RealDocs

23 results for "streaming"

function
UGameplayStatics::EnableLiveStreaming Engine

Toggles live DVR streaming on platforms that support it (primarily consoles).

function
UGameplayStatics::FlushLevelStreaming Engine

Blocks the game thread until all pending level streaming operations (loads, unloads, visibility changes) are fully complete.

function
UGameplayStatics::GetStreamingLevel Engine

Returns the ULevelStreaming object for a given level package name, allowing you to inspect or modify streaming state, visibility, and load status at runtime.

function
AActor::GetUpdateOverlapsMethodDuringLevelStreaming Engine

Returns the resolved method this actor uses to update overlaps when loaded via level streaming.

function
AActor::IsActorBeginningPlayFromLevelStreaming Engine

Returns true when BeginPlay is being dispatched as a result of level streaming (including initial level load).

function
AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

function
ACharacter::ClearCrossLevelReferences Engine

Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.

function
UActorComponent::ComponentIsInLevel Engine

Returns true if this component's owning actor is contained in the given level.

function
UActorComponent::ComponentIsInPersistentLevel Engine

Returns true if this component is in the world's persistent level.

function
AActor::Destroyed Engine

Called when this actor is explicitly destroyed during gameplay or in the editor.

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.

function
AActor::GetExternalDataLayerAsset Engine

Returns the External Data Layer asset associated with this actor's Content Bundle, if any.

function
AActor::GetLevelTransform Engine

Returns the transform of the ULevel this actor belongs to.

function
AActor::IncrementalRegisterComponents Engine

Registers a limited number of this actor's components per call, spreading the work across multiple frames.

function
AActor::IsInLevel Engine

Returns true if this actor is contained in the specified ULevel.

function
AActor::IsInPersistentLevel Engine

Returns whether this actor resides in the persistent level rather than a streaming sublevel.

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
UGameplayStatics::PrimeAllSoundsInSoundClass Engine

Iterates all streaming sound waves belonging to the given sound class and caches their first audio chunk to reduce first-play hitches.

function
UGameplayStatics::PrimeSound Engine

Pre-caches the first compressed audio chunk of a streaming sound to eliminate the hitch that occurs the first time it plays.

function
UActorComponent::ShouldIncrementalPreRegister Engine

Returns whether PreRegisterComponentWithWorld should be called for this component when its level is being added to the world incrementally.

function
APawn::TurnOff Engine

Freezes the pawn by stopping sounds, animations, physics simulation, and weapon firing.

class
USoundWave Engine

A raw audio asset imported from a WAV file.

function
UGameplayStatics::UnRetainAllSoundsInSoundClass Engine

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.