RealDocs

50 results for "actor"

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

class
UActorComponent Engine

The base class for all actor components.

function
AActor::ActorToWorld Engine

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

function
AActor::AddActorLocalOffset Engine

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

function
AActor::AddActorLocalRotation Engine

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

function
AActor::AddActorLocalTransform Engine

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

function
AActor::AttachToActor Engine

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

function
AActor::AttachToComponent Engine

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

function
AActor::BeginPlay Engine

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

function
UActorComponent::BeginPlay Engine

Called when the game starts for this component.

function
AActor::Destroy Engine

Requests that the actor be destroyed.

function
UActorComponent::DestroyComponent Engine

Unregisters and destroys this component.

function
AActor::DetachFromActor Engine

Detaches this actor's RootComponent from its current parent, releasing the attachment.

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.

function
AActor::GetActorForwardVector Engine

Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorLocation Engine

Returns the current world-space location of the actor's root component.

function
AActor::GetActorRightVector Engine

Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorScale Engine

Returns the world-space scale of the actor's RootComponent as an FVector.

function
AActor::GetActorTransform Engine

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.

function
AActor::GetActorUpVector Engine

Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetComponentByClass Engine

Returns the first component of the given class attached to this actor, or null if none is found.

function
AActor::GetComponentsByClass Engine

Returns all components of the given class attached to this actor.

function
AActor::GetDistanceTo Engine

Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.

function
AActor::GetOverlappingActors Engine

Populates an array with all actors currently overlapping any component of this actor.

function
AActor::GetOverlappingComponents Engine

Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.

function
UActorComponent::GetOwner Engine

Returns the actor that owns this component.

function
AActor::HasAuthority Engine

Returns true if this actor is running on the authoritative (server) instance.

function
AActor::SetActorEnableCollision Engine

Enables or disables collision for the entire actor by toggling all of its collision components at once.

function
AActor::SetActorHiddenInGame Engine

Hides or shows the actor and all of its components in the game world.

function
AActor::SetActorLocation Engine

Sets the world-space location of the actor.

function
AActor::SetActorLocationAndRotation Engine

Sets the actor's world location and rotation in a single call, which is more efficient than calling SetActorLocation and SetActorRotation separately because it only triggers one transform update.

function
AActor::TakeDamage Engine

Entry point for applying damage to this actor.

function
AActor::TeleportTo Engine

Moves this actor to a destination location and rotation, attempting to push it clear of overlapping geometry if it does not fit exactly at the target point.

function
AActor::Tick Engine

Called every frame if `PrimaryActorTick.

function
UWorld::DestroyActor Engine

Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.

function
UGameplayStatics::GetActorOfClass Engine

Returns the first actor of the given class found in the world, or null if none exists.

function
UGameplayStatics::GetAllActorsOfClass Engine

Fills OutActors with all actors of the given class currently in the world.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

Instructs a controller's pawn to move toward an actor using the navigation system.

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

class
AGameModeBase Engine

Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

class
APawn Engine

APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.

function
UGameplayStatics::ApplyDamage Engine

Applies point damage to an actor by calling its TakeDamage event.

function
UGameplayStatics::ApplyRadialDamage Engine

Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

Returns a unit direction vector tangent to the spline at the given arc-length distance.

function
UObject::GetOuter CoreUObject

Returns the UObject that directly owns this object in the outer chain.

function
UObject::GetTypedOuter CoreUObject

Walks up the outer chain and returns the first object of type T, or null if none is found.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.