description:
Called during RestartPlayer to actually spawn the player's pawn, when using a transform
a pawn of the default pawn class

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * SpawnDefaultPawnAtTransform ( [AController](API\Runtime\Engine\GameFramework\AController) * NewPlayer, const FTransform & SpawnTransform )


description:
Spawns the appropriate PlayerController for the given options; split out fromLogin()for easier overriding. Override this to conditionally spawn specialized PlayerControllers, for instance.
PlayerController for the player, NULL if there is any reason this player shouldn't exist or due to some error

module: Engine

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnPlayerController ( ENetRole InRemoteRole, const [FString](API\Runtime\Core\Containers\FString) & Options )


description:
Called during RestartPlayer to actually spawn the player's pawn, when using a start spot
a pawn of the default pawn class

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


description: Does the work of spawning a player controller of the given class at the given transform.

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnPlayerControllerCommon ( ENetRole InRemoteRole, FVector const & SpawnLocation, FRotator const & SpawnRotation, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) > InPlayerControllerClass )


description: Deprecated* SpawnPlayerController with Location and Rotation is deprecated, call or override the version that takes an Option string instead

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnPlayerController ( ENetRole InRemoteRole, FVector const & SpawnLocation, FRotator const & SpawnRotation )


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: Transitions to calls BeginPlay on actors.

code: virtual void StartPlay()


description: Used to swap a viewport/connection's PlayerControllers when seamless traveling and the new GameMode's controller class is different than the previous includes network handling

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


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: Used to notify the game type that it is ok to update a player's gameplay specific muting information now. The playercontroller needs to notify the server when it is possible to do so or the unique net id will be incorrect and the muting not work.

code: virtual void UpdateGameplayMuteList ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * aPlayer )


description:
Attempts to initialize the 'StartSpot' of the Player.
bool true if we updated the start spot, otherwise false.

code: virtual bool UpdatePlayerStartSpot ( [AController](API\Runtime\Engine\GameFramework\AController) * Player, const [FString](API\Runtime\Core\Containers\FString) & Portal, [FString](API\Runtime\Core\Containers\FString) & OutErrorMessage )


description: Deprecated* SpawnReplayPlayerController is deprecated, replay controller spawning is handled inside the new version of the SpawnPlayerController function

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnReplayPlayerController ( ENetRole InRemoteRole, FVector const & SpawnLocation, FRotator const & SpawnRotation )


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


className: AGameModeBase

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

bPauseable

type: uint32:  1

description: Whether the game is pauseable.

bStartPlayersAsSpectators

description: Whether players should immediately spawn when logging in, or stay as spectators until they manually spawn

bUseSeamlessTravel

description: Whether the game perform map travels using SeamlessTravel() which loads in the background and doesn't disconnect clients

DefaultPawnClass

type: TSubclassOf<AP...

description: The default pawn class used by players.

DefaultPlayerName

type: FText

description: The default player name assigned to players that join with no name specified.

GameSession

type: TObjectPtr<AGa...

description: Game Session handles login approval, arbitration, online game interface

GameSessionClass

type: TSubclassOf<AG...

description: Class of GameSession, which handles login approval and online game interface

GameState

description: GameState is used to replicate game state relevant properties to all clients.

GameStateClass

description: Class of GameState associated with this GameMode.

HUDClass

type: TSubclassOf<AH...

description: HUD class this game uses.

OptionsString

type: FString

description: Save options string and parse it when needed

Pausers

type: TArray< FCanUnp...

description: The list of delegates to check before unpausing a game

PlayerControllerClass

description: The class of PlayerController to spawn for players logging in.

PlayerStateClass

description: A PlayerState of this class will be associated with every player to replicate relevant player information to all clients.

ReplaySpectatorPlayerControllerClass

description: The PlayerController class used when spectating a network replay.

ServerStatReplicator

type: TObjectPtr<ASe...

ServerStatReplicatorClass

type: TSubclassOf<AS...

SpectatorClass

description: The pawn class used by the PlayerController for players when spectating.


description: New per/client bandwidth given number of players in the game

code: virtual int32 CalculatedNetSpeed()


description: Turns standby detection on/off

code: virtual void EnableStandbyCheatDetection ( bool bIsEnabled )


description: true if position error exceeds max allowable amount

code: virtual bool ExceedsAllowablePositionError ( FVector LocDiff ) const


description: Returns true if we should be in low bandwidth mode

code: virtual bool IsInLowBandwidthMode()


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: true if velocity vector passed in is considered near zero for networking purposes

code: virtual bool NetworkVelocityNearZero ( FVector InVelocity ) const


description: Update network speeds for listen servers based on number of connected players.

code: virtual void UpdateNetSpeeds ( bool bIsLanMatch )


description: Notifies the game code that a standby cheat was detected

code: virtual void StandbyCheatDetected ( EStandbyType StandbyType )


description: Timer which callsUpdateNetSpeeds()once a second.

code: virtual void UpdateNetSpeedsTimer()


description: true if last player client to server update was sufficiently recent. Used to limit frequency of corrections if connection speed is limited.

code: virtual bool WithinUpdateDelayBounds ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, float LastUpdateTime ) const


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


className: AGameNetworkManager

description: Handles game-specific networking management (cheat detection, bandwidth management, etc.).

code: class AGameNetworkManager : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

AdjustedNetSpeed

description: Current adjusted bandwidth per player, based on total and dynamic bandwidth

BadPacketLossThreshold

type: float

description: If packet loss goes over this value, we have bad packet loss. Value is between 0 and 1.

BadPingThreshold

description: If average ping is higher than this threshold in ms, determine the server is either delaying packets or has bad upstream.

bHasStandbyCheatTriggered

type: uint32: 1

description: Used to determine whether we've already caught a cheat or not

bIsStandbyCheckingEnabled

description: Used to determine if checking for standby cheats should occur

bMovementTimeDiscrepancyDetection

type: bool

description: Whether movement time discrepancy (speed hack) detection is enabled.

description: Whether client moves should be force corrected during time discrepancy resolution, useful for projects that have lenient move error tolerance/ClientAuthorativePosition enabled.

bMovementTimeDiscrepancyResolution

description: Whether movement time discrepancy resolution is enabled (when detected, make client movement "pay back" excessive time discrepancies)

bUseDistanceBasedRelevancy

description: If true, actor network relevancy is constrained by whether they are within their NetCullDistanceSquared from the client's view point.

CLIENTADJUSTUPDATECOST

description: CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update.

ClientAuthorativePosition

description: If client update is within MAXPOSITIONERRORSQUARED of what the server expects then the client is authoritative on it's final position

ClientErrorUpdateRateLimit

description: Minimum delay between the server sending error corrections to a client, in seconds.

ClientNetCamUpdateDeltaTime

description: Minimum delay between calls to ServerUpdateCamera, in seconds.

ClientNetCamUpdatePositionLimit

description: Camera position change limit, when exceeded allows an immediate ServerUpdateCamera call.

ClientNetSendMoveDeltaTime

description: ClientNetSendMoveDeltaTime is the default minimum time delta of CharacterMovement client moves to the server.

ClientNetSendMoveDeltaTimeStationary

description: ClientNetSendMoveDeltaTimeStationary is used when players are determined to not be moving or changing their view.

ClientNetSendMoveDeltaTimeThrottled

description: ClientNetSendMoveDeltaTimeThrottled is used in place of ClientNetSendMoveDeltaTime when player count is high or net speed is low.

