50 results for "class"
A soft reference to a UClass (Blueprint or C++) that stores the class path as a string rather than keeping the class loaded.
A UClass wrapper that enforces a type constraint at edit time and in C++.
A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.
The raw UClass pointer wrapped by TSubclassOf.
Returns the Class Default Object (CDO) for this UClass — the shared archetype that holds default property values for all instances.
Kicks off an asynchronous load of the class asset and returns a request ID.
Synchronously loads the class referenced by this soft pointer if it is not already in memory, then returns it.
Clears the soft class pointer back to the null state, releasing both the cached weak pointer and the stored soft object path.
Clears only the cached weak object pointer while preserving the soft path string, forcing a fresh resolve on the next Get() call.
The underlying untyped soft object pointer that stores the path and weak reference to the class asset.
Template constraint on TSoftClassPtr's converting constructor and assignment operators.
Constrained conversion constructor that allows a TSubclassOf<Derived> to be implicitly converted to a TSubclassOf<Base> only when Derived* is convertible to Base*.
Returns true if TestClass is the same as ParentClass or is derived from it.
The controller class to instantiate when this pawn is automatically possessed by AI.
Blueprint-internal function that creates a component from a class reference rather than a named template, powering the 'Add Component by Class' Blueprint node.
Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.
Extracts the path string out of an FSoftClassPath.
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.
Wraps a hard class reference in a soft class reference.
Casts an object reference to a UClass, but only succeeds if the object being cast is itself a class (i.
Converts an FSoftClassPath into a base TSoftClassPtr<UObject> soft class reference.
Resolves a soft class reference to its already-loaded class, or null if the class hasn't been loaded yet.
Converts a soft class reference directly to its path string.
Converts a TSoftClassPtr<UObject> soft class reference into its underlying FSoftClassPath, which can then be used anywhere a Soft Object Path is expected.
The pawn class spawned when a player joins or restarts.
Checks whether a class (rather than an object instance) implements a given interface, whether native or Blueprint-defined.
The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.
Returns true if A and B refer to the exact same UClass (pointer equality).
Returns true if two soft class references point to the same class path (A == B).
Searches the actor's owned components and returns the first one that is an instance of the given class.
Returns the first component of the given class attached to this character.
Searches a TArray of UObject pointers for the first element whose runtime class matches (via IsA) the template parameter SearchType.
Iterates every CDO component of the given type on an actor class (including Blueprint-added ones) and calls InFunc for each.
The class of the server's game mode, assigned by GameModeBase during initialization.
The AGameSession subclass this game mode spawns to handle login approval and the online game interface.
The AGameStateBase subclass this game mode spawns and replicates to all clients.
Returns the first CDO component of a given type from the actor class, including Blueprint-added components.
Returns the CDO component with the given object name and type from the actor class, including Blueprint-added components.
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.
Returns the first actor of the given class found in the world, or null if none exists.
Fills OutActors with all actors of the given class currently in the world.
Finds all actors of the specified class that also carry the given actor tag.
Returns the `UAssetUserData` instance of the specified class attached to this component, or null if none exists.
Reflects over an AttributeSet subclass and appends an FGameplayAttribute for every FGameplayAttributeData or supported float property it declares.
Returns the UClass that describes this object's type, fields, and metadata.
Returns the display name of a class, for use as a debugging aid when logging or printing which class an object belongs to.
Returns the Blueprint class associated with a Primary Asset Id.
Returns the full path to the specified class as an FTopLevelAssetPath, the lightweight identifier used by the asset registry and asset utilities.
Returns the first component of the given class attached to this actor, or null if none is found.
Returns true if this component class is allowed to replicate at all.