37 results for "gameplay"
A lightweight handle that identifies a specific attribute property on an UAttributeSet.
A hierarchical name token (e.
A set of FGameplayTags used to express compound state or requirements.
The base class for all GAS abilities.
Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects.
A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
Applies point damage to an actor by calling its TakeDamage event.
Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.
Creates a new instance of a USaveGame subclass with default values.
Returns true if a save file exists for the given slot name and user index.
Returns the first actor of the given class found in the world, or null if none exists.
Fills OutActors with all actors of the given class currently in the world.
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.
Returns the APlayerController for the given local player index, or null if no controller exists at that index.
Returns the APawn possessed by the given local player controller.
Deserialises a save file from disk and returns a USaveGame object, or null if the slot doesn't exist or loading fails.
Travels to a new level by name, unloading the current world.
Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.
Plays a one-shot sound at a world position with 3D attenuation.
Serialises a USaveGame object to disk using the platform's save system.
There is no UGameplayStatics::SpawnActor function.
Applies a Gameplay Effect directly to this component's owner.
Travels the client to a different level or server address.
Manages all gameplay timers for a UWorld instance.
Returns the elapsed game time in seconds since the world began play.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Returns the UWorld this object belongs to.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
The core component of the Gameplay Ability System (GAS).
The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.
A data asset that maps UInputAction assets to physical keys, buttons, or axes.
Base class for save game objects.
The top-level game world object.
Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.