50 results for "level"
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
Extracts the path string out of an FTopLevelAssetPath.
Clears any references this actor holds to objects in other levels.
Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.
Returns true if this component's owning actor is contained in the given level.
Returns true if this component is in the world's persistent level.
Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.
Returns the full path to the specified class as an FTopLevelAssetPath, the lightweight identifier used by the asset registry and asset utilities.
Returns the ULevel that this component belongs to, determined by the owning actor's level.
Returns the name of the currently active (persistent) level.
Returns the full path to the specified enum as an FTopLevelAssetPath, used by asset utilities and reflection systems that need a stable identifier for a UENUM.
Returns the LOD level at which this animation instance is currently being evaluated, mirroring the skeletal mesh component's predicted LOD.
Returns the ULevel that contains this actor.
Returns the transform of the ULevel this actor belongs to.
Returns the clamped state of the r.
Converts a soft class reference to an FTopLevelAssetPath, the lightweight identifier used by asset registry and class-lookup APIs that don't need the full soft-path machinery.
Returns the ULevelStreaming object for a given level package name, allowing you to inspect or modify streaming state, visibility, and load status at runtime.
Returns the full path to the specified struct as an FTopLevelAssetPath, used by asset utilities and struct-serialization systems that need a stable identifier.
Returns the resolved method this actor uses to update overlaps when loaded via level streaming.
Returns true when BeginPlay is being dispatched as a result of level streaming (including initial level load).
Returns the literal value of the bFromPreviousLevel flag, indicating whether this PlayerState was carried over from a previous level rather than freshly created.
Returns true if this actor is contained in the specified ULevel.
Returns whether this actor resides in the persistent level rather than a streaming sublevel.
Returns whether this actor should be included when calculating the level's bounding box.
Asynchronously streams a sub-level into the world by name.
Streams a sub-level into the world using a soft object reference rather than a name string, making it refactor-safe and easier to use in data-driven systems.
Builds an FTopLevelAssetPath from either a single full path string or a separate package name and asset name.
Travels to a new level by name, unloading the current world.
Performs a full level travel to a world asset specified by a soft object pointer, offering type-safe level navigation compared to the name-based OpenLevel.
Resets the game state while remaining in the same map.
Sets the bFromPreviousLevel flag without triggering replication side effects.
Calculates a launch velocity for a projectile at rest at StartPos to land at EndPos, using an artist-controlled arc parameter rather than a fixed launch speed.
Calculates a launch velocity to intercept a moving actor in exactly TimeToTarget seconds, assuming the target moves at constant velocity and the projectile is affected only by gravity.
Removes a previously streamed-in sub-level from the world by name, freeing its memory and actors.
Unloads a previously streamed-in sub-level identified by a soft object pointer, providing a type-safe and refactor-friendly alternative to the name-based unload.
The base class for all actors that can be placed or spawned in the world.
Applies a Reverb Effect globally without requiring an Audio Volume in the level.
Returns the local-to-world transform of the actor's RootComponent.
Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.
Deals point damage to a specific actor, including directional hit information.
Shifts the actor's location and all relevant internal data structures by the given offset vector.
Called by the engine when the world origin is rebased or a level is shifted.
Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned.
Cancels all currently queued asynchronous package loading requests.
Changes bundle state across every currently loaded primary asset that has the given OldBundles, replacing them with NewBundles — useful for global state changes like switching level-of-detail or platform bundle sets.
Claims a gameplay task resource at the controller level, preventing any GameplayTask from using that resource until it is explicitly released via UnclaimTaskResource.
Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.
Travels the client to a different level or server address.
Called when this actor is explicitly destroyed during gameplay or in the editor.
Called when this actor's lifespan ends.