Class Engine
Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems.
Inheritance
System.Object
Engine
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 Engine : UObject
Properties
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AdditionalFonts
Any additional fonts that script may use without hard-referencing the font.
Declaration
public ObjectArrayField<Font> AdditionalFonts { get; }
Property Value
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AIControllerClassName
name of Controller class to be used as default AIController class for pawns
Declaration
public SoftClassPath AIControllerClassName { get; set; }
Property Value
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ArrowMaterial
Material that 'fakes' lighting, used for arrows, widgets.
Declaration
public Material ArrowMaterial { get; set; }
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ArrowMaterialName
Declaration
public SoftObjectPath ArrowMaterialName { get; set; }
Property Value
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AssetManager
A UObject spawned at initialization time to handle game-specific data
Declaration
public AssetManager AssetManager { get; set; }
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AssetManagerClassName
Name of a singleton class to spawn as the AssetManager, configurable per game. If empty, it will not spawn one
Declaration
public SoftClassPath AssetManagerClassName { get; set; }
Property Value
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AvoidanceManagerClass
The class for behavior tree manager *
Declaration
public SubclassOf<AvoidanceManager> AvoidanceManagerClass { get; set; }
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AvoidanceManagerClassName
Name of behavior tree manager class
Declaration
public SoftClassPath AvoidanceManagerClassName { get; set; }
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bAllowMatureLanguage
Declaration
public bool bAllowMatureLanguage { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bAllowMultiThreadedAnimationUpdate
Declaration
public bool bAllowMultiThreadedAnimationUpdate { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCanBlueprintsTickByDefault
Declaration
public bool bCanBlueprintsTickByDefault { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bCheckForMultiplePawnsSpawnedInAFrame { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisableAILogging
Declaration
public bool bDisableAILogging { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableEditorPSysRealtimeLOD
Declaration
public bool bEnableEditorPSysRealtimeLOD { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableOnScreenDebugMessages
Declaration
public bool bEnableOnScreenDebugMessages { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableOnScreenDebugMessagesDisplay
Declaration
public bool bEnableOnScreenDebugMessagesDisplay { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsOverridingSelectedColor
Declaration
public bool bIsOverridingSelectedColor { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bLockReadOnlyLevels
Declaration
public bool bLockReadOnlyLevels { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BoneWeightMaterial
Material used to render bone weights on skeletal meshes
Declaration
public Material BoneWeightMaterial { get; set; }
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BoneWeightMaterialName
Declaration
public SoftObjectPath BoneWeightMaterialName { get; set; }
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bOptimizeAnimBlueprintMemberVariableAccess
Declaration
public bool bOptimizeAnimBlueprintMemberVariableAccess { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bPauseOnLossOfFocus
Declaration
public bool bPauseOnLossOfFocus { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bRenderLightMapDensityGrayscale
Declaration
public bool bRenderLightMapDensityGrayscale { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSmoothFrameRate
Declaration
public bool bSmoothFrameRate { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BSPSelectionHighlightIntensity
Used to alter the intensity level of the selection highlight on selected BSP surfaces
Declaration
public float BSPSelectionHighlightIntensity { get; set; }
Property Value
Type |
Description |
System.Single |
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bStartedLoadMapMovie
Declaration
public bool bStartedLoadMapMovie { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSubtitlesEnabled
Declaration
public bool bSubtitlesEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSubtitlesForcedOff
Declaration
public bool bSubtitlesForcedOff { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSuppressMapWarnings
Declaration
public bool bSuppressMapWarnings { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseFixedFrameRate
Declaration
public bool bUseFixedFrameRate { get; set; }
Property Value
Type |
Description |
System.Boolean |
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C_AddWire
Declaration
public Color C_AddWire { get; set; }
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C_BrushShape
Declaration
public Color C_BrushShape { get; set; }
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C_BrushWire
Declaration
public Color C_BrushWire { get; set; }
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C_BSPCollision
Declaration
public Color C_BSPCollision { get; set; }
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C_NonSolidWire
Declaration
public Color C_NonSolidWire { get; set; }
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C_OrthoBackground
Declaration
public Color C_OrthoBackground { get; set; }
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C_ScaleBoxHi
Declaration
public Color C_ScaleBoxHi { get; set; }
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C_SemiSolidWire
Declaration
public Color C_SemiSolidWire { get; set; }
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C_SubtractWire
Declaration
public Color C_SubtractWire { get; set; }
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C_Volume
Declaration
public Color C_Volume { get; set; }
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C_VolumeCollision
Declaration
public Color C_VolumeCollision { get; set; }
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C_WireBackground
Declaration
public Color C_WireBackground { get; set; }
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C_WorldBox
Declaration
public Color C_WorldBox { get; set; }
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CameraRotationThreshold
camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)
Declaration
public float CameraRotationThreshold { get; set; }
Property Value
Type |
Description |
System.Single |
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CameraTranslationThreshold
camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)
Declaration
public float CameraTranslationThreshold { get; set; }
Property Value
Type |
Description |
System.Single |
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ClientCycles
Declaration
public int ClientCycles { get; set; }
Property Value
Type |
Description |
System.Int32 |
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ClothPaintMaterial
Materials used to render cloth properties on skeletal meshes
Declaration
public Material ClothPaintMaterial { get; set; }
Property Value
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ClothPaintMaterialInstance
Cloth Paint Material Instance
Declaration
public MaterialInstanceDynamic ClothPaintMaterialInstance { get; set; }
Property Value
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ClothPaintMaterialName
Name of the material used to render cloth in the clothing tools
Declaration
public SoftObjectPath ClothPaintMaterialName { get; set; }
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ClothPaintMaterialWireframe
Cloth Paint Material Wireframe
Declaration
public Material ClothPaintMaterialWireframe { get; set; }
Property Value
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ClothPaintMaterialWireframeInstance
Cloth Paint Material Wireframe Instance
Declaration
public MaterialInstanceDynamic ClothPaintMaterialWireframeInstance { get; set; }
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ClothPaintMaterialWireframeName
Name of the material used to render cloth wireframe in the clothing tools
Declaration
public SoftObjectPath ClothPaintMaterialWireframeName { get; set; }
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ConsoleClass
The class to use for the game console.
Declaration
public SubclassOf<Console> ConsoleClass { get; set; }
Property Value
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ConsoleClassName
Declaration
public SoftClassPath ConsoleClassName { get; set; }
Property Value
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ConstraintLimitMaterial
Material used to render constraint limits
Declaration
public Material ConstraintLimitMaterial { get; set; }
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ConstraintLimitMaterialPrismatic
Constraint Limit Material Prismatic
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialPrismatic { get; set; }
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ConstraintLimitMaterialX
Constraint Limit Material X
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialX { get; set; }
Property Value
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ConstraintLimitMaterialXAxis
Constraint Limit Material XAxis
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialXAxis { get; set; }
Property Value
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ConstraintLimitMaterialY
Constraint Limit Material Y
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialY { get; set; }
Property Value
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ConstraintLimitMaterialYAxis
Constraint Limit Material YAxis
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialYAxis { get; set; }
Property Value
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ConstraintLimitMaterialZ
Constraint Limit Material Z
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialZ { get; set; }
Property Value
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ConstraintLimitMaterialZAxis
Constraint Limit Material ZAxis
Declaration
public MaterialInstanceDynamic ConstraintLimitMaterialZAxis { get; set; }
Property Value
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CurrentCustomTimeStep
Control how the Engine process the Framerate/Timestep
Declaration
public EngineCustomTimeStep CurrentCustomTimeStep { get; set; }
Property Value
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CustomTimecodeProvider
Declaration
public TimecodeProvider CustomTimecodeProvider { get; set; }
Property Value
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CustomTimeStepClassName
Override how the Engine process the Framerate/Timestep.
