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47 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
UKismetArrayLibrary::Array_Random Engine

Picks a random element from an array using the global random stream and returns both the value and its index.

function
UKismetArrayLibrary::Array_Shuffle Engine

Randomizes the order of the elements in an array in place using the engine's global random stream.

property
FMontageSubStepper::Cached_CombinedPlayRate Engine

Cached combined play rate (montage rate scale times global rate scale) used to derive PlayRate and DeltaMove without recomputing it every sub-step.

function
UAssetManager::ChangeBundleStateForMatchingPrimaryAssets Engine

Changes bundle state across every currently loaded primary asset that has the given OldBundles, replacing them with NewBundles — useful for global state changes like switching level-of-detail or platform bundle sets.

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
UAssetManager::Get Engine

Returns the current global AssetManager singleton.

function
UAudioComponent::GetAudioComponentFromID Engine

Looks up the audio component instance matching a given runtime ID, using the engine's global ID-to-component map.

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
UAssetManager::IsInitialized Engine

Returns true once the global AssetManager singleton has been constructed.

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
UKismetMathLibrary::RandomIntegerFromStream Engine

Returns a uniformly distributed random integer between 0 and Max - 1, drawn from a specific FRandomStream instead of the engine's global RNG, so the sequence is deterministic and reproducible from a known seed.

function
FName::Reserve Core

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

function
UKismetMathLibrary::SeedRandomStream Engine

Reseeds a random stream using the engine's global RNG (FMath::Rand), producing a new, unpredictable starting point for subsequent draws.

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
UAnimInstance::ShouldTriggerAnimNotifyState Engine

Called by the notify dispatch system to decide whether a given AnimNotifyState should actually fire this frame.

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.

class
UKismetGuidLibrary Engine

Blueprint function library exposing FGuid operations: equality checks, validity, generation, and string conversion, for working with globally unique identifiers in Blueprints.

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.