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Actions
Abort Match |
Report that a match has failed due to unrecoverable error Target is Game Mode |
Add Component by Class |
Adds a component to an actor |
Cancel Async Loading |
Cancels all currently queued streaming packages Target is Gameplay Statics |
Change Name |
Sets the name for a controller Target is Game Mode Base |
Construct Object from Class |
Attempts to spawn a new object |
Create Instance |
Creates a new instance of this streaming level with a provided unique instance name Target is Level Streaming |
Create Local Player |
Create a new local player for this game, for cases like local multiplayer. Target is Gameplay Statics |
Enable Live Streaming |
Toggle live DVR streaming. Target is Gameplay Statics |
End Match |
Transition from InProgress to WaitingPostMatch. You can call this manually, will also get called if ReadyToEndMatch returns true Target is Game Mode |
FindPlayerStart |
Return the specific player start actor that should be used for the next spawn This will either use a previously saved startactor, or calls ChoosePlayerStart Target is Game Mode Base |
Flush Level Streaming |
Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden Target is Gameplay Statics |
Get Current Level Name |
Get the name of the currently-open level. Target is Gameplay Statics |
Get Game Bundle Id |
Retrieves the game's platform-specific bundle identifier or package name of the game Target is Kismet System Library |
Get Game Instance |
Returns the game instance object Target is Gameplay Statics |
Get Game Mode |
Returns the current GameModeBase or Null if it can't be retrieved, such as on the client Target is Gameplay Statics |
Get Game Name |
Get the name of the current game Target is Kismet System Library |
Get Game State |
Returns the current GameStateBase or Null if it can't be retrieved Target is Gameplay Statics |
Get Instigator |
Returns the instigator for this actor, or nullptr if there is none. Target is Actor |
Get Instigator Controller |
Returns the instigator's controller for this actor, or nullptr if there is none. Target is Actor |
Get Loaded Level |
Gets a pointer to the LoadedLevel value Target is Level Streaming |
Get Local Player Controller From ID |
Returns the player controller with the specified physical controller ID. This only works for local players. Target is Gameplay Statics |
Get Local Player Controller ID |
Gets what physical controller ID a player is using. This only works for local player controllers. Target is Gameplay Statics |
Get Match State |
Returns the current match state, this is an accessor to protect the state machine flow Target is Game Mode |
Get Num Local Player Controllers |
Returns the number of fully initialized local players, this will be 0 on dedicated servers. Indexes up to this can be used as PlayerIndex parameters for the following functions, and you are guaranteed to get a local player controller. Target is Gameplay Statics |
Get Num Player Controllers |
Returns the total number of available player controllers, including remote players when called on a server. Indexes up to this can be used as PlayerIndex parameters for the following functions. Target is Gameplay Statics |
Get Num Player States |
Returns the number of active player states, there is one player state for every connected player even if they are a remote client. Indexes up to this can be use as PlayerStateIndex parameters for other functions. Target is Gameplay Statics |
Get Num Players |
Returns number of active human players, excluding spectators Target is Game Mode Base |
Get Num Spectators |
Returns number of human players currently spectating Target is Game Mode Base |
Get Platform Name |
Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, IOS, Android, PS4, XboxOne, Linux) Target is Gameplay Statics |
Get Player Camera Manager |
Returns the camera manager for the Player Controller at the specified player index. This will not include remote clients with no player controller. Target is Gameplay Statics |
Get Player Character |
Returns the pawn for the player controller at the specified player index, will return null if the pawn is not a character. This will not include characters of remote clients with no available player controller, you can iterate the PlayerStates list for that. Target is Gameplay Statics |
Get Player Controller |
Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers. Target is Gameplay Statics |
Get Player Pawn |
Returns the pawn for the player controller at the specified player index. This will not include pawns of remote clients with no available player controller, you can use the player states list for that. Target is Gameplay Statics |
Get Player State |
Returns the player state at the given index in the game state's PlayerArray. This will work on both the client and server and the index will be consistent. After initial replication, all clients and the server will have access to PlayerStates for all connected players. Target is Gameplay Statics |
Get Player State from Unique Net Id |
Returns the player state that matches the passed in online id, or null for an invalid one. This will work on both the client and server for local and remote players. Target is Gameplay Statics |
Get Streaming Level |
Returns level streaming object with specified level package name Target is Gameplay Statics |
Get World Asset Package FName |
Gets the package name for the world asset referred to by this level streaming as an FName Target is Level Streaming |
Get World Origin Location |
Returns world origin current location. Target is Gameplay Statics |
Has Match Ended |
Returns true if the match can be considered ended. Defaults to false. Target is Game State Base |
Has Match Started |
Returns true if the match start callbacks have been called Target is Game Mode Base |
Is Actor Being Destroyed |
Returns true if this actor is currently being destroyed, some gameplay events may be unsafe Target is Actor |
Is Game Paused |
Returns the game's paused state Target is Gameplay Statics |
Is Level Loaded |
Returns whether streaming level is loaded Target is Level Streaming |
Is Level Visible |
Returns whether streaming level is visible Target is Level Streaming |
Is Match in Progress |
Returns true if the match state is InProgress or other gameplay state Target is Game Mode |
Is Streaming State Pending |
Returns whether level has streaming state change pending Target is Level Streaming |
Load Stream Level (by Name) |
Stream the level (by Name); Calling again before it finishes has no effect Target is Gameplay Statics |
Load Stream Level (by Object Reference) |
Stream the level (by Object Reference); Calling again before it finishes has no effect Target is Gameplay Statics |
On Destroyed |
On Destroyed: Event triggered when the actor has been explicitly destroyed. |
On End Play |
On End Play: Event triggered when the actor is being deleted or removed from a level. |
Open Level (by Name) |
Travel to another level Target is Gameplay Statics |
Open Level (by Object Reference) |
Travel to another level Target is Gameplay Statics |
Player Can Restart |
Returns true if it's valid to call RestartPlayer. By default will call Player->CanRestartPlayer Target is Game Mode Base |
Predict Projectile Path (Advanced) |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something. Target is Gameplay Statics |
Predict Projectile Path By ObjectType |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something. Target is Gameplay Statics |
Predict Projectile Path By TraceChannel |
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision). Target is Gameplay Statics |
Quit Game |
Exit the current game Target is Kismet System Library |
Rebase Local Origin Onto Zero |
Returns origin based position for local world location. Target is Gameplay Statics |
Rebase Zero Origin Onto Local |
Returns local location for origin based position. Target is Gameplay Statics |
Remove Local Player |
Removes a local player from this game. Target is Gameplay Statics |
Render Target Create Static Texture Editor Only |
Creates a new Static Texture from a Render Target 2D. Render Target Must be power of two and use four channels. Only works in the editor Target is Kismet Rendering Library |
Reset Level |
Overridable function called when resetting level. This is used to reset the game state while staying in the same map Default implementation calls Reset() on all actors except GameMode and Controllers Target is Game Mode Base |
Restart Game |
Restart the game, by default travel to the current map Target is Game Mode |
Restart Player |
Tries to spawn the player's pawn, at the location returned by FindPlayerStart Target is Game Mode Base |
Restart Player at Player Start |
Tries to spawn the player's pawn at the specified actor's location Target is Game Mode Base |
Restart Player at Transform |
Tries to spawn the player's pawn at a specific location Target is Game Mode Base |
Return to Main Menu Host |
Return to main menu, and disconnect any players Target is Game Mode Base |
Set Game Paused |
Sets the game's paused state Target is Gameplay Statics |
Set Local Player Controller ID |
Sets what physical controller ID a player should be using. This only works for local player controllers. Target is Gameplay Statics |
Set World Origin Location |
Requests a new location for a world origin. Target is Gameplay Statics |
Spawn Actor from Class |
Attempts to spawn a new Actor with the specified transform |
Start Match |
Transition from WaitingToStart to InProgress. You can call this manually, will also get called if ReadyToStartMatch returns true Target is Game Mode |
Start Play |
Transitions to calls BeginPlay on actors. Target is Game Mode Base |
Suggest Projectile Velocity |
Calculates an launch velocity for a projectile to hit a specified point. Target is Gameplay Statics |
Suggest Projectile Velocity Custom Arc |
Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing. Target is Gameplay Statics |
Unload Stream Level (by Name) |
Unload a streamed in level (by Name) Target is Gameplay Statics |
Unload Stream Level (by Object Reference) |
Unload a streamed in level (by Object Reference) Target is Gameplay Statics |
Categories
Audio |
Audio |
Cinematic |
Cinematic |
Components |
Components |
Damage |
Damage |
Feedback |
Feedback |
Image Plate |
Image Plate |
Loading |
Loading |
Player |
Player |