38 results for "world" in function
Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.
Returns the current AGameModeBase instance cast to the template type.
Returns the current GameState instance cast to the template type.
Returns the elapsed game time in seconds since the world began play.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Spawns an actor of the given class into the world at the specified location and rotation.
Sweeps a collision shape from Start to End and returns the first blocking hit.
Returns the local-to-world transform of the actor's RootComponent.
Returns the UWorld this object belongs to.
Moves the actor by a delta offset expressed in the actor's local space.
Adds a delta rotation to this actor in its own local reference frame.
Called when the actor is fully initialized and play begins in the world.
Called when the game starts for this component.
Detaches this actor's RootComponent from its current parent, releasing the attachment.
Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the current world-space location of the actor's root component.
Returns the first actor of the given class found in the world, or null if none exists.
Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the world-space scale of the actor's RootComponent as an FVector.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.
Fills OutActors with all actors of the given class currently in the world.
Returns the component's world-space location.
Returns the component's world-space rotation as an FRotator.
Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.
Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.
Returns the total arc length of the spline in world units.
Travels to a new level by name, unloading the current world.
Plays a one-shot sound at a world position with 3D attenuation.
Hides or shows the actor and all of its components in the game world.
Sets the world-space location of the actor.
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.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Instructs a controller's pawn to move to a world location using the navigation system, with no callback or complex setup.
There is no UGameplayStatics::SpawnActor function.