description:
Replace all occurrences of a substring in this string
a copy of this string with the replacement made

code: static [FString](API\Runtime\Core\Containers\FString) Replace ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, const [FString](API\Runtime\Core\Containers\FString) & From, const [FString](API\Runtime\Core\Containers\FString) & To, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase )


description: Returns a copy of this string, with the characters in reverse order

module: Engine

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


description: Returns the string to the right of the specified location, counting back from the right (end of the word).

code: static [FString](API\Runtime\Core\Containers\FString) Right ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, int32 Count )


description: Returns the string to the right of the specified location, counting forward from the left (from the beginning of the word).

code: static [FString](API\Runtime\Core\Containers\FString) RightChop ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, int32 Count )


description:
Pad the right of this string for a specified number of characters
The padded string

code: static [FString](API\Runtime\Core\Containers\FString) RightPad ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, int32 ChCount )


description:
Splits this string at given string position case sensitive.
true if string is split, otherwise false

code: static bool Split ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, const [FString](API\Runtime\Core\Containers\FString) & InStr, [FString](API\Runtime\Core\Containers\FString) & LeftS, [FString](API\Runtime\Core\Containers\FString) & RightS, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase, [ESearchDir::Type](API\Runtime\Core\Misc\ESearchDir__Type) SearchDir )


description:
Test whether this string starts with given string.
true if this string begins with specified text, false otherwise

code: static bool StartsWith ( const [FString](API\Runtime\Core\Containers\FString) & SourceString, const [FString](API\Runtime\Core\Containers\FString) & InPrefix, [ESearchCase::Type](API\Runtime\Core\Misc\ESearchCase__Type) SearchCase )


description:
Returns a string converted to Lower case
The string in lower case

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


description:
Convert a number of seconds into minutes:seconds.milliseconds format string (including leading zeroes)
A new string built from the seconds parameter

code: static [FString](API\Runtime\Core\Containers\FString) TimeSecondsToString ( float InSeconds )


description:
Returns a string converted to Upper case
The string in upper case

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


description: Removes whitespace characters from the front of this string.

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


description: Removes trailing whitespace characters

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


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


className: UKismetStringLibrary

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


description: Returns an array of all keys within the given string table

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetKeysFromStringTable ( const [FName](API\Runtime\Core\UObject\FName) TableId )


description: Returns an array of all meta-data IDs within the given string table entry

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetMetaDataIdsFromStringTableEntry ( const [FName](API\Runtime\Core\UObject\FName) TableId, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Returns an array of all registered string table IDs

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRegisteredStringTables()


description: Returns the specified meta-data of the given string table entry (or an empty string).

code: static [FString](API\Runtime\Core\Containers\FString) GetTableEntryMetaData ( const [FName](API\Runtime\Core\UObject\FName) TableId, const [FString](API\Runtime\Core\Containers\FString) & Key, const [FName](API\Runtime\Core\UObject\FName) MetaDataId )


description: Returns the source string of the given string table entry (or an empty string).

code: static [FString](API\Runtime\Core\Containers\FString) GetTableEntrySourceString ( const [FName](API\Runtime\Core\UObject\FName) TableId, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Returns the namespace of the given string table.

code: static [FString](API\Runtime\Core\Containers\FString) GetTableNamespace ( const [FName](API\Runtime\Core\UObject\FName) TableId )


description: Returns true if the given table ID corresponds to a registered string table, and that table has.

code: static bool IsRegisteredTableEntry ( const [FName](API\Runtime\Core\UObject\FName) TableId, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Returns true if the given table ID corresponds to a registered string table.

code: static bool IsRegisteredTableId ( const [FName](API\Runtime\Core\UObject\FName) TableId )


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


className: UKismetStringTableLibrary

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


code: static [FDebugFloatHistory](API\Runtime\Engine\Engine\FDebugFloatHistory) AddFloatHistorySample ( float Value, const [FDebugFloatHistory](API\Runtime\Engine\Engine\FDebugFloatHistory) & FloatHistory )


description:
Only available in the editor.
The number of active actions when BeginTransaction was called (values greater than 0 indicate that there was already an existing undo transaction in progress), or -1 on failure.

code: static int32 BeginTransaction ( const [FString](API\Runtime\Core\Containers\FString) & Context, [FText](API\Runtime\Core\Internationalization\FText) Description, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PrimaryObject )


description:
Returns an array of actors that overlap the given axis-aligned box.
true if there was an overlap that passed the filters, false otherwise.

code: static bool BoxOverlapActors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector BoxPos, FVector BoxExtent, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description:
Returns an array of components that overlap the given axis-aligned box.
true if there was an overlap that passed the filters, false otherwise.

