RealDocs

31 results for "effects" in function

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.

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.

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.

function
UAbilitySystemComponent::UninitializeComponent GameplayAbilities

Called when the component is unregistered.