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19 results for "subsystem" in function

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

function
UAnimInstance::FindSubsystem Engine

Searches for an animation subsystem of the specified type on this anim instance.

function
UAnimInstance::GetSubsystem Engine

Retrieves an animation subsystem of the specified type from this anim instance.

function
APlayerState::BP_GetUniqueId Engine

Returns the online subsystem unique ID for this player.

function
AActor::GetCanBeDamagedPropertyName Engine

Returns the FName of the `bCanBeDamaged` UPROPERTY, allowing subsystems to reference the property by name without hard-coding the string.

function
AActor::GetGameInstance Engine

Returns the UGameInstance that ultimately owns this actor's world.

function
UGameplayStatics::GetGameInstance Engine

Returns the UGameInstance for the current world.

function
UObject::GetTypedOuter CoreUObject

Walks up the outer chain and returns the first object of type T, or null if none is found.

function
APlayerState::GetUniqueId Engine

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.

function
UActorComponent::HasBeenInitialized Engine

Returns true after InitializeComponent has been called and before UninitializeComponent has been called.

function
FTimerManager::HasBeenTickedThisFrame Engine

Returns true if this timer manager has already been ticked during the current frame.

function
UAbilitySystemComponent::OnRegister GameplayAbilities

Called when the component is registered with its owning actor.

function
UAbilitySystemComponent::OnUnregister GameplayAbilities

Called when the component is unregistered from its owning actor.

function
APlayerState::RegisterPlayerWithSession Engine

Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.

function
UActorComponent::RegisterReplicationFragments Engine

Registers the component's replicated properties as Iris replication fragments.

function
AAIController::SetPawn AIModule

Called internally when the controlled pawn changes.

function
APlayerState::UnregisterPlayerWithSession Engine

Removes this player from the current online session via the online subsystem.