Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include |
#include "GameFramework/Actor.h" |
class AActor : public UObject
Actor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play.
Actor initialization has multiple steps, here's the order of important virtual functions that get called:
UObject::PostLoad: For actors statically placed in a level, the normal UObject PostLoad gets called both in the editor and during gameplay. This is not called for newly spawned actors.
UActorComponent::OnComponentCreated: When an actor is spawned in the editor or during gameplay, this gets called for any native components. For blueprint-created components, this gets called during construction for that component. This is not called for components loaded from a level.
AActor::PreRegisterAllComponents: For statically placed actors and spawned actors that have native root components, this gets called now. For blueprint actors without a native root component, these registration functions get called later during construction.
UActorComponent::RegisterComponent: All components are registered in editor and at runtime, this creates their physical/visual representation. These calls may be distributed over multiple frames, but are always after PreRegisterAllComponents. This may also get called later on after an UnregisterComponent call removes it from the world.
AActor::PostRegisterAllComponents: Called for all actors both in the editor and in gameplay, this is the last function that is called in all cases.
AActor::PostActorCreated: When an actor is created in the editor or during gameplay, this gets called right before construction. This is not called for components loaded from a level.
AActor::UserConstructionScript: Called for blueprints that implement a construction script.
AActor::OnConstruction: Called at the end of ExecuteConstruction, which calls the blueprint construction script. This is called after all blueprint-created components are fully created and registered. This is only called during gameplay for spawned actors, and may get rerun in the editor when changing blueprints.
AActor::PreInitializeComponents: Called before InitializeComponent is called on the actor's components. This is only called during gameplay and in certain editor preview windows.
UActorComponent::Activate: This will be called only if the component has bAutoActivate set. It will also got called later on if a component is manually activated.
UActorComponent::InitializeComponent: This will be called only if the component has bWantsInitializeComponentSet. This only happens once per gameplay session.
AActor::PostInitializeComponents: Called after the actor's components have been initialized, only during gameplay and some editor previews.
AActor::BeginPlay: Called when the level starts ticking, only during actual gameplay. This normally happens right after PostInitializeComponents but can be delayed for networked or child actors.
Name | Description | ||
---|---|---|---|
|
ActorGuid |
The GUID for this actor. |
|
|
AttachmentReplication |
Used for replicating attachment of this actor's RootComponent to another actor. |
|
|
TEnumAsByte< EA... |
AutoReceiveInput |
Automatically registers this actor to receive input from a player. |
|
uint8: 1 |
bActorLabelEditable |
Is the actor label editable by the user? |
|
uint8: 1 |
bActorSeamlessTraveled |
Indicates the actor was pulled through a seamless travel. |
|
uint8: 1 |
bAllowReceiveTickEventOnDedicatedServer |
If false, the Blueprint ReceiveTick() event will be disabled on dedicated servers. |
|
uint8: 1 |
bAllowTickBeforeBeginPlay |
Whether we allow this Actor to tick before it receives the BeginPlay event. |
|
uint8: 1 |
bAlwaysRelevant |
Always relevant for network (overrides bOnlyRelevantToOwner). |
|
uint8: 1 |
bAsyncPhysicsTickEnabled |
Whether to use use the async physics tick with this actor. |
|
uint8: 1 |
bBlockInput |
If true, all input on the stack below this actor will not be considered |
|
uint8: 1 |
bCanBeInCluster |
If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance |
|
uint8: 1 |
bCanPlayFromHere |
Whether the actor can be used as a PlayFromHere origin (OnPlayFromHere() will be called on that actor) |
|
uint8: 1 |
bCollideWhenPlacing |
This actor collides with the world when placing in the editor, even if RootComponent collision is disabled. |
|
uint8: 1 |
bDefaultOutlinerExpansionState |
Default expansion state for this actor. |
|
uint8: 1 |
bEditable |
Whether the actor can be manipulated by editor operations. |
|
uint8: 1 |
bEnableAutoLODGeneration |
Whether this actor should be considered or not during HLOD generation. |
|
uint8: 1 |
bExchangedRoles |
Whether we have already exchanged Role/RemoteRole on the client, as when removing then re-adding a streaming level. |
|
uint8: 1 |
bFindCameraComponentWhenViewTarget |
If true, this actor should search for an owned camera component to view through when used as a view target. |
|
uint8: 1 |
bGenerateOverlapEventsDuringLevelStreaming |
If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. |
|
uint8: 1 |
bHiddenEd |
Whether this actor is hidden within the editor viewport. |
|
uint8: 1 |
bHiddenEdLayer |
Whether this actor is hidden by the layer browser. |
|
uint8: 1 |
bHiddenEdLevel |
Whether this actor is hidden by the level browser. |
|
uint8: 1 |
bIgnoresOriginShifting |
Whether this actor should not be affected by world origin shifting. |
|
uint8: 1 |
bIsEditorOnlyActor |
Whether this actor is editor-only. |
|
uint8: 1 |
bIsEditorPreviewActor |
True if this actor is the preview actor dragged out of the content browser |
|
uint8: 1 |
bIsSpatiallyLoaded |
Determine if this actor is spatially loaded when placed in a partitioned world. |
|
uint8: 1 |
bListedInSceneOutliner |
Whether this actor should be listed in the scene outliner. |
|
uint8: 1 |
bLockLocation |
If true, prevents the actor from being moved in the editor viewport. |
|
BlueprintCreatedComponents |
Array of ActorComponents that are created by blueprints and serialized per-instance. |
|
|
uint8: 1 |
bNetCheckedInitialPhysicsState |
Flag indicating we have checked initial simulating physics state to sync networked proxies to the server. |
|
uint8: 1 |
bNetLoadOnClient |
This actor will be loaded on network clients during map load |
|
uint8: 1 |
bNetStartup |
If true, this actor was loaded directly from the map, and for networking purposes can be addressed by its full path name |
|
uint8: 1 |
bNetTemporary |
If true, when the actor is spawned it will be sent to the client but receive no further replication updates from the server afterwards. |
|
uint8: 1 |
bNetUseOwnerRelevancy |
If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority |
|
uint8: 1 |
bOnlyRelevantToOwner |
If true, this actor is only relevant to its owner. |
|
uint8: 1 |
bOptimizeBPComponentData |
Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. |
|
uint8: 1 |
bRelevantForLevelBounds |
If true, this actor's component's bounds will be included in the level's bounding box unless the Actor's class has overridden IsLevelBoundsRelevant |
|
uint8: 1 |
bRelevantForNetworkReplays |
If true, this actor will be replicated to network replays (default is true) |
|
uint8: 1 |
bReplayRewindable |
If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. |
|
uint8: 1 |
bReplicates |
If true, this actor will replicate to remote machines |
|
uint8: 1 |
bReplicateUsingRegisteredSubObjectList |
When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated. |
|
uint8: 1 |
bRunConstructionScriptOnDrag |
If true during PostEditMove the construction script will be run every time. |
|
Children |
Array of all Actors whose Owner is this actor, these are not necessarily spawned by UChildActorComponent |
|
|
ContentBundleGuid |
The GUID for this actor's content bundle. |
|
|
uint32 |
CopyPasteId |
The copy/paste id used to remap actors during copy operations |
|
float |
CreationTime |
The time this actor was created, relative to World->GetTimeSeconds(). |
|
TSharedPtr< FAc... |
CurrentTransactionAnnotation |
Cached pointer to the transaction annotation data from PostEditUndo to be used in the next RerunConstructionScript |
|
float |
CustomTimeDilation |
Allow each actor to run at a different time speed. |
|
DataLayerAssets |
||
|
DataLayers |
DataLayers the actor belongs to. |
|
|
TObjectPtr< AAc... |
GroupActor |
The editor-only group this actor is a part of. |
|
uint64 |
HiddenEditorViews |
Bitflag to represent which views this actor is hidden in, via per-view layer visibility. |
|
float |
InitialLifeSpan |
How long this Actor lives before dying, 0=forever. |
|
TObjectPtr< cla... |
InputComponent |
Component that handles input for this actor, if input is enabled. |
|
int32 |
InputPriority |
The priority of this input component when pushed in to the stack. |
|
TWeakObjectPtr<... |
IntermediateOwner |
Used to track changes to Owner during Undo events. |
|
Layers |
Layers the actor belongs to. |
|
|
