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Actor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play.
Actor initialization has multiple steps, here's the order of important virtual functions that get called:
- UObject::PostLoad: For actors statically placed in a level, the normal UObject PostLoad gets called both in the editor and during gameplay. This is not called for newly spawned actors.
- UActorComponent::OnComponentCreated: When an actor is spawned in the editor or during gameplay, this gets called for any native components. For blueprint-created components, this gets called during construction for that component. This is not called for components loaded from a level.
- AActor::PreRegisterAllComponents: For statically placed actors and spawned actors that have native root components, this gets called now. For blueprint actors without a native root component, these registration functions get called later during construction.
- UActorComponent::RegisterComponent: All components are registered in editor and at runtime, this creates their physical/visual representation. These calls may be distributed over multiple frames, but are always after PreRegisterAllComponents. This may also get called later on after an UnregisterComponent call removes it from the world.
- AActor::PostRegisterAllComponents: Called for all actors both in the editor and in gameplay, this is the last function that is called in all cases.
- AActor::PostActorCreated: When an actor is created in the editor or during gameplay, this gets called right before construction. This is not called for components loaded from a level.
- AActor::UserConstructionScript: Called for blueprints that implement a construction script.
- AActor::OnConstruction: Called at the end of ExecuteConstruction, which calls the blueprint construction script. This is called after all blueprint-created components are fully created and registered. This is only called during gameplay for spawned actors, and may get rerun in the editor when changing blueprints.
- AActor::PreInitializeComponents: Called before InitializeComponent is called on the actor's components. This is only called during gameplay and in certain editor preview windows.
- UActorComponent::Activate: This will be called only if the component has bAutoActivate set. It will also got called later on if a component is manually activated.
- UActorComponent::InitializeComponent: This will be called only if the component has bWantsInitializeComponentSet. This only happens once per gameplay session.
- AActor::PostInitializeComponents: Called after the actor's components have been initialized, only during gameplay and some editor previews.
- AActor::BeginPlay: Called when the level starts ticking, only during actual gameplay. This normally happens right after PostInitializeComponents but can be delayed for networked or child actors.
| Name | AActor |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include Path | #include "GameFramework/Actor.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, MigratingAsset, Config=Engine,
Meta=(ShortTooltip="An Actor is an object that can be placed or spawned in the world."),
MinimalAPI)
class AActor : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor
Derived Classes
AActor derived class hierarchy
- AHUD
- APawn
- ANavigationData
- AAmbientSound
- AARPassthroughManager
- AAvaNullActor
- AAvaScene
- AAvaShapeActor
- AAvaTextActor
- ABandwidthTestActor
- ABaseTransformGizmo
- ABrush
- ABuoyancyManager
- ACableActor
- ACameraActor
- ACameraCalibrationCheckerboard
- ACameraShakeSourceActor
- AChaosCacheManager
- AChaosSolverActor
- ACineCameraAttachMount
- AClusterUnionActor
- AColorCorrectRegion
- AComposurePipelineBaseActor
- AConcertClientPresenceActor
- AConstraintsActor
- AController
- AControlRigControlActor
- AControlRigShapeActor
- ADataflowActor
- ADatasmithAreaLightActor
- ADatasmithImportedSequencesActor
- ADatasmithRuntimeActor
- ADatasmithSceneActor
- ADaySequenceModifierVolume
- ADecalActor
- ADeformableCollisionsActor
- ADeformableConstraintsActor
- ADeformableSolverActor
- ADEPRECATED_SmartObjectCollection
- ADisplayClusterLightCardActor
- ADisplayClusterRootActor
- ADisplayClusterTestPatternsActor
- ADMXFixtureActorBase
- ADMXMVRSceneActor
- ADocumentationActor
- ADynamicMeshActor
- AEmitter
- AEngineTestTickActor
- AFieldSystemActor
- AFleshActor
- AGameplayAbilityTargetActor
- AGameplayAbilityWorldReticle
- AGameplayCameraActorBase
- AGameplayCameraSystemActor
- AGameplayCueNotify_Actor
- AGameplayDebuggerCategoryReplicator
- AGameplayDebuggerPlayerManager
- AGenericSmartObject
- AGeometryCacheActor
- AGeometryCollectionActor
- AGeometryCollectionDebugDrawActor
- AGeometryCollectionRenderLevelSetActor
- AGeometryMaskCanvasActor
- AGroomActor
- AGroupActor
- AImagePlate
- AInfo
- AInstancedActorsModifierVolume
- AISMPoolActor
- ALearningAgentsGymBase
- ALearningAgentsGymsManager
- ALevelBounds
- ALevelInstance
- ALevelInstanceEditorInstanceActor
- ALevelInstancePivot
- ALevelScriptActor
- ALevelSequenceActor
- ALevelSequenceMediaController
- ALevelVariantSetsActor
- ALight
- ALightmassPortal
- ALightWeightInstanceManager
- ALODActor
- AMapBuildDataActor
- AMassDebugVisualizer
- AMassEntityTestFarmPlot
- AMassSpawner
- AMassVisualizer
- AMaterialInstanceActor
- AMediaBundleActorBase
- AMetaHumanCharacterEditorActor
- AMixedRealityCaptureActor
- AModularVehicleClusterActor
- AMrcGarbageMatteActor
- ANavCorridorTestingActor
- ANavigationGraphNode
- ANavigationObjectBase
- ANavigationTestingActor
- ANavLinkProxy
- ANavSystemConfigOverride
- ANetworkPredictionReplicatedManager
- ANiagaraActor
- ANiagaraPerfBaselineActor
- ANiagaraPreviewBase
- ANiagaraPreviewGrid
- ANote
- ANUTActor
- AOnlineBeacon
- AOnlineBeaconHostObject
- APaperFlipbookActor
- APaperGroupedSpriteActor
- APaperSpriteActor
- APaperTerrainActor
- APaperTileMapActor
- AParticleEventManager
- APartitionActor
- APCGWorldActor
- APerformanceCaptureStageRoot
- APlayerCameraManager
- APropertyEditorTestActor
- AReflectionCapture
- ARemoteControlPresetActor
- ARigidBodyBase
- ARuntimeVirtualTextureVolume
- ASceneCapture
- ASceneStateActor
- AScriptTestActor
- ASequenceRecorderGroup
- AServerStreamingLevelsVisibility
- ASimModuleActor
- ASkeletalMeshActor
- ASmartObjectPersistentCollection
- ASplineMeshActor
- AStaticMeshActor
- ASVGBakedActor
- ASVGDynamicMeshesContainerActor
- ASwitchActor
- ATargetPoint
- ATemplateSequenceActor
- ATextRenderActor
- ATriggerBase
- AUsdStageActor
- AVariantManagerTestActor
- AVectorFieldVolume
- AVPRootActor
- AVPViewportTickableActorBase
- AVREditorBaseActor
- AVREditorTeleporter
- AWaterBody
- AWaterBodyIsland
- AWaterZone
- AWorldPartitionAutoInstancedActor
- AWorldPartitionHLOD
- AWorldPartitionReplay
- AWorldPartitionStandaloneHLOD
- AXRCreativeTeleporter
- AXRCreativeToolActor
- AZoneGraphAnnotationTestingActor
- AZoneGraphData
- AZoneGraphTestingActor
- AZoneShape
- TEXT3AText3DActor
- AAnimationEditorPreviewActor
- AARActor
- AAROriginActor
- ACameraRig_Crane
- ACameraRig_Rail
- ACausticsGeneratorActor
- AChaosClothPreviewActor
- AChaosVDDataContainerBaseActor
- AInternalToolFrameworkActor
- AControlPointMeshActor
- ADEPRECATED_PlacedEditorUtilityBase
- ADestructibleActor
- AEditorUtilityActor
- AFunctionalTest
- ALandscapeBlueprintBrushBase
- ALandscapeGizmoActor
- ALandscapeMeshProxyActor
- ALandscapeSplineActor
- ALidarPointCloudActor
- AManipulator
- AMediaPlate
- APhasedAutomationActorBase
- APhysicsControlActor
- APPMChainGraphActor
- APSDQuadActor
- APSDQuadMeshActor
- AReplicationGraphDebugActor
- AShallowWaterRiver
- AVirtualHeightfieldMesh
- AVisualLoggerRenderingActorBase
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AActor () |
Default constructor for AActor | GameFramework/Actor.h | |
AActor
(
const FObjectInitializer& ObjectInitializer |
Constructor for AActor that takes an ObjectInitializer for backward compatibility | GameFramework/Actor.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BeginPlayCallDepth | uint32 | GameFramework/Actor.h | |
| bUsePercentageBasedScaling | bool | GameFramework/Actor.h | |
| MakeNoiseDelegate | FMakeNoiseDelegate | GameFramework/Actor.h | |
| ProcessEventDelegate | FOnProcessEvent | Delegate for globally hooking ProccessEvent calls - used by a non-public testing plugin | GameFramework/Actor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorCategory | uint8 | Project-specific field that help to categorize actors for reporting purposes | GameFramework/Actor.h | |
| AutoReceiveInput | TEnumAsByte< EAutoReceiveInput::Type > | Automatically registers this actor to receive input from a player. | GameFramework/Actor.h |
|
| bActorSeamlessTraveled | uint8 | Indicates the actor was pulled through a seamless travel. | GameFramework/Actor.h | |
| bAllowTickBeforeBeginPlay | uint8 | Whether we allow this Actor to tick before it receives the BeginPlay event. | GameFramework/Actor.h |
|
| bAlwaysRelevant | uint8 | Always relevant for network (overrides bOnlyRelevantToOwner). | GameFramework/Actor.h |
|
| bBlockInput | uint8 | If true, all input on the stack below this actor will not be considered | GameFramework/Actor.h |
|
| bCollideWhenPlacing | uint8 | This actor collides with the world when placing in the editor, even if RootComponent collision is disabled. | GameFramework/Actor.h | |
| bDefaultOutlinerExpansionState | uint8 | Default expansion state for this actor. | GameFramework/Actor.h | |
| bEnableAutoLODGeneration | uint8 | Whether this actor should be considered or not during HLOD generation. | GameFramework/Actor.h |
|
| bExchangedRoles | uint8 | Whether we have already exchanged Role/RemoteRole on the client, as when removing then re-adding a streaming level. | GameFramework/Actor.h |
|
| bFindCameraComponentWhenViewTarget | uint8 | If true, this actor should search for an owned camera component to view through when used as a view target. | GameFramework/Actor.h |
|
| bGenerateOverlapEventsDuringLevelStreaming | uint8 | If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. | GameFramework/Actor.h |
|
| bHiddenEd | uint8 | Whether this actor is hidden within the editor viewport. | GameFramework/Actor.h | |
| bHiddenEdLayer | uint8 | Whether this actor is hidden by the layer browser. | GameFramework/Actor.h |
|
| bHiddenEdLevel | uint8 | Whether this actor is hidden by the level browser. | GameFramework/Actor.h |
|
| bIgnoreInPIE | uint8 | Experimental: this will force this actor to be ignored in PIE, will not work if the actor has references to other actors without the flag set, use with care. | GameFramework/Actor.h |
|
| bIgnoresOriginShifting | uint8 | Whether this actor should not be affected by world origin shifting. | GameFramework/Actor.h |
|
| bIsEditorOnlyActor | uint8 | Whether this actor is editor-only. | GameFramework/Actor.h |
|
| bIsEditorPreviewActor | uint8 | True if this actor is the preview actor dragged out of the content browser | GameFramework/Actor.h |
|
| bIsMainWorldOnly | uint8 | GameFramework/Actor.h |
|
|
| BlueprintCreatedComponents | TArray< TObjectPtr< UActorComponent > > | Array of ActorComponents that are created by blueprints and serialized per-instance. | GameFramework/Actor.h |
|
| bNetLoadOnClient | uint8 | This actor will be loaded on network clients during map load | GameFramework/Actor.h |
|
| bNetStartup | uint8 | If true, this actor was loaded directly from the map, and for networking purposes can be addressed by its full path name | GameFramework/Actor.h | |
| bNetTemporary | uint8 | If true, when the actor is spawned it will be sent to the client but receive no further replication updates from the server afterwards. | GameFramework/Actor.h | |
| bNetUseOwnerRelevancy | uint8 | If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority | GameFramework/Actor.h |
|
| bOnlyRelevantToOwner | uint8 | If true, this actor is only relevant to its owner. | GameFramework/Actor.h |
|
| bRelevantForLevelBounds | uint8 | If true, this actor's component's bounds will be included in the level's bounding box unless the Actor's class has overridden IsLevelBoundsRelevant | GameFramework/Actor.h |
|
| bRelevantForNetworkReplays | uint8 | If true, this actor will be replicated to network replays (default is true) | GameFramework/Actor.h | |
| bReplayRewindable | uint8 | If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. | GameFramework/Actor.h |
|
| bRunConstructionScriptOnDrag | uint8 | If true during PostEditMove the construction script will be run every time. | GameFramework/Actor.h | |
| Children | TArray< TObjectPtr< AActor > > | Array of all Actors whose Owner is this actor, these are not necessarily spawned by UChildActorComponent | GameFramework/Actor.h |
|
| CopyPasteId | uint32 | The copy/paste id used to remap actors during copy operations | GameFramework/Actor.h | |
| CreationTime | float | The time this actor was created, relative to World->GetTimeSeconds(). | GameFramework/Actor.h | |
| CurrentTransactionAnnotation | TSharedPtr< FActorTransactionAnnotation > | Cached pointer to the transaction annotation data from PostEditUndo to be used in the next RerunConstructionScript | GameFramework/Actor.h | |
| CustomTimeDilation | float | Allow each actor to run at a different time speed. | GameFramework/Actor.h |
|
| DetachFence | FRenderCommandFence | A fence to track when the primitive is detached from the scene in the rendering thread. | GameFramework/Actor.h | |
| GroupActor | TObjectPtr< AActor > | The editor-only group this actor is a part of. | GameFramework/Actor.h |
|
| HiddenEditorViews | uint64 | Bitflag to represent which views this actor is hidden in, via per-view layer visibility. | GameFramework/Actor.h |
|
| InitialLifeSpan | float | How long this Actor lives before dying, 0=forever. | GameFramework/Actor.h |
|
| InputComponent | TObjectPtr< class UInputComponent > | Component that handles input for this actor, if input is enabled. | GameFramework/Actor.h |
|
| InputPriority | int32 | The priority of this input component when pushed in to the stack. | GameFramework/Actor.h |
