RealDocs

50 results for "engine"

class
UEngineSubsystem Engine

Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.

property
APlayerState::EngineMessageClass Engine

The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.

function
AActor::ActorToWorld Engine

Returns the local-to-world transform of the actor's RootComponent.

function
UAnimInstance::AddNativeTransitionBinding Engine

Binds a native C++ delegate to an animation state machine transition.

function
AGameStateBase::AddPlayerState Engine

Adds the given `APlayerState` to `PlayerArray`.

function
AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

function
AGameStateBase::AsyncPackageLoaded Engine

Called by the engine when an async package load completes.

property
APawn::AutoPossessAI Engine

Controls when this pawn automatically spawns and is possessed by an AI controller.

function
AActor::CallPreReplication Engine

Called by the networking system to invoke PreReplication on this actor and all of its replicated components.

function
AActor::CheckDefaultSubobjectsInternal Engine

Internal integrity check that verifies all default subobjects (components created in the constructor) are properly registered.

function
UKismetMathLibrary::Conv_LinearColorToColor Engine

Converts a FLinearColor to an 8-bit FColor, optionally applying sRGB gamma encoding.

function
TArray::CountBytes Core

Reports the array's current and peak memory usage to an accounting archive by calling Ar.

function
UActorComponent::CreatePhysicsState Engine

Triggers creation of any physics engine information for this component by calling OnCreatePhysicsState.

function
UActorComponent::DestroyPhysicsState Engine

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

function
AActor::DispatchBeginPlay Engine

Engine-internal function that orchestrates the full BeginPlay call chain in the correct order — initializing components, calling PreInitializeComponents, PostInitializeComponents, then BeginPlay on the actor and all its components.

function
AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

function
UActorComponent::DoDeferredRenderUpdates_Concurrent Engine

Processes pending render state, dynamic data, and instance data updates for this component by dispatching the appropriate commands to the render thread.

function
AActor::ExchangeNetRoles Engine

Swaps the Role and RemoteRole of this actor when called on a client to establish correct local authority perspective.

struct
FMath Core

The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.

class
FString Core

Unreal Engine's general-purpose heap-allocated string class.

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
FSoftObjectPath::FixupCoreRedirects CoreUObject

Applies core redirects (from DefaultEngine.

function
UKismetMathLibrary::FromSeconds Engine

Constructs an FTimespan from a number of seconds.

function
APawn::GetActorEyesViewPoint Engine

Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries.

function
AActor::GetAttachmentReplication Engine

Returns a const reference to the `FRepAttachment` struct that the engine fills in when this actor's root component is attached to another actor, used to replicate attachment state to clients.

function
AActor::GetFunctionCallspace Engine

Returns a bitmask indicating where a given UFUNCTION should execute — locally, on the server, on clients, or some combination.

function
UActorComponent::GetFunctionCallspace Engine

Determines where a UFUNCTION call should execute — locally, on the server, or on clients.

function
APawn::GetNetOwningPlayerAnyRole Engine

Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.

function
APawn::GetPlayerStateObjPtr Engine

Returns the PlayerState as a TObjectPtr, exposing the raw smart-pointer representation used internally.

function
ACharacter::GetRepRootMotion_Mutable Engine

Returns a mutable reference to the replicated root-motion montage struct for in-place modification.

function
AActor::GetReplicatedMovement_Mutable Engine

Returns a mutable reference to the actor's replicated movement struct, intended for cases where the struct must be modified in place — primarily by the engine's replication machinery.

function
AActor::IsHidden Engine

Returns the raw value of the bHidden flag.

function
AActor::IsMigrationRoot Engine

Returns true if this actor is the root object of a Remote Object Handle migration operation — meaning the engine will migrate this actor (and its subobjects) as a unit when transferring between server processes.

function
UActorComponent::IsReadyForEarlyEndOfFrameUpdate Engine

Returns true if this component was marked for end-of-frame update with the bReadyForEarlyUpdate flag, allowing the engine to process it on a worker thread before the strict end-of-frame point.

function
AActor::IsReplicatingMovement Engine

Returns the current value of `bReplicateMovement`, indicating whether the engine's built-in movement replication is enabled for this actor.

function
UActorComponent::IsSupportedForNetworking Engine

Returns whether this component supports networking at all.

property
ACharacter::JumpKeyHoldTime Engine

Tracks the total time in seconds that the jump key has been continuously held.

function
AActor::NotifyActorBeginCursorOver Engine

Called by the engine when the mouse cursor first moves over this actor while click-events are enabled on the player controller.

function
APawn::NotifyControllerChanged Engine

Calls `ReceiveControllerChanged` and broadcasts `ReceiveControllerChangedDelegate` on both the server and owning client.

function
UActorComponent::OnEndOfFrameUpdateDuringTick Engine

Called by the engine when an end-of-frame render update occurs while a tick is still in progress.

function
UAnimInstance::OnMontageInstanceStopped Engine

Engine callback invoked immediately before a FAnimMontageInstance is destroyed, whether the montage finished naturally or was stopped manually.

function
AAIController::OnMoveCompleted AIModule

Called by the engine when the current movement request finishes, is aborted, or is blocked.

function
UActorComponent::OnPreEndOfFrameSync Engine

Override to perform work — including awaiting async tasks — immediately before the engine sends end-of-frame update data.

function
AActor::OnRep_AttachmentReplication Engine

RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.

function
UAnimInstance::OnUROPreInterpolation_AnyThread Engine

Called on the worker thread before URO (Update Rate Optimization) interpolation is applied.

function
AActor::OutsideWorldBounds Engine

Called by the engine when this actor is detected outside the hard limit on world bounds.

function
UAbilitySystemComponent::PostNetReceive GameplayAbilities

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

function
AActor::PostRename Engine

Called by the engine immediately after an actor (or its outer) is renamed.

function
AActor::PostSpawnInitialize Engine

Called immediately after the actor is spawned in the world.