RealDocs

16 results for "components"

function
AActor::GetComponentsByClass Engine

Returns all components of the given class attached to this actor.

function
AActor::GetOverlappingComponents Engine

Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.

function
AActor::BeginPlay Engine

Called when the actor is fully initialized and play begins in the world.

function
AActor::Destroy Engine

Requests that the actor be destroyed.

function
UActorComponent::DestroyComponent Engine

Unregisters and destroys this component.

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
AGameModeBase::InitGame Engine

Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.

function
FVector::IsNearlyZero Core

Returns true if all three components are within Tolerance of zero.

function
FVector::IsZero Core

Returns true if all three components are exactly zero.

property
UPrimitiveComponent::OnComponentBeginOverlap Engine

Delegate fired when another component begins overlapping this component.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
AActor::SetActorEnableCollision Engine

Enables or disables collision for the entire actor by toggling all of its collision components at once.

function
AActor::SetActorHiddenInGame Engine

Hides or shows the actor and all of its components in the game world.

class
UActorComponent Engine

The base class for all actor components.

class
UPrimitiveComponent Engine

The base class for all components that have a visual representation and can interact with the physics and collision systems.

class
USceneComponent Engine

The base class for all components that have a position, rotation, and scale in the world.