RealDocs

20 results for "context"

class
UInputMappingContext EnhancedInput

A data asset that maps UInputAction assets to physical keys, buttons, or axes.

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

property
UAnimInstance::ActiveAnimNotifyEventReference Engine

Array of references to currently active anim notify state events, providing additional context such as the source animation asset and notify index.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
APawn::GetNetOwningPlayerAnyRole Engine

Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.

function
FName::GetPlainANSIString Core

Copies the name string without its numeric suffix into a fixed-size ANSI character buffer.

function
UGameplayStatics::GetRealTimeSeconds Engine

Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.

function
UKismetMathLibrary::MakePlaneFromPointAndNormal Engine

Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.

function
UKismetMathLibrary::MakeQualifiedFrameTime Engine

Assembles an FQualifiedFrameTime from a frame number, frame rate, and optional sub-frame offset.

function
UAnimInstance::NativeThreadSafeUpdateAnimation Engine

Called each frame on the worker thread to update animation state in a thread-safe context.

function
UActorComponent::NeedsLoadForServer Engine

Returns whether this component needs to be loaded on dedicated servers.

function
AActor::OwnsComponent Engine

Returns true if the component is present in this actor's OwnedComponents set.

function
AActor::PostMigrate Engine

Called after this actor has been migrated between server instances or processes via the UE Remote Object Handle system.

function
UActorComponent::PostMigrate Engine

Called after this component has been migrated to a new outer or context via the remote object handle system.

function
AActor::PreRegisterAllComponents Engine

Called before any component in the actor is registered with the world.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.

class
UWorld Engine

The top-level game world object.

function
UKismetMathLibrary::Vector_Zero Engine

Returns the 3D zero vector constant (0, 0, 0).