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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UKismetSystemLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h |
| Include | #include "Kismet/KismetSystemLibrary.h" |
Syntax
class UKismetSystemLibrary : public UBlueprintFunctionLibrary
Variables
| Type | Name | Description | |
|---|---|---|---|
| meta | Builds an ARFilter struct. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UKismetSystemLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FDebugFloatHistory | AddFloatHistorySample
(
float Value, |
||
| int32 | BeginTransaction
(
const FString& Context, |
Begin a new undo transaction. | |
| bool | BoxOverlapActors
(
const UObject* WorldContextObject, |
Returns an array of actors that overlap the given axis-aligned box. | |
| bool | BoxOverlapComponents
(
const UObject* WorldContextObject, |
Returns an array of components that overlap the given axis-aligned box. | |
| bool | BoxTraceMulti
(
const UObject* WorldContextObject, |
Sweeps a box along the given line and returns all hits encountered. | |
| bool | BoxTraceMultiByProfile
(
const UObject* WorldContextObject, |
Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | |
| bool | BoxTraceMultiForObjects
(
const UObject* WorldContextObject, |
Sweeps a box along the given line and returns all hits encountered. | |
| bool | BoxTraceSingle
(
const UObject* WorldContextObject, |
Sweeps a box along the given line and returns the first blocking hit encountered. | |
| bool | BoxTraceSingleByProfile
(
const UObject* WorldContextObject, |
Sweep a box against the world and return the first blocking hit using a specific profile | |
| bool | BoxTraceSingleForObjects
(
const UObject* WorldContextObject, |
Sweeps a box along the given line and returns the first hit encountered. | |
| void | BreakARFilter
(
FARFilter InARFilter, |
Breaks an ARFilter struct into its component pieces. | |
| void | BreakSoftClassPath
(
FSoftClassPath InSoftClassPath, |
Gets the path string out of a Soft Class Path | |
| void | BreakSoftObjectPath
(
FSoftObjectPath InSoftObjectPath, |
Gets the path string out of a Soft Object Path | |
| void | BreakTopLevelAssetPath
(
const FTopLevelAssetPath& TopLevelAssetPath, |
Gets the path string out of a TopLevelAssetPath | |
| void | CancelTransaction
(
const int32 Index |
Cancel the current transaction, and no longer capture actions to be placed in the undo buffer. | |
| bool | CanLaunchURL
(
const FString& URL |
||
| bool | CapsuleOverlapActors
(
const UObject* WorldContextObject, |
Returns an array of actors that overlap the given capsule. | |
| bool | CapsuleOverlapComponents
(
const UObject* WorldContextObject, |
Returns an array of components that overlap the given capsule. | |
| bool | CapsuleTraceMulti
(
const UObject* WorldContextObject, |
Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. | |
| bool | CapsuleTraceMultiByProfile
(
const UObject* WorldContextObject, |
Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | |
| bool | CapsuleTraceMultiForObjects
(
const UObject* WorldContextObject, |
Sweeps a capsule along the given line and returns all hits encountered. | |
| bool | CapsuleTraceSingle
(
const UObject* WorldContextObject, |
Sweeps a capsule along the given line and returns the first blocking hit encountered. | |
| bool | CapsuleTraceSingleByProfile
(
const UObject* WorldContextObject, |
Sweep a capsule against the world and return the first blocking hit using a specific profile | |
| bool | CapsuleTraceSingleForObjects
(
const UObject* WorldContextObject, |
Sweeps a capsule along the given line and returns the first hit encountered. | |
| void | Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable | ||
| bool | ComponentOverlapActors
(
UPrimitiveComponent* Component, |
Returns an array of actors that overlap the given component. | |
| bool | ComponentOverlapComponents
(
UPrimitiveComponent* Component, |
Returns an array of components that overlap the given component. | |
| void | ControlScreensaver
(
bool bAllowScreenSaver |
Allows or inhibits screensaver | |
| TSoftClassPtr< UObject > | Conv_ClassToSoftClassReference
(
const TSubclassOf< UObject >& Class |
||
| FSoftComponentReference | Conv_ComponentReferenceToSoftComponentReference
(
const FComponentReference& ComponentReference |
||
| UObject * | Conv_InterfaceToObject
(
const FScriptInterface& Interface |
Converts an interfance into an object | |
| UClass * | Conv_ObjectToClass
(
UObject* Object, |
Casts from an object to a class, this will only work if the object is already a class | |
| TSoftObjectPtr< UObject > | Conv_ObjectToSoftObjectReference
(
UObject* Object |
||
| FString | Conv_PrimaryAssetIdToString
(
FPrimaryAssetId PrimaryAssetId |
Converts a Primary Asset Id to a string. | |
| FString | Conv_PrimaryAssetTypeToString
(
FPrimaryAssetType PrimaryAssetType |
Converts a Primary Asset Type to a string. | |
| TSoftClassPtr< UObject > | Conv_SoftClassPathToSoftClassRef
(
const FSoftClassPath& SoftClassPath |
Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable | |
| TSubclassOf< UObject > | Conv_SoftClassReferenceToClass
(
const TSoftClassPtr< UObject >& SoftClass |
||
| FString | Conv_SoftClassReferenceToString
(
const TSoftClassPtr< UObject >& SoftClassReference |
Converts a Soft Class Reference to a path string | |
| UObject * | Conv_SoftObjectReferenceToObject
(
const TSoftObjectPtr< UObject >& SoftObject |
||
| FString | Conv_SoftObjectReferenceToString
(
const TSoftObjectPtr< UObject >& SoftObjectReference |
Converts a Soft Object Reference to a path string | |
| TSoftObjectPtr< UObject > | Conv_SoftObjPathToSoftObjRef
(
const FSoftObjectPath& SoftObjectPath |
Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable | |
| FSoftClassPath | Conv_SoftObjRefToSoftClassPath
(
TSoftClassPtr< UObject > SoftClassReference |
Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path) | |
| FSoftObjectPath | Conv_SoftObjRefToSoftObjPath
(
TSoftObjectPtr< UObject > SoftObjectReference |
Converts a Soft Object Reference into a Soft Object Path | |
| FString | ConvertToAbsolutePath
(
const FString& Filename |
Converts passed in filename to use a absolute path | |
| FString | ConvertToRelativePath
(
const FString& Filename |
Converts passed in filename to use a relative path | |
| void | CreateCopyForUndoBuffer
(
UObject* ObjectToModify |
Mark as modified. | |
| void | Delay
(
const UObject* WorldContextObject, |
Perform a latent action with a delay (specified in seconds). | |
| void | DelayUntilNextTick
(
const UObject* WorldContextObject, |
Perform a latent action with a delay of one tick. | |
| bool | DoesImplementInterface
(
const UObject* TestObject, |
Checks if this object implements a specific interface, works for both native and blueprint interfacse | |
| void | DrawDebugArrow
(
const UObject* WorldContextObject, |
Draw directional arrow, pointing from LineStart to LineEnd. | |
| void | DrawDebugBox
(
const UObject* WorldContextObject, |
Draw a debug box | |
| void | DrawDebugCamera
(
const ACameraActor* CameraActor, |
Draw a debug camera shape. | |
| void | DrawDebugCapsule
(
const UObject* WorldContextObject, |
Draw a debug capsule | |
| void | DrawDebugCircle
(
const UObject* WorldContextObject, |
Draw a debug circle!Draw a debug circle | |
| void | DrawDebugCone
(
const UObject* WorldContextObject, |
Draw a debug cone | |
| void | DrawDebugConeInDegrees
(
const UObject* WorldContextObject, |
Draw a debug cone Angles are specified in degrees | |
| void | DrawDebugCoordinateSystem
(
const UObject* WorldContextObject, |
Draw a debug coordinate system. | |
| void | DrawDebugCylinder
(
const UObject* WorldContextObject, |
Draw a debug cylinder | |
| void | DrawDebugFloatHistoryLocation
(
const UObject* WorldContextObject, |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player. | |
| void | DrawDebugFloatHistoryTransform
(
const UObject* WorldContextObject, |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. | |
| void | DrawDebugFrustum
(
const UObject* WorldContextObject, |
Draws a debug frustum. | |
| void | DrawDebugLine
(
const UObject* WorldContextObject, |
Draw a debug line | |
| void | DrawDebugPlane
(
const UObject* WorldContextObject, |
Draws a debug plane. | |
| void | DrawDebugPoint
(
const UObject* WorldContextObject, |
Draw a debug point | |
| void | DrawDebugSphere
(
const UObject* WorldContextObject, |
Draw a debug sphere | |
| void | DrawDebugString
(
const UObject* WorldContextObject, |
Draw a debug string at a 3d world location. | |
| int32 | Attempt to end the current undo transaction. | ||
| bool | Returns true if the values are equal (A == B) | ||
| bool | Returns true if the values are equal (A == B) | ||
| bool | EqualEqual_SoftClassReference
(
const TSoftClassPtr< UObject >& A, |
Returns true if the values are equal (A == B) | |
| bool | EqualEqual_SoftObjectReference
(
const TSoftObjectPtr< UObject >& A, |
Returns true if the values are equal (A == B) | |
| void | ExecuteConsoleCommand
(
const UObject* WorldContextObject, |
Executes a console command, optionally on a specific controller | |
| void | FlushDebugStrings
(
const UObject* WorldContextObject |
Removes all debug strings.Removes all debug strings. | |
| void | FlushPersistentDebugLines
(
const UObject* WorldContextObject |
Flush all persistent debug lines and shapes.Flush all persistent debug lines and shapes | |
| void | Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only) | ||
| bool | Generic_GetEditorProperty
(
const UObject* Object, |
Attempts to retrieve the value of a named property from the given object. | |
| bool | Generic_SetEditorProperty
(
UObject* Object, |
Attempts to set the value of a named property on the given object. | |
| void | GetActorBounds
(
const AActor* Actor, |
||
| void | GetActorListFromComponentList
(
const TArray< class UPrimitiveComponent* >& ComponentList, |
Returns an array of unique actors represented by the given list of components. | |
| int32 | GetAdIDCount () |
Retrieves the total number of Ad IDs that can be selected between | |
| FString | Build configuration, for displaying to end users in diagnostics. | ||
| FString | Build version, for displaying to end users in diagnostics. | ||
| FString | GetClassDisplayName
(
const UClass* Class |
Returns the display name of a class. | |
| TSubclassOf< UObject > | GetClassFromPrimaryAssetId
(
FPrimaryAssetId PrimaryAssetId |
Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it | |
| FTopLevelAssetPath | GetClassTopLevelAssetPath
(
const UClass* Class |
Returns the full path to the specified class as a Top Level Asset Path used by asset utilities. | |
| FString | Returns the command line that the process was launched with. | ||
| void | GetComponentBounds
(
const USceneComponent* Component, |
Get bounds | |
| bool | GetConsoleVariableBoolValue
(
const FString& VariableName |
Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false). | |
| float | GetConsoleVariableFloatValue
(
const FString& VariableName |
Attempts to retrieve the value of the specified float console variable, if it exists. | |
| int32 | GetConsoleVariableIntValue
(
const FString& VariableName |
Attempts to retrieve the value of the specified integer console variable, if it exists. | |
| FString | GetConsoleVariableStringValue
(
const FString& VariableName |
Attempts to retrieve the value of the specified string console variable, if it exists. | |
| bool | GetConvenientWindowedResolutions
(
TArray< FIntPoint >& Resolutions |
Gets the list of windowed resolutions which are convenient for the current primary display size. | |
| bool | GetCurrentBundleState
(
FPrimaryAssetId PrimaryAssetId, |
Returns the list of loaded bundles for a given Primary Asset. | |
| FString | Get the default language (for localization) used by this platform | ||
| FString | Get the default locale (for internationalization) used by this platform | ||
| FString | GetDeviceId () |
Returns the platform specific unique device id | |
| FString | GetDisplayName
(
const UObject* Object |
Returns the display name (or actor label), for displaying as a debugging aid. | |
| bool | GetEditorProperty
(
UObject* Object, |
Attempts to retrieve the value of a named property from the given object. | |
| FString | Engine build number, for displaying to end users. | ||
| FTopLevelAssetPath | GetEnumTopLevelAssetPath
(
const UEnum* Enum |
Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities. | |
| int64 | Returns the value of GFrameCounter, a running count of the number of frames that have occurred. | ||
| FString | Retrieves the game's platform-specific bundle identifier or package name of the game | ||
| FString | GetGameName () |
Get the name of the current game | |
| UTexture2D * | GetGamepadButtonGlyph
(
const FString& ButtonKey, |
Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only) | |
| FString | GetGamepadControllerName
(
int32 ControllerId |
Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only) | |
| double | GetGameTimeInSeconds
(
const UObject* WorldContextObject |
Get the current game time, in seconds. This stops when the game is paused and is affected by slomo. | |
| FString | Returns the currency code associated with the device's locale | ||
| FString | Returns the currency symbol associated with the device's locale | ||
| int32 | Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons | ||
| int32 | Gets the smallest Y resolution we want to support in the UI, clamped within reasons | ||
| UObject * | GetObjectFromPrimaryAssetId
(
FPrimaryAssetId PrimaryAssetId |
Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it | |
| FString | GetObjectName
(
const UObject* Object |
Returns the actual object name. | |
| UObject * | GetOuterObject
(
const UObject* Object |
Returns the outer object of an object. | |
| FString | GetPathName
(
const UObject* Object |
Returns the full path to the specified object as a string. | |
| double | Returns the current platform time in seconds. | ||
| FString | Get the current user dir from the OS | ||
| FString | Get the current user name from the OS | ||
| TArray< FString > | Returns an array of the user's preferred languages in order of preference | ||
| FPrimaryAssetId | GetPrimaryAssetIdFromClass
(
TSubclassOf< UObject > Class |
Returns the Primary Asset Id for a Class, this can return an invalid one if not registered | |
| FPrimaryAssetId | GetPrimaryAssetIdFromObject
(
UObject* Object |
Returns the Primary Asset Id for an Object, this can return an invalid one if not registered | |
| FPrimaryAssetId | GetPrimaryAssetIdFromSoftClassReference
(
TSoftClassPtr< UObject > SoftClassReference |
Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered | |
| FPrimaryAssetId | GetPrimaryAssetIdFromSoftObjectReference
(
TSoftObjectPtr< UObject > SoftObjectReference |
Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered | |
| void | GetPrimaryAssetIdList
(
FPrimaryAssetType PrimaryAssetType, |
Returns list of PrimaryAssetIds for a PrimaryAssetType | |
| void | GetPrimaryAssetsWithBundleState
(
const TArray< FName >& RequiredBundles, |
Returns the list of assets that are in a given bundle state. | |
| FString | Get the content directory of the current project | ||
| FString | Get the directory of the current project | ||
| FString | Get the saved directory of the current project | ||
| int32 | Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects | ||
| int32 | Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium | ||
| FSoftClassPath | GetSoftClassPath
(
const UClass* Class |
Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path) | |
| TSoftClassPtr< UObject > | GetSoftClassReferenceFromPrimaryAssetId
(
FPrimaryAssetId PrimaryAssetId |
Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded | |
| FTopLevelAssetPath | GetSoftClassTopLevelAssetPath
(
TSoftClassPtr< UObject > SoftClassReference |
Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities | |
| FSoftObjectPath | GetSoftObjectPath
(
const UObject* Object |
Returns the full path to the specified object as a Soft Object Path. | |
| TSoftObjectPtr< UObject > | GetSoftObjectReferenceFromPrimaryAssetId
(
FPrimaryAssetId PrimaryAssetId |
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded | |
| FTopLevelAssetPath | GetStructTopLevelAssetPath
(
const UScriptStruct* Struct |
Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities. | |
| bool | GetSupportedFullscreenResolutions
(
TArray< FIntPoint >& Resolutions |
Gets the list of support fullscreen resolutions. | |
| FString | GetSystemPath
(
const UObject* Object |
Returns the full file system path to a UObject If given a non-asset UObject, it will return an empty string | |
| FString | Returns the platform specific unique device id | ||
| bool | Returns true if system default handling of volume up and volume down buttons enabled (Android only) | ||
| bool | HasMultipleLocalPlayers
(
const UObject* WorldContextObject |
Returns whether there are currently multiple local players in the given world | |
| void | HideAdBanner () |
Hides the ad banner (iAd on iOS, or AdMob on Android). | |
| bool | IsControllerAssignedToGamepad
(
int32 ControllerId |
Returns true if controller id assigned to a gamepad (Android and iOS only) | |
| bool | IsDedicatedServer
(
const UObject* WorldContextObject |
Returns whether this is running on a dedicated server | |
| bool | Returns true if the requested interstitial ad is loaded and ready (Android only) | ||
| bool | Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only) | ||
| bool | IsLoggedIn
(
const APlayerController* SpecificPlayer |
Returns whether the player is logged in to the currently active online subsystem. | |
| bool | Returns whether this is a build that is packaged for distribution | ||
| bool | Returns true if screen saver is enabled. | ||
| bool | Returns whether the world this object is in is the host or not | ||
| bool | IsStandalone
(
const UObject* WorldContextObject |
Returns whether this game instance is stand alone (no networking). | |
| bool | IsUnattended () |
Returns true if running unattended (-unattended is on the command line) | |
| bool | Return true if the object is usable : non-null and not pending kill. | ||
| bool | IsValidClass
(
UClass* Class |
Return true if the class is usable : non-null and not pending kill. | |
| bool | IsValidPrimaryAssetId
(
FPrimaryAssetId PrimaryAssetId |
Returns true if the Primary Asset Id is valid | |
| bool | IsValidPrimaryAssetType
(
FPrimaryAssetType PrimaryAssetType |
Returns list of Primary Asset Ids for a PrimaryAssetType | |
| bool | IsValidSoftClassReference
(
const TSoftClassPtr< UObject >& SoftClassReference |
Returns true if the Soft Class Reference is not null | |
| bool | IsValidSoftObjectReference
(
const TSoftObjectPtr< UObject >& SoftObjectReference |
Returns true if the Soft Object Reference is not null | |
| void | K2_ClearAndInvalidateTimerHandle
(
const UObject* WorldContextObject, |
Clears a set timer. | |
| void | K2_ClearTimer
(
UObject* Object, |
Clears a set timer. | |
| void | K2_ClearTimerDelegate
(
FTimerDynamicDelegate Delegate |
Clears a set timer. | |
| void | K2_ClearTimerHandle
(
const UObject* WorldContextObject, |
Clears a set timer. | |
| float | K2_GetTimerElapsedTime
(
UObject* Object, |
Returns elapsed time for the given delegate (time since current countdown iteration began). | |
| float | K2_GetTimerElapsedTimeDelegate
(
FTimerDynamicDelegate Delegate |
Returns elapsed time for the given delegate (time since current countdown iteration began). | |
| float | K2_GetTimerElapsedTimeHandle
(
const UObject* WorldContextObject, |
Returns elapsed time for the given handle (time since current countdown iteration began). | |
| float | K2_GetTimerRemainingTime
(
UObject* Object, |
Returns time until the timer will next execute its delegate. | |
| float | K2_GetTimerRemainingTimeDelegate
(
FTimerDynamicDelegate Delegate |
Returns time until the timer will next execute its delegate. | |
| float | K2_GetTimerRemainingTimeHandle
(
const UObject* WorldContextObject, |
Returns time until the timer will next execute its handle. | |
| FTimerHandle | K2_InvalidateTimerHandle
(
FTimerHandle& Handle |
Invalidate the supplied TimerHandle and return it. | |
| bool | K2_IsTimerActive
(
UObject* Object, |
Returns true if a timer exists and is active for the given delegate, false otherwise. | |
| bool | K2_IsTimerActiveDelegate
(
FTimerDynamicDelegate Delegate |
Returns true if a timer exists and is active for the given delegate, false otherwise. | |
| bool | K2_IsTimerActiveHandle
(
const UObject* WorldContextObject, |
Returns true if a timer exists and is active for the given handle, false otherwise. | |
| bool | K2_IsTimerPaused
(
UObject* Object, |
Returns true if a timer exists and is paused for the given delegate, false otherwise. | |
| bool | K2_IsTimerPausedDelegate
(
FTimerDynamicDelegate Delegate |
Returns true if a timer exists and is paused for the given delegate, false otherwise. | |
| bool | K2_IsTimerPausedHandle
(
const UObject* WorldContextObject, |
Returns true if a timer exists and is paused for the given handle, false otherwise. | |
| bool | K2_IsValidTimerHandle
(
FTimerHandle Handle |
Returns whether the timer handle is valid. | |
| void | K2_PauseTimer
(
UObject* Object, |
Pauses a set timer at its current elapsed time. | |
| void | K2_PauseTimerDelegate
(
FTimerDynamicDelegate Delegate |
Pauses a set timer at its current elapsed time. | |
| void | K2_PauseTimerHandle
(
const UObject* WorldContextObject, |
Pauses a set timer at its current elapsed time. | |
| FTimerHandle | K2_SetTimer
(
UObject* Object, |
Set a timer to execute delegate. | |
| FTimerHandle | K2_SetTimerDelegate
(
FTimerDynamicDelegate Delegate, |
Set a timer to execute delegate. | |
| FTimerHandle | K2_SetTimerForNextTick
(
UObject* Object, |
Set a timer to execute a delegate on the next tick. | |
| FTimerHandle | K2_SetTimerForNextTickDelegate
(
FTimerDynamicDelegate Delegate |
Set a timer to execute a delegate next tick. | |
| bool | K2_TimerExists
(
UObject* Object, |
Returns true is a timer for the given delegate exists, false otherwise. | |
| bool | K2_TimerExistsDelegate
(
FTimerDynamicDelegate Delegate |
Returns true is a timer for the given delegate exists, false otherwise. | |
| bool | K2_TimerExistsHandle
(
const UObject* WorldContextObject, |
Returns true is a timer for the given handle exists, false otherwise. | |
| void | K2_UnPauseTimer
(
UObject* Object, |
Resumes a paused timer from its current elapsed time. | |
| void | K2_UnPauseTimerDelegate
(
FTimerDynamicDelegate Delegate |
Resumes a paused timer from its current elapsed time. | |
| void | K2_UnPauseTimerHandle
(
const UObject* WorldContextObject, |
Resumes a paused timer from its current elapsed time. | |
| void | Opens the specified URL in the platform's web browser of choice. | ||
| bool | LineTraceMulti
(
const UObject* WorldContextObject, |
Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. | |
| bool | LineTraceMultiByProfile
(
const UObject* WorldContextObject, |
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | |
| bool | LineTraceMultiForObjects
(
const UObject* WorldContextObject, |
Does a collision trace along the given line and returns all hits encountered. | |
| bool | LineTraceSingle
(
const UObject* WorldContextObject, |
Does a collision trace along the given line and returns the first blocking hit encountered. | |
| bool | LineTraceSingleByProfile
(
const UObject* WorldContextObject, |
Trace a ray against the world using a specific profile and return the first blocking hit | |
| bool | LineTraceSingleForObjects
(
const UObject* WorldContextObject, |
Does a collision trace along the given line and returns the first hit encountered. | |
| void | LoadAsset
(
const UObject* WorldContextObject, |
||
| UObject * | LoadAsset_Blocking
(
TSoftObjectPtr< UObject > Asset |
Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible | |
| void | LoadAssetClass
(
const UObject* WorldContextObject, |
||
| UClass * | LoadClassAsset_Blocking
(
TSoftClassPtr< UObject > AssetClass |
Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible | |
| void | LoadInterstitialAd
(
int32 AdIdIndex |
Will load a fullscreen interstitial AdMob ad. | |
| void | Prints a string to the log If Print To Log is true, it will be visible in the Output Log window. | ||
| bool | MakeLiteralBool
(
bool Value |
Creates a literal bool | |
| uint8 | MakeLiteralByte
(
uint8 Value |
Creates a literal byte | |
| double | MakeLiteralDouble
(
double Value |
Creates a literal float (double-precision) | |
| int32 | MakeLiteralInt
(
int32 Value |
Creates a literal integer | |
| int64 | MakeLiteralInt64
(
int64 Value |
Creates a literal 64-bit integer | |
| FName | MakeLiteralName
(
FName Value |
Creates a literal name | |
| FString | MakeLiteralString
(
FString Value |
Creates a literal string | |
| FText | MakeLiteralText
(
FText Value |
Creates a literal FText | |
| FSoftClassPath | MakeSoftClassPath
(
const FString& PathString |
Builds a Soft Class Path struct from a string that contains a full /folder/packagename.class path. | |
| FSoftObjectPath | MakeSoftObjectPath
(
const FString& PathString |
Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path | |
| FTopLevelAssetPath | MakeTopLevelAssetPath
(
const FString& PackageName, |
Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string. | |
| void | MoveComponentTo
(
USceneComponent* Component, |
Interpolate a component to the specified relative location and rotation over the course of OverTime seconds. | |
| FString | NormalizeFilename
(
const FString& InFilename |
Convert all / and \ to TEXT("/") | |
| bool | Returns true if the values are not equal (A != B) | ||
| bool | Returns true if the values are not equal (A != B) | ||
| bool | NotEqual_SoftClassReference
(
const TSoftClassPtr< UObject >& A, |
Returns true if the values are not equal (A != B) | |
| bool | NotEqual_SoftObjectReference
(
const TSoftObjectPtr< UObject >& A, |
Returns true if the values are not equal (A != B) | |
| void | Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar) | ||
| bool | ParseParam
(
const FString& InString, |
Returns true if the string has -param in it (do not specify the leading -) | |
| bool | ParseParamValue
(
const FString& InString, |
Returns 'value' if -option=value is in the string | |
| void | PrintString
(
const UObject* WorldContextObject, |
Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. | |
| void | PrintText
(
const UObject* WorldContextObject, |
Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. | |
| void | PrintWarning
(
const FString& InString |
Prints a warning string to the log and the screen. | |
| void | QuitEditor () |
Exit the editor | |
| void | QuitGame
(
const UObject* WorldContextObject, |
Exit the current game | |
| void | Requests permission to send remote notifications to the user's device. (Android and iOS only) | ||
| void | Resets the gamepad to player controller id assignments (Android and iOS only) | ||
| void | ResetGamepadAssignmentToController
(
int32 ControllerId |
Resets the gamepad assignment to player controller id (Android and iOS only) | |
| void | RetriggerableDelay
(
const UObject* WorldContextObject, |
Perform a latent action with a retriggerable delay (specified in seconds). | |
| void | SetBoolPropertyByName
(
UObject* Object, |
Set a bool property by name | |
| void | SetBytePropertyByName
(
UObject* Object, |
Set an uint8 or enum property by name | |
| void | SetClassPropertyByName
(
UObject* Object, |
Set a CLASS property by name | |
| void | SetCollisionProfileNameProperty
(
UObject* Object, |
Set a CollisionProfileName property by name | |
| void | SetColorPropertyByName
(
UObject* Object, |
Set a COLOR property by name | |
| void | SetDoublePropertyByName
(
UObject* Object, |
Set a double property by name | |
| bool | SetEditorProperty
(
UObject* Object, |
Attempts to set the value of a named property on the given object. | |
| void | SetFieldPathPropertyByName
(
UObject* Object, |
Set a SOFTOBJECT property by name | |
| void | SetGamepadsBlockDeviceFeedback
(
bool bBlock |
Sets whether attached gamepads will block feedback from the device itself (Mobile only). | |
| void | SetInt64PropertyByName
(
UObject* Object, |
Set an int64 property by name | |
| void | SetInterfacePropertyByName
(
UObject* Object, |
Set an INTERFACE property by name | |
| void | SetIntPropertyByName
(
UObject* Object, |
Set an int32 property by name | |
| void | SetLinearColorPropertyByName
(
UObject* Object, |
Set a LINEAR COLOR property by name | |
| void | SetNamePropertyByName
(
UObject* Object, |
Set a NAME property by name | |
| void | SetObjectPropertyByName
(
UObject* Object, |
Set an OBJECT property by name | |
| void | SetRotatorPropertyByName
(
UObject* Object, |
Set a ROTATOR property by name | |
| void | SetSoftClassPropertyByName
(
UObject* Object, |
Set a SOFTCLASS property by name | |
| void | SetSoftObjectPropertyByName
(
UObject* Object, |
Set a SOFTOBJECT property by name | |
| void | SetStringPropertyByName
(
UObject* Object, |
Set a STRING property by name | |
| void | SetStructurePropertyByName
(
UObject* Object, |
Set a custom structure property by name | |
| void | SetSuppressViewportTransitionMessage
(
const UObject* WorldContextObject, |
Sets the state of the transition message rendered by the viewport. | |
| void | SetTextPropertyByName
(
UObject* Object, |
Set a TEXT property by name | |
| void | SetTransformPropertyByName
(
UObject* Object, |
Set a TRANSFORM property by name | |
| void | SetUserActivity
(
const FUserActivity& UserActivity |
Tells the engine what the user is doing for debug, analytics, etc. | |
| void | SetVector3fPropertyByName
(
UObject* Object, |
Set a VECTOR3F property by name | |
| void | SetVectorPropertyByName
(
UObject* Object, |
Set a VECTOR property by name | |
| void | SetVolumeButtonsHandledBySystem
(
bool bEnabled |
Allows or inhibits system default handling of volume up and volume down buttons (Android only) | |
| void | SetWindowTitle
(
const FText& Title |
Sets the game window title | |
| void | ShowAdBanner
(
int32 AdIdIndex, |
Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view) (iOS and Android only) | |
| void | Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only) | ||
| void | ShowPlatformSpecificAchievementsScreen
(
const APlayerController* SpecificPlayer |
Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release) | |
| void | ShowPlatformSpecificLeaderboardScreen
(
const FString& CategoryName |
Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release) | |
| void | SnapshotObject
(
UObject* Object |
Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update. | |
| bool | SphereOverlapActors
(
const UObject* WorldContextObject, |
Returns an array of actors that overlap the given sphere. | |
| bool | SphereOverlapComponents
(
const UObject* WorldContextObject, |
Returns an array of components that overlap the given sphere. | |
| bool | SphereTraceMulti
(
const UObject* WorldContextObject, |
Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. | |
| bool | SphereTraceMultiByProfile
(
const UObject* WorldContextObject, |
Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | |
| bool | SphereTraceMultiForObjects
(
const UObject* WorldContextObject, |
Sweeps a sphere along the given line and returns all hits encountered. | |
| bool | SphereTraceSingle
(
const UObject* WorldContextObject, |
Sweeps a sphere along the given line and returns the first blocking hit encountered. | |
| bool | SphereTraceSingleByProfile
(
const UObject* WorldContextObject, |
Sweep a sphere against the world and return the first blocking hit using a specific profile | |
| bool | SphereTraceSingleForObjects
(
const UObject* WorldContextObject, |
Sweeps a sphere along the given line and returns the first hit encountered. | |
| void | StackTrace () |
Globally useful functions ------------------------ | |
| void | StackTraceImpl
(
const FFrame& StackFrame |
Globally useful functions ------------------------ | |
| void | TransactObject
(
UObject* Object |
Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer. | |
| void | UnloadPrimaryAsset
(
FPrimaryAssetId PrimaryAssetId |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it | |
| void | UnloadPrimaryAssetList
(
const TArray< FPrimaryAssetId >& PrimaryAssetIdList |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it | |
| void | Requests Requests unregistering from receiving remote notifications to the user's device. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnAssetClassLoaded | |||
| FOnAssetLoaded |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Generic_SetStructurePropertyByName
(
UObject* OwnerObject, |
Function has been deprecated. | |
| bool | IsSplitScreen
(
const UObject* WorldContextObject |
IsSplitScreen was only ever checking if there are more than one local player. Use HasMultipleLocalPlayers instead. | |
| float | MakeLiteralFloat
(
float Value |
This method has been deprecated and will be removed. | |
| void | SetFloatPropertyByName
(
UObject* Object, |
This method has been deprecated and will be removed. Use the double version instead. |