37 results for "template"
Instantiates a new component by duplicating a template object, used during Blueprint construction script execution to stamp out component instances.
Creates a component instance from pre-cooked serialized data, allowing Blueprint component construction to bypass the more expensive template duplication path used in the editor.
Given an instanced runtime node, returns the shared template node it was created from.
The `TIsIInterface`-constrained template overload of `FindComponentByInterface`, introduced in UE 5.
Returns the absolute (non-negative) value of A.
Blueprint-internal function that instantiates a component from a named template and optionally attaches it.
Blueprint-internal function that creates a component from a class reference rather than a named template, powering the 'Add Component by Class' Blueprint node.
The allocator object responsible for managing the raw memory backing the array.
Delegate signature function used as the prototype for custom transition rule functions in state machines.
Returns the FeaturePack directory under the Unreal Enterprise install, where enterprise content templates live.
Returns the directory where feature packs are kept.
Searches the actor's owned components and returns the first one that is an instance of the given class.
Searches the actor's owned components and returns the first one that implements the specified UInterface.
Searches a TArray of UObject pointers for the first element whose runtime class matches (via IsA) the template parameter SearchType.
Returns the first CDO component of a given type from the actor class, including Blueprint-added components.
Returns the current AGameModeBase instance cast to the template type.
Returns the first component of the given class attached to this actor, or null if none is found.
Returns all components of the given class attached to this actor.
Returns the controller currently possessing this pawn, or null if unpossessed.
Returns the current GameState instance cast to the template type.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Templated helper that gets the in-memory class object for a primary asset id, useful when the primary asset is itself a Blueprint class.
Reads the value stored under the given key, decoded as the type described by the TDataClass template argument.
Returns true if the named key's underlying value type matches the given UBlackboardKeyType subclass, specified as the template argument.
Returns all components on this actor that are of or derive from ComponentClass.
Synchronously loads the class referenced by this soft pointer if it is not already in memory, then returns it.
Preprocessor macro that injects a two-argument template overload for mixing float/double/integral argument types, promoting all arguments to the highest-precision floating-point type.
Preprocessor macro that injects a template overload for a three-argument function, allowing mixed float/double/integral argument lists by promoting all arguments to the highest-precision floating-point type among them.
Sets the value under the given key using the raw templated key-type API, notifying observers if the value actually changed.
Configures a tick function with standard component tick rules: tick after the actor, skip static or template actors, and respect the owner's pause-tick setting.
Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.
Preprocessor macro that wraps a C++20 requires-clause (or a SFINAE equivalent on older standards) to constrain template overloads inside FMath and other UE template-heavy code.
Template constraint applied to TArray cross-type constructors and assignment operators.
Template constraint applied to TSharedPtr's converting constructors and assignment operators.
Template constraint on TSharedRef's converting constructors that ensures only type-compatible (upcast-safe) pointer types can implicitly construct a TSharedRef<ObjectType>.
Template constraint on TSoftClassPtr's converting constructor and assignment operators.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).