45 results for "ui" in function
Forces this actor's tick to run after the specified actor's tick has completed.
Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.
Forces this actor's tick to run after the specified component's tick has completed.
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.
Returns the set of bones required by the current anim graph configuration.
Returns the set of bones required by the current anim graph configuration, safe to call from any thread including the animation worker thread.
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.
Removes a previously added actor tick prerequisite so this actor can tick freely again relative to that actor.
Removes a previously added tick dependency on the specified actor, allowing this component to tick without waiting for that actor.
Removes a previously added component tick prerequisite from this actor's primary tick function.
Removes a previously added tick dependency on the specified component, allowing this component to tick without waiting for that component.
Returns whether end-of-frame scene proxy recreations for this component must happen on the game thread.
Returns whether end-of-frame updates for this component must execute on the game thread.
Returns whether this component needs the engine to sync all outstanding async tasks before end-of-frame updates execute.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
The `TIsIInterface`-constrained template overload of `FindComponentByInterface`, introduced in UE 5.
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.
Template constraint applied to TArray cross-type constructors and assignment operators.
Template constraint applied to TSharedPtr's converting constructors and assignment operators.
Template constraint on TSharedRef's converting constructors that ensures only type-compatible (upcast-safe) pointer types can implicitly construct a TSharedRef<ObjectType>.
Template constraint on TSoftClassPtr's converting constructor and assignment operators.
Constrained conversion constructor that copies a TSoftObjectPtr<U> into a TSoftObjectPtr<T> only when U* is implicitly convertible to T*.
Constrained conversion constructor that allows a TSubclassOf<Derived> to be implicitly converted to a TSubclassOf<Base> only when Derived* is convertible to Base*.
Constrained conversion constructor that copies a TWeakPtr<OtherType> into a TWeakPtr<ObjectType> only when OtherType* is convertible to ObjectType*.
Returns the absolute (non-negative) value of A.
Applies a Reverb Effect globally without requiring an Audio Volume in the level.
Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.
Adds roll rotation to the owning PlayerController's ControlRotation.
Registers an external delegate handler for a named anim notify.
Applies an instantaneous impulse to the component's physics body.
Adds a UInputMappingContext to the active set for this player.
Registers a pre-constructed pose snapshot under the given name.
Registers a UObject as a replicated sub-object of this actor so its UPROPERTY fields are automatically replicated.
Returns the component-wise sum of two 2D vectors (A + B).
Adds an integer to every component of a vector.
Returns true if the given player should have access to cheat commands.
Appends the full name string (including numeric suffix) to an existing FString or string builder without creating an intermediate FString allocation.
Appends the full path string representation to an existing FString or string builder without allocating a new string.
Returns whether subtitle rendering is currently enabled globally.
Called by the engine when an async package load completes.
Returns the larger of two byte values.
Returns the smaller of two byte values.
Called when the actor is fully initialized and play begins in the world.