45 results for "actor" in function
Returns the local-to-world transform of the actor's RootComponent.
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.
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 the actor is fully initialized and play begins in the world.
Called when the game starts for this component.
Requests that the actor be destroyed.
Unregisters and destroys this component.
Detaches this actor's RootComponent from its current parent, releasing the attachment.
Called when this actor's lifespan ends.
Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the current world-space location of the actor's root component.
Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the world-space scale of the actor's RootComponent as an FVector.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the first component of the given class attached to this actor, or null if none is found.
Returns all components of the given class attached to this actor.
Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.
Populates an array with all actors currently overlapping any component of this actor.
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.
Returns the actor that owns this component.
Returns true if this actor is running on the authoritative (server) instance.
Enables or disables collision for the entire actor by toggling all of its collision components at once.
Hides or shows the actor and all of its components in the game world.
Sets the world-space location of the actor.
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.
Entry point for applying damage to this actor.
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.
Called every frame if `PrimaryActorTick.
Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.
Returns the first actor of the given class found in the world, or null if none exists.
Fills OutActors with all actors of the given class currently in the world.
Instructs a controller's pawn to move toward an actor using the navigation system.
There is no UGameplayStatics::SpawnActor function.
Spawns an actor of the given class into the world at the specified location and rotation.
Applies point damage to an actor by calling its TakeDamage event.
Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.
Returns a unit direction vector tangent to the spline at the given arc-length distance.
Returns the UObject that directly owns this object in the outer chain.
Walks up the outer chain and returns the first object of type T, or null if none is found.
Returns the actor the player's camera is currently targeting.
Returns the UWorld this object belongs to.