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

code: virtual bool ReplicateSubobjects ( class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


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

module: Engine

code: virtual void ReregisterAllComponents()


description: Returns true if the component is allowed to re-register its components when modified. False for CDOs or PIE instances.


description: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


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

code: virtual void Reset()


description: Force the Actor to clear and rebuild its OwnedComponents array by evaluating all children (recursively) and locating components In general this should not need to be called directly, but can sometimes be necessary as part of undo/redo code paths.

code: void ResetOwnedComponents()


description: Reset private properties to defaults, and allFRandomStreamstructs in this Actor, so they will start their sequence of random numbers again.

code: void ResetPropertiesForConstruction()


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

code: void RouteEndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Find allFRandomStreamstructs in this Actor and generate new random seeds for them.

code: void SeedAllRandomStreams()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Allows enabling/disabling collision for the whole actor

code: void SetActorEnableCollision ( bool bNewActorEnableCollision )


description: Assigns a new label to this actor. Actor labels are only available in development builds.

code: void SetActorLabel ( const [FString](API\Runtime\Core\Containers\FString) & NewActorLabel, bool bMarkDirty )


description: Sets the actor to be hidden in the game

code: virtual void SetActorHiddenInGame ( bool bNewHidden )


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

code: virtual void RewindForReplay()


description:
Move the actor instantly to the specified location.
Whether the location was successfully set if not swept, or whether movement occurred if swept.

code: bool SetActorLocation ( const FVector & NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description:
Move the actor instantly to the specified location and rotation.
Whether the rotation was successfully set.

code: bool SetActorLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: bool SetActorLocationAndRotation ( FVector NewLocation, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void SetActorRelativeLocation ( FVector NewRelativeLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Set the actor's RootComponent to the specified relative rotation

code: void SetActorRelativeRotation ( FRotator NewRelativeRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void SetActorRelativeRotation ( const FQuat & NewRelativeRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


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

code: void SetActorRelativeScale3D ( FVector NewRelativeScale )


description: Set the actor's RootComponent to the specified relative transform

code: void SetActorRelativeTransform ( const FTransform & NewRelativeTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description:
Set the Actor's rotation instantly to the specified rotation.
Whether the rotation was successfully set.

code: bool SetActorRotation ( FRotator NewRotation, ETeleportType Teleport )


code: bool SetActorRotation ( const FQuat & NewRotation, ETeleportType Teleport )


description: Set the Actor's world-space scale.

code: void SetActorScale3D ( FVector NewScale3D )


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

code: virtual void SetActorTickEnabled ( bool bEnabled )


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

code: void SetActorTickInterval ( float TickInterval )


description: Set the Actors transform to the specified one.

code: bool SetActorTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void SetAutoDestroyWhenFinished ( bool bVal )


description: Sets metadata on the Actor that allows it to point to a different asset than its source when browsing in the Content Browser

code: void SetBrowseToAssetOverride ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )


description: Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client.

code: void SetAutonomousProxy ( const bool bInAutonomousProxy, const bool bAllowForcePropertyCompare )


description: Set whether or not we should make calls to PreReplication.

code: void SetCallPreReplication ( bool bCall )


description: Set whether or not we should make calls to PreReplicationForReplay.

code: void SetCallPreReplicationForReplay ( bool bCall )


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

code: void SetCanBeDamaged ( bool bInCanBeDamaged )


description: Assigns a new folder to this actor. Actor folder paths are only available in development builds.

code: void SetFolderPath ( const [FName](API\Runtime\Core\UObject\FName) & NewFolderPath )


description: Assigns a new folder to this actor and any attached children. Actor folder paths are only available in development builds.

code: void SetFolderPath_Recursively ( const [FName](API\Runtime\Core\UObject\FName) & NewFolderPath )


code: void SetForceExternalActorLevelReferenceForPIE ( bool bValue )


description: Sets bHasRegisteredAllComponents true. bHasRegisteredAllComponents must be set true just prior to callingPostRegisterAllComponents().


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

code: void SetHidden ( const bool bInHidden )


description: Specify in which HLOD layer this actor should be included.

code: void SetHLODLayer ( class [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )


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

code: void SetInstigator ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InInstigator )


description: Changes bHiddenEdLayer flag and returns true if flag changed.

code: virtual bool SetIsHiddenEdLayer ( bool bIsHiddenEdLayer )


description: Set if this actor should be spatially loaded or not.

code: void SetIsSpatiallyLoaded ( bool bInIsSpatiallyLoaded )


description: Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden )


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

code: virtual void SetLifeSpan ( float InLifespan )


description: Set the bLockLocation flag

code: void SetLockLocation ( bool bInLockLocation )


description: Set LOD Parent component for all of our components, normally associated with anALODActor.

code: void SetLODParent ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InLODParent, float InParentDrawDistance )


description: Modifies the global delegate used for handling MakeNoise

code: static void SetMakeNoiseDelegate ( const FMakeNoiseDelegate & NewDelegate )


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

code: void SetNetAddressable()


description: Puts actor in dormant networking state

code: void SetNetDormancy ( ENetDormancy NewDormancy )


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

code: void SetNetDriverName ( [FName](API\Runtime\Core\UObject\FName) NewNetDriverName )


description: Set the actor packaging mode.

code: void SetPackageExternal ( bool bExternal, bool bShouldDirty )


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

code: virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewOwner )


description: Sets the local space offset added to the actor's pivot as used by the editor

code: void SetPivotOffset ( const FVector & InPivotOffset )


description: Set the physics replication mode of this body, via EPhysicsReplicationMode

code: void SetPhysicsReplicationMode ( const EPhysicsReplicationMode ReplicationMode )


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

code: void SetRemoteRoleForBackwardsCompat ( const ENetRole InRemoteRole )


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

code: void SetReplicatedComponentNetCondition ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ReplicatedComponent, ELifetimeCondition NetCondition )


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

code: void SetReplicatedMovement ( const [FRepMovement](API\Runtime\Engine\Engine\FRepMovement) & InReplicatedMovement )


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

code: virtual void SetReplicateMovement ( bool bInReplicateMovement )


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

code: void SetRole ( ENetRole InRole )


code: void SetReplicates ( bool bInReplicates )


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

code: void SetReplicatingMovement ( bool bInReplicateMovement )


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

code: void SetRayTracingGroupId ( int32 InRaytracingGroupId )


description:
Sets root component to be the specified component. NewRootComponent's owner should be this actor.
true if successful

code: bool SetRootComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewRootComponent )


description: Sets this actor's current target runtime grid.

code: void SetRuntimeGrid ( [FName](API\Runtime\Core\UObject\FName) InRuntimeGrid )


description: Sets whether this actor can tick when paused.

code: void SetTickableWhenPaused ( bool bTickableWhenPaused )


description: Sets the ticking group for this actor.

code: void SetTickGroup ( ETickingGroup NewTickGroup )


description: Returns whether or not to cook optimized Blueprint component data for this actor


description: Called before editor copy, true allow export

code: virtual bool ShouldExport()


description: Called before editor paste, true allow import

code: virtual bool ShouldImport ( [FString](API\Runtime\Core\Containers\FString) * ActorPropString, bool IsMovingLevel )


code: virtual bool ShouldImport ( FStringView ActorPropString, bool IsMovingLevel )


description:
Determine how this actor should be referenced by the level when external (saved in its own package). /
true if the level should keep a reference to the actor even if it's saved in its own package.

code: virtual bool ShouldLevelKeepRefIfExternal() const


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

code: virtual bool ShouldTickIfViewportsOnly() const


description: Creates an uninitialized actor descriptor from a specific class.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > StaticCreateClassActorDesc ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ActorClass )


description: Deprecated* Use AActor::SupportsDataLayerType(TSubclassOf) instead.

