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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
UPrimitiveComponent::AddForce Engine

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

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
USplineComponent::AddSplinePoint Engine

Appends a new point at the end of the spline.

function
UAbilitySystemComponent::ApplyGameplayEffectToSelf GameplayAbilities

Applies a Gameplay Effect directly to this component's owner.

function
USceneComponent::AttachToComponent Engine

Attaches this component to another scene component at runtime, optionally at a named socket.

function
UActorComponent::BeginPlay Engine

Called when the game starts for this component.

function
UEnhancedInputComponent::BindAction EnhancedInput

Binds a callback to a UInputAction for a specific trigger event.

function
UActorComponent::DestroyComponent Engine

Unregisters and destroys this component.

function
USceneComponent::DetachFromComponent Engine

Detaches this component from its parent scene component, resolving the transform according to DetachmentRules.

function
UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

function
UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

function
UPrimitiveComponent::GetBodyInstance Engine

Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.

function
USceneComponent::GetComponentLocation Engine

Returns the component's world-space location.

function
USceneComponent::GetComponentRotation Engine

Returns the component's world-space rotation as an FRotator.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

Returns a unit direction vector tangent to the spline at the given arc-length distance.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
UActorComponent::GetOwner Engine

Returns the actor that owns this component.

function
USplineComponent::GetSplineLength Engine

Returns the total arc length of the spline in world units.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

function
UBlackboardComponent::GetValueAsObject AIModule

Returns the UObject stored under the given blackboard key, or null if the key doesn't exist or holds no value.

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
UAbilitySystemComponent::GiveAbility GameplayAbilities

Grants an ability to this component so it can later be activated.

function
UCharacterMovementComponent::IsFalling Engine

Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.

function
UCharacterMovementComponent::IsMovingOnGround Engine

Returns true if the character is currently in Walking or NavWalking movement mode.

property
UCharacterMovementComponent::JumpZVelocity Engine

The instantaneous vertical velocity applied to the character when a jump begins.

function
UCharacterMovementComponent::Launch Engine

Queues a velocity launch to be applied on the next movement update, overriding the current velocity.

property
UCharacterMovementComponent::MaxWalkSpeed Engine

The maximum ground speed in cm/s when walking.

property
UPrimitiveComponent::OnComponentBeginOverlap Engine

Delegate fired when another component begins overlapping this component.

property
UPrimitiveComponent::OnComponentEndOverlap Engine

Delegate fired when a previously overlapping component stops overlapping.

property
UPrimitiveComponent::OnComponentHit Engine

Delegate fired when this component physically hits another.

function
UAudioComponent::Play Engine

Starts playing the component's assigned Sound asset from StartTime.

function
USkeletalMeshComponent::PlayAnimation Engine

Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.

function
UPrimitiveComponent::SetCollisionEnabled Engine

Sets the collision enabled state on the component.