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25 results for "pawn"

class
APawn Engine

APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.

function
APawn::GetController Engine

Returns the controller currently possessing this pawn, or nullptr if unpossessed.

function
APawn::IsLocallyControlled Engine

Returns true if this pawn is controlled by the local player on this machine.

function
AGameModeBase::GetDefaultPawnClassForController Engine

Returns the pawn class to spawn for a given controller.

function
APlayerController::GetPawn Engine

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.

function
UGameplayStatics::GetPlayerPawn Engine

Returns the APawn possessed by the given local player controller.

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.

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.

class
AAIController AIModule

The base controller class for AI-driven pawns.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

class
AGameModeBase Engine

Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.

class
APlayerState Engine

Created for every player on a server (or in a standalone game) and replicated to all clients.

function
UUserWidget::GetOwningPlayer UMG

Returns the APlayerController that owns this widget.

function
UGameplayStatics::GetPlayerCharacter Engine

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.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
APlayerController::Possess Engine

Commands this controller to take control of the given pawn, calling `OnPossess` and triggering the pawn's `PossessedBy` callback.

function
AGameModeBase::RestartPlayer Engine

Finds a player start, spawns the default pawn, and possesses it — the full respawn flow in a single call.

function
APlayerController::SetInputMode (Game Only) Engine

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

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

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.

class
UGameplayStatics Engine

A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.

class
UWorld Engine

The top-level game world object.

function
APlayerController::UnPossess Engine

Releases control of the currently possessed pawn without destroying it, calling `OnUnPossess` on the controller and `UnPossessed` on the pawn.