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21 results for "time" in class

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

class
AGameStateBase Engine

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

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.

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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.

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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.

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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.

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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.

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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.