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43 results for "gameplay" in function

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.

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UGameplayStatics::GetAllActorsOfClassWithTag Engine

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

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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.