RealDocs

19 results for "travel"

function
AGameModeBase::CanServerTravel Engine

Override to gate server travel to specific maps or under specific conditions.

function
APlayerController::ClientTravel Engine

Travels the client to a different level or server address.

function
AGameModeBase::GetPlayerControllerClassToSpawnForSeamlessTravel Engine

Returns the PlayerController class to spawn for a seamlessly traveling player.

function
AGameModeBase::GetSeamlessTravelActorList Engine

Called on the server during seamless travel to collect actors that should be moved into the next level.

function
AGameModeBase::HandleSeamlessTravelPlayer Engine

Called server-side to reinitialize a player who survived seamless travel into the new level.

function
AGameModeBase::PostSeamlessTravel Engine

Called on the new GameMode after all seamless-travel players have been reinitialized.

function
AGameModeBase::ProcessServerTravel Engine

Initiates a server-side level transition that brings all connected clients to the new map.

function
APlayerState::SeamlessTravelTo Engine

Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level.

function
AGameStateBase::SeamlessTravelTransitionCheckpoint Engine

Called twice during a seamless travel: once when loading the transition map and once when loading the destination map.

function
UGameplayStatics::BlueprintSuggestProjectileVelocity Engine

Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.

function
APlayerState::DispatchCopyProperties Engine

Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.

function
AActor::GetNetDriverName Engine

Returns the name of the net driver associated with this actor.

function
UGameplayStatics::OpenLevel Engine

Travels to a new level by name, unloading the current world.

function
UGameplayStatics::OpenLevelBySoftObjectPtr Engine

Performs a full level travel to a world asset specified by a soft object pointer, offering type-safe level navigation compared to the name-based OpenLevel.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
AActor::SetOwner Engine

Sets the owner of this actor, which primarily affects network relevancy and RPC routing.

function
APlayerState::SetStartTime Engine

Overrides the StartTime property directly.

function
AGameModeBase::StartToLeaveMap Engine

Called at the beginning of a map transition — either at the start of seamless travel or immediately before a hard (non-seamless) map change.

function
AGameModeBase::SwapPlayerControllers Engine

Swaps a player's viewport and network connection from the old PlayerController to a newly spawned one during seamless travel when the controller class has changed between levels.