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.
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.
Appends a new point at the end of the spline.
Applies a Gameplay Effect directly to this component's owner.
Attaches this component to another scene component at runtime, optionally at a named socket.
Called when the game starts for this component.
Binds a callback to a UInputAction for a specific trigger event.
Unregisters and destroys this component.
Detaches this component from its parent scene component, resolving the transform according to DetachmentRules.
Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.
Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.
Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.
Returns the component's world-space location.
Returns the component's world-space rotation as an FRotator.
Returns a unit direction vector tangent to the spline at the given arc-length distance.
Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.
Returns the actor that owns this component.
Returns the total arc length of the spline in world units.
Returns the float value stored under the given blackboard key.
Returns the UObject stored under the given blackboard key, or null if the key doesn't exist or holds no value.
Returns the FVector stored under the given blackboard key.
Grants an ability to this component so it can later be activated.
Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.
Returns true if the character is currently in Walking or NavWalking movement mode.
The instantaneous vertical velocity applied to the character when a jump begins.
Queues a velocity launch to be applied on the next movement update, overriding the current velocity.
The maximum ground speed in cm/s when walking.
Delegate fired when another component begins overlapping this component.
Delegate fired when a previously overlapping component stops overlapping.
Delegate fired when this component physically hits another.
Starts playing the component's assigned Sound asset from StartTime.
Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.
Sets the collision enabled state on the component.