50 results for "destroy"
Marks this actor for destruction at the end of the current tick.
Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.
Unregisters the component, removes it from its owner Actor's Components array, and marks it for pending kill.
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.
Called by DestroyActor() to give actors a chance to opt out of immediate destruction, allowing the network layer to perform cleanup first.
Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState.
Stops replicating a sub-object and instructs actor channels to delete its replica on all connected clients the next time the actor replicates.
Stops replicating a subobject and signals connected actor channels to delete their replica of it on the next replication update.
Called when this actor is explicitly destroyed during gameplay or in the editor.
Called when this pawn is destroyed.
Called when this PlayerState is destroyed.
Safely unpossesses the pawn from its controller in preparation for imminent destruction.
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.
Returns true if this actor is currently in the process of being destroyed.
Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.
Returns true if the component has begun its destruction sequence but has not yet been fully destroyed.
Returns whether this component will block its owning actor from auto-destroying.
Destroys this actor at the end of the current frame, releasing it from the world.
Blueprint-callable version of DestroyComponent.
Called asynchronously to destroy the physics state for this component.
Called on the game thread immediately before async physics state destruction begins.
Called on the game thread after async physics state destruction completes.
Internal callback bound to the avatar actor's OnDestroyed delegate.
Called when the component is about to be destroyed.
Called just before the component is destroyed.
Delegate broadcast when this actor has been explicitly destroyed via Destroy().
Called on clients when a replicated component is removed from the network.
Internal callback bound to the owner actor's OnDestroyed delegate.
Called on the client actor just before the replication system destroys a subobject that no longer exists on the server.
Blueprint event called when this actor has been explicitly destroyed via Destroy().
Sets whether this actor should automatically destroy itself when all its components are done and no timers or timelines remain active.
Clears the owner and avatar actor references from the AbilityActorInfo structure.
Clears the InstanceComponents array, optionally destroying every component in it.
Destroys any montage instances that have reached zero weight and are queued for removal.
Detaches all SceneComponents in this Actor that are attached to the supplied parent SceneComponent.
Constructs the optional's value in-place from the given arguments, destroying any previously held value first.
Called when the actor falls below the world's KillZ threshold or exits the hard world bounds.
Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.
Called before construction scripts are rerun to capture any component state that should survive the component being destroyed and recreated.
Returns true after OnCreatedComponent has been called and before OnDestroyedComponent has been called.
How many seconds this actor lives before being automatically destroyed.
Returns true if this actor has begun the destruction process or has already been destroyed.
Returns true while the render state is in the process of being destroyed and recreated due to a MarkRenderStateDirty call.
Called when the actor's lifespan timer fires (set via SetLifeSpan).
Called when a controller with a `PlayerState` leaves the game or is destroyed.
Marks this UObject to be destroyed by the garbage collector on the next GC pass.
Marks all components as garbage so the GC can collect them when the actor is destroyed.
Schedules a full render state recreation at end of frame, destroying and rebuilding the scene proxy.
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.
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.