RealDocs

13 results for "cleanup"

function
AActor::OnNetCleanup Engine

Called when the net connection associated with this actor is being closed or destroyed.

function
UAnimInstance::AddNativeStateExitBinding Engine

Binds a native C++ delegate that fires when the specified state in an animation state machine is exited.

function
UAnimInstance::ConditionalFlushCompletedMontages Engine

Destroys any montage instances that have reached zero weight and are queued for removal.

function
AActor::DestroyNetworkActorHandled Engine

Called by DestroyActor() to give actors a chance to opt out of immediate destruction, allowing the network layer to perform cleanup first.

function
AActor::LifeSpanExpired Engine

Called when the actor's lifespan timer fires (set via SetLifeSpan).

property
UAnimInstance::OnAllMontageInstancesEnded Engine

Delegate broadcast when the last active montage instance on this AnimInstance finishes, leaving no montages playing.

function
UActorComponent::OnAsyncDestroyPhysicsStateEnd_GameThread Engine

Called on the game thread after async physics state destruction completes.

property
AActor::OnEndPlay Engine

Delegate broadcast whenever this actor's play session ends for any reason — explicit destruction, level unload, game end, or streaming out.

function
AActor::PostUnregisterAllComponents Engine

Called after all currently registered components have been unregistered.

function
AActor::PreSave Engine

Called on every UObject in a package just before it is serialized to disk or cooked.

function
APawn::ReceiveUnpossessed Engine

Blueprint event fired on the server/authority when a controller stops possessing this pawn.

function
UAnimInstance::RemoveExternalNotifyHandler Engine

Removes a previously registered external delegate handler for a named anim notify.

function
AActor::RemoveReplicatedSubObject Engine

Unregisters a UObject from this actor's replicated sub-object list, stopping future property replication.