48 results for "view" in function
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Adds this widget to the game's main viewport so it is visible on screen.
Called when a PlayerController sets this actor as its view target.
Called when this pawn becomes the view target of a PlayerController.
Called when a PlayerController stops using this actor as its view target.
Called when this pawn stops being the view target of a PlayerController.
Returns the world-space location and rotation representing this actor's eye position and view direction.
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.
Returns a non-owning view into the actor's editor label string without allocating.
Returns the local PlayerController that has this pawn as its ViewTarget, whether it is controlling or spectating.
Returns the current mouse cursor position in the local coordinate space of the viewport widget.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.
Returns the replicated pitch of a remote client's view as a 16-bit compressed value.
Computes the View, Projection, and combined ViewProjection matrices for a given FMinimalViewInfo.
Returns the rotation representing where the pawn is looking, typically the controller's ControlRotation.
Returns the actor the player's camera is currently targeting.
Returns the current mouse capture mode of the game viewport, indicating how the cursor is constrained during gameplay.
Returns the DPI scale factor currently applied to the game viewport.
Returns the current size of the game viewport in pixels.
Returns the FGeometry of the root viewport widget — the container that holds all widgets added via AddToViewport.
Returns true if this pawn is currently the ViewTarget of any local player controller, whether that player is directly controlling it or spectating it.
Returns true if a local PlayerController has this pawn as its ViewTarget — whether controlling or spectating.
Blueprint event fired when a PlayerController sets this actor as its view target.
Blueprint event fired when a PlayerController stops using this actor as its view target.
Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.
Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.
Overrides the size of the widget when it is placed in the viewport via AddToViewport.
Sets the position of this widget within the viewport.
Stores the pawn's view pitch for replication to remote clients by compressing the degree value into a 16-bit integer.
Sets how the game viewport captures the mouse cursor.
Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).
Returns whether this pawn should tick while the editor is open but not in Play-in-Editor mode (viewport-only).
Adds the widget to the player-owned screen layer rather than the global viewport.
Calculates the camera view point for this actor when it is the active view target.
Returns whether world rendering is currently enabled on the local viewport.
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.
Returns the APlayerCameraManager for the player controller at the given index.
Returns the FGeometry of the player-screen widget container for a specific player.
Returns a copy of the 2D vector rotated by the given angle in degrees around the Z axis (0,0,1).
Returns true if this actor owns at least one active UCameraComponent.
Returns true if the local PlayerController is currently viewing this Pawn through a free-cam (spectator-style camera detached from the pawn).
Determines whether this pawn should be replicated to a given viewer.
Determines whether this actor should be recorded into a replay for a given viewer.
Extracts the bottom clipping plane from a view-projection matrix.
Extracts the far clipping plane from a view-projection matrix.
Extracts the left clipping plane from a view-projection matrix.
Extracts the near clipping plane from a view-projection matrix.
Extracts the right clipping plane from a view-projection matrix.