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44 results for "properties"

function
UActorComponent::ClearUCSModifiedProperties Engine

Clears the entire UCS-modified properties list for this component, resetting all property change tracking from the User Construction Script.

function
UActorComponent::DetermineUCSModifiedProperties Engine

Initializes (or refreshes) the internal list of properties that have been modified by the User Construction Script, comparing current values against the class defaults.

function
APlayerState::DispatchCopyProperties Engine

Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.

function
APawn::GetNavAgentPropertiesRef Engine

Returns the nav agent properties (agent radius, height, step height, etc.

function
UActorComponent::GetUCSModifiedProperties Engine

Populates the provided set with pointers to every FProperty that has been modified by the User Construction Script on this component.

function
UObject::PostInitProperties CoreUObject

Called after all UPROPERTY fields have been initialized to their default values (from the CDO or inline initializers).

function
UActorComponent::RemoveUCSModifiedProperties Engine

Removes specific properties from the component's UCS-modified property list, indicating those properties should no longer be treated as UCS-overridden.

function
AActor::ResetPropertiesForConstruction Engine

Resets private actor properties to their defaults and re-seeds all FRandomStream members, so they will replay their random sequence from the beginning on the next construction.

function
FMath::ApplyScaleToFloat Core

Applies a 3D scale delta to a single float in-place, intended for editor gizmo interactions where dragging a uniform scale handle should affect scalar properties.

function
UGameplayStatics::BeginDeferredActorSpawnFromClass Engine

Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.

function
AAIController::BuildPathfindingQuery AIModule

Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.

function
AActor::FinishAddComponent Engine

Completes the registration of a component that was created with bDeferredFinish=true.

property
FText::Flags Core

A bitmask of ETextFlag values that record properties of this FText instance, such as whether it is culture-invariant, transient, or initializing.

function
AActor::ForcePropertyCompare Engine

Forces all replicated properties on this actor to do a full comparison against their shadow state for one frame, rather than relying on the shared dirty-tracking state.

function
UPrimitiveComponent::GetBodyInstance Engine

Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.

function
UAnimInstance::GetInstanceTransitionCrossfadeDuration Engine

Returns the configured crossfade blend duration in seconds for a specific state machine transition.

function
AActor::GetLifetimeReplicatedProps Engine

Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.

function
ACharacter::GetLifetimeReplicatedProps Engine

Registers which properties are replicated to remote machines and under what conditions.

function
APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

function
UActorComponent::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members should be replicated and under what conditions.

function
AActor::GetMinNetUpdateFrequency Engine

Returns the minimum rate (updates per second) this actor will be considered for replication, even when its replicated properties are not changing.

function
AActor::GetReplicatedCustomConditionState Engine

Called once when this actor begins replicating to initialize the active state of properties registered with `COND_Custom`.

function
ACharacter::GetReplicatedCustomConditionState Engine

Populates the per-property custom replication condition flags for this character.

function
UActorComponent::IsReadyForReplication Engine

Returns true once ReadyForReplication has been called on the component, indicating it is fully initialised and safe for the replication system to start replicating its properties.

function
AActor::OnConstruction Engine

Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.

function
APawn::PostInitializeComponents Engine

Called after all components have been initialized.

function
AActor::PostNetInit Engine

Called on the client immediately after an actor is spawned via replication and all initial replicated properties have been received.

function
AActor::PostNetReceive Engine

Called immediately after replicated properties have been applied to this actor on the client.

function
ACharacter::PostNetReceive Engine

Called on the client after all replicated properties have been applied for this network update.

function
UAbilitySystemComponent::PostNetReceive GameplayAbilities

Engine replication callback invoked on clients after replicated properties have been applied.

function
AActor::PreNetReceive Engine

Called immediately before replicated properties are applied to this actor on the client.

function
UAbilitySystemComponent::PreNetReceive GameplayAbilities

Engine replication callback invoked on clients immediately before replicated properties are applied to this component.

function
ACharacter::PreReplication Engine

Called on the server (and for autonomous proxies during Client Replay recording) immediately before replication to give the actor a chance to update replicated properties or mark which ones have changed.

function
APawn::PreReplication Engine

Called by the replication system on the server just before each actor is replicated to clients.

function
UActorComponent::PreReplication Engine

Called by the replication system immediately before this component's properties are replicated.

function
UActorComponent::RecreatePhysicsState Engine

Immediately destroys and recreates the physics state for this component.

function
UActorComponent::RegisterReplicationFragments Engine

Registers the component's replicated properties as Iris replication fragments.

function
UActorComponent::RemoveReplicatedSubObject Engine

Unregisters a subobject so its properties are no longer replicated.

function
APlayerState::SeamlessTravelTo Engine

Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level.

function
AActor::SetMinNetUpdateFrequency Engine

Sets the rate the engine throttles down to when this actor's replicated properties have not changed recently.

function
APawn::SetPlayerDefaults Engine

Resets the pawn's properties to their default values.

class
UAttributeSet GameplayAbilities

The base class for defining numeric attributes (health, stamina, damage) that GAS effects can read and modify.

function
APawn::UpdateNavAgent Engine

Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.

function
AActor::UserConstructionScript Engine

The Blueprint Construction Script entry point, called each time the actor is placed or modified in the editor and when it is spawned at runtime.