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36 results for "global"

function
UGameplayStatics::GetGlobalTimeDilation Engine

Returns the current global time dilation factor for the world.

function
UAnimInstance::GetSlotMontageGlobalWeight Engine

Returns the global blend weight (0–1) contributed by the montage playing in the named slot, factoring in the overall montage weight in the animation graph.

function
UAnimInstance::GetSlotNodeGlobalWeight Engine

Returns the global blend weight of the specified slot node, accounting for the full graph hierarchy.

function
UGameplayStatics::SetGlobalListenerFocusParameters Engine

Sets global listener focus parameters that scale how the audio system distinguishes sounds in front of the listener ('focused') from those outside the focus cone ('non-focused').

function
UGameplayStatics::SetGlobalPitchModulation Engine

Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.

function
UGameplayStatics::SetGlobalTimeDilation Engine

Sets the global time dilation, scaling how fast time advances for the entire game world.

function
UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

function
UUserWidget::AddToPlayerScreen UMG

Adds the widget to the player-owned screen layer rather than the global viewport.

function
AAIController::AreAIIgnoringPlayers AIModule

Returns whether the global AI-ignore-players flag is currently set.

function
UGameplayStatics::AreSubtitlesEnabled Engine

Returns whether subtitle rendering is currently enabled globally.

function
FSoftObjectPath::ClearPIEPackageNames CoreUObject

Clears the global set of registered PIE package names, typically called when a PIE session ends to prevent stale fixup state.

property
FName::ComparisonIndex Core

Index into the global name table pointing to the case-folded version of the string, used for fast case-insensitive equality comparisons.

property
AActor::CustomTimeDilation Engine

A per-actor time multiplier applied on top of the global WorldSettings TimeDilation.

property
FName::DisplayIndex Core

Index into the global name table pointing to the case-preserved version of the string, used when converting the name back to its original mixed-case form.

struct
FGameplayTag GameplayTags

A hierarchical name token (e.

struct
FName Core

An immutable, case-insensitive string stored in a global name table and identified by an integer index.

function
AAIController::GetGameplayTaskDefaultPriority AIModule

Returns the default priority for gameplay tasks initiated by this AI controller.

function
AActor::GetWorldSettings Engine

Returns the AWorldSettings actor for the world this actor is in.

function
UAnimInstance::IsAnyMontagePlaying Engine

Returns true if at least one montage is currently in the active list on this anim instance, including those that are blending out.

function
UObject::IsValid CoreUObject

Global helper function that returns true if the given UObject pointer is non-null and has not been marked for garbage collection.

function
UAbilitySystemComponent::OnRegister GameplayAbilities

Called when the component is registered with its owning actor.

function
UAbilitySystemComponent::OnUnregister GameplayAbilities

Called when the component is unregistered from its owning actor.

function
UKismetMathLibrary::RandomBool Engine

Returns a uniformly distributed random boolean — roughly 50/50 true or false on each call.

function
UKismetMathLibrary::RandomBoolWithWeightFromStream Engine

Returns true with the given probability using a caller-supplied FRandomStream instead of the global RNG.

function
UKismetMathLibrary::RandomFloat Engine

Returns a random float in the range [0, 1] using the global random stream.

function
UKismetMathLibrary::RandomInteger Engine

Returns a uniformly distributed random integer in the range [0, Max - 1].

function
UKismetMathLibrary::RandomInteger64 Engine

Returns a uniformly distributed random int64 in the range [0, Max).

function
FName::Reserve Core

Pre-allocates memory in the global FName table to reduce reallocations during bulk name registration.

function
UGameplayStatics::SetBaseSoundMix Engine

Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.

function
AActor::SetMakeNoiseDelegate Engine

Replaces the global delegate that handles `MakeNoise` calls, allowing custom AI hearing logic to intercept or replace the default noise propagation.

function
UGameplayStatics::SetSubtitlesEnabled Engine

Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.

function
TArray::SwapMemory Core

Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.

function
AAIController::ToggleAIIgnorePlayers AIModule

Toggles a global static flag that makes all AI controllers ignore player pawns.

class
UEngineSubsystem Engine

Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.

class
UGameplayCueManager GameplayAbilities

Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects.

function
UAnimInstance::WasAnimNotifyStateActiveInAnyState Engine

Returns true if the specified AnimNotifyState type was active during the previous animation evaluation, regardless of which state machine state it came from.