code: bool SupportsDataLayer() const


description: Returns true if the actor supports modifications to its Layers property

code: virtual bool SupportsLayers() const


code: bool SupportsDataLayerType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) > DataLayerType ) const


description: Does this actor supports external packaging?

code: virtual bool SupportsExternalPackaging() const


description: Sync IsSimulatingPhysics() with ReplicatedMovement.bRepPhysics

code: void SyncReplicatedPhysicsSimulation()


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

code: void SwapRoles()


code: virtual float TakeDamage ( float DamageAmount, struct [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, class [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


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

code: virtual void TearOff()


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

code: void TearOffReplicatedSubObjectOnRemotePeers ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * OwnerComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


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

code: void TearOffReplicatedSubObjectOnRemotePeers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Called fromTeleportTo()when teleport succeeds

code: virtual void TeleportSucceeded ( bool bIsATest )


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

code: virtual bool TeleportTo ( const FVector & DestLocation, const FRotator & DestRotation, bool bIsATest, bool bNoCheck )


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


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

code: virtual void Tick ( float DeltaSeconds )


description: bTearOff

code: virtual void TornOff()


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

code: void UninitializeComponents()


description: Unregister all currently registered components

code: virtual void UnregisterAllComponents ( bool bForReregister )


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

code: void UpdateAllReplicatedComponents()


description: Update all components transforms

code: void UpdateComponentTransforms()


description: Queries world and updates overlap detection state for this actor.

code: void UpdateOverlaps ( bool bDoNotifies )


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

code: void UpdateReplicatedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


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

code: void UpdateReplicatePhysicsCondition()


description: Name used in CreateBlueprint function

code: void UserConstructionScript()


description:
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value
true to switch from InitialConnectTimeout to ConnectionTimeout values on the net driver

code: virtual bool UseShortConnectTimeout() const


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

code: bool WasRecentlyRendered ( float Tolerance ) const


description: Default constructor forAActor

code: AActor()


description: Constructor forAActorthat takes an ObjectInitializer for backward compatibility

code: AActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: ACameraBlockingVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void ApplyAsyncOutput ( const [FCharacterAsyncOutput](API\Runtime\Engine\FCharacterAsyncOutput) & Output )


className: ACameraBlockingVolume

description: A volume which blocks the Camera channel by default.

code: class ACameraBlockingVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


className: AActor

description: UActorComponent

code: class AActor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Apply momentum caused by damage.

code: virtual void ApplyDamageMomentum ( float DamageTaken, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [APawn](API\Runtime\Engine\GameFramework\APawn) * PawnInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Event called after actor's base changes (if SetBase was requested to notify us with bNotifyPawn).

code: virtual void BaseChange()


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: GetBaseRotationOffset()

code: virtual void CacheInitialMeshOffset ( FVector MeshRelativeLocation, FRotator MeshRelativeRotation )


description: true if this character is currently able to crouch (and is not currently crouched)

code: virtual bool CanCrouch() const


description: Whether the character can jump in the current state.

code: bool CanJump() const


code: bool CanJumpInternal() const


description: True if buffered move is usable to teleport client back to.

code: bool CanUseRootMotionRepMove ( const [FSimulatedRootMotionReplicatedMove](API\Runtime\Engine\GameFramework\FSimulatedRootMotionReplicatedMo-) & RootMotionRepMove, const [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) & ClientMontageInstance ) const


code: virtual bool CanJumpInternal_Implementation() const


className: CapsuleComponentName

description: Name of the CapsuleComponent.


className: CharacterMovementComponentName

description: Name of the CharacterMovement component. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass).


description: Trigger jump if jump button has been pressed.

code: virtual void CheckJumpInput ( float DeltaTime )


description: Do anything needed to clear out cross level references; Called fromULevel::PreSave


description: Update jump input state after having checked input.

code: virtual void ClearJumpInput ( float DeltaTime )


description: If no client adjustment is needed after processing receivedServerMove(), ack the good move so client can remove it from SavedMoves

code: void ClientAckGoodMove ( float TimeStamp )


code: void ClientAckGoodMove_Implementation ( float TimeStamp )


description: Replicate position correction to client, associated with a timestamped servermove. Client will replay subsequent moves after applying adjustment.

code: void ClientAdjustPosition ( float TimeStamp, FVector NewLoc, FVector NewVel, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: void ClientAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, FVector NewVel, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Replicate position correction to client when using root motion for movement. (animation root motion specific)

code: void ClientAdjustRootMotionPosition_Implementation ( float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Replicate root motion source correction to client when using root motion for movement.

code: void ClientAdjustRootMotionSourcePosition_Implementation ( float TimeStamp, [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: void ClientAdjustRootMotionPosition ( float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: void ClientAdjustRootMotionSourcePosition ( float TimeStamp, [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Client RPC that passes through to CharacterMovement (avoids RPC overhead for components).

code: void ClientMoveResponsePacked_Implementation ( const [FCharacterMoveResponsePackedBits](API\Runtime\Engine\GameFramework\FCharacterMoveResponsePackedBits) & PackedBits )


code: void ClientMoveResponsePacked ( const [FCharacterMoveResponsePackedBits](API\Runtime\Engine\GameFramework\FCharacterMoveResponsePackedBits) & PackedBits )


code: bool ClientMoveResponsePacked_Validate ( const [FCharacterMoveResponsePackedBits](API\Runtime\Engine\GameFramework\FCharacterMoveResponsePackedBits) & PackedBits )


description: Bandwidth saving version, when velocity is zeroed

code: void ClientVeryShortAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: void ClientVeryShortAdjustPosition ( float TimeStamp, FVector NewLoc, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: CharacterMovement->WantsToCrouch

code: virtual void Crouch ( bool bClientSimulation )


code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Called when the character's movement enters falling

code: virtual void Falling()


description: Async simulation API

code: void FillAsyncInput ( [FCharacterAsyncInput](API\Runtime\Engine\FCharacterAsyncInput) & Input ) const


code: template<class T> T * FindComponentByClass() const


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

code: virtual [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindComponentByClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass ) const


description: Find usable root motion replicated move from our buffer. Goes through the buffer back in time, to find the first move that clears 'CanUseRootMotionRepMove' below. Returns index of that move or INDEX_NONE otherwise.

code: int32 FindRootMotionRepMove ( const [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) & ClientMontageInstance ) const


description: Returns current value of AnimRootMotionScale


description: Returns ArrowComponent subobject

code: [UArrowComponent](API\Runtime\Engine\Components\UArrowComponent) * GetArrowComponent() const


description: Get the saved rotation offset of mesh. This is how much extra rotation is applied from the capsule rotation.

code: virtual FQuat GetBaseRotationOffset() const


description: Accessor for BasedMovement

code: const [FBasedMovementInfo](API\Runtime\Engine\GameFramework\FBasedMovementInfo) & GetBasedMovement() const


description: Get the saved translation offset of mesh. This is how much extra offset is applied from the center of the capsule.


description: Returns CapsuleComponent subobject

code: [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) * GetCapsuleComponent() const


description: Returns CharacterMovement subobject

code: template<class T> T * GetCharacterMovement() const


description: Return current playing Montage

code: [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * GetCurrentMontage() const


description: Returns The half-height of the default Pawn, scaled by the component scale.Bydefault returns the half-height of the RootComponent, regardless of whether it is registered or collidable.

code: virtual float GetDefaultHalfHeight() const


description: Returns vector direction of gravity

code: virtual FVector GetGravityDirection() const


description: Returns a quaternion transforming from world space into gravity relative space

code: virtual FQuat GetGravityTransform() const


description:
Get the maximum jump time for the character. Note that ifStopJumping()is not called before the max jump hold time is reached, then the character will carry on receiving vertical velocity. Therefore it is usually best to callStopJumping()when jump input has ceased (such as a button up event).
Maximum jump time for the character

code: virtual float GetJumpMaxHoldTime() const


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

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns Mesh subobject

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetMesh() const


description: Return PrimitiveComponent we are based on (standing on, attached to, and moving on).

code: virtual [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetMovementBase() const


description: Return our PawnMovementComponent, if we have one.Bydefault, returns the first PawnMovementComponent found. Native classes that create their own movement component should override this method for more efficiency.

code: virtual [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent) * GetMovementComponent() const


description: Basically retrieved pawn's location on navmesh

code: virtual FVector GetNavAgentLocation() const


description: Accessor for ReplicatedBasedMovement

code: const [FBasedMovementInfo](API\Runtime\Engine\GameFramework\FBasedMovementInfo) & GetReplicatedBasedMovement() const


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

code: virtual void GetReplicatedCustomConditionState ( [FCustomPropertyConditionState](API\Runtime\CoreUObject\UObject\FCustomPropertyConditionState) & OutActiveState ) const


description: Returns replicated gravity direction for simulated proxies

code: virtual FVector GetReplicatedGravityDirection() const


description: Returns ReplicatedMovementMode

code: uint8 GetReplicatedMovementMode() const


description: GetFAnimMontageInstanceplaying RootMotion

code: [FAnimMontageInstance](API\Runtime\Engine\Animation\FAnimMontageInstance) * GetRootMotionAnimMontageInstance() const


description: Accessor for ReplicatedServerLastTransformUpdateTimeStamp.


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

code: virtual void GetSimpleCollisionCylinder ( float & CollisionRadius, float & CollisionHalfHeight ) const


description: True if we are playing root motion from any source right now (anim root motion, root motion source)

code: bool HasAnyRootMotion() const


code: void InitializeAsyncOutput ( [FCharacterAsyncOutput](API\Runtime\Engine\FCharacterAsyncOutput) & Output ) const


description: CharacterMovement->IsFalling

code: virtual bool IsJumpProvidingForce() const


description: True if we are playing Anim root motion right now

code: bool IsPlayingRootMotion() const


description: True if we are playing Root Motion right now, through a Montage with RootMotionMode ==ERootMotionMode::RootMotionFromMontagesOnly. This means code path for networked root motion is enabled.


description: Make the character jump on the next update. If you want your character to jump according to the time that the jump key is held, then you can set JumpMaxHoldTime to some non-zero value. Make sure in this case to callStopJumping()when you want the jump's z-velocity to stop being applied (such as on a button up event), otherwise the character will carry on receiving the velocity until JumpKeyHoldTime reaches JumpMaxHoldTime.

code: virtual void Jump()


code: bool JumpIsAllowedInternal() const


description: Event when Character stops crouching.

code: void K2_OnEndCrouch ( float HalfHeightAdjust, float ScaledHalfHeightAdjust )


description: Called from CharacterMovementComponent to notify the character that the movement mode has changed.

code: void K2_OnMovementModeChanged ( EMovementMode PrevMovementMode, EMovementMode NewMovementMode, uint8 PrevCustomMode, uint8 NewCustomMode )


description: Event when Character crouches.

code: void K2_OnStartCrouch ( float HalfHeightAdjust, float ScaledHalfHeightAdjust )


description: UCharacterMovementComponent::PhysCustom()

code: void K2_UpdateCustomMovement ( float DeltaTime )


description: OnMovementModeChanged()

code: virtual void Landed ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Set a pending launch velocity on the Character. This velocity will be processed on the next CharacterMovementComponent tick, and will set it to the "falling" state. Triggers the OnLaunched event.  LaunchVelocity is the velocity to impart to the Character  bXYOverride if true replace the XY part of the Character's velocity instead of adding to it.  bZOverride if true replace the Z component of the Character's velocity instead of adding to it.

code: virtual void LaunchCharacter ( FVector LaunchVelocity, bool bXYOverride, bool bZOverride )


className: MeshComponentName

description: Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject).


description: Called when pawn's movement is blocked

code: virtual void MoveBlockedBy ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Impact )


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

code: virtual void NotifyActorBeginOverlap ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


code: virtual void NotifyActorEndOverlap ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


description: Called when character's jump reaches Apex. Needs CharacterMovement->bNotifyApex = true

code: virtual void NotifyJumpApex()


description: Called when Character stops crouching. Called on non-owned Characters through bIsCrouched replication.

code: virtual void OnEndCrouch ( float HalfHeightAdjust, float ScaledHalfHeightAdjust )


description: Event fired when the character has just started jumping

code: void OnJumped()


code: virtual void OnJumped_Implementation()


description: OnMovementModeChanged()

code: void OnLanded ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Let blueprint know that we were launched

code: void OnLaunched ( FVector LaunchVelocity, bool bXYOverride, bool bZOverride )


description: Handle Crouching replicated from server

code: virtual void OnRep_IsCrouched()


code: virtual void OnMovementModeChanged ( EMovementMode PrevMovementMode, uint8 PreviousCustomMode )


description: Rep notify for ReplicatedBasedMovement


description: ReplicatedMovement struct replication event

code: virtual void OnRep_ReplicatedMovement()


description: Handles replicated root motion properties on simulated proxies and position correction.

code: void OnRep_RootMotion()


description: Called when Character crouches. Called on non-owned Characters through bIsCrouched replication.

code: virtual void OnStartCrouch ( float HalfHeightAdjust, float ScaledHalfHeightAdjust )


description: Z velocity is zero during walking movement, and will be here as well. Another velocity can be computed here if desired and will be used when starting to fall.

code: void OnWalkingOffLedge ( const FVector & PreviousFloorImpactNormal, const FVector & PreviousFloorContactNormal, const FVector & PreviousLocation, float TimeDelta )


description: Called on client after position update is received to respond to the new location and rotation. Actual change in location is expected to occur in CharacterMovement->SmoothCorrection(), after which this occurs. Default behavior is to check for penetration in a blocking object if bClientCheckEncroachmentOnNetUpdate is enabled, and set bSimGravityDisabled=true if so.

code: virtual void OnUpdateSimulatedPosition ( const FVector & OldLocation, const FQuat & OldRotation )


code: virtual void OnWalkingOffLedge_Implementation ( const FVector & PreviousFloorImpactNormal, const FVector & PreviousFloorContactNormal, const FVector & PreviousLocation, float TimeDelta )


description: Called on the owning client of a player-controlled Pawn when it is restarted, this callsRestart()

code: virtual void PawnClientRestart()


description: Play Animation Montage on the character mesh. Returns the length of the animation montage in seconds, or 0.f if failed to play.

code: virtual float PlayAnimMontage ( class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * AnimMontage, float InPlayRate, [FName](API\Runtime\Core\UObject\FName) StartSectionName )


description: Called when this Pawn is possessed. Only called on the server (or in standalone).

code: virtual void PossessedBy ( [AController](API\Runtime\Engine\GameFramework\AController) * NewController )


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

code: virtual void PostInitializeComponents()


description: 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.

code: virtual void PostLoad()


description: Always called immediately after properties are received from the remote.

code: virtual void PostNetReceive()


description: Always called immediately before properties are received from the remote.

code: virtual void PreNetReceive()


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


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

code: virtual void PreReplication ( [IRepChangedPropertyTracker](API\Runtime\CoreUObject\UObject\IRepChangedPropertyTracker) & ChangedPropertyTracker )


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

code: virtual void PreReplicationForReplay ( [IRepChangedPropertyTracker](API\Runtime\CoreUObject\UObject\IRepChangedPropertyTracker) & ChangedPropertyTracker )


description: Set BaseEyeHeight based on current state.

code: virtual void RecalculateBaseEyeHeight()


description: Calculates the crouched eye height based on movement component settings

code: void RecalculateCrouchedEyeHeight()


description: Marks character as not trying to jump

code: virtual void ResetJumpState()


description: Called when the Pawn is being restarted (usually by being possessed by a Controller). This is called on the server for all pawns and the owning client for player pawns

code: virtual void Restart()


description: Restore actor to an old buffered move.

code: bool RestoreReplicatedMove ( const [FSimulatedRootMotionReplicatedMove](API\Runtime\Engine\GameFramework\FSimulatedRootMotionReplicatedMo-) & RootMotionRepMove )


code: virtual void RootMotionDebugClientPrintOnScreen_Implementation ( const [FString](API\Runtime\Core\Containers\FString) & InString )


code: void RootMotionDebugClientPrintOnScreen ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Save a new relative location in BasedMovement and a new rotation with is either relative or absolute.

code: void SaveRelativeBasedMovement ( const FVector & NewRelativeLocation, const FRotator & NewRotation, bool bRelativeRotation )


description: Replicated function sent by client to server - contains client movement and view info.

code: void ServerMove ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server - contains client movement and view info for two moves.

code: void ServerMoveDual ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server - contains client movement and view info for two moves. First move is non root motion, second is root motion.

code: void ServerMoveDualHybridRootMotion_Implementation ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: bool ServerMoveDualHybridRootMotion_Validate ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: void ServerMoveDualHybridRootMotion ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: void ServerMoveDualNoBase ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


code: void ServerMoveDualNoBase_Implementation ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


code: bool ServerMoveDualNoBase_Validate ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


code: void ServerMoveDual_Implementation ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: bool ServerMoveDual_Validate ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server. Saves bandwidth overServerMove()by implying that ClientMovementBase and ClientBaseBoneName are null. Passes through to CharacterMovement->ServerMove_Implementation()with null base params.

code: void ServerMoveNoBase ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


code: void ServerMoveNoBase_Implementation ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


code: bool ServerMoveNoBase_Validate ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, uint8 ClientMovementMode )


description: Resending an (important) old move. Process it if not already processed.

code: void ServerMoveOld ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


code: bool ServerMoveOld_Validate ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


code: void ServerMoveOld_Implementation ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


description: Server RPC that passes through to CharacterMovement (avoids RPC overhead for components). The base RPC function (eg 'ServerMove') is auto-generated for clients to trigger the call to the server function, eventually going to the _Implementation function (which we just pass to the CharacterMovementComponent).

code: void ServerMovePacked_Implementation ( const [FCharacterServerMovePackedBits](API\Runtime\Engine\GameFramework\FCharacterServerMovePackedBits) & PackedBits )


code: void ServerMovePacked ( const [FCharacterServerMovePackedBits](API\Runtime\Engine\GameFramework\FCharacterServerMovePackedBits) & PackedBits )


code: bool ServerMovePacked_Validate ( const [FCharacterServerMovePackedBits](API\Runtime\Engine\GameFramework\FCharacterServerMovePackedBits) & PackedBits )


code: void ServerMove_Implementation ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Sets scale to apply to root motion translation on this Character

code: void SetAnimRootMotionTranslationScale ( float InAnimRootMotionTranslationScale )


code: bool ServerMove_Validate ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Change the Pawn's base.

code: virtual void SetBase ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, const [FName](API\Runtime\Core\UObject\FName) BoneName, bool bNotifyActor )


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

code: virtual void SetReplicateMovement ( bool bInReplicateMovement )


description: Allows a Pawn to set up custom input bindings. Called upon possession by a PlayerController, using the InputComponent created byCreatePlayerInputComponent().

code: virtual void SetupPlayerInputComponent ( class [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * PlayerInputComponent )


description: Don't process landed notification if updating client position by replaying moves. Allow event to be called if Pawn was initially falling (before starting to replay moves), and this is going to cause it to land. .

code: virtual bool ShouldNotifyLanded ( const struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Position fix up for Simulated Proxies playing Root Motion

code: void SimulatedRootMotionPositionFixup ( float DeltaSeconds )


description: Stop Animation Montage. If nullptr, it will stop what's currently active. The Blend Out Time is taken from the montage asset that is being stopped.

code: virtual void StopAnimMontage ( class [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * AnimMontage )


description: Stop the character from jumping on the next update. Call this from an input event (such as a button 'up' event) to cease applying jump Z-velocity. If this is not called, then jump z-velocity will be applied until JumpMaxHoldTime is reached.

code: virtual void StopJumping()


description: bTearOff

code: virtual void TornOff()


description: Freeze pawn - stop sounds, animations, physics, weapon firing

code: virtual void TurnOff()


description: CharacterMovement->WantsToCrouch

code: virtual void UnCrouch ( bool bClientSimulation )


description: Called when our Controller no longer possesses us. Only called on the server (or in standalone).

code: virtual void UnPossessed()


description: Update all components relevant for navigation generators to match bCanAffectNavigationGeneration flag


description: DefaultUObjectconstructor.

code: ACharacter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ACharacter

code: class ACharacter : public [APawn](API\Runtime\Engine\GameFramework\APawn)

AnimRootMotionTranslationScale

type: float

description: Scale to apply to root motion translation on this Character

BasedMovement

type: FBasedMovementI...

description: Info about our current movement base (object we are standing on).

BaseRotationOffset

type: FQuat

description: Saved rotation offset of mesh.

BaseTranslationOffset

type: FVector

description: Saved translation offset of mesh.

bClientCheckEncroachmentOnNetUpdate

type: uint32: 1

bClientResimulateRootMotion

description: If server disagrees with root motion track position, client has to resimulate root motion from last AckedMove.

bClientResimulateRootMotionSources

description: If server disagrees with root motion state, client has to resimulate root motion from last AckedMove.

bClientUpdating

description: When true, applying updates to network client (replaying saved moves for a locally controlled character)

bClientWasFalling

description: True if Pawn was initially falling when started to replay network moves.

bInBaseReplication

type: bool

description: Flag that we are receiving replication of the based movement.

bIsCrouched

description: Set by character movement to specify that this Character is currently crouched.

bPressedJump

description: When true, player wants to jump

bProxyIsJumpForceApplied

type: uint32:  1

description: Set to indicate that this Character is currently under the force of a jump (if JumpMaxHoldTime is non-zero).

bServerMoveIgnoreRootMotion

description: Disable root motion on the server.

bSimGravityDisabled

description: Disable simulated gravity (set when character encroaches geometry on client, to keep it from falling through floors)

bWasJumping

description: Tracks whether or not the character was already jumping last frame.

ClientRootMotionParams

type: FRootMotionMove...

description: For LocallyControlled Autonomous clients. Saved root motion data to be used by SavedMoves.

CrouchedEyeHeight

description: Default crouched eye height

JumpCurrentCount

description: Tracks the current number of jumps performed.

JumpCurrentCountPreJump

description: Represents the current number of jumps performed before CheckJumpInput modifies JumpCurrentCount.

JumpKeyHoldTime

description: Jump key Held Time. This is the time that the player has held the jump key, in seconds.

JumpMaxCount

description: The max number of jumps the character can perform.

JumpMaxHoldTime

description: The max time the jump key can be held.

LandedDelegate

type: FLandedSignatur...

description: Called upon landing when falling, to perform actions based on the Hit result.

MovementModeChangedDelegate

type: FMovementModeCh...

description: Multicast delegate for MovementMode changing.

NumActorOverlapEventsCounter

description: Incremented every time there is an Actor overlap event (start or stop) on this actor.

OnCharacterMovementUpdated

type: FCharacterMovem...

description: Event triggered at the end of a CharacterMovementComponent movement update.

OnReachedJumpApex

type: FCharacterReach...

description: Broadcast when Character's jump reaches its apex. Needs CharacterMovement->bNotifyApex = true

PreNetReceivedGravityDirection

description: Cached version of the replicated gravity direction before replication.

ProxyJumpForceStartedTime

description: Track last time a jump force started for a proxy.

ReplicatedBasedMovement

description: Replicated version of relative movement. Read-only on simulated proxies!

ReplicatedGravityDirection

description: CharacterMovement Custom gravity direction replicated for simulated proxies.

ReplicatedMovementMode

description: CharacterMovement MovementMode (and custom mode) replicated for simulated proxies.

description: CharacterMovement ServerLastTransformUpdateTimeStamp value, replicated to simulated proxies.

RepRootMotion

type: FRepRootMotionM...

description: Replicated Root Motion montage

RootMotionRepMoves

type: TArray<FSimula...

description: Array of previously received root motion moves from the server.

SavedRootMotion

type: FRootMotionSour...


description: Add dependency that makes us tick before the given Pawn. This minimizes latency between input processing and Pawn movement.

code: virtual void AddPawnTickDependency ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )


description: Physically attach the Controller to the specified Pawn, so that our position reflects theirs. The attachment persists during possession of the pawn. The Controller's rotation continues to match the ControlRotation. Attempting to attach to a nullptr Pawn will callDetachFromPawn()instead.

code: virtual void AttachToPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


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

code: virtual void BeginInactiveState()


description: Change the current state to named state

code: virtual void ChangeState ( [FName](API\Runtime\Core\UObject\FName) NewState )


description: Called fromDestroyed(). Cleans up PlayerState.

code: virtual void CleanupPlayerState()


description: Replicated function to set the pawn location and rotation, allowing server to force (ex. teleports).

code: void ClientSetLocation ( FVector NewLocation, FRotator NewRotation )


description: Replicated function to set the pawn rotation, allowing the server to force.

code: void ClientSetRotation ( FRotator NewRotation, bool bResetCamera )


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

code: virtual void Destroyed()


description: Called when the level this controller is in is unloaded via streaming.

code: virtual void CurrentLevelUnloaded()


description: Detach the RootComponent from its parent, but only if bAttachToPawn is true and it was attached to a Pawn.

code: virtual void DetachFromPawn()


code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Called when leaving the inactive state

code: virtual void EndInactiveState()


description: GameMode failed to spawn pawn for me.

code: virtual void FailedToSpawnPawn()


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

code: virtual void GameHasEnded ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * EndGameFocus, bool bIsWinner )


description: 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.

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


description: Get the control rotation. This is the full aim rotation, which may be different than a camera orientation (for example in a third person view), and may differ from the rotation of the controlled Pawn (which may choose not to visually pitch or roll, for example).

code: virtual FRotator GetControlRotation() const


description: Getter for Character

code: [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * GetCharacter() const


description: Get the desired pawn target rotation

code: virtual FRotator GetDesiredRotation() const


description: Returns the human readable string representation of an object.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetHumanReadableName() const


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

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Get cylinder for testing if actor has been reached

code: virtual void GetMoveGoalReachTest ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * MovingActor, const FVector & MoveOffset, FVector & GoalOffset, float & GoalRadius, float & GoalHalfHeight ) const


description: Retrieves Agent's location

code: virtual FVector GetNavAgentLocation() const


description: RetrievesFNavAgentPropertiesexpressing navigation props and caps of represented agent  the function will be renamed to GetNavAgentProperties in 4.8. Current name was introduced to help with deprecating old GetNavAgentProperties function

code: virtual const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & GetNavAgentPropertiesRef() const


description: Retrieves PathFollowingAgent for this NavAgent

code: virtual [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * GetPathFollowingAgent() const


description: Getter for Pawn

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const


description: Templated version of GetPawn, will return nullptr if cast fails

code: template<class T> T * GetPawn() const


description: this controller's PlayerState cast to the template type, or NULL if there is not one. May return null if the cast fails.

code: template<class T> T * GetPlayerState() const


description: out_Location, view location of player  out_rotation, view rotation of player

code: virtual void GetPlayerViewPoint ( FVector & Location, FRotator & Rotation ) const


description: Returns TransformComponent subobject

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetTransformComponent() const


description: the name of the current state


description: Get the actor the controller is looking at

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetViewTarget() const


description: Spawns and initializes the PlayerState for this Controller

code: virtual void InitPlayerState()


description: Called when this controller instigates ANY damage

code: virtual void InstigatedAnyDamage ( float Damage, const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) * DamageType, class [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, class [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Checks if the agent is actively following a navigation path

code: virtual bool IsFollowingAPath() const


description:
States (uses FNames for replication, correlated to state flags)
true if current state is StateName

code: bool IsInState ( [FName](API\Runtime\Core\UObject\FName) InStateName ) const


description: Returns whether this Controller is a local controller.

code: virtual bool IsLocalController() const


description: Returns whether this Controller is a locally controlled PlayerController.

code: bool IsLocalPlayerController() const


description: Returns true if look input is ignored.

code: virtual bool IsLookInputIgnored() const


description: Returns true if movement input is ignored.

code: virtual bool IsMoveInputIgnored() const


description: Returns whether this Controller is a PlayerController.

code: bool IsPlayerController() const


description: Return false if rotation contains NaN or extremely large values (usually resulting from uninitialized values).

code: bool IsValidControlRotation ( FRotator CheckRotation ) const


description: Destroy the actor

code: virtual void K2_DestroyActor()


description: Return the Pawn that is currently 'controlled' by this PlayerController

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * K2_GetPawn() const


description:
Checks line to center and top of other actor
true if controller's pawn can see Other actor.

code: virtual bool LineOfSightTo ( const class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, FVector ViewPoint, bool bAlternateChecks ) const


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

code: virtual void OnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Replication Notification Callbacks

code: virtual void OnRep_Pawn()


description: Overridable native function for when this controller unpossesses its pawn.

code: virtual void OnUnPossess()


description: Called to unpossess our pawn because it is going to be destroyed. (other unpossession handled byUnPossess())

code: virtual void PawnPendingDestroy ( [APawn](API\Runtime\Engine\GameFramework\APawn) * inPawn )


description: ReceivePossess

code: virtual void Possess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


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

code: virtual void PostInitializeComponents()


description: Blueprint implementable event to react to the controller possessing a pawn

code: void ReceivePossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * PossessedPawn )


description: Event when this controller instigates ANY damage

code: void ReceiveInstigatedAnyDamage ( float Damage, const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) * DamageType, class [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, class [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Blueprint implementable event to react to the controller unpossessing a pawn

code: void ReceiveUnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * UnpossessedPawn )


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

code: virtual void Reset()


description: Remove dependency that makes us tick before the given Pawn.

code: virtual void RemovePawnTickDependency ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InOldPawn )


description: Reset move and look input ignore flags.

code: virtual void ResetIgnoreInputFlags()


description: Stops ignoring look input by resetting the ignore look input state.

code: virtual void ResetIgnoreLookInput()


description: Stops ignoring move input by resetting the ignore move input state.

code: virtual void ResetIgnoreMoveInput()


description: Set the control rotation. The RootComponent's rotation will also be updated to match it if RootComponent->bAbsoluteRotation is true.

code: virtual void SetControlRotation ( const FRotator & NewRotation )


description: Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreLookInput.

code: virtual void SetIgnoreLookInput ( bool bNewLookInput )


description: Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using ResetIgnoreMoveInput.

code: virtual void SetIgnoreMoveInput ( bool bNewMoveInput )


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

code: virtual void SetInitialLocationAndRotation ( const FVector & NewLocation, const FRotator & NewRotation )


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

code: virtual void SetPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Calls SetPawn and RepNotify locally

code: void SetPawnFromRep ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Returns whether this controller should persist through seamless travel

code: virtual bool ShouldParticipateInSeamlessTravel() const


description: Allows delaying repath requests

code: virtual bool ShouldPostponePathUpdates() const


description: Aborts the move the controller is currently performing

code: virtual void StopMovement()


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


description: Called to unpossess our pawn for any reason that is not the pawn being destroyed (destruction handled by PawnDestroyed()).

code: virtual void UnPossess()


description: Default Constructor

code: AController ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AController

code: class AController : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface)

bAttachToPawn

type: uint8: 1

description: If true, the controller location will match the possessed Pawn's location.

bCanPossessWithoutAuthority

description: Whether the controller must have authority to be able to call possess on a Pawn

bIsPlayerController

description: Whether this controller is a PlayerController.

ControlRotation

type: FRotator

description: The control rotation of the Controller. See GetControlRotation.

IgnoreLookInput

description: Ignores look input.

IgnoreMoveInput

description: Ignores movement input.

OnInstigatedAnyDamage

type: FInstigatedAnyD...

description: Called when the controller has instigated damage in any way

OnNewPawn

type: FPawnChangedSig...

description: Delegate broadcast on authorities when possessing a new pawn or unpossessing one

OnPossessedPawnChanged

type: FOnPossessedPaw...

description: Called on both authorities and clients when the possessed pawn changes (either OldPawn or NewPawn might be nullptr)

PlayerState

type: TObjectPtr<APl...

description: PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).

StartSpot

type: TWeakObjectPtr<...

description: Actor marking where this controller spawned in.

StateName

type: FName

description: Current gameplay state this controller is in


className: CollisionComponentName

description: Name of the CollisionComponent.


description: Returns CollisionComponent subobject

code: [USphereComponent](API\Runtime\Engine\Components\USphereComponent) * GetCollisionComponent() const


description: Returns MeshComponent subobject

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetMeshComponent() const


description: Return our PawnMovementComponent, if we have one.Bydefault, returns the first PawnMovementComponent found. Native classes that create their own movement component should override this method for more efficiency.

code: virtual [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent) * GetMovementComponent() const


description: Called via input to look up at a given rate (or down if Rate is negative).

code: virtual void LookUpAtRate ( float Rate )


description: Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject).


description: APawn::AddMovementInput()

code: virtual void MoveForward ( float Val )


className: MovementComponentName

description: Name of the MovementComponent. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass).


description: APawn::AddMovementInput()

code: virtual void MoveRight ( float Val )


description: APawn::AddMovementInput()

code: virtual void MoveUp_World ( float Val )


description: Allows a Pawn to set up custom input bindings. Called upon possession by a PlayerController, using the InputComponent created byCreatePlayerInputComponent().

code: virtual void SetupPlayerInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * PlayerInputComponent )


description: Called via input to turn at a given rate.

code: virtual void TurnAtRate ( float Rate )


description: Update all components relevant for navigation generators to match bCanAffectNavigationGeneration flag


code: ADefaultPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool ShouldCheckCollisionComponentForErrors() const


className: ADefaultPawn

description: UFloatingPawnMovement

code: class ADefaultPawn : public [APawn](API\Runtime\Engine\GameFramework\APawn)

bAddDefaultMovementBindings

type: uint32: 1

description: If true, adds default input bindings for movement and camera look.

BaseLookUpRate

type: float

description: Base lookup rate, in deg/sec. Other scaling may affect final lookup rate.

BaseTurnRate

description: Base turn rate, in deg/sec. Other scaling may affect final turn rate.

MovementComponent

type: TObjectPtr<UPa...

description: DefaultPawn movement component


code: ADefaultPhysicsVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ADefaultPhysicsVolume

description: APhysicsVolume

code: class ADefaultPhysicsVolume : public [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume)


description: Add PlayerState to the inactive list, remove from the active list

code: virtual void AddInactivePlayer ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Report that a match has failed due to unrecoverable error

code: virtual void AbortMatch()


description: Broadcast a string to all players.

code: virtual void Broadcast ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Sender, const [FString](API\Runtime\Core\Containers\FString) & Msg, [FName](API\Runtime\Core\UObject\FName) Type )


description: Broadcast a localized message to all players. Most message deal with 0 to 2 related PlayerStates. The LocalMessage class defines how the PlayerState's and optional actor are used.

code: virtual void BroadcastLocalized ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Sender, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalMessage](API\Runtime\Engine\GameFramework\ULocalMessage) > Message, int32 Switch, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * RelatedPlayerState_1, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * RelatedPlayerState_2, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OptionalObject )


description: Returns true if allowed to server travel

code: virtual bool CanServerTravel ( const [FString](API\Runtime\Core\Containers\FString) & URL, bool bAbsolute )


description: Transition from InProgress to WaitingPostMatch. You can call this manually, will also get called if ReadyToEndMatch returns true

code: virtual void EndMatch()


description: Attempt to find and associate an inactive PlayerState with entering PC.  true if a PlayerState was found and associated with PC.

code: virtual bool FindInactivePlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Returns the current match state, this is an accessor to protect the state machine flow


description: Get local address


description: Returns number of active human players, excluding spectators

code: virtual int32 GetNumPlayers()


description: Returns number of human players currently spectating

code: virtual int32 GetNumSpectators()


description: Return true if we want to travel_absolute, used by RestartGame by default

code: virtual bool GetTravelType()


description: Handles when a player is disconnected, before the session does

code: virtual void HandleDisconnect ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Called when the match transitions to LeavingMap

code: virtual void HandleLeavingMap()


description: Called when the match transitions to Aborted

code: virtual void HandleMatchAborted()


description: Called when the state transitions to InProgress

code: virtual void HandleMatchHasStarted()


description: Called when the map transitions to WaitingPostMatch

code: virtual void HandleMatchHasEnded()


description: Called when the state transitions to WaitingToStart


description: Handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server

code: virtual void HandleSeamlessTravelPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) *& C )


code: virtual void HandleStartingNewPlayer_Implementation ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: this is called before actors' PreInitializeComponents.

code: virtual void InitGame ( const [FString](API\Runtime\Core\Containers\FString) & MapName, const [FString](API\Runtime\Core\Containers\FString) & Options, [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Returns true if the match state is WaitingPostMatch or later

code: virtual bool HasMatchEnded() const


description: Returns true if the match start callbacks have been called

code: virtual bool HasMatchStarted() const


description: Handles initializing a seamless travel player, handles logic similar to InitNewPlayer

code: virtual void InitSeamlessTravelPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewController )


description: Returns true if replays will start/stop during gameplay starting/stopping

code: virtual bool IsHandlingReplays()


description: Returns true if the match state is InProgress or other gameplay state

code: virtual bool IsMatchInProgress() const


description: Implementable event to respond to match state changes

code: void K2_OnSetMatchState ( [FName](API\Runtime\Core\UObject\FName) NewState )


description: Called when a Controller with a PlayerState leaves the game or is destroyed

code: virtual void Logout ( [AController](API\Runtime\Engine\GameFramework\AController) * Exiting )


description: Called when a connection closes before getting toPostLogin()

code: virtual void NotifyPendingConnectionLost ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & ConnectionUniqueId )


description: Overridable virtual function to dispatch the appropriate transition functions before GameState and Blueprints get SetMatchState calls.

code: virtual void OnMatchStateSet()


description: Override PC's PlayerState with the values in OldPlayerState as part of the inactive player handling

code: virtual void OverridePlayerState ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * OldPlayerState )


code: virtual bool PlayerCanRestart_Implementation ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player )


description: Will remove the controller from the correct count then add them to the spectator count.

code: void PlayerSwitchedToSpectatorOnly ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Called from CommitMapChange after unloading previous level and loading new level+sublevels. Used for asynchronous level streaming

code: virtual void PostCommitMapChange()


description: Called after a successful login. This is the first place it is safe to call replicated functions on the PlayerController.

code: virtual void PostLogin ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: Called after a seamless level transition has been completed on thenewGameMode. Used to reinitialize players already in the game as they won't have *Login() called on them

code: virtual void PostSeamlessTravel()


description: Called from CommitMapChange before unloading previous level. Used for asynchronous level streaming

code: virtual void PreCommitMapChange ( const [FString](API\Runtime\Core\Containers\FString) & PreviousMapName, const [FString](API\Runtime\Core\Containers\FString) & NextMapName )


description: Returns true if ready to End Match. Games should override this

code: bool ReadyToEndMatch()


description: Returns true if ready to Start Match. Games should override this

code: bool ReadyToStartMatch()


description: Removes the passed in player controller from the correct count for player/spectator/tranistioning

code: void RemovePlayerControllerFromPlayerCount ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Restart the game, by default travel to the current map

code: virtual void RestartGame()


description: Exec command to broadcast a string to all players

code: virtual void Say ( const [FString](API\Runtime\Core\Containers\FString) & Msg )


description: Updates the match state and calls the appropriate transition functions

code: virtual void SetMatchState ( [FName](API\Runtime\Core\UObject\FName) NewState )


description: SetViewTarget of player control on server change

code: virtual void SetSeamlessTravelViewTarget ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Used in the editor to spawn a PIE player after the game has already started

code: virtual bool SpawnPlayerFromSimulate ( const FVector & NewLocation, const FRotator & NewRotation )


description: Transition from WaitingToStart to InProgress. You can call this manually, will also get called if ReadyToStartMatch returns true

code: virtual void StartMatch()


description: Transitions to calls BeginPlay on actors.

code: virtual void StartPlay()


description: Start the transition out of the current map. Called at start of seamless travel, or right before map change for hard travel.

code: virtual void StartToLeaveMap()


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

code: virtual void Tick ( float DeltaSeconds )


code: AGameMode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AGameMode

description: GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. It has default behavior for picking spawn points and match state. If you want a simpler base, inherit from GameModeBase instead.

code: class AGameMode : public [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase)

bDelayedStart

type: uint32:  1

description: Whether the game should immediately start when the first player logs in.

bHandleDedicatedServerReplays

type: bool

description: If true, dedicated servers will record replays when HandleMatchHasStarted/HandleMatchHasStopped is called

EngineMessageClass

type: TSubclassOf< cl...

description: Contains strings describing localized game agnostic messages.

InactivePlayerArray

type: TArray<TObject...

description: PlayerStates of players who have disconnected from the server (saved in case they reconnect)

InactivePlayerStateLifeSpan

description: Time a playerstate will stick around in an inactive state after a player logout

MatchState

description: What match state we are currently in

MaxInactivePlayers

description: The maximum number of inactive players before we kick the oldest ones out

MinRespawnDelay

description: Minimum time before player can respawn after dying.

NumBots

description: Number of non-human players (AI controlled but participating as a player).

NumPlayers

description: Current number of human players.

NumSpectators

description: Current number of spectators.

NumTravellingPlayers

description: Number of players that are still traveling from a previous map


description: Return true if player should be allowed to use cheats by default

code: virtual bool AllowCheats ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * P )


description: Returns true if the player is allowed to pause the game

code: virtual bool AllowPausing ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Returns true if allowed to server travel

code: virtual bool CanServerTravel ( const [FString](API\Runtime\Core\Containers\FString) & URL, bool bAbsolute )


description: Return whether Viewer is allowed to spectate from the point of view of ViewTarget.

code: bool CanSpectate ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Viewer, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * ViewTarget )


description: Sets the name for a controller

code: virtual void ChangeName ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller, const [FString](API\Runtime\Core\Containers\FString) & NewName, bool bNameChange )


description: Return the 'best' player start for this player to spawn from Default implementation looks for a random unoccupied spotAActorchosen as player start (usually a PlayerStart)

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * ChoosePlayerStart ( [AController](API\Runtime\Engine\GameFramework\AController) * Player )


description: Checks the list of delegates to determine if the pausing can be cleared. If the delegate says it's ok to unpause, that delegate is removed from the list and the rest are checked. The game is considered unpaused when the list is empty.

code: virtual bool ClearPause()


description: Called as part of the PostLogin process. This is the last step before we spawn a new player.

code: void DispatchPostLogin ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description: Called in the event that we fail to spawn a controller's pawn, which maybe it didn't have one or maybe it tried to spawn and was destroyed due to collision.

code: virtual void FailedToRestartPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description:
Return the specific player start actor that should be used for the next spawn This will either use a previously saved startactor, or calls ChoosePlayerStart
Actor chosen as player start (usually a PlayerStart)

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * FindPlayerStart ( [AController](API\Runtime\Engine\GameFramework\AController) * Player, const [FString](API\Runtime\Core\Containers\FString) & IncomingName )


description: Handles second half of RestartPlayer

code: virtual void FinishRestartPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer, const FRotator & StartRotation )


className: FOnPreLoginCompleteDelegate

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnPreLoginCompleteDelegate


description: Called when the player controller is being destroyed to prevent the game from being stuck in a paused state when a PC that paused the game is destroyed before the game is unpaused.

code: void ForceClearUnpauseDelegates ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PauseActor )


description: Handles all player initialization that is shared between the travel methods (i.e. called from bothPostLogin()andHandleSeamlessTravelPlayer())

code: virtual void GenericPlayerInitialization ( [AController](API\Runtime\Engine\GameFramework\AController) * C )


description: Allows game to send network messages to provide more information to the client joining the game via NMT_GameSpecific (for example required DLC) the out string RedirectURL is built in and send automatically if only a simple URL is needed

code: virtual void GameWelcomePlayer ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [FString](API\Runtime\Core\Containers\FString) & RedirectURL )


description: Returns default pawn class for given controller

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultPawnClassForController ( [AController](API\Runtime\Engine\GameFramework\AController) * InController )


description: Return GameSession class to use for this game

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AGameSession](API\Runtime\Engine\GameFramework\AGameSession) > GetGameSessionClass() const


description: Helper template to returns the current GameState casted to the desired type.

code: template<class T> T * GetGameState() const


description: Returns number of active human players, excluding spectators

code: virtual int32 GetNumPlayers()


description: Returns number of human players currently spectating

code: virtual int32 GetNumSpectators()


description:
Gets the class that should be used for spawning a player controller during seamless travel
The class that should be used for spawning the player controller

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) > GetPlayerControllerClassToSpawnForSeamlessTravel ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PreviousPlayerController )


description: Handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server

code: virtual void HandleSeamlessTravelPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) *& C )


description: Signals that a player is ready to enter the game, which may start it up

code: void HandleStartingNewPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: also PlayerController::GetSeamlessTravelActorList() (the function that's called on clients)

code: virtual void GetSeamlessTravelActorList ( bool bToTransition, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList )


description: Returns true if the match can be considered ended

code: virtual bool HasMatchEnded() const


description: Returns true if the match start callbacks have been called

code: virtual bool HasMatchStarted() const


description: this is called before actors' PreInitializeComponents.

code: virtual void InitGame ( const [FString](API\Runtime\Core\Containers\FString) & MapName, const [FString](API\Runtime\Core\Containers\FString) & Options, [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Initialize the GameState actor with default settings called duringPreInitializeComponents()of the GameMode after a GameState has been spawned as well as duringReset()

code: virtual void InitGameState()


description: Initialize theAHUDobject for a player. Games can override this to do something different

code: void InitializeHUDForPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: Customize incoming player based on URL options

code: virtual [FString](API\Runtime\Core\Containers\FString) InitNewPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayerController, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, const [FString](API\Runtime\Core\Containers\FString) & Options, const [FString](API\Runtime\Core\Containers\FString) & Portal )


description: Handles initializing a seamless travel player, handles logic similar to InitNewPlayer

code: virtual void InitSeamlessTravelPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewController )


description: Called from RestartPlayerAtPlayerStart, can be used to initialize the start spawn actor

code: void InitStartSpot ( [AActor](API\Runtime\Engine\GameFramework\AActor) * StartSpot, [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description: Returns true if replays will start/stop during gameplay starting/stopping

code: virtual bool IsHandlingReplays()


description: Returns true if the game is paused

code: virtual bool IsPaused() const


description: Overridable event for GameMode blueprint to respond to a change name call

code: void K2_OnChangeName ( [AController](API\Runtime\Engine\GameFramework\AController) * Other, const [FString](API\Runtime\Core\Containers\FString) & NewName, bool bNameChange )


description: Implementable event when a Controller with a PlayerState leaves the game.

code: void K2_OnLogout ( [AController](API\Runtime\Engine\GameFramework\AController) * ExitingController )


description: Implementable event called at the end of RestartPlayer

code: void K2_OnRestartPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description: Notification that a player has successfully logged in, and has been given a player controller

code: void K2_PostLogin ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: Called when a PlayerController is swapped to a new one during seamless travel

code: void K2_OnSwapPlayerControllers ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OldPC, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPC )


description:
If login is successful, returns a new PlayerController to associate with this player. Login fails if ErrorMessage string is set.
a new player controller for the logged in player, NULL if login failed for any reason

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Login ( [UPlayer](API\Runtime\Engine\Engine\UPlayer) * NewPlayer, ENetRole InRemoteRole, const [FString](API\Runtime\Core\Containers\FString) & Portal, const [FString](API\Runtime\Core\Containers\FString) & Options, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Returns true if NewPlayerController may only join the server as a spectator.

code: bool MustSpectate ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayerController ) const


description:
Return the specific player start actor that should be used for the next spawn This will either use a previously saved startactor, or calls ChoosePlayerStart
Actor chosen as player start (usually a PlayerStart)

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * K2_FindPlayerStart ( [AController](API\Runtime\Engine\GameFramework\AController) * Player, const [FString](API\Runtime\Core\Containers\FString) & IncomingName )


description: Called when a Controller with a PlayerState leaves the game or is destroyed

code: virtual void Logout ( [AController](API\Runtime\Engine\GameFramework\AController) * Exiting )


description: Called as part of DispatchPostLogin

code: virtual void OnPostLogin ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description: Returns true if it's valid to call RestartPlayer.Bydefault will call Player->CanRestartPlayer

code: bool PlayerCanRestart ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player )


description: Called after a successful login. This is the first place it is safe to call replicated functions on the PlayerController.

code: virtual void PostLogin ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: Called after a seamless level transition has been completed on thenewGameMode. Used to reinitialize players already in the game as they won't have *Login() called on them

code: virtual void PostSeamlessTravel()


description: Called right before components are initialized, only called during gameplay

code: virtual void PreInitializeComponents()


description: Accept or reject a player attempting to join the server. Fails login if you set the ErrorMessage to a non-empty string. PreLogin is called before Login. Significant game time may pass before Login is called

code: virtual void PreLogin ( const [FString](API\Runtime\Core\Containers\FString) & Options, const [FString](API\Runtime\Core\Containers\FString) & Address, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


description: Async version of PreLogin that MUST call OnComplete when done, otherwise incoming client connections will hang or timeout. This allows servers to make requests to other services for verification of login credentials without blocking the game thread.Bydefault, this callsPreLogin()and OnComplete immediately to not break backwards compatibility. When overriding this, be sure checks in PreLogin are also run, and that the GameModePreLoginEvent is broadcast.

code: virtual void PreLoginAsync ( const [FString](API\Runtime\Core\Containers\FString) & Options, const [FString](API\Runtime\Core\Containers\FString) & Address, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, const [FOnPreLoginCompleteDelegate](API\Runtime\Engine\GameFramework\AGameModeBase\FOnPreLoginCompleteDelegate) & OnComplete )


description: Notifies all clients to travel to the specified URL.

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * ProcessClientTravel ( [FString](API\Runtime\Core\Containers\FString) & URL, bool bSeamless, bool bAbsolute )


description: Handles request for server to travel to a new URL, with all players

code: virtual void ProcessServerTravel ( const [FString](API\Runtime\Core\Containers\FString) & URL, bool bAbsolute )


description: Replicates the current level streaming status to the given PlayerController

code: virtual void ReplicateStreamingStatus ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


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

code: virtual void Reset()


description: Overridable function called when resetting level. This is used to reset the game state while staying in the same map Default implementation callsReset()on all actors except GameMode and Controllers

code: virtual void ResetLevel()


description: Tries to spawn the player's pawn, at the location returned by FindPlayerStart

code: virtual void RestartPlayer ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer )


description: Tries to spawn the player's pawn at the specified actor's location

code: virtual void RestartPlayerAtPlayerStart ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer, [AActor](API\Runtime\Engine\GameFramework\AActor) * StartSpot )


description: Tries to spawn the player's pawn at a specific location

code: virtual void RestartPlayerAtTransform ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer, const FTransform & SpawnTransform )


description: Return to main menu, and disconnect any players

code: virtual void ReturnToMainMenuHost()


description: Initializes player pawn back to starting values, called from RestartPlayer

code: virtual void SetPlayerDefaults ( [APawn](API\Runtime\Engine\GameFramework\APawn) * PlayerPawn )


description: Adds the delegate to the list if the player Controller has the right to pause the game. The delegate is called to see if it is ok to unpause the game, e.g. the reason the game was paused has been cleared.

code: virtual bool SetPause ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, FCanUnpause CanUnpauseDelegate )


description:
Overridable function to determine whether an Actor should have Reset called when the game has Reset called on it. Default implementation returns true
true if ActorToReset should haveReset()called on it while restarting the game, false if the GameMode will manually reset it or if the actor does not need to be reset

code: bool ShouldReset ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToReset )


description: Return true if FindPlayerStart should use the StartSpot stored on Player instead of calling ChoosePlayerStart

code: virtual bool ShouldSpawnAtStartSpot ( [AController](API\Runtime\Engine\GameFramework\AController) * Player )


description:
Check to see if we should start in cinematic mode
bool true if we should turn on cinematic mode, false if if we should not.

code: virtual bool ShouldStartInCinematicMode ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, bool & OutHidePlayer, bool & OutHideHud, bool & OutDisableMovement, bool & OutDisableTurning )