code: static bool BoxOverlapComponents ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector BoxPos, FVector Extent, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutComponents )


description:
Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel
True if there was a blocking hit, false otherwise.

code: static bool BoxTraceMulti ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, ETraceTypeQuery 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.

code: static bool BoxTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool BoxTraceMultiForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
True if there was a hit, false otherwise.

code: static bool BoxTraceSingle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, ETraceTypeQuery 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweep a box against the world and return the first blocking hit using a specific profile
True if there was a hit, false otherwise.

code: static bool BoxTraceSingleByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool BoxTraceSingleForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, const FVector HalfSize, const FRotator Orientation, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description: Breaks an ARFilter struct into its component pieces. You should be using ClassPaths and RecursiveClassPathsExclusionSet from this node, ClassNames and RecursiveClassesExclusionSet are deprecated.

code: static void BreakARFilter ( [FARFilter](API\Runtime\CoreUObject\AssetRegistry\FARFilter) InARFilter, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagePaths, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SoftObjectPaths, [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & ClassPaths, [TSet](API\Runtime\Core\Containers\TSet)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & RecursiveClassPathsExclusionSet, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ClassNames, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & RecursiveClassesExclusionSet, bool & bRecursivePaths, bool & bRecursiveClasses, bool & bIncludeOnlyOnDiskAssets )


description: Gets the path string out of a Soft Class Path

code: static void BreakSoftClassPath ( [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) InSoftClassPath, [FString](API\Runtime\Core\Containers\FString) & PathString )


description: Gets the path string out of a Soft Object Path

code: static void BreakSoftObjectPath ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) InSoftObjectPath, [FString](API\Runtime\Core\Containers\FString) & PathString )


description: Gets the path string out of a TopLevelAssetPath

code: static void BreakTopLevelAssetPath ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & TopLevelAssetPath, [FString](API\Runtime\Core\Containers\FString) & PathString )


description: Only available in the editor.

code: static void CancelTransaction ( const int32 Index )


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


description:
Returns an array of actors that overlap the given capsule.
true if there was an overlap that passed the filters, false otherwise.

code: static bool CapsuleOverlapActors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector CapsulePos, float Radius, float HalfHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description:
Returns an array of components that overlap the given capsule.
true if there was an overlap that passed the filters, false otherwise.

code: static bool CapsuleOverlapComponents ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector CapsulePos, float Radius, float HalfHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutComponents )


description:
Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.

code: static bool CapsuleTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
True if there was a blocking hit, false otherwise.

code: static bool CapsuleTraceMulti ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, ETraceTypeQuery 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool CapsuleTraceMultiForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel
True if there was a hit, false otherwise.

code: static bool CapsuleTraceSingle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, ETraceTypeQuery 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweep a capsule against the world and return the first blocking hit using a specific profile
True if there was a hit, false otherwise.

code: static bool CapsuleTraceSingleByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool CapsuleTraceSingleForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, float HalfHeight, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description: Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable

code: static void CollectGarbage()


description:
Returns an array of actors that overlap the given component.
true if there was an overlap that passed the filters, false otherwise.

code: static bool ComponentOverlapActors ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, const FTransform & ComponentTransform, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description:
Returns an array of components that overlap the given component.
true if there was an overlap that passed the filters, false otherwise.

code: static bool ComponentOverlapComponents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, const FTransform & ComponentTransform, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutComponents )


description: Allows or inhibits screensaver

code: static void ControlScreensaver ( bool bAllowScreenSaver )


description: Converts passed in filename to use a absolute path

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


description: Converts passed in filename to use a relative path

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


code: static [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Conv_ClassToSoftClassReference ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Class )


code: static [FSoftComponentReference](API\Runtime\Engine\Engine\FSoftComponentReference) Conv_ComponentReferenceToSoftComponentReference ( const [FComponentReference](API\Runtime\Engine\Engine\FComponentReference) & ComponentReference )


description: Converts an interfance into an object

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * Conv_InterfaceToObject ( const [FScriptInterface](API\Runtime\CoreUObject\UObject\FScriptInterface) & Interface )


description: Casts from an object to a class, this will only work if the object is already a class

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * Conv_ObjectToClass ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Class )


code: static [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Conv_ObjectToSoftObjectReference ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated

code: static [FString](API\Runtime\Core\Containers\FString) Conv_PrimaryAssetIdToString ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description: Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated

code: static [FString](API\Runtime\Core\Containers\FString) Conv_PrimaryAssetTypeToString ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType )


description: Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable

code: static [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Conv_SoftClassPathToSoftClassRef ( const [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) & SoftClassPath )


