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15 results for "location" in function

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.