13 results for "cleanup"
Called when the net connection associated with this actor is being closed or destroyed.
Binds a native C++ delegate that fires when the specified state in an animation state machine is exited.
Destroys any montage instances that have reached zero weight and are queued for removal.
Called by DestroyActor() to give actors a chance to opt out of immediate destruction, allowing the network layer to perform cleanup first.
Called when the actor's lifespan timer fires (set via SetLifeSpan).
Delegate broadcast when the last active montage instance on this AnimInstance finishes, leaving no montages playing.
Called on the game thread after async physics state destruction completes.
Delegate broadcast whenever this actor's play session ends for any reason — explicit destruction, level unload, game end, or streaming out.
Called after all currently registered components have been unregistered.
Called on every UObject in a package just before it is serialized to disk or cooked.
Blueprint event fired on the server/authority when a controller stops possessing this pawn.
Removes a previously registered external delegate handler for a named anim notify.
Unregisters a UObject from this actor's replicated sub-object list, stopping future property replication.