UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AActor Class Reference

#include <Actor.h>

+ Inheritance diagram for AActor:

Classes

struct  FFillReplicationParamsContext
 
struct  FOnReplicationStartedParams
 
struct  FOnStopReplicationParams
 

Public Member Functions

ENGINE_API AActor ()
 
ENGINE_API AActor (const FObjectInitializer &ObjectInitializer)
 
virtual ENGINE_API void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
virtual ENGINE_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const override
 
virtual ENGINE_API void OnRep_ReplicateMovement ()
 
ENGINE_API void SetCallPreReplication (bool bCall)
 
ENGINE_API void SetCallPreReplicationForReplay (bool bCall)
 
bool GetTearOff () const
 
virtual ENGINE_API void TearOff ()
 
virtual ENGINE_API bool HasNetOwner () const
 
virtual ENGINE_API bool HasLocalNetOwner () const
 
bool GetAutoDestroyWhenFinished () const
 
ENGINE_API void SetAutoDestroyWhenFinished (bool bVal)
 
ENGINE_API EActorUpdateOverlapsMethod GetUpdateOverlapsMethodDuringLevelStreaming () const
 
ENGINE_API void SetReplicates (bool bInReplicates)
 
virtual ENGINE_API void SetReplicateMovement (bool bInReplicateMovement)
 
ENGINE_API void SetAutonomousProxy (const bool bInAutonomousProxy, const bool bAllowForcePropertyCompare=true)
 
ENGINE_API void CopyRemoteRoleFrom (const AActor *CopyFromActor)
 
ENetRole GetLocalRole () const
 
ENetRole GetRemoteRole () const
 
ENGINE_API void SetNetAddressable ()
 
const struct FRepAttachmentGetAttachmentReplication () const
 
virtual ENGINE_API void OnRep_AttachmentReplication ()
 
virtual ENGINE_API bool IsReplicationPausedForConnection (const FNetViewer &ConnectionOwnerNetViewer)
 
virtual ENGINE_API void OnReplicationPausedChanged (bool bIsReplicationPaused)
 
 UE_DEPRECATED (5.5, "Public access to NetCullDistanceSquared has been deprecated. Use SetNetCullDistanceSquared() and GetNetCullDistanceSquared() instead.") float NetCullDistanceSquared
 
 UE_DEPRECATED (5.5, "Public access to NetUpdateFrequency has been deprecated. Use SetNetUpdateFrequency() and GetNetUpdateFrequency() instead.") float NetUpdateFrequency
 
 UE_DEPRECATED (5.5, "Public access MinNetUpdateFrequency has been deprecated. Use SetMinNetUpdateFrequency() and GetMinNetUpdateFrequency() instead.") float MinNetUpdateFrequency
 
ENGINE_API void SetPhysicsReplicationMode (const EPhysicsReplicationMode ReplicationMode)
 
ENGINE_API EPhysicsReplicationMode GetPhysicsReplicationMode ()
 
ENGINE_API void RegisterAsFocalPointInPhysicsReplicationLOD () const
 
ENGINE_API void UnregisterAsFocalPointInPhysicsReplicationLOD () const
 
ENGINE_API bool CanTriggerResimulation () const
 
ENGINE_API float GetResimulationThreshold () const
 
ENGINE_API void SetNetDriverName (FName NewNetDriverName)
 
FName GetNetDriverName () const
 
bool IsUsingRegisteredSubObjectList () const
 
virtual ENGINE_API bool ReplicateSubobjects (class UActorChannel *Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
virtual ENGINE_API void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
virtual ENGINE_API void OnSubobjectDestroyFromReplication (UObject *Subobject)
 
virtual ENGINE_API void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker)
 
virtual ENGINE_API void PreReplicationForReplay (IRepChangedPropertyTracker &ChangedPropertyTracker)
 
virtual ENGINE_API void RewindForReplay ()
 
ENGINE_API void CallPreReplication (UNetDriver *NetDriver)
 
virtual ENGINE_API void OnRep_Instigator ()
 
ENGINE_API void SetRayTracingGroupId (int32 InRaytracingGroupId)
 
ENGINE_API int32 GetRayTracingGroupId () const
 
bool AllowReceiveTickEventOnDedicatedServer () const
 
bool IsRunningUserConstructionScript () const
 
FString GetActorNameOrLabel () const
 
FStringView GetActorLabelView () const
 
virtual ENGINE_API void EnableInput (class APlayerController *PlayerController)
 
virtual ENGINE_API void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
virtual ENGINE_API void DisableInput (class APlayerController *PlayerController)
 
ENGINE_API float GetInputAxisValue (const FName InputAxisName) const
 
ENGINE_API float GetInputAxisKeyValue (const FKey InputAxisKey) const
 
ENGINE_API FVector GetInputVectorAxisValue (const FKey InputAxisKey) const
 
ENGINE_API APawn * GetInstigator () const
 
template<class T >
T * GetInstigator () const
 
ENGINE_API AControllerGetInstigatorController () const
 
template<class T >
T * GetInstigatorController () const
 
ENGINE_API TArray< const UDataLayerInstance * > GetDataLayerInstances () const
 
ENGINE_API bool ContainsDataLayer (const UDataLayerAsset *DataLayerAsset) const
 
ENGINE_API bool ContainsDataLayer (const UDataLayerInstance *DataLayerInstance) const
 
ENGINE_API bool HasDataLayers () const
 
ENGINE_API bool HasContentBundle () const
 
ENGINE_API const UExternalDataLayerAssetGetExternalDataLayerAsset () const
 
const FTransformGetTransform () const
 
const FTransformActorToWorld () const
 
FVector K2_GetActorLocation () const
 
ENGINE_API bool K2_SetActorLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
FRotator K2_GetActorRotation () const
 
FVector GetActorForwardVector () const
 
FVector GetActorUpVector () const
 
FVector GetActorRightVector () const
 
virtual ENGINE_API void GetActorBounds (bool bOnlyCollidingComponents, FVector &Origin, FVector &BoxExtent, bool bIncludeFromChildActors=false) const
 
USceneComponent * K2_GetRootComponent () const
 
virtual ENGINE_API FVector GetVelocity () const
 
ENGINE_API bool SetActorLocation (const FVector &NewLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorRotation (FRotator NewRotation, bool bTeleportPhysics)
 
ENGINE_API bool SetActorRotation (FRotator NewRotation, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool SetActorRotation (const FQuat &NewRotation, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API bool SetActorLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool SetActorLocationAndRotation (FVector NewLocation, const FQuat &NewRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorScale3D (FVector NewScale3D)
 
ENGINE_API FVector GetActorScale3D () const
 
ENGINE_API float GetDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetSquaredDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetHorizontalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetSquaredHorizontalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetVerticalDistanceTo (const AActor *OtherActor) const
 
ENGINE_API float GetDotProductTo (const AActor *OtherActor) const
 
ENGINE_API float GetHorizontalDotProductTo (const AActor *OtherActor) const
 
ENGINE_API void K2_AddActorWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldOffset (FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldRotation (FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void AddActorWorldRotation (const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldTransform (const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldTransform (const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorWorldTransformKeepScale (const FTransform &DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorWorldTransformKeepScale (const FTransform &DeltaTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API bool K2_SetActorTransform (const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API bool SetActorTransform (const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalOffset (FVector DeltaLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalRotation (FRotator DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void AddActorLocalRotation (const FQuat &DeltaRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_AddActorLocalTransform (const FTransform &NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void AddActorLocalTransform (const FTransform &NewTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeLocation (FVector NewRelativeLocation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeRotation (FRotator NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorRelativeRotation (const FQuat &NewRelativeRotation, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void K2_SetActorRelativeTransform (const FTransform &NewRelativeTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 
ENGINE_API void SetActorRelativeTransform (const FTransform &NewRelativeTransform, bool bSweep=false, FHitResult *OutSweepHitResult=nullptr, ETeleportType Teleport=ETeleportType::None)
 
ENGINE_API void SetActorRelativeScale3D (FVector NewRelativeScale)
 
ENGINE_API FVector GetActorRelativeScale3D () const
 
ENGINE_API void MarkNeedsRecomputeBoundsOnceForGame ()
 
virtual ENGINE_API void SetActorHiddenInGame (bool bNewHidden)
 
ENGINE_API void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool GetActorEnableCollision () const
 
virtual ENGINE_API void K2_DestroyActor ()
 
bool HasAuthority () const
 
ENGINE_API UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, const FTransform &RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish=false)
 
ENGINE_API UActorComponentAddComponentByClass (UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UActorComponent > Class, bool bManualAttachment, const FTransform &RelativeTransform, bool bDeferredFinish)
 
ENGINE_API void FinishAddComponent (UActorComponent *Component, bool bManualAttachment, const FTransform &RelativeTransform)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="AttachRootComponentTo (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentTo(USceneComponent *InParent
 
ENGINE_API bool K2_AttachToComponent (USceneComponent *Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 
ENGINE_API bool AttachToComponent (USceneComponent *Parent, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="AttachRootComponentToActor (Deprecated)", ScriptNoExport, AttachLocationType="KeepRelativeOffset"), Category="Transformation") ENGINE_API void K2_AttachRootComponentToActor(AActor *InParentActor
 
ENGINE_API bool AttachToActor (AActor *ParentActor, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)
 
ENGINE_API bool K2_AttachToActor (AActor *ParentActor, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="DetachActorFromActor (Deprecated)", ScriptNoExport), Category="Transformation") ENGINE_API void DetachRootComponentFromParent(bool bMaintainWorldPosition
 
ENGINE_API void K2_DetachFromActor (EDetachmentRule LocationRule=EDetachmentRule::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule::KeepRelative)
 
ENGINE_API void DetachFromActor (const FDetachmentTransformRules &DetachmentRules)
 
ENGINE_API void DetachAllSceneComponents (class USceneComponent *InParentComponent, const FDetachmentTransformRules &DetachmentRules)
 
ENGINE_API bool ActorHasTag (FName Tag) const
 
ENGINE_API float GetActorTimeDilation () const
 
ENGINE_API float GetActorTimeDilation (const UWorld &ActorWorld) const
 
virtual ENGINE_API void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
virtual ENGINE_API void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
virtual ENGINE_API void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
ENGINE_API bool GetTickableWhenPaused ()
 
ENGINE_API void SetTickableWhenPaused (bool bTickableWhenPaused)
 
ENGINE_API float GetGameTimeSinceCreation () const
 
ENGINE_API void DispatchBeginPlay (bool bFromLevelStreaming=false)
 
bool IsActorInitialized () const
 
bool IsActorBeginningPlay () const
 
bool HasActorBegunPlay () const
 
bool IsActorBeginningPlayFromLevelStreaming () const
 
bool IsActorBeingDestroyed () const
 
bool HasActorRegisteredAllComponents () const
 
void SetHasActorRegisteredAllComponents ()
 
ENGINE_API void ReceiveAnyDamage (float Damage, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser)
 
ENGINE_API void ReceiveRadialDamage (float DamageReceived, const class UDamageType *DamageType, FVector Origin, const struct FHitResult &HitInfo, class AController *InstigatedBy, AActor *DamageCauser)
 
ENGINE_API void ReceivePointDamage (float Damage, const class UDamageType *DamageType, FVector HitLocation, FVector HitNormal, class UPrimitiveComponent *HitComponent, FName BoneName, FVector ShotFromDirection, class AController *InstigatedBy, AActor *DamageCauser, const FHitResult &HitInfo)
 
ENGINE_API void ReceiveTick (float DeltaSeconds)
 
ENGINE_API void ReceiveAsyncPhysicsTick (float DeltaSeconds, float SimSeconds)
 
virtual ENGINE_API void NotifyActorBeginOverlap (AActor *OtherActor)
 
ENGINE_API void ReceiveActorBeginOverlap (AActor *OtherActor)
 
virtual ENGINE_API void NotifyActorEndOverlap (AActor *OtherActor)
 
ENGINE_API void ReceiveActorEndOverlap (AActor *OtherActor)
 
virtual ENGINE_API void NotifyActorBeginCursorOver ()
 
ENGINE_API void ReceiveActorBeginCursorOver ()
 
virtual ENGINE_API void NotifyActorEndCursorOver ()
 
ENGINE_API void ReceiveActorEndCursorOver ()
 
virtual ENGINE_API void NotifyActorOnClicked (FKey ButtonPressed=EKeys::LeftMouseButton)
 
ENGINE_API void ReceiveActorOnClicked (FKey ButtonPressed=EKeys::LeftMouseButton)
 
virtual ENGINE_API void NotifyActorOnReleased (FKey ButtonReleased=EKeys::LeftMouseButton)
 
ENGINE_API void ReceiveActorOnReleased (FKey ButtonReleased=EKeys::LeftMouseButton)
 
virtual ENGINE_API void NotifyActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
virtual ENGINE_API void NotifyActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void ReceiveActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
ENGINE_API void GetOverlappingActors (TArray< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 
ENGINE_API void GetOverlappingActors (TSet< AActor * > &OverlappingActors, TSubclassOf< AActor > ClassFilter=nullptr) const
 
ENGINE_API void GetOverlappingComponents (TArray< UPrimitiveComponent * > &OverlappingComponents) const
 
ENGINE_API void GetOverlappingComponents (TSet< UPrimitiveComponent * > &OverlappingComponents) const
 
virtual ENGINE_API void NotifyHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)
 
ENGINE_API void ReceiveHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit)
 
virtual ENGINE_API void SetLifeSpan (float InLifespan)
 
virtual ENGINE_API float GetLifeSpan () const
 
ENGINE_API void UserConstructionScript ()
 
ENGINE_API bool Destroy (bool bNetForce=false, bool bShouldModifyLevel=true)
 
ENGINE_API void ReceiveDestroyed ()
 
virtual ENGINE_API bool CheckDefaultSubobjectsInternal () const override
 
virtual ENGINE_API void PostInitProperties () override
 
virtual ENGINE_API void ProcessEvent (UFunction *Function, void *Parameters) override
 
virtual ENGINE_API int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack) override
 
virtual ENGINE_API bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack) override
 
virtual ENGINE_API void Serialize (FArchive &Ar) override
 
virtual ENGINE_API void PostLoad () override
 
virtual ENGINE_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph) override
 
virtual ENGINE_API void BeginDestroy () override
 
virtual ENGINE_API bool IsReadyForFinishDestroy () override
 
virtual ENGINE_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None) override
 
virtual ENGINE_API void PostRename (UObject *OldOuter, const FName OldName) override
 
virtual ENGINE_API bool CanBeInCluster () const override
 
virtual ENGINE_API bool IsEditorOnly () const override
 
virtual bool IsEditorOnlyLoadedInPIE () const
 
virtual bool IsRuntimeOnly () const
 
virtual ENGINE_API bool IsAsset () const override
 
virtual ENGINE_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext) override
 
virtual ENGINE_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext) override
 
virtual ENGINE_API void PreSave (FObjectPreSaveContext ObjectSaveContext) override
 
ENGINE_API bool IsMainPackageActor () const
 
virtual void PreDuplicateFromRoot (FObjectDuplicationParameters &DupParams)
 
virtual ENGINE_API void PreSaveFromRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual ENGINE_API void PostSaveFromRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual ENGINE_API void GatherCurrentMovement ()
 
bool IsOwnedBy (const AActor *TestOwner) const
 
USceneComponent * GetRootComponent () const
 
virtual USceneComponent * GetDefaultAttachComponent () const
 
ENGINE_API bool SetRootComponent (USceneComponent *NewRootComponent)
 
const FTransformGetActorTransform () const
 
FVector GetActorLocation () const
 
FRotator GetActorRotation () const
 
FVector GetActorScale () const
 
FQuat GetActorQuat () const
 
virtual ENGINE_API void ApplyWorldOffset (const FVector &InOffset, bool bWorldShift)
 
virtual bool IsLevelBoundsRelevant () const
 
virtual ENGINE_API bool IsHLODRelevant () const
 
virtual ENGINE_API bool HasHLODRelevantComponents () const
 
virtual ENGINE_API TArray< UActorComponent * > GetHLODRelevantComponents () const
 
ENGINE_API void SetLODParent (class UPrimitiveComponent *InLODParent, float InParentDrawDistance)
 
virtual ENGINE_API float GetNetPriority (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
virtual ENGINE_API float GetReplayPriority (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)
 
virtual ENGINE_API bool GetNetDormancy (const FVector &ViewPos, const FVector &ViewDir, class AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
virtual void OnActorChannelOpen (class FInBunch &InBunch, class UNetConnection *Connection)
 
virtual bool UseShortConnectTimeout () const
 
virtual void OnSerializeNewActor (class FOutBunch &OutBunch)
 
virtual void OnNetCleanup (class UNetConnection *Connection)
 
ENGINE_API void ExchangeNetRoles (bool bRemoteOwner)
 
ENGINE_API void SwapRoles ()
 
ENGINE_API void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents)
 
virtual ENGINE_API void SetActorTickEnabled (bool bEnabled)
 
ENGINE_API bool IsActorTickEnabled () const
 
ENGINE_API void SetActorTickInterval (float TickInterval)
 
ENGINE_API float GetActorTickInterval () const
 
virtual ENGINE_API void TickActor (float DeltaTime, enum ELevelTick TickType, FActorTickFunction &ThisTickFunction)
 
virtual void AsyncPhysicsTickActor (float DeltaTime, float SimTime)
 
virtual ENGINE_API void PostActorCreated ()
 
virtual ENGINE_API void LifeSpanExpired ()
 
virtual ENGINE_API void PreNetReceive () override
 
virtual ENGINE_API void PostNetReceive () override
 
virtual ENGINE_API void PostNetReceiveRole ()
 
virtual ENGINE_API bool IsNameStableForNetworking () const override
 
virtual ENGINE_API bool IsSupportedForNetworking () const override
 
virtual ENGINE_API void PostNetInit ()
 
virtual ENGINE_API void OnRep_ReplicatedMovement ()
 
virtual ENGINE_API void PostNetReceiveLocationAndRotation ()
 
virtual ENGINE_API void PostNetReceiveVelocity (const FVector &NewVelocity)
 
virtual ENGINE_API void PostNetReceivePhysicState ()
 
void SetFakeNetPhysicsState (bool bShouldSleep)
 
virtual ENGINE_API void SetOwner (AActor *NewOwner)
 
AActorGetOwner () const
 
template<class T >
T * GetOwner () const
 
virtual ENGINE_API bool CheckStillInWorld ()
 
ENGINE_API void ClearComponentOverlaps ()
 
ENGINE_API void UpdateOverlaps (bool bDoNotifies=true)
 
ENGINE_API bool IsOverlappingActor (const AActor *Other) const
 
ENGINE_API bool IsRootComponentStatic () const
 
ENGINE_API bool IsRootComponentStationary () const
 
ENGINE_API bool IsRootComponentMovable () const
 
virtual ENGINE_API APhysicsVolumeGetPhysicsVolume () const
 
bool CanEverTick () const
 
virtual ENGINE_API void Tick (float DeltaSeconds)
 
virtual ENGINE_API bool ShouldTickIfViewportsOnly () const
 
virtual ENGINE_API bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const
 
virtual ENGINE_API bool IsReplayRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation, const float CullDistanceSquared) const
 
virtual ENGINE_API bool IsRelevancyOwnerFor (const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor) const
 
ENGINE_API void PostSpawnInitialize (FTransform const &SpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::MultiplyWithRoot)
 
ENGINE_API void FinishSpawning (const FTransform &Transform, bool bIsDefaultTransform=false, const FComponentInstanceDataCache *InstanceDataCache=nullptr, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)
 
ENGINE_API void PostActorConstruction ()
 
virtual ENGINE_API void PreInitializeComponents ()
 
virtual ENGINE_API void PostInitializeComponents ()
 
virtual ENGINE_API void DispatchPhysicsCollisionHit (const struct FRigidBodyCollisionInfo &MyInfo, const struct FRigidBodyCollisionInfo &OtherInfo, const FCollisionImpactData &RigidCollisionData)
 
virtual const AActorGetNetOwner () const
 
virtual ENGINE_API class UPlayerGetNetOwningPlayer ()
 
virtual ENGINE_API class UPlayerGetNetOwningPlayerAnyRole ()
 
virtual ENGINE_API class UNetConnectionGetNetConnection () const
 
virtual ENGINE_API bool DestroyNetworkActorHandled ()
 
ENetMode GetNetMode () const
 
bool IsNetMode (ENetMode Mode) const
 
ENGINE_API class UNetDriverGetNetDriver () const
 
ENGINE_API void SetNetDormancy (ENetDormancy NewDormancy)
 
ENGINE_API void FlushNetDormancy ()
 
ENGINE_API void ForcePropertyCompare ()
 
ENGINE_API bool IsChildActor () const
 
virtual ENGINE_API bool IsSelectionParentOfAttachedActors () const
 
virtual ENGINE_API bool IsSelectionChild () const
 
virtual ENGINE_API AActorGetSelectionParent () const
 
virtual ENGINE_API AActorGetRootSelectionParent () const
 
virtual ENGINE_API bool SupportsSubRootSelection () const
 
ENGINE_API bool IsActorOrSelectionParentSelected () const
 
virtual ENGINE_API void PushSelectionToProxies ()
 
ENGINE_API void GetAllChildActors (TArray< AActor * > &ChildActors, bool bIncludeDescendants=true) const
 
