19 results for "spawning"
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.
Begins a two-phase actor spawn, returning an uninitialized actor so you can set properties before the construction script runs.
Selects the best unoccupied PlayerStart actor for a given player.
Returns the pawn responsible for spawning or triggering this actor, or nullptr if none was set.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
The AHUD subclass spawned for each local player.
Registers all components that belong to this actor with the world.
Controls whether `PreReplication()` is invoked on this actor before each replication attempt.
Sets the instigating pawn responsible for spawning or triggering this actor.
Marks this actor as net-addressable by its full path name so that clients can reference it by name even though it was spawned dynamically after map load.
There is no UGameplayStatics::SpawnActor function.
Spawns an actor of the given class into the world at the specified location and rotation.
Controls how spawning this actor is handled when it would collide with an existing object.
Spawns the default controller class for this Pawn (from AIControllerClass) and immediately possesses the pawn with it.
Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.
A Blueprint function library providing static utility functions for common gameplay operations: actor spawning, player access, damage, audio, level loading, and save games.
The top-level game world object.