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Namespace UE4.Engine

Classes

Actor

Actor is the base class for an Object that can be placed or spawned in a level.

ActorChannel

ActorComponent

ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors.

AimOffsetBlendSpace

Aim Offset Blend Space

AimOffsetBlendSpace1D

Aim Offset Blend Space 1D

AISystemBase

AISystem Base

AmbientSound

A sound actor that can be placed in a level

AmbisonicsSubmixSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

AnimationAsset

Animation Asset

AnimationSettings

Default animation settings.

AnimBlueprint

An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh.

AnimBlueprintGeneratedClass

Anim Blueprint Generated Class

AnimClassData

Anim Class Data

AnimClassInterface

Anim Class Interface

AnimComposite

Anim Composite

AnimCompositeBase

Anim Composite Base

AnimCompress

Anim Compress

AnimCompress_Automatic

Anim Compress Automatic

AnimCompress_BitwiseCompressOnly

Anim Compress Bitwise Compress Only

AnimCompress_LeastDestructive

Anim Compress Least Destructive

AnimCompress_PerTrackCompression

Anim Compress Per Track Compression

AnimCompress_RemoveEverySecondKey

Anim Compress Remove Every Second Key

AnimCompress_RemoveLinearKeys

Anim Compress Remove Linear Keys

AnimCompress_RemoveTrivialKeys

Anim Compress Remove Trivial Keys

AnimInstance

Anim Instance

AnimMetaData

Anim Meta Data

AnimMontage

  • Any property you're adding to AnimMontage and parent class has to be considered for Child Asset
  • Child Asset is considered to be only asset mapping feature using everything else in the class
  • For example, you can just use all parent's setting for the montage, but only remap assets
  • This isn't magic bullet unfortunately and it is consistent effort of keeping the data synced with parent
  • If you add new property, please make sure those property has to be copied for children.

AnimNotify

Anim Notify

AnimNotify_PauseClothingSimulation

Anim Notify Pause Clothing Simulation

AnimNotify_PlayParticleEffect

Anim Notify Play Particle Effect

AnimNotify_PlaySound

Anim Notify Play Sound

AnimNotify_ResetClothingSimulation

Anim Notify Reset Clothing Simulation

AnimNotify_ResetDynamics

Anim Notify Reset Dynamics

AnimNotify_ResumeClothingSimulation

Anim Notify Resume Clothing Simulation

AnimNotifyState

Anim Notify State

AnimNotifyState_DisableRootMotion

Anim Notify State Disable Root Motion

AnimNotifyState_TimedParticleEffect

Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end.

AnimNotifyState_Trail

Anim Notify State Trail

AnimSequence

Anim Sequence

AnimSequenceBase

Anim Sequence Base

AnimSet

Anim Set

AnimSingleNodeInstance

Anim Single Node Instance

AnimStateMachineTypes

Anim State Machine Types

ApplicationLifecycleComponent

Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc).

ArrowComponent

A simple arrow rendered using lines. Useful for indicating which way an object is facing.

AssetExportTask

Contains data for a group of assets to import

AssetImportData

todo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array?

AssetManager

A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references

AssetManagerSettings

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

AssetMappingTable

UAssetMappingTable : that has AssetMappingTableging data - used for retargeting

AssetUserData

Object that can be subclassed to store custom data on Unreal asset objects.

AsyncActionChangePrimaryAssetBundles

Async Action Change Primary Asset Bundles

AsyncActionLoadPrimaryAsset

Async Action Load Primary Asset

AsyncActionLoadPrimaryAssetBase

Base class of all asset manager load calls

AsyncActionLoadPrimaryAssetClass

Async Action Load Primary Asset Class

AsyncActionLoadPrimaryAssetClassList

Async Action Load Primary Asset Class List

AsyncActionLoadPrimaryAssetList

Async Action Load Primary Asset List

AtmosphericFog

A placeable fog actor that simulates atmospheric light scattering @

AtmosphericFogComponent

Used to create fogging effects such as clouds.

AudioComponent

AudioComponent is used to play a Sound @

AudioSettings

Audio settings.

AudioVolume

Audio Volume

AutomationTestSettings

Implements the Editor's user settings.

AvoidanceManager

Avoidance Manager

BillboardComponent

A 2d texture that will be rendered always facing the camera.

BlendableInterface

Blendable Interface

BlendProfile

A blend profile is a set of per-bone scales that can be used in transitions and blend lists to tweak the weights of specific bones.

BlendSpace

Contains a grid of data points with weights from sample points in the space

BlendSpace1D

Blend Space 1D

BlendSpaceBase

Allows multiple animations to be blended between based on input parameters

BlockingVolume

An invisible volume used to block other actors.

Blueprint

Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.

BlueprintAsyncActionBase

Blueprint Async Action Base

BlueprintCore

Blueprint Core

BlueprintFunctionLibrary

This class is a base class for any function libraries exposed to blueprints.

BlueprintGeneratedClass

Blueprint Generated Class

BlueprintMapLibrary

Blueprint Map Library

BlueprintPlatformLibrary

Blueprint Platform Library

BlueprintSetLibrary

Blueprint Set Library

BodySetup

BodySetup contains all collision information that is associated with a single asset.

BoneMaskFilter

Bone Mask Filter

BookMark

A camera position the current level.

BookMark2D

Simple class to store 2D camera information.

BookmarkBase

Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene.

BoxComponent

A box generally used for simple collision. Bounds are rendered as lines in the editor.

BoxReflectionCapture

Actor used to capture the scene for reflection in a box shape @

BoxReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

Breakpoint

Breakpoint

Brush

Brush

BrushBuilder

Base class of UnrealEd brush builders.

BrushComponent

A brush component defines a shape that can be modified within the editor.

BrushShape

A brush that acts as a template for geometry mode modifiers like "Lathe".

ButtonStyleAsset

An asset describing a button's appearance.

CameraActor

A CameraActor is a camera viewpoint that can be placed in a level.

CameraAnim

A predefined animation to be played on a camera

CameraAnimInst

Camera Anim Inst

CameraBlockingVolume

A volume which blocks the Camera channel by default.

CameraComponent

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides.

CameraModifier

A CameraModifier is a base class for objects that may adjust the final camera properties after being computed by the APlayerCameraManager (@

CameraModifier_CameraShake

A UCameraModifier_CameraShake is a camera modifier that can apply a UCameraShake to the owning camera.

CameraShake

A CameraShake is an asset that defines how to shake the camera in a particular way.

Canvas

A drawing canvas.

CanvasRenderTarget2D

CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly.

CapsuleComponent

A capsule generally used for simple collision. Bounds are rendered as lines in the editor.

Channel

Base class of communication channels.

Character

Characters are Pawns that have a mesh, collision, and built-in movement logic.

CharacterMovementComponent

CharacterMovementComponent handles movement logic for the associated Character owner.

CheatManager

Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game.

CheckBoxStyleAsset

An asset describing a CheckBox's appearance.

ChildActorComponent

A component that spawns an Actor when registered, and destroys it when unregistered.

ChildConnection

Represents a secondary split screen connection that reroutes calls to the parent connection.

CloudStorageBase

Base class for the various platform interface classes.

CollisionProfile

Set up and modify collision settings.

Commandlet

Commandlet

ComponentDelegateBinding

Component Delegate Binding

CompositeCurveTable

Curve table composed of a stack of other curve tables.

CompositeDataTable

Data table composed of a stack of other data tables.

Console

A basic command line console that accepts most commands.

ControlChannel

A channel for exchanging connection control messages.

Controller

Controllers are non-physical actors that can possess a Pawn to control its actions.

ControlRigInterface

Control Rig Interface

CullDistanceVolume

Cull Distance Volume

CurveBase

Defines a curve of interpolated points to evaluate over a given range

CurveEdPresetCurve

Curve Ed Preset Curve

CurveFloat

Curve Float

CurveLinearColor

Curve Linear Color

CurveLinearColorAtlas

Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor

CurveSourceInterface

Curve Source Interface

CurveTable

Imported spreadsheet table as curves.