Declaration
public SoftClassPath CustomTimeStepClassName { get; set; }
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DebugEditorMaterial
A material used to render debug meshes.
Declaration
public Material DebugEditorMaterial { get; set; }
Property Value
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DebugEditorMaterialName
A material used to render debug opaque material. Used in various animation editor viewport features.
Declaration
public SoftObjectPath DebugEditorMaterialName { get; set; }
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DebugMeshMaterial
A material used to render debug meshes.
Declaration
public Material DebugMeshMaterial { get; set; }
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DebugMeshMaterialName
Declaration
public SoftObjectPath DebugMeshMaterialName { get; set; }
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DefaultBloomKernelTexture
Texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source
Declaration
public Texture2D DefaultBloomKernelTexture { get; set; }
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DefaultBloomKernelTextureName
Declaration
public SoftObjectPath DefaultBloomKernelTextureName { get; set; }
Property Value
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DefaultBlueprintBaseClassName
Name of the base class to use for new blueprints, configurable on a per-game basis
Declaration
public SoftClassPath DefaultBlueprintBaseClassName { get; set; }
Property Value
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DefaultBokehTexture
Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras
Declaration
public Texture2D DefaultBokehTexture { get; set; }
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DefaultBokehTextureName
Declaration
public SoftObjectPath DefaultBokehTextureName { get; set; }
Property Value
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DefaultBSPVertexTexture
Declaration
public Texture2D DefaultBSPVertexTexture { get; set; }
Property Value
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DefaultBSPVertexTextureName
Declaration
public SoftObjectPath DefaultBSPVertexTextureName { get; set; }
Property Value
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DefaultCustomTimeStep
Control how the Engine process the Framerate/Timestep
Declaration
public EngineCustomTimeStep DefaultCustomTimeStep { get; set; }
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DefaultDiffuseTexture
A global default diffuse texture.
Declaration
public Texture DefaultDiffuseTexture { get; set; }
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DefaultDiffuseTextureName
Declaration
public SoftObjectPath DefaultDiffuseTextureName { get; set; }
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static Engine DefaultObject { get; }
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DefaultPhysMaterial
PhysicalMaterial to use if none is defined for a particular object.
Declaration
public PhysicalMaterial DefaultPhysMaterial { get; set; }
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DefaultPhysMaterialName
Declaration
public SoftObjectPath DefaultPhysMaterialName { get; set; }
Property Value
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DefaultSelectedMaterialColor
Default color of selected objects in the level viewport (additive)
Declaration
public LinearColor DefaultSelectedMaterialColor { get; set; }
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DefaultTexture
A global default texture.
Declaration
public Texture2D DefaultTexture { get; set; }
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DefaultTextureName
Declaration
public SoftObjectPath DefaultTextureName { get; set; }
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DefaultTimecodeFrameRate
Frame rate used to generated the engine Timecode's frame number when no TimecodeProvider are specified.
Declaration
public FrameRate DefaultTimecodeFrameRate { get; set; }
Property Value
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DefaultTimecodeProvider
Default timecode provider that will be used when no custom provider is set.
Declaration
public TimecodeProvider DefaultTimecodeProvider { get; set; }
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DefaultTimecodeProviderClassName
Allows UEngine subclasses a chance to override the DefaultTimecodeProvider class.
Declaration
public SoftClassPath DefaultTimecodeProviderClassName { get; set; }
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DisplayGamma
Current display gamma setting
Declaration
public float DisplayGamma { get; set; }
Property Value
Type |
Description |
System.Single |
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EditorBrushMaterial
A material used to render the sides of the builder brush/volumes/etc.
Declaration
public Material EditorBrushMaterial { get; set; }
Property Value
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EditorBrushMaterialName
Declaration
public SoftObjectPath EditorBrushMaterialName { get; set; }
Property Value
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FixedFrameRate
The fixed framerate to use.
