33 results for "component" in function
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.
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).
Attaches a `UAssetUserData` payload to this component.
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.
Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.
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 whether this component class permits automatic reregistration during `ReregisterAllComponents` calls (typically triggered by live editing or component reconstruction).
Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.
Override to return true to allow this component's physics state to be torn down on a background physics thread.
Applies a Gameplay Effect directly to this component's owner.
Called by the engine when the world origin is rebased or a level is shifted.
Override to implement custom logic executed every physics sub-step on the physics thread.
Attaches this component to another scene component at runtime, optionally at a named socket.
Called when the owning actor's BeginPlay fires.
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.
Binds a callback to a UInputAction for a specific trigger event.
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.
Fires all pending replicated delegates (target data and generic events) that have already been received but not yet invoked for the given ability activation.
Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.
Sends an RPC call for this component to the appropriate remote endpoint via the owning actor's net driver.