RealDocs

50 results for "view"

function
USlateBlueprintLibrary::AbsoluteToViewport UMG

Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.

function
UUserWidget::AddToViewport UMG

Adds this widget to the game's main viewport so it is visible on screen.

function
AActor::BecomeViewTarget Engine

Called when a PlayerController sets this actor as its view target.

function
APawn::BecomeViewTarget Engine

Called when this pawn becomes the view target of a PlayerController.

function
AActor::EndViewTarget Engine

Called when a PlayerController stops using this actor as its view target.

function
APawn::EndViewTarget Engine

Called when this pawn stops being the view target of a PlayerController.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.

function
APawn::GetActorEyesViewPoint Engine

Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries.

function
AActor::GetActorLabelView Engine

Returns a non-owning view into the actor's editor label string without allocating.

function
APawn::GetLocalViewingPlayerController Engine

Returns the local PlayerController that has this pawn as its ViewTarget, whether it is controlling or spectating.

function
UWidgetLayoutLibrary::GetMousePositionOnViewport UMG

Returns the current mouse cursor position in the local coordinate space of the viewport widget.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.

function
APawn::GetRemoteViewPitch Engine

Returns the replicated pitch of a remote client's view as a 16-bit compressed value.

function
UGameplayStatics::GetViewProjectionMatrix Engine

Computes the View, Projection, and combined ViewProjection matrices for a given FMinimalViewInfo.

function
APawn::GetViewRotation Engine

Returns the rotation representing where the pawn is looking, typically the controller's ControlRotation.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
UGameplayStatics::GetViewportMouseCaptureMode Engine

Returns the current mouse capture mode of the game viewport, indicating how the cursor is constrained during gameplay.

function
UWidgetLayoutLibrary::GetViewportScale UMG

Returns the DPI scale factor currently applied to the game viewport.

function
UWidgetLayoutLibrary::GetViewportSize UMG

Returns the current size of the game viewport in pixels.

function
UWidgetLayoutLibrary::GetViewportWidgetGeometry UMG

Returns the FGeometry of the root viewport widget — the container that holds all widgets added via AddToViewport.

function
APawn::IsLocalPlayerControllerViewingAPawn Engine

Returns true if this pawn is currently the ViewTarget of any local player controller, whether that player is directly controlling it or spectating it.

function
APawn::IsLocallyViewed Engine

Returns true if a local PlayerController has this pawn as its ViewTarget — whether controlling or spectating.

function
AActor::K2_OnBecomeViewTarget Engine

Blueprint event fired when a PlayerController sets this actor as its view target.

function
AActor::K2_OnEndViewTarget Engine

Blueprint event fired when a PlayerController stops using this actor as its view target.

function
USlateBlueprintLibrary::LocalToViewport UMG

Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.

function
USlateBlueprintLibrary::ScreenToViewport UMG

Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.

function
UUserWidget::SetDesiredSizeInViewport UMG

Overrides the size of the widget when it is placed in the viewport via AddToViewport.

function
UUserWidget::SetPositionInViewport UMG

Sets the position of this widget within the viewport.

function
APawn::SetRemoteViewPitch Engine

Stores the pawn's view pitch for replication to remote clients by compressing the degree value into a 16-bit integer.

function
UGameplayStatics::SetViewportMouseCaptureMode Engine

Sets how the game viewport captures the mouse cursor.

function
AActor::ShouldTickIfViewportsOnly Engine

Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).

function
APawn::ShouldTickIfViewportsOnly Engine

Returns whether this pawn should tick while the editor is open but not in Play-in-Editor mode (viewport-only).

function
UUserWidget::AddToPlayerScreen UMG

Adds the widget to the player-owned screen layer rather than the global viewport.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
AActor::CalcCamera Engine

Calculates the camera view point for this actor when it is the active view target.

property
ACharacter::CrouchedEyeHeight Engine

The eye height (in unscaled units from the bottom of the capsule) used when the character is crouched.

function
UGameplayStatics::GetEnableWorldRendering Engine

Returns whether world rendering is currently enabled on the local viewport.

function
APawn::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.

function
UGameplayStatics::GetPlayerCameraManager Engine

Returns the APlayerCameraManager for the player controller at the given index.

function
UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry UMG

Returns the FGeometry of the player-screen widget container for a specific player.

function
UKismetMathLibrary::GetRotated2D Engine

Returns a copy of the 2D vector rotated by the given angle in degrees around the Z axis (0,0,1).

function
AActor::HasActiveCameraComponent Engine

Returns true if this actor owns at least one active UCameraComponent.

function
APawn::InFreeCam Engine

Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).

function
APawn::IsNetRelevantFor Engine

Determines whether this pawn should be replicated to a given viewer.

function
AActor::IsReplayRelevantFor Engine

Determines whether this actor should be recorded into a replay for a given viewer.

function
UKismetMathLibrary::Matrix_GetFrustumBottomPlane Engine

Extracts the bottom clipping plane from a view-projection matrix.

function
UKismetMathLibrary::Matrix_GetFrustumFarPlane Engine

Extracts the far clipping plane from a view-projection matrix.

function
UKismetMathLibrary::Matrix_GetFrustumLeftPlane Engine

Extracts the left clipping plane from a view-projection matrix.

function
UKismetMathLibrary::Matrix_GetFrustumNearPlane Engine

Extracts the near clipping plane from a view-projection matrix.

function
UKismetMathLibrary::Matrix_GetFrustumRightPlane Engine

Extracts the right clipping plane from a view-projection matrix.