40 results for "spawn" in function
There is no UGameplayStatics::SpawnActor function.
Spawns an actor of the given class into the world at the specified location and rotation.
Spawns a decal projector at a fixed world position.
Spawns a decal projector that follows an attached component, such as a bone on a skeletal mesh.
Spawns the default controller class for this Pawn (from AIControllerClass) and immediately possesses the pawn with it.
Spawns an instance of the default pawn class at the given transform and returns it.
Spawns the default pawn class for a controller at the given player start actor.
Creates and plays a 2D (non-spatialized) UAudioComponent for a UDialogueWave, returning the component for runtime control such as stopping or fading.
Spawns a spatialized UAudioComponent for a UDialogueWave at a fixed world position, begins playback, and returns the component for runtime control.
Spawns a UAudioComponent for a UDialogueWave attached to a scene component so the dialogue source follows the component through the world.
Spawns a Cascade (Legacy) particle system at a world location as a fire-and-forget effect.
Spawns a Cascade particle system attached to a scene component or socket, so the effect follows the component's movement.
Spawns a UForceFeedbackComponent at a world location and begins playback, routing vibration to controllers whose players are within the attenuation range.
Spawns a UForceFeedbackComponent attached to a scene component so vibration is routed based on the moving component's position relative to local players.
Creates a new UObject instance of the given class with the specified outer.
Spawns and returns the appropriate PlayerController for the joining player, split out from Login() for easier overriding.
Spawns a player into a running PIE session when the editor transitions from Simulate mode to Play mode.
Spawns an audio component that plays a non-spatialized (2D) sound with no attenuation.
Spawns a spatialized audio component at a fixed world location and begins playback immediately.
Spawns a spatialized UAudioComponent attached to a scene component so it follows it through the world.
Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.
Deprecated.
Completes the deferred spawning process by running construction scripts and finalizing the actor's state.
Completes a deferred actor spawn started by BeginDeferredActorSpawnFromClass, running the construction script and calling BeginPlay.
Returns the PlayerController class to spawn for a seamlessly traveling player.
Returns how many seconds a player must wait before being allowed to respawn.
Returns true if this pawn currently has a valid Controller of any kind (AI or player).
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.
Called immediately after the actor is spawned in the world.
Returns true if at least one audio listener (typically the player camera) is within MaximumRange of Location.
Called when the game starts or when the character is spawned into the world.
Called when the game starts or when the pawn is spawned into the world.
Selects the best unoccupied PlayerStart actor for a given player.
Removes every queued transition request regardless of event name.
Creates a new local player and optionally spawns a PlayerController for it, used for local multiplayer (split-screen) scenarios.
Creates a non-spatialized, non-attenuated UAudioComponent without immediately starting playback, useful when you need to configure the component before playing.
Returns the PlayerStart actor to use for a player's next spawn.
Completes the registration of a component that was created with bDeferredFinish=true.
Fills an array with all actors spawned by `UChildActorComponent` instances on this actor.
Returns the pawn class to spawn for a given controller.