Widget
User Widget
APlayerController* GetOwningPlayer<T>()
If PlayerContext is valid, return PlayerContext.GetPlayerController()
ULocalPlayer* GetOwningLocalPlayer<T>()
If PlayerContext is valid, return PlayerContext.GetLocalPlayer()
GetOwningPlayerPawn<T>()
If GetOwningPlayer() is valid, return GetOwningPlayer()->GetPawn()
APawn* GetOwningPlayerPawn()
GetOwningPlayerState<T>()
if GetOwningPlayer() is valid, return GetOwningPlayer()->PlayerState
GetOwningPlayerCameraManager<T>()
If GetOwningPlayer() is valid, return GetOwningPlayer()->PlayerCameraManager
APlayerCameraManager* GetOwningPlayerCameraManager()
FLocalPlayerContext PlayerContext
GetGameInstance<T>()
If GetWorld() is valid, return GetWorld()->GetGameInstance()
UGameInstance* GetGameInstance()
GetOwningPlayer<T>()
APlayerController* GetOwningPlayer()
GetOwningLocalPlayer<T>()
ULocalPlayer* GetOwningLocalPlayer()
Actor
GetInstigator<T>()
APawn* GetInstigator()
Instigator
GetInstigatorController<T>()
If Instigator exists, return Instigator->Controller
AController* GetInstigatorController()
Controller
Player Controller
APlayerCameraManager* PlayerCameraManager
TSubclassOf<APlayerCameraManager> PlayerCameraManagerClass
GetHUD()
AI Controller
GetActionsComp()
UPawnActionsComponent* ActionsComp
UAIPerceptionComponent* GetAIPerceptionComponent()
PerceptionComponent
UPathFollowingComponent* GetPathFollowingComponent()
PathFollowingComponent
UBrainComponent* GetBrainComponent()
BrainComponent
UBlackboardComponent* GetBlackboardComponent()
UBlackboardComponent* Blackboard
GetPlayerState<T>()
PlayerState
GetPawn<T>()
Pawn
K2_GetPawn()
GetCharacter()
Character
AInfo
APlayerState
GetPawn<T>()
PawnPrivate
GetScore()
Score
GetPlayerId()
PlayerId
GetPing()
Ping
AGameStateBase
AGameModeBase* AuthorityGameMode
TArray<APlayerState*> PlayerArray
TSubclassOf<AGameModeBase> GameModeClass
TSubclassOf<ASpectatorPawn> SpectatorClass
AGameModeBase* GetDefaultGameMode<T>()
Uses GetDefaultObject on GameModeClass
AGameState
AGameModeBase
AGameSession* GameSession
AGameStateBase* GetGameState<T>()
GameState
TSubclassOf<AGameSession> GetGameSessionClass()
GameSessionClass
TSubclassOf<AGameStateBase> GameStateClass
TSubclassOf<APlayerController> PlayerControllerClass
TSubclassOf<APlayerState> PlayerStateClass
TSubclassOf<AHUD> HUDClass
TSubclassOf<APawn> DefaultPawnClass
AGameMode
int32 NumPlayers
int32 NumBots
TArray<APlayerState*> InactivePlayerArray
AGameSession
Pawn
GetPlayerState<T>()
PlayerState
GetController<T>()
GetController()
Controller
AController* LastHitBy
protected
BlueprintProtected
public
AllowPrivateAccess
Blueprint exposure
Class
private
Replicated
Server only
AHUD* MyHUD