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43 results for "engine" in function

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.

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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.

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().

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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.

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UAnimInstance::AddNativeTransitionBinding Engine

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

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AGameStateBase::AddPlayerState Engine

Adds the given `APlayerState` to `PlayerArray`.

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AActor::ApplyWorldOffset Engine

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

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UActorComponent::ApplyWorldOffset Engine

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

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UKismetArrayLibrary::Array_Shuffle Engine

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

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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.

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AGameStateBase::AsyncPackageLoaded Engine

Called by the engine when an async package load completes.

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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.

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AActor::CheckDefaultSubobjectsInternal Engine

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

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UKismetSystemLibrary::CollectGarbage Engine

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

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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.

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UKismetSystemLibrary::DelayUntilNextFrame Engine

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

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UKismetSystemLibrary::DelayUntilNextTick Engine

Pauses execution until the calling object's next tick.

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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.

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AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

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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.

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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.

function
UAssetManager::FinishInitialLoading Engine

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

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FSoftObjectPath::FixupCoreRedirects CoreUObject

Applies core redirects (from DefaultEngine.

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UKismetMathLibrary::FromSeconds Engine

Constructs an FTimespan from a number of seconds.

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UBlueprintPathsLibrary::GameAgnosticSavedDir Engine

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

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UBlueprintPathsLibrary::GeneratedConfigDir Engine

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

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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.