Declaration
public float FixedFrameRate { get; set; }
Property Value
Type |
Description |
System.Single |
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GameCycles
Declaration
public int GameCycles { get; set; }
Property Value
Type |
Description |
System.Int32 |
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GameScreenshotSaveDirectory
The save directory for newly created screenshots
Declaration
public DirectoryPath GameScreenshotSaveDirectory { get; set; }
Property Value
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GameSingleton
A UObject spawned at initialization time to handle game-specific data
Declaration
public UObject GameSingleton { get; set; }
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GameSingletonClassName
Name of a singleton class to create at startup time, configurable per game
Declaration
public SoftClassPath GameSingletonClassName { get; set; }
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GameUserSettings
Global instance of the user game settings
Declaration
public GameUserSettings GameUserSettings { get; set; }
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GameUserSettingsClass
Declaration
public SubclassOf<GameUserSettings> GameUserSettingsClass { get; set; }
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GameUserSettingsClassName
Game User Settings Class Name
Declaration
public SoftClassPath GameUserSettingsClassName { get; set; }
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GameViewport
The view port representing the current game instance. Can be 0 so don't use without checking.
Declaration
public GameViewportClient GameViewport { get; set; }
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GameViewportClientClass
The class to use for the game viewport client.
Declaration
public SubclassOf<GameViewportClient> GameViewportClientClass { get; set; }
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GameViewportClientClassName
Declaration
public SoftClassPath GameViewportClientClassName { get; set; }
Property Value
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GeomMaterial
A translucent material used to render things in geometry mode.
Declaration
public Material GeomMaterial { get; set; }
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GeomMaterialName
Declaration
public SoftObjectPath GeomMaterialName { get; set; }
Property Value
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HighFrequencyNoiseTexture
Texture used to get random image grain values for post processing
Declaration
public Texture2D HighFrequencyNoiseTexture { get; set; }
Property Value
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HighFrequencyNoiseTextureName
Declaration
public SoftObjectPath HighFrequencyNoiseTextureName { get; set; }
Property Value
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HoverHighlightIntensity
Used to alter the intensity level of the selection highlight on hovered objects
Declaration
public float HoverHighlightIntensity { get; set; }
Property Value
Type |
Description |
System.Single |
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IdealLightMapDensity
Ideal lightmap density value for coloring.
Declaration
public float IdealLightMapDensity { get; set; }
Property Value
Type |
Description |
System.Single |
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InvalidLightmapSettingsMaterial
Material that renders a message about lightmap settings being invalid.
Declaration
public Material InvalidLightmapSettingsMaterial { get; set; }
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InvalidLightmapSettingsMaterialName
Declaration
public SoftObjectPath InvalidLightmapSettingsMaterialName { get; set; }
Property Value
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LargeFont
Declaration
public Font LargeFont { get; set; }
Property Value
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LargeFontName
Declaration
public SoftObjectPath LargeFontName { get; set; }
Property Value
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LevelColorationLitMaterial
Material used for visualizing level membership in lit view port modes.
Declaration
public Material LevelColorationLitMaterial { get; set; }
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LevelColorationUnlitMaterial
Material used for visualizing level membership in unlit view port modes.
Declaration
public Material LevelColorationUnlitMaterial { get; set; }
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LevelScriptActorClass
Declaration
public SubclassOf<LevelScriptActor> LevelScriptActorClass { get; set; }
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LevelScriptActorClassName
Declaration
public SoftClassPath LevelScriptActorClassName { get; set; }
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LightingOnlyBrightness
Declaration
public LinearColor LightingOnlyBrightness { get; set; }
Property Value
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LightingTexelDensityMaterial
Material used for visualizing lighting only w/ lightmap texel density.
Declaration
public Material LightingTexelDensityMaterial { get; set; }
Property Value
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LightMapDensitySelectedColor
The color to render selected objects in for LightMap Density view mode.
Declaration
public LinearColor LightMapDensitySelectedColor { get; set; }
Property Value
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LightMapDensityTexture
Texture used to display LightMapDensity
Declaration
public Texture2D LightMapDensityTexture { get; set; }
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LightMapDensityTextureName
Declaration
public SoftObjectPath LightMapDensityTextureName { get; set; }
Property Value
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LightMapDensityVertexMappedColor
The color to render vertex mapped objects in for LightMap Density view mode.