|
| IntermediateOwner | TWeakObjectPtr< AActor > | Used to track changes to Owner during Undo events. | GameFramework/Actor.h | |
| Layers | TArray< FName > | Layers the actor belongs to. | GameFramework/Actor.h |
|
| MinNetUpdateFrequency | float | Used to determine what rate to throttle down to when replicated properties are changing infrequently | GameFramework/Actor.h |
|
| NetCullDistanceSquared | float | Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. | GameFramework/Actor.h |
|
| NetDormancy | TEnumAsByte< enum ENetDormancy > | Dormancy setting for actor to take itself off of the replication list without being destroyed on clients. | GameFramework/Actor.h |
|
| NetPriority | float | Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate | GameFramework/Actor.h |
|
| NetTag | int32 | Internal - used by UNetDriver | GameFramework/Actor.h |
|
| NetUpdateFrequency | float | How often (per second) this actor will be considered for replication, used to determine NetUpdateTime | GameFramework/Actor.h |
|
| OnActorBeginOverlap | FActorBeginOverlapSignature | Called when another actor begins to overlap this actor, for example a player walking into a trigger. | GameFramework/Actor.h |
|
| OnActorEndOverlap | FActorEndOverlapSignature | Called when another actor stops overlapping this actor. | GameFramework/Actor.h |
|
| OnActorHit | FActorHitSignature | Called when this Actor hits (or is hit by) something solid. | GameFramework/Actor.h |
|
| OnBeginCursorOver | FActorBeginCursorOverSignature | Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnClicked | FActorOnClickedSignature | Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnDestroyed | FActorDestroyedSignature | Event triggered when the actor has been explicitly destroyed. | GameFramework/Actor.h |
|
| OnEndCursorOver | FActorEndCursorOverSignature | Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnEndPlay | FActorEndPlaySignature | Event triggered when the actor is being deleted or removed from a level. | GameFramework/Actor.h |
|
| OnInputTouchBegin | FActorOnInputTouchBeginSignature | Called when a touch input is received over this actor when touch events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnInputTouchEnd | FActorOnInputTouchEndSignature | Called when a touch input is received over this component when touch events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnInputTouchEnter | FActorBeginTouchOverSignature | Called when a finger is moved over this actor when touch over events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnInputTouchLeave | FActorEndTouchOverSignature | Called when a finger is moved off this actor when touch over events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnPackagingModeChanged | FActorOnPackagingModeChanged | GameFramework/Actor.h | ||
| OnReleased | FActorOnReleasedSignature | Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller. | GameFramework/Actor.h |
|
| OnTakeAnyDamage | FTakeAnyDamageSignature | Called when the actor is damaged in any way. | GameFramework/Actor.h |
|
| OnTakePointDamage | FTakePointDamageSignature | Called when the actor is damaged by point damage. | GameFramework/Actor.h |
|
| OnTakeRadialDamage | FTakeRadialDamageSignature | Called when the actor is damaged by radial damage. | GameFramework/Actor.h |
|
| Owner | TObjectPtr< AActor > | Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) | GameFramework/Actor.h |
|
| PrimaryActorTick | FActorTickFunction | Primary Actor tick function, which calls TickActor(). | GameFramework/Actor.h |
|
| SpawnCollisionHandlingMethod | ESpawnActorCollisionHandlingMethod | Controls how to handle spawning this actor in a situation where it's colliding with something else. | GameFramework/Actor.h |
|
| SpriteScale | float | The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games). | GameFramework/Actor.h |
|
| Tags | TArray< FName > | Array of tags that can be used for grouping and categorizing. | GameFramework/Actor.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorHasBegunPlay | EActorBeginPlayState | Indicates that BeginPlay has been called for this Actor. | GameFramework/Actor.h | |
| ActorLabel | FString | The friendly name for this actor, displayed in the editor. | GameFramework/Actor.h | |
| bActorBeginningPlayFromLevelStreaming | uint8 | Set when DispatchBeginPlay() triggers from level streaming, and cleared afterwards. | GameFramework/Actor.h | |
| bActorEnableCollision | uint8 | Enables any collision on this actor. | GameFramework/Actor.h | |
| bActorInitialized | uint8 | Indicates that PreInitializeComponents/PostInitializeComponents have been called on this Actor Prevents re-initializing of actors spawned during level startup | GameFramework/Actor.h | |
| bActorIsBeingConstructed | uint8 | Set while actor is being constructed. Used to ensure that construction is not re-entrant. | GameFramework/Actor.h | |
| bActorIsBeingDestroyed | uint8 | Set when actor is about to be deleted. | GameFramework/Actor.h |
|
| bActorWantsDestroyDuringBeginPlay | uint8 | Set if an Actor tries to be destroyed while it is beginning play so that once BeginPlay ends we can issue the destroy call. | GameFramework/Actor.h | |
| bAutoDestroyWhenFinished | uint8 | If true then destroy self when "finished", meaning all relevant components report that they are done and no timelines or timers are in flight. | GameFramework/Actor.h |
|
| bCallPreReplication | uint8 | GameFramework/Actor.h |
|
|
| bCallPreReplicationForReplay | uint8 | GameFramework/Actor.h |
|
|
| bCanBeDamaged | uint8 | Whether this actor can take damage. | GameFramework/Actor.h |
|
| bForceExternalActorLevelReferenceForPIE | uint8 | GameFramework/Actor.h |
|
|
| bForceNetAddressable | uint8 | When set, indicates that external guarantees ensure that this actor's name is deterministic between server and client, and as such can be addressed by its full path | GameFramework/Actor.h | |
| bHasDeferredComponentRegistration | uint8 | Whether we've deferred the RegisterAllComponents() call at spawn time. | GameFramework/Actor.h | |
| bHasFinishedSpawning | uint8 | Whether FinishSpawning has been called for this Actor. | GameFramework/Actor.h | |
| bHasPreRegisteredAllComponents | uint8 | True if PreRegisterAllComponents was called on this actor. | GameFramework/Actor.h | |
| bHasRegisteredAllComponents | uint8 | Set true just before PostRegisterAllComponents() is called and false just before PostUnregisterAllComponents() is called | GameFramework/Actor.h | |
| bHidden | uint8 | Allows us to only see this Actor in the Editor, and not in the actual game. | GameFramework/Actor.h |
|
| bHiddenEdTemporary | uint8 | Whether this actor is temporarily hidden within the editor; used for show/hide/etc functionality w/o dirtying the actor. | GameFramework/Actor.h |
|
| bReplicateMovement | uint8 | If true, replicate movement/location related properties. Actor must also be set to replicate. | GameFramework/Actor.h |
|
| bRunningUserConstructionScript | uint8 | True if this actor is currently running user construction script (used to defer component registration) | GameFramework/Actor.h | |
| bTearOff | uint8 | GameFramework/Actor.h |
|
|
| bTickFunctionsRegistered | uint8 | Whether we've tried to register tick functions. Reset when they are unregistered. | GameFramework/Actor.h | |
| DefaultUpdateOverlapsMethodDuringLevelStreaming | EActorUpdateOverlapsMethod | Default value taken from config file for this class when 'UseConfigDefault' is chosen for 'UpdateOverlapsMethodDuringLevelStreaming'. | GameFramework/Actor.h |
|
| FolderGuid | FGuid | If the actor's level uses the actor folder objects feature, contains the actor folder unique identifier (invalid=root). | GameFramework/Actor.h |
|
| FolderPath | FName | The folder path of this actor in the world. | GameFramework/Actor.h | |
| HLODLayer | TObjectPtr< class UHLODLayer > | The UHLODLayer in which this actor should be included. | GameFramework/Actor.h |
|
| InstanceComponents | TArray< TObjectPtr< UActorComponent > > | Array of ActorComponents that have been added by the user on a per-instance basis. | GameFramework/Actor.h |
|
| Instigator | TObjectPtr< class APawn > | Pawn responsible for damage and other gameplay events caused by this actor. | GameFramework/Actor.h |
|
| LastRenderTime | FActorLastRenderTime | The value of WorldSettings->TimeSeconds for the frame when one of this actor's components was last rendered. | GameFramework/Actor.h | |
| LevelInstanceFlags | ELevelInstanceFlags | Flags related to level instances for this actor. | GameFramework/Actor.h |
|
| LevelInstanceType | ELevelInstanceType | Whether this actor belongs to a level instance or not and what type of level instance. | GameFramework/Actor.h |
|
| NativeConstructedComponentToPropertyMap | TMultiMap< FName, FObjectProperty * > | Maps natively-constructed components to properties that reference them. | GameFramework/Actor.h | |
| ObjectsDetachedFromExternalPackage | TArray< TObjectPtr< UObject > > | Temporary list of objects that were outered to this actor's external package. | GameFramework/Actor.h |
|
| OwnedComponents | TSet< TObjectPtr< UActorComponent > > | All ActorComponents owned by this Actor. | GameFramework/Actor.h | |
| ParentComponent | TWeakObjectPtr< UChildActorComponent > | The UChildActorComponent that owns this Actor. | GameFramework/Actor.h | |
| PhysicsReplicationMode | EPhysicsReplicationMode | Which mode to replicate physics through for this actor. | GameFramework/Actor.h |
|
| RayTracingGroupId | int32 | The RayTracingGroupId this actor and its components belong to. | GameFramework/Actor.h | |
| RemoteRole | TEnumAsByte< enum ENetRole > | Describes how much control the remote machine has over the actor. | GameFramework/Actor.h |
|
| ReplicatedComponentsInfo | TArray< UE::Net::FReplicatedComponentInfo > | Array of replicated components and the list of replicated subobjects they own. | GameFramework/Actor.h | |
| ReplicatedMovement | FRepMovement | Used for replication of our RootComponent's position and velocity | GameFramework/Actor.h |
|
| ReplicatedSubObjects | UE::Net::FSubObjectRegistry | Collection of SubObjects that get replicated when this actor gets replicated. | GameFramework/Actor.h | |
| Role | TEnumAsByte< enum ENetRole > | Describes how much control the local machine has over the actor. | GameFramework/Actor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float ActorGetDistanceToCollision
(
const FVector& Point, |
Returns Distance to closest Body Instance surface. | GameFramework/Actor.h | |
bool ActorHasTag
(
FName Tag |
See if this actor's Tags array contains the supplied name tag | GameFramework/Actor.h |
|
bool ActorLineTraceSingle
(
FHitResult& OutHit, |
Trace a ray against the Components of this Actor and return the first blocking hit | GameFramework/Actor.h | |
const FTransform & ActorToWorld() |
Get the local-to-world transform of the RootComponent. Identical to GetTransform(). | GameFramework/Actor.h | |
virtual bool ActorTypeSupportsDataLayer() |
GameFramework/Actor.h | ||
virtual bool ActorTypeSupportsExternalDataLayer() |
GameFramework/Actor.h | ||
void AddActorComponentReplicatedSubObject
(
UActorComponent* OwnerComponent, |
Register a SubObject that will get replicated along with the actor component owning it. | GameFramework/Actor.h | |
void AddActorLocalOffset
(
FVector DeltaLocation, |
GameFramework/Actor.h |
|
|
void AddActorLocalRotation
(
const FQuat& DeltaRotation, |
GameFramework/Actor.h | ||
void AddActorLocalRotation
(
FRotator DeltaRotation, |
GameFramework/Actor.h |
|
|
void AddActorLocalTransform
(
const FTransform& NewTransform, |
GameFramework/Actor.h |
|
|
void AddActorWorldOffset
(
FVector DeltaLocation, |
GameFramework/Actor.h |
|
|
void AddActorWorldRotation
(
const FQuat& DeltaRotation, |
GameFramework/Actor.h | ||
void AddActorWorldRotation
(
FRotator DeltaRotation, |
GameFramework/Actor.h |
|
|
void AddActorWorldTransform
(
const FTransform& DeltaTransform, |
GameFramework/Actor.h |
|
|
void AddActorWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
GameFramework/Actor.h |
|
|
UActorComponent * AddComponent
(
FName TemplateName, |
Creates a new component and assigns ownership to the Actor this is called for. | GameFramework/Actor.h |
|
UActorComponent * AddComponentByClass
(
TSubclassOf< UActorComponent > Class, |
Creates a new component and assigns ownership to the Actor this is called for. | GameFramework/Actor.h |
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool AddDataLayer
(
const UDEPRECATED_DataLayer* DataLayer |
GameFramework/Actor.h | ||
bool AddDataLayer
(
const UDataLayerInstance* DataLayerInstance |
GameFramework/Actor.h | ||
bool AddDataLayer
(
const UDataLayerAsset* DataLayerAsset |
GameFramework/Actor.h | ||
bool AddDataLayer
(
const FActorDataLayer& ActorDataLayer |
GameFramework/Actor.h | ||
void AddInstanceComponent
(
UActorComponent* Component |
Adds a component to the instance components array | GameFramework/Actor.h | |
void AddOwnedComponent
(
UActorComponent* Component |
Puts a component in to the OwnedComponents array of the Actor. | GameFramework/Actor.h | |
void AddReplicatedSubObject
(
UObject* SubObject, |
Register a SubObject that will get replicated along with the actor. | GameFramework/Actor.h | |
virtual void AddTickPrerequisiteActor
(
AActor* PrerequisiteActor |
Make this actor tick after PrerequisiteActor. | GameFramework/Actor.h |
|
virtual void AddTickPrerequisiteComponent
(
UActorComponent* PrerequisiteComponent |
Make this actor tick after PrerequisiteComponent. | GameFramework/Actor.h |
|
virtual ELifetimeCondition AllowActorComponentToReplicate
(
const UActorComponent* ComponentToReplicate |
Allows classes to control if a replicated component can actually be replicated or not in a specific actor class. | GameFramework/Actor.h | |
bool AllowReceiveTickEventOnDedicatedServer() |
Return the value of bAllowReceiveTickEventOnDedicatedServer, indicating whether the Blueprint ReceiveTick() event will occur on dedicated servers. | GameFramework/Actor.h | |