float |
MinNetUpdateFrequency |
Used to determine what rate to throttle down to when replicated properties are changing infrequently |
|
float |
NetCullDistanceSquared |
Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated. |
|
TEnumAsByte< en... |
NetDormancy |
Dormancy setting for actor to take itself off of the replication list without being destroyed on clients. |
|
NetDriverName |
Used to specify the net driver to replicate on (NAME_None || NAME_GameNetDriver is the default net driver) |
|
|
float |
NetPriority |
Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate |
|
int32 |
NetTag |
Internal - used by UNetDriver |
|
float |
NetUpdateFrequency |
How often (per second) this actor will be considered for replication, used to determine NetUpdateTime |
|
OnActorBeginOverlap |
Called when another actor begins to overlap this actor, for example a player walking into a trigger. |
|
|
OnActorEndOverlap |
Called when another actor stops overlapping this actor. |
|
|
OnActorHit |
Called when this Actor hits (or is hit by) something solid. |
|
|
OnBeginCursorOver |
Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller. |
|
|
OnClicked |
Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller. |
|
|
OnDestroyed |
Event triggered when the actor has been explicitly destroyed. |
|
|
OnEndCursorOver |
Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller. |
|
|
OnEndPlay |
Event triggered when the actor is being deleted or removed from a level. |
|
|
OnInputTouchBegin |
Called when a touch input is received over this actor when touch events are enabled in the player controller. |
|
|
OnInputTouchEnd |
Called when a touch input is received over this component when touch events are enabled in the player controller. |
|
|
OnInputTouchEnter |
Called when a finger is moved over this actor when touch over events are enabled in the player controller. |
|
|
OnInputTouchLeave |
Called when a finger is moved off this actor when touch over events are enabled in the player controller. |
|
|
OnPackagingModeChanged |
||
|
OnReleased |
Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller. |
|
|
OnTakeAnyDamage |
Called when the actor is damaged in any way. |
|
|
OnTakePointDamage |
Called when the actor is damaged by point damage. |
|
|
OnTakeRadialDamage |
Called when the actor is damaged by radial damage. |
|
|
TObjectPtr< AAc... |
Owner |
Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee) |
|
FVector |
PivotOffset |
Local space pivot offset for the actor, only used in the editor |
|
PreEditChangeDataLayers |
||
|
PrimaryActorTick |
Primary Actor tick function, which calls TickActor(). |
|
|
ReplicatedComponents |
Set of replicated components, stored as an array to save space as this is generally not very large |
|
|
TObjectPtr< USc... |
RootComponent |
The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow |
|
RuntimeGrid |
Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). |
|
|
ESpawnActorColl... |
SpawnCollisionHandlingMethod |
Controls how to handle spawning this actor in a situation where it's colliding with something else. |
|
float |
SpriteScale |
The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games). |
|
Tags |
Array of tags that can be used for grouping and categorizing. |
|
|
TimerHandle_LifeSpanExpired |
Handle for efficient management of LifeSpanExpired timer |
|
|
EActorUpdateOve... |
UpdateOverlapsMethodDuringLevelStreaming |
Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. |
Name | Description | |
---|---|---|
|
AActor() |
Default constructor for AActor |
|
AActor ( |
Constructor for AActor that takes an ObjectInitializer for backward compatibility |
Name | Description | ||
---|---|---|---|
|
float |
ActorGetDistanceToCollision ( |
Returns Distance to closest Body Instance surface. |
|
bool |
ActorHasTag ( |
See if this actor's Tags array contains the supplied name tag |
|
bool |
ActorLineTraceSingle ( |
Trace a ray against the Components of this Actor and return the first blocking hit |
|
const FTrans... |
ActorToWorld() |
Get the local-to-world transform of the RootComponent. |
|
void |
AddActorComponentReplicatedSubObject ( |
Register a SubObject that will get replicated along with the actor component owning it. |
|
void |
AddActorLocalOffset ( |
Adds a delta to the location of this component in its local reference frame. |
|
void |
AddActorLocalRotation ( |
Adds a delta to the rotation of this component in its local reference frame |
|
void |
AddActorLocalRotation ( |
Adds a delta to the rotation of this component in its local reference frame |
|
void |
AddActorLocalTransform ( |
Adds a delta to the transform of this component in its local reference frame |
|
void |
AddActorWorldOffset ( |
Adds a delta to the location of this actor in world space. |
|
void |
AddActorWorldRotation ( |
Adds a delta to the rotation of this actor in world space. |
|
void |
AddActorWorldRotation ( |
Adds a delta to the rotation of this actor in world space. |
|
void |
AddActorWorldTransform ( |
Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1). |
|
void |
AddActorWorldTransformKeepScale ( |
Adds a delta to the transform of this actor in world space. Scale is unchanged. |
|
UActorCompon... |
AddComponent |
Creates a new component and assigns ownership to the Actor this is called for. |
|
UActorCompon... |
AddComponentByClass ( |
Creates a new component and assigns ownership to the Actor this is called for. |
|
bool |
AddDataLayer ( |
|
|
bool |
AddDataLayer ( |
|
|
void |
AddInstanceComponent ( |
Adds a component to the instance components array |
|
void |
AddOwnedComponent ( |
Puts a component in to the OwnedComponents array of the Actor. |
|
void |
AddReferencedObjects ( |
|
|
void |
AddReplicatedSubObject ( |
Register a SubObject that will get replicated along with the actor. |
|
void |
AddTickPrerequisiteActor ( |
Make this actor tick after PrerequisiteActor. |
|
void |
AddTickPrerequisiteComponent ( |
Make this actor tick after PrerequisiteComponent. |
|
ELifetimeCon... |
AllowActorComponentToReplicate ( |
Allows classes to control if a replicated component can actually be replicated or not in a specific actor class. |
|
bool |
AllowReceiveTickEventOnDedicatedServer() |
Return the value of bAllowReceiveTickEventOnDedicatedServer, indicating whether the Blueprint ReceiveTick() event will occur on dedicated servers. |
|
void |
ApplyWorldOffset ( |
Called by owning level to shift an actor location and all relevant data structures by specified delta |
|
void |
AsyncPhysicsTickActor ( |
Override this function to implement custom logic to be executed every physics step. |
|
bool |
AttachToActor ( |
Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket. |
|
bool |
AttachToComponent ( |
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. |
|
void |
BecomeViewTarget ( |
Called when this actor becomes the given PlayerController's ViewTarget. |
|
void |
BeginPlay() |
Overridable native event for when play begins for this actor. |
|
void |
CalcCamera ( |
Calculate camera view point, when viewing this actor. |
|
FBox |
CalculateComponentsBoundingBoxInLocalSpace ( |
Calculates the actor space bounding box of all components in this Actor. |
|
void |
CallPreReplication ( |
Called by the networking system to call PreReplication on this actor and its components using the given NetDriver to find or create RepChangedPropertyTrackers. |
|
bool |
CanBeBaseForCharacter ( |
Return true if the given Pawn can be "based" on this actor (ie walk on it). |
|
bool |
CanBeDamaged() |
Gets the literal value of bCanBeDamaged. |
|
bool |
CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. |
|
bool |
CanDeleteSelectedActor ( |
When selected can this actor be deleted? |
|
bool |
CanEditChangeComponent ( |
|
|
bool |
CanEverTick() |
Accessor for the value of bCanEverTick |
|
bool |
CanPlayFromHere() |
|
|
bool |
CheckActorComponents() |
Checks components for validity, implemented in AActor |
|
void |
CheckComponentInstanceName ( |
Checks for and resolve any name conflicts prior to instancing a new Blueprint Component. |
|
void |
CheckForDeprecated() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. |
|
void |
CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. |
|
bool |
CheckStillInWorld() |
This will check to see if the Actor is still in the world. |
|
void |
ClearActorLabel() |
Advanced - clear the actor label. |
|
void |
ClearComponentOverlaps() |
Dispatch all EndOverlap for all of the Actor's PrimitiveComponents. |
|
void |
ClearCrossLevelReferences() |
Do anything needed to clear out cross level references; Called from ULevel::PreSave |
|
void |
ClearInstanceComponents ( |
Clears the instance components array |
|
bool |
ContainsDataLayer ( |
|
|
void |
CopyRemoteRoleFrom ( |
Copies RemoteRole from another Actor and adds this actor to the list of network actors if necessary. |
|
TUniquePtr< ... |
CreateActorDesc() |
Creates an initialized actor descriptor from this actor. |
|
TUniquePtr< ... |
CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. |
|
UActorCompon... |
CreateComponentFromTemplate ( |
Util to create a component based on a template |
|
UActorCompon... |
CreateComponentFromTemplateData ( |
Util to create a component based on a template |
|
void |
CreateInputComponent ( |
Creates an input component from the input component passed in |
|
bool |
CreateOrUpdateActorFolder() |
Creates or updates actor's folder object if necessary. |
|
void |
DebugShowComponentHierarchy ( |
Debug helper to show the component hierarchy of this actor. |
|
void |
DebugShowOneComponentHierarchy ( |
Debug helper for showing the component hierarchy of one component |
|
bool |
Destroy ( |
Destroy this actor. |
|
void |
DestroyConstructedComponents() |
Destroys the constructed components. |
|
void |
Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
|
bool |
DestroyNetworkActorHandled() |
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first |
|
void |
DestroyReplicatedSubObjectOnRemotePeers ( |
Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. |
|
void |
DetachAllSceneComponents ( |
Detaches all SceneComponents in this Actor from the supplied parent SceneComponent. |
|
void |
DetachFromActor ( |
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. |
|
void |
DisableComponentsSimulatePhysics() |
Stop all simulation from all components in this actor |
|
void |
DisableInput ( |
Removes this actor from the stack of input being handled by a PlayerController. |
|
void |
DispatchBeginPlay ( |
Initiate a begin play call on this Actor, will handle calling in the correct order. |
|
void |
DispatchBlockingHit ( |
Call ReceiveHit, as well as delegates on Actor and Component |
|
void |
DispatchPhysicsCollisionHit ( |
Dispatches ReceiveHit virtual and OnComponentHit delegate |
|
void |
DisplayDebug ( |
Draw important Actor variables on canvas. |
|
void |
DrawDebugComponents ( |
Debug rendering to visualize the component tree for this actor. |
|
void |
EditorApplyMirror ( |
Called by MirrorActors to perform a mirroring operation on the actor |
|
void |
EditorApplyRotation ( |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
|
void |
EditorApplyScale ( |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
|
void |
EditorApplyTranslation ( |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. |
|
bool |
EditorCanAttachFrom |
Returns true if this actor is allowed to be attached from the given actor |
|
bool |
EditorCanAttachTo |
Returns true if this actor is allowed to be attached to the given actor |
|
void |
EditorGetUnderlyingActors |
Get underlying actors |
|
void |
EditorKeyPressed ( |
Called by InputKey when an unhandled key is pressed with a selected actor |
|
void |
EditorReplacedActor ( |
Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced |
|
void |
EnableInput ( |
Pushes this actor on to the stack of input being handled by a PlayerController. |
|
void |
EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
|
void |
EndViewTarget ( |
Called when this actor is no longer the given PlayerController's ViewTarget. |
|
void |
ExchangeNetRoles ( |
Swaps Role and RemoteRole if client |
|
bool |
ExecuteConstruction ( |
Run any construction script for this Actor. Will call OnConstruction. |
|
void |
FellOutOfWorld ( |
Called when the actor falls out of the world 'safely' (below KillZ and such) |
|
AActor * |
FindActorInPackage ( |
|
|
T * |
FindComponentByClass() |
Templatized version of FindComponentByClass that handles casting for you |
|
UActorCompon... |
FindComponentByClass ( |
Searches components array and returns first encountered component of the specified class, native version of GetComponentByClass |
|
UActorCompon... |
FindComponentByInterface ( |
Searches components array and returns first encountered component that implements the given interface. |
|
T * |
FindComponentByInterface() |
Templatized version of FindComponentByInterface that handles casting for you |
|
void |
FinishAddComponent ( |
Completes the creation of a new actor component. |
|
void |
FinishAndRegisterComponent ( |
Helper function to register the specified component, and add it to the serialized components array |
|
void |
FinishSpawning ( |
Called to finish the spawning process, generally in the case of deferred spawning |
|
void |
FixupActorFolder() |
Detects and fixes invalid actor folder |
|
void |
FixupDataLayers ( |
|
|
void |
FlushNetDormancy() |
Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant) |
|
void |
ForceNetRelevant() |
Forces this actor to be net relevant if it is not already by default |
|
void |
ForceNetUpdate() |
Force actor to be updated to clients/demo net drivers |
|
void |
ForcePropertyCompare() |
Forces properties on this actor to do a compare for one frame (rather than share shadow state) |
|
void |
ForEachAttachedActors ( |
Call a functor for Actors which are attached directly to a component in this actor. |
|
void |
ForEachComponent ( |
Calls the compile-time lambda on each component of the specified type |
|
void |
ForEachComponent ( |
Calls the compile-time lambda on each valid component |
|
void |
GatherCurrentMovement() |
Fills ReplicatedMovement property |
|
void |
GetActorBounds ( |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). |
|
void |
GetActorDescProperties ( |
Add properties to the actor desc. |
|
bool |
GetActorEnableCollision() |
Get current state of collision for the whole actor |
|
void |
GetActorEyesViewPoint ( |
Returns the point of view of the actor. |
|
FVector |
GetActorForwardVector() |
Get the forward (X) vector (length 1.0) from this Actor, in world space. |
|
const FGuid ... |
GetActorGuid() |
Returns this actor's Guid. Actor Guids are only available in editor builds. |
|
const FStrin... |
GetActorLabel ( |
Returns this actor's current label. Actor labels are only available in development builds. |
|
FVector |
GetActorLocation() |
Returns the location of the RootComponent of this Actor |
|
const FStrin... |
GetActorNameOrLabel() |
|
|
FQuat |
GetActorQuat() |
Returns the quaternion of the RootComponent of this Actor |
|
FVector |
GetActorRelativeScale3D() |
Return the actor's relative scale 3d |
|
FVector |
GetActorRightVector() |
Get the right (Y) vector (length 1.0) from this Actor, in world space. |
|
FRotator |
GetActorRotation() |
Returns the rotation of the RootComponent of this Actor |
|
FVector |
GetActorScale() |
Returns the scale of the RootComponent of this Actor |
|
FVector |
GetActorScale3D() |
Returns the Actor's world-space scale. |
|
float |
GetActorTickInterval() |
Returns the tick interval of this actor's primary tick function |
|
float |
GetActorTimeDilation ( |
More efficient version that takes the Actor's current world. |
|
float |
GetActorTimeDilation() |
Get ActorTimeDilation - this can be used for input control or speed control for slomo. |
|
const FTrans... |
GetActorTransform() |
Returns the transform of the RootComponent of this Actor |
|
FVector |
GetActorUpVector() |
Get the up (Z) vector (length 1.0) from this Actor, in world space. |
|
void |
GetAllChildActors |
Returns a list of all actors spawned by our Child Actor Components, including children of children. |
|
void |
GetAttachedActors |
Find all Actors which are attached directly to a component in this actor |
|
const FRepAt... |
GetAttachmentReplication() |
Get read-only access to current AttachmentReplication. |
|
AActor * |
GetAttachParentActor() |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. |
|
GetAttachParentSocketName() |
Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. |
|
|
bool |
GetAutoDestroyWhenFinished() |
|
|
const FStrin... |
GetBrowseToAssetOverride() |
Gets metadata on the Actor that says which package to show in the Content Browser when browsing to it, or an empty string if there is no override |
|
const FName |
GetCanBeDamagedPropertyName() |
Gets the property name for bCanBeDamaged. |
|
UActorCompon... |
GetComponentByClass ( |
Searches components array and returns first encountered component of the specified class |
|
T * |
GetComponentByClass() |
Templated version of GetComponentByClass |
|
const TSet< ... |
GetComponents() |
Get a direct reference to the Components set rather than a copy with the null pointers removed. |
|
void |
GetComponents ( |
Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. |
|
void |
GetComponents |
Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. |
|
void |
GetComponents ( |
Get all components derived from class 'T' and fill in the OutComponents array with the result. |
|
void |
GetComponents ( |
Get all components derived from specified ComponentClass and fill in the OutComponents array with the result. |
|
void |
GetComponents ( |
UActorComponent specialization of GetComponents() to avoid unnecessary casts. |
|
FBox |
GetComponentsBoundingBox ( |
Returns the world space bounding box of all components in this Actor. |
|
void |
GetComponentsBoundingCylinder ( |
Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false. |
|
GetComponentsByInterface ( |
Gets all the components that implements the given interface. |
|
|
GetComponentsByTag ( |
Gets all the components that inherit from the given class with a given tag. |
|
|
ECollisionRe... |
GetComponentsCollisionResponseToChannel ( |
Get Collision Response to the passed in Channel for all components It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response if Component A ignores, but if Component B overlaps, it will return overlap |
|
const FGuid ... |
GetContentBundleGuid() |
Returns this actor's content bundle Guid. |
|
GetCustomIconName() |
Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus) |
|
|
const TArray... |
GetDataLayerAssets() |
|
|
const FName |
GetDataLayerAssetsPropertyName() |
|
|
GetDataLayerInstanceNames() |
||
|
TArray< cons... |
GetDataLayerInstances() |
|
|
TArray< cons... |
GetDataLayerInstancesForLevel() |
|
|
const FName |
GetDataLayerPropertyName() |
|
|
GetDebugName ( |
Retrieves actor's name used for logging, or string "NULL" if Actor is null |
|
|
GetDefaultActorLabel() |
Returns this actor's default label (does not include any numeric suffix). |
|
|
USceneCompon... |
GetDefaultAttachComponent() |
Returns this actor's default attachment component for attaching children to |
|
float |
GetDistanceTo ( |
Returns the distance from this Actor to OtherActor. |
|
float |
GetDotProductTo ( |
Returns the dot product from this Actor to OtherActor. |
|
GetFolder() |
Returns a FFolder that contains the actor folder path and its folder root object. |
|
|
GetFolderGuid ( |
Returns actor folder guid. If level is not using actor folder objects, returns an invalid guid. |
|
|
GetFolderPath() |
Returns this actor's folder path. Actor folder paths are only available in development builds. |
|
|
FFolder::FRo... |
GetFolderRootObject() |
Returns the actor's folder root object. Null, is interpreted as the actor's world. |
|
UGameInstanc... |
GetGameInstance() |
Gets the GameInstance that ultimately contains this actor. |
|
T * |
GetGameInstance() |
Gets the GameInstance that ultimately contains this actor cast to the template type. |
|
float |
GetGameTimeSinceCreation() |
The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds. |
|
const FName |
GetHiddenPropertyName() |
Gets the property name for bHidden. |
|
UHLODLayer &... |
GetHLODLayer() |
Return the HLOD layer that should include this actor. |
|
const FName |
GetHLODLayerPropertyName() |
Gets the property name for HLODLayer. |
|
float |
GetHorizontalDistanceTo ( |
Returns the distance from this Actor to OtherActor, ignoring Z. |
|
float |
GetHorizontalDotProductTo ( |
Returns the dot product from this Actor to OtherActor, ignoring Z. |
|
GetHumanReadableName() |
Returns the human readable string representation of an object. |
|
|
float |
GetInputAxisKeyValue ( |
Gets the value of the input axis key if input is enabled for this actor. |
|
float |
GetInputAxisValue ( |
Gets the value of the input axis if input is enabled for this actor. |
|
FVector |
GetInputVectorAxisValue ( |
Gets the value of the input axis key if input is enabled for this actor. |
|
const TArray... |
GetInstanceComponents() |
Returns the instance components array |
|
APawn * |
GetInstigator() |
Returns the instigator for this actor, or nullptr if there is none. |
|
T * |
GetInstigator() |
Get the instigator, cast as a specific class. |
|
AController ... |
GetInstigatorController() |
Returns the instigator's controller for this actor, or nullptr if there is none. |
|
T * |
GetInstigatorController() |
Returns the instigator's controller, cast as a specific class. |
|
const FName |
GetInstigatorPropertyName() |
Gets the property name for Instigator. |
|
bool |
GetIsReplicated() |
Returns whether replication is enabled or not. |
|
bool |
GetIsSpatiallyLoaded() |
Returns true if this actor is spatially loaded. |
|
const FName |
GetIsSpatiallyLoadedPropertyName() |
Gets the property name for bIsSpatiallyLoaded. |
|
float |
GetLastRenderTime() |
Returns the most recent time any of this actor's components were rendered |
|
ULevel * |
GetLevel() |
Return the ULevel that this Actor is part of. |
|
FTransform |
GetLevelTransform() |
Return the FTransform of the level this actor is a part of. |
|
float |
GetLifeSpan() |
Get the remaining lifespan of this actor. If zero is returned the actor lives forever. |
|
ENetRole |
GetLocalRole() |
Returns how much control the local machine has over this actor. |
|
UNetConnecti... |
GetNetConnection() |
Get the owning connection used for communicating between client/server |
|
bool |
GetNetDormancy ( |
Returns true if the actor should be dormant for a specific net connection. |
|
UNetDriver &... |
GetNetDriver() |
Returns the net driver that this actor is bound to, may be null |
|
GetNetDriverName() |
Returns name of the net driver associated with this actor (all RPCs will go out via this connection) |
|
|
ENetMode |
GetNetMode() |
Get the network mode (dedicated server, client, standalone, etc) for this actor. |
|
const AActor... |
GetNetOwner() |
Return the actor responsible for replication, if any. Typically the player controller |
|
UPlayer *... |
GetNetOwningPlayer() |
Return the owning UPlayer (if any) of this actor. |
|
float |
GetNetPriority ( |
Function used to prioritize actors when deciding which to replicate |
|
const int32 |
GetNumUncachedStaticLightingInteractions() |
Returns NumUncachedStaticLightingInteractions for this actor |
|
void |
GetOverlappingActors ( |
Returns set of actors this actor is overlapping (any component overlapping any component). |
|
void |
GetOverlappingActors ( |
Returns list of actors this actor is overlapping (any component overlapping any component). |
|
void |
GetOverlappingComponents ( |
Returns set of components this actor is overlapping. |
|
void |
GetOverlappingComponents ( |
Returns list of components this actor is overlapping. |
|
T * |
GetOwner() |
Templated version of GetOwner(), will return nullptr if cast fails |
|
AActor * |
GetOwner() |
Get the owner of this Actor, used primarily for network replication. |
|
AActor * |
GetParentActor() |
If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component |
|
UChildActorC... |
GetParentComponent() |
If this Actor was created by a Child Actor Component returns that Child Actor Component |
|
APhysicsVolu... |
GetPhysicsVolume() |
Get the physics volume that is currently applied to this Actor (there can only ever be one) |
|
FVector |
GetPivotOffset() |
Gets the local space offset added to the actor's pivot as used by the editor |
|
FVector |
GetPlacementExtent() |
Get the extent used when placing this actor in the editor, used for 'pulling back' hit. |
|
int32 |
GetRayTracingGroupId() |
Return the RayTracingGroupId for this actor. |
|
bool |
GetReferencedContentObjects |
Used by the "Sync to Content Browser" right-click menu option in the editor. |
|
ENetRole |
GetRemoteRole() |
Returns how much control the remote machine has over this actor. |
|
float |
GetReplayPriority ( |
Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay. |
|
const TArray... |
GetReplicatedComponents() |
Returns a constant reference to the replicated components set |
|
const FRepMo... |
GetReplicatedMovement() |
Gets the literal value of ReplicatedMovement. |
|
FRepMovement... |
GetReplicatedMovement_Mutable() |
Gets a reference to ReplicatedMovement with the expectation that it will be modified. |
|
const FName |
GetReplicateMovementPropertyName() |
Gets the property name for bReplicateMovement. |
|
const FName |
GetRolePropertyName() |
Gets the property name for Role. |
|
USceneCompon... |
GetRootComponent() |
Returns this actor's root component. |
|
AActor * |
GetRootSelectionParent() |
Returns top most selection parent |
|
GetRuntimeGrid() |
Returns this actor's current target runtime grid. |
|
|
const FName |
GetRuntimeGridPropertyName() |
Gets the property name for RuntimeGrid. |
|
AActor * |
GetSceneOutlinerParent() |
Returns the actor attachement parent that should be used in editor |
|
AActor * |
GetSelectionParent() |
Returns immediate selection parent |
|
void |
GetSimpleCollisionCylinder ( |
Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). |
|
FVector |
GetSimpleCollisionCylinderExtent() |
Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder(). |
|
float |
GetSimpleCollisionHalfHeight() |
Returns the half height of the collision cylinder from GetSimpleCollisionCylinder(). |
|
float |
GetSimpleCollisionRadius() |
Returns the radius of the collision cylinder from GetSimpleCollisionCylinder(). |
|
bool |
GetSoftReferencedContentObjects ( |
Similar to GetReferencedContentObjects, but for soft referenced objects |
|
float |
GetSquaredDistanceTo ( |
Returns the squared distance from this Actor to OtherActor. |
|
float |
GetSquaredHorizontalDistanceTo ( |
Returns the squared distance from this Actor to OtherActor, ignoring Z. |
|
FBox |
GetStreamingBounds() |
Returns the location and the bounding box of all components that make up this Actor. |
|
FVector |
GetTargetLocation ( |
Returns the optimal location to fire weapons at this actor |
|
bool |
GetTearOff() |
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated. |
|
bool |
GetTickableWhenPaused() |
Gets whether this actor can tick when paused. |
|
const FTrans... |
GetTransform() |
General functions. |
|
EActorUpdate... |
GetUpdateOverlapsMethodDuringLevelStreaming() |
Get the method used to UpdateOverlaps() when loaded via level streaming. |
|
FVector |
GetVelocity() |
Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent |
|
float |
GetVerticalDistanceTo ( |
Returns the distance from this Actor to OtherActor, ignoring XY. |
|
UWorld * |
GetWorld() |
Getter for the cached world pointer, will return null if the actor is not actually spawned in a level |
|
AWorldSettin... |
GetWorldSettings() |
Returns the WorldSettings for the World the actor is in If you'd like to know what UWorld this placed actor (not dynamic spawned actor) belong to, use GetTypedOuter |
|
FTimerManage... |
GetWorldTimerManager() |
Get the timer instance from the actors world |
|
void |
HandleRegisterComponentWithWorld ( |
Finish initializing the component and register tick functions and beginplay if it's the proper time to do so. |
|
bool |
HasActiveCameraComponent() |
Returns true if the actor contains an active camera component |
|
bool |
HasActivePawnControlCameraComponent() |
Returns true if the actor contains an active locked to HMD camera component |
|
bool |
HasActorBegunPlay() |
Returns whether an actor has had BeginPlay called on it (and not subsequently had EndPlay called) |
|
bool |
HasActorRegisteredAllComponents() |
Returns bHasRegisteredAllComponents which indicates whether this actor has registered all their components without unregisatering all of them them. |
|
bool |
HasAuthority() |
Returns whether this actor has network authority |
|
bool |
HasDataLayers() |
|
|
bool |
HasDeferredComponentRegistration() |
Returns true if Actor has deferred the RegisterAllComponents() call at spawn time (e.g. pending Blueprint SCS execution to set up a scene root component). |
|
bool |
HasLocalNetOwner() |
Does this actor have a locally controlled owner responsible for replication? (APlayerController typically) |
|
bool |
HasNetOwner() |
Does this actor have an owner responsible for replication? (APlayerController typically) |
|
bool |
HasNonTrivialUserConstructionScript() |
Returns true if the actor's class has a non trivial user construction script. |
|
bool |
HasValidRootComponent() |
Returns true if Actor has a registered root component |
|
bool |
IncrementalRegisterComponents ( |
Incrementally registers components associated with this actor, used during level streaming |
|
void |
InitializeComponents() |
Iterate over components array and call InitializeComponent, which happens once per actor |
|
float |
InternalTakePointDamage ( |
|
|
float |
InternalTakeRadialDamage ( |
|
|
void |
InvalidateLightingCache() |
Invalidate lighting cache with default options. |
|
void |
InvalidateLightingCacheDetailed ( |
Invalidates anything produced by the last lighting build. |
|
bool |
IsActorBeginningPlay() |
Returns whether an actor is in the process of beginning play |
|
bool |
IsActorBeginningPlayFromLevelStreaming() |
Returns whether an actor is beginning play in DispatchBeginPlay() during level streaming (which includes initial level load). |
|
bool |
IsActorBeingDestroyed() |
Returns true if this actor is currently being destroyed, some gameplay events may be unsafe |
|
bool |
IsActorComponentReplicatedSubObjectRegistered ( |
Tells if an object owned by a component has been registered as a replicated subobject of the component |
|
bool |
IsActorInitialized() |
Returns whether an actor has been initialized for gameplay |
|
bool |
IsActorLabelEditable() |
Returns if this actor's current label is editable. |
|
bool |
IsActorOrSelectionParentSelected() |
Returns if actor or selection parent is selected |
|
bool |
IsActorTickEnabled() |
Returns whether this actor has tick enabled or not |
|
bool |
IsAttachedTo ( |
Iterates up the attachment chain to see whether or not this Actor is attached to the given Actor |
|
bool |
IsBasedOnActor ( |
Iterates up the movement base chain to see whether or not this Actor is based on the given Actor, defaults to checking attachment |
|
bool |
IsChildActor() |
Returns whether this Actor was spawned by a child actor component |
|
bool |
IsComponentRelevantForNavigation ( |
Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles |
|
bool |
IsDefaultPreviewEnabled() |
Defines if preview should be shown when you select an actor, but none of its children |
|
bool |
IsEditable() |
Returns true if this actor is allowed to be displayed, selected and manipulated by the editor. |
|
bool |
IsForceExternalActorLevelReferenceForPIE() |
Returns if level should keep a reference to the external actor for PIE (used for always loaded actors). |
|
bool |
IsHidden() |
Gets the literal value of bHidden. |
|
bool |
IsHiddenEd() |
Returns true if this actor is hidden in the editor viewports, also checking temporary flags. |
|
bool |
IsHiddenEdAtStartup() |
Returns true if the actor is hidden upon editor startup/by default, false if it is not |
|
bool |
IsHLODRelevant() |
Indicates whether this actor contributes to the HLOD generation. |
|
bool |
IsInEditingLevelInstance() |
If true, the actor belongs to a level instance which is currently being edited. |
|
bool |
IsInLevel ( |
Returns true if this actor is contained by TestLevel. |
|
bool |
IsInPersistentLevel ( |
Returns whether this Actor is in the persistent level, i.e. not a sublevel |
|
bool |
IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations |
|
bool |
IsListedInSceneOutliner() |
Returns true if this actor should be shown in the scene outliner |
|
bool |
IsLockLocation() |
Returns true if actor location should be locked. |
|
bool |
IsMainPackageActor() |
Used to check if Actor is the main actor of a package (currently Child Actors are not) |
|
bool |
IsNetMode ( |
Test whether net mode is the given mode. |
|
bool |
IsNetRelevantFor |
Checks to see if this actor is relevant for a specific network connection |
|
bool |
IsNetStartupActor() |
Returns true if this is a replicated actor that was placed in the map |
|
bool |
IsOverlappingActor ( |
Check whether any component of this Actor is overlapping any component of another Actor. |
|
bool |
IsOwnedBy ( |
See if this actor is owned by TestOwner. |
|
bool |
IsPendingKillPending() |
Returns true if this actor has begun the destruction process. |
|
bool |
IsPropertyChangedAffectingDataLayers ( |
|
|
bool |
IsRelevancyOwnerFor |
Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner |
|
bool |
IsReplayRelevantFor |
Checks to see if this actor is relevant for a recorded replay |
|
bool |
IsReplicatedActorComponentRegistered ( |
Tells if the component has been registered as a replicated component |
|
bool |
IsReplicatedSubObjectRegistered ( |
Tells if the object has been registered as a replicated subobject of this actor |
|
bool |
IsReplicatingMovement() |
Gets the literal value of bReplicateMovement. |
|
bool |
IsReplicationPausedForConnection ( |
Gives the actor a chance to pause replication to a player represented by the passed in actor - only called on server |
|
bool |
IsRootComponentCollisionRegistered() |
Returns true if the root component is registered and has collision enabled. |
|
bool |
IsRootComponentMovable() |
See if the root component has Mobility of EComponentMobility::Movable |
|
bool |
IsRootComponentStatic() |
See if the root component has ModifyFrequency of MF_Static |
|
bool |
IsRootComponentStationary() |
See if the root component has Mobility of EComponentMobility::Stationary |
|
bool |
IsRunningUserConstructionScript() |
Returns if this actor is currently running the User Construction Script |
|
bool |
IsRuntimeOnly() |
|
|
bool |
IsSelectable() |
Returns true if this actor can EVER be selected in a level in the editor. |
|
bool |
IsSelectionChild() |
Returns whether this Actor is part of another's actor selection |
|
bool |
IsSelectionParentOfAttachedActors() |
Returns whether this actor can select its attached actors |
|
bool |
IsTemporarilyHiddenInEditor ( |
Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session |
|
bool |
IsUserManaged() |
Used to know if actor supports some editor operations. (Delete, Replace) |
|
bool |
IsUsingRegisteredSubObjectList() |
Returns true if this actor is replicating SubObjects & ActorComponents via the registration list. |
|
bool |
IsWithinNetRelevancyDistance ( |
Determines whether or not the distance between the given SrcLocation and the Actor's location is within the net relevancy distance. |
|
void |
K2_AddActorLocalOffset ( |
Adds a delta to the location of this component in its local reference frame. |
|
void |
K2_AddActorLocalRotation ( |
Adds a delta to the rotation of this component in its local reference frame |
|
void |
K2_AddActorLocalTransform ( |
Adds a delta to the transform of this component in its local reference frame |
|
void |
K2_AddActorWorldOffset ( |
Adds a delta to the location of this actor in world space. |
|
void |
K2_AddActorWorldRotation ( |
Adds a delta to the rotation of this actor in world space. |
|
void |
K2_AddActorWorldTransform ( |
Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1). |
|
void |
K2_AddActorWorldTransformKeepScale ( |
Adds a delta to the transform of this actor in world space. Scale is unchanged. |
|
bool |
K2_AttachToActor |
Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket. |
|
bool |
K2_AttachToComponent ( |
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. |
|
void |
K2_DestroyActor() |
Destroy the actor |
|
void |
K2_DetachFromActor ( |
Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. |
|
FVector |
K2_GetActorLocation() |
Returns the location of the RootComponent of this Actor |
|
FRotator |
K2_GetActorRotation() |
Returns rotation of the RootComponent of this Actor. |
|
K2_GetComponentsByClass ( |
Gets all the components that inherit from the given class. |
|
|
USceneCompon... |
K2_GetRootComponent() |
Returns the RootComponent of this Actor |
|
void |
K2_OnBecomeViewTarget ( |
Event called when this Actor becomes the view target for the given PlayerController. |
|
void |
K2_OnEndViewTarget ( |
Event called when this Actor is no longer the view target for the given PlayerController. |
|
void |
K2_OnReset() |
Event called when this Actor is reset to its initial state - used when restarting level without reloading. |
|
bool |
K2_SetActorLocation ( |
Move the Actor to the specified location. |
|
bool |
K2_SetActorLocationAndRotation ( |
Move the actor instantly to the specified location and rotation. |
|
void |
K2_SetActorRelativeLocation ( |
Set the actor's RootComponent to the specified relative location. |
|
void |
K2_SetActorRelativeRotation ( |
Set the actor's RootComponent to the specified relative rotation |
|
void |
K2_SetActorRelativeTransform ( |
Set the actor's RootComponent to the specified relative transform |
|
bool |
K2_SetActorRotation ( |
Set the Actor's rotation instantly to the specified rotation. |
|
bool |
K2_SetActorTransform ( |
Set the Actors transform to the specified one. |
|
bool |
K2_TeleportTo ( |
Teleport this actor to a new location. |
|
void |
LifeSpanExpired() |
Called when the lifespan of an actor expires (if it has one). |
|
void |
MakeNoise |
Trigger a noise caused by a given Pawn, at a given location. |
|
void |
MakeNoiseImpl |
Default Implementation of MakeNoise |
|
void |
MarkComponentsAsPendingKill() |
Called to mark all components as pending kill when the actor is being destroyed |
|
void |
MarkComponentsRenderStateDirty() |
Flags all component's render state as dirty |
|
bool |
NeedsLoadForTargetPlatform ( |
|
|
void |
NotifyActorBeginCursorOver() |
Event when this actor has the mouse moved over it with the clickable interface. |
|
void |
NotifyActorBeginOverlap ( |
Event when this actor overlaps another actor, for example a player walking into a trigger. |
|
void |
NotifyActorEndCursorOver() |
Event when this actor has the mouse moved off of it with the clickable interface. |
|
void |
NotifyActorEndOverlap ( |
Event when an actor no longer overlaps another actor, and they have separated. |
|
void |
NotifyActorOnClicked ( |
Event when this actor is clicked by the mouse when using the clickable interface. |
|
void |
NotifyActorOnInputTouchBegin ( |
Event when this actor is touched when click events are enabled. |
|
void |
NotifyActorOnInputTouchEnd ( |
Event when this actor is under the finger when untouched when click events are enabled. |
|
void |
NotifyActorOnInputTouchEnter ( |
Event when this actor has a finger moved over it with the clickable interface. |
|
void |
NotifyActorOnInputTouchLeave ( |
Event when this actor has a finger moved off of it with the clickable interface. |
|
void |
NotifyActorOnReleased ( |
Event when this actor is under the mouse when left mouse button is released while using the clickable interface. |
|
void |
NotifyHit ( |
Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. |
|
void |
OnActorChannelOpen ( |
Allows for a specific response from the actor when the actor channel is opened (client side) |
|
void |
OnConstruction ( |
Called when an instance of this class is placed (in editor) or spawned. |
|
void |
OnNetCleanup ( |
Handles cleaning up the associated Actor when killing the connection |
|
void |
OnPlayFromHere() |
Called on actor which initiated the PIE session |
|
void |
OnRep_AttachmentReplication() |
Called on client when updated AttachmentReplication value is received for this actor. |
|
void |
OnRep_Instigator() |
Called on clients when Instigator is replicated. |
|
void |
OnRep_Owner() |
Called when owner changes, does nothing by default but can be overridden |
|
void |
OnRep_ReplicatedMovement() |
ReplicatedMovement struct replication event |
|
void |
OnRep_ReplicateMovement() |
Called on client when updated bReplicateMovement value is received for this actor. |
|
void |
OnReplicationPausedChanged ( |
Called on the client when the replication paused value is changed |
|
void |
OnSerializeNewActor ( |
SerializeNewActor has just been called on the actor before network replication (server side) |
|
void |
OnSubobjectCreatedFromReplication ( |
Called on the actor when a new subobject is dynamically created via replication |
|
void |
OnSubobjectDestroyFromReplication ( |
Called on the actor when a subobject is dynamically destroyed via replication |
|
bool |
OpenAssetEditor() |
Used to allow actor classes to open an actor specific editor |
|
void |
OutsideWorldBounds() |
Called when the Actor is outside the hard limit on world bounds |
|
bool |
OwnsComponent ( |
Utility function for validating that a component is correctly in its Owner's OwnedComponents array |
|
void |
PostActorConstruction() |
Called after the actor has run its construction. Responsible for finishing the actor spawn process. |
|
void |
PostActorCreated() |
Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. |
|
void |
PostCreateBlueprintComponent ( |
Called after instancing a new Blueprint Component from either a template or cooked data. |
|
void |
PostEditMove ( |
Called after an actor has been moved in the editor |
|
void |
PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
|
void |
PostNetInit() |
Always called immediately after spawning and reading in replicated properties |
|
void |
PostNetReceiveLocationAndRotation() |
Update location and rotation from ReplicatedMovement. Not called for simulated physics! |
|
void |
PostNetReceivePhysicState() |
Update and smooth simulated physic state, replaces PostNetReceiveLocation() and PostNetReceiveVelocity() |
|
void |
PostNetReceiveRole() |
Always called immediately after a new Role is received from the remote. |
|
void |
PostNetReceiveVelocity ( |
Update velocity - typically from ReplicatedMovement, not called for simulated physics! |
|
void |
PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay. |
|
void |
PostRenderFor ( |
Hook to allow actors to render HUD overlays for themselves. |
|
void |
PostSpawnInitialize |
Called after the actor is spawned in the world. Responsible for setting up actor for play. |
|
void |
PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
|
void |
PreInitializeComponents() |
Called right before components are initialized, only called during gameplay |
|
void |
PreRegisterAllComponents() |
Called before all the components in the Components array are registered, called both in editor and during gameplay |
|
void |
PreReplication ( |
Called on the actor right before replication occurs. |
|
void |
PreReplicationForReplay ( |
Called on the actor right before replication occurs. |
|
void |
PrestreamTextures ( |
Calls PrestreamTextures() for all the actor's meshcomponents. |
|
void |
ProcessUserConstructionScript() |
Runs UserConstructionScript, delays component registration until it's complete. |
|
void |
PushLevelInstanceEditingStateToProxies ( |
Push Foundation Editing state to primitive scene proxy |
|
void |
PushSelectionToProxies() |
Push Selection to actor |
|
void |
ReceiveActorBeginCursorOver() |
Event when this actor has the mouse moved over it with the clickable interface. |
|
void |
ReceiveActorBeginOverlap ( |
Event when this actor overlaps another actor, for example a player walking into a trigger. |
|
void |
ReceiveActorEndCursorOver() |
Event when this actor has the mouse moved off of it with the clickable interface. |
|
void |
ReceiveActorEndOverlap ( |
Event when an actor no longer overlaps another actor, and they have separated. |
|
void |
ReceiveActorOnClicked ( |
Event when this actor is clicked by the mouse when using the clickable interface. |
|
void |
ReceiveActorOnInputTouchBegin ( |
Event when this actor is touched when click events are enabled. |
|
void |
ReceiveActorOnInputTouchEnd ( |
Event when this actor is under the finger when untouched when click events are enabled. |
|
void |
ReceiveActorOnInputTouchEnter ( |
Event when this actor has a finger moved over it with the clickable interface. |
|
void |
ReceiveActorOnInputTouchLeave ( |
Event when this actor has a finger moved off of it with the clickable interface. |
|
void |
ReceiveActorOnReleased ( |
Event when this actor is under the mouse when left mouse button is released while using the clickable interface. |
|
void |
ReceiveAnyDamage ( |
Event when this actor takes ANY damage |
|
void |
ReceiveAsyncPhysicsTick ( |
Event called every physics tick if bAsyncPhysicsTickEnabled is true |
|
void |
ReceiveBeginPlay() |
Event when play begins for this actor. |
|
void |
ReceiveDestroyed() |
Called when the actor has been explicitly destroyed. |
|
void |
ReceiveEndPlay ( |
Event to notify blueprints this actor is being deleted or removed from a level. |
|
void |
ReceiveHit ( |
Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. |
|
void |
ReceivePointDamage ( |
Event when this actor takes POINT damage |
|
void |
ReceiveRadialDamage ( |
Event when this actor takes RADIAL damage |
|
void |
ReceiveTick ( |
Event called every frame, if ticking is enabled |
|
void |
RegisterActorTickFunctions ( |
Virtual call chain to register all tick functions for the actor class hierarchy |
|
void |
RegisterAllActorTickFunctions ( |
When called, will call the virtual call chain to register all of the tick functions for both the actor and optionally all components Do not override this function or make it virtual |
|
void |
RegisterAllComponents() |
Ensure that all the components in the Components array are registered |
|
void |
RemoveActorComponentReplicatedSubObject ( |
Unregister a SubObject owned by an ActorComponent so it stops being replicated. |
|
bool |
RemoveAllDataLayers() |
|
|
bool |
RemoveDataLayer ( |
|
|
bool |
RemoveDataLayer ( |
|
|
void |
RemoveInstanceComponent ( |
Removes a component from the instance components array |
|
void |
RemoveOwnedComponent ( |
Removes a component from the OwnedComponents array of the Actor. |
|
void |
RemoveReplicatedSubObject ( |
Unregister a SubObject to stop replicating it's properties to clients. |
|
void |
RemoveTickPrerequisiteActor ( |
Remove tick dependency on PrerequisiteActor. |
|
void |
RemoveTickPrerequisiteComponent ( |
Remove tick dependency on PrerequisiteComponent. |
|
bool |
ReplicateSubobjects ( |
Method that allows an actor to replicate subobjects on its actor channel. |
|
void |
ReregisterAllComponents() |
Will reregister all components on this actor. |
|
bool |
ReregisterComponentsWhenModified() |
Returns true if the component is allowed to re-register its components when modified. |
|
void |
RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. |
|
void |
Reset() |
Reset actor to initial state - used when restarting level without reloading. |
|
void |
ResetOwnedComponents() |
Force the Actor to clear and rebuild its OwnedComponents array by evaluating all children (recursively) and locating components In general this should not need to be called directly, but can sometimes be necessary as part of undo/redo code paths. |
|
void |
ResetPropertiesForConstruction() |
Reset private properties to defaults, and all FRandomStream structs in this Actor, so they will start their sequence of random numbers again. |
|
void |
RewindForReplay() |
Called on the actor before checkpoint data is applied during a replay. |
|
void |
RouteEndPlay ( |
Non-virtual function to evaluate which portions of the EndPlay process should be dispatched for each actor |
|
void |
SeedAllRandomStreams() |
Find all FRandomStream structs in this Actor and generate new random seeds for them. |
|
void |
SetActorEnableCollision ( |
Allows enabling/disabling collision for the whole actor |
|
void |
SetActorHiddenInGame ( |
Sets the actor to be hidden in the game |
|
void |
SetActorLabel ( |
Assigns a new label to this actor. Actor labels are only available in development builds. |
|
bool |
SetActorLocation ( |
Move the actor instantly to the specified location. |
|
bool |
SetActorLocationAndRotation ( |
Move the actor instantly to the specified location and rotation. |
|
bool |
SetActorLocationAndRotation ( |
Move the actor instantly to the specified location and rotation. |
|
void |
SetActorRelativeLocation ( |
Set the actor's RootComponent to the specified relative location. |
|
void |
SetActorRelativeRotation ( |
Set the actor's RootComponent to the specified relative rotation |
|
void |
SetActorRelativeRotation ( |
Set the actor's RootComponent to the specified relative rotation |
|
void |
SetActorRelativeScale3D ( |
Set the actor's RootComponent to the specified relative scale 3d |
|
void |
SetActorRelativeTransform ( |
Set the actor's RootComponent to the specified relative transform |
|
bool |
SetActorRotation ( |
Set the Actor's rotation instantly to the specified rotation. |
|
bool |
SetActorRotation ( |
Set the Actor's rotation instantly to the specified rotation. |
|
void |
SetActorScale3D ( |
Set the Actor's world-space scale. |
|
void |
SetActorTickEnabled ( |
Set this actor's tick functions to be enabled or disabled. |
|
void |
SetActorTickInterval ( |
Sets the tick interval of this actor's primary tick function. |
|
bool |
SetActorTransform ( |
Set the Actors transform to the specified one. |
|
void |
SetAutoDestroyWhenFinished ( |
|
|
void |
SetAutonomousProxy ( |
Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client. |
|
void |
SetBrowseToAssetOverride ( |
Sets metadata on the Actor that allows it to point to a different asset than its source when browsing in the Content Browser |
|
void |
SetCallPreReplication ( |
Set whether or not we should make calls to PreReplication. |
|
void |
SetCallPreReplicationForReplay ( |
Set whether or not we should make calls to PreReplicationForReplay. |
|
void |
SetCanBeDamaged ( |
Sets the value of bCanBeDamaged without causing other side effects to this instance. |
|
void |
SetFolderPath ( |
Assigns a new folder to this actor. Actor folder paths are only available in development builds. |
|
void |
SetFolderPath_Recursively ( |
Assigns a new folder to this actor and any attached children. |
|
void |
SetForceExternalActorLevelReferenceForPIE ( |
|
|
void |
SetHasActorRegisteredAllComponents() |
Sets bHasRegisteredAllComponents true. |
|
void |
SetHidden ( |
Sets the value of bHidden without causing other side effects to this instance. |
|
void |
SetHLODLayer ( |
Specify in which HLOD layer this actor should be included. |
|
void |
SetInstigator ( |
Sets the value of Instigator without causing other side effects to this instance. |
|
bool |
SetIsHiddenEdLayer ( |
Changes bHiddenEdLayer flag and returns true if flag changed. |
|
void |
SetIsSpatiallyLoaded ( |
Set if this actor should be spatially loaded or not. |
|
void |
SetIsTemporarilyHiddenInEditor ( |
Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session |
|
void |
SetLifeSpan ( |
Set the lifespan of this actor. |
|
void |
SetLockLocation ( |
Set the bLockLocation flag |
|
void |
SetLODParent ( |
Set LOD Parent component for all of our components, normally associated with an ALODActor. |
|
void |
SetMakeNoiseDelegate ( |
Modifies the global delegate used for handling MakeNoise |
|
void |
SetNetAddressable() |
Allows this actor to be net-addressable by full path name, even if the actor was spawned after map load. |
|
void |
SetNetDormancy ( |
Puts actor in dormant networking state |
|
void |
SetNetDriverName ( |
Set the name of the net driver associated with this actor. |
|
void |
SetOwner ( |
Set the owner of this Actor, used primarily for network replication. |
|
void |
SetPackageExternal ( |
Set the actor packaging mode. |
|
void |
SetPivotOffset ( |
Sets the local space offset added to the actor's pivot as used by the editor |
|
void |
SetRayTracingGroupId ( |
Specify a RayTracingGroupId for this actors. |
|
void |
SetRemoteRoleForBackwardsCompat ( |
This function should only be used in the constructor of classes that need to set the RemoteRole for backwards compatibility purposes |
|
void |
SetReplicatedComponentNetCondition ( |
Change the network condition of a replicated component but only after BeginPlay. |
|
void |
SetReplicatedMovement ( |
Sets the value of ReplicatedMovement without causing other side effects to this instance. |
|
void |
SetReplicateMovement ( |
Set whether this actor's movement replicates to network clients. |
|
void |
SetReplicates ( |
Set whether this actor replicates to network clients. |
|
void |
SetReplicatingMovement ( |
Sets the value of bReplicateMovement without causing other side effects to this instance. |
|
void |
SetRole ( |
Sets the value of Role without causing other side effects to this instance. |
|
bool |
SetRootComponent ( |
Sets root component to be the specified component. NewRootComponent's owner should be this actor. |
|
void |
SetRuntimeGrid ( |
Sets this actor's current target runtime grid. |
|
void |
SetTickableWhenPaused ( |
Sets whether this actor can tick when paused. |
|
void |
SetTickGroup ( |
Sets the ticking group for this actor. |
|
bool |
ShouldCookOptimizedBPComponentData() |
Returns whether or not to cook optimized Blueprint component data for this actor |
|
bool |
ShouldExport() |
Called before editor copy, true allow export |
|
bool |
ShouldImport ( |
Called before editor paste, true allow import |
|
bool |
ShouldLevelKeepRefIfExternal() |
Determine how this actor should be referenced by the level when external (saved in its own package). |
|
bool |
ShouldTickIfViewportsOnly() |
If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly |
|
TUniquePtr< ... |
StaticCreateClassActorDesc ( |
Creates an uninitialized actor descriptor from a specific class. |
|
bool |
SupportsDataLayer() |
|
|
bool |
SupportsExternalPackaging() |
Does this actor supports external packaging? |
|
bool |
SupportsLayers() |
Returns true if the actor supports modifications to its Layers property |
|
void |
SwapRoles() |
Calls this to swap the Role and RemoteRole. Only call this if you know what you're doing! |
|
void |
SyncReplicatedPhysicsSimulation() |
Sync IsSimulatingPhysics() with ReplicatedMovement.bRepPhysics |
|
float |
TakeDamage ( |
Apply damage to this actor. |
|
void |
TearOff() |
Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true. |
|
void |
TearOffReplicatedSubObjectOnRemotePeers ( |
Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. |
|
void |
TeleportSucceeded ( |
Called from TeleportTo() when teleport succeeds |
|
bool |
TeleportTo ( |
Used for adding actors to levels or teleporting them to a new location. |
|
void |
Tick ( |
Function called every frame on this Actor. |
|
void |
TickActor ( |
Dispatches the once-per frame Tick() function for this actor |
|
void |
TornOff() |
Networking - called on client when actor is torn off (bTearOff==true), meaning it's no longer replicated to clients. |
|
void |
UninitializeComponents() |
Iterate over components array and call UninitializeComponent, called when the actor is ending play |
|
void |
UnregisterAllComponents ( |
Unregister all currently registered components |
|
void |
UpdateAllReplicatedComponents() |
Completely synchronizes the replicated components array so that it contains exactly the number of replicated components currently owned |
|
void |
UpdateComponentTransforms() |
Update all components transforms |
|
void |
UpdateOverlaps ( |
Queries world and updates overlap detection state for this actor. |
|
void |
UpdateReplicatedComponent ( |
Called when the replicated state of a component changes to update the Actor's cached ReplicatedComponents array |
|
void |
UpdateReplicatePhysicsCondition() |
Updates the ReplicatePhysics condition. |
|
void |
UserConstructionScript() |
Construction script, the place to spawn components and do other setup. |
|
bool |
UseShortConnectTimeout() |
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value |
|
bool |
WasRecentlyRendered ( |
Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. |
Name | Description | ||
---|---|---|---|
|
void |
BeginDestroy() |
Called before destroying the object. |
|
bool |
CallRemoteFunction ( |
Call the actor's function remotely |
|
bool |
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
|
bool |
CheckDefaultSubobjectsInternal() |
Checks default sub-object assumptions. |
|
TSharedPtr< ... |
FactoryTransactionAnnotation ( |
|
|
void |
GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
|
void |
GetExtendedAssetRegistryTagsForSave ( |
Temporary interim solution to gather asset registry data at save time only. |
|
int32 |
GetFunctionCallspace |
Return the space this function should be called. |
|
void |
GetLifetimeReplicatedProps ( |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
|
void |
GetReplicatedCustomConditionState ( |
Called when this actor begins replicating to initialize the state of custom property conditions |
|
void |
GetSubobjectsWithStableNamesForNetworking |
Returns a list of sub-objects that have stable names for networking |
|
bool |
IsAsset() |
Returns true if this object is considered an asset. |
|
EDataValidat... |
IsDataValid |
Returns Valid if this object has data validation rules set up for it and the data for this object is valid. |
|
bool |
IsEditorOnly() |
Called during saving to determine if the object is forced to be editor only or not |
|
bool |
IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
|
bool |
IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
|
bool |
IsSelectedInEditor() |
Test the selection state of a UObject |
|
bool |
IsSupportedForNetworking() |
IsSupportedForNetworking means an object can be referenced over the network |
|
bool |
Modify ( |
Note that the object will be modified. |
|
void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
void |
PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
|
void |
PostEditUndo() |
Called after applying a transaction to the object. |
|
void |
PostEditUndo |
Called after applying a transaction to the object in cases where transaction annotation was provided. |
|
void |
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
|
void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
void |
PostLoadSubobjects ( |
Instances components for objects being loaded from disk, if necessary. |
|
void |
PostNetReceive() |
Always called immediately after properties are received from the remote. |
|
void |
PostRename |
Called at the end of Rename(), but only if the rename was actually carried out |
|
void |
PostSaveRoot ( |
Called from within SavePackage on the passed in base/root object. |
|
void |
PostTransacted ( |
Called after the object has been transacted in some way. |
|
void |
PreEditChange ( |
This is called when a property is about to be modified externally |
|
void |
PreEditUndo() |
Called before applying a transaction to the object. |
|
void |
PreNetReceive() |
Always called immediately before properties are received from the remote. |
|
void |
PreSave ( |
Presave function. |
|
void |
PreSaveRoot ( |
Called from within SavePackage on the passed in base/root object. |
|
void |
ProcessEvent ( |
Called by VM to execute a UFunction with a filled in UStruct of parameters |
|
bool |
Rename ( |
Rename this object to a unique name, or change its outer. |
|
void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
bool |
CanBeInCluster() |
Called during cluster construction if the object can be added to a cluster |
Name |
Description |
|
---|---|---|
|
EActorBeginPlayState |
Enum defining if BeginPlay has started or finished |
Name |
Description |
---|---|
BeginPlayCallDepth |
|
bUsePercentageBasedScaling |
|
MakeNoiseDelegate |
|
ProcessEventDelegate |
Delegate for globally hooking ProccessEvent calls - used by a non-public testing plugin |
Name | Description | ||
---|---|---|---|
|
DetachFence |
AActor::DetachFence has been deprecated. If you are relying on it for render thread synchronization in a subclass of actor, add your own fence to that class instead. |
|
|
PRAGMA_DISABLE_... |
GridPlacement_DEPRECATED |
Use bIsSpatiallyLoaded instead |
Name | Description | ||
---|---|---|---|
|
PRAGMA_DISAB... |
AddDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use AddDataLayer(UDataLayerInstance*) |
|
bool |
AddDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use AddDataLayer(UDataLayerAsset*) |
|
bool |
ContainsDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use ContainsDataLayer(const UDataLayerAsset*) |
|
bool |
ContainsDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use ContainsDataLayer(const UDataLayerAsset*) |
|
void |
DetachRootComponentFromParent ( |
Use DetachFromActor() instead |
|
GetActorDataLayers() |
Convert DataLayer using UDataLayerToAssetCommandlet and use GetDataLayerAssets() instead |
|
|
GetComponentsByClass ( |
Use one of the GetComponents implementations as appropriate |
|
|
TArray< cons... |
GetDataLayerInstances ( |
Use GetDataLayerInstances() with no parameters instead |
|
bool |
HasValidDataLayers() |
Use HasDataLayers() instead |
|
void |
K2_AttachRootComponentTo ( |
Use AttachToComponent() instead. |
|
void |
K2_AttachRootComponentToActor ( |
Use AttachToActor() instead. |
|
void |
PostSaveRoot ( |
Use version that takes FObjectPostSaveRootContext instead. |
|
void |
PreSave ( |
Use version that takes FObjectPreSaveContext instead. |
|
PRAGMA_DISAB... |
PreSaveRoot ( |
Use version that takes FObjectPreSaveRootContext instead. |
|
bool |
RemoveDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use RemoveDataLayer(UDataLayerInstance*) |
|
bool |
RemoveDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use RemoveDataLayer(UDataLayerAsset*) |
|
bool |
ShouldImport ( |
Use the override that takes a StringView instead |