CurveVector

Curve Vector

DamageType

A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources.

DataAsset

Base class for a simple asset containing data. The editor will list this in the content browser if you inherit from this class

DataTable

Imported spreadsheet table.

DataTableFunctionLibrary

Data Table Function Library

DebugCameraController

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

DebugCameraHUD

HUD that displays info for the DebugCameraController view.

DebugDrawService

Debug Draw Service

DecalActor

DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry.

DecalComponent

A material that is rendered onto the surface of a mesh.

DefaultPawn

DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement.

DefaultPhysicsVolume

DefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume @

DemoNetConnection

Simulated network connection for recording and playing back game sessions.

DemoNetDriver

Simulated network driver for recording and playing back game sessions.

DemoPendingNetGame

Demo Pending Net Game

DestructibleInterface

Destructible Interface

DeveloperSettings

The base class of any auto discovered settings object.

DeviceProfile

Device Profile

DeviceProfileManager

Implements a helper class that manages all profiles in the Device

DialogueSoundWaveProxy

Dialogue Sound Wave Proxy

DialogueVoice

Dialogue Voice

DialogueWave

Dialogue Wave

DirectionalLight

Implements a directional light actor.

DirectionalLightComponent

A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.

Distribution

Distribution

DistributionFloat

Distribution Float

DistributionFloatConstant

Distribution Float Constant

DistributionFloatConstantCurve

Distribution Float Constant Curve

DistributionFloatParameterBase

Distribution Float Parameter Base

DistributionFloatParticleParameter

Distribution Float Particle Parameter

DistributionFloatUniform

Distribution Float Uniform

DistributionFloatUniformCurve

Distribution Float Uniform Curve

DistributionVector

Distribution Vector

DistributionVectorConstant

Distribution Vector Constant

DistributionVectorConstantCurve

Distribution Vector Constant Curve

DistributionVectorParameterBase

Distribution Vector Parameter Base

DistributionVectorParticleParameter

Distribution Vector Particle Parameter

DistributionVectorUniform

Distribution Vector Uniform

DistributionVectorUniformCurve

Distribution Vector Uniform Curve

DocumentationActor

Documentation Actor

DPICustomScalingRule

Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings.

DrawFrustumComponent

Utility component for drawing a view frustum. Origin is at the component location, frustum points down position X axis.

DrawSphereComponent

A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

DynamicBlueprintBinding

Dynamic Blueprint Binding

EdGraph

Ed Graph

EdGraphNode

Ed Graph Node

EdGraphNode_Documentation

Ed Graph Node Documentation

EdGraphSchema

Ed Graph Schema

Emitter

Emitter

EmitterCameraLensEffectBase

Emitter Camera Lens Effect Base

Engine

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems.

EngineBaseTypes

Engine Base Types

EngineCustomTimeStep

A CustomTimeStep control the Engine Framerate/Timestep.

EngineHandlerComponentFactory

Factory class for loading HandlerComponent's contained within Engine

EngineMessage

Engine Message

EngineTypes

Engine Types

ExponentialHeightFog

Implements an Actor for exponential height fog.

ExponentialHeightFogComponent

Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

Exporter

Exporter

FloatingPawnMovement

FloatingPawnMovement is a movement component that provides simple movement for any Pawn class.

Font

A font object, for use by Slate, UMG, and Canvas.

FontFace

A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType.

FontImportOptions

Holds options for importing fonts.

ForceFeedbackAttenuation

Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse

ForceFeedbackComponent

ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

ForceFeedbackEffect

A predefined force-feedback effect to be played on a controller

GameEngine

Engine that manages core systems that enable a game.

GameInstance

GameInstance: high-level manager object for an instance of the running game.

GameMode

GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game.

GameModeBase

The GameModeBase defines the game being played.

GameNetworkManager

Handles game-specific networking management (cheat detection, bandwidth management, etc.).

GameplayStatics

Gameplay Statics

GameSession

Acts as a game-specific wrapper around the session interface.

GameState

GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.

GameStateBase

GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.

GameUserSettings

Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file.

GameViewportClient

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems.

GarbageCollectionSettings

Implements the settings for garbage collection.

GeneratedMeshAreaLight

Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects.

HapticFeedbackEffect_Base

Haptic Feedback Effect Base

HapticFeedbackEffect_Buffer

Haptic Feedback Effect Buffer

HapticFeedbackEffect_Curve

Haptic Feedback Effect Curve

HapticFeedbackEffect_SoundWave

Haptic Feedback Effect Sound Wave

HealthSnapshotBlueprintLibrary

Health Snapshot Blueprint Library

HierarchicalInstancedStaticMeshComponent

Hierarchical Instanced Static Mesh Component

HierarchicalLODSetup

Hierarchical LODSetup

HLODProxy

This asset acts as a proxy to a static mesh for ALODActors to display

HUD

Base class of the heads-up display.

ImportanceSamplingLibrary

Importance Sampling Library

ImportantToggleSettingInterface

Important Toggle Setting Interface

Info

Info is the base class of an Actor that isn't meant to have a physical representation in the world, used primarily for "manager" type classes that hold settings data about the world, but might need to be an Actor for replication purposes.

InGameAdManager

In Game Ad Manager

InheritableComponentHandler

Inheritable Component Handler

InputActionDelegateBinding

Input Action Delegate Binding

InputAxisDelegateBinding

Input Axis Delegate Binding

InputAxisKeyDelegateBinding

Input Axis Key Delegate Binding

InputComponent

Implement an Actor component for input bindings.

InputDelegateBinding

Input Delegate Binding

InputKeyDelegateBinding

Input Key Delegate Binding

InputSettings

Project wide settings for input handling @

InputTouchDelegateBinding

Input Touch Delegate Binding

InputVectorAxisDelegateBinding

Input Vector Axis Delegate Binding

InstancedStaticMeshComponent

A component that efficiently renders multiple instances of the same StaticMesh.

Interface_AssetUserData

Interface Asset User Data

Interface_CollisionDataProvider

Interface Collision Data Provider

Interface_PostProcessVolume

Interface Post Process Volume

Interface_PreviewMeshProvider

Interface Preview Mesh Provider

InterpCurveEdSetup

Interp Curve Ed Setup

InterpData

Interpolation data, containing keyframe tracks, event tracks etc.

