RealDocs

13 results for "character" in function

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.

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.

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.