RealDocs

50 results for "level"

function
UGameplayStatics::BlueprintSuggestProjectileVelocity Engine

Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.

function
UKismetSystemLibrary::BreakTopLevelAssetPath Engine

Extracts the path string out of an FTopLevelAssetPath.

function
AActor::ClearCrossLevelReferences Engine

Clears any references this actor holds to objects in other levels.

function
ACharacter::ClearCrossLevelReferences Engine

Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.

function
UActorComponent::ComponentIsInLevel Engine

Returns true if this component's owning actor is contained in the given level.

function
UActorComponent::ComponentIsInPersistentLevel Engine

Returns true if this component is in the world's persistent level.

function
UGameplayStatics::FlushLevelStreaming Engine

Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.

function
UKismetSystemLibrary::GetClassTopLevelAssetPath Engine

Returns the full path to the specified class as an FTopLevelAssetPath, the lightweight identifier used by the asset registry and asset utilities.

function
UActorComponent::GetComponentLevel Engine

Returns the ULevel that this component belongs to, determined by the owning actor's level.

function
UGameplayStatics::GetCurrentLevelName Engine

Returns the name of the currently active (persistent) level.

function
UKismetSystemLibrary::GetEnumTopLevelAssetPath Engine

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.

function
UAnimInstance::GetLODLevel Engine

Returns the LOD level at which this animation instance is currently being evaluated, mirroring the skeletal mesh component's predicted LOD.

function
AActor::GetLevel Engine

Returns the ULevel that contains this actor.

function
AActor::GetLevelTransform Engine

Returns the transform of the ULevel this actor belongs to.

function
UKismetSystemLibrary::GetRenderingMaterialQualityLevel Engine

Returns the clamped state of the r.

function
UKismetSystemLibrary::GetSoftClassTopLevelAssetPath Engine

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.

function
UGameplayStatics::GetStreamingLevel Engine

Returns the ULevelStreaming object for a given level package name, allowing you to inspect or modify streaming state, visibility, and load status at runtime.

function
UKismetSystemLibrary::GetStructTopLevelAssetPath Engine

Returns the full path to the specified struct as an FTopLevelAssetPath, used by asset utilities and struct-serialization systems that need a stable identifier.

function
AActor::GetUpdateOverlapsMethodDuringLevelStreaming Engine

Returns the resolved method this actor uses to update overlaps when loaded via level streaming.

function
AActor::IsActorBeginningPlayFromLevelStreaming Engine

Returns true when BeginPlay is being dispatched as a result of level streaming (including initial level load).

function
APlayerState::IsFromPreviousLevel Engine

Returns the literal value of the bFromPreviousLevel flag, indicating whether this PlayerState was carried over from a previous level rather than freshly created.

function
AActor::IsInLevel Engine

Returns true if this actor is contained in the specified ULevel.

function
AActor::IsInPersistentLevel Engine

Returns whether this actor resides in the persistent level rather than a streaming sublevel.

function
AActor::IsLevelBoundsRelevant Engine

Returns whether this actor should be included when calculating the level's bounding box.

function
UGameplayStatics::LoadStreamLevel Engine

Asynchronously streams a sub-level into the world by name.

function
UGameplayStatics::LoadStreamLevelBySoftObjectPtr Engine

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.

function
UKismetSystemLibrary::MakeTopLevelAssetPath Engine

Builds an FTopLevelAssetPath from either a single full path string or a separate package name and asset name.

function
UGameplayStatics::OpenLevel Engine

Travels to a new level by name, unloading the current world.

function
UGameplayStatics::OpenLevelBySoftObjectPtr Engine

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.

function
AGameModeBase::ResetLevel Engine

Resets the game state while remaining in the same map.

function
APlayerState::SetIsFromPreviousLevel Engine

Sets the bFromPreviousLevel flag without triggering replication side effects.

function
UGameplayStatics::SuggestProjectileVelocity_CustomArc Engine

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.

function
UGameplayStatics::SuggestProjectileVelocity_MovingTarget Engine

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.

function
UGameplayStatics::UnloadStreamLevel Engine

Removes a previously streamed-in sub-level from the world by name, freeing its memory and actors.

function
UGameplayStatics::UnloadStreamLevelBySoftObjectPtr Engine

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.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

function
UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

function
AActor::ActorToWorld Engine

Returns the local-to-world transform of the actor's RootComponent.

function
UAudioComponent::AdjustVolume Engine

Smoothly ramps the sound instance's playback volume to a new level over a given duration, using the chosen fade curve.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

property
APawn::AutoPossessPlayer Engine

Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned.

function
UGameplayStatics::CancelAsyncLoading Engine

Cancels all currently queued asynchronous package loading requests.

function
UAssetManager::ChangeBundleStateForMatchingPrimaryAssets Engine

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.

function
AAIController::ClaimTaskResource AIModule

Claims a gameplay task resource at the controller level, preventing any GameplayTask from using that resource until it is explicitly released via UnclaimTaskResource.

function
UGameplayStatics::ClearSoundMixModifiers Engine

Immediately removes all active Sound Mix Modifiers from the audio system regardless of their push counts.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

function
AActor::Destroyed Engine

Called when this actor is explicitly destroyed during gameplay or in the editor.

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.