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Conv_SoftClassReferenceToClass ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftClass )


description: Converts a Soft Class Reference to a path string

code: static [FString](API\Runtime\Core\Containers\FString) Conv_SoftClassReferenceToString ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftClassReference )


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * Conv_SoftObjectReferenceToObject ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftObject )


description: Converts a Soft Object Reference to a path string

code: static [FString](API\Runtime\Core\Containers\FString) Conv_SoftObjectReferenceToString ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftObjectReference )


description: Converts a Soft Object Reference into a Soft Object Path

code: static [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) Conv_SoftObjRefToSoftObjPath ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftObjectReference )


description: Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable

code: static [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Conv_SoftObjPathToSoftObjRef ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & SoftObjectPath )


description: Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path)

code: static [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) Conv_SoftObjRefToSoftClassPath ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftClassReference )


description: Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.

code: static void Delay ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float Duration, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: Perform a latent action with a delay of one tick. Calling again while it is counting down will be ignored.

code: static void DelayUntilNextTick ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: Mark as modified.

code: static void CreateCopyForUndoBuffer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToModify )


description: Checks if this object implements a specific interface, works for both native and blueprint interfacse

code: static bool DoesImplementInterface ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * TestObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface )


description: Draw directional arrow, pointing from LineStart to LineEnd.

code: static void DrawDebugArrow ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector LineStart, const FVector LineEnd, float ArrowSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draw a debug camera shape.

code: static void DrawDebugCamera ( const [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * CameraActor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) CameraColor, float Duration )


description: Draw a debug box

code: static void DrawDebugBox ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Center, FVector Extent, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, const FRotator Rotation, float Duration, float Thickness )


description: Draw a debug capsule

code: static void DrawDebugCapsule ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Center, float HalfHeight, float Radius, const FRotator Rotation, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draw a debug cone

code: static void DrawDebugCone ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Origin, const FVector Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draw a debug circle

code: static void DrawDebugCircle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Center, float Radius, int32 NumSegments, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness, FVector YAxis, FVector ZAxis, bool bDrawAxis )


description: Draw a debug cone Angles are specified in degrees

code: static void DrawDebugConeInDegrees ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Origin, const FVector Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draw a debug coordinate system.

code: static void DrawDebugCoordinateSystem ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector AxisLoc, const FRotator AxisRot, float Scale, float Duration, float Thickness )


description: Draws a 2D Histogram of size 'DrawSize' basedFDebugFloatHistorystruct, using DrawLocation for the location in the world, rotation will face camera of first player.

code: static void DrawDebugFloatHistoryLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FDebugFloatHistory](API\Runtime\Engine\Engine\FDebugFloatHistory) & FloatHistory, FVector DrawLocation, FVector2D DrawSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) DrawColor, float Duration )


description: Draw a debug cylinder

code: static void DrawDebugCylinder ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, int32 Segments, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draws a debug frustum.

code: static void DrawDebugFrustum ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & FrustumTransform, [FLinearColor](API\Runtime\Core\Math\FLinearColor) FrustumColor, float Duration, float Thickness )


description: Draws a 2D Histogram of size 'DrawSize' basedFDebugFloatHistorystruct, using DrawTransform for the position in the world.

code: static void DrawDebugFloatHistoryTransform ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FDebugFloatHistory](API\Runtime\Engine\Engine\FDebugFloatHistory) & FloatHistory, const FTransform & DrawTransform, FVector2D DrawSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) DrawColor, float Duration )


description: Draw a debug line

code: static void DrawDebugLine ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector LineStart, const FVector LineEnd, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draws a debug plane.

code: static void DrawDebugPlane ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FPlane & PlaneCoordinates, const FVector Location, float Size, [FLinearColor](API\Runtime\Core\Math\FLinearColor) PlaneColor, float Duration )


description: Draw a debug point

code: static void DrawDebugPoint ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Position, float Size, [FLinearColor](API\Runtime\Core\Math\FLinearColor) PointColor, float Duration )


description: Draw a debug sphere

code: static void DrawDebugSphere ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Center, float Radius, int32 Segments, [FLinearColor](API\Runtime\Core\Math\FLinearColor) LineColor, float Duration, float Thickness )


description: Draw a debug string at a 3d world location.

code: static void DrawDebugString ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector TextLocation, const [FString](API\Runtime\Core\Containers\FString) & Text, class [AActor](API\Runtime\Engine\GameFramework\AActor) * TestBaseActor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TextColor, float Duration )


description:
Only available in the editor.
The number of active actions when EndTransaction was called (a value of 1 indicates that the transaction was successfully closed), or -1 on failure.

code: static int32 EndTransaction()


description: Returns true if the values are equal (A == B)

code: static bool EqualEqual_PrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) A, [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) B )


code: static bool EqualEqual_PrimaryAssetType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) A, [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) B )


code: static bool EqualEqual_SoftObjectReference ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & A, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & B )


code: static bool EqualEqual_SoftClassReference ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & A, const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & B )


description: Executes a console command, optionally on a specific controller

code: static void ExecuteConsoleCommand ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & Command, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpecificPlayer )


description: Removes all debug strings.

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


description: Flush all persistent debug lines and shapes

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


className: FOnAssetClassLoaded

code: class FOnAssetClassLoaded


className: FOnAssetLoaded

code: class FOnAssetLoaded


description: Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only)

code: static void ForceCloseAdBanner()


description:
Attempts to set the value of a named property on the given object.
Whether the property value was found and correctly set.

code: static bool Generic_SetEditorProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ObjectProp, const void * ValuePtr, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ValueProp, const EPropertyAccessChangeNotifyMode ChangeNotifyMode )


description:
Attempts to retrieve the value of a named property from the given object.
Whether the property value was found and correctly retrieved.

code: static bool Generic_GetEditorProperty ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ObjectProp, void * ValuePtr, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ValueProp )


description: Deprecated* Function has been deprecated.

code: static void Generic_SetStructurePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, [FName](API\Runtime\Core\UObject\FName) StructPropertyName, const void * SrcStructAddr )


code: static void GetActorBounds ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, FVector & Origin, FVector & BoxExtent )


description: Retrieves the total number of Ad IDs that can be selected between

code: static int32 GetAdIDCount()


description: Returns an array of unique actors represented by the given list of components.

code: static void GetActorListFromComponentList ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & ComponentList, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClassFilter, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActorList )


description: Build configuration, for displaying to end users in diagnostics.


description: Build version, for displaying to end users in diagnostics.


description: Returns the display name of a class.

code: static [FString](API\Runtime\Core\Containers\FString) GetClassDisplayName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetClassFromPrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description: Returns the full path to the specified class as a Top Level Asset Path used by asset utilities.

code: static [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetClassTopLevelAssetPath ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Returns the command line that the process was launched with.


description: Get bounds

code: static void GetComponentBounds ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, FVector & Origin, FVector & BoxExtent, float & SphereRadius )


description:
Attempts to retrieve the value of the specified float console variable, if it exists.
The value if found, 0 otherwise.

code: static float GetConsoleVariableFloatValue ( const [FString](API\Runtime\Core\Containers\FString) & VariableName )


description:
Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).
True if found and has a non-zero value, false otherwise.

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


description:
Attempts to retrieve the value of the specified integer console variable, if it exists.
The value if found, 0 otherwise.

code: static int32 GetConsoleVariableIntValue ( const [FString](API\Runtime\Core\Containers\FString) & VariableName )


description:
Attempts to retrieve the value of the specified string console variable, if it exists.
The value if found, empty string otherwise.

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


description:
Gets the list of windowed resolutions which are convenient for the current primary display size.
true if successfully queried the device for available resolutions.

code: static bool GetConvenientWindowedResolutions ( [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & Resolutions )


description: Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process

code: static bool GetCurrentBundleState ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, bool bForceCurrentState, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutBundles )


description: This should be returned in IETF language tag form:


description: Returns the platform specific unique device id


description: Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.

code: static [FString](API\Runtime\Core\Containers\FString) GetDisplayName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description:
Attempts to retrieve the value of a named property from the given object.
Whether the property value was found and correctly retrieved.

code: static bool GetEditorProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FName](API\Runtime\Core\UObject\FName) PropertyName, int32 & PropertyValue )


description: Engine build number, for displaying to end users.


description: Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities.

code: static [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetEnumTopLevelAssetPath ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * Enum )


description:
Retrieves the game's platform-specific bundle identifier or package name of the game
The game's bundle identifier or package name.


description: Returns the value of GFrameCounter, a running count of the number of frames that have occurred.

code: static int64 GetFrameCount()


description: Get the name of the current game


description: Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only)

code: static [FString](API\Runtime\Core\Containers\FString) GetGamepadControllerName ( int32 ControllerId )


description: Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only)

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetGamepadButtonGlyph ( const [FString](API\Runtime\Core\Containers\FString) & ButtonKey, int32 ControllerIndex )


description: Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.

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


description:
Returns the currency symbol associated with the device's locale
the currency symbol associated with the device's locale


description:
Gets the smallest Y resolution we want to support in the UI, clamped within reasons
value in pixels

code: static int32 GetMinYResolutionForUI()


description: Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectFromPrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description:
Returns the currency code associated with the device's locale
the currency code associated with the device's locale


description: Returns the outer object of an object.

