47 results for "blueprint" in function
Transforms a point from absolute Slate space into a widget's local space.
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.
Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.
Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.
Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.
Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.
Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.
Instructs a controller's pawn to move toward an actor using the navigation system.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
Transforms a direction vector from a widget's local space into absolute (desktop or window) space.
Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.
Blueprint event called once when the anim instance is initialized, before any animation updates.
Blueprint event called when linked animation layers have been initialized on this anim instance.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
Thread-safe Blueprint event for updating animation variables during parallel evaluation.
Blueprint event called every frame to update animation state.
Returns the main animation instance hosted directly on the skeletal mesh component.
Returns the current local blend weight (0–1) of any montage playing in the named slot.
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.
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.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
Deprecated.
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.
Registers an external delegate handler for a named anim notify.
Binds a native C++ delegate to an animation state machine transition.
Adds two byte values and returns the sum.
Returns the sum of two doubles (A + B).
Adds two 64-bit integers (A + B).
Adds two integers and returns the sum.
Returns a new FIntPoint whose X and Y are the component-wise sums of A and B.
Adds two linear colors channel-by-channel (R+R, G+G, B+B, A+A).
Returns A + B as a new FTimespan.
Returns the component-wise sum of two 2D vectors (A + B).
Adds an integer to every component of a vector.
Adds two vectors component-wise, returning a new FVector.
Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Returns the larger of two byte values.
Returns the smaller of two byte values.
Called when a PlayerController sets this actor as its view target.
Returns true only when both A and B are true (logical AND).
Returns true if at least one of A or B is true (logical OR).
Decomposes an FLinearColor into its individual R, G, B, and A float components.
Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.