50 results for "AActor"
The base class for all actors that can be placed or spawned in the world.
Returns the distance from a world-space point to the nearest collision surface on this actor.
Returns true if this actor's `Tags` array contains the specified name.
Traces a ray against only the components of this specific actor and returns the first blocking hit.
Returns the local-to-world transform of the actor's RootComponent.
Registers a UObject as a replicated sub-object owned by a specific actor component, so its UPROPERTY fields replicate along with that component's replication lifecycle.
Moves the actor by a delta offset expressed in the actor's local space.
Adds a delta rotation to this actor in its own local reference frame.
Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.
Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.
Applies a delta transform to this actor in world space while preserving the actor's existing scale.
Blueprint-internal function that instantiates a component from a named template and optionally attaches it.
Blueprint-internal function that creates a component from a class reference rather than a named template, powering the 'Add Component by Class' Blueprint node.
Adds a component to the actor's InstanceComponents array, which tracks components added at runtime rather than defined in the class defaults.
Inserts a component into the actor's OwnedComponents set, making it visible to GetComponents and other component-iteration APIs.
Static GC hook that lets actors report object references held in non-UPROPERTY storage, ensuring the garbage collector does not prematurely collect those objects.
Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.
Forces this actor's tick to run after the specified actor's tick has completed.
Forces this actor's tick to run after the specified component's tick has completed.
Override to control whether a component that wants to replicate is actually allowed to, and to which connections.
Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.
Shifts the actor's location and all relevant internal data structures by the given offset vector.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Attaches this actor's RootComponent to the RootComponent of another actor.
Attaches this actor's RootComponent to a specific SceneComponent, with full control over how the existing transform is preserved or reset.
Specifies which player's input this actor will automatically receive when the game starts, without requiring explicit EnableInput() calls.
Called when a PlayerController sets this actor as its view target.
Called when the actor is fully initialized and play begins in the world.
Stores the actor components that were created by Blueprint construction scripts and serialised on a per-instance basis.
Calculates the camera view point for this actor when it is the active view target.
Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.
Called by the networking system to invoke PreReplication on this actor and all of its replicated components.
Sends an RPC function call across the network via the actor's NetDriver.
Returns whether the given pawn is allowed to walk on (be based on) this actor.
Returns whether this actor can receive damage.
Returns whether this actor is eligible to be grouped into a GC cluster, which improves Garbage Collection performance by treating a set of objects as a single unit.
Returns true if this actor's primary tick function is allowed to tick.
Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled.
Checks for and resolves any name collisions before a new Blueprint-created component is instanced, renaming any existing component that conflicts with the given name.
Internal integrity check that verifies all default subobjects (components created in the constructor) are properly registered.
Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not.
Array of all actors whose Owner is this actor.
Dispatches EndOverlap for all active overlaps on all of this actor's primitive components.
Clears any references this actor holds to objects in other levels.
Clears the InstanceComponents array, optionally destroying every component in it.
Returns true if this actor belongs to the specified data layer asset.
Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.
Instantiates a new component by duplicating a template object, used during Blueprint construction script execution to stamp out component instances.
Creates a component instance from pre-cooked serialized data, allowing Blueprint component construction to bypass the more expensive template duplication path used in the editor.
Creates the actor's InputComponent using the provided class.