25 results for "ui" in function
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.
Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.
Applies an instantaneous impulse to the component's physics body.
Adds a UInputMappingContext to the active set for this player.
Called when the actor is fully initialized and play begins in the world.
Called when the game starts for this component.
Binds a callback to a UInputAction for a specific trigger event.
Removes all active UInputMappingContexts from this player's subsystem at once.
Returns true if any element satisfies the predicate.
Returns true if a save file exists for the given slot name and user index.
Called when this actor's lifespan ends.
Builds a string by substituting {Name} or {0}/{1}/.
Returns the current world-space location of the actor's root component.
Maps a value from one range to another, clamping the input to the source range first.
Returns the pawn currently possessed by this controller, or `nullptr` if no pawn is possessed.
Returns true if this actor is running on the authoritative (server) instance.
Returns true if this object's class implements the specified UInterface.
Returns true if the array contains no elements.
Returns true if a floating-point value is within ErrorTolerance of zero.
Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.
Constructs a new FString using printf-style format specifiers.
Removes a UInputMappingContext from the active set.
Sorts the array in-place and guarantees that equal elements retain their original relative order.
Smoothly moves an FVector toward a target vector at a given speed, independently on each axis, frame-rate-independently.