23 results for "streaming"
Toggles live DVR streaming on platforms that support it (primarily consoles).
Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.
Returns the ULevelStreaming object for a given level package name, allowing you to inspect or modify streaming state, visibility, and load status at runtime.
Returns the resolved method this actor uses to update overlaps when loaded via level streaming.
Returns true when BeginPlay is being dispatched as a result of level streaming (including initial level load).
Shifts the actor's location and all relevant internal data structures by the given offset vector.
Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.
Returns true if this component's owning actor is contained in the given level.
Returns true if this component is in the world's persistent level.
Called when this actor is explicitly destroyed during gameplay or in the editor.
Called when this actor's lifespan ends.
Returns the External Data Layer asset associated with this actor's Content Bundle, if any.
Returns the transform of the ULevel this actor belongs to.
Registers a limited number of this actor's components per call, spreading the work across multiple frames.
Returns true if this actor is contained in the specified ULevel.
Returns whether this actor resides in the persistent level rather than a streaming sublevel.
Delegate broadcast whenever this actor's play session ends for any reason — explicit destruction, level unload, game end, or streaming out.
Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.
Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.
Returns whether PreRegisterComponentWithWorld should be called for this component when its level is being added to the world incrementally.
Freezes the pawn by stopping sounds, animations, physics simulation, and weapon firing.
A raw audio asset imported from a WAV file.
Releases the retained streaming chunk handles for all sound waves in the given sound class, making those chunks eligible for eviction from the audio streaming cache.