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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
| FDebugFloatHistory AddFloatHistorySample | ( | float32 | Value, |
| FDebugFloatHistory | FloatHistory ) |
| 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 AsyncLineTraceByObjectType | ( | EAsyncTraceType | InTraceType, |
| FVector | Start, | ||
| FVector | End, | ||
| FCollisionObjectQueryParams | ObjectQueryParams, | ||
| FCollisionQueryParams | Params = FCollisionQueryParams :: DefaultQueryParam, | ||
| 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 AsyncOverlapByChannel | ( | FVector | Pos, |
| FQuat | Rot, | ||
| ECollisionChannel | TraceChannel, | ||
| FCollisionShape | CollisionShape, | ||
| FCollisionQueryParams | Params = FCollisionQueryParams :: DefaultQueryParam, | ||
| FCollisionResponseParams | ResponseParam = FCollisionResponseParams :: DefaultResponseParam, | ||
| FScriptOverlapDelegate | InDelegate = FScriptOverlapDelegate ( ), | ||
| uint | UserData = 0 ) |
| FTraceHandle AsyncOverlapByObjectType | ( | FVector | Pos, |
| FQuat | Rot, | ||
| FCollisionObjectQueryParams | ObjectQueryParams, | ||
| FCollisionShape | CollisionShape, | ||
| FCollisionQueryParams | Params = FCollisionQueryParams :: DefaultQueryParam, | ||
| FScriptOverlapDelegate | InDelegate = FScriptOverlapDelegate ( ), | ||
| 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 AsyncSweepByObjectType | ( | EAsyncTraceType | InTraceType, |
| FVector | Start, | ||
| FVector | End, | ||
| FQuat | Rot, | ||
| FCollisionObjectQueryParams | ObjectQueryParams, | ||
| FCollisionShape | CollisionShape, | ||
| FCollisionQueryParams | Params = FCollisionQueryParams :: DefaultQueryParam, | ||
| FScriptTraceDelegate | InDelegate = FScriptTraceDelegate ( ), | ||
| 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 ) |
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.
| Context | The context for the undo session. Typically the tool/editor that caused the undo operation. |
| Description | The description for the undo session. This is the text that will appear in the "Edit" menu next to the Undo item. |
| PrimaryObject | The primary object that the undo session operators on (can be null, and mostly is). |
| 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.
| BoxPos | Center of box. |
| BoxExtent | Extents of box. |
| ActorsToIgnore | Ignore these actors in the list |
| OutActors | Returned array of actors. Unsorted. |
| 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.
| BoxPos | Center of box. |
| ActorsToIgnore | Ignore these actors in the list |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Distance from the center of box along each axis |
| Orientation | Orientation of the box |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Distance from the center of box along each axis |
| Orientation | Orientation of the box |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Radius of the sphere to sweep |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Distance from the center of box along each axis |
| Orientation | Orientation of the box |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Distance from the center of box along each axis |
| Orientation | Orientation of the box |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| HalfSize | Radius of the sphere to sweep |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| 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. |
| void BreakSoftClassPath | ( | FSoftClassPath | InSoftClassPath, |
| FString & | PathString ) |
Gets the path string out of a Soft Class Path.
| void BreakSoftObjectPath | ( | FSoftObjectPath | InSoftObjectPath, |
| FString & | PathString ) |
Gets the path string out of a Soft Object Path.
| void BreakTopLevelAssetPath | ( | FTopLevelAssetPath | TopLevelAssetPath, |
| FString & | PathString ) |
Gets the path string out of a TopLevelAssetPath.
| 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.
| Index | The action counter to cancel transactions from (as returned by a call to BeginTransaction). |
| bool CanLaunchURL | ( | FString | URL | ) |
| 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.
| CapsulePos | Center of the capsule. |
| Radius | Radius of capsule hemispheres and radius of center cylinder portion. |
| HalfHeight | Half-height of the capsule (from center of capsule to tip of hemisphere. |
| ActorsToIgnore | Ignore these actors in the list |
| OutActors | Returned array of actors. Unsorted. |
| 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.
