className: FImportanceTexture

description: Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row

code: struct FImportanceTexture

ConditionalCDF

type: TArray< float >

description: Unnormalized cumulative probability of each pixel in a row (Size.Y row CDFs of Size.X+1) First entry of each row is zero, final entry in each row is the CDF normalization factor for that row

MarginalCDF

description: Unnormalized cumulative density of the image by rows (Size.Y+1) First entry is zero, final entry is the CDF normalization factor

NumMips

type: int

description: Active number of MIP levels

Size

description: Active texture dimensions, capped to 1024 x 1024

Texture

type: TWeakObjectPtr<...

description: Original texture object for Break function.

TextureData

type: TArray<FColor...

description: Packed copy of MIP level data for filtered sampling (capped to 1024x1024) local copy seems better than allocating and copying the same data temporarily for each sample

Weighting

type: TEnumAsByte<EI...

description: Original importance weight for Break function.


description: Empty constructor. You typically want to use another one that enforces thought about reasonable values for the most important parameters.

module: Engine

code: FPredictProjectilePathParams()


description: Constructor defaulting to no collision.

code: FPredictProjectilePathParams ( float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime )


description: Constructor to use collision with an ObjectType. Additional types can be added to the array. TraceWithCollision is set to true automatically.

code: FPredictProjectilePathParams ( float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime, EObjectTypeQuery ObjectType, [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToIgnore )


description: Constructor to use collision with a trace channel. TraceWithCollision is set to true automatically.

code: FPredictProjectilePathParams ( float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime, ECollisionChannel InTraceChannel, [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToIgnore )


className: FPredictProjectilePathParams

description: Input parameters to PredictProjectilePath functions.

code: struct FPredictProjectilePathParams

ActorsToIgnore

type: TArray<TObject...

description: Actors to ignore when tracing with collision.

bTraceComplex

type: bool

description: Trace against complex collision (triangles rather than simple primitives) if tracing with collision.

bTraceWithChannel

description: Whether or not to use TraceChannel, if tracing with collision.

bTraceWithCollision

description: Whether to trace along the path looking for blocking collision and stopping at the first hit.

DrawDebugTime

type: float

description: Duration of debug lines (only relevant for DrawDebugType::Duration)

DrawDebugType

type: TEnumAsByte<ED...

description: Debug drawing duration option.

LaunchVelocity

type: FVector

description: Initial launch velocity at the start of the trace.

MaxSimTime

description: Maximum simulation time for the virtual projectile.

ObjectTypes

type: TArray<TEnumAs...

description: Object type to use, if tracing with collision.

OverrideGravityZ

description: Optional override of Gravity (if 0, uses WorldGravityZ).

ProjectileRadius

description: Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.

SimFrequency

description: Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.

StartLocation

description: Location of the start of the trace.

TraceChannel

type: TEnumAsByte< EC...

description: Trace channel to use, if tracing with collision.


code: void Set ( FVector InLocation, FVector InVelocity, float InTime )


code: FPredictProjectilePathPointData ( FVector InLocation, FVector InVelocity, float InTime )


className: FPredictProjectilePathPointData

description: Data about a single point in a projectile path trace.

code: struct FPredictProjectilePathPointData

Location

description: Location of this point.

Time

description: Elapsed time at this point from the start of the trace.

Velocity

description: Velocity at this point.


code: void AddPoint ( FVector Location, FVector Velocity, float Time )


className: FPredictProjectilePathResult

description: Container for the result of a projectile path trace (using PredictProjectilePath).

code: struct FPredictProjectilePathResult

HitResult

type: FHitResult

description: Hit along the trace, if tracing with collision was enabled.

LastTraceDestination

type: FPredictProject...

description: Info on the last point we tried to trace to, which may have been beyond the final hit.

PathData

type: TArray<FPredic...

description: Info for each point on the path.


className: FQuaternionSpringState

code: struct FQuaternionSpringState

PrevTarget

type: FQuat


code: FSlateModifierKeysState ( const [FModifierKeysState](API\Runtime\ApplicationCore\GenericPlatform\FModifierKeysState) & InModifierKeysState )


className: FSlateModifierKeysState

description: A structure which captures the application's modifier key states (shift, alt, ctrl, etc.)

code: struct FSlateModifierKeysState


className: FVectorSpringState

code: struct FVectorSpringState


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


code: virtual void RegisterWithGameInstance ( [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GameInstance )


description: Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

code: virtual void RegisterWithGameInstance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: DefaultUObjectconstructor

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


description: Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance

code: virtual void SetReadyToDestroy()


className: UBlueprintAsyncActionBase

description: BlueprintCallable factory functions for classes which inherit fromUBlueprintAsyncActionBasewill have a special blueprint node created for it:UK2Node_AsyncActionYou can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode"

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


description:
Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions
bitmask representing all callspaces that apply to thisUFunctionin the given context

code: virtual int32 GetFunctionCallspace ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


className: UBlueprintFunctionLibrary

description: This class is a base class for any function libraries exposed to blueprints. Methods in subclasses are expected to be static, and no methods should be added to this base class.

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


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


code: static void GenericMap_Add ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty, const void * KeyPtr, const void * ValuePtr )


code: static void GenericMap_Clear ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty )


code: static bool GenericMap_Find ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty, const void * KeyPtr, void * ValuePtr )


code: static bool GenericMap_IsEmpty ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty )


code: static bool GenericMap_IsNotEmpty ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty )


code: static void GenericMap_Keys ( const void * MapAddr, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty, const void * ArrayAddr, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty )


code: static int32 GenericMap_Length ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty )


code: static bool GenericMap_Remove ( const void * TargetMap, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty, const void * KeyPtr )


code: static void GenericMap_SetMapPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, [FName](API\Runtime\Core\UObject\FName) MapPropertyName, const void * SrcMapAddr )


code: static void GenericMap_Values ( const void * MapAddr, const [FMapProperty](API\Runtime\CoreUObject\UObject\FMapProperty) * MapProperty, const void * ArrayAddr, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty )


description: Adds a key and value to the map. If something already uses the provided key it will be overwritten with the new value. After calling Key is guaranteed to be associated with Value until a subsequent mutation of the Map.