virtual void ApplyWorldOffset
(
const FVector& InOffset, |
Called by owning level to shift an actor location and all relevant data structures by specified delta | GameFramework/Actor.h | |
virtual void AsyncPhysicsTickActor
(
float DeltaTime, |
Override this function to implement custom logic to be executed every physics step. | GameFramework/Actor.h | |
bool AttachToActor
(
AActor* ParentActor, |
Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket. | GameFramework/Actor.h | |
bool AttachToComponent
(
USceneComponent* Parent, |
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. | GameFramework/Actor.h | |
virtual void BecomeViewTarget
(
APlayerController* PC |
Called when this actor becomes the given PlayerController's ViewTarget. | GameFramework/Actor.h | |
virtual void CalcCamera
(
float DeltaTime, |
Calculate camera view point, when viewing this actor. | GameFramework/Actor.h | |
virtual FBox CalculateComponentsBoundingBoxInLocalSpace
(
bool bNonColliding, |
Calculates the actor space bounding box of all components in this Actor. | GameFramework/Actor.h | |
void CallPreReplication
(
UNetDriver* NetDriver |
Called by the networking system to call PreReplication on this actor and its components using the given NetDriver to find or create RepChangedPropertyTrackers. | GameFramework/Actor.h | |
bool CanAddDataLayer
(
const UDataLayerInstance* InDataLayerInstance, |
GameFramework/Actor.h | ||
virtual bool CanBeBaseForCharacter
(
APawn* Pawn |
Return true if the given Pawn can be "based" on this actor (ie walk on it). | GameFramework/Actor.h | |
bool CanBeDamaged () |
Gets the literal value of bCanBeDamaged. | GameFramework/Actor.h | |
virtual bool CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. | GameFramework/Actor.h | |
virtual bool CanDeleteSelectedActor
(
FText& OutReason |
When selected can this actor be deleted? | GameFramework/Actor.h | |
virtual bool CanEditChangeComponent
(
const UActorComponent* Component, |
GameFramework/Actor.h | ||
bool CanEverTick() |
Accessor for the value of bCanEverTick | GameFramework/Actor.h | |
bool CanPlayFromHere() |
GameFramework/Actor.h | ||
virtual bool CanReplaceSelectedActor
(
FText& OutReason |
When selected can this actor be replaced | GameFramework/Actor.h | |
bool CanTriggerResimulation() |
Can this body trigger a resimulation when Physics Prediction is enabled | GameFramework/Actor.h |
|
void CheckComponentInstanceName
(
const FName InName |
Checks for and resolve any name conflicts prior to instancing a new Blueprint Component. | GameFramework/Actor.h | |
virtual void CheckForDeprecated() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | GameFramework/Actor.h | |
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | GameFramework/Actor.h | |
virtual bool CheckStillInWorld () |
This will check to see if the Actor is still in the world. | GameFramework/Actor.h | |
void ClearActorLabel() |
Advanced - clear the actor label. | GameFramework/Actor.h | |
void ClearComponentOverlaps () |
Dispatch all EndOverlap for all of the Actor's PrimitiveComponents. | GameFramework/Actor.h | |
virtual void ClearCrossLevelReferences() |
Do anything needed to clear out cross level references; Called from ULevel::PreSave | GameFramework/Actor.h | |
void ClearInstanceComponents
(
bool bDestroyComponents |
Clears the instance components array | GameFramework/Actor.h | |
bool ContainsDataLayer
(
const FActorDataLayer& ActorDataLayer |
GameFramework/Actor.h | ||
bool ContainsDataLayer
(
const UDataLayerInstance* DataLayerInstance |
GameFramework/Actor.h | ||
bool ContainsDataLayer
(
const UDataLayerAsset* DataLayerAsset |
GameFramework/Actor.h | ||
void CopyRemoteRoleFrom
(
const AActor* CopyFromActor |
Copies RemoteRole from another Actor and adds this actor to the list of network actors if necessary. | GameFramework/Actor.h | |
TUniquePtr< class FWorldPartitionActorDesc > CreateActorDesc() |
Creates an initialized actor descriptor from this actor. | GameFramework/Actor.h | |
virtual TUniquePtr< class FWorldPartitionActorDesc > CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | GameFramework/Actor.h | |
UActorComponent * CreateComponentFromTemplate
(
UActorComponent* Template, |
Util to create a component based on a template | GameFramework/Actor.h | |
UActorComponent * CreateComponentFromTemplateData
(
const FBlueprintCookedComponentInstancingData* TemplateData, |
GameFramework/Actor.h | ||
virtual void CreateInputComponent
(
TSubclassOf< UInputComponent > InputComponentToCreate |
Creates an input component from the input component passed in | GameFramework/Actor.h |
|
bool CreateOrUpdateActorFolder () |
Creates or updates actor's folder object if necessary. | GameFramework/Actor.h | |
void DebugShowComponentHierarchy
(
const TCHAR* Info, |
Debug helper to show the component hierarchy of this actor. | GameFramework/Actor.h | |
void DebugShowOneComponentHierarchy
(
USceneComponent* SceneComp, |
Debug helper for showing the component hierarchy of one component | GameFramework/Actor.h | |
bool Destroy
(
bool bNetForce, |
Destroy this actor. | GameFramework/Actor.h | |
void DestroyConstructedComponents() |
Destroys the constructed components. | GameFramework/Actor.h | |
virtual void Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | GameFramework/Actor.h | |
virtual bool DestroyNetworkActorHandled() |
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first | GameFramework/Actor.h | |
void DestroyReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. | GameFramework/Actor.h | |
void DestroyReplicatedSubObjectOnRemotePeers
(
UActorComponent* OwnerComponent, |
Similar to the other destroy function but for subobjects owned by an ActorComponent | GameFramework/Actor.h | |
void DetachAllSceneComponents
(
USceneComponent* InParentComponent, |
Detaches all SceneComponents in this Actor from the supplied parent SceneComponent. | GameFramework/Actor.h | |
void DetachFromActor
(
const FDetachmentTransformRules& DetachmentRules |
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. | GameFramework/Actor.h | |
void DetachRootComponentFromParent
(
bool bMaintainWorldPosition |
DEPRECATED - Use DetachFromActor() instead | GameFramework/Actor.h |
|
void DisableComponentsSimulatePhysics() |
Stop all simulation from all components in this actor | GameFramework/Actor.h | |
virtual void DisableInput
(
APlayerController* PlayerController |
Removes this actor from the stack of input being handled by a PlayerController. | GameFramework/Actor.h |
|
void DispatchBeginPlay
(
bool bFromLevelStreaming |
Initiate a begin play call on this Actor, will handle calling in the correct order. | GameFramework/Actor.h | |
void DispatchBlockingHit
(
UPrimitiveComponent* MyComp, |
Call ReceiveHit, as well as delegates on Actor and Component | GameFramework/Actor.h | |
virtual void DispatchPhysicsCollisionHit
(
const FRigidBodyCollisionInfo& MyInfo, |
Dispatches ReceiveHit virtual and OnComponentHit delegate | GameFramework/Actor.h | |
virtual void DisplayDebug
(
UCanvas* Canvas, |
Draw important Actor variables on canvas. | GameFramework/Actor.h | |
void DrawDebugComponents
(
FColor const& BaseColor |
Debug rendering to visualize the component tree for this actor. | GameFramework/Actor.h | |
virtual void EditorApplyMirror
(
const FVector& MirrorScale, |
Called by MirrorActors to perform a mirroring operation on the actor | GameFramework/Actor.h | |
virtual void EditorApplyRotation
(
const FRotator& DeltaRotation, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. | GameFramework/Actor.h | |
virtual void EditorApplyScale
(
const FVector& DeltaScale, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. | GameFramework/Actor.h | |
virtual void EditorApplyTranslation
(
const FVector& DeltaTranslation, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. | GameFramework/Actor.h | |
| Returns true if this actor is allowed to be attached from the given actor | GameFramework/Actor.h | ||
| Returns true if this actor is allowed to be attached to the given actor | GameFramework/Actor.h | ||
| Returns true if this actor is allowed to be detached from the given actor | GameFramework/Actor.h | ||
| Get underlying actors | GameFramework/Actor.h | ||
virtual void EditorKeyPressed
(
FKey Key, |
Called by InputKey when an unhandled key is pressed with a selected actor | GameFramework/Actor.h | |
virtual void EditorReplacedActor
(
AActor* OldActor |
Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced | GameFramework/Actor.h | |
virtual void EnableInput
(
APlayerController* PlayerController |
Pushes this actor on to the stack of input being handled by a PlayerController. | GameFramework/Actor.h |
|
virtual void EndViewTarget
(
APlayerController* PC |
Called when this actor is no longer the given PlayerController's ViewTarget. | GameFramework/Actor.h | |
void ExchangeNetRoles
(
bool bRemoteOwner |
Swaps Role and RemoteRole if client | GameFramework/Actor.h | |
bool ExecuteConstruction
(
const FTransform& Transform, |
Run any construction script for this Actor. Will call OnConstruction. | GameFramework/Actor.h | |
virtual void FellOutOfWorld
(
const UDamageType& dmgType |
Called when the actor falls out of the world 'safely' (below KillZ and such) | GameFramework/Actor.h | |
T * FindComponentByClass () |
Templatized version of FindComponentByClass that handles casting for you | GameFramework/Actor.h | |
virtual UActorComponent * FindComponentByClass
(
const TSubclassOf< UActorComponent > ComponentClass |
Searches components array and returns first encountered component of the specified class, native version of GetComponentByClass | GameFramework/Actor.h | |
T * FindComponentByInterface () |
Templatized version of FindComponentByInterface that handles casting for you | GameFramework/Actor.h | |
T * FindComponentByInterface () |
Templatized version of FindComponentByInterface that handles casting for you | GameFramework/Actor.h | |
virtual UActorComponent * FindComponentByInterface
(
const TSubclassOf< UInterface > Interface |
Searches components array and returns first encountered component that implements the given interface. | GameFramework/Actor.h | |
T * FindComponentByTag
(
const FName& Tag |
Templatized version of FindComponentByTag that handles casting for you | GameFramework/Actor.h | |
UActorComponent * FindComponentByTag
(
TSubclassOf< UActorComponent > ComponentClass, |
Searches components array and returns first encountered component with a given tag. | GameFramework/Actor.h |
|
void FinishAddComponent
(
UActorComponent* Component, |
Completes the creation of a new actor component. | GameFramework/Actor.h |
|
void FinishAndRegisterComponent
(
UActorComponent* Component |
Helper function to register the specified component, and add it to the serialized components array | GameFramework/Actor.h | |
void FinishSpawning
(
const FTransform& Transform, |
Called to finish the spawning process, generally in the case of deferred spawning | GameFramework/Actor.h | |
void FixupActorFolder() |
Detects and fixes invalid actor folder | GameFramework/Actor.h | |
void FixupDataLayers
(
bool bRevertChangesOnLockedDataLayer |
GameFramework/Actor.h | ||
void FlushNetDormancy () |
Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant) | GameFramework/Actor.h |
|
virtual void ForceNetRelevant() |
Forces this actor to be net relevant if it is not already by default | GameFramework/Actor.h | |
virtual void ForceNetUpdate() |
Force actor to be updated to clients/demo net drivers | GameFramework/Actor.h |
|
void ForcePropertyCompare() |
Forces properties on this actor to do a compare for one frame (rather than share shadow state) | GameFramework/Actor.h | |
void ForEachAttachedActors
(
TFunctionRef< bool(class AActor*)> Functor |
Call a functor for Actors which are attached directly to a component in this actor. | GameFramework/Actor.h | |
void ForEachComponent
(
bool bIncludeFromChildActors, |
Calls the compile-time lambda on each valid component | GameFramework/Actor.h | |
void ForEachComponent
(
bool bIncludeFromChildActors, |
Calls the compile-time lambda on each component of the specified type | GameFramework/Actor.h | |
virtual void GatherCurrentMovement() |
Fills ReplicatedMovement property | GameFramework/Actor.h | |
virtual void GetActorBounds
(
bool bOnlyCollidingComponents, |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). | GameFramework/Actor.h |
|
TArray< FActorDataLayer > const & GetActorDataLayers() |
GameFramework/Actor.h | ||
virtual void GetActorDescProperties
(
FPropertyPairsMap& PropertyPairsMap |
Add properties to the actor desc. | GameFramework/Actor.h | |
bool GetActorEnableCollision() |
Get current state of collision for the whole actor | GameFramework/Actor.h |
|
virtual void GetActorEyesViewPoint
(
FVector& OutLocation, |
Returns the point of view of the actor. | GameFramework/Actor.h |
|
FVector GetActorForwardVector() |
Get the forward (X) vector (length 1.0) from this Actor, in world space. | GameFramework/Actor.h |
|
const FGuid & GetActorGuid() |
Returns this actor's Guid. Actor Guids are only available in editor builds. | GameFramework/Actor.h | |
const FGuid & GetActorInstanceGuid() |
Returns this actor's instance Guid. Actor Guids are only available in editor builds. | GameFramework/Actor.h | |
const FString & GetActorLabel
(
bool bCreateIfNone |
Returns this actor's current label. Actor labels are only available in development builds. | GameFramework/Actor.h |
|
FStringView GetActorLabelView() |
GameFramework/Actor.h | ||
FVector GetActorLocation() |
Returns the location of the RootComponent of this Actor | GameFramework/Actor.h | |
FString GetActorNameOrLabel() |
GameFramework/Actor.h | ||
FQuat GetActorQuat() |
Returns the quaternion of the RootComponent of this Actor | GameFramework/Actor.h | |
FVector GetActorRelativeScale3D() |
Return the actor's relative scale 3d | GameFramework/Actor.h |
|
FVector GetActorRightVector() |
Get the right (Y) vector (length 1.0) from this Actor, in world space. | GameFramework/Actor.h |
|
FRotator GetActorRotation() |
Returns the rotation of the RootComponent of this Actor | GameFramework/Actor.h | |
FVector GetActorScale() |
Returns the scale of the RootComponent of this Actor | GameFramework/Actor.h | |
FVector GetActorScale3D() |
Returns the Actor's world-space scale. | GameFramework/Actor.h |
|
float GetActorTickInterval() |
Returns the tick interval of this actor's primary tick function | GameFramework/Actor.h |
|
float GetActorTimeDilation () |
Get ActorTimeDilation - this can be used for input control or speed control for slomo. | GameFramework/Actor.h |
|
float GetActorTimeDilation
(
const UWorld& ActorWorld |
More efficient version that takes the Actor's current world. | GameFramework/Actor.h | |
const FTransform & GetActorTransform() |
Returns the transform of the RootComponent of this Actor | GameFramework/Actor.h | |
FVector GetActorUpVector() |
Get the up (Z) vector (length 1.0) from this Actor, in world space. | GameFramework/Actor.h |
|
void GetAllChildActors
(
TArray< AActor* >& ChildActors, |
Returns a list of all actors spawned by our Child Actor Components, including children of children. | GameFramework/Actor.h |
|
| Find all Actors which are attached directly to a component in this actor | GameFramework/Actor.h |
|
|
const FRepAttachment & GetAttachmentReplication() |
Get read-only access to current AttachmentReplication. | GameFramework/Actor.h | |
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. | GameFramework/Actor.h |
|
|
| Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. | GameFramework/Actor.h |
|
|
bool GetAutoDestroyWhenFinished() |
GameFramework/Actor.h | ||
const FString & GetBrowseToAssetOverride() |
Gets metadata on the Actor that says which package to show in the Content Browser when browsing to it, or an empty string if there is no override | GameFramework/Actor.h | |
UActorComponent * GetComponentByClass
(
TSubclassOf< UActorComponent > ComponentClass |
Searches components array and returns first encountered component of the specified class | GameFramework/Actor.h |
|
T * GetComponentByClass () |
Templated version of GetComponentByClass | GameFramework/Actor.h | |
void GetComponents
(
TArray< UActorComponent*, AllocatorType >& OutComponents, |
UActorComponent specialization of GetComponents() to avoid unnecessary casts. | GameFramework/Actor.h | |
void GetComponents
(
TArray< TObjectPtr< T >, AllocatorType >& OutComponents, |
Get all components derived from class 'T' and fill in the OutComponents array with the result. | GameFramework/Actor.h | |
void GetComponents
(
TArray< T*, AllocatorType >& OutComponents, |
Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. | GameFramework/Actor.h | |
const TSet< UActorComponent * > & GetComponents () |
Get a direct reference to the Components set rather than a copy with the null pointers removed. | GameFramework/Actor.h | |
void GetComponents
(
TSubclassOf< UActorComponent > ComponentClass, |
Get all components derived from specified ComponentClass and fill in the OutComponents array with the result. | GameFramework/Actor.h | |
void GetComponents
(
TArray< ComponentType, AllocatorType >& OutComponents, |
Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. | GameFramework/Actor.h | |
virtual FBox GetComponentsBoundingBox
(
bool bNonColliding, |
Returns the world space bounding box of all components in this Actor. | GameFramework/Actor.h | |
virtual void GetComponentsBoundingCylinder
(
float& CollisionRadius, |
Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false. | GameFramework/Actor.h | |
TArray< UActorComponent * > GetComponentsByInterface
(
TSubclassOf< UInterface > Interface |
Gets all the components that implements the given interface. | GameFramework/Actor.h |
|
TArray< UActorComponent * > GetComponentsByTag
(
TSubclassOf< UActorComponent > ComponentClass, |
Gets all the components that inherit from the given class with a given tag. | GameFramework/Actor.h |
|
virtual ECollisionResponse GetComponentsCollisionResponseToChannel
(
ECollisionChannel Channel |
Get Collision Response to the passed in Channel for all components It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response if Component A ignores, but if Component B overlaps, it will return overlap | GameFramework/Actor.h | |
const FGuid & GetContentBundleGuid() |
Returns this actor's content bundle Guid. | GameFramework/Actor.h | |
virtual FName GetCustomIconName() |
Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus) | GameFramework/Actor.h | |
TArray< const UDataLayerAsset * > GetDataLayerAssets
(
bool bIncludeExternalDataLayerAsset |
GameFramework/Actor.h | ||
| GameFramework/Actor.h | |||
TArray< const UDataLayerInstance * > GetDataLayerInstances () |
GameFramework/Actor.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const AWorldDataLayers* WorldDataLayers |
GameFramework/Actor.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstancesForLevel() |
GameFramework/Actor.h | ||
virtual FString GetDefaultActorLabel () |
Returns this actor's default label (does not include any numeric suffix). | GameFramework/Actor.h |
|
virtual USceneComponent * GetDefaultAttachComponent() |
Returns this actor's default attachment component for attaching children to | GameFramework/Actor.h | |
float GetDistanceTo
(
const AActor* OtherActor |
Returns the distance from this Actor to OtherActor. | GameFramework/Actor.h |
|
float GetDotProductTo
(
const AActor* OtherActor |
Returns the dot product from this Actor to OtherActor. | GameFramework/Actor.h |
|
const UExternalDataLayerAsset * GetExternalDataLayerAsset() |
GameFramework/Actor.h | ||
FFolder GetFolder() |
Returns a FFolder that contains the actor folder path and its folder root object. | GameFramework/Actor.h | |
FGuid GetFolderGuid
(
bool bDirectAccess |
Returns actor folder guid. If level is not using actor folder objects, returns an invalid guid. | GameFramework/Actor.h | |
FName GetFolderPath() |
Returns this actor's folder path. Actor folder paths are only available in development builds. | GameFramework/Actor.h |
|
FFolder::FRootObject GetFolderRootObject() |
Returns the actor's folder root object. Null, is interpreted as the actor's world. | GameFramework/Actor.h | |
T * GetGameInstance () |
Gets the GameInstance that ultimately contains this actor cast to the template type. | GameFramework/Actor.h | |
| Gets the GameInstance that ultimately contains this actor. | GameFramework/Actor.h | ||
float GetGameTimeSinceCreation() |
The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds. | GameFramework/Actor.h |
|
UHLODLayer * GetHLODLayer() |
Return the HLOD layer that should include this actor. | GameFramework/Actor.h | |
virtual TArray< UActorComponent * > GetHLODRelevantComponents() |
Return the list of components to use when building the HLOD representation of this actor. | GameFramework/Actor.h | |
float GetHorizontalDistanceTo
(
const AActor* OtherActor |
Returns the distance from this Actor to OtherActor, ignoring Z. | GameFramework/Actor.h |
|
float GetHorizontalDotProductTo
(
const AActor* OtherActor |
Returns the dot product from this Actor to OtherActor, ignoring Z. | GameFramework/Actor.h |
|
virtual FString GetHumanReadableName() |
Returns the human readable string representation of an object. | GameFramework/Actor.h | |
float GetInputAxisKeyValue
(
const FKey InputAxisKey |
Gets the value of the input axis key if input is enabled for this actor. | GameFramework/Actor.h |
|
float GetInputAxisValue
(
const FName InputAxisName |
Gets the value of the input axis if input is enabled for this actor. | GameFramework/Actor.h |
|
FVector GetInputVectorAxisValue
(
const FKey InputAxisKey |
Gets the value of the input axis key if input is enabled for this actor. | GameFramework/Actor.h |
|
const TArray< UActorComponent * > & GetInstanceComponents() |
Returns the instance components array | GameFramework/Actor.h | |
T * GetInstigator () |
Get the instigator, cast as a specific class. | GameFramework/Actor.h | |
APawn * GetInstigator () |
Returns the instigator for this actor, or nullptr if there is none. | GameFramework/Actor.h |
|
| Returns the instigator's controller for this actor, or nullptr if there is none. | GameFramework/Actor.h |
|
|
T * GetInstigatorController () |
Returns the instigator's controller, cast as a specific class. | GameFramework/Actor.h | |
bool GetIsReplicated() |
Returns whether replication is enabled or not. | GameFramework/Actor.h | |
bool GetIsSpatiallyLoaded() |
Returns true if this actor is spatially loaded. | GameFramework/Actor.h | |
virtual float GetLastRenderTime() |
Returns the most recent time any of this actor's components were rendered | GameFramework/Actor.h | |
ULevel * GetLevel() |
Return the ULevel that this Actor is part of. | GameFramework/Actor.h |
|
FTransform GetLevelTransform() |
Return the FTransform of the level this actor is a part of. | GameFramework/Actor.h |
|
virtual float GetLifeSpan() |
Get the remaining lifespan of this actor. If zero is returned the actor lives forever. | GameFramework/Actor.h |
|
ENetRole GetLocalRole() |
Returns how much control the local machine has over this actor. | GameFramework/Actor.h |
|
float GetMinNetUpdateFrequency() |
Get the frequency to throttle down to when replicated properties are changing infrequently. | GameFramework/Actor.h |
|
virtual UNetConnection * GetNetConnection() |
Get the owning connection used for communicating between client/server | GameFramework/Actor.h | |
float GetNetCullDistanceSquared() |
Get the square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. | GameFramework/Actor.h |
|
virtual bool GetNetDormancy
(
const FVector& ViewPos, |
Returns true if the actor should be dormant for a specific net connection. | GameFramework/Actor.h | |
UNetDriver * GetNetDriver() |
Returns the net driver that this actor is bound to, may be null | GameFramework/Actor.h | |
FName GetNetDriverName() |
Returns name of the net driver associated with this actor (all RPCs will go out via this connection) | GameFramework/Actor.h | |
| Get the network mode (dedicated server, client, standalone, etc) for this actor. | GameFramework/Actor.h | ||
virtual const AActor * GetNetOwner() |
Return the actor responsible for replication, if any. Typically the player controller | GameFramework/Actor.h | |
virtual UPlayer * GetNetOwningPlayer () |
Return the owning UPlayer (if any) of this actor if it's role is ROLE_Authority. | GameFramework/Actor.h | |
virtual UPlayer * GetNetOwningPlayerAnyRole () |
Return the owning UPlayer (if any) of this actor, regardless of it's current role. | GameFramework/Actor.h | |
virtual float GetNetPriority
(
const FVector& ViewPos, |
Function used to prioritize actors when deciding which to replicate | GameFramework/Actor.h | |
float GetNetUpdateFrequency() |
Get the current frequency at which this object will be considered for replication. | GameFramework/Actor.h |
|
const int32 GetNumUncachedStaticLightingInteractions() |
Returns NumUncachedStaticLightingInteractions for this actor | GameFramework/Actor.h | |
void GetOverlappingActors
(
TArray< AActor* >& OverlappingActors, |
Returns list of actors this actor is overlapping (any component overlapping any component). | GameFramework/Actor.h |
|
void GetOverlappingActors
(
TSet< AActor* >& OverlappingActors, |
Returns set of actors this actor is overlapping (any component overlapping any component). | GameFramework/Actor.h | |
void GetOverlappingComponents
(
TArray< UPrimitiveComponent* >& OverlappingComponents |
Returns list of components this actor is overlapping. | GameFramework/Actor.h |
|
void GetOverlappingComponents
(
TSet< UPrimitiveComponent* >& OverlappingComponents |
Returns set of components this actor is overlapping. | GameFramework/Actor.h | |
| Get the owner of this Actor, used primarily for network replication. | GameFramework/Actor.h |
|
|
T * GetOwner () |
Templated version of GetOwner(), will return nullptr if cast fails | GameFramework/Actor.h | |
AActor * GetParentActor() |
If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component | GameFramework/Actor.h |
|
UChildActorComponent * GetParentComponent() |
If this Actor was created by a Child Actor Component returns that Child Actor Component | GameFramework/Actor.h |
|
EPhysicsReplicationMode GetPhysicsReplicationMode() |
Get the physics replication mode of this body, via EPhysicsReplicationMode | GameFramework/Actor.h |
|
virtual APhysicsVolume * GetPhysicsVolume() |
Get the physics volume that is currently applied to this Actor (there can only ever be one) | GameFramework/Actor.h | |
FVector GetPivotOffset() |
Gets the local space offset added to the actor's pivot as used by the editor | GameFramework/Actor.h | |
FVector GetPlacementExtent() |
Get the extent used when placing this actor in the editor, used for 'pulling back' hit. | GameFramework/Actor.h | |
int32 GetRayTracingGroupId() |
Return the RayTracingGroupId for this actor. | GameFramework/Actor.h |
|
| Used by the "Sync to Content Browser" right-click menu option in the editor. | GameFramework/Actor.h | ||
ENetRole GetRemoteRole() |
Returns how much control the remote machine has over this actor. | GameFramework/Actor.h |
|
virtual float GetReplayPriority
(
const FVector& ViewPos, |
Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay. | GameFramework/Actor.h | |
const TArray< UActorComponent * > & GetReplicatedComponents() |
Returns a constant reference to the replicated components set | GameFramework/Actor.h | |
const FRepMovement & GetReplicatedMovement () |
Gets the literal value of ReplicatedMovement. | GameFramework/Actor.h | |
| Gets a reference to ReplicatedMovement with the expectation that it will be modified. | GameFramework/Actor.h | ||
float GetResimulationThreshold() |
Get the error threshold in centimeters before this object should enforce a resimulation to trigger. | GameFramework/Actor.h |
|
USceneComponent * GetRootComponent() |
Returns this actor's root component. | GameFramework/Actor.h | |
virtual AActor * GetRootSelectionParent() |
Returns top most selection parent | GameFramework/Actor.h | |
virtual FName GetRuntimeGrid() |
Returns this actor's current target runtime grid. | GameFramework/Actor.h | |
