10 results for "player" in class
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`.
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.
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).