RealDocs

46 results for "hit"

function
UGameplayStatics::BreakHitResult Engine

Decomposes an FHitResult struct into its individual fields.

function
AActor::DispatchBlockingHit Engine

Calls ReceiveHit on this actor and fires the OnComponentHit delegate on the blocking component.

function
AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

function
UAnimInstance::HasMarkerBeenHitThisFrame Engine

Returns true if the given sync marker was passed during the current frame's animation evaluation in the specified sync group.

property
APawn::LastHitBy Engine

The controller of the last actor that dealt damage to this pawn.

function
UKismetMathLibrary::LinearColor_White Engine

Returns the linear-space white color (1, 1, 1, 1).

function
UGameplayStatics::MakeHitResult Engine

Constructs an FHitResult from individual fields.

function
AActor::NotifyHit Engine

Called when this actor bumps into a blocking object or is bumped into.

property
AActor::OnActorHit Engine

Multicast delegate fired when this actor hits (or is hit by) a solid blocking surface.

property
UPrimitiveComponent::OnComponentHit Engine

Delegate fired when this component physically hits another.

function
AActor::ReceiveHit Engine

Blueprint event fired when this actor blocks or is blocked by another actor's movement.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

function
AActor::ActorLineTraceSingle Engine

Traces a ray against only the components of this specific actor and returns the first blocking hit.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UWorld::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

function
UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

function
UGameplayStatics::FindCollisionUV Engine

Returns the UV texture coordinate at the impact point of a collision hit.

function
AActor::GetPlacementExtent Engine

Returns the bounding extent used when placing this actor in the editor, primarily to offset the actor from a hit surface so it doesn't clip into geometry.

function
UAnimInstance::GetRelevantAnimTime Engine

Returns the current playback position in seconds of the most relevant animation sequence in the specified state.

function
UGameplayStatics::GetSurfaceType Engine

Extracts the EPhysicalSurface enum value from the physical material of a hit result.

property
ACharacter::LandedDelegate Engine

Multicast delegate broadcast when the character lands after being in the Falling movement mode.

function
FMath::LineExtentBoxIntersection Core

Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UWorld::LineTraceSingleByChannel Engine

Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.

function
UKismetMathLibrary::LinearColor_Desaturated Engine

Returns a copy of the color linearly interpolated toward its luminance-equivalent grey by the given desaturation factor.

function
UKismetMathLibrary::MakeBox2D Engine

Constructs a 2D axis-aligned bounding box from explicit Min and Max corners and sets IsValid to true.

function
UKismetMathLibrary::MakePlaneFromPointAndNormal Engine

Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.

property
AActor::OnTakePointDamage Engine

Delegate broadcast when this actor takes point damage — typically a hit-scan or projectile that supplies a precise impact location, bone name, and shot direction.

property
AActor::OnTakeRadialDamage Engine

Delegate broadcast when this actor takes radial (area-of-effect) damage, providing the explosion origin and a hit result for the closest impacted primitive.

function
FText::PreloadStringTable Core

Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.

function
UGameplayStatics::PrimeAllSoundsInSoundClass Engine

Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.

function
UGameplayStatics::PrimeSound Engine

Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.

function
AActor::ReceiveActorBeginOverlap Engine

Blueprint event fired when this actor begins overlapping another actor.

function
AActor::ReceivePointDamage Engine

Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.

function
AActor::ReceiveRadialDamage Engine

Blueprint implementable event called on the server when this actor takes radial (AoE) damage.

function
AActor::SetActorLocation Engine

Sets the world-space location of the actor.

function
UWidget::SetRenderTransform UMG

Applies a 2D render transform (translation, rotation, scale, shear) to the widget.

function
UUserWidget::SetVisibility UMG

Sets the visibility of the widget, controlling both rendering and hit-test behaviour.

function
UAnimInstance::StopAllMontages Engine

Stops every currently active montage on this AnimInstance simultaneously, blending each one out over the specified duration.

function
UWorld::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
UWorld::SweepMultiByObjectType Engine

Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.

function
UWorld::SweepMultiByProfile Engine

Sweeps a collision shape from Start to End using a named collision profile and returns all hits.

function
UWorld::SweepSingleByChannel Engine

Sweeps a collision shape from Start to End and returns the first blocking hit.

function
APawn::TakeDamage Engine

Processes incoming damage on the pawn.