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46 results for "AActor" in function

function
AActor::ActorGetDistanceToCollision Engine

Returns the distance from a world-space point to the nearest collision surface on this actor.

function
AActor::ActorHasTag Engine

Returns true if this actor's `Tags` array contains the specified name.

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AActor::ActorLineTraceSingle Engine

Traces a ray against only the components of this specific actor and returns the first blocking hit.

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AActor::ActorToWorld Engine

Returns the local-to-world transform of the actor's RootComponent.

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AActor::AddActorComponentReplicatedSubObject Engine

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.

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AActor::AddActorLocalOffset Engine

Moves the actor by a delta offset expressed in the actor's local space.

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AActor::AddActorLocalRotation Engine

Adds a delta rotation to this actor in its own local reference frame.

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AActor::AddActorLocalTransform Engine

Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.

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AActor::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

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AActor::AddActorWorldTransformKeepScale Engine

Applies a delta transform to this actor in world space while preserving the actor's existing scale.

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AActor::AddComponent Engine

Blueprint-internal function that instantiates a component from a named template and optionally attaches it.

function
AActor::AddComponentByClass Engine

Blueprint-internal function that creates a component from a class reference rather than a named template, powering the 'Add Component by Class' Blueprint node.

function
AActor::AddInstanceComponent Engine

Adds a component to the actor's InstanceComponents array, which tracks components added at runtime rather than defined in the class defaults.

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AActor::AddOwnedComponent Engine

Inserts a component into the actor's OwnedComponents set, making it visible to GetComponents and other component-iteration APIs.

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AActor::AddReferencedObjects Engine

Static GC hook that lets actors report object references held in non-UPROPERTY storage, ensuring the garbage collector does not prematurely collect those objects.

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AActor::AddReplicatedSubObject Engine

Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.

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AActor::AddTickPrerequisiteActor Engine

Forces this actor's tick to run after the specified actor's tick has completed.

function
AActor::AddTickPrerequisiteComponent Engine

Forces this actor's tick to run after the specified component's tick has completed.

function
AActor::AllowActorComponentToReplicate Engine

Override to control whether a component that wants to replicate is actually allowed to, and to which connections.

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AActor::AllowReceiveTickEventOnDedicatedServer Engine

Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.

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AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

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AActor::AsyncPhysicsTickActor Engine

C++ virtual called each physics sub-step when async physics ticking is enabled.

function
AActor::AttachToActor Engine

Attaches this actor's RootComponent to the RootComponent of another actor.

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AActor::AttachToComponent Engine

Attaches this actor's RootComponent to a specific SceneComponent, with full control over how the existing transform is preserved or reset.

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AActor::BecomeViewTarget Engine

Called when a PlayerController sets this actor as its view target.

function
AActor::BeginPlay Engine

Called when the actor is fully initialized and play begins in the world.

function
AActor::CalcCamera Engine

Calculates the camera view point for this actor when it is the active view target.

function
AActor::CalculateComponentsBoundingBoxInLocalSpace Engine

Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.

function
AActor::CallPreReplication Engine

Called by the networking system to invoke PreReplication on this actor and all of its replicated components.

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AActor::CallRemoteFunction Engine

Sends an RPC function call across the network via the actor's NetDriver.

function
AActor::CanBeBaseForCharacter Engine

Returns whether the given pawn is allowed to walk on (be based on) this actor.

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AActor::CanBeDamaged Engine

Returns whether this actor can receive damage.

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AActor::CanBeInCluster Engine

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.

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AActor::CanEverTick Engine

Returns true if this actor's primary tick function is allowed to tick.

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AActor::CanTriggerResimulation Engine

Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled.

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AActor::CheckComponentInstanceName Engine

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.

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AActor::CheckDefaultSubobjectsInternal Engine

Internal integrity check that verifies all default subobjects (components created in the constructor) are properly registered.

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AActor::CheckStillInWorld Engine

Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not.

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AActor::ClearComponentOverlaps Engine

Dispatches EndOverlap for all active overlaps on all of this actor's primitive components.

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AActor::ClearCrossLevelReferences Engine

Clears any references this actor holds to objects in other levels.

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AActor::ClearInstanceComponents Engine

Clears the InstanceComponents array, optionally destroying every component in it.

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AActor::ContainsDataLayer Engine

Returns true if this actor belongs to the specified data layer asset.

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AActor::CopyRemoteRoleFrom Engine

Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.

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AActor::CreateComponentFromTemplate Engine

Instantiates a new component by duplicating a template object, used during Blueprint construction script execution to stamp out component instances.

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AActor::CreateComponentFromTemplateData Engine

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.

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AActor::CreateInputComponent Engine

Creates the actor's InputComponent using the provided class.