InterpFilter

Interp Filter

InterpFilter_Classes

Interp Filter Classes

InterpFilter_Custom

Interp Filter Custom

InterpGroup

Interp Group

InterpGroupCamera

Interp Group Camera

InterpGroupDirector

Interp Group Director

InterpGroupInst

Interp Group Inst

InterpGroupInstCamera

Interp Group Inst Camera

InterpGroupInstDirector

Interp Group Inst Director

InterpToMovementComponent

Move the root component between a series of points over a given time * @

InterpTrack

Interp Track

InterpTrackAnimControl

Interp Track Anim Control

InterpTrackAudioMaster

Interp Track Audio Master

InterpTrackBoolProp

Interp Track Bool Prop

InterpTrackColorProp

Interp Track Color Prop

InterpTrackColorScale

Interp Track Color Scale

InterpTrackDirector

Interp Track Director

InterpTrackEvent

Interp Track Event

InterpTrackFade

Interp Track Fade

InterpTrackFloatAnimBPParam

Interp Track Float Anim BPParam

InterpTrackFloatBase

Interp Track Float Base

InterpTrackFloatMaterialParam

Interp Track Float Material Param

InterpTrackFloatParticleParam

Interp Track Float Particle Param

InterpTrackFloatProp

Interp Track Float Prop

InterpTrackInst

Interp Track Inst

InterpTrackInstAnimControl

Interp Track Inst Anim Control

InterpTrackInstAudioMaster

Interp Track Inst Audio Master

InterpTrackInstBoolProp

Interp Track Inst Bool Prop

InterpTrackInstColorProp

Interp Track Inst Color Prop

InterpTrackInstColorScale

Interp Track Inst Color Scale

InterpTrackInstDirector

Interp Track Inst Director

InterpTrackInstEvent

Interp Track Inst Event

InterpTrackInstFade

Interp Track Inst Fade

InterpTrackInstFloatAnimBPParam

Interp Track Inst Float Anim BPParam

InterpTrackInstFloatMaterialParam

Interp Track Inst Float Material Param

InterpTrackInstFloatParticleParam

Interp Track Inst Float Particle Param

InterpTrackInstFloatProp

Interp Track Inst Float Prop

InterpTrackInstLinearColorProp

Interp Track Inst Linear Color Prop

InterpTrackInstMove

Interp Track Inst Move

InterpTrackInstParticleReplay

Interp Track Inst Particle Replay

InterpTrackInstProperty

Interp Track Inst Property

InterpTrackInstSlomo

Interp Track Inst Slomo

InterpTrackInstSound

Interp Track Inst Sound

InterpTrackInstToggle

Interp Track Inst Toggle

InterpTrackInstVectorMaterialParam

Interp Track Inst Vector Material Param

InterpTrackInstVectorProp

Interp Track Inst Vector Prop

InterpTrackInstVisibility

Interp Track Inst Visibility

InterpTrackLinearColorBase

Interp Track Linear Color Base

InterpTrackLinearColorProp

Interp Track Linear Color Prop

InterpTrackMove

Track containing data for moving an actor around over time.

InterpTrackMoveAxis

Interp Track Move Axis

InterpTrackParticleReplay

Interp Track Particle Replay

InterpTrackSlomo

Interp Track Slomo

InterpTrackSound

Interp Track Sound

InterpTrackToggle

Interp Track Toggle

InterpTrackVectorBase

Interp Track Vector Base

InterpTrackVectorMaterialParam

Interp Track Vector Material Param

InterpTrackVectorProp

Interp Track Vector Prop

InterpTrackVisibility

Interp Track Visibility

IntSerialization

Int Serialization

KillZVolume

KillZVolume is a volume used to determine when actors should be killed.

KismetArrayLibrary

Kismet Array Library

KismetGuidLibrary

Kismet Guid Library

KismetInputLibrary

Kismet Input Library

KismetInternationalizationLibrary

Kismet Internationalization Library

KismetMaterialLibrary

Kismet Material Library

KismetMathLibrary

Kismet Math Library

KismetNodeHelperLibrary

Kismet Node Helper Library

KismetRenderingLibrary

Kismet Rendering Library

KismetStringLibrary

Kismet String Library

KismetStringTableLibrary

Kismet String Table Library

KismetSystemLibrary

Kismet System Library

KismetTextLibrary

Kismet Text Library

Layer

Layer

Level

A Level is a collection of Actors (lights, volumes, mesh instances etc.

LevelActorContainer

Root object for all level actors

LevelBounds

Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box

LevelScriptActor

ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints.

LevelScriptBlueprint

A level blueprint is a specialized type of blueprint.

LevelStreaming

Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory.

LevelStreamingAlwaysLoaded

Level Streaming Always Loaded

LevelStreamingDynamic

Level Streaming Dynamic

LevelStreamingPersistent

Level Streaming Persistent

LevelStreamingVolume

Level Streaming Volume

Light

Light

LightComponent

Light Component

LightComponentBase

Light Component Base

LightmappedSurfaceCollection

Lightmapped Surface Collection

LightMapTexture2D

Light Map Texture 2D

LightMapVirtualTexture

Light Map Virtual Texture

LightMapVirtualTextureSpace

Light Map Virtual Texture Space

LightmassCharacterIndirectDetailVolume

Lightmass Character Indirect Detail Volume

LightmassImportanceVolume

Lightmass Importance Volume

LightmassPortal

Lightmass Portal

LightmassPortalComponent

Lightmass Portal Component

LightmassPrimitiveSettingsObject

Lightmass Primitive Settings Object

LineBatchComponent

The line batch component buffers and draws lines (and some other line-based shapes) in a scene.

LocalLightComponent

A light component which emits light from a single point equally in all directions.

LocalMessage

Local Message

LocalPlayer

Each player that is active on the current client has a LocalPlayer.

LODActor

LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference @

MapBuildDataRegistry

Map Build Data Registry

Material

A Material is an asset which can be applied to a mesh to control the visual look of the scene.

MaterialBillboardComponent

A 2d material that will be rendered always facing the camera.

MaterialExpression

Material Expression

MaterialExpressionAbs

Material Expression Abs

MaterialExpressionActorPositionWS

Material Expression Actor Position WS

MaterialExpressionAdd

Material Expression Add

MaterialExpressionAntialiasedTextureMask

Material Expression Antialiased Texture Mask

MaterialExpressionAppendVector

Material Expression Append Vector

MaterialExpressionArccosine

Material Expression Arccosine

MaterialExpressionArccosineFast

Material Expression Arccosine Fast

MaterialExpressionArcsine

Material Expression Arcsine

MaterialExpressionArcsineFast

Material Expression Arcsine Fast

MaterialExpressionArctangent

Material Expression Arctangent

MaterialExpressionArctangent2

Material Expression Arctangent 2

MaterialExpressionArctangent2Fast

Material Expression Arctangent 2Fast

MaterialExpressionArctangentFast

Material Expression Arctangent Fast

MaterialExpressionAtmosphericFogColor

Material Expression Atmospheric Fog Color

MaterialExpressionAtmosphericLightColor

Material Expression Atmospheric Light Color

MaterialExpressionAtmosphericLightVector

Material Expression Atmospheric Light Vector

MaterialExpressionBentNormalCustomOutput

Material Expression Bent Normal Custom Output

MaterialExpressionBlackBody

Material Expression Black Body

MaterialExpressionBlendMaterialAttributes

Material Expression Blend Material Attributes

MaterialExpressionBreakMaterialAttributes

Material Expression Break Material Attributes

MaterialExpressionBumpOffset

Material Expression Bump Offset

MaterialExpressionCameraPositionWS

Material Expression Camera Position WS

MaterialExpressionCameraVectorWS

Material Expression Camera Vector WS

MaterialExpressionCeil

Material Expression Ceil

MaterialExpressionChannelMaskParameter

Material Expression Channel Mask Parameter

MaterialExpressionClamp

Material Expression Clamp

MaterialExpressionClearCoatNormalCustomOutput

Material Expression Clear Coat Normal Custom Output

MaterialExpressionCollectionParameter

Material Expression Collection Parameter

MaterialExpressionComment

Material Expression Comment

MaterialExpressionComponentMask

Material Expression Component Mask

MaterialExpressionConstant

Material Expression Constant

MaterialExpressionConstant2Vector

Material Expression Constant 2Vector

MaterialExpressionConstant3Vector

Material Expression Constant 3Vector

MaterialExpressionConstant4Vector

Material Expression Constant 4Vector

MaterialExpressionConstantBiasScale

Material Expression Constant Bias Scale

MaterialExpressionCosine

Material Expression Cosine

MaterialExpressionCrossProduct

Material Expression Cross Product

MaterialExpressionCurveAtlasRowParameter

Material Expression Curve Atlas Row Parameter

MaterialExpressionCustom

Material Expression Custom

MaterialExpressionCustomOutput

Material Expression Custom Output

MaterialExpressionDDX

Material Expression DDX

MaterialExpressionDDY

Material Expression DDY

MaterialExpressionDecalDerivative

Material Expression Decal Derivative

MaterialExpressionDecalLifetimeOpacity

Material Expression Decal Lifetime Opacity

MaterialExpressionDecalMipmapLevel

Material Expression Decal Mipmap Level

MaterialExpressionDepthFade

Material Expression Depth Fade

MaterialExpressionDepthOfFieldFunction

Material Expression Depth Of Field Function

MaterialExpressionDeriveNormalZ

Material Expression Derive Normal Z

MaterialExpressionDesaturation

Material Expression Desaturation

MaterialExpressionDistance

Material Expression Distance

MaterialExpressionDistanceCullFade

Material Expression Distance Cull Fade

MaterialExpressionDistanceFieldGradient

Material Expression Distance Field Gradient

MaterialExpressionDistanceToNearestSurface

Material Expression Distance to Nearest Surface

MaterialExpressionDivide

Material Expression Divide

MaterialExpressionDotProduct

Material Expression Dot Product

MaterialExpressionDynamicParameter

Material Expression Dynamic Parameter

MaterialExpressionEyeAdaptation

Provides access to the EyeAdaptation render target.

