29 results for "global" in function
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.
Clears the global set of registered PIE package names, typically called when a PIE session ends to prevent stale fixup state.
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.
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).
Pre-allocates memory in the global FName table to reduce reallocations during bulk name registration.
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.
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.
Returns true if the specified AnimNotifyState type was active during the previous animation evaluation, regardless of which state machine state it came from.