UKismetSystemLibrary

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h

Include

#include "Kismet/KismetSystemLibrary.h"

Syntax

class UKismetSystemLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UKismetSystemLibrary

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Static

FDebugFloatH ...

 

AddFloatHistorySample

(
    float Value,
    const FDebugFloatHistory & FloatHis...
)

Public function Static

int32

 

BeginTransaction

(
    const FString & Context,
    FText Description,
    UObject * PrimaryObject
)

Begin a new undo transaction.

Public function Static

bool

 

BoxOverlapActors

(
    const UObject * WorldContextObj...,
    const FVector BoxPos,
    FVector BoxExtent,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ActorClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class AActor * >& OutA...
)

Returns an array of actors that overlap the given axis-aligned box.

Public function Static

bool

 

BoxOverlapComponents

(
    const UObject * WorldContextObj...,
    const FVector BoxPos,
    FVector Extent,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ComponentClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class UPrimitiveComponent &...
)

Returns an array of components that overlap the given axis-aligned box.

Public function Static

bool

 

BoxTraceMulti

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    FVector HalfSize,
    const FRotator Orientation,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a box along the given line and returns all hits encountered.

Public function Static

bool

 

BoxTraceMultiByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    FVector HalfSize,
    const FRotator Orientation,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Public function Static

bool

 

BoxTraceMultiForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const FVector HalfSize,
    const FRotator Orientation,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a box along the given line and returns all hits encountered.

Public function Static

bool

 

BoxTraceSingle

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const FVector HalfSize,
    const FRotator Orientation,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a box along the given line and returns the first blocking hit encountered.

Public function Static

bool

 

BoxTraceSingleByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const FVector HalfSize,
    const FRotator Orientation,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a box against the world and return the first blocking hit using a specific profile

Public function Static

bool

 

BoxTraceSingleForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const FVector HalfSize,
    const FRotator Orientation,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a box along the given line and returns the first hit encountered.

Public function Static

void

 

BreakSoftClassPath

(
    FSoftClassPath InSoftClassPath,
    FString & PathString
)

Gets the path string out of a Soft Class Path

Public function Static

void

 

BreakSoftObjectPath

(
    FSoftObjectPath InSoftObjectPath,
    FString & PathString
)

Gets the path string out of a Soft Object Path

Public function Static

void

 

CancelTransaction

(
    const int32 Index
)

Cancel the current transaction, and no longer capture actions to be placed in the undo buffer.

Public function Static

bool

 

CanLaunchURL

(
    const FString & URL
)

Public function Static

bool

 

CapsuleOverlapActors

(
    const UObject * WorldContextObj...,
    const FVector CapsulePos,
    float Radius,
    float HalfHeight,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ActorClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class AActor * >& OutA...
)

Returns an array of actors that overlap the given capsule.

Public function Static

bool

 

CapsuleOverlapComponents

(
    const UObject * WorldContextObj...,
    const FVector CapsulePos,
    float Radius,
    float HalfHeight,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ComponentClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class UPrimitiveComponent &...
)

Returns an array of components that overlap the given capsule.

Public function Static

bool

 

CapsuleTraceMulti

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit.

Public function Static

bool

 

CapsuleTraceMultiByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Public function Static

bool

 

CapsuleTraceMultiForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a capsule along the given line and returns all hits encountered.

Public function Static

bool

 

CapsuleTraceSingle

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a capsule along the given line and returns the first blocking hit encountered.

Public function Static

bool

 

CapsuleTraceSingleByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a capsule against the world and return the first blocking hit using a specific profile

Public function Static

bool

 

CapsuleTraceSingleForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    float HalfHeight,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a capsule along the given line and returns the first hit encountered.

Public function Static

void

 

CollectGarbage()

Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable

Public function Static

bool

 

ComponentOverlapActors

(
    UPrimitiveComponent * Component,
    const FTransform & ComponentTransfo...,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ActorClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class AActor * >& OutA...
)

Returns an array of actors that overlap the given component.

Public function Static

bool

 

ComponentOverlapComponents

(
    UPrimitiveComponent * Component,
    const FTransform & ComponentTransfo...,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ComponentClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class UPrimitiveComponent &...
)

Returns an array of components that overlap the given component.

Public function Static

void

 

ControlScreensaver

(
    bool bAllowScreenSaver
)

Allows or inhibits screensaver

Public function Static

TSoftClassPt ...

 

Conv_ClassToSoftClassReference

(
    const TSubclassOf < UObject >& Clas...
)

Public function Static

UObject *...

 

Conv_InterfaceToObject

(
    const FScriptInterface & Interface
)

Converts an interfance into an object

Public function Static

TSoftObjectP ...

 

Conv_ObjectToSoftObjectReference

(
    UObject * Object
)

Public function Static

FString

 

Conv_PrimaryAssetIdToString

(
    FPrimaryAssetId PrimaryAssetId
)

Converts a Primary Asset Id to a string.

Public function Static

FString

 

Conv_PrimaryAssetTypeToString

(
    FPrimaryAssetType PrimaryAssetType
)

Converts a Primary Asset Type to a string.

Public function Static

TSoftClassPt ...

 

Conv_SoftClassPathToSoftClassRef

(
    const FSoftClassPath & SoftClassPat...
)

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

Public function Static

TSubclassOf <...

 

Conv_SoftClassReferenceToClass

(
    const TSoftClassPtr < UObject >& So...
)

Public function Static

FString

 

Conv_SoftClassReferenceToString

(
    const TSoftClassPtr < UObject >& So...
)

Converts a Soft Class Reference to a string.

Public function Static

UObject *...

 

Conv_SoftObjectReferenceToObject

(
    const TSoftObjectPtr < UObject >& S...
)

Public function Static

FString

 

Conv_SoftObjectReferenceToString

(
    const TSoftObjectPtr < UObject >& S...
)

Converts a Soft Object Reference to a string.

Public function Static

TSoftObjectP ...

 

Conv_SoftObjPathToSoftObjRef

(
    const FSoftObjectPath & SoftObjectP...
)

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

Public function Static

FString

 

ConvertToAbsolutePath

(
    const FString & Filename
)

Converts passed in filename to use a absolute path

Public function Static

FString

 

ConvertToRelativePath

(
    const FString & Filename
)

Converts passed in filename to use a relative path

Public function Static

void

 

CreateCopyForUndoBuffer

(
    UObject * ObjectToModify
)

Mark as modified.

Public function Static

void

 

Delay

(
    const UObject * WorldContextObj...,
    float Duration,
    FLatentActionInfo LatentInfo
)

Perform a latent action with a delay (specified in seconds).

Public function Static

bool

 

DoesImplementInterface

(
    const UObject * TestObject,
    TSubclassOf < UInterface > Interface
)

Public function Static

void

 

DrawDebugArrow

(
    const UObject * WorldContextObj...,
    const FVector LineStart,
    const FVector LineEnd,
    float ArrowSize,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw directional arrow, pointing from LineStart to LineEnd.

Public function Static

void

 

DrawDebugBox

(
    const UObject * WorldContextObj...,
    const FVector Center,
    FVector Extent,
    FLinearColor LineColor,
    const FRotator Rotation,
    float Duration,
    float Thickness
)

Draw a debug box

Public function Static

void

 

DrawDebugCamera

(
    const ACameraActor * CameraActo...,
    FLinearColor CameraColor,
    float Duration
)

Draw a debug camera shape.

Public function Static

void

 

DrawDebugCapsule

(
    const UObject * WorldContextObj...,
    const FVector Center,
    float HalfHeight,
    float Radius,
    const FRotator Rotation,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug capsule

Public function Static

void

 

DrawDebugCircle

(
    const UObject * WorldContextObj...,
    FVector Center,
    float Radius,
    int32 NumSegments,
    FLinearColor LineColor,
    float Duration,
    float Thickness,
    FVector YAxis,
    FVector ZAxis,
    bool bDrawAxis
)

Draw a debug circle!

Draw a debug circle

Public function Static

void

 

DrawDebugCone

(
    const UObject * WorldContextObj...,
    const FVector Origin,
    const FVector Direction,
    float Length,
    float AngleWidth,
    float AngleHeight,
    int32 NumSides,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug cone

Public function Static

void

 

DrawDebugConeInDegrees

(
    const UObject * WorldContextObj...,
    const FVector Origin,
    const FVector Direction,
    float Length,
    float AngleWidth,
    float AngleHeight,
    int32 NumSides,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug cone Angles are specified in degrees

Public function Static

void

 

DrawDebugCoordinateSystem

(
    const UObject * WorldContextObj...,
    const FVector AxisLoc,
    const FRotator AxisRot,
    float Scale,
    float Duration,
    float Thickness
)

Draw a debug coordinate system.

Public function Static

void

 

DrawDebugCylinder

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    int32 Segments,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug cylinder

Public function Static

void

 

DrawDebugFloatHistoryLocation

(
    const UObject * WorldContextObj...,
    const FDebugFloatHistory & FloatHis...,
    FVector DrawLocation,
    FVector2D DrawSize,
    FLinearColor DrawColor,
    float Duration
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.

Public function Static

void

 

DrawDebugFloatHistoryTransform

(
    const UObject * WorldContextObj...,
    const FDebugFloatHistory & FloatHis...,
    const FTransform & DrawTransform,
    FVector2D DrawSize,
    FLinearColor DrawColor,
    float Duration
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.

Public function Static

void

 

DrawDebugFrustum

(
    const UObject * WorldContextObj...,
    const FTransform & FrustumTransform,
    FLinearColor FrustumColor,
    float Duration,
    float Thickness
)

Draws a debug frustum.

Public function Static

void

 

DrawDebugLine

(
    const UObject * WorldContextObj...,
    const FVector LineStart,
    const FVector LineEnd,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug line

Public function Static

void

 

DrawDebugPlane

(
    const UObject * WorldContextObj...,
    const FPlane & PlaneCoordinates,
    const FVector Location,
    float Size,
    FLinearColor PlaneColor,
    float Duration
)

Draws a debug plane.

Public function Static

void

 

DrawDebugPoint

(
    const UObject * WorldContextObj...,
    const FVector Position,
    float Size,
    FLinearColor PointColor,
    float Duration
)

Draw a debug point

Public function Static

void

 

DrawDebugSphere

(
    const UObject * WorldContextObj...,
    const FVector Center,
    float Radius,
    int32 Segments,
    FLinearColor LineColor,
    float Duration,
    float Thickness
)

Draw a debug sphere

Public function Static

void

 

DrawDebugString

(
    const UObject * WorldContextObj...,
    const FVector TextLocation,
    const FString & Text,
    AActor * TestBaseActor,
    FLinearColor TextColor,
    float Duration
)

Draw a debug string at a 3d world location.

Public function Static

int32

 

EndTransaction()

Attempt to end the current undo transaction.

Public function Static

bool

 

EqualEqual_PrimaryAssetId

(
    FPrimaryAssetId A,
    FPrimaryAssetId B
)

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

Public function Static

bool

 

EqualEqual_PrimaryAssetType

(
    FPrimaryAssetType A,
    FPrimaryAssetType B
)

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

Public function Static

bool

 

EqualEqual_SoftClassReference

(
    const TSoftClassPtr < UObject >& A,
    const TSoftClassPtr < UObject >& B
)

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

Public function Static

bool

 

EqualEqual_SoftObjectReference

(
    const TSoftObjectPtr < UObject >& A,
    const TSoftObjectPtr < UObject >& B
)

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

Public function Static

void

 

ExecuteConsoleCommand

(
    const UObject * WorldContextObj...,
    const FString & Command,
    APlayerController * SpecificPla...
)

Executes a console command, optionally on a specific controller

Public function Static

void

 

FlushDebugStrings

(
    const UObject * WorldContextObj...
)

Removes all debug strings.

Removes all debug strings.

Public function Static

void

 

FlushPersistentDebugLines

(
    const UObject * WorldContextObj...
)

Flush all persistent debug lines and shapes.

Flush all persistent debug lines and shapes

Public function Static

void

 

ForceCloseAdBanner()

Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only)

Public function Static

bool

 

Generic_GetEditorProperty

(
    const UObject * Object,
    const FProperty * ObjectProp,
    void * ValuePtr,
    const FProperty * ValueProp
)

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

Public function Static

bool

 

Generic_SetEditorProperty

(
    UObject * Object,
    const FProperty * ObjectProp,
    const void * ValuePtr,
    const FProperty * ValueProp,
    const EPropertyAccessChangeNotifyMo ...
)

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

Public function Static

void

 

Generic_SetStructurePropertyByName

(
    UObject * OwnerObject,
    FName StructPropertyName,
    const void * SrcStructAddr
)

Public function Static

void

 

GetActorBounds

(
    const AActor * Actor,
    FVector & Origin,
    FVector & BoxExtent
)

Public function Static

void

 

GetActorListFromComponentList

(
    const TArray < class UPrimitiveCompo ...,
    UClass * ActorClassFilter,
    TArray < class AActor * >& OutA...
)

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

Public function Static

int32

 

GetAdIDCount()

Retrieves the total number of Ad IDs that can be selected between

Public function Static

FString

 

GetClassDisplayName

(
    UClass * Class
)

Returns the display name of a class.

Public function Static

TSubclassOf <...

 

GetClassFromPrimaryAssetId

(
    FPrimaryAssetId PrimaryAssetId
)

Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Public function Static

FString

 

GetCommandLine()

Returns the command line that the process was launched with.

Public function Static

void

 

GetComponentBounds

(
    const USceneComponent * Compone...,
    FVector & Origin,
    FVector & BoxExtent,
    float& SphereRadius
)

Get bounds

Public function Static

bool

 

GetConsoleVariableBoolValue

(
    const FString & VariableName
)

Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).

Public function Static

float

 

GetConsoleVariableFloatValue

(
    const FString & VariableName
)

Attempts to retrieve the value of the specified float console variable, if it exists.

Public function Static

int32

 

GetConsoleVariableIntValue

(
    const FString & VariableName
)

Attempts to retrieve the value of the specified integer console variable, if it exists.

Public function Static

bool

 

GetConvenientWindowedResolutions

(
    TArray < FIntPoint >& Resolutions
)

Gets the list of windowed resolutions which are convenient for the current primary display size.

Public function Static

bool

 

GetCurrentBundleState

(
    FPrimaryAssetId PrimaryAssetId,
    bool bForceCurrentState,
    TArray < FName >& OutBundles
)

Returns the list of loaded bundles for a given Primary Asset.

Public function Static

FString

 

GetDefaultLanguage()

Get the default language (for localization) used by this platform

Public function Static

FString

 

GetDefaultLocale()

Get the default locale (for internationalization) used by this platform

Public function Static

FString

 

GetDeviceId()

Returns the platform specific unique device id

Public function Static

FString

 

GetDisplayName

(
    const UObject * Object
)

Returns the display name (or actor label), for displaying as a debugging aid.

Public function Static

bool

 

GetEditorProperty

(
    UObject * Object,
    const FName PropertyName,
    int32 & PropertyValue
)

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

Public function Static

FString

 

GetEngineVersion()

Engine build number, for displaying to end users.

Public function Static

int64

 

GetFrameCount()

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

Public function Static

FString

 

GetGameBundleId()

Retrieves the game's platform-specific bundle identifier or package name of the game

Public function Static

FString

 

GetGameName()

Get the name of the current game

Public function Static

UTexture2D &...

 

GetGamepadButtonGlyph

(
    const FString & ButtonKey,
    int32 ControllerIndex
)

Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only)

Public function Static

FString

 

GetGamepadControllerName

(
    int32 ControllerId
)

Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only)

Public function Static

float

 

GetGameTimeInSeconds

(
    const UObject * WorldContextObj...
)

Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.

Public function Static

FString

 

GetLocalCurrencyCode()

Returns the currency code associated with the device's locale

Public function Static

FString

 

GetLocalCurrencySymbol()

Returns the currency symbol associated with the device's locale

Public function Static

int32

 

GetMinYResolutionFor3DView()

Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons

Public function Static

int32

 

GetMinYResolutionForUI()

Gets the smallest Y resolution we want to support in the UI, clamped within reasons

Public function Static

UObject *...

 

GetObjectFromPrimaryAssetId

(
    FPrimaryAssetId PrimaryAssetId
)

Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

Public function Static

FString

 

GetObjectName

(
    const UObject * Object
)

Returns the actual object name.

Public function Static

UObject *...

 

GetOuterObject

(
    const UObject * Object
)

Returns the outer object of an object.

Public function Static

FString

 

GetPathName

(
    const UObject * Object
)

Returns the full path to the specified object.

Public function Static

FString

 

GetPlatformUserDir()

Get the current user dir from the OS

Public function Static

FString

 

GetPlatformUserName()

Get the current user name from the OS

Public function Static

TArray < FStr ...

 

GetPreferredLanguages()

Returns an array of the user's preferred languages in order of preference

Public function Static

FPrimaryAsse ...

 

GetPrimaryAssetIdFromClass

(
    TSubclassOf < UObject > Class
)

Returns the Primary Asset Id for a Class, this can return an invalid one if not registered

Public function Static

FPrimaryAsse ...

 

GetPrimaryAssetIdFromObject

(
    UObject * Object
)

Returns the Primary Asset Id for an Object, this can return an invalid one if not registered

Public function Static

FPrimaryAsse ...

 

GetPrimaryAssetIdFromSoftClassReference

(
    TSoftClassPtr < UObject > SoftClassR...
)

Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered

Public function Static

FPrimaryAsse ...

 

GetPrimaryAssetIdFromSoftObjectReference

(
    TSoftObjectPtr < UObject > SoftObjec...
)

Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered

Public function Static

void

 

GetPrimaryAssetIdList

(
    FPrimaryAssetType PrimaryAssetType,
    TArray < FPrimaryAssetId >& OutPrim...
)

Returns list of PrimaryAssetIds for a PrimaryAssetType

Public function Static

void

 

GetPrimaryAssetsWithBundleState

(
    const TArray < FName >& RequiredBun...,
    const TArray < FName >& ExcludedBun...,
    const TArray < FPrimaryAssetType >&...,
    bool bForceCurrentState,
    TArray < FPrimaryAssetId >& OutPrim...
)

Returns the list of assets that are in a given bundle state.

Public function Static

FString

 

GetProjectContentDirectory()

Get the content directory of the current project

Public function Static

FString

 

GetProjectDirectory()

Get the directory of the current project

Public function Static

FString

 

GetProjectSavedDirectory()

Get the saved directory of the current project

Public function Static

int32

 

GetRenderingDetailMode()

Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects

Public function Static

int32

 

GetRenderingMaterialQualityLevel()

Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium

Public function Static

TSoftClassPt ...

 

GetSoftClassReferenceFromPrimaryAssetId

(
    FPrimaryAssetId PrimaryAssetId
)

Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded

Public function Static

TSoftObjectP ...

 

GetSoftObjectReferenceFromPrimaryAssetId

(
    FPrimaryAssetId PrimaryAssetId
)

Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded

Public function Static

bool

 

GetSupportedFullscreenResolutions

(
    TArray < FIntPoint >& Resolutions
)

Gets the list of support fullscreen resolutions.

Public function Static

FString

 

GetSystemPath

(
    const UObject * Object
)

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

Public function Static

FString

 

GetUniqueDeviceId()

Returns the platform specific unique device id

Public function Static

bool

 

GetVolumeButtonsHandledBySystem()

Returns true if system default handling of volume up and volume down buttons enabled (Android only)

Public function Static

void

 

HideAdBanner()

Hides the ad banner (iAd on iOS, or AdMob on Android).

Public function Static

bool

 

IsControllerAssignedToGamepad

(
    int32 ControllerId
)

Returns true if controller id assigned to a gamepad (Android and iOS only)

Public function Static

bool

 

IsDedicatedServer

(
    const UObject * WorldContextObj...
)

Returns whether this is running on a dedicated server

Public function Static

bool

 

IsInterstitialAdAvailable()

Returns true if the requested interstitial ad is loaded and ready (Android only)

Public function Static

bool

 

IsInterstitialAdRequested()

Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only)

Public function Static

bool

 

IsLoggedIn

(
    const APlayerController * Speci...
)

Returns whether the player is logged in to the currently active online subsystem.

Public function Static

bool

 

IsPackagedForDistribution()

Returns whether this is a build that is packaged for distribution

Public function Static

bool

 

IsScreensaverEnabled()

Returns true if screen saver is enabled.

Public function Static

bool

 

IsServer

(
    const UObject * WorldContextObj...
)

Returns whether the world this object is in is the host or not

Public function Static

bool

 

IsSplitScreen

(
    const UObject * WorldContextObj...
)

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

Public function Static

bool

 

IsStandalone

(
    const UObject * WorldContextObj...
)

Returns whether this game instance is stand alone (no networking).

Public function Static

bool

 

IsUnattended()

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

Public function Static

bool

 

IsValid

(
    const UObject * Object
)

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

Public function Static

bool

 

IsValidClass

(
    UClass * Class
)

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

Public function Static

bool

 

IsValidPrimaryAssetId

(
    FPrimaryAssetId PrimaryAssetId
)

Returns true if the Primary Asset Id is valid

Public function Static

bool

 

IsValidPrimaryAssetType

(
    FPrimaryAssetType PrimaryAssetType
)

Returns list of Primary Asset Ids for a PrimaryAssetType

Public function Static

bool

 

IsValidSoftClassReference

(
    const TSoftClassPtr < UObject >& So...
)

Returns true if the Soft Class Reference is not null

Public function Static

bool

 

IsValidSoftObjectReference

(
    const TSoftObjectPtr < UObject >& S...
)

Returns true if the Soft Object Reference is not null

Public function Static

void

 

K2_ClearAndInvalidateTimerHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle & Handle
)

Clears a set timer.

Public function Static

void

 

K2_ClearTimer

(
    UObject * Object,
    FString FunctionName
)

Clears a set timer.

Public function Static

void

 

K2_ClearTimerDelegate

(
    FTimerDynamicDelegate Delegate
)

Clears a set timer.

Public function Static

void

 

K2_ClearTimerHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Clears a set timer.

Public function Static

float

 

K2_GetTimerElapsedTime

(
    UObject * Object,
    FString FunctionName
)

Returns elapsed time for the given delegate (time since current countdown iteration began).

Public function Static

float

 

K2_GetTimerElapsedTimeDelegate

(
    FTimerDynamicDelegate Delegate
)

Returns elapsed time for the given delegate (time since current countdown iteration began).

Public function Static

float

 

K2_GetTimerElapsedTimeHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Returns elapsed time for the given handle (time since current countdown iteration began).

Public function Static

float

 

K2_GetTimerRemainingTime

(
    UObject * Object,
    FString FunctionName
)

Returns time until the timer will next execute its delegate.

Public function Static

float

 

K2_GetTimerRemainingTimeDelegate

(
    FTimerDynamicDelegate Delegate
)

Returns time until the timer will next execute its delegate.

Public function Static

float

 

K2_GetTimerRemainingTimeHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Returns time until the timer will next execute its handle.

Public function Static

FTimerHandle

 

K2_InvalidateTimerHandle

(
    FTimerHandle & Handle
)

Invalidate the supplied TimerHandle and return it.

Public function Static

bool

 

K2_IsTimerActive

(
    UObject * Object,
    FString FunctionName
)

Returns true if a timer exists and is active for the given delegate, false otherwise.

Public function Static

bool

 

K2_IsTimerActiveDelegate

(
    FTimerDynamicDelegate Delegate
)

Returns true if a timer exists and is active for the given delegate, false otherwise.

Public function Static

bool

 

K2_IsTimerActiveHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Returns true if a timer exists and is active for the given handle, false otherwise.

Public function Static

bool

 

K2_IsTimerPaused

(
    UObject * Object,
    FString FunctionName
)

Returns true if a timer exists and is paused for the given delegate, false otherwise.

Public function Static

bool

 

K2_IsTimerPausedDelegate

(
    FTimerDynamicDelegate Delegate
)

Returns true if a timer exists and is paused for the given delegate, false otherwise.

Public function Static

bool

 

K2_IsTimerPausedHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Returns true if a timer exists and is paused for the given handle, false otherwise.

Public function Static

bool

 

K2_IsValidTimerHandle

(
    FTimerHandle Handle
)

Returns whether the timer handle is valid.

Public function Static

void

 

K2_PauseTimer

(
    UObject * Object,
    FString FunctionName
)

Pauses a set timer at its current elapsed time.

Public function Static

void

 

K2_PauseTimerDelegate

(
    FTimerDynamicDelegate Delegate
)

Pauses a set timer at its current elapsed time.

Public function Static

void

 

K2_PauseTimerHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Pauses a set timer at its current elapsed time.

Public function Static

FTimerHandle

 

K2_SetTimer

(
    UObject * Object,
    FString FunctionName,
    float Time,
    bool bLooping,
    float InitialStartDelay,
    float InitialStartDelayVariance
)

Set a timer to execute delegate.

Public function Static

FTimerHandle

 

K2_SetTimerDelegate

(
    FTimerDynamicDelegate Delegate,
    float Time,
    bool bLooping,
    float InitialStartDelay,
    float InitialStartDelayVariance
)

Set a timer to execute delegate.

Public function Static

bool

 

K2_TimerExists

(
    UObject * Object,
    FString FunctionName
)

Returns true is a timer for the given delegate exists, false otherwise.

Public function Static

bool

 

K2_TimerExistsDelegate

(
    FTimerDynamicDelegate Delegate
)

Returns true is a timer for the given delegate exists, false otherwise.

Public function Static

bool

 

K2_TimerExistsHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Returns true is a timer for the given handle exists, false otherwise.

Public function Static

void

 

K2_UnPauseTimer

(
    UObject * Object,
    FString FunctionName
)

Resumes a paused timer from its current elapsed time.

Public function Static

void

 

K2_UnPauseTimerDelegate

(
    FTimerDynamicDelegate Delegate
)

Resumes a paused timer from its current elapsed time.

Public function Static

void

 

K2_UnPauseTimerHandle

(
    const UObject * WorldContextObj...,
    FTimerHandle Handle
)

Resumes a paused timer from its current elapsed time.

Public function Static

void

 

LaunchURL

(
    const FString & URL
)

Opens the specified URL in the platform's web browser of choice.

Public function Static

bool

 

LineTraceMulti

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit.

Public function Static

bool

 

LineTraceMultiByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Public function Static

bool

 

LineTraceMultiForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Does a collision trace along the given line and returns all hits encountered.

Public function Static

bool

 

LineTraceSingle

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Does a collision trace along the given line and returns the first blocking hit encountered.

Public function Static

bool

 

LineTraceSingleByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Trace a ray against the world using a specific profile and return the first blocking hit

Public function Static

bool

 

LineTraceSingleForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Does a collision trace along the given line and returns the first hit encountered.

Public function Static

void

 

LoadAsset

(
    const UObject * WorldContextObj...,
    TSoftObjectPtr < UObject > Asset,
    FOnAssetLoaded OnLoaded,
    FLatentActionInfo LatentInfo
)

Public function Static

UObject *...

 

LoadAsset_Blocking

(
    TSoftObjectPtr < UObject > Asset
)

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

Public function Static

void

 

LoadAssetClass

(
    const UObject * WorldContextObj...,
    TSoftClassPtr < UObject > AssetClass,
    FOnAssetClassLoaded OnLoaded,
    FLatentActionInfo LatentInfo
)

Public function Static

UClass *

 

LoadClassAsset_Blocking

(
    TSoftClassPtr < UObject > AssetClass
)

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

Public function Static

void

 

LoadInterstitialAd

(
    int32 AdIdIndex
)

Will load a fullscreen interstitial AdMob ad.

Public function Static

bool

 

MakeLiteralBool

(
    bool Value
)

Creates a literal bool

Public function Static

uint8

 

MakeLiteralByte

(
    uint8 Value
)

Creates a literal byte

Public function Static

float

 

MakeLiteralFloat

(
    float Value
)

Creates a literal float

Public function Static

int32

 

MakeLiteralInt

(
    int32 Value
)

Creates a literal integer

Public function Static

FName

 

MakeLiteralName

(
    FName Value
)

Creates a literal name

Public function Static

FString

 

MakeLiteralString

(
    FString Value
)

Creates a literal string

Public function Static

FText

 

MakeLiteralText

(
    FText Value
)

Creates a literal FText

Public function Static

FSoftClassPa ...

 

MakeSoftClassPath

(
    const FString & PathString
)

Builds a SoftClassPath struct.

Public function Static

FSoftObjectP ...

 

MakeSoftObjectPath

(
    const FString & PathString
)

Builds a SoftObjectPath struct.

Public function Static

void

 

MoveComponentTo

(
    USceneComponent * Component,
    FVector TargetRelativeLocation,
    FRotator TargetRelativeRotation,
    bool bEaseOut,
    bool bEaseIn,
    float OverTime,
    bool bForceShortestRotationPath,
    TEnumAsByte < EMoveComponentAction:: ...,
    FLatentActionInfo LatentInfo
)

Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.

Public function Static

FString

 

NormalizeFilename

(
    const FString & InFilename
)

Convert all / and \ to TEXT("/")

Public function Static

bool

 

NotEqual_PrimaryAssetId

(
    FPrimaryAssetId A,
    FPrimaryAssetId B
)

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

Public function Static

bool

 

NotEqual_PrimaryAssetType

(
    FPrimaryAssetType A,
    FPrimaryAssetType B
)

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

Public function Static

bool

 

NotEqual_SoftClassReference

(
    const TSoftClassPtr < UObject >& A,
    const TSoftClassPtr < UObject >& B
)

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

Public function Static

bool

 

NotEqual_SoftObjectReference

(
    const TSoftObjectPtr < UObject >& A,
    const TSoftObjectPtr < UObject >& B
)

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

Public function Static

void

 

ParseCommandLine

(
    const FString & InCmdLine,
    TArray < FString >& OutTokens,
    TArray < FString >& OutSwitches,
    TMap < FString , FString >& OutParam...
)

Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar)

Public function Static

bool

 

ParseParam

(
    const FString & InString,
    const FString & InParam
)

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

Public function Static

bool

 

ParseParamValue

(
    const FString & InString,
    const FString & InParam,
    FString & OutValue
)

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

Public function Static

void

 

PrintString

(
    const UObject * WorldContextObj...,
    const FString & InString,
    bool bPrintToScreen,
    bool bPrintToLog,
    FLinearColor TextColor,
    float Duration
)

Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window.

Public function Static

void

 

PrintText

(
    const UObject * WorldContextObj...,
    const FText InText,
    bool bPrintToScreen,
    bool bPrintToLog,
    FLinearColor TextColor,
    float Duration
)

Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window.

Public function Static

void

 

PrintWarning

(
    const FString & InString
)

Prints a warning string to the log and the screen.

Public function Static

void

 

QuitEditor()

Exit the editor

Public function Static

void

 

QuitGame

(
    const UObject * WorldContextObj...,
    APlayerController * SpecificPla...,
    TEnumAsByte < EQuitPreference::Type ...,
    bool bIgnorePlatformRestrictions
)

Exit the current game

Public function Static

void

 

RegisterForRemoteNotifications()

Requests permission to send remote notifications to the user's device. (Android and iOS only)

Public function Static

void

 

ResetGamepadAssignments()

Resets the gamepad to player controller id assignments (Android and iOS only)

Public function Static

void

 

ResetGamepadAssignmentToController

(
    int32 ControllerId
)

Resets the gamepad assignment to player controller id (Android and iOS only)

Public function Static

void

 

RetriggerableDelay

(
    const UObject * WorldContextObj...,
    float Duration,
    FLatentActionInfo LatentInfo
)

Perform a latent action with a retriggerable delay (specified in seconds).

Public function Static

void

 

SetBoolPropertyByName

(
    UObject * Object,
    FName PropertyName,
    bool Value
)

Set a bool property by name

Public function Static

void

 

SetBytePropertyByName

(
    UObject * Object,
    FName PropertyName,
    uint8 Value
)

Set an uint8 or enum property by name

Public function Static

void

 

SetClassPropertyByName

(
    UObject * Object,
    FName PropertyName,
    TSubclassOf < UObject > Value
)

Set a CLASS property by name

Public function Static

void

 

SetCollisionProfileNameProperty

(
    UObject * Object,
    FName PropertyName,
    const FCollisionProfileName & Value
)

Set a CollisionProfileName property by name

Public function Static

void

 

SetColorPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FColor & Value
)

Set a COLOR property by name

Public function Static

bool

 

SetEditorProperty

(
    UObject * Object,
    const FName PropertyName,
    const int32 & PropertyValue,
    const EPropertyAccessChangeNotifyMo ...
)

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

Public function Static

void

 

SetFieldPathPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const TFieldPath < FField >& Value
)

Set a SOFTOBJECT property by name

Public function Static

void

 

SetFloatPropertyByName

(
    UObject * Object,
    FName PropertyName,
    float Value
)

Set a float property by name

Public function Static

void

 

SetGamepadsBlockDeviceFeedback

(
    bool bBlock
)

Sets whether attached gamepads will block feedback from the device itself (Mobile only).

Public function Static

void

 

SetInt64PropertyByName

(
    UObject * Object,
    FName PropertyName,
    int64 Value
)

Set an int64 property by name

Public function Static

void

 

SetInterfacePropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FScriptInterface & Value
)

Set an INTERFACE property by name

Public function Static

void

 

SetIntPropertyByName

(
    UObject * Object,
    FName PropertyName,
    int32 Value
)

Set an int32 property by name

Public function Static

void

 

SetLinearColorPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FLinearColor & Value
)

Set a LINEAR COLOR property by name

Public function Static

void

 

SetNamePropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FName & Value
)

Set a NAME property by name

Public function Static

void

 

SetObjectPropertyByName

(
    UObject * Object,
    FName PropertyName,
    UObject * Value
)

Set an OBJECT property by name

Public function Static

void

 

SetRotatorPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FRotator & Value
)

Set a ROTATOR property by name

Public function Static

void

 

SetSoftClassPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const TSoftClassPtr < UObject >& Va...
)

Set a SOFTCLASS property by name

Public function Static

void

 

SetSoftObjectPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const TSoftObjectPtr < UObject >& V...
)

Set a SOFTOBJECT property by name

Public function Static

void

 

SetStringPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FString & Value
)

Set a STRING property by name

Public function Static

void

 

SetStructurePropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FGenericStruct & Value
)

Set a custom structure property by name

Public function Static

void

 

SetSuppressViewportTransitionMessage

(
    const UObject * WorldContextObj...,
    bool bState
)

Sets the state of the transition message rendered by the viewport.

Public function Static

void

 

SetTextPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FText & Value
)

Set a TEXT property by name

Public function Static

void

 

SetTransformPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FTransform & Value
)

Set a TRANSFORM property by name

Public function Static

void

 

SetUserActivity

(
    const FUserActivity & UserActivity
)

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

Public function Static

void

 

SetVectorPropertyByName

(
    UObject * Object,
    FName PropertyName,
    const FVector & Value
)

Set a VECTOR property by name

Public function Static

void

 

SetVolumeButtonsHandledBySystem

(
    bool bEnabled
)

Allows or inhibits system default handling of volume up and volume down buttons (Android only)

Public function Static

void

 

SetWindowTitle

(
    const FText & Title
)

Sets the game window title

Public function Static

void

 

ShowAdBanner

(
    int32 AdIdIndex,
    bool bShowOnBottomOfScreen
)

Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view) (iOS and Android only)

Public function Static

void

 

ShowInterstitialAd()

Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only)

Public function Static

void

 

ShowPlatformSpecificAchievementsScreen

(
    const APlayerController * Speci...
)

Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release)

Public function Static

void

 

ShowPlatformSpecificLeaderboardScreen

(
    const FString & CategoryName
)

Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)

Public function Static

void

 

SnapshotObject

(
    UObject * Object
)

Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update.

Public function Static

bool

 

SphereOverlapActors

(
    const UObject * WorldContextObj...,
    const FVector SpherePos,
    float SphereRadius,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ActorClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class AActor * >& OutA...
)

Returns an array of actors that overlap the given sphere.

Public function Static

bool

 

SphereOverlapComponents

(
    const UObject * WorldContextObj...,
    const FVector SpherePos,
    float SphereRadius,
    const TArray < TEnumAsByte < EObjectT ...,
    UClass * ComponentClassFilter,
    const TArray < AActor * >& Acto...,
    TArray < class UPrimitiveComponent &...
)

Returns an array of components that overlap the given sphere.

Public function Static

bool

 

SphereTraceMulti

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit.

Public function Static

bool

 

SphereTraceMultiByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Public function Static

bool

 

SphereTraceMultiForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    TArray < FHitResult >& OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a sphere along the given line and returns all hits encountered.

Public function Static

bool

 

SphereTraceSingle

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    ETraceTypeQuery TraceChannel,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a sphere along the given line and returns the first blocking hit encountered.

Public function Static

bool

 

SphereTraceSingleByProfile

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    FName ProfileName,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweep a sphere against the world and return the first blocking hit using a specific profile

Public function Static

bool

 

SphereTraceSingleForObjects

(
    const UObject * WorldContextObj...,
    const FVector Start,
    const FVector End,
    float Radius,
    const TArray < TEnumAsByte < EObjectT ...,
    bool bTraceComplex,
    const TArray < AActor * >& Acto...,
    EDrawDebugTrace::Type DrawDebugType,
    FHitResult & OutHit,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Sweeps a sphere along the given line and returns the first hit encountered.

Public function Static

void

 

StackTrace()

Globally useful functions ------------------------

Public function Static

void

 

StackTraceImpl

(
    const FFrame & StackFrame
)

Globally useful functions ------------------------

Public function Static

void

 

TransactObject

(
    UObject * Object
)

Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer.

Public function Static

void

 

UnloadPrimaryAsset

(
    FPrimaryAssetId PrimaryAssetId
)

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it

Public function Static

void

 

UnloadPrimaryAssetList

(
    const TArray < FPrimaryAssetId >& P...
)

Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it

Public function Static

void

 

UnregisterForRemoteNotifications()

Requests Requests unregistering from receiving remote notifications to the user's device.

Classes

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