46 results for "actor" in function
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.
Activates the component if it is not already active (or if bReset is true).
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.
Attaches a `UAssetUserData` payload to this component.
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.
Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.
Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.
Registers a UObject subobject to be replicated alongside this component using the registered subobject list.
Forces this actor's tick to run after the specified actor's tick has completed.
Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.
Forces this actor's tick to run after the specified component's tick has completed.
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
Override to return a UObject (typically an asset) whose name will be appended to this component's readable name in stat displays and debug output.
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.
Returns whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction).
Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.
Override to return true to allow this component's physics state to be torn down on a background physics thread.
Shifts the actor's location and all relevant internal data structures by the given offset vector.
Called by the engine when the world origin is rebased or a level is shifted.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Override to implement custom logic executed every physics sub-step on the physics thread.
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.
Called when a PlayerController sets this actor as its view target.
Called when the actor is fully initialized and play begins in the world.
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.
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.
Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.
Returns whether the given pawn is allowed to walk on (be based on) this actor.
Returns whether this actor can receive damage.