RealDocs

21 results for "initialization" in function

function
ACharacter::BeginPlay Engine

Called when the game starts or when the character is spawned into the world.

function
UGameplayStatics::BeginSpawningActorFromBlueprint Engine deprecated

Deprecated.

function
UAnimInstance::BlueprintBeginPlay Engine

Blueprint-implementable event called when BeginPlay is triggered on the owning skeletal mesh component.

function
ACharacter::CacheInitialMeshOffset Engine

Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.

function
APlayerState::ClientInitialize Engine

Called by the owning Controller on the client (or server in standalone) when the PlayerState is initially replicated and the controller links to it.

function
ACharacter::GetBaseRotationOffset Engine

Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.

function
AGameModeBase::GetGameNetDriverReplicationSystem Engine

Returns the replication system this GameMode requests for the GameNetDriver.

function
AActor::HandleRegisterComponentWithWorld Engine

Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.

function
AGameModeBase::HandleSeamlessTravelPlayer Engine

Called server-side to reinitialize a player who survived seamless travel into the new level.

function
UActorComponent::InitializeComponent Engine

Called at level startup or actor spawn after registration but before BeginPlay.

function
UAnimInstance::InitializeGroupedLayers Engine

Initializes grouped animation layers on this anim instance.

function
TArray::InsertZeroed_GetRef Core

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.

function
AActor::IsActorBeginningPlay Engine

Returns true while this actor is in the middle of its BeginPlay dispatch — after DispatchBeginPlay() has started but before it completes.

function
AActor::IsActorInitialized Engine

Returns true after the actor has completed its initialization phase (PostInitializeComponents and PreInitializeComponents have completed).

function
UAnimInstance::IsInitialized Engine

Returns whether this anim instance has completed its initialization and is ready for use.

function
UAnimInstance::NativeInitializeAnimation Engine

Override in C++ subclasses to perform custom initialization when the animation instance starts.

function
APawn::PreInitializeComponents Engine

Called before component initialization begins.

function
AGameStateBase::ReceivedGameModeClass Engine

Called when the `GameModeClass` property becomes valid — immediately on the server during initialization, and on clients once the replicated value arrives.

function
AAIController::SetPathFollowingComponent AIModule

Replaces the active PathFollowingComponent with a different one.

function
AAIController::SetPerceptionComponent AIModule

Assigns an existing UAIPerceptionComponent to this controller, replacing the default one.

function
AGameModeBase::StartPlay Engine

Triggers the transition from initialization to gameplay by calling BeginPlay on all actors.