Skip to content

Usefull Key words ​

Pawns ​

  • Game avatars (not necessarily humanoid) inherited from the Actor. Managed by a player or an AI.

Character ​

  • A game character (humanoid) inherited from the Pioneer Actor. Includes collisions, control adjustments, etc.

PlayerController ​

  • Converts player inputs into game activities. Can control the pawn or character.

AIController ​

controls the Pawns representing the game characters (NPC).

GameMode ​

  • Defines the rules of the game.

GameStates ​

  • Contains information about the state of the game client (game account, number of bots, etc.).

PlayerStates ​

  • Contains information about the status of the player or bot (nickname, health, etc.).

Find object by type ​

cpp
for (TObjectIterator<UMyObject> It; It; ++It)
{
    UMyObject* myObject = *It;
    // ...
}

Clone Actor ​

cpp
AMyActor* CreateCloneOfMyActor(AMyActor* ExistingActor, FVector SpawnLocation, FRotator SpawnRotation)
{
    UWorld* world = ExistingActor->GetWorld();
    FActorSpawnParameters spawnParams;
    spawnParams.Template = ExistingActor;
    world->SpawnActor<AMyActor>(ExistingActor->GetClass(), SpawnLocation, SpawnRotation, spawnParams);
}

Destroy object ​

cpp
MyActor->Destroy(); // Destroy instantly
MyActor->SetLifeSpan(1); // Destroy with 1 sec of delay

Activation ​

cpp
MyActor->SetActorHiddenInGame(true);    // Hide visible components
MyActor->SetActorEnableCollision(false);    // Unable components collision
MyActor->SetActorTickEnabled(false);    // Unable tick

Actor tags ​

cpp
MyActor.Tags.AddUnique(TEXT("MyTag"));
// Check if an actor get this tag
if (MyActor->ActorHasTag(FName(TEXT("MyTag"))));
{
    // ...
}
if (MyGameObject.CompareTag("MyTag"))
{
    // ...
}

Released under the MIT License.