description: Advanced - clear the actor label.

code: void ClearActorLabel()


description: Dispatch all EndOverlap for all of the Actor's PrimitiveComponents. Generally used when removing the Actor from the world.

module: Engine

code: void ClearComponentOverlaps()


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


description: Clears the instance components array

code: void ClearInstanceComponents ( bool bDestroyComponents )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand use ContainsDataLayer(const UDataLayerAsset*)

code: bool ContainsDataLayer ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer ) const


code: bool ContainsDataLayer ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset ) const


code: bool ContainsDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerInstance ) const


description: Copies RemoteRole from another Actor and adds this actor to the list of network actors if necessary.

code: void CopyRemoteRoleFrom ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * CopyFromActor )


description: Creates an initialized actor descriptor from this actor.

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateActorDesc() const


description: Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateClassActorDesc() const


description: Util to create a component based on a template

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * CreateComponentFromTemplate ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Template, const [FName](API\Runtime\Core\UObject\FName) InName )


description: Creates an input component from the input component passed in

code: virtual void CreateInputComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) > InputComponentToCreate )


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * CreateComponentFromTemplateData ( const struct [FBlueprintCookedComponentInstancingData](API\Runtime\Engine\Engine\FBlueprintCookedComponentInstanc-) * TemplateData, const [FName](API\Runtime\Core\UObject\FName) InName )


description: Creates or updates actor's folder object if necessary. Returns false if an error occured while creating folder.

code: bool CreateOrUpdateActorFolder()


description: Debug helper to show the component hierarchy of this actor.

code: void DebugShowComponentHierarchy ( const TCHAR * Info, bool bShowPosition )


description:
Destroy this actor. Returns true the actor is destroyed or already marked for destruction, false if indestructible. Destruction is latent. It occurs at the end of the tick.
true if destroyed or already marked for destruction, false if indestructible.

code: bool Destroy ( bool bNetForce, bool bShouldModifyLevel )


description: Debug helper for showing the component hierarchy of one component

code: void DebugShowOneComponentHierarchy ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SceneComp, int32 & NestLevel, bool bShowPosition )


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

code: virtual void Destroyed()


description: Destroys the constructed components.

code: void DestroyConstructedComponents()


description:
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first
true if DestroyActor() should not continue with actor destruction, false otherwise


description: Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated. Note it is up to the caller to delete the local object on the authority. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

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


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

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


description: Detaches all SceneComponents in this Actor from the supplied parent SceneComponent.

code: void DetachAllSceneComponents ( class [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParentComponent, const [FDetachmentTransformRules](API\Runtime\Engine\Engine\FDetachmentTransformRules) & DetachmentRules )


description: Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.

code: void DetachFromActor ( const [FDetachmentTransformRules](API\Runtime\Engine\Engine\FDetachmentTransformRules) & DetachmentRules )


description: DEPRECATED - UseDetachFromActor()instead

code: void DetachRootComponentFromParent ( bool bMaintainWorldPosition )


description: Stop all simulation from all components in this actor

code: void DisableComponentsSimulatePhysics()


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

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


description: Dispatches ReceiveHit virtual and OnComponentHit delegate

code: virtual void DispatchPhysicsCollisionHit ( const struct [FRigidBodyCollisionInfo](API\Runtime\Engine\FRigidBodyCollisionInfo) & MyInfo, const struct [FRigidBodyCollisionInfo](API\Runtime\Engine\FRigidBodyCollisionInfo) & OtherInfo, const [FCollisionImpactData](API\Runtime\Engine\Engine\FCollisionImpactData) & RigidCollisionData )


description: Initiate a begin play call on this Actor, will handle calling in the correct order.

code: void DispatchBeginPlay ( bool bFromLevelStreaming )


description: Draw important Actor variables on canvas. HUD will callDisplayDebug()on the current ViewTarget when the ShowDebug exec is used

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


description: Call ReceiveHit, as well as delegates on Actor and Component

code: void DispatchBlockingHit ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * MyComp, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, bool bSelfMoved, [FHitResult](API\Runtime\Engine\Engine\FHitResult) const & Hit )


description: Debug rendering to visualize the component tree for this actor.

code: void DrawDebugComponents ( [FColor](API\Runtime\Core\Math\FColor) const & BaseColor ) const


description: Called by MirrorActors to perform a mirroring operation on the actor

code: virtual void EditorApplyMirror ( const FVector & MirrorScale, const FVector & PivotLocation )


className: EActorBeginPlayState

description: Enum defining if BeginPlay has started or finished

code: enum EActorBeginPlayState { HasNotBegunPlay, BeginningPlay, HasBegunPlay, }


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

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


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

code: virtual void EditorApplyTranslation ( const FVector & DeltaTranslation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Returns true if this actor is allowed to be attached from the given actor

code: virtual bool EditorCanAttachFrom ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InChild, [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


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

code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Returns true if this actor is allowed to be attached to the given actor

code: virtual bool EditorCanAttachTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent, [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description: Get underlying actors

code: virtual void EditorGetUnderlyingActors ( [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutUnderlyingActors ) const


description: Called by InputKey when an unhandled key is pressed with a selected actor

code: virtual void EditorKeyPressed ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Called by ReplaceSelectedActors to allow a new actor to copy properties from an old actor when it is replaced

code: virtual void EditorReplacedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OldActor )


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

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


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

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


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

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


description:
Run any construction script for this Actor. Will call OnConstruction.
Returns false if the hierarchy was not error free and we've put the Actor is disaster recovery mode

code: bool ExecuteConstruction ( const FTransform & Transform, const struct [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) * TransformRotationCache, const class [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) * InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod )


description: Swaps Role and RemoteRole if client

code: void ExchangeNetRoles ( bool bRemoteOwner )


description: Add a new entry to the duplication seed.

code: void AddEntry &40; UObject &42; Source, UObject &42; Dest &41;


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > FactoryTransactionAnnotation ( const [ETransactionAnnotationCreationMode](API\Runtime\CoreUObject\UObject\UObject\ETransactionAnnotationCreationMo-) InCreationMode ) const


code: FDuplicationSeedInterface &40; TMap< UObject &42;, UObject &42; > & InDuplicationSeed &41;


className: FDuplicationSeedInterface

description: DuplicationSeedInterface prevents exposing the entire DupSeed map to every actor and provides a method to do so instead.

code: struct FDuplicationSeedInterface


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

code: virtual void FellOutOfWorld ( const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) & dmgType )


code: static [AActor](API\Runtime\Engine\GameFramework\AActor) * FindActorInPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


description: Templatized version of FindComponentByClass that handles casting for you

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


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

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


description: Templatized version of FindComponentByInterface that handles casting for you

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


description: Searches components array and returns first encountered component that implements the given interface.

code: virtual [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindComponentByInterface ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface ) const


description: Templatized version of FindComponentByTag that handles casting for you

code: template<class T> T * FindComponentByTag ( const [FName](API\Runtime\Core\UObject\FName) & Tag ) const


description: Searches components array and returns first encountered component with a given tag.