ClientNetSendMoveThrottleAtNetSpeed

description: When player net speed (CurrentNetSpeed, based on ConfiguredInternetSpeed or ConfiguredLanSpeed) is less than or equal to this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.

description: When player count is greater than this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.

JoinInProgressStandbyWaitTime

description: The amount of time to wait before checking a connection for standby issues

LastNetSpeedUpdateTime

description: Last time AdjustedNetSpeed was updated for server (by client entering or leaving)

MaxClientForcedUpdateDuration

description: MaxClientForcedUpdateDuration is the maximum time duration over which the server will force updates, after MAXCLIENTUPDATEINTERVAL is initially exceeded.

MaxClientSmoothingDeltaTime

description: MaxClientSmoothingDeltaTime is the maximum delta time between server updates that clients are allowed to smooth between for position interpolation.

MAXCLIENTUPDATEINTERVAL

description: MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.

MaxDynamicBandwidth

description: Maximum bandwidth set per connection after splitting TotalNetBandwidth

MaxMoveDeltaTime

description: MaxMoveDeltaTime is the default maximum time delta of CharacterMovement ServerMoves.

MAXNEARZEROVELOCITYSQUARED

description: MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play

MAXPOSITIONERRORSQUARED

description: MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play

MinDynamicBandwidth

description: Minimum bandwidth set per connection after splitting TotalNetBandwidth

MovementTimeDiscrepancyDriftAllowance

description: Accepted drift in clocks between client and server as a percent per second allowed.

MovementTimeDiscrepancyMaxTimeMargin

description: Maximum time client can be ahead before triggering movement time discrepancy detection/resolution (if enabled).

MovementTimeDiscrepancyMinTimeMargin

description: Maximum time client can be behind.

MovementTimeDiscrepancyResolutionRate

description: During time discrepancy resolution, we "pay back" the time discrepancy at this rate for future moves until total error is zero.

MoveRepSize

description: Average size of replicated move packet (ServerMove() packet size) from player

PercentForBadPing

description: The percentage of clients with bad ping before triggering the standby code

PercentMissingForRxStandby

description: The percentage of clients missing RX data before triggering the standby code

PercentMissingForTxStandby

description: The percentage of clients missing TX data before triggering the standby code

ServerForcedUpdateHitchCooldown

description: Ignore forced client movement updates when server hitch was detected within this amount of time in the past.

ServerForcedUpdateHitchThreshold

description: Ignore forced client movement updates when server hitches for longer than this duration.

SeverePacketLossThreshold

description: If the packet loss goes over this threshold, we have severe packet loss. Value is between 0 and 1

SeverePingThreshold

description: Similar to BadPingThreshold, but used to track exceptionally bad pings.

StandbyRxCheatTime

description: The amount of time without packets before triggering the cheat code

type: FTimerHandle

description: Handle for efficient management of UpdateNetSpeeds timer

TotalNetBandwidth

description: Total available bandwidth (in bytes/sec) for listen server, split dynamically across net connections


description: Add a player to the admin list of this session

code: virtual void AddAdmin ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * AdminPlayer )


description:
Called from GameMode.PreLogin() and Login().
Non-empty Error String if player not approved

code: virtual [FString](API\Runtime\Core\Containers\FString) ApproveLogin ( const [FString](API\Runtime\Core\Containers\FString) & Options )


description: true if there is no room on the server for an additional player

code: virtual bool AtCapacity ( bool bSpectator )


description:
Forcibly remove player from the server and ban them permanently
true if player was able to be banned, false otherwise

code: virtual bool BanPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * BannedPlayer, const [FText](API\Runtime\Core\Internationalization\FText) & BanReason )


description: Called from GameMode.RestartGame().

code: virtual bool CanRestartGame()


description: Dump session info to log for debugging.

code: virtual void DumpSessionState()


description: A new unique player ID

code: int32 GetNextPlayerID()


description:
Get the current joinability settings for a given session
true if session exists and data is valid, false otherwise

code: virtual bool GetSessionJoinability ( [FName](API\Runtime\Core\UObject\FName) InSessionName, [FJoinabilitySettings](API\Runtime\CoreOnline\Online\FJoinabilitySettings) & OutSettings )


description: Handle when the match has completed

code: virtual void HandleMatchHasEnded()


description: Handle when the match has started

code: virtual void HandleMatchHasStarted()


description: Handle when the match enters waiting to start


description: True if GameSession handled the request, in case it wants to stall for some reason. Otherwise, game mode will start immediately

code: virtual bool HandleStartMatchRequest()


description: Initialize options based on passed in options string

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


description:
Forcibly remove player from the server
true if player was able to be kicked, false otherwise

code: virtual bool KickPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * KickedPlayer, const [FText](API\Runtime\Core\Internationalization\FText) & KickReason )


description: Called when a PlayerController logs out of game.

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


description: Called when a player logs out of game.

code: virtual void NotifyLogout ( [FName](API\Runtime\Core\UObject\FName) InSessionName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description: Delegate triggered on auto login completion

code: virtual void OnAutoLoginComplete ( int32 LocalUserNum, bool bWasSuccessful, const [FString](API\Runtime\Core\Containers\FString) & Error )


description: Delegate called when EndSession has completed

code: virtual void OnEndSessionComplete ( [FName](API\Runtime\Core\UObject\FName) InSessionName, bool bWasSuccessful )


description: Delegate called when StartSession has completed

code: virtual void OnStartSessionComplete ( [FName](API\Runtime\Core\UObject\FName) InSessionName, bool bWasSuccessful )


description: Called by GameMode::PostLogin to give session code chance to do work after PostLogin

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


description:
Allow an online service to process a login if specified on the commandline with -auth_login/-auth_password
true if login is in progress, false otherwise

code: virtual bool ProcessAutoLogin()


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: Register a player with the online service session

code: virtual void RegisterPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer, const FUniqueNetIdPtr & UniqueId, bool bWasFromInvite )


code: virtual void RegisterPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, bool bWasFromInvite )


description: Callback when autologin was expected but failed

code: virtual void RegisterServerFailed()


description: Remove a player from the admin list of this session

code: virtual void RemoveAdmin ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * AdminPlayer )


description: Restart the session

code: virtual void Restart()


description:
Does the session require push to talk
true if a push to talk keybinding is required or if voice is always enabled

code: virtual bool RequiresPushToTalk() const


description: Gracefully tell all clients then local players to return to lobby

code: virtual void ReturnToMainMenuHost()


description: Unregister a player from the online service session

code: virtual void UnregisterPlayer ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * ExitingPlayer )


code: virtual void UnregisterPlayer ( [FName](API\Runtime\Core\UObject\FName) InSessionName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description: Allow a dedicated server a chance to register itself with an online service

code: virtual void RegisterServer()


description: Unregister players from the online service session

code: virtual void UnregisterPlayers ( [FName](API\Runtime\Core\UObject\FName) InSessionName, const [TArray](API\Runtime\Core\Containers\TArray)< FUniqueNetIdRef > & Players )


description: Update session join parameters

code: virtual void UpdateSessionJoinability ( [FName](API\Runtime\Core\UObject\FName) InSessionName, bool bPublicSearchable, bool bAllowInvites, bool bJoinViaPresence, bool bJoinViaPresenceFriendsOnly )


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


className: AGameSession

description: Acts as a game-specific wrapper around the session interface. The game code makes calls to this when it needs to interact with the session interface. A game session exists only the server, while running an online game.

code: class AGameSession : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bRequiresPushToTalk

description: Is voice enabled always or via a push to talk keybinding

MaxPartySize

description: Restrictions on the largest party that can join together

MaxPlayers

description: Maximum number of players allowed by this server.

MaxSpectators

description: Maximum number of spectators allowed by this server.

MaxSplitscreensPerConnection

description: Maximum number of splitscreen players to allow from one connection

SessionName

type: FName

description: SessionName local copy from PlayerState class.


code: virtual void UnregisterPlayers ( [FName](API\Runtime\Core\UObject\FName) InSessionName, const [TArray](API\Runtime\Core\Containers\TArray)< [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) > & Players )


description: Called periodically, overridden by subclasses

code: virtual void DefaultTimer()


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


description: Returns how much time needs to be spent before a player can respawn

code: virtual float GetPlayerRespawnDelay ( class [AController](API\Runtime\Engine\GameFramework\AController) * Controller ) const


description: Returns the time that should be used as when a player started

code: virtual float GetPlayerStartTime ( class [AController](API\Runtime\Engine\GameFramework\AController) * Controller ) const


description: Called when the match transitions to LeavingMap

code: virtual void HandleLeavingMap()


description: Called by game mode to set the started play bool

code: virtual void HandleBeginPlay()


description: Called when the map transitions to WaitingPostMatch

code: virtual void HandleMatchHasEnded()


description: Called when the state transitions to InProgress

code: virtual void HandleMatchHasStarted()


description: Called when the state transitions to WaitingToStart


description: Returns true if the world has started match (called MatchStarted callbacks)

code: virtual bool HasMatchStarted() const


description: Returns true if match is WaitingPostMatch or later

code: virtual bool HasMatchEnded() const


description: Returns true if we're in progress

code: virtual bool IsMatchInProgress() const


description: Gives clients the chance to do something when time gets updates

code: virtual void OnRep_ElapsedTime()


description: Match state has changed

code: virtual void OnRep_MatchState()


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: Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)

code: virtual void ReceivedGameModeClass()


description: Updates the match state and calls the appropriate transition functions, only valid on server

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


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


description: Add PlayerState to the PlayerArray

code: virtual void AddPlayerState ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


className: AGameState

description: GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. It is tied to functionality in GameMode.

code: class AGameState : public [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase)

ElapsedTime

description: Elapsed game time since match has started.

MatchState

description: What match state we are currently in

PreviousMatchState

description: Previous map state, used to handle if multiple transitions happen per frame

description: Handle for efficient management of DefaultTimer timer


description: Allow game states to react to asset packages being loaded asynchronously

code: virtual void AsyncPackageLoaded ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Package )


description: Helper to return the default object of the GameModeBase class corresponding to this GameState. This object is not safe to modify.

code: const [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GetDefaultGameMode() const


description: Helper template to returns the GameModeBase default object cast to the right type

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


description: Returns how much time needs to be spent before a player can respawn

code: virtual float GetPlayerRespawnDelay ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller ) 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 the player state for a specified unique player Id

code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerStateFromUniqueNetId ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InPlayerId ) const


description: Returns the time that should be used as when a player started

code: virtual float GetPlayerStartTime ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller ) const


description: Called by game mode to set the started play bool

code: virtual void HandleBeginPlay()


description: Returns the simulated TimeSeconds on the server, will be synchronized on client and server

code: virtual double GetServerWorldTimeSeconds() const


description: Returns true if the world has started play (called BeginPlay on actors)

code: virtual bool HasBegunPlay() const


description: Returns true if the match can be considered ended. Defaults to false.

code: virtual bool HasMatchEnded() const


description: Returns true if the world has started match (called MatchStarted callbacks)

code: virtual bool HasMatchStarted() const


description: GameModeBase class notification callback.

code: virtual void OnRep_GameModeClass()


description: Allows clients to calculate ServerWorldTimeSecondsDelta


description: Bydefault calls BeginPlay and StartMatch


description: Callback when we receive the spectator class

code: virtual void OnRep_SpectatorClass()


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: Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)

code: virtual void ReceivedGameModeClass()


description: Called when the SpectatorClass property is set (at startup for the server, after the variable has been replicated on clients)

code: virtual void ReceivedSpectatorClass()


description: Remove PlayerState from the PlayerArray.

code: virtual void RemovePlayerState ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Called during seamless travel transition twice (once when the transition map is loaded, once when destination map is loaded)

code: virtual void SeamlessTravelTransitionCheckpoint ( bool bToTransitionMap )


description: Called periodically to update ReplicatedWorldTimeSecondsDouble

code: virtual void UpdateServerTimeSeconds()


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


className: AGameStateBase

description: GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated.

code: class AGameStateBase : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

AuthorityGameMode

description: Instance of the current game mode, exists only on the server.

bReplicatedHasBegunPlay

description: Replicated when GameModeBase->StartPlay has been called so the client will also start play

GameModeClass

description: Class of the server's game mode, assigned by GameModeBase.

NumServerWorldTimeSecondsDeltas

description: The number of server world time deltas accumulated in SumServerWorldTimeSecondsDelta - used for computing the mean

PlayerArray

type: TArray<TObject...

description: Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)

ReplicatedWorldTimeSecondsDouble

type: double

ServerWorldTimeSecondsDelta

description: The difference from the local world's TimeSeconds and the server world's TimeSeconds.

ServerWorldTimeSecondsUpdateFrequency

description: Frequency that the server updates the replicated TimeSeconds from the world.

SpectatorClass

description: Class used by spectators, assigned by GameModeBase.

SumServerWorldTimeSecondsDelta

description: Cumulative sum of computed server world time deltas for smoothed-averaging

description: Handle for efficient management of the UpdateServerTimeSeconds timer


description: Utility function to add an actor to our consideration list for 'showdebug' Only consider visible, non destroyed Actors in the same world the player is in.

code: static void AddActorToDebugList ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutList, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Utility function to add a component's owner to our consideration list for 'showdebug'

code: static void AddComponentOwnerToDebugList ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutList, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Add debug text for a specific actor to be displayed viaDrawDebugTextList(). If the debug text is invalid then it will attempt to remove any previous entries viaRemoveDebugText().

code: void AddDebugText ( const [FString](API\Runtime\Core\Containers\FString) & DebugText, [AActor](API\Runtime\Engine\GameFramework\AActor) * SrcActor, float Duration, FVector Offset, FVector DesiredOffset, [FColor](API\Runtime\Core\Math\FColor) TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, [UFont](API\Runtime\Engine\Engine\UFont) * InFont, float FontScale, bool bDrawShadow )


description: Add a hitbox to the hud

code: void AddHitBox ( FVector2D Position, FVector2D Size, [FName](API\Runtime\Core\UObject\FName) InName, bool bConsumesInput, int32 Priority )


description: Add an actor to the PostRenderedActors array

code: virtual void AddPostRenderedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * A )


description: Have any hitboxes been hit this frame.

code: bool AnyCurrentHitBoxHits() const


description: Draws a colored line between two points

code: void Draw2DLine ( int32 X1, int32 Y1, int32 X2, int32 Y2, [FColor](API\Runtime\Core\Math\FColor) LineColor )


description: Transforms a 2D screen location into a 3D location and direction

code: void Deproject ( float ScreenX, float ScreenY, FVector & WorldPosition, FVector & WorldDirection ) const


description: Draws a colored line between two points

code: void Draw3DLine ( FVector Start, FVector End, [FColor](API\Runtime\Core\Math\FColor) LineColor )


description: Draw overlays for actors that were rendered this tick and have added themselves to the PostRenderedActors array

code: virtual void DrawActorOverlays ( FVector Viewpoint, FRotator ViewRotation )


description: Iterate through list of debug text and draw it over the associated actors in world space. Also handles culling null entries, and reducing the duration for timed debug text.

code: void DrawDebugTextList()


description: The Main Draw loop for the hud. Gets called before any messaging. Should be subclassed

code: virtual void DrawHUD()


description: Draws a 2D line on the HUD.

code: void DrawLine ( float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float LineThickness )


description: Draws a material-textured quad on the HUD. Assumes UVs such that the entire material is shown.

code: void DrawMaterialSimple ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition )


description: Draws a material-textured quad on the HUD.

code: void DrawMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, FVector2D RotPivot )


code: void DrawMaterialTriangle ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, FVector2D V0_Pos, FVector2D V1_Pos, FVector2D V2_Pos, FVector2D V0_UV, FVector2D V1_UV, FVector2D V2_UV, [FLinearColor](API\Runtime\Core\Math\FLinearColor) V0_Color, [FLinearColor](API\Runtime\Core\Math\FLinearColor) V1_Color, [FLinearColor](API\Runtime\Core\Math\FLinearColor) V2_Color )


description: Draws a colored untextured quad on the HUD.

code: void DrawRect ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH )


description: Draw the safe zone debugging overlay when enabled

code: virtual void DrawSafeZoneOverlay()


description: Draws a string on the HUD.

code: void DrawText ( const [FString](API\Runtime\Core\Containers\FString) & Text, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TextColor, float ScreenX, float ScreenY, [UFont](API\Runtime\Engine\Engine\UFont) * Font, float Scale, bool bScalePosition )


description: Draws a textured quad on the HUD.

code: void DrawTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TintColor, EBlendMode BlendMode, float Scale, bool bScalePosition, float Rotation, FVector2D RotPivot )


description: Draws a textured quad on the HUD. Assumes 1:1 texel density.

code: void DrawTextureSimple ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition )


description:
returns false if selection could not occur. Make sure template class is extendingAActor.
OutActors The actors that are within the selection box according to selection rule

code: template<typename ClassFilter> bool GetActorsInSelectionRectangle ( const FVector2D & FirstPoint, const FVector2D & SecondPoint, [TArray](API\Runtime\Core\Containers\TArray)< ClassFilter * > & OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed )


description:
Sample usage:   TArrayActorsInSelectionRect;
    Canvas->GetActorsInSelectionRectangle(FirstPoint,SecondPoint,ActorsInSelectionRect);
OutActors The actors that are within the selection box according to selection rule

code: void GetActorsInSelectionRectangle ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ClassFilter, const FVector2D & FirstPoint, const FVector2D & SecondPoint, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed )


description: Get Target to view 'showdebug' on

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


description: Get list of considered targets for 'showdebug' This list is built contextually based on which 'showdebug' flags have been enabled.

code: virtual void GetDebugActorList ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutList )


description:
Messaging.
UFont* from given FontSize index

code: virtual [UFont](API\Runtime\Engine\Engine\UFont) * GetFontFromSizeIndex ( int32 FontSizeIndex ) const


description: Finds all the hitboxes containing the given coordinates.

code: void GetHitBoxesAtCoordinates ( FVector2D InHitLocation, [TArray](API\Runtime\Core\Containers\TArray)< const [FHUDHitBox](API\Runtime\Engine\GameFramework\FHUDHitBox) * > & OutHitBoxes ) const


description:
Find the first hitbox containing the given coordinates.
returns the hitbox at the given coordinates or NULL if none match.

code: const [FHUDHitBox](API\Runtime\Engine\GameFramework\FHUDHitBox) * GetHitBoxAtCoordinates ( FVector2D InHitLocation, bool bConsumingInput ) const


description:
Return the hitbox with the given name
returns the hitbox with the given name NULL if none match.

code: const [FHUDHitBox](API\Runtime\Engine\GameFramework\FHUDHitBox) * GetHitBoxWithName ( const [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns the Pawn for this HUD's player.

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


description: Returns the PlayerController for this HUD's player.

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetOwningPlayerController() const


description: Returns the width and height of a string.

code: void GetTextSize ( const [FString](API\Runtime\Core\Containers\FString) & Text, float & OutWidth, float & OutHeight, [UFont](API\Runtime\Engine\Engine\UFont) * Font, float Scale ) const


description: Gives the HUD a chance to display project-specific data when taking a "bug" screen shot.

code: virtual void HandleBugScreenShot()


code: bool IsCanvasValid_WarnIfNot() const


description: Cycle to next target in our considered targets list for 'showdebug'

code: virtual void NextDebugTarget()


description: Called in PostInitializeComponents or postprocessing chain has changed (happens because of the worldproperties can define it's own chain and this one is set late).


description: Native handler, called when a hit box is moused over.

code: virtual void NotifyHitBoxBeginCursorOver ( [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Native handler, called when a hit box is clicked on. Provides the name associated with that box.

code: virtual void NotifyHitBoxClick ( [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Native handler, called when a hit box no longer has the mouse over it.

code: virtual void NotifyHitBoxEndCursorOver ( [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Native handler, called when a hit box is unclicked. Provides the name associated with that box.

code: virtual void NotifyHitBoxRelease ( [FName](API\Runtime\Core\UObject\FName) BoxName )


className: OnHUDPostRender

description: Called from ::PostRender. For less player/actor centered debugging.


description: Pauses or unpauses the game due to main window's focus being lost.

code: virtual void OnLostFocusPause ( bool bEnable )


className: OnShowDebugInfo

description: Callback allowing external systems to register to show debug info.


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: PostRender is the main draw loop.

code: virtual void PostRender()


description: Cycle to previous target in our considered targets list for 'showdebug'

code: virtual void PreviousDebugTarget()


description: it will not be validifdrawing functions are called later (e.g. after a Delay node).

code: void ReceiveDrawHUD ( int32 SizeX, int32 SizeY )


description:
Transforms a 3D world-space vector into 2D screen coordinates
The transformed vector

code: FVector Project ( FVector Location, bool bClampToZeroPlane ) const


description: Called when a hit box is moused over.

code: void ReceiveHitBoxBeginCursorOver ( const [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Called when a hit box is clicked on. Provides the name associated with that box.

code: void ReceiveHitBoxClick ( const [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Called when a hit box no longer has the mouse over it.

code: void ReceiveHitBoxEndCursorOver ( const [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Called when a hit box is unclicked. Provides the name associated with that box.

code: void ReceiveHitBoxRelease ( const [FName](API\Runtime\Core\UObject\FName) BoxName )


description: Remove all debug strings added via AddDebugText

code: void RemoveAllDebugStrings()


description: Remove debug strings for the given actor

code: void RemoveDebugText ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SrcActor, bool bLeaveDurationText )


description: Remove an actor from the PostRenderedActors array

code: virtual void RemovePostRenderedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * A )


description: Debug renderer for this frames hitboxes.

code: void RenderHitBoxes ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Set the canvas and debug canvas to use during drawing

code: void SetCanvas ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * InCanvas, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * InDebugCanvas )


description: Toggles displaying properties of player's current ViewTarget DebugType input values supported by base engine include "AI", "physics", "net", "camera", and "collision"

code: virtual void ShowDebug ( [FName](API\Runtime\Core\UObject\FName) DebugType )


description:
Check if we should be display debug information for particular types of debug messages.
true if it should be displayed, false otherwise.

code: virtual bool ShouldDisplayDebug ( const [FName](API\Runtime\Core\UObject\FName) & DebugType ) const


description: Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass) and camera view target

code: void ShowDebugForReticleTargetToggle ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > DesiredClass )


description: Entry point for basic debug rendering on the HUD. Activated and controlled via the "showdebug" console command. Can be overridden to display custom debug per-game.

code: virtual void ShowDebugInfo ( float & YL, float & YPos )


description: Toggles sub categories of show debug to customize display

code: void ShowDebugToggleSubCategory ( [FName](API\Runtime\Core\UObject\FName) Category )


description: Hides or shows HUD

code: virtual void ShowHUD()


description: Update the list of hitboxes and dispatch events for any hits.

code: bool UpdateAndDispatchHitBoxClickEvents ( const FVector2D ClickLocation, const EInputEvent InEventType )


description: Update a the list of hitboxes that have been hit this frame.

code: void UpdateHitBoxCandidates ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > InContactPoints )


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


className: AHUD

description: FDebugTextInfo

code: class AHUD : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bEnableDebugTextShadow

type: uint8: 1

description: Put shadow on debug strings

bLostFocusPaused

description: Tells whether the game was paused due to lost focus

bShowDebugInfo

description: If true, current ViewTarget shows debug information using itsDisplayDebug().

bShowHitBoxDebugInfo

description: If true, show hitbox debugging info.

bShowHUD

description: Whether or not the HUD should be drawn.

bShowOverlays

description: If true, render actor overlays.

Canvas

type: TObjectPtr<UCa...

description: Canvas to Draw HUD on.

CurrentTargetIndex

description: Current target in our considered Targets list for 'showdebug'

DebugCanvas

description: 'Foreground' debug canvas, will draw in front of SlateUI.

DebugDisplay

type: TArray<FName>

description: Array of names specifying what debug info to display for viewtarget actor.

DebugTextList

type: TArray< struct ...

description: List of debug strings attached to actors, sorted by actor first, then by order of addition

HitBoxesOver

type: TSet<FName>

description: Set of hitbox (by name) that are currently moused over or have a touch contacting them

HitBoxHits

type: TArray<FHUDHit...

description: Array of hitboxes that have been hit for this frame.

HitBoxMap

description: Array of hitboxes for this frame.

LastHUDRenderTime

description: Used to calculate delta time between HUD rendering.

PlayerOwner

type: TObjectPtr<APl...

description: PlayerController which owns this HUD.

PostRenderedActors

description: Holds a list of Actors that needPostRender()calls.

RenderDelta

description: Time since last HUD render.

ShowDebugTargetActor

type: TObjectPtr<AAc...

description: Show Debug Actor used if 'bShowDebugForReticleTarget' is true, only updated if trace from reticle hit a new Actor of class 'ShowDebugTargetDesiredClass'

ShowDebugTargetDesiredClass

type: TSubclassOf<AA...

description: Class filter for selecting 'ShowDebugTargetActor' when 'bShowDebugForReticleTarget' is true.

ToggledDebugCategories

description: Array of names specifying what subsets of debug info to display for viewtarget actor.


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: Returns SpriteComponent subobject

code: [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent() const


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported &40; TSubclassOf< UDataLayerInstance > DataLayerType &41; const


description: Indicates whether this actor should participate in level bounds calculations.

code: virtual bool IsLevelBoundsRelevant() const


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()


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


className: AInfo

description: Info, the root of all information holding classes. Doesn't have any movement / collision related code. Info is the base class of an Actor that isn't meant to have a physical representation in the world, used primarily for "manager" type classes that hold settings data about the world, but might need to be an Actor for replication purposes.

code: class AInfo : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Called when actor enters a volume.

code: virtual void ActorEnteredVolume ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other )


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


className: AKillZVolume

description: FellOutOfWorld

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


description: Takes a polymorphic struct to set the initial data for a new instance.

code: int32 AddNewInstance ( [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InitData )


description: Adds a new instance at the specified index. This function should only be called by AddNewInstance. Provided to allow subclasses to update their per instance data

code: virtual void AddNewInstanceAt ( [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InitData, int32 Index )


description: Allocates the appropriate subclass ofFLWIDatato initialize instances for this manager. The caller is responsible for freeing the memory when they are finished.

code: virtual [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * AllocateInitData() const


description: Returns a handle to a light weight instance representing the same object as InActor and calls destroy on InActor if successful.

code: [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) ConvertActorToLightWeightInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Returns the index used internally by the light weight instance manager that is associated with the instance referred to by InIndex used by collision and rendering.

code: virtual int32 ConvertCollisionIndexToLightWeightIndex ( int32 InIndex ) const


code: virtual int32 ConvertHandleIndexToInternalIndex ( int32 InHandleIndex ) const


description: Creates an actor to replace the instance specified by Handle.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * ConvertInstanceToActor ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Helper functions for converting between our internal storage indices and the indices used by external bookkeeping.

code: virtual int32 ConvertInternalIndexToHandleIndex ( int32 InInternalIndex ) const


description: Returns the index used by collision and rendering that is associated with the instance referred to by InIndex.

code: virtual int32 ConvertLightWeightIndexToCollisionIndex ( int32 InIndex ) const


description: Helper that retrieve the world space bounds of the LWI grid cell encompassing the provided coordinate.

code: FBox ConvertPositionToGridBounds ( const FVector & InPosition ) const


description: Create an object that implements interfaces for the light weight instance specified by Handle.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateInterfaceObject ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Helper that converts a position (world space) into a coordinate for the LWI grid.

code: FInt32Vector3 ConvertPositionToCoord ( const FVector & InPosition ) const


description: Returns true if this manager is capable of representing objects of type OtherClass.

code: bool DoesAcceptClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * OtherClass ) const


description: Returns true if this manager stores instances that can be turned into full weight objects of class OtherClass.

code: bool DoesRepresentClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * OtherClass ) const


description: Returns the actor associated with Handle if one exists.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * FetchActorFromHandle ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


code: template<typename I> I * FetchInterfaceObject ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Checks if we already have an actor for this handle. If an actor already exists we set the Actor variable on Handle and return true.

code: bool FindActorForHandle ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * FindActorForInstanceIndex ( const int32 InstanceIndex )


description: Returns the index of the light weight instance associated with InActor if one exists; otherwise we return INDEX_NONE.

code: int32 FindIndexForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: Returns the base class of types that this can manage.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAcceptedClass() const


description: Returns the class to use when spawning a new actor.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorClassToSpawn ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: LWI grid size to use for this manager.

code: virtual int32 GetGridSize() const


description: Gets the class that implements interfaces for light weight instances owned by this manager.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetInterfaceClass() const


description: Data and replication functions

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


description: Returns the name of the instance specified by Handle.

code: [FString](API\Runtime\Core\Containers\FString) GetName ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: Returns the location of the instance specified by Handle.

code: FVector GetLocation ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: Returns the specific class that this manages.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetRepresentedClass() const


description: Returns the rotation of the instance specified by Handle.

code: FRotator GetRotation ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: Returns the transform of the instance specified by Handle.

code: FTransform GetTransform ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: Subclasses should override the following functions if they need to store any additional data

code: virtual void GrowDataArrays()


description: Returns true if we have current information for an instance atIndex.

code: bool IsIndexValid ( int32 Index ) const


code: template<typename U> bool IsInterfaceSupported() const


code: void OnSpawnedActorDestroyed &40; AActor &42; DestroyedActor &41;


description: Called after a spawned actor is destroyed.

code: virtual void OnSpawnedActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DestroyedActor, const int32 DestroyedActorInstanceIndex )


description: Called after spawning a new actor from a light weight instance.

code: virtual void PostActorSpawn ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Editor functions

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after actor construction but before other systems see this actor spawn.

code: virtual void PreSpawnInitalization ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle, [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnedActor )


description: Removes the instance.

code: virtual void RemoveInstance ( int32 Index )


description: Gathers info from InActor and stores it in InData. Returns true if the relevant data was successfully copied.

code: virtual bool SetDataFromActor ( [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InData, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: Sets the specific class that this manages.

code: virtual void SetRepresentedClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


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: Populates the data array entries atIndexwith the data stored in InData;.

code: virtual void UpdateDataAtIndex ( [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InData, int32 Index )


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


code: virtual ~ALightWeightInstanceManager()


description: Sets the parameters for actor spawning.

code: virtual void SetSpawnParameters ( [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParams )


className: ALightWeightInstanceManager

code: class ALightWeightInstanceManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)

Actors

type: TMap< int32,TO...

description: Keep track of which instances are currently represented by an actor

BaseInstanceName

type: FString

DestroyedActorIndices

type: TArray< int32 >

FreeIndices

description: List of indices that we are no longer using

InstanceTransforms

type: TArray< FTransf...

description: Current per instance transforms.

ValidIndices

type: TArray< bool >

description: Handy way to check indices quickly so we don't need to iterate through the free indices list


code: void AddInstanceToRendering ( int32 DataIndex )


description: Adds a new instance at the specified index. This function should only be called by AddNewInstance. Provided to allow subclasses to update their per instance data

code: virtual void AddNewInstanceAt ( [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InitData, int32 Index )


description:
Can the given static mesh instance be edited?
True if it can be edited, false otherwise.

code: virtual bool CanEditSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
Can the given static mesh instance be moved in the world?
True if it can be moved, false otherwise.

code: virtual bool CanMoveSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const ETypedElementWorldType WorldType ) const


description: Clears the static mesh used for rendering instances.

code: void ClearStaticMesh()


description: Returns the index used internally by the light weight instance manager that is associated with the instance referred to by InIndex used by collision and rendering.

code: virtual int32 ConvertCollisionIndexToLightWeightIndex ( int32 InIndex ) const


code: virtual int32 ConvertHandleIndexToInternalIndex ( int32 HandleIndex ) const


description: Helper functions for converting between our internal storage indices and the indices used by external bookkeeping.

code: virtual int32 ConvertInternalIndexToHandleIndex ( int32 InInternalIndex ) const


description: Returns the index used by collision and rendering that is associated with the instance referred to by InIndex.

code: virtual int32 ConvertLightWeightIndexToCollisionIndex ( int32 InIndex ) const


description:
Attempt to delete the given static mesh instances.
True if any instances were deleted, false otherwise.

code: virtual bool DeleteSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds )


code: virtual void DuplicateLWIInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > DataIndices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutNewDataIndices )


description:
Attempt to duplicate the given static mesh instances, retrieving the IDs of any new instances.
True if any instances were duplicated, false otherwise.

code: virtual bool DuplicateSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > & OutNewInstanceIds )


description: Data and replication functions

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


code: void GetLWIDataIndices ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutDataIndices ) const


description: Get the display name of the given static mesh instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSMInstanceDisplayName ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description: Get the tooltip of the given static mesh instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSMInstanceTooltip ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was retrieved, false otherwise.

code: virtual bool GetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, FTransform & OutInstanceTransform, bool bWorldSpace ) const


description: This gives the manager a chance to start a move operation, to avoid performing repeated work until the move is finished.

code: virtual void NotifySMInstanceMovementStarted ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to update a move operation.

code: virtual void NotifySMInstanceMovementOngoing ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to end a move operation.

code: virtual void NotifySMInstanceMovementEnded ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to sync any internal selection state.

code: virtual void NotifySMInstanceSelectionChanged ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const bool bIsSelected )


description: Called when we set the static mesh.

code: void OnStaticMeshSet()


description: Called after spawning a new actor from a light weight instance.

code: virtual void PostActorSpawn ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


code: void PostRemoveInstanceFromRendering()


description: Removes the instance.

code: virtual void RemoveInstance ( int32 Index )


code: void RemoveInstanceFromRendering ( int32 DataIndex )


description: Sets the parameters on the instanced static mesh component


description: Sets the specific class that this manages.

code: virtual void SetRepresentedClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was updated, false otherwise.

code: virtual bool SetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const FTransform & InstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description: Sets the static mesh to use based on the info contained in InActor.

code: virtual void SetStaticMeshFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


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


className: ALightWeightInstanceStaticMeshManager

code: class ALightWeightInstanceStaticMeshManager : public [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager), public [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager)

DataIndicesToBeDeleted

description: Data indices that we are going to delete later in the frame, we impose a small delay to group deletions to avoid cases where we might try to delete the same index multiple times in a frame.

InstancedStaticMeshComponent

type: TObjectPtr< cla...

RenderingIndicesToDataIndices

description: Keep track of the relationship between our data and the rendering data stored in the instanced static mesh component

StaticMesh

type: TSoftObjectPtr<...


description: If bEntryPain is true, callCausePainTo()on entering actor.

code: virtual void ActorEnteredVolume ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other )


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


description: Damage overlapping actors if pain causing.

code: virtual void CausePainTo ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other )


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

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


description: Damage overlapping actors if pain-causing.

code: virtual void PainTimer()


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

code: virtual void Reset()


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()


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


description: PlayerController::InputPitchScale

code: virtual void AddControllerPitchInput ( float Val )


className: APainCausingVolume

description: PhysicsVolume: a bounding volume which affects actor physics EachAActoris affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision.

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

type: uint32: 1

description: Checkpointed bPainCausing value

bEntryPain

description: If bPainCausing, cause pain when something enters the volume in addition to damage each second

bPainCausing

description: Whether volume currently causes damage.

DamageInstigator

description: Controller that gets credit for any damage caused by this volume

DamagePerSec

type: float

description: Damage done per second to actors in this volume when bPainCausing=true

DamageType

type: TSubclassOf<UD...

description: Type of damage done

PainInterval

description: If pain causing, time between damage applications.

type: FTimerHandle

description: Handle for efficient management of OnTimerTick timer


description: PlayerController::InputRollScale

code: virtual void AddControllerRollInput ( float Val )


description: PlayerController::InputYawScale

code: virtual void AddControllerYawInput ( float Val )


description: ConsumeMovementInputVector()

code: virtual void AddMovementInput ( FVector WorldDirection, float ScaleValue, bool bForce )


description: Creates an InputComponent that can be used for custom input bindings. Called upon possession by a PlayerController. Return null if you don't want one.

code: virtual [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * CreatePlayerInputComponent()


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

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


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

code: virtual void BeginPlay()


description: Overridden to defer to the RootComponent's CanCharacterStepUpOn setting if it is explicitly Yes or No. If set to Owner, will return Super::CanBeBaseForCharacter().

code: virtual bool CanBeBaseForCharacter ( [APawn](API\Runtime\Engine\GameFramework\APawn) * APawn ) const


description:
Returns the pending input vector and resets it to zero. This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames. Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
The pending input vector.


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: Destroys the player input component and removes any references to it.


description: Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon.


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

code: virtual void DisableInput ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Wrapper function to call correct restart functions, enable bCallClientRestart if this is a locally owned player pawn or equivalent

code: void DispatchRestart ( bool bCallClientRestart )


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


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's rotation.

code: virtual void EditorApplyRotation ( const FRotator & DeltaRotation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


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

code: virtual void EnableInput ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


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

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


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

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


description: Updates Pawn's rotation to the given rotation, assumed to be the Controller's ControlRotation. Respects the bUseControllerRotation* settings.

code: virtual void FaceRotation ( FRotator NewControlRotation, float DeltaTime )


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: Return the aim rotation for the Pawn. If we have a controller, by default we aim at the player's 'eyes' direction that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.

code: virtual FRotator GetBaseAimRotation() const


description: Returns controller for this actor.

code: [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const


description: Returns controller for this actor cast to the template type. May return NULL is the cast fails.

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


description: Get the rotation of the Controller, often the 'view' rotation of this Pawn.

code: FRotator GetControlRotation() const


description: Get the controller instigating the damage. If the damage is caused by the world and the supplied controller is nullptr or is this pawn's controller, uses LastHitBy as the instigator.

code: virtual [AController](API\Runtime\Engine\GameFramework\AController) * GetDamageInstigator ( [AController](API\Runtime\Engine\GameFramework\AController) * InstigatedBy, const [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) & DamageType ) 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 the human readable string representation of an object.

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


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

code: virtual FQuat GetGravityTransform() const


description: ConsumeMovementInputVector()


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 local Player Controller viewing this pawn, whether it is controlling or spectating

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetLocalViewingPlayerController() 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: 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: Gets the owning actor of the Movement Base Component on which the pawn is standing.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetMovementBaseActor ( const [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn )


description: Basically retrieved pawn's location on navmesh

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:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


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

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


description: Return the owningUPlayer(if any) of this actor. This will be a local player, a net connection, or nullptr.

code: virtual [UPlayer](API\Runtime\Engine\Engine\UPlayer) * GetNetOwningPlayer()


description: Return our PawnNoiseEmitterComponent, if any. Default implementation returns the first PawnNoiseEmitterComponent found in the components array. If one isn't found, then it tries to find one on the Pawn's current Controller.

code: virtual [UPawnNoiseEmitterComponent](API\Runtime\Engine\Components\UPawnNoiseEmitterComponent) * GetPawnNoiseEmitterComponent() const


description: Return Physics Volume for this Pawn

code: virtual [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * GetPawnPhysicsVolume() const


description: Returns Pawn's eye location

code: virtual FVector GetPawnViewLocation() const


description: Return Physics Volume for this Pawn

code: virtual [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * GetPhysicsVolume() const


description: Returns an invalid Platform User ID if this character is not controlled by a local player.


description: If Pawn is possessed by a player, returns its Player State. Needed for network play as controllers are not replicated to clients.

code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerState() const


description: Templated convenience version of GetPlayerState.

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


description: Templated convenience version of GetPlayerState which checks the type is as presumed.

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


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

code: virtual FVector GetVelocity() const


description:
Get the view rotation of the Pawn (direction they are looking, normally Controller->ControlRotation).
The view rotation of the Pawn.

code: virtual FRotator GetViewRotation() const


description: Returns true if player is viewing this Pawn in FreeCam

code: virtual bool InFreeCam() const


description: Whether this Pawn's input handling is enabled. Pawn must still be possessed to get input even if this is true

code: bool InputEnabled() const


description: Internal function meant for use only within Pawn or by a PawnMovementComponent. Adds movement input if not ignored, or if forced.

code: void Internal_AddMovementInput ( FVector WorldAccel, bool bForce )


description: Internal function meant for use only within Pawn or by a PawnMovementComponent. LastControlInputVector is updated with initial value of ControlInputVector. Returns ControlInputVector and resets it to zero.


description: Internal function meant for use only within Pawn or by a PawnMovementComponent. Returns the value of LastControlInputVector.


description: Internal function meant for use only within Pawn or by a PawnMovementComponent. Returns the value of ControlInputVector.


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

code: virtual bool IsBasedOnActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Other ) const


description: Returns true if controlled by a bot.

code: virtual bool IsBotControlled() const


description: See if this actor is currently being controlled

code: bool IsControlled() const


description: Returns true if controlled by a local (not network) Controller.

code: virtual bool IsLocallyControlled() const


description: Is this pawn the ViewTarget of a local PlayerController? Helpful for determining whether the pawn is visible/critical for any VFX. NOTE: Technically there may be some cases where locally controlled pawns return false for this, such as if you are using a remote camera view of some sort. But generally it will be true for locally controlled pawns, and it will always be true for pawns that are being spectated in-game or in Replays.

code: bool IsLocallyViewed() const


description: Helper to see if move input is ignored. If our controller is a PlayerController, checks Controller->IsMoveInputIgnored().

code: virtual bool IsMoveInputIgnored() const


description:
Checks to see if this actor is relevant for a specific network connection
bool - true if this actor is network relevant to the client associated with RealViewer

code: virtual bool IsNetRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation ) const


description: Check if this actor is currently being controlled at all (the actor has a valid Controller, which will be false for remote clients)

code: virtual bool IsPawnControlled() const


description: Returns true if controlled by a human player (possessed by a PlayerController). This returns true for players controlled by remote clients

code: virtual bool IsPlayerControlled() const


description: Add an Actor to ignore by Pawn's movement collision

code: void MoveIgnoreActorAdd ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToIgnore )


description: Remove an Actor to ignore by Pawn's movement collision

code: void MoveIgnoreActorRemove ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToIgnore )


description: Call to notify about a change in controller, on both the server and owning client. This calls the above event and delegate

code: virtual void NotifyControllerChanged()


description: Notifies other systems that a pawn has been restarted.Bydefault this is called on the server for all pawns and the owning client for player pawns. This can be overridden by subclasses to delay the notification of restart until data has loaded/replicated

code: virtual void NotifyRestarted()


className: OnPawnBeginPlay

description: A delegate that broadcasts a notification wheneverBeginPlay()is called


description: Called on both the clientand server when ever SetPlayerState is called on this pawn.

code: virtual void OnPlayerStateChanged ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * NewPlayerState, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * OldPlayerState )


description: Called when Controller is replicated

code: virtual void OnRep_Controller()


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

code: virtual void OutsideWorldBounds()


description: PlayerState Replication Notification Callback

code: virtual void OnRep_PlayerState()


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

code: virtual void PawnClientRestart()


description: Inform AIControllers that you've made a noise they might hear (they are sent a HearNoise message if they have bHearNoises==true) The instigator of this sound is the pawn which is used to call MakeNoise.

code: void PawnMakeNoise ( float Loudness, FVector NoiseLocation, bool bUseNoiseMakerLocation, [AActor](API\Runtime\Engine\GameFramework\AActor) * NoiseMaker )


description: Handle StartFire() passed from PlayerController

code: virtual void PawnStartFire ( uint8 FireModeNum )


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: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


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


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

code: virtual void PostNetReceiveVelocity ( const FVector & NewVelocity )


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


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

code: virtual void PreInitializeComponents()


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: Return true if yaw is within AllowedYawError of desired yaw

code: virtual bool ReachedDesiredRotation()


description: Set BaseEyeHeight based on current state.

code: virtual void RecalculateBaseEyeHeight()


description: Event called after a pawn's controller has changed, on the server and owning client. This will happen at the same time as the delegate on GameInstance

code: void ReceiveControllerChanged ( [AController](API\Runtime\Engine\GameFramework\AController) * OldController, [AController](API\Runtime\Engine\GameFramework\AController) * NewController )


description: Event called after a pawn has been restarted, usually by a possession change. This is called on the server for all pawns and the owning client for player pawns

code: void ReceiveRestarted()


description: Event called when the Pawn is possessed by a Controller. Only called on the server (or in standalone)

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


description: Event called when the Pawn is no longer possessed by a Controller. Only called on the server (or in standalone)

code: void ReceiveUnpossessed ( [AController](API\Runtime\Engine\GameFramework\AController) * OldController )


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

code: virtual void Reset()


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: Use SetCanAffectNavigationGeneration to change this value at runtime. Note that calling this function at runtime will result in any navigation change only if runtime navigation generation is enabled.

code: void SetCanAffectNavigationGeneration ( bool bNewValue, bool bForceUpdate )


description: Make sure pawn properties are back to default.

code: virtual void SetPlayerDefaults()


description: Set the Pawn's Player State. Keeps bi-directional reference of Pawn to Player State and back in sync.

code: void SetPlayerState ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * NewPlayerState )


description: Set Pawn ViewPitch, so we can see where remote clients are looking. Maps 360.0 degrees into a byte

code: void SetRemoteViewPitch ( float NewRemoteViewPitch )


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: Return true if we are in a state to take damage (checked at the start of TakeDamage. Subclasses may check this as well if they override TakeDamage and don't want to potentially trigger TakeDamage actions by checking if it returns zero in the super class.

code: virtual bool ShouldTakeDamage ( float Damage, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser ) const


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

code: virtual bool ShouldTickIfViewportsOnly() const


description: Spawn default controller for this Pawn, and get possessed by it.

code: virtual void SpawnDefaultController()


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


description: Called fromTeleportTo()when teleport succeeds

code: virtual void TeleportSucceeded ( bool bIsATest )


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

code: virtual void TurnOff()


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

code: virtual void UnPossessed()


description: Updates MovementComponent's parameters used by navigation system

code: void UpdateNavAgent()


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


className: APawn

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

AIControllerClass

type: TSubclassOf<AC...

description: Default class to use when pawn is controlled by AI.

AllowedYawError

description: Max difference between pawn's Rotation.Yaw and GetDesiredRotation().Yaw for pawn to be considered as having reached its desired rotation

AutoPossessAI

type: EAutoPossessAI

description: Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc).

AutoPossessPlayer

type: TEnumAsByte<EA...

description: Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned.

BaseEyeHeight

description: Base eye height above collision center.

bCanAffectNavigationGeneration

type: uint32:  1

description: If set to false (default) given pawn instance will never affect navigation generation (but components could).

BlendedReplayViewPitch

description: Playback of replays writes blended pitch to this, rather than the RemoteViewPitch.

bUseControllerRotationPitch

description: If true, this Pawn's pitch will be updated to match the Controller's ControlRotation pitch, if controlled by a PlayerController.

bUseControllerRotationRoll

description: If true, this Pawn's roll will be updated to match the Controller's ControlRotation roll, if controlled by a PlayerController.

bUseControllerRotationYaw

description: If true, this Pawn's yaw will be updated to match the Controller's ControlRotation yaw, if controlled by a PlayerController.

ControlInputVector

type: FVector

description: Accumulated control input vector, stored in world space.

Controller

type: TObjectPtr<ACo...

description: Controller currently possessing this Actor

LastControlInputVector

description: The last control input vector that was processed byConsumeMovementInputVector().

LastHitBy

description: Controller of the last Actor that caused us damage.

OverrideInputComponentClass

type: TSubclassOf<UI...

description: If set, then this InputComponent class will be used instead of the Input Settings' DefaultInputComponentClass

PreviousController

description: Previous controller that was controlling this pawn since the last controller change notification

ReceiveControllerChangedDelegate

type: FPawnController...

description: Event called after a pawn's controller has changed, on the server and owning client.

ReceiveRestartedDelegate

type: FPawnRestartedS...

description: Event called after a pawn has been restarted, usually by a possession change.

RemoteViewPitch

description: Replicated so we can see where remote clients are looking.


description: DefaultUObjectconstructor.

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


description: Called when actor enters a volume.

code: virtual void ActorEnteredVolume ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other )


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 actor leaves a volume, Other can be NULL.

code: virtual void ActorLeavingVolume ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Other )


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

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


description: The Z component of the current world gravity.

code: virtual float GetGravityZ() const


description: Given a known overlap with the given component, validate that it meets the rules imposed by bPhysicsOnContact.

code: virtual bool IsOverlapInVolume ( const class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) & TestComponent ) const


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: Called when the object was loaded from another class via active class redirects.

code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


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


className: APhysicsVolume

description: PhysicsVolume: A bounding volume which affects actor physics. EachAActoris affected at any time by one PhysicsVolume.

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

bPhysicsOnContact

description: Bydefault, the origin of anAActormust be inside a PhysicsVolume for it to affect the actor.

bWaterVolume

description: True if this volume contains a fluid like water

FluidFriction

description: This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it.

Priority

description: Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority).

TerminalVelocity

description: Terminal velocity of pawns using CharacterMovement when falling.


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

code: virtual void AcknowledgePossession ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * P )


description: Activates a new touch interface for this player controller

code: virtual void ActivateTouchInterface ( class [UTouchInterface](API\Runtime\Engine\GameFramework\UTouchInterface) * NewTouchInterface )


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

code: virtual void AddCheats ( bool bForce )


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

code: virtual void AddPitchInput ( float Val )


description: Add Roll input. This value is multiplied by InputRollScale.

code: virtual void AddRollInput ( float Val )


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

code: virtual void AddYawInput ( float Val )


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

code: virtual void AutoManageActiveCameraTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SuggestedTarget )


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

code: virtual void BeginInactiveState()


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

code: virtual void BeginPlay()


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

code: virtual void BeginPlayingState()


description: Event when spectating begins.

code: virtual void BeginSpectatingState()


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

code: void BuildHiddenComponentList ( const FVector & ViewLocation, [TSet](API\Runtime\Core\Containers\TSet)< [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) > & HiddenComponentsOut )


code: virtual void BuildInputStack ( [TArray](API\Runtime\Core\Containers\TArray)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * > & InputStack )


description: Calculate camera view point, when viewing this actor.

code: virtual void CalcCamera ( float DeltaTime, struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutResult )


description: Change Camera mode

code: virtual void Camera ( [FName](API\Runtime\Core\UObject\FName) NewMode )


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

code: virtual bool CanRestartPlayer()


description: Change the current state to named state

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


description: Clears out 'left-over' audio components.

code: virtual void CleanUpAudioComponents()


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

code: virtual void CleanupGameViewport()


description: Called fromDestroyed(). Cleans up PlayerState.

code: virtual void CleanupPlayerState()


description: Acknowledge received LevelVisibilityTransactionId

code: void ClientAckUpdateLevelVisibility ( [FName](API\Runtime\Core\UObject\FName) PackageName, [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) TransactionId, bool bClientAckCanMakeVisible )


description: Clear any overrides that have been applied to audio listener

code: void ClearAudioListenerOverride()


description: Tells client to cancel any pending map change.

code: void ClientCancelPendingMapChange()


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

code: void ClientCapBandwidth ( int32 Cap )


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

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


description: Removes all Camera Lens Effects.


description: Actually performs the level transition prepared by PrepareMapChange().

code: void ClientCommitMapChange()


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

code: virtual void ClientEnableNetworkVoice ( bool bEnable )