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 |