MaterialExpressionFeatureLevelSwitch

Material Expression Feature Level Switch

MaterialExpressionFloor

Material Expression Floor

MaterialExpressionFmod

Material Expression Fmod

MaterialExpressionFontSample

Material Expression Font Sample

MaterialExpressionFontSampleParameter

Material Expression Font Sample Parameter

MaterialExpressionFrac

Material Expression Frac

MaterialExpressionFresnel

Material Expression Fresnel

MaterialExpressionFunctionInput

Material Expression Function Input

MaterialExpressionFunctionOutput

Material Expression Function Output

MaterialExpressionGetMaterialAttributes

Material Expression Get Material Attributes

MaterialExpressionGIReplace

Material Expression GIReplace

MaterialExpressionIf

Material Expression If

MaterialExpressionLightmapUVs

Material Expression Lightmap UVs

MaterialExpressionLightmassReplace

Material Expression Lightmass Replace

MaterialExpressionLightVector

Material Expression Light Vector

MaterialExpressionLinearInterpolate

Material Expression Linear Interpolate

MaterialExpressionLogarithm10

Material Expression Logarithm 10

MaterialExpressionLogarithm2

Material Expression Logarithm 2

MaterialExpressionMakeMaterialAttributes

Material Expression Make Material Attributes

MaterialExpressionMaterialAttributeLayers

Material Expression Material Attribute Layers

MaterialExpressionMaterialFunctionCall

Material Expression Material Function Call

MaterialExpressionMaterialLayerOutput

Material Expression Material Layer Output

MaterialExpressionMaterialProxyReplace

Material Expression Material Proxy Replace

MaterialExpressionMax

Material Expression Max

MaterialExpressionMin

Material Expression Min

MaterialExpressionMultiply

Material Expression Multiply

MaterialExpressionNoise

Material Expression Noise

MaterialExpressionNormalize

Material Expression Normalize

MaterialExpressionObjectBounds

Material Expression Object Bounds

MaterialExpressionObjectOrientation

Material Expression Object Orientation

MaterialExpressionObjectPositionWS

Material Expression Object Position WS

MaterialExpressionObjectRadius

Material Expression Object Radius

MaterialExpressionOneMinus

Material Expression One Minus

MaterialExpressionPanner

Material Expression Panner

MaterialExpressionParameter

Material Expression Parameter

MaterialExpressionParticleColor

Material Expression Particle Color

MaterialExpressionParticleDirection

Material Expression Particle Direction

MaterialExpressionParticleMacroUV

Material Expression Particle Macro UV

MaterialExpressionParticleMotionBlurFade

Material Expression Particle Motion Blur Fade

MaterialExpressionParticlePositionWS

Material Expression Particle Position WS

MaterialExpressionParticleRadius

Material Expression Particle Radius

MaterialExpressionParticleRandom

Material Expression Particle Random

MaterialExpressionParticleRelativeTime

Material Expression Particle Relative Time

MaterialExpressionParticleSize

Material Expression Particle Size

MaterialExpressionParticleSpeed

Material Expression Particle Speed

MaterialExpressionParticleSubUV

Material Expression Particle Sub UV

MaterialExpressionPerInstanceFadeAmount

Material Expression Per Instance Fade Amount

MaterialExpressionPerInstanceRandom

Material Expression Per Instance Random

MaterialExpressionPixelDepth

Material Expression Pixel Depth

MaterialExpressionPixelNormalWS

Material Expression Pixel Normal WS

MaterialExpressionPower

Material Expression Power

MaterialExpressionPrecomputedAOMask

Material Expression Precomputed AOMask

MaterialExpressionPreSkinnedNormal

Material Expression Pre Skinned Normal

MaterialExpressionPreSkinnedPosition

Material Expression Pre Skinned Position

MaterialExpressionPreviousFrameSwitch

Material Expression Previous Frame Switch

MaterialExpressionQualitySwitch

Material Expression Quality Switch

MaterialExpressionReflectionVectorWS

Material Expression Reflection Vector WS

MaterialExpressionReroute

Material Expression Reroute

MaterialExpressionRotateAboutAxis

Material Expression Rotate About Axis

MaterialExpressionRotator

Material Expression Rotator

MaterialExpressionRound

Material Expression Round

MaterialExpressionSaturate

Material Expression Saturate

MaterialExpressionScalarParameter

Material Expression Scalar Parameter

MaterialExpressionSceneColor

Material Expression Scene Color

MaterialExpressionSceneDepth

Material Expression Scene Depth

MaterialExpressionSceneTexelSize

Material Expression Scene Texel Size

MaterialExpressionSceneTexture

Material Expression Scene Texture

MaterialExpressionScreenPosition

Material Expression Screen Position

MaterialExpressionSetMaterialAttributes

Material Expression Set Material Attributes

MaterialExpressionShadingPathSwitch

Material Expression Shading Path Switch

MaterialExpressionSign

Material Expression Sign

MaterialExpressionSine

Material Expression Sine

MaterialExpressionSobol

Material Expression Sobol

MaterialExpressionSpeedTree

Material Expression Speed Tree

MaterialExpressionSphereMask

Material Expression Sphere Mask

MaterialExpressionSphericalParticleOpacity

Material Expression Spherical Particle Opacity

MaterialExpressionSquareRoot

Material Expression Square Root

MaterialExpressionStaticBool

Material Expression Static Bool

MaterialExpressionStaticBoolParameter

Material Expression Static Bool Parameter

MaterialExpressionStaticComponentMaskParameter

Material Expression Static Component Mask Parameter

MaterialExpressionStaticSwitch

Material Expression Static Switch

MaterialExpressionStaticSwitchParameter

Material Expression Static Switch Parameter

MaterialExpressionSubtract

Material Expression Subtract

MaterialExpressionTangent

Material Expression Tangent

MaterialExpressionTangentOutput

Material Expression Tangent Output

MaterialExpressionTemporalSobol

Material Expression Temporal Sobol

MaterialExpressionTextureBase

Material Expression Texture Base

MaterialExpressionTextureCoordinate

Material Expression Texture Coordinate

MaterialExpressionTextureObject

Material Expression Texture Object

MaterialExpressionTextureObjectParameter

Material Expression Texture Object Parameter

MaterialExpressionTextureProperty

Material Expression Texture Property

MaterialExpressionTextureSample

Material Expression Texture Sample

MaterialExpressionTextureSampleParameter

Material Expression Texture Sample Parameter

MaterialExpressionTextureSampleParameter2D

Material Expression Texture Sample Parameter 2D

MaterialExpressionTextureSampleParameterCube

Material Expression Texture Sample Parameter Cube

MaterialExpressionTextureSampleParameterSubUV

Material Expression Texture Sample Parameter Sub UV

MaterialExpressionTextureSampleParameterVolume

Material Expression Texture Sample Parameter Volume

MaterialExpressionTime

Material Expression Time

MaterialExpressionTransform

Material Expression Transform

MaterialExpressionTransformPosition

Material Expression Transform Position

MaterialExpressionTruncate

Material Expression Truncate

MaterialExpressionTwoSidedSign

Material Expression Two Sided Sign

MaterialExpressionVectorNoise

Material Expression Vector Noise

MaterialExpressionVectorParameter

Material Expression Vector Parameter

MaterialExpressionVertexColor

Material Expression Vertex Color

MaterialExpressionVertexInterpolator

Material Expression Vertex Interpolator

MaterialExpressionVertexNormalWS

Material Expression Vertex Normal WS

MaterialExpressionViewProperty

Material Expression View Property

MaterialExpressionViewSize

Material Expression View Size

MaterialExpressionWorldPosition

Material Expression World Position

MaterialFunction

A Material Function is a collection of material expressions that can be reused in different materials

MaterialFunctionInstance

A material function instance defines parameter overrides for a parent material function.

