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33 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
UActorComponent::AddAssetUserData Engine

Attaches a `UAssetUserData` payload to this component.

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
UActorComponent::AddReferencedObjects Engine

Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.

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
UActorComponent::AllowReregistration Engine

Returns whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction).

function
UActorComponent::AllowsAsyncPhysicsStateCreation Engine

Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.

function
UActorComponent::AllowsAsyncPhysicsStateDestruction Engine

Override to return true to allow this component's physics state to be torn down on a background physics thread.

function
UAbilitySystemComponent::ApplyGameplayEffectToSelf GameplayAbilities

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

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

function
UActorComponent::AsyncPhysicsTickComponent Engine

Override to implement custom logic executed every physics sub-step on the physics thread.

function
USceneComponent::AttachToComponent Engine

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

function
UAbilitySystemComponent::BeginPlay GameplayAbilities

Called when the owning actor's BeginPlay fires.

function
UActorComponent::BeginPlay Engine

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.

function
UEnhancedInputComponent::BindAction EnhancedInput

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

function
UAbilitySystemComponent::CacheIsNetSimulated GameplayAbilities

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.

function
UAbilitySystemComponent::CallAllReplicatedDelegatesIfSet GameplayAbilities

Fires all pending replicated delegates (target data and generic events) that have already been received but not yet invoked for the given ability activation.

function
UAbilitySystemComponent::CallOrAddReplicatedDelegate GameplayAbilities

Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.

function
UActorComponent::CallRemoteFunction Engine

Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.