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