47 results for "global"
Returns the current global time dilation factor for the world.
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.
Returns the global blend weight of the specified slot node, accounting for the full graph hierarchy.
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').
Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.
Sets the global time dilation, scaling how fast time advances for the entire game world.
Applies a Reverb Effect globally without requiring an Audio Volume in the level.
Adds the widget to the player-owned screen layer rather than the global viewport.
Returns whether the global AI-ignore-players flag is currently set.
Returns whether subtitle rendering is currently enabled globally.
Picks a random element from an array using the global random stream and returns both the value and its index.
Randomizes the order of the elements in an array in place using the engine's global random stream.
Cached combined play rate (montage rate scale times global rate scale) used to derive PlayRate and DeltaMove without recomputing it every sub-step.
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.
Clears the global set of registered PIE package names, typically called when a PIE session ends to prevent stale fixup state.
Index into the global name table pointing to the case-folded version of the string, used for fast case-insensitive equality comparisons.
A per-actor time multiplier applied on top of the global WorldSettings TimeDilation.
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.
A hierarchical name token (e.
An immutable, case-insensitive string stored in a global name table and identified by an integer index.
Returns the current global AssetManager singleton.
Looks up the audio component instance matching a given runtime ID, using the engine's global ID-to-component map.
Returns the default priority for gameplay tasks initiated by this AI controller.
Returns the AWorldSettings actor for the world this actor is in.
Returns true if at least one montage is currently in the active list on this anim instance, including those that are blending out.
Returns true once the global AssetManager singleton has been constructed.
Global helper function that returns true if the given UObject pointer is non-null and has not been marked for garbage collection.
Called when the component is registered with its owning actor.
Called when the component is unregistered from its owning actor.
Returns a uniformly distributed random boolean — roughly 50/50 true or false on each call.
Returns true with the given probability using a caller-supplied FRandomStream instead of the global RNG.
Returns a random float in the range [0, 1] using the global random stream.
Returns a uniformly distributed random integer in the range [0, Max - 1].
Returns a uniformly distributed random int64 in the range [0, Max).
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.
Pre-allocates memory in the global FName table to reduce reallocations during bulk name registration.
Reseeds a random stream using the engine's global RNG (FMath::Rand), producing a new, unpredictable starting point for subsequent draws.
Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.
Replaces the global delegate that handles `MakeNoise` calls, allowing custom AI hearing logic to intercept or replace the default noise propagation.
Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.
Called by the notify dispatch system to decide whether a given AnimNotifyState should actually fire this frame.
Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.
Toggles a global static flag that makes all AI controllers ignore player pawns.
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
Manages the routing of Gameplay Cue events (OnActive, WhileActive, Removed, Executed) to UGameplayCueNotify actors and objects.
Blueprint function library exposing FGuid operations: equality checks, validity, generation, and string conversion, for working with globally unique identifiers in Blueprints.
Returns true if the specified AnimNotifyState type was active during the previous animation evaluation, regardless of which state machine state it came from.