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46 results for "actor" in function

function
AActor::ActorGetDistanceToCollision Engine

Returns the distance from a world-space point to the nearest collision surface on this actor.

function
AActor::ActorHasTag Engine

Returns true if this actor's `Tags` array contains the specified name.

function
AActor::ActorLineTraceSingle Engine

Traces a ray against only the components of this specific actor and returns the first blocking hit.

function
AActor::ActorToWorld Engine

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

function
UActorComponent::Activate Engine

Activates the component if it is not already active (or if bReset is true).

function
AActor::AddActorComponentReplicatedSubObject Engine

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.

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::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

function
AActor::AddActorWorldTransformKeepScale Engine

Applies a delta transform to this actor in world space while preserving the actor's existing scale.

function
UActorComponent::AddAssetUserData Engine

Attaches a `UAssetUserData` payload to this component.

function
AActor::AddComponent Engine

Blueprint-internal function that instantiates a component from a named template and optionally attaches it.

function
AActor::AddComponentByClass Engine

Blueprint-internal function that creates a component from a class reference rather than a named template, powering the 'Add Component by Class' Blueprint node.

function
AActor::AddInstanceComponent Engine

Adds a component to the actor's InstanceComponents array, which tracks components added at runtime rather than defined in the class defaults.

function
AActor::AddOwnedComponent Engine

Inserts a component into the actor's OwnedComponents set, making it visible to GetComponents and other component-iteration APIs.

function
AActor::AddReferencedObjects Engine

Static GC hook that lets actors report object references held in non-UPROPERTY storage, ensuring the garbage collector does not prematurely collect those objects.

function
UActorComponent::AddReferencedObjects Engine

Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.

function
AActor::AddReplicatedSubObject Engine

Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.

function
UActorComponent::AddReplicatedSubObject Engine

Registers a UObject subobject to be replicated alongside this component using the registered subobject list.

function
AActor::AddTickPrerequisiteActor Engine

Forces this actor's tick to run after the specified actor's tick has completed.

function
UActorComponent::AddTickPrerequisiteActor Engine

Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.

function
AActor::AddTickPrerequisiteComponent Engine

Forces this actor's tick to run after the specified component's tick has completed.

function
UActorComponent::AddTickPrerequisiteComponent Engine

Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.

function
UActorComponent::AdditionalStatObject Engine

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.

function
AActor::AllowActorComponentToReplicate Engine

Override to control whether a component that wants to replicate is actually allowed to, and to which connections.

function
AActor::AllowReceiveTickEventOnDedicatedServer Engine

Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.

function
UActorComponent::AllowReregistration Engine

Returns whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction).

function
UActorComponent::AllowsAsyncPhysicsStateCreation Engine

Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.

function
UActorComponent::AllowsAsyncPhysicsStateDestruction Engine

Override to return true to allow this component's physics state to be torn down on a background physics thread.

function
AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

function
AActor::AsyncPhysicsTickActor Engine

C++ virtual called each physics sub-step when async physics ticking is enabled.

function
UActorComponent::AsyncPhysicsTickComponent Engine

Override to implement custom logic executed every physics sub-step on the physics thread.

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::BecomeViewTarget Engine

Called when a PlayerController sets this actor as its view target.

function
AActor::BeginPlay Engine

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

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
AActor::CalcCamera Engine

Calculates the camera view point for this actor when it is the active view target.

function
AActor::CalculateComponentsBoundingBoxInLocalSpace Engine

Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.

function
AActor::CallPreReplication Engine

Called by the networking system to invoke PreReplication on this actor and all of its replicated components.

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AActor::CallRemoteFunction Engine

Sends an RPC function call across the network via the actor's NetDriver.

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UActorComponent::CallRemoteFunction Engine

Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.

function
AActor::CanBeBaseForCharacter Engine

Returns whether the given pawn is allowed to walk on (be based on) this actor.

function
AActor::CanBeDamaged Engine

Returns whether this actor can receive damage.