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50 results for "engine"

class
UEngineSubsystem Engine

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

function
UBlueprintPathsLibrary::EngineConfigDir Engine

Returns the directory where the engine's root configuration files (BaseEngine.

function
UBlueprintPathsLibrary::EngineContentDir Engine

Returns the Content directory of the core engine install, shared across projects and mods using the same engine.

function
UBlueprintPathsLibrary::EngineDir Engine

Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.

function
UBlueprintPathsLibrary::EngineIntermediateDir Engine

Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live.

property
APlayerState::EngineMessageClass Engine

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

function
UBlueprintPathsLibrary::EnginePluginsDir Engine

Returns the directory containing engine-level plugins, i.

function
UBlueprintPathsLibrary::EngineSavedDir Engine

Returns the engine's Saved directory, where the engine writes runtime-generated data such as logs and crash dumps that aren't tied to a specific project.

function
UBlueprintPathsLibrary::EngineSourceDir Engine

Returns the directory where the engine's C++ source code files are kept.

function
UBlueprintPathsLibrary::EngineUserDir Engine

Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed.

function
UBlueprintPathsLibrary::EngineVersionAgnosticUserDir Engine

Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().

function
UBlueprintPathsLibrary::GetEngineLocalizationPaths Engine

Returns the list of paths searched for engine-level localization (.

function
UKismetSystemLibrary::GetEngineVersion Engine

Returns the engine build number as a string, intended for displaying to end users (e.

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
UKismetArrayLibrary::Array_Shuffle Engine

Randomizes the order of the elements in an array in place using the engine's global random stream.

function
UKismetTextLibrary::AsCurrency_Float Engine deprecated

Formats a float value as currency text using the given rounding and number formatting options.

function
UKismetTextLibrary::AsCurrency_Integer Engine deprecated

Formats an integer value as currency text using the given rounding and number formatting options.

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.

class
UBlueprintPathsLibrary Engine

A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.

function
UBlueprintPathsLibrary::BugItDir Engine

Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command).

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
UKismetSystemLibrary::CollectGarbage Engine

Requests that the engine delete all unreferenced UObjects, queuing garbage collection to run at the end of the frame.

function
UKismetMathLibrary::Conv_LinearColorToColor Engine

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

function
UBlueprintPathsLibrary::ConvertFromSandboxPath Engine

Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.

function
UBlueprintPathsLibrary::ConvertToSandboxPath Engine

Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.

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
UKismetSystemLibrary::DelayUntilNextFrame Engine

Pauses execution until the next engine frame, guaranteeing at least one full frame boundary is crossed before continuing.

function
UKismetSystemLibrary::DelayUntilNextTick Engine

Pauses execution until the calling object's next tick.

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.

function
UKismetSystemLibrary::ExecuteConsoleCommand Engine

Runs an arbitrary console command as if it had been typed into the in-game console.

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
UAssetManager::FinishInitialLoading Engine

Finishes initial loading, called automatically from the end of UEngine::Init() once the startup asset scan has completed.

function
FSoftObjectPath::FixupCoreRedirects CoreUObject

Applies core redirects (from DefaultEngine.

function
UKismetMathLibrary::FromSeconds Engine

Constructs an FTimespan from a number of seconds.

function
UBlueprintPathsLibrary::GameAgnosticSavedDir Engine

Returns the saved directory that is not specific to any particular game, usually the same location as EngineSavedDir().

function
UBlueprintPathsLibrary::GeneratedConfigDir Engine

Returns the directory the engine saves generated (merged) config files to, typically under Saved/Config.

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.