37 results for "effects"
Called when the owning actor's BeginPlay fires.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Returns the visual/physical avatar for gameplay tasks — the currently possessed pawn.
Returns the APlayerCameraManager for the player controller at the given index.
Returns whether the ASC needs to tick this frame.
Extracts the EPhysicalSurface enum value from the physical material of a hit result.
Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).
Returns true if any local player's camera is within MaximumRange of the specified world location.
Returns true if a local PlayerController has this pawn as its ViewTarget — whether controlling or spectating.
Returns true while the Blueprint User Construction Script (UCS) is executing on this actor.
Returns a copy of the color linearly interpolated toward its luminance-equivalent grey by the given desaturation factor.
Returns a scalar in [0, 1] that oscillates sinusoidally at the given frequency.
Scales a timespan by a float multiplier, returning a new FTimespan.
Called when the component is about to be destroyed.
Delegate fired when the mouse cursor moves off this actor while mouse-over events are enabled in the PlayerController.
Called when a gameplay task owned by this controller transitions to the active state.
Event fired when the character has just started a jump.
Delegate broadcast immediately when a montage begins playing, at the start of its blend-in phase.
Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.
Called when the component is unregistered from its owning actor.
Fired when the character is walking and the floor becomes unwalkable, just before falling begins.
Engine replication callback invoked on clients after replicated properties have been applied.
Blueprint event called when this actor has been explicitly destroyed via Destroy().
Directly sets the internal `bIsActive` flag without triggering any virtual overrides or side effects.
Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.
Sets the global time dilation, scaling how fast time advances for the entire game world.
Sets the bFromPreviousLevel flag without triggering replication side effects.
Directly sets the actor's net role without triggering any side effects.
Called at the start of TakeDamage to decide whether damage processing should proceed.
Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.
Server-side call that stops replication for this actor and promotes all existing client copies to local authority (`ROLE_Authority`).
Per-frame update for the ASC.
Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.
The core component of the Gameplay Ability System (GAS).
The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.
Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.
Called when the component is unregistered.