25 results for "pawn"
APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.
Returns the controller currently possessing this pawn, or nullptr if unpossessed.
Returns true if this pawn is controlled by the local player on this machine.
Returns the pawn class to spawn for a given controller.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Returns the APawn possessed by the given local player controller.
There is no UGameplayStatics::SpawnActor function.
Spawns an actor of the given class into the world at the specified location and rotation.
Spawns the default pawn class for a controller at the given player start actor.
The base controller class for AI-driven pawns.
The base class for all actors that can be placed or spawned in the world.
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.
Created for every player on a server (or in a standalone game) and replicated to all clients.
Returns the APlayerController that owns this widget.
Returns the ACharacter possessed by the given local player controller, or null if the controller has no pawn or the pawn is not an ACharacter.
Returns the actor the player's camera is currently targeting.
Commands this controller to take control of the given pawn, calling `OnPossess` and triggering the pawn's `PossessedBy` callback.
Finds a player start, spawns the default pawn, and possesses it — the full respawn flow in a single call.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Instructs a controller's pawn to move toward an actor using the navigation system.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
The top-level game world object.
Releases control of the currently possessed pawn without destroying it, calling `OnUnPossess` on the controller and `UnPossessed` on the pawn.