RealDocs

50 results for "location"

function
UGameplayStatics::GetActorArrayAverageLocation Engine

Returns the arithmetic mean (centroid) of the world locations of all actors in the array.

function
AActor::GetActorLocation Engine

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

function
UGameplayStatics::GetClosestListenerLocation Engine

Finds the closest audio listener within MaximumRange of Location and writes its position to ListenerPosition.

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
ACharacter::GetNavAgentLocation Engine

Returns the world-space location used by the navigation system to represent this character's position.

function
APawn::GetNavAgentLocation Engine

Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.

function
AActor::GetTargetLocation Engine

Returns the optimal location to fire weapons at or aim towards this actor.

function
UGameplayStatics::GetWorldOriginLocation Engine

Returns the current world origin location as an integer vector in world space.

function
FGeometry::IsUnderLocation SlateCore

Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.

function
AActor::K2_GetActorLocation Engine

Returns the world-space location of the actor's RootComponent.

function
AActor::K2_SetActorLocation Engine

Moves the actor to the specified world-space location.

function
AActor::K2_SetActorLocationAndRotation Engine

Moves and rotates the actor to the specified world-space location and rotation in a single call.

function
AActor::K2_SetActorRelativeLocation Engine

Sets the actor's RootComponent to the given location relative to its parent actor.

function
UKismetMathLibrary::MakeRandomStreamFromLocation Engine

Creates a deterministic FRandomStream whose seed is derived from a world-space location, optionally quantized to a grid.

function
AAIController::MoveToLocation AIModule

Commands the AI to navigate to a fixed world-space location.

function
UGameplayStatics::PlayDialogueAtLocation Engine

Plays a UDialogueWave at a fixed world location with spatialization and attenuation.

function
UGameplayStatics::PlaySoundAtLocation Engine

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

function
AActor::PostNetReceiveLocationAndRotation Engine

Called after the actor receives replicated location and rotation from the network via ReplicatedMovement.

function
ACharacter::PostNetReceiveLocationAndRotation Engine

Called on simulated proxies after a replicated location and rotation update is received from the server.

function
APawn::PostNetReceiveLocationAndRotation Engine

Called on clients after the replicated location and rotation are applied to the actor.

function
UWidgetLayoutLibrary::ProjectWorldLocationToWidgetPosition UMG

Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.

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
AActor::SetActorRelativeLocation Engine

Sets the location of this actor's root component relative to its parent component in the attachment hierarchy.

function
UGameplayStatics::SetWorldOriginLocation Engine

Requests a shift of the world origin to the given integer location.

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
UGameplayStatics::SpawnDecalAtLocation Engine

Spawns a decal projector at a fixed world position.

function
UGameplayStatics::SpawnDialogueAtLocation Engine

Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.

function
UGameplayStatics::SpawnEmitterAtLocation Engine

Spawns a Cascade (Legacy) particle system at a world location as a fire-and-forget effect.

function
UGameplayStatics::SpawnForceFeedbackAtLocation Engine

Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.

function
UGameplayStatics::SpawnSoundAtLocation Engine

Spawns a spatialized audio component at a fixed world location and begins playback immediately.

function
AActor::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

function
TArray::Append Core

Appends all elements from Source to the end of this array in a single allocation.

function
FName::AppendString Core

Appends the full name string (including numeric suffix) to an existing FString or string builder without creating an intermediate FString allocation.

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
UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

property
TArray::ArrayMax Core

Stores the number of elements the array can hold before a reallocation is needed.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

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
UKismetMathLibrary::Conv_VectorToTransform Engine

Creates an FTransform with the given location, identity rotation, and uniform scale of 1.

function
FName::DisplayHash Core

Dumps name-table hash bucket statistics to an output device.

function
UGameplayStatics::FindNearestActor Engine

Returns the actor from ActorsToCheck whose GetActorLocation() is closest to Origin, and outputs the distance to it.

function
UKismetMathLibrary::FindRelativeLookAtRotation Engine

Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.

function
AActor::ForEachComponent Engine

Iterates every owned component of the given type (or all UActorComponent instances when no type parameter is specified) and invokes the provided callable on each.

function
AActor::GatherCurrentMovement Engine

Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.

function
ACharacter::GatherCurrentMovement Engine

Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.