| CapsulePos | Center of the capsule. |
| Radius | Radius of capsule hemispheres and radius of center cylinder portion. |
| HalfHeight | Half-height of the capsule (from center of capsule to tip of hemisphere. |
| ActorsToIgnore | Ignore these actors in the list |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the capsule to sweep |
| HalfHeight | Distance from center of capsule to tip of hemisphere endcap. |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| void ClearAndInvalidateTimerHandle | ( | FTimerHandle & | Handle | ) |
Clears a set timer.
| Handle | The handle of the timer to clear. |
Clears a set timer.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| void ClearTimerDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Clears a set timer.
| void ClearTimerHandle | ( | FTimerHandle | Handle | ) |
Clears a set timer.
| Handle | The handle of the timer to clear. |
| 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.
| 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.
| Component | Component to test with. |
| ComponentTransform | Defines where to place the component for overlap testing. |
| ActorsToIgnore | Ignore these actors in the list |
| OutActors | Returned array of actors. Unsorted. |
| 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.
| Component | Component to test with. |
| ComponentTransform | Defines where to place the component for overlap testing. |
| ActorsToIgnore | Ignore these actors in the list |
| void ControlScreensaver | ( | bool | bAllowScreenSaver | ) |
Allows or inhibits screensaver.
| bAllowScreenSaver | If false, don't allow screensaver if possible, otherwise allow default behavior |
| FSoftComponentReference Conv_ComponentReferenceToSoftComponentReference | ( | FComponentReference | ComponentReference | ) |
| 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.
| FString Conv_PrimaryAssetIdToString | ( | FPrimaryAssetId | PrimaryAssetId | ) |
Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated.
| FString Conv_PrimaryAssetTypeToString | ( | FPrimaryAssetType | PrimaryAssetType | ) |
Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated.
| TSoftClassPtr< UObject > Conv_SoftClassPathToSoftClassRef | ( | FSoftClassPath | SoftClassPath | ) |
Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable.
| FString Conv_SoftClassReferenceToString | ( | TSoftClassPtr< UObject > | SoftClassReference | ) |
Converts a Soft Class Reference to a path string.
| FString Conv_SoftObjectReferenceToString | ( | TSoftObjectPtr< UObject > | SoftObjectReference | ) |
Converts a Soft Object Reference to a path string.
| TSoftObjectPtr< UObject > Conv_SoftObjPathToSoftObjRef | ( | FSoftObjectPath | SoftObjectPath | ) |
Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable.
| 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).
| FSoftObjectPath Conv_SoftObjRefToSoftObjPath | ( | TSoftObjectPtr< UObject > | SoftObjectReference | ) |
Converts a Soft Object Reference into a Soft Object Path.
Converts passed in filename to use a absolute path.
Converts passed in filename to use a relative path.
| void CreateCopyForUndoBuffer | ( | UObject | ObjectToModify | ) |
Mark as modified.
| 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.
| Duration | length of delay (in seconds). |
| LatentInfo | The latent action. |
| void DelayUntilNextTick | ( | FLatentActionInfo | LatentInfo | ) |
Perform a latent action with a delay of one tick. Calling again while it is counting down will be ignored.
| LatentInfo | The latent action. |
| bool DoesClassImplementInterface | ( | const UClass | TestClass, |
| TSubclassOf< UInterface > | Interface ) |
Checks if the given class implements a specific interface, works for both native and blueprint interfacse.
| bool DoesImplementInterface | ( | const UObject | TestObject, |
| TSubclassOf< UInterface > | Interface ) |
Checks if the given object implements a specific interface, works for both native and blueprint interfacse.
| 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 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 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 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 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 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 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 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 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 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 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 DrawDebugLine | ( | const FVector | LineStart, |
| const FVector | LineEnd, | ||
| FLinearColor | LineColor, | ||
| float32 | Duration = 0.000000, | ||
| float32 | Thickness = 0.000000 ) |
Draw a debug line.
