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37 results for "effects"

function
UAbilitySystemComponent::BeginPlay GameplayAbilities

Called when the owning actor's BeginPlay fires.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
AAIController::GetGameplayTaskAvatar AIModule

Returns the visual/physical avatar for gameplay tasks — the currently possessed pawn.

function
UGameplayStatics::GetPlayerCameraManager Engine

Returns the APlayerCameraManager for the player controller at the given index.

function
UAbilitySystemComponent::GetShouldTick GameplayAbilities

Returns whether the ASC needs to tick this frame.

function
UGameplayStatics::GetSurfaceType Engine

Extracts the EPhysicalSurface enum value from the physical material of a hit result.

function
APawn::InFreeCam Engine

Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).

function
UGameplayStatics::IsAnyLocalPlayerCameraWithinRange Engine

Returns true if any local player's camera is within MaximumRange of the specified world location.

function
APawn::IsLocallyViewed Engine

Returns true if a local PlayerController has this pawn as its ViewTarget — whether controlling or spectating.

function
AActor::IsRunningUserConstructionScript Engine

Returns true while the Blueprint User Construction Script (UCS) is executing on this actor.

function
UKismetMathLibrary::LinearColor_Desaturated Engine

Returns a copy of the color linearly interpolated toward its luminance-equivalent grey by the given desaturation factor.

function
UKismetMathLibrary::MakePulsatingValue Engine

Returns a scalar in [0, 1] that oscillates sinusoidally at the given frequency.

function
UKismetMathLibrary::Multiply_TimespanFloat Engine

Scales a timespan by a float multiplier, returning a new FTimespan.

function
UAbilitySystemComponent::OnComponentDestroyed GameplayAbilities

Called when the component is about to be destroyed.

property
AActor::OnEndCursorOver Engine

Delegate fired when the mouse cursor moves off this actor while mouse-over events are enabled in the PlayerController.

function
AAIController::OnGameplayTaskActivated AIModule

Called when a gameplay task owned by this controller transitions to the active state.

function
ACharacter::OnJumped Engine

Event fired when the character has just started a jump.

property
UAnimInstance::OnMontageStarted Engine

Delegate broadcast immediately when a montage begins playing, at the start of its blend-in phase.

property
AActor::OnTakeRadialDamage Engine

Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.

function
UAbilitySystemComponent::OnUnregister GameplayAbilities

Called when the component is unregistered from its owning actor.

function
ACharacter::OnWalkingOffLedge Engine

Fired when the character is walking and the floor becomes unwalkable, just before falling begins.

function
UAbilitySystemComponent::PostNetReceive GameplayAbilities

Engine replication callback invoked on clients after replicated properties have been applied.

function
AActor::ReceiveDestroyed Engine

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

function
UActorComponent::SetActiveFlag Engine

Directly sets the internal `bIsActive` flag without triggering any virtual overrides or side effects.

function
UGameplayStatics::SetGlobalPitchModulation Engine

Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.

function
UGameplayStatics::SetGlobalTimeDilation Engine

Sets the global time dilation, scaling how fast time advances for the entire game world.

function
APlayerState::SetIsFromPreviousLevel Engine

Sets the bFromPreviousLevel flag without triggering replication side effects.

function
AActor::SetRole Engine

Directly sets the actor's net role without triggering any side effects.

function
APawn::ShouldTakeDamage Engine

Called at the start of TakeDamage to decide whether damage processing should proceed.

function
UGameplayStatics::SpawnEmitterAttached Engine

Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.

function
AActor::TearOff Engine

Server-side call that stops replication for this actor and promotes all existing client copies to local authority (`ROLE_Authority`).

function
UAbilitySystemComponent::TickComponent GameplayAbilities

Per-frame update for the ASC.

function
UGameplayStatics::TransformWorldToFirstPerson Engine

Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.

class
UAbilitySystemComponent GameplayAbilities

The core component of the Gameplay Ability System (GAS).

class
UAttributeSet GameplayAbilities

The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.

class
USoundMix Engine

Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.

function
UAbilitySystemComponent::UninitializeComponent GameplayAbilities

Called when the component is unregistered.