19 results for "travel"
Override to gate server travel to specific maps or under specific conditions.
Travels the client to a different level or server address.
Returns the PlayerController class to spawn for a seamlessly traveling player.
Called on the server during seamless travel to collect actors that should be moved into the next level.
Called server-side to reinitialize a player who survived seamless travel into the new level.
Called on the new GameMode after all seamless-travel players have been reinitialized.
Initiates a server-side level transition that brings all connected clients to the new map.
Called during seamless travel to copy persistent properties from this (old) PlayerState to the newly created one in the destination level.
Called twice during a seamless travel: once when loading the transition map and once when loading the destination map.
Calculates a launch velocity for a projectile to travel from StartLocation to EndLocation at the given launch speed under gravity.
Calls the internal CopyProperties method and then fires the Blueprint-implementable ReceiveCopyProperties event, used during seamless travel to propagate state to the new PlayerState.
Returns the name of the net driver associated with this actor.
Travels to a new level by name, unloading the current world.
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.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Sets the owner of this actor, which primarily affects network relevancy and RPC routing.
Overrides the StartTime property directly.
Called at the beginning of a map transition — either at the start of seamless travel or immediately before a hard (non-seamless) map change.
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.