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43 results for "ui"

class
UImage UMG

Displays a Slate brush, texture, or material in the UI.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.

class
UInputMappingContext EnhancedInput

A data asset that maps UInputAction assets to physical keys, buttons, or axes.

function
APlayerController::SetInputMode (Game And UI) Engine

Hybrid input mode where both game input and UMG widget input are active simultaneously.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
AActor::AddActorLocalTransform Engine

Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.

function
UPrimitiveComponent::AddImpulse Engine

Applies an instantaneous impulse to the component's physics body.

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
AActor::BeginPlay Engine

Called when the actor is fully initialized and play begins in the world.

function
UActorComponent::BeginPlay Engine

Called when the game starts for this component.

function
UEnhancedInputComponent::BindAction EnhancedInput

Binds a callback to a UInputAction for a specific trigger event.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
TArray::ContainsByPredicate Core

Returns true if any element satisfies the predicate.

function
UGameplayStatics::DoesSaveGameExist Engine

Returns true if a save file exists for the given slot name and user index.

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.

struct
FGameplayTagContainer GameplayTags

A set of FGameplayTags used to express compound state or requirements.

struct
FTableRowBase Engine

The required base struct for all data table row types.

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
FString::Format Core

Builds a string by substituting {Name} or {0}/{1}/.

function
AActor::GetActorLocation Engine

Returns the current world-space location of the actor's root component.

function
FMath::GetMappedRangeValueClamped Core

Maps a value from one range to another, clamping the input to the source range first.

function
APlayerController::GetPawn Engine

Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.

function
AActor::HasAuthority Engine

Returns true if this actor is running on the authoritative (server) instance.

function
UObject::Implements CoreUObject

Returns true if this object's class implements the specified UInterface.

function
TArray::IsEmpty Core

Returns true if the array contains no elements.

function
FMath::IsNearlyZero Core

Returns true if a floating-point value is within ErrorTolerance of zero.

property
UPrimitiveComponent::OnComponentBeginOverlap Engine

Delegate fired when another component begins overlapping this component.

function
UGameplayStatics::PlaySound2D Engine

Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.

function
FString::Printf Core

Constructs a new FString using printf-style format specifiers.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

function
TArray::StableSort Core

Sorts the array in-place and guarantees that equal elements retain their original relative order.

class
TArray Core

The primary dynamic array container in Unreal Engine, equivalent to `std::vector`.

class
UBorder UMG

A single-child container that renders a configurable background brush (solid color, texture, or material) with padding.

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

class
UCurveLinearColor Engine

A curve asset with four channels (R, G, B, A) that returns an FLinearColor when evaluated.

class
UEnhancedInputComponent EnhancedInput

The input component used with the Enhanced Input system.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
ULocalPlayerSubsystem Engine

Subsystem base class scoped to a `ULocalPlayer`.

class
UScrollBox UMG

A scrollable container that stacks child widgets vertically (or horizontally) with an optional scrollbar.

class
USplineComponent Engine

A component that defines a curved path through space using Hermite spline points.

class
UUserWidget UMG

The base class for all Blueprint UI widgets.

class
UWorld Engine

The top-level game world object.

function
FMath::VInterpTo Core

Smoothly moves an FVector toward a target vector at a given speed, independently on each axis, frame-rate-independently.