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).
Activates the component, which for UAudioComponent begins playing the assigned Sound if bAutoActivate is set or Activate() is called explicitly.
Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.
Attaches a `UAssetUserData` payload to this component.
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.
Stores a post-process settings/weight pair on the camera for later retrieval, without applying it to the camera's live view.
Applies a continuous force to the physics body each frame it is called.
Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.
Applies an instantaneous impulse to the component's physics body.
Applies an instantaneous impulse to the character's velocity.
Adds the given modulators to whatever is already routed to a modulation destination on this component, without removing existing ones.
Adds a blendable object (implementing IBlendableInterface) to this camera's post-process settings, or updates its weight if it's already present.
Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.
Reports extra UObject references held by the behavior tree instance stack to the garbage collector.
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.
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 the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.
Overrides this component's attenuation settings with a custom settings struct, bypassing any shared USoundAttenuation asset reference.
Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.
Shared implementation behind AdjustVolume, FadeIn, and FadeOut that queues a volume interpolation on the component's active sound.
Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed).