41 results for "time"
An opaque handle that uniquely identifies a timer managed by FTimerManager.
Manages all gameplay timers for a UWorld instance.
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.
Returns the time in seconds until the timer's next fire.
Returns true if the timer referred to by InHandle is currently running and not paused.
Schedules a member function to fire after InRate seconds.
Schedules a callback to fire exactly once at the start of the next frame's timer tick.
Returns the elapsed game time in seconds since the world began play.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.
Attaches this component to another scene component at runtime, optionally at a named socket.
Called when the actor is fully initialized and play begins in the world.
Unregisters and destroys this component.
Called when this actor's lifespan ends.
Returns the CharacterMovementComponent attached to this character.
Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.
Returns the float value stored under the given blackboard key.
The maximum ground speed in cm/s when walking.
Stops a playing animation montage, blending it out over InBlendOutTime seconds.
Starts playing the component's assigned Sound asset from StartTime.
Instructs a controller's pawn to move toward an actor using the navigation system.
A UClass wrapper that enforces a type constraint at edit time and in C++.
The runtime instance of an Animation Blueprint, responsible for evaluating the anim graph and driving a skeletal mesh.
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.
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.
A data asset that defines an AI's decision-making logic as a tree of composites, tasks, decorators, and services.
The runtime component that executes a UBehaviorTree asset.
A curve asset that maps time (float) to a float value via keyframed spline data.
A curve asset with four channels (R, G, B, A) that returns an FLinearColor when evaluated.
A curve asset with three float channels (X, Y, Z) that returns an FVector when evaluated.
A spreadsheet-like asset that maps FName row keys to structs inheriting from FTableRowBase.
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
A local player subsystem that manages which UInputMappingContexts are active for a player.
Subsystem base class whose lifetime matches the `UGameInstance`.
A data-only class that defines how gameplay attributes are modified: damage, healing, buffs, debuffs, and cooldowns.
Displays a Slate brush, texture, or material in the UI.
A bar that fills left-to-right (or other directions) proportionally to a 0–1 float value.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).
A static text display widget.
The top-level game world object.
Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.