50 results for "level"
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
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 ULevel that this component belongs to, determined by the owning actor's level.
Returns the name of the currently active (persistent) level.
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 ULevelStreaming object for a given level package name, allowing you to inspect or modify streaming state, visibility, and load status at runtime.
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.
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.
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.
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.
Called when the pawn is removed from the world or when the game ends.
A string-based reference to a UObject asset stored as a top-level asset path plus an optional sub-object path.
Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.
Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.
Returns the current time dilation factor applied to this actor, combining world and actor-level dilation.
Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.
Returns a new FDateTime containing only the date portion of A, with the time-of-day set to midnight (00:00:00.
Returns the world-space position the controller is currently focused on, resolved across all priority levels.
Returns the UGameInstance for the current world.