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindComponentByTag ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, [FName](API\Runtime\Core\UObject\FName) Tag ) const


description: UK2Node_AddComponentDONOTCALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (forAddComponent nodes)

code: void FinishAddComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, bool bManualAttachment, const FTransform & RelativeTransform )


description: Called to finish the spawning process, generally in the case of deferred spawning

code: void FinishSpawning ( const FTransform & Transform, bool bIsDefaultTransform, const [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) * InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod )


description: Helper function to register the specified component, and add it to the serialized components array

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


description: Detects and fixes invalid actor folder

code: void FixupActorFolder()


code: void FixupDataLayers ( bool bRevertChangesOnLockedDataLayer )


description: Removes the actor from the NetDriver's dormancy list: forcing at least one more update.

code: void FlushNetDormancy()


description: Forces this actor to be net relevant if it is not already by default

code: virtual void ForceNetRelevant()


description: Force actor to be updated to clients/demo net drivers

code: virtual void ForceNetUpdate()


description: Forces properties on this actor to do a compare for one frame (rather than share shadow state)

code: void ForcePropertyCompare()


description: Call a functor for Actors which are attached directly to a component in this actor. Functor should return true to carry on, false to abort.

code: void ForEachAttachedActors ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(class [AActor](API\Runtime\Engine\GameFramework\AActor) *)> Functor ) const


description: Calls the compile-time lambda on each component of the specified type

code: template<class ComponentType, typename Func> void ForEachComponent ( bool bIncludeFromChildActors, Func InFunc ) const


description: Calls the compile-time lambda on each valid component

code: template<typename Func> void ForEachComponent ( bool bIncludeFromChildActors, Func InFunc ) const


description: including the ones added via the BP editor (whichAActor.GetComponentsfails to return).

code: template<typename TComponentClass, typename> static void ForEachComponentOfActorClassDefault ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const TComponentClass *)> InFunc )


description: Iterate over the components of ActorClass's CDO, including the ones added via the BP editor (whichAActor.GetComponentsfails to return).

code: static void ForEachComponentOfActorClassDefault ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > & InComponentClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *)> InFunc )


description: Fills ReplicatedMovement property

code: virtual void GatherCurrentMovement()


description: Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

code: virtual void GetActorBounds ( bool bOnlyCollidingComponents, FVector & Origin, FVector & BoxExtent, bool bIncludeFromChildActors ) const


description: GetActorClassDefaultComponentFetches the first component of ActorClass's CDO which match the requested component class. Will include the components added via the BP editor (whichAActor.GetComponentsfails to do for CDOs).

code: template<typename TComponentClass, typename> static const TComponentClass * GetActorClassDefaultComponent ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass )


description: Fetches the first component of ActorClass's CDO which match the requested component class. Will include the components added via the BP editor (whichAActor.GetComponentsfails to do for CDOs).

code: static const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetActorClassDefaultComponent ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > & InComponentClass )


description: including the ones added via the BP editor (whichAActor.GetComponentsfails to do for CDOs).

code: template<typename TComponentClass, typename> static const TComponentClass * GetActorClassDefaultComponentByName ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, [FName](API\Runtime\Core\UObject\FName) InComponentName )


description: Get the component of ActorClass's CDO that matches the given object name. Will consider all components, including the ones added via the BP editor (whichAActor.GetComponentsfails to do for CDOs).

code: static const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetActorClassDefaultComponentByName ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > & InComponentClass, [FName](API\Runtime\Core\UObject\FName) InComponentName )


code: template<typename TComponentClass, typename> static void GetActorClassDefaultComponents ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, [TArray](API\Runtime\Core\Containers\TArray)< const TComponentClass * > & OutComponents )


description: Fetches all the components of ActorClass's CDO, including the ones added via the BP editor (whichAActor.GetComponentsfails to do for CDOs).

code: static void GetActorClassDefaultComponents ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InActorClass, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > & InComponentClass, [TArray](API\Runtime\Core\Containers\TArray)< const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutComponents )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand useGetDataLayerAssets()instead

code: [TArray](API\Runtime\Core\Containers\TArray)< [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) > const & GetActorDataLayers() const


description: Add properties to the actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


description: Get current state of collision for the whole actor

code: bool GetActorEnableCollision() const


description: Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

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


description: Get the forward (X) vector (length 1.0) from this Actor, in world space.

code: FVector GetActorForwardVector() const


description: Returns this actor's Guid. Actor Guids are only available in editor builds.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetActorGuid() const


description: Returns this actor's instance Guid. Actor Guids are only available in editor builds.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetActorInstanceGuid() const


description: Returns this actor's current label. Actor labels are only available in development builds.

code: const [FString](API\Runtime\Core\Containers\FString) & GetActorLabel ( bool bCreateIfNone ) const


description: Returns the location of the RootComponent of this Actor

code: FVector GetActorLocation() const


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


description: Returns the quaternion of the RootComponent of this Actor

code: FQuat GetActorQuat() const


description: Return the actor's relative scale 3d

code: FVector GetActorRelativeScale3D() const


description: Returns the rotation of the RootComponent of this Actor

code: FRotator GetActorRotation() const


description: Get the right (Y) vector (length 1.0) from this Actor, in world space.

code: FVector GetActorRightVector() const


description: Returns the scale of the RootComponent of this Actor

code: FVector GetActorScale() const


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

code: FVector GetActorScale3D() const


description: Returns the tick interval of this actor's primary tick function

code: float GetActorTickInterval() const


description: Get ActorTimeDilation - this can be used for input control or speed control for slomo. We don't want to scale input globally because input can be used for UI, which do not care for TimeDilation.

