20 results for "context"
A data asset that maps UInputAction assets to physical keys, buttons, or axes.
Adds a UInputMappingContext to the active set for this player.
Removes a UInputMappingContext from the active set.
Array of references to currently active anim notify state events, providing additional context such as the source animation asset and notify index.
Removes all active UInputMappingContexts from this player's subsystem at once.
Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.
Copies the name string without its numeric suffix into a fixed-size ANSI character buffer.
Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.
Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.
Assembles an FQualifiedFrameTime from a frame number, frame rate, and optional sub-frame offset.
Called each frame on the worker thread to update animation state in a thread-safe context.
Returns whether this component needs to be loaded on dedicated servers.
Returns true if the component is present in this actor's OwnedComponents set.
Called after this actor has been migrated between server instances or processes via the UE Remote Object Handle system.
Called after this component has been migrated to a new outer or context via the remote object handle system.
Called before any component in the actor is registered with the world.
A local player subsystem that manages which UInputMappingContexts are active for a player.
A data asset representing a single logical input action (e.
The top-level game world object.
Returns the 3D zero vector constant (0, 0, 0).