RealDocs

45 results for "session"

property
AGameModeBase::GameSession Engine

The live AGameSession instance spawned by this game mode.

property
AGameModeBase::GameSessionClass Engine

The AGameSession subclass this game mode spawns to handle login approval and the online game interface.

function
AGameModeBase::GetGameSessionClass Engine

Returns the AGameSession subclass to spawn for this game mode.

function
APlayerState::RegisterPlayerWithSession Engine

Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.

function
APlayerState::UnregisterPlayerWithSession Engine

Removes this player from the current online session via the online subsystem.

function
FSoftObjectPath::AddPIEPackageName CoreUObject

Registers a PIE duplicate package name so that FixupForPIE knows which packages have been duplicated for the current PIE session.

function
APawn::BeginPlay Engine

Called when the game starts or when the pawn is spawned into the world.

function
FSoftObjectPath::ClearPIEPackageNames CoreUObject

Clears the global set of registered PIE package names, typically called when a PIE session ends to prevent stale fixup state.

function
ACharacter::ClientMoveResponsePacked_Validate Engine

Validation function for the ClientMoveResponsePacked RPC.

function
AActor::CopyRemoteRoleFrom Engine

Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.

function
APlayerState::Destroyed Engine

Called when this PlayerState is destroyed.

function
APawn::DispatchRestart Engine

Wrapper that calls Restart() and, when appropriate, PawnClientRestart().

property
AGameModeBase::GameState Engine

The live AGameStateBase instance for this session.

function
UGameplayStatics::GetAvailableSpatialPluginNames Engine

Returns the names of all audio spatialization plugins that are loaded and available in the current session.

function
UGameplayStatics::GetGameInstance Engine

Returns the UGameInstance for the current world.

function
APlayerState::GetPlayerId Engine

Returns the player's unique numeric ID assigned by the server.

function
AActor::GetReplayPriority Engine

Returns the priority for replicating this actor into a replay recording.

function
APlayerState::GetStartTime Engine

Returns the game time in seconds at which this player joined the session.

function
APawn::InputEnabled Engine

Returns whether input processing is currently enabled on this pawn.

function
AActor::IsEditorOnlyLoadedInPIE Engine

Returns whether this actor, despite being editor-only, should still be loaded and present during Play-In-Editor sessions.

property
AActor::OnEndPlay Engine

Delegate broadcast whenever this actor's play session ends for any reason — explicit destruction, level unload, game end, or streaming out.

function
APawn::OnRep_Controller Engine

Replication notification called on clients when the Controller property changes.

function
APlayerState::OnRep_UniqueId Engine

Replication notification called on clients when the UniqueId (FUniqueNetIdRepl) is first replicated.

function
ACharacter::PawnClientRestart Engine

Called on the owning client when the pawn is restarted, typically after possession or respawn.

function
APawn::PawnClientRestart Engine

Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).

function
ACharacter::PossessedBy Engine

Called on the server when a controller takes possession of this Character.

function
APawn::PossessedBy Engine

Called on the server (or in standalone) immediately after a controller takes possession of this pawn.

function
APawn::PreInitializeComponents Engine

Called before component initialization begins.

function
APawn::ReceivePossessed Engine

Blueprint event fired on the server/authority when a controller possesses this pawn.

function
APawn::ReceiveRestarted Engine

Blueprint event fired after the pawn is restarted (usually after possession).

function
APawn::ReceiveUnpossessed Engine

Blueprint event fired on the server/authority when a controller stops possessing this pawn.

function
APawn::Restart Engine

Called when the pawn is restarted, typically immediately after possession.

function
AGameModeBase::ReturnToMainMenuHost Engine

Disconnects all players and returns the server to the main menu map.

function
ACharacter::ServerMovePacked_Validate Engine

Validation function for the ServerMovePacked RPC.

function
AActor::SetAutonomousProxy Engine

Changes the actor's local network role to AutonomousProxy (client-driven) or SimulatedProxy (server-driven).

function
UAbilitySystemComponent::SetAvatarActor GameplayAbilities

Changes the avatar actor while keeping the owner actor the same.

function
APawn::SetController Engine

Directly sets the Controller pointer on this pawn.

function
APlayerState::SetIsOnlyASpectator Engine

Sets the permanent spectator-only flag, indicating this player can never transition to an active playing role in the session.

function
UAbilitySystemComponent::SetOwnerActor GameplayAbilities

Sets the logical owner actor for this component without triggering a full InitAbilityActorInfo refresh.

function
APlayerState::SetPlayerId Engine

Assigns the player's session-local numeric ID and triggers replication.

function
APawn::SetPlayerState Engine

Establishes or clears the bidirectional link between this pawn and a PlayerState, keeping both objects' internal references in sync.

function
UGameplayStatics::SetSubtitlesEnabled Engine

Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.

function
AGameModeBase::SpawnPlayerFromSimulate Engine

Spawns a player into a running PIE session when the editor transitions from Simulate mode to Play mode.

class
UGameInstanceSubsystem Engine

Subsystem base class whose lifetime matches the `UGameInstance`.

function
ACharacter::UnPossessed Engine

Called on the server when the controller releases possession of this Character.