34 results for "player"
Created for every player on a server (or in a standalone game) and replicated to all clients.
A local player subsystem that manages which UInputMappingContexts are active for a player.
Subsystem base class scoped to a `ULocalPlayer`.
Adds a UInputMappingContext to the active set for this player.
Removes all active UInputMappingContexts from this player's subsystem at once.
Travels the client to a different level or server address.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
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.
Removes a UInputMappingContext from the active set.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
Shows or hides the hardware mouse cursor over the viewport.
Releases control of the currently possessed pawn without destroying it, calling `OnUnPossess` on the controller and `UnPossessed` on the pawn.
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 APlayerController for the given local player index, or null if no controller exists at that index.
Returns the APawn possessed by the given local player controller.
Finds a player start, spawns the default pawn, and possesses it — the full respawn flow in a single call.
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.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.
Returns true if a save file exists for the given slot name and user index.
Returns the controller currently possessing this pawn, or nullptr if unpossessed.
Returns the object's name without any path or package prefix as an FString, e.
Returns true if this actor is running on the authoritative (server) instance.
Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.
Returns true if this pawn is controlled by the local player on this machine.
Spawns the default pawn class for a controller at the given player start actor.
A component that defines a camera view.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).