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


description:
Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons
value in pixels


description: Returns the actual object name.

code: static [FString](API\Runtime\Core\Containers\FString) GetObjectName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the full path to the specified object as a string.

code: static [FString](API\Runtime\Core\Containers\FString) GetPathName ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Get the current user name from the OS


description: Get the current user dir from the OS


description:
Returns an array of the user's preferred languages in order of preference
An array of language IDs ordered from most preferred to least

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


description: Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdFromSoftObjectReference ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftObjectReference )


description: Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdFromSoftClassReference ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftClassReference )


description: Returns the Primary Asset Id for a Class, this can return an invalid one if not registered

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Class )


description: Returns the current platform time in seconds. Not coupled to any gameplay or other containerization logic - this function is useful for timing execution time or timestamping data. Marked as callable rather than pure because implicit evaluation may be confusing, both for blueprint authors and blueprint readers. For implicit execution simply wrap it in a blueprint pure function.

code: static double GetPlatformTime_Seconds()


description: Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process

code: static void GetPrimaryAssetsWithBundleState ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RequiredBundles, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ExcludedBundles, const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) > & ValidTypes, bool bForceCurrentState, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & OutPrimaryAssetIdList )


description: Returns list of PrimaryAssetIds for a PrimaryAssetType

code: static void GetPrimaryAssetIdList ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & OutPrimaryAssetIdList )


description: Returns the Primary Asset Id for an Object, this can return an invalid one if not registered

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdFromObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Get the directory of the current project


description: Get the saved directory of the current project


description: Get the content directory of the current project


description: Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects

code: static int32 GetRenderingDetailMode()


description: Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path)

code: static [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) GetSoftClassPath ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium


description: Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded

code: static [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetSoftClassReferenceFromPrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description: Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities

code: static [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetSoftClassTopLevelAssetPath ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > SoftClassReference )


description: Returns the full path to the specified object as a Soft Object Path.

code: static [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetSoftObjectPath ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded

code: static [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetSoftObjectReferenceFromPrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description: Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities.

code: static [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) GetStructTopLevelAssetPath ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Struct )


description:
Gets the list of support fullscreen resolutions.
true if successfully queried the device for available resolutions.

code: static bool GetSupportedFullscreenResolutions ( [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & Resolutions )


description: Returns the full file system path to aUObjectIf given a non-assetUObject, it will return an empty string

code: static [FString](API\Runtime\Core\Containers\FString) GetSystemPath ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the platform specific unique device id


description: Returns true if system default handling of volume up and volume down buttons enabled (Android only)


description: Hides the ad banner (iAd on iOS, or AdMob on Android). Will force close the ad if it's open (iOS and Android only)

code: static void HideAdBanner()


description: Returns whether there are currently multiple local players in the given world

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


description: Returns true if controller id assigned to a gamepad (Android and iOS only)

code: static bool IsControllerAssignedToGamepad ( int32 ControllerId )


description: Returns whether this is running on a dedicated server

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


description: Returns true if the requested interstitial ad is loaded and ready (Android only)

code: static bool IsInterstitialAdAvailable()


description: Returns true if screen saver is enabled.

code: static bool IsScreensaverEnabled()


description: Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only)

code: static bool IsInterstitialAdRequested()


description: Returns whether the player is logged in to the currently active online subsystem.

code: static bool IsLoggedIn ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpecificPlayer )


description: Returns whether the world this object is in is the host or not

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


description: Returns whether this game instance is stand alone (no networking).

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


description: Returns whether we currently have more than one local player.

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


description: Returns whether this is a build that is packaged for distribution

code: static bool IsPackagedForDistribution()


description:
Returns true if running unattended (-unattended is on the command line)
Unattended state

code: static bool IsUnattended()


description: Return true if the class is usable : non-null and not pending kill.

code: static bool IsValidClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Return true if the object is usable : non-null and not pending kill.

code: static bool IsValid ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns true if the Primary Asset Id is valid

code: static bool IsValidPrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )


description: Returns list of Primary Asset Ids for a PrimaryAssetType

code: static bool IsValidPrimaryAssetType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType )


description: Returns true if the Soft Object Reference is not null

code: static bool IsValidSoftObjectReference ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftObjectReference )


description: Returns true if the Soft Class Reference is not null

code: static bool IsValidSoftClassReference ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & SoftClassReference )


description: Clears a set timer.

code: static void K2_ClearAndInvalidateTimerHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & Handle )


description: Clears a set timer.

code: static void K2_ClearTimer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


description: Clears a set timer.

code: static void K2_ClearTimerDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description: Clears a set timer.

code: static void K2_ClearTimerHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Returns elapsed time for the given delegate (time since current countdown iteration began).
How long has elapsed since the current iteration of the timer began.

code: static float K2_GetTimerElapsedTime ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static float K2_GetTimerElapsedTimeDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns elapsed time for the given handle (time since current countdown iteration began).
How long has elapsed since the current iteration of the timer began.

code: static float K2_GetTimerElapsedTimeHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Returns time until the timer will next execute its delegate.
How long is remaining in the current iteration of the timer.

code: static float K2_GetTimerRemainingTime ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static float K2_GetTimerRemainingTimeDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns time until the timer will next execute its handle.
How long is remaining in the current iteration of the timer.

code: static float K2_GetTimerRemainingTimeHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Returns true if a timer exists and is active for the given delegate, false otherwise.
True if the timer exists and is active.

code: static bool K2_IsTimerActive ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


description:
Invalidate the supplied TimerHandle and return it.
Return the invalidated timer handle for convenience.

code: static [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_InvalidateTimerHandle ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & Handle )


code: static bool K2_IsTimerActiveDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns true if a timer exists and is active for the given handle, false otherwise.
True if the timer exists and is active.

code: static bool K2_IsTimerActiveHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Returns true if a timer exists and is paused for the given delegate, false otherwise.
True if the timer exists and is paused.

code: static bool K2_IsTimerPaused ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static bool K2_IsTimerPausedDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns true if a timer exists and is paused for the given handle, false otherwise.
True if the timer exists and is paused.

code: static bool K2_IsTimerPausedHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Returns whether the timer handle is valid. This does not indicate that there is an active timer that this handle references, but rather that it once referenced a valid timer.
Whether the timer handle is valid.

code: static bool K2_IsValidTimerHandle ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description: Pauses a set timer at its current elapsed time.

code: static void K2_PauseTimer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static void K2_PauseTimerDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


code: static void K2_PauseTimerHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description:
Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
The timer handle to pass to other timer functions to manipulate this timer.

code: static [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_SetTimer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName, float Time, bool bLooping, float InitialStartDelay, float InitialStartDelayVariance )


code: static [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_SetTimerDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate, float Time, bool bLooping, float InitialStartDelay, float InitialStartDelayVariance )


description:
Set a timer to execute a delegate on the next tick.
The timer handle to pass to other timer functions to manipulate this timer.

code: static [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_SetTimerForNextTick ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


description:
Set a timer to execute a delegate next tick.
The timer handle to pass to other timer functions to manipulate this timer.

code: static [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_SetTimerForNextTickDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns true is a timer for the given delegate exists, false otherwise.
True if the timer exists.

code: static bool K2_TimerExists ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static bool K2_TimerExistsDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


description:
Returns true is a timer for the given handle exists, false otherwise.
True if the timer exists.

code: static bool K2_TimerExistsHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description: Resumes a paused timer from its current elapsed time.

code: static void K2_UnPauseTimer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) FunctionName )


code: static void K2_UnPauseTimerDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) Delegate )


code: static void K2_UnPauseTimerHandle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) Handle )


description: Opens the specified URL in the platform's web browser of choice.

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


description:
Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
True if there was a blocking hit, false otherwise.

code: static bool LineTraceMulti ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, ETraceTypeQuery 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.

code: static bool LineTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool LineTraceMultiForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
True if there was a hit, false otherwise.

code: static bool LineTraceSingle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, ETraceTypeQuery 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Trace a ray against the world using a specific profile and return the first blocking hit
True if there was a hit, false otherwise.

code: static bool LineTraceSingleByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Object Query functions
True if there was a hit, false otherwise.

code: static bool LineTraceSingleForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


code: static void LoadAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Asset, [FOnAssetLoaded](API\Runtime\Engine\Kismet\UKismetSystemLibrary\FOnAssetLoaded) OnLoaded, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


code: static void LoadAssetClass ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AssetClass, [FOnAssetClassLoaded](API\Runtime\Engine\Kismet\UKismetSystemLibrary\FOnAssetClassLoaded) OnLoaded, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * LoadClassAsset_Blocking ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AssetClass )


description: Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadAsset_Blocking ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Asset )


description: Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd (Android only)

code: static void LoadInterstitialAd ( int32 AdIdIndex )


description: Prints a string to the log If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

code: static void LogString ( const [FString](API\Runtime\Core\Containers\FString) & InString, bool bPrintToLog )


description:
Creates a literal bool
The literal bool

code: static bool MakeLiteralBool ( bool Value )


description:
Creates a literal float (double-precision)
The literal float (double-precision)

code: static double MakeLiteralDouble ( double Value )


description:
Creates a literal byte
The literal byte

code: static uint8 MakeLiteralByte ( uint8 Value )


description:
Creates a literal integer
The literal integer

code: static int32 MakeLiteralInt ( int32 Value )


description:
Creates a literal float
The literal float

code: static float MakeLiteralFloat ( float Value )


description:
Creates a literal 64-bit integer
The literal 64-bit integer

code: static int64 MakeLiteralInt64 ( int64 Value )


description:
Creates a literal name
The literal name

code: static [FName](API\Runtime\Core\UObject\FName) MakeLiteralName ( [FName](API\Runtime\Core\UObject\FName) Value )


description:
Creates a literal string
The literal string

code: static [FString](API\Runtime\Core\Containers\FString) MakeLiteralString ( [FString](API\Runtime\Core\Containers\FString) Value )


description: Creates a literalFTextThe literalFText

code: static [FText](API\Runtime\Core\Internationalization\FText) MakeLiteralText ( [FText](API\Runtime\Core\Internationalization\FText) Value )


description: Builds a Soft Class Path struct from a string that contains a full /folder/packagename.class path. For blueprint classes, this needs to point to the actual class (often with _C) and not the blueprint editor asset

code: static [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) MakeSoftClassPath ( const [FString](API\Runtime\Core\Containers\FString) & PathString )


description: Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path

code: static [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) MakeSoftObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & PathString )


description: Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string.

code: static [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) MakeTopLevelAssetPath ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, const [FString](API\Runtime\Core\Containers\FString) & AssetName )


description: EMoveComponentAction

code: static void MoveComponentTo ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, FVector TargetRelativeLocation, FRotator TargetRelativeRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EMoveComponentAction::Type](API\Runtime\Engine\Kismet\EMoveComponentAction__Type) > MoveAction, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


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

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


description: Returns true if the values are not equal (A != B)

code: static bool NotEqual_PrimaryAssetId ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) A, [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) B )


code: static bool NotEqual_PrimaryAssetType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) A, [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) B )


code: static bool NotEqual_SoftClassReference ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & A, const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & B )


code: static bool NotEqual_SoftObjectReference ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & A, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & B )


description: Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar)

code: static void ParseCommandLine ( const [FString](API\Runtime\Core\Containers\FString) & InCmdLine, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutTokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSwitches, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutParams )


description: Returns true if the string has -param in it (do not specify the leading -)

code: static bool ParseParam ( const [FString](API\Runtime\Core\Containers\FString) & InString, const [FString](API\Runtime\Core\Containers\FString) & InParam )


description: Returns 'value' if -option=value is in the string

code: static bool ParseParamValue ( const [FString](API\Runtime\Core\Containers\FString) & InString, const [FString](API\Runtime\Core\Containers\FString) & InParam, [FString](API\Runtime\Core\Containers\FString) & OutValue )


description: Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

code: static void PrintString ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & InString, bool bPrintToScreen, bool bPrintToLog, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TextColor, float Duration, const [FName](API\Runtime\Core\UObject\FName) Key )


description: WARNING!! Don't change the signature of this function without fixing up all nodes using it in the compiler

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


description: Exit the editor

code: static void QuitEditor()


description: Exit the current game

code: static void QuitGame ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpecificPlayer, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EQuitPreference::Type](API\Runtime\Engine\Kismet\EQuitPreference__Type) > QuitPreference, bool bIgnorePlatformRestrictions )


description: Requests permission to send remote notifications to the user's device. (Android and iOS only)


description: Resets the gamepad to player controller id assignments (Android and iOS only)

code: static void ResetGamepadAssignments()


description: Resets the gamepad assignment to player controller id (Android and iOS only)

code: static void ResetGamepadAssignmentToController ( int32 ControllerId )


description: Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration.

code: static void RetriggerableDelay ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, float Duration, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


description: Set a bool property by name

code: static void SetBoolPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, bool Value )


description: Set an uint8 or enum property by name

code: static void SetBytePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, uint8 Value )


description: Set a CollisionProfileName property by name

code: static void SetCollisionProfileNameProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FCollisionProfileName](API\Runtime\Engine\Engine\FCollisionProfileName) & Value )


description: Set a CLASS property by name

code: static void SetClassPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Value )


description: Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

code: static void PrintText ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FText](API\Runtime\Core\Internationalization\FText) InText, bool bPrintToScreen, bool bPrintToLog, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TextColor, float Duration, const [FName](API\Runtime\Core\UObject\FName) Key )


description: Set a COLOR property by name

code: static void SetColorPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FColor](API\Runtime\Core\Math\FColor) & Value )


description: Set a double property by name

code: static void SetDoublePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, double Value )


description:
Attempts to set the value of a named property on the given object.
Whether the property value was found and correctly set.

code: static bool SetEditorProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FName](API\Runtime\Core\UObject\FName) PropertyName, const int32 & PropertyValue, const EPropertyAccessChangeNotifyMode ChangeNotifyMode )


description: Set a SOFTOBJECT property by name

code: static void SetFieldPathPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TFieldPath](API\Runtime\CoreUObject\UObject\TFieldPath)< [FField](API\Runtime\CoreUObject\UObject\FField) > & Value )


description: Set a float property by name

code: static void SetFloatPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, float Value )


description: Sets whether attached gamepads will block feedback from the device itself (Mobile only).

code: static void SetGamepadsBlockDeviceFeedback ( bool bBlock )


description: Set an int64 property by name

code: static void SetInt64PropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, int64 Value )


description: Set an INTERFACE property by name

code: static void SetInterfacePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FScriptInterface](API\Runtime\CoreUObject\UObject\FScriptInterface) & Value )


description: Set an int32 property by name

code: static void SetIntPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, int32 Value )


description: Set a LINEAR COLOR property by name

code: static void SetLinearColorPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value )


description: Set a NAME property by name

code: static void SetNamePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FName](API\Runtime\Core\UObject\FName) & Value )


description: Set an OBJECT property by name

code: static void SetObjectPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Value )


description: Set a ROTATOR property by name

code: static void SetRotatorPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const FRotator & Value )


description: Set a SOFTCLASS property by name

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


description: Set a STRING property by name

code: static void SetStringPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FString](API\Runtime\Core\Containers\FString) & Value )


description: Set a SOFTOBJECT property by name

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


description: Set a custom structure property by name

code: static void SetStructurePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FGenericStruct](API\Runtime\Engine\Kismet\FGenericStruct) & Value )


description: Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.)

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


description: Set a TEXT property by name

code: static void SetTextPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FText](API\Runtime\Core\Internationalization\FText) & Value )


description: Set a TRANSFORM property by name

code: static void SetTransformPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const FTransform & Value )


description: Tells the engine what the user is doing for debug, analytics, etc.

code: static void SetUserActivity ( const [FUserActivity](API\Runtime\Engine\Engine\FUserActivity) & UserActivity )


description: Set a VECTOR3F property by name

code: static void SetVector3fPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const FVector3f & Value )


description: Set a VECTOR property by name

code: static void SetVectorPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const FVector & Value )


description: Allows or inhibits system default handling of volume up and volume down buttons (Android only)

code: static void SetVolumeButtonsHandledBySystem ( bool bEnabled )


description: Sets the game window title

code: static void SetWindowTitle ( const [FText](API\Runtime\Core\Internationalization\FText) & Title )


description: Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn't resize the view) (iOS and Android only)

code: static void ShowAdBanner ( int32 AdIdIndex, bool bShowOnBottomOfScreen )


description: Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only)

code: static void ShowInterstitialAd()


description: Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)

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


description: Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release)

code: static void ShowPlatformSpecificAchievementsScreen ( const class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpecificPlayer )


description: Only available in the editor.

code: static void SnapshotObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description:
Returns an array of actors that overlap the given sphere.
true if there was an overlap that passed the filters, false otherwise.

code: static bool SphereOverlapActors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector SpherePos, float SphereRadius, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


description:
Returns an array of components that overlap the given sphere.
true if there was an overlap that passed the filters, false otherwise.

code: static bool SphereOverlapComponents ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector SpherePos, float SphereRadius, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ComponentClassFilter, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutComponents )


description:
Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
True if there was a blocking hit, false otherwise.

code: static bool SphereTraceMulti ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, ETraceTypeQuery 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.

code: static bool SphereTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool SphereTraceMultiForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, 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, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
True if there was a hit, false otherwise.

code: static bool SphereTraceSingle ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, ETraceTypeQuery 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweep a sphere against the world and return the first blocking hit using a specific profile
True if there was a hit, false otherwise.

code: static bool SphereTraceSingleByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, [FName](API\Runtime\Core\UObject\FName) ProfileName, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description:
Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
True if there was a hit, false otherwise.

code: static bool SphereTraceSingleForObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, float Radius, 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, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


description: Prints a stack trace to the log, so you can see how a blueprint got to this node

code: static void StackTrace()


code: static void StackTraceImpl ( const [FFrame](API\Runtime\CoreUObject\UObject\FFrame) & StackFrame )


description: Only available in the editor.

code: static void TransactObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it

code: static void UnloadPrimaryAsset ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId )