Class GameplayStatics
Inheritance
System.Object
GameplayStatics
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class GameplayStatics : BlueprintFunctionLibrary
Properties
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static GameplayStatics DefaultObject { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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ActivateReverbEffect(UObject, ReverbEffect, Name, Single, Single, Single)
Activates a Reverb Effect without the need for a volume
@
Declaration
public static void ActivateReverbEffect(UObject WorldContextObject, ReverbEffect ReverbEffect, Name TagName, float Priority, float Volume, float FadeTime)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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ReverbEffect |
ReverbEffect |
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Name |
TagName |
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System.Single |
Priority |
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System.Single |
Volume |
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System.Single |
FadeTime |
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ApplyDamage(Actor, Single, Controller, Actor, SubclassOf<DamageType>)
Hurts the specified actor with generic damage.
Declaration
public static float ApplyDamage(Actor DamagedActor, float BaseDamage, Controller EventInstigator, Actor DamageCauser, SubclassOf<DamageType> DamageTypeClass)
Parameters
Returns
Type |
Description |
System.Single |
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ApplyPointDamage(Actor, Single, Vector, HitResult, Controller, Actor, SubclassOf<DamageType>)
Hurts the specified actor with the specified impact.
Declaration
public static float ApplyPointDamage(Actor DamagedActor, float BaseDamage, Vector HitFromDirection, HitResult HitInfo, Controller EventInstigator, Actor DamageCauser, SubclassOf<DamageType> DamageTypeClass)
Parameters
Returns
Type |
Description |
System.Single |
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ApplyRadialDamage(UObject, Single, Vector, Single, SubclassOf<DamageType>, Byte, Actor, Controller, Boolean, Byte)
Hurt locally authoritative actors within the radius.
Declaration
public static bool ApplyRadialDamage(UObject WorldContextObject, float BaseDamage, Vector Origin, float DamageRadius, SubclassOf<DamageType> DamageTypeClass, byte IgnoreActors, Actor DamageCauser, Controller InstigatedByController, bool bDoFullDamage, byte DamagePreventionChannel)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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System.Single |
BaseDamage |
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Vector |
Origin |
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System.Single |
DamageRadius |
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SubclassOf<DamageType> |
DamageTypeClass |
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System.Byte |
IgnoreActors |
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Actor |
DamageCauser |
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Controller |
InstigatedByController |
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System.Boolean |
bDoFullDamage |
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System.Byte |
DamagePreventionChannel |
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Returns
Type |
Description |
System.Boolean |
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ApplyRadialDamageWithFalloff(UObject, Single, Single, Vector, Single, Single, Single, SubclassOf<DamageType>, Byte, Actor, Controller, Byte)
Hurt locally authoritative actors within the radius.
Declaration
public static bool ApplyRadialDamageWithFalloff(UObject WorldContextObject, float BaseDamage, float MinimumDamage, Vector Origin, float DamageInnerRadius, float DamageOuterRadius, float DamageFalloff, SubclassOf<DamageType> DamageTypeClass, byte IgnoreActors, Actor DamageCauser, Controller InstigatedByController, byte DamagePreventionChannel)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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System.Single |
BaseDamage |
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System.Single |
MinimumDamage |
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Vector |
Origin |
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System.Single |
DamageInnerRadius |
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System.Single |
DamageOuterRadius |
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System.Single |
DamageFalloff |
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SubclassOf<DamageType> |
DamageTypeClass |
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System.Byte |
IgnoreActors |
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Actor |
DamageCauser |
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Controller |
InstigatedByController |
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System.Byte |
DamagePreventionChannel |
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Returns
Type |
Description |
System.Boolean |
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AreAnyListenersWithinRange(UObject, Vector, Single)
Determines if any audio listeners are within range of the specified location
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Declaration
public static bool AreAnyListenersWithinRange(UObject WorldContextObject, Vector Location, float MaximumRange)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Vector |
Location |
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System.Single |
MaximumRange |
|
Returns
Type |
Description |
System.Boolean |
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AreSubtitlesEnabled()
Returns whether or not subtitles are currently enabled.
Declaration
public static bool AreSubtitlesEnabled()
Returns
Type |
Description |
System.Boolean |
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Spawns an instance of an actor class, but does not automatically run its construction script.
Declaration
public static Actor BeginDeferredActorSpawnFromClass(UObject WorldContextObject, SubclassOf<Actor> ActorClass, Transform SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, Actor Owner)
Parameters
Returns
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Spawns an instance of a blueprint, but does not automatically run its construction script.
Declaration
public static Actor BeginSpawningActorFromBlueprint(UObject WorldContextObject, Blueprint Blueprint, Transform SpawnTransform, bool bNoCollisionFail)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Blueprint |
Blueprint |
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Transform |
SpawnTransform |
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System.Boolean |
bNoCollisionFail |
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Returns
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Begin Spawning Actor from Class
Declaration
public static Actor BeginSpawningActorFromClass(UObject WorldContextObject, SubclassOf<Actor> ActorClass, Transform SpawnTransform, bool bNoCollisionFail, Actor Owner)
Parameters
Returns
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Blueprint_PredictProjectilePath_Advanced(UObject, PredictProjectilePathParams)
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc.
