50 results for "engine"
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
Returns the directory where the engine's root configuration files (BaseEngine.
Returns the Content directory of the core engine install, shared across projects and mods using the same engine.
Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.
Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live.
The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.
Returns the directory containing engine-level plugins, i.
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.
Returns the directory where the engine's C++ source code files are kept.
Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed.
Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().
Returns the list of paths searched for engine-level localization (.
Returns the engine build number as a string, intended for displaying to end users (e.
Returns the local-to-world transform of the actor's RootComponent.
Binds a native C++ delegate to an animation state machine transition.
Adds the given `APlayerState` to `PlayerArray`.
Shifts the actor's location and all relevant internal data structures by the given offset vector.
Called by the engine when the world origin is rebased or a level is shifted.
Randomizes the order of the elements in an array in place using the engine's global random stream.
Formats a float value as currency text using the given rounding and number formatting options.
Formats an integer value as currency text using the given rounding and number formatting options.
Called by the engine when an async package load completes.
Controls when this pawn automatically spawns and is possessed by an AI controller.
A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.
Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command).
Called by the networking system to invoke PreReplication on this actor and all of its replicated components.
Internal integrity check that verifies all default subobjects (components created in the constructor) are properly registered.
Requests that the engine delete all unreferenced UObjects, queuing garbage collection to run at the end of the frame.
Converts a FLinearColor to an 8-bit FColor, optionally applying sRGB gamma encoding.
Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.
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.
Reports the array's current and peak memory usage to an accounting archive by calling Ar.
Triggers creation of any physics engine information for this component by calling OnCreatePhysicsState.
Pauses execution until the next engine frame, guaranteeing at least one full frame boundary is crossed before continuing.
Pauses execution until the calling object's next tick.
Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState.
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.
Called by the physics engine when two rigid bodies collide.
Processes pending render state, dynamic data, and instance data updates for this component by dispatching the appropriate commands to the render thread.
Swaps the Role and RemoteRole of this actor when called on a client to establish correct local authority perspective.
Runs an arbitrary console command as if it had been typed into the in-game console.
The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.
Unreal Engine's general-purpose heap-allocated string class.
A 3D vector with double-precision (UE 5.
Finishes initial loading, called automatically from the end of UEngine::Init() once the startup asset scan has completed.
Applies core redirects (from DefaultEngine.
Constructs an FTimespan from a number of seconds.
Returns the saved directory that is not specific to any particular game, usually the same location as EngineSavedDir().
Returns the directory the engine saves generated (merged) config files to, typically under Saved/Config.
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.