RealDocs

50 results for "component"

class
UAbilitySystemComponent GameplayAbilities

The core component of the Gameplay Ability System (GAS).

class
UActorComponent Engine

The base class for all actor components.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
UBehaviorTreeComponent AIModule

The runtime component that executes a UBehaviorTree asset.

class
UBlackboardComponent AIModule

A component that stores key-value pairs for AI decision-making.

class
UCameraComponent Engine

A component that defines a camera view.

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

class
UEnhancedInputComponent EnhancedInput

The input component used with the Enhanced Input system.

class
UPrimitiveComponent Engine

The base class for all components that have a visual representation and can interact with the physics and collision systems.

class
USceneComponent Engine

The base class for all components that have a position, rotation, and scale in the world.

class
USkeletalMeshComponent Engine

A component that renders a skeletal mesh and drives it with animation.

class
USplineComponent Engine

A component that defines a curved path through space using Hermite spline points.

class
USplineMeshComponent Engine

A static mesh component that deforms its mesh along a local spline segment, stretching or bending it between two defined points.

class
USpringArmComponent Engine

A component that maintains a fixed distance from its parent, retracting when obstructed by geometry and smoothly returning to its target length.

class
UStaticMeshComponent Engine

A component that renders a static mesh asset.

class
UWidgetComponent UMG

A component that renders a UUserWidget in the 3D world.

function
UActorComponent::ComponentHasTag Engine

Returns true if the component's ComponentTags array contains the given tag.

function
UActorComponent::ComponentIsInLevel Engine

Returns true if this component's owning actor is contained in the given level.

function
UActorComponent::ComponentIsInPersistentLevel Engine

Returns true if this component is in the world's persistent level.

property
UActorComponent::ComponentTags Engine

An array of FName tags associated with this component.

function
UAbilitySystemComponent::AbilityReplicatedEventDelegate GameplayAbilities

Returns the multicast delegate for a specific Generic Replicated Event and ability/prediction-key pair.

function
UAbilitySystemComponent::AbilitySpecInputPressed GameplayAbilities

Notifies the ASC that the input bound to a specific ability spec was pressed.

function
UAbilitySystemComponent::AbilitySpecInputReleased GameplayAbilities

Notifies the ASC that the input bound to a specific ability spec was released.

function
UAbilitySystemComponent::AbilityTargetDataCancelledDelegate GameplayAbilities

Returns a reference to the multicast delegate that fires when the client replicates a targeting cancellation for the given ability/prediction-key pair.

function
UAbilitySystemComponent::AbilityTargetDataSetDelegate GameplayAbilities

Returns (and creates if absent) the multicast delegate that fires when replicated target data arrives for a specific ability/prediction-key pair.

function
UActorComponent::Activate Engine

Activates the component if it is not already active (or if bReset is true).

function
UAudioComponent::Activate Engine

Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.

function
UCameraComponent::AddAdditiveOffset Engine

Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.

function
UActorComponent::AddAssetUserData Engine

Attaches a `UAssetUserData` payload to this component.

function
UBehaviorTreeComponent::AddCooldownTagDuration AIModule

Sets or extends a gameplay-tag-keyed cooldown that Cooldown decorators elsewhere in the tree can check via the tag, without needing a dedicated blackboard key.

function
UCameraComponent::AddExtraPostProcessBlend Engine

Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.

function
UPrimitiveComponent::AddForce Engine

Applies a continuous force to the physics body each frame it is called.

function
UCharacterMovementComponent::AddForce Engine

Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.

function
UPrimitiveComponent::AddImpulse Engine

Applies an instantaneous impulse to the component's physics body.

function
UCharacterMovementComponent::AddImpulse Engine

Applies an instantaneous impulse to the character's velocity.

function
UAudioComponent::AddModulationRouting Engine

Adds the given modulators to whatever is already routed to a modulation destination on this component, without removing existing ones.

function
UCameraComponent::AddOrUpdateBlendable Engine

Adds a blendable object (implementing IBlendableInterface) to this camera's post-process settings, or updates its weight if it's already present.

function
UActorComponent::AddReferencedObjects Engine

Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.

function
UBehaviorTreeComponent::AddReferencedObjects AIModule

Reports extra UObject references held by the behavior tree instance stack to the garbage collector.

function
UCharacterMovementComponent::AddReferencedObjects Engine

Part of the UObject garbage collection interface — reports any UObject references this component holds beyond its reflected UPROPERTY members, so the GC doesn't collect them prematurely.

function
UActorComponent::AddReplicatedSubObject Engine

Registers a UObject subobject to be replicated alongside this component using the registered subobject list.

function
USplineComponent::AddSplinePoint Engine

Appends a new point at the end of the spline.

function
UActorComponent::AddTickPrerequisiteActor Engine

Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.

function
UActorComponent::AddTickPrerequisiteComponent Engine

Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.

function
UActorComponent::AdditionalStatObject Engine

Override to return a UObject (typically an asset) whose name will be appended to this component's readable name in stat displays and debug output.

function
UAudioComponent::AdditionalStatObject Engine

Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.

function
UAudioComponent::AdjustAttenuation Engine

Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.

function
UAudioComponent::AdjustVolume Engine

Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.

function
UAudioComponent::AdjustVolumeInternal Engine

Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.

property
UCharacterMovementComponent::AirControl Engine

Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed).