RealDocs

38 results for "gc"

struct
FGameplayTagContainer GameplayTags

A set of FGameplayTags used to express compound state or requirements.

class
UInputMappingContext EnhancedInput

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

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UKismetMathLibrary::DegCos Engine

Returns the cosine of A where A is in degrees.

function
AActor::DrawDebugComponents Engine

Renders debug visualizations for the component tree of this actor in the world for one frame.

function
AActor::GetComponentsBoundingCylinder Engine

Computes the axis-aligned bounding cylinder that encloses all registered colliding components (or all components when bNonColliding is true).

function
AActor::GetOverlappingComponents Engine

Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.

function
UAnimInstance::GetOwningComponent Engine

Returns the skeletal mesh component that created and hosts this animation instance.

function
APlayerState::GetOwningController Engine

Returns the AI or player controller that created this player state.

function
AAIController::GetPathFollowingComponent AIModule

Returns the PathFollowingComponent subobject responsible for executing movement along a nav path.

function
AActor::InvalidateLightingCache Engine

Invalidates the cached static lighting for this actor using default options.

function
UActorComponent::InvalidateLightingCache Engine

Invalidates the component's cached static lighting with default options.

function
AActor::InvalidateLightingCacheDetailed Engine

Invalidates all static lighting data produced by the last lighting build for this actor, with control over whether to do a full invalidation or a translation-only pass.

function
UActorComponent::InvalidateLightingCacheDetailed Engine

Override point for subclasses to discard statically cached lighting information when the component has moved or changed.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

function
ACharacter::RootMotionDebugClientPrintOnScreen Engine

Reliable Client RPC used by the root motion debugging system to display a message on the client's screen.

function
ACharacter::RootMotionDebugClientPrintOnScreen_Implementation Engine

Implementation body for the RootMotionDebugClientPrintOnScreen RPC.

function
AAIController::SetPathFollowingComponent AIModule

Replaces the active PathFollowingComponent with a different one.

function
AActor::AddReferencedObjects Engine

Static GC hook that lets actors report object references held in non-UPROPERTY storage, ensuring the garbage collector does not prematurely collect those objects.

function
UActorComponent::AddReferencedObjects Engine

Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.

function
AActor::CanBeInCluster Engine

Returns whether this actor is eligible to be grouped into a GC cluster, which improves Garbage Collection performance by treating a set of objects as a single unit.

property
TSubclassOf::Class CoreUObject

The raw UClass pointer wrapped by TSubclassOf.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
UKismetMathLibrary::Cos Engine

Returns the cosine of the given angle in radians.

function
AAIController::GetCurrentMoveRequestID AIModule

Returns the FAIRequestID of the movement request currently being processed by the PathFollowingComponent.

function
AAIController::GetMoveStatus AIModule

Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.

function
AAIController::GetPathFollowingAgent AIModule

Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.

function
AActor::GetSimpleCollisionCylinder Engine

Returns an axis-aligned cylinder approximating this actor's simple collision, used for broad checks like AI pathfinding proximity tests.

function
AAIController::HasPartialPath AIModule

Returns true if the PathFollowingComponent is currently following a partial path — one that does not reach the actual goal because the destination is unreachable.

function
AAIController::IsFollowingAPath AIModule

Returns true if the PathFollowingComponent currently has an active path being followed.

function
AActor::MakeNoise Engine

Dispatches a noise event that can be picked up by `UPawnSensingComponent` instances.

function
UObject::MarkAsGarbage CoreUObject

Marks this UObject to be destroyed by the garbage collector on the next GC pass.

function
AActor::MarkComponentsAsGarbage Engine

Marks all components as garbage so the GC can collect them when the actor is destroyed.

function
AAIController::MoveTo AIModule

The core move dispatch function — builds a path and passes it to the PathFollowingComponent.

function
AAIController::RequestMove AIModule

Hands an already-computed path to the PathFollowingComponent and starts movement.

function
AAIController::SetMoveBlockDetection AIModule

Enables or disables movement block detection on the PathFollowingComponent.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.