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14 results for "projectile" in function

function
UGameplayStatics::BlueprintSuggestProjectileVelocity Engine

Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.

function
UGameplayStatics::Blueprint_PredictProjectilePath_Advanced Engine

Predicts a projectile arc using a params struct, providing the richest output of the three prediction variants — each path point includes velocity and time in addition to position.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UGameplayStatics::SuggestProjectileVelocity_CustomArc Engine

Calculates a launch velocity for a projectile at rest at StartPos to land at EndPos, using an artist-controlled arc parameter rather than a fixed launch speed.

function
UGameplayStatics::SuggestProjectileVelocity_MovingTarget Engine

Calculates a launch velocity to intercept a moving actor in exactly TimeToTarget seconds, assuming the target moves at constant velocity and the projectile is affected only by gravity.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.

function
AActor::IsComponentRelevantForNavigation Engine

Override to control whether a specific owned component contributes geometry to the navigation mesh.

function
UKismetMathLibrary::RandomUnitVector Engine

Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.

function
AActor::ReceivePointDamage Engine

Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.

function
UKismetMathLibrary::RotateAngleAxis Engine

Rotates a vector by a given angle around a specified axis using the right-hand rule.

function
AAIController::SuggestTossVelocity AIModule

Computes a launch velocity that will arc a projectile from Start to End under gravity at the given speed.

function
UWorld::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
UGameplayStatics::TransformWorldToFirstPerson Engine

Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.