50 results for "location"
Controls how this component's location is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Draws a 2D histogram of a float value's history at a fixed world location, always billboarded to face the first player's camera.
Returns the arithmetic mean (centroid) of the world locations of all actors in the array.
Returns the location of the character's feet — the base of the collision capsule — rather than the capsule's center, which is what GetActorLocation() returns.
Returns the current world-space location of the actor's root component.
Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.
Returns the component's world-space location.
Returns the UpdatedComponent's world location as recorded at the end of the most recent movement update.
Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.
Resolves a world location from the given blackboard key, whether it's a Vector key or an Object/Actor key, and writes it to ResultLocation.
Returns the world-space location used by the navigation system to represent this character's position.
Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
Returns the optimal location to fire weapons at or aim towards this actor.
Returns the current world origin location as an integer vector in world space.
Transforms a position by the inverse of the supplied transform.
Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.
Returns the world-space location of the actor's RootComponent.
Moves the actor to the specified world-space location.
Moves and rotates the actor to the specified world-space location and rotation in a single call.
Sets the actor's RootComponent to the given location relative to its parent actor.
Same as NetworkSimulatedSmoothLocationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client.
Creates a deterministic FRandomStream whose seed is derived from a world-space location, optionally quantized to a grid.
Calls SaveBaseLocation() unless bDeferUpdateBasedMovement is set, in which case the save is skipped for this tick.
Commands the AI to navigate to a fixed world-space location.
Time in seconds to smoothly interpolate a simulated proxy's position from its old client-side location to the corrected position sent by the server.
Stores the world-space location of the object the character was standing on as of the last base update, so UpdateBasedMovement() can detect whether the base moved this frame.
Plays a UDialogueWave at a fixed world location with spatialization and attenuation.
Plays a one-shot sound at a world position with 3D attenuation.
Called after the actor receives replicated location and rotation from the network via ReplicatedMovement.
Called on simulated proxies after a replicated location and rotation update is received from the server.
Called on clients after the replicated location and rotation are applied to the actor.
Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.
Updates OldBaseLocation and OldBaseQuat from the current movement base, storing the relative location/rotation if necessary, ignoring bDeferUpdateBasedMovement.
Sets the world-space location of the actor.
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.
Sets the location of this actor's root component relative to its parent component in the attachment hierarchy.
Requests a shift of the world origin to the given integer location.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
Spawns a decal projector at a fixed world position.
Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.
Spawns a Cascade (Legacy) particle system at a world location as a fire-and-forget effect.
Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.
Spawns a spatialized audio component at a fixed world location and begins playback immediately.
Transforms a position vector by the supplied transform, applying rotation, scale, and translation.
Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.
Appends all elements from Source to the end of this array in a single allocation.
Appends the full name string (including numeric suffix) to an existing FString or string builder without creating an intermediate FString allocation.
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.