42 results for "properties" in function
Clears the entire UCS-modified properties list for this component, resetting all property change tracking from the User Construction Script.
Initializes (or refreshes) the internal list of properties that have been modified by the User Construction Script, comparing current values against the class defaults.
Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.
Returns the nav agent properties (agent radius, height, step height, etc.
Populates the provided set with pointers to every FProperty that has been modified by the User Construction Script on this component.
Called after all UPROPERTY fields have been initialized to their default values (from the CDO or inline initializers).
Removes specific properties from the component's UCS-modified property list, indicating those properties should no longer be treated as UCS-overridden.
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.
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.
Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.
Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.
Completes the registration of a component that was created with bDeferredFinish=true.
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.
Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.
Returns the configured crossfade blend duration in seconds for a specific state machine transition.
Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.
Registers which properties are replicated to remote machines and under what conditions.
Registers which properties are replicated and their replication conditions.
Registers which UPROPERTY members should be replicated and under what conditions.
Returns the minimum rate (updates per second) this actor will be considered for replication, even when its replicated properties are not changing.
Called once when this actor begins replicating to initialize the active state of properties registered with `COND_Custom`.
Populates the per-property custom replication condition flags for this character.
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.
Called when an instance of this class is placed in the editor or spawned at runtime, after native components are created but before BeginPlay.
Called after all components have been initialized.
Called on the client immediately after an actor is spawned via replication and all initial replicated properties have been received.
Called immediately after replicated properties have been applied to this actor on the client.
Called on the client after all replicated properties have been applied for this network update.
Engine replication callback invoked on clients after replicated properties have been applied.
Called immediately before replicated properties are applied to this actor on the client.
Engine replication callback invoked on clients immediately before replicated properties are applied to this component.
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.
Called by the replication system on the server just before each actor is replicated to clients.
Called by the replication system immediately before this component's properties are replicated.
Immediately destroys and recreates the physics state for this component.
Registers the component's replicated properties as Iris replication fragments.
Unregisters a subobject so its properties are no longer replicated.
Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level.
Sets the rate the engine throttles down to when this actor's replicated properties have not changed recently.
Resets the pawn's properties to their default values.
Refreshes the `MovementComponent`'s nav agent properties so the navigation system uses the pawn's current collision extents and step-height settings.
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.