Actor

Actor

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Actions

Get Actor Eyes View Point

Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

Target is Actor

Get All Child Actors

Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array

Target is Actor

Get Component by Class

Searches components array and returns first encountered component of the specified class

Target is Actor

Get Components by Interface

Gets all the components that implements the given interface.

Target is Actor

Get Components by Tag

Gets all the components that inherit from the given class with a given tag.

Target is Actor

Get Game Time Since Creation

The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.

Target is Actor

Get Owner

Get the owner of this Actor, used primarily for network replication.

Target is Actor

Get Parent Actor

If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component

Target is Actor

Get Parent Component

If this Actor was created by a Child Actor Component returns that Child Actor Component

Target is Actor

GetComponentsByClass

Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. This intended to only be used by blueprints. Use GetComponents() in C++.

Target is Actor

Is Child Actor

Returns whether this Actor was spawned by a child actor component

Target is Actor

Set Owner

Set the owner of this Actor, used primarily for network replication.

Target is Actor

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