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45 results for "ui" in function

function
AActor::AddTickPrerequisiteActor Engine

Forces this actor's tick to run after the specified actor's tick has completed.

function
UActorComponent::AddTickPrerequisiteActor Engine

Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.

function
AActor::AddTickPrerequisiteComponent Engine

Forces this actor's tick to run after the specified component's tick has completed.

function
UActorComponent::AddTickPrerequisiteComponent Engine

Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.

function
AAIController::BuildPathfindingQuery AIModule

Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.

function
UAnimInstance::GetRequiredBones Engine

Returns the set of bones required by the current anim graph configuration.

function
UAnimInstance::GetRequiredBonesOnAnyThread Engine

Returns the set of bones required by the current anim graph configuration, safe to call from any thread including the animation worker thread.

function
FMath: RESOLVE_FLOAT_AMBIGUITY_3_ARGS Core

Preprocessor macro that currently expands to MIX_FLOATS_3_ARGS, injecting mixed float/double overloads for a three-argument function to eliminate compiler ambiguity errors when argument types differ.

function
AActor::RemoveTickPrerequisiteActor Engine

Removes a previously added actor tick prerequisite so this actor can tick freely again relative to that actor.

function
UActorComponent::RemoveTickPrerequisiteActor Engine

Removes a previously added tick dependency on the specified actor, allowing this component to tick without waiting for that actor.

function
AActor::RemoveTickPrerequisiteComponent Engine

Removes a previously added component tick prerequisite from this actor's primary tick function.

function
UActorComponent::RemoveTickPrerequisiteComponent Engine

Removes a previously added tick dependency on the specified component, allowing this component to tick without waiting for that component.

function
UActorComponent::RequiresGameThreadEndOfFrameRecreate Engine

Returns whether end-of-frame scene proxy recreations for this component must happen on the game thread.

function
UActorComponent::RequiresGameThreadEndOfFrameUpdates Engine

Returns whether end-of-frame updates for this component must execute on the game thread.

function
UActorComponent::RequiresPreEndOfFrameSync Engine

Returns whether this component needs the engine to sync all outstanding async tasks before end-of-frame updates execute.

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::FindComponentByInterface (IInterface template overload) Engine

The `TIsIInterface`-constrained template overload of `FindComponentByInterface`, introduced in UE 5.

function
FMath: UE_REQUIRES Core

Preprocessor macro that wraps a C++20 requires-clause (or a SFINAE equivalent on older standards) to constrain template overloads inside FMath and other UE template-heavy code.

function
TArray — UE_REQUIRES constraint Core

Template constraint applied to TArray cross-type constructors and assignment operators.

function
TSharedPtr::UE_REQUIRES Core

Template constraint applied to TSharedPtr's converting constructors and assignment operators.

function
TSharedRef::UE_REQUIRES Core

Template constraint on TSharedRef's converting constructors that ensures only type-compatible (upcast-safe) pointer types can implicitly construct a TSharedRef<ObjectType>.

function
TSoftClassPtr::UE_REQUIRES CoreUObject

Template constraint on TSoftClassPtr's converting constructor and assignment operators.

function
TSoftObjectPtr::UE_REQUIRES (constrained conversion constructor) CoreUObject

Constrained conversion constructor that copies a TSoftObjectPtr<U> into a TSoftObjectPtr<T> only when U* is implicitly convertible to T*.

function
TSubclassOf::UE_REQUIRES (constrained conversion constructor) CoreUObject

Constrained conversion constructor that allows a TSubclassOf<Derived> to be implicitly converted to a TSubclassOf<Base> only when Derived* is convertible to Base*.

function
TWeakPtr::UE_REQUIRES (constrained conversion constructor) Core

Constrained conversion constructor that copies a TWeakPtr<OtherType> into a TWeakPtr<ObjectType> only when OtherType* is convertible to ObjectType*.

function
UKismetMathLibrary::Abs_Int Engine

Returns the absolute (non-negative) value of A.

function
UGameplayStatics::ActivateReverbEffect Engine

Applies a Reverb Effect globally without requiring an Audio Volume in the level.

function
AActor::AddActorLocalTransform Engine

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

function
APawn::AddControllerRollInput Engine

Adds roll rotation to the owning PlayerController's ControlRotation.

function
UAnimInstance::AddExternalNotifyHandler Engine

Registers an external delegate handler for a named anim notify.

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
UAnimInstance::AddPoseSnapshot Engine

Registers a pre-constructed pose snapshot under the given name.

function
AActor::AddReplicatedSubObject Engine

Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UKismetMathLibrary::Add_VectorInt Engine

Adds an integer to every component of a vector.

function
AGameModeBase::AllowCheats Engine

Returns true if the given player should have access to cheat commands.

function
FName::AppendString Core

Appends the full name string (including numeric suffix) to an existing FString or string builder without creating an intermediate FString allocation.

function
FSoftObjectPath::AppendString CoreUObject

Appends the full path string representation to an existing FString or string builder without allocating a new string.

function
UGameplayStatics::AreSubtitlesEnabled Engine

Returns whether subtitle rendering is currently enabled globally.

function
AGameStateBase::AsyncPackageLoaded Engine

Called by the engine when an async package load completes.

function
UKismetMathLibrary::BMax Engine

Returns the larger of two byte values.

function
UKismetMathLibrary::BMin Engine

Returns the smaller of two byte values.

function
AActor::BeginPlay Engine

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