Declaration
public static (PredictProjectilePathResult, bool) Blueprint_PredictProjectilePath_Advanced(UObject WorldContextObject, PredictProjectilePathParams PredictParams)
Parameters
Returns
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Blueprint_PredictProjectilePath_ByObjectType(UObject, Vector, Vector, Boolean, Single, Byte, Boolean, Byte, Byte, Single, Single, Single, Single)
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc.
Declaration
public static (HitResult, IReadOnlyCollection<Vector>, Vector, bool) Blueprint_PredictProjectilePath_ByObjectType(UObject WorldContextObject, Vector StartPos, Vector LaunchVelocity, bool bTracePath, float ProjectileRadius, byte ObjectTypes, bool bTraceComplex, byte ActorsToIgnore, byte DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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Vector |
StartPos |
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Vector |
LaunchVelocity |
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System.Boolean |
bTracePath |
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System.Single |
ProjectileRadius |
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System.Byte |
ObjectTypes |
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System.Boolean |
bTraceComplex |
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System.Byte |
ActorsToIgnore |
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System.Byte |
DrawDebugType |
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System.Single |
DrawDebugTime |
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System.Single |
SimFrequency |
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System.Single |
MaxSimTime |
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System.Single |
OverrideGravityZ |
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Returns
Type |
Description |
System.ValueTuple<HitResult, System.Collections.Generic.IReadOnlyCollection<Vector>, Vector, System.Boolean> |
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Blueprint_PredictProjectilePath_ByTraceChannel(UObject, Vector, Vector, Boolean, Single, Byte, Boolean, Byte, Byte, Single, Single, Single, Single)
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc.
Declaration
public static (HitResult, IReadOnlyCollection<Vector>, Vector, bool) Blueprint_PredictProjectilePath_ByTraceChannel(UObject WorldContextObject, Vector StartPos, Vector LaunchVelocity, bool bTracePath, float ProjectileRadius, byte TraceChannel, bool bTraceComplex, byte ActorsToIgnore, byte DrawDebugType, float DrawDebugTime, float SimFrequency, float MaxSimTime, float OverrideGravityZ)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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Vector |
StartPos |
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Vector |
LaunchVelocity |
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System.Boolean |
bTracePath |
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System.Single |
ProjectileRadius |
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System.Byte |
TraceChannel |
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System.Boolean |
bTraceComplex |
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System.Byte |
ActorsToIgnore |
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System.Byte |
DrawDebugType |
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System.Single |
DrawDebugTime |
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System.Single |
SimFrequency |
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System.Single |
MaxSimTime |
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System.Single |
OverrideGravityZ |
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Returns
Type |
Description |
System.ValueTuple<HitResult, System.Collections.Generic.IReadOnlyCollection<Vector>, Vector, System.Boolean> |
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BlueprintSuggestProjectileVelocity(UObject, Vector, Vector, Single, Single, Byte, Single, Boolean, Boolean)
Calculates an launch velocity for a projectile to hit a specified point.
Declaration
public static (Vector, bool) BlueprintSuggestProjectileVelocity(UObject WorldContextObject, Vector StartLocation, Vector EndLocation, float LaunchSpeed, float OverrideGravityZ, byte TraceOption, float CollisionRadius, bool bFavorHighArc, bool bDrawDebug)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Vector |
StartLocation |
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Vector |
EndLocation |
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System.Single |
LaunchSpeed |
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System.Single |
OverrideGravityZ |
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System.Byte |
TraceOption |
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System.Single |
CollisionRadius |
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System.Boolean |
bFavorHighArc |
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System.Boolean |
bDrawDebug |
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Returns
Type |
Description |
System.ValueTuple<Vector, System.Boolean> |
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BreakHitResult(HitResult)
Extracts data from a HitResult.
Declaration
public static (bool, bool, float, float, Vector, Vector, Vector, Vector, PhysicalMaterial, Actor, PrimitiveComponent, Name, int, int, Vector, Vector) BreakHitResult(HitResult Hit)
Parameters
Returns
Type |
Description |
System.ValueTuple<System.Boolean, System.Boolean, System.Single, System.Single, Vector, Vector, Vector, System.ValueTuple<Vector, PhysicalMaterial, Actor, PrimitiveComponent, Name, System.Int32, System.Int32, System.ValueTuple<Vector, Vector>>> |
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CancelAsyncLoading()
Cancels all currently queued streaming packages
Declaration
public static void CancelAsyncLoading()
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ClearSoundMixClassOverride(UObject, SoundMix, SoundClass, Single)
Clears the override of the sound class adjuster in the given sound mix.
Declaration
public static void ClearSoundMixClassOverride(UObject WorldContextObject, SoundMix InSoundMixModifier, SoundClass InSoundClass, float FadeOutTime)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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SoundMix |
InSoundMixModifier |
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SoundClass |
InSoundClass |
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System.Single |
FadeOutTime |
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ClearSoundMixModifiers(UObject)
Clear all sound mix modifiers from the audio system *
Declaration
public static void ClearSoundMixModifiers(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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CreatePlayer(UObject, Int32, Boolean)
Create a new player for this game.
