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50 results for "spawn"

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

property
AActor::SpawnCollisionHandlingMethod Engine

Controls how spawning this actor is handled when it would collide with an existing object.

function
UGameplayStatics::SpawnDecalAtLocation Engine

Spawns a decal projector at a fixed world position.

function
UGameplayStatics::SpawnDecalAttached Engine

Spawns a decal projector that follows an attached component, such as a bone on a skeletal mesh.

function
APawn::SpawnDefaultController Engine

Spawns the default controller class for this Pawn (from AIControllerClass) and immediately possesses the pawn with it.

function
AGameModeBase::SpawnDefaultPawnAtTransform Engine

Spawns an instance of the default pawn class at the given transform and returns it.

function
AGameModeBase::SpawnDefaultPawnFor Engine

Spawns the default pawn class for a controller at the given player start actor.

function
UGameplayStatics::SpawnDialogue2D Engine

Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.

function
UGameplayStatics::SpawnDialogueAtLocation Engine

Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.

function
UGameplayStatics::SpawnDialogueAttached Engine

Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.

function
UGameplayStatics::SpawnEmitterAtLocation Engine

Spawns a Cascade (Legacy) particle system at a world location as a fire-and-forget effect.

function
UGameplayStatics::SpawnEmitterAttached Engine

Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.

function
UGameplayStatics::SpawnForceFeedbackAtLocation Engine

Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.

function
UGameplayStatics::SpawnForceFeedbackAttached Engine

Spawns a UForceFeedbackComponent attached to a scene component so vibration is routed based on the moving component's position relative to local players.

function
UGameplayStatics::SpawnObject Engine

Creates a new UObject instance of the given class with the specified outer.

function
AGameModeBase::SpawnPlayerController Engine

Spawns and returns the appropriate PlayerController for the joining player, split out from Login() for easier overriding.

function
AGameModeBase::SpawnPlayerFromSimulate Engine

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

function
UGameplayStatics::SpawnSound2D Engine

Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.

function
UGameplayStatics::SpawnSoundAtLocation Engine

Spawns a spatialized audio component at a fixed world location and begins playback immediately.

function
UGameplayStatics::SpawnSoundAttached Engine

Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.

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
UGameplayStatics::BeginSpawningActorFromBlueprint Engine deprecated

Deprecated.

function
AActor::FinishSpawning Engine

Completes the deferred spawning process by running construction scripts and finalizing the actor's state.

function
UGameplayStatics::FinishSpawningActor Engine

Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay.

function
AGameModeBase::GetPlayerControllerClassToSpawnForSeamlessTravel Engine

Returns the PlayerController class to spawn for a seamlessly traveling player.

function
AGameStateBase::GetPlayerRespawnDelay Engine

Returns how many seconds a player must wait before being allowed to respawn.

function
APawn::IsPawnControlled Engine

Returns true if this pawn currently has a valid Controller of any kind (AI or player).

function
UAbilitySystemComponent::OnSpawnedAttributesEndPlayed GameplayAbilities

Bound to the EndPlay delegate of actors that own spawned attribute sets, so the ASC can remove those attribute sets when the actor leaves play.

function
AActor::PostSpawnInitialize Engine

Called immediately after the actor is spawned in the world.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

class
AGameModeBase Engine

Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.

function
UGameplayStatics::AreAnyListenersWithinRange Engine

Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.

property
APawn::AutoPossessAI Engine

Controls when this pawn automatically spawns and is possessed by an AI controller.

property
APawn::AutoPossessPlayer Engine

Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned.

function
ACharacter::BeginPlay Engine

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

function
APawn::BeginPlay Engine

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

property
AActor::Children Engine

Array of all actors whose Owner is this actor.

function
AGameModeBase::ChoosePlayerStart Engine

Selects the best unoccupied PlayerStart actor for a given player.

function
UAnimInstance::ClearAllTransitionEvents Engine

Removes every queued transition request regardless of event name.

function
UGameplayStatics::CreatePlayer Engine

Creates a new local player and optionally spawns a PlayerController for it, used for local multiplayer (split-screen) scenarios.

function
UGameplayStatics::CreateSound2D Engine

Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.

property
AGameModeBase::DefaultPawnClass Engine

The pawn class spawned when a player joins or restarts.

function
AGameModeBase::FindPlayerStart Engine

Returns the PlayerStart actor to use for a player's next spawn.

function
AActor::FinishAddComponent Engine

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

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.

property
AGameModeBase::GameStateClass Engine

The AGameStateBase subclass this game mode spawns and replicates to all clients.

function
AActor::GetAllChildActors Engine

Fills an array with all actors spawned by `UChildActorComponent` instances on this actor.

function
AGameModeBase::GetDefaultPawnClassForController Engine

Returns the pawn class to spawn for a given controller.