code: static void Map_Add ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, const int32 & Key, const int32 & Value )


description:
Checks whether key is in a provided Map
True if an item was found (False indicates nothing in the map uses the provided key)

code: static bool Map_Contains ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, const int32 & Key )


description: Clears a map of all entries, resetting it to empty

code: static void Map_Clear ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap )


description:
Finds the value associated with the provided Key
True if an item was found (False indicates nothing in the map uses the provided key)

code: static bool Map_Find ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, const int32 & Key, int32 & Value )


description:
Check if the map does not have any entires
A boolean indicating if the map has any entires

code: static bool Map_IsEmpty ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap )


description:
Check if the map has any entries
A boolean indicating if the map has any entires

code: static bool Map_IsNotEmpty ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap )


description: Outputs an array of all keys present in the map

code: static void Map_Keys ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Keys )


description:
Determines the number of entries in a provided Map
The number of entries in the map

code: static int32 Map_Length ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap )


description:
Removes a key and its associated value from the map.
True if an item was removed (False indicates nothing in the map uses the provided key)

code: static bool Map_Remove ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, const int32 & Key )


description: Outputs an array of all values present in the map

code: static void Map_Values ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetMap, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Values )


className: MaxSupportedMapSize

code: static constexpr int32 MaxSupportedMapSize = TNumericLimits<int32>::Max();


description: Not exposed to users. Supports setting a map property on an object by name.

code: static void SetMapPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & Value )


className: UBlueprintMapLibrary

code: class UBlueprintMapLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns the directory for automation save files


description: Returns the directory for automation log files


description: Returns the directory for automation save files that are meant to be deleted every run


description:
Returns the directory the engine uses to output BugIt files.
screenshot directory


description: Changes the extension of the given filename (does nothing if the file has no extension)

code: static [FString](API\Runtime\Core\Containers\FString) ChangeExtension ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InNewExtension )


description: Returns the directory for local files used in cloud emulation or support


description: Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory/../SomeOtherDirectory/Filename.ext and converts it to: BaseDirectory/SomeOtherDirectory/Filename.ext

code: static bool CollapseRelativeDirectories ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Converts a sandbox (in Saved/Sandboxes) path to a normal path.

code: static [FString](API\Runtime\Core\Containers\FString) ConvertFromSandboxPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InSandboxName )


description: Combine two or more Paths into one single Path

code: static [FString](API\Runtime\Core\Containers\FString) Combine ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InPaths )


description: Converts a relative path name to a fully qualified name relative to the specified BasePath. BasePath will be the process BaseDir() if not BasePath is given

code: static [FString](API\Runtime\Core\Containers\FString) ConvertRelativePathToFull ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InBasePath )


description: Converts a normal path to a sandbox path (in Saved/Sandboxes).

code: static [FString](API\Runtime\Core\Containers\FString) ConvertToSandboxPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InSandboxName )


description: Creates a temporary filename with the specified prefix.

code: static [FString](API\Runtime\Core\Containers\FString) CreateTempFilename ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FString](API\Runtime\Core\Containers\FString) & Prefix, const [FString](API\Runtime\Core\Containers\FString) & Extension )


description: Returns the directory for temp files used for diffing


description: Returns true if this directory was found, false otherwise

code: static bool DirectoryExists ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description:
Returns the directory the root configuration files are located.
root config directory


description:
Returns the content directory of the "core" engine that can be shared across several games or across games & mods.
engine content directory


description:
Returns the base directory of the "core" engine that can be shared across several games or across games & mods. Shaders and base localization files e.g. reside in the engine directory.
engine directory


description:
Returns the intermediate directory of the engine
content directory


description:
Returns the plugins directory of the engine
Plugins directory.


description:
Returns the saved directory of the engine
Saved directory.


description:
Returns the root directory for user-specific engine files which can be shared between versions. Always writable.
root user directory


description:
Returns the root directory for user-specific engine files. Always writable.
root user directory


description: Returns the directory where engine source code files are kept


description:
Returns the base directory enterprise directory.
enterprise directory


description:
Returns the enterprise FeaturePack directory
FeaturePack directory.


description: Returns the directory where feature packs are kept


description:
Returns the enterprise plugins directory
Plugins directory.


description: Returns true if this file was found, false otherwise

code: static bool FileExists ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description:
Returns the saved directory that is not game specific. This is usually the same asEngineSavedDir().
saved directory


description: Returns the directory that contains subfolders for developer-specific content


description: Returns the directory where game source code files are kept


description: Returns the directory that contains developer-specific content for the current user


description:
Returns the directory the engine saves generated config files.
config directory


description: Returns the same thing as GetCleanFilename, but without the extension.

code: static [FString](API\Runtime\Core\Containers\FString) GetBaseFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, bool bRemovePath )


description: Returns the filename (with extension), minus any path information.

code: static [FString](API\Runtime\Core\Containers\FString) GetCleanFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: Returns a list of editor-specific localization paths

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetEditorLocalizationPaths()


description: Returns a list of engine-specific localization paths

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetEngineLocalizationPaths()


description:
Gets the extension for this filename.
the extension of this filename, or an empty string if the filename doesn't have an extension.

code: static [FString](API\Runtime\Core\Containers\FString) GetExtension ( const [FString](API\Runtime\Core\Containers\FString) & InPath, bool bIncludeDot )


description: Returns a list of game-specific localization paths

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetGameLocalizationPaths()


description: Returns a string containing all invalid characters as dictated by the operating system


description: Returns the path in front of the filename.

code: static [FString](API\Runtime\Core\Containers\FString) GetPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description:
Gets the path to the project file.
Project file path.


description: Returns a list of property name localization paths

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetPropertyNameLocalizationPaths()


description: Gets the relative path to get from BaseDir to RootDirectory

code: static const [FString](API\Runtime\Core\Containers\FString) & GetRelativePathToRoot()


description: Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not.

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetRestrictedFolderNames()


description: Returns a list of tool tip localization paths

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetToolTipLocalizationPaths()


description: Returns true if a writable directory for downloaded data that persists across play sessions is available


description: Returns true if this path represents a root drive or volume

code: static bool IsDrive ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description:
Checks whether the path to the project file, if any, is set.
true if the path is set, false otherwise.

code: static bool IsProjectFilePathSet()


description: Returns true if this path is relative to another path

code: static bool IsRelative ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description: Determines if supplied path uses a restricted/internal subdirectory. Note that slashes are normalized and character case is ignored for the comparison.

code: static bool IsRestrictedPath ( const [FString](API\Runtime\Core\Containers\FString) & InPath )


description:
Checks if two paths are the same.
True if both paths are the same. False otherwise.

code: static bool IsSamePath ( const [FString](API\Runtime\Core\Containers\FString) & PathA, const [FString](API\Runtime\Core\Containers\FString) & PathB )


description: Returns the directory the application was launched from (useful for commandline utilities)


description:
Assuming both paths (or filenames) are relative to the same base dir, converts InPath to be relative to InRelativeTo
true if OutPath was changed to be relative

code: static bool MakePathRelativeTo ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InRelativeTo, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Takes an "Unreal" pathname and converts it to a platform filename.

code: static void MakePlatformFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Make fully standard "Unreal" pathname:

code: static void MakeStandardFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Optionally specify the character to replace invalid characters with

code: static [FString](API\Runtime\Core\Containers\FString) MakeValidFileName ( const [FString](API\Runtime\Core\Containers\FString) & InString, const [FString](API\Runtime\Core\Containers\FString) & InReplacementChar )


description: Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon

code: static void NormalizeDirectoryName ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description: Convert all / and \ to TEXT("/")

code: static void NormalizeFilename ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description:
Returns the directory the engine uses to output profiling files.
log directory


description:
Returns the directory the root configuration files are located.
root config directory


description:
Returns the content directory of the current game by looking atFApp::GetProjectName().
content directory


description:
Returns the base directory of the current project by looking atFApp::GetProjectName(). This is usually a subdirectory of the installation root directory and can be overridden on the command line to allow self contained mod support.
base directory


description:
Returns the intermediate directory of the current game by looking atFApp::GetProjectName().
intermediate directory


description:
Returns the directory the engine uses to output logs. This currently can't be an .ini setting as the game starts logging before it can read from .ini files.
log directory


description:
Returns the mods directory of the current project by looking atFApp::GetProjectName().
mods directory


description: Returns the writable directory for downloaded data that persists across play sessions.


description:
Returns the plugins directory of the current game by looking atFApp::GetProjectName().
plugins directory


description:
Returns the saved directory of the current game by looking atFApp::GetProjectName().
saved directory


description:
Returns the root directory for user-specific game files.
game user directory


description: Removes duplicate slashes in paths. Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory//SomeOtherDirectory////Filename.ext and converts it to: BaseDirectory/SomeDirectory/SomeOtherDirectory/Filename.ext

code: static void RemoveDuplicateSlashes ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & OutPath )


description:
Returns the directory the engine stores sandbox output
sandbox directory


description:
Returns the root directory of the engine directory tree
Root directory.


description:
Returns the directory the engine uses to output screenshot files.
screenshot directory


description: Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one)

code: static [FString](API\Runtime\Core\Containers\FString) SetExtension ( const [FString](API\Runtime\Core\Containers\FString) & InPath, const [FString](API\Runtime\Core\Containers\FString) & InNewExtension )


description: Sets the path to the project file.

code: static void SetProjectFilePath ( const [FString](API\Runtime\Core\Containers\FString) & NewGameProjectFilePath )


description:
Returns the Shader Working Directory
shader working directory


description: Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game"

code: static bool ShouldSaveToUserDir()


description:
Returns the directory the engine uses to look for the source leaf ini files. This can't be an .ini variable for obvious reasons.
source config directory


description: Parses a fully qualified or relative filename into its components (filename, path, extension).

code: static void Split ( const [FString](API\Runtime\Core\Containers\FString) & InPath, [FString](API\Runtime\Core\Containers\FString) & PathPart, [FString](API\Runtime\Core\Containers\FString) & FilenamePart, [FString](API\Runtime\Core\Containers\FString) & ExtensionPart )


description: Validates that the parts that make up the path contain no invalid characters as dictated by the operating system Note that this is a different set of restrictions to those imposed byFPackageName

code: static void ValidatePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, bool & bDidSucceed, [FText](API\Runtime\Core\Internationalization\FText) & OutReason )


description:
Returns the directory the engine uses to output user requested video capture files.
Video capture directory


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


description: Cancel a local notification given the ActivationEvent

code: static void CancelLocalNotification ( const [FString](API\Runtime\Core\Containers\FString) & ActivationEvent )


code: static void CancelLocalNotificationById ( int32 NotificationId )


description: Clear all pending local notifications. Typically this will be done before scheduling new notifications when going into the background


className: UBlueprintPathsLibrary

description: Function signatures are preserved for the most part with adjustments made to some signatures to better match Blueprints / Python workflow

code: class UBlueprintPathsLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description:
Returns the allowed orientation of the device. This is NOT the same as GetDeviceOrientation, which only returns Portrait, LandscapeLeft, PortraitUpsideDown or LandscapeRight. The allowed orientation limits what orientation your device can have. So if you set the allowed orientation to LandscapeLeft, GetDeviceOrientation will only ever return LandscapeLeft. But if you set the allowed orientation to LandscapeSensor, you are actually restricting the allowed orientations to LandscapeLeft OR LandscapeRight (depending on the sensor), so GetDeviceOrientation might return LandscapeLeft OR LandscapeRight.
An EDeviceScreenOrientation value.


description:
Returns the current orientation of the device: will be either Portrait, LandscapeLeft, PortraitUpsideDown or LandscapeRight.
An EDeviceScreenOrientation value.


description: Get the local notification that was used to launch the app

code: static void GetLaunchNotification ( bool & NotificationLaunchedApp, [FString](API\Runtime\Core\Containers\FString) & ActivationEvent, int32 & FireDate )


className: platformService

code: static [ILocalNotificationService](API\Runtime\Engine\ILocalNotificationService) * platformService = nullptr;


description: Schedule a local notification at a specific time, inLocalTime specifies the current local time or if UTC time should be used

code: static int32 ScheduleLocalNotificationAtTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & FireDateTime, bool LocalTime, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Body, const [FText](API\Runtime\Core\Internationalization\FText) & Action, const [FString](API\Runtime\Core\Containers\FString) & ActivationEvent )


description: Schedule a local notification to fire inSecondsFromNow from now

code: static int32 ScheduleLocalNotificationFromNow ( int32 inSecondsFromNow, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Body, const [FText](API\Runtime\Core\Internationalization\FText) & Action, const [FString](API\Runtime\Core\Containers\FString) & ActivationEvent )


description: Schedule a local notification badge at a specific time, inLocalTime specifies the current local time or if UTC time should be used

code: static int32 ScheduleLocalNotificationBadgeAtTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & FireDateTime, bool LocalTime, const [FString](API\Runtime\Core\Containers\FString) & ActivationEvent )


description: Schedule a local notification badge to fire inSecondsFromNow from now

code: static void ScheduleLocalNotificationBadgeFromNow ( int32 inSecondsFromNow, const [FString](API\Runtime\Core\Containers\FString) & ActivationEvent )


description: Set the allowed orientation of the device.

code: static void SetAllowedDeviceOrientation ( [EScreenOrientation::Type](API\Runtime\Engine\Kismet\EScreenOrientation__Type) NewAllowedDeviceOrientation )


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


className: UBlueprintPlatformLibrary

code: class UBlueprintPlatformLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: static void GenericSet_Add ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, const void * ItemPtr )


code: static void GenericSet_AddItems ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty )


code: static void GenericSet_Clear ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty )


code: static bool GenericSet_Contains ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, const void * ItemToFind )


code: static void GenericSet_Difference ( const void * SetA, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyA, const void * SetB, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyB, const void * SetResult, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyResult )


code: static void GenericSet_Intersect ( const void * SetA, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyA, const void * SetB, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyB, const void * SetResult, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyResult )


code: static bool GenericSet_IsEmpty ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty )


code: static bool GenericSet_IsNotEmpty ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty )


code: static int32 GenericSet_Length ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty )


code: static bool GenericSet_Remove ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, const void * ItemPtr )


code: static void GenericSet_RemoveItems ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty )


code: static void GenericSet_SetSetPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, [FName](API\Runtime\Core\UObject\FName) SetPropertyName, const void * SrcSetAddr )


code: static void GenericSet_ToArray ( const void * TargetSet, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetProperty, void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty )


className: MaxSupportedSetSize

code: static constexpr int32 MaxSupportedSetSize = TNumericLimits<int32>::Max();


code: static void GenericSet_Union ( const void * SetA, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyA, const void * SetB, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyB, const void * SetResult, const [FSetProperty](API\Runtime\CoreUObject\UObject\FSetProperty) * SetPropertyResult )


description: Not exposed to users. Supports setting a set property on an object by name.

code: static void SetSetPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Value )


description: Adds item to set

code: static void Set_Add ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet, const int32 & NewItem )


description: Adds all elements from an Array to a Set

code: static void Set_AddItems ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NewItems )


description: Clear a set, removes all content.

code: static void Set_Clear ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet )


description:
Returns true if the set contains the given item.
True if the item was found within the set

code: static bool Set_Contains ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet, const int32 & ItemToFind )


description: Assigns Result to the relative difference of two sets, A and B. That is, Result will contain all elements that are in Set A but are not found in Set B. Note that the difference between two sets is not commutative. The Set whose elements you wish to preserve should be the first (top) parameter. Also called the relative complement.

code: static void Set_Difference ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & A, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & B, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Result )


description: Assigns Result to the intersection of Set A and Set B. That is, Result will contain all elements that are in both Set A and Set B. To intersect with the empty set use Clear.

code: static void Set_Intersection ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & A, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & B, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Result )


description:
Check if the set is empty
A boolean indicating if the array is empty

code: static bool Set_IsEmpty ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet )


description:
Check if the set has any elements
A boolean indicating if the array has any elements

code: static bool Set_IsNotEmpty ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet )


description:
Get the number of items in a set.
The length of the set

code: static int32 Set_Length ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet )


description: Removes all elements in an Array from a set.

code: static void Set_RemoveItems ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Items )


description:
Remove item from set. Output value indicates if something was actually removed. False indicates no equivalent item was found.
True if an item was removed (False indicates no equivalent item was present)

code: static bool Set_Remove ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & TargetSet, const int32 & Item )


description: Outputs an Array containing copies of the entries of a Set.

code: static void Set_ToArray ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & A, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Result )


description: Assigns Result to the union of two sets, A and B. That is, Result will contain all elements that are in Set A and in addition all elements in Set B. Note that a Set is a collection of unique elements, so duplicates will be eliminated.

code: static void Set_Union ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & A, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & B, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Result )


className: UBlueprintSetLibrary

code: class UBlueprintSetLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Add a row to a Data Table with the provided name and data.

code: static void AddDataTableRow ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) *const DataTable, const [FName](API\Runtime\Core\UObject\FName) & RowName, const [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & RowData )


description: Returns whether or not Table contains a row named RowName.

code: static bool DoesDataTableRowExist ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * Table, [FName](API\Runtime\Core\UObject\FName) RowName )


code: static void EvaluateCurveTableRow ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * CurveTable, [FName](API\Runtime\Core\UObject\FName) RowName, float InXY, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EEvaluateCurveTableResult::Type](API\Runtime\Engine\Kismet\EEvaluateCurveTableResult__Type) > & OutResult, float & OutXY, const [FString](API\Runtime\Core\Containers\FString) & ContextString )


description:
Empty and fill a Data Table from CSV string.
True if the operation succeeds, check the log for errors if it didn't succeed.

code: static bool FillDataTableFromCSVString ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FString](API\Runtime\Core\Containers\FString) & CSVString )


description:
Empty and fill a Data Table from CSV file.
True if the operation succeeds, check the log for errors if it didn't succeed.

code: static bool FillDataTableFromCSVFile ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FString](API\Runtime\Core\Containers\FString) & CSVFilePath )


description:
Empty and fill a Data Table from JSON file.
True if the operation succeeds, check the log for errors if it didn't succeed.

code: static bool FillDataTableFromJSONFile ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FString](API\Runtime\Core\Containers\FString) & JSONFilePath, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ImportRowStruct )


description: Export from the DataTable all the row for one column. Export it as string. The row name is not included.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetDataTableColumnAsString ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, [FName](API\Runtime\Core\UObject\FName) PropertyName )


description:
Empty and fill a Data Table from JSON string.
True if the operation succeeds, check the log for errors if it didn't succeed.

code: static bool FillDataTableFromJSONString ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable, const [FString](API\Runtime\Core\Containers\FString) & JSONString )


code: static bool Generic_GetDataTableRowFromName ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * Table, [FName](API\Runtime\Core\UObject\FName) RowName, void * OutRowPtr )


code: static void GetDataTableRowNames ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * Table, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRowNames )


description: Get a Row from a DataTable given a RowName

code: static bool GetDataTableRowFromName ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * Table, [FName](API\Runtime\Core\UObject\FName) RowName, [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & OutRow )


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


className: UDataTableFunctionLibrary

code: class UDataTableFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Activates a Reverb Effect without the need for an Audio Volume

code: static void ActivateReverbEffect ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * ReverbEffect, [FName](API\Runtime\Core\UObject\FName) TagName, float Priority, float Volume, float FadeTime )


description:
Hurts the specified actor with the specified impact.
Actual damage the ended up being applied to the actor.

code: static float ApplyPointDamage ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, float BaseDamage, const FVector & HitFromDirection, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitInfo, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > DamageTypeClass )


description:
Hurts the specified actor with generic damage.
Actual damage the ended up being applied to the actor.

code: static float ApplyDamage ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, float BaseDamage, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > DamageTypeClass )


description: If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS

code: static void AnnounceAccessibleString ( const [FString](API\Runtime\Core\Containers\FString) & AnnouncementString )


description:
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
true if damage was applied to at least one actor.

code: static bool ApplyRadialDamage ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float BaseDamage, const FVector & Origin, float DamageRadius, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > DamageTypeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoreActors, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, [AController](API\Runtime\Engine\GameFramework\AController) * InstigatedByController, bool bDoFullDamage, ECollisionChannel DamagePreventionChannel )


code: static bool ApplyRadialDamageWithFalloff ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float BaseDamage, float MinimumDamage, const FVector & Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > DamageTypeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & IgnoreActors, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, [AController](API\Runtime\Engine\GameFramework\AController) * InstigatedByController, ECollisionChannel DamagePreventionChannel )


description:
Returns whether or not subtitles are currently enabled.
true if subtitles are enabled.

code: static bool AreSubtitlesEnabled()


description: This will always return false if there is no audio device, or the audio device is disabled.

code: static bool AreAnyListenersWithinRange ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, float MaximumRange )


description: Schedule an async load of a specific slot.UAsyncActionHandleSaveGame::AsyncLoadGameFromSlotis the blueprint version of this. This will do the platform-specific read on a worker thread, the serialize and creation on the game thread, and then will call the passed in delegate The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value

code: static void AsyncLoadGameFromSlot ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, FAsyncLoadGameFromSlotDelegate LoadedDelegate )


description: Schedule an async save to a specific slot.UAsyncActionHandleSaveGame::AsyncSaveGameToSlotis the blueprint version of this. This will do the serialize on the game thread, the platform-specific write on a worker thread, then call the complete delegate on the game thread. The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.

code: static void AsyncSaveGameToSlot ( [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * SaveGameObject, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, FAsyncSaveGameToSlotDelegate SavedDelegate )


description: Spawns an instance of a blueprint, but does not automatically run its construction script.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * BeginSpawningActorFromBlueprint ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const FTransform & SpawnTransform, bool bNoCollisionFail )


description: Spawns an instance of an actor class, but does not automatically run its construction script.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * BeginDeferredActorSpawnFromClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const FTransform & SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner, ESpawnActorScaleMethod TransformScaleMethod )


description:
Calculates an launch velocity for a projectile to hit a specified point.
Returns false if there is no valid solution or the valid solutions are blocked. Returns true otherwise.

code: static bool BlueprintSuggestProjectileVelocity ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector & TossVelocity, FVector StartLocation, FVector EndLocation, float LaunchSpeed, float OverrideGravityZ, [ESuggestProjVelocityTraceOption::Type](API\Runtime\Engine\Kismet\ESuggestProjVelocityTraceOption_-) TraceOption, float CollisionRadius, bool bFavorHighArc, bool bDrawDebug )


description:
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.
True if hit something along the path if tracing for collision.

code: static bool Blueprint_PredictProjectilePath_ByObjectType ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPathPositions, FVector & OutLastTraceDestination, FVector StartPos, FVector LaunchVelocity, bool bTracePath, float ProjectileRadius, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ )


description:
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).
True if hit something along the path (if tracing with collision).

code: static bool Blueprint_PredictProjectilePath_ByTraceChannel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPathPositions, FVector & OutLastTraceDestination, FVector StartPos, FVector LaunchVelocity, bool bTracePath, float ProjectileRadius, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ECollisionChannel > TraceChannel, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ )


description:
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.
True if hit something along the path (if tracing with collision).

code: static bool Blueprint_PredictProjectilePath_Advanced ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FPredictProjectilePathParams](API\Runtime\Engine\Kismet\FPredictProjectilePathParams) & PredictParams, [FPredictProjectilePathResult](API\Runtime\Engine\Kismet\FPredictProjectilePathResult) & PredictResult )


description: Extracts data from a HitResult.

code: static void BreakHitResult ( const struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool & bBlockingHit, bool & bInitialOverlap, float & Time, float & Distance, FVector & Location, FVector & ImpactPoint, FVector & Normal, FVector & ImpactNormal, class [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) *& PhysMat, class [AActor](API\Runtime\Engine\GameFramework\AActor) *& HitActor, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *& HitComponent, [FName](API\Runtime\Core\UObject\FName) & HitBoneName, [FName](API\Runtime\Core\UObject\FName) & BoneName, int32 & HitItem, int32 & ElementIndex, int32 & FaceIndex, FVector & TraceStart, FVector & TraceEnd )


description: Calculate view-projection matrices from a specified view target

code: static void CalculateViewProjectionMatricesFromViewTarget ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InViewTarget, FMatrix & OutViewMatrix, FMatrix & OutProjectionMatrix, FMatrix & OutViewProjectionMatrix )


description: Calculate view-projection matrices from a specified MinimalViewInfo and optional custom projection matrix

code: static void CalculateViewProjectionMatricesFromMinimalView ( const [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & MinimalViewInfo, const [TOptional](API\Runtime\Core\IO\TOptional)< FMatrix > & CustomProjectionMatrix, FMatrix & OutViewMatrix, FMatrix & OutProjectionMatrix, FMatrix & OutViewProjectionMatrix )


description: Cancels all currently queued streaming packages

code: static void CancelAsyncLoading()


description: Clears any existing override of the Sound Class Adjuster in the given Sound Mix

code: static void ClearSoundMixClassOverride ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMixModifier, class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass, float FadeOutTime )


description: Clear all sound mix modifiers from the audio system

code: static void ClearSoundMixModifiers ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Create a new local player for this game, for cases like local multiplayer.
The created player controller if one is created.

code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * CreatePlayer ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 ControllerId, bool bSpawnPlayerController )


description:
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
New SaveGame object to write data to

code: static [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * CreateSaveGameObject ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) > SaveGameClass )


description:
This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied.
An audio component to manipulate the created sound

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * CreateSound2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy )


description: Deactivates a Reverb Effect that was applied outside of an Audio Volume

code: static void DeactivateReverbEffect ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) TagName )


description:
Delete a save game in a particular slot.
True if a file was actually able to be deleted. use DoesSaveGameExist to distinguish between delete failures and failure due to file not existing.

code: static bool DeleteGameInSlot ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


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

code: static bool DeprojectSceneCaptureToWorld ( [ASceneCapture2D](API\Runtime\Engine\Engine\ASceneCapture2D) const * SceneCapture2D, const FVector2D & TargetUV, FVector & WorldPosition, FVector & WorldDirection )


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

code: static bool DeprojectScreenToWorld ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) const * Player, const FVector2D & ScreenPosition, FVector & WorldPosition, FVector & WorldDirection )


description: Toggle live DVR streaming.

code: static void EnableLiveStreaming ( bool Enable )


description: See if a save game exists with the specified name.

code: static bool DoesSaveGameExist ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description: Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.

code: static bool FindCollisionUV ( const struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, int32 UVChannel, FVector2D & UV )


description:
Returns an Actor nearest to Origin from ActorsToCheck array.
Nearest Actor.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * FindNearestActor ( FVector Origin, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToCheck, float & Distance )


code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * CreatePlayerFromPlatformUser ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, bool bSpawnPlayerController )


description: Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden

code: static void FlushLevelStreaming ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: 'Finish' spawning an actor. This will run the construction script.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * FinishSpawningActor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const FTransform & SpawnTransform, ESpawnActorScaleMethod TransformScaleMethod )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static void GetAccurateRealTime ( int32 & Seconds, float & PartialSeconds )


description: Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame.

code: static void GetAccurateRealTime ( int32 & Seconds, double & PartialSeconds )


description: Get currently active Audio Spatialization Plugin name

code: static [FName](API\Runtime\Core\UObject\FName) GetActiveSpatialPluginName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Find the average location (centroid) of an array of Actors

code: static FVector GetActorArrayAverageLocation ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


description: Bind the bounds of an array of Actors

code: static void GetActorArrayBounds ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, bool bOnlyCollidingComponents, FVector & Center, FVector & BoxExtent )


description:
Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
Actor of the specified class.

code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorOfClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass )


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

code: static void GetAllActorsOfClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


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

code: static void GetAllActorsOfClassWithTag ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, [FName](API\Runtime\Core\UObject\FName) Tag, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


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

code: static void GetAllActorsWithInterface ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


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

code: static void GetAllActorsWithTag ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) Tag, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description: Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.

code: static double GetAudioTimeSeconds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Get list of available Audio Spatialization Plugin names

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAvailableSpatialPluginNames ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
This will always return false if there is no audio device, or the audio device is disabled.
true if we've successfully found a listener within MaximumRange of Location, otherwise false.

code: static bool GetClosestListenerLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, float MaximumRange, const bool bAllowAttenuationOverride, FVector & ListenerPosition )


description: Get the name of the currently-open level.

code: static [FString](API\Runtime\Core\Containers\FString) GetCurrentLevelName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bRemovePrefixString )


description: Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings).

code: static [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * GetCurrentReverbEffect ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Returns the world rendering state
Whether the world should be rendered or not

code: static bool GetEnableWorldRendering ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the game instance object

code: static [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the current GameModeBase or Null if it can't be retrieved, such as on the client

code: static [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GetGameMode ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the current GameStateBase or Null if it can't be retrieved

code: static [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * GetGameState ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Gets the current global time dilation.
Current time dilation.

code: static float GetGlobalTimeDilation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Find an option in the options string and return it as an integer.
The value associated with Key as an integer if Key found in Options string, otherwise DefaultValue.

code: static int32 GetIntOption ( const [FString](API\Runtime\Core\Containers\FString) & Options, const [FString](API\Runtime\Core\Containers\FString) & Key, int32 DefaultValue )


description: Break up a key=value pair into its key and value.

code: static void GetKeyValue ( const [FString](API\Runtime\Core\Containers\FString) & Pair, [FString](API\Runtime\Core\Containers\FString) & Key, [FString](API\Runtime\Core\Containers\FString) & Value )


description: Retrieves the max voice count currently used by the audio engine.

code: static int32 GetMaxAudioChannelCount ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the total number of available player controllers, including remote players when called on a server. Indexes up to this can be used as PlayerIndex parameters for the following functions.

code: static int32 GetNumPlayerControllers ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the number of fully initialized local players, this will be 0 on dedicated servers. Indexes up to this can be used as PlayerIndex parameters for the following functions, and you are guaranteed to get a local player controller.

code: static int32 GetNumLocalPlayerControllers ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the number of active player states, there is one player state for every connected player even if they are a remote client. Indexes up to this can be use as PlayerStateIndex parameters for other functions.

code: static int32 GetNumPlayerStates ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


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

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the camera manager for the Player Controller at the specified player index. This will not include remote clients with no player controller.

code: static [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetPlayerCameraManager ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerIndex )


description: Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, Linux, IOS, Android, consoles, etc.).


description: Returns the pawn for the player controller at the specified player index, will return null if the pawn is not a character. This will not include characters of remote clients with no available player controller, you can iterate the PlayerStates list for that.

code: static [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * GetPlayerCharacter ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerIndex )


description: Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers.

code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerIndex )


description: Returns the player controller with the specified physical controller ID. This only works for local players.

code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerFromID ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 ControllerID )


code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerFromPlatformUser ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description:
Gets what physical controller ID a player is using. This only works for local player controllers.
The ID of the passed in player. -1 if there is no physical controller assigned to the passed in player

code: static int32 GetPlayerControllerID ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player )


description: Returns the pawn for the player controller at the specified player index. This will not include pawns of remote clients with no available player controller, you can use the player states list for that.

code: static [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPlayerPawn ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerIndex )


description: Returns the player state at the given index in the game state's PlayerArray. This will work on both the client and server and the index will be consistent. After initial replication, all clients and the server will have access to PlayerStates for all connected players.

code: static [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerState ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 PlayerStateIndex )


description: Returns the player state that matches the passed in online id, or null for an invalid one. This will work on both the client and server for local and remote players.

code: static [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerStateFromUniqueNetId ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description: Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped

code: static double GetRealTimeSeconds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns level streaming object with specified level package name

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * GetStreamingLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

code: static EPhysicalSurface GetSurfaceType ( const struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses

code: static double GetTimeSeconds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses

code: static double GetUnpausedTimeSeconds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the current viewport mouse capture mode

code: static EMouseCaptureMode GetViewportMouseCaptureMode ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view

code: static void GetViewProjectionMatrix ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) DesiredView, FMatrix & ViewMatrix, FMatrix & ProjectionMatrix, FMatrix & ViewProjectionMatrix )


description: Returns the frame delta time in seconds, adjusted by time dilation.

code: static double GetWorldDeltaSeconds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns world origin current location.

code: static FIntVector GetWorldOriginLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: static bool GrabOption ( [FString](API\Runtime\Core\Containers\FString) & Options, [FString](API\Runtime\Core\Containers\FString) & ResultString )


description:
Counts how many grass foliage instances overlap a given sphere.
Number of foliage instances with their mesh set to Mesh that overlap the sphere.

code: static int32 GrassOverlappingSphereCount ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, FVector CenterPosition, float Radius )


description:
Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)
True if the launch option was specified on the commandline, false otherwise

code: static bool HasLaunchOption ( const [FString](API\Runtime\Core\Containers\FString) & OptionToCheck )


description: This will always return false on dedicated servers.

code: static bool IsAnyLocalPlayerCameraWithinRange ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & Location, float MaximumRange )


description:
Returns whether a key exists in an options string.
Whether Key was found in Options.

code: static bool HasOption ( [FString](API\Runtime\Core\Containers\FString) Options, const [FString](API\Runtime\Core\Containers\FString) & InKey )


description:
Returns the split screen state
Whether the game viewport is split screen or not

code: static bool IsSplitscreenForceDisabled ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Load contents from a slot/file into a buffer of save data.
Whether valid save data was found and loaded.

code: static bool LoadDataFromSlot ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutSaveData, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description:
Tries to load a SaveGame object from a given array of bytes.
Object containing loaded game state (nullptr if load fails)

code: static [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * LoadGameFromMemory ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InSaveData )


description:
Returns the game's paused state
Whether the game is currently paused or not

code: static bool IsGamePaused ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description:
Load the contents from a given slot.
Object containing loaded game state (nullptr if load fails)

code: static [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * LoadGameFromSlot ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description: Stream the level (by Name); Calling again before it finishes has no effect

code: static void LoadStreamLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: Create a HitResult struct

code: static [FHitResult](API\Runtime\Engine\Engine\FHitResult) MakeHitResult ( bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, FVector Location, FVector ImpactPoint, FVector Normal, FVector ImpactNormal, class [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * PhysMat, class [AActor](API\Runtime\Engine\GameFramework\AActor) * HitActor, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * HitComponent, [FName](API\Runtime\Core\UObject\FName) HitBoneName, [FName](API\Runtime\Core\UObject\FName) BoneName, int32 HitItem, int32 ElementIndex, int32 FaceIndex, FVector TraceStart, FVector TraceEnd )


description: Stream the level (by Object Reference); Calling again before it finishes has no effect

code: static void LoadStreamLevelBySoftObjectPtr ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > Level, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description:
Returns whether or not the object passed in is of (or inherits from) the class type.
True if the object is of (or inherits from) the class type.

code: static bool ObjectIsA ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass )


description: Travel to another level

code: static void OpenLevelBySoftObjectPtr ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > Level, bool bAbsolute, [FString](API\Runtime\Core\Containers\FString) Options )


description: Travel to another level

code: static void OpenLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) LevelName, bool bAbsolute, [FString](API\Runtime\Core\Containers\FString) Options )


description:
Find an option in the options string and return it.
The value associated with Key if Key found in Options string.

code: static [FString](API\Runtime\Core\Containers\FString) ParseOption ( [FString](API\Runtime\Core\Containers\FString) Options, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Plays a dialogue directly with no attenuation, perfect for UI.

code: static void PlayDialogue2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const struct [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, float VolumeMultiplier, float PitchMultiplier, float StartTime )


code: static void PlayDialogueAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings )


description: Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

code: static void PlayDialogueAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings )


description: Plays a sound directly with no attenuation, perfect for UI sounds.

code: static void PlaySound2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, bool bIsUISound )


code: static void PlaySoundAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier, float StartTime, class [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, const [UInitialActiveSoundParams](API\Runtime\Engine\Components\UInitialActiveSoundParams) * InitialParams )


description: Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

code: static void PlaySoundAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, const [UInitialActiveSoundParams](API\Runtime\Engine\Components\UInitialActiveSoundParams) * InitialParams )


description: Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.

code: static void PlayWorldCameraShake ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, FVector Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter )


description: Pop a sound mix modifier from the audio system

code: static void PopSoundMixModifier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMixModifier )


description:
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.
True if hit something along the path (if tracing with collision).

code: static bool PredictProjectilePath ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FPredictProjectilePathParams](API\Runtime\Engine\Kismet\FPredictProjectilePathParams) & PredictParams, [FPredictProjectilePathResult](API\Runtime\Engine\Kismet\FPredictProjectilePathResult) & PredictResult )


description: Primes the sound, caching the first chunk of streamed audio.

code: static void PrimeSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * InSound )


description: Primes the sound waves in the givenUSoundClass, caching the first chunk of streamed audio.

code: static void PrimeAllSoundsInSoundClass ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


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

code: static bool ProjectWorldToScreen ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) const * Player, const FVector & WorldPosition, FVector2D & ScreenPosition, bool bPlayerViewportRelative )


description: Push a sound mix modifier onto the audio system

code: static void PushSoundMixModifier ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMixModifier )


description: Returns origin based position for local world location.

code: static FVector RebaseLocalOriginOntoZero ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector WorldLocation )


description: Returns local location for origin based position.

code: static FVector RebaseZeroOriginOntoLocal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector WorldLocation )


description: Removes a local player from this game.

code: static void RemovePlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, bool bDestroyPawn )


description:
This will write out all non-transient properties, the SaveGame property flag is not checked
Whether we successfully wrote data

code: static bool SaveGameToMemory ( [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * SaveGameObject, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutSaveData )


description:
Save the contents of the buffer to a platform-specific save slot/file
Whether we successfully saved this information

code: static bool SaveDataToSlot ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InSaveData, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description:
This will write out all non-transient properties, the SaveGame property flag is not checked
Whether we successfully saved this information

code: static bool SaveGameToSlot ( [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * SaveGameObject, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description: Get list of available Audio Spatialization Plugins

code: static bool SetActiveSpatialPluginByName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) InPluginName )


description: Enabled rendering of the world

code: static void SetEnableWorldRendering ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bEnable )


description: Enables split screen

code: static void SetForceDisableSplitscreen ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bDisable )


description:
Sets the game's paused state
Whether the game was successfully paused/unpaused

code: static bool SetGamePaused ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bPaused )


description: Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.

code: static void SetGlobalListenerFocusParameters ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale )


description: Sets a global pitch modulation scalar that will apply to all non-UI sounds

code: static void SetGlobalPitchModulation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float PitchModulation, float TimeSec )


description: Sets the global time dilation.

code: static void SetGlobalTimeDilation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float TimeDilation )


description: Sets the max number of voices (also known as "channels") dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.

code: static void SetMaxAudioChannelsScaled ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float MaxChannelCountScale )


description: Linearly interpolates the attenuation distance scale value from it's current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time

code: static void SetSoundClassDistanceScale ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass, float DistanceAttenuationScale, float TimeSec )


description: Sets what platform user id a player should be using. This only works for local player controllers.

code: static void SetPlayerPlatformUserId ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description: Sets what physical controller ID a player should be using. This only works for local player controllers.

code: static void SetPlayerControllerID ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, int32 ControllerId )


description: Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjuster will be added to the list of active sound mix modifiers.

code: static void SetSoundMixClassOverride ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMixModifier, class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren )


description: Will set subtitles to be enabled or disabled.

code: static void SetSubtitlesEnabled ( bool bEnabled )


description: Set the sound mix of the audio system for special EQing

code: static void SetBaseSoundMix ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMix )


description: Sets the current viewport mouse capture mode

code: static void SetViewportMouseCaptureMode ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const EMouseCaptureMode MouseCaptureMode )


description: Requests a new location for a world origin.

code: static void SetWorldOriginLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FIntVector NewLocation )


description: Spawns a decal at the given location and rotation, fire and forget. Does not replicate.

code: static [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * SpawnDecalAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * DecalMaterial, FVector DecalSize, FVector Location, FRotator Rotation, float LifeSpan )


description: Spawns a decal attached to and following the specified component. Does not replicate.

code: static [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * SpawnDecalAttached ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * DecalMaterial, FVector DecalSize, class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, float LifeSpan )


description: Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogue2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const struct [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy )


code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogueAttached ( [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, bool bAutoDestroy )


description:
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
Audio Component to manipulate the playing dialogue with

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogueAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const struct [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, bool bAutoDestroy )


description: Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.

code: static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAtLocation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, const FTransform & SpawnTransform, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivate )


description: Backwards compatible version of SpawnEmitterAttached for C++ without Scale.

code: static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, FVector Location, FRotator Rotation, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivateSystem )


code: static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, FVector Location, FRotator Rotation, FVector Scale, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivateSystem )


code: static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAttached ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivate )


description:
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.
Audio Component to manipulate the playing dialogue with

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogueAttached ( [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, bool bAutoDestroy )


description: Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.

code: static [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * SpawnEmitterAttached ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * EmitterTemplate, class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, FVector Scale, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bAutoDestroy, EPSCPoolMethod PoolingMethod, bool bAutoActivate )


description:
Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
Force Feedback Component to manipulate the playing feedback effect with

code: static [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * SpawnForceFeedbackAttached ( [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, class [UForceFeedbackAttenuation](API\Runtime\Engine\GameFramework\UForceFeedbackAttenuation) * AttenuationSettings, bool bAutoDestroy )