19 results for "subsystem" in function
Adds a UInputMappingContext to the active set for this player.
Removes all active UInputMappingContexts from this player's subsystem at once.
Removes a UInputMappingContext from the active set.
Searches for an animation subsystem of the specified type on this anim instance.
Retrieves an animation subsystem of the specified type from this anim instance.
Returns the online subsystem unique ID for this player.
Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.
Returns the UGameInstance that ultimately owns this actor's world.
Returns the UGameInstance for the current world.
Walks up the outer chain and returns the first object of type T, or null if none is found.
Returns a const reference to the player's online unique ID, which is consistent across all clients and servers when the player is logged in to an online subsystem.
Returns true after InitializeComponent has been called and before UninitializeComponent has been called.
Returns true if this timer manager has already been ticked during the current frame.
Called when the component is registered with its owning actor.
Called when the component is unregistered from its owning actor.
Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.
Registers the component's replicated properties as Iris replication fragments.
Called internally when the controlled pawn changes.
Removes this player from the current online session via the online subsystem.