RealDocs

39 results for "hit" in function

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.

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.

function
AActor::ReceiveHit Engine

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

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.

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.

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.