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17 results for "time" in function

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.

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.

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.