RealDocs

19 results for "character"

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

function
UCharacterMovementComponent::AddImpulse Engine

Applies an instantaneous impulse to the character's velocity.

function
ACharacter::GetCharacterMovement Engine

Returns the CharacterMovementComponent attached to this character.

function
UCharacterMovementComponent::IsFalling Engine

Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.

function
UCharacterMovementComponent::IsMovingOnGround Engine

Returns true if the character is currently in Walking or NavWalking movement mode.

function
ACharacter::Jump Engine

Makes the character attempt to jump.

property
UCharacterMovementComponent::JumpZVelocity Engine

The instantaneous vertical velocity applied to the character when a jump begins.

function
UCharacterMovementComponent::Launch Engine

Queues a velocity launch to be applied on the next movement update, overriding the current velocity.

function
ACharacter::LaunchCharacter Engine

Applies a velocity impulse to the character, overriding or adding to the current velocity.

property
UCharacterMovementComponent::MaxWalkSpeed Engine

The maximum ground speed in cm/s when walking.

function
UCharacterMovementComponent::SetMovementMode Engine

Immediately changes the character's movement mode.

function
UGameplayStatics::GetPlayerCharacter Engine

Returns the ACharacter possessed by the given local player controller, or null if the controller has no pawn or the pawn is not an ACharacter.

function
UGameplayStatics::GetPlayerPawn Engine

Returns the APawn possessed by the given local player controller.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
FString::ToLower Core

Returns a new FString with all characters converted to lowercase.

function
FString::ToUpper Core

Returns a new FString with all characters converted to uppercase.

class
UAbilitySystemComponent GameplayAbilities

The core component of the Gameplay Ability System (GAS).

class
USkeletalMeshComponent Engine

A component that renders a skeletal mesh and drives it with animation.