code: float GetActorTimeDilation() const


description: More efficient version that takes the Actor's current world.

code: float GetActorTimeDilation ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & ActorWorld ) const


description: Returns the transform of the RootComponent of this Actor

code: const FTransform & GetActorTransform() const


description: Get the up (Z) vector (length 1.0) from this Actor, in world space.

code: FVector GetActorUpVector() const


description: Returns a list of all actors spawned by our Child Actor Components, including children of children. This does not return the contents of the Children array

code: void GetAllChildActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ChildActors, bool bIncludeDescendants ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Find all Actors which are attached directly to a component in this actor

code: void GetAttachedActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors ) const


description: Get read-only access to current AttachmentReplication.

code: const [FRepAttachment](API\Runtime\Engine\Engine\FRepAttachment) & GetAttachmentReplication() const


description: Walk up the attachment chain from RootComponent until we encounter a different actor, and return it. If we are not attached to a component in a different actor, returns nullptr

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


description: Walk up the attachment chain from RootComponent until we encounter a different actor, and return the socket name in the component. If we are not attached to a component in a different actor, returns NAME_None


code: bool GetAutoDestroyWhenFinished() const


description: Gets metadata on the Actor that says which package to show in the Content Browser when browsing to it, or an empty string if there is no override

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


description: Templated version of GetComponentByClass

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


description: Searches components array and returns first encountered component of the specified class

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


description: Get a direct reference to the Components set rather than a copy with the null pointers removed. WARNING: anything that could cause the component to change ownership or be destroyed will invalidate this array, so use caution when iterating this set!

code: const [TSet](API\Runtime\Core\Containers\TSet)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & GetComponents() const


description: Get all components derived from class 'ComponentType' and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs.TInlineComponentArrayis defined to make this easier, for example: { TInlineComponentArrayPrimComponents(Actor); }

code: template<class ComponentType, class AllocatorType> void GetComponents ( [TArray](API\Runtime\Core\Containers\TArray)< ComponentType, AllocatorType > & OutComponents, bool bIncludeFromChildActors ) const


code: template<class T, class AllocatorType> void GetComponents ( [TArray](API\Runtime\Core\Containers\TArray)< T *, AllocatorType > & OutComponents, bool bIncludeFromChildActors ) const


description: Get all components derived from class 'T' and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs.TInlineComponentArrayis defined to make this easier, for example: { TInlineComponentArrayPrimComponents(Actor); }

code: template<class T, class AllocatorType> void GetComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< T >, AllocatorType > & OutComponents, bool bIncludeFromChildActors ) const


description: UActorComponentspecialization ofGetComponents()to avoid unnecessary casts. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs.TInlineComponentArrayis defined to make this easier, for example: { TInlineComponentArrayPrimComponents; Actor->GetComponents(PrimComponents); }

code: template<class AllocatorType> void GetComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *, AllocatorType > & OutComponents, bool bIncludeFromChildActors ) const


description: Get all components derived from specified ComponentClass and fill in the OutComponents array with the result. It's recommended to use TArrays with a TInlineAllocator to potentially avoid memory allocation costs.TInlineComponentArrayis defined to make this easier, for example: { TInlineComponentArrayPrimComponents(Actor); }

code: template<class AllocatorType, class ComponentType> void GetComponents ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, [TArray](API\Runtime\Core\Containers\TArray)< ComponentType *, AllocatorType > & OutComponents, bool bIncludeFromChildActors ) const


description: Gets the property name for bCanBeDamaged. This exists so subclasses don't need to have direct access to the bCanBeDamaged property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetCanBeDamagedPropertyName()


description: Returns the world space bounding box of all components in this Actor.

code: virtual FBox GetComponentsBoundingBox ( bool bNonColliding, bool bIncludeFromChildActors ) const


description: Get half-height/radius of a big axis-aligned cylinder around this actors registered colliding components, or all registered components if bNonColliding is false.

code: virtual void GetComponentsBoundingCylinder ( float & CollisionRadius, float & CollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors ) const


description: Gets all the components that implements the given interface.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > GetComponentsByInterface ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > Interface ) const


description: Gets all the components that inherit from the given class with a given tag.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > GetComponentsByTag ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass, [FName](API\Runtime\Core\UObject\FName) Tag ) const


description: Get Collision Response to the passed in Channel for all components It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response if Component A ignores, but if Component B overlaps, it will return overlap

code: virtual ECollisionResponse GetComponentsCollisionResponseToChannel ( ECollisionChannel Channel ) const


description: Returns this actor's content bundle Guid.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetContentBundleGuid() const


description: Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus)

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCustomIconName() const


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * > GetDataLayerAssets() const


code: static const [FName](API\Runtime\Core\UObject\FName) GetDataLayerAssetsPropertyName()


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


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances() const


description: Deprecated* UseGetDataLayerInstances()with no parameters instead

code: [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances ( const [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * WorldDataLayers ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstancesForLevel() const


code: static const [FName](API\Runtime\Core\UObject\FName) GetDataLayerPropertyName()


description: Retrieves actor's name used for logging, or string "NULL" if Actor is null

code: static [FString](API\Runtime\Core\Containers\FString) GetDebugName ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns this actor's default label (does not include any numeric suffix). Actor labels are only available in development builds.

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


description:
Returns this actor's default attachment component for attaching children to
The scene component to be used as parent

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


description: Returns the distance from this Actor to OtherActor.

code: float GetDistanceTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Returns the dot product from this Actor to OtherActor. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

code: float GetDotProductTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Temporary interim solution to gather asset registry data at save time only. Can depend on the target platform being saved for.

code: virtual void GetExtendedAssetRegistryTagsForSave ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns aFFolderthat contains the actor folder path and its folder root object.


description: Returns actor folder guid. If level is not using actor folder objects, returns an invalid guid.

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetFolderGuid ( bool bDirectAccess ) const


description: Returns this actor's folder path. Actor folder paths are only available in development builds.


description: Returns the actor's folder root object. Null, is interpreted as the actor's world.


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

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


description: Gets the GameInstance that ultimately contains this actor cast to the template type. May return NULL if the cast fails.

