RealDocs

50 results for "destroy"

function
AActor::Destroy Engine

Marks this actor for destruction at the end of the current tick.

function
UWorld::DestroyActor Engine

Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.

function
UActorComponent::DestroyComponent Engine

Unregisters the component, removes it from its owner Actor's Components array, and marks it for pending kill.

function
AActor::DestroyConstructedComponents Engine

Destroys all components that were created by the construction script (Blueprint or C++ OnConstruction), preparing the actor for a full re-run of its construction scripts.

function
AActor::DestroyNetworkActorHandled Engine

Called by DestroyActor() to give actors a chance to opt out of immediate destruction, allowing the network layer to perform cleanup first.

function
UActorComponent::DestroyPhysicsState Engine

Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState.

function
AActor::DestroyReplicatedSubObjectOnRemotePeers Engine

Stops replicating a sub-object and instructs actor channels to delete its replica on all connected clients the next time the actor replicates.

function
UActorComponent::DestroyReplicatedSubObjectOnRemotePeers Engine

Stops replicating a subobject and signals connected actor channels to delete their replica of it on the next replication update.

function
AActor::Destroyed Engine

Called when this actor is explicitly destroyed during gameplay or in the editor.

function
APawn::Destroyed Engine

Called when this pawn is destroyed.

function
APlayerState::Destroyed Engine

Called when this PlayerState is destroyed.

function
APawn::DetachFromControllerPendingDestroy Engine

Safely unpossesses the pawn from its controller in preparation for imminent destruction.

function
AActor::GetAutoDestroyWhenFinished Engine

Returns whether this actor will automatically destroy itself when all its relevant components report that they are finished and no timelines or timers are in flight.

function
AActor::IsActorBeingDestroyed Engine

Returns true if this actor is currently in the process of being destroyed.

function
UActorComponent::IsAsyncDestroyPhysicsStateRunning Engine

Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.

function
UActorComponent::IsBeingDestroyed Engine

Returns true if the component has begun its destruction sequence but has not yet been fully destroyed.

function
UActorComponent::IsReadyForOwnerToAutoDestroy Engine

Returns whether this component will block its owning actor from auto-destroying.

function
AActor::K2_DestroyActor Engine

Destroys this actor at the end of the current frame, releasing it from the world.

function
UActorComponent::K2_DestroyComponent Engine

Blueprint-callable version of DestroyComponent.

function
UActorComponent::OnAsyncDestroyPhysicsState Engine

Called asynchronously to destroy the physics state for this component.

function
UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread Engine

Called on the game thread immediately before async physics state destruction begins.

function
UActorComponent::OnAsyncDestroyPhysicsStateEnd_GameThread Engine

Called on the game thread after async physics state destruction completes.

function
UAbilitySystemComponent::OnAvatarActorDestroyed GameplayAbilities

Internal callback bound to the avatar actor's OnDestroyed delegate.

function
UAbilitySystemComponent::OnComponentDestroyed GameplayAbilities

Called when the component is about to be destroyed.

function
UActorComponent::OnComponentDestroyed Engine

Called just before the component is destroyed.

property
AActor::OnDestroyed Engine

Delegate broadcast when this actor has been explicitly destroyed via Destroy().

function
UActorComponent::OnDestroyedFromReplication Engine

Called on clients when a replicated component is removed from the network.

function
UAbilitySystemComponent::OnOwnerActorDestroyed GameplayAbilities

Internal callback bound to the owner actor's OnDestroyed delegate.

function
AActor::OnSubobjectDestroyFromReplication Engine

Called on the client actor just before the replication system destroys a subobject that no longer exists on the server.

function
AActor::ReceiveDestroyed Engine

Blueprint event called when this actor has been explicitly destroyed via Destroy().

function
AActor::SetAutoDestroyWhenFinished Engine

Sets whether this actor should automatically destroy itself when all its components are done and no timers or timelines remain active.

function
UAbilitySystemComponent::ClearActorInfo GameplayAbilities

Clears the owner and avatar actor references from the AbilityActorInfo structure.

function
AActor::ClearInstanceComponents Engine

Clears the InstanceComponents array, optionally destroying every component in it.

function
UAnimInstance::ConditionalFlushCompletedMontages Engine

Destroys any montage instances that have reached zero weight and are queued for removal.

function
AActor::DetachAllSceneComponents Engine

Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.

function
TOptional::Emplace Core

Constructs the optional's value in-place from the given arguments, destroying any previously held value first.

function
AActor::FellOutOfWorld Engine

Called when the actor falls below the world's KillZ threshold or exits the hard world bounds.

function
AGameModeBase::ForceClearUnpauseDelegates Engine

Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.

function
UActorComponent::GetComponentInstanceData Engine

Called before construction scripts are rerun to capture any component state that should survive the component being destroyed and recreated.

function
UActorComponent::HasBeenCreated Engine

Returns true after OnCreatedComponent has been called and before OnDestroyedComponent has been called.

property
AActor::InitialLifeSpan Engine

How many seconds this actor lives before being automatically destroyed.

function
AActor::IsPendingKillPending Engine

Returns true if this actor has begun the destruction process or has already been destroyed.

function
UActorComponent::IsRenderStateRecreating Engine

Returns true while the render state is in the process of being destroyed and recreated due to a MarkRenderStateDirty call.

function
AActor::LifeSpanExpired Engine

Called when the actor's lifespan timer fires (set via SetLifeSpan).

function
AGameModeBase::Logout Engine

Called when a controller with a `PlayerState` leaves the game or is destroyed.

function
UObject::MarkAsGarbage CoreUObject

Marks this UObject to be destroyed by the garbage collector on the next GC pass.

function
AActor::MarkComponentsAsGarbage Engine

Marks all components as garbage so the GC can collect them when the actor is destroyed.

function
UActorComponent::MarkForNeededEndOfFrameRecreate Engine

Schedules a full render state recreation at end of frame, destroying and rebuilding the scene proxy.

function
UAnimInstance::NativeUninitializeAnimation Engine

Called when the anim instance is being torn down, typically when the owning skeletal mesh component is destroyed or the animation blueprint is changed at runtime.

property
AActor::NetDormancy Engine

Controls whether and how this actor is allowed to enter a dormant state where it is removed from the replication list without being destroyed on clients.