Declaration
public static PlayerController CreatePlayer(UObject WorldContextObject, int ControllerId, bool bSpawnPawn)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
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System.Int32 |
ControllerId |
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System.Boolean |
bSpawnPawn |
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Returns
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CreateSaveGameObject(SubclassOf<SaveGame>)
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
Declaration
public static SaveGame CreateSaveGameObject(SubclassOf<SaveGame> SaveGameClass)
Parameters
Returns
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CreateSaveGameObjectFromBlueprint(Blueprint)
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
Declaration
public static SaveGame CreateSaveGameObjectFromBlueprint(Blueprint SaveGameBlueprint)
Parameters
Type |
Name |
Description |
Blueprint |
SaveGameBlueprint |
|
Returns
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CreateSound2D(UObject, SoundBase, Single, Single, Single, SoundConcurrency, Boolean, Boolean)
Creates a sound with no attenuation, perfect for UI sounds.
Declaration
public static AudioComponent CreateSound2D(UObject WorldContextObject, SoundBase Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundConcurrency ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundBase |
Sound |
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System.Single |
VolumeMultiplier |
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System.Single |
PitchMultiplier |
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System.Single |
StartTime |
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SoundConcurrency |
ConcurrencySettings |
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System.Boolean |
bPersistAcrossLevelTransition |
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System.Boolean |
bAutoDestroy |
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Returns
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DeactivateReverbEffect(UObject, Name)
Deactivates a Reverb Effect not applied by a volume
@
Declaration
public static void DeactivateReverbEffect(UObject WorldContextObject, Name TagName)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Name |
TagName |
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DeleteGameInSlot(String, Int32)
Delete a save game in a particular slot.
Declaration
public static bool DeleteGameInSlot(string SlotName, int UserIndex)
Parameters
Type |
Name |
Description |
System.String |
SlotName |
|
System.Int32 |
UserIndex |
|
Returns
Type |
Description |
System.Boolean |
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DeprojectScreenToWorld(PlayerController, Vector2D)
Transforms the given 2D screen space coordinate into a 3D world-space point and direction.
Declaration
public static (Vector, Vector, bool) DeprojectScreenToWorld(PlayerController Player, Vector2D ScreenPosition)
Parameters
Returns
Type |
Description |
System.ValueTuple<Vector, Vector, System.Boolean> |
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DoesSaveGameExist(String, Int32)
See if a save game exists with the specified name.
Declaration
public static bool DoesSaveGameExist(string SlotName, int UserIndex)
Parameters
Type |
Name |
Description |
System.String |
SlotName |
|
System.Int32 |
UserIndex |
|
Returns
Type |
Description |
System.Boolean |
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EnableLiveStreaming(Boolean)
Toggle live DVR streaming.
Declaration
public static void EnableLiveStreaming(bool Enable)
Parameters
Type |
Name |
Description |
System.Boolean |
Enable |
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FindCollisionUV(HitResult, Int32)
Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.
Declaration
public static (Vector2D, bool) FindCollisionUV(HitResult Hit, int UVChannel)
Parameters
Type |
Name |
Description |
HitResult |
Hit |
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System.Int32 |
UVChannel |
|
Returns
Type |
Description |
System.ValueTuple<Vector2D, System.Boolean> |
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'Finish' spawning an actor. This will run the construction script.
Declaration
public static Actor FinishSpawningActor(Actor Actor, Transform SpawnTransform)
Parameters
Returns
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FlushLevelStreaming(UObject)
Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden
Declaration
public static void FlushLevelStreaming(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
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GetAccurateRealTime(UObject)
Declaration
public static (int, float) GetAccurateRealTime(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.ValueTuple<System.Int32, System.Single> |
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GetActorArrayAverageLocation(Byte)
Find the average location (centroid) of an array of Actors
Declaration
public static Vector GetActorArrayAverageLocation(byte Actors)
Parameters
Type |
Name |
Description |
System.Byte |
Actors |
|
Returns
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GetActorArrayBounds(Byte, Boolean)
Bind the bounds of an array of Actors
Declaration
public static (Vector, Vector) GetActorArrayBounds(byte Actors, bool bOnlyCollidingComponents)
Parameters
Type |
Name |
Description |
System.Byte |
Actors |
|
System.Boolean |
bOnlyCollidingComponents |
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Returns
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GetAllActorsOfClass(UObject, SubclassOf<Actor>)
Find all Actors in the world of the specified class.
Declaration
public static IReadOnlyCollection<Actor> GetAllActorsOfClass(UObject WorldContextObject, SubclassOf<Actor> ActorClass)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetAllActorsWithInterface(UObject, SubclassOf<Interface>)
Find all Actors in the world with the specified interface.
Declaration
public static IReadOnlyCollection<Actor> GetAllActorsWithInterface(UObject WorldContextObject, SubclassOf<Interface> Interface)
Parameters
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetAllActorsWithTag(UObject, Name)
Find all Actors in the world with the specified tag.
Declaration
public static IReadOnlyCollection<Actor> GetAllActorsWithTag(UObject WorldContextObject, Name Tag)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Name |
Tag |
|
Returns
Type |
Description |
System.Collections.Generic.IReadOnlyCollection<Actor> |
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GetAudioTimeSeconds(UObject)
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.
Declaration
public static float GetAudioTimeSeconds(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
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GetCurrentLevelName(UObject, Boolean)
Get the name of the currently-open level.
Declaration
public static string GetCurrentLevelName(UObject WorldContextObject, bool bRemovePrefixString)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Boolean |
bRemovePrefixString |
|
Returns
Type |
Description |
System.String |
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GetCurrentReverbEffect(UObject)
Returns the highest priority reverb settings currently active from any source (volumes or manual setting).
Declaration
public static ReverbEffect GetCurrentReverbEffect(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
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GetEnableWorldRendering(UObject)
Returns the world rendering state
@
Declaration
public static bool GetEnableWorldRendering(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Boolean |
|
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GetGameInstance(UObject)
Returns the game instance object
Declaration
public static GameInstance GetGameInstance(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
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GetGameMode(UObject)
Returns the current GameModeBase or Null if it can't be retrieved, such as on the client
Declaration
public static GameModeBase GetGameMode(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
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GetGameState(UObject)
Returns the current GameStateBase or Null if it can't be retrieved
Declaration
public static GameStateBase GetGameState(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
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GetGlobalTimeDilation(UObject)
Gets the current global time dilation.
Declaration
public static float GetGlobalTimeDilation(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
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GetIntOption(String, String, Int32)
Find an option in the options string and return it as an integer.
Declaration
public static int GetIntOption(string Options, string Key, int DefaultValue)
Parameters
Type |
Name |
Description |
System.String |
Options |
|
System.String |
Key |
|
System.Int32 |
DefaultValue |
|
Returns
Type |
Description |
System.Int32 |
|
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GetKeyValue(String)
Break up a key=value pair into its key and value.
Declaration
public static (string, string) GetKeyValue(string Pair)
Parameters
Type |
Name |
Description |
System.String |
Pair |
|
Returns
Type |
Description |
System.ValueTuple<System.String, System.String> |
|
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GetObjectClass(UObject)
Returns the class of a passed in Object, will always be valid if Object is not NULL
Declaration
public static SubclassOf<UObject> GetObjectClass(UObject UObject)
Parameters
Type |
Name |
Description |
UObject |
UObject |
|
Returns
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Returns the string name of the current platform, to perform different behavior based on platform.
Declaration
public static string GetPlatformName()
Returns
Type |
Description |
System.String |
|
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GetPlayerCameraManager(UObject, Int32)
Returns the player's camera manager for the specified player index
Declaration
public static PlayerCameraManager GetPlayerCameraManager(UObject WorldContextObject, int PlayerIndex)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Int32 |
PlayerIndex |
|
Returns
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GetPlayerCharacter(UObject, Int32)
Returns the player character (NULL if the player pawn doesn't exist OR is not a character) at the specified player index
Declaration
public static Character GetPlayerCharacter(UObject WorldContextObject, int PlayerIndex)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Int32 |
PlayerIndex |
|
Returns
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GetPlayerController(UObject, Int32)
Returns the player controller at the specified player index
Declaration
public static PlayerController GetPlayerController(UObject WorldContextObject, int PlayerIndex)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Int32 |
PlayerIndex |
|
Returns
|
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GetPlayerControllerID(PlayerController)
Gets what controller ID a Player is using
@
Declaration
public static int GetPlayerControllerID(PlayerController Player)
Parameters
Returns
Type |
Description |
System.Int32 |
|
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GetPlayerPawn(UObject, Int32)
Returns the player pawn at the specified player index
Declaration
public static Pawn GetPlayerPawn(UObject WorldContextObject, int PlayerIndex)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Int32 |
PlayerIndex |
|
Returns
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GetRealTimeSeconds(UObject)
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped
Declaration
public static float GetRealTimeSeconds(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
|
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GetStreamingLevel(UObject, Name)
Returns level streaming object with specified level package name
Declaration
public static LevelStreaming GetStreamingLevel(UObject WorldContextObject, Name PackageName)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Name |
PackageName |
|
Returns
|
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GetSurfaceType(HitResult)
Returns the EPhysicalSurface type of the given Hit.
Declaration
public static byte GetSurfaceType(HitResult Hit)
Parameters
Returns
Type |
Description |
System.Byte |
|
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GetTimeSeconds(UObject)
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses
Declaration
public static float GetTimeSeconds(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
|
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GetUnpausedTimeSeconds(UObject)
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses
Declaration
public static float GetUnpausedTimeSeconds(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
|
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GetWorldDeltaSeconds(UObject)
Returns the frame delta time in seconds, adjusted by time dilation.
Declaration
public static float GetWorldDeltaSeconds(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Single |
|
|
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GetWorldOriginLocation(UObject)
Returns world origin current location.
Declaration
public static IntVector GetWorldOriginLocation(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
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GrassOverlappingSphereCount(UObject, StaticMesh, Vector, Single)
Counts how many grass foliage instances overlap a given sphere.
Declaration
public static int GrassOverlappingSphereCount(UObject WorldContextObject, StaticMesh StaticMesh, Vector CenterPosition, float Radius)
Parameters
Returns
Type |
Description |
System.Int32 |
|
|
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HasLaunchOption(String)
Checks the commandline to see if the desired option was specified on the commandline (e.
Declaration
public static bool HasLaunchOption(string OptionToCheck)
Parameters
Type |
Name |
Description |
System.String |
OptionToCheck |
|
Returns
Type |
Description |
System.Boolean |
|
|
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HasOption(String, String)
Returns whether a key exists in an options string.
Declaration
public static bool HasOption(string Options, string InKey)
Parameters
Type |
Name |
Description |
System.String |
Options |
|
System.String |
InKey |
|
Returns
Type |
Description |
System.Boolean |
|
|
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IsGamePaused(UObject)
Returns the game's paused state
@
Declaration
public static bool IsGamePaused(UObject WorldContextObject)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Returns
Type |
Description |
System.Boolean |
|
|
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LoadGameFromSlot(String, Int32)
Load the contents from a given slot.
Declaration
public static SaveGame LoadGameFromSlot(string SlotName, int UserIndex)
Parameters
Type |
Name |
Description |
System.String |
SlotName |
|
System.Int32 |
UserIndex |
|
Returns
|
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LoadStreamLevel(UObject, Name, Boolean, Boolean, LatentActionInfo)
Stream the level with the LevelName ; Calling again before it finishes has no effect
Declaration
public static void LoadStreamLevel(UObject WorldContextObject, Name LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, LatentActionInfo LatentInfo)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Name |
LevelName |
|
System.Boolean |
bMakeVisibleAfterLoad |
|
System.Boolean |
bShouldBlockOnLoad |
|
LatentActionInfo |
LatentInfo |
|
|
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MakeHitResult(Boolean, Boolean, Single, Single, Vector, Vector, Vector, Vector, PhysicalMaterial, Actor, PrimitiveComponent, Name, Int32, Int32, Vector, Vector)
Create a HitResult struct
@
Declaration
public static HitResult MakeHitResult(bool bBlockingHit, bool bInitialOverlap, float Time, float Distance, Vector Location, Vector ImpactPoint, Vector Normal, Vector ImpactNormal, PhysicalMaterial PhysMat, Actor HitActor, PrimitiveComponent HitComponent, Name HitBoneName, int HitItem, int FaceIndex, Vector TraceStart, Vector TraceEnd)
Parameters
Returns
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New(UObject, Name)
Spawn an object of this class
Declaration
public static GameplayStatics New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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OpenLevel(UObject, Name, Boolean, String)
Travel to another level
@
Declaration
public static void OpenLevel(UObject WorldContextObject, Name LevelName, bool bAbsolute, string Options)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Name |
LevelName |
|
System.Boolean |
bAbsolute |
|
System.String |
Options |
|
|
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ParseOption(String, String)
Find an option in the options string and return it.
Declaration
public static string ParseOption(string Options, string Key)
Parameters
Type |
Name |
Description |
System.String |
Options |
|
System.String |
Key |
|
Returns
Type |
Description |
System.String |
|
|
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PlayDialogue2D(UObject, DialogueWave, DialogueContext, Single, Single, Single)
Plays a dialogue directly with no attenuation, perfect for UI.
Declaration
public static void PlayDialogue2D(UObject WorldContextObject, DialogueWave Dialogue, DialogueContext Context, float VolumeMultiplier, float PitchMultiplier, float StartTime)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
DialogueWave |
Dialogue |
|
DialogueContext |
Context |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
|
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PlayDialogueAtLocation(UObject, DialogueWave, DialogueContext, Vector, Rotator, Single, Single, Single, SoundAttenuation)
Plays a dialogue at the given location.
Declaration
public static void PlayDialogueAtLocation(UObject WorldContextObject, DialogueWave Dialogue, DialogueContext Context, Vector Location, Rotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings)
Parameters
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PlaySound2D(UObject, SoundBase, Single, Single, Single, SoundConcurrency, Actor)
Plays a sound directly with no attenuation, perfect for UI sounds.
Declaration
public static void PlaySound2D(UObject WorldContextObject, SoundBase Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundConcurrency ConcurrencySettings, Actor OwningActor)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundBase |
Sound |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
SoundConcurrency |
ConcurrencySettings |
|
Actor |
OwningActor |
|
|
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PlaySoundAtLocation(UObject, SoundBase, Vector, Rotator, Single, Single, Single, SoundAttenuation, SoundConcurrency, Actor)
Plays a sound at the given location.
Declaration
public static void PlaySoundAtLocation(UObject WorldContextObject, SoundBase Sound, Vector Location, Rotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings, SoundConcurrency ConcurrencySettings, Actor OwningActor)
Parameters
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PlayWorldCameraShake(UObject, SubclassOf<CameraShake>, Vector, Single, Single, Single, Boolean)
Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation.
Declaration
public static void PlayWorldCameraShake(UObject WorldContextObject, SubclassOf<CameraShake> Shake, Vector Epicenter, float InnerRadius, float OuterRadius, float Falloff, bool bOrientShakeTowardsEpicenter)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SubclassOf<CameraShake> |
Shake |
|
Vector |
Epicenter |
|
System.Single |
InnerRadius |
|
System.Single |
OuterRadius |
|
System.Single |
Falloff |
|
System.Boolean |
bOrientShakeTowardsEpicenter |
|
|
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PopSoundMixModifier(UObject, SoundMix)
Pop a sound mix modifier from the audio system *
Declaration
public static void PopSoundMixModifier(UObject WorldContextObject, SoundMix InSoundMixModifier)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundMix |
InSoundMixModifier |
|
|
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ProjectWorldToScreen(PlayerController, Vector, Boolean)
Transforms the given 3D world-space point into a its 2D screen space coordinate.
Declaration
public static (Vector2D, bool) ProjectWorldToScreen(PlayerController Player, Vector WorldPosition, bool bPlayerViewportRelative)
Parameters
Returns
Type |
Description |
System.ValueTuple<Vector2D, System.Boolean> |
|
|
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PushSoundMixModifier(UObject, SoundMix)
Push a sound mix modifier onto the audio system *
Declaration
public static void PushSoundMixModifier(UObject WorldContextObject, SoundMix InSoundMixModifier)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundMix |
InSoundMixModifier |
|
|
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RebaseLocalOriginOntoZero(UObject, Vector)
Returns origin based position for local world location.
Declaration
public static Vector RebaseLocalOriginOntoZero(UObject WorldContextObject, Vector WorldLocation)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Vector |
WorldLocation |
|
Returns
|
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RebaseZeroOriginOntoLocal(UObject, Vector)
Returns local location for origin based position.
Declaration
public static Vector RebaseZeroOriginOntoLocal(UObject WorldContextObject, Vector WorldLocation)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Vector |
WorldLocation |
|
Returns
|
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RemovePlayer(PlayerController, Boolean)
Removes a player from this game.
Declaration
public static void RemovePlayer(PlayerController Player, bool bDestroyPawn)
Parameters
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SaveGameToSlot(SaveGame, String, Int32)
Save the contents of the SaveGameObject to a slot.
Declaration
public static bool SaveGameToSlot(SaveGame SaveGameObject, string SlotName, int UserIndex)
Parameters
Type |
Name |
Description |
SaveGame |
SaveGameObject |
|
System.String |
SlotName |
|
System.Int32 |
UserIndex |
|
Returns
Type |
Description |
System.Boolean |
|
|
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SetBaseSoundMix(UObject, SoundMix)
Set the sound mix of the audio system for special EQing *
Declaration
public static void SetBaseSoundMix(UObject WorldContextObject, SoundMix InSoundMix)
Parameters
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SetEnableWorldRendering(UObject, Boolean)
Enabled rendering of the world
@
Declaration
public static void SetEnableWorldRendering(UObject WorldContextObject, bool bEnable)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Boolean |
bEnable |
|
|
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SetGamePaused(UObject, Boolean)
Sets the game's paused state
@
Declaration
public static bool SetGamePaused(UObject WorldContextObject, bool bPaused)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Boolean |
bPaused |
|
Returns
Type |
Description |
System.Boolean |
|
|
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SetGlobalListenerFocusParameters(UObject, Single, Single, Single, Single, Single, Single, Single, Single)
Declaration
public static void SetGlobalListenerFocusParameters(UObject WorldContextObject, float FocusAzimuthScale, float NonFocusAzimuthScale, float FocusDistanceScale, float NonFocusDistanceScale, float FocusVolumeScale, float NonFocusVolumeScale, float FocusPriorityScale, float NonFocusPriorityScale)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Single |
FocusAzimuthScale |
|
System.Single |
NonFocusAzimuthScale |
|
System.Single |
FocusDistanceScale |
|
System.Single |
NonFocusDistanceScale |
|
System.Single |
FocusVolumeScale |
|
System.Single |
NonFocusVolumeScale |
|
System.Single |
FocusPriorityScale |
|
System.Single |
NonFocusPriorityScale |
|
|
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SetGlobalPitchModulation(UObject, Single, Single)
Sets a global pitch modulation scalar that will apply to all non-UI sounds
Declaration
public static void SetGlobalPitchModulation(UObject WorldContextObject, float PitchModulation, float TimeSec)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Single |
PitchModulation |
|
System.Single |
TimeSec |
|
|
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SetGlobalTimeDilation(UObject, Single)
Sets the global time dilation.
Declaration
public static void SetGlobalTimeDilation(UObject WorldContextObject, float TimeDilation)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
System.Single |
TimeDilation |
|
|
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SetPlayerControllerID(PlayerController, Int32)
Sets what controller ID a Player should be using
@
Declaration
public static void SetPlayerControllerID(PlayerController Player, int ControllerId)
Parameters
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SetSoundMixClassOverride(UObject, SoundMix, SoundClass, Single, Single, Single, Boolean)
Overrides the sound class adjuster in the given sound mix.
Declaration
public static void SetSoundMixClassOverride(UObject WorldContextObject, SoundMix InSoundMixModifier, SoundClass InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundMix |
InSoundMixModifier |
|
SoundClass |
InSoundClass |
|
System.Single |
Volume |
|
System.Single |
Pitch |
|
System.Single |
FadeInTime |
|
System.Boolean |
bApplyToChildren |
|
|
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SetSubtitlesEnabled(Boolean)
Will set subtitles to be enabled or disabled.
Declaration
public static void SetSubtitlesEnabled(bool bEnabled)
Parameters
Type |
Name |
Description |
System.Boolean |
bEnabled |
|
|
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SetWorldOriginLocation(UObject, IntVector)
Requests a new location for a world origin.
Declaration
public static void SetWorldOriginLocation(UObject WorldContextObject, IntVector NewLocation)
Parameters
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SpawnDecalAtLocation(UObject, MaterialInterface, Vector, Vector, Rotator, Single)
Spawns a decal at the given location and rotation, fire and forget.
Declaration
public static DecalComponent SpawnDecalAtLocation(UObject WorldContextObject, MaterialInterface DecalMaterial, Vector DecalSize, Vector Location, Rotator Rotation, float LifeSpan)
Parameters
Returns
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SpawnDecalAttached(MaterialInterface, Vector, SceneComponent, Name, Vector, Rotator, Byte, Single)
Spawns a decal attached to and following the specified component.
Declaration
public static DecalComponent SpawnDecalAttached(MaterialInterface DecalMaterial, Vector DecalSize, SceneComponent AttachToComponent, Name AttachPointName, Vector Location, Rotator Rotation, byte LocationType, float LifeSpan)
Parameters
Returns
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SpawnDialogue2D(UObject, DialogueWave, DialogueContext, Single, Single, Single, Boolean)
Spawns a dialogue with no attenuation, perfect for UI.
Declaration
public static AudioComponent SpawnDialogue2D(UObject WorldContextObject, DialogueWave Dialogue, DialogueContext Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
DialogueWave |
Dialogue |
|
DialogueContext |
Context |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
System.Boolean |
bAutoDestroy |
|
Returns
|
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SpawnDialogueAtLocation(UObject, DialogueWave, DialogueContext, Vector, Rotator, Single, Single, Single, SoundAttenuation, Boolean)
Plays a dialogue at the given location.
Declaration
public static AudioComponent SpawnDialogueAtLocation(UObject WorldContextObject, DialogueWave Dialogue, DialogueContext Context, Vector Location, Rotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings, bool bAutoDestroy)
Parameters
Returns
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SpawnDialogueAttached(DialogueWave, DialogueContext, SceneComponent, Name, Vector, Rotator, Byte, Boolean, Single, Single, Single, SoundAttenuation, Boolean)
Spawns a dialogue attached to and following the specified component.
Declaration
public static AudioComponent SpawnDialogueAttached(DialogueWave Dialogue, DialogueContext Context, SceneComponent AttachToComponent, Name AttachPointName, Vector Location, Rotator Rotation, byte LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
DialogueWave |
Dialogue |
|
DialogueContext |
Context |
|
SceneComponent |
AttachToComponent |
|
Name |
AttachPointName |
|
Vector |
Location |
|
Rotator |
Rotation |
|
System.Byte |
LocationType |
|
System.Boolean |
bStopWhenAttachedToDestroyed |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
SoundAttenuation |
AttenuationSettings |
|
System.Boolean |
bAutoDestroy |
|
Returns
|
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SpawnEmitterAtLocation(UObject, ParticleSystem, Vector, Rotator, Vector, Boolean, EPSCPoolMethod)
Plays the specified effect at the given location and rotation, fire and forget.
Declaration
public static ParticleSystemComponent SpawnEmitterAtLocation(UObject WorldContextObject, ParticleSystem EmitterTemplate, Vector Location, Rotator Rotation, Vector Scale, bool bAutoDestroy, EPSCPoolMethod PoolingMethod)
Parameters
Returns
Remarks
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SpawnEmitterAttached(ParticleSystem, SceneComponent, Name, Vector, Rotator, Vector, Byte, Boolean, EPSCPoolMethod)
Plays the specified effect attached to and following the specified component.
Declaration
public static ParticleSystemComponent SpawnEmitterAttached(ParticleSystem EmitterTemplate, SceneComponent AttachToComponent, Name AttachPointName, Vector Location, Rotator Rotation, Vector Scale, byte LocationType, bool bAutoDestroy, EPSCPoolMethod PoolingMethod)
Parameters
Returns
Remarks
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SpawnForceFeedbackAtLocation(UObject, ForceFeedbackEffect, Vector, Rotator, Boolean, Single, Single, ForceFeedbackAttenuation, Boolean)
Plays a force feedback effect at the given location.
Declaration
public static ForceFeedbackComponent SpawnForceFeedbackAtLocation(UObject WorldContextObject, ForceFeedbackEffect ForceFeedbackEffect, Vector Location, Rotator Rotation, bool bLooping, float IntensityMultiplier, float StartTime, ForceFeedbackAttenuation AttenuationSettings, bool bAutoDestroy)
Parameters
Returns
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SpawnForceFeedbackAttached(ForceFeedbackEffect, SceneComponent, Name, Vector, Rotator, Byte, Boolean, Boolean, Single, Single, ForceFeedbackAttenuation, Boolean)
Plays a force feedback effect attached to and following the specified component.
Declaration
public static ForceFeedbackComponent SpawnForceFeedbackAttached(ForceFeedbackEffect ForceFeedbackEffect, SceneComponent AttachToComponent, Name AttachPointName, Vector Location, Rotator Rotation, byte LocationType, bool bStopWhenAttachedToDestroyed, bool bLooping, float IntensityMultiplier, float StartTime, ForceFeedbackAttenuation AttenuationSettings, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
ForceFeedbackEffect |
ForceFeedbackEffect |
|
SceneComponent |
AttachToComponent |
|
Name |
AttachPointName |
|
Vector |
Location |
|
Rotator |
Rotation |
|
System.Byte |
LocationType |
|
System.Boolean |
bStopWhenAttachedToDestroyed |
|
System.Boolean |
bLooping |
|
System.Single |
IntensityMultiplier |
|
System.Single |
StartTime |
|
ForceFeedbackAttenuation |
AttenuationSettings |
|
System.Boolean |
bAutoDestroy |
|
Returns
|
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SpawnObject(SubclassOf<UObject>, UObject)
Declaration
public static UObject SpawnObject(SubclassOf<UObject> ObjectClass, UObject Outer)
Parameters
Returns
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SpawnSound2D(UObject, SoundBase, Single, Single, Single, SoundConcurrency, Boolean, Boolean)
Spawns a sound with no attenuation, perfect for UI sounds.
Declaration
public static AudioComponent SpawnSound2D(UObject WorldContextObject, SoundBase Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundConcurrency ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
SoundBase |
Sound |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
SoundConcurrency |
ConcurrencySettings |
|
System.Boolean |
bPersistAcrossLevelTransition |
|
System.Boolean |
bAutoDestroy |
|
Returns
|
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SpawnSoundAtLocation(UObject, SoundBase, Vector, Rotator, Single, Single, Single, SoundAttenuation, SoundConcurrency, Boolean)
Spawns a sound at the given location.
Declaration
public static AudioComponent SpawnSoundAtLocation(UObject WorldContextObject, SoundBase Sound, Vector Location, Rotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings, SoundConcurrency ConcurrencySettings, bool bAutoDestroy)
Parameters
Returns
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SpawnSoundAttached(SoundBase, SceneComponent, Name, Vector, Rotator, Byte, Boolean, Single, Single, Single, SoundAttenuation, SoundConcurrency, Boolean)
Plays a sound attached to and following the specified component.
Declaration
public static AudioComponent SpawnSoundAttached(SoundBase Sound, SceneComponent AttachToComponent, Name AttachPointName, Vector Location, Rotator Rotation, byte LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, SoundAttenuation AttenuationSettings, SoundConcurrency ConcurrencySettings, bool bAutoDestroy)
Parameters
Type |
Name |
Description |
SoundBase |
Sound |
|
SceneComponent |
AttachToComponent |
|
Name |
AttachPointName |
|
Vector |
Location |
|
Rotator |
Rotation |
|
System.Byte |
LocationType |
|
System.Boolean |
bStopWhenAttachedToDestroyed |
|
System.Single |
VolumeMultiplier |
|
System.Single |
PitchMultiplier |
|
System.Single |
StartTime |
|
SoundAttenuation |
AttenuationSettings |
|
SoundConcurrency |
ConcurrencySettings |
|
System.Boolean |
bAutoDestroy |
|
Returns
|
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SuggestProjectileVelocity_CustomArc(UObject, Vector, Vector, Single, Single)
Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos.
Declaration
public static (Vector, bool) SuggestProjectileVelocity_CustomArc(UObject WorldContextObject, Vector StartPos, Vector EndPos, float OverrideGravityZ, float ArcParam)
Parameters
Type |
Name |
Description |
UObject |
WorldContextObject |
|
Vector |
StartPos |
|
Vector |
EndPos |
|
System.Single |
OverrideGravityZ |
|
System.Single |
ArcParam |
|
Returns
Type |
Description |
System.ValueTuple<Vector, System.Boolean> |
|
|
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UnloadStreamLevel(UObject, Name, LatentActionInfo, Boolean)
Unload a streamed in level
Declaration
public static void UnloadStreamLevel(UObject WorldContextObject, Name LevelName, LatentActionInfo LatentInfo, bool bShouldBlockOnUnload)
Parameters
Operators
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Implicit(IntPtr to GameplayStatics)
Convert from IntPtr to UObject
Declaration
public static implicit operator GameplayStatics(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
|
Returns