RealDocs

34 results for "player"

class
APlayerState Engine

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

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
ULocalPlayerSubsystem Engine

Subsystem base class scoped to a `ULocalPlayer`.

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

function
APlayerController::GetPawn Engine

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

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
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

function
APlayerController::SetInputMode (Game And UI) Engine

Hybrid input mode where both game input and UMG widget input are active simultaneously.

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
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
APlayerController::SetShowMouseCursor Engine

Shows or hides the hardware mouse cursor over the viewport.

function
APlayerController::UnPossess Engine

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

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
UGameplayStatics::GetPlayerController Engine

Returns the APlayerController for the given local player index, or null if no controller exists at that index.

function
UGameplayStatics::GetPlayerPawn Engine

Returns the APawn possessed by the given local player controller.

function
AGameModeBase::RestartPlayer Engine

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

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
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

class
APawn Engine

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

function
UGameplayStatics::DoesSaveGameExist Engine

Returns true if a save file exists for the given slot name and user index.

function
APawn::GetController Engine

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

function
UObject::GetName CoreUObject

Returns the object's name without any path or package prefix as an FString, e.

function
AActor::HasAuthority Engine

Returns true if this actor is running on the authoritative (server) instance.

function
AGameModeBase::InitGame Engine

Called before any actor's `PreInitializeComponents` — the very first GameMode event when a level loads.

function
APawn::IsLocallyControlled Engine

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

function
AGameModeBase::SpawnDefaultPawnFor Engine

Spawns the default pawn class for a controller at the given player start actor.

class
UCameraComponent Engine

A component that defines a camera view.

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
USubsystem Engine

Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).