Declaration
public LinearColor LightMapDensityVertexMappedColor { get; set; }
Property Value
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LocalPlayerClass
The class to use for local players.
Declaration
public SubclassOf<LocalPlayer> LocalPlayerClass { get; set; }
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LocalPlayerClassName
Declaration
public SoftClassPath LocalPlayerClassName { get; set; }
Property Value
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MaxES2PixelShaderAdditiveComplexityCount
Max ES2Pixel Shader Additive Complexity Count
Declaration
public float MaxES2PixelShaderAdditiveComplexityCount { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxES3PixelShaderAdditiveComplexityCount
Max ES3Pixel Shader Additive Complexity Count
Declaration
public float MaxES3PixelShaderAdditiveComplexityCount { get; set; }
Property Value
Type |
Description |
System.Single |
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MaximumLoopIterationCount
Script maximum loop iteration count used as a threshold to warn users about script execution runaway
Declaration
public int MaximumLoopIterationCount { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxLightMapDensity
Maximum lightmap density value for coloring.
Declaration
public float MaxLightMapDensity { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxOcclusionPixelsFraction
Max screen pixel fraction where retesting when unoccluded is worth the GPU time.
Declaration
public float MaxOcclusionPixelsFraction { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxParticleResize
The maximum allowed size to a ParticleEmitterInstance::Resize call.
Declaration
public int MaxParticleResize { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxParticleResizeWarn
If the resize request is larger than this, spew out a warning to the log
Declaration
public int MaxParticleResizeWarn { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxPixelShaderAdditiveComplexityCount
Complexity limits for the various complexity view mode combinations.
Declaration
public float MaxPixelShaderAdditiveComplexityCount { get; set; }
Property Value
Type |
Description |
System.Single |
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MediumFont
Declaration
public Font MediumFont { get; set; }
Property Value
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MediumFontName
Declaration
public SoftObjectPath MediumFontName { get; set; }
Property Value
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MeshLODRange
Level of detail range control for meshes
Declaration
public float MeshLODRange { get; set; }
Property Value
Type |
Description |
System.Single |
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MinDesiredFrameRate
Minimum desired framerate setting
Declaration
public float MinDesiredFrameRate { get; set; }
Property Value
Type |
Description |
System.Single |
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MiniFontTexture
Texture used to do font rendering in shaders
Declaration
public Texture2D MiniFontTexture { get; set; }
Property Value
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MiniFontTextureName
Declaration
public SoftObjectPath MiniFontTextureName { get; set; }
Property Value
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MinLightMapDensity
Minimum lightmap density value for coloring.
Declaration
public float MinLightMapDensity { get; set; }
Property Value
Type |
Description |
System.Single |
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NavigationSystemClass
The class for NavigationSystem *
Declaration
public SubclassOf<NavigationSystemBase> NavigationSystemClass { get; set; }
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NavigationSystemClassName
Declaration
public SoftClassPath NavigationSystemClassName { get; set; }
Property Value
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NavigationSystemConfigClass
The class for NavigationSystem *
Declaration
public SubclassOf<NavigationSystemConfig> NavigationSystemConfigClass { get; set; }
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NavigationSystemConfigClassName
Navigation System Config Class Name
Declaration
public SoftClassPath NavigationSystemConfigClassName { get; set; }
Property Value
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NearClipPlane
The distance of the camera's near clipping plane.
Declaration
public float NearClipPlane { get; set; }
Property Value
Type |
Description |
System.Single |
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NetClientTicksPerSecond
Number of times to tick each client per second
Declaration
public float NetClientTicksPerSecond { get; set; }
Property Value
Type |
Description |
System.Single |
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NextWorldContextHandle
Next World Context Handle
Declaration
public int NextWorldContextHandle { get; set; }
Property Value
Type |
Description |
System.Int32 |
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NumPawnsAllowedToBeSpawnedInAFrame
If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame. *
Declaration
public int NumPawnsAllowedToBeSpawnedInAFrame { get; set; }
Property Value
Type |
Description |
System.Int32 |
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PhysicsCollisionHandlerClass
PhysicsCollisionHandler class we should use by default *
Declaration
public SubclassOf<PhysicsCollisionHandler> PhysicsCollisionHandlerClass { get; set; }
Property Value
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PhysicsCollisionHandlerClassName
Name of PhysicsCollisionHandler class we should use by default.
Declaration
public SoftClassPath PhysicsCollisionHandlerClassName { get; set; }
Property Value
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PreIntegratedSkinBRDFTexture
Texture used for pre-integrated skin shading
Declaration
public Texture2D PreIntegratedSkinBRDFTexture { get; set; }
Property Value
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PreIntegratedSkinBRDFTextureName
Declaration
public SoftObjectPath PreIntegratedSkinBRDFTextureName { get; set; }
Property Value
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PreviewShadowsIndicatorMaterial
Material that renders a message about preview shadows being used.
Declaration
public Material PreviewShadowsIndicatorMaterial { get; set; }
Property Value
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PreviewShadowsIndicatorMaterialName
Declaration
public SoftObjectPath PreviewShadowsIndicatorMaterialName { get; set; }
Property Value
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PrimitiveProbablyVisibleTime
The amount of time a primitive is considered to be probably visible after it was last actually visible.
Declaration
public float PrimitiveProbablyVisibleTime { get; set; }
Property Value
Type |
Description |
System.Single |
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RemoveSurfaceMaterial
Material used to indicate that the associated BSP surface should be removed.
Declaration
public Material RemoveSurfaceMaterial { get; set; }
Property Value
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RemoveSurfaceMaterialName
Declaration
public SoftObjectPath RemoveSurfaceMaterialName { get; set; }
Property Value
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RenderLightMapDensityColorScale
The scale factor when rendering color density.
Declaration
public float RenderLightMapDensityColorScale { get; set; }
Property Value
Type |
Description |
System.Single |
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RenderLightMapDensityGrayscaleScale
The scale factor when rendering gray scale density.
Declaration
public float RenderLightMapDensityGrayscaleScale { get; set; }
Property Value
Type |
Description |
System.Single |
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ScreenSaverInhibitorSemaphore
Semaphore to control screen saver inhibitor thread access.
Declaration
public int ScreenSaverInhibitorSemaphore { get; set; }
Property Value
Type |
Description |
System.Int32 |
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SelectedMaterialColor
Color of selected objects in the level viewport (additive)
Declaration
public LinearColor SelectedMaterialColor { get; set; }
Property Value
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SelectedMaterialColorOverride
An override to use in some cases instead of the selected material color
Declaration
public LinearColor SelectedMaterialColorOverride { get; set; }
Property Value
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SelectionHighlightIntensity
Used to alter the intensity level of the selection highlight on selected objects
Declaration
public float SelectionHighlightIntensity { get; set; }
Property Value
Type |
Description |
System.Single |
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SelectionHighlightIntensityBillboards
Used to alter the intensity level of the selection highlight on selected billboard objects
Declaration
public float SelectionHighlightIntensityBillboards { get; set; }
Property Value
Type |
Description |
System.Single |
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SelectionMeshSectionHighlightIntensity
Used to alter the intensity level of the selection highlight on selected mesh sections in mesh editors
Declaration
public float SelectionMeshSectionHighlightIntensity { get; set; }
Property Value
Type |
Description |
System.Single |
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SelectionOutlineColor
Color of the selection outline color. Generally the same as selected material color unless the selection material color is being overridden
Declaration
public LinearColor SelectionOutlineColor { get; set; }
Property Value
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ShadedLevelColorationLitMaterial
Material used for visualizing level membership in lit view port modes. Uses shading to show axis directions.
Declaration
public Material ShadedLevelColorationLitMaterial { get; set; }
Property Value
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ShadedLevelColorationUnlitMaterial
Material used for visualizing level membership in unlit view port modes. Uses shading to show axis directions.
Declaration
public Material ShadedLevelColorationUnlitMaterial { get; set; }
Property Value
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SmallFont
Declaration
public Font SmallFont { get; set; }
Property Value
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SmallFontName
Declaration
public SoftObjectPath SmallFontName { get; set; }
Property Value
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SmoothedFrameRateRange
Range of framerates in which smoothing will kick in
Declaration
public FloatRange SmoothedFrameRateRange { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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StreamingDistanceFactor
Fudge factor for tweaking the distance based miplevel determination
Declaration
public float StreamingDistanceFactor { get; set; }
Property Value
Type |
Description |
System.Single |
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SubduedSelectionOutlineColor
Subdued version of the selection outline color. Used for indicating sub-selection of components vs actors
Declaration
public LinearColor SubduedSelectionOutlineColor { get; set; }
Property Value
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SubtitleFont
Declaration
public Font SubtitleFont { get; set; }
Property Value
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SubtitleFontName
Declaration
public SoftObjectPath SubtitleFontName { get; set; }
Property Value
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TickCycles
Declaration
public int TickCycles { get; set; }
Property Value
Type |
Description |
System.Int32 |
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TimecodeProviderClassName
Override the CustomTimecodeProvider when the engine is started.
Declaration
public SoftClassPath TimecodeProviderClassName { get; set; }
Property Value
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TinyFont
Declaration
public Font TinyFont { get; set; }
Property Value
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TinyFontName
Declaration
public SoftObjectPath TinyFontName { get; set; }
Property Value
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TransitionType
The current transition type.
Declaration
public byte TransitionType { get; set; }
Property Value
Type |
Description |
System.Byte |
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VertexColorMaterial
Material that renders vertex color as emmissive.
Declaration
public Material VertexColorMaterial { get; set; }
Property Value
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VertexColorViewModeMaterial_AlphaAsColor
Material for visualizing vertex colors on meshes in the scene (alpha channel as color)
Declaration
public Material VertexColorViewModeMaterial_AlphaAsColor { get; set; }
Property Value
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VertexColorViewModeMaterial_BlueOnly
Material for visualizing vertex colors on meshes in the scene (blue only)
Declaration
public Material VertexColorViewModeMaterial_BlueOnly { get; set; }
Property Value
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VertexColorViewModeMaterial_ColorOnly
Material for visualizing vertex colors on meshes in the scene (color only, no alpha)
Declaration
public Material VertexColorViewModeMaterial_ColorOnly { get; set; }
Property Value
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VertexColorViewModeMaterial_GreenOnly
Material for visualizing vertex colors on meshes in the scene (green only)
Declaration
public Material VertexColorViewModeMaterial_GreenOnly { get; set; }
Property Value
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VertexColorViewModeMaterial_RedOnly
Material for visualizing vertex colors on meshes in the scene (red only)
Declaration
public Material VertexColorViewModeMaterial_RedOnly { get; set; }
Property Value
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WeightMapPlaceholderTexture
Texture used as a placeholder for terrain weight-maps to give the material the correct texture format.
Declaration
public Texture WeightMapPlaceholderTexture { get; set; }
Property Value
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WeightMapPlaceholderTextureName
Declaration
public SoftObjectPath WeightMapPlaceholderTextureName { get; set; }
Property Value
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WireframeMaterial
The material used to render wireframe meshes.
Declaration
public Material WireframeMaterial { get; set; }
Property Value
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WorldSettingsClass
The class for WorldSettings *
Declaration
public SubclassOf<WorldSettings> WorldSettingsClass { get; set; }
Property Value
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WorldSettingsClassName
Declaration
public SoftClassPath WorldSettingsClassName { get; set; }
Property Value
Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static Engine New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to Engine)
Convert from IntPtr to UObject
Declaration
public static implicit operator Engine(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns