23 results for "UWorld" in function
Sweeps a component's actual collision geometry from Start to End and returns all hit results.
Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.
Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.
Returns the current AGameModeBase instance cast to the template type.
Returns the current GameState instance cast to the template type.
Returns the elapsed game time in seconds since the world began play.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Spawns an actor of the given class into the world at the specified location and rotation.
Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.
Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.
Sweeps a collision shape from Start to End using a named collision profile and returns all hits.
Sweeps a collision shape from Start to End and returns the first blocking hit.
Returns the most recent game time (in seconds) at which any of this actor's components were rendered.
Returns the UWorld this object belongs to.
Returns the UWorld that contains this actor.
Returns the UWorld that this component belongs to, or null if the component has not been registered with a world.
Returns true if this actor has begun the destruction process or has already been destroyed.
Called after an actor is spawned into the world (via UWorld::SpawnActor), both in the editor and during gameplay.
Called immediately after the actor is spawned in the world.
There is no UGameplayStatics::SpawnActor function.