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37 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::ApplyDamage Engine

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

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::CreateSaveGameObject Engine

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

function
UGameplayStatics::DoesSaveGameExist Engine

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

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::GetPlayerCharacter Engine

Returns the ACharacter possessed by the given local player controller, or null if the controller has no pawn or the pawn is not an ACharacter.

function
UGameplayStatics::GetPlayerController Engine

Returns the APlayerController for the given local player index, or null if no controller exists at that index.

function
UGameplayStatics::GetPlayerPawn Engine

Returns the APawn possessed by the given local player controller.

function
UGameplayStatics::LoadGameFromSlot Engine

Deserialises a save file from disk and returns a USaveGame object, or null if the slot doesn't exist or loading fails.

function
UGameplayStatics::OpenLevel Engine

Travels to a new level by name, unloading the current world.

function
UGameplayStatics::PlaySound2D Engine

Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.

function
UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

function
UGameplayStatics::SaveGameToSlot Engine

Serialises a USaveGame object to disk using the platform's save system.

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.

function
UAbilitySystemComponent::ApplyGameplayEffectToSelf GameplayAbilities

Applies a Gameplay Effect directly to this component's owner.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
UWorld::GetTimeSeconds Engine

Returns the elapsed game time in seconds since the world began play.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.

function
APlayerController::SetInputMode (Game And UI) Engine

Hybrid input mode where both game input and UMG widget input are active simultaneously.

function
APlayerController::SetInputMode (Game Only) Engine

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

class
UAbilitySystemComponent GameplayAbilities

The core component of the Gameplay Ability System (GAS).

class
UAttributeSet GameplayAbilities

The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.

class
UInputMappingContext EnhancedInput

A data asset that maps UInputAction assets to physical keys, buttons, or axes.

class
USaveGame Engine

Base class for save game objects.

class
UWorld Engine

The top-level game world object.

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.