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32 results for "component" in function

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.

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.