RealDocs

47 results for "level" in function

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
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
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
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
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
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
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.

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
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.

function
UGameplayStatics::CancelAsyncLoading Engine

Cancels all currently queued asynchronous package loading requests.

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.

function
APawn::EndPlay Engine

Called when the pawn is removed from the world or when the game ends.

function
UAudioComponent::FadeIn Engine

Starts the sound and ramps volume from 0 to FadeVolumeLevel over FadeInDuration seconds.

function
UAudioComponent::FadeOut Engine

Smoothly ramps the playing sound's volume down to FadeVolumeLevel over FadeOutDuration seconds.

function
AActor::GetActorTimeDilation Engine

Returns the current time dilation factor applied to this actor, combining world and actor-level dilation.

function
UPrimitiveComponent::GetBodyInstance Engine

Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.

function
UKismetMathLibrary::GetDate Engine

Returns a new FDateTime containing only the date portion of A, with the time-of-day set to midnight (00:00:00.

function
AAIController::GetFocalPoint AIModule

Returns the world-space position the controller is currently focused on, resolved across all priority levels.

function
UGameplayStatics::GetGameInstance Engine

Returns the UGameInstance for the current world.