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Unreal Engine C++ API Reference > Runtime > Engine > Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UGameplayStatics
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include | #include "Kismet/GameplayStatics.h" |
Syntax
UCLASS (MinimalAPI)
class UGameplayStatics : public UBlueprintFunctionLibrary
Remarks
Static class with useful gameplay utility functions that can be called from both Blueprint and C++
Constructors
Type | Name | Description | |
---|---|---|---|
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UGameplayStatics
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ActivateReverbEffect
(
const UObject* WorldContextObject, |
Activates a Reverb Effect without the need for an Audio Volume |
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void | AnnounceAccessibleString
(
const FString& AnnouncementString |
If accessibility is enabled, have the platform announce a string to the player. |
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float | ApplyDamage
(
AActor* DamagedActor, |
Hurts the specified actor with generic damage. |
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float | ApplyPointDamage
(
AActor* DamagedActor, |
Hurts the specified actor with the specified impact. |
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bool | ApplyRadialDamage
(
const UObject* WorldContextObject, |
Hurt locally authoritative actors within the radius. |
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bool | ApplyRadialDamageWithFalloff
(
const UObject* WorldContextObject, |
Hurt locally authoritative actors within the radius. |
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bool | AreAnyListenersWithinRange
(
const UObject* WorldContextObject, |
Determines if any audio listeners are within range of the specified location |
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bool | Returns whether or not subtitles are currently enabled. | |
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void | AsyncLoadGameFromSlot
(
const FString& SlotName, |
Schedule an async load of a specific slot. |
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void | AsyncSaveGameToSlot
(
USaveGame* SaveGameObject, |
Schedule an async save to a specific slot. |
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AActor * | BeginDeferredActorSpawnFromClass
(
const UObject* WorldContextObject, |
Spawns an instance of an actor class, but does not automatically run its construction script. |
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AActor * | BeginSpawningActorFromBlueprint
(
const UObject* WorldContextObject, |
Spawns an instance of a blueprint, but does not automatically run its construction script. |
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bool | Blueprint_PredictProjectilePath_Advanced
(
const UObject* WorldContextObject, |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. |
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bool | Blueprint_PredictProjectilePath_ByObjectType
(
const UObject* WorldContextObject, |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. |
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bool | Blueprint_PredictProjectilePath_ByTraceChannel
(
const UObject* WorldContextObject, |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. |
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bool | BlueprintSuggestProjectileVelocity
(
const UObject* WorldContextObject, |
Calculates an launch velocity for a projectile to hit a specified point. |
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void | BreakHitResult
(
const FHitResult& Hit, |
Extracts data from a HitResult. |
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void | CalculateViewProjectionMatricesFromMinimalView
(
const FMinimalViewInfo& MinimalViewInfo, |
Calculate view-projection matrices from a specified MinimalViewInfo and optional custom projection matrix |
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void | CalculateViewProjectionMatricesFromViewTarget
(
AActor* InViewTarget, |
Calculate view-projection matrices from a specified view target |
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void | Cancels all currently queued streaming packages | |
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void | ClearSoundMixClassOverride
(
const UObject* WorldContextObject, |
Clears any existing override of the Sound Class Adjuster in the given Sound Mix |
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void | ClearSoundMixModifiers
(
const UObject* WorldContextObject |
Clear all sound mix modifiers from the audio system |
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APlayerController * | CreatePlayer
(
const UObject* WorldContextObject, |
Create a new local player for this game, for cases like local multiplayer. |
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APlayerController * | CreatePlayerFromPlatformUser
(
const UObject* WorldContextObject, |
Create a new local player for this game, for cases like local multiplayer. |
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USaveGame * | CreateSaveGameObject
(
TSubclassOf< USaveGame > SaveGameClass |
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot. |
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UAudioComponent * | CreateSound2D
(
const UObject* WorldContextObject, |
This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. |
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void | DeactivateReverbEffect
(
const UObject* WorldContextObject, |
Deactivates a Reverb Effect that was applied outside of an Audio Volume |
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bool | DeleteGameInSlot
(
const FString& SlotName, |
Delete a save game in a particular slot. |
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bool | DeprojectSceneCaptureComponentToWorld
(
USceneCaptureComponent2D* SceneCaptureComponent2D, |
Transforms the given 2D UV coordinate into a 3D world-space point and direction. |
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bool | DeprojectSceneCaptureToWorld
(
ASceneCapture2D const* SceneCapture2D, |
Transforms the given 2D UV coordinate into a 3D world-space point and direction. |
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bool | DeprojectScreenToWorld
(
APlayerController const* Player, |
Transforms the given 2D screen space coordinate into a 3D world-space point and direction. |
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bool | DoesSaveGameExist
(
const FString& SlotName, |
See if a save game exists with the specified name. |
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void | EnableLiveStreaming
(
bool Enable |
Toggle live DVR streaming. |
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bool | FindCollisionUV
(
const FHitResult& Hit, |
Try and find the UV for a collision impact. |
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AActor * | FindNearestActor
(
FVector Origin, |
Returns an Actor nearest to Origin from ActorsToCheck array. |
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AActor * | FinishSpawningActor
(
AActor* Actor, |
'Finish' spawning an actor. This will run the construction script. |
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void | FlushLevelStreaming
(
const UObject* WorldContextObject |
Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden |
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void | GetAccurateRealTime
(
int32& Seconds, |
Returns time in seconds since the application was started. |
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void | GetAccurateRealTime
(
int32& Seconds, |
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FName | GetActiveSpatialPluginName
(
const UObject* WorldContextObject |
Get currently active Audio Spatialization Plugin name |
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FVector | GetActorArrayAverageLocation
(
const TArray< AActor* >& Actors |
Find the average location (centroid) of an array of Actors |
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void | GetActorArrayBounds
(
const TArray< AActor* >& Actors, |
Bind the bounds of an array of Actors |
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AActor * | GetActorOfClass
(
const UObject* WorldContextObject, |
Find the first Actor in the world of the specified class. |
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void | GetAllActorsOfClass
(
const UObject* WorldContextObject, |
Find all Actors in the world of the specified class. |
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void | GetAllActorsOfClassWithTag
(
const UObject* WorldContextObject, |
Find all Actors in the world of the specified class with the specified tag. |
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void | GetAllActorsWithInterface
(
const UObject* WorldContextObject, |
Find all Actors in the world with the specified interface. |
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void | GetAllActorsWithTag
(
const UObject* WorldContextObject, |
Find all Actors in the world with the specified tag. |
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double | GetAudioTimeSeconds
(
const UObject* WorldContextObject |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped. |
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TArray< FName > | GetAvailableSpatialPluginNames
(
const UObject* WorldContextObject |
Get list of available Audio Spatialization Plugin names |
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bool | GetClosestListenerLocation
(
const UObject* WorldContextObject, |
Finds and returns the position of the closest listener to the specified location |
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FString | GetCurrentLevelName
(
const UObject* WorldContextObject, |
Get the name of the currently-open level. |
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UReverbEffect * | GetCurrentReverbEffect
(
const UObject* WorldContextObject |
Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings). |
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bool | GetEnableWorldRendering
(
const UObject* WorldContextObject |
Returns the world rendering state |
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UGameInstance * | GetGameInstance
(
const UObject* WorldContextObject |
Returns the game instance object |
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AGameModeBase * | GetGameMode
(
const UObject* WorldContextObject |
Returns the current GameModeBase or Null if it can't be retrieved, such as on the client |
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AGameStateBase * | GetGameState
(
const UObject* WorldContextObject |
Returns the current GameStateBase or Null if it can't be retrieved |
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float | GetGlobalTimeDilation
(
const UObject* WorldContextObject |
Gets the current global time dilation. |
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int32 | GetIntOption
(
const FString& Options, |
Find an option in the options string and return it as an integer. |
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void | GetKeyValue
(
const FString& Pair, |
Break up a key=value pair into its key and value. |
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int32 | GetMaxAudioChannelCount
(
const UObject* WorldContextObject |
Retrieves the max voice count currently used by the audio engine. |
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int32 | GetNumLocalPlayerControllers
(
const UObject* WorldContextObject |
Returns the number of fully initialized local players, this will be 0 on dedicated servers. |
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int32 | GetNumPlayerControllers
(
const UObject* WorldContextObject |
Returns the total number of available player controllers, including remote players when called on a server. |
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int32 | GetNumPlayerStates
(
const UObject* WorldContextObject |
Returns the number of active player states, there is one player state for every connected player even if they are a remote client. |
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UClass * | GetObjectClass
(
const UObject* Object |
Returns the class of a passed in Object, will always be valid if Object is not NULL |
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FString | Returns the string name of the current platform, to perform different behavior based on platform. | |
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APlayerCameraManager * | GetPlayerCameraManager
(
const UObject* WorldContextObject, |
Returns the camera manager for the Player Controller at the specified player index. |
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ACharacter * | GetPlayerCharacter
(
const UObject* WorldContextObject, |
Returns the pawn for the player controller at the specified player index, will return null if the pawn is not a character. |
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APlayerController * | GetPlayerController
(
const UObject* WorldContextObject, |
Returns the player controller found while iterating through the local and available remote player controllers. |
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APlayerController * | GetPlayerControllerFromID
(
const UObject* WorldContextObject, |
Returns the player controller with the specified physical controller ID. |
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APlayerController * | GetPlayerControllerFromPlatformUser
(
const UObject* WorldContextObject, |
Returns the player controller with the specified physical controller ID. |
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int32 | GetPlayerControllerID
(
APlayerController* Player |
Gets what physical controller ID a player is using. This only works for local player controllers. |
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APawn * | GetPlayerPawn
(
const UObject* WorldContextObject, |
Returns the pawn for the player controller at the specified player index. |
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APlayerState * | GetPlayerState
(
const UObject* WorldContextObject, |
Returns the player state at the given index in the game state's PlayerArray. |
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APlayerState * | GetPlayerStateFromUniqueNetId
(
const UObject* WorldContextObject, |
Returns the player state that matches the passed in online id, or null for an invalid one. |
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double | GetRealTimeSeconds
(
const UObject* WorldContextObject |
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped |
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ULevelStreaming * | GetStreamingLevel
(
const UObject* WorldContextObject, |
Returns level streaming object with specified level package name |
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EPhysicalSurface | GetSurfaceType
(
const FHitResult& Hit |
Returns the EPhysicalSurface type of the given Hit. |
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double | GetTimeSeconds
(
const UObject* WorldContextObject |
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses |
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double | GetUnpausedTimeSeconds
(
const UObject* WorldContextObject |
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses |
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EMouseCaptureMode | GetViewportMouseCaptureMode
(
const UObject* WorldContextObject |
Returns the current viewport mouse capture mode |
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void | GetViewProjectionMatrix
(
FMinimalViewInfo DesiredView, |
Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view |
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double | GetWorldDeltaSeconds
(
const UObject* WorldContextObject |
Returns the frame delta time in seconds, adjusted by time dilation. |
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FIntVector | GetWorldOriginLocation
(
const UObject* WorldContextObject |
Returns world origin current location. |
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bool | GrabOption
(
FString& Options, |
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int32 | GrassOverlappingSphereCount
(
const UObject* WorldContextObject, |
Counts how many grass foliage instances overlap a given sphere. |
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bool | HasLaunchOption
(
const FString& OptionToCheck |
Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild) |
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bool | Returns whether a key exists in an options string. | |
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bool | IsAnyLocalPlayerCameraWithinRange
(
const UObject* WorldContextObject, |
Determines if any local player controller's camera is within range of the specified location. |
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bool | IsGamePaused
(
const UObject* WorldContextObject |
Returns the game's paused state |
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bool | IsProjectileTrajectoryBlocked
(
const UWorld* World, |
Stepwise trace along the path of a given velocity |
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bool | IsSplitscreenForceDisabled
(
const UObject* WorldContextObject |
Returns the split screen state |
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bool | LoadDataFromSlot
(
TArray< uint8 >& OutSaveData, |
Load contents from a slot/file into a buffer of save data. |
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USaveGame * | LoadGameFromMemory
(
const TArray< uint8 >& InSaveData |
Tries to load a SaveGame object from a given array of bytes. |
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USaveGame * | LoadGameFromSlot
(
const FString& SlotName, |
Load the contents from a given slot. |
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void | LoadStreamLevel
(
const UObject* WorldContextObject, |
Stream the level (by Name); Calling again before it finishes has no effect |
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void | LoadStreamLevelBySoftObjectPtr
(
const UObject* WorldContextObject, |
Stream the level (by Object Reference); Calling again before it finishes has no effect |
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FHitResult | MakeHitResult
(
bool bBlockingHit, |
Create a HitResult struct |
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bool |
ObjectIsA
(
const UObject* Object, |
Returns whether or not the object passed in is of (or inherits from) the class type. |
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void | Travel to another level | |
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void | OpenLevelBySoftObjectPtr
(
const UObject* WorldContextObject, |
Travel to another level |
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FString | ParseOption
(
FString Options, |
Find an option in the options string and return it. |
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void | PlayDialogue2D
(
const UObject* WorldContextObject, |
Plays a dialogue directly with no attenuation, perfect for UI. |
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void | PlayDialogueAtLocation
(
const UObject* WorldContextObject, |
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void | PlayDialogueAtLocation
(
const UObject* WorldContextObject, |
Plays a dialogue at the given location. |
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void | PlaySound2D
(
const UObject* WorldContextObject, |
Plays a sound directly with no attenuation, perfect for UI sounds. |
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void | PlaySoundAtLocation
(
const UObject* WorldContextObject, |
Plays a sound at the given location. |
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void | PlaySoundAtLocation
(
const UObject* WorldContextObject, |
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void | PlayWorldCameraShake
(
const UObject* WorldContextObject, |
Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. |
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void | PopSoundMixModifier
(
const UObject* WorldContextObject, |
Pop a sound mix modifier from the audio system |
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bool | PredictProjectilePath
(
const UObject* WorldContextObject, |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. |
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void | PrimeAllSoundsInSoundClass
(
USoundClass* InSoundClass |
Primes the sound waves in the given USoundClass, caching the first chunk of streamed audio. |
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void | PrimeSound
(
USoundBase* InSound |
Primes the sound, caching the first chunk of streamed audio. |
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bool | ProjectWorldToScreen
(
APlayerController const* Player, |
Transforms the given 3D world-space point into a its 2D screen space coordinate. |
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void | PushSoundMixModifier
(
const UObject* WorldContextObject, |
Push a sound mix modifier onto the audio system |
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FVector | RebaseLocalOriginOntoZero
(
UObject* WorldContextObject, |
Returns origin based position for local world location. |
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FVector | RebaseZeroOriginOntoLocal
(
UObject* WorldContextObject, |
Returns local location for origin based position. |
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void | RemovePlayer
(
APlayerController* Player, |
Removes a local player from this game. |
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bool | SaveDataToSlot
(
const TArray< uint8 >& InSaveData, |
Save the contents of the buffer to a platform-specific save slot/file |
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bool | SaveGameToMemory
(
USaveGame* SaveGameObject, |
Serialize our USaveGame object into a given array of bytes |
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bool | SaveGameToSlot
(
USaveGame* SaveGameObject, |
Save the contents of the SaveGameObject to a platform-specific save slot/file. |
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bool | SetActiveSpatialPluginByName
(
const UObject* WorldContextObject, |
Get list of available Audio Spatialization Plugins |
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void | SetBaseSoundMix
(
const UObject* WorldContextObject, |
Audio Functions ------------------------- |
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void | SetEnableWorldRendering
(
const UObject* WorldContextObject, |
Enabled rendering of the world |
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void | SetForceDisableSplitscreen
(
const UObject* WorldContextObject, |
Enables split screen |
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bool | SetGamePaused
(
const UObject* WorldContextObject, |
Sets the game's paused state |
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void | SetGlobalListenerFocusParameters
(
const UObject* WorldContextObject, |
Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings. |
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void | SetGlobalPitchModulation
(
const UObject* WorldContextObject, |
Sets a global pitch modulation scalar that will apply to all non-UI sounds |
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void | SetGlobalTimeDilation
(
const UObject* WorldContextObject, |
Sets the global time dilation. |
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void | SetMaxAudioChannelsScaled
(
const UObject* WorldContextObject, |
Sets the max number of voices (also known as "channels") dynamically by percentage. |
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void | SetPlayerControllerID
(
APlayerController* Player, |
Sets what physical controller ID a player should be using. |
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void | SetPlayerPlatformUserId
(
APlayerController* PlayerController, |
Sets what platform user id a player should be using. This only works for local player controllers. |
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void | SetSoundClassDistanceScale
(
const UObject* WorldContextObject, |
Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time |
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void | SetSoundMixClassOverride
(
const UObject* WorldContextObject, |
Overrides the sound class adjuster in the given sound mix. |
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void | SetSubtitlesEnabled
(
bool bEnabled |
Will set subtitles to be enabled or disabled. |
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void | SetViewportMouseCaptureMode
(
const UObject* WorldContextObject, |
Sets the current viewport mouse capture mode |
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void | SetWorldOriginLocation
(
const UObject* WorldContextObject, |
Requests a new location for a world origin. |
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UDecalComponent * | SpawnDecalAtLocation
(
const UObject* WorldContextObject, |
Spawns a decal at the given location and rotation, fire and forget. Does not replicate. |
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UDecalComponent * | SpawnDecalAttached
(
UMaterialInterface* DecalMaterial, |
Spawns a decal attached to and following the specified component. Does not replicate. |
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UAudioComponent * | SpawnDialogue2D
(
const UObject* WorldContextObject, |
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. |
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UAudioComponent * | SpawnDialogueAtLocation
(
const UObject* WorldContextObject, |
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. |
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UAudioComponent * | SpawnDialogueAttached
(
UDialogueWave* Dialogue, |
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UAudioComponent * | SpawnDialogueAttached
(
UDialogueWave* Dialogue, |
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. |
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UParticleSystemComponent * | SpawnEmitterAtLocation
(
const UObject* WorldContextObject, |
Plays the specified effect at the given location and rotation, fire and forget. |
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UParticleSystemComponent * | SpawnEmitterAtLocation
(
const UObject* WorldContextObject, |
Backwards compatible version of SpawnEmitterAttached for C++ without Scale. |
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UParticleSystemComponent * | SpawnEmitterAtLocation
(
UWorld* World, |
Plays the specified effect at the given location and rotation, fire and forget. |
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UParticleSystemComponent * | SpawnEmitterAttached
(
UParticleSystem* EmitterTemplate, |
Backwards compatible version of SpawnEmitterAttached for C++ without Scale. |
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UParticleSystemComponent * | SpawnEmitterAttached
(
UParticleSystem* EmitterTemplate, |
Plays the specified effect attached to and following the specified component. |
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UForceFeedbackComponent * | SpawnForceFeedbackAtLocation
(
const UObject* WorldContextObject, |
Plays a force feedback effect at the given location. |
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UForceFeedbackComponent * | SpawnForceFeedbackAttached
(
UForceFeedbackEffect* ForceFeedbackEffect, |
Plays a force feedback effect attached to and following the specified component. |
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UObject * | SpawnObject
(
TSubclassOf< UObject > ObjectClass, |
Create Object |
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UAudioComponent * | SpawnSound2D
(
const UObject* WorldContextObject, |
This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. |
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UAudioComponent * | SpawnSoundAtLocation
(
const UObject* WorldContextObject, |
Spawns a sound at the given location. |
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UAudioComponent * | SpawnSoundAttached
(
USoundBase* Sound, |
This function allows users to create and play Audio Components attached to a specific Scene Component. |
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UAudioComponent * | SpawnSoundAttached
(
USoundBase* Sound, |
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FMemoryReader | StripSaveGameHeader
(
const TArray< uint8 >& SaveData |
Takes the provided buffer and consumes it, parsing past the internal header data, returning a MemoryReader that has: 1) been set up with all the related header information, and 2) offset to where tagged USaveGame object serialization begins. NOTE: that the returned object has a reference to the supplied data - scope them accordingly. |
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bool | SuggestProjectileVelocity
(
const UObject* WorldContextObject, |
|
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bool | SuggestProjectileVelocity
(
const FSuggestProjectileVelocityParameters& ProjectileParams, |
Native version, has more options than the Blueprint version. |
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bool | SuggestProjectileVelocity_CustomArc
(
const UObject* WorldContextObject, |
Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. |
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bool | SuggestProjectileVelocity_MovingTarget
(
const UObject* WorldContextObject, |
Returns a launch velocity need for a projectile to hit the TargetActor in TimeToTarget seconds based on the TargetActor's current velocity. |
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FVector | TransformWorldToFirstPerson
(
const FMinimalViewInfo& ViewInfo, |
Transforms a world space location into "first person space". |
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void | UnloadStreamLevel
(
const UObject* WorldContextObject, |
Unload a streamed in level (by Name) |
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void | UnloadStreamLevelBySoftObjectPtr
(
const UObject* WorldContextObject, |
Unload a streamed in level (by Object Reference) |
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void | UnRetainAllSoundsInSoundClass
(
USoundClass* InSoundClass |
Iterate through all sound waves and releases handles to retained chunks. |
Classes
Type | Name | Description | |
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FSuggestProjectileVelocityParameters | Struct of parameters passed to SuggestProjectileVelocity function. |