46 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.
Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.
Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.
Draws a debug circle built from straight line segments, oriented by the YAxis/ZAxis plane vectors rather than a rotator.
Renders debug visualizations for the component tree of this actor in the world for one frame.
Draws a wireframe cone using angles in radians.
Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.
Draws red/green/blue lines representing the local X/Y/Z axes at a location and rotation, useful for visualizing an actor or component's orientation.
Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.
Checks which platform chunks the given assets belong to and reports any that aren't currently mounted, separating chunks that can still be installed from ones that are missing entirely.
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.
Returns the world time at which the given cooldown tag's duration ends, or 0.
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.
Advances a character's position toward a target velocity using a damped spring, smoothing out sudden velocity changes rather than snapping to them instantly.
Advances a character's position toward a target velocity using a velocity spring that tracks an intermediate velocity moving at a capped maximum acceleration.
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.
Part of the UObject garbage collection interface — reports any UObject references this component holds beyond its reflected UPROPERTY members, so the GC doesn't collect them prematurely.
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.
Reacts to a new transform received from a network update on the client, applying it and clearing bNetworkSmoothingComplete so future smoothing updates blend from the corrected state.