RealDocs

48 results for "world" in function

function
UWorld::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

function
UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

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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::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
UWorld::SweepMultiByObjectType Engine

Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.

function
UWorld::SweepMultiByProfile Engine

Sweeps a collision shape from Start to End using a named collision profile and returns all hits.

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
AActor::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

function
AActor::AddActorWorldTransformKeepScale Engine

Applies a delta transform to this actor in world space while preserving the actor's existing scale.

function
AActor::ApplyWorldOffset Engine

Shifts the actor's location and all relevant internal data structures by the given offset vector.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

function
AActor::CheckStillInWorld Engine

Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not.

function
UGameplayStatics::DeprojectSceneCaptureComponentToWorld Engine

Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.

function
UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

function
UGameplayStatics::DeprojectScreenToWorld Engine

Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.

function
AActor::FellOutOfWorld Engine

Called when the actor falls below the world's KillZ threshold or exits the hard world bounds.

function
UGameplayStatics::GetEnableWorldRendering Engine

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

function
AGameStateBase::GetServerWorldTimeSeconds Engine

Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.

function
AActor::GetWorld Engine

Returns the UWorld that contains this actor.

function
UActorComponent::GetWorld Engine

Returns the UWorld that this component belongs to, or null if the component has not been registered with a world.

function
UGameplayStatics::GetWorldDeltaSeconds Engine

Returns the elapsed time in seconds since the last frame, scaled by time dilation.

function
UGameplayStatics::GetWorldOriginLocation Engine

Returns the current world origin location as an integer vector in world space.

function
AActor::GetWorldSettings Engine

Returns the AWorldSettings actor for the world this actor is in.

function
AActor::GetWorldTimerManager Engine

Returns a reference to the world's FTimerManager, which is used to set, clear, and query timers.

function
AActor::HandleRegisterComponentWithWorld Engine

Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.

function
AActor::K2_AddActorWorldOffset Engine

Adds a delta to the actor's world-space location.

function
AActor::K2_AddActorWorldRotation Engine

Adds a delta rotation to the actor's current world-space rotation.

function
AActor::K2_AddActorWorldTransform Engine

Adds a delta transform to the actor in world space.

function
AActor::K2_AddActorWorldTransformKeepScale Engine

Adds a delta transform to the actor in world space while preserving the actor's current scale.

function
AActor::OutsideWorldBounds Engine

Called by the engine when this actor is detected outside the hard limit on world bounds.

function
APawn::OutsideWorldBounds Engine

Called when the pawn moves outside the world's kill-Z or bounding box.

function
UGameplayStatics::PlayWorldCameraShake Engine

Triggers a camera shake for all local players whose cameras are within OuterRadius of the Epicenter.

function
UActorComponent::PreRegisterComponentWithWorld Engine

Pre-registers a component with a world as part of incremental level loading.

function
UActorComponent::PreUnregisterComponentFromWorld Engine

Pre-unregisters a component from the world when its level is being incrementally removed.

function
UWidgetLayoutLibrary::ProjectWorldLocationToWidgetPosition UMG

Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.

function
UGameplayStatics::ProjectWorldToScreen Engine

Projects a 3D world-space position onto the player's screen, returning the 2D pixel coordinate.

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UActorComponent::RegisterComponentWithWorld Engine

Registers a component with a world, creating its visual and physical state.

function
UGameplayStatics::SetEnableWorldRendering Engine

Enables or disables rendering of the entire game world.