MaterialFunctionInterface

A Material Function is a collection of material expressions that can be reused in different materials

MaterialFunctionMaterialLayer

Specialized Material Function that acts as a layer

MaterialFunctionMaterialLayerBlend

Specialized Material Function that acts as a blend

MaterialFunctionMaterialLayerBlendInstance

Specialized Material Function Instance that instances a blend

MaterialFunctionMaterialLayerInstance

Specialized Material Function Instance that instances a layer

MaterialInstance

Material Instance

MaterialInstanceActor

Material Instance Actor

MaterialInstanceConstant

Material Instances may be used to change the appearance of a material without incurring an expensive recompilation of the material.

MaterialInstanceDynamic

Material Instance Dynamic

MaterialInterface

Material Interface

MaterialParameterCollection

Asset class that contains a list of parameter names and their default values.

MaterialParameterCollectionInstance

Class that stores per-world instance parameter data for a given UMaterialParameterCollection resource.

MatineeActor

Matinee Actor

MatineeActorCameraAnim

Actor used to control temporary matinees for camera anims that only exist in the editor

MatineeAnimInterface

Matinee Anim Interface

MatineeInterface

Matinee Interface

MeshComponent

MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles.

MeshMergeCullingVolume

A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes

MeshSimplificationSettings

Mesh Simplification Settings

MeshVertexPainterKismetLibrary

Mesh Vertex Painter Kismet Library

MicroTransactionBase

Micro Transaction Base

Model

Model

ModelComponent

ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object.

MorphTarget

Morph Target

MovementComponent

MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick.

NavAgentInterface

Nav Agent Interface

NavAreaBase

a stub class. Actual implementation in NavigationSystem module.

NavCollisionBase

Nav Collision Base

NavEdgeProviderInterface

Nav Edge Provider Interface

NavigationDataChunk

Navigation Data Chunk

NavigationDataInterface

Navigation Data Interface

NavigationObjectBase

Navigation Object Base

NavigationSystem

Navigation System

NavigationSystemBase

Navigation System Base

NavigationSystemConfig

Navigation System Config

NavLinkDefinition

Class containing definition of a navigation area

NavMovementComponent

NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.

NavPathObserverInterface

Nav Path Observer Interface

NavRelevantInterface

Nav Relevant Interface

NetConnection

Delegates

NetDriver

Net Driver

NetworkPredictionInterface

Network Prediction Interface

NetworkSettings

Network settings.

NodeMappingContainer

Node Mapping Container Class

  • This saves source items, and target items, and mapping between
  • Used by Retargeting, Control Rig mapping.

NodeMappingProviderInterface

Node Mapping Provider Interface

Note

Note

NullNavSysConfig

Null Nav Sys Config

ObjectLibrary

Class that holds a library of Objects

ObjectReferencer

Object Referencer

OcclusionPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

OnlineBlueprintCallProxyBase

Online Blueprint Call Proxy Base

OnlineEngineInterface

Interface class between engine and OnlineSubsystem to remove dependencies between the two The real work is implemented in UOnlineEngineInterfaceImpl in OnlineSubsystemUtils The expectation is that this basic group of functions will not expand/change and that OnlineSubsystem can remain independent of the engine Games should not use this interface, use the OnlineSubsystem plugins directly Better functionality descriptions can be found in the OnlineSubsystem interfaces

OnlineSession

Online Session

PackageMapClient

Package Map Client

PainCausingVolume

Volume that causes damage over time to any Actor that overlaps its collision.

