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23 results for "gameplay" in function

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.

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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.

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UGameplayStatics::SaveGameToSlot Engine

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

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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.

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.

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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.