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42 results for "properties" in function

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.

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AActor::FinishAddComponent Engine

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

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.

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ACharacter::GetLifetimeReplicatedProps Engine

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

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APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

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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.

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APawn::PostInitializeComponents Engine

Called after all components have been initialized.

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AActor::PostNetInit Engine

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

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AActor::PostNetReceive Engine

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

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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.

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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.

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APawn::PreReplication Engine

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

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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.

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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.

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APawn::SetPlayerDefaults Engine

Resets the pawn's properties to their default values.

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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.