48 results for "world" in function
Sweeps a component's actual collision geometry from Start to End and returns all hit results.
Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.
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 all overlapping hits along the path, plus the first blocking hit.
Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.
Sweeps a collision shape from Start to End using a named collision profile and returns all hits.
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.
Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.
Applies a delta transform to this actor in world space while preserving the actor's existing scale.
Shifts the actor's location and all relevant internal data structures by the given offset vector.
Called by the engine when the world origin is rebased or a level is shifted.
Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not.
Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.
Called when the actor falls below the world's KillZ threshold or exits the hard world bounds.
Returns whether world rendering is currently enabled on the local viewport.
Returns an approximation of the server's current WorldTimeSeconds, synchronized across server and clients via periodic replication.
Returns the UWorld this object belongs to.
Returns the UWorld that contains this actor.
Returns the UWorld that this component belongs to, or null if the component has not been registered with a world.
Returns the elapsed time in seconds since the last frame, scaled by time dilation.
Returns the current world origin location as an integer vector in world space.
Returns the AWorldSettings actor for the world this actor is in.
Returns a reference to the world's FTimerManager, which is used to set, clear, and query timers.
Finalizes component initialization after it has registered with the world, wiring up tick functions and dispatching BeginPlay if the actor has already begun play.
Adds a delta to the actor's world-space location.
Adds a delta rotation to the actor's current world-space rotation.
Adds a delta transform to the actor in world space.
Adds a delta transform to the actor in world space while preserving the actor's current scale.
Called by the engine when this actor is detected outside the hard limit on world bounds.
Called when the pawn moves outside the world's kill-Z or bounding box.
Triggers a camera shake for all local players whose cameras are within OuterRadius of the Epicenter.
Pre-registers a component with a world as part of incremental level loading.
Pre-unregisters a component from the world when its level is being incrementally removed.
Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.
Projects a 3D world-space position onto the player's screen, returning the 2D pixel coordinate.
Registers a component with a world, creating its visual and physical state.
Enables or disables rendering of the entire game world.