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


description: Gets the property name for bHidden. This exists so subclasses don't need to have direct access to the bHidden property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetHiddenPropertyName()


description: The number of seconds (in game time) since this Actor was created, relative to Get Game Time In Seconds.

code: float GetGameTimeSinceCreation() const


description: Return the HLOD layer that should include this actor.

code: [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetHLODLayer() const


description: Gets the property name for HLODLayer.

code: static const [FName](API\Runtime\Core\UObject\FName) GetHLODLayerPropertyName()


description: Returns the distance from this Actor to OtherActor, ignoring Z.

code: float GetHorizontalDistanceTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Return the list of components to use when building the HLOD representation of this actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > GetHLODRelevantComponents() const


description: Returns the dot product from this Actor to OtherActor, ignoring Z. Returns -2.0 on failure. Returns 0.0 for coincidental actors.

code: float GetHorizontalDotProductTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Gets the GameInstance that ultimately contains this actor.

code: [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


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

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


description: Gets the value of the input axis key if input is enabled for this actor.

code: float GetInputAxisKeyValue ( const [FKey](API\Runtime\InputCore\FKey) InputAxisKey ) const


description: Gets the value of the input axis if input is enabled for this actor.

code: float GetInputAxisValue ( const [FName](API\Runtime\Core\UObject\FName) InputAxisName ) const


code: FVector GetInputVectorAxisValue ( const [FKey](API\Runtime\InputCore\FKey) InputAxisKey ) const


description: Returns the instance components array

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & GetInstanceComponents() const


description: Returns the instigator for this actor, or nullptr if there is none.

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


description:
Get the instigator, cast as a specific class.
The instigator for this actor if it is the specified type, nullptr otherwise.

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


description: Returns the instigator's controller for this actor, or nullptr if there is none.

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


description:
Returns the instigator's controller, cast as a specific class.
The instigator's controller for this actor if it is the specified type, nullptr otherwise.

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


description: Gets the property name for Instigator. This exists so subclasses don't need to have direct access to the Instigator property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetInstigatorPropertyName()


description: Returns whether replication is enabled or not.

code: bool GetIsReplicated() const


description: Returns true if this actor is spatially loaded.

code: bool GetIsSpatiallyLoaded() const


description: Returns the most recent time any of this actor's components were rendered

code: virtual float GetLastRenderTime() const


description: Gets the property name for bIsSpatiallyLoaded.

code: static const [FName](API\Runtime\Core\UObject\FName) GetIsSpatiallyLoadedPropertyName()


description: Return theULevelthat this Actor is part of.

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevel() const


description: Return the FTransform of the level this actor is a part of.

code: FTransform GetLevelTransform() const


description: Get the remaining lifespan of this actor. If zero is returned the actor lives forever.

code: virtual float GetLifeSpan() const


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

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


description: Returns how much control the local machine has over this actor.

code: ENetRole GetLocalRole() const


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

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


description: Returns the net driver that this actor is bound to, may be null

code: [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * GetNetDriver() const


description: Returns true if the actor should be dormant for a specific net connection. Only checked for DORM_DormantPartial

code: virtual bool GetNetDormancy ( const FVector & ViewPos, const FVector & ViewDir, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Viewer, [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * InChannel, float Time, bool bLowBandwidth )


description: Returns name of the net driver associated with this actor (all RPCs will go out via this connection)


description: IsNetMode()

code: ENetMode GetNetMode() const


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

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


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

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


description:
Function used to prioritize actors when deciding which to replicate
Priority of this actor for replication, higher is more important

code: virtual float GetNetPriority ( const FVector & ViewPos, const FVector & ViewDir, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Viewer, [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * InChannel, float Time, bool bLowBandwidth )


description: Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself.

code: void GetOverlappingActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OverlappingActors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ClassFilter ) const


description: Returns NumUncachedStaticLightingInteractions for this actor

code: const int32 GetNumUncachedStaticLightingInteractions() const


description: Returns set of actors this actor is overlapping (any component overlapping any component). Does not return itself.

code: void GetOverlappingActors ( [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OverlappingActors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ClassFilter ) const


description: Returns list of components this actor is overlapping.

code: void GetOverlappingComponents ( [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OverlappingComponents ) const


description: Returns set of components this actor is overlapping.

code: void GetOverlappingComponents ( [TSet](API\Runtime\Core\Containers\TSet)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OverlappingComponents ) const


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

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


description: Templated version ofGetOwner(), will return nullptr if cast fails

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


description: If this Actor was created by a Child Actor Component returns that Child Actor Component

code: [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * GetParentComponent() const


description: If this Actor was created by a Child Actor Component returns the Actor that owns that Child Actor Component

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


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


description: Get the physics volume that is currently applied to this Actor (there can only ever be one)

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


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

code: FVector GetPivotOffset() const


description: Get the extent used when placing this actor in the editor, used for 'pulling back' hit.

code: FVector GetPlacementExtent() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Return the RayTracingGroupId for this actor.

code: int32 GetRayTracingGroupId() const


description: Returns how much control the remote machine has over this actor.

code: ENetRole GetRemoteRole() const


description:
Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay.
Priority of this actor for replays, higher is more important

code: virtual float GetReplayPriority ( const FVector & ViewPos, const FVector & ViewDir, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Viewer, [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) *const InChannel, float Time )


description: Returns a constant reference to the replicated components set

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & GetReplicatedComponents() const


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

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


description: This exists so subclasses don't need to have direct access to the Role property so it can be made private later.

code: const [FRepMovement](API\Runtime\Engine\Engine\FRepMovement) & GetReplicatedMovement() const


description: This exists so subclasses don't need to have direct access to the ReplicatedMovement property so it can be made private later.


description: Gets the property name for bReplicateMovement. This exists so subclasses don't need to have direct access to the bReplicateMovement property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetReplicateMovementPropertyName()


description: Get the error threshold in centimeters before this object should enforce a resimulation to trigger.

code: float GetResimulationThreshold() const


description: Gets the property name for Role. This exists so subclasses don't need to have direct access to the Role property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetRolePropertyName()


description: Returns this actor's root component.

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


description: Returns top most selection parent

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


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

code: virtual [FName](API\Runtime\Core\UObject\FName) GetRuntimeGrid() const


description: Gets the property name for RuntimeGrid.

code: static const [FName](API\Runtime\Core\UObject\FName) GetRuntimeGridPropertyName()


description: Returns the actor attachement parent that should be used in editor

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


description: Returns immediate selection parent

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


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

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


description: Returns collision extents vector for this Actor, based onGetSimpleCollisionCylinder().


description: Returns the half height of the collision cylinder fromGetSimpleCollisionCylinder().


description: Returns the radius of the collision cylinder fromGetSimpleCollisionCylinder().

code: float GetSimpleCollisionRadius() const


description: Returns the squared distance from this Actor to OtherActor.

code: float GetSquaredDistanceTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Similar to GetReferencedContentObjects, but for soft referenced objects

code: virtual bool GetSoftReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SoftObjects ) const


description: Returns the squared distance from this Actor to OtherActor, ignoring Z.

code: float GetSquaredHorizontalDistanceTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


description: Returns the optimal location to fire weapons at this actor

code: virtual FVector GetTargetLocation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * RequestedBy ) const


description: Returns a list of sub-objects that have stable names for networking

code: virtual void GetSubobjectsWithStableNamesForNetworking ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjList )


description: If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority) on clients to which it was being replicated.

code: bool GetTearOff() const


description: Gets whether this actor can tick when paused.

code: bool GetTickableWhenPaused()


description:
Get the actor-to-world transform.
The transform that transforms from actor space to world space.

code: const FTransform & GetTransform() const


description: Get the method used toUpdateOverlaps()when loaded via level streaming. Resolves the 'UseConfigDefault' option to the class default specified in config.


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

code: virtual FVector GetVelocity() const


description: Returns the distance from this Actor to OtherActor, ignoring XY.

code: float GetVerticalDistanceTo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


description: Getter for the cached world pointer, will return null if the actor is not actually spawned in a level

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Returns the WorldSettings for the World the actor is in If you'd like to know whatUWorldthis placed actor (not dynamic spawned actor) belong to, useGetTypedOuter()

code: [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * GetWorldSettings() const


description: Get the timer instance from the actors world

code: [FTimerManager](API\Runtime\Engine\FTimerManager) & GetWorldTimerManager() const


description: Finish initializing the component and register tick functions and beginplay if it's the proper time to do so.

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


description: Returns true if the actor contains an active camera component

code: virtual bool HasActiveCameraComponent() const


description: Returns true if the actor contains an active locked to HMD camera component

code: virtual bool HasActivePawnControlCameraComponent() const


description: Returns whether an actor has had BeginPlay called on it (and not subsequently had EndPlay called)

code: bool HasActorBegunPlay() const


description: Returns bHasRegisteredAllComponents which indicates whether this actor has registered all their components without unregisatering all of them them. bHasRegisteredAllComponents is set true just beforePostRegisterAllComponents()is called and false just beforePostUnregisterAllComponents()is called.


description: Returns whether this actor has network authority

code: bool HasAuthority() const


description: Returns true if Actor has deferred theRegisterAllComponents()call at spawn time (e.g. pending Blueprint SCS execution to set up a scene root component).


description: Indicates whether this actor can provide HLOD relevant components.

code: virtual bool HasHLODRelevantComponents() const


description:
Does this actor have a locally controlled owner responsible for replication? (APlayerControllertypically)
true if this actor can call RPCs or false if no such owner chain exists

code: virtual bool HasLocalNetOwner() const


description:
Does this actor have an owner responsible for replication? (APlayerControllertypically)
true if this actor can call RPCs or false if no such owner chain exists

code: virtual bool HasNetOwner() const


description: Returns true if the actor's class has a non trivial user construction script.


description: Deprecated* UseHasDataLayers()instead

code: bool HasValidDataLayers() const


description: Returns true if Actor has a registered root component

code: bool HasValidRootComponent()


description:
Incrementally registers components associated with this actor, used during level streaming
true when all components were registered for this actor

code: bool IncrementalRegisterComponents ( int32 NumComponentsToRegister, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Iterate over components array and call InitializeComponent, which happens once per actor

code: void InitializeComponents()


code: virtual float InternalTakePointDamage ( float Damage, struct [FPointDamageEvent](API\Runtime\Engine\Engine\FPointDamageEvent) const & PointDamageEvent, class [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


code: virtual float InternalTakeRadialDamage ( float Damage, struct [FRadialDamageEvent](API\Runtime\Engine\Engine\FRadialDamageEvent) const & RadialDamageEvent, class [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Invalidate lighting cache with default options.

code: void InvalidateLightingCache()


description: Returns whether an actor is in the process of beginning play

code: bool IsActorBeginningPlay() const


description: Returns whether an actor is beginning play inDispatchBeginPlay()during level streaming (which includes initial level load).


description: Returns true if this actor is currently being destroyed, some gameplay events may be unsafe

code: bool IsActorBeingDestroyed() const


description: Tells if an object owned by a component has been registered as a replicated subobject of the component

code: bool IsActorComponentReplicatedSubObjectRegistered ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * OwnerComponent, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject ) const


description: Returns whether an actor has been initialized for gameplay

code: bool IsActorInitialized() const


description:
Returns if this actor's current label is editable. Actor labels are only available in development builds.
The editable status of the actor's label

code: bool IsActorLabelEditable() const


description: Returns if actor or selection parent is selected


description: Returns whether this actor has tick enabled or not

code: bool IsActorTickEnabled() const


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


description: Invalidates anything produced by the last lighting build.

code: virtual void InvalidateLightingCacheDetailed ( bool bTranslationOnly )


description:
Iterates up the attachment chain to see whether or not this Actor is attached to the given Actor
true if this Actor is attached on Other Actor

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


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

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


description: Returns whether this Actor was spawned by a child actor component

code: bool IsChildActor() const


description: Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles

code: virtual bool IsComponentRelevantForNavigation ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


description: DataLayers functions.

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


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Defines if preview should be shown when you select an actor, but none of its children

code: virtual bool IsDefaultPreviewEnabled() const


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


description: Returns true if this actor is allowed to be displayed, selected and manipulated by the editor.

code: bool IsEditable() const


description: This exists so subclasses don't need to have direct access to the bHidden property so it can be made private later.

code: bool IsHidden() const


description: Returns if level should keep a reference to the external actor for PIE (used for always loaded actors).


description: Returns true if this actor is hidden in the editor viewports, also checking temporary flags.

code: virtual bool IsHiddenEd() const


description: Returns true if the actor is hidden upon editor startup/by default, false if it is not

code: bool IsHiddenEdAtStartup() const


description: Indicates whether this actor contributes to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: If true, the actor belongs to a level instance which is currently being edited.

code: virtual bool IsInEditingLevelInstance() const


description: Returns true if this actor is contained by TestLevel.

code: bool IsInLevel ( const class [ULevel](API\Runtime\Engine\Engine\ULevel) * TestLevel ) const


description: Returns whether this Actor is in the persistent level, i.e. not a sublevel

code: bool IsInPersistentLevel ( bool bIncludeLevelStreamingPersistent ) const


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

code: virtual bool IsLevelBoundsRelevant() const


description: Returns true if this actor should be shown in the scene outliner

code: virtual bool IsListedInSceneOutliner() const


description: Returns true if actor location should be locked.

code: virtual bool IsLockLocation() const


description: Used to check if Actor is the main actor of a package (currently Child Actors are not)

code: bool IsMainPackageActor() const


description: Whether this actor should be ignored when it is not loaded as part of the Main World (Persistent Level). eg. Will not be loaded through Level Instances.

code: bool IsMainWorldOnly() const


description: IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

code: virtual bool IsNameStableForNetworking() const


description: Test whether net mode is the given mode. In optimized non-editor builds this can be more efficient thanGetNetMode()because it can check the static build flags without considering PIE.

code: bool IsNetMode ( ENetMode Mode ) const


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

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


description: Returns true if this is a replicated actor that was placed in the map

code: bool IsNetStartupActor() const


description:
Check whether any component of this Actor is overlapping any component of another Actor.
Whether any component of this Actor is overlapping any component of another Actor.

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


description: See if this actor is owned by TestOwner.

code: bool IsOwnedBy ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TestOwner ) const


description:
Returns true if this actor has begun the destruction process. This is set to true inUWorld::DestroyActor, after the network connection has been closed but before any other shutdown has been performed.
true if this actor has begun destruction, or if this actor has been destroyed already.

code: bool IsPendingKillPending() const


code: bool IsPropertyChangedAffectingDataLayers ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description:
Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner
bool - true if this actor should be considered the owner

code: virtual bool IsRelevancyOwnerFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ReplicatedActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ConnectionActor ) const


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

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


description: Tells if the component has been registered as a replicated component

code: bool IsReplicatedActorComponentRegistered ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ReplicatedComponent ) const


description: Tells if the object has been registered as a replicated subobject of this actor

code: bool IsReplicatedSubObjectRegistered ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject ) const


description: This exists so subclasses don't need to have direct access to the bReplicateMovement property so it can be made private later.

code: bool IsReplicatingMovement() const


description: Gives the actor a chance to pause replication to a player represented by the passed in actor - only called on server

code: virtual bool IsReplicationPausedForConnection ( const [FNetViewer](API\Runtime\Engine\GameFramework\FNetViewer) & ConnectionOwnerNetViewer )


description: Returns true if the root component is registered and has collision enabled.

code: virtual bool IsRootComponentCollisionRegistered() const


description: See if the root component has Mobility ofEComponentMobility::Movable

code: bool IsRootComponentMovable() const


description: See if the root component has ModifyFrequency of MF_Static

code: bool IsRootComponentStatic() const


description: See if the root component has Mobility ofEComponentMobility::Stationary

code: bool IsRootComponentStationary() const


description: Returns if this actor is currently running the User Construction Script


code: virtual bool IsRuntimeOnly() const


description: Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.

code: virtual bool IsSelectable() const


description: Test the selection state of aUObjecttrue if the object is selected, false otherwise.

code: virtual bool IsSelectedInEditor() const


description: Returns whether this Actor is part of another's actor selection

code: virtual bool IsSelectionChild() const


description: Returns whether this actor can select its attached actors

code: virtual bool IsSelectionParentOfAttachedActors() const


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


description: Returns whether or not this actor was explicitly hidden in the editor for the duration of the current editor session

code: bool IsTemporarilyHiddenInEditor ( bool bIncludeParent ) const


description: Used to know if actor supports some editor operations. (Delete, Replace)

code: virtual bool IsUserManaged() const


description: Returns true if this actor is replicating SubObjects & ActorComponents via the registration list. Returns false when it replicates them via the virtual ReplicateSubobjects method.


description:
Determines whether or not the distance between the given SrcLocation and the Actor's location is within the net relevancy distance. Actors outside relevancy distance may not be replicated.
True if the actor is within net relevancy distance, false otherwise.

code: bool IsWithinNetRelevancyDistance ( const FVector & SrcLocation ) const


description: Adds a delta to the location of this component in its local reference frame.

code: void K2_AddActorLocalOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the rotation of this component in its local reference frame

code: void K2_AddActorLocalRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the transform of this component in its local reference frame

code: void K2_AddActorLocalTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the location of this actor in world space.

code: void K2_AddActorWorldOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the rotation of this actor in world space.

code: void K2_AddActorWorldRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1).

code: void K2_AddActorWorldTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: DEPRECATED - UseAttachToComponent()instead

code: void K2_AttachRootComponentTo ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InParent, [FName](API\Runtime\Core\UObject\FName) InSocketName, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) AttachLocationType, bool bWeldSimulatedBodies )


description: Adds a delta to the transform of this actor in world space. Scale is unchanged.

code: void K2_AddActorWorldTransformKeepScale ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description: DEPRECATED - UseAttachToActor()instead

code: void K2_AttachRootComponentToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InParentActor, [FName](API\Runtime\Core\UObject\FName) InSocketName, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) AttachLocationType, bool bWeldSimulatedBodies )


description:
Attaches the RootComponent of this Actor to the supplied actor, optionally at a named socket.
Whether the attachment was successful or not

code: bool K2_AttachToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, [FName](API\Runtime\Core\UObject\FName) SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies )


description:
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
Whether the attachment was successful or not

code: bool K2_AttachToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies )


description: Destroy the actor

code: virtual void K2_DestroyActor()


description: Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to.

code: void K2_DetachFromActor ( EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule )


description: Returns the location of the RootComponent of this Actor

code: FVector K2_GetActorLocation() const


description: Returns rotation of the RootComponent of this Actor.

code: FRotator K2_GetActorRotation() const


description: Gets all the components that inherit from the given class. Currently returns an array ofUActorComponentwhich must be cast to the correct type. This intended to only be used by blueprints. UseGetComponents()in C++.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > K2_GetComponentsByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass ) const


description: Returns the RootComponent of this Actor

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * K2_GetRootComponent() const


description: Event called when this Actor becomes the view target for the given PlayerController.

code: void K2_OnBecomeViewTarget ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Event called when this Actor is no longer the view target for the given PlayerController.

code: void K2_OnEndViewTarget ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Event called when this Actor is reset to its initial state - used when restarting level without reloading.

code: void K2_OnReset()


description:
Move the Actor to the specified location.
Whether the location was successfully set (if not swept), or whether movement occurred at all (if swept).

code: bool K2_SetActorLocation ( FVector NewLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: bool K2_SetActorLocationAndRotation ( FVector NewLocation, FRotator NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_SetActorRelativeLocation ( FVector NewRelativeLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_SetActorRelativeRotation ( FRotator NewRelativeRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: void K2_SetActorRelativeTransform ( const FTransform & NewRelativeTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


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

code: bool K2_SetActorRotation ( FRotator NewRotation, bool bTeleportPhysics )


description: Set the Actors transform to the specified one.

code: bool K2_SetActorTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepHitResult, bool bTeleport )


description:
Teleport this actor to a new location. If the actor doesn't fit exactly at the location specified, tries to slightly move it out of walls and such.
true if the actor has been successfully moved, or false if it couldn't fit.

code: bool K2_TeleportTo ( FVector DestLocation, FRotator DestRotation )


description: Called when the lifespan of an actor expires (if it has one).

code: virtual void LifeSpanExpired()


description: Trigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.

code: void MakeNoise ( float Loudness, [APawn](API\Runtime\Engine\GameFramework\APawn) * NoiseInstigator, FVector NoiseLocation, float MaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )


className: MakeNoiseDelegate

code: static FMakeNoiseDelegate MakeNoiseDelegate = FMakeNoiseDelegate::CreateStatic(&AActor::MakeNoiseImpl);


description: Default Implementation of MakeNoise

code: static void MakeNoiseImpl ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NoiseMaker, float Loudness, [APawn](API\Runtime\Engine\GameFramework\APawn) * NoiseInstigator, const FVector & NoiseLocation, float MaxRange, [FName](API\Runtime\Core\UObject\FName) Tag )


description: Called to mark all components as garbage when the actor is being destroyed

code: virtual void MarkComponentsAsGarbage ( bool bModify )


description: Deprecated* Use MarkComponentsAsGarbage instead.


description: Flags all component's render state as dirty

code: void MarkComponentsRenderStateDirty()


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


code: virtual bool NeedsLoadForTargetPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Event when this actor has the mouse moved over it with the clickable interface.


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

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


description: Event when this actor has the mouse moved off of it with the clickable interface.

code: virtual void NotifyActorEndCursorOver()


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


description: Event when this actor is clicked by the mouse when using the clickable interface.

code: virtual void NotifyActorOnClicked ( [FKey](API\Runtime\InputCore\FKey) ButtonPressed )


description: Event when this actor is touched when click events are enabled.

code: virtual void NotifyActorOnInputTouchBegin ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor is under the finger when untouched when click events are enabled.

code: virtual void NotifyActorOnInputTouchEnd ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor has a finger moved over it with the clickable interface.

code: virtual void NotifyActorOnInputTouchEnter ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor has a finger moved off of it with the clickable interface.

code: virtual void NotifyActorOnInputTouchLeave ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor is under the mouse when left mouse button is released while using the clickable interface.

code: virtual void NotifyActorOnReleased ( [FKey](API\Runtime\InputCore\FKey) ButtonReleased )


description: When receiving a hit from another object's movement (bSelfMoved is false), the directions of 'Hit.Normal' and 'Hit.ImpactNormal' will be adjusted to indicate force from the other object against this object.

code: virtual void NotifyHit ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * MyComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Allows for a specific response from the actor when the actor channel is opened (client side)

code: virtual void OnActorChannelOpen ( class [FInBunch](API\Runtime\Engine\Net\FInBunch) & InBunch, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


description: Called when the we detach the actor from the external package. Temporary fix to allow the actor to fixup and rename any objects outered to the external package.

code: virtual void OnDetachExternalPackage()


description: Handles cleaning up the associated Actor when killing the connection

code: virtual void OnNetCleanup ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Called on actor which initiated the PIE session

code: virtual void OnPlayFromHere()


description: Called when the we reattach the actor to the external package. Temporary fix to allow the actor to fixup and rename any objects outered to the external package.


description: Called on client when updated AttachmentReplication value is received for this actor.


description: Called on clients when Instigator is replicated.

code: virtual void OnRep_Instigator()


description: Called when owner changes, does nothing by default but can be overridden

code: virtual void OnRep_Owner()


description: ReplicatedMovement struct replication event

code: virtual void OnRep_ReplicatedMovement()


description: Called on client when updated bReplicateMovement value is received for this actor.

code: virtual void OnRep_ReplicateMovement()


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

code: virtual void OnSerializeNewActor ( class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & OutBunch )


description: Called on the actor when a subobject is dynamically destroyed via replication

code: virtual void OnSubobjectDestroyFromReplication ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Subobject )


description: Used to allow actor classes to open an actor specific editor

code: virtual bool OpenAssetEditor()


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

code: virtual void OutsideWorldBounds()


description: Utility function for validating that a component is correctly in its Owner's OwnedComponents array

code: bool OwnsComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


description: Populate the duplication seed when duplicating the actor for PIE. This allows objects to be remapped to existing objects rather than duplicating.

code: virtual void PopulatePIEDuplicationSeed ( [FDuplicationSeedInterface](API\Runtime\Engine\GameFramework\AActor\FDuplicationSeedInterface) & DupSeed )


description: Called after the actor has run its construction. Responsible for finishing the actor spawn process.

code: void PostActorConstruction()


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Called after instancing a new Blueprint Component from either a template or cooked data.

code: void PostCreateBlueprintComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NewActorComp )


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

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after applying a transaction to the object in cases where transaction annotation was provided. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation )


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

code: virtual void PostInitializeComponents()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

code: virtual void PostLoadSubobjects ( [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * OuterInstanceGraph )


description: Always called immediately after spawning and reading in replicated properties

code: virtual void PostNetInit()


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

code: virtual void PostNetReceive()


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


description: Update and smooth simulated physic state, replaces PostNetReceiveLocation() andPostNetReceiveVelocity()


description: Always called immediately after a new Role is received from the remote.

code: virtual void PostNetReceiveRole()


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

code: virtual void PostNetReceiveVelocity ( const FVector & NewVelocity )


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


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Hook to allow actors to render HUD overlays for themselves. Called fromAHUD::DrawActorOverlays().

code: virtual void PostRenderFor ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, FVector CameraPosition, FVector CameraDir )


description: Deprecated* Use version that takesFObjectPostSaveRootContextinstead.

code: virtual void PostSaveRoot ( bool bCleanupIsRequired )


description: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


description: Called after the actor is spawned in the world. Responsible for setting up actor for play.

code: void PostSpawnInitialize ( FTransform const & SpawnTransform, [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwner, [APawn](API\Runtime\Engine\GameFramework\APawn) * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod )


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Called after all currently registered components are cleared


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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

code: virtual void PreInitializeComponents()


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

code: virtual void PreNetReceive()


description: Called before all the components in the Components array are registered, called both in editor and during gameplay

code: virtual void PreRegisterAllComponents()


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

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


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

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


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual void PreSave ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Deprecated* Use version that takesFObjectPreSaveRootContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSbool PreSaveRoot ( const TCHAR * InFilename )


description: Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

code: virtual void PreSaveRoot ( [FObjectPreSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveRootContext) ObjectSaveContext )


description: Called by VM to execute aUFunctionwith a filled inUStructof parameters

code: virtual void ProcessEvent ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms )


description: CallsPrestreamTextures()for all the actor's meshcomponents.

code: virtual void PrestreamTextures ( float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups )


className: ProcessEventDelegate

description: Delegate for globally hooking ProccessEvent calls - used by a non-public testing plugin


description: Runs UserConstructionScript, delays component registration until it's complete.

code: void ProcessUserConstructionScript()


description: Push Foundation Editing state to primitive scene proxy

code: virtual void PushLevelInstanceEditingStateToProxies ( bool bInEditingState )


description: Push Selection to actor

code: virtual void PushSelectionToProxies()


description: Event when this actor has the mouse moved over it with the clickable interface.

code: void ReceiveActorBeginCursorOver()


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

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


description: Event when this actor has the mouse moved off of it with the clickable interface.

code: void ReceiveActorEndCursorOver()


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


description: Event when this actor is clicked by the mouse when using the clickable interface.

code: void ReceiveActorOnClicked ( [FKey](API\Runtime\InputCore\FKey) ButtonPressed )


description: Event when this actor is touched when click events are enabled.

code: void ReceiveActorOnInputTouchBegin ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor is under the finger when untouched when click events are enabled.

code: void ReceiveActorOnInputTouchEnd ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor has a finger moved over it with the clickable interface.

code: void ReceiveActorOnInputTouchEnter ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor has a finger moved off of it with the clickable interface.

code: void ReceiveActorOnInputTouchLeave ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex )


description: Event when this actor is under the mouse when left mouse button is released while using the clickable interface.

code: void ReceiveActorOnReleased ( [FKey](API\Runtime\InputCore\FKey) ButtonReleased )


description: Event when this actor takes ANY damage

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


description: Event when play begins for this actor.

code: void ReceiveBeginPlay()


description: Event called every physics tick if bAsyncPhysicsTickEnabled is true

code: void ReceiveAsyncPhysicsTick ( float DeltaSeconds, float SimSeconds )


description: Called when the actor has been explicitly destroyed.

code: void ReceiveDestroyed()


description: Event to notify blueprints this actor is being deleted or removed from a level.

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


description: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.

code: void ReceiveHit ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * MyComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Event when this actor takes POINT damage

code: void ReceivePointDamage ( float Damage, const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) * DamageType, FVector HitLocation, FVector HitNormal, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * HitComponent, [FName](API\Runtime\Core\UObject\FName) BoneName, FVector ShotFromDirection, class [AController](API\Runtime\Engine\GameFramework\AController) * InstigatedBy, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitInfo )


description: Event when this actor takes RADIAL damage

code: void ReceiveRadialDamage ( float DamageReceived, const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) * DamageType, FVector Origin, const struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitInfo, class [AController](API\Runtime\Engine\GameFramework\AController) * InstigatedBy, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Event called every frame, if ticking is enabled

code: void ReceiveTick ( float DeltaSeconds )


description: Virtual call chain to register all tick functions for the actor class hierarchy

code: virtual void RegisterActorTickFunctions ( bool bRegister )


description: When called, will call the virtual call chain to register all of the tick functions for both the actor and optionally all components Do not override this function or make it virtual

code: void RegisterAllActorTickFunctions ( bool bRegister, bool bDoComponents )


description: Ensure that all the components in the Components array are registered

code: virtual void RegisterAllComponents()


description: Unregister a SubObject owned by an ActorComponent so it stops being replicated.

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


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > RemoveAllDataLayers()


code: bool RemoveDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerInstance )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand use RemoveDataLayer(UDataLayerInstance*)

code: bool RemoveDataLayer ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayer )


description: Deprecated* Use UDataLayerInstance::RemoveDataLayer(AActor*) instead.

code: bool RemoveDataLayer ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand use RemoveDataLayer(UDataLayerAsset*)

code: bool RemoveDataLayer ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer )


description: Removes a component from the instance components array

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


description: Removes a component from the OwnedComponents array of the Actor. In general this should not need to be called directly by anything other thanUActorComponentfunctions

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


description: Unregister a SubObject to stop replicating it's properties to clients. This does not remove or delete it from connections where it was already replicated.Bydefault a replicated subobject gets deleted on clients when the original pointer on the authority becomes invalid. If you want to immediately remove it from client use the DestroyReplicatedSubObjectOnRemotePeers or TearOffReplicatedSubObject functions instead of this one.

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


description: Remove tick dependency on PrerequisiteActor.

code: virtual void RemoveTickPrerequisiteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PrerequisiteActor )


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


description: Remove tick dependency on PrerequisiteComponent.

code: virtual void RemoveTickPrerequisiteComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * PrerequisiteComponent )