Utilities

Actions

Actor Has Tag

See if this actor contains the supplied tag

Target is Actor

Add Tick Prerequisite Actor

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

Target is Actor

Add Tick Prerequisite Component

Make this component tick after PrerequisiteComponent.

Target is Actor Component

Class Is Child Of

Determine if a class is a child of another class.

Target is Kismet Math Library

Copy

Outputs a copy of the value passed into it.

Deproject Screen to World

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

Target is Gameplay Statics

DestroyActor

Destroy the actor

Target is Actor

Does Implement Interface

Does Implement Interface

Target is Kismet System Library

Equal (Class)

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

Target is Kismet Math Library

Equal (Object)

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

Target is Kismet Math Library

Get Actor List from Component List

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

Target is Kismet System Library

Get Actor Tick Interval

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

Target is Actor

Get All Actors Of Class

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

Target is Gameplay Statics

Get All Actors with Interface

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

Target is Gameplay Statics

Get All Actors with Tag

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

Target is Gameplay Statics

Get Attach Parent Actor

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

Target is Actor

Get Attach Parent Socket Name

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

Target is Actor

Get Attached Actors

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

Target is Actor

Get Command Line

Returns the command line that the process was launched with.

Target is Kismet System Library

Get Component Tick Interval

Returns whether this component has tick enabled or not

Target is Actor Component

Get Data Table Row

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

Get Display Name

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

Target is Kismet System Library

Get Life Span

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

Target is Actor

Get Object Name

Returns the actual object name.

Target is Kismet System Library

Get Path Name

Returns the full path to the specified object.

Target is Kismet System Library

Get Tickable when Paused

Gets whether this actor can tick when paused.

Target is Actor

GetClass

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

Target is Gameplay Statics

Has Launch Option

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

Target is Gameplay Statics

Is Actor Tick Enabled

Returns whether this actor has tick enabled or not

Target is Actor

Is Component Tick Enabled

Returns whether this component has tick enabled or not

Target is Actor Component

Is Valid

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

Target is Kismet System Library

Is Valid Class

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

Target is Kismet System Library

Load Asset

Async Load Asset

Load Class Asset

Async Load Class Asset

NotEqual (Class)

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

Target is Kismet Math Library

NotEqual (Object)

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

Target is Kismet Math Library

Project World to Screen

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

Target is Gameplay Statics

Remove Tick Prerequisite Actor

Remove tick dependency on PrerequisiteActor.

Target is Actor

Remove Tick Prerequisite Component

Remove tick dependency on PrerequisiteComponent.

Target is Actor

Resolve Asset ID

Resolves an Asset ID or Class Asset ID into an object/class. If the asset wasn't loaded it returns none.

Select

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

Select Class

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

Target is Kismet Math Library

Select Object

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

Target is Kismet Math Library

Set Actor Tick Enabled

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

Target is Actor

Set Actor Tick Interval

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

Target is Actor

Set Component Tick Enabled

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

Target is Actor Component

Set Component Tick Interval

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

Target is Actor Component

Set Life Span

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

Target is Actor

Set Suppress Viewport Transition Message

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

Target is Kismet System Library

Set Tick Group

Changes the ticking group for this component

Target is Actor Component

Set Tickable when Paused

Sets whether this actor can tick when paused.

Target is Actor

Set User Activity

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

Target is Kismet System Library

Set Window Title

Sets the game window title

Target is Kismet System Library

ToObject (interface)

Conv Interface to Object

Target is Kismet System Library

Categories

Array

Array

Casting

Casting

Enum

Enum

FAnalog Input Event

FAnalog Input Event

Flow Control

Flow Control

Input Event

Input Event

Key

Key

Key Event

Key Event

Macro

Macro

Map

Map

Name

Name

Orientation

Orientation

Platform

Platform

Pointer Event

Pointer Event

Set

Set

String

String

String Table

String Table

Struct

Struct

Text

Text

Time

Time

Transformation

Transformation