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50 results for "world"

class
UWorld Engine

The top-level game world object.

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.

function
UWorld::DestroyActor Engine

Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.

function
UWorld::GetAuthGameMode Engine

Returns the current AGameModeBase instance cast to the template type.

function
UWorld::GetGameState Engine

Returns the current GameState instance cast to the template type.

function
UWorld::GetTimeSeconds Engine

Returns the elapsed game time in seconds since the world began play.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UWorld::LineTraceSingleByChannel Engine

Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

function
UWorld::SweepSingleByChannel Engine

Sweeps a collision shape from Start to End and returns the first blocking hit.

function
AActor::ActorToWorld Engine

Returns the local-to-world transform of the actor's RootComponent.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

class
AGameModeBase Engine

Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.

function
AActor::AddActorLocalOffset Engine

Moves the actor by a delta offset expressed in the actor's local space.

function
AActor::AddActorLocalRotation Engine

Adds a delta rotation to this actor in its own local reference frame.

function
AActor::BeginPlay Engine

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

function
UActorComponent::BeginPlay Engine

Called when the game starts for this component.

function
AActor::DetachFromActor Engine

Detaches this actor's RootComponent from its current parent, releasing the attachment.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
AActor::GetActorForwardVector Engine

Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorLocation Engine

Returns the current world-space location of the actor's root component.

function
UGameplayStatics::GetActorOfClass Engine

Returns the first actor of the given class found in the world, or null if none exists.

function
AActor::GetActorRightVector Engine

Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorScale Engine

Returns the world-space scale of the actor's RootComponent as an FVector.

function
AActor::GetActorTransform Engine

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.

function
AActor::GetActorUpVector Engine

Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.

function
UGameplayStatics::GetAllActorsOfClass Engine

Fills OutActors with all actors of the given class currently in the world.

function
USceneComponent::GetComponentLocation Engine

Returns the component's world-space location.

function
USceneComponent::GetComponentRotation Engine

Returns the component's world-space rotation as an FRotator.

function
AActor::GetDistanceTo Engine

Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
USplineComponent::GetSplineLength Engine

Returns the total arc length of the spline in world units.

function
UGameplayStatics::OpenLevel Engine

Travels to a new level by name, unloading the current world.

function
UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

function
AActor::SetActorHiddenInGame Engine

Hides or shows the actor and all of its components in the game world.

function
AActor::SetActorLocation Engine

Sets the world-space location of the actor.

function
AActor::SetActorLocationAndRotation Engine

Sets the actor's world location and rotation in a single call, which is more efficient than calling SetActorLocation and SetActorRotation separately because it only triggers one transform update.

function
APlayerController::SetInputMode (Game And UI) Engine

Hybrid input mode where both game input and UMG widget input are active simultaneously.

function
UAIBlueprintHelperLibrary::SimpleMoveToLocation AIModule

Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.

class
UActorComponent Engine

The base class for all actor components.

class
UAudioComponent Engine

A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.

class
UEngineSubsystem Engine

Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.

class
UNavigationSystemV1 NavigationSystem

The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.

class
USceneComponent Engine

The base class for all components that have a position, rotation, and scale in the world.

class
USubsystem Engine

Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).

class
UWidgetComponent UMG

A component that renders a UUserWidget in the 3D world.