27 results for "initialization"
Called when a new asset registry (for example a plugin or DLC registry) becomes available after the engine has already initialized.
Called when the game starts or when the character is spawned into the world.
Deprecated.
Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.
Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.
Called by the owning Controller on the client (or server in standalone) when the PlayerState is initially replicated and the controller links to it.
The class of the server's game mode, assigned by GameModeBase during initialization.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns the replication system this GameMode requests for the GameNetDriver.
Returns the current AssetManager singleton if it has already been constructed, or nullptr otherwise.
Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.
Called server-side to reinitialize a player who survived seamless travel into the new level.
Sets up the component to use the given blackboard data asset, allocating value storage for its keys.
Called at level startup or actor spawn after registration but before BeginPlay.
Initializes grouped animation layers on this anim instance.
Inserts a single zero-initialized element at Index and returns a reference to it, allowing immediate field-by-field initialization without a second array lookup.
Returns true while this actor is in the middle of its BeginPlay dispatch — after DispatchBeginPlay() has started but before it completes.
Returns true after the actor has completed its initialization phase (PostInitializeComponents and PreInitializeComponents have completed).
Returns whether this anim instance has completed its initialization and is ready for use.
Override in C++ subclasses to perform custom initialization when the animation instance starts.
Called before component initialization begins.
Called when the `GameModeClass` property becomes valid — immediately on the server during initialization, and on clients once the replicated value arrives.
Replaces the active PathFollowingComponent with a different one.
Assigns an existing UAIPerceptionComponent to this controller, replacing the default one.
Override to opt specific properties out of the default initialization pass an AttributeSet runs when it's constructed or reset.
Triggers the transition from initialization to gameplay by calling BeginPlay on all actors.
Refreshes an existing filter's smoothing parameters from the current InterpolationParam settings without a full re-initialization.