33 results for "gc" in function
Adds a UInputMappingContext to the active set for this player.
Returns the cosine of A where A is in degrees.
Renders debug visualizations for the component tree of this actor in the world for one frame.
Computes the axis-aligned bounding cylinder that encloses all registered colliding components (or all components when bNonColliding is true).
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor.
Returns the skeletal mesh component that created and hosts this animation instance.
Returns the AI or player controller that created this player state.
Returns the PathFollowingComponent subobject responsible for executing movement along a nav path.
Invalidates the cached static lighting for this actor using default options.
Invalidates the component's cached static lighting with default options.
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.
Override point for subclasses to discard statically cached lighting information when the component has moved or changed.
Removes a UInputMappingContext from the active set.
Reliable Client RPC used by the root motion debugging system to display a message on the client's screen.
Implementation body for the RootMotionDebugClientPrintOnScreen RPC.
Replaces the active PathFollowingComponent with a different one.
Static GC hook that lets actors report object references held in non-UPROPERTY storage, ensuring the garbage collector does not prematurely collect those objects.
Static GC hook that registers additional UObject references held by this component with Unreal's garbage collector.
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.
Removes all active UInputMappingContexts from this player's subsystem at once.
Returns the cosine of the given angle in radians.
Returns the FAIRequestID of the movement request currently being processed by the PathFollowingComponent.
Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.
Returns a pointer to the IPathFollowingAgentInterface implementation — in practice, the PathFollowingComponent cast to that interface.
Returns an axis-aligned cylinder approximating this actor's simple collision, used for broad checks like AI pathfinding proximity tests.
Returns true if the PathFollowingComponent is currently following a partial path — one that does not reach the actual goal because the destination is unreachable.
Returns true if the PathFollowingComponent currently has an active path being followed.
Dispatches a noise event that can be picked up by `UPawnSensingComponent` instances.
Marks this UObject to be destroyed by the garbage collector on the next GC pass.
Marks all components as garbage so the GC can collect them when the actor is destroyed.
The core move dispatch function — builds a path and passes it to the PathFollowingComponent.
Hands an already-computed path to the PathFollowingComponent and starts movement.
Enables or disables movement block detection on the PathFollowingComponent.