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42 results for "pitch"

property
UAudioComponent::PitchModulationMax Engine

The upper bound to use when this component randomly determines a pitch multiplier for playback.

property
UAudioComponent::PitchModulationMin Engine

The lower bound to use when this component randomly determines a pitch multiplier for playback.

property
UAudioComponent::PitchMultiplier Engine

A pitch multiplier applied to sounds generated by this component, where 1.

function
APawn::AddControllerPitchInput Engine

Adds pitch rotation to the owning PlayerController's ControlRotation.

function
UKismetMathLibrary::CreateVectorFromYawPitch Engine

Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.

function
APawn::GetRemoteViewPitch Engine

Returns the replicated pitch of a remote client's view as a 16-bit compressed value.

function
UKismetMathLibrary::GetYawPitchFromVector Engine

Decomposes a direction vector into Yaw and Pitch rotation values in degrees.

property
UCharacterMovementComponent::JumpOutOfWaterPitch Engine

Control pitch angle, in degrees, at or above which the character automatically jumps when exiting water.

function
UCharacterMovementComponent::PackYawAndPitchTo32 Engine

Compresses a yaw and pitch pair into a single 32-bit value, packing each axis into 16 bits via FRotator::CompressAxisToShort.

function
UGameplayStatics::SetGlobalPitchModulation Engine

Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.

function
UAudioComponent::SetPitchMultiplier Engine

Sets the component's PitchMultiplier property, applied instantly.

function
APawn::SetRemoteViewPitch Engine

Stores the pawn's view pitch for replication to remote clients by compressing the degree value into a 16-bit integer.

function
UKismetMathLibrary::BreakRotator Engine

Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.

function
UGameplayStatics::ClearSoundMixClassOverride Engine

Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.

function
UKismetMathLibrary::Conv_MatrixToRotator Engine

Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).

function
UKismetMathLibrary::Conv_RotatorToQuaternion Engine

Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.

function
UKismetMathLibrary::Conv_Vector4ToRotator Engine

Converts a Vector4 to an FRotator representing the direction the XYZ components point.

function
UKismetMathLibrary::Conv_VectorToRotator Engine

Returns the FRotator that represents the orientation in which the vector points.

function
APawn::FaceRotation Engine

Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.

function
UKismetMathLibrary::FindLookAtRotation Engine

Returns the rotation needed for an object at Start to face the Target position in world space.

function
APawn::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.

function
UKismetMathLibrary::GetSlopeDegreeAngles Engine

Decomposes a floor normal into separate pitch and roll angles, relative to an actor's right vector and a reference up vector.

function
UKismetMathLibrary::MakeRotator Engine

Constructs an FRotator from explicit Roll, Pitch, and Yaw values in degrees.

function
UKismetMathLibrary::Matrix_GetRotator Engine

Extracts and returns the rotation of the matrix as an FRotator (Pitch/Yaw/Roll in degrees).

property
UAudioComponent::ModulationRouting Engine

Configures which modulators drive this component's volume, pitch, and other modulation destinations, and how they combine with values set elsewhere.

function
UKismetMathLibrary::NegateRotator Engine

Returns a rotator with all three components negated (Pitch, Yaw, Roll each multiplied by -1).

property
UAudioComponent::OnAudioPlaybackPercent Engine

Broadcasts periodically while the sound plays, reporting the percentage of playback completed based on samples played versus total samples, adjusted for pitch.

function
APawn::PreReplication Engine

Called by the replication system on the server just before each actor is replicated to clients.

function
UGameplayStatics::PushSoundMixModifier Engine

Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.

function
UKismetMathLibrary::Quat_Euler Engine

Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).

function
UKismetMathLibrary::Quat_MakeFromEuler Engine

Constructs and returns a quaternion from Euler angles in degrees.

function
UKismetMathLibrary::Quat_Rotator Engine

Converts a quaternion to its FRotator representation.

function
UKismetMathLibrary::RandomRotator Engine

Generates a uniformly random rotation in Pitch [-90, 90] and Yaw [-180, 180].

function
UKismetMathLibrary::RandomUnitVectorInEllipticalConeInRadians Engine

Returns a random unit vector inside an elliptical cone around ConeDir with independently controlled horizontal (yaw) and vertical (pitch) half-angles.

function
UKismetMathLibrary::RandomUnitVectorInEllipticalConeInRadiansFromStream Engine

Returns a random unit vector within a cone around ConeDir whose cross-section is an ellipse rather than a circle, letting yaw and pitch spread differ independently, drawn from a specific FRandomStream for reproducible results.

function
UGameplayStatics::SetBaseSoundMix Engine

Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.

function
UGameplayStatics::SetSoundMixClassOverride Engine

Adds or replaces a sound class adjuster in an active sound mix at runtime, allowing volume and pitch of an entire sound class to be changed dynamically with a smooth fade.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
USoundClass Engine

A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.

class
USoundCue Engine

A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.

class
USoundMix Engine

Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.

function
AAIController::UpdateControlRotation AIModule

Updates the controller's control rotation each tick to face the current focal point.