50 results for "component"
The core component of the Gameplay Ability System (GAS).
The base class for all actor components.
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.
The runtime component that executes a UBehaviorTree asset.
A component that stores key-value pairs for AI decision-making.
A component that defines a camera view.
The movement component used by ACharacter.
The input component used with the Enhanced Input system.
The base class for all components that have a visual representation and can interact with the physics and collision systems.
The base class for all components that have a position, rotation, and scale in the world.
A component that renders a skeletal mesh and drives it with animation.
A component that defines a curved path through space using Hermite spline points.
A static mesh component that deforms its mesh along a local spline segment, stretching or bending it between two defined points.
A component that maintains a fixed distance from its parent, retracting when obstructed by geometry and smoothly returning to its target length.
A component that renders a static mesh asset.
A component that renders a UUserWidget in the 3D world.
Returns true if the component's ComponentTags array contains the given tag.
Returns true if this component's owning actor is contained in the given level.
Returns true if this component is in the world's persistent level.
An array of FName tags associated with this component.
Returns the multicast delegate for a specific Generic Replicated Event and ability/prediction-key pair.
Notifies the ASC that the input bound to a specific ability spec was pressed.
Notifies the ASC that the input bound to a specific ability spec was released.
Returns a reference to the multicast delegate that fires when the client replicates a targeting cancellation for the given ability/prediction-key pair.
Returns (and creates if absent) the multicast delegate that fires when replicated target data arrives for a specific ability/prediction-key pair.
Activates the component if it is not already active (or if bReset is true).
Attaches a `UAssetUserData` payload to this component.
Applies a continuous force to the physics body each frame it is called.
Applies an instantaneous impulse to the component's physics body.
Applies an instantaneous impulse to the character's velocity.
Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.
Registers a UObject subobject to be replicated alongside this component using the registered subobject list.
Appends a new point at the end of the spline.
Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
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.
Returns whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction).
Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.
Override to return true to allow this component's physics state to be torn down on a background physics thread.
Applies a Gameplay Effect directly to this component's owner.
Called by the engine when the world origin is rebased or a level is shifted.
Override to implement custom logic executed every physics sub-step on the physics thread.
Attaches this component to another scene component at runtime, optionally at a named socket.
Called when the owning actor's BeginPlay fires.
Called when gameplay begins for this component, either when the owning actor begins play or immediately after the component is created if the actor has already begun play.
Binds a callback to a UInputAction for a specific trigger event.
Caches the current net simulated/authority flags on the component so that frequently called GAS internals can read them cheaply without re-evaluating actor net role each time.
Fires all pending replicated delegates (target data and generic events) that have already been received but not yet invoked for the given ability activation.
Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.
Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.