| 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 DrawDebugPoint | ( | const FVector | Position, |
| float32 | Size, | ||
| FLinearColor | PointColor, | ||
| float32 | Duration = 0.000000 ) |
Draw a debug point.
| 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 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.
| 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.
| bool EqualEqual_PrimaryAssetId | ( | FPrimaryAssetId | A, |
| FPrimaryAssetId | B ) |
Returns true if the values are equal (A == B).
| bool EqualEqual_PrimaryAssetType | ( | FPrimaryAssetType | A, |
| FPrimaryAssetType | B ) |
Returns true if the values are equal (A == B).
| bool EqualEqual_SoftClassReference | ( | TSoftClassPtr< UObject > | A, |
| TSoftClassPtr< UObject > | B ) |
Returns true if the values are equal (A == B).
| bool EqualEqual_SoftObjectReference | ( | TSoftObjectPtr< UObject > | A, |
| TSoftObjectPtr< UObject > | B ) |
Returns true if the values are equal (A == B).
| void ExecuteConsoleCommand | ( | FString | Command, |
| APlayerController | SpecificPlayer = nullptr ) |
Executes a console command, optionally on a specific controller.
| Command | Command to send to the console |
| SpecificPlayer | If specified, the console command will be routed through the specified player |
| void FlushDebugStrings | ( | ) |
Removes all debug strings.
| void FlushPersistentDebugLines | ( | ) |
Flush all persistent debug lines and shapes.
| void ForceCloseAdBanner | ( | ) |
Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only).
| void GetActorListFromComponentList | ( | TArray< UPrimitiveComponent > | ComponentList, |
| UClass | ActorClassFilter, | ||
| TArray< AActor > & | OutActorList ) |
Returns an array of unique actors represented by the given list of components.
| ComponentList | List of components. |
| OutActorList | Start of line segment. |
| int GetAdIDCount | ( | ) |
Retrieves the total number of Ad IDs that can be selected between.
| FString GetBuildConfiguration | ( | ) |
Build configuration, for displaying to end users in diagnostics.
| FString GetBuildVersion | ( | ) |
Build version, for displaying to end users in diagnostics.
| 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.
| FTopLevelAssetPath GetClassTopLevelAssetPath | ( | const UClass | Class | ) |
Returns the full path to the specified class as a Top Level Asset Path used by asset utilities.
| FString GetCommandLine | ( | ) |
Returns the command line that the process was launched with.
| void GetComponentBounds | ( | const USceneComponent | Component, |
| FVector & | Origin, | ||
| FVector & | BoxExtent, | ||
| float32 & | SphereRadius ) |
Get bounds.
| bool GetConsoleVariableBoolValue | ( | FString | VariableName | ) |
Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).
| VariableName | Name of the console variable to find. |
| float32 GetConsoleVariableFloatValue | ( | FString | VariableName | ) |
Attempts to retrieve the value of the specified float console variable, if it exists.
| VariableName | Name of the console variable to find. |
| int GetConsoleVariableIntValue | ( | FString | VariableName | ) |
Attempts to retrieve the value of the specified integer console variable, if it exists.
| VariableName | Name of the console variable to find. |
Attempts to retrieve the value of the specified string console variable, if it exists.
| VariableName | Name of the console variable to find. |
Gets the list of windowed resolutions which are convenient for the current primary display size.
| 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.
| 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 GetDefaultLocale | ( | ) |
Get the default locale (for internationalization) used by this platform Note: This should be returned in IETF language tag form:
| FString GetDeviceId | ( | ) |
Returns the platform specific unique device id.
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.
| FString GetEngineVersion | ( | ) |
Engine build number, for displaying to end users.
| FTopLevelAssetPath GetEnumTopLevelAssetPath | ( | const UEnum | Enum | ) |
Returns the full path to the specified enum 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 GetGameBundleId | ( | ) |
Retrieves the game's platform-specific bundle identifier or package name of the game.
| FString GetGameName | ( | ) |
Get the name of the current game.
| UTexture2D GetGamepadButtonGlyph | ( | FString | ButtonKey, |
| int | ControllerIndex ) |
Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only).
| FString GetGamepadControllerName | ( | int | ControllerId | ) |
Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only).
| float GetGameTimeInSeconds | ( | ) |
Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.
| WorldContextObject | World context |
| FString GetLocalCurrencyCode | ( | ) |
Returns the currency code associated with the device's locale.
| FString GetLocalCurrencySymbol | ( | ) |
Returns the currency symbol associated with the device's locale.
| int GetMinYResolutionFor3DView | ( | ) |
Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons.
| int GetMinYResolutionForUI | ( | ) |
Gets the smallest Y resolution we want to support in the UI, clamped within reasons.
| 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.
Returns the full path to the specified object as a string.
| 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.
| FString GetPlatformUserDir | ( | ) |
Get the current user dir from the OS.
| FString GetPlatformUserName | ( | ) |
Get the current user name from the OS.
Returns an array of the user's preferred languages in order of preference.
| FPrimaryAssetId GetPrimaryAssetIdFromClass | ( | TSubclassOf< UObject > | Class | ) |
Returns the Primary Asset Id for a Class, this can return an invalid one if not registered.
| FPrimaryAssetId GetPrimaryAssetIdFromObject | ( | UObject | Object | ) |
Returns the Primary Asset Id for an Object, 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.
| FPrimaryAssetId GetPrimaryAssetIdFromSoftObjectReference | ( | TSoftObjectPtr< UObject > | SoftObjectReference | ) |
Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered.
| void GetPrimaryAssetIdList | ( | FPrimaryAssetType | PrimaryAssetType, |
| TArray< FPrimaryAssetId > & | OutPrimaryAssetIdList ) |
Returns list of PrimaryAssetIds for a PrimaryAssetType.
| 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.
| FString GetProjectContentDirectory | ( | ) |
Get the content directory of the current project.
| FString GetProjectDirectory | ( | ) |
Get the directory of the current project.
| FString GetProjectSavedDirectory | ( | ) |
Get the saved directory of the current project.
| 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 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.
| 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).
| 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.
| FTopLevelAssetPath GetSoftClassTopLevelAssetPath | ( | TSoftClassPtr< UObject > | SoftClassReference | ) |
Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities.
| FSoftObjectPath GetSoftObjectPath | ( | const UObject | Object | ) |
Returns the full path to the specified object as a Soft Object Path.
| TSoftObjectPtr< UObject > GetSoftObjectReferenceFromPrimaryAssetId | ( | FPrimaryAssetId | PrimaryAssetId | ) |
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded.
| FTopLevelAssetPath GetStructTopLevelAssetPath | ( | const UScriptStruct | Struct | ) |
Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities.
Gets the list of support fullscreen resolutions.
Returns elapsed time for the given delegate (time since current countdown iteration began).
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| float32 GetTimerElapsedTimeDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Returns elapsed time for the given delegate (time since current countdown iteration began).
| float32 GetTimerElapsedTimeHandle | ( | FTimerHandle | Handle | ) |
Returns elapsed time for the given handle (time since current countdown iteration began).
| Handle | The handle of the timer to get the elapsed time of. |
Returns time until the timer will next execute its delegate.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| float32 GetTimerRemainingTimeDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Returns time until the timer will next execute its delegate.
| float32 GetTimerRemainingTimeHandle | ( | FTimerHandle | Handle | ) |
Returns time until the timer will next execute its handle.
| Handle | The handle of the timer to time remaining of. |
| FString GetUniqueDeviceId | ( | ) |
Returns the platform specific unique device id.
| bool GetVolumeButtonsHandledBySystem | ( | ) |
Returns true if system default handling of volume up and volume down buttons enabled (Android only).
| bool HasMultipleLocalPlayers | ( | ) |
Returns whether there are currently multiple local players in the given world.
| 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).
| FTimerHandle InvalidateTimerHandle | ( | FTimerHandle & | Handle | ) |
Invalidate the supplied TimerHandle and return it.
| Handle | The handle of the timer to invalidate. |
| bool IsControllerAssignedToGamepad | ( | int | ControllerId | ) |
Returns true if controller id assigned to a gamepad (Android and iOS only).
| bool IsDedicatedServer | ( | ) |
Returns whether this is running on a dedicated server.
| bool IsInterstitialAdAvailable | ( | ) |
Returns true if the requested interstitial ad is loaded and ready (Android only).
| bool IsInterstitialAdRequested | ( | ) |
Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only).
| bool IsLoggedIn | ( | const APlayerController | SpecificPlayer | ) |
Returns whether the player is logged in to the currently active online subsystem.
| bool IsPackagedForDistribution | ( | ) |
Returns whether this is a build that is packaged for distribution.
| bool IsScreensaverEnabled | ( | ) |
Returns true if screen saver is enabled.
| bool IsServer | ( | ) |
Returns whether the world this object is in is the host or not.
| bool IsSplitScreen | ( | ) |
| bool IsStandalone | ( | ) |
Returns whether this game instance is stand alone (no networking).
Returns true if a timer exists and is active for the given delegate, false otherwise.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| bool IsTimerActiveDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Returns true if a timer exists and is active for the given delegate, false otherwise.
| bool IsTimerActiveHandle | ( | FTimerHandle | Handle | ) |
Returns true if a timer exists and is active for the given handle, false otherwise.
| Handle | The handle of the timer to check whether it is active. |
Returns true if a timer exists and is paused for the given delegate, false otherwise.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| bool IsTimerPausedDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Returns true if a timer exists and is paused for the given delegate, false otherwise.
| bool IsTimerPausedHandle | ( | FTimerHandle | Handle | ) |
Returns true if a timer exists and is paused for the given handle, false otherwise.
| Handle | The handle of the timer to check whether it is paused. |
| bool IsTraceHandleValid | ( | FTraceHandle | Handle, |
| bool | bOverlapTrace ) |
| 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 IsValidPrimaryAssetId | ( | FPrimaryAssetId | PrimaryAssetId | ) |
Returns true if the Primary Asset Id is valid.
| bool IsValidPrimaryAssetType | ( | FPrimaryAssetType | PrimaryAssetType | ) |
Returns list of Primary Asset Ids for a PrimaryAssetType.
| bool IsValidSoftClassReference | ( | TSoftClassPtr< UObject > | SoftClassReference | ) |
Returns true if the Soft Class Reference is not null.
| bool IsValidSoftObjectReference | ( | TSoftObjectPtr< UObject > | SoftObjectReference | ) |
Returns true if the Soft Object Reference is not null.
| 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.
| Handle | The handle of the timer to check validity of. |
| void LaunchURL | ( | FString | URL | ) |
Opens the specified URL in the platform's web browser of choice.
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| TraceChannel | The channel to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| 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.
| void LoadInterstitialAd | ( | int | AdIdIndex | ) |
Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd (Android only).
| AdIdIndex | The index of the ID to select for the ad to show |
| 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.
| InString | The string to log out |
| bPrintToLog | Whether or not to print the output to the log |
| 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.
| 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. |
| bool MakeLiteralBool | ( | bool | Value | ) |
| uint8 MakeLiteralByte | ( | uint8 | Value | ) |
| float MakeLiteralDouble | ( | float | Value | ) |
Creates a literal float (double-precision).
| Value | value to set the float (double-precision) to |
| int MakeLiteralInt | ( | int | Value | ) |
| int64 MakeLiteralInt64 | ( | int64 | Value | ) |
Creates a literal 64-bit integer.
| Value | value to set the 64-bit integer to |
| 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.
| FSoftObjectPath MakeSoftObjectPath | ( | FString | PathString | ) |
Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path.
| FTopLevelAssetPath MakeTopLevelAssetPath | ( | FString | PackageName, |
| FString | AssetName ) |
Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string.
| 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
| bool NotEqual_PrimaryAssetId | ( | FPrimaryAssetId | A, |
| FPrimaryAssetId | B ) |
Returns true if the values are not equal (A != B).
| bool NotEqual_PrimaryAssetType | ( | FPrimaryAssetType | A, |
| FPrimaryAssetType | B ) |
Returns true if the values are not equal (A != B).
| bool NotEqual_SoftClassReference | ( | TSoftClassPtr< UObject > | A, |
| TSoftClassPtr< UObject > | B ) |
Returns true if the values are not equal (A != B).
| bool NotEqual_SoftObjectReference | ( | TSoftObjectPtr< UObject > | A, |
| TSoftObjectPtr< UObject > | B ) |
Returns true if the values are not equal (A != B).
| 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).
| InCmdLine | The the string to parse (ie '-foo -bar=/game/baz testtoken' ) * |
Returns true if the string has -param in it (do not specify the leading -).
Returns 'value' if -option=value is in the string.
Pauses a set timer at its current elapsed time.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| void PauseTimerDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Pauses a set timer at its current elapsed time.
| void PauseTimerHandle | ( | FTimerHandle | Handle | ) |
Pauses a set timer at its current elapsed time.
| Handle | The handle of the timer to pause. |
| 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.
| InString | The string to log out |
| bPrintToScreen | Whether or not to print the output to the screen |
| bPrintToLog | Whether or not to print the output to the log |
| TextColor | The color of the text to display |
| Duration | The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config. |
| Key | If a non-empty key is provided, the message will replace any existing on-screen messages with the same key. |
| 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.
| InText | The text to log out |
| bPrintToScreen | Whether or not to print the output to the screen |
| bPrintToLog | Whether or not to print the output to the log |
| TextColor | The color of the text to display |
| Duration | The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config. |
| Key | If a non-empty key is provided, the message will replace any existing on-screen messages with the same key. |
| bool QueryOverlapData | ( | FTraceHandle | Handle, |
| FOverlapDatum & | OutData ) |
| bool QueryTraceData | ( | FTraceHandle | Handle, |
| FTraceDatum & | OutData ) |
| void QuitEditor | ( | ) |
Exit the editor.
| void QuitGame | ( | APlayerController | SpecificPlayer, |
| EQuitPreference | QuitPreference, | ||
| bool | bIgnorePlatformRestrictions ) |
Exit the current game.
| SpecificPlayer | The specific player to quit the game. If not specified, player 0 will quit. |
| QuitPreference | Form of quitting. |
| bIgnorePlatformRestrictions | Ignores and best-practices based on platform (e.g on some consoles, games should never quit). Non-shipping only |
| void RegisterForRemoteNotifications | ( | ) |
Requests permission to send remote notifications to the user's device. (Android and iOS only).
| 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.
| Object | The object you want to reset a property value on. |
| PropertyName | The name of the object property to reset the value of. |
| ChangeNotifyMode | When to emit property change notifications. |
| void ResetGamepadAssignments | ( | ) |
Resets the gamepad to player controller id assignments (Android and iOS only).
| void ResetGamepadAssignmentToController | ( | int | ControllerId | ) |
Resets the gamepad assignment to player controller id (Android and iOS only).
| 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.
| Duration | length of delay (in seconds). |
| LatentInfo | The latent action. |
| void SetGamepadsBlockDeviceFeedback | ( | bool | bBlock | ) |
Sets whether attached gamepads will block feedback from the device itself (Mobile only).
| 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.).
| WorldContextObject | World context |
| 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.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| Time | How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set. |
| bLooping | True to keep executing the delegate every Time seconds, false to execute delegate only once. |
| bMaxOncePerFrame | For looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame. |
| InitialStartDelay | Initial delay passed to the timer manager to allow some variance in when the timer starts, in seconds. |
| InitialStartDelayVariance | Use this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds. |
| 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.
| Time | How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set. |
| bLooping | True to keep executing the delegate every Time seconds, false to execute delegate only once. |
| bMaxOncePerFrame | For looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame. |
| InitialStartDelay | Initial delay passed to the timer manager, in seconds. |
| InitialStartDelayVariance | Use this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds. |
| FTimerHandle SetTimerForNextTick | ( | UObject | Object, |
| FString | FunctionName ) |
Set a timer to execute a delegate on the next tick.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| FTimerHandle SetTimerForNextTickDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Set a timer to execute a delegate next tick.
| void SetUserActivity | ( | FUserActivity | UserActivity | ) |
Tells the engine what the user is doing for debug, analytics, etc.
| void SetVolumeButtonsHandledBySystem | ( | bool | bEnabled | ) |
Allows or inhibits system default handling of volume up and volume down buttons (Android only).
| bEnabled | If true, allow Android to handle volume up and down events |
| void SetWindowTitle | ( | FText | Title | ) |
Sets the game window title.
| 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).
| AdIdIndex | The index of the ID to select for the ad to show |
| bShowOnBottomOfScreen | If true, the iAd will be shown at the bottom of the screen, top otherwise |
| void ShowInterstitialAd | ( | ) |
Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only).
| 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).
| SpecificPlayer | Specific player's achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0 |
| 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 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.
| Object | The object that is about to be modified. |
| 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.
| SpherePos | Center of sphere. |
| SphereRadius | Size of sphere. |
| ActorsToIgnore | Ignore these actors in the list |
| OutActors | Returned array of actors. Unsorted. |
| 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.
| SpherePos | Center of sphere. |
| SphereRadius | Size of sphere. |
| ActorsToIgnore | Ignore these actors in the list |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| ProfileName | The 'profile' used to determine which components to hit |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
| 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.
| Start | Start of line segment. |
| End | End of line segment. |
| Radius | Radius of the sphere to sweep |
| ObjectTypes | Array of Object Types to trace |
| bTraceComplex | True to test against complex collision, false to test against simplified collision. |
| OutHit | Properties of the trace hit. |
Returns true is a timer for the given delegate exists, false otherwise.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| bool TimerExistsDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Returns true is a timer for the given delegate exists, false otherwise.
| bool TimerExistsHandle | ( | FTimerHandle | Handle | ) |
Returns true is a timer for the given handle exists, false otherwise.
| Handle | The handle to check whether it exists. |
| 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.
| Object | The object that is about to be modified. |
| 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.
Resumes a paused timer from its current elapsed time.
| Object | Object that implements the delegate function. Defaults to self (this blueprint) |
| FunctionName | Delegate function name. Can be a K2 function or a Custom Event. |
| void UnPauseTimerDelegate | ( | FTimerDynamicDelegate | Delegate = FTimerDynamicDelegate ( ) | ) |
Resumes a paused timer from its current elapsed time.
| void UnPauseTimerHandle | ( | FTimerHandle | Handle | ) |
Resumes a paused timer from its current elapsed time.
| Handle | The handle of the timer to unpause. |
| void UnregisterForRemoteNotifications | ( | ) |
Requests Requests unregistering from receiving remote notifications to the user's device. (Android only).
| const int AdIDCount |
| 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 MinYResolutionFor3DView |
| const int MinYResolutionForUI |
| const float PlatformTime_Seconds |
| const FString PlatformUserDir |
| const FString PlatformUserName |
| const FString ProjectContentDirectory |
| const FString ProjectDirectory |
| const FString ProjectSavedDirectory |
| const int RenderingDetailMode |
| const int RenderingMaterialQualityLevel |
| const FString UniqueDeviceId |
| bool VolumeButtonsHandledBySystem |