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41 results for "time"

struct
FTimerHandle Engine

An opaque handle that uniquely identifies a timer managed by FTimerManager.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
FTimerManager::ClearTimer Engine

Stops and removes the timer identified by InHandle and invalidates the handle so it can no longer be used to query or cancel that timer.

function
FTimerManager::GetTimerRemaining Engine

Returns the time in seconds until the timer's next fire.

function
FTimerManager::IsTimerActive Engine

Returns true if the timer referred to by InHandle is currently running and not paused.

function
FTimerManager::SetTimer Engine

Schedules a member function to fire after InRate seconds.

function
FTimerManager::SetTimerForNextTick Engine

Schedules a callback to fire exactly once at the start of the next frame's timer tick.

function
UWorld::GetTimeSeconds Engine

Returns the elapsed game time in seconds since the world began play.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

function
USceneComponent::AttachToComponent Engine

Attaches this component to another scene component at runtime, optionally at a named socket.

function
AActor::BeginPlay Engine

Called when the actor is fully initialized and play begins in the world.

function
UActorComponent::DestroyComponent Engine

Unregisters and destroys this component.

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.

function
ACharacter::GetCharacterMovement Engine

Returns the CharacterMovementComponent attached to this character.

function
AActor::GetDistanceTo Engine

Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

property
UCharacterMovementComponent::MaxWalkSpeed Engine

The maximum ground speed in cm/s when walking.

function
UAnimInstance::Montage_Stop Engine

Stops a playing animation montage, blending it out over InBlendOutTime seconds.

function
UAudioComponent::Play Engine

Starts playing the component's assigned Sound asset from StartTime.

function
UAIBlueprintHelperLibrary::SimpleMoveToActor AIModule

Instructs a controller's pawn to move toward an actor using the navigation system.

struct
TSubclassOf CoreUObject

A UClass wrapper that enforces a type constraint at edit time and in C++.

class
UAnimInstance Engine

The runtime instance of an Animation Blueprint, responsible for evaluating the anim graph and driving a skeletal mesh.

class
UAnimMontage Engine

An animation asset that sequences animation segments into named sections, supports blend in/out, and can be played, stopped, and jumped between sections at runtime via UAnimInstance.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
UBehaviorTree AIModule

A data asset that defines an AI's decision-making logic as a tree of composites, tasks, decorators, and services.

class
UBehaviorTreeComponent AIModule

The runtime component that executes a UBehaviorTree asset.

class
UCurveFloat Engine

A curve asset that maps time (float) to a float value via keyframed spline data.

class
UCurveLinearColor Engine

A curve asset with four channels (R, G, B, A) that returns an FLinearColor when evaluated.

class
UCurveVector Engine

A curve asset with three float channels (X, Y, Z) that returns an FVector when evaluated.

class
UDataTable Engine

A spreadsheet-like asset that maps FName row keys to structs inheriting from FTableRowBase.

class
UEngineSubsystem Engine

Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
UGameInstanceSubsystem Engine

Subsystem base class whose lifetime matches the `UGameInstance`.

class
UGameplayEffect GameplayAbilities

A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.

class
UImage UMG

Displays a Slate brush, texture, or material in the UI.

class
UProgressBar UMG

A bar that fills left-to-right (or other directions) proportionally to a 0–1 float value.

class
USubsystem Engine

Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).

class
UTextBlock UMG

A static text display widget.

class
UWorld Engine

The top-level game world object.

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.