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43 results for "engine" in function

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.

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.

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.

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.