

const FString GameName

◆ LocalCurrencyCode

const FString LocalCurrencyCode

◆ LocalCurrencySymbol

const FString LocalCurrencySymbol

◆ MinYResolutionFor3DView

const int MinYResolutionFor3DView

◆ MinYResolutionForUI

const int MinYResolutionForUI

◆ PlatformTime_Seconds

const float PlatformTime_Seconds

◆ PlatformUserDir

const FString PlatformUserDir

◆ PlatformUserName

const FString PlatformUserName

◆ PreferredLanguages

const TArray<FString> PreferredLanguages

◆ ProjectContentDirectory

const FString ProjectContentDirectory

◆ ProjectDirectory

const FString ProjectDirectory

◆ ProjectSavedDirectory

const FString ProjectSavedDirectory

◆ RenderingDetailMode

const int RenderingDetailMode

◆ RenderingMaterialQualityLevel

const int RenderingMaterialQualityLevel

◆ UniqueDeviceId

const FString UniqueDeviceId

◆ VolumeButtonsHandledBySystem

bool VolumeButtonsHandledBySystem