RealDocs

50 results for "blueprint"

class
USlateBlueprintLibrary UMG

Blueprint function library exposing Slate geometry and coordinate conversion utilities to Blueprints and C++.

function
USlateBlueprintLibrary::AbsoluteToLocal UMG

Transforms a point from absolute Slate space into a widget's local space.

function
USlateBlueprintLibrary::AbsoluteToViewport UMG

Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.

function
USlateBlueprintLibrary::LocalToAbsolute UMG

Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.

function
USlateBlueprintLibrary::LocalToViewport UMG

Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.

function
USlateBlueprintLibrary::Scalar_AbsoluteToLocal UMG

Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.

function
USlateBlueprintLibrary::ScreenToViewport UMG

Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.

function
USlateBlueprintLibrary::ScreenToWidgetAbsolute UMG

Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.

function
USlateBlueprintLibrary::ScreenToWidgetLocal UMG

Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

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

function
UAIBlueprintHelperLibrary::SimpleMoveToLocation AIModule

Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.

function
USlateBlueprintLibrary::Vector_LocalToAbsolute UMG

Transforms a direction vector from a widget's local space into absolute (desktop or window) space.

function
UAnimInstance::BlueprintBeginPlay Engine

Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.

property
AActor::BlueprintCreatedComponents Engine

Stores the actor components that were created by Blueprint construction scripts and serialised on a per-instance basis.

function
UAnimInstance::BlueprintInitializeAnimation Engine

Blueprint event called once when the anim instance is initialized, before any animation updates.

function
UAnimInstance::BlueprintLinkedAnimationLayersInitialized Engine

Blueprint event called when linked animation layers have been initialized on this anim instance.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UGameplayStatics::BlueprintSuggestProjectileVelocity Engine

Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.

function
UAnimInstance::BlueprintThreadSafeUpdateAnimation Engine

Thread-safe Blueprint event for updating animation variables during parallel evaluation.

function
UAnimInstance::BlueprintUpdateAnimation Engine

Blueprint event called every frame to update animation state.

function
UAnimInstance::Blueprint_GetMainAnimInstance Engine

Returns the main animation instance hosted directly on the skeletal mesh component.

function
UAnimInstance::Blueprint_GetSlotMontageLocalWeight Engine

Returns the current local blend weight (0–1) of any montage playing in the named slot.

function
UGameplayStatics::Blueprint_PredictProjectilePath_Advanced Engine

Predicts a projectile arc using a params struct, providing the richest output of the three prediction variants — each path point includes velocity and time in addition to position.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UGameplayStatics::BeginSpawningActorFromBlueprint Engine deprecated

Deprecated.

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
UAnimInstance::AddExternalNotifyHandler Engine

Registers an external delegate handler for a named anim notify.

function
UAnimInstance::AddNativeTransitionBinding Engine

Binds a native C++ delegate to an animation state machine transition.

function
UKismetMathLibrary::Add_ByteByte Engine

Adds two byte values and returns the sum.

function
UKismetMathLibrary::Add_DoubleDouble Engine

Returns the sum of two doubles (A + B).

function
UKismetMathLibrary::Add_Int64Int64 Engine

Adds two 64-bit integers (A + B).

function
UKismetMathLibrary::Add_IntInt Engine

Adds two integers and returns the sum.

function
UKismetMathLibrary::Add_IntPointIntPoint Engine

Returns a new FIntPoint whose X and Y are the component-wise sums of A and B.

function
UKismetMathLibrary::Add_LinearColorLinearColor Engine

Adds two linear colors channel-by-channel (R+R, G+G, B+B, A+A).

function
UKismetMathLibrary::Add_TimespanTimespan Engine

Returns A + B as a new FTimespan.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UKismetMathLibrary::Add_VectorInt Engine

Adds an integer to every component of a vector.

function
UKismetMathLibrary::Add_VectorVector Engine

Adds two vectors component-wise, returning a new FVector.

function
AActor::AllowReceiveTickEventOnDedicatedServer Engine

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

function
AActor::AsyncPhysicsTickActor Engine

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

property
AGameStateBase::AuthorityGameMode Engine

Reference to the active GameMode instance.

function
UKismetMathLibrary::BMax Engine

Returns the larger of two byte values.

function
UKismetMathLibrary::BMin Engine

Returns the smaller of two byte values.

function
AActor::BecomeViewTarget Engine

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

function
UKismetMathLibrary::BooleanAND Engine

Returns true only when both A and B are true (logical AND).

function
UKismetMathLibrary::BooleanOR Engine

Returns true if at least one of A or B is true (logical OR).

function
UKismetMathLibrary::BreakColor Engine

Decomposes an FLinearColor into its individual R, G, B, and A float components.

function
UKismetMathLibrary::BreakDateTime Engine

Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.