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50 results for "gameplay"

struct
FGameplayAttribute GameplayAbilities

A lightweight handle that identifies a specific attribute property on an UAttributeSet.

struct
FGameplayTag GameplayTags

A hierarchical name token (e.

struct
FGameplayTagContainer GameplayTags

A set of FGameplayTags used to express compound state or requirements.

class
UGameplayAbility GameplayAbilities

The base class for all GAS abilities.

class
UGameplayCueManager GameplayAbilities

Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects.

class
UGameplayEffect GameplayAbilities

A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.

class
UGameplayStatics Engine

A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.

function
UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

function
UGameplayStatics::AnnounceAccessibleString Engine

Sends a string to the platform's screen reader or accessibility announcement system when accessibility is enabled.

function
UGameplayStatics::ApplyDamage Engine

Applies point damage to an actor by calling its TakeDamage event.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
UGameplayStatics::ApplyRadialDamage Engine

Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.

function
UGameplayStatics::ApplyRadialDamageWithFalloff Engine

Applies radial damage with a configurable falloff curve from a full-damage inner radius to a minimum-damage outer radius.

function
UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

function
UGameplayStatics::AreSubtitlesEnabled Engine

Returns whether subtitle rendering is currently enabled globally.

function
UGameplayStatics::BeginDeferredActorSpawnFromClass Engine

Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.

function
UGameplayStatics::BeginSpawningActorFromBlueprint Engine deprecated

Deprecated.

function
UGameplayStatics::BlueprintSuggestProjectileVelocity Engine

Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.

function
UGameplayStatics::Blueprint_PredictProjectilePath_Advanced Engine

Predicts a projectile arc using a params struct, providing the richest output of the three prediction variants — each path point includes velocity and time in addition to position.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UGameplayStatics::BreakHitResult Engine

Decomposes an FHitResult struct into its individual fields.

function
UGameplayStatics::CancelAsyncLoading Engine

Cancels all currently queued asynchronous package loading requests.

function
UGameplayStatics::ClearSoundMixClassOverride Engine

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.

function
UGameplayStatics::ClearSoundMixModifiers Engine

Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.

function
UGameplayStatics::CreatePlayer Engine

Creates a new local player and optionally spawns a PlayerController for it, used for local multiplayer (split-screen) scenarios.

function
UGameplayStatics::CreatePlayerFromPlatformUser Engine

Creates a new local player identified by a platform user ID rather than a numeric controller index, enabling proper platform account association for console and PC online play.

function
UGameplayStatics::CreateSaveGameObject Engine

Creates a new instance of a USaveGame subclass with default values.

function
UGameplayStatics::CreateSound2D Engine

Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.

function
UGameplayStatics::DeactivateReverbEffect Engine

Removes a manually activated Reverb Effect identified by its tag, fading it out using the fade time set on the effect asset.

function
UGameplayStatics::DeleteGameInSlot Engine

Deletes the save game file associated with a given slot name.

function
UGameplayStatics::DeprojectSceneCaptureComponentToWorld Engine

Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.

function
UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

function
UGameplayStatics::DeprojectScreenToWorld Engine

Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.

function
UGameplayStatics::DoesSaveGameExist Engine

Returns true if a save file exists for the given slot name and user index.

function
UGameplayStatics::EnableLiveStreaming Engine

Toggles live DVR streaming on platforms that support it (primarily consoles).

function
UGameplayStatics::FindCollisionUV Engine

Returns the UV texture coordinate at the impact point of a collision hit.

function
UGameplayStatics::FindNearestActor Engine

Returns the actor from ActorsToCheck whose GetActorLocation() is closest to Origin, and outputs the distance to it.

function
UGameplayStatics::FinishSpawningActor Engine

Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay.

function
UGameplayStatics::FlushLevelStreaming Engine

Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.

function
UGameplayStatics::GetAccurateRealTime Engine

Returns the time in seconds since the application was started, sampled at the exact moment this function is called rather than once per frame.

function
UGameplayStatics::GetActiveSpatialPluginName Engine

Returns the name of the currently active audio spatialization plugin for the world's audio device.

function
UGameplayStatics::GetActorArrayAverageLocation Engine

Returns the arithmetic mean (centroid) of the world locations of all actors in the array.

function
UGameplayStatics::GetActorArrayBounds Engine

Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.

function
UGameplayStatics::GetActorOfClass Engine

Returns the first actor of the given class found in the world, or null if none exists.

function
UGameplayStatics::GetAllActorsOfClass Engine

Fills OutActors with all actors of the given class currently in the world.

function
UGameplayStatics::GetAllActorsOfClassWithTag Engine

Finds all actors of the specified class that also carry the given actor tag.

function
UGameplayStatics::GetAllActorsWithInterface Engine

Finds every actor in the world that implements the specified UInterface.

function
UGameplayStatics::GetAllActorsWithTag Engine

Populates OutActors with every actor in the world that has the given tag in its Tags array.

function
UGameplayStatics::GetAudioTimeSeconds Engine

Returns time in seconds since the world was brought up for play, stopped when the game is paused, and not dilated or clamped by time dilation.