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48 results for "platform"

function
UKismetStringLibrary::Conv_PlatformUserIdToString Engine

Converts a platform user ID to its string representation, showing the underlying integer handle.

function
UGameplayStatics::CreatePlayerFromPlatformUser Engine

Creates a new local player identified by a platform user ID rather than a numeric controller index, enabling proper platform account association for console and PC online play.

function
UWidgetLayoutLibrary::GetMousePositionOnPlatform UMG

Returns the platform mouse cursor position in absolute desktop coordinates, independent of the game window.

function
UGameplayStatics::GetPlatformName Engine

Returns the string name of the current platform (e.

function
UKismetSystemLibrary::GetPlatformTime_Seconds Engine

Returns the current platform time in seconds, independent of gameplay time, pausing, or slomo.

function
UKismetSystemLibrary::GetPlatformUserDir Engine

Returns the current OS user's home/profile directory, as reported by the platform layer.

function
APawn::GetPlatformUserId Engine

Returns the platform user ID of the local PlayerController controlling this pawn.

function
UKismetSystemLibrary::GetPlatformUserName Engine

Gets the current user name from the operating system.

function
UGameplayStatics::GetPlayerControllerFromPlatformUser Engine

Returns the local player controller associated with the given FPlatformUserId.

function
UBlueprintPathsLibrary::MakePlatformFilename Engine

Converts a normalized "Unreal" pathname (forward slashes) into a filename using the current platform's native path separator conventions.

function
UGameplayStatics::SetPlayerPlatformUserId Engine

Associates a platform user account ID with a local PlayerController, used to link online identity (achievements, cloud saves) to a specific local player slot.

function
UKismetSystemLibrary::ShowPlatformSpecificAchievementsScreen Engine

Opens the platform's built-in achievements UI for the given player.

function
UKismetSystemLibrary::ShowPlatformSpecificLeaderboardScreen Engine

Opens the platform's built-in leaderboard UI for the given category.

function
UAssetManager::AcquireResourcesForAssetList Engine

Acquires the platform chunks required to install the given assets, then invokes CompleteDelegate.

function
UAssetManager::AcquireResourcesForPrimaryAssetList Engine

Acquires the platform chunks needed for every bundle of the given primary assets, then invokes CompleteDelegate.

function
UGameplayStatics::AnnounceAccessibleString Engine

Sends a string to the platform's screen reader or accessibility announcement system when accessibility is enabled.

class
UBlueprintPathsLibrary Engine

A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.

function
UKismetSystemLibrary::CanLaunchURL Engine

Returns whether the current platform is able to launch the given URL in a browser.

function
UAssetManager::ChangeBundleStateForMatchingPrimaryAssets Engine

Changes bundle state across every currently loaded primary asset that has the given OldBundles, replacing them with NewBundles — useful for global state changes like switching level-of-detail or platform bundle sets.

function
UBlueprintPathsLibrary::CloudDir Engine

Returns the local directory used to emulate or support cloud save storage, such as during development before a platform's real cloud service is wired up.

function
UBlueprintPathsLibrary::ConvertToSandboxPath Engine

Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.

function
UGameplayStatics::EnableLiveStreaming Engine

Toggles live DVR streaming on platforms that support it (primarily consoles).

struct
FMath Core

The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.

function
UAssetManager::FindMissingChunkList Engine

Checks which platform chunks the given assets belong to and reports any that aren't currently mounted, separating chunks that can still be installed from ones that are missing entirely.

function
UKismetSystemLibrary::GetDefaultLanguage Engine

Returns the platform's default language for localization, as an IETF language tag such as "zh-Hans-CN".

function
UKismetSystemLibrary::GetDefaultLocale Engine

Returns the platform's default locale for internationalization (number/date formatting, currency, etc.

function
UKismetSystemLibrary::GetDeviceId Engine

Returns the platform-specific unique device id, replacing the deprecated GetUniqueDeviceId.

function
UKismetSystemLibrary::GetGameBundleId Engine

Retrieves the game's platform-specific bundle identifier or package name (e.

function
UKismetSystemLibrary::GetGamepadButtonGlyph Engine

Returns the platform-provided icon texture for a given gamepad button, for use in on-screen button prompts.

function
UCharacterMovementComponent::GetImpartedMovementBaseVelocity Engine

If the character has a movement base, returns the velocity that should be imparted from that base, such as when jumping off a moving platform.

function
UBlueprintPathsLibrary::GetRelativePathToRoot Engine

Returns the relative path needed to get from the current base directory (Engine/Binaries/<Platform>) up to the engine root directory.

function
UKismetSystemLibrary::GetUniqueDeviceId Engine deprecated

Returns the platform-specific unique device id.

function
AActor::GetVerticalDistanceTo Engine

Returns the absolute vertical (Z-axis only) distance between this actor and OtherActor, ignoring XY.

function
UBlueprintPathsLibrary::HasProjectPersistentDownloadDir Engine

Returns true if a writable directory for downloaded data that persists across play sessions is available on the current platform.

function
UKismetSystemLibrary::IsLoggedIn Engine

Returns whether the player is logged in to the platform's active online subsystem (Steam, PSN, Xbox Live, etc.

function
UKismetSystemLibrary::LaunchExternalUrl Engine

Opens an external URL in the platform's default web browser, but only if its domain matches one of the provided allowlist strings.

function
UKismetSystemLibrary::LaunchURL Engine

Opens the specified URL in the platform's default web browser.

function
UBlueprintPathsLibrary::MakeStandardFilename Engine

Produces a fully standard "Unreal" pathname by normalizing separators, removing extraneous slashes, collapsing internal ".

function
UKismetSystemLibrary::MoveComponentTo Engine

Latently interpolates a scene component to a target relative location and rotation over a fixed duration.

function
UKismetInputLibrary::PointerEvent_GetTouchpadIndex Engine

Returns which touchpad generated this event, for platforms and controllers that expose more than one touch surface per user.

function
APlayerState::RegisterPlayerWithSession Engine

Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.

function
UGameplayStatics::SaveGameToSlot Engine

Serialises a USaveGame object to disk using the platform's save system.

function
UButton::SetTouchMethod UMG

Sets which touch interaction pattern triggers the button's OnClicked event on touch-input platforms.

function
UKismetSystemLibrary::SetWindowTitle Engine

Sets the title bar text of the game's application window.

function
UBlueprintPathsLibrary::ShouldSaveToUserDir Engine

Returns whether the "Saved" directory tree should be rooted in the platform's per-user directory rather than relative to the engine/project install.

function
FMath::SinCos Core

Computes both sine and cosine of an angle simultaneously.

class
UKismetSystemLibrary Engine

Blueprint function library providing general-purpose engine utilities: object validity/identity queries, debug drawing, timers, platform and build information, string/path helpers, and print/log nodes.

function
UCharacterMovementComponent::UpdateBasedRotation Engine

Applies the movement base's rotation delta to the controller's view rotation so a character standing on a rotating platform turns with it.