virtual UPackage * GetSceneOutlinerItemPackage() |
Returns the actor item package that should be used in the scene outliner | GameFramework/Actor.h | |
virtual UPackage * GetSceneOutlinerPackage() |
Returns the actor package that should be used in the scene outliner | GameFramework/Actor.h | |
virtual AActor * GetSceneOutlinerParent() |
Returns the actor attachement parent that should be used in the scene outliner | GameFramework/Actor.h | |
virtual UPackage * GetSceneOutlinerTopParentPackage() |
Returns the actor top parent package that should be used in the scene outliner | GameFramework/Actor.h | |
virtual AActor * GetSelectionParent() |
Returns immediate selection parent | GameFramework/Actor.h | |
virtual void GetSimpleCollisionCylinder
(
float& CollisionRadius, |
Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). | GameFramework/Actor.h | |
FVector GetSimpleCollisionCylinderExtent() |
Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder(). | GameFramework/Actor.h | |
float GetSimpleCollisionHalfHeight() |
Returns the half height of the collision cylinder from GetSimpleCollisionCylinder(). | GameFramework/Actor.h | |
float GetSimpleCollisionRadius() |
Returns the radius of the collision cylinder from GetSimpleCollisionCylinder(). | GameFramework/Actor.h | |
virtual bool GetSoftReferencedContentObjects
(
TArray< FSoftObjectPath >& SoftObjects |
Similar to GetReferencedContentObjects, but for soft referenced objects | GameFramework/Actor.h | |
float GetSquaredDistanceTo
(
const AActor* OtherActor |
Returns the squared distance from this Actor to OtherActor. | GameFramework/Actor.h |
|
float GetSquaredHorizontalDistanceTo
(
const AActor* OtherActor |
Returns the squared distance from this Actor to OtherActor, ignoring Z. | GameFramework/Actor.h |
|
virtual void GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Returns the bounding boxes of all components that make up this Actor for loading at runtime and editor. | GameFramework/Actor.h | |
FBox GetStreamingBounds () |
GameFramework/Actor.h | ||
virtual FVector GetTargetLocation
(
AActor* RequestedBy |
Returns the optimal location to fire weapons at this actor | GameFramework/Actor.h | |
bool GetTearOff() |
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated. | GameFramework/Actor.h | |
bool GetTickableWhenPaused() |
Gets whether this actor can tick when paused. | GameFramework/Actor.h |
|
const FTransform & GetTransform () |
General functions. | GameFramework/Actor.h |
|
| Get the method used to UpdateOverlaps() when loaded via level streaming. | GameFramework/Actor.h | ||
virtual FVector GetVelocity() |
Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent | GameFramework/Actor.h |
|
float GetVerticalDistanceTo
(
const AActor* OtherActor |
Returns the distance from this Actor to OtherActor, ignoring XY. | GameFramework/Actor.h |
|
virtual UWorld * GetWorld() |
Getter for the cached world pointer, will return null if the actor is not actually spawned in a level | GameFramework/Actor.h | |
AWorldSettings * GetWorldSettings() |
Returns the WorldSettings for the World the actor is in If you'd like to know what UWorld this placed actor (not dynamic spawned actor) belong to, use GetTypedOuter |
GameFramework/Actor.h | |
FTimerManager & GetWorldTimerManager() |
Get the timer instance from the actors world | GameFramework/Actor.h | |
void HandleRegisterComponentWithWorld
(
UActorComponent* Component |
Finish initializing the component and register tick functions and beginplay if it's the proper time to do so. | GameFramework/Actor.h | |
virtual bool HasActiveCameraComponent
(
bool bForceFindCamera |
Returns true if the actor contains an active camera component | GameFramework/Actor.h | |
virtual bool HasActivePawnControlCameraComponent() |
Returns true if the actor contains an active locked to HMD camera component | GameFramework/Actor.h | |
bool HasActorBegunPlay() |
Returns whether an actor has had BeginPlay called on it (and not subsequently had EndPlay called) | GameFramework/Actor.h | |
bool HasActorRegisteredAllComponents () |
Returns bHasRegisteredAllComponents which indicates whether this actor has registered all their components without unregisatering all of them them. | GameFramework/Actor.h | |
bool HasAuthority() |
Returns whether this actor has network authority | GameFramework/Actor.h |
|
bool HasContentBundle() |
GameFramework/Actor.h | ||
bool HasDataLayers() |
GameFramework/Actor.h | ||
bool HasDeferredComponentRegistration() |
Returns true if Actor has deferred the RegisterAllComponents() call at spawn time (e.g. pending Blueprint SCS execution to set up a scene root component). | GameFramework/Actor.h | |
bool HasEditableLevelLevelInstancePropertyOverrides() |
If true, this actor or one of its components has property overrides applied from an editable level instance (level instance is in a non readonly level) | GameFramework/Actor.h | |
bool HasExternalContent() |
GameFramework/Actor.h | ||
virtual bool HasHLODRelevantComponents() |
Indicates whether this actor can provide HLOD relevant components. | GameFramework/Actor.h | |
bool HasLevelInstancePropertyOverrides() |
If true, this actor or one of its components has property overrides applied. | GameFramework/Actor.h | |
virtual bool HasLocalNetOwner() |
Does this actor have a locally controlled owner responsible for replication? (APlayerController typically) | GameFramework/Actor.h | |
virtual bool HasNetOwner() |
Does this actor have an owner responsible for replication? (APlayerController typically) | GameFramework/Actor.h | |
bool HasNonTrivialUserConstructionScript() |
Returns true if the actor's class has a non trivial user construction script. | GameFramework/Actor.h | |
bool HasValidDataLayers() |
GameFramework/Actor.h | ||
bool HasValidRootComponent() |
Returns true if Actor has a registered root component | GameFramework/Actor.h | |
bool IncrementalRegisterComponents
(
int32 NumComponentsToRegister, |
Incrementally registers components associated with this actor, used during level streaming | GameFramework/Actor.h | |
void InitializeComponents() |
Iterate over components array and call InitializeComponent, which happens once per actor | GameFramework/Actor.h | |
void InvalidateLightingCache() |
Invalidate lighting cache with default options. | GameFramework/Actor.h | |
virtual void InvalidateLightingCacheDetailed
(
bool bTranslationOnly |
Invalidates anything produced by the last lighting build. | GameFramework/Actor.h | |
bool IsActorBeginningPlay() |
Returns whether an actor is in the process of beginning play | GameFramework/Actor.h | |
bool IsActorBeginningPlayFromLevelStreaming() |
Returns whether an actor is beginning play in DispatchBeginPlay() during level streaming (which includes initial level load). | GameFramework/Actor.h | |
bool IsActorBeingDestroyed() |
Returns true if this actor is currently being destroyed, some gameplay events may be unsafe | GameFramework/Actor.h |
|
bool IsActorComponentReplicatedSubObjectRegistered
(
const UActorComponent* OwnerComponent, |
Tells if an object owned by a component has been registered as a replicated subobject of the component | GameFramework/Actor.h | |
bool IsActorInitialized() |
Returns whether an actor has been initialized for gameplay | GameFramework/Actor.h | |
virtual bool IsActorLabelEditable () |
Returns if this actor's current label is editable. | GameFramework/Actor.h | |
bool IsActorOrSelectionParentSelected() |
Returns if actor or selection parent is selected | GameFramework/Actor.h | |
bool IsActorTickEnabled() |
Returns whether this actor has tick enabled or not | GameFramework/Actor.h |
|
virtual bool IsAttachedTo
(
const AActor* Other |
Iterates up the attachment chain to see whether or not this Actor is attached to the given Actor | GameFramework/Actor.h | |
virtual bool IsBasedOnActor
(
const AActor* Other |
Iterates up the movement base chain to see whether or not this Actor is based on the given Actor, defaults to checking attachment | GameFramework/Actor.h | |
bool IsChildActor() |
Returns whether this Actor was spawned by a child actor component | GameFramework/Actor.h |
|
virtual bool IsComponentRelevantForNavigation
(
UActorComponent* Component |
Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles | GameFramework/Actor.h | |
virtual bool IsDefaultPreviewEnabled() |
Defines if preview should be shown when you select an actor, but none of its children | GameFramework/Actor.h | |
bool IsEditable() |
Returns true if this actor is allowed to be displayed, selected and manipulated by the editor. | GameFramework/Actor.h |
|
virtual bool IsEditorOnlyLoadedInPIE() |
GameFramework/Actor.h | ||
bool IsForceExternalActorLevelReferenceForPIE() |
Returns if level should keep a reference to the external actor for PIE (used for always loaded actors). | GameFramework/Actor.h | |
bool IsHidden () |
Gets the literal value of bHidden. | GameFramework/Actor.h | |
virtual bool IsHiddenEd() |
Returns true if this actor is hidden in the editor viewports, also checking temporary flags. | GameFramework/Actor.h |
|
bool IsHiddenEdAtStartup() |
Returns true if the actor is hidden upon editor startup/by default, false if it is not | GameFramework/Actor.h |
|
virtual bool IsHLODRelevant() |
Indicates whether this actor contributes to the HLOD generation. | GameFramework/Actor.h | |
bool IsInAnyEditLevelInstance() |
If true, the actor belongs to a level instance which is currently in an edit mode: edit or property override edit | GameFramework/Actor.h | |
virtual bool IsInEditingLevelInstance() |
Deprecated for a non virtual version. | GameFramework/Actor.h | |
bool IsInEditLevelInstance() |
If true, the actor belongs to a level instance which is currently being edited | GameFramework/Actor.h | |
bool IsInEditLevelInstanceHierarchy() |
If true, the actor belongs to a level instance which is currently being edited or a parent level instance being edited. | GameFramework/Actor.h | |
bool IsInLevel
(
const ULevel* TestLevel |
Returns true if this actor is contained by TestLevel. | GameFramework/Actor.h | |
bool IsInLevelInstance() |
If true, the actor belongs to a level instance. | GameFramework/Actor.h | |
bool IsInPersistentLevel
(
bool bIncludeLevelStreamingPersistent |
Returns whether this Actor is in the persistent level, i.e. not a sublevel | GameFramework/Actor.h | |
bool IsInPropertyOverrideLevelInstance() |
If true, the actor belongs to a level instance which is currently in property override edit | GameFramework/Actor.h | |
virtual bool IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations | GameFramework/Actor.h | |
virtual bool IsListedInSceneOutliner() |
Returns true if this actor should be shown in the scene outliner | GameFramework/Actor.h | |
virtual bool IsLockLocation() |
Returns true if actor location should be locked. | GameFramework/Actor.h | |
bool IsMainPackageActor() |
Used to check if Actor is the main actor of a package (currently Child Actors are not) | GameFramework/Actor.h | |
bool IsMainWorldOnly () |
Whether this actor should be ignored when it is not loaded as part of the Main World (Persistent Level). | GameFramework/Actor.h | |
| Test whether net mode is the given mode. | GameFramework/Actor.h | ||
| Checks to see if this actor is relevant for a specific network connection | GameFramework/Actor.h | ||
bool IsNetStartupActor() |
Returns true if this is a replicated actor that was placed in the map | GameFramework/Actor.h | |
bool IsOverlappingActor
(
const AActor* Other |
Check whether any component of this Actor is overlapping any component of another Actor. | GameFramework/Actor.h |
|
bool IsOwnedBy
(
const AActor* TestOwner |
See if this actor is owned by TestOwner. | GameFramework/Actor.h | |
bool IsPendingKillPending () |
Returns true if this actor has begun the destruction process. | GameFramework/Actor.h | |
bool IsPropertyChangedAffectingDataLayers
(
FPropertyChangedEvent& PropertyChangedEvent |
GameFramework/Actor.h | ||
| Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner | GameFramework/Actor.h | ||
| Checks to see if this actor is relevant for a recorded replay | GameFramework/Actor.h | ||
bool IsReplicatedActorComponentRegistered
(
const UActorComponent* ReplicatedComponent |
Tells if the component has been registered as a replicated component | GameFramework/Actor.h | |
bool IsReplicatedSubObjectRegistered
(
const UObject* SubObject |
Tells if the object has been registered as a replicated subobject of this actor | GameFramework/Actor.h | |
bool IsReplicatingMovement () |
Gets the literal value of bReplicateMovement. | GameFramework/Actor.h | |
virtual bool IsReplicationPausedForConnection
(
const FNetViewer& ConnectionOwnerNetViewer |
Gives the actor a chance to pause replication to a player represented by the passed in actor - only called on server | GameFramework/Actor.h | |
virtual bool IsRootComponentCollisionRegistered() |
Returns true if the root component is registered and has collision enabled. | GameFramework/Actor.h | |
bool IsRootComponentMovable() |
See if the root component has Mobility of EComponentMobility::Movable | GameFramework/Actor.h | |
bool IsRootComponentStatic() |
See if the root component has ModifyFrequency of MF_Static | GameFramework/Actor.h | |
bool IsRootComponentStationary() |
See if the root component has Mobility of EComponentMobility::Stationary | GameFramework/Actor.h | |
bool IsRunningUserConstructionScript() |
Returns if this actor is currently running the User Construction Script | GameFramework/Actor.h | |
virtual bool IsRuntimeOnly() |
GameFramework/Actor.h | ||
virtual bool IsSelectable () |
Returns true if this actor can EVER be selected in a level in the editor. | GameFramework/Actor.h |
|
virtual bool IsSelectionChild() |
Returns whether this Actor is part of another's actor selection | GameFramework/Actor.h | |
virtual bool IsSelectionParentOfAttachedActors() |
Returns whether this actor can select its attached actors | GameFramework/Actor.h | |
bool IsTemporarilyHiddenInEditor
(
bool bIncludeParent |
Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session | GameFramework/Actor.h |
|
virtual bool IsUserManaged() |
Used to know if actor supports some editor operations. (Delete, Replace) | GameFramework/Actor.h | |
bool IsUsingRegisteredSubObjectList () |
Returns true if this actor is replicating SubObjects & ActorComponents via the registration list. | GameFramework/Actor.h | |
void K2_AddActorLocalOffset
(
FVector DeltaLocation, |
Adds a delta to the location of this component in its local reference frame. | GameFramework/Actor.h |
|
void K2_AddActorLocalRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of this component in its local reference frame | GameFramework/Actor.h |
|
void K2_AddActorLocalTransform
(
const FTransform& NewTransform, |
Adds a delta to the transform of this component in its local reference frame | GameFramework/Actor.h |
|
void K2_AddActorWorldOffset
(
FVector DeltaLocation, |
Adds a delta to the location of this actor in world space. | GameFramework/Actor.h |
|
void K2_AddActorWorldRotation
(
FRotator DeltaRotation, |
Adds a delta to the rotation of this actor in world space. | GameFramework/Actor.h |
|
void K2_AddActorWorldTransform
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1). | GameFramework/Actor.h |
|
void K2_AddActorWorldTransformKeepScale
(
const FTransform& DeltaTransform, |
Adds a delta to the transform of this actor in world space. Scale is unchanged. | GameFramework/Actor.h |
|
void K2_AttachRootComponentTo
(
USceneComponent* InParent, |
DEPRECATED - Use AttachToComponent() instead | GameFramework/Actor.h |
|
void K2_AttachRootComponentToActor
(
AActor* InParentActor, |
DEPRECATED - Use AttachToActor() instead | GameFramework/Actor.h |
|
bool K2_AttachToActor
(
AActor* ParentActor, |
Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket. | GameFramework/Actor.h |
|
bool K2_AttachToComponent
(
USceneComponent* Parent, |
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. | GameFramework/Actor.h |
|
virtual void K2_DestroyActor() |
Destroy the actor | GameFramework/Actor.h |
|
void K2_DetachFromActor
(
EDetachmentRule LocationRule, |
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. | GameFramework/Actor.h |
|
FVector K2_GetActorLocation() |
Returns the location of the RootComponent of this Actor | GameFramework/Actor.h |
|
FRotator K2_GetActorRotation() |
Returns rotation of the RootComponent of this Actor. | GameFramework/Actor.h |
|
TArray< UActorComponent * > K2_GetComponentsByClass
(
TSubclassOf< UActorComponent > ComponentClass |
Gets all the components that inherit from the given class. | GameFramework/Actor.h |
|
USceneComponent * K2_GetRootComponent() |
Returns the RootComponent of this Actor | GameFramework/Actor.h |
|
void K2_OnBecomeViewTarget
(
APlayerController* PC |
Event called when this Actor becomes the view target for the given PlayerController. | GameFramework/Actor.h |
|
void K2_OnEndViewTarget
(
APlayerController* PC |
Event called when this Actor is no longer the view target for the given PlayerController. | GameFramework/Actor.h |
|
void K2_OnReset() |
Event called when this Actor is reset to its initial state - used when restarting level without reloading. | GameFramework/Actor.h |
|
bool K2_SetActorLocation
(
FVector NewLocation, |
Move the Actor to the specified location. | GameFramework/Actor.h |
|
bool K2_SetActorLocationAndRotation
(
FVector NewLocation, |
Move the actor instantly to the specified location and rotation. | GameFramework/Actor.h |
|
void K2_SetActorRelativeLocation
(
FVector NewRelativeLocation, |
Set the actor's RootComponent to the specified relative location. | GameFramework/Actor.h |
|
void K2_SetActorRelativeRotation
(
FRotator NewRelativeRotation, |
Set the actor's RootComponent to the specified relative rotation | GameFramework/Actor.h |
|
void K2_SetActorRelativeTransform
(
const FTransform& NewRelativeTransform, |
Set the actor's RootComponent to the specified relative transform | GameFramework/Actor.h |
|
bool K2_SetActorRotation
(
FRotator NewRotation, |
Set the Actor's rotation instantly to the specified rotation. | GameFramework/Actor.h |
|
bool K2_SetActorTransform
(
const FTransform& NewTransform, |
Set the Actors transform to the specified one. | GameFramework/Actor.h |
|
bool K2_TeleportTo
(
FVector DestLocation, |
Teleport this actor to a new location. | GameFramework/Actor.h |
|
virtual void LifeSpanExpired() |
Called when the lifespan of an actor expires (if it has one). | GameFramework/Actor.h | |
| Trigger a noise caused by a given Pawn, at a given location. | GameFramework/Actor.h |
|
|
virtual void MarkComponentsAsGarbage
(
bool bModify |
Called to mark all components as garbage when the actor is being destroyed | GameFramework/Actor.h | |
virtual void MarkComponentsAsPendingKill() |
GameFramework/Actor.h | ||
void MarkComponentsRenderStateDirty() |
Flags all component's render state as dirty | GameFramework/Actor.h | |
| Marks the bounds of all SceneComponents attached to this actor which have `bComputeBoundsOnceForGame_ as needing to be recomputed the next time UpdateBounds is called. | GameFramework/Actor.h | ||
virtual bool NeedsLoadForTargetPlatform
(
const ITargetPlatform* TargetPlatform |
GameFramework/Actor.h | ||
virtual void NotifyActorBeginCursorOver() |
Event when this actor has the mouse moved over it with the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyActorBeginOverlap
(
AActor* OtherActor |
Event when this actor overlaps another actor, for example a player walking into a trigger. | GameFramework/Actor.h | |
virtual void NotifyActorEndCursorOver() |
Event when this actor has the mouse moved off of it with the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyActorEndOverlap
(
AActor* OtherActor |
Event when an actor no longer overlaps another actor, and they have separated. | GameFramework/Actor.h | |
virtual void NotifyActorOnClicked
(
FKey ButtonPressed |
Event when this actor is clicked by the mouse when using the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyActorOnInputTouchBegin
(
const ETouchIndex::Type FingerIndex |
Event when this actor is touched when click events are enabled. | GameFramework/Actor.h | |
virtual void NotifyActorOnInputTouchEnd
(
const ETouchIndex::Type FingerIndex |
Event when this actor is under the finger when untouched when click events are enabled. | GameFramework/Actor.h | |
virtual void NotifyActorOnInputTouchEnter
(
const ETouchIndex::Type FingerIndex |
Event when this actor has a finger moved over it with the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyActorOnInputTouchLeave
(
const ETouchIndex::Type FingerIndex |
Event when this actor has a finger moved off of it with the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyActorOnReleased
(
FKey ButtonReleased |
Event when this actor is under the mouse when left mouse button is released while using the clickable interface. | GameFramework/Actor.h | |
virtual void NotifyHit
(
UPrimitiveComponent* MyComp, |
Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. | GameFramework/Actor.h | |
virtual void OnActorChannelOpen
(
FInBunch& InBunch, |
Allows for a specific response from the actor when the actor channel is opened (client side) | GameFramework/Actor.h | |
virtual void OnConstruction
(
const FTransform& Transform |
Called when an instance of this class is placed (in editor) or spawned. | GameFramework/Actor.h | |
virtual void OnLoadedActorAddedToLevel() |
Called when this actor gets added to the level in the editor by world partition loading. | GameFramework/Actor.h | |
virtual void OnLoadedActorRemovedFromLevel() |
Called when this actor gets removed from the level in the editor by world partition unloading. | GameFramework/Actor.h | |
virtual void OnNetCleanup
(
UNetConnection* Connection |
Handles cleaning up the associated Actor when killing the connection | GameFramework/Actor.h | |
virtual void OnPlayFromHere() |
Called on actor which initiated the PIE session | GameFramework/Actor.h | |
virtual void OnRep_AttachmentReplication() |
Called on client when updated AttachmentReplication value is received for this actor. | GameFramework/Actor.h | |
virtual void OnRep_Instigator() |
Called on clients when Instigator is replicated. | GameFramework/Actor.h | |
virtual void OnRep_ReplicatedMovement() |
ReplicatedMovement struct replication event | GameFramework/Actor.h | |
virtual void OnRep_ReplicateMovement() |
Called on client when updated bReplicateMovement value is received for this actor. | GameFramework/Actor.h | |
virtual void OnReplicationPausedChanged
(
bool bIsReplicationPaused |
Called on the client when the replication paused value is changed | GameFramework/Actor.h | |
virtual void OnSerializeNewActor
(
FOutBunch& OutBunch |
SerializeNewActor has just been called on the actor before network replication (server side) | GameFramework/Actor.h | |
virtual void OnSubobjectCreatedFromReplication
(
UObject* NewSubobject |
Called on the actor when a new subobject is dynamically created via replication | GameFramework/Actor.h | |
virtual void OnSubobjectDestroyFromReplication
(
UObject* Subobject |
Called on the actor when a subobject is dynamically destroyed via replication | GameFramework/Actor.h | |
virtual bool OpenAssetEditor() |
Used to allow actor classes to open an actor specific editor | GameFramework/Actor.h | |
virtual void OutsideWorldBounds() |
Called when the Actor is outside the hard limit on world bounds | GameFramework/Actor.h | |
bool OwnsComponent
(
UActorComponent* Component |
Utility function for validating that a component is correctly in its Owner's OwnedComponents array | GameFramework/Actor.h | |
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS void PopulatePIEDuplicationSeed
(
FDuplicationSeedInterface& DupSeed |
DuplicationSeedInterface prevents exposing the entire DupSeed map to every actor and provides a method to do so instead. | GameFramework/Actor.h | |
void PostActorConstruction() |
Called after the actor has run its construction. Responsible for finishing the actor spawn process. | GameFramework/Actor.h | |
virtual void PostActorCreated () |
Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | GameFramework/Actor.h | |
virtual void PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | GameFramework/Actor.h | |
virtual void PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay | GameFramework/Actor.h | |
virtual void PostNetInit() |
Always called immediately after spawning and reading in replicated properties | GameFramework/Actor.h | |
virtual void PostNetReceiveLocationAndRotation() |
Update location and rotation from ReplicatedMovement. Not called for simulated physics! | GameFramework/Actor.h | |
virtual void PostNetReceivePhysicState() |
Update and smooth simulated physic state, replaces PostNetReceiveLocation() and PostNetReceiveVelocity() | GameFramework/Actor.h | |
virtual void PostNetReceiveRole() |
Always called immediately after a new Role is received from the remote. | GameFramework/Actor.h | |
virtual void PostNetReceiveVelocity
(
const FVector& NewVelocity |
Update velocity - typically from ReplicatedMovement, not called for simulated physics! | GameFramework/Actor.h | |
virtual void PostRegisterAllComponents () |
Called after all the components in the Components array are registered, called both in editor and during gameplay. | GameFramework/Actor.h | |
virtual void PostRenameFromRoot
(
const FWorldRenameFromRootContext& RenameContext |
GameFramework/Actor.h | ||
virtual void PostRenderFor
(
APlayerController* PC, |
Hook to allow actors to render HUD overlays for themselves. Called from AHUD::DrawActorOverlays(). | GameFramework/Actor.h | |
virtual void PostSaveFromRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
GameFramework/Actor.h | ||
void PostSpawnInitialize
(
FTransform const& SpawnTransform, |
Called after the actor is spawned in the world. Responsible for setting up actor for play. | GameFramework/Actor.h | |
virtual void PostUnregisterAllComponents() |
Called after all currently registered components are cleared | GameFramework/Actor.h | |
virtual void PreDuplicateFromRoot
(
FObjectDuplicationParameters& DupParams |
GameFramework/Actor.h | ||
virtual void PreInitializeComponents() |
Called right before components are initialized, only called during gameplay | GameFramework/Actor.h | |
virtual void PreRegisterAllComponents() |
Called before all the components in the Components array are registered, called both in editor and during gameplay | GameFramework/Actor.h | |
virtual void PreRenameFromRoot
(
const FWorldRenameFromRootContext& RenameContext |
GameFramework/Actor.h | ||
virtual void PreReplication
(
IRepChangedPropertyTracker& ChangedPropertyTracker |
Called on the actor right before replication occurs. | GameFramework/Actor.h | |
virtual void PreReplicationForReplay
(
IRepChangedPropertyTracker& ChangedPropertyTracker |
Called on the actor right before replication occurs. | GameFramework/Actor.h | |
virtual void PreSaveFromRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
GameFramework/Actor.h | ||
virtual void PrestreamTextures
(
float Seconds, |
Calls PrestreamTextures() for all the actor's meshcomponents. | GameFramework/Actor.h |
|
virtual void PushLevelInstanceEditingStateToProxies
(
bool bInEditingState |
Push Foundation Editing state to primitive scene proxy | GameFramework/Actor.h | |
virtual void PushSelectionToProxies() |
Push Selection to actor | GameFramework/Actor.h | |
void ReceiveActorBeginCursorOver() |
Event when this actor has the mouse moved over it with the clickable interface. | GameFramework/Actor.h |
|
void ReceiveActorBeginOverlap
(
AActor* OtherActor |
Event when this actor overlaps another actor, for example a player walking into a trigger. | GameFramework/Actor.h |
|
void ReceiveActorEndCursorOver() |
Event when this actor has the mouse moved off of it with the clickable interface. | GameFramework/Actor.h |
|
void ReceiveActorEndOverlap
(
AActor* OtherActor |
Event when an actor no longer overlaps another actor, and they have separated. | GameFramework/Actor.h |
|
void ReceiveActorOnClicked
