RealDocs

18 results for "location"

function
AActor::GetActorLocation Engine

Returns the current world-space location of the actor's root component.

function
USceneComponent::GetComponentLocation Engine

Returns the component's world-space location.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

function
AActor::SetActorLocation Engine

Sets the world-space location of the actor.

function
AActor::SetActorLocationAndRotation Engine

Sets the actor's world location and rotation in a single call, which is more efficient than calling SetActorLocation and SetActorRotation separately because it only triggers one transform update.

function
UAIBlueprintHelperLibrary::SimpleMoveToLocation AIModule

Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.

function
AActor::GetActorTransform Engine

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
TArray::Reserve Core

Pre-allocates memory for at least Number elements without changing the logical size.

function
UBlackboardComponent::SetValueAsVector AIModule

Writes an FVector to a blackboard key.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

Instructs a controller's pawn to move toward an actor using the navigation system.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

function
AGameModeBase::SpawnDefaultPawnFor Engine

Spawns the default pawn class for a controller at the given player start actor.

function
AActor::TeleportTo Engine

Moves this actor to a destination location and rotation, attempting to push it clear of overlapping geometry if it does not fit exactly at the target point.

class
UActorComponent Engine

The base class for all actor components.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
UCanvasPanel UMG

A panel that positions children at arbitrary locations using anchor-based layout with Z-ordering support.