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46 results for "gc" in function

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
UKismetSystemLibrary::DrawDebugCamera Engine

Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.

function
UKismetSystemLibrary::DrawDebugCapsule Engine

Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.

function
UKismetSystemLibrary::DrawDebugCircle Engine

Draws a debug circle built from straight line segments, oriented by the YAxis/ZAxis plane vectors rather than a rotator.

function
AActor::DrawDebugComponents Engine

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

function
UKismetSystemLibrary::DrawDebugCone Engine deprecated

Draws a wireframe cone using angles in radians.

function
UKismetSystemLibrary::DrawDebugConeInDegrees Engine

Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.

function
UKismetSystemLibrary::DrawDebugCoordinateSystem Engine

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.

function
UKismetSystemLibrary::DrawDebugCylinder Engine

Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.

function
UAssetManager::FindMissingChunkList Engine

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.

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
UBehaviorTreeComponent::GetTagCooldownEndTime AIModule

Returns the world time at which the given cooldown tag's duration ends, or 0.

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
UBlueprintSpringMathLibrary::SpringCharacterUpdate Engine

Advances a character's position toward a target velocity using a damped spring, smoothing out sudden velocity changes rather than snapping to them instantly.

function
UBlueprintSpringMathLibrary::VelocitySpringCharacterUpdate Engine

Advances a character's position toward a target velocity using a velocity spring that tracks an intermediate velocity moving at a capped maximum acceleration.

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
UCharacterMovementComponent::AddReferencedObjects Engine

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.

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.

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.

function
UCharacterMovementComponent::SmoothCorrection Engine

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.