20 results for "controller" in function
Travels the client to a different level or server address.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Returns the actor the player's camera is currently targeting.
Commands this controller to take control of the given pawn, calling `OnPossess` and triggering the pawn's `PossessedBy` callback.
Starts executing a Behavior Tree on this controller, initializing the Blackboard automatically if the tree has one assigned.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
Shows or hides the hardware mouse cursor over the viewport.
Releases control of the currently possessed pawn without destroying it, calling `OnUnPossess` on the controller and `UnPossessed` on the pawn.
Initializes a Blackboard component on this controller using the specified asset, creating one if it doesn't already exist.
Returns the controller currently possessing this pawn, or nullptr if unpossessed.
Returns the pawn class to spawn for a given controller.
Returns the APlayerController for the given local player index, or null if no controller exists at that index.
Returns the APlayerController that owns this widget.
Returns the ACharacter possessed by the given local player controller, or null if the controller has no pawn or the pawn is not an ACharacter.
Returns the APawn possessed by the given local player controller.
Instructs a controller's pawn to move toward an actor using the navigation system.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
Spawns the default pawn class for a controller at the given player start actor.