ParticleEmitter

Particle Emitter

ParticleEventManager

Particle Event Manager

ParticleLODLevel

Particle LODLevel

ParticleModule

Particle Module

ParticleModuleAcceleration

Particle Module Acceleration

ParticleModuleAccelerationBase

Particle Module Acceleration Base

ParticleModuleAccelerationConstant

Particle Module Acceleration Constant

ParticleModuleAccelerationDrag

Particle Module Acceleration Drag

ParticleModuleAccelerationDragScaleOverLife

Particle Module Acceleration Drag Scale Over Life

ParticleModuleAccelerationOverLifetime

Particle Module Acceleration Over Lifetime

ParticleModuleAttractorBase

Particle Module Attractor Base

ParticleModuleAttractorLine

Particle Module Attractor Line

ParticleModuleAttractorParticle

Particle Module Attractor Particle

ParticleModuleAttractorPoint

Particle Module Attractor Point

ParticleModuleAttractorPointGravity

Particle Module Attractor Point Gravity

ParticleModuleBeamBase

Particle Module Beam Base

ParticleModuleBeamModifier

Particle Module Beam Modifier

ParticleModuleBeamNoise

Particle Module Beam Noise

ParticleModuleBeamSource

Particle Module Beam Source

ParticleModuleBeamTarget

Particle Module Beam Target

ParticleModuleCameraBase

Particle Module Camera Base

ParticleModuleCameraOffset

Particle Module Camera Offset

ParticleModuleCollision

Particle Module Collision

ParticleModuleCollisionBase

Particle Module Collision Base

ParticleModuleCollisionGPU

Particle Module Collision GPU

ParticleModuleColor

Particle Module Color

ParticleModuleColor_Seeded

Particle Module Color Seeded

ParticleModuleColorBase

Particle Module Color Base

ParticleModuleColorOverLife

Particle Module Color Over Life

ParticleModuleColorScaleOverLife

Particle Module Color Scale Over Life

ParticleModuleEventBase

Particle Module Event Base

ParticleModuleEventGenerator

Particle Module Event Generator

ParticleModuleEventReceiverBase

Particle Module Event Receiver Base

ParticleModuleEventReceiverKillParticles

Particle Module Event Receiver Kill Particles

ParticleModuleEventReceiverSpawn

Particle Module Event Receiver Spawn

ParticleModuleEventSendToGame

Particle Module Event Send to Game

ParticleModuleKillBase

Particle Module Kill Base

ParticleModuleKillBox

Particle Module Kill Box

ParticleModuleKillHeight

Particle Module Kill Height

ParticleModuleLifetime

Particle Module Lifetime

ParticleModuleLifetime_Seeded

Particle Module Lifetime Seeded

ParticleModuleLifetimeBase

Particle Module Lifetime Base

ParticleModuleLight

Particle Module Light

ParticleModuleLight_Seeded

Particle Module Light Seeded

ParticleModuleLightBase

Particle Module Light Base

ParticleModuleLocation

Particle Module Location

ParticleModuleLocation_Seeded

Particle Module Location Seeded

ParticleModuleLocationBase

Particle Module Location Base

ParticleModuleLocationBoneSocket

Particle Module Location Bone Socket

ParticleModuleLocationDirect

Particle Module Location Direct

ParticleModuleLocationEmitter

Particle Module Location Emitter

ParticleModuleLocationEmitterDirect

Particle Module Location Emitter Direct

ParticleModuleLocationPrimitiveBase

Particle Module Location Primitive Base

ParticleModuleLocationPrimitiveCylinder

Particle Module Location Primitive Cylinder

ParticleModuleLocationPrimitiveCylinder_Seeded

Particle Module Location Primitive Cylinder Seeded

ParticleModuleLocationPrimitiveSphere

Particle Module Location Primitive Sphere

ParticleModuleLocationPrimitiveSphere_Seeded

Particle Module Location Primitive Sphere Seeded

ParticleModuleLocationPrimitiveTriangle

Particle Module Location Primitive Triangle

ParticleModuleLocationSkelVertSurface

Particle Module Location Skel Vert Surface

ParticleModuleLocationWorldOffset

Particle Module Location World Offset

ParticleModuleLocationWorldOffset_Seeded

Particle Module Location World Offset Seeded

ParticleModuleMaterialBase

Particle Module Material Base

ParticleModuleMeshMaterial

Particle Module Mesh Material

ParticleModuleMeshRotation

Particle Module Mesh Rotation

ParticleModuleMeshRotation_Seeded

Particle Module Mesh Rotation Seeded

ParticleModuleMeshRotationRate

Particle Module Mesh Rotation Rate

ParticleModuleMeshRotationRate_Seeded

Particle Module Mesh Rotation Rate Seeded

ParticleModuleMeshRotationRateMultiplyLife

Particle Module Mesh Rotation Rate Multiply Life

ParticleModuleMeshRotationRateOverLife

Particle Module Mesh Rotation Rate Over Life

ParticleModuleOrbit

Particle Module Orbit

ParticleModuleOrbitBase

Particle Module Orbit Base

ParticleModuleOrientationAxisLock

Particle Module Orientation Axis Lock

ParticleModuleOrientationBase

Particle Module Orientation Base

ParticleModuleParameterBase

Particle Module Parameter Base

ParticleModuleParameterDynamic

Particle Module Parameter Dynamic

ParticleModuleParameterDynamic_Seeded

Particle Module Parameter Dynamic Seeded

ParticleModulePivotOffset

Particle Module Pivot Offset

ParticleModuleRequired

Particle Module Required

ParticleModuleRotation

Particle Module Rotation

ParticleModuleRotation_Seeded

Particle Module Rotation Seeded

ParticleModuleRotationBase

Particle Module Rotation Base

ParticleModuleRotationOverLifetime

Particle Module Rotation Over Lifetime

ParticleModuleRotationRate

Particle Module Rotation Rate

ParticleModuleRotationRate_Seeded

Particle Module Rotation Rate Seeded

ParticleModuleRotationRateBase

Particle Module Rotation Rate Base

ParticleModuleRotationRateMultiplyLife

Particle Module Rotation Rate Multiply Life

ParticleModuleSize

Particle Module Size

ParticleModuleSize_Seeded

Particle Module Size Seeded

ParticleModuleSizeBase

Particle Module Size Base

ParticleModuleSizeMultiplyLife

Particle Module Size Multiply Life

ParticleModuleSizeScale

Particle Module Size Scale

ParticleModuleSizeScaleBySpeed

Particle Module Size Scale by Speed

ParticleModuleSourceMovement

Particle Module Source Movement

ParticleModuleSpawn

Particle Module Spawn

ParticleModuleSpawnBase

Particle Module Spawn Base

ParticleModuleSpawnPerUnit

Particle Module Spawn Per Unit

ParticleModuleSubUV

Particle Module Sub UV

ParticleModuleSubUVBase

Particle Module Sub UVBase

ParticleModuleSubUVMovie

Particle Module Sub UVMovie

ParticleModuleTrailBase

Particle Module Trail Base

ParticleModuleTrailSource

Particle Module Trail Source

ParticleModuleTypeDataAnimTrail

Particle Module Type Data Anim Trail

ParticleModuleTypeDataBase

Particle Module Type Data Base

ParticleModuleTypeDataBeam2

Particle Module Type Data Beam 2

ParticleModuleTypeDataGpu

Particle Module Type Data Gpu

ParticleModuleTypeDataMesh

Particle Module Type Data Mesh

ParticleModuleTypeDataRibbon

Particle Module Type Data Ribbon

ParticleModuleVectorFieldBase

Particle Module Vector Field Base

ParticleModuleVectorFieldGlobal

Particle Module Vector Field Global

ParticleModuleVectorFieldLocal

Particle Module Vector Field Local

ParticleModuleVectorFieldRotation

Particle Module Vector Field Rotation

ParticleModuleVectorFieldRotationRate

Particle Module Vector Field Rotation Rate

ParticleModuleVectorFieldScale

Particle Module Vector Field Scale

ParticleModuleVectorFieldScaleOverLife

Particle Module Vector Field Scale Over Life

ParticleModuleVelocity

Particle Module Velocity

ParticleModuleVelocity_Seeded

Particle Module Velocity Seeded

ParticleModuleVelocityBase

Particle Module Velocity Base

ParticleModuleVelocityCone

Particle Module Velocity Cone

ParticleModuleVelocityInheritParent

Particle Module Velocity Inherit Parent

ParticleModuleVelocityOverLifetime

Particle Module Velocity Over Lifetime

ParticleSpriteEmitter

Particle Sprite Emitter

ParticleSystem

A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters.

ParticleSystemComponent

A particle emitter.

ParticleSystemReplay

Particle System Replay

PathFollowingAgentInterface

Path Following Agent Interface

Pawn

Pawn is the base class of all actors that can be possessed by players or AI.

PawnMovementComponent

PawnMovementComponent can be used to update movement for an associated Pawn.

PawnNoiseEmitterComponent

PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn.

PendingNetGame

Pending Net Game

PhysicalAnimationComponent

Physical Animation Component

PhysicalMaterial

Physical materials are used to define the response of a physical object when interacting dynamically with the world.

PhysicalMaterialPropertyBase

Physical Material Property Base

PhysicsAsset

PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll.

PhysicsCollisionHandler

Physics Collision Handler

PhysicsConstraintActor

Physics Constraint Actor

PhysicsConstraintComponent

This is effectively a joint that allows you to connect 2 rigid bodies together. You can create different types of joints using the various parameters of this component.

PhysicsConstraintTemplate

Physics Constraint Template

PhysicsHandleComponent

Utility object for moving physics objects around.

PhysicsSettings

Default physics settings.

PhysicsSpringComponent

Note: this component is still work in progress.

PhysicsThruster

Attach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie.

PhysicsThrusterComponent

Used with objects that have physics to apply a force down the negative-X direction ie.

PhysicsVolume

PhysicsVolume: A bounding volume which affects actor physics.

PlanarReflection

Planar Reflection

PlanarReflectionComponent

UPlanarReflectionComponent

PlaneReflectionCapture

Plane Reflection Capture

PlaneReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

PlatformEventsComponent

Component to handle receiving notifications from the OS about platform events.

PlatformGameInstance

UObject based class for handling mobile events. Having this object as an option gives the app lifetime access to these global delegates. The component UApplicationLifecycleComponent is destroyed at level loads

PlatformInterfaceBase

Platform Interface Base

PlatformInterfaceWebResponse

Platform Interface Web Response

Player

Player

PlayerCameraManager

A PlayerCameraManager is responsible for managing the camera for a particular player.

PlayerController

PlayerControllers are used by human players to control Pawns.

PlayerInput

Object within PlayerController that processes player input.

PlayerStart

This class indicates a location where a player can spawn when the game begins @

PlayerStartPIE

Player Start PIE

PlayerState

A PlayerState is created for every player on a server (or in a standalone game).

PluginCommandlet

Plugin Commandlet

PointLight

Point Light

PointLightComponent

A light component which emits light from a single point equally in all directions.

Polys

Polys

PoseableMeshComponent

UPoseableMeshComponent that allows bone transforms to be driven by blueprint.

PoseAsset

  • Pose Asset that can be blended by weight of curves

PoseWatch

Pose Watch

PostProcessComponent

PostProcessComponent.

PostProcessVolume

for FPostprocessSettings

PrecomputedVisibilityOverrideVolume

Precomputed Visibility Override Volume

PrecomputedVisibilityVolume

Precomputed Visibility Volume

PreviewCollectionInterface

Preview Collection Interface

PreviewMeshCollection

A simple collection of skeletal meshes used for in-editor preview

PrimaryAssetLabel

A seed file that is created to mark referenced assets as part of this primary asset

PrimaryDataAsset

A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which makes it something that can be manually loaded/unloaded from the AssetManager Making blueprint subclasses of this is useful because you can make blueprint-only primary asset types Blueprint subclasses will end up with a PrimaryAssetType equal to the name of the first native class found going up the hierarchy, or the top level blueprint class that directly subclasses this IE, if you have PrimaryDataAsset -> ParentNativeClass -> ChildNativeClass -> BlueprintAsset the type will be ChildNativeClass Whereas if you have PrimaryDataAsset -> ParentBlueprintClass -> ChildBlueprintClass the type will be ParentBlueprintClass

PrimitiveComponent

PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.

ProjectileMovementComponent

ProjectileMovementComponent updates the position of another component during its tick.

ProxyLODMeshSimplificationSettings

Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system).

RadialForceActor

Radial Force Actor

RadialForceComponent

Used to emit a radial force or impulse that can affect physics objects and or destructible objects.

RectLight

Rect Light

RectLightComponent

A light component which emits light from a rectangle.

ReflectionCapture

Reflection Capture

ReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

RendererOverrideSettings

Renderer Override Settings

RendererSettings

Rendering settings.

ReplicationConnectionDriver

Class/interface for replication extension that is per connection. It is up to the replication driver to create and associate these with a UNetConnection

ReplicationDriver

Replication Driver

ReporterBase

Reporter Base

ReporterGraph

Reporter Graph

ReverbEffect

Reverb Effect

ReverbPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

Rig

URig : that has rigging data for skeleton - used for retargeting

RigidBodyBase

Rigid Body Base

RotatingMovementComponent

Performs continuous rotation of a component at a specific rotation rate.

RVOAvoidanceInterface

RVOAvoidance Interface

SaveGame

This class acts as a base class for a save game object that can be used to save state about the game.

Scene

Scene

SceneCapture

Scene Capture

SceneCapture2D

Scene Capture 2D

SceneCaptureComponent

-> will be exported to EngineDecalClasses.h

SceneCaptureComponent2D

Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target.

SceneCaptureComponentCube

Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.

SceneCaptureCube

Scene Capture Cube

SceneComponent

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.

ScriptViewportClient

Script Viewport Client

SCS_Node

SCS Node

Selection

Selection

ServerStatReplicator

ShadowMapTexture2D

Shadow Map Texture 2D

ShapeComponent

ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc).

SimpleConstructionScript

Simple Construction Script

SimulatedClientNetConnection

A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime.

SkeletalBodySetup

Skeletal Body Setup

SkeletalMesh

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh.

SkeletalMeshActor

SkeletalMeshActor is an instance of a USkeletalMesh in the world.

SkeletalMeshComponent

SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.

SkeletalMeshLODSettings

Skeletal Mesh LODSettings

SkeletalMeshSocket

Skeletal Mesh Socket

Skeleton

USkeleton : that links between mesh and animation - Bone hierarchy for animations - Bone/track linkup between mesh and animation - Retargetting related

SkinnedMeshComponent

Skinned mesh component that supports bone skinned mesh rendering.

SkyLight

Sky Light

SkyLightComponent

Sky Light Component

SlateBrushAsset

An asset describing how a texture can exist in slate's DPI-aware environment and how this texture responds to resizing.

SlateTextureAtlasInterface

Slate Texture Atlas Interface

SmokeTestCommandlet

Smoke Test Commandlet

SoundAttenuation

Defines how a sound changes volume with distance to the listener

SoundBase

Sound Base

SoundClass

Sound Class

SoundConcurrency

Sound Concurrency

SoundCue

The behavior of audio playback is defined within Sound Cues.

SoundEffectPreset

Sound Effect Preset

SoundEffectSourcePreset

This is here to make sure users don't mix up source and submix effects in the editor. Asset sorting, drag-n-drop, etc.

SoundEffectSourcePresetChain

Sound Effect Source Preset Chain

SoundEffectSubmixPreset

This is here to make sure users don't mix up source and submix effects in the editor. Asset sorting, drag-n-drop, etc.

SoundGroups

This class is a singleton initialized from the ini

SoundMix

Sound Mix

SoundNode

Sound Node

SoundNodeAssetReferencer

Sound node that contains a reference to the raw wave file to be played

SoundNodeAttenuation

Defines how a sound's volume changes based on distance to the listener

SoundNodeBranch

Selects a child node based on the value of a boolean parameter

SoundNodeConcatenator

Plays child nodes sequentially

SoundNodeDelay

Defines a delay

SoundNodeDialoguePlayer

Sound node that contains a reference to the dialogue table to pull from and be played

SoundNodeDistanceCrossFade

SoundNodeDoppler

Computes doppler pitch shift

SoundNodeEnveloper

Allows manipulation of volume and pitch over a set time period

SoundNodeGroupControl

Plays different sounds depending on the number of active sounds

SoundNodeLooping

Defines how a sound loops; either indefinitely, or for a set number of times.

SoundNodeMature

This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundWave::bMature=true should be played.

SoundNodeMixer

Defines how concurrent sounds are mixed together

SoundNodeModulator

Defines a random volume and pitch modification when a sound starts

SoundNodeModulatorContinuous

Allows named parameter based manipulation of pitch and volume

SoundNodeOscillator

Defines how a sound oscillates

SoundNodeParamCrossFade

Crossfades between different sounds based on a parameter

SoundNodeQualityLevel

This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play

SoundNodeRandom

Selects sounds from a random set

SoundNodeSoundClass

Remaps the SoundClass of SoundWaves underneath this

SoundNodeSwitch

Selects a child node based on the value of a integer parameter

SoundNodeWaveParam

Sound node that takes a runtime parameter for the wave to play

SoundNodeWavePlayer

Sound node that contains a reference to the raw wave file to be played

SoundSourceBus

A source bus is a type of USoundBase and can be "played" like any sound.

SoundSubmix

Sound Submix

SoundWave

Sound Wave

SoundWaveProcedural

Sound Wave Procedural

SpatializationPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

SpectatorPawn

Spectator Pawn

SpectatorPawnMovement

Spectator Pawn Movement

SphereComponent

A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

SphereReflectionCapture

Actor used to capture the scene for reflection in a sphere shape.

SphereReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

SplineComponent

A spline component is a spline shape which can be used for other purposes (e.

SplineMeshActor

SplineMeshActor is an actor with a SplineMeshComponent.

SplineMeshComponent

A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline.

SpotLight

Spot Light

SpotLightComponent

A spot light component emits a directional cone shaped light (Eg a Torch).

SpringArmComponent

This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision.

StaticMesh

A StaticMesh is a piece of geometry that consists of a static set of polygons.

StaticMeshActor

StaticMeshActor is an instance of a UStaticMesh in the world.

StaticMeshComponent

StaticMeshComponent is used to create an instance of a UStaticMesh.

StaticMeshDescriptions

Container UObject which holds a MeshDescription for every SourceModel LOD.

StaticMeshSocket

Static Mesh Socket

StereoLayerComponent

A geometry layer within the stereo rendered viewport.

StereoLayerFunctionLibrary

StereoLayer Extensions Function Library

StreamingSettings

Streaming settings.

StringTable

String table wrapper asset

SubsurfaceProfile

Subsurface Scattering profile asset, can be specified at the material.

SubUVAnimation

SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity.

SystemTimeTimecodeProvider

Converts the current system time to timecode, relative to a provided frame rate.

TargetPoint

Target Point

TextPropertyTestObject

Text Property Test Object

TextRenderActor

Text Render Actor

TextRenderComponent

Renders text in the world with given font. Contains usual font related attributes such as Scale, Alignment, Color etc.

Texture

Texture

Texture2D

Texture 2D

Texture2DDynamic

Texture 2DDynamic

TextureCube

Texture Cube

TextureLightProfile

Texture Light Profile

TextureLODSettings

Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group.

TextureRenderTarget

Texture Render Target

TextureRenderTarget2D

TextureRenderTarget2D 2D render target texture resource.

TextureRenderTargetCube

TextureRenderTargetCube Cube render target texture resource.