ENGINE_API UChildActorComponent * GetParentComponent () const
 
ENGINE_API AActorGetParentActor () const
 
virtual ENGINE_API void RegisterAllComponents ()
 
virtual ENGINE_API void PreRegisterAllComponents ()
 
virtual ENGINE_API void PostRegisterAllComponents ()
 
bool HasDeferredComponentRegistration () const
 
ENGINE_API bool HasValidRootComponent () const
 
virtual ENGINE_API void UnregisterAllComponents (bool bForReregister=false)
 
virtual ENGINE_API void PostUnregisterAllComponents ()
 
virtual ENGINE_API void ReregisterAllComponents ()
 
ENGINE_API void HandleRegisterComponentWithWorld (UActorComponent *Component)
 
ENGINE_API bool IncrementalRegisterComponents (int32 NumComponentsToRegister, FRegisterComponentContext *Context=nullptr)
 
ENGINE_API void MarkComponentsRenderStateDirty ()
 
ENGINE_API void UpdateComponentTransforms ()
 
ENGINE_API void UpdateComponentVisibility ()
 
ENGINE_API void InitializeComponents ()
 
ENGINE_API void UninitializeComponents ()
 
ENGINE_API void DrawDebugComponents (FColor const &BaseColor=FColor::White) const
 
virtual void MarkComponentsAsPendingKill ()
 
virtual ENGINE_API void MarkComponentsAsGarbage (bool bModify=true)
 
bool IsPendingKillPending () const
 
void InvalidateLightingCache ()
 
virtual ENGINE_API void InvalidateLightingCacheDetailed (bool bTranslationOnly)
 
virtual ENGINE_API bool TeleportTo (const FVector &DestLocation, const FRotator &DestRotation, bool bIsATest=false, bool bNoCheck=false)
 
ENGINE_API bool K2_TeleportTo (FVector DestLocation, FRotator DestRotation)
 
virtual void TeleportSucceeded (bool bIsATest)
 
ENGINE_API bool ActorLineTraceSingle (struct FHitResult &OutHit, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const struct FCollisionQueryParams &Params) const
 
ENGINE_API float ActorGetDistanceToCollision (const FVector &Point, ECollisionChannel TraceChannel, FVector &ClosestPointOnCollision, UPrimitiveComponent **OutPrimitiveComponent=nullptr) const
 
ENGINE_API bool IsInLevel (const class ULevel *TestLevel) const
 
ENGINE_API ULevelGetLevel () const
 
ENGINE_API FTransform GetLevelTransform () const
 
virtual ENGINE_API void ClearCrossLevelReferences ()
 
ENGINE_API void RouteEndPlay (const EEndPlayReason::Type EndPlayReason)
 
virtual ENGINE_API bool IsBasedOnActor (const AActor *Other) const
 
virtual ENGINE_API bool IsAttachedTo (const AActor *Other) const
 
ENGINE_API FVector GetPlacementExtent () const
 
ENGINE_API void ResetPropertiesForConstruction ()
 
ENGINE_API bool HasNonTrivialUserConstructionScript () const
 
ENGINE_API void DebugShowComponentHierarchy (const TCHAR *Info, bool bShowPosition=true)
 
ENGINE_API void DebugShowOneComponentHierarchy (USceneComponent *SceneComp, int32 &NestLevel, bool bShowPosition)
 
ENGINE_API bool ExecuteConstruction (const FTransform &Transform, const struct FRotationConversionCache *TransformRotationCache, const class FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform=false, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::OverrideRootScale)
 
virtual void OnConstruction (const FTransform &Transform)
 
ENGINE_API void FinishAndRegisterComponent (UActorComponent *Component)
 
ENGINE_API UActorComponentCreateComponentFromTemplate (UActorComponent *Template, const FName InName=NAME_None)
 
ENGINE_API UActorComponentCreateComponentFromTemplateData (const struct FBlueprintCookedComponentInstancingData *TemplateData, const FName InName=NAME_None)
 
ENGINE_API void DestroyConstructedComponents ()
 
virtual ENGINE_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override
 
virtual ENGINE_API void FillReplicationParams (const FFillReplicationParamsContext &Context, FActorReplicationParams &OutParams)
 
ENGINE_API void CheckComponentInstanceName (const FName InName)
 
ENGINE_API AActorGetAttachParentActor () const
 
ENGINE_API FName GetAttachParentSocketName () const
 
ENGINE_API void ForEachAttachedActors (TFunctionRef< bool(class AActor *)> Functor) const
 
ENGINE_API void GetAttachedActors (TArray< AActor * > &OutActors, bool bResetArray=true, bool bRecursivelyIncludeAttachedActors=false) const
 
ENGINE_API void SetTickGroup (ETickingGroup NewTickGroup)
 
virtual ENGINE_API void Destroyed ()
 
ENGINE_API void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult const &Hit)
 
virtual ENGINE_API void FellOutOfWorld (const class UDamageType &dmgType)
 
virtual ENGINE_API void OutsideWorldBounds ()
 
virtual ENGINE_API FBox GetComponentsBoundingBox (bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API FBox CalculateComponentsBoundingBoxInLocalSpace (bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API void GetComponentsBoundingCylinder (float &CollisionRadius, float &CollisionHalfHeight, bool bNonColliding=false, bool bIncludeFromChildActors=false) const
 
virtual ENGINE_API void GetSimpleCollisionCylinder (float &CollisionRadius, float &CollisionHalfHeight) const
 
float GetSimpleCollisionRadius () const
 
float GetSimpleCollisionHalfHeight () const
 
FVector GetSimpleCollisionCylinderExtent () const
 
virtual ENGINE_API bool IsRootComponentCollisionRegistered () const
 
virtual ENGINE_API void TornOff ()
 
virtual ENGINE_API ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel) const
 
ENGINE_API void DisableComponentsSimulatePhysics ()
 
ENGINE_API class AWorldSettingsGetWorldSettings () const
 
virtual ENGINE_API bool CanBeBaseForCharacter (class APawn *Pawn) const
 
virtual ENGINE_API float TakeDamage (float DamageAmount, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
virtual ENGINE_API void BecomeViewTarget (class APlayerController *PC)
 
virtual ENGINE_API void EndViewTarget (class APlayerController *PC)
 
ENGINE_API void K2_OnBecomeViewTarget (class APlayerController *PC)
 
ENGINE_API void K2_OnEndViewTarget (class APlayerController *PC)
 
virtual ENGINE_API void CalcCamera (float DeltaTime, struct FMinimalViewInfo &OutResult)
 
virtual ENGINE_API bool HasActiveCameraComponent (bool bForceFindCamera=false) const
 
virtual ENGINE_API bool HasActivePawnControlCameraComponent () const
 
virtual ENGINE_API FString GetHumanReadableName () const
 
virtual ENGINE_API void Reset ()
 
ENGINE_API void K2_OnReset ()
 
ENGINE_API bool WasRecentlyRendered (float Tolerance=0.2f) const
 
virtual ENGINE_API float GetLastRenderTime () const
 
virtual ENGINE_API void ForceNetRelevant ()
 
virtual ENGINE_API void ForceNetUpdate ()
 
virtual ENGINE_API void PrestreamTextures (float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups=0)
 
virtual ENGINE_API void GetActorEyesViewPoint (FVector &OutLocation, FRotator &OutRotation) const
 
virtual ENGINE_API FVector GetTargetLocation (AActor *RequestedBy=nullptr) const
 
virtual ENGINE_API void PostRenderFor (class APlayerController *PC, class UCanvas *Canvas, FVector CameraPosition, FVector CameraDir)
 
ENGINE_API bool IsInPersistentLevel (bool bIncludeLevelStreamingPersistent=false) const
 
virtual ENGINE_API UWorldGetWorld () const override final
 
ENGINE_API class FTimerManagerGetWorldTimerManager () const
 
ENGINE_API class UGameInstanceGetGameInstance () const
 
template<class T >
T * GetGameInstance () const
 
ENGINE_API bool IsNetStartupActor () const
 
virtual ENGINE_API UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass) const
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass) const
 
template<class T >
T * GetComponentByClass () const
 
ENGINE_API TArray< UActorComponent * > K2_GetComponentsByClass (TSubclassOf< UActorComponent > ComponentClass) const
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API UActorComponent *FindComponentByTag(TSubclassOf< UActorComponent > ComponentClass
 
 UFUNCTION (BlueprintCallable, Category="Actor", meta=(ComponentClass="/Script/Engine.ActorComponent"), meta=(DeterminesOutputType="ComponentClass")) ENGINE_API TArray< UActorComponent * > GetComponentsByTag(TSubclassOf< UActorComponent > ComponentClass
 
virtual ENGINE_API UActorComponentFindComponentByInterface (const TSubclassOf< UInterface > Interface) const
 
ENGINE_API TArray< UActorComponent * > GetComponentsByInterface (TSubclassOf< UInterface > Interface) const
 
template<class T >
T * FindComponentByClass () const
 
template<class T >
T * FindComponentByTag (const FName &Tag) const
 
template<class T UE_REQUIRES>
T * FindComponentByInterface () const
 
template<class T UE_REQUIRES>
T * FindComponentByInterface () const
 
template<class ComponentType , typename Func >
void ForEachComponent (bool bIncludeFromChildActors, Func InFunc) const
 
template<typename Func >
void ForEachComponent (bool bIncludeFromChildActors, Func InFunc) const
 
template<class AllocatorType , class ComponentType >
void GetComponents (TSubclassOf< UActorComponent > ComponentClass, TArray< ComponentType *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class ComponentType , class AllocatorType >
void GetComponents (TArray< ComponentType, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class T , class AllocatorType >
void GetComponents (TArray< T *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class T , class AllocatorType >
void GetComponents (TArray< TObjectPtr< T >, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
template<class AllocatorType >
void GetComponents (TArray< UActorComponent *, AllocatorType > &OutComponents, bool bIncludeFromChildActors=false) const
 
const TSet< UActorComponent * > & GetComponents () const
 
ENGINE_API void AddOwnedComponent (UActorComponent *Component)
 
ENGINE_API void RemoveOwnedComponent (UActorComponent *Component)
 
ENGINE_API void ResetOwnedComponents ()
 
ENGINE_API void UpdateReplicatedComponent (UActorComponent *Component)
 
ENGINE_API void UpdateAllReplicatedComponents ()
 
virtual ENGINE_API ELifetimeCondition AllowActorComponentToReplicate (const UActorComponent *ComponentToReplicate) const
 
ENGINE_API void SetReplicatedComponentNetCondition (const UActorComponent *ReplicatedComponent, ELifetimeCondition NetCondition)
 
bool GetIsReplicated () const
 
const TArray< UActorComponent * > & GetReplicatedComponents () const
 
ENGINE_API void AddReplicatedSubObject (UObject *SubObject, ELifetimeCondition NetCondition=COND_None)
 
ENGINE_API void RemoveReplicatedSubObject (UObject *SubObject)
 
ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API void DestroyReplicatedSubObjectOnRemotePeers (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API void TearOffReplicatedSubObjectOnRemotePeers (UObject *SubObject)
 
ENGINE_API void TearOffReplicatedSubObjectOnRemotePeers (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API void AddActorComponentReplicatedSubObject (UActorComponent *OwnerComponent, UObject *SubObject, ELifetimeCondition NetCondition=COND_None)
 
ENGINE_API void RemoveActorComponentReplicatedSubObject (UActorComponent *OwnerComponent, UObject *SubObject)
 
ENGINE_API bool IsReplicatedSubObjectRegistered (const UObject *SubObject) const
 
ENGINE_API bool IsReplicatedActorComponentRegistered (const UActorComponent *ReplicatedComponent) const
 
ENGINE_API bool IsActorComponentReplicatedSubObjectRegistered (const UActorComponent *OwnerComponent, const UObject *SubObject) const
 
ENGINE_API void AddInstanceComponent (UActorComponent *Component)
 
ENGINE_API void RemoveInstanceComponent (UActorComponent *Component)
 
ENGINE_API void ClearInstanceComponents (bool bDestroyComponents)
 
ENGINE_API const TArray< UActorComponent * > & GetInstanceComponents () const
 
ENGINE_API void MakeNoise (float Loudness=1.f, APawn *NoiseInstigator=nullptr, FVector NoiseLocation=FVector::ZeroVector, float MaxRange=0.f, FName Tag=NAME_None)
 
virtual bool IsComponentRelevantForNavigation (UActorComponent *Component) const
 
virtual ENGINE_API void DisplayDebug (class UCanvas *Canvas, const class FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos)
 
bool IsHidden () const
 
ENGINE_API void SetHidden (const bool bInHidden)
 
bool IsReplicatingMovement () const
 
ENGINE_API void SetReplicatingMovement (bool bInReplicateMovement)
 
bool CanBeDamaged () const
 
ENGINE_API void SetCanBeDamaged (bool bInCanBeDamaged)
 
ENGINE_API void SetRole (ENetRole InRole)
 
const FRepMovementGetReplicatedMovement () const
 
ENGINE_API FRepMovementGetReplicatedMovement_Mutable ()
 
ENGINE_API void SetReplicatedMovement (const FRepMovement &InReplicatedMovement)
 
ENGINE_API void SetNetUpdateFrequency (float Frequency)
 
ENGINE_API float GetNetUpdateFrequency () const
 
ENGINE_API void SetMinNetUpdateFrequency (float MinFrequency)
 
ENGINE_API float GetMinNetUpdateFrequency () const
 
ENGINE_API void SetNetCullDistanceSquared (float DistanceSq)
 
ENGINE_API float GetNetCullDistanceSquared () const
 
ENGINE_API void SetInstigator (APawn *InInstigator)
 
void SetActorIsPendingPostNetInit (bool bInIsPendingPostNetInit)
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void FinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 

Static Public Member Functions

static ENGINE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static ENGINE_API AActorFindActorInPackage (UPackage *InPackage, bool bEvenIfPendingKill=true)
 
static ENGINE_API void GetActorClassDefaultComponents (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TArray< const UActorComponent * > &OutComponents)
 
static ENGINE_API const UActorComponentGetActorClassDefaultComponent (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass)
 
static ENGINE_API const UActorComponentGetActorClassDefaultComponentByName (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, FName InComponentName)
 
static ENGINE_API void ForEachComponentOfActorClassDefault (const TSubclassOf< AActor > &InActorClass, const TSubclassOf< UActorComponent > &InComponentClass, TFunctionRef< bool(const UActorComponent *)> InFunc)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void GetActorClassDefaultComponents (const TSubclassOf< AActor > &InActorClass, TArray< const TComponentClass * > &OutComponents)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClassGetActorClassDefaultComponent (const TSubclassOf< AActor > &InActorClass)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClassGetActorClassDefaultComponentByName (const TSubclassOf< AActor > &InActorClass, FName InComponentName)
 
template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void ForEachComponentOfActorClassDefault (const TSubclassOf< AActor > &InActorClass, TFunctionRef< bool(const TComponentClass *)> InFunc)
 
static ENGINE_API void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const FVector &NoiseLocation, float MaxRange, FName Tag)
 
static ENGINE_API void SetMakeNoiseDelegate (const FMakeNoiseDelegate &NewDelegate)
 
static FString GetDebugName (const AActor *Actor)
 
static const FName GetHiddenPropertyName ()
 
static const FName GetReplicateMovementPropertyName ()
 
static const FName GetCanBeDamagedPropertyName ()
 
static const FName GetRolePropertyName ()
 
static const FName GetInstigatorPropertyName ()
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

struct FActorTickFunction PrimaryActorTick
 
uint8 bNetTemporary:1
 
uint8 bNetStartup:1
 
uint8 bOnlyRelevantToOwner:1
 
uint8 bAlwaysRelevant:1
 
uint8 bExchangedRoles:1
 
uint8 bNetLoadOnClient:1
 
uint8 bNetUseOwnerRelevancy:1
 
uint8 bRelevantForNetworkReplays:1
 
uint8 bRelevantForLevelBounds:1
 
uint8 bReplayRewindable:1
 
uint8 bAllowTickBeforeBeginPlay:1
 
uint8 bBlockInput:1
 
uint8 bCollideWhenPlacing:1
 
uint8 bFindCameraComponentWhenViewTarget:1
 
uint8 bGenerateOverlapEventsDuringLevelStreaming:1
 
uint8 bIgnoresOriginShifting:1
 
uint8 bEnableAutoLODGeneration:1
 
uint8 bIsEditorOnlyActor:1
 
uint8 bActorSeamlessTraveled:1
 
uint8 ActorCategory = 0
 
float InitialLifeSpan
 
float CustomTimeDilation
 
TObjectPtr< AActorOwner
 
TEnumAsByte< enum ENetDormancyNetDormancy
 
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod
 
TEnumAsByte< EAutoReceiveInput::TypeAutoReceiveInput
 
int32 InputPriority
 
float CreationTime
 
TObjectPtr< class UInputComponentInputComponent
 
int32 NetTag
 
float NetPriority
 
TArray< TObjectPtr< AActor > > Children
 
TArray< FNameLayers
 
TArray< FNameTags
 
FTakeAnyDamageSignature OnTakeAnyDamage
 
FTakePointDamageSignature OnTakePointDamage
 
FTakeRadialDamageSignature OnTakeRadialDamage
 
FActorBeginOverlapSignature OnActorBeginOverlap
 
FActorEndOverlapSignature OnActorEndOverlap
 
FActorBeginCursorOverSignature OnBeginCursorOver
 
FActorEndCursorOverSignature OnEndCursorOver
 
FActorOnClickedSignature OnClicked
 
FActorOnReleasedSignature OnReleased
 
FActorOnInputTouchBeginSignature OnInputTouchBegin
 
FActorOnInputTouchEndSignature OnInputTouchEnd
 
FActorBeginTouchOverSignature OnInputTouchEnter
 
FActorEndTouchOverSignature OnInputTouchLeave
 
FActorHitSignature OnActorHit
 
FName InSocketName = NAME_None
 
FName EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset
 
FName EAttachLocation::Type bool bWeldSimulatedBodies = true)
 
FActorDestroyedSignature OnDestroyed
 
FActorEndPlaySignature OnEndPlay
 
FName Tag const
 
TArray< TObjectPtr< UActorComponent > > BlueprintCreatedComponents
 
FRenderCommandFence DetachFence
 

Static Public Attributes

static ENGINE_API FOnProcessEvent ProcessEventDelegate
 

Protected Member Functions

void SetRemoteRoleForBackwardsCompat (const ENetRole InRemoteRole)
 
virtual ENGINE_API void OnRep_Owner ()
 
ENGINE_API void ReceiveBeginPlay ()
 
virtual ENGINE_API void BeginPlay ()
 
ENGINE_API void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
virtual ENGINE_API void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void SyncReplicatedPhysicsSimulation ()
 
ENGINE_API bool IsWithinNetRelevancyDistance (const FVector &SrcLocation) const
 
virtual ENGINE_API void OnReplicationStartedForIris (const FOnReplicationStartedParams &)
 
virtual ENGINE_API void OnStopReplicationForIris (const FOnStopReplicationParams &)
 
virtual ENGINE_API void BeginReplication ()
 
virtual ENGINE_API void EndReplication (EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void BeginReplication (const FActorReplicationParams &Params)
 
ENGINE_API void UpdateOwningNetConnection ()
 
ENGINE_API void UpdateReplicatePhysicsCondition ()
 
virtual ENGINE_API void RegisterActorTickFunctions (bool bRegister)
 
ENGINE_API void ProcessUserConstructionScript ()
 
ENGINE_API bool CheckActorComponents () const
 
ENGINE_API void PostCreateBlueprintComponent (UActorComponent *NewActorComp)
 
virtual ENGINE_API float InternalTakeRadialDamage (float Damage, struct FRadialDamageEvent const &RadialDamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
virtual ENGINE_API float InternalTakePointDamage (float Damage, struct FPointDamageEvent const &PointDamageEvent, class AController *EventInstigator, AActor *DamageCauser)
 
- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Protected Attributes

uint8 bReplicates:1
 
uint8 bCanBeInCluster:1
 
uint8 bAllowReceiveTickEventOnDedicatedServer:1
 
uint8 bNetCheckedInitialPhysicsState: 1
 
uint8 bReplicateUsingRegisteredSubObjectList: 1
 
uint8 bAsyncPhysicsTickEnabled: 1
 
EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming
 
struct FRepAttachment AttachmentReplication
 
FName NetDriverName
 
TObjectPtr< USceneComponent > RootComponent
 
FTimerHandle TimerHandle_LifeSpanExpired
 
TArray< UActorComponent * > ReplicatedComponents
 

Friends

class UE::Net::FTearOffSetter
 
class FActorDeferredScriptManager
 
struct FActorLastRenderTime
 
struct UE::Net::FReplicationSystemUtil
 
class UE::Net::FSubObjectRegistryGetter
 
struct FMarkActorIsBeingDestroyed
 
struct FActorParentComponentSetter
 
struct FSetActorWantsDestroyDuringBeginPlay
 
struct FActorPreRegistrationAccessor
 

Additional Inherited Members

- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Detailed Description

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.
See also
https://docs.unrealengine.com/Programming/UnrealArchitecture/Actors
https://docs.unrealengine.com/Programming/UnrealArchitecture/Actors/ActorLifecycle
UActorComponent

Constructor & Destructor Documentation

◆ AActor() [1/2]

AActor::AActor ( )

Default constructor for AActor

◆ AActor() [2/2]

AActor::AActor ( const FObjectInitializer ObjectInitializer)

Constructor for AActor that takes an ObjectInitializer for backward compatibility

Member Function Documentation

◆ ActorGetDistanceToCollision()

float AActor::ActorGetDistanceToCollision ( const FVector Point,
ECollisionChannel  TraceChannel,
FVector ClosestPointOnCollision,
UPrimitiveComponent **  OutPrimitiveComponent = nullptr 
) const

returns Distance to closest Body Instance surface. Checks against all components of this Actor having valid collision and blocking TraceChannel.

Parameters
PointWorld 3D vector
TraceChannelThe 'channel' used to determine which components to consider.
ClosestPointOnCollisionPoint on the surface of collision closest to Point
OutPrimitiveComponentPrimitiveComponent ClosestPointOnCollision is on.
Returns
Success if returns > 0.f, if returns 0.f, it is either not convex or inside of the point If returns < 0.f, this Actor does not have any primitive with collision

◆ ActorHasTag()

bool AActor::ActorHasTag ( FName  Tag) const

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

◆ ActorLineTraceSingle()

bool AActor::ActorLineTraceSingle ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const struct FCollisionQueryParams Params 
) const

Trace a ray against the Components of this Actor and return the first blocking hit

Parameters
OutHitFirst blocking hit found
StartStart location of the ray
EndEnd location of the ray
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
ParamsAdditional parameters used for the trace
Returns
TRUE if a blocking hit is found

◆ ActorToWorld()

const FTransform & AActor::ActorToWorld ( ) const
inline

Get the local-to-world transform of the RootComponent. Identical to GetTransform().

◆ AddActorComponentReplicatedSubObject()

void AActor::AddActorComponentReplicatedSubObject ( UActorComponent OwnerComponent,
UObject SubObject,
ELifetimeCondition  NetCondition = COND_None 
)

Register a SubObject that will get replicated along with the actor component owning it. The subobject needs to be manually removed from the list before it gets deleted.

Parameters
SubObjectThe SubObject to replicate
NetConditionOptional condition to select which type of connection we will replicate the object to.

◆ AddActorLocalOffset()

void AActor::AddActorLocalOffset ( FVector  DeltaLocation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorLocalRotation() [1/2]

void AActor::AddActorLocalRotation ( const FQuat DeltaRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorLocalRotation() [2/2]

void AActor::AddActorLocalRotation ( FRotator  DeltaRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorLocalTransform()

void AActor::AddActorLocalTransform ( const FTransform NewTransform,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorWorldOffset()

void AActor::AddActorWorldOffset ( FVector  DeltaLocation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorWorldRotation() [1/2]

void AActor::AddActorWorldRotation ( const FQuat DeltaRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorWorldRotation() [2/2]

void AActor::AddActorWorldRotation ( FRotator  DeltaRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorWorldTransform()

void AActor::AddActorWorldTransform ( const FTransform DeltaTransform,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddActorWorldTransformKeepScale()

void AActor::AddActorWorldTransformKeepScale ( const FTransform DeltaTransform,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ AddComponent()

UActorComponent * AActor::AddComponent ( FName  TemplateName,
bool  bManualAttachment,
const FTransform RelativeTransform,
const UObject ComponentTemplateContext,
bool  bDeferredFinish = false 
)

Creates a new component and assigns ownership to the Actor this is called for. Automatic attachment causes the first component created to become the root, and all subsequent components to be attached under that root. When bManualAttachment is set, automatic attachment is skipped and it is up to the user to attach the resulting component (or set it up as the root) themselves.

See also
UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)
Parameters
TemplateNameThe name of the Component Template to use.
bManualAttachmentWhether manual or automatic attachment is to be used
RelativeTransformThe relative transform between the new component and its attach parent (automatic only)
ComponentTemplateContextOptional UBlueprintGeneratedClass reference to use to find the template in. If null (or not a BPGC), component is sought in this Actor's class
bDeferredFinishWhether or not to immediately complete the creation and registration process for this component. Will be false if there are expose on spawn properties being set

◆ AddComponentByClass()

UActorComponent * AActor::AddComponentByClass ( UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UActorComponent Class,
bool  bManualAttachment,
const FTransform RelativeTransform,
bool  bDeferredFinish 
)

Creates a new component and assigns ownership to the Actor this is called for. Automatic attachment causes the first component created to become the root, and all subsequent components to be attached under that root. When bManualAttachment is set, automatic attachment is skipped and it is up to the user to attach the resulting component (or set it up as the root) themselves.

See also
UK2Node_AddComponentByClass DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)
Parameters
ClassThe class of component to create
bManualAttachmentWhether manual or automatic attachment is to be used
RelativeTransformThe relative transform between the new component and its attach parent (automatic only)
bDeferredFinishWhether or not to immediately complete the creation and registration process for this component. Will be false if there are expose on spawn properties being set

◆ AddInstanceComponent()

void AActor::AddInstanceComponent ( UActorComponent Component)

Adds a component to the instance components array

◆ AddOwnedComponent()

void AActor::AddOwnedComponent ( UActorComponent Component)

Puts a component in to the OwnedComponents array of the Actor. The Component must be owned by the Actor or else it will assert In general this should not need to be called directly by anything other than UActorComponent functions

◆ AddReferencedObjects()

void AActor::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ AddReplicatedSubObject()

void AActor::AddReplicatedSubObject ( UObject SubObject,
ELifetimeCondition  NetCondition = COND_None 
)

Register a SubObject that will get replicated along with the actor. The subobject needs to be manually removed from the list before it gets deleted.

Parameters
SubObjectThe SubObject to replicate
NetConditionOptional condition to select which type of connection we will replicate the object to.

◆ AddTickPrerequisiteActor()

void AActor::AddTickPrerequisiteActor ( AActor PrerequisiteActor)
virtual

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.

◆ AddTickPrerequisiteComponent()

void AActor::AddTickPrerequisiteComponent ( UActorComponent PrerequisiteComponent)
virtual

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

◆ AllowActorComponentToReplicate()

ELifetimeCondition AActor::AllowActorComponentToReplicate ( const UActorComponent ComponentToReplicate) const
virtual

Allows classes to control if a replicated component can actually be replicated or not in a specific actor class. You can also choose a netcondition to filter to whom the component is replicated to. Called on existing replicated component right before BeginPlay() and after that on every new replicated component added to the OwnedComponent list

Parameters
ComponentToReplicateThe replicated component added to the actor.
Returns
Return COND_None if this component should be replicated to everyone, COND_Never if it should not be replicated at all or any other conditions for specific filtering.

◆ AllowReceiveTickEventOnDedicatedServer()

bool AActor::AllowReceiveTickEventOnDedicatedServer ( ) const
inline

Return the value of bAllowReceiveTickEventOnDedicatedServer, indicating whether the Blueprint ReceiveTick() event will occur on dedicated servers.

◆ ApplyWorldOffset()

void AActor::ApplyWorldOffset ( const FVector InOffset,
bool  bWorldShift 
)
virtual

Called by owning level to shift an actor location and all relevant data structures by specified delta

Parameters
InOffsetOffset vector to shift actor location
bWorldShiftWhether this call is part of whole world shifting

Reimplemented in APlayerCameraManager, and ANavigationData.

◆ AsyncPhysicsTickActor()

virtual void AActor::AsyncPhysicsTickActor ( float  DeltaTime,
float  SimTime 
)
inlinevirtual

Override this function to implement custom logic to be executed every physics step. bAsyncPhysicsTick must be set to true.

Parameters
DeltaTime- The physics step delta time
SimTime- This is the total sim time since the sim began.

◆ AttachToActor()

bool AActor::AttachToActor ( AActor ParentActor,
const FAttachmentTransformRules AttachmentRules,
FName  SocketName = NAME_None 
)

Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket.

Parameters
ParentActorActor to attach this actor's RootComponent to
AttachmentRulesHow to handle transforms and modification when attaching.
SocketNameSocket name to attach to, if any
Returns
Whether the attachment was successful or not

◆ AttachToComponent()

bool AActor::AttachToComponent ( USceneComponent *  Parent,
const FAttachmentTransformRules AttachmentRules,
FName  SocketName = NAME_None 
)

Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.

Parameters
ParentParent to attach to.
AttachmentRulesHow to handle transforms and welding when attaching.
SocketNameOptional socket to attach to on the parent.
Returns
Whether the attachment was successful or not

◆ BecomeViewTarget()

void AActor::BecomeViewTarget ( class APlayerController PC)
virtual

Called when this actor becomes the given PlayerController's ViewTarget. Triggers the Blueprint event K2_OnBecomeViewTarget.

◆ BeginDestroy()

void AActor::BeginDestroy ( )
overridevirtual

Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

Reimplemented from UObject.

Reimplemented in AMapBuildDataActor, AConstraintsActor, and AGameplayDebuggerPlayerManager.

◆ BeginPlay()

◆ BeginReplication() [1/2]

void AActor::BeginReplication ( )
protectedvirtual

Called for all Actors set to replicate during BeginPlay, It will also be called if SetReplicates(true) is called and the object is not already replicating

◆ BeginReplication() [2/2]

void AActor::BeginReplication ( const FActorReplicationParams Params)
protected

Helper to BeginReplication passing on additional parameters to the ReplicationSystem, typically called from code overriding normal BeginReplication()

Parameters
ParamsAdditional parameters we want to pass on

◆ CalcCamera()

void AActor::CalcCamera ( float  DeltaTime,
struct FMinimalViewInfo OutResult 
)
virtual

Calculate camera view point, when viewing this actor.

Parameters
DeltaTimeDelta time seconds since last update
OutResultCamera configuration

Reimplemented in ASceneCapture2D, and APlayerController.

◆ CalculateComponentsBoundingBoxInLocalSpace()

FBox AActor::CalculateComponentsBoundingBoxInLocalSpace ( bool  bNonColliding = false,
bool  bIncludeFromChildActors = false 
) const
virtual

Calculates the actor space bounding box of all components in this Actor. This is slower than GetComponentsBoundingBox(), because the local bounds of the components are not cached – they are recalculated every time this function is called.

Parameters
bNonCollidingIndicates that you want to include non-colliding components in the bounding box
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ CallPreReplication()

void AActor::CallPreReplication ( UNetDriver NetDriver)

Called by the networking system to call PreReplication on this actor and its components using the given NetDriver to find or create RepChangedPropertyTrackers.

◆ CallRemoteFunction()

bool AActor::CallRemoteFunction ( UFunction Function,
void Parms,
FOutParmRec OutParms,
FFrame Stack 
)
overridevirtual

Call the actor's function remotely

Parameters
Functionfunction to call
Parmsarguments to the function call
OutParmsout parameter information (irrelevant for RPC's)
Stackstack frame for the function call
Returns
returns true if the function was processed by a NetDriver

Reimplemented from UObject.

◆ CanBeBaseForCharacter()

bool AActor::CanBeBaseForCharacter ( class APawn *  Pawn) const
virtual

Return true if the given Pawn can be "based" on this actor (ie walk on it).

Parameters
Pawn- The pawn that wants to be based on this actor

◆ CanBeDamaged()

bool AActor::CanBeDamaged ( ) const
inline

Gets the literal value of bCanBeDamaged.

This exists so subclasses don't need to have direct access to the bCanBeDamaged property so it can be made private later.

◆ CanBeInCluster()

bool AActor::CanBeInCluster ( ) const
overridevirtual

Called during cluster construction if the object can be added to a cluster

Returns
true if this object can be inside of a cluster

Reimplemented from UObjectBaseUtility.

◆ CanEverTick()

bool AActor::CanEverTick ( ) const
inline

Accessor for the value of bCanEverTick

◆ CanTriggerResimulation()

bool AActor::CanTriggerResimulation ( ) const

Can this body trigger a resimulation when Physics Prediction is enabled

◆ CheckActorComponents()

bool AActor::CheckActorComponents ( ) const
protected

Checks components for validity, implemented in AActor

◆ CheckComponentInstanceName()

void AActor::CheckComponentInstanceName ( const FName  InName)

Checks for and resolve any name conflicts prior to instancing a new Blueprint Component.

◆ CheckDefaultSubobjectsInternal()

bool AActor::CheckDefaultSubobjectsInternal ( ) const
overridevirtual

Checks default sub-object assumptions.

Returns
true if the assumptions are met, false otherwise.

Reimplemented from UObject.

◆ CheckStillInWorld()

bool AActor::CheckStillInWorld ( )
virtual

This will check to see if the Actor is still in the world. It will check things like the KillZ, outside world bounds, etc. and handle the situation.

◆ ClearComponentOverlaps()

void AActor::ClearComponentOverlaps ( )

Dispatch all EndOverlap for all of the Actor's PrimitiveComponents. Generally used when removing the Actor from the world.

◆ ClearCrossLevelReferences()

void AActor::ClearCrossLevelReferences ( )
virtual

Do anything needed to clear out cross level references; Called from ULevel::PreSave

◆ ClearInstanceComponents()

void AActor::ClearInstanceComponents ( bool  bDestroyComponents)

Clears the instance components array

◆ ContainsDataLayer() [1/2]

bool AActor::ContainsDataLayer ( const UDataLayerAsset DataLayerAsset) const

◆ ContainsDataLayer() [2/2]

bool AActor::ContainsDataLayer ( const UDataLayerInstance *  DataLayerInstance) const

◆ CopyRemoteRoleFrom()

void AActor::CopyRemoteRoleFrom ( const AActor CopyFromActor)

Copies RemoteRole from another Actor and adds this actor to the list of network actors if necessary.

◆ CreateComponentFromTemplate()

UActorComponent * AActor::CreateComponentFromTemplate ( UActorComponent Template,
const FName  InName = NAME_None 
)

Util to create a component based on a template

◆ CreateComponentFromTemplateData()

UActorComponent * AActor::CreateComponentFromTemplateData ( const struct FBlueprintCookedComponentInstancingData TemplateData,
const FName  InName = NAME_None 
)

◆ CreateInputComponent()

void AActor::CreateInputComponent ( TSubclassOf< UInputComponent InputComponentToCreate)
virtual

Creates an input component from the input component passed in

Parameters
InputComponentToCreateThe UInputComponent to create.

◆ DebugShowComponentHierarchy()

ENGINE_API void AActor::DebugShowComponentHierarchy ( const TCHAR Info,
bool  bShowPosition = true 
)

Debug helper to show the component hierarchy of this actor.

Parameters
InfoOptional String to display at top of info
bShowPositionIf true, will display component's position in world space

◆ DebugShowOneComponentHierarchy()

ENGINE_API void AActor::DebugShowOneComponentHierarchy ( USceneComponent *  SceneComp,
int32 NestLevel,
bool  bShowPosition 
)

Debug helper for showing the component hierarchy of one component

◆ Destroy()

bool AActor::Destroy ( bool  bNetForce = false,
bool  bShouldModifyLevel = true 
)

Destroy this actor. Returns true if the actor is destroyed or already marked for destruction, false if indestructible. Destruction is latent. It occurs at the end of the tick.

Parameters
bNetForce[opt] Ignored unless called during play. Default is false.
bShouldModifyLevel[opt] If true, Modify() the level before removing the actor. Default is true.
Returns
true if destroyed or already marked for destruction, false if indestructible.

◆ DestroyConstructedComponents()

void AActor::DestroyConstructedComponents ( )

Destroys the constructed components.

◆ Destroyed()

void AActor::Destroyed ( )
virtual

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Reimplemented in APlayerCameraManager, AController, APlayerController, AConstraintsActor, and ANavigationData.

◆ DestroyNetworkActorHandled()

bool AActor::DestroyNetworkActorHandled ( )
virtual

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

Returns
true if DestroyActor() should not continue with actor destruction, false otherwise

Reimplemented in APlayerController.

◆ DestroyReplicatedSubObjectOnRemotePeers() [1/2]

void AActor::DestroyReplicatedSubObjectOnRemotePeers ( UActorComponent OwnerComponent,
UObject SubObject 
)

Similar to the other destroy function but for subobjects owned by an ActorComponent

◆ DestroyReplicatedSubObjectOnRemotePeers() [2/2]

void AActor::DestroyReplicatedSubObjectOnRemotePeers ( UObject SubObject)

Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. Note it is up to the caller to delete the local object on the authority. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

Parameters
SubObjectTHe SubObject to delete

◆ DetachAllSceneComponents()

void AActor::DetachAllSceneComponents ( class USceneComponent *  InParentComponent,
const FDetachmentTransformRules DetachmentRules 
)

Detaches all SceneComponents in this Actor from the supplied parent SceneComponent.

Parameters
InParentComponentSceneComponent to detach this actor's components from
DetachmentRulesRules to apply when detaching components

◆ DetachFromActor()

void AActor::DetachFromActor ( const FDetachmentTransformRules DetachmentRules)

Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.

Parameters
DetachmentRulesHow to handle transforms when detaching.

◆ DisableComponentsSimulatePhysics()

void AActor::DisableComponentsSimulatePhysics ( )

Stop all simulation from all components in this actor

◆ DisableInput()

void AActor::DisableInput ( class APlayerController PlayerController)
virtual

Removes this actor from the stack of input being handled by a PlayerController.

Parameters
PlayerControllerThe PlayerController whose input events we no longer want to receive. If null, this actor will stop receiving input from all PlayerControllers.

Reimplemented in APlayerController.

◆ DispatchBeginPlay()

void AActor::DispatchBeginPlay ( bool  bFromLevelStreaming = false)

Initiate a begin play call on this Actor, will handle calling in the correct order.

◆ DispatchBlockingHit()

void AActor::DispatchBlockingHit ( UPrimitiveComponent *  MyComp,
UPrimitiveComponent *  OtherComp,
bool  bSelfMoved,
FHitResult const Hit 
)

Call ReceiveHit, as well as delegates on Actor and Component

◆ DispatchPhysicsCollisionHit()

void AActor::DispatchPhysicsCollisionHit ( const struct FRigidBodyCollisionInfo MyInfo,
const struct FRigidBodyCollisionInfo OtherInfo,
const FCollisionImpactData RigidCollisionData 
)
virtual

Dispatches ReceiveHit virtual and OnComponentHit delegate

◆ DisplayDebug()

void AActor::DisplayDebug ( class UCanvas Canvas,
const class FDebugDisplayInfo DebugDisplay,
float YL,
float YPos 
)
virtual

Draw important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters
CanvasCanvas to draw on
DebugDisplayContains information about what debug data to display
YL[in] Height of the previously drawn line. [out] Height of the last line drawn by this function.
YPos[in] Y position on Canvas for the previously drawn line. YPos += YL, gives position to draw text for next debug line. [out] Y position on Canvas for the last line drawn by this function.

◆ DrawDebugComponents()

void AActor::DrawDebugComponents ( FColor const BaseColor = FColor::White) const

Debug rendering to visualize the component tree for this actor.

◆ EnableInput()

void AActor::EnableInput ( class APlayerController PlayerController)
virtual

Pushes this actor on to the stack of input being handled by a PlayerController.

Parameters
PlayerControllerThe PlayerController whose input events we want to receive.

Reimplemented in APlayerController.

◆ EndPlay()

◆ EndReplication()

void AActor::EndReplication ( EEndPlayReason::Type  EndPlayReason)
protectedvirtual

Called when we want to end replication for this actor, typically called from EndPlay() for actors that should be replicated during their lifespan

◆ EndViewTarget()

void AActor::EndViewTarget ( class APlayerController PC)
virtual

Called when this actor is no longer the given PlayerController's ViewTarget. Also triggers the Blueprint event K2_OnEndViewTarget.

◆ ExchangeNetRoles()

void AActor::ExchangeNetRoles ( bool  bRemoteOwner)

Swaps Role and RemoteRole if client

◆ ExecuteConstruction()

bool AActor::ExecuteConstruction ( const FTransform Transform,
const struct FRotationConversionCache TransformRotationCache,
const class FComponentInstanceDataCache InstanceDataCache,
bool  bIsDefaultTransform = false,
ESpawnActorScaleMethod  TransformScaleMethod = ESpawnActorScaleMethod::OverrideRootScale 
)

Run any construction script for this Actor. Will call OnConstruction.

Parameters
TransformThe transform to construct the actor at.
TransformRotationCacheOptional rotation cache to use when applying the transform.
InstanceDataCacheOptional cache of state to apply to newly created components (e.g. precomputed lighting)
bIsDefaultTransformWhether or not the given transform is a "default" transform, in which case it can be overridden by template defaults
Returns
Returns false if the hierarchy was not error free and we've put the Actor is disaster recovery mode

◆ FellOutOfWorld()

void AActor::FellOutOfWorld ( const class UDamageType dmgType)
virtual

Called when the actor falls out of the world 'safely' (below KillZ and such)

Reimplemented in APlayerController.

◆ FillReplicationParams()

void AActor::FillReplicationParams ( const FFillReplicationParamsContext Context,
FActorReplicationParams OutParams 
)
virtual

Called if using iris replication right before an actor start replicating, override to provide custom actor replication parameters

◆ FindActorInPackage()

AActor * AActor::FindActorInPackage ( UPackage InPackage,
bool  bEvenIfPendingKill = true 
)
static

◆ FindComponentByClass() [1/2]

template<class T >
T * AActor::FindComponentByClass ( ) const
inline

Templatized version of FindComponentByClass that handles casting for you

◆ FindComponentByClass() [2/2]

UActorComponent * AActor::FindComponentByClass ( const TSubclassOf< UActorComponent ComponentClass) const
virtual

Searches components array and returns first encountered component of the specified class, native version of GetComponentByClass

◆ FindComponentByInterface() [1/3]

template<class T UE_REQUIRES>
T * AActor::FindComponentByInterface ( ) const
inline

Templatized version of FindComponentByInterface that handles casting for you

◆ FindComponentByInterface() [2/3]

template<class T UE_REQUIRES>
T * AActor::FindComponentByInterface ( ) const
inline

Templatized version of FindComponentByInterface that handles casting for you

◆ FindComponentByInterface() [3/3]

UActorComponent * AActor::FindComponentByInterface ( const TSubclassOf< UInterface Interface) const
virtual

Searches components array and returns first encountered component that implements the given interface.

◆ FindComponentByTag()

template<class T >
UActorComponent * AActor::FindComponentByTag ( const FName Tag) const
inline

Templatized version of FindComponentByTag that handles casting for you

◆ FinishAddComponent()

void AActor::FinishAddComponent ( UActorComponent Component,
bool  bManualAttachment,
const FTransform RelativeTransform 
)

Completes the creation of a new actor component. Called either from blueprint after expose on spawn properties are set, or directly from AddComponent

See also
UK2Node_AddComponent DO NOT CALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (for Add Component nodes)
Parameters
ComponentThe component created in AddComponent to finish creation of
bManualAttachmentWhether manual or automatic attachment is to be used
RelativeTransformThe relative transform between the new component and its attach parent (automatic only)

◆ FinishAndRegisterComponent()

void AActor::FinishAndRegisterComponent ( UActorComponent Component)

Helper function to register the specified component, and add it to the serialized components array

Parameters
ComponentComponent to be finalized

◆ FinishSpawning()

void AActor::FinishSpawning ( const FTransform Transform,
bool  bIsDefaultTransform = false,
const FComponentInstanceDataCache InstanceDataCache = nullptr,
ESpawnActorScaleMethod  TransformScaleMethod = ESpawnActorScaleMethod::OverrideRootScale 
)

Called to finish the spawning process, generally in the case of deferred spawning

◆ FlushNetDormancy()

void AActor::FlushNetDormancy ( )

Forces dormant actor to replicate but doesn't change NetDormancy state (i.e., they will go dormant again if left dormant)

Removes the actor from the NetDriver's dormancy list: forcing at least one more update.

◆ ForceNetRelevant()

void AActor::ForceNetRelevant ( )
virtual

Forces this actor to be net relevant if it is not already by default

◆ ForceNetUpdate()

void AActor::ForceNetUpdate ( )
virtual

Force actor to be updated to clients/demo net drivers

◆ ForcePropertyCompare()

void AActor::ForcePropertyCompare ( )

Forces properties on this actor to do a compare for one frame (rather than share shadow state)

◆ ForEachAttachedActors()

void AActor::ForEachAttachedActors ( TFunctionRef< bool(class AActor *)>  Functor) const

Call a functor for Actors which are attached directly to a component in this actor. Functor should return true to carry on, false to abort.

◆ ForEachComponent() [1/2]

template<class ComponentType , typename Func >
void AActor::ForEachComponent ( bool  bIncludeFromChildActors,
Func  InFunc 
) const
inline

Calls the compile-time lambda on each component of the specified type

Parameters
ComponentTypeThe component class to find all components of a class derived from
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ ForEachComponent() [2/2]

template<typename Func >
void AActor::ForEachComponent ( bool  bIncludeFromChildActors,
Func  InFunc 
) const
inline

Calls the compile-time lambda on each valid component

Parameters
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ ForEachComponentOfActorClassDefault() [1/2]

void AActor::ForEachComponentOfActorClassDefault ( const TSubclassOf< AActor > &  InActorClass,
const TSubclassOf< UActorComponent > &  InComponentClass,
TFunctionRef< bool(const UActorComponent *)>  InFunc 
)
static

Iterate over the components of ActorClass's CDO, including the ones added via the BP editor (which AActor.GetComponents fails to return).

Parameters
InActorClassClass of AActor for which we will retrieve all components.
InComponentClassOnly consider components of this type.
InFuncCode that will be executed for each component. Must return true to continue iteration, or false to stop.

◆ ForEachComponentOfActorClassDefault() [2/2]

template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void AActor::ForEachComponentOfActorClassDefault ( const TSubclassOf< AActor > &  InActorClass,
TFunctionRef< bool(const TComponentClass *)>  InFunc 
)
inlinestatic

◆ GatherCurrentMovement()

void AActor::GatherCurrentMovement ( )
virtual

Fills ReplicatedMovement property

◆ GetActorBounds()

void AActor::GetActorBounds ( bool  bOnlyCollidingComponents,
FVector Origin,
FVector BoxExtent,
bool  bIncludeFromChildActors = false 
) const
virtual

Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

Parameters
bOnlyCollidingComponentsIf true, will only return the bounding box for components with collision enabled.
OriginSet to the center of the actor in world space
BoxExtentSet to half the actor's size in 3d space
bIncludeFromChildActorsIf true then recurse in to ChildActor components

Reimplemented in ANavigationDataChunkActor, and AMapBuildDataActor.

◆ GetActorClassDefaultComponent() [1/2]

template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClass * AActor::GetActorClassDefaultComponent ( const TSubclassOf< AActor > &  InActorClass)
inlinestatic

◆ GetActorClassDefaultComponent() [2/2]

const UActorComponent * AActor::GetActorClassDefaultComponent ( const TSubclassOf< AActor > &  InActorClass,
const TSubclassOf< UActorComponent > &  InComponentClass 
)
static

Fetches the first component of ActorClass's CDO which match the requested component class. Will include the components added via the BP editor (which AActor.GetComponents fails to do for CDOs).

Parameters
InActorClassClass of AActor for which we will retrieve all components.
InComponentClassOnly retrieve components of this type.
OutComponentsthis is where the found components will end up. Note that the preexisting contents of OutComponents will get overridden.

◆ GetActorClassDefaultComponentByName() [1/2]

const UActorComponent * AActor::GetActorClassDefaultComponentByName ( const TSubclassOf< AActor > &  InActorClass,
const TSubclassOf< UActorComponent > &  InComponentClass,
FName  InComponentName 
)
static

Get the component of ActorClass's CDO that matches the given object name. Will consider all components, including the ones added via the BP editor (which AActor.GetComponents fails to do for CDOs).

Parameters
InActorClassClass of AActor for which we will search all components.
InComponentClassOnly consider components of this type.
OutComponentsthis is where the found components will end up. Note that the preexisting contents of OutComponents will get overridden.

◆ GetActorClassDefaultComponentByName() [2/2]

template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static const TComponentClass * AActor::GetActorClassDefaultComponentByName ( const TSubclassOf< AActor > &  InActorClass,
FName  InComponentName 
)
inlinestatic

◆ GetActorClassDefaultComponents() [1/2]

void AActor::GetActorClassDefaultComponents ( const TSubclassOf< AActor > &  InActorClass,
const TSubclassOf< UActorComponent > &  InComponentClass,
TArray< const UActorComponent * > &  OutComponents 
)
static

Fetches all the components of ActorClass's CDO, including the ones added via the BP editor (which AActor.GetComponents fails to do for CDOs).

Parameters
InActorClassClass of AActor for which we will retrieve all components.
InComponentClassOnly retrieve components of this type.
OutComponentsthis is where the found components will end up. Note that the preexisting contents of OutComponents will get overridden.

◆ GetActorClassDefaultComponents() [2/2]

template<typename TComponentClass = UActorComponent, typename = typename TEnableIf<TIsDerivedFrom<TComponentClass, UActorComponent>::IsDerived>::Type>
static void AActor::GetActorClassDefaultComponents ( const TSubclassOf< AActor > &  InActorClass,
TArray< const TComponentClass * > &  OutComponents 
)
inlinestatic

◆ GetActorEnableCollision()

bool AActor::GetActorEnableCollision ( ) const
inline

Get current state of collision for the whole actor

◆ GetActorEyesViewPoint()

void AActor::GetActorEyesViewPoint ( FVector OutLocation,
FRotator OutRotation 
) const
virtual

Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

Parameters
OutLocation- location of view point
OutRotation- view rotation of actor.

Reimplemented in APlayerController, and AController.

◆ GetActorForwardVector()

FVector AActor::GetActorForwardVector ( ) const
inline

Get the forward (X) vector (length 1.0) from this Actor, in world space.

◆ GetActorLabelView()

FStringView AActor::GetActorLabelView ( ) const
inline

◆ GetActorLocation()

FVector AActor::GetActorLocation ( ) const
inline

Returns the location of the RootComponent of this Actor

◆ GetActorNameOrLabel()

FString AActor::GetActorNameOrLabel ( ) const
inline

◆ GetActorQuat()

FQuat AActor::GetActorQuat ( ) const
inline

Returns the quaternion of the RootComponent of this Actor

◆ GetActorRelativeScale3D()

FVector AActor::GetActorRelativeScale3D ( ) const

Return the actor's relative scale 3d

◆ GetActorRightVector()

FVector AActor::GetActorRightVector ( ) const
inline

Get the right (Y) vector (length 1.0) from this Actor, in world space.

◆ GetActorRotation()

FRotator AActor::GetActorRotation ( ) const
inline

Returns the rotation of the RootComponent of this Actor

◆ GetActorScale()

FVector AActor::GetActorScale ( ) const
inline

Returns the scale of the RootComponent of this Actor

◆ GetActorScale3D()

FVector AActor::GetActorScale3D ( ) const

Returns the Actor's world-space scale.

◆ GetActorTickInterval()

float AActor::GetActorTickInterval ( ) const

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

◆ GetActorTimeDilation() [1/2]

float AActor::GetActorTimeDilation ( ) const

Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.

◆ GetActorTimeDilation() [2/2]

float AActor::GetActorTimeDilation ( const UWorld ActorWorld) const

More efficient version that takes the Actor's current world.

◆ GetActorTransform()

const FTransform & AActor::GetActorTransform ( ) const
inline

Returns the transform of the RootComponent of this Actor

◆ GetActorUpVector()

FVector AActor::GetActorUpVector ( ) const
inline

Get the up (Z) vector (length 1.0) from this Actor, in world space.

◆ GetAllChildActors()

void AActor::GetAllChildActors ( TArray< AActor * > &  ChildActors,
bool  bIncludeDescendants = true 
) const

Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array

◆ GetAttachedActors()

void AActor::GetAttachedActors ( TArray< AActor * > &  OutActors,
bool  bResetArray = true,
bool  bRecursivelyIncludeAttachedActors = false 
) const

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

◆ GetAttachmentReplication()

const struct FRepAttachment & AActor::GetAttachmentReplication ( ) const
inline

Get read-only access to current AttachmentReplication.

◆ GetAttachParentActor()

AActor * AActor::GetAttachParentActor ( ) const

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

◆ GetAttachParentSocketName()

FName AActor::GetAttachParentSocketName ( ) const

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

◆ GetAutoDestroyWhenFinished()

bool AActor::GetAutoDestroyWhenFinished ( ) const
inline

◆ GetCanBeDamagedPropertyName()

static const FName AActor::GetCanBeDamagedPropertyName ( )
inlinestatic

Gets the property name for bCanBeDamaged. This exists so subclasses don't need to have direct access to the bCanBeDamaged property so it can be made private later.

◆ GetComponentByClass()

template<class T >
UActorComponent * AActor::GetComponentByClass ( ) const
inline

Templated version of GetComponentByClass

◆ GetComponents() [1/6]

const TSet< UActorComponent * > & AActor::GetComponents ( ) const
inline

Get a direct reference to the Components set rather than a copy with the null pointers removed. WARNING: anything that could cause the component to change ownership or be destroyed will invalidate this array, so use caution when iterating this set!

◆ GetComponents() [2/6]

template<class ComponentType , class AllocatorType >
void AActor::GetComponents ( TArray< ComponentType, AllocatorType > &  OutComponents,
bool  bIncludeFromChildActors = false 
) const
inline

Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs. TInlineComponentArray is defined to make this easier, for example: { TInlineComponentArray<UPrimitiveComponent*> PrimComponents(Actor); }

Parameters
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponents() [3/6]

template<class T , class AllocatorType >
void AActor::GetComponents ( TArray< T *, AllocatorType > &  OutComponents,
bool  bIncludeFromChildActors = false 
) const
inline

Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs. TInlineComponentArray is defined to make this easier, for example: { TInlineComponentArray<UPrimitiveComponent*> PrimComponents(Actor); }

Parameters
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponents() [4/6]

template<class T , class AllocatorType >
void AActor::GetComponents ( TArray< TObjectPtr< T >, AllocatorType > &  OutComponents,
bool  bIncludeFromChildActors = false 
) const
inline

Get all components derived from class 'T' and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs. TInlineComponentArray is defined to make this easier, for example: { TInlineComponentArray<UPrimitiveComponent*> PrimComponents(Actor); }

Parameters
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponents() [5/6]

template<class AllocatorType >
void AActor::GetComponents ( TArray< UActorComponent *, AllocatorType > &  OutComponents,
bool  bIncludeFromChildActors = false 
) const
inline

UActorComponent specialization of GetComponents() to avoid unnecessary casts. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs. TInlineComponentArray is defined to make this easier, for example: { TInlineComponentArray<UActorComponent*> PrimComponents; Actor->GetComponents(PrimComponents); }

Parameters
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponents() [6/6]

template<class AllocatorType , class ComponentType >
void AActor::GetComponents ( TSubclassOf< UActorComponent ComponentClass,
TArray< ComponentType *, AllocatorType > &  OutComponents,
bool  bIncludeFromChildActors = false 
) const
inline

Get all components derived from specified ComponentClass and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs. TInlineComponentArray is defined to make this easier, for example: { TInlineComponentArray<UPrimitiveComponent*> PrimComponents(Actor); }

Parameters
ComponentClassThe component class to find all components of a class derived from
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponentsBoundingBox()

FBox AActor::GetComponentsBoundingBox ( bool  bNonColliding = false,
bool  bIncludeFromChildActors = false 
) const
virtual

Returns the world space bounding box of all components in this Actor.

Parameters
bNonCollidingIndicates that you want to include non-colliding components in the bounding box
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

Reimplemented in ALODActor.

◆ GetComponentsBoundingCylinder()

void AActor::GetComponentsBoundingCylinder ( float CollisionRadius,
float CollisionHalfHeight,
bool  bNonColliding = false,
bool  bIncludeFromChildActors = false 
) const
virtual

Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false.

Parameters
bNonCollidingIndicates that you want to include non-colliding components in the bounding cylinder
bIncludeFromChildActorsIf true then recurse in to ChildActor components and find components of the appropriate type in those Actors as well

◆ GetComponentsByInterface()

TArray< UActorComponent * > AActor::GetComponentsByInterface ( TSubclassOf< UInterface Interface) const

Gets all the components that implements the given interface.

◆ GetComponentsCollisionResponseToChannel()

enum ECollisionResponse AActor::GetComponentsCollisionResponseToChannel ( ECollisionChannel  Channel) const
virtual

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

◆ GetDataLayerInstances()

TArray< const UDataLayerInstance * > AActor::GetDataLayerInstances ( ) const

◆ GetDebugName()

static FString AActor::GetDebugName ( const AActor Actor)
inlinestatic

Retrieves actor's name used for logging, or string "NULL" if Actor is null

◆ GetDefaultAttachComponent()

virtual USceneComponent * AActor::GetDefaultAttachComponent ( ) const
inlinevirtual

Returns this actor's default attachment component for attaching children to

Returns
The scene component to be used as parent

Reimplemented in ACameraRig_Crane, and ACameraRig_Rail.

◆ GetDistanceTo()

float AActor::GetDistanceTo ( const AActor OtherActor) const

Returns the distance from this Actor to OtherActor.

◆ GetDotProductTo()

float AActor::GetDotProductTo ( const AActor OtherActor) const

Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

◆ GetExternalDataLayerAsset()

const UExternalDataLayerAsset * AActor::GetExternalDataLayerAsset ( ) const

◆ GetFunctionCallspace()

int32 AActor::GetFunctionCallspace ( UFunction Function,
FFrame Stack 
)
overridevirtual

Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions

Parameters
Functionfunction to call
Stackstack frame for the function call
Returns
bitmask representing all callspaces that apply to this UFunction in the given context

Reimplemented from UObject.

◆ GetGameInstance() [1/2]

UGameInstance * AActor::GetGameInstance ( ) const

Gets the GameInstance that ultimately contains this actor.

◆ GetGameInstance() [2/2]

template<class T >
T * AActor::GetGameInstance ( ) const
inline

Gets the GameInstance that ultimately contains this actor cast to the template type. May return NULL if the cast fails.

◆ GetGameTimeSinceCreation()

float AActor::GetGameTimeSinceCreation ( ) const

The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.

◆ GetHiddenPropertyName()

static const FName AActor::GetHiddenPropertyName ( )
inlinestatic

Gets the property name for bHidden. This exists so subclasses don't need to have direct access to the bHidden property so it can be made private later.

◆ GetHLODRelevantComponents()

TArray< UActorComponent * > AActor::GetHLODRelevantComponents ( ) const
virtual

Return the list of components to use when building the HLOD representation of this actor.

◆ GetHorizontalDistanceTo()

float AActor::GetHorizontalDistanceTo ( const AActor OtherActor) const

Returns the distance from this Actor to OtherActor, ignoring Z.

◆ GetHorizontalDotProductTo()

float AActor::GetHorizontalDotProductTo ( const AActor OtherActor) const

Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

◆ GetHumanReadableName()

FString AActor::GetHumanReadableName ( ) const
virtual

Returns the human readable string representation of an object.

Reimplemented in AController.

◆ GetInputAxisKeyValue()

float AActor::GetInputAxisKeyValue ( const FKey  InputAxisKey) const

Gets the value of the input axis key if input is enabled for this actor.

◆ GetInputAxisValue()

float AActor::GetInputAxisValue ( const FName  InputAxisName) const

Gets the value of the input axis if input is enabled for this actor.

◆ GetInputVectorAxisValue()

FVector AActor::GetInputVectorAxisValue ( const FKey  InputAxisKey) const

Gets the value of the input axis key if input is enabled for this actor.

◆ GetInstanceComponents()

const TArray< UActorComponent * > & AActor::GetInstanceComponents ( ) const

Returns the instance components array

◆ GetInstigator() [1/2]

APawn * AActor::GetInstigator ( ) const

Returns the instigator for this actor, or nullptr if there is none.

◆ GetInstigator() [2/2]

template<class T >
T * AActor::GetInstigator ( ) const
inline

Get the instigator, cast as a specific class.

Returns
The instigator for this actor if it is the specified type, nullptr otherwise.

◆ GetInstigatorController() [1/2]

AController * AActor::GetInstigatorController ( ) const

Returns the instigator's controller for this actor, or nullptr if there is none.

◆ GetInstigatorController() [2/2]

template<class T >
T * AActor::GetInstigatorController ( ) const
inline

Returns the instigator's controller, cast as a specific class.

Returns
The instigator's controller for this actor if it is the specified type, nullptr otherwise.

◆ GetInstigatorPropertyName()

static const FName AActor::GetInstigatorPropertyName ( )
inlinestatic

Gets the property name for Instigator. This exists so subclasses don't need to have direct access to the Instigator property so it can be made private later.

◆ GetIsReplicated()

bool AActor::GetIsReplicated ( ) const
inline

Returns whether replication is enabled or not.

◆ GetLastRenderTime()

float AActor::GetLastRenderTime ( ) const
virtual

Returns the most recent time any of this actor's components were rendered

◆ GetLevel()

ULevel * AActor::GetLevel ( ) const

Return the ULevel that this Actor is part of.

◆ GetLevelTransform()

FTransform AActor::GetLevelTransform ( ) const

Return the FTransform of the level this actor is a part of.

◆ GetLifeSpan()

float AActor::GetLifeSpan ( ) const
virtual

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

◆ GetLifetimeReplicatedProps()

void AActor::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > &  OutLifetimeProps) const
overridevirtual

Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

Reimplemented from UObject.

Reimplemented in AController, ALightWeightInstanceManager, ALightWeightInstanceStaticMeshManager, APlayerController, and ALevelInstance.

◆ GetLocalRole()

ENetRole AActor::GetLocalRole ( ) const
inline

Returns how much control the local machine has over this actor.

◆ GetMinNetUpdateFrequency()

float AActor::GetMinNetUpdateFrequency ( ) const

Get the frequency to throttle down to when replicated properties are changing infrequently.

◆ GetNetConnection()

UNetConnection * AActor::GetNetConnection ( ) const
virtual

Get the owning connection used for communicating between client/server

Returns
NetConnection to the client or server for this actor

Reimplemented in APlayerController, and ANoPawnPlayerController.

◆ GetNetCullDistanceSquared()

float AActor::GetNetCullDistanceSquared ( ) const

Get the square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

◆ GetNetDormancy()

bool AActor::GetNetDormancy ( const FVector ViewPos,
const FVector ViewDir,
class AActor Viewer,
AActor ViewTarget,
UActorChannel InChannel,
float  Time,
bool  bLowBandwidth 
)
virtual

Returns true if the actor should be dormant for a specific net connection. Only checked for DORM_DormantPartial

◆ GetNetDriver()

UNetDriver * AActor::GetNetDriver ( ) const

Returns the net driver that this actor is bound to, may be null

◆ GetNetDriverName()

FName AActor::GetNetDriverName ( ) const
inline

Returns name of the net driver associated with this actor (all RPCs will go out via this connection)

◆ GetNetMode()

ENetMode AActor::GetNetMode ( ) const
inline

Get the network mode (dedicated server, client, standalone, etc) for this actor.

See also
IsNetMode()

◆ GetNetOwner()

const AActor * AActor::GetNetOwner ( ) const
inlinevirtual

Return the actor responsible for replication, if any. Typically the player controller

Reimplemented in APlayerController, and AGameplayDebuggerCategoryReplicator.

◆ GetNetOwningPlayer()

UPlayer * AActor::GetNetOwningPlayer ( )
virtual

Return the owning UPlayer (if any) of this actor if it's role is ROLE_Authority. This will be a local player, a net connection, or nullptr.

Reimplemented in APlayerController.

◆ GetNetOwningPlayerAnyRole()

UPlayer * AActor::GetNetOwningPlayerAnyRole ( )
virtual

Return the owning UPlayer (if any) of this actor, regardless of it's current role. This will be a local player, a net connection, or nullptr.

Reimplemented in APlayerController.

◆ GetNetPriority()

float AActor::GetNetPriority ( const FVector ViewPos,
const FVector ViewDir,
class AActor Viewer,
AActor ViewTarget,
UActorChannel InChannel,
float  Time,
bool  bLowBandwidth 
)
virtual

Function used to prioritize actors when deciding which to replicate

Parameters
ViewPosPosition of the viewer
ViewDirVector direction of viewer
Viewer"net object" owned by the client for whom net priority is being determined (typically player controller)
ViewTargetThe actor that is currently being viewed/controlled by Viewer, usually a pawn
InChannelChannel on which this actor is being replicated.
TimeTime since actor was last replicated
bLowBandwidthTrue if low bandwidth of viewer
Returns
Priority of this actor for replication, higher is more important

Reimplemented in APlayerController.

◆ GetNetUpdateFrequency()

float AActor::GetNetUpdateFrequency ( ) const

Get the current frequency at which this object will be considered for replication.

◆ GetOverlappingActors() [1/2]

void AActor::GetOverlappingActors ( TArray< AActor * > &  OverlappingActors,
TSubclassOf< AActor ClassFilter = nullptr 
) const

Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself.

Parameters
OverlappingActors[out] Returned list of overlapping actors
ClassFilter[optional] If set, only returns actors of this class or subclasses

◆ GetOverlappingActors() [2/2]

void AActor::GetOverlappingActors ( TSet< AActor * > &  OverlappingActors,
TSubclassOf< AActor ClassFilter = nullptr 
) const

Returns set of actors this actor is overlapping (any component overlapping any component). Does not return itself.

Parameters
OverlappingActors[out] Returned list of overlapping actors
ClassFilter[optional] If set, only returns actors of this class or subclasses

◆ GetOverlappingComponents() [1/2]

void AActor::GetOverlappingComponents ( TArray< UPrimitiveComponent * > &  OverlappingComponents) const

Returns list of components this actor is overlapping.

◆ GetOverlappingComponents() [2/2]

void AActor::GetOverlappingComponents ( TSet< UPrimitiveComponent * > &  OverlappingComponents) const

Returns set of components this actor is overlapping.

◆ GetOwner() [1/2]

AActor * AActor::GetOwner ( ) const
inline

Get the owner of this Actor, used primarily for network replication.

◆ GetOwner() [2/2]

template<class T >
T * AActor::GetOwner ( ) const
inline

Templated version of GetOwner(), will return nullptr if cast fails

◆ GetParentActor()

AActor * AActor::GetParentActor ( ) const

If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component

◆ GetParentComponent()

UChildActorComponent * AActor::GetParentComponent ( ) const

If this Actor was created by a Child Actor Component returns that Child Actor Component

◆ GetPhysicsReplicationMode()

EPhysicsReplicationMode AActor::GetPhysicsReplicationMode ( )

Get the physics replication mode of this body, via EPhysicsReplicationMode

◆ GetPhysicsVolume()

APhysicsVolume * AActor::GetPhysicsVolume ( ) const
virtual

Get the physics volume that is currently applied to this Actor (there can only ever be one)

◆ GetPlacementExtent()

FVector AActor::GetPlacementExtent ( ) const

Get the extent used when placing this actor in the editor, used for 'pulling back' hit.

◆ GetRayTracingGroupId()

int32 AActor::GetRayTracingGroupId ( ) const

Return the RayTracingGroupId for this actor.

◆ GetRemoteRole()

ENetRole AActor::GetRemoteRole ( ) const
inline

Returns how much control the remote machine has over this actor.

◆ GetReplayPriority()

float AActor::GetReplayPriority ( const FVector ViewPos,
const FVector ViewDir,
class AActor Viewer,
AActor ViewTarget,
UActorChannel *const  InChannel,
float  Time 
)
virtual

Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay.

Parameters
ViewPosPosition of the viewer
ViewDirVector direction of viewer
Viewer"net object" owned by the client for whom net priority is being determined (typically player controller)
ViewTargetThe actor that is currently being viewed/controlled by Viewer, usually a pawn
InChannelChannel on which this actor is being replicated.
TimeTime since actor was last replicated
Returns
Priority of this actor for replays, higher is more important

◆ GetReplicatedComponents()

const TArray< UActorComponent * > & AActor::GetReplicatedComponents ( ) const
inline

Returns a constant reference to the replicated components set

◆ GetReplicatedCustomConditionState()

void AActor::GetReplicatedCustomConditionState ( FCustomPropertyConditionState OutActiveState) const
overridevirtual

Called when this actor begins replicating to initialize the state of custom property conditions

Reimplemented from UObject.

◆ GetReplicatedMovement()

const FRepMovement & AActor::GetReplicatedMovement ( ) const
inline

Gets the literal value of ReplicatedMovement.

This exists so subclasses don't need to have direct access to the Role property so it can be made private later.

◆ GetReplicatedMovement_Mutable()

FRepMovement & AActor::GetReplicatedMovement_Mutable ( )

Gets a reference to ReplicatedMovement with the expectation that it will be modified.

This exists so subclasses don't need to have direct access to the ReplicatedMovement property so it can be made private later.

◆ GetReplicateMovementPropertyName()

static const FName AActor::GetReplicateMovementPropertyName ( )
inlinestatic

Gets the property name for bReplicateMovement. This exists so subclasses don't need to have direct access to the bReplicateMovement property so it can be made private later.

◆ GetResimulationThreshold()

float AActor::GetResimulationThreshold ( ) const

Get the error threshold in centimeters before this object should enforce a resimulation to trigger.

◆ GetRolePropertyName()

static const FName AActor::GetRolePropertyName ( )
inlinestatic

Gets the property name for Role. This exists so subclasses don't need to have direct access to the Role property so it can be made private later.

◆ GetRootComponent()

USceneComponent * AActor::GetRootComponent ( ) const
inline

Returns this actor's root component.

◆ GetRootSelectionParent()

AActor * AActor::GetRootSelectionParent ( ) const
virtual

Returns top most selection parent

◆ GetSelectionParent()

AActor * AActor::GetSelectionParent ( ) const
virtual

Returns immediate selection parent

◆ GetSimpleCollisionCylinder()

void AActor::GetSimpleCollisionCylinder ( float CollisionRadius,
float CollisionHalfHeight 
) const
virtual

Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). If IsRootComponentCollisionRegistered() returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder.

Reimplemented in ANavigationObjectBase.

◆ GetSimpleCollisionCylinderExtent()

FVector AActor::GetSimpleCollisionCylinderExtent ( ) const
inline

Returns collision extents vector for this Actor, based on GetSimpleCollisionCylinder().

◆ GetSimpleCollisionHalfHeight()

float AActor::GetSimpleCollisionHalfHeight ( ) const
inline

Returns the half height of the collision cylinder from GetSimpleCollisionCylinder().

◆ GetSimpleCollisionRadius()

float AActor::GetSimpleCollisionRadius ( ) const
inline

Returns the radius of the collision cylinder from GetSimpleCollisionCylinder().

◆ GetSquaredDistanceTo()

float AActor::GetSquaredDistanceTo ( const AActor OtherActor) const

Returns the squared distance from this Actor to OtherActor.

◆ GetSquaredHorizontalDistanceTo()

float AActor::GetSquaredHorizontalDistanceTo ( const AActor OtherActor) const

Returns the squared distance from this Actor to OtherActor, ignoring Z.

◆ GetTargetLocation()

FVector AActor::GetTargetLocation ( AActor RequestedBy = nullptr) const
virtual

Returns the optimal location to fire weapons at this actor

Parameters
RequestedBy- the Actor requesting the target location

◆ GetTearOff()

bool AActor::GetTearOff ( ) const
inline

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.

◆ GetTickableWhenPaused()

bool AActor::GetTickableWhenPaused ( )

Gets whether this actor can tick when paused.

◆ GetTransform()

const FTransform & AActor::GetTransform ( ) const
inline

Get the actor-to-world transform.

Returns
The transform that transforms from actor space to world space.

◆ GetUpdateOverlapsMethodDuringLevelStreaming()

EActorUpdateOverlapsMethod AActor::GetUpdateOverlapsMethodDuringLevelStreaming ( ) const

Get the method used to UpdateOverlaps() when loaded via level streaming. Resolves the 'UseConfigDefault' option to the class default specified in config.

◆ GetVelocity()

FVector AActor::GetVelocity ( ) const
virtual

Returns velocity (in cm/s (Unreal Units/second) of the rootcomponent if it is either using physics or has an associated MovementComponent

◆ GetVerticalDistanceTo()

float AActor::GetVerticalDistanceTo ( const AActor OtherActor) const

Returns the distance from this Actor to OtherActor, ignoring XY.

◆ GetWorld()

UWorld * AActor::GetWorld ( ) const
finaloverridevirtual

Getter for the cached world pointer, will return null if the actor is not actually spawned in a level

◆ GetWorldSettings()

AWorldSettings * AActor::GetWorldSettings ( ) const

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<UWorld>()

◆ GetWorldTimerManager()

FTimerManager & AActor::GetWorldTimerManager ( ) const

Get the timer instance from the actors world

◆ HandleRegisterComponentWithWorld()

void AActor::HandleRegisterComponentWithWorld ( UActorComponent Component)

Finish initializing the component and register tick functions and beginplay if it's the proper time to do so.

◆ HasActiveCameraComponent()

bool AActor::HasActiveCameraComponent ( bool  bForceFindCamera = false) const
virtual

Returns true if the actor contains an active camera component

◆ HasActivePawnControlCameraComponent()

bool AActor::HasActivePawnControlCameraComponent ( ) const
virtual

Returns true if the actor contains an active locked to HMD camera component

◆ HasActorBegunPlay()

bool AActor::HasActorBegunPlay ( ) const
inline

Returns whether an actor has had BeginPlay called on it (and not subsequently had EndPlay called)

◆ HasActorRegisteredAllComponents()

bool AActor::HasActorRegisteredAllComponents ( ) const
inline

Returns bHasRegisteredAllComponents which indicates whether this actor has registered all their components without unregisatering all of them them. bHasRegisteredAllComponents is set true just before PostRegisterAllComponents() is called and false just before PostUnregisterAllComponents() is called.

◆ HasAuthority()

bool AActor::HasAuthority ( ) const
inline

Returns whether this actor has network authority

◆ HasContentBundle()

bool AActor::HasContentBundle ( ) const

◆ HasDataLayers()

bool AActor::HasDataLayers ( ) const

◆ HasDeferredComponentRegistration()

bool AActor::HasDeferredComponentRegistration ( ) const
inline

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).

◆ HasHLODRelevantComponents()

bool AActor::HasHLODRelevantComponents ( ) const
virtual

Indicates whether this actor can provide HLOD relevant components.

◆ HasLocalNetOwner()

bool AActor::HasLocalNetOwner ( ) const
virtual

Does this actor have a locally controlled owner responsible for replication? (APlayerController typically)

Returns
true if this actor can call RPCs or false if no such owner chain exists

◆ HasNetOwner()

bool AActor::HasNetOwner ( ) const
virtual

Does this actor have an owner responsible for replication? (APlayerController typically)

Returns
true if this actor can call RPCs or false if no such owner chain exists

Reimplemented in APlayerController.

◆ HasNonTrivialUserConstructionScript()

bool AActor::HasNonTrivialUserConstructionScript ( ) const

Returns true if the actor's class has a non trivial user construction script.

◆ HasValidRootComponent()

bool AActor::HasValidRootComponent ( ) const

Returns true if Actor has a registered root component

◆ IncrementalRegisterComponents()

bool AActor::IncrementalRegisterComponents ( int32  NumComponentsToRegister,
FRegisterComponentContext Context = nullptr 
)

Incrementally registers components associated with this actor, used during level streaming

Parameters
NumComponentsToRegisterNumber of components to register in this run, 0 for all
Returns
true when all components were registered for this actor

◆ InitializeComponents()

void AActor::InitializeComponents ( )

Iterate over components array and call InitializeComponent, which happens once per actor

◆ InternalTakePointDamage()

float AActor::InternalTakePointDamage ( float  Damage,
struct FPointDamageEvent const PointDamageEvent,
class AController EventInstigator,
AActor DamageCauser 
)
protectedvirtual

◆ InternalTakeRadialDamage()

float AActor::InternalTakeRadialDamage ( float  Damage,
struct FRadialDamageEvent const RadialDamageEvent,
class AController EventInstigator,
AActor DamageCauser 
)
protectedvirtual

Reimplemented in AInstancedFoliageActor.

◆ InvalidateLightingCache()

void AActor::InvalidateLightingCache ( )
inline

Invalidate lighting cache with default options.

◆ InvalidateLightingCacheDetailed()

void AActor::InvalidateLightingCacheDetailed ( bool  bTranslationOnly)
virtual

Invalidates anything produced by the last lighting build.

◆ IsActorBeginningPlay()

bool AActor::IsActorBeginningPlay ( ) const
inline

Returns whether an actor is in the process of beginning play

◆ IsActorBeginningPlayFromLevelStreaming()

bool AActor::IsActorBeginningPlayFromLevelStreaming ( ) const
inline

Returns whether an actor is beginning play in DispatchBeginPlay() during level streaming (which includes initial level load).

◆ IsActorBeingDestroyed()

bool AActor::IsActorBeingDestroyed ( ) const
inline

Returns true if this actor is currently being destroyed, some gameplay events may be unsafe

◆ IsActorComponentReplicatedSubObjectRegistered()

bool AActor::IsActorComponentReplicatedSubObjectRegistered ( const UActorComponent OwnerComponent,
const UObject SubObject 
) const

Tells if an object owned by a component has been registered as a replicated subobject of the component

◆ IsActorInitialized()

bool AActor::IsActorInitialized ( ) const
inline

Returns whether an actor has been initialized for gameplay

◆ IsActorOrSelectionParentSelected()

bool AActor::IsActorOrSelectionParentSelected ( ) const

Returns if actor or selection parent is selected

◆ IsActorTickEnabled()

bool AActor::IsActorTickEnabled ( ) const

Returns whether this actor has tick enabled or not

◆ IsAsset()

bool AActor::IsAsset ( ) const
overridevirtual

Returns true if this object is considered an asset.

Reimplemented from UObject.

◆ IsAttachedTo()

bool AActor::IsAttachedTo ( const AActor Other) const
virtual

Iterates up the attachment chain to see whether or not this Actor is attached to the given Actor

Parameters
Otherthe Actor to test for
Returns
true if this Actor is attached on Other Actor

◆ IsBasedOnActor()

bool AActor::IsBasedOnActor ( const AActor Other) const
virtual

Iterates up the movement base chain to see whether or not this Actor is based on the given Actor, defaults to checking attachment

Parameters
Otherthe Actor to test for
Returns
true if this Actor is based on Other Actor

◆ IsChildActor()

bool AActor::IsChildActor ( ) const

Returns whether this Actor was spawned by a child actor component

◆ IsComponentRelevantForNavigation()

virtual bool AActor::IsComponentRelevantForNavigation ( UActorComponent Component) const
inlinevirtual

Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles

Reimplemented in AWorldPartitionHLOD.

◆ IsEditorOnly()

bool AActor::IsEditorOnly ( ) const
overridevirtual

Called during saving to determine if the object is forced to be editor only or not

Returns
true if this object should never be loaded outside the editor

Reimplemented from UObject.

Reimplemented in AWorldPartitionHLOD.

◆ IsEditorOnlyLoadedInPIE()

virtual bool AActor::IsEditorOnlyLoadedInPIE ( ) const
inlinevirtual

◆ IsHidden()

bool AActor::IsHidden ( ) const
inline

Gets the literal value of bHidden.

This exists so subclasses don't need to have direct access to the bHidden property so it can be made private later.

◆ IsHLODRelevant()

bool AActor::IsHLODRelevant ( ) const
virtual

Indicates whether this actor contributes to the HLOD generation.

Reimplemented in AWorldPartitionHLOD.

◆ IsInLevel()

bool AActor::IsInLevel ( const class ULevel TestLevel) const

Returns true if this actor is contained by TestLevel.

◆ IsInPersistentLevel()

bool AActor::IsInPersistentLevel ( bool  bIncludeLevelStreamingPersistent = false) const

Returns whether this Actor is in the persistent level, i.e. not a sublevel

◆ IsLevelBoundsRelevant()

virtual bool AActor::IsLevelBoundsRelevant ( ) const
inlinevirtual

Indicates whether this actor should participate in level bounds calculations

Reimplemented in ALODActor, AReflectionCapture, ALightmassPortal, ARuntimeVirtualTextureVolume, AInstancedFoliageActor, and ALandscapeGizmoActor.

◆ IsMainPackageActor()

bool AActor::IsMainPackageActor ( ) const

Used to check if Actor is the main actor of a package (currently Child Actors are not)

◆ IsNameStableForNetworking()

bool AActor::IsNameStableForNetworking ( ) const
overridevirtual

IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

Reimplemented from UObject.

◆ IsNetMode()

bool AActor::IsNetMode ( ENetMode  Mode) const
inline

Test whether net mode is the given mode. In optimized non-editor builds this can be more efficient than GetNetMode() because it can check the static build flags without considering PIE.

◆ IsNetRelevantFor()

bool AActor::IsNetRelevantFor ( const AActor RealViewer,
const AActor ViewTarget,
const FVector SrcLocation 
) const
virtual

Checks to see if this actor is relevant for a specific network connection

Parameters
RealViewer- is the "controlling net object" associated with the client for which network relevancy is being checked (typically player controller)
ViewTarget- is the Actor being used as the point of view for the RealViewer
SrcLocation- is the viewing location
Returns
bool - true if this actor is network relevant to the client associated with RealViewer

Reimplemented in APlayerController.

◆ IsNetStartupActor()

bool AActor::IsNetStartupActor ( ) const

Returns true if this is a replicated actor that was placed in the map

◆ IsOverlappingActor()

bool AActor::IsOverlappingActor ( const AActor Other) const

Check whether any component of this Actor is overlapping any component of another Actor.

Parameters
OtherThe other Actor to test against
Returns
Whether any component of this Actor is overlapping any component of another Actor.

◆ IsOwnedBy()

bool AActor::IsOwnedBy ( const AActor TestOwner) const
inline

See if this actor is owned by TestOwner.

◆ IsPendingKillPending()

bool AActor::IsPendingKillPending ( ) const
inline

Returns true if this actor has begun the destruction process. This is set to true in UWorld::DestroyActor, after the network connection has been closed but before any other shutdown has been performed.

Returns
true if this actor has begun destruction, or if this actor has been destroyed already.

◆ IsReadyForFinishDestroy()

bool AActor::IsReadyForFinishDestroy ( )
overridevirtual

Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.

Returns
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

Reimplemented from UObject.

◆ IsRelevancyOwnerFor()

bool AActor::IsRelevancyOwnerFor ( const AActor ReplicatedActor,
const AActor ActorOwner,
const AActor ConnectionActor 
) const
virtual

Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner

Parameters
ReplicatedActor- the actor we're doing a relevancy test on
ActorOwner- the owner of ReplicatedActor
ConnectionActor- the controller of the connection that we're doing relevancy checks for
Returns
bool - true if this actor should be considered the owner

◆ IsReplayRelevantFor()

bool AActor::IsReplayRelevantFor ( const AActor RealViewer,
const AActor ViewTarget,
const FVector SrcLocation,
const float  CullDistanceSquared 
) const
virtual

Checks to see if this actor is relevant for a recorded replay

Parameters
RealViewer- is the "controlling net object" associated with the client for which network relevancy is being checked (typically player controller)
ViewTarget- is the Actor being used as the point of view for the RealViewer
SrcLocation- is the viewing location
Returns
bool - true if this actor is replay relevant to the client associated with RealViewer

◆ IsReplicatedActorComponentRegistered()

bool AActor::IsReplicatedActorComponentRegistered ( const UActorComponent ReplicatedComponent) const

Tells if the component has been registered as a replicated component

◆ IsReplicatedSubObjectRegistered()

bool AActor::IsReplicatedSubObjectRegistered ( const UObject SubObject) const

Tells if the object has been registered as a replicated subobject of this actor

◆ IsReplicatingMovement()

bool AActor::IsReplicatingMovement ( ) const
inline

Gets the literal value of bReplicateMovement.

This exists so subclasses don't need to have direct access to the bReplicateMovement property so it can be made private later.

◆ IsReplicationPausedForConnection()

bool AActor::IsReplicationPausedForConnection ( const FNetViewer ConnectionOwnerNetViewer)
virtual

Gives the actor a chance to pause replication to a player represented by the passed in actor - only called on server

◆ IsRootComponentCollisionRegistered()

bool AActor::IsRootComponentCollisionRegistered ( ) const
virtual

Returns true if the root component is registered and has collision enabled.

◆ IsRootComponentMovable()

bool AActor::IsRootComponentMovable ( ) const

See if the root component has Mobility of EComponentMobility::Movable

◆ IsRootComponentStatic()

bool AActor::IsRootComponentStatic ( ) const

See if the root component has ModifyFrequency of MF_Static

◆ IsRootComponentStationary()

bool AActor::IsRootComponentStationary ( ) const

See if the root component has Mobility of EComponentMobility::Stationary

◆ IsRunningUserConstructionScript()

bool AActor::IsRunningUserConstructionScript ( ) const
inline

Returns if this actor is currently running the User Construction Script

◆ IsRuntimeOnly()

virtual bool AActor::IsRuntimeOnly ( ) const
inlinevirtual

Reimplemented in AWorldPartitionHLOD.

◆ IsSelectionChild()

bool AActor::IsSelectionChild ( ) const
virtual

Returns whether this Actor is part of another's actor selection

◆ IsSelectionParentOfAttachedActors()

bool AActor::IsSelectionParentOfAttachedActors ( ) const
virtual

Returns whether this actor can select its attached actors

◆ IsSupportedForNetworking()

bool AActor::IsSupportedForNetworking ( ) const
overridevirtual

IsSupportedForNetworking means an object can be referenced over the network

Reimplemented from UObject.

◆ IsUsingRegisteredSubObjectList()

bool AActor::IsUsingRegisteredSubObjectList ( ) const
inline

Returns true if this actor is replicating SubObjects & ActorComponents via the registration list. Returns false when it replicates them via the virtual ReplicateSubobjects method.

◆ IsWithinNetRelevancyDistance()

bool AActor::IsWithinNetRelevancyDistance ( const FVector SrcLocation) const
protected

Determines whether or not the distance between the given SrcLocation and the Actor's location is within the net relevancy distance. Actors outside relevancy distance may not be replicated.

Parameters
SrcLocationLocation to test against.
Returns
True if the actor is within net relevancy distance, false otherwise.

◆ K2_AddActorLocalOffset()

void AActor::K2_AddActorLocalOffset ( FVector  DeltaLocation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the location of this component in its local reference frame.

Parameters
DelatLocationThe change in location in local space.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.

◆ K2_AddActorLocalRotation()

void AActor::K2_AddActorLocalRotation ( FRotator  DeltaRotation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the rotation of this component in its local reference frame

Parameters
DeltaRotationThe change in rotation in local space.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components.

◆ K2_AddActorLocalTransform()

void AActor::K2_AddActorLocalTransform ( const FTransform NewTransform,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the transform of this component in its local reference frame

Parameters
NewTransformThe change in transform in local space.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components.

◆ K2_AddActorWorldOffset()

void AActor::K2_AddActorWorldOffset ( FVector  DeltaLocation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the location of this actor in world space.

Parameters
DeltaLocationThe change in location.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.
SweepHitResultThe hit result from the move if swept.

◆ K2_AddActorWorldRotation()

void AActor::K2_AddActorWorldRotation ( FRotator  DeltaRotation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the rotation of this actor in world space.

Parameters
DeltaRotationThe change in rotation.
bSweepWhether to sweep to the target rotation (not currently supported for rotation).
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components.
SweepHitResultThe hit result from the move if swept.

◆ K2_AddActorWorldTransform()

void AActor::K2_AddActorWorldTransform ( const FTransform DeltaTransform,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1).

◆ K2_AddActorWorldTransformKeepScale()

void AActor::K2_AddActorWorldTransformKeepScale ( const FTransform DeltaTransform,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Adds a delta to the transform of this actor in world space. Scale is unchanged.

◆ K2_AttachToActor()

bool AActor::K2_AttachToActor ( AActor ParentActor,
FName  SocketName,
EAttachmentRule  LocationRule,
EAttachmentRule  RotationRule,
EAttachmentRule  ScaleRule,
bool  bWeldSimulatedBodies 
)

Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket.

Parameters
ParentActorActor to attach this actor's RootComponent to
SocketNameSocket name to attach to, if any
LocationRuleHow to handle translation when attaching.
RotationRuleHow to handle rotation when attaching.
ScaleRuleHow to handle scale when attaching.
bWeldSimulatedBodiesWhether to weld together simulated physics bodies.This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching.
Returns
Whether the attachment was successful or not

◆ K2_AttachToComponent()

bool AActor::K2_AttachToComponent ( USceneComponent *  Parent,
FName  SocketName,
EAttachmentRule  LocationRule,
EAttachmentRule  RotationRule,
EAttachmentRule  ScaleRule,
bool  bWeldSimulatedBodies 
)

Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.

Parameters
ParentParent to attach to.
SocketNameOptional socket to attach to on the parent.
LocationRuleHow to handle translation when attaching.
RotationRuleHow to handle rotation when attaching.
ScaleRuleHow to handle scale when attaching.
bWeldSimulatedBodiesWhether to weld together simulated physics bodies. This transfers the shapes in the welded object into the parent (if simulated), which can result in permanent changes that persist even after subsequently detaching.
Returns
Whether the attachment was successful or not

◆ K2_DestroyActor()

void AActor::K2_DestroyActor ( )
virtual

Destroy the actor

Reimplemented in AController.

◆ K2_DetachFromActor()

void AActor::K2_DetachFromActor ( EDetachmentRule  LocationRule = EDetachmentRule::KeepRelative,
EDetachmentRule  RotationRule = EDetachmentRule::KeepRelative,
EDetachmentRule  ScaleRule = EDetachmentRule::KeepRelative 
)

Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.

Parameters
LocationRuleHow to handle translation when detaching.
RotationRuleHow to handle rotation when detaching.
ScaleRuleHow to handle scale when detaching.

◆ K2_GetActorLocation()

FVector AActor::K2_GetActorLocation ( ) const
inline

Returns the location of the RootComponent of this Actor

◆ K2_GetActorRotation()

FRotator AActor::K2_GetActorRotation ( ) const
inline

Returns rotation of the RootComponent of this Actor.

◆ K2_GetComponentsByClass()

TArray< UActorComponent * > AActor::K2_GetComponentsByClass ( TSubclassOf< UActorComponent ComponentClass) const

Gets all the components that inherit from the given class. Currently returns an array of UActorComponent which must be cast to the correct type. This intended to only be used by blueprints. Use GetComponents() in C++.

◆ K2_GetRootComponent()

USceneComponent * AActor::K2_GetRootComponent ( ) const
inline

Returns the RootComponent of this Actor

◆ K2_OnBecomeViewTarget()

ENGINE_API void AActor::K2_OnBecomeViewTarget ( class APlayerController PC)

Event called when this Actor becomes the view target for the given PlayerController.

◆ K2_OnEndViewTarget()

ENGINE_API void AActor::K2_OnEndViewTarget ( class APlayerController PC)

Event called when this Actor is no longer the view target for the given PlayerController.

◆ K2_OnReset()

ENGINE_API void AActor::K2_OnReset ( )

Event called when this Actor is reset to its initial state - used when restarting level without reloading.

◆ K2_SetActorLocation()

bool AActor::K2_SetActorLocation ( FVector  NewLocation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Move the Actor to the specified location.

Parameters
NewLocationThe new location to move the Actor to.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.
SweepHitResultThe hit result from the move if swept.
Returns
Whether the location was successfully set (if not swept), or whether movement occurred at all (if swept).

◆ K2_SetActorLocationAndRotation()

bool AActor::K2_SetActorLocationAndRotation ( FVector  NewLocation,
FRotator  NewRotation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Move the actor instantly to the specified location and rotation.

Parameters
NewLocationThe new location to teleport the Actor to.
NewRotationThe new rotation for the Actor.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.
SweepHitResultThe hit result from the move if swept.
Returns
Whether the rotation was successfully set.

◆ K2_SetActorRelativeLocation()

void AActor::K2_SetActorRelativeLocation ( FVector  NewRelativeLocation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Set the actor's RootComponent to the specified relative location.

Parameters
NewRelativeLocationNew relative location of the actor's root component
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.

◆ K2_SetActorRelativeRotation()

void AActor::K2_SetActorRelativeRotation ( FRotator  NewRelativeRotation,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Set the actor's RootComponent to the specified relative rotation

Parameters
NewRelativeRotationNew relative rotation of the actor's root component
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components.

◆ K2_SetActorRelativeTransform()

void AActor::K2_SetActorRelativeTransform ( const FTransform NewRelativeTransform,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Set the actor's RootComponent to the specified relative transform

Parameters
NewRelativeTransformNew relative transform of the actor's root component
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components.

◆ K2_SetActorRotation()

bool AActor::K2_SetActorRotation ( FRotator  NewRotation,
bool  bTeleportPhysics 
)

Set the Actor's rotation instantly to the specified rotation.

Parameters
NewRotationThe new rotation for the Actor.
bTeleportPhysicsWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components.
Returns
Whether the rotation was successfully set.

◆ K2_SetActorTransform()

bool AActor::K2_SetActorTransform ( const FTransform NewTransform,
bool  bSweep,
FHitResult SweepHitResult,
bool  bTeleport 
)

Set the Actors transform to the specified one.

Parameters
NewTransformThe new transform.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
bTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the transform without teleporting will not update the transform of simulated child/attached components.

◆ K2_TeleportTo()

bool AActor::K2_TeleportTo ( FVector  DestLocation,
FRotator  DestRotation 
)

Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such.

Parameters
DestLocationThe target destination point
DestRotationThe target rotation at the destination
Returns
true if the actor has been successfully moved, or false if it couldn't fit.

◆ LifeSpanExpired()

void AActor::LifeSpanExpired ( )
virtual

Called when the lifespan of an actor expires (if it has one).

◆ MakeNoise()

void AActor::MakeNoise ( float  Loudness = 1.f,
APawn *  NoiseInstigator = nullptr,
FVector  NoiseLocation = FVector::ZeroVector,
float  MaxRange = 0.f,
FName  Tag = NAME_None 
)

Trigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.

Parameters
LoudnessThe relative loudness of this noise. Usual range is 0 (no noise) to 1 (full volume). If MaxRange is used, this scales the max range, otherwise it affects the hearing range specified by the sensor.
NoiseInstigatorPawn responsible for this noise. Uses the actor's Instigator if NoiseInstigator is null
NoiseLocationPosition of noise source. If zero vector, use the actor's location.
MaxRangeMax range at which the sound may be heard. A value of 0 indicates no max range (though perception may have its own range). Loudness scales the range. (Note: not supported for legacy PawnSensingComponent, only for AIPerception)
TagIdentifier for the noise.

◆ MakeNoiseImpl()

void AActor::MakeNoiseImpl ( AActor NoiseMaker,
float  Loudness,
APawn *  NoiseInstigator,
const FVector NoiseLocation,
float  MaxRange,
FName  Tag 
)
static

Default Implementation of MakeNoise

◆ MarkComponentsAsGarbage()

void AActor::MarkComponentsAsGarbage ( bool  bModify = true)
virtual

Called to mark all components as garbage when the actor is being destroyed

Parameters
bModifyif True, Modify will be called on actor before marking components

◆ MarkComponentsAsPendingKill()

virtual void AActor::MarkComponentsAsPendingKill ( )
inlinevirtual

◆ MarkComponentsRenderStateDirty()

void AActor::MarkComponentsRenderStateDirty ( )

Flags all component's render state as dirty

◆ MarkNeedsRecomputeBoundsOnceForGame()

void AActor::MarkNeedsRecomputeBoundsOnceForGame ( )

Marks the bounds of all SceneComponents attached to this actor which have bComputeBoundsOnceForGame as needing to be recomputed the next time UpdateBounds is called. This might be necessary if the bounds that were cached on cook no longer reflect the actor's transform (ex. if level transform is applied).

◆ NotifyActorBeginCursorOver()

void AActor::NotifyActorBeginCursorOver ( )
virtual

Event when this actor has the mouse moved over it with the clickable interface.

◆ NotifyActorBeginOverlap()

void AActor::NotifyActorBeginOverlap ( AActor OtherActor)
virtual

Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ NotifyActorEndCursorOver()

void AActor::NotifyActorEndCursorOver ( )
virtual

Event when this actor has the mouse moved off of it with the clickable interface.

◆ NotifyActorEndOverlap()

void AActor::NotifyActorEndOverlap ( AActor OtherActor)
virtual

Event when an actor no longer overlaps another actor, and they have separated.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ NotifyActorOnClicked()

void AActor::NotifyActorOnClicked ( FKey  ButtonPressed = EKeys::LeftMouseButton)
virtual

Event when this actor is clicked by the mouse when using the clickable interface.

◆ NotifyActorOnInputTouchBegin()

void AActor::NotifyActorOnInputTouchBegin ( const ETouchIndex::Type  FingerIndex)
virtual

Event when this actor is touched when click events are enabled.

◆ NotifyActorOnInputTouchEnd()

void AActor::NotifyActorOnInputTouchEnd ( const ETouchIndex::Type  FingerIndex)
virtual

Event when this actor is under the finger when untouched when click events are enabled.

◆ NotifyActorOnInputTouchEnter()

void AActor::NotifyActorOnInputTouchEnter ( const ETouchIndex::Type  FingerIndex)
virtual

Event when this actor has a finger moved over it with the clickable interface.

◆ NotifyActorOnInputTouchLeave()

void AActor::NotifyActorOnInputTouchLeave ( const ETouchIndex::Type  FingerIndex)
virtual

Event when this actor has a finger moved off of it with the clickable interface.

◆ NotifyActorOnReleased()

void AActor::NotifyActorOnReleased ( FKey  ButtonReleased = EKeys::LeftMouseButton)
virtual

Event when this actor is under the mouse when left mouse button is released while using the clickable interface.

◆ NotifyHit()

void AActor::NotifyHit ( class UPrimitiveComponent *  MyComp,
AActor Other,
class UPrimitiveComponent *  OtherComp,
bool  bSelfMoved,
FVector  HitLocation,
FVector  HitNormal,
FVector  NormalImpulse,
const FHitResult Hit 
)
virtual

Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

Note
For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.
When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object.

◆ OnActorChannelOpen()

virtual void AActor::OnActorChannelOpen ( class FInBunch InBunch,
class UNetConnection Connection 
)
inlinevirtual

Allows for a specific response from the actor when the actor channel is opened (client side)

Parameters
InBunchBunch received at time of open
Connectionthe connection associated with this actor

Reimplemented in APlayerController.

◆ OnConstruction()

virtual void AActor::OnConstruction ( const FTransform Transform)
inlinevirtual

Called when an instance of this class is placed (in editor) or spawned.

Parameters
TransformThe transform the actor was constructed at.

Reimplemented in AFieldSystemActor.

◆ OnNetCleanup()

virtual void AActor::OnNetCleanup ( class UNetConnection Connection)
inlinevirtual

Handles cleaning up the associated Actor when killing the connection

Parameters
Connectionthe connection associated with this actor

Reimplemented in APlayerController.

◆ OnRep_AttachmentReplication()

void AActor::OnRep_AttachmentReplication ( )
virtual

Called on client when updated AttachmentReplication value is received for this actor.

◆ OnRep_Instigator()

void AActor::OnRep_Instigator ( )
virtual

Called on clients when Instigator is replicated.

◆ OnRep_Owner()

void AActor::OnRep_Owner ( )
protectedvirtual

Called when owner changes, does nothing by default but can be overridden

◆ OnRep_ReplicatedMovement()

void AActor::OnRep_ReplicatedMovement ( )
virtual

ReplicatedMovement struct replication event

◆ OnRep_ReplicateMovement()

void AActor::OnRep_ReplicateMovement ( )
virtual

Called on client when updated bReplicateMovement value is received for this actor.

◆ OnReplicationPausedChanged()

void AActor::OnReplicationPausedChanged ( bool  bIsReplicationPaused)
virtual

Called on the client when the replication paused value is changed

◆ OnReplicationStartedForIris()

void AActor::OnReplicationStartedForIris ( const FOnReplicationStartedParams Params)
protectedvirtual

Called if using iris replication after an actor has started to replicate with iris replication, Normally this will occur right before BeginPlay, but might will also be called later if SetReplicates(true) is called and the object is not already replicating

Reimplemented in APlayerController, and AGameplayDebuggerCategoryReplicator.

◆ OnSerializeNewActor()

virtual void AActor::OnSerializeNewActor ( class FOutBunch OutBunch)
inlinevirtual

SerializeNewActor has just been called on the actor before network replication (server side)

Parameters
OutBunchBunch containing serialized contents of actor prior to replication

Reimplemented in APlayerController.

◆ OnStopReplicationForIris()

void AActor::OnStopReplicationForIris ( const FOnStopReplicationParams )
protectedvirtual

Called if using iris replication when we are about to stop replicating an actor, typically called from EndPlay() for actors that should be replicated during their lifespan

◆ OnSubobjectCreatedFromReplication()

void AActor::OnSubobjectCreatedFromReplication ( UObject NewSubobject)
virtual

Called on the actor when a new subobject is dynamically created via replication

◆ OnSubobjectDestroyFromReplication()

void AActor::OnSubobjectDestroyFromReplication ( UObject Subobject)
virtual

Called on the actor when a subobject is dynamically destroyed via replication

◆ OutsideWorldBounds()

void AActor::OutsideWorldBounds ( )
virtual

Called when the Actor is outside the hard limit on world bounds

◆ PostActorConstruction()

void AActor::PostActorConstruction ( )

Called after the actor has run its construction. Responsible for finishing the actor spawn process.

◆ PostActorCreated()

void AActor::PostActorCreated ( )
virtual

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. This is called before calling construction scripts, but after native components have been created

Reimplemented in AEmitter.

◆ PostCreateBlueprintComponent()

void AActor::PostCreateBlueprintComponent ( UActorComponent NewActorComp)
protected

Called after instancing a new Blueprint Component from either a template or cooked data.

◆ PostInitializeComponents()

void AActor::PostInitializeComponents ( )
virtual

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Reimplemented in AAIController, ASkeletalMeshActor, APlayerCameraManager, ADebugCameraController, AController, APlayerController, ANoPawnPlayerController, AEmitter, AEmitterCameraLensEffectBase, ALevelSequenceActor, and ANavigationData.

◆ PostInitProperties()

void AActor::PostInitProperties ( )
overridevirtual

Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

Reimplemented from UObject.

Reimplemented in ALevelSequenceActor, ANavigationData, and ANavSystemConfigOverride.

◆ PostLoad()

void AActor::PostLoad ( )
overridevirtual

Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

Reimplemented from UObject.

Reimplemented in ALODActor, APlanarReflection, ASceneCapture, APlayerController, AEmitterCameraLensEffectBase, APhysicsConstraintActor, AInstancedPlacementPartitionActor, AMaterialInstanceActor, AWorldPartitionHLOD, AMapBuildDataActor, AChaosSolverActor, AInstancedFoliageActor, ALevelSequenceActor, AAbstractNavData, and ANavigationData.

◆ PostLoadSubobjects()

void AActor::PostLoadSubobjects ( FObjectInstancingGraph OuterInstanceGraph)
overridevirtual

Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

Parameters
OuterInstanceGraphwhen calling this method on subobjects, specifies the instancing graph which contains all instanced subobjects and components for a subobject root.

Reimplemented from UObject.

◆ PostNetInit()

void AActor::PostNetInit ( )
virtual

Always called immediately after spawning and reading in replicated properties

Reimplemented in ALevelInstance.

◆ PostNetReceive()

void AActor::PostNetReceive ( )
overridevirtual

Always called immediately after properties are received from the remote.

Reimplemented from UObject.

Reimplemented in AGameplayDebuggerCategoryReplicator, and ALevelSequenceActor.

◆ PostNetReceiveLocationAndRotation()

void AActor::PostNetReceiveLocationAndRotation ( )
virtual

Update location and rotation from ReplicatedMovement. Not called for simulated physics!

◆ PostNetReceivePhysicState()

void AActor::PostNetReceivePhysicState ( )
virtual

Update and smooth simulated physic state, replaces PostNetReceiveLocation() and PostNetReceiveVelocity()

◆ PostNetReceiveRole()

void AActor::PostNetReceiveRole ( )
virtual

Always called immediately after a new Role is received from the remote.

◆ PostNetReceiveVelocity()

void AActor::PostNetReceiveVelocity ( const FVector NewVelocity)
virtual

Update velocity - typically from ReplicatedMovement, not called for simulated physics!

◆ PostRegisterAllComponents()

void AActor::PostRegisterAllComponents ( )
virtual

Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.

Reimplemented in AAIController, ALODActor, ALevelInstance, AWorldPartitionHLODOnlyLevelInstance, AWorldPartitionStandaloneHLOD, AConstraintsActor, and AChaosSolverActor.

◆ PostRename()

void AActor::PostRename ( UObject OldOuter,
const FName  OldName 
)
overridevirtual

Called at the end of Rename(), but only if the rename was actually carried out

Reimplemented from UObject.

◆ PostRenderFor()

void AActor::PostRenderFor ( class APlayerController PC,
class UCanvas Canvas,
FVector  CameraPosition,
FVector  CameraDir 
)
virtual

Hook to allow actors to render HUD overlays for themselves. Called from AHUD::DrawActorOverlays().

Parameters
PCis the PlayerController on whose view this overlay is rendered
Canvasis the Canvas on which to draw the overlay
CameraPositionPosition of Camera
CameraDirdirection camera is pointing in.

◆ PostSaveFromRoot()

void AActor::PostSaveFromRoot ( FObjectPostSaveRootContext  ObjectSaveContext)
virtual

◆ PostSaveRoot()

void AActor::PostSaveRoot ( FObjectPostSaveRootContext  ObjectSaveContext)
overridevirtual

Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

Parameters
ObjectSaveContextContext providing access to parameters of the save and to values from PreSaveRoot

Reimplemented from UObject.

◆ PostSpawnInitialize()

void AActor::PostSpawnInitialize ( FTransform const SpawnTransform,
AActor InOwner,
APawn *  InInstigator,
bool  bRemoteOwned,
bool  bNoFail,
bool  bDeferConstruction,
ESpawnActorScaleMethod  TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot 
)

Called after the actor is spawned in the world. Responsible for setting up actor for play.

◆ PostUnregisterAllComponents()

void AActor::PostUnregisterAllComponents ( )
virtual

Called after all currently registered components are cleared

Reimplemented in ALevelInstance, AWorldPartitionHLODOnlyLevelInstance, AWorldPartitionStandaloneHLOD, AMapBuildDataActor, and AChaosSolverActor.

◆ PreDuplicateFromRoot()

virtual void AActor::PreDuplicateFromRoot ( FObjectDuplicationParameters DupParams)
inlinevirtual

◆ PreInitializeComponents()

void AActor::PreInitializeComponents ( )
virtual

Called right before components are initialized, only called during gameplay

Reimplemented in AChaosSolverActor, and ALevelSequenceActor.

◆ PreNetReceive()

void AActor::PreNetReceive ( )
overridevirtual

Always called immediately before properties are received from the remote.

Reimplemented from UObject.

◆ PreRegisterAllComponents()

void AActor::PreRegisterAllComponents ( )
virtual

Called before all the components in the Components array are registered, called both in editor and during gameplay

Reimplemented in AWorldPartitionHLOD, and AMapBuildDataActor.

◆ PreReplication()

void AActor::PreReplication ( IRepChangedPropertyTracker ChangedPropertyTracker)
virtual

Called on the actor right before replication occurs. Only called on Server, and for autonomous proxies if recording a Client Replay.

Reimplemented in AWorldPartitionReplay, and AGameplayDebuggerCategoryReplicator.

◆ PreReplicationForReplay()

void AActor::PreReplicationForReplay ( IRepChangedPropertyTracker ChangedPropertyTracker)
virtual

Called on the actor right before replication occurs. Called for everyone when recording a Client Replay, including Simulated Proxies.

◆ PreSave()

void AActor::PreSave ( FObjectPreSaveContext  SaveContext)
overridevirtual

Presave function. Gets called once before an object gets serialized for saving. This function is necessary for save time computation as Serialize gets called three times per object from within SavePackage.

Warning
: Objects created from within PreSave will NOT have PreSave called on them!!!

Reimplemented from UObject.

◆ PreSaveFromRoot()

void AActor::PreSaveFromRoot ( FObjectPreSaveRootContext  ObjectSaveContext)
virtual

◆ PreSaveRoot()

void AActor::PreSaveRoot ( FObjectPreSaveRootContext  ObjectSaveContext)
overridevirtual

Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

Parameters
ObjectSaveContextContext providing access to parameters of the save, Also allows storage of variables like bCleanupIsRequired for use in PostSaveRoot

Reimplemented from UObject.

◆ PrestreamTextures()

void AActor::PrestreamTextures ( float  Seconds,
bool  bEnableStreaming,
int32  CinematicTextureGroups = 0 
)
virtual

Calls PrestreamTextures() for all the actor's meshcomponents.

Parameters
Seconds- Number of seconds to force all mip-levels to be resident
bEnableStreaming- Whether to start (true) or stop (false) streaming
CinematicTextureGroups- Bitfield indicating which texture groups that use extra high-resolution mips

◆ ProcessEvent()

void AActor::ProcessEvent ( UFunction Function,
void Parms 
)
overridevirtual

Called by VM to execute a UFunction with a filled in UStruct of parameters

Reimplemented from UObject.

◆ ProcessUserConstructionScript()

void AActor::ProcessUserConstructionScript ( )
protected

Runs UserConstructionScript, delays component registration until it's complete.

◆ PushSelectionToProxies()

void AActor::PushSelectionToProxies ( )
virtual

Push Selection to actor

◆ ReceiveActorBeginCursorOver()

ENGINE_API void AActor::ReceiveActorBeginCursorOver ( )

Event when this actor has the mouse moved over it with the clickable interface.

◆ ReceiveActorBeginOverlap()

ENGINE_API void AActor::ReceiveActorBeginOverlap ( AActor OtherActor)

Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ ReceiveActorEndCursorOver()

ENGINE_API void AActor::ReceiveActorEndCursorOver ( )

Event when this actor has the mouse moved off of it with the clickable interface.

◆ ReceiveActorEndOverlap()

ENGINE_API void AActor::ReceiveActorEndOverlap ( AActor OtherActor)

Event when an actor no longer overlaps another actor, and they have separated.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ ReceiveActorOnClicked()

ENGINE_API void AActor::ReceiveActorOnClicked ( FKey  ButtonPressed = EKeys::LeftMouseButton)

Event when this actor is clicked by the mouse when using the clickable interface.

◆ ReceiveActorOnInputTouchBegin()

ENGINE_API void AActor::ReceiveActorOnInputTouchBegin ( const ETouchIndex::Type  FingerIndex)

Event when this actor is touched when click events are enabled.

◆ ReceiveActorOnInputTouchEnd()

ENGINE_API void AActor::ReceiveActorOnInputTouchEnd ( const ETouchIndex::Type  FingerIndex)

Event when this actor is under the finger when untouched when click events are enabled.

◆ ReceiveActorOnInputTouchEnter()

ENGINE_API void AActor::ReceiveActorOnInputTouchEnter ( const ETouchIndex::Type  FingerIndex)

Event when this actor has a finger moved over it with the clickable interface.

◆ ReceiveActorOnInputTouchLeave()

ENGINE_API void AActor::ReceiveActorOnInputTouchLeave ( const ETouchIndex::Type  FingerIndex)

Event when this actor has a finger moved off of it with the clickable interface.

◆ ReceiveActorOnReleased()

ENGINE_API void AActor::ReceiveActorOnReleased ( FKey  ButtonReleased = EKeys::LeftMouseButton)

Event when this actor is under the mouse when left mouse button is released while using the clickable interface.

◆ ReceiveAnyDamage()

ENGINE_API void AActor::ReceiveAnyDamage ( float  Damage,
const class UDamageType DamageType,
class AController InstigatedBy,
AActor DamageCauser 
)

Event when this actor takes ANY damage

◆ ReceiveAsyncPhysicsTick()

ENGINE_API void AActor::ReceiveAsyncPhysicsTick ( float  DeltaSeconds,
float  SimSeconds 
)

Event called every physics tick if bAsyncPhysicsTickEnabled is true

◆ ReceiveBeginPlay()

ENGINE_API void AActor::ReceiveBeginPlay ( )
protected

Event when play begins for this actor.

◆ ReceiveDestroyed()

ENGINE_API void AActor::ReceiveDestroyed ( )

Called when the actor has been explicitly destroyed.

◆ ReceiveEndPlay()

ENGINE_API void AActor::ReceiveEndPlay ( EEndPlayReason::Type  EndPlayReason)
protected

Event to notify blueprints this actor is being deleted or removed from a level.

◆ ReceiveHit()

ENGINE_API void AActor::ReceiveHit ( class UPrimitiveComponent *  MyComp,
AActor Other,
class UPrimitiveComponent *  OtherComp,
bool  bSelfMoved,
FVector  HitLocation,
FVector  HitNormal,
FVector  NormalImpulse,
const FHitResult Hit 
)

Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

Note
For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.
When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object.
NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.

◆ ReceivePointDamage()

ENGINE_API void AActor::ReceivePointDamage ( float  Damage,
const class UDamageType DamageType,
FVector  HitLocation,
FVector  HitNormal,
class UPrimitiveComponent *  HitComponent,
FName  BoneName,
FVector  ShotFromDirection,
class AController InstigatedBy,
AActor DamageCauser,
const FHitResult HitInfo 
)

Event when this actor takes POINT damage

◆ ReceiveRadialDamage()

ENGINE_API void AActor::ReceiveRadialDamage ( float  DamageReceived,
const class UDamageType DamageType,
FVector  Origin,
const struct FHitResult HitInfo,
class AController InstigatedBy,
AActor DamageCauser 
)

Event when this actor takes RADIAL damage

◆ ReceiveTick()

ENGINE_API void AActor::ReceiveTick ( float  DeltaSeconds)

Event called every frame, if ticking is enabled

◆ RegisterActorTickFunctions()

void AActor::RegisterActorTickFunctions ( bool  bRegister)
protectedvirtual

Virtual call chain to register all tick functions for the actor class hierarchy

Parameters
bRegister- true to register, false, to unregister

◆ RegisterAllActorTickFunctions()

void AActor::RegisterAllActorTickFunctions ( bool  bRegister,
bool  bDoComponents 
)

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

Parameters
bRegister- true to register, false, to unregister
bDoComponents- true to also apply the change to all components

◆ RegisterAllComponents()

void AActor::RegisterAllComponents ( )
virtual

Ensure that all the components in the Components array are registered

◆ RegisterAsFocalPointInPhysicsReplicationLOD()

void AActor::RegisterAsFocalPointInPhysicsReplicationLOD ( ) const

Register this actors root components physics object as a focal particle in Physics Repliocation LOD

◆ RegisterReplicationFragments()

void AActor::RegisterReplicationFragments ( UE::Net::FFragmentRegistrationContext Context,
UE::Net::EFragmentRegistrationFlags  RegistrationFlags 
)
overridevirtual

RegisterReplicationFragments is called when we an object is added to the ReplicationSystem, it allows an object to register new or existing ReplicationFragments describing data to be replicated and how it should be accessed For more information about ReplicationFragments see ReplicationFragment.h

Parameters
ContextContext FFragmentRegistrationContext in which FReplicationFragments could be registered
RegistrationFlagsFlags specifying what should be registered in the call

Reimplemented from UObject.

◆ RemoveActorComponentReplicatedSubObject()

void AActor::RemoveActorComponentReplicatedSubObject ( UActorComponent OwnerComponent,
UObject SubObject 
)

Unregister a SubObject owned by an ActorComponent so it stops being replicated.

Parameters
SubObjectThe SubObject to remove

◆ RemoveInstanceComponent()

void AActor::RemoveInstanceComponent ( UActorComponent Component)

Removes a component from the instance components array

◆ RemoveOwnedComponent()

void AActor::RemoveOwnedComponent ( UActorComponent Component)

Removes a component from the OwnedComponents array of the Actor. In general this should not need to be called directly by anything other than UActorComponent functions

◆ RemoveReplicatedSubObject()

void AActor::RemoveReplicatedSubObject ( UObject SubObject)

Unregister a SubObject to stop replicating it's properties to clients. This does not remove or delete it from connections where it was already replicated. By default a replicated subobject gets deleted on clients when the original pointer on the authority becomes invalid. If you want to immediately remove it from client use the DestroyReplicatedSubObjectOnRemotePeers or TearOffReplicatedSubObject functions instead of this one.

Parameters
SubObjectThe SubObject to remove

◆ RemoveTickPrerequisiteActor()

void AActor::RemoveTickPrerequisiteActor ( AActor PrerequisiteActor)
virtual

Remove tick dependency on PrerequisiteActor.

◆ RemoveTickPrerequisiteComponent()

void AActor::RemoveTickPrerequisiteComponent ( UActorComponent PrerequisiteComponent)
virtual

Remove tick dependency on PrerequisiteComponent.

◆ Rename()

bool AActor::Rename ( const TCHAR NewName = nullptr,
UObject NewOuter = nullptr,
ERenameFlags  Flags = REN_None 
)
overridevirtual

Rename this object to a unique name, or change its outer.

Remarks
A unique name will be generated if NewName is null and if either is true: NewOuter is null or NewOuter equals the current outer.
Parameters
NewNameThe new name of the object, if null then NewOuter should be set
NewOuterNew Outer this object will be placed within, if null it will use the current outer
FlagsFlags to specify what happens during the rename

Reimplemented from UObject.

◆ ReplicateSubobjects()

bool AActor::ReplicateSubobjects ( class UActorChannel Channel,
class FOutBunch Bunch,
FReplicationFlags RepFlags 
)
virtual

Method that allows an actor to replicate subobjects on its actor channel. Must return true if any data was serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

◆ ReregisterAllComponents()

void AActor::ReregisterAllComponents ( )
virtual

Will reregister all components on this actor. Does a lot of work - should only really be used in editor, generally use UpdateComponentTransforms or MarkComponentsRenderStateDirty.

◆ Reset()

void AActor::Reset ( )
virtual

Reset actor to initial state - used when restarting level without reloading.

Reimplemented in AAIController, AController, and APlayerController.

◆ ResetOwnedComponents()

void AActor::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.

◆ ResetPropertiesForConstruction()

void AActor::ResetPropertiesForConstruction ( )

Reset private properties to defaults, and all FRandomStream structs in this Actor, so they will start their sequence of random numbers again.

◆ RewindForReplay()

void AActor::RewindForReplay ( )
virtual

Called on the actor before checkpoint data is applied during a replay. Only called if bReplayRewindable is set.

Reimplemented in AWorldPartitionReplay, and ALevelSequenceActor.

◆ RouteEndPlay()

void AActor::RouteEndPlay ( const EEndPlayReason::Type  EndPlayReason)

Non-virtual function to evaluate which portions of the EndPlay process should be dispatched for each actor

◆ Serialize()

void AActor::Serialize ( FArchive Ar)
overridevirtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented from UObject.

Reimplemented in ARuntimeVirtualTextureVolume, ALODActor, ASceneCapture, APlayerController, AInstancedPlacementPartitionActor, ALevelInstance, APackedLevelActor, AWorldPartitionHLOD, AChaosSolverActor, and AInstancedFoliageActor.

◆ SetActorEnableCollision()

void AActor::SetActorEnableCollision ( bool  bNewActorEnableCollision)

Allows enabling/disabling collision for the whole actor

◆ SetActorHiddenInGame()

void AActor::SetActorHiddenInGame ( bool  bNewHidden)
virtual

Sets the actor to be hidden in the game

Parameters
bNewHiddenWhether or not to hide the actor and all its components

◆ SetActorIsPendingPostNetInit()

void AActor::SetActorIsPendingPostNetInit ( bool  bInIsPendingPostNetInit)
inline

This should only be used by UNetActorFactory

◆ SetActorLocation()

bool AActor::SetActorLocation ( const FVector NewLocation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

Move the actor instantly to the specified location.

Parameters
NewLocationThe new location to teleport the Actor to.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
TeleportHow we teleport the physics state (if physics collision is enabled for this object). If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If equal to ETeleportType::None, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.
OutSweepHitResultThe hit result from the move if swept.
Returns
Whether the location was successfully set if not swept, or whether movement occurred if swept.

◆ SetActorLocationAndRotation() [1/2]

bool AActor::SetActorLocationAndRotation ( FVector  NewLocation,
const FQuat NewRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorLocationAndRotation() [2/2]

bool AActor::SetActorLocationAndRotation ( FVector  NewLocation,
FRotator  NewRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

Move the actor instantly to the specified location and rotation.

Parameters
NewLocationThe new location to teleport the Actor to.
NewRotationThe new rotation for the Actor.
bSweepWhether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.
TeleportHow we teleport the physics state (if physics collision is enabled for this object). If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If equal to ETeleportType::None, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components.
OutSweepHitResultThe hit result from the move if swept.
Returns
Whether the rotation was successfully set.

◆ SetActorRelativeLocation()

void AActor::SetActorRelativeLocation ( FVector  NewRelativeLocation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorRelativeRotation() [1/2]

void AActor::SetActorRelativeRotation ( const FQuat NewRelativeRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorRelativeRotation() [2/2]

void AActor::SetActorRelativeRotation ( FRotator  NewRelativeRotation,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorRelativeScale3D()

void AActor::SetActorRelativeScale3D ( FVector  NewRelativeScale)

Set the actor's RootComponent to the specified relative scale 3d

Parameters
NewRelativeScaleNew scale to set the actor's RootComponent to

◆ SetActorRelativeTransform()

void AActor::SetActorRelativeTransform ( const FTransform NewRelativeTransform,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorRotation() [1/2]

bool AActor::SetActorRotation ( const FQuat NewRotation,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetActorRotation() [2/2]

bool AActor::SetActorRotation ( FRotator  NewRotation,
ETeleportType  Teleport = ETeleportType::None 
)

Set the Actor's rotation instantly to the specified rotation.

Parameters
NewRotationThe new rotation for the Actor.
TeleportHow we teleport the physics state (if physics collision is enabled for this object). If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If equal to ETeleportType::None, physics velocity is updated based on the change in position (affecting ragdoll parts). Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components.
Returns
Whether the rotation was successfully set.

◆ SetActorScale3D()

void AActor::SetActorScale3D ( FVector  NewScale3D)

Set the Actor's world-space scale.

◆ SetActorTickEnabled()

void AActor::SetActorTickEnabled ( bool  bEnabled)
virtual

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

Parameters
bEnabledWhether it should be enabled or not

◆ SetActorTickInterval()

void AActor::SetActorTickInterval ( float  TickInterval)

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

Parameters
TickIntervalThe rate at which this actor should be ticking

◆ SetActorTransform()

bool AActor::SetActorTransform ( const FTransform NewTransform,
bool  bSweep = false,
FHitResult OutSweepHitResult = nullptr,
ETeleportType  Teleport = ETeleportType::None 
)

◆ SetAutoDestroyWhenFinished()

void AActor::SetAutoDestroyWhenFinished ( bool  bVal)

◆ SetAutonomousProxy()

void AActor::SetAutonomousProxy ( const bool  bInAutonomousProxy,
const bool  bAllowForcePropertyCompare = true 
)

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.

◆ SetCallPreReplication()

void AActor::SetCallPreReplication ( bool  bCall)

Set whether or not we should make calls to PreReplication.

◆ SetCallPreReplicationForReplay()

void AActor::SetCallPreReplicationForReplay ( bool  bCall)

Set whether or not we should make calls to PreReplicationForReplay.

◆ SetCanBeDamaged()

void AActor::SetCanBeDamaged ( bool  bInCanBeDamaged)

Sets the value of bCanBeDamaged without causing other side effects to this instance.

◆ SetFakeNetPhysicsState()

void AActor::SetFakeNetPhysicsState ( bool  bShouldSleep)

Set the current state as a faked networked physics state for physics replication Limited for use with actors using EPhysicsReplicationMode::PredictiveInterpolation only.

Parameters
bShouldSleepShould the replication force the object to sleep

◆ SetHasActorRegisteredAllComponents()

void AActor::SetHasActorRegisteredAllComponents ( )
inline

Sets bHasRegisteredAllComponents true. bHasRegisteredAllComponents must be set true just prior to calling PostRegisterAllComponents().

◆ SetHidden()

void AActor::SetHidden ( const bool  bInHidden)

Sets the value of bHidden without causing other side effects to this instance.

SetActorHiddenInGame is preferred preferred in most cases because it respects virtual behavior.

◆ SetInstigator()

void AActor::SetInstigator ( APawn *  InInstigator)

Sets the value of Instigator without causing other side effects to this instance.

◆ SetLifeSpan()

void AActor::SetLifeSpan ( float  InLifespan)
virtual

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.

◆ SetLODParent()

void AActor::SetLODParent ( class UPrimitiveComponent *  InLODParent,
float  InParentDrawDistance 
)

Set LOD Parent component for all of our components, normally associated with an ALODActor.

Parameters
InLODParentThis component used to compute visibility when hierarchical LOD is enabled.
InParentDrawDistanceUpdates the MinDrawDistances of the LODParent

◆ SetMakeNoiseDelegate()

void AActor::SetMakeNoiseDelegate ( const FMakeNoiseDelegate NewDelegate)
static

Modifies the global delegate used for handling MakeNoise

◆ SetMinNetUpdateFrequency()

void AActor::SetMinNetUpdateFrequency ( float  MinFrequency)

Set the frequency to throttle down to when replicated properties are changing infrequently.

◆ SetNetAddressable()

void AActor::SetNetAddressable ( )

Allows this actor to be net-addressable by full path name, even if the actor was spawned after map load.

Note
: The caller is required to ensure that this actor's name is stable between server/client. Must be called before FinishSpawning

◆ SetNetCullDistanceSquared()

void AActor::SetNetCullDistanceSquared ( float  DistanceSq)

Set the square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

◆ SetNetDormancy()

void AActor::SetNetDormancy ( ENetDormancy  NewDormancy)

Puts actor in dormant networking state

◆ SetNetDriverName()

void AActor::SetNetDriverName ( FName  NewNetDriverName)

Set the name of the net driver associated with this actor. Will move the actor out of the list of network actors from the old net driver and add it to the new list

Parameters
NewNetDriverNamename of the new net driver association

◆ SetNetUpdateFrequency()

void AActor::SetNetUpdateFrequency ( float  Frequency)

Set the frequency at which this object will be considered for replication.

◆ SetOwner()

void AActor::SetOwner ( AActor NewOwner)
virtual

Set the owner of this Actor, used primarily for network replication.

Parameters
NewOwnerThe Actor who takes over ownership of this Actor

◆ SetPhysicsReplicationMode()

void AActor::SetPhysicsReplicationMode ( const EPhysicsReplicationMode  ReplicationMode)

Set the physics replication mode of this body, via EPhysicsReplicationMode

◆ SetRayTracingGroupId()

void AActor::SetRayTracingGroupId ( int32  InRaytracingGroupId)

Specify a RayTracingGroupId for this actors. Components with invalid RayTracingGroupId will inherit the actors.

◆ SetRemoteRoleForBackwardsCompat()

void AActor::SetRemoteRoleForBackwardsCompat ( const ENetRole  InRemoteRole)
inlineprotected

This function should only be used in the constructor of classes that need to set the RemoteRole for backwards compatibility purposes

◆ SetReplicatedComponentNetCondition()

void AActor::SetReplicatedComponentNetCondition ( const UActorComponent ReplicatedComponent,
ELifetimeCondition  NetCondition 
)

Change the network condition of a replicated component but only after BeginPlay. Using a network condition can allow you to filter to which client the component gets replicated to.

◆ SetReplicatedMovement()

void AActor::SetReplicatedMovement ( const FRepMovement InReplicatedMovement)

Sets the value of ReplicatedMovement without causing other side effects to this instance.

◆ SetReplicateMovement()

void AActor::SetReplicateMovement ( bool  bInReplicateMovement)
virtual

Set whether this actor's movement replicates to network clients.

Parameters
bInReplicateMovementWhether this Actor's movement replicates to clients.

◆ SetReplicates()

void AActor::SetReplicates ( bool  bInReplicates)

Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well. Properties flagged for replication will update on clients if they change on the server. Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list.

Parameters
bInReplicatesWhether this Actor replicates to network clients.
See also
https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

◆ SetReplicatingMovement()

void AActor::SetReplicatingMovement ( bool  bInReplicateMovement)

Sets the value of bReplicateMovement without causing other side effects to this instance.

◆ SetRole()

void AActor::SetRole ( ENetRole  InRole)

Sets the value of Role without causing other side effects to this instance.

◆ SetRootComponent()

bool AActor::SetRootComponent ( USceneComponent *  NewRootComponent)

Sets root component to be the specified component. NewRootComponent's owner should be this actor.

Returns
true if successful

Only components owned by this actor can be used as a its root component.

◆ SetTickableWhenPaused()

void AActor::SetTickableWhenPaused ( bool  bTickableWhenPaused)

Sets whether this actor can tick when paused.

◆ SetTickGroup()

void AActor::SetTickGroup ( ETickingGroup  NewTickGroup)

Sets the ticking group for this actor.

Parameters
NewTickGroupthe new value to assign

◆ ShouldTickIfViewportsOnly()

bool AActor::ShouldTickIfViewportsOnly ( ) const
virtual

If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

Reimplemented in ACameraRig_Crane, ACameraRig_Rail, and APlayerCameraManager.

◆ SupportsSubRootSelection()

bool AActor::SupportsSubRootSelection ( ) const
virtual

Returns true if actor can be selected as a sub selection of its root selection parent

◆ SwapRoles()

void AActor::SwapRoles ( )

Calls this to swap the Role and RemoteRole. Only call this if you know what you're doing!

◆ SyncReplicatedPhysicsSimulation()

void AActor::SyncReplicatedPhysicsSimulation ( )
protected

Sync IsSimulatingPhysics() with ReplicatedMovement.bRepPhysics

◆ TakeDamage()

float AActor::TakeDamage ( float  DamageAmount,
struct FDamageEvent const DamageEvent,
class AController EventInstigator,
AActor DamageCauser 
)
virtual

Apply damage to this actor.

See also
https://www.unrealengine.com/blog/damage-in-ue4
Parameters
DamageAmountHow much damage to apply
DamageEventData package that fully describes the damage received.
EventInstigatorThe Controller responsible for the damage.
DamageCauserThe Actor that directly caused the damage (e.g. the projectile that exploded, the rock that landed on you)
Returns
The amount of damage actually applied.

◆ TearOff()

void AActor::TearOff ( )
virtual

Networking - Server - TearOff this actor to stop replication to clients. Will set bTearOff to true.

◆ TearOffReplicatedSubObjectOnRemotePeers() [1/2]

void AActor::TearOffReplicatedSubObjectOnRemotePeers ( UActorComponent OwnerComponent,
UObject SubObject 
)

Similar to the other tear off function but for subobjects owned by an ActorComponent

◆ TearOffReplicatedSubObjectOnRemotePeers() [2/2]

void AActor::TearOffReplicatedSubObjectOnRemotePeers ( UObject SubObject)

Stop replicating a subobject and tell actor channels who spawned a replica of this subobject to release ownership over it. This means that on the remote connection the network engine will stop holding a reference to the subobject and it's up to other systems to keep that reference active or the subobject will get garbage collected. Note that the subobject won't be replicated anymore, so it's final state on the client will be the one from the last replication update sent. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

Parameters
SubObjectThe SubObject to tear off

◆ TeleportSucceeded()

virtual void AActor::TeleportSucceeded ( bool  bIsATest)
inlinevirtual

Called from TeleportTo() when teleport succeeds

◆ TeleportTo()

bool AActor::TeleportTo ( const FVector DestLocation,
const FRotator DestRotation,
bool  bIsATest = false,
bool  bNoCheck = false 
)
virtual

Used for adding actors to levels or teleporting them to a new location. The result of this function is independent of the actor's current location and rotation. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such if bNoCheck is false.

Parameters
DestLocationThe target destination point
DestRotationThe target rotation at the destination
bIsATestis true if this is a test movement, which shouldn't cause any notifications (used by AI pathfinding, for example)
bNoCheckis true if we should skip checking for encroachment in the world or other actors
Returns
true if the actor has been successfully moved, or false if it couldn't fit.

◆ Tick()

void AActor::Tick ( float  DeltaSeconds)
virtual

Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

Parameters
DeltaSecondsGame time elapsed during last frame modified by the time dilation

Reimplemented in ALightWeightInstanceManager, ALODActor, AAIController, ACameraRig_Crane, ACameraRig_Rail, and AConstraintsActor.

◆ TickActor()

void AActor::TickActor ( float  DeltaTime,
enum ELevelTick  TickType,
FActorTickFunction ThisTickFunction 
)
virtual

Dispatches the once-per frame Tick() function for this actor

Parameters
DeltaTimeThe time slice of this tick
TickTypeThe type of tick that is happening
ThisTickFunctionThe tick function that is firing, useful for getting the completion handle

Reimplemented in AController, APlayerController, AGameplayDebuggerCategoryReplicator, and ANavigationData.

◆ TornOff()

void AActor::TornOff ( )
virtual

Networking - called on client when actor is torn off (bTearOff==true), meaning it's no longer replicated to clients.

See also
bTearOff

◆ UE_DEPRECATED() [1/3]

AActor::UE_DEPRECATED ( 5.  5,
"Public access MinNetUpdateFrequency has been deprecated. Use SetMinNetUpdateFrequency() and GetMinNetUpdateFrequency() instead."   
)

Used to determine what rate to throttle down to when replicated properties are changing infrequently

◆ UE_DEPRECATED() [2/3]

AActor::UE_DEPRECATED ( 5.  5,
"Public access to NetCullDistanceSquared has been deprecated. Use SetNetCullDistanceSquared() and GetNetCullDistanceSquared() instead."   
)

Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

◆ UE_DEPRECATED() [3/3]

AActor::UE_DEPRECATED ( 5.  5,
"Public access to NetUpdateFrequency has been deprecated. Use SetNetUpdateFrequency() and GetNetUpdateFrequency() instead."   
)

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

◆ UFUNCTION() [1/6]

AActor::UFUNCTION ( BlueprintCallable  ,
Category  = "Actor",
meta  = (ComponentClass = "/Script/Engine.ActorComponent"),
meta  = (DeterminesOutputType = "ComponentClass") 
)

Gets all the components that inherit from the given class with a given tag.

◆ UFUNCTION() [2/6]

AActor::UFUNCTION ( BlueprintCallable  ,
Category  = "Actor",
meta  = (ComponentClass = "/Script/Engine.ActorComponent"),
meta  = (DeterminesOutputType = "ComponentClass") 
)

Searches components array and returns first encountered component with a given tag.

◆ UFUNCTION() [3/6]

AActor::UFUNCTION ( BlueprintCallable  ,
Category  = "Actor",
meta  = (ComponentClass="/Script/Engine.ActorComponent"),
meta  = (DeterminesOutputType="ComponentClass") 
) const

Searches components array and returns first encountered component of the specified class

◆ UFUNCTION() [4/6]

AActor::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName = "AttachRootComponentTo (Deprecated)", ScriptNoExport, AttachLocationType = "KeepRelativeOffset"),
Category  = "Transformation" 
)

DEPRECATED - Use AttachToComponent() instead

◆ UFUNCTION() [5/6]

AActor::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName = "AttachRootComponentToActor (Deprecated)", ScriptNoExport, AttachLocationType = "KeepRelativeOffset"),
Category  = "Transformation" 
)

DEPRECATED - Use AttachToActor() instead

◆ UFUNCTION() [6/6]

AActor::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName="DetachActorFromActor (Deprecated)", ScriptNoExport),
Category  = "Transformation" 
)

DEPRECATED - Use DetachFromActor() instead

◆ UninitializeComponents()

void AActor::UninitializeComponents ( )

Iterate over components array and call UninitializeComponent, called when the actor is ending play

◆ UnregisterAllComponents()

void AActor::UnregisterAllComponents ( bool  bForReregister = false)
virtual

Unregister all currently registered components

Parameters
bForReregisterIf true, RegisterAllComponents will be called immediately after this so some slow operations can be avoided

◆ UnregisterAsFocalPointInPhysicsReplicationLOD()

void AActor::UnregisterAsFocalPointInPhysicsReplicationLOD ( ) const

Unregister this actors root components physics object from being a focal particle in Physics Repliocation LOD

◆ UpdateAllReplicatedComponents()

void AActor::UpdateAllReplicatedComponents ( )

Completely synchronizes the replicated components array so that it contains exactly the number of replicated components currently owned

◆ UpdateComponentTransforms()

void AActor::UpdateComponentTransforms ( )

Update all components transforms

◆ UpdateComponentVisibility()

void AActor::UpdateComponentVisibility ( )

Update all components visibility state

◆ UpdateOverlaps()

void AActor::UpdateOverlaps ( bool  bDoNotifies = true)

Queries world and updates overlap detection state for this actor.

Parameters
bDoNotifiesTrue to dispatch being/end overlap notifications when these events occur.

◆ UpdateOwningNetConnection()

void AActor::UpdateOwningNetConnection ( )
protected

Pushes the owning NetConnection for the actor and all of its children to the replication system. This information decides whether properties with owner conditionals are replicated or not.

◆ UpdateReplicatedComponent()

void AActor::UpdateReplicatedComponent ( UActorComponent Component)

Called when the replicated state of a component changes to update the Actor's cached ReplicatedComponents array

◆ UpdateReplicatePhysicsCondition()

void AActor::UpdateReplicatePhysicsCondition ( )
protected

Updates the ReplicatePhysics condition. That information needs to be pushed to the ReplicationSystem.

◆ UserConstructionScript()

ENGINE_API void AActor::UserConstructionScript ( )

Construction script, the place to spawn components and do other setup.

Note
Name used in CreateBlueprint function

◆ UseShortConnectTimeout()

virtual bool AActor::UseShortConnectTimeout ( ) const
inlinevirtual

Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value

Returns
true to switch from InitialConnectTimeout to ConnectionTimeout values on the net driver

Reimplemented in APlayerController.

◆ WasRecentlyRendered()

bool AActor::WasRecentlyRendered ( float  Tolerance = 0.2f) const

Returns true if this actor has been rendered "recently", with a tolerance in seconds to define what "recent" means. e.g.: If a tolerance of 0.1 is used, this function will return true only if the actor was rendered in the last 0.1 seconds of game time.

Parameters
ToleranceHow many seconds ago the actor last render time can be and still count as having been "recently" rendered.
Returns
Whether this actor was recently rendered.

Friends And Related Symbol Documentation

◆ FActorDeferredScriptManager

friend class FActorDeferredScriptManager
friend

◆ FActorLastRenderTime

◆ FActorParentComponentSetter

◆ FActorPreRegistrationAccessor

◆ FMarkActorIsBeingDestroyed

◆ FSetActorWantsDestroyDuringBeginPlay

◆ UE::Net::FReplicationSystemUtil

◆ UE::Net::FSubObjectRegistryGetter

◆ UE::Net::FTearOffSetter

Member Data Documentation

◆ ActorCategory

uint8 AActor::ActorCategory = 0

Project-specific field that help to categorize actors for reporting purposes

◆ AttachLocationType

◆ AttachmentReplication

struct FRepAttachment AActor::AttachmentReplication
protected

Used for replicating attachment of this actor's RootComponent to another actor. This is filled in via GatherCurrentMovement() when the RootComponent has an AttachParent.

◆ AutoReceiveInput

TEnumAsByte<EAutoReceiveInput::Type> AActor::AutoReceiveInput

Automatically registers this actor to receive input from a player.

◆ bActorSeamlessTraveled

uint8 AActor::bActorSeamlessTraveled

Indicates the actor was pulled through a seamless travel.

◆ bAllowReceiveTickEventOnDedicatedServer

uint8 AActor::bAllowReceiveTickEventOnDedicatedServer
protected

If false, the Blueprint ReceiveTick() event will be disabled on dedicated servers.

See also
AllowReceiveTickEventOnDedicatedServer()

◆ bAllowTickBeforeBeginPlay

uint8 AActor::bAllowTickBeforeBeginPlay

Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don't tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

◆ bAlwaysRelevant

uint8 AActor::bAlwaysRelevant

Always relevant for network (overrides bOnlyRelevantToOwner).

◆ bAsyncPhysicsTickEnabled

uint8 AActor::bAsyncPhysicsTickEnabled
protected

Whether to use use the async physics tick with this actor.

◆ bBlockInput

uint8 AActor::bBlockInput

If true, all input on the stack below this actor will not be considered

◆ bCanBeInCluster

uint8 AActor::bCanBeInCluster
protected

If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

◆ bCollideWhenPlacing

uint8 AActor::bCollideWhenPlacing

This actor collides with the world when placing in the editor, even if RootComponent collision is disabled. Does not affect spawning,

See also
SpawnCollisionHandlingMethod

◆ bEnableAutoLODGeneration

uint8 AActor::bEnableAutoLODGeneration

Whether this actor should be considered or not during HLOD generation.

◆ bExchangedRoles

uint8 AActor::bExchangedRoles

Whether we have already exchanged Role/RemoteRole on the client, as when removing then re-adding a streaming level. Causes all initialization to be performed again even though the actor may not have actually been reloaded.

◆ bFindCameraComponentWhenViewTarget

uint8 AActor::bFindCameraComponentWhenViewTarget

If true, this actor should search for an owned camera component to view through when used as a view target.

◆ bGenerateOverlapEventsDuringLevelStreaming

uint8 AActor::bGenerateOverlapEventsDuringLevelStreaming

If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger.

See also
UpdateOverlapsMethodDuringLevelStreaming

◆ bIgnoresOriginShifting

uint8 AActor::bIgnoresOriginShifting

Whether this actor should not be affected by world origin shifting.

◆ bIsEditorOnlyActor

uint8 AActor::bIsEditorOnlyActor

Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

◆ BlueprintCreatedComponents

TArray<TObjectPtr<UActorComponent> > AActor::BlueprintCreatedComponents

Array of ActorComponents that are created by blueprints and serialized per-instance.

◆ bNetCheckedInitialPhysicsState

uint8 AActor::bNetCheckedInitialPhysicsState
protected

Flag indicating we have checked initial simulating physics state to sync networked proxies to the server.

◆ bNetLoadOnClient

uint8 AActor::bNetLoadOnClient

This actor will be loaded on network clients during map load

◆ bNetStartup

uint8 AActor::bNetStartup

If true, this actor was loaded directly from the map, and for networking purposes can be addressed by its full path name

◆ bNetTemporary

uint8 AActor::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.

◆ bNetUseOwnerRelevancy

uint8 AActor::bNetUseOwnerRelevancy

If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority

◆ bOnlyRelevantToOwner

uint8 AActor::bOnlyRelevantToOwner

If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

◆ bRelevantForLevelBounds

uint8 AActor::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

◆ bRelevantForNetworkReplays

uint8 AActor::bRelevantForNetworkReplays

If true, this actor will be replicated to network replays (default is true)

◆ bReplayRewindable

uint8 AActor::bReplayRewindable

If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

◆ bReplicates

uint8 AActor::bReplicates
protected

If true, this actor will replicate to remote machines

See also
SetReplicates()

◆ bReplicateUsingRegisteredSubObjectList

uint8 AActor::bReplicateUsingRegisteredSubObjectList
protected

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.

◆ bWeldSimulatedBodies

FName EAttachLocation::Type bool AActor::bWeldSimulatedBodies = true)

◆ Children

TArray<TObjectPtr<AActor> > AActor::Children

Array of all Actors whose Owner is this actor, these are not necessarily spawned by UChildActorComponent

◆ const

FName Tag AActor::const

◆ CreationTime

float AActor::CreationTime

The time this actor was created, relative to World->GetTimeSeconds().

See also
UWorld::GetTimeSeconds()

◆ CustomTimeDilation

float AActor::CustomTimeDilation

Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick.

◆ DetachFence

FRenderCommandFence AActor::DetachFence

A fence to track when the primitive is detached from the scene in the rendering thread.

◆ InitialLifeSpan

float AActor::InitialLifeSpan

How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

◆ InputComponent

TObjectPtr<class UInputComponent> AActor::InputComponent

Component that handles input for this actor, if input is enabled.

◆ InputPriority

int32 AActor::InputPriority

The priority of this input component when pushed in to the stack.

◆ InSocketName

FName AActor::InSocketName = NAME_None

◆ Layers

TArray< FName > AActor::Layers

Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

◆ NetDormancy

TEnumAsByte<enum ENetDormancy> AActor::NetDormancy

Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

◆ NetDriverName

FName AActor::NetDriverName
protected

Used to specify the net driver to replicate on (NAME_None || NAME_GameNetDriver is the default net driver)

◆ NetPriority

float AActor::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

◆ NetTag

int32 AActor::NetTag

Internal - used by UNetDriver

◆ OnActorBeginOverlap

FActorBeginOverlapSignature AActor::OnActorBeginOverlap

Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ OnActorEndOverlap

FActorEndOverlapSignature AActor::OnActorEndOverlap

Called when another actor stops overlapping this actor.

Note
Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

◆ OnActorHit

FActorHitSignature AActor::OnActorHit

Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

Note
For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.

◆ OnBeginCursorOver

FActorBeginCursorOverSignature AActor::OnBeginCursorOver

Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

◆ OnClicked

FActorOnClickedSignature AActor::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

FActorDestroyedSignature AActor::OnDestroyed

Event triggered when the actor has been explicitly destroyed.

◆ OnEndCursorOver

FActorEndCursorOverSignature AActor::OnEndCursorOver

Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

◆ OnEndPlay

FActorEndPlaySignature AActor::OnEndPlay

Event triggered when the actor is being deleted or removed from a level.

◆ OnInputTouchBegin

FActorOnInputTouchBeginSignature AActor::OnInputTouchBegin

Called when a touch input is received over this actor when touch events are enabled in the player controller.

◆ OnInputTouchEnd

FActorOnInputTouchEndSignature AActor::OnInputTouchEnd

Called when a touch input is received over this component when touch events are enabled in the player controller.

◆ OnInputTouchEnter

FActorBeginTouchOverSignature AActor::OnInputTouchEnter

Called when a finger is moved over this actor when touch over events are enabled in the player controller.

◆ OnInputTouchLeave

FActorEndTouchOverSignature AActor::OnInputTouchLeave

Called when a finger is moved off this actor when touch over events are enabled in the player controller.

◆ OnReleased

FActorOnReleasedSignature AActor::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

FTakeAnyDamageSignature AActor::OnTakeAnyDamage

Called when the actor is damaged in any way.

◆ OnTakePointDamage

FTakePointDamageSignature AActor::OnTakePointDamage

Called when the actor is damaged by point damage.

◆ OnTakeRadialDamage

FTakeRadialDamageSignature AActor::OnTakeRadialDamage

Called when the actor is damaged by radial damage.

◆ Owner

TObjectPtr<AActor> AActor::Owner

Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee)

See also
SetOwner(), GetOwner()

◆ PrimaryActorTick

struct FActorTickFunction AActor::PrimaryActorTick

Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies.

See also
https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction
AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

◆ ProcessEventDelegate

FOnProcessEvent AActor::ProcessEventDelegate
static

Delegate for globally hooking ProccessEvent calls - used by a non-public testing plugin

◆ ReplicatedComponents

TArray<UActorComponent*> AActor::ReplicatedComponents
protected

Set of replicated components, stored as an array to save space as this is generally not very large

◆ RootComponent

TObjectPtr<USceneComponent> AActor::RootComponent
protected

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

◆ SpawnCollisionHandlingMethod

ESpawnActorCollisionHandlingMethod AActor::SpawnCollisionHandlingMethod

Controls how to handle spawning this actor in a situation where it's colliding with something else. "Default" means AlwaysSpawn here.

◆ Tags

TArray<FName> AActor::Tags

Array of tags that can be used for grouping and categorizing.

◆ TimerHandle_LifeSpanExpired

FTimerHandle AActor::TimerHandle_LifeSpanExpired
protected

Handle for efficient management of LifeSpanExpired timer

◆ UpdateOverlapsMethodDuringLevelStreaming

EActorUpdateOverlapsMethod AActor::UpdateOverlapsMethodDuringLevelStreaming
protected

Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to 'UseConfigDefault', the default specified in ini (displayed in 'DefaultUpdateOverlapsMethodDuringLevelStreaming') will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

Note that if 'bGenerateOverlapEventsDuringLevelStreaming' is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered.

See also
bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

The documentation for this class was generated from the following files: