RealDocs

29 results for "component" in function

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
USplineComponent::AddSplinePoint Engine

Appends a new point at the end of the spline.

function
UAbilitySystemComponent::ApplyGameplayEffectToSelf GameplayAbilities

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

function
USceneComponent::AttachToComponent Engine

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

function
UActorComponent::BeginPlay Engine

Called when the game starts for this component.

function
UEnhancedInputComponent::BindAction EnhancedInput

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

function
UActorComponent::DestroyComponent Engine

Unregisters and destroys this component.

function
USceneComponent::DetachFromComponent Engine

Detaches this component from its parent scene component, resolving the transform according to DetachmentRules.

function
UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

function
UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

function
UPrimitiveComponent::GetBodyInstance Engine

Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.

function
USceneComponent::GetComponentLocation Engine

Returns the component's world-space location.

function
USceneComponent::GetComponentRotation Engine

Returns the component's world-space rotation as an FRotator.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

Returns a unit direction vector tangent to the spline at the given arc-length distance.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
UActorComponent::GetOwner Engine

Returns the actor that owns this component.

function
USplineComponent::GetSplineLength Engine

Returns the total arc length of the spline in world units.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

function
UBlackboardComponent::GetValueAsObject AIModule

Returns the UObject stored under the given blackboard key, or null if the key doesn't exist or holds no value.

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
UAbilitySystemComponent::GiveAbility GameplayAbilities

Grants an ability to this component so it can later be activated.

function
UCharacterMovementComponent::IsFalling Engine

Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.

function
UCharacterMovementComponent::IsMovingOnGround Engine

Returns true if the character is currently in Walking or NavWalking movement mode.

function
UCharacterMovementComponent::Launch Engine

Queues a velocity launch to be applied on the next movement update, overriding the current velocity.

function
UAudioComponent::Play Engine

Starts playing the component's assigned Sound asset from StartTime.

function
USkeletalMeshComponent::PlayAnimation Engine

Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint.

function
UPrimitiveComponent::SetCollisionEnabled Engine

Sets the collision enabled state on the component.