| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h |
Include |
#include "Kismet/KismetSystemLibrary.h" |
class UKismetSystemLibrary : public UBlueprintFunctionLibrary
Name | Description | |
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UKismetSystemLibrary ( |
Name | Description | ||
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FDebugFloatH... |
AddFloatHistorySample ( |
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BeginTransaction |
Begin a new undo transaction. |
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BoxOverlapActors |
Returns an array of actors that overlap the given axis-aligned box. |
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BoxOverlapComponents |
Returns an array of components that overlap the given axis-aligned box. |
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BoxTraceMulti ( |
Sweeps a box along the given line and returns all hits encountered. |
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BoxTraceMultiByProfile ( |
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 |
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BoxTraceMultiForObjects ( |
Sweeps a box along the given line and returns all hits encountered. |
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BoxTraceSingle ( |
Sweeps a box along the given line and returns the first blocking hit encountered. |
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BoxTraceSingleByProfile ( |
Sweep a box against the world and return the first blocking hit using a specific profile |
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BoxTraceSingleForObjects ( |
Sweeps a box along the given line and returns the first hit encountered. |
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BreakSoftClassPath ( |
Gets the path string out of a Soft Class Path |
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BreakSoftObjectPath ( |
Gets the path string out of a Soft Object Path |
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CancelTransaction ( |
Cancel the current transaction, and no longer capture actions to be placed in the undo buffer. |
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CanLaunchURL ( |
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CapsuleOverlapActors |
Returns an array of actors that overlap the given capsule. |
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CapsuleOverlapComponents ( |
Returns an array of components that overlap the given capsule. |
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CapsuleTraceMulti ( |
Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. |
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CapsuleTraceMultiByProfile ( |
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 |
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CapsuleTraceMultiForObjects ( |
Sweeps a capsule along the given line and returns all hits encountered. |
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CapsuleTraceSingle ( |
Sweeps a capsule along the given line and returns the first blocking hit encountered. |
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CapsuleTraceSingleByProfile ( |
Sweep a capsule against the world and return the first blocking hit using a specific profile |
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CapsuleTraceSingleForObjects ( |
Sweeps a capsule along the given line and returns the first hit encountered. |
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CollectGarbage() |
Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) |
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ComponentOverlapActors ( |
Returns an array of actors that overlap the given component. |
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ComponentOverlapComponents ( |
Returns an array of components that overlap the given component. |
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ControlScreensaver ( |
Allows or inhibits screensaver |
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TSoftClassPt... |
Conv_ClassToSoftClassReference ( |
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UObject *... |
Conv_InterfaceToObject ( |
Converts an interfance into an object |
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TSoftObjectP... |
Conv_ObjectToSoftObjectReference ( |
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Conv_PrimaryAssetIdToString ( |
Converts a Primary Asset Id to a string. |
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Conv_PrimaryAssetTypeToString ( |
Converts a Primary Asset Type to a string. |
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TSoftClassPt... |
Conv_SoftClassPathToSoftClassRef ( |
Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable |
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TSubclassOf<... |
Conv_SoftClassReferenceToClass ( |
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Conv_SoftClassReferenceToString ( |
Converts a Soft Class Reference to a string. |
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UObject *... |
Conv_SoftObjectReferenceToObject ( |
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Conv_SoftObjectReferenceToString ( |
Converts a Soft Object Reference to a string. |
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TSoftObjectP... |
Conv_SoftObjPathToSoftObjRef ( |
Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable |
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ConvertToAbsolutePath ( |
Converts passed in filename to use a absolute path |
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ConvertToRelativePath ( |
Converts passed in filename to use a relative path |
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CreateCopyForUndoBuffer ( |
Mark as modified. |
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Delay ( |
Perform a latent action with a delay (specified in seconds). |
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DoesImplementInterface ( |
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DrawDebugArrow ( |
Draw directional arrow, pointing from LineStart to LineEnd. |
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DrawDebugBox ( |
Draw a debug box |
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DrawDebugCamera ( |
Draw a debug camera shape. |
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DrawDebugCapsule ( |
Draw a debug capsule |
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DrawDebugCircle |
Draw a debug circle! Draw a debug circle |
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DrawDebugCone ( |
Draw a debug cone |
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DrawDebugConeInDegrees ( |
Draw a debug cone Angles are specified in degrees |
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DrawDebugCoordinateSystem |
Draw a debug coordinate system. |
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DrawDebugCylinder ( |
Draw a debug cylinder |
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DrawDebugFloatHistoryLocation ( |
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. |
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DrawDebugFloatHistoryTransform ( |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. |
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DrawDebugFrustum ( |
Draws a debug frustum. |
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DrawDebugLine ( |
Draw a debug line |
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DrawDebugPlane ( |
Draws a debug plane. |
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DrawDebugPoint ( |
Draw a debug point |
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DrawDebugSphere ( |
Draw a debug sphere |
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DrawDebugString ( |
Draw a debug string at a 3d world location. |
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EndTransaction() |
Attempt to end the current undo transaction. |
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EqualEqual_PrimaryAssetId ( |
Returns true if the values are equal (A == B) |
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EqualEqual_PrimaryAssetType ( |
Returns true if the values are equal (A == B) |
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EqualEqual_SoftClassReference ( |
Returns true if the values are equal (A == B) |
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EqualEqual_SoftObjectReference ( |
Returns true if the values are equal (A == B) |
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ExecuteConsoleCommand ( |
Executes a console command, optionally on a specific controller |
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FlushDebugStrings ( |
Removes all debug strings. Removes all debug strings. |
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FlushPersistentDebugLines ( |
Flush all persistent debug lines and shapes. Flush all persistent debug lines and shapes |
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ForceCloseAdBanner() |
Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only) |
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Generic_GetEditorProperty |
Attempts to retrieve the value of a named property from the given object. |
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Generic_SetEditorProperty ( |
Attempts to set the value of a named property on the given object. |
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Generic_SetStructurePropertyByName |
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GetActorBounds |
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GetActorListFromComponentList ( |
Returns an array of unique actors represented by the given list of components. |
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GetAdIDCount() |
Retrieves the total number of Ad IDs that can be selected between |
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GetClassDisplayName ( |
Returns the display name of a class. |
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TSubclassOf<... |
GetClassFromPrimaryAssetId ( |
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 |
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GetCommandLine() |
Returns the command line that the process was launched with. |
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GetComponentBounds ( |
Get bounds |
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GetConsoleVariableBoolValue ( |
Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false). |
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float |
GetConsoleVariableFloatValue ( |
Attempts to retrieve the value of the specified float console variable, if it exists. |
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GetConsoleVariableIntValue ( |
Attempts to retrieve the value of the specified integer console variable, if it exists. |
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GetConvenientWindowedResolutions |
Gets the list of windowed resolutions which are convenient for the current primary display size. |
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GetCurrentBundleState ( |
Returns the list of loaded bundles for a given Primary Asset. |
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GetDefaultLanguage() |
Get the default language (for localization) used by this platform @note This is typically the same as GetDefaultLocale unless the platform distinguishes between the two @note This should be returned in IETF language tag form: |
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GetDefaultLocale() |
Get the default locale (for internationalization) used by this platform @note This should be returned in IETF language tag form: |
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GetDeviceId() |
Returns the platform specific unique device id |
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GetDisplayName ( |
Returns the display name (or actor label), for displaying as a debugging aid. |
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GetEditorProperty |
Attempts to retrieve the value of a named property from the given object. |
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GetEngineVersion() |
Engine build number, for displaying to end users. |
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GetFrameCount() |
Returns the value of GFrameCounter, a running count of the number of frames that have occurred. |
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GetGameBundleId() |
Retrieves the game's platform-specific bundle identifier or package name of the game |
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GetGameName() |
Get the name of the current game |
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UTexture2D &... |
GetGamepadButtonGlyph |
Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only) |
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GetGamepadControllerName ( |
Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only) |
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float |
GetGameTimeInSeconds ( |
Get the current game time, in seconds. This stops when the game is paused and is affected by slomo. |
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GetLocalCurrencyCode() |
Returns the currency code associated with the device's locale |
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GetLocalCurrencySymbol() |
Returns the currency symbol associated with the device's locale |
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GetMinYResolutionFor3DView() |
Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons |
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GetMinYResolutionForUI() |
Gets the smallest Y resolution we want to support in the UI, clamped within reasons |
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UObject *... |
GetObjectFromPrimaryAssetId ( |
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 |
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GetObjectName ( |
Returns the actual object name. |
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UObject *... |
GetOuterObject ( |
Returns the outer object of an object. |
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GetPathName ( |
Returns the full path to the specified object. |
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GetPlatformUserDir() |
Get the current user dir from the OS |
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GetPlatformUserName() |
Get the current user name from the OS |
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GetPreferredLanguages() |
Returns an array of the user's preferred languages in order of preference |
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FPrimaryAsse... |
GetPrimaryAssetIdFromClass ( |
Returns the Primary Asset Id for a Class, this can return an invalid one if not registered |
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FPrimaryAsse... |
GetPrimaryAssetIdFromObject ( |
Returns the Primary Asset Id for an Object, this can return an invalid one if not registered |
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FPrimaryAsse... |
GetPrimaryAssetIdFromSoftClassReference ( |
Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered |
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FPrimaryAsse... |
GetPrimaryAssetIdFromSoftObjectReference ( |
Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered |
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GetPrimaryAssetIdList ( |
Returns list of PrimaryAssetIds for a PrimaryAssetType |
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GetPrimaryAssetsWithBundleState ( |
Returns the list of assets that are in a given bundle state. |
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GetProjectContentDirectory() |
Get the content directory of the current project |
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GetProjectDirectory() |
Get the directory of the current project |
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GetProjectSavedDirectory() |
Get the saved directory of the current project |
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GetRenderingDetailMode() |
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 |
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GetRenderingMaterialQualityLevel() |
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 |
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TSoftClassPt... |
GetSoftClassReferenceFromPrimaryAssetId ( |
Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded |
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TSoftObjectP... |
GetSoftObjectReferenceFromPrimaryAssetId ( |
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded |
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GetSupportedFullscreenResolutions |
Gets the list of support fullscreen resolutions. |
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GetSystemPath ( |
Returns the full system path to a UObject If given a non-asset UObject, it will return an empty string |
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GetUniqueDeviceId() |
Returns the platform specific unique device id |
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GetVolumeButtonsHandledBySystem() |
Returns true if system default handling of volume up and volume down buttons enabled (Android only) |
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HideAdBanner() |
Hides the ad banner (iAd on iOS, or AdMob on Android). |
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IsControllerAssignedToGamepad ( |
Returns true if controller id assigned to a gamepad (Android and iOS only) |
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IsDedicatedServer ( |
Returns whether this is running on a dedicated server |
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IsInterstitialAdAvailable() |
Returns true if the requested interstitial ad is loaded and ready (Android only) |
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IsInterstitialAdRequested() |
Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only) |
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IsLoggedIn ( |
Returns whether the player is logged in to the currently active online subsystem. |
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IsPackagedForDistribution() |
Returns whether this is a build that is packaged for distribution |
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IsScreensaverEnabled() |
Returns true if screen saver is enabled. |
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IsServer ( |
Returns whether the world this object is in is the host or not |
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IsSplitScreen ( |
Returns whether we're currently running in split screen (more than one local player). |
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IsStandalone ( |
Returns whether this game instance is stand alone (no networking). |
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IsUnattended() |
Returns true if running unattended (-unattended is on the command line) |
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IsValid ( |
Return true if the object is usable : non-null and not pending kill. |
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IsValidClass ( |
Return true if the class is usable : non-null and not pending kill. |
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IsValidPrimaryAssetId ( |
Returns true if the Primary Asset Id is valid |
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IsValidPrimaryAssetType ( |
Returns list of Primary Asset Ids for a PrimaryAssetType |
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IsValidSoftClassReference ( |
Returns true if the Soft Class Reference is not null |
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IsValidSoftObjectReference ( |
Returns true if the Soft Object Reference is not null |
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K2_ClearAndInvalidateTimerHandle ( |
Clears a set timer. |
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K2_ClearTimer |
Clears a set timer. |
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K2_ClearTimerDelegate ( |
Clears a set timer. |
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K2_ClearTimerHandle ( |
Clears a set timer. |
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float |
K2_GetTimerElapsedTime |
Returns elapsed time for the given delegate (time since current countdown iteration began). |
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float |
K2_GetTimerElapsedTimeDelegate ( |
Returns elapsed time for the given delegate (time since current countdown iteration began). |
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float |
K2_GetTimerElapsedTimeHandle ( |
Returns elapsed time for the given handle (time since current countdown iteration began). |
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float |
K2_GetTimerRemainingTime |
Returns time until the timer will next execute its delegate. |
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float |
K2_GetTimerRemainingTimeDelegate ( |
Returns time until the timer will next execute its delegate. |
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float |
K2_GetTimerRemainingTimeHandle ( |
Returns time until the timer will next execute its handle. |
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K2_InvalidateTimerHandle ( |
Invalidate the supplied TimerHandle and return it. |
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K2_IsTimerActive |
Returns true if a timer exists and is active for the given delegate, false otherwise. |
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K2_IsTimerActiveDelegate ( |
Returns true if a timer exists and is active for the given delegate, false otherwise. |
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K2_IsTimerActiveHandle ( |
Returns true if a timer exists and is active for the given handle, false otherwise. |
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K2_IsTimerPaused |
Returns true if a timer exists and is paused for the given delegate, false otherwise. |
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K2_IsTimerPausedDelegate ( |
Returns true if a timer exists and is paused for the given delegate, false otherwise. |
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K2_IsTimerPausedHandle ( |
Returns true if a timer exists and is paused for the given handle, false otherwise. |
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K2_IsValidTimerHandle ( |
Returns whether the timer handle is valid. |
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K2_PauseTimer |
Pauses a set timer at its current elapsed time. |
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K2_PauseTimerDelegate ( |
Pauses a set timer at its current elapsed time. |
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K2_PauseTimerHandle ( |
Pauses a set timer at its current elapsed time. |
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K2_SetTimer |
Set a timer to execute delegate. |
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K2_SetTimerDelegate ( |
Set a timer to execute delegate. |
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K2_TimerExists |
Returns true is a timer for the given delegate exists, false otherwise. |
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K2_TimerExistsDelegate ( |
Returns true is a timer for the given delegate exists, false otherwise. |
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K2_TimerExistsHandle ( |
Returns true is a timer for the given handle exists, false otherwise. |
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K2_UnPauseTimer |
Resumes a paused timer from its current elapsed time. |
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K2_UnPauseTimerDelegate ( |
Resumes a paused timer from its current elapsed time. |
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K2_UnPauseTimerHandle ( |
Resumes a paused timer from its current elapsed time. |
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LaunchURL ( |
Opens the specified URL in the platform's web browser of choice. |
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LineTraceMulti ( |
Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. |
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LineTraceMultiByProfile ( |
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 |
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LineTraceMultiForObjects ( |
Does a collision trace along the given line and returns all hits encountered. |
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LineTraceSingle ( |
Does a collision trace along the given line and returns the first blocking hit encountered. |
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LineTraceSingleByProfile ( |
Trace a ray against the world using a specific profile and return the first blocking hit |
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LineTraceSingleForObjects ( |
Does a collision trace along the given line and returns the first hit encountered. |
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LoadAsset ( |
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UObject *... |
LoadAsset_Blocking ( |
Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible |
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LoadAssetClass ( |
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UClass * |
LoadClassAsset_Blocking ( |
Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible |
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LoadInterstitialAd ( |
Will load a fullscreen interstitial AdMob ad. |
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MakeLiteralBool ( |
Creates a literal bool |
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MakeLiteralByte ( |
Creates a literal byte |
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float |
MakeLiteralFloat ( |
Creates a literal float |
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MakeLiteralInt ( |
Creates a literal integer |
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MakeLiteralName ( |
Creates a literal name |
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MakeLiteralString ( |
Creates a literal string |
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MakeLiteralText ( |
Creates a literal FText |
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FSoftClassPa... |
MakeSoftClassPath ( |
Builds a SoftClassPath struct. |
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FSoftObjectP... |
MakeSoftObjectPath ( |
Builds a SoftObjectPath struct. |
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MoveComponentTo ( |
Interpolate a component to the specified relative location and rotation over the course of OverTime seconds. |
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NormalizeFilename ( |
Convert all / and \ to TEXT("/") |
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NotEqual_PrimaryAssetId ( |
Returns true if the values are not equal (A != B) |
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NotEqual_PrimaryAssetType ( |
Returns true if the values are not equal (A != B) |
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NotEqual_SoftClassReference ( |
Returns true if the values are not equal (A != B) |
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NotEqual_SoftObjectReference ( |
Returns true if the values are not equal (A != B) |
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ParseCommandLine |
Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar) |
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ParseParam |
Returns true if the string has -param in it (do not specify the leading -) |
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ParseParamValue |
Returns 'value' if -option=value is in the string |
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PrintString ( |
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. |
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PrintText ( |
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. |
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PrintWarning ( |
Prints a warning string to the log and the screen. |
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QuitEditor() |
Exit the editor |
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QuitGame ( |
Exit the current game |
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RegisterForRemoteNotifications() |
Requests permission to send remote notifications to the user's device. (Android and iOS only) |
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ResetGamepadAssignments() |
Resets the gamepad to player controller id assignments (Android and iOS only) |
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ResetGamepadAssignmentToController ( |
Resets the gamepad assignment to player controller id (Android and iOS only) |
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RetriggerableDelay ( |
Perform a latent action with a retriggerable delay (specified in seconds). |
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SetBoolPropertyByName |
Set a bool property by name |
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SetBytePropertyByName |
Set an uint8 or enum property by name |
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SetClassPropertyByName ( |
Set a CLASS property by name |
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SetCollisionProfileNameProperty ( |
Set a CollisionProfileName property by name |
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SetColorPropertyByName |
Set a COLOR property by name |
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SetEditorProperty ( |
Attempts to set the value of a named property on the given object. |
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SetFieldPathPropertyByName ( |
Set a SOFTOBJECT property by name |
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SetFloatPropertyByName |
Set a float property by name |
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SetGamepadsBlockDeviceFeedback ( |
Sets whether attached gamepads will block feedback from the device itself (Mobile only). |
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SetInt64PropertyByName |
Set an int64 property by name |
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SetInterfacePropertyByName ( |
Set an INTERFACE property by name |
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SetIntPropertyByName |
Set an int32 property by name |
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SetLinearColorPropertyByName ( |
Set a LINEAR COLOR property by name |
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SetNamePropertyByName |
Set a NAME property by name |
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SetObjectPropertyByName |
Set an OBJECT property by name |
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SetRotatorPropertyByName |
Set a ROTATOR property by name |
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SetSoftClassPropertyByName ( |
Set a SOFTCLASS property by name |
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SetSoftObjectPropertyByName ( |
Set a SOFTOBJECT property by name |
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SetStringPropertyByName |
Set a STRING property by name |
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SetStructurePropertyByName ( |
Set a custom structure property by name |
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SetSuppressViewportTransitionMessage |
Sets the state of the transition message rendered by the viewport. |
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SetTextPropertyByName |
Set a TEXT property by name |
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SetTransformPropertyByName ( |
Set a TRANSFORM property by name |
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SetUserActivity ( |
Tells the engine what the user is doing for debug, analytics, etc. |
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SetVectorPropertyByName |
Set a VECTOR property by name |
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SetVolumeButtonsHandledBySystem ( |
Allows or inhibits system default handling of volume up and volume down buttons (Android only) |
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SetWindowTitle ( |
Sets the game window title |
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ShowAdBanner |
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) |
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ShowInterstitialAd() |
Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only) |
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ShowPlatformSpecificAchievementsScreen ( |
Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release) |
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ShowPlatformSpecificLeaderboardScreen ( |
Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release) |
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SnapshotObject ( |
Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update. |
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SphereOverlapActors |
Returns an array of actors that overlap the given sphere. |
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SphereOverlapComponents ( |
Returns an array of components that overlap the given sphere. |
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SphereTraceMulti ( |
Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. |
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SphereTraceMultiByProfile ( |
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 |
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SphereTraceMultiForObjects ( |
Sweeps a sphere along the given line and returns all hits encountered. |
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SphereTraceSingle ( |
Sweeps a sphere along the given line and returns the first blocking hit encountered. |
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SphereTraceSingleByProfile ( |
Sweep a sphere against the world and return the first blocking hit using a specific profile |
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SphereTraceSingleForObjects ( |
Sweeps a sphere along the given line and returns the first hit encountered. |
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StackTrace() |
Globally useful functions ------------------------ |
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StackTraceImpl ( |
Globally useful functions ------------------------ |
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TransactObject ( |
Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer. |
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UnloadPrimaryAsset ( |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it |
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UnloadPrimaryAssetList ( |
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it |
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UnregisterForRemoteNotifications() |
Requests Requests unregistering from receiving remote notifications to the user's device. |
Name |
Description |
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FOnAssetClassLoaded |
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FOnAssetLoaded |