RealDocs

30 results for "BeginPlay" in function

function
AActor::BeginPlay Engine

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

function
ACharacter::BeginPlay Engine

Called when the game starts or when the character is spawned into the world.

function
APawn::BeginPlay Engine

Called when the game starts or when the pawn is spawned into the world.

function
UAbilitySystemComponent::BeginPlay GameplayAbilities

Called when the owning actor's BeginPlay fires.

function
UActorComponent::BeginPlay Engine

Called when gameplay begins for this component, either when the owning actor begins play or immediately after the component is created if the actor has already begun play.

function
UAnimInstance::BlueprintBeginPlay Engine

Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.

function
AActor::DispatchBeginPlay Engine

Engine-internal function that orchestrates the full BeginPlay call chain in the correct order — initializing components, calling PreInitializeComponents, PostInitializeComponents, then BeginPlay on the actor and all its components.

function
AGameStateBase::HandleBeginPlay Engine

Called by the GameMode when gameplay officially begins (after StartPlay is called).

function
UAnimInstance::NativeBeginPlay Engine

C++ lifecycle hook called when the owning skeletal mesh component's BeginPlay fires.

function
UActorComponent::ReceiveBeginPlay Engine

Blueprint implementable event fired when the component begins play.

function
UActorComponent::EndPlay Engine

Called when gameplay ends for this component.

function
UGameplayStatics::FinishSpawningActor Engine

Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay.

function
AActor::HandleRegisterComponentWithWorld Engine

Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.

function
AActor::HasActorBegunPlay Engine

Returns true once BeginPlay has fully completed on this actor and EndPlay has not yet been called.

function
AGameStateBase::HasBegunPlay Engine

Returns true once the world has called `BeginPlay` on all actors.

function
UActorComponent::HasBegunPlay Engine

Returns true after BeginPlay has been called on this component and before EndPlay has been called.

function
UActorComponent::InitializeComponent Engine

Called at level startup or actor spawn after registration but before BeginPlay.

function
AActor::InitializeComponents Engine

Iterates over all components and calls InitializeComponent on each one.

function
AActor::IsActorBeginningPlay Engine

Returns true while this actor is in the middle of its BeginPlay dispatch — after DispatchBeginPlay() has started but before it completes.

function
AActor::IsActorBeginningPlayFromLevelStreaming Engine

Returns true when BeginPlay is being dispatched as a result of level streaming (including initial level load).

function
AActor::IsActorInitialized Engine

Returns true after the actor has completed its initialization phase (PostInitializeComponents and PreInitializeComponents have completed).

function
AActor::OnConstruction Engine

Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.

function
AActor::PostActorConstruction Engine

Called after the actor has run its construction script.

function
UObject::PostInitProperties CoreUObject

Called after all UPROPERTY fields have been initialized to their default values (from the CDO or inline initializers).

function
AActor::PostInitializeComponents Engine

Called after all components have been initialized during gameplay or editor previews.

function
AActor::PostNetInit Engine

Called on the client immediately after an actor is spawned via replication and all initial replicated properties have been received.

function
APawn::PostRegisterAllComponents Engine

Called after all components have been registered, but before BeginPlay.

function
UActorComponent::ReadyForReplication Engine

Called on replicated components when their owning actor is officially ready for replication.

function
AActor::SetReplicatedComponentNetCondition Engine

Changes the network lifetime condition of an already-registered replicated component at runtime, after BeginPlay.

function
AGameModeBase::StartPlay Engine

Triggers the transition from initialization to gameplay by calling BeginPlay on all actors.