(
FKey ButtonPressed |
Event when this actor is clicked by the mouse when using the clickable interface. | GameFramework/Actor.h |
|
void ReceiveActorOnInputTouchBegin
(
const ETouchIndex::Type FingerIndex |
Event when this actor is touched when click events are enabled. | GameFramework/Actor.h |
|
void ReceiveActorOnInputTouchEnd
(
const ETouchIndex::Type FingerIndex |
Event when this actor is under the finger when untouched when click events are enabled. | GameFramework/Actor.h |
|
void ReceiveActorOnInputTouchEnter
(
const ETouchIndex::Type FingerIndex |
Event when this actor has a finger moved over it with the clickable interface. | GameFramework/Actor.h |
|
void ReceiveActorOnInputTouchLeave
(
const ETouchIndex::Type FingerIndex |
Event when this actor has a finger moved off of it with the clickable interface. | GameFramework/Actor.h |
|
void ReceiveActorOnReleased
(
FKey ButtonReleased |
Event when this actor is under the mouse when left mouse button is released while using the clickable interface. | GameFramework/Actor.h |
|
void ReceiveAnyDamage
(
float Damage, |
Event when this actor takes ANY damage | GameFramework/Actor.h |
|
void ReceiveAsyncPhysicsTick
(
float DeltaSeconds, |
Event called every physics tick if bAsyncPhysicsTickEnabled is true | GameFramework/Actor.h |
|
void ReceiveDestroyed() |
Called when the actor has been explicitly destroyed. | GameFramework/Actor.h |
|
void ReceiveHit
(
UPrimitiveComponent* MyComp, |
Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. | GameFramework/Actor.h |
|
void ReceivePointDamage
(
float Damage, |
Event when this actor takes POINT damage | GameFramework/Actor.h |
|
void ReceiveRadialDamage
(
float DamageReceived, |
Event when this actor takes RADIAL damage | GameFramework/Actor.h |
|
void ReceiveTick
(
float DeltaSeconds |
Event called every frame, if ticking is enabled | GameFramework/Actor.h |
|
void RegisterAllActorTickFunctions
(
bool bRegister, |
When called, will call the virtual call chain to register all of the tick functions for both the actor and optionally all components Do not override this function or make it virtual | GameFramework/Actor.h | |
virtual void RegisterAllComponents() |
Ensure that all the components in the Components array are registered | GameFramework/Actor.h | |
void RegisterAsFocalPointInPhysicsReplicationLOD() |
Register this actors root components physics object as a focal particle in Physics Repliocation LOD | GameFramework/Actor.h |
|
void RemoveActorComponentReplicatedSubObject
(
UActorComponent* OwnerComponent, |
Unregister a SubObject owned by an ActorComponent so it stops being replicated. | GameFramework/Actor.h | |
TArray< const UDataLayerInstance * > RemoveAllDataLayers() |
GameFramework/Actor.h | ||
bool RemoveDataLayer
(
const FActorDataLayer& ActorDataLayer |
GameFramework/Actor.h | ||
bool RemoveDataLayer
(
const UDataLayerInstance* DataLayerInstance |
GameFramework/Actor.h | ||
bool RemoveDataLayer
(
const UDEPRECATED_DataLayer* DataLayer |
GameFramework/Actor.h | ||
bool RemoveDataLayer
(
const UDataLayerAsset* DataLayerAsset |
GameFramework/Actor.h | ||
void RemoveInstanceComponent
(
UActorComponent* Component |
Removes a component from the instance components array | GameFramework/Actor.h | |
void RemoveOwnedComponent
(
UActorComponent* Component |
Removes a component from the OwnedComponents array of the Actor. | GameFramework/Actor.h | |
void RemoveReplicatedSubObject
(
UObject* SubObject |
Unregister a SubObject to stop replicating it's properties to clients. | GameFramework/Actor.h | |
virtual void RemoveTickPrerequisiteActor
(
AActor* PrerequisiteActor |
Remove tick dependency on PrerequisiteActor. | GameFramework/Actor.h |
|
virtual void RemoveTickPrerequisiteComponent
(
UActorComponent* PrerequisiteComponent |
Remove tick dependency on PrerequisiteComponent. | GameFramework/Actor.h |
|
virtual bool ReplicateSubobjects
(
UActorChannel* Channel, |
Method that allows an actor to replicate subobjects on its actor channel. | GameFramework/Actor.h | |
virtual void ReregisterAllComponents () |
Will reregister all components on this actor. | GameFramework/Actor.h | |
bool ReregisterComponentsWhenModified () |
Returns true if the component is allowed to re-register its components when modified. | GameFramework/Actor.h | |
virtual void RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. | GameFramework/Actor.h | |
virtual void Reset() |
Reset actor to initial state - used when restarting level without reloading. | GameFramework/Actor.h | |
void ResetOwnedComponents() |
Force the Actor to clear and rebuild its OwnedComponents array by evaluating all children (recursively) and locating components In general this should not need to be called directly, but can sometimes be necessary as part of undo/redo code paths. | GameFramework/Actor.h | |
void ResetPropertiesForConstruction() |
Reset private properties to defaults, and all FRandomStream structs in this Actor, so they will start their sequence of random numbers again. | GameFramework/Actor.h | |
virtual void RewindForReplay () |
Called on the actor before checkpoint data is applied during a replay. | GameFramework/Actor.h | |
void RouteEndPlay
(
const EEndPlayReason::Type EndPlayReason |
Non-virtual function to evaluate which portions of the EndPlay process should be dispatched for each actor | GameFramework/Actor.h | |
void SeedAllRandomStreams() |
Find all FRandomStream structs in this Actor and generate new random seeds for them. | GameFramework/Actor.h | |
void SetActorEnableCollision
(
bool bNewActorEnableCollision |
Allows enabling/disabling collision for the whole actor | GameFramework/Actor.h |
|
virtual void SetActorHiddenInGame
(
bool bNewHidden |
Sets the actor to be hidden in the game | GameFramework/Actor.h |
|
void SetActorLabel
(
const FString& NewActorLabel, |
Assigns a new label to this actor. Actor labels are only available in development builds. | GameFramework/Actor.h |
|
bool SetActorLocation
(
const FVector& NewLocation, |
Move the actor instantly to the specified location. | GameFramework/Actor.h | |
bool SetActorLocationAndRotation
(
FVector NewLocation, |
Move the actor instantly to the specified location and rotation. | GameFramework/Actor.h | |
bool SetActorLocationAndRotation
(
FVector NewLocation, |
GameFramework/Actor.h | ||
void SetActorRelativeLocation
(
FVector NewRelativeLocation, |
GameFramework/Actor.h |
|
|
void SetActorRelativeRotation
(
const FQuat& NewRelativeRotation, |
GameFramework/Actor.h | ||
void SetActorRelativeRotation
(
FRotator NewRelativeRotation, |
GameFramework/Actor.h |
|
|
void SetActorRelativeScale3D
(
FVector NewRelativeScale |
Set the actor's RootComponent to the specified relative scale 3d | GameFramework/Actor.h |
|
void SetActorRelativeTransform
(
const FTransform& NewRelativeTransform, |
GameFramework/Actor.h |
|
|
bool SetActorRotation
(
const FQuat& NewRotation, |
GameFramework/Actor.h | ||
bool SetActorRotation
(
FRotator NewRotation, |
Set the Actor's rotation instantly to the specified rotation. | GameFramework/Actor.h | |
void SetActorScale3D
(
FVector NewScale3D |
Set the Actor's world-space scale. | GameFramework/Actor.h |
|
virtual void SetActorTickEnabled
(
bool bEnabled |
Set this actor's tick functions to be enabled or disabled. | GameFramework/Actor.h |
|
void SetActorTickInterval
(
float TickInterval |
Sets the tick interval of this actor's primary tick function. | GameFramework/Actor.h |
|
bool SetActorTransform
(
const FTransform& NewTransform, |
GameFramework/Actor.h |
|
|
void SetAutoDestroyWhenFinished
(
bool bVal |
GameFramework/Actor.h |
|
|
void SetAutonomousProxy
(
const bool bInAutonomousProxy, |
Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client. | GameFramework/Actor.h | |
void SetBrowseToAssetOverride
(
const FString& PackageName |
Sets metadata on the Actor that allows it to point to a different asset than its source when browsing in the Content Browser | GameFramework/Actor.h | |
void SetCallPreReplication
(
bool bCall |
Set whether or not we should make calls to PreReplication. | GameFramework/Actor.h | |
void SetCallPreReplicationForReplay
(
bool bCall |
Set whether or not we should make calls to PreReplicationForReplay. | GameFramework/Actor.h | |
void SetCanBeDamaged
(
bool bInCanBeDamaged |
Sets the value of bCanBeDamaged without causing other side effects to this instance. | GameFramework/Actor.h | |
void SetFakeNetPhysicsState
(
bool bShouldSleep |
Set the current state as a faked networked physics state for physics replication Limited for use with actors using EPhysicsReplicationMode::PredictiveInterpolation only. | GameFramework/Actor.h | |
void SetFolderPath
(
const FName& NewFolderPath |
Assigns a new folder to this actor. Actor folder paths are only available in development builds. | GameFramework/Actor.h |
|
void SetFolderPath_Recursively
(
const FName& NewFolderPath |
Assigns a new folder to this actor and any attached children. | GameFramework/Actor.h | |
void SetForceExternalActorLevelReferenceForPIE
(
bool bValue |
GameFramework/Actor.h | ||
| Sets bHasRegisteredAllComponents true. | GameFramework/Actor.h | ||
void SetHidden
(
const bool bInHidden |
Sets the value of bHidden without causing other side effects to this instance. | GameFramework/Actor.h | |
void SetHLODLayer
(
UHLODLayer* InHLODLayer |
Specify in which HLOD layer this actor should be included. | GameFramework/Actor.h | |
void SetInitialActorLabel
(
FStringView InitialLabel |
Advanced - only to be called by UWorld::SpawnActor to set an initial label for this actor | GameFramework/Actor.h | |
void SetInstigator
(
APawn* InInstigator |
Sets the value of Instigator without causing other side effects to this instance. | GameFramework/Actor.h | |
virtual bool SetIsHiddenEdLayer
(
bool bIsHiddenEdLayer |
Changes bHiddenEdLayer flag and returns true if flag changed. | GameFramework/Actor.h | |
void SetIsSpatiallyLoaded
(
bool bInIsSpatiallyLoaded |
Set if this actor should be spatially loaded or not. | GameFramework/Actor.h | |
virtual void SetIsTemporarilyHiddenInEditor
(
bool bIsHidden |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session | GameFramework/Actor.h |
|
virtual void SetLifeSpan
(
float InLifespan |
Set the lifespan of this actor. | GameFramework/Actor.h |
|
void SetLockLocation
(
bool bInLockLocation |
Set the bLockLocation flag | GameFramework/Actor.h | |
void SetLODParent
(
UPrimitiveComponent* InLODParent, |
Set LOD Parent component for all of our components, normally associated with an ALODActor. | GameFramework/Actor.h | |
void SetMinNetUpdateFrequency
(
float MinFrequency |
Set the frequency to throttle down to when replicated properties are changing infrequently. | GameFramework/Actor.h |
|
void SetNetAddressable () |
Allows this actor to be net-addressable by full path name, even if the actor was spawned after map load. | GameFramework/Actor.h | |
void SetNetCullDistanceSquared
(
float DistanceSq |
Set the square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. | GameFramework/Actor.h |
|
void SetNetDormancy
(
ENetDormancy NewDormancy |
Puts actor in dormant networking state | GameFramework/Actor.h |
|
void SetNetDriverName
(
FName NewNetDriverName |
Set the name of the net driver associated with this actor. | GameFramework/Actor.h | |
void SetNetUpdateFrequency
(
float Frequency |
Set the frequency at which this object will be considered for replication. | GameFramework/Actor.h |
|
virtual void SetOwner
(
AActor* NewOwner |
Set the owner of this Actor, used primarily for network replication. | GameFramework/Actor.h |
|
void SetPackageExternal
(
bool bExternal, |
Set the actor packaging mode. | GameFramework/Actor.h | |
void SetPhysicsReplicationMode
(
const EPhysicsReplicationMode ReplicationMode |
Set the physics replication mode of this body, via EPhysicsReplicationMode | GameFramework/Actor.h |
|
void SetPivotOffset
(
const FVector& InPivotOffset |
Sets the local space offset added to the actor's pivot as used by the editor | GameFramework/Actor.h | |
void SetRayTracingGroupId
(
int32 InRaytracingGroupId |
Specify a RayTracingGroupId for this actors. | GameFramework/Actor.h |
|
void SetReplicatedComponentNetCondition
(
const UActorComponent* ReplicatedComponent, |
Change the network condition of a replicated component but only after BeginPlay. | GameFramework/Actor.h | |
void SetReplicatedMovement
(
const FRepMovement& InReplicatedMovement |
Sets the value of ReplicatedMovement without causing other side effects to this instance. | GameFramework/Actor.h | |
virtual void SetReplicateMovement
(
bool bInReplicateMovement |
Set whether this actor's movement replicates to network clients. | GameFramework/Actor.h |
|
void SetReplicates
(
bool bInReplicates |
Set whether this actor replicates to network clients. | GameFramework/Actor.h |
|
void SetReplicatingMovement
(
bool bInReplicateMovement |
Sets the value of bReplicateMovement without causing other side effects to this instance. | GameFramework/Actor.h | |
void SetRole
(
ENetRole InRole |
Sets the value of Role without causing other side effects to this instance. | GameFramework/Actor.h | |
bool SetRootComponent
(
USceneComponent* NewRootComponent |
Sets root component to be the specified component. NewRootComponent's owner should be this actor. | GameFramework/Actor.h | |
void SetRuntimeGrid
(
FName InRuntimeGrid |
Sets this actor's current target runtime grid. | GameFramework/Actor.h | |
void SetTickableWhenPaused
(
bool bTickableWhenPaused |
Sets whether this actor can tick when paused. | GameFramework/Actor.h |
|
void SetTickGroup
(
ETickingGroup NewTickGroup |
Sets the ticking group for this actor. | GameFramework/Actor.h |
|
bool ShouldCookOptimizedBPComponentData() |
Returns whether or not to cook optimized Blueprint component data for this actor | GameFramework/Actor.h | |
virtual bool ShouldDuplicateInPIE() |
GameFramework/Actor.h | ||
virtual bool ShouldExport() |
Called before editor copy, true allow export | GameFramework/Actor.h | |
virtual bool ShouldImport
(
FString* ActorPropString, |
Called before editor paste, true allow import | GameFramework/Actor.h | |
virtual bool ShouldImport
(
FStringView ActorPropString, |
Called before editor paste, true allow import | GameFramework/Actor.h | |
virtual bool ShouldLevelKeepRefIfExternal () |
Determine how this actor should be referenced by the level when external (saved in its own package). | GameFramework/Actor.h | |
virtual bool ShouldTickIfViewportsOnly () |
If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly | GameFramework/Actor.h | |
bool SupportsDataLayer() |
GameFramework/Actor.h | ||
bool SupportsDataLayerType
(
TSubclassOf< UDataLayerInstance > DataLayerType |
GameFramework/Actor.h | ||
virtual bool SupportsExternalPackaging() |
Does this actor supports external packaging? | GameFramework/Actor.h | |
virtual bool SupportsLayers() |
Returns true if the actor supports modifications to its Layers property | GameFramework/Actor.h | |
virtual bool SupportsSubRootSelection() |
Returns true if actor can be selected as a sub selection of its root selection parent | GameFramework/Actor.h | |
void SwapRoles() |
Calls this to swap the Role and RemoteRole. Only call this if you know what you're doing! | GameFramework/Actor.h | |
virtual float TakeDamage
(
float DamageAmount, |
Apply damage to this actor. | GameFramework/Actor.h | |
virtual void TearOff() |
Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true. | GameFramework/Actor.h |
|
void TearOffReplicatedSubObjectOnRemotePeers
(
UObject* SubObject |
Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. | GameFramework/Actor.h | |
void TearOffReplicatedSubObjectOnRemotePeers
(
UActorComponent* OwnerComponent, |
Similar to the other tear off function but for subobjects owned by an ActorComponent | GameFramework/Actor.h | |
virtual void TeleportSucceeded
(
bool bIsATest |
Called from TeleportTo() when teleport succeeds | GameFramework/Actor.h | |
virtual bool TeleportTo
(
const FVector& DestLocation, |
Used for adding actors to levels or teleporting them to a new location. | GameFramework/Actor.h | |
virtual void Tick
(
float DeltaSeconds |
Function called every frame on this Actor. | GameFramework/Actor.h | |
virtual void TickActor
(
float DeltaTime, |
Dispatches the once-per frame Tick() function for this actor | GameFramework/Actor.h | |
virtual void TornOff () |
Networking - called on client when actor is torn off (bTearOff==true), meaning it's no longer replicated to clients. | GameFramework/Actor.h | |
void UninitializeComponents() |
Iterate over components array and call UninitializeComponent, called when the actor is ending play | GameFramework/Actor.h | |
virtual void UnregisterAllComponents
(
bool bForReregister |
Unregister all currently registered components | GameFramework/Actor.h | |
void UnregisterAsFocalPointInPhysicsReplicationLOD() |
Unregister this actors root components physics object from being a focal particle in Physics Repliocation LOD | GameFramework/Actor.h |
|
void UpdateAllReplicatedComponents() |
Completely synchronizes the replicated components array so that it contains exactly the number of replicated components currently owned | GameFramework/Actor.h | |
void UpdateComponentTransforms() |
Update all components transforms | GameFramework/Actor.h | |
void UpdateComponentVisibility() |
Update all components visibility state | GameFramework/Actor.h | |
void UpdateOverlaps
(
bool bDoNotifies |
Queries world and updates overlap detection state for this actor. | GameFramework/Actor.h | |
void UpdateReplicatedComponent
(
UActorComponent* Component |
Called when the replicated state of a component changes to update the Actor's cached ReplicatedComponents array | GameFramework/Actor.h | |
void UpdateReplicatePhysicsCondition () |
Updates the ReplicatePhysics condition. | GameFramework/Actor.h | |
void UserConstructionScript () |
Construction script, the place to spawn components and do other setup. | GameFramework/Actor.h |
|
virtual bool UseShortConnectTimeout() |
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value | GameFramework/Actor.h | |
bool WasRecentlyRendered
(
float Tolerance |
Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. | GameFramework/Actor.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
GameFramework/Actor.h | ||
virtual bool CallRemoteFunction
(
UFunction* Function, |
GameFramework/Actor.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
GameFramework/Actor.h | ||
virtual bool CheckDefaultSubobjectsInternal() |
GameFramework/Actor.h | ||
virtual TSharedPtr< ITransactionObjectAnnotation > FactoryTransactionAnnotation
(
const ETransactionAnnotationCreationMode InCreationMode |
GameFramework/Actor.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
GameFramework/Actor.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
GameFramework/Actor.h | ||
| GameFramework/Actor.h | |||
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties | GameFramework/Actor.h | |
virtual void GetReplicatedCustomConditionState
(
FCustomPropertyConditionState& OutActiveState |
Called when this actor begins replicating to initialize the state of custom property conditions | GameFramework/Actor.h | |
| Returns a list of sub-objects that have stable names for networking | GameFramework/Actor.h | ||
virtual bool IsAsset() |
GameFramework/Actor.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. | GameFramework/Actor.h | |
virtual bool IsEditorOnly() |
GameFramework/Actor.h | ||
virtual bool IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network | GameFramework/Actor.h | |
virtual bool IsReadyForFinishDestroy() |
GameFramework/Actor.h | ||
virtual bool IsSelectedInEditor() |
GameFramework/Actor.h | ||
virtual bool IsSupportedForNetworking() |
IsSupportedForNetworking means an object can be referenced over the network | GameFramework/Actor.h | |
virtual bool Modify
(
bool bAlwaysMarkDirty |
GameFramework/Actor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameFramework/Actor.h | ||
virtual void PostEditImport() |
GameFramework/Actor.h | ||
virtual void PostEditUndo () |
GameFramework/Actor.h | ||
virtual void PostEditUndo
(
TSharedPtr< ITransactionObjectAnnotation > TransactionAnnotation |
GameFramework/Actor.h | ||
virtual void PostInitProperties() |
GameFramework/Actor.h | ||
virtual void PostLoad() |
GameFramework/Actor.h | ||
virtual void PostLoadSubobjects
(
FObjectInstancingGraph* OuterInstanceGraph |
GameFramework/Actor.h | ||
virtual void PostNetReceive() |
Always called immediately after properties are received from the remote. | GameFramework/Actor.h | |
| GameFramework/Actor.h | |||
virtual void PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
GameFramework/Actor.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
GameFramework/Actor.h | ||
virtual void PreEditChange
(
FProperty* PropertyThatWillChange |
GameFramework/Actor.h | ||
virtual void PreEditUndo() |
GameFramework/Actor.h | ||
virtual void PreNetReceive() |
Always called immediately before properties are received from the remote. | GameFramework/Actor.h | |
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
GameFramework/Actor.h | ||
virtual void PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
GameFramework/Actor.h | ||
virtual void ProcessEvent
(
UFunction* Function, |
GameFramework/Actor.h | ||
virtual bool Rename
(
const TCHAR* NewName, |
GameFramework/Actor.h | ||
virtual void Serialize
(
FArchive& Ar |
GameFramework/Actor.h |
Overridden from UObjectBaseUtility
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeInCluster() |
GameFramework/Actor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
Overridable native event for when play begins for this actor. | GameFramework/Actor.h | |
bool CheckActorComponents() |
Checks components for validity, implemented in AActor | GameFramework/Actor.h | |
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | GameFramework/Actor.h | |
virtual float InternalTakePointDamage
(
float Damage, |
GameFramework/Actor.h | ||
virtual float InternalTakeRadialDamage
(
float Damage, |
GameFramework/Actor.h | ||
virtual bool IsDataLayerTypeSupported
(
TSubclassOf< UDataLayerInstance > DataLayerType |
DataLayers functions. | GameFramework/Actor.h | |
bool IsWithinNetRelevancyDistance
(
const FVector& SrcLocation |
Determines whether or not the distance between the given SrcLocation and the Actor's location is within the net relevancy distance. | GameFramework/Actor.h | |
virtual void OnRep_Owner() |
Called when owner changes, does nothing by default but can be overridden | GameFramework/Actor.h | |
void PostCreateBlueprintComponent
(
UActorComponent* NewActorComp |
Called after instancing a new Blueprint Component from either a template or cooked data. | GameFramework/Actor.h | |
void ProcessUserConstructionScript() |
Runs UserConstructionScript, delays component registration until it's complete. | GameFramework/Actor.h | |
void ReceiveBeginPlay() |
Event when play begins for this actor. | GameFramework/Actor.h |
|
void ReceiveEndPlay
(
EEndPlayReason::Type EndPlayReason |
Event to notify blueprints this actor is being deleted or removed from a level. | GameFramework/Actor.h |
|
virtual void RegisterActorTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions for the actor class hierarchy | GameFramework/Actor.h | |
void SetRemoteRoleForBackwardsCompat
(
const ENetRole InRemoteRole |
This function should only be used in the constructor of classes that need to set the RemoteRole for backwards compatibility purposes | GameFramework/Actor.h | |
void SyncReplicatedPhysicsSimulation() |
Sync IsSimulatingPhysics() with ReplicatedMovement.bRepPhysics | GameFramework/Actor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
GameFramework/Actor.h | ||
| GameFramework/Actor.h | |||
static void ForEachComponentOfActorClassDefault
(
const TSubclassOf< AActor >& InActorClass, |
Templated version of ForEachComponentOfActorClassDefault() | GameFramework/Actor.h | |
static void ForEachComponentOfActorClassDefault
(
const TSubclassOf< AActor >& InActorClass, |
Iterate over the components of ActorClass's CDO, including the ones added via the BP editor (which AActor.GetComponents fails to return). | GameFramework/Actor.h | |
static const TComponentClass * GetActorClassDefaultComponent
(
const TSubclassOf< AActor >& InActorClass |
Templated version of GetActorClassDefaultComponent() | GameFramework/Actor.h | |
static const UActorComponent * GetActorClassDefaultComponent
(
const TSubclassOf< AActor >& InActorClass, |
Fetches the first component of ActorClass's CDO which match the requested component class. | GameFramework/Actor.h | |
static const TComponentClass * GetActorClassDefaultComponentByName
(
const TSubclassOf< AActor >& InActorClass, |
Templated version of GetActorClassDefaultComponentByName() | GameFramework/Actor.h | |
static const UActorComponent * GetActorClassDefaultComponentByName
(
const TSubclassOf< AActor >& InActorClass, |
Get the component of ActorClass's CDO that matches the given object name. | GameFramework/Actor.h | |
static void GetActorClassDefaultComponents
(
const TSubclassOf< AActor >& InActorClass, |
Fetches all the components of ActorClass's CDO, including the ones added via the BP editor (which AActor.GetComponents fails to do for CDOs). | GameFramework/Actor.h | |
static void GetActorClassDefaultComponents
(
const TSubclassOf< AActor >& InActorClass, |
Templated version of GetActorClassDefaultComponents() | GameFramework/Actor.h | |
static const FName GetCanBeDamagedPropertyName () |
Gets the property name for bCanBeDamaged. | GameFramework/Actor.h | |
static const FName GetDataLayerAssetsPropertyName() |
GameFramework/Actor.h | ||
static const FName GetDataLayerPropertyName() |
GameFramework/Actor.h | ||
static FString GetDebugName
(
const AActor* Actor |
Retrieves actor's name used for logging, or string "NULL" if Actor is null | GameFramework/Actor.h | |
static const FName GetHiddenPropertyName () |
Gets the property name for bHidden. | GameFramework/Actor.h | |
static const FName GetHLODLayerPropertyName() |
Gets the property name for HLODLayer. | GameFramework/Actor.h | |
static const FName GetInstigatorPropertyName () |
Gets the property name for Instigator. | GameFramework/Actor.h | |
static const FName GetIsSpatiallyLoadedPropertyName() |
Gets the property name for bIsSpatiallyLoaded. | GameFramework/Actor.h | |
static const FName GetReplicateMovementPropertyName () |
Gets the property name for bReplicateMovement. | GameFramework/Actor.h | |
static const FName GetRolePropertyName () |
Gets the property name for Role. | GameFramework/Actor.h | |
static const FName GetRuntimeGridPropertyName() |
Gets the property name for RuntimeGrid. | GameFramework/Actor.h | |
| Default Implementation of MakeNoise | GameFramework/Actor.h | ||
static void SetMakeNoiseDelegate
(
const FMakeNoiseDelegate& NewDelegate |
Modifies the global delegate used for handling MakeNoise | GameFramework/Actor.h | |
static TUniquePtr< class FWorldPartitionActorDesc > StaticCreateClassActorDesc
(
const TSubclassOf< AActor >& ActorClass |
Creates an uninitialized actor descriptor from a specific class. | GameFramework/Actor.h | |
static FVector TemplateGetActorForwardVector
(
const T* RootComponent |
GameFramework/Actor.h | ||
static FVector TemplateGetActorLocation
(
const T* RootComponent |
GameFramework/Actor.h | ||
static FQuat TemplateGetActorQuat
(
const T* RootComponent |
GameFramework/Actor.h | ||
static FVector TemplateGetActorRightVector
(
const T* RootComponent |
GameFramework/Actor.h | ||
static FRotator TemplateGetActorRotation
(
const T* RootComponent |
GameFramework/Actor.h | ||
static FVector TemplateGetActorScale
(
const T* RootComponent |
GameFramework/Actor.h | ||
static const FTransform & TemplateGetActorTransform
(
const T* RootComponent |
Static helpers for accessing functions on SceneComponent. | GameFramework/Actor.h | |
static FVector TemplateGetActorUpVector
(
const T* RootComponent |
GameFramework/Actor.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GridPlacement_DEPRECATED | PRAGMA_DISABLE_DEPRECATION_WARNINGS EActorGridPlacement | GameFramework/Actor.h |