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

#include <PlayerController.h>

+ Inheritance diagram for APlayerController:

Public Member Functions

ENGINE_API APlayerController (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
ENGINE_API void SetTargetViewRotation (const FRotator &InRotation)
 
ENGINE_API void ServerSetSpectatorWaiting (bool bWaiting)
 
ENGINE_API void ClientSetSpectatorWaiting (bool bWaiting)
 
ENGINE_API float GetDeprecatedInputYawScale () const
 
ENGINE_API float GetDeprecatedInputPitchScale () const
 
 UE_DEPRECATED (5.0, "GetDeprecatedInputRollScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.)") ENGINE_API float GetDeprecatedInputRollScale() const
 
ENGINE_API void SetDeprecatedInputYawScale (float NewValue)
 
ENGINE_API void SetDeprecatedInputPitchScale (float NewValue)
 
 UE_DEPRECATED (5.0, "SetDeprecatedInputRollScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.)") ENGINE_API void SetDeprecatedInputRollScale(float NewValue)
 
ENGINE_API void SetMotionControlsEnabled (bool bEnabled)
 
virtual ENGINE_API void EnableCheats ()
 
virtual ENGINE_API void UnFreeze ()
 
virtual ENGINE_API float GetMinRespawnDelay ()
 
virtual ENGINE_API void FOV (float NewFOV)
 
virtual ENGINE_API void RestartLevel ()
 
virtual ENGINE_API void LocalTravel (const FString &URL)
 
ENGINE_API void ServerExecRPC (const FString &Msg)
 
ENGINE_API void ServerExec (const FString &Msg)
 
virtual ENGINE_API void ClientReturnToMainMenuWithTextReason (const FText &ReturnReason)
 
virtual ENGINE_API void ClientRepObjRef (UObject *Object)
 
virtual ENGINE_API bool SetPause (bool bPause, FCanUnpause CanUnpauseDelegate=FCanUnpause())
 
virtual ENGINE_API void Pause ()
 
virtual ENGINE_API void SetName (const FString &S)
 
virtual ENGINE_API void SwitchLevel (const FString &URL)
 
virtual ENGINE_API void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
virtual ENGINE_API void PlayerTick (float DeltaTime)
 
virtual ENGINE_API void PreProcessInput (const float DeltaTime, const bool bGamePaused)
 
virtual ENGINE_API void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
virtual ENGINE_API void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
virtual ENGINE_API void ResetIgnoreInputFlags () override
 
ENGINE_API bool GetHitResultAtScreenPosition (const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, const FCollisionQueryParams &CollisionQueryParams, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultAtScreenPosition (const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultAtScreenPosition (const FVector2D ScreenPosition, const ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultAtScreenPosition (const FVector2D ScreenPosition, const TArray< TEnumAsByte< EObjectTypeQuery > > &ObjectTypes, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderCursor (ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderCursorByChannel (ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderCursorForObjects (const TArray< TEnumAsByte< EObjectTypeQuery > > &ObjectTypes, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderFingerByChannel (ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool GetHitResultUnderFingerForObjects (ETouchIndex::Type FingerIndex, const TArray< TEnumAsByte< EObjectTypeQuery > > &ObjectTypes, bool bTraceComplex, FHitResult &HitResult) const
 
ENGINE_API bool DeprojectMousePositionToWorld (FVector &WorldLocation, FVector &WorldDirection) const
 
ENGINE_API bool DeprojectScreenPositionToWorld (float ScreenX, float ScreenY, FVector &WorldLocation, FVector &WorldDirection) const
 
ENGINE_API bool ProjectWorldLocationToScreen (FVector WorldLocation, FVector2D &ScreenLocation, bool bPlayerViewportRelative=false) const
 
ENGINE_API bool ProjectWorldLocationToScreenWithDistance (FVector WorldLocation, FVector &ScreenLocation, bool bPlayerViewportRelative=false) const
 
virtual ENGINE_API bool PostProcessWorldToScreen (FVector WorldLocation, FVector2D &ScreenLocation, bool bPlayerViewportRelative) const
 
ENGINE_API void SetMouseLocation (const int X, const int Y)
 
virtual ENGINE_API void UpdateRotation (float DeltaTime)
 
virtual bool IsStreamingSourceEnabled () const
 
virtual bool StreamingSourceShouldActivate () const
 
virtual bool StreamingSourceShouldBlockOnSlowStreaming () const
 
virtual EStreamingSourcePriority GetStreamingSourcePriority () const
 
virtual ENGINE_API void GetStreamingSourceLocationAndRotation (FVector &OutLocation, FRotator &OutRotation) const
 
virtual ENGINE_API void GetStreamingSourceShapes (TArray< FStreamingSourceShape > &OutShapes) const
 
virtual ENGINE_API bool GetStreamingSources (TArray< FWorldPartitionStreamingSource > &OutStreamingSources) const final
 
virtual ENGINE_API void StartFire (uint8 FireModeNum=0)
 
ENGINE_API void LevelStreamingStatusChanged (class ULevelStreaming *LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex)
 
ENGINE_API void LevelStreamingStatusChanged (class ULevelStreaming *LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, bool bNewShouldBlockOnUnload, int32 LODIndex)
 
virtual ENGINE_API void DelayedPrepareMapChange ()
 
virtual ENGINE_API void GetSeamlessTravelActorList (bool bToEntry, TArray< class AActor * > &ActorList)
 
virtual ENGINE_API void SeamlessTravelTo (class APlayerController *NewPC)
 
virtual ENGINE_API void SeamlessTravelFrom (class APlayerController *OldPC)
 
virtual ENGINE_API void PostSeamlessTravel ()
 
ENGINE_API void OnAddedToPlayerControllerList ()
 
ENGINE_API void OnRemovedFromPlayerControllerList ()
 
virtual ENGINE_API void ClientEnableNetworkVoice (bool bEnable)
 
ENGINE_API void ClientAckUpdateLevelVisibility (FName PackageName, FNetLevelVisibilityTransactionId TransactionId, bool bClientAckCanMakeVisible)
 
ENGINE_API void StartTalking ()
 
ENGINE_API void StopTalking ()
 
virtual ENGINE_API void ToggleSpeaking (bool bInSpeaking)
 
virtual ENGINE_API void ClientVoiceHandshakeComplete ()
 
virtual ENGINE_API void ServerMutePlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ServerUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ClientMutePlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ClientUnmutePlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ServerBlockPlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ServerUnblockPlayer (FUniqueNetIdRepl PlayerId)
 
virtual ENGINE_API void ClientUnmutePlayers (const TArray< FUniqueNetIdRepl > &PlayerIds)
 
ENGINE_API void GameplayMutePlayer (const FUniqueNetIdRepl &PlayerNetId)
 
ENGINE_API void GameplayUnmutePlayer (const FUniqueNetIdRepl &PlayerNetId)
 
ENGINE_API void GameplayUnmuteAllPlayers ()
 
virtual ENGINE_API class APlayerControllerGetPlayerControllerForMuting (const FUniqueNetIdRepl &PlayerNetId)
 
virtual ENGINE_API bool IsPlayerMuted (const class FUniqueNetId &PlayerId)
 
virtual ENGINE_API void ConsoleKey (FKey Key)
 
virtual ENGINE_API void SendToConsole (const FString &Command)
 
ENGINE_API void ClientAddTextureStreamingLoc (FVector InLoc, float Duration, bool bOverrideLocation)
 
ENGINE_API void ClientCancelPendingMapChange ()
 
ENGINE_API void ClientCapBandwidth (int32 Cap)
 
ENGINE_API void ClientCommitMapChange ()
 
ENGINE_API void ClientFlushLevelStreaming ()
 
ENGINE_API void ClientForceGarbageCollection ()
 
ENGINE_API void ClientGameEnded (class AActor *EndGameFocus, bool bIsWinner)
 
ENGINE_API void ClientGotoState (FName NewState)
 
ENGINE_API void ClientIgnoreLookInput (bool bIgnore)
 
ENGINE_API void ClientIgnoreMoveInput (bool bIgnore)
 
ENGINE_API void ClientMessage (const FString &S, FName Type=NAME_None, float MsgLifeTime=0.f)
 
ENGINE_API void ClientStartCameraShake (TSubclassOf< class UCameraShakeBase > Shake, float Scale=1.f, ECameraShakePlaySpace PlaySpace=ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot=FRotator::ZeroRotator)
 
ENGINE_API void ClientStartCameraShakeFromSource (TSubclassOf< class UCameraShakeBase > Shake, class UCameraShakeSourceComponent *SourceComponent)
 
ENGINE_API void ClientPlaySound (class USoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f)
 
ENGINE_API void ClientPlaySoundAtLocation (class USoundBase *Sound, FVector Location, float VolumeMultiplier=1.f, float PitchMultiplier=1.f)
 
ENGINE_API void ClientPrepareMapChange (FName LevelName, bool bFirst, bool bLast)
 
ENGINE_API void ClientPrestreamTextures (class AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int32 CinematicTextureGroups=0)
 
ENGINE_API void ClientReset ()
 
ENGINE_API void ClientRestart (class APawn *NewPawn)
 
ENGINE_API void ClientSetBlockOnAsyncLoading ()
 
ENGINE_API void ClientSetCameraFade (bool bEnableFading, FColor FadeColor=FColor(ForceInit), FVector2D FadeAlpha=FVector2D(-1.0f, 0.0f), float FadeTime=0, bool bFadeAudio=false, bool bHoldWhenFinished=false)
 
ENGINE_API void ClientSetCameraMode (FName NewCamMode)
 
ENGINE_API void ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
ENGINE_API void ClientSetForceMipLevelsToBeResident (class UMaterialInterface *Material, float ForceDuration, int32 CinematicTextureGroups=0)
 
ENGINE_API void ClientSetHUD (TSubclassOf< AHUD > NewHUDClass)
 
ENGINE_API void GetViewportSize (int32 &SizeX, int32 &SizeY) const
 
ENGINE_API AHUD * GetHUD () const
 
template<class T >
T * GetHUD () const
 
ENGINE_API void SetMouseCursorWidget (EMouseCursor::Type Cursor, UPARAM(Required) class UUserWidget *CursorWidget)
 
ENGINE_API void ClientSetViewTarget (class AActor *A, struct FViewTargetTransitionParams TransitionParams=FViewTargetTransitionParams())
 
ENGINE_API void ClientSpawnGenericCameraLensEffect (UPARAM(meta=(MustImplement="CameraLensEffectInterface")) TSubclassOf< class AActor > LensEffectEmitterClass)
 
 UFUNCTION (unreliable, client, Category="Game|Feedback", meta=(DeprecatedFunction, DeprecationMessage="Prefer the version taking ICameraLensEffectInterface (ClientSpawnGenericCameraLensEffect)")) ENGINE_API void ClientSpawnCameraLensEffect(TSubclassOf< class AEmitterCameraLensEffectBase > LensEffectEmitterClass)
 
virtual ENGINE_API void ClientClearCameraLensEffects ()
 
ENGINE_API void ClientStopCameraShake (TSubclassOf< class UCameraShakeBase > Shake, bool bImmediately=true)
 
ENGINE_API void ClientStopCameraShakesFromSource (class UCameraShakeSourceComponent *SourceComponent, bool bImmediately=true)
 
ENGINE_API void K2_ClientPlayForceFeedback (class UForceFeedbackEffect *ForceFeedbackEffect, FName Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused)
 
void ClientPlayForceFeedback (class UForceFeedbackEffect *ForceFeedbackEffect, FForceFeedbackParameters Params=FForceFeedbackParameters())
 
ENGINE_API void ClientStopForceFeedback (class UForceFeedbackEffect *ForceFeedbackEffect, FName Tag)
 
ENGINE_API void PlayDynamicForceFeedback (float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte< EDynamicForceFeedbackAction::Type > Action, FLatentActionInfo LatentInfo)
 
ENGINE_API FDynamicForceFeedbackHandle PlayDynamicForceFeedback (float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, EDynamicForceFeedbackAction::Type Action=EDynamicForceFeedbackAction::Start, FDynamicForceFeedbackHandle ActionHandle=0)
 
ENGINE_API void PlayHapticEffect (class UHapticFeedbackEffect_Base *HapticEffect, EControllerHand Hand, float Scale=1.f, bool bLoop=false)
 
ENGINE_API void StopHapticEffect (EControllerHand Hand)
 
ENGINE_API void SetHapticsByValue (const float Frequency, const float Amplitude, EControllerHand Hand)
 
virtual ENGINE_API void SetDisableHaptics (bool bNewDisabled)
 
ENGINE_API void SetControllerLightColor (FColor Color)
 
ENGINE_API void ResetControllerLightColor ()
 
ENGINE_API void SetControllerDeadZones (const float LeftDeadZone, const float RightDeadZone)
 
ENGINE_API void ResetControllerDeadZones ()
 
ENGINE_API void SetControllerTriggerReleaseThresholds (const float LeftThreshold, const float RightThreshold)
 
ENGINE_API void ResetControllerTriggerReleaseThresholds ()
 
ENGINE_API void SetControllerGyroAutoCalibration (bool bEnabled)
 
ENGINE_API void ClientTravel (const FString &URL, enum ETravelType TravelType, bool bSeamless=false, FGuid MapPackageGuid=FGuid())
 
ENGINE_API void ClientTravelInternal (const FString &URL, enum ETravelType TravelType, bool bSeamless=false, FGuid MapPackageGuid=FGuid())
 
ENGINE_API void ClientUpdateLevelStreamingStatus (FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex, FNetLevelVisibilityTransactionId TransactionId=FNetLevelVisibilityTransactionId(), bool bNewShouldBlockOnUnload=false)
 
ENGINE_API void ClientUpdateMultipleLevelsStreamingStatus (const TArray< FUpdateLevelStreamingLevelStatus > &LevelStatuses)
 
ENGINE_API void ClientWasKicked (const FText &KickReason)
 
ENGINE_API void ClientStartOnlineSession ()
 
ENGINE_API void ClientEndOnlineSession ()
 
ENGINE_API void ClientRetryClientRestart (class APawn *NewPawn)
 
virtual ENGINE_API void SafeRetryClientRestart ()
 
ENGINE_API void ClientReceiveLocalizedMessage (TSubclassOf< ULocalMessage > Message, int32 Switch=0, class APlayerState *RelatedPlayerState_1=nullptr, class APlayerState *RelatedPlayerState_2=nullptr, class UObject *OptionalObject=nullptr)
 
ENGINE_API void ServerAcknowledgePossession (class APawn *P)
 
ENGINE_API void ServerCamera (FName NewMode)
 
ENGINE_API void ServerChangeName (const FString &S)
 
ENGINE_API void ServerNotifyLoadedWorld (FName WorldPackageName)
 
ENGINE_API void ServerPause ()
 
ENGINE_API void ServerRestartPlayer ()
 
ENGINE_API void ServerSetSpectatorLocation (FVector NewLoc, FRotator NewRot)
 
ENGINE_API void SafeServerUpdateSpectatorState ()
 
ENGINE_API void ServerCheckClientPossession ()
 
ENGINE_API void ServerCheckClientPossessionReliable ()
 
virtual ENGINE_API void SafeServerCheckClientPossession ()
 
ENGINE_API void ServerShortTimeout ()
 
ENGINE_API void ServerUpdateCamera (FVector_NetQuantize CamLoc, int32 CamPitchAndYaw)
 
ENGINE_API void ServerUpdateLevelVisibility (const FUpdateLevelVisibilityLevelInfo &LevelVisibility)
 
ENGINE_API void ServerUpdateMultipleLevelsVisibility (const TArray< FUpdateLevelVisibilityLevelInfo > &LevelVisibilities)
 
ENGINE_API void ServerVerifyViewTarget ()
 
ENGINE_API void ServerViewNextPlayer ()
 
ENGINE_API void ServerViewPrevPlayer ()
 
ENGINE_API void ServerViewSelf (struct FViewTargetTransitionParams TransitionParams=FViewTargetTransitionParams())
 
ENGINE_API void ClientTeamMessage (class APlayerState *SenderPlayerState, const FString &S, FName Type, float MsgLifeTime=0)
 
ENGINE_API void ServerToggleAILogging ()
 
virtual ENGINE_API void AddPitchInput (float Val)
 
virtual ENGINE_API void AddYawInput (float Val)
 
virtual ENGINE_API void AddRollInput (float Val)
 
ENGINE_API bool IsInputKeyDown (FKey Key) const
 
ENGINE_API bool WasInputKeyJustPressed (FKey Key) const
 
ENGINE_API bool WasInputKeyJustReleased (FKey Key) const
 
ENGINE_API float GetInputAnalogKeyState (FKey Key) const
 
ENGINE_API FVector GetInputVectorKeyState (FKey Key) const
 
ENGINE_API void GetInputTouchState (ETouchIndex::Type FingerIndex, float &LocationX, float &LocationY, bool &bIsCurrentlyPressed) const
 
ENGINE_API void GetInputTouchState (ETouchIndex::Type FingerIndex, double &LocationX, double &LocationY, bool &bIsCurrentlyPressed) const
 
ENGINE_API void GetInputMotionState (FVector &Tilt, FVector &RotationRate, FVector &Gravity, FVector &Acceleration) const
 
ENGINE_API bool GetMousePosition (float &LocationX, float &LocationY) const
 
ENGINE_API bool GetMousePosition (double &LocationX, double &LocationY) const
 
ENGINE_API float GetInputKeyTimeDown (FKey Key) const
 
ENGINE_API void GetInputMouseDelta (float &DeltaX, float &DeltaY) const
 
ENGINE_API void GetInputMouseDelta (double &DeltaX, double &DeltaY) const
 
ENGINE_API void GetInputAnalogStickState (EControllerAnalogStick::Type WhichStick, float &StickX, float &StickY) const
 
ENGINE_API void GetInputAnalogStickState (EControllerAnalogStick::Type WhichStick, double &StickX, double &StickY) const
 
virtual ENGINE_API void ActivateTouchInterface (class UTouchInterface *NewTouchInterface)
 
virtual ENGINE_API void SetVirtualJoystickVisibility (bool bVisible)
 
virtual ENGINE_API void SetInputMode (const FInputModeDataBase &InData)
 
virtual ENGINE_API void Camera (FName NewMode)
 
virtual ENGINE_API void SetViewTargetWithBlend (class AActor *NewViewTarget, float BlendTime=0, enum EViewTargetBlendFunction BlendFunc=VTBlend_Linear, float BlendExp=0, bool bLockOutgoing=false)
 
ENGINE_API void IncludeInNetConditionGroup (FName NetGroup)
 
ENGINE_API void RemoveFromNetConditionGroup (FName NetGroup)
 
bool IsMemberOfNetConditionGroup (FName NetGroup) const
 
const TArray< FName > & GetNetConditionGroups () const
 
virtual ENGINE_API void PushInputComponent (UInputComponent *Input)
 
virtual ENGINE_API bool PopInputComponent (UInputComponent *Input)
 
virtual ENGINE_API bool IsInputComponentInStack (const UInputComponent *Input) const
 
virtual ENGINE_API void FlushPressedKeys ()
 
virtual bool ShouldFlushKeysWhenViewportFocusChanges () const
 
ENGINE_API TSubclassOf< UPlayerInputGetOverridePlayerInputClass () const
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS virtual ENGINE_API bool InputKey (const FInputKeyParams &Params) final
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS virtual ENGINE_API bool InputKey (const FInputKeyEventArgs &Params)
 
virtual ENGINE_API bool InputTouch (uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, FDateTime DeviceTimestamp, uint32 TouchpadIndex) final
 
virtual ENGINE_API bool InputTouch (const FInputDeviceId DeviceId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, uint32 TouchpadIndex, const uint64 Timestamp)
 
virtual ENGINE_API bool InputMotion (const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration) final
 
virtual ENGINE_API bool InputMotion (const FInputDeviceId DeviceId, const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration, const uint64 Timestamp)
 
virtual ENGINE_API void SetPlayer (UPlayer *InPlayer)
 
ENGINE_API class ULocalPlayerGetLocalPlayer () const
 
ENGINE_API FPlatformUserId GetPlatformUserId () const
 
virtual ENGINE_API void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
virtual ENGINE_API FString ConsoleCommand (const FString &Command, bool bWriteToLog=true)
 
virtual ENGINE_API void PostLoad () override
 
virtual ENGINE_API void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
 
virtual ENGINE_API void GetActorEyesViewPoint (FVector &Location, FRotator &Rotation) const override
 
virtual ENGINE_API void CalcCamera (float DeltaTime, struct FMinimalViewInfo &OutResult) override
 
virtual ENGINE_API void TickActor (float DeltaTime, enum ELevelTick TickType, FActorTickFunction &ThisTickFunction) override
 
virtual ENGINE_API bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const override
 
virtual ENGINE_API void FellOutOfWorld (const class UDamageType &dmgType) override
 
virtual ENGINE_API void Reset () override
 
virtual ENGINE_API void CleanupPlayerState () override
 
virtual ENGINE_API void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual ENGINE_API void Destroyed () override
 
virtual ENGINE_API void OnActorChannelOpen (class FInBunch &InBunch, class UNetConnection *Connection) override
 
virtual ENGINE_API bool UseShortConnectTimeout () const override
 
virtual ENGINE_API void OnSerializeNewActor (class FOutBunch &OutBunch) override
 
virtual ENGINE_API void OnNetCleanup (class UNetConnection *Connection) override
 
virtual ENGINE_API float GetNetPriority (const FVector &ViewPos, const FVector &ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth) override
 
virtual ENGINE_API const AActorGetNetOwner () const override
 
virtual ENGINE_API class UPlayerGetNetOwningPlayer () override
 
virtual ENGINE_API class UPlayerGetNetOwningPlayerAnyRole () override
 
virtual ENGINE_API class UNetConnectionGetNetConnection () const override
 
virtual ENGINE_API bool DestroyNetworkActorHandled () override
 
virtual ENGINE_API void DisplayDebug (class UCanvas *Canvas, const FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos) override
 
virtual ENGINE_API void PostInitializeComponents () override
 
virtual ENGINE_API void EnableInput (class APlayerController *PlayerController) override
 
virtual ENGINE_API void DisableInput (class APlayerController *PlayerController) override
 
virtual ENGINE_API void Serialize (FArchive &Ar) override
 
virtual ENGINE_API void GameHasEnded (class AActor *EndGameFocus=nullptr, bool bIsWinner=false) override
 
virtual ENGINE_API bool IsLocalController () const override
 
virtual ENGINE_API void GetPlayerViewPoint (FVector &out_Location, FRotator &out_Rotation) const override
 
virtual ENGINE_API void SetInitialLocationAndRotation (const FVector &NewLocation, const FRotator &NewRotation) override
 
virtual ENGINE_API void ChangeState (FName NewState) override
 
virtual ENGINE_API class AActorGetViewTarget () const override
 
virtual ENGINE_API void BeginInactiveState () override
 
virtual ENGINE_API void EndInactiveState () override
 
virtual ENGINE_API void FailedToSpawnPawn () override
 
virtual ENGINE_API void SetPawn (APawn *InPawn) override
 
virtual void NotifyActorChannelFailure (UActorChannel *ActorChan)
 
virtual void UpdateHiddenActors (const FVector &ViewLocation)
 
virtual void UpdateHiddenComponents (const FVector &ViewLocation, TSet< FPrimitiveComponentId > &)
 
ENGINE_API void BuildHiddenComponentList (const FVector &ViewLocation, TSet< FPrimitiveComponentId > &HiddenComponentsOut)
 
virtual ENGINE_API void SpawnPlayerCameraManager ()
 
virtual ENGINE_API void GetAudioListenerPosition (FVector &OutLocation, FVector &OutFrontDir, FVector &OutRightDir) const
 
virtual ENGINE_API bool GetAudioListenerAttenuationOverridePosition (FVector &OutLocation) const
 
ENGINE_API void SetAudioListenerOverride (USceneComponent *AttachToComponent, FVector Location, FRotator Rotation)
 
ENGINE_API void ClearAudioListenerOverride ()
 
ENGINE_API void SetAudioListenerAttenuationOverride (USceneComponent *AttachToComponent, FVector AttenuationLocationOVerride)
 
ENGINE_API void ClearAudioListenerAttenuationOverride ()
 
ENGINE_API void SetNetSpeed (int32 NewSpeed)
 
ENGINE_API FString GetPlayerNetworkAddress ()
 
ENGINE_API FString GetServerNetworkAddress ()
 
ENGINE_API FName NetworkRemapPath (FName InPackageName, bool bReading)
 
virtual ENGINE_API void CleanUpAudioComponents ()
 
virtual ENGINE_API void AddCheats (bool bForce=false)
 
virtual ENGINE_API void SpawnDefaultHUD ()
 
virtual ENGINE_API void CreateTouchInterface ()
 
virtual ENGINE_API void CleanupGameViewport ()
 
virtual ENGINE_API void AcknowledgePossession (class APawn *P)
 
virtual ENGINE_API void PawnLeavingGame ()
 
virtual ENGINE_API void UpdatePing (float InPing)
 
virtual ENGINE_API class APlayerStateGetNextViewablePlayer (int32 dir)
 
virtual ENGINE_API void ViewAPlayer (int32 dir)
 
virtual ENGINE_API bool CanRestartPlayer ()
 
virtual ENGINE_API void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
ENGINE_API bool IsSplitscreenPlayer (int32 *OutSplitscreenPlayerIndex=nullptr) const
 
ENGINE_API bool IsPrimaryPlayer () const
 
ENGINE_API class APlayerStateGetSplitscreenPlayerByIndex (int32 PlayerIndex=1) const
 
ENGINE_API int32 GetSplitscreenPlayerCount () const
 
virtual ENGINE_API void UpdateCameraManager (float DeltaSeconds)
 
virtual ENGINE_API void ReceivedGameModeClass (TSubclassOf< class AGameModeBase > GameModeClass)
 
virtual ENGINE_API bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
virtual ENGINE_API void StartSpectatingOnly ()
 
virtual ENGINE_API bool DefaultCanUnpause ()
 
ENGINE_API bool IsPaused () const
 
bool InputEnabled () const
 
ENGINE_API bool ShouldPerformFullTickWhenPaused () const
 
ENGINE_API bool HasClientLoadedCurrentWorld ()
 
ENGINE_API void ForceSingleNetUpdateFor (class AActor *Target)
 
virtual ENGINE_API void SetViewTarget (class AActor *NewViewTarget, FViewTargetTransitionParams TransitionParams=FViewTargetTransitionParams())
 
virtual ENGINE_API void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
ENGINE_API void OnServerStartedVisualLogger (bool bIsLogging)
 
ENGINE_API void SetShowMouseCursor (bool bShow)
 
virtual ENGINE_API bool ShouldShowMouseCursor () const
 
virtual ENGINE_API EMouseCursor::Type GetMouseCursor () const
 
ASpectatorPawnGetSpectatorPawn () const
 
ENGINE_API APawn * GetPawnOrSpectator () const
 
virtual ENGINE_API void ReceivedSpectatorClass (TSubclassOf< ASpectatorPawn > SpectatorClass)
 
virtual ENGINE_API FVector GetFocalLocation () const
 
FVector GetSpawnLocation () const
 
virtual ENGINE_API void ReceivedPlayer ()
 
virtual ENGINE_API void InitInputSystem ()
 
virtual ENGINE_API bool IsFrozen ()
 
virtual ENGINE_API void PreClientTravel (const FString &PendingURL, ETravelType TravelType, bool bIsSeamlessTravel)
 
virtual ENGINE_API void SetCameraMode (FName NewCamMode)
 
virtual ENGINE_API void ResetCameraMode ()
 
virtual ENGINE_API void SendClientAdjustment ()
 
void SetAsLocalPlayerController ()
 
virtual bool ShouldParticipateInSeamlessTravel () const override
 
ENGINE_API void UpdateServerAsyncPhysicsTickOffset ()
 
ENGINE_API void ServerSendLatestAsyncPhysicsTimestamp (FAsyncPhysicsTimestamp Timestamp)
 
ENGINE_API void ClientSetupNetworkPhysicsTimestamp (FAsyncPhysicsTimestamp Timestamp)
 
ENGINE_API void ClientAckTimeDilation (float TimeDilation, int32 ServerStep)
 
ENGINE_API void ExecuteAsyncPhysicsCommand (const FAsyncPhysicsTimestamp &AsyncPhysicsTimestamp, UObject *OwningObject, const TFunction< void()> &Command, const bool bEnableResim=true)
 
ENGINE_API FAsyncPhysicsTimestamp GetPhysicsTimestamp ()
 
FAsyncPhysicsTimestamp GetPhysicsTimestamp (float DeltaSeconds)
 
int32 GetNetworkPhysicsTickOffset () const
 
bool GetNetworkPhysicsTickOffsetAssigned () const
 
ENGINE_API uint32 GetClientHandshakeId () const
 
ENGINE_API void SetClientHandshakeId (uint32 InClientHandshakeId)
 
ENGINE_API void SetLocalPlayerConnectionIdentifier (int32 Identifier)
 
ENGINE_API int32 GetLocalPlayerConnectionIdentifier () const
 
- Public Member Functions inherited from AController
ENGINE_API AController (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
ENGINE_API void SetPlayerState (APlayerState *InPlayerState)
 
ENGINE_API bool IsInState (FName InStateName) const
 
ENGINE_API FName GetStateName () const
 
virtual ENGINE_API FRotator GetControlRotation () const
 
virtual ENGINE_API void SetControlRotation (const FRotator &NewRotation)
 
virtual ENGINE_API bool LineOfSightTo (const class AActor *Other, FVector ViewPoint=FVector(ForceInit), bool bAlternateChecks=false) const
 
virtual ENGINE_API void OnRep_Pawn ()
 
virtual ENGINE_API void OnRep_PlayerState ()
 
template<class T >
T * GetPlayerState () const
 
ENGINE_API void ClientSetLocation (FVector NewLocation, FRotator NewRotation)
 
ENGINE_API void ClientSetRotation (FRotator NewRotation, bool bResetCamera=false)
 
ENGINE_API APawn * K2_GetPawn () const
 
FPawnChangedSignatureGetOnNewPawnNotifier ()
 
virtual ENGINE_API void K2_DestroyActor () override
 
virtual ENGINE_API FString GetHumanReadableName () const override
 
TObjectPtr< APawn > GetPawn () const
 
template<class T >
T * GetPawn () const
 
ACharacterGetCharacter () const
 
ENGINE_API void SetPawnFromRep (APawn *InPawn)
 
virtual ENGINE_API FRotator GetDesiredRotation () const
 
bool IsPlayerController () const
 
bool IsLocalPlayerController () const
 
virtual ENGINE_API void Possess (APawn *InPawn) final
 
virtual ENGINE_API void UnPossess () final
 
virtual ENGINE_API void PawnPendingDestroy (APawn *inPawn)
 
virtual ENGINE_API void InstigatedAnyDamage (float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)
 
virtual ENGINE_API void InitPlayerState ()
 
virtual ENGINE_API const struct FNavAgentPropertiesGetNavAgentPropertiesRef () const override
 
virtual ENGINE_API FVector GetNavAgentLocation () const override
 
virtual ENGINE_API void GetMoveGoalReachTest (const AActor *MovingActor, const FVector &MoveOffset, FVector &GoalOffset, float &GoalRadius, float &GoalHalfHeight) const override
 
virtual ENGINE_API bool ShouldPostponePathUpdates () const override
 
virtual ENGINE_API bool IsFollowingAPath () const override
 
virtual ENGINE_API IPathFollowingAgentInterfaceGetPathFollowingAgent () const override
 
virtual ENGINE_API void StopMovement ()
 
virtual ENGINE_API void SetIgnoreMoveInput (bool bNewMoveInput)
 
virtual ENGINE_API void ResetIgnoreMoveInput ()
 
virtual ENGINE_API bool IsMoveInputIgnored () const
 
virtual ENGINE_API void SetIgnoreLookInput (bool bNewLookInput)
 
virtual ENGINE_API void ResetIgnoreLookInput ()
 
virtual ENGINE_API bool IsLookInputIgnored () const
 
virtual ENGINE_API void CurrentLevelUnloaded ()
 
- Public Member Functions inherited from AActor
ENGINE_API AActor ()
 
ENGINE_API AActor (const FObjectInitializer &ObjectInitializer)
 
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 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 CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
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
 
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 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 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)
 
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 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 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 DispatchPhysicsCollisionHit (const struct FRigidBodyCollisionInfo &MyInfo, const struct FRigidBodyCollisionInfo &OtherInfo, const FCollisionImpactData &RigidCollisionData)
 
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)
 
ENGINE_API void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, FHitResult const &Hit)
 
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 bool HasActiveCameraComponent (bool bForceFindCamera=false) const
 
virtual ENGINE_API bool HasActivePawnControlCameraComponent () const
 
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 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)
 

Public Attributes

TObjectPtr< UPlayerPlayer
 
TObjectPtr< APawn > AcknowledgedPawn
 
TObjectPtr< AHUD > MyHUD
 
TObjectPtr< APlayerCameraManagerPlayerCameraManager
 
TSubclassOf< APlayerCameraManagerPlayerCameraManagerClass
 
bool bAutoManageActiveCameraTarget
 
FRotator TargetViewRotation
 
FRotator BlendedTargetViewRotation
 
float SmoothTargetViewRotationSpeed
 
float LocalPlayerCachedLODDistanceFactor
 
TArray< TObjectPtr< class AActor > > HiddenActors
 
TArray< TWeakObjectPtr< UPrimitiveComponent > > HiddenPrimitiveComponents
 
bool bRenderPrimitiveComponents
 
float LastSpectatorStateSynchTime
 
FVector LastSpectatorSyncLocation
 
FRotator LastSpectatorSyncRotation
 
int32 ClientCap
 
TObjectPtr< UCheatManagerCheatManager
 
TSubclassOf< UCheatManagerCheatClass
 
TObjectPtr< UPlayerInputPlayerInput
 
TArray< FActiveForceFeedbackEffectActiveForceFeedbackEffects
 
TArray< FForceFeedbackEffectHistoryEntryForceFeedbackEffectHistoryEntries
 
TSharedPtr< struct FActiveHapticFeedbackEffectActiveHapticEffect_Left
 
TSharedPtr< struct FActiveHapticFeedbackEffectActiveHapticEffect_Right
 
TSharedPtr< struct FActiveHapticFeedbackEffectActiveHapticEffect_Gun
 
TSharedPtr< struct FActiveHapticFeedbackEffectActiveHapticEffect_HMD
 
FForceFeedbackValues ForceFeedbackValues
 
TArray< FNamePendingMapChangeLevelNames
 
uint32 bShortConnectTimeOut:1
 
uint32 bCinematicMode:1
 
uint32 bHidePawnInCinematicMode:1
 
uint32 bIsUsingStreamingVolumes:1
 
uint32 bPlayerIsWaiting:1
 
uint8 NetPlayerIndex
 
FPlayerMuteList MuteList
 
TObjectPtr< UNetConnectionPendingSwapConnection
 
TObjectPtr< UNetConnectionNetConnection
 
FRotator RotationInput
 
float InputYawScale_DEPRECATED = 1.0f
 
float InputPitchScale_DEPRECATED = 1.0f
 
float InputRollScale_DEPRECATED = 1.0f
 
uint32 bShowMouseCursor:1
 
uint32 bEnableClickEvents:1
 
uint32 bEnableTouchEvents:1
 
uint32 bEnableMouseOverEvents:1
 
uint32 bEnableTouchOverEvents:1
 
uint32 bForceFeedbackEnabled:1
 
uint32 bEnableMotionControls:1
 
uint32 bEnableStreamingSource:1
 
uint32 bStreamingSourceShouldActivate:1
 
uint32 bStreamingSourceShouldBlockOnSlowStreaming:1
 
EStreamingSourcePriority StreamingSourcePriority
 
FColor StreamingSourceDebugColor
 
TArray< FStreamingSourceShapeStreamingSourceShapes
 
float ForceFeedbackScale
 
TArray< FKeyClickEventKeys
 
TEnumAsByte< EMouseCursor::TypeDefaultMouseCursor
 
TEnumAsByte< EMouseCursor::TypeCurrentMouseCursor
 
TEnumAsByte< ECollisionChannelDefaultClickTraceChannel
 
TEnumAsByte< ECollisionChannelCurrentClickTraceChannel
 
float HitResultTraceDistance
 
uint16 SeamlessTravelCount
 
uint16 LastCompletedSeamlessTravelCount
 
- Public Attributes inherited from AController
TObjectPtr< APlayerStatePlayerState
 
TWeakObjectPtr< class AActorStartSpot
 
FInstigatedAnyDamageSignature OnInstigatedAnyDamage
 
FOnPossessedPawnChanged OnPossessedPawnChanged
 
FName StateName
 
- Public Attributes inherited from AActor
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
 

Protected Member Functions

virtual ENGINE_API void OnReplicationStartedForIris (const FOnReplicationStartedParams &) override
 
virtual ENGINE_API bool GetStreamingSourcesInternal (TArray< FWorldPartitionStreamingSource > &OutStreamingSources) const
 
virtual ENGINE_API bool GetStreamingSource (FWorldPartitionStreamingSource &OutStreamingSource) const final
 
virtual const UObjectGetStreamingSourceOwner () const override final
 
virtual ENGINE_API void BeginPlayingState ()
 
virtual ENGINE_API void EndPlayingState ()
 
virtual ENGINE_API bool HasNetOwner () const override
 
virtual ENGINE_API void SetupInactiveStateInputComponent (UInputComponent *InComponent)
 
virtual ENGINE_API void UpdateStateInputComponents ()
 
virtual ENGINE_API TSharedPtr< class SVirtualJoystickCreateVirtualJoystick ()
 
virtual ENGINE_API void OnPossess (APawn *aPawn) override
 
virtual ENGINE_API void OnUnPossess () override
 
virtual ENGINE_API void BeginPlay () override
 
ENGINE_API void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
virtual ENGINE_API void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
virtual ENGINE_API void BuildInputStack (TArray< UInputComponent * > &InputStack)
 
ENGINE_API void ProcessForceFeedbackAndHaptics (const float DeltaTime, const bool bGamePaused)
 
virtual ENGINE_API void UpdateForceFeedback (IInputInterface *InputInterface, const int32 ControllerId)
 
virtual ENGINE_API bool IsInViewportClient (UGameViewportClient *ViewportClient) const
 
virtual ENGINE_API int32 GetInputIndex () const
 
virtual ENGINE_API ACameraActorGetAutoActivateCameraForPlayer () const
 
virtual ENGINE_API void ProcessTouchHitResult (const FInputDeviceId DeviceId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, const FHitResult &HitResult, const bool bHit)
 
virtual ENGINE_API void SetupInputComponent ()
 
virtual ENGINE_API void BeginSpectatingState ()
 
virtual ENGINE_API void EndSpectatingState ()
 
virtual ENGINE_API void SetSpectatorPawn (ASpectatorPawn *NewSpectatorPawn)
 
virtual ENGINE_API ASpectatorPawnSpawnSpectatorPawn ()
 
virtual ENGINE_API void DestroySpectatorPawn ()
 
virtual bool ShouldKeepCurrentPawnUponSpectating () const
 
virtual ENGINE_API void SetSpawnLocation (const FVector &NewLocation)
 
- Protected Member Functions inherited from AController
ENGINE_API bool IsValidControlRotation (FRotator CheckRotation) const
 
virtual ENGINE_API void AttachToPawn (APawn *InPawn)
 
virtual ENGINE_API void DetachFromPawn ()
 
virtual ENGINE_API void AddPawnTickDependency (APawn *NewPawn)
 
virtual ENGINE_API void RemovePawnTickDependency (APawn *InOldPawn)
 
class USceneComponent * GetTransformComponent () const
 
ENGINE_API void ReceivePossess (APawn *PossessedPawn)
 
ENGINE_API void ReceiveUnPossess (APawn *UnpossessedPawn)
 
ENGINE_API void ReceiveInstigatedAnyDamage (float Damage, const class UDamageType *DamageType, class AActor *DamagedActor, class AActor *DamageCauser)
 
- Protected Member Functions inherited from AActor
void SetRemoteRoleForBackwardsCompat (const ENetRole InRemoteRole)
 
virtual ENGINE_API void OnRep_Owner ()
 
ENGINE_API void ReceiveBeginPlay ()
 
ENGINE_API void ReceiveEndPlay (EEndPlayReason::Type EndPlayReason)
 
ENGINE_API void SyncReplicatedPhysicsSimulation ()
 
ENGINE_API bool IsWithinNetRelevancyDistance (const FVector &SrcLocation) const
 
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

TWeakObjectPtr< UPrimitiveComponent > CurrentClickablePrimitive
 
TWeakObjectPtr< UPrimitiveComponent > CurrentTouchablePrimitives [EKeys::NUM_TOUCH_KEYS]
 
TArray< TWeakObjectPtr< UInputComponent > > CurrentInputStack
 
TObjectPtr< UInputComponentInactiveStateInputComponent
 
uint32 bCinemaDisableInputMove:1
 
uint32 bCinemaDisableInputLook:1
 
uint32 bShouldPerformFullTickWhenPaused: 1
 
TSharedPtr< class SVirtualJoystickVirtualJoystick
 
TObjectPtr< class UTouchInterfaceCurrentTouchInterface
 
TSubclassOf< UPlayerInputOverridePlayerInputClass
 
FTimerHandle TimerHandle_UnFreeze
 
uint32 bOverrideAudioListener:1
 
uint32 bOverrideAudioAttenuationListener:1
 
TWeakObjectPtr< USceneComponent > AudioListenerComponent
 
TWeakObjectPtr< USceneComponent > AudioListenerAttenuationComponent
 
FVector AudioListenerLocationOverride
 
FRotator AudioListenerRotationOverride
 
FVector AudioListenerAttenuationOverride
 
FVector SpawnLocation
 
float LastMovementUpdateTime
 
float LastMovementHitch
 
- Protected Attributes inherited from AController
FPawnChangedSignature OnNewPawn
 
FRotator ControlRotation
 
uint8 bAttachToPawn:1
 
uint8 bIsPlayerController:1
 
uint8 bCanPossessWithoutAuthority:1
 
uint8 IgnoreMoveInput
 
uint8 IgnoreLookInput
 
- Protected Attributes inherited from AActor
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 FLatentDynamicForceFeedbackAction
 

Additional Inherited Members

- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 
- Static Public Member Functions inherited from AActor
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)
 
- Static Public Attributes inherited from AActor
static ENGINE_API FOnProcessEvent ProcessEventDelegate
 

Detailed Description

PlayerControllers are used by human players to control Pawns.

ControlRotation (accessed via GetControlRotation()), determines the aiming orientation of the controlled Pawn.

In networked games, PlayerControllers exist on the server for every player-controlled pawn, and also on the controlling client's machine. They do NOT exist on a client's machine for pawns controlled by remote players elsewhere on the network.

See also
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/PlayerController/
Examples
/work/Engine/Source/Runtime/UMG/Public/Components/Widget.h.

Constructor & Destructor Documentation

◆ APlayerController()

APlayerController::APlayerController ( const FObjectInitializer ObjectInitializer = FObjectInitializer::Get())

Default Constructor

Member Function Documentation

◆ AcknowledgePossession()

virtual ENGINE_API void APlayerController::AcknowledgePossession ( class APawn *  P)
virtual

Called on the client to do local pawn setup after possession, before calling ServerAcknowledgePossession

◆ ActivateTouchInterface()

virtual ENGINE_API void APlayerController::ActivateTouchInterface ( class UTouchInterface NewTouchInterface)
virtual

Activates a new touch interface for this player controller

◆ AddCheats()

virtual ENGINE_API void APlayerController::AddCheats ( bool  bForce = false)
virtual

Called to try and enable cheats for this player, happens during initialization or from AllowCheats command

Reimplemented in ADebugCameraController.

◆ AddPitchInput()

virtual ENGINE_API void APlayerController::AddPitchInput ( float  Val)
virtual

Add Pitch (look up) input. This value is multiplied by InputPitchScale.

Parameters
ValAmount to add to Pitch. This value is multiplied by InputPitchScale.

◆ AddRollInput()

virtual ENGINE_API void APlayerController::AddRollInput ( float  Val)
virtual

Add Roll input. This value is multiplied by InputRollScale.

Parameters
ValAmount to add to Roll. This value is multiplied by InputRollScale.

◆ AddYawInput()

virtual ENGINE_API void APlayerController::AddYawInput ( float  Val)
virtual

Add Yaw (turn) input. This value is multiplied by InputYawScale.

Parameters
ValAmount to add to Yaw. This value is multiplied by InputYawScale.

◆ AutoManageActiveCameraTarget()

void APlayerController::AutoManageActiveCameraTarget ( AActor SuggestedTarget)
virtual

If bAutoManageActiveCameraTarget is true, then automatically manage the active camera target. If there a CameraActor placed in the level with an auto-activate player assigned to it, that will be preferred, otherwise SuggestedTarget will be used.

◆ BeginInactiveState()

virtual ENGINE_API void APlayerController::BeginInactiveState ( )
overridevirtual

State entered when inactive (no possessed pawn, not spectating, etc).

Reimplemented from AController.

◆ BeginPlay()

virtual ENGINE_API void APlayerController::BeginPlay ( )
overrideprotectedvirtual

Overridable native event for when play begins for this actor.

Reimplemented from AActor.

◆ BeginPlayingState()

virtual ENGINE_API void APlayerController::BeginPlayingState ( )
protectedvirtual

Pawn has been possessed, so changing state to NAME_Playing. Start it walking and begin playing with it.

◆ BeginSpectatingState()

virtual ENGINE_API void APlayerController::BeginSpectatingState ( )
protectedvirtual

Event when spectating begins.

◆ BuildHiddenComponentList()

ENGINE_API void APlayerController::BuildHiddenComponentList ( const FVector ViewLocation,
TSet< FPrimitiveComponentId > &  HiddenComponentsOut 
)

Builds a list of components that are hidden based upon gameplay. This calls both UpdateHiddenActors and UpdateHiddenComponents, merging the two lists.

Parameters
ViewLocationthe view point to hide/unhide from
HiddenComponentsthis list will have all components that should be hidden added to it

◆ BuildInputStack()

virtual ENGINE_API void APlayerController::BuildInputStack ( TArray< UInputComponent * > &  InputStack)
protectedvirtual

◆ CalcCamera()

virtual ENGINE_API void APlayerController::CalcCamera ( float  DeltaTime,
struct FMinimalViewInfo OutResult 
)
overridevirtual

Calculate camera view point, when viewing this actor.

Parameters
DeltaTimeDelta time seconds since last update
OutResultCamera configuration

Reimplemented from AActor.

◆ Camera()

virtual ENGINE_API void APlayerController::Camera ( FName  NewMode)
virtual

Change Camera mode

Parameters
Newcamera mode to set

◆ CanRestartPlayer()

virtual ENGINE_API bool APlayerController::CanRestartPlayer ( )
virtual

Returns true if this controller thinks it's able to restart. Called from GameModeBase::PlayerCanRestart

◆ ChangeState()

virtual ENGINE_API void APlayerController::ChangeState ( FName  NewState)
overridevirtual

Change the current state to named state

Reimplemented from AController.

◆ CleanUpAudioComponents()

void APlayerController::CleanUpAudioComponents ( )
virtual

Clears out 'left-over' audio components.

◆ CleanupGameViewport()

virtual ENGINE_API void APlayerController::CleanupGameViewport ( )
virtual

Gives the PlayerController an opportunity to cleanup any changes it applied to the game viewport, primarily for the touch interface

◆ CleanupPlayerState()

virtual ENGINE_API void APlayerController::CleanupPlayerState ( )
overridevirtual

Called from Destroyed(). Cleans up PlayerState.

Reimplemented from AController.

◆ ClearAudioListenerAttenuationOverride()

ENGINE_API void APlayerController::ClearAudioListenerAttenuationOverride ( )

◆ ClearAudioListenerOverride()

ENGINE_API void APlayerController::ClearAudioListenerOverride ( )

Clear any overrides that have been applied to audio listener

◆ ClientAckTimeDilation()

ENGINE_API void APlayerController::ClientAckTimeDilation ( float  TimeDilation,
int32  ServerStep 
)

Client receives the time dilation value it needs to use to keep its ServerFrame to LocalFrame offset in sync

◆ ClientAckUpdateLevelVisibility()

ENGINE_API void APlayerController::ClientAckUpdateLevelVisibility ( FName  PackageName,
FNetLevelVisibilityTransactionId  TransactionId,
bool  bClientAckCanMakeVisible 
)

Acknowledge received LevelVisibilityTransactionId

Parameters
PackageName- Identifying the level that we are acknowledging levelvisibility for
TransactionId- TransactionId being acknowledged

◆ ClientAddTextureStreamingLoc()

ENGINE_API void APlayerController::ClientAddTextureStreamingLoc ( FVector  InLoc,
float  Duration,
bool  bOverrideLocation 
)

Adds a location to the texture streaming system for the specified duration.

◆ ClientCancelPendingMapChange()

ENGINE_API void APlayerController::ClientCancelPendingMapChange ( )

Tells client to cancel any pending map change.

◆ ClientCapBandwidth()

ENGINE_API void APlayerController::ClientCapBandwidth ( int32  Cap)

Set CurrentNetSpeed to the lower of its current value and Cap.

◆ ClientClearCameraLensEffects()

virtual ENGINE_API void APlayerController::ClientClearCameraLensEffects ( )
virtual

Removes all Camera Lens Effects.

◆ ClientCommitMapChange()

ENGINE_API void APlayerController::ClientCommitMapChange ( )

Actually performs the level transition prepared by PrepareMapChange().

◆ ClientEnableNetworkVoice()

virtual ENGINE_API void APlayerController::ClientEnableNetworkVoice ( bool  bEnable)
virtual

Tell the client to enable or disable voice chat (not muting)

Parameters
bEnableenable or disable voice chat

◆ ClientEndOnlineSession()

ENGINE_API void APlayerController::ClientEndOnlineSession ( )

Notify client that the session is about to start

◆ ClientFlushLevelStreaming()

ENGINE_API void APlayerController::ClientFlushLevelStreaming ( )

Tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time

◆ ClientForceGarbageCollection()

ENGINE_API void APlayerController::ClientForceGarbageCollection ( )

Forces GC at the end of the tick on the client

◆ ClientGameEnded()

ENGINE_API void APlayerController::ClientGameEnded ( class AActor EndGameFocus,
bool  bIsWinner 
)

Replicated function called by GameHasEnded().

Parameters
EndGameFocus- actor to view with camera
bIsWinner- true if this controller is on winning team

◆ ClientGotoState()

ENGINE_API void APlayerController::ClientGotoState ( FName  NewState)

Server uses this to force client into NewState . @Note ALL STATE NAMES NEED TO BE DEFINED IN name table in UnrealNames.h to be correctly replicated (so they are mapped to the same thing on client and server).

◆ ClientIgnoreLookInput()

ENGINE_API void APlayerController::ClientIgnoreLookInput ( bool  bIgnore)

Calls IgnoreLookInput on client

◆ ClientIgnoreMoveInput()

ENGINE_API void APlayerController::ClientIgnoreMoveInput ( bool  bIgnore)

Calls IgnoreMoveInput on client

◆ ClientMessage()

ENGINE_API void APlayerController::ClientMessage ( const FString &  S,
FName  Type = NAME_None,
float  MsgLifeTime = 0.f 
)

Outputs a message to HUD

Parameters
S- message to display
Type-
MsgLifeTime- Optional length of time to display 0 = default time

◆ ClientMutePlayer()

virtual ENGINE_API void APlayerController::ClientMutePlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the client to mute a player for this controller

Parameters
PlayerIdplayer id to mute

◆ ClientPlayForceFeedback()

void APlayerController::ClientPlayForceFeedback ( class UForceFeedbackEffect ForceFeedbackEffect,
FForceFeedbackParameters  Params = FForceFeedbackParameters() 
)
inline

Play a force feedback pattern on the player's controller

Parameters
ForceFeedbackEffectThe force feedback pattern to play
ParamsParameter struct to customize playback behavior of the feedback effect

◆ ClientPlaySound()

ENGINE_API void APlayerController::ClientPlaySound ( class USoundBase Sound,
float  VolumeMultiplier = 1.f,
float  PitchMultiplier = 1.f 
)

Play sound client-side (so only the client will hear it)

Parameters
Sound- Sound to play
VolumeMultiplier- Volume multiplier to apply to the sound
PitchMultiplier- Pitch multiplier to apply to the sound

◆ ClientPlaySoundAtLocation()

ENGINE_API void APlayerController::ClientPlaySoundAtLocation ( class USoundBase Sound,
FVector  Location,
float  VolumeMultiplier = 1.f,
float  PitchMultiplier = 1.f 
)

Play sound client-side at the specified location

Parameters
Sound- Sound to play
Location- Location to play the sound at
VolumeMultiplier- Volume multiplier to apply to the sound
PitchMultiplier- Pitch multiplier to apply to the sound

◆ ClientPrepareMapChange()

ENGINE_API void APlayerController::ClientPrepareMapChange ( FName  LevelName,
bool  bFirst,
bool  bLast 
)

Asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated

Parameters
LevelNames- the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
bFirst- whether this is the first item in the list (so clear the list first)
bLast- whether this is the last item in the list (so start preparing the change after receiving it)

◆ ClientPrestreamTextures()

ENGINE_API void APlayerController::ClientPrestreamTextures ( class AActor ForcedActor,
float  ForceDuration,
bool  bEnableStreaming,
int32  CinematicTextureGroups = 0 
)

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.

Parameters
ForcedActor- The actor whose textures should be forced into memory.
ForceDuration- Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
bEnableStreaming- Whether to start (true) or stop (false) streaming
CinematicTextureGroups- Bitfield indicating which texture groups that use extra high-resolution mips

◆ ClientReceiveLocalizedMessage()

ENGINE_API void APlayerController::ClientReceiveLocalizedMessage ( TSubclassOf< ULocalMessage Message,
int32  Switch = 0,
class APlayerState RelatedPlayerState_1 = nullptr,
class APlayerState RelatedPlayerState_2 = nullptr,
class UObject OptionalObject = nullptr 
)

send client localized message id

◆ ClientRepObjRef()

virtual ENGINE_API void APlayerController::ClientRepObjRef ( UObject Object)
virtual

Development RPC for testing object reference replication

◆ ClientReset()

ENGINE_API void APlayerController::ClientReset ( )

Tell client to reset the PlayerController

◆ ClientRestart()

ENGINE_API void APlayerController::ClientRestart ( class APawn *  NewPawn)

Tell client to restart the level

◆ ClientRetryClientRestart()

ENGINE_API void APlayerController::ClientRetryClientRestart ( class APawn *  NewPawn)

Assign Pawn to player, but avoid calling ClientRestart if we have already accepted this pawn

◆ ClientReturnToMainMenuWithTextReason()

virtual ENGINE_API void APlayerController::ClientReturnToMainMenuWithTextReason ( const FText ReturnReason)
virtual

Return the client to the main menu gracefully

◆ ClientSetBlockOnAsyncLoading()

ENGINE_API void APlayerController::ClientSetBlockOnAsyncLoading ( )

Tells the client to block until all pending level streaming actions are complete. Happens at the end of the tick primarily used to force update the client ASAP at join time.

◆ ClientSetCameraFade()

ENGINE_API void APlayerController::ClientSetCameraFade ( bool  bEnableFading,
FColor  FadeColor = FColor(ForceInit),
FVector2D  FadeAlpha = FVector2D(-1.0f, 0.0f),
float  FadeTime = 0,
bool  bFadeAudio = false,
bool  bHoldWhenFinished = false 
)

Tell client to fade camera @Param bEnableFading - true if we should apply FadeColor/FadeAmount to the screen @Param FadeColor - Color to fade to @Param FadeAlpha - Contains the start fade (X) and end fade (Y) values to apply. A start fade of less than 0 will use the screen's current fade value @Param FadeTime - length of time for fade to occur over @Param bFadeAudio - true to apply fading of audio alongside the video

Parameters
bHoldWhenFinished- True for fade to hold at the ToAlpha until fade is disabled

◆ ClientSetCameraMode()

ENGINE_API void APlayerController::ClientSetCameraMode ( FName  NewCamMode)

Replicated function to set camera style on client

Parameters
NewCamMode,namedefining the new camera mode

◆ ClientSetCinematicMode()

ENGINE_API void APlayerController::ClientSetCinematicMode ( bool  bInCinematicMode,
bool  bAffectsMovement,
bool  bAffectsTurning,
bool  bAffectsHUD 
)

Called by the server to synchronize cinematic transitions with the client

◆ ClientSetForceMipLevelsToBeResident()

ENGINE_API void APlayerController::ClientSetForceMipLevelsToBeResident ( class UMaterialInterface Material,
float  ForceDuration,
int32  CinematicTextureGroups = 0 
)

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

Parameters
Material- The material whose textures should be forced into memory.
ForceDuration- Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
CinematicTextureGroups- Bitfield indicating which texture groups that use extra high-resolution mips

◆ ClientSetHUD()

ENGINE_API void APlayerController::ClientSetHUD ( TSubclassOf< AHUD >  NewHUDClass)

Set the client's class of HUD and spawns a new instance of it. If there was already a HUD active, it is destroyed.

◆ ClientSetSpectatorWaiting()

ENGINE_API void APlayerController::ClientSetSpectatorWaiting ( bool  bWaiting)

Indicate that the Spectator is waiting to join/respawn.

◆ ClientSetupNetworkPhysicsTimestamp()

ENGINE_API void APlayerController::ClientSetupNetworkPhysicsTimestamp ( FAsyncPhysicsTimestamp  Timestamp)

Client receives the setup of the FAsyncPhysicsTimestamp ServerFrame and LocalFrame offset from the server.

◆ ClientSetViewTarget()

ENGINE_API void APlayerController::ClientSetViewTarget ( class AActor A,
struct FViewTargetTransitionParams  TransitionParams = FViewTargetTransitionParams() 
)

Set the view target

Parameters
A- new actor to set as view target
TransitionParams- parameters to use for controlling the transition

◆ ClientSpawnGenericCameraLensEffect()

ENGINE_API void APlayerController::ClientSpawnGenericCameraLensEffect ( UPARAM(meta=(MustImplement="CameraLensEffectInterface")) TSubclassOf< class AActor LensEffectEmitterClass)

Spawn a camera lens effect (e.g. blood).

◆ ClientStartCameraShake()

ENGINE_API void APlayerController::ClientStartCameraShake ( TSubclassOf< class UCameraShakeBase Shake,
float  Scale = 1.f,
ECameraShakePlaySpace  PlaySpace = ECameraShakePlaySpace::CameraLocal,
FRotator  UserPlaySpaceRot = FRotator::ZeroRotator 
)

Play Camera Shake

Parameters
Shake- Camera shake animation to play
Scale- Scalar defining how "intense" to play the anim
PlaySpace- Which coordinate system to play the shake in (used for CameraAnims within the shake).
UserPlaySpaceRot- Matrix used when PlaySpace = CAPS_UserDefined

◆ ClientStartCameraShakeFromSource()

ENGINE_API void APlayerController::ClientStartCameraShakeFromSource ( TSubclassOf< class UCameraShakeBase Shake,
class UCameraShakeSourceComponent SourceComponent 
)

Play Camera Shake localized to a given source

Parameters
Shake- Camera shake animation to play
SourceComponent- The source from which the camera shakes originates

◆ ClientStartOnlineSession()

ENGINE_API void APlayerController::ClientStartOnlineSession ( )

Notify client that the session is starting

◆ ClientStopCameraShake()

ENGINE_API void APlayerController::ClientStopCameraShake ( TSubclassOf< class UCameraShakeBase Shake,
bool  bImmediately = true 
)

Stop camera shake on client.

◆ ClientStopCameraShakesFromSource()

ENGINE_API void APlayerController::ClientStopCameraShakesFromSource ( class UCameraShakeSourceComponent SourceComponent,
bool  bImmediately = true 
)

Stop camera shake on client.

◆ ClientStopForceFeedback()

ENGINE_API void APlayerController::ClientStopForceFeedback ( class UForceFeedbackEffect ForceFeedbackEffect,
FName  Tag 
)

Stops a playing force feedback pattern

Parameters
ForceFeedbackEffectIf set only patterns from that effect will be stopped
TagIf not none only the pattern with this tag will be stopped

◆ ClientTeamMessage()

ENGINE_API void APlayerController::ClientTeamMessage ( class APlayerState SenderPlayerState,
const FString &  S,
FName  Type,
float  MsgLifeTime = 0 
)

◆ ClientTravel()

ENGINE_API void APlayerController::ClientTravel ( const FString &  URL,
enum ETravelType  TravelType,
bool  bSeamless = false,
FGuid  MapPackageGuid = FGuid() 
)

Travel to a different map or IP address. Calls the PreClientTravel event before doing anything. NOTE: This is implemented as a locally executed wrapper for ClientTravelInternal, to avoid API compatability breakage

Parameters
URLA string containing the mapname (or IP address) to travel to, along with option key/value pairs
TravelTypespecifies whether the client should append URL options used in previous travels; if true is specified for the bSeamlesss parameter, this value must be TRAVEL_Relative.
bSeamlessIndicates whether to use seamless travel (requires TravelType of TRAVEL_Relative)
MapPackageGuidThe GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients

◆ ClientTravelInternal()

ENGINE_API void APlayerController::ClientTravelInternal ( const FString &  URL,
enum ETravelType  TravelType,
bool  bSeamless = false,
FGuid  MapPackageGuid = FGuid() 
)

Internal clientside implementation of ClientTravel - use ClientTravel to call this

Parameters
URLA string containing the mapname (or IP address) to travel to, along with option key/value pairs
TravelTypespecifies whether the client should append URL options used in previous travels; if true is specified for the bSeamlesss parameter, this value must be TRAVEL_Relative.
bSeamlessIndicates whether to use seamless travel (requires TravelType of TRAVEL_Relative)
MapPackageGuidThe GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients

◆ ClientUnmutePlayer()

virtual ENGINE_API void APlayerController::ClientUnmutePlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the client to unmute a player for this controller

Parameters
PlayerIdplayer id to unmute

◆ ClientUnmutePlayers()

virtual ENGINE_API void APlayerController::ClientUnmutePlayers ( const TArray< FUniqueNetIdRepl > &  PlayerIds)
virtual

Tell the client to unmute an array of players for this controller

Parameters
PlayerIdsplayer ids to unmute

◆ ClientUpdateLevelStreamingStatus()

ENGINE_API void APlayerController::ClientUpdateLevelStreamingStatus ( FName  PackageName,
bool  bNewShouldBeLoaded,
bool  bNewShouldBeVisible,
bool  bNewShouldBlockOnLoad,
int32  LODIndex,
FNetLevelVisibilityTransactionId  TransactionId = FNetLevelVisibilityTransactionId(),
bool  bNewShouldBlockOnUnload = false 
)

Replicated Update streaming status

Parameters
PackageName- Name of the level package name used for loading.
bNewShouldBeLoaded- Whether the level should be loaded
bNewShouldBeVisible- Whether the level should be visible if it is loaded
bNewShouldBlockOnLoad- Whether we want to force a blocking load
LODIndex- Current LOD index for a streaming level
TransactionId- Optional parameter used when communicating LevelVisibility changes between server and client
bNewShouldBlockOnUnload- Optional parameter used to force a blocking unload or not

◆ ClientUpdateMultipleLevelsStreamingStatus()

ENGINE_API void APlayerController::ClientUpdateMultipleLevelsStreamingStatus ( const TArray< FUpdateLevelStreamingLevelStatus > &  LevelStatuses)

Replicated Update streaming status. This version allows for the streaming state of many levels to be sent in a single RPC.

Parameters
LevelStatusesThe list of levels the client should have either streamed in or not, depending on state.

◆ ClientVoiceHandshakeComplete()

virtual ENGINE_API void APlayerController::ClientVoiceHandshakeComplete ( )
virtual

Tells the client that the server has all the information it needs and that it is ok to start sending voice packets. The server will already send voice packets when this function is called, since it is set server side and then forwarded

NOTE: This is done as an RPC instead of variable replication because ordering matters

◆ ClientWasKicked()

ENGINE_API void APlayerController::ClientWasKicked ( const FText KickReason)

Notify client they were kicked from the server

◆ ConsoleCommand()

FString APlayerController::ConsoleCommand ( const FString &  Command,
bool  bWriteToLog = true 
)
virtual

Executes the Exec() command on the UPlayer object

Parameters
Commandcommand to execute (string of commands optionally separated by a | (pipe))
bWriteToLogwrite out to the log

Reimplemented in ADebugCameraController.

◆ ConsoleKey()

virtual ENGINE_API void APlayerController::ConsoleKey ( FKey  Key)
virtual

Console control commands, useful when remote debugging so you can't touch the console the normal way

◆ CreateTouchInterface()

virtual ENGINE_API void APlayerController::CreateTouchInterface ( )
virtual

Create the touch interface, and activate an initial touch interface (if touch interface is desired)

◆ CreateVirtualJoystick()

virtual ENGINE_API TSharedPtr< class SVirtualJoystick > APlayerController::CreateVirtualJoystick ( )
protectedvirtual

Create virtual touch interface

◆ DefaultCanUnpause()

virtual ENGINE_API bool APlayerController::DefaultCanUnpause ( )
virtual

Default implementation of pausing check for 'CanUnpause' delegates

Returns
True if pausing is allowed

◆ DelayedPrepareMapChange()

virtual ENGINE_API void APlayerController::DelayedPrepareMapChange ( )
virtual

Used to wait until a map change can be prepared when one was already in progress

◆ DeprojectMousePositionToWorld()

ENGINE_API bool APlayerController::DeprojectMousePositionToWorld ( FVector WorldLocation,
FVector WorldDirection 
) const

Convert current mouse 2D position to World Space 3D position and direction. Returns false if unable to determine value.

◆ DeprojectScreenPositionToWorld()

ENGINE_API bool APlayerController::DeprojectScreenPositionToWorld ( float  ScreenX,
float  ScreenY,
FVector WorldLocation,
FVector WorldDirection 
) const

Convert 2D screen position to World Space 3D position and direction. Returns false if unable to determine value.

◆ Destroyed()

virtual ENGINE_API void APlayerController::Destroyed ( )
overridevirtual

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

Reimplemented from AController.

◆ DestroyNetworkActorHandled()

bool APlayerController::DestroyNetworkActorHandled ( )
overridevirtual

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 from AActor.

◆ DestroySpectatorPawn()

virtual ENGINE_API void APlayerController::DestroySpectatorPawn ( )
protectedvirtual

Destroys the SpectatorPawn and sets it to nullptr.

◆ DisableInput()

virtual ENGINE_API void APlayerController::DisableInput ( class APlayerController PlayerController)
overridevirtual

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 from AActor.

◆ DisplayDebug()

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

Reimplemented from AController.

◆ EnableCheats()

virtual ENGINE_API void APlayerController::EnableCheats ( )
virtual

Run from the console to try and manually enable cheats which are disabled by default in multiplayer, games can override this

◆ EnableInput()

virtual ENGINE_API void APlayerController::EnableInput ( class APlayerController PlayerController)
overridevirtual

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 from AActor.

◆ EndInactiveState()

virtual ENGINE_API void APlayerController::EndInactiveState ( )
overridevirtual

Called when leaving the inactive state

Reimplemented from AController.

◆ EndPlay()

virtual ENGINE_API void APlayerController::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

Overridable function called whenever this actor is being removed from a level

Reimplemented from AActor.

◆ EndPlayingState()

virtual ENGINE_API void APlayerController::EndPlayingState ( )
protectedvirtual

Leave playing state.

◆ EndSpectatingState()

virtual ENGINE_API void APlayerController::EndSpectatingState ( )
protectedvirtual

Event when no longer spectating.

Reimplemented in ADebugCameraController.

◆ ExecuteAsyncPhysicsCommand()

ENGINE_API void APlayerController::ExecuteAsyncPhysicsCommand ( const FAsyncPhysicsTimestamp AsyncPhysicsTimestamp,
UObject OwningObject,
const TFunction< void()> &  Command,
const bool  bEnableResim = true 
)

Enqueues a command to run at the time specified by AsyncPhysicsTimestamp. Note that if the time specified was missed the command is triggered as soon as possible as part of the async tick. These commands are all run on the game thread. If you want to run on the physics thread see FPhysicsSolverBase::RegisterSimOneShotCallback If OwningObject is not null this command will only fire as long as the object is still alive. This allows a lambda to still use the owning object's data for read/write (assuming data is designed for async physics tick)

◆ FailedToSpawnPawn()

void APlayerController::FailedToSpawnPawn ( )
overridevirtual

GameMode failed to spawn pawn for me.

Reimplemented from AController.

◆ FellOutOfWorld()

virtual ENGINE_API void APlayerController::FellOutOfWorld ( const class UDamageType dmgType)
overridevirtual

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

Reimplemented from AActor.

◆ FlushPressedKeys()

virtual ENGINE_API void APlayerController::FlushPressedKeys ( )
virtual

Flushes the current key state.

◆ ForceSingleNetUpdateFor()

ENGINE_API void APlayerController::ForceSingleNetUpdateFor ( class AActor Target)

forces a full replication check of the specified Actor on only the client that owns this PlayerController this function has no effect if this PC is not a remote client or if the Actor is not relevant to that client

◆ FOV()

virtual ENGINE_API void APlayerController::FOV ( float  NewFOV)
virtual

Set the field of view to NewFOV

◆ GameHasEnded()

virtual ENGINE_API void APlayerController::GameHasEnded ( class AActor EndGameFocus = nullptr,
bool  bIsWinner = false 
)
overridevirtual

Called from game mode upon end of the game, used to transition to proper state.

Parameters
EndGameFocusActor to set as the view target on end game
bIsWinnertrue if this controller is on winning team

Reimplemented from AController.

◆ GameplayMutePlayer()

ENGINE_API void APlayerController::GameplayMutePlayer ( const FUniqueNetIdRepl PlayerNetId)

Mutes a remote player on the server and then tells the client to mute

Parameters
PlayerNetIdthe remote player to mute

◆ GameplayUnmuteAllPlayers()

ENGINE_API void APlayerController::GameplayUnmuteAllPlayers ( )

Unmutes all remote players muted due to gameplay rules on the server and then tells the client to unmute

◆ GameplayUnmutePlayer()

ENGINE_API void APlayerController::GameplayUnmutePlayer ( const FUniqueNetIdRepl PlayerNetId)

Unmutes a remote player on the server and then tells the client to unmute

Parameters
PlayerNetIdthe remote player to unmute

◆ GetActorEyesViewPoint()

virtual ENGINE_API void APlayerController::GetActorEyesViewPoint ( FVector OutLocation,
FRotator OutRotation 
) const
overridevirtual

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 from AController.

◆ GetAudioListenerAttenuationOverridePosition()

virtual ENGINE_API bool APlayerController::GetAudioListenerAttenuationOverridePosition ( FVector OutLocation) const
virtual

Gets the attenuation position override.

◆ GetAudioListenerPosition()

virtual ENGINE_API void APlayerController::GetAudioListenerPosition ( FVector OutLocation,
FVector OutFrontDir,
FVector OutRightDir 
) const
virtual

get audio listener position and orientation

◆ GetAutoActivateCameraForPlayer()

ACameraActor * APlayerController::GetAutoActivateCameraForPlayer ( ) const
protectedvirtual

◆ GetClientHandshakeId()

ENGINE_API uint32 APlayerController::GetClientHandshakeId ( ) const

Return the handshake cookie of the connection this player controller is associated.

◆ GetDeprecatedInputPitchScale()

ENGINE_API float APlayerController::GetDeprecatedInputPitchScale ( ) const

A getter for the deprecated InputPitchScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ GetDeprecatedInputYawScale()

ENGINE_API float APlayerController::GetDeprecatedInputYawScale ( ) const

A getter for the deprecated InputYawScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ GetFocalLocation()

virtual ENGINE_API FVector APlayerController::GetFocalLocation ( ) const
virtual

Returns the location the PlayerController is focused on. If there is a possessed Pawn, returns the Pawn's location. If there is a spectator Pawn, returns that Pawn's location. Otherwise, returns the PlayerController's spawn location (usually the last known Pawn location after it has died).

◆ GetHitResultAtScreenPosition() [1/4]

ENGINE_API bool APlayerController::GetHitResultAtScreenPosition ( const FVector2D  ScreenPosition,
const ECollisionChannel  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

◆ GetHitResultAtScreenPosition() [2/4]

ENGINE_API bool APlayerController::GetHitResultAtScreenPosition ( const FVector2D  ScreenPosition,
const ECollisionChannel  TraceChannel,
const FCollisionQueryParams CollisionQueryParams,
FHitResult HitResult 
) const

Returns hit results from doing a collision query at a certain location on the screen

◆ GetHitResultAtScreenPosition() [3/4]

ENGINE_API bool APlayerController::GetHitResultAtScreenPosition ( const FVector2D  ScreenPosition,
const ETraceTypeQuery  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

◆ GetHitResultAtScreenPosition() [4/4]

ENGINE_API bool APlayerController::GetHitResultAtScreenPosition ( const FVector2D  ScreenPosition,
const TArray< TEnumAsByte< EObjectTypeQuery > > &  ObjectTypes,
bool  bTraceComplex,
FHitResult HitResult 
) const

◆ GetHitResultUnderCursor()

ENGINE_API bool APlayerController::GetHitResultUnderCursor ( ECollisionChannel  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

◆ GetHitResultUnderCursorByChannel()

ENGINE_API bool APlayerController::GetHitResultUnderCursorByChannel ( ETraceTypeQuery  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

Performs a collision query under the mouse cursor, looking on a trace channel

◆ GetHitResultUnderCursorForObjects()

ENGINE_API bool APlayerController::GetHitResultUnderCursorForObjects ( const TArray< TEnumAsByte< EObjectTypeQuery > > &  ObjectTypes,
bool  bTraceComplex,
FHitResult HitResult 
) const

Performs a collision query under the mouse cursor, looking for object types

◆ GetHitResultUnderFinger()

ENGINE_API bool APlayerController::GetHitResultUnderFinger ( ETouchIndex::Type  FingerIndex,
ECollisionChannel  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

◆ GetHitResultUnderFingerByChannel()

ENGINE_API bool APlayerController::GetHitResultUnderFingerByChannel ( ETouchIndex::Type  FingerIndex,
ETraceTypeQuery  TraceChannel,
bool  bTraceComplex,
FHitResult HitResult 
) const

Performs a collision query under the finger, looking on a trace channel

◆ GetHitResultUnderFingerForObjects()

ENGINE_API bool APlayerController::GetHitResultUnderFingerForObjects ( ETouchIndex::Type  FingerIndex,
const TArray< TEnumAsByte< EObjectTypeQuery > > &  ObjectTypes,
bool  bTraceComplex,
FHitResult HitResult 
) const

Performs a collision query under the finger, looking for object types

◆ GetHUD() [1/2]

ENGINE_API AHUD * APlayerController::GetHUD ( ) const

Gets the HUD currently being used by this player controller

◆ GetHUD() [2/2]

template<class T >
T * APlayerController::GetHUD ( ) const
inline

Templated version of GetHUD, will return nullptr if cast fails

◆ GetInputAnalogKeyState()

ENGINE_API float APlayerController::GetInputAnalogKeyState ( FKey  Key) const

Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up.

◆ GetInputAnalogStickState() [1/2]

ENGINE_API void APlayerController::GetInputAnalogStickState ( EControllerAnalogStick::Type  WhichStick,
double StickX,
double StickY 
) const

◆ GetInputAnalogStickState() [2/2]

ENGINE_API void APlayerController::GetInputAnalogStickState ( EControllerAnalogStick::Type  WhichStick,
float StickX,
float StickY 
) const

Retrieves the X and Y displacement of the given analog stick.

◆ GetInputIndex()

virtual ENGINE_API int32 APlayerController::GetInputIndex ( ) const
protectedvirtual

◆ GetInputKeyTimeDown()

ENGINE_API float APlayerController::GetInputKeyTimeDown ( FKey  Key) const

Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame.

◆ GetInputMotionState()

ENGINE_API void APlayerController::GetInputMotionState ( FVector Tilt,
FVector RotationRate,
FVector Gravity,
FVector Acceleration 
) const

Retrieves the current motion state of the player's input device

◆ GetInputMouseDelta() [1/2]

ENGINE_API void APlayerController::GetInputMouseDelta ( double DeltaX,
double DeltaY 
) const

◆ GetInputMouseDelta() [2/2]

ENGINE_API void APlayerController::GetInputMouseDelta ( float DeltaX,
float DeltaY 
) const

Retrieves how far the mouse moved this frame.

◆ GetInputTouchState() [1/2]

ENGINE_API void APlayerController::GetInputTouchState ( ETouchIndex::Type  FingerIndex,
double LocationX,
double LocationY,
bool bIsCurrentlyPressed 
) const

◆ GetInputTouchState() [2/2]

ENGINE_API void APlayerController::GetInputTouchState ( ETouchIndex::Type  FingerIndex,
float LocationX,
float LocationY,
bool bIsCurrentlyPressed 
) const

Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down

◆ GetInputVectorKeyState()

ENGINE_API FVector APlayerController::GetInputVectorKeyState ( FKey  Key) const

Returns the vector value for the given key/button.

◆ GetLifetimeReplicatedProps()

virtual ENGINE_API void APlayerController::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 AController.

◆ GetLocalPlayer()

ENGINE_API class ULocalPlayer * APlayerController::GetLocalPlayer ( ) const

Returns the ULocalPlayer for this controller if it exists, or null otherwise

◆ GetLocalPlayerConnectionIdentifier()

ENGINE_API int32 APlayerController::GetLocalPlayerConnectionIdentifier ( ) const

Get the connection identifier of the local user on the client that will be using this player controller.

◆ GetMinRespawnDelay()

virtual ENGINE_API float APlayerController::GetMinRespawnDelay ( )
virtual

Calculate minimal respawn delay

◆ GetMouseCursor()

virtual ENGINE_API EMouseCursor::Type APlayerController::GetMouseCursor ( ) const
virtual

Returns the current mouse cursor, or None

◆ GetMousePosition() [1/2]

ENGINE_API bool APlayerController::GetMousePosition ( double LocationX,
double LocationY 
) const

◆ GetMousePosition() [2/2]

ENGINE_API bool APlayerController::GetMousePosition ( float LocationX,
float LocationY 
) const

Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device

◆ GetNetConditionGroups()

const TArray< FName > & APlayerController::GetNetConditionGroups ( ) const
inline

Returns the list of netcondition groups we are part of.

◆ GetNetConnection()

UNetConnection * APlayerController::GetNetConnection ( ) const
overridevirtual

Get the owning connection used for communicating between client/server

Returns
NetConnection to the client or server for this actor

Reimplemented from AActor.

Reimplemented in ANoPawnPlayerController.

◆ GetNetOwner()

const AActor * APlayerController::GetNetOwner ( ) const
overridevirtual

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

Reimplemented from AActor.

◆ GetNetOwningPlayer()

UPlayer * APlayerController::GetNetOwningPlayer ( )
overridevirtual

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 from AActor.

◆ GetNetOwningPlayerAnyRole()

class UPlayer * APlayerController::GetNetOwningPlayerAnyRole ( )
overridevirtual

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 from AActor.

◆ GetNetPriority()

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

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 from AActor.

◆ GetNetworkPhysicsTickOffset()

int32 APlayerController::GetNetworkPhysicsTickOffset ( ) const
inline

Get the physics frame number offset between Local and Server, recommended is to use GetPhysicsTimestamp() which takes this offset into account on the client for the ServerFrame value

◆ GetNetworkPhysicsTickOffsetAssigned()

bool APlayerController::GetNetworkPhysicsTickOffsetAssigned ( ) const
inline

True if the NetworkPhysicsTickOffset is setup, before this is setup the GetNetworkPhysicsTickOffset() and GetPhysicsTimestamp() functions will not return valid results

◆ GetNextViewablePlayer()

virtual ENGINE_API class APlayerState * APlayerController::GetNextViewablePlayer ( int32  dir)
virtual

Get next active viewable player in PlayerArray.

Parameters
diris the direction to go in the array

◆ GetOverridePlayerInputClass()

ENGINE_API TSubclassOf< UPlayerInput > APlayerController::GetOverridePlayerInputClass ( ) const

◆ GetPawnOrSpectator()

ENGINE_API APawn * APlayerController::GetPawnOrSpectator ( ) const

Returns the first of GetPawn() or GetSpectatorPawn() that is not nullptr, or nullptr otherwise.

◆ GetPhysicsTimestamp() [1/2]

ENGINE_API FAsyncPhysicsTimestamp APlayerController::GetPhysicsTimestamp ( )

Generates a timestamp for the upcoming physics step. Useful for synchronizing client and server events on a specific physics step On the server LocalFrame and ServerFrame are the same, on the client LocalFrame is the upcoming physics frame and ServerFrame is the server-side frame that the LocalFrame corresponds to.

◆ GetPhysicsTimestamp() [2/2]

FAsyncPhysicsTimestamp APlayerController::GetPhysicsTimestamp ( float  DeltaSeconds)
inline

◆ GetPlatformUserId()

ENGINE_API FPlatformUserId APlayerController::GetPlatformUserId ( ) const

Returns the platform user that is assigned to this Player Controller's Local Player. If there is no local player, then this will return PLATFORMUSERID_NONE

◆ GetPlayerControllerForMuting()

virtual ENGINE_API class APlayerController * APlayerController::GetPlayerControllerForMuting ( const FUniqueNetIdRepl PlayerNetId)
virtual

Get a remote player controller on the server for muting

Parameters
PlayerNetIdthe remote player to find

◆ GetPlayerNetworkAddress()

ENGINE_API FString APlayerController::GetPlayerNetworkAddress ( )

Get the local players network address

Returns
the address

◆ GetPlayerViewPoint()

virtual ENGINE_API void APlayerController::GetPlayerViewPoint ( FVector Location,
FRotator Rotation 
) const
overridevirtual

Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

@output out_Location, view location of player @output out_rotation, view rotation of player

Reimplemented from AController.

◆ GetSeamlessTravelActorList()

virtual ENGINE_API void APlayerController::GetSeamlessTravelActorList ( bool  bToEntry,
TArray< class AActor * > &  ActorList 
)
virtual

Called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

See also
also GameModeBase::GetSeamlessTravelActorList() (the function that's called on servers)
Parameters
bToEntrytrue if we are going from old level -> entry, false if we are going from entry -> new level
ActorList(out) list of actors to maintain

◆ GetServerNetworkAddress()

ENGINE_API FString APlayerController::GetServerNetworkAddress ( )

Get the server network address

Returns
the address

◆ GetSpawnLocation()

FVector APlayerController::GetSpawnLocation ( ) const
inline

Get the location used when initially created, or when changing states when there is no pawn or spectator.

◆ GetSpectatorPawn()

ASpectatorPawn * APlayerController::GetSpectatorPawn ( ) const
inline

Get the Pawn used when spectating. nullptr when not spectating.

◆ GetSplitscreenPlayerByIndex()

ENGINE_API class APlayerState * APlayerController::GetSplitscreenPlayerByIndex ( int32  PlayerIndex = 1) const

Returns the PlayerState associated with the player at the specified index.

Parameters
PlayerIndexthe index [into the local player's GamePlayers array] for the player PlayerState to find
Returns
the PlayerState associated with the player at the specified index, or None if the player is not a split-screen player or the index was out of range.

◆ GetSplitscreenPlayerCount()

ENGINE_API int32 APlayerController::GetSplitscreenPlayerCount ( ) const

Returns the number of split-screen players playing on this player's machine.

Returns
the total number of players on the player's local machine, or 0 if this player isn't playing split-screen.

◆ GetStreamingSource()

virtual ENGINE_API bool APlayerController::GetStreamingSource ( FWorldPartitionStreamingSource OutStreamingSource) const
finalprotectedvirtual

◆ GetStreamingSourceLocationAndRotation()

virtual ENGINE_API void APlayerController::GetStreamingSourceLocationAndRotation ( FVector OutLocation,
FRotator OutRotation 
) const
virtual

Gets the streaming source location and rotation. Default implementation returns APlayerController::GetPlayerViewPoint but can be overriden in child classes.

◆ GetStreamingSourceOwner()

virtual const UObject * APlayerController::GetStreamingSourceOwner ( ) const
inlinefinaloverrideprotectedvirtual

◆ GetStreamingSourcePriority()

virtual EStreamingSourcePriority APlayerController::GetStreamingSourcePriority ( ) const
inlinevirtual

Gets the streaming source priority. Default implementation returns StreamingSourcePriority but can be overriden in child classes.

Returns
the streaming source priority.

◆ GetStreamingSources()

virtual ENGINE_API bool APlayerController::GetStreamingSources ( TArray< FWorldPartitionStreamingSource > &  OutStreamingSources) const
finalvirtual

Gets the PlayerController's streaming sources

Returns
the streaming sources.

Reimplemented from IWorldPartitionStreamingSourceProvider.

◆ GetStreamingSourceShapes()

virtual ENGINE_API void APlayerController::GetStreamingSourceShapes ( TArray< FStreamingSourceShape > &  OutShapes) const
virtual

Gets the streaming source priority. Default implementation returns StreamingSourceShapes but can be overriden in child classes.

Returns
the streaming source priority.

◆ GetStreamingSourcesInternal()

virtual ENGINE_API bool APlayerController::GetStreamingSourcesInternal ( TArray< FWorldPartitionStreamingSource > &  OutStreamingSources) const
protectedvirtual

◆ GetViewportSize()

ENGINE_API void APlayerController::GetViewportSize ( int32 SizeX,
int32 SizeY 
) const

Helper to get the size of the HUD canvas for this player controller. Returns 0 if there is no HUD

◆ GetViewTarget()

AActor * APlayerController::GetViewTarget ( ) const
overridevirtual

Get the actor the controller is looking at

Reimplemented from AController.

Reimplemented in ANoPawnPlayerController.

◆ HasClientLoadedCurrentWorld()

ENGINE_API bool APlayerController::HasClientLoadedCurrentWorld ( )

returns whether the client has completely loaded the server's current world (valid on server only)

◆ HasNetOwner()

bool APlayerController::HasNetOwner ( ) const
overrideprotectedvirtual

Overridden to return that player controllers are capable of RPCs

Reimplemented from AActor.

◆ IncludeInNetConditionGroup()

ENGINE_API void APlayerController::IncludeInNetConditionGroup ( FName  NetGroup)

Make this player a member of a netcondition group. Any subobject registered in the group may now be replicated to this player's connection.

◆ InitInputSystem()

virtual ENGINE_API void APlayerController::InitInputSystem ( )
virtual

Spawn the appropriate class of PlayerInput. Only called for playercontrollers that belong to local players.

◆ InputEnabled()

bool APlayerController::InputEnabled ( ) const
inline

◆ InputKey() [1/2]

PRAGMA_ENABLE_DEPRECATION_WARNINGS virtual ENGINE_API bool APlayerController::InputKey ( const FInputKeyEventArgs Params)
virtual

Handles a key press

◆ InputKey() [2/2]

PRAGMA_DISABLE_DEPRECATION_WARNINGS virtual ENGINE_API bool APlayerController::InputKey ( const FInputKeyParams Params)
finalvirtual

Handles a key press

◆ InputMotion() [1/2]

virtual ENGINE_API bool APlayerController::InputMotion ( const FInputDeviceId  DeviceId,
const FVector Tilt,
const FVector RotationRate,
const FVector Gravity,
const FVector Acceleration,
const uint64  Timestamp 
)
virtual

Handles motion control

◆ InputMotion() [2/2]

virtual ENGINE_API bool APlayerController::InputMotion ( const FVector Tilt,
const FVector RotationRate,
const FVector Gravity,
const FVector Acceleration 
)
finalvirtual

Handles motion control

◆ InputTouch() [1/2]

virtual ENGINE_API bool APlayerController::InputTouch ( const FInputDeviceId  DeviceId,
uint32  Handle,
ETouchType::Type  Type,
const FVector2D TouchLocation,
float  Force,
uint32  TouchpadIndex,
const uint64  Timestamp 
)
virtual

Handles a touch screen action

◆ InputTouch() [2/2]

virtual ENGINE_API bool APlayerController::InputTouch ( uint32  Handle,
ETouchType::Type  Type,
const FVector2D TouchLocation,
float  Force,
FDateTime  DeviceTimestamp,
uint32  TouchpadIndex 
)
finalvirtual

Handles a touch screen action

◆ IsFrozen()

virtual ENGINE_API bool APlayerController::IsFrozen ( )
virtual

Returns true if input should be frozen (whether UnFreeze timer is active)

◆ IsInputComponentInStack()

virtual ENGINE_API bool APlayerController::IsInputComponentInStack ( const UInputComponent Input) const
virtual

Returns true if the given input component is in this PlayerController's CurrentInputStack

◆ IsInputKeyDown()

ENGINE_API bool APlayerController::IsInputKeyDown ( FKey  Key) const

Returns true if the given key/button is pressed on the input of the controller (if present)

◆ IsInViewportClient()

virtual ENGINE_API bool APlayerController::IsInViewportClient ( UGameViewportClient ViewportClient) const
protectedvirtual

◆ IsLocalController()

bool APlayerController::IsLocalController ( ) const
overridevirtual

Returns whether this Controller is a local controller.

Reimplemented from AController.

◆ IsMemberOfNetConditionGroup()

bool APlayerController::IsMemberOfNetConditionGroup ( FName  NetGroup) const
inline

Returns true if the player controller is a member of the netcondition group

◆ IsNetRelevantFor()

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

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 from AActor.

◆ IsPaused()

ENGINE_API bool APlayerController::IsPaused ( ) const

Returns true if game is currently paused.

◆ IsPlayerMuted()

virtual ENGINE_API bool APlayerController::IsPlayerMuted ( const class FUniqueNetId PlayerId)
virtual

Is the specified player muted by this controlling player for any reason (gameplay, system, etc), check voice interface IsMuted() for system mutes

Parameters
PlayerIdpotentially muted player
Returns
true if player is muted, false otherwise

◆ IsPrimaryPlayer()

ENGINE_API bool APlayerController::IsPrimaryPlayer ( ) const

Wrapper for determining whether this player is the first player on their console.

Returns
true if this player is not using splitscreen, or is the first player in the split-screen layout.

◆ IsSplitscreenPlayer()

ENGINE_API bool APlayerController::IsSplitscreenPlayer ( int32 OutSplitscreenPlayerIndex = nullptr) const

Determines whether this player is playing split-screen.

Parameters
OutSplitscreenPlayerIndexreceives the index [into the player's local GamePlayers array] for this player, if playing splitscreen.
Returns
true if this player is playing splitscreen.

◆ IsStreamingSourceEnabled()

virtual bool APlayerController::IsStreamingSourceEnabled ( ) const
inlinevirtual

Whether the PlayerController should be used as a World Partiton streaming source. Default implementation returns bEnableStreamingSource but can be overriden in child classes.

Returns
true if it should.

◆ K2_ClientPlayForceFeedback()

ENGINE_API void APlayerController::K2_ClientPlayForceFeedback ( class UForceFeedbackEffect ForceFeedbackEffect,
FName  Tag,
bool  bLooping,
bool  bIgnoreTimeDilation,
bool  bPlayWhilePaused 
)

Play a force feedback pattern on the player's controller

Parameters
ForceFeedbackEffectThe force feedback pattern to play
bLoopingWhether the pattern should be played repeatedly or be a single one shot
bIgnoreTimeDilationWhether the pattern should ignore time dilation
bPlayWhilePausedWhether the pattern should continue to play while the game is paused
TagA tag that allows stopping of an effect. If another effect with this Tag is playing, it will be stopped and replaced

◆ LevelStreamingStatusChanged() [1/2]

ENGINE_API void APlayerController::LevelStreamingStatusChanged ( class ULevelStreaming LevelObject,
bool  bNewShouldBeLoaded,
bool  bNewShouldBeVisible,
bool  bNewShouldBlockOnLoad,
bool  bNewShouldBlockOnUnload,
int32  LODIndex 
)

◆ LevelStreamingStatusChanged() [2/2]

ENGINE_API void APlayerController::LevelStreamingStatusChanged ( class ULevelStreaming LevelObject,
bool  bNewShouldBeLoaded,
bool  bNewShouldBeVisible,
bool  bNewShouldBlockOnLoad,
int32  LODIndex 
)

Notify player of change to level

◆ LocalTravel()

virtual ENGINE_API void APlayerController::LocalTravel ( const FString &  URL)
virtual

Causes the client to travel to the given URL

◆ NetworkRemapPath()

FName APlayerController::NetworkRemapPath ( FName  InPackageName,
bool  bReading 
)

Handles remapping a package name for networking, call on both the client and server when sending package names manually for RPCs

◆ NotifyActorChannelFailure()

virtual void APlayerController::NotifyActorChannelFailure ( UActorChannel ActorChan)
inlinevirtual

Called on the server when the client sends a message indicating it was unable to initialize an Actor channel, most commonly because the desired Actor's archetype couldn't be serialized the default is to do nothing (Actor simply won't exist on the client), but this function gives the game code an opportunity to try to correct the problem

◆ NotifyLoadedWorld()

virtual ENGINE_API void APlayerController::NotifyLoadedWorld ( FName  WorldPackageName,
bool  bFinalDest 
)
virtual

Called to notify the server when the client has loaded a new world via seamless traveling

Parameters
WorldPackageNamethe name of the world package that was loaded
bFinalDestwhether this world is the destination map for the travel (i.e. not the transition level)

◆ NotifyServerReceivedClientData()

virtual ENGINE_API bool APlayerController::NotifyServerReceivedClientData ( APawn *  InPawn,
float  TimeStamp 
)
virtual

Notify the server that client data was received on the Pawn.

Returns
true if InPawn is acknowledged on the server, false otherwise.

◆ OnActorChannelOpen()

virtual ENGINE_API void APlayerController::OnActorChannelOpen ( class FInBunch InBunch,
class UNetConnection Connection 
)
overridevirtual

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 from AActor.

◆ OnAddedToPlayerControllerList()

ENGINE_API void APlayerController::OnAddedToPlayerControllerList ( )

Called when player controller gets added to its owning world player controller list.

◆ OnNetCleanup()

virtual ENGINE_API void APlayerController::OnNetCleanup ( class UNetConnection Connection)
overridevirtual

Handles cleaning up the associated Actor when killing the connection

Parameters
Connectionthe connection associated with this actor

Reimplemented from AActor.

◆ OnPossess()

virtual ENGINE_API void APlayerController::OnPossess ( APawn *  InPawn)
overrideprotectedvirtual

Overridable native function for when this controller is asked to possess a pawn.

Parameters
InPawnThe Pawn to be possessed

Reimplemented from AController.

◆ OnRemovedFromPlayerControllerList()

ENGINE_API void APlayerController::OnRemovedFromPlayerControllerList ( )

Called when player controller gets removed from its owning world player controller list.

◆ OnReplicationStartedForIris()

virtual ENGINE_API void APlayerController::OnReplicationStartedForIris ( const FOnReplicationStartedParams Params)
overrideprotectedvirtual

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 from AActor.

◆ OnSerializeNewActor()

virtual ENGINE_API void APlayerController::OnSerializeNewActor ( class FOutBunch OutBunch)
overridevirtual

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

Parameters
OutBunchBunch containing serialized contents of actor prior to replication

Reimplemented from AActor.

◆ OnServerStartedVisualLogger()

ENGINE_API void APlayerController::OnServerStartedVisualLogger ( bool  bIsLogging)

Notify from server that Visual Logger is recording, to show that information on client about possible performance issues

◆ OnUnPossess()

virtual ENGINE_API void APlayerController::OnUnPossess ( )
overrideprotectedvirtual

Overridable native function for when this controller unpossesses its pawn.

Reimplemented from AController.

◆ Pause()

virtual ENGINE_API void APlayerController::Pause ( )
virtual

Command to try to pause the game.

◆ PawnLeavingGame()

virtual ENGINE_API void APlayerController::PawnLeavingGame ( )
virtual

Clean up when a Pawn's player is leaving a game. Base implementation destroys the pawn.

◆ PlayDynamicForceFeedback() [1/2]

ENGINE_API FDynamicForceFeedbackHandle APlayerController::PlayDynamicForceFeedback ( float  Intensity,
float  Duration,
bool  bAffectsLeftLarge,
bool  bAffectsLeftSmall,
bool  bAffectsRightLarge,
bool  bAffectsRightSmall,
EDynamicForceFeedbackAction::Type  Action = EDynamicForceFeedbackAction::Start,
FDynamicForceFeedbackHandle  ActionHandle = 0 
)

Allows playing of a dynamic force feedback event from native code Begins playing when Start is called. Calling with Action set to Update or Stop if the feedback is not active will have no effect. When Update is called the Intensity, Duration, and affect values will be updated

Parameters
IntensityHow strong the feedback should be. Valid values are between 0.0 and 1.0
DurationHow long the feedback should play for. If the value is negative it will play until stopped
bAffectsLeftLargeWhether the intensity should be applied to the large left servo
bAffectsLeftSmallWhether the intensity should be applied to the small left servo
bAffectsRightLargeWhether the intensity should be applied to the large right servo
bAffectsRightSmallWhether the intensity should be applied to the small right servo
ActionWhether to (re)start, update, or stop the action
UniqueIDThe ID returned by the start action when wanting to restart, update, or stop the action
Returns
The index to pass in to the function to update the latent action in the future if needed. Returns 0 if the feedback was stopped or the specified UniqueID did not map to an action that can be started/updated.

◆ PlayDynamicForceFeedback() [2/2]

ENGINE_API void APlayerController::PlayDynamicForceFeedback ( float  Intensity,
float  Duration,
bool  bAffectsLeftLarge,
bool  bAffectsLeftSmall,
bool  bAffectsRightLarge,
bool  bAffectsRightSmall,
TEnumAsByte< EDynamicForceFeedbackAction::Type Action,
FLatentActionInfo  LatentInfo 
)

Latent action that controls the playing of force feedback Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. Completed will execute when Stop is called or the duration ends. When Update is called the Intensity, Duration, and affect values will be updated with the current inputs

Parameters
IntensityHow strong the feedback should be. Valid values are between 0.0 and 1.0
DurationHow long the feedback should play for. If the value is negative it will play until stopped
bAffectsLeftLargeWhether the intensity should be applied to the large left servo
bAffectsLeftSmallWhether the intensity should be applied to the small left servo
bAffectsRightLargeWhether the intensity should be applied to the large right servo
bAffectsRightSmallWhether the intensity should be applied to the small right servo

◆ PlayerTick()

virtual ENGINE_API void APlayerController::PlayerTick ( float  DeltaTime)
virtual

Processes player input (immediately after PlayerInput gets ticked) and calls UpdateRotation(). PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will only be called for locally controlled PlayerControllers.

◆ PlayHapticEffect()

ENGINE_API void APlayerController::PlayHapticEffect ( class UHapticFeedbackEffect_Base HapticEffect,
EControllerHand  Hand,
float  Scale = 1.f,
bool  bLoop = false 
)

Play a haptic feedback curve on the player's controller

Parameters
HapticEffectThe haptic effect to play
HandWhich hand to play the effect on
ScaleScale between 0.0 and 1.0 on the intensity of playback

◆ PopInputComponent()

virtual ENGINE_API bool APlayerController::PopInputComponent ( UInputComponent Input)
virtual

Removes given inputcomponent from the input stack (regardless of if it's the top, actually).

◆ PostInitializeComponents()

virtual ENGINE_API void APlayerController::PostInitializeComponents ( )
overridevirtual

Overridden to create the player replication info and perform other mundane initialization tasks.

Reimplemented from AController.

Reimplemented in ADebugCameraController, and ANoPawnPlayerController.

◆ PostLoad()

virtual ENGINE_API void APlayerController::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 AActor.

◆ PostProcessInput()

virtual ENGINE_API void APlayerController::PostProcessInput ( const float  DeltaTime,
const bool  bGamePaused 
)
virtual

Method called after processing input

◆ PostProcessWorldToScreen()

virtual ENGINE_API bool APlayerController::PostProcessWorldToScreen ( FVector  WorldLocation,
FVector2D ScreenLocation,
bool  bPlayerViewportRelative 
) const
virtual

After successful world to screen projection, allows custom post-processing of the resulting ScreenLocation.

Returns
Whether projected location remains valid.

◆ PostSeamlessTravel()

virtual ENGINE_API void APlayerController::PostSeamlessTravel ( )
virtual

Called after this player controller has transitioned through seamless travel, but before that player is initialized This is called both when a new player controller is created, and when it is maintained

◆ PreClientTravel()

virtual ENGINE_API void APlayerController::PreClientTravel ( const FString &  PendingURL,
ETravelType  TravelType,
bool  bIsSeamlessTravel 
)
virtual

Called when the local player is about to travel to a new map or IP address. Provides subclass with an opportunity to perform cleanup or other tasks prior to the travel.

◆ PreProcessInput()

virtual ENGINE_API void APlayerController::PreProcessInput ( const float  DeltaTime,
const bool  bGamePaused 
)
virtual

Method called prior to processing input

◆ ProcessForceFeedbackAndHaptics()

ENGINE_API void APlayerController::ProcessForceFeedbackAndHaptics ( const float  DeltaTime,
const bool  bGamePaused 
)
protected

◆ ProcessPlayerInput()

virtual ENGINE_API void APlayerController::ProcessPlayerInput ( const float  DeltaTime,
const bool  bGamePaused 
)
protectedvirtual

◆ ProcessTouchHitResult()

virtual ENGINE_API void APlayerController::ProcessTouchHitResult ( const FInputDeviceId  DeviceId,
uint32  Handle,
ETouchType::Type  Type,
const FVector2D TouchLocation,
const FHitResult HitResult,
const bool  bHit 
)
protectedvirtual

◆ ProjectWorldLocationToScreen()

ENGINE_API bool APlayerController::ProjectWorldLocationToScreen ( FVector  WorldLocation,
FVector2D ScreenLocation,
bool  bPlayerViewportRelative = false 
) const

Convert a World Space 3D position into a 2D Screen Space position.

Returns
true if the world coordinate was successfully projected to the screen.

◆ ProjectWorldLocationToScreenWithDistance()

ENGINE_API bool APlayerController::ProjectWorldLocationToScreenWithDistance ( FVector  WorldLocation,
FVector ScreenLocation,
bool  bPlayerViewportRelative = false 
) const

Convert a World Space 3D position into a 3D Screen Space position.

Returns
true if the world coordinate was successfully projected to the screen.

◆ PushInputComponent()

virtual ENGINE_API void APlayerController::PushInputComponent ( UInputComponent Input)
virtual

Adds an inputcomponent to the top of the input stack.

◆ ReceivedGameModeClass()

virtual ENGINE_API void APlayerController::ReceivedGameModeClass ( TSubclassOf< class AGameModeBase >  GameModeClass)
virtual

This function will be called to notify the player controller that the world has received its game class. In the case of a client we need to initialize the Input System here.

@Param GameModeClass - The Class of the game that was replicated

◆ ReceivedPlayer()

virtual ENGINE_API void APlayerController::ReceivedPlayer ( )
virtual

Called after this PlayerController's viewport/net connection is associated with this player controller.

◆ ReceivedSpectatorClass()

virtual ENGINE_API void APlayerController::ReceivedSpectatorClass ( TSubclassOf< ASpectatorPawn SpectatorClass)
virtual

Called to notify the controller that the spectator class has been received.

◆ RemoveFromNetConditionGroup()

ENGINE_API void APlayerController::RemoveFromNetConditionGroup ( FName  NetGroup)

Remove this player from a netcondition group.

◆ Reset()

virtual ENGINE_API void APlayerController::Reset ( )
overridevirtual

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

Reimplemented from AController.

◆ ResetCameraMode()

virtual ENGINE_API void APlayerController::ResetCameraMode ( )
virtual

Reset Camera Mode to default.

◆ ResetControllerDeadZones()

ENGINE_API void APlayerController::ResetControllerDeadZones ( )

Resets the player's controller deadzones to default

◆ ResetControllerLightColor()

ENGINE_API void APlayerController::ResetControllerLightColor ( )

Resets the light color of the player's controller to default

◆ ResetControllerTriggerReleaseThresholds()

ENGINE_API void APlayerController::ResetControllerTriggerReleaseThresholds ( )

Resets the player's controller trigger release thresholds to default

◆ ResetIgnoreInputFlags()

virtual ENGINE_API void APlayerController::ResetIgnoreInputFlags ( )
overridevirtual

Reset move and look input ignore flags to defaults

Reimplemented from AController.

◆ RestartLevel()

virtual ENGINE_API void APlayerController::RestartLevel ( )
virtual

Restarts the current level

◆ SafeRetryClientRestart()

virtual ENGINE_API void APlayerController::SafeRetryClientRestart ( )
virtual

Call ClientRetryClientRestart, but only if the current pawn is not the currently acknowledged pawn (and throttled to avoid saturating the network).

◆ SafeServerCheckClientPossession()

virtual ENGINE_API void APlayerController::SafeServerCheckClientPossession ( )
virtual

Call ServerCheckClientPossession on the server, but only if the current pawn is not the acknowledged pawn (and throttled to avoid saturating the network).

◆ SafeServerUpdateSpectatorState()

ENGINE_API void APlayerController::SafeServerUpdateSpectatorState ( )

Calls ServerSetSpectatorLocation but throttles it to reduce bandwidth and only calls it when necessary.

◆ SeamlessTravelFrom()

virtual ENGINE_API void APlayerController::SeamlessTravelFrom ( class APlayerController OldPC)
virtual

Called when seamless traveling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerController is the same for the from and to GameModes)

◆ SeamlessTravelTo()

virtual ENGINE_API void APlayerController::SeamlessTravelTo ( class APlayerController NewPC)
virtual

Called when seamless traveling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerController is the same for the from and to GameModes)

◆ SendClientAdjustment()

virtual ENGINE_API void APlayerController::SendClientAdjustment ( )
virtual

Called on server at end of tick, to let client Pawns handle updates from the server. Done this way to avoid ever sending more than one ClientAdjustment per server tick.

◆ SendToConsole()

virtual ENGINE_API void APlayerController::SendToConsole ( const FString &  Command)
virtual

Sends a command to the console to execute if not shipping version

◆ Serialize()

virtual ENGINE_API void APlayerController::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 AActor.

◆ ServerAcknowledgePossession()

ENGINE_API void APlayerController::ServerAcknowledgePossession ( class APawn *  P)

acknowledge possession of pawn

◆ ServerBlockPlayer()

virtual ENGINE_API void APlayerController::ServerBlockPlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the client to block a player for this controller

Parameters
PlayerIdplayer id to block

◆ ServerCamera()

ENGINE_API void APlayerController::ServerCamera ( FName  NewMode)

change mode of camera

◆ ServerChangeName()

ENGINE_API void APlayerController::ServerChangeName ( const FString &  S)

Change name of server

◆ ServerCheckClientPossession()

ENGINE_API void APlayerController::ServerCheckClientPossession ( )

Tells the server to make sure the possessed pawn is in sync with the client.

◆ ServerCheckClientPossessionReliable()

ENGINE_API void APlayerController::ServerCheckClientPossessionReliable ( )

Reliable version of ServerCheckClientPossession to be used when there is no likely danger of spamming the network.

◆ ServerExec()

ENGINE_API void APlayerController::ServerExec ( const FString &  Msg)

Executes command on server (non shipping builds only)

◆ ServerExecRPC()

ENGINE_API void APlayerController::ServerExecRPC ( const FString &  Msg)

RPC used by ServerExec. Not intended to be called directly

◆ ServerMutePlayer()

virtual ENGINE_API void APlayerController::ServerMutePlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the server to mute a player for this controller

Parameters
PlayerIdplayer id to mute

◆ ServerNotifyLoadedWorld()

ENGINE_API void APlayerController::ServerNotifyLoadedWorld ( FName  WorldPackageName)

Called to notify the server when the client has loaded a new world via seamless traveling

Parameters
WorldPackageNamethe name of the world package that was loaded

◆ ServerPause()

ENGINE_API void APlayerController::ServerPause ( )

Replicate pause request to the server

◆ ServerRestartPlayer()

ENGINE_API void APlayerController::ServerRestartPlayer ( )

Attempts to restart this player, generally called from the client upon respawn request.

◆ ServerSendLatestAsyncPhysicsTimestamp()

ENGINE_API void APlayerController::ServerSendLatestAsyncPhysicsTimestamp ( FAsyncPhysicsTimestamp  Timestamp)

Server receives the clients FAsyncPhysicsTimestamp with its predicted ServerFrame and clients LocalFrame, to updates the time dilation needed to keep the ServerFrame prediction in sync

◆ ServerSetSpectatorLocation()

ENGINE_API void APlayerController::ServerSetSpectatorLocation ( FVector  NewLoc,
FRotator  NewRot 
)

When spectating, updates spectator location/rotation and pings the server to make sure spectating should continue.

◆ ServerSetSpectatorWaiting()

ENGINE_API void APlayerController::ServerSetSpectatorWaiting ( bool  bWaiting)

Indicate that the Spectator is waiting to join/respawn.

◆ ServerShortTimeout()

ENGINE_API void APlayerController::ServerShortTimeout ( )

Notifies the server that the client has ticked gameplay code, and should no longer get the extended "still loading" timeout grace period

◆ ServerToggleAILogging()

ENGINE_API void APlayerController::ServerToggleAILogging ( )

Used by UGameplayDebuggingControllerComponent to replicate messages for AI debugging in network games.

◆ ServerUnblockPlayer()

virtual ENGINE_API void APlayerController::ServerUnblockPlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the client to unblock a player for this controller

Parameters
PlayerIdplayer id to unblock

◆ ServerUnmutePlayer()

virtual ENGINE_API void APlayerController::ServerUnmutePlayer ( FUniqueNetIdRepl  PlayerId)
virtual

Tell the server to unmute a player for this controller

Parameters
PlayerIdplayer id to unmute

◆ ServerUpdateCamera()

ENGINE_API void APlayerController::ServerUpdateCamera ( FVector_NetQuantize  CamLoc,
int32  CamPitchAndYaw 
)

If PlayerCamera.bUseClientSideCameraUpdates is set, client will replicate camera positions to the server.

◆ ServerUpdateLevelVisibility()

ENGINE_API void APlayerController::ServerUpdateLevelVisibility ( const FUpdateLevelVisibilityLevelInfo LevelVisibility)

Called when the client adds/removes a streamed level. The server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized.

Parameters
LevelVisibilityVisibility state for the level whose state changed.

◆ ServerUpdateMultipleLevelsVisibility()

ENGINE_API void APlayerController::ServerUpdateMultipleLevelsVisibility ( const TArray< FUpdateLevelVisibilityLevelInfo > &  LevelVisibilities)

Called when the client adds/removes a streamed level. This version of the function allows you to pass the state of multiple levels at once, to reduce the number of RPC events that will be sent.

Parameters
LevelVisibilitiesVisibility state for each level whose state has changed

◆ ServerVerifyViewTarget()

ENGINE_API void APlayerController::ServerVerifyViewTarget ( )

Used by client to request server to confirm current viewtarget (server will respond with ClientSetViewTarget() ).

◆ ServerViewNextPlayer()

ENGINE_API void APlayerController::ServerViewNextPlayer ( )

Move camera to next player on round ended or spectating

◆ ServerViewPrevPlayer()

ENGINE_API void APlayerController::ServerViewPrevPlayer ( )

Move camera to previous player on round ended or spectating

◆ ServerViewSelf()

ENGINE_API void APlayerController::ServerViewSelf ( struct FViewTargetTransitionParams  TransitionParams = FViewTargetTransitionParams())

Move camera to current user

◆ SetAsLocalPlayerController()

void APlayerController::SetAsLocalPlayerController ( )
inline

Designate this player controller as local (public for GameModeBase to use, not expected to be called anywhere else)

◆ SetAudioListenerAttenuationOverride()

ENGINE_API void APlayerController::SetAudioListenerAttenuationOverride ( USceneComponent *  AttachToComponent,
FVector  AttenuationLocationOVerride 
)

◆ SetAudioListenerOverride()

ENGINE_API void APlayerController::SetAudioListenerOverride ( USceneComponent *  AttachToComponent,
FVector  Location,
FRotator  Rotation 
)

Used to override the default positioning of the audio listener

Parameters
AttachToComponentOptional component to attach the audio listener to
LocationDepending on whether Component is attached this is either an offset from its location or an absolute position
RotationDepending on whether Component is attached this is either an offset from its rotation or an absolute rotation

◆ SetCameraMode()

virtual ENGINE_API void APlayerController::SetCameraMode ( FName  NewCamMode)
virtual

Set new camera mode

◆ SetCinematicMode() [1/2]

virtual ENGINE_API void APlayerController::SetCinematicMode ( bool  bInCinematicMode,
bool  bAffectsMovement,
bool  bAffectsTurning 
)
virtual

Adjust input based on cinematic mode

Parameters
bInCinematicModespecify true if the player is entering cinematic mode; false if the player is leaving cinematic mode.
bAffectsMovementspecify true to disable movement in cinematic mode, enable it when leaving
bAffectsTurningspecify true to disable turning in cinematic mode or enable it when leaving

◆ SetCinematicMode() [2/2]

virtual ENGINE_API void APlayerController::SetCinematicMode ( bool  bInCinematicMode,
bool  bHidePlayer,
bool  bAffectsHUD,
bool  bAffectsMovement,
bool  bAffectsTurning 
)
virtual

Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.

Parameters
bInCinematicModespecify true if the player is entering cinematic mode; false if the player is leaving cinematic mode.
bHidePlayerspecify true to hide the player's pawn (only relevant if bInCinematicMode is true)
bAffectsHUDspecify true if we should show/hide the HUD to match the value of bCinematicMode
bAffectsMovementspecify true to disable movement in cinematic mode, enable it when leaving
bAffectsTurningspecify true to disable turning in cinematic mode or enable it when leaving

◆ SetClientHandshakeId()

ENGINE_API void APlayerController::SetClientHandshakeId ( uint32  InClientHandshakeId)

Associate this player controller with a connection using it's handshake cookie.

◆ SetControllerDeadZones()

ENGINE_API void APlayerController::SetControllerDeadZones ( const float  LeftDeadZone,
const float  RightDeadZone 
)

Sets the deadzones of the player's controller

Parameters
LeftDeadZoneInner DeadZone for the left analog stick
RightDeadZoneInner DeadZone for the right analog stick

◆ SetControllerGyroAutoCalibration()

ENGINE_API void APlayerController::SetControllerGyroAutoCalibration ( bool  bEnabled)

Sets whether the player's controller's gyro auto calibration is enabled

Parameters
bEnabledWhether gyro auto calibration should be enabled

◆ SetControllerLightColor()

ENGINE_API void APlayerController::SetControllerLightColor ( FColor  Color)

Sets the light color of the player's controller

Parameters
ColorThe color for the light to be

◆ SetControllerTriggerReleaseThresholds()

ENGINE_API void APlayerController::SetControllerTriggerReleaseThresholds ( const float  LeftThreshold,
const float  RightThreshold 
)

Sets the trigger release thresholds of the player's controller

Parameters
LeftThresholdRelease Threshold for the left trigger
RightThresholdRelease Threshold for the right trigger

◆ SetDeprecatedInputPitchScale()

ENGINE_API void APlayerController::SetDeprecatedInputPitchScale ( float  NewValue)

A getter for the deprecated InputPitchScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ SetDeprecatedInputYawScale()

ENGINE_API void APlayerController::SetDeprecatedInputYawScale ( float  NewValue)

A getter for the deprecated InputYawScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ SetDisableHaptics()

virtual ENGINE_API void APlayerController::SetDisableHaptics ( bool  bNewDisabled)
virtual

Allows the player controller to disable all haptic requests from being fired, e.g. in the case of a level loading

Parameters
bNewDisabledIf TRUE, the haptics will stop and prevented from being enabled again until set to FALSE

◆ SetHapticsByValue()

ENGINE_API void APlayerController::SetHapticsByValue ( const float  Frequency,
const float  Amplitude,
EControllerHand  Hand 
)

Sets the value of the haptics for the specified hand directly, using frequency and amplitude. NOTE: If a curve is already playing for this hand, it will be cancelled in favour of the specified values.

Parameters
FrequencyThe normalized frequency [0.0, 1.0] to play through the haptics system
AmplitudeThe normalized amplitude [0.0, 1.0] to set the haptic feedback to
HandWhich hand to play the effect on

◆ SetInitialLocationAndRotation()

virtual ENGINE_API void APlayerController::SetInitialLocationAndRotation ( const FVector NewLocation,
const FRotator NewRotation 
)
overridevirtual

Set the initial location and rotation of the controller, as well as the control rotation. Typically used when the controller is first created.

Reimplemented from AController.

◆ SetInputMode()

virtual ENGINE_API void APlayerController::SetInputMode ( const FInputModeDataBase InData)
virtual

Setup an input mode.

◆ SetLocalPlayerConnectionIdentifier()

ENGINE_API void APlayerController::SetLocalPlayerConnectionIdentifier ( int32  Identifier)

Set the connection identifier of the local user on the client that will be using this player controller.

◆ SetMotionControlsEnabled()

ENGINE_API void APlayerController::SetMotionControlsEnabled ( bool  bEnabled)

◆ SetMouseCursorWidget()

ENGINE_API void APlayerController::SetMouseCursorWidget ( EMouseCursor::Type  Cursor,
UPARAM(Required) class UUserWidget CursorWidget 
)

Sets the Widget for the Mouse Cursor to display

Parameters
Cursor- the cursor to set the widget for
CursorWidget- the widget to set the cursor to

◆ SetMouseLocation()

ENGINE_API void APlayerController::SetMouseLocation ( const int  X,
const int  Y 
)

Positions the mouse cursor in screen space, in pixels.

◆ SetName()

virtual ENGINE_API void APlayerController::SetName ( const FString &  S)
virtual

Tries to set the player's name to the given name.

◆ SetNetSpeed()

void APlayerController::SetNetSpeed ( int32  NewSpeed)

Store the net speed

Parameters
NewSpeedcurrent speed of network

◆ SetPause()

virtual ENGINE_API bool APlayerController::SetPause ( bool  bPause,
FCanUnpause  CanUnpauseDelegate = FCanUnpause() 
)
virtual

Locally try to pause game (call serverpause to pause network game); returns success indicator. Calls GameModeBase's SetPause().

Returns
true if succeeded to pause

◆ SetPawn()

virtual ENGINE_API void APlayerController::SetPawn ( APawn *  InPawn)
overridevirtual

Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn.

Reimplemented from AController.

◆ SetPlayer()

virtual ENGINE_API void APlayerController::SetPlayer ( UPlayer InPlayer)
virtual

Associate a new UPlayer with this PlayerController.

◆ SetShowMouseCursor()

ENGINE_API void APlayerController::SetShowMouseCursor ( bool  bShow)

◆ SetSpawnLocation()

virtual ENGINE_API void APlayerController::SetSpawnLocation ( const FVector NewLocation)
protectedvirtual

Set the SpawnLocation for use when changing states or when there is no pawn or spectator.

◆ SetSpectatorPawn()

virtual ENGINE_API void APlayerController::SetSpectatorPawn ( ASpectatorPawn NewSpectatorPawn)
protectedvirtual

Set the spectator pawn. Will also call AttachToPawn() using the new spectator.

Reimplemented in ADebugCameraController.

◆ SetTargetViewRotation()

ENGINE_API void APlayerController::SetTargetViewRotation ( const FRotator InRotation)

Setter for TargetViewRotation. Marks it dirty if APlayerController is configured to use push-based dirtiness.

◆ SetupInactiveStateInputComponent()

virtual ENGINE_API void APlayerController::SetupInactiveStateInputComponent ( UInputComponent InComponent)
protectedvirtual

Sets up input bindings for the input component pushed on the stack in the inactive state.

◆ SetupInputComponent()

virtual ENGINE_API void APlayerController::SetupInputComponent ( )
protectedvirtual

Allows the PlayerController to set up custom input bindings.

Reimplemented in ADebugCameraController.

◆ SetViewTarget()

void APlayerController::SetViewTarget ( class AActor NewViewTarget,
FViewTargetTransitionParams  TransitionParams = FViewTargetTransitionParams() 
)
virtual

Set the view target

Parameters
A- new actor to set as view target
TransitionParams- parameters to use for controlling the transition

◆ SetViewTargetWithBlend()

virtual ENGINE_API void APlayerController::SetViewTargetWithBlend ( class AActor NewViewTarget,
float  BlendTime = 0,
enum EViewTargetBlendFunction  BlendFunc = VTBlend_Linear,
float  BlendExp = 0,
bool  bLockOutgoing = false 
)
virtual

Set the view target blending with variable control

Parameters
NewViewTarget- new actor to set as view target
BlendTime- time taken to blend
BlendFunc- Cubic, Linear etc functions for blending
BlendExp- Exponent, used by certain blend functions to control the shape of the curve.
bLockOutgoing- If true, lock outgoing viewtarget to last frame's camera position for the remainder of the blend.

◆ SetVirtualJoystickVisibility()

virtual ENGINE_API void APlayerController::SetVirtualJoystickVisibility ( bool  bVisible)
virtual

Set the virtual joystick visibility.

◆ ShouldFlushKeysWhenViewportFocusChanges()

virtual bool APlayerController::ShouldFlushKeysWhenViewportFocusChanges ( ) const
inlinevirtual

If true, then the GameViewportClient should call FlushPressedKeys on this controller when it loses focus. The default behavior here is to return true if the PlayerController is in any input mode other than GameAndUI

◆ ShouldKeepCurrentPawnUponSpectating()

virtual bool APlayerController::ShouldKeepCurrentPawnUponSpectating ( ) const
inlineprotectedvirtual

Useful to spectate other pawn without un-possessing the current pawn

◆ ShouldParticipateInSeamlessTravel()

virtual bool APlayerController::ShouldParticipateInSeamlessTravel ( ) const
inlineoverridevirtual

Whether this controller should persist through seamless travel Player controllers should always be included in seamless travel

Reimplemented from AController.

◆ ShouldPerformFullTickWhenPaused()

ENGINE_API bool APlayerController::ShouldPerformFullTickWhenPaused ( ) const

Returns true if we fully tick when paused (and if our tick function is enabled when paused).

◆ ShouldShowMouseCursor()

virtual ENGINE_API bool APlayerController::ShouldShowMouseCursor ( ) const
virtual

Returns true if the mouse cursor should be shown

◆ SmoothTargetViewRotation()

virtual ENGINE_API void APlayerController::SmoothTargetViewRotation ( APawn *  TargetPawn,
float  DeltaSeconds 
)
virtual

Called client-side to smoothly interpolate received TargetViewRotation (result is in BlendedTargetViewRotation)

Parameters
TargetPawnis the pawn which is the current ViewTarget
DeltaSecondsis the time interval since the last smoothing update

◆ SpawnDefaultHUD()

virtual ENGINE_API void APlayerController::SpawnDefaultHUD ( )
virtual

Spawn a HUD (make sure that PlayerController always has valid HUD, even if ClientSetHUD() hasn't been called

◆ SpawnPlayerCameraManager()

virtual ENGINE_API void APlayerController::SpawnPlayerCameraManager ( )
virtual

spawn cameras for servers and owning players

◆ SpawnSpectatorPawn()

virtual ENGINE_API ASpectatorPawn * APlayerController::SpawnSpectatorPawn ( )
protectedvirtual

Spawn a SpectatorPawn to use as a spectator and initialize it. By default it is spawned at the PC's current location and rotation.

Reimplemented in ADebugCameraController.

◆ StartFire()

virtual ENGINE_API void APlayerController::StartFire ( uint8  FireModeNum = 0)
virtual

Fire the player's currently selected weapon with the optional firemode.

◆ StartSpectatingOnly()

virtual ENGINE_API void APlayerController::StartSpectatingOnly ( )
virtual

Start spectating mode, as the only mode allowed.

◆ StartTalking()

ENGINE_API void APlayerController::StartTalking ( )

Enable voice chat transmission

◆ StopHapticEffect()

ENGINE_API void APlayerController::StopHapticEffect ( EControllerHand  Hand)

Stops a playing haptic feedback curve

Parameters
HapticEffectThe haptic effect to stop
HandWhich hand to stop the effect for

◆ StopTalking()

ENGINE_API void APlayerController::StopTalking ( )

Disable voice chat transmission

◆ StreamingSourceShouldActivate()

virtual bool APlayerController::StreamingSourceShouldActivate ( ) const
inlinevirtual

Whether the PlayerController streaming source should activate cells after loading. Default implementation returns bStreamingSourceShouldActivate but can be overriden in child classes.

Returns
true if it should.

◆ StreamingSourceShouldBlockOnSlowStreaming()

virtual bool APlayerController::StreamingSourceShouldBlockOnSlowStreaming ( ) const
inlinevirtual

Whether the PlayerController streaming source should block on slow streaming. Default implementation returns bStreamingSourceShouldBlockOnSlowStreaming but can be overriden in child classes.

Returns
true if it should.

◆ SwitchLevel()

virtual ENGINE_API void APlayerController::SwitchLevel ( const FString &  URL)
virtual

SwitchLevel to the given MapURL.

◆ TickActor()

virtual ENGINE_API void APlayerController::TickActor ( float  DeltaTime,
enum ELevelTick  TickType,
FActorTickFunction ThisTickFunction 
)
overridevirtual

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 from AController.

◆ TickPlayerInput()

ENGINE_API void APlayerController::TickPlayerInput ( const float  DeltaSeconds,
const bool  bGamePaused 
)
protected

◆ ToggleSpeaking()

virtual ENGINE_API void APlayerController::ToggleSpeaking ( bool  bInSpeaking)
virtual

Toggle voice chat on and off

Parameters
bSpeakingenable or disable voice chat

◆ UE_DEPRECATED() [1/2]

APlayerController::UE_DEPRECATED ( 5.  0,
"GetDeprecatedInputRollScale is  deprecated,
please use the Enhanced Input plugin Scalar Modifier  instead. 
) const

A getter for the deprecated InputRollScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ UE_DEPRECATED() [2/2]

APlayerController::UE_DEPRECATED ( 5.  0,
"SetDeprecatedInputRollScale is  deprecated,
please use the Enhanced Input plugin Scalar Modifier  instead. 
)

A getter for the deprecated InputRollScale property. This should only be used if UInputSettings::bEnableLegacyInputScales is turned on.

◆ UFUNCTION()

APlayerController::UFUNCTION ( unreliable  ,
client  ,
Category  = "Game|Feedback",
meta  = (DeprecatedFunction, DeprecationMessage="Prefer the version taking ICameraLensEffectInterface (ClientSpawnGenericCameraLensEffect)") 
)

◆ UnFreeze()

virtual ENGINE_API void APlayerController::UnFreeze ( )
virtual

Timer used by RoundEnded and Inactive states to accept player input again

◆ UpdateCameraManager()

virtual ENGINE_API void APlayerController::UpdateCameraManager ( float  DeltaSeconds)
virtual

Update the camera manager; this is called after all actors have been ticked.

◆ UpdateForceFeedback()

virtual ENGINE_API void APlayerController::UpdateForceFeedback ( IInputInterface InputInterface,
const int32  ControllerId 
)
protectedvirtual

◆ UpdateHiddenActors()

virtual void APlayerController::UpdateHiddenActors ( const FVector ViewLocation)
inlinevirtual

Builds a list of actors that are hidden based upon gameplay

Parameters
ViewLocationthe view point to hide/unhide from

◆ UpdateHiddenComponents()

virtual void APlayerController::UpdateHiddenComponents ( const FVector ViewLocation,
TSet< FPrimitiveComponentId > &   
)
inlinevirtual

Builds a list of components that are hidden based upon gameplay

Parameters
ViewLocationthe view point to hide/unhide from
HiddenComponentsthe list to add to/remove from

Reimplemented in ADebugCameraController.

◆ UpdatePing()

virtual ENGINE_API void APlayerController::UpdatePing ( float  InPing)
virtual

Takes ping updates from the net driver (both clientside and serverside), and passes them on to PlayerState::UpdatePing

◆ UpdateRotation()

virtual ENGINE_API void APlayerController::UpdateRotation ( float  DeltaTime)
virtual

Updates the rotation of player, based on ControlRotation after RotationInput has been applied. This may then be modified by the PlayerCamera, and is passed to Pawn->FaceRotation().

◆ UpdateServerAsyncPhysicsTickOffset()

ENGINE_API void APlayerController::UpdateServerAsyncPhysicsTickOffset ( )

Update the tick offset in between the local client and the server

◆ UpdateStateInputComponents()

virtual ENGINE_API void APlayerController::UpdateStateInputComponents ( )
protectedvirtual

Refresh state specific input components

◆ UseShortConnectTimeout()

virtual ENGINE_API bool APlayerController::UseShortConnectTimeout ( ) const
overridevirtual

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 from AActor.

◆ ViewAPlayer()

virtual ENGINE_API void APlayerController::ViewAPlayer ( int32  dir)
virtual

View next active player in PlayerArray.

Parameters
diris the direction to go in the array

◆ WasInputKeyJustPressed()

ENGINE_API bool APlayerController::WasInputKeyJustPressed ( FKey  Key) const

Returns true if the given key/button was up last frame and down this frame.

◆ WasInputKeyJustReleased()

ENGINE_API bool APlayerController::WasInputKeyJustReleased ( FKey  Key) const

Returns true if the given key/button was down last frame and up this frame.

Friends And Related Symbol Documentation

◆ FLatentDynamicForceFeedbackAction

friend class FLatentDynamicForceFeedbackAction
friend

Member Data Documentation

◆ AcknowledgedPawn

TObjectPtr<APawn> APlayerController::AcknowledgedPawn

Used in net games so client can acknowledge it possessed a specific pawn.

◆ ActiveForceFeedbackEffects

TArray<FActiveForceFeedbackEffect> APlayerController::ActiveForceFeedbackEffects

◆ ActiveHapticEffect_Gun

TSharedPtr<struct FActiveHapticFeedbackEffect> APlayerController::ActiveHapticEffect_Gun

◆ ActiveHapticEffect_HMD

TSharedPtr<struct FActiveHapticFeedbackEffect> APlayerController::ActiveHapticEffect_HMD

◆ ActiveHapticEffect_Left

TSharedPtr<struct FActiveHapticFeedbackEffect> APlayerController::ActiveHapticEffect_Left

Currently playing haptic effects for both the left and right hand

◆ ActiveHapticEffect_Right

TSharedPtr<struct FActiveHapticFeedbackEffect> APlayerController::ActiveHapticEffect_Right

◆ AudioListenerAttenuationComponent

TWeakObjectPtr<USceneComponent> APlayerController::AudioListenerAttenuationComponent
protected

Component that is used to only override where attenuation calculations are computed from.

◆ AudioListenerAttenuationOverride

FVector APlayerController::AudioListenerAttenuationOverride
protected

Currently overridden vector used to do attenuation calculations for listener.

◆ AudioListenerComponent

TWeakObjectPtr<USceneComponent> APlayerController::AudioListenerComponent
protected

Component that is currently driving the audio listener position/orientation

◆ AudioListenerLocationOverride

FVector APlayerController::AudioListenerLocationOverride
protected

Currently overridden location of audio listener

◆ AudioListenerRotationOverride

FRotator APlayerController::AudioListenerRotationOverride
protected

Currently overridden rotation of audio listener

◆ bAutoManageActiveCameraTarget

bool APlayerController::bAutoManageActiveCameraTarget

True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.

◆ bCinemaDisableInputLook

uint32 APlayerController::bCinemaDisableInputLook
protected

◆ bCinemaDisableInputMove

uint32 APlayerController::bCinemaDisableInputMove
protected

The state of the inputs from cinematic mode

◆ bCinematicMode

uint32 APlayerController::bCinematicMode

Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc

◆ bEnableClickEvents

uint32 APlayerController::bEnableClickEvents

Whether actor/component click events should be generated.

◆ bEnableMotionControls

uint32 APlayerController::bEnableMotionControls

Whether or not to consider input from motion sources (tilt, acceleration, etc)

◆ bEnableMouseOverEvents

uint32 APlayerController::bEnableMouseOverEvents

Whether actor/component mouse over events should be generated.

◆ bEnableStreamingSource

uint32 APlayerController::bEnableStreamingSource

Whether the PlayerController should be used as a World Partiton streaming source.

◆ bEnableTouchEvents

uint32 APlayerController::bEnableTouchEvents

Whether actor/component touch events should be generated.

◆ bEnableTouchOverEvents

uint32 APlayerController::bEnableTouchOverEvents

Whether actor/component touch over events should be generated.

◆ bForceFeedbackEnabled

uint32 APlayerController::bForceFeedbackEnabled

◆ bHidePawnInCinematicMode

uint32 APlayerController::bHidePawnInCinematicMode

When cinematic mode is true, signifies that this controller's pawn should be hidden

◆ bIsUsingStreamingVolumes

uint32 APlayerController::bIsUsingStreamingVolumes

Whether this controller is using streaming volumes.

◆ BlendedTargetViewRotation

FRotator APlayerController::BlendedTargetViewRotation

Smoothed version of TargetViewRotation to remove jerkiness from intermittent replication updates.

◆ bOverrideAudioAttenuationListener

uint32 APlayerController::bOverrideAudioAttenuationListener
protected

Whether to override the attenuation listener position.

◆ bOverrideAudioListener

uint32 APlayerController::bOverrideAudioListener
protected

Whether to override the normal audio listener positioning method

◆ bPlayerIsWaiting

uint32 APlayerController::bPlayerIsWaiting

True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.

◆ bRenderPrimitiveComponents

bool APlayerController::bRenderPrimitiveComponents

Whether to render primitives component.

◆ bShortConnectTimeOut

uint32 APlayerController::bShortConnectTimeOut

When true, reduces connect timeout from InitialConnectionTimeOut to ConnectionTimeout.
Set once initial level load is complete (client may be unresponsive during level loading).

◆ bShouldPerformFullTickWhenPaused

uint32 APlayerController::bShouldPerformFullTickWhenPaused
protected

Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.

◆ bShowMouseCursor

uint32 APlayerController::bShowMouseCursor

Whether the mouse cursor should be displayed.

◆ bStreamingSourceShouldActivate

uint32 APlayerController::bStreamingSourceShouldActivate

Whether the PlayerController streaming source should activate cells after loading.

◆ bStreamingSourceShouldBlockOnSlowStreaming

uint32 APlayerController::bStreamingSourceShouldBlockOnSlowStreaming

Whether the PlayerController streaming source should block on slow streaming.

◆ CheatClass

TSubclassOf<UCheatManager> APlayerController::CheatClass

Class of my CheatManager.

See also
CheatManager for more information about when it will be instantiated.

◆ CheatManager

TObjectPtr<UCheatManager> APlayerController::CheatManager

Object that manages "cheat" commands.

By default:

  • In Shipping configurations, the manager is always disabled because UE_WITH_CHEAT_MANAGER is 0
  • When playing in the editor, cheats are always enabled
  • In other cases, cheats are enabled by default in single player games but can be forced on with the EnableCheats console command

This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.

◆ ClickEventKeys

TArray<FKey> APlayerController::ClickEventKeys

List of keys that will cause click events to be forwarded, default to left click

◆ ClientCap

int32 APlayerController::ClientCap

Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)

◆ CurrentClickablePrimitive

TWeakObjectPtr<UPrimitiveComponent> APlayerController::CurrentClickablePrimitive
protected

Clickable object currently under the mouse cursor.

◆ CurrentClickTraceChannel

TEnumAsByte<ECollisionChannel> APlayerController::CurrentClickTraceChannel

Trace channel currently being used for determining what world object was clicked on.

◆ CurrentInputStack

TArray< TWeakObjectPtr<UInputComponent> > APlayerController::CurrentInputStack
protected

Internal. Current stack of InputComponents.

◆ CurrentMouseCursor

TEnumAsByte<EMouseCursor::Type> APlayerController::CurrentMouseCursor

Currently visible mouse cursor

◆ CurrentTouchablePrimitives

TWeakObjectPtr<UPrimitiveComponent> APlayerController::CurrentTouchablePrimitives[EKeys::NUM_TOUCH_KEYS]
protected

Touchable objects currently under fingers.

◆ CurrentTouchInterface

TObjectPtr<class UTouchInterface> APlayerController::CurrentTouchInterface
protected

The currently set touch interface

◆ DefaultClickTraceChannel

TEnumAsByte<ECollisionChannel> APlayerController::DefaultClickTraceChannel

Default trace channel used for determining what world object was clicked on.

◆ DefaultMouseCursor

TEnumAsByte<EMouseCursor::Type> APlayerController::DefaultMouseCursor

Type of mouse cursor to show by default

◆ ForceFeedbackEffectHistoryEntries

TArray<FForceFeedbackEffectHistoryEntry> APlayerController::ForceFeedbackEffectHistoryEntries

For debugging, shows the last force feeback effects that played

◆ ForceFeedbackScale

float APlayerController::ForceFeedbackScale

Scale applied to force feedback values

◆ ForceFeedbackValues

FForceFeedbackValues APlayerController::ForceFeedbackValues

Currently active force feedback weights

◆ HiddenActors

TArray<TObjectPtr<class AActor> > APlayerController::HiddenActors

The actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates

◆ HiddenPrimitiveComponents

TArray< TWeakObjectPtr<UPrimitiveComponent> > APlayerController::HiddenPrimitiveComponents

Explicit components the camera shouldn't see (helpful for external systems to hide a component from a single player)

◆ HitResultTraceDistance

float APlayerController::HitResultTraceDistance

Distance to trace when computing click events

◆ InactiveStateInputComponent

TObjectPtr<UInputComponent> APlayerController::InactiveStateInputComponent
protected

InputComponent we use when player is in Inactive state.

◆ InputPitchScale_DEPRECATED

float APlayerController::InputPitchScale_DEPRECATED = 1.0f

Pitch input speed scaling

◆ InputRollScale_DEPRECATED

float APlayerController::InputRollScale_DEPRECATED = 1.0f

Roll input speed scaling

◆ InputYawScale_DEPRECATED

float APlayerController::InputYawScale_DEPRECATED = 1.0f

Yaw input speed scaling

◆ LastCompletedSeamlessTravelCount

uint16 APlayerController::LastCompletedSeamlessTravelCount

The value of SeamlessTravelCount, upon the last call to GameModeBase::HandleSeamlessTravelPlayer; used to detect seamless travel

◆ LastMovementHitch

float APlayerController::LastMovementHitch
protected

Last real time (undilated) a hitch was detected in TickActor() when checking for forced client movement updates.

◆ LastMovementUpdateTime

float APlayerController::LastMovementUpdateTime
protected

Last real time (undilated) recorded in TickActor() when checking for forced client movement updates.

◆ LastSpectatorStateSynchTime

float APlayerController::LastSpectatorStateSynchTime

Used to make sure the client is kept synchronized when in a spectator state

◆ LastSpectatorSyncLocation

FVector APlayerController::LastSpectatorSyncLocation

Last location synced on the server for a spectator.

◆ LastSpectatorSyncRotation

FRotator APlayerController::LastSpectatorSyncRotation

Last rotation synced on the server for a spectator.

◆ LocalPlayerCachedLODDistanceFactor

float APlayerController::LocalPlayerCachedLODDistanceFactor

Last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance

Note
: only valid for local player

◆ MuteList

FPlayerMuteList APlayerController::MuteList

List of muted players in various categories

◆ MyHUD

TObjectPtr<AHUD> APlayerController::MyHUD

Heads up display associated with this PlayerController.

◆ NetConnection

TObjectPtr<UNetConnection> APlayerController::NetConnection

The net connection this controller is communicating on, nullptr for local players on server

◆ NetPlayerIndex

uint8 APlayerController::NetPlayerIndex

Index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication

◆ OverridePlayerInputClass

TSubclassOf<UPlayerInput> APlayerController::OverridePlayerInputClass
protected

If set, then this UPlayerInput class will be used instead of the Input Settings' DefaultPlayerInputClass

◆ PendingMapChangeLevelNames

TArray<FName> APlayerController::PendingMapChangeLevelNames

List of names of levels the server is in the middle of sending us for a PrepareMapChange() call

◆ PendingSwapConnection

TObjectPtr<UNetConnection> APlayerController::PendingSwapConnection

This is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgment from to finish destroying this PC (or when the connection is closed)

See also
GameModeBase::SwapPlayerControllers()

◆ Player

TObjectPtr<UPlayer> APlayerController::Player

UPlayer associated with this PlayerController. Could be a local player or a net connection.

◆ PlayerCameraManager

TObjectPtr<APlayerCameraManager> APlayerController::PlayerCameraManager

Camera manager associated with this Player Controller.

◆ PlayerCameraManagerClass

TSubclassOf<APlayerCameraManager> APlayerController::PlayerCameraManagerClass

PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used

◆ PlayerInput

TObjectPtr<UPlayerInput> APlayerController::PlayerInput

Object that manages player input.

◆ RotationInput

FRotator APlayerController::RotationInput

Input axes values, accumulated each tick.

◆ SeamlessTravelCount

uint16 APlayerController::SeamlessTravelCount

Counter for this players seamless travels (used along with the below value, to restrict ServerNotifyLoadedWorld)

◆ SmoothTargetViewRotationSpeed

float APlayerController::SmoothTargetViewRotationSpeed

Interp speed for blending remote view rotation for smoother client updates

◆ SpawnLocation

FVector APlayerController::SpawnLocation
protected

The location used internally when there is no pawn or spectator, to know where to spawn the spectator or focus the camera on death.

◆ StreamingSourceDebugColor

FColor APlayerController::StreamingSourceDebugColor

Color used for debugging.

◆ StreamingSourcePriority

EStreamingSourcePriority APlayerController::StreamingSourcePriority

PlayerController streaming source priority.

◆ StreamingSourceShapes

TArray<FStreamingSourceShape> APlayerController::StreamingSourceShapes

Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid's loading range.

◆ TargetViewRotation

FRotator APlayerController::TargetViewRotation

Used to replicate the view rotation of targets not owned/possessed by this PlayerController.

◆ TimerHandle_UnFreeze

FTimerHandle APlayerController::TimerHandle_UnFreeze
protected

Handle for efficient management of UnFreeze timer

◆ VirtualJoystick

TSharedPtr<class SVirtualJoystick> APlayerController::VirtualJoystick
protected

The virtual touch interface


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