RealDocs

50 results for "class"

struct
TSoftClassPtr CoreUObject

A soft reference to a UClass (Blueprint or C++) that stores the class path as a string rather than keeping the class loaded.

struct
TSubclassOf CoreUObject

A UClass wrapper that enforces a type constraint at edit time and in C++.

class
USoundClass Engine

A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.

property
TSubclassOf::Class CoreUObject

The raw UClass pointer wrapped by TSubclassOf.

function
UClass::GetDefaultObject CoreUObject

Returns the Class Default Object (CDO) for this UClass — the shared archetype that holds default property values for all instances.

function
TSoftClassPtr::LoadAsync CoreUObject

Kicks off an asynchronous load of the class asset and returns a request ID.

function
TSoftClassPtr::LoadSynchronous CoreUObject

Synchronously loads the class referenced by this soft pointer if it is not already in memory, then returns it.

function
TSoftClassPtr::Reset CoreUObject

Clears the soft class pointer back to the null state, releasing both the cached weak pointer and the stored soft object path.

function
TSoftClassPtr::ResetWeakPtr CoreUObject

Clears only the cached weak object pointer while preserving the soft path string, forcing a fresh resolve on the next Get() call.

property
TSoftClassPtr::SoftObjectPtr CoreUObject

The underlying untyped soft object pointer that stores the path and weak reference to the class asset.

function
TSoftClassPtr::UE_REQUIRES CoreUObject

Template constraint on TSoftClassPtr's converting constructor and assignment operators.

function
TSubclassOf::UE_REQUIRES (constrained conversion constructor) CoreUObject

Constrained conversion constructor that allows a TSubclassOf<Derived> to be implicitly converted to a TSubclassOf<Base> only when Derived* is convertible to Base*.

function
UKismetMathLibrary::ClassIsChildOf Engine

Returns true if TestClass is the same as ParentClass or is derived from it.

property
APawn::AIControllerClass Engine

The controller class to instantiate when this pawn is automatically possessed by AI.

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
UGameplayStatics::BeginDeferredActorSpawnFromClass Engine

Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.

function
UKismetSystemLibrary::BreakSoftClassPath Engine

Extracts the path string out of an FSoftClassPath.

function
UGameplayStatics::ClearSoundMixClassOverride Engine

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.

function
UKismetSystemLibrary::Conv_ClassToSoftClassReference Engine

Wraps a hard class reference in a soft class reference.

function
UKismetSystemLibrary::Conv_ObjectToClass Engine

Casts an object reference to a UClass, but only succeeds if the object being cast is itself a class (i.

function
UKismetSystemLibrary::Conv_SoftClassPathToSoftClassRef Engine

Converts an FSoftClassPath into a base TSoftClassPtr<UObject> soft class reference.

function
UKismetSystemLibrary::Conv_SoftClassReferenceToClass Engine

Resolves a soft class reference to its already-loaded class, or null if the class hasn't been loaded yet.

function
UKismetSystemLibrary::Conv_SoftClassReferenceToString Engine

Converts a soft class reference directly to its path string.

function
UKismetSystemLibrary::Conv_SoftObjRefToSoftClassPath Engine

Converts a TSoftClassPtr<UObject> soft class reference into its underlying FSoftClassPath, which can then be used anywhere a Soft Object Path is expected.

property
AGameModeBase::DefaultPawnClass Engine

The pawn class spawned when a player joins or restarts.

function
UKismetSystemLibrary::DoesClassImplementInterface Engine

Checks whether a class (rather than an object instance) implements a given interface, whether native or Blueprint-defined.

property
APlayerState::EngineMessageClass Engine

The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.

function
UKismetMathLibrary::EqualEqual_ClassClass Engine

Returns true if A and B refer to the exact same UClass (pointer equality).

function
UKismetSystemLibrary::EqualEqual_SoftClassReference Engine

Returns true if two soft class references point to the same class path (A == B).

function
AActor::FindComponentByClass Engine

Searches the actor's owned components and returns the first one that is an instance of the given class.

function
ACharacter::FindComponentByClass Engine

Returns the first component of the given class attached to this character.

function
TArray::FindItemByClass Core

Searches a TArray of UObject pointers for the first element whose runtime class matches (via IsA) the template parameter SearchType.

function
AActor::ForEachComponentOfActorClassDefault Engine

Iterates every CDO component of the given type on an actor class (including Blueprint-added ones) and calls InFunc for each.

property
AGameStateBase::GameModeClass Engine

The class of the server's game mode, assigned by GameModeBase during initialization.

property
AGameModeBase::GameSessionClass Engine

The AGameSession subclass this game mode spawns to handle login approval and the online game interface.

property
AGameModeBase::GameStateClass Engine

The AGameStateBase subclass this game mode spawns and replicates to all clients.

function
AActor::GetActorClassDefaultComponent Engine

Returns the first CDO component of a given type from the actor class, including Blueprint-added components.

function
AActor::GetActorClassDefaultComponentByName Engine

Returns the CDO component with the given object name and type from the actor class, including Blueprint-added components.

function
AActor::GetActorClassDefaultComponents Engine

Returns all components of a given type on an actor class's CDO, including Blueprint-added components that are invisible to `GetComponents()` when called on CDO instances directly.

function
UGameplayStatics::GetActorOfClass Engine

Returns the first actor of the given class found in the world, or null if none exists.

function
UGameplayStatics::GetAllActorsOfClass Engine

Fills OutActors with all actors of the given class currently in the world.

function
UGameplayStatics::GetAllActorsOfClassWithTag Engine

Finds all actors of the specified class that also carry the given actor tag.

function
UActorComponent::GetAssetUserDataOfClass Engine

Returns the `UAssetUserData` instance of the specified class attached to this component, or null if none exists.

function
UAttributeSet::GetAttributesFromSetClass GameplayAbilities

Reflects over an AttributeSet subclass and appends an FGameplayAttribute for every FGameplayAttributeData or supported float property it declares.

function
UObject::GetClass CoreUObject

Returns the UClass that describes this object's type, fields, and metadata.

function
UKismetSystemLibrary::GetClassDisplayName Engine

Returns the display name of a class, for use as a debugging aid when logging or printing which class an object belongs to.

function
UKismetSystemLibrary::GetClassFromPrimaryAssetId Engine

Returns the Blueprint class associated with a Primary Asset Id.

function
UKismetSystemLibrary::GetClassTopLevelAssetPath Engine

Returns the full path to the specified class as an FTopLevelAssetPath, the lightweight identifier used by the asset registry and asset utilities.

function
AActor::GetComponentByClass Engine

Returns the first component of the given class attached to this actor, or null if none is found.

function
UActorComponent::GetComponentClassCanReplicate Engine

Returns true if this component class is allowed to replicate at all.