43 results for "gameplay" in function
Applies a Reverb Effect globally without requiring an Audio Volume in the level.
Sends a string to the platform's screen reader or accessibility announcement system when accessibility is enabled.
Applies point damage to an actor by calling its TakeDamage event.
Deals point damage to a specific actor, including directional hit information.
Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.
Applies radial damage with a configurable falloff curve from a full-damage inner radius to a minimum-damage outer radius.
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
Returns whether subtitle rendering is currently enabled globally.
Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.
Deprecated.
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
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.
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.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
Decomposes an FHitResult struct into its individual fields.
Cancels all currently queued asynchronous package loading requests.
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.
Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.
Creates a new local player and optionally spawns a PlayerController for it, used for local multiplayer (split-screen) scenarios.
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.
Creates a new instance of a USaveGame subclass with default values.
Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.
Removes a manually activated Reverb Effect identified by its tag, fading it out using the fade time set on the effect asset.
Deletes the save game file associated with a given slot name.
Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.
Returns true if a save file exists for the given slot name and user index.
Toggles live DVR streaming on platforms that support it (primarily consoles).
Returns the UV texture coordinate at the impact point of a collision hit.
Returns the actor from ActorsToCheck whose GetActorLocation() is closest to Origin, and outputs the distance to it.
Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay.
Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.
Returns the time in seconds since the application was started, sampled at the exact moment this function is called rather than once per frame.
Returns the name of the currently active audio spatialization plugin for the world's audio device.
Returns the arithmetic mean (centroid) of the world locations of all actors in the array.
Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.
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.
Finds all actors of the specified class that also carry the given actor tag.
Finds every actor in the world that implements the specified UInterface.
Populates OutActors with every actor in the world that has the given tag in its Tags array.
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.