ThumbnailInfo

Thumbnail Info

TimecodeProvider

A class responsible of fetching a timecode from a source.

TimelineComponent

TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes.

TimelineTemplate

Timeline Template

TireType

DEPRECATED - Only used to allow conversion to new TireConfig in PhysXVehicles plugin

TouchInterface

Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks

TriggerBase

An actor used to generate collision events (begin/end overlap) in the level.

TriggerBox

A box shaped trigger, used to generate overlap events in the level

TriggerCapsule

A capsule shaped trigger, used to generate overlap events in the level

TriggerSphere

A sphere shaped trigger, used to generate overlap events in the level

TriggerVolume

Trigger Volume

TwitterIntegrationBase

Twitter Integration Base

UserDefinedEnum

An Enumeration is a list of named values.

UserDefinedStruct

User Defined Struct

UserInterfaceSettings

User Interface settings that control Slate and UMG.

VectorField

Vector Field

VectorFieldAnimated

Vector Field Animated

VectorFieldComponent

A Component referencing a vector field.

VectorFieldStatic

Vector Field Static

VectorFieldVolume

Vector Field Volume

VirtualTexture

Virtual Texture

VirtualTextureSpace

Virtual Texture Space

VisualLoggerAutomationTests

Visual Logger Automation Tests

VisualLoggerDebugSnapshotInterface

Visual Logger Debug Snapshot Interface

VisualLoggerKismetLibrary

Visual Logger Kismet Library

VoiceChannel

Voice Channel

VOIPStatics

VOIPStatics

VOIPTalker

VOIPTalker

Volume

An editable 3D volume placed in a level.

VolumeTexture

Volume Texture

VolumetricLightmapDensityVolume

Provides local control over volumetric lightmap density. Only convex shapes supported.

WindDirectionalSource

Actor that provides a directional wind source. Only affects SpeedTree assets.

WindDirectionalSourceComponent

Component that provides a directional wind source. Only affects SpeedTree assets.

World

The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.

WorldComposition

WorldComposition represents world structure:

  • Holds list of all level packages participating in this world and theirs base parameters (bounding boxes, offset from origin)
  • Holds list of streaming level objects to stream in and out based on distance from current view point

WorldSettings

Actor containing all script accessible world properties.

Structs

A2CSPose

Component space poses.

A2Pose

A2Pose

ActiveForceFeedbackEffect

Active Force Feedback Effect

ActiveHapticFeedbackEffect

Active Haptic Feedback Effect

ActorComponentTickFunction

Tick function that calls UActorComponent::ConditionalTick

ActorTickFunction

Tick function that calls AActor::TickActor

AlphaBlend

Alpha Blend class that supports different blend options as well as custom curves

AngularDriveConstraint

Angular Drive

AnimationActiveTransitionEntry

Information about an active transition on the transition stack

AnimationFrameSnapshot

This structure represents debugging information for a frame snapshot

AnimationGroupReference

Animation Group Reference

AnimationPotentialTransition

Animation Potential Transition

AnimationRecordingSettings

Settings describing how to record an animation

AnimationState

Animation State

AnimationStateBase

This is the base class that both baked states and transitions use

AnimationTransitionBetweenStates

This represents a baked transition

AnimationTransitionRule

This structure represents a baked transition rule inside a state

AnimBlueprintDebugData

This structure represents animation-related debugging information for an entire AnimBlueprint (general debug information for the event graph, etc.

AnimControlTrackKey

Structure used for holding information for one animation played on the Anim Control track.

AnimCurveBase

Float curve data for one track

AnimCurveParam

UI Curve Parameter type This gets name, and cached UID and use it when needed

AnimCurveType

in the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton.

AnimGroupInfo

Anim Group Info

AnimGroupInstance

Anim Group Instance

AnimInstanceProxy

Proxy object passed around during animation tree update in lieu of a UAnimInstance

AnimLinkableElement

Used to describe an element that can be linked to a segment in a montage or sequence.

AnimMontageInstance

Anim Montage Instance

AnimNode_ApplyMeshSpaceAdditive

Anim Node Apply Mesh Space Additive

AnimNode_AssetPlayerBase

Base class for any asset playing anim node

AnimNode_Base

This is the base of all runtime animation nodes To create a new animation node: Create a struct derived from FAnimNode_Base - this is your runtime node

AnimNode_ConvertComponentToLocalSpace

Anim Node Convert Component to Local Space

AnimNode_ConvertLocalToComponentSpace

Anim Node Convert Local to Component Space

AnimNode_SaveCachedPose

Anim Node Save Cached Pose

AnimNode_SequencePlayer

Sequence player node

AnimNode_SingleNode

Local anim node for extensible processing.

AnimNode_StateMachine

State machine node

AnimNode_SubInput

Anim Node Sub Input

AnimNode_SubInstance

Anim Node Sub Instance

AnimNode_TransitionPoseEvaluator

Animation data node for state machine transitions.

AnimNode_TransitionResult

Root node of a state machine transition graph

AnimNode_UseCachedPose

Anim Node Use Cached Pose

AnimNotifyArray

Anim Notify Array

AnimNotifyEvent

Triggers an animation notify.

AnimNotifyEventReference

Anim Notify Event Reference

AnimNotifyQueue

Anim Notify Queue

AnimNotifyTrack

Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num().

AnimParentNodeAssetOverride

Anim Parent Node Asset Override

AnimSegment

this is anim segment that defines what animation and how *

AnimSequenceTrackContainer

These two always should go together, but it is not right now.

AnimSetMeshLinkup

This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set.

AnimSingleNodeInstanceProxy

Proxy override for this UAnimInstance-derived class

AnimSlotDesc

Used to indicate each slot name and how many channels they have.

AnimSlotGroup

Anim Slot Group

AnimSlotInfo

Struct used for passing information from Matinee to an Actor for blending animations during a sequence.

AnimSyncMarker

Anim Sync Marker

AnimTickRecord

Information about an animation asset that needs to be ticked

AnimTrack

This is list of anim segments for this track For now this is only one TArray, but in the future

AnimUpdateRateParameters

Container for Animation Update Rate parameters.

AssetEditorOrbitCameraPosition

Asset Editor Orbit Camera Position

AssetImportInfo

Struct that is used to store an array of asset import data as an asset registry tag

AssetManagerRedirect

Simple structure for redirecting an old asset name/path to a new one

AssetMapping

This defines one asset mapping

AtmospherePrecomputeParameters

Structure storing Data for pre-computation

AudioComponentParam

Struct used for storing one per-instance named parameter for this AudioComponent.

AudioEQEffect

Audio EQEffect

AudioQualitySettings

Audio Quality Settings

AutoCompleteNode

Node for storing an auto-complete tree based on each char in the command.

BakedAnimationState

Baked Animation State

BakedAnimationStateMachine

Baked Animation State Machine

BakedStateExitTransition

Baked State Exit Transition

BaseAttenuationSettings

  • Base class for attenuation settings.

BasedMovementInfo

Struct to hold information about the "base" object the character is standing on.

BasedPosition

Struct for handling positions relative to a base actor, which is potentially moving

BatchedLine

Batched Line

BatchedPoint

Batched Point

BeamModifierOptions

Beam Modifier Options

BeamTargetData

Beam Multi-target Variables.

BlendFilter

Blend Filter

BlendParameter

Blend Parameter

BlendProfileBoneEntry

A single entry for a blend scale within a profile, mapping a bone to a blendscale

BlendSample

Sample data

BlendSampleData

Transform definition

BlueprintComponentChangedPropertyInfo

A single changed Blueprint component property.

BlueprintComponentDelegateBinding

Entry for a delegate to assign after a blueprint has been instanced

BlueprintCookedComponentInstancingData

Cooked data for a Blueprint component template.

BlueprintDebugData

Blueprint Debug Data

BlueprintEditorPromotionSettings

Holds settings for the blueprint editor build promotion tests

BlueprintInputActionDelