Utilities

Utilities

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Actor Has Tag

See if this actor's Tags array contains the supplied name tag

Target is Actor

Add Tick Prerequisite Actor

Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

Target is Actor

Add Tick Prerequisite Component

Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

Target is Actor

Announce Accessible String

If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS

Target is Gameplay Statics

Async Load Asset

Asynchronously loads a Soft Object Reference and returns object of the correct type if the load succeeds

Async Load Class Asset

Asynchronously loads a Soft Class Reference and returns class of the correct type if the load succeeds

Class Is Child Of

Determine if a class is a child of another class.

Target is Kismet Math Library

Copy

Outputs a copy of the value passed into it.

Deproject Screen to World

Transforms the given 2D screen space coordinate into a 3D world-space point and direction.

Target is Gameplay Statics

DestroyActor

Destroy the actor

Target is Actor

Does Implement Interface

Does Implement Interface

Target is Kismet System Library

Editor Destroyed

Editor Destroyed

Target is VPViewport Tickable Actor Base

Equal (Class)

Returns true if A and B are equal (A == B)

Target is Kismet Math Library

Equal (Object)

Returns true if A and B are equal (A == B)

Target is Kismet Math Library

Equal (SoftClassReference)

Returns true if the values are equal (A == B)

Target is Kismet System Library

Equal (SoftObjectReference)

Returns true if the values are equal (A == B)

Target is Kismet System Library

Find Nearest Actor

Returns an Actor nearest to Origin from ActorsToCheck array.

Target is Gameplay Statics

Get Actor List from Component List

Returns an array of unique actors represented by the given list of components.

Target is Kismet System Library

Get Actor Of Class

Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.

Target is Gameplay Statics

Get Actor Tick Interval

Returns the tick interval of this actor's primary tick function

Target is Actor

Get All Actors Of Class

Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.

Target is Gameplay Statics

Get All Actors Of Class with Tag

Find all Actors in the world of the specified class with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.

Target is Gameplay Statics

Get All Actors with Interface

Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.

Target is Gameplay Statics

Get All Actors with Tag

Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.

Target is Gameplay Statics

Get Atmosphere Transmitance On Ground At Planet Top (Experimental)

Get Atmosphere Transmitance on Ground at Planet Top

Target is Sky Atmosphere Component

Get Attach Parent Actor

Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr

Target is Actor

Get Attach Parent Socket Name

Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None

Target is Actor

Get Attached Actors

Find all Actors which are attached directly to a component in this actor

Target is Actor

Get Command Line

Returns the command line that the process was launched with.

Target is Kismet System Library

Get Component Tick Interval

Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed

Target is Actor Component

Get Data Table Row

Attempts to retrieve a TableRow from a DataTable via it's RowName

Get Display Name

Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.

Target is Kismet System Library

Get Editor Property

Attempts to retrieve the value of a named property from the given object.

Target is Kismet System Library

Get Frame Count

Returns the value of GFrameCounter, a running count of the number of frames that have occurred.

Target is Kismet System Library

Get Life Span

Get the remaining lifespan of this actor. If zero is returned the actor lives forever.

Target is Actor

Get Object Name

Returns the actual object name.

Target is Kismet System Library

Get Outer Object

Returns the outer object of an object.

Target is Kismet System Library

Get Path Name

Returns the full path to the specified object.

Target is Kismet System Library

Get Skip Assigning Gamepad to Player 1

Get Skip Assigning Gamepad to Player 1

Target is Game Maps Settings

Get System Path

Returns the full system path to a UObject If given a non-asset UObject, it will return an empty string

Target is Kismet System Library

Get Tickable when Paused

Gets whether this actor can tick when paused.

Target is Actor

Get View Projection Matrix

Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view

Target is Gameplay Statics

Get Viewport Mouse Capture Mode

Returns the current viewport mouse capture mode

Target is Gameplay Statics

GetClass

Returns the class of a passed in Object, will always be valid if Object is not NULL

Target is Gameplay Statics

Has Launch Option

Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)

Target is Gameplay Statics

Is Actor Tick Enabled

Returns whether this actor has tick enabled or not

Target is Actor

Is Component Tick Enabled

Returns whether this component has tick enabled or not

Target is Actor Component

Is Split Screen

Returns whether we're currently running in split screen (more than one local player).

Target is Kismet System Library

Is Unattended

Returns true if running unattended (-unattended is on the command line)

Target is Kismet System Library

Is Valid

Return true if the object is usable : non-null and not pending kill

Target is Kismet System Library

Is Valid Class

Return true if the class is usable : non-null and not pending kill

Target is Kismet System Library

Is Valid Soft Class Reference

Returns true if the Soft Class Reference is not null

Target is Kismet System Library

Is Valid Soft Object Reference

Returns true if the Soft Object Reference is not null

Target is Kismet System Library

Load Asset Blocking

Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible

Target is Kismet System Library

Load Class Asset Blocking

Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible

Target is Kismet System Library

NotEqual (Class)

Returns true if A and B are not equal (A != B)

Target is Kismet Math Library

NotEqual (Object)

Returns true if A and B are not equal (A != B)

Target is Kismet Math Library

NotEqual (SoftClassReference)

Returns true if the values are not equal (A != B)

Target is Kismet System Library

NotEqual (SoftObjectReference)

Returns true if the values are not equal (A != B)

Target is Kismet System Library

Parse Command Line

Target is Kismet System Library

Parse Param

Returns true if the string has -param in it (do not specify the leading -)

Target is Kismet System Library

Parse Param Value

Returns 'value' if -option=value is in the string

Target is Kismet System Library

Project World to Screen

Transforms the given 3D world-space point into a its 2D screen space coordinate.

Target is Gameplay Statics

Remove Tick Prerequisite Actor

Remove tick dependency on PrerequisiteActor.

Target is Actor Component

Remove Tick Prerequisite Component

Remove tick dependency on PrerequisiteComponent.

Target is Actor Component

Resolve Soft Reference

Resolves a Soft Reference or Soft Class Reference into an object/class or vice versa. If the object isn't already loaded it returns none.

Select

Return the option at Index, (first option is indexed at 0)

Select Class

If bPickA is true, A is returned, otherwise B is

Target is Kismet Math Library

Select Object

If bPickA is true, A is returned, otherwise B is

Target is Kismet Math Library

Set Actor Tick Enabled

Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself

Target is Actor

Set Actor Tick Interval

Sets the tick interval of this actor's primary tick function. Will not enable a disabled tick function. Takes effect on next tick.

Target is Actor

Set Component Tick Enabled

Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

Target is Actor Component

Set Component Tick Interval

Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.

Target is Actor Component

Set Component Tick Interval and Cooldown

Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.

Target is Actor Component

Set Editor Property

Attempts to set the value of a named property on the given object.

Target is Kismet System Library

Set Life Span

Set the lifespan of this actor. When it expires the object will be destroyed. If requested lifespan is 0, the timer is cleared and the actor will not be destroyed.

Target is Actor

Set Skip Assigning Gamepad to Player 1

Modify "Skip Assigning Gamepad to Player 1" GameMapsSettings option

Target is Game Maps Settings

Set Suppress Viewport Transition Message

Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.)

Target is Kismet System Library

Set Tick Group

Changes the ticking group for this component

Target is Actor Component

Set Tickable when Paused

Sets whether this component can tick when paused.

Target is Actor Component

Set User Activity

Tells the engine what the user is doing for debug, analytics, etc.

Target is Kismet System Library

Set Viewport Mouse Capture Mode

Sets the current viewport mouse capture mode

Target is Gameplay Statics

Set Window Title

Sets the game window title

Target is Kismet System Library

ToObject (interface)

Converts an interfance into an object

Target is Kismet System Library

ToSoftClassReference (SoftClassPath)

Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable

Target is Kismet System Library

ToSoftObjectReference (SoftObjectPath)

Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable

Target is Kismet System Library

ToString (SoftObjectReference)

Converts a Soft Object Reference to a string. The other direction is not provided because it cannot be validated

Target is Kismet System Library

Categories

Analog Event

Analog Event

Animation

Animation

Array

Array

Casting

Casting

Collision

Collision

DMX

DMX

Enum

Enum

FAnalog Input Event

FAnalog Input Event

Flow Control

Flow Control

Input Event

Input Event

Internationalization

Internationalization

Key

Key

Key Event

Key Event

Macro

Macro

Map

Map

Name

Name

Orientation

Orientation

Paths

Paths

Platform

Platform

Pointer Event

Pointer Event

Set

Set

String

String

String Table

String Table

Struct

Struct

Text

Text

Time

Time

Time Management

Time Management

Transformation

Transformation

World

World

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