50 results for "engine"
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
The ULocalMessage subclass used to broadcast game-agnostic messages such as player-entered and player-left notifications.
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.
Called by the engine when an async package load completes.
Controls when this pawn automatically spawns and is possessed by an AI controller.
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.
Converts a FLinearColor to an 8-bit FColor, optionally applying sRGB gamma encoding.
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.
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.
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.
Applies core redirects (from DefaultEngine.
Constructs an FTimespan from a number of seconds.
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.
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.
Returns a bitmask indicating where a given UFUNCTION should execute — locally, on the server, on clients, or some combination.
Determines where a UFUNCTION call should execute — locally, on the server, or on clients.
Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.
Returns the PlayerState as a TObjectPtr, exposing the raw smart-pointer representation used internally.
Returns a mutable reference to the replicated root-motion montage struct for in-place modification.
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.
Returns the raw value of the bHidden flag.
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.
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.
Returns the current value of `bReplicateMovement`, indicating whether the engine's built-in movement replication is enabled for this actor.
Returns whether this component supports networking at all.
Tracks the total time in seconds that the jump key has been continuously held.
Called by the engine when the mouse cursor first moves over this actor while click-events are enabled on the player controller.
Calls `ReceiveControllerChanged` and broadcasts `ReceiveControllerChangedDelegate` on both the server and owning client.
Called by the engine when an end-of-frame render update occurs while a tick is still in progress.
Engine callback invoked immediately before a FAnimMontageInstance is destroyed, whether the montage finished naturally or was stopped manually.
Called by the engine when the current movement request finishes, is aborted, or is blocked.
Override to perform work — including awaiting async tasks — immediately before the engine sends end-of-frame update data.
RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.
Called on the worker thread before URO (Update Rate Optimization) interpolation is applied.
Called by the engine when this actor is detected outside the hard limit on world bounds.
Engine replication callback invoked on clients after replicated properties have been applied.
Called by the engine immediately after an actor (or its outer) is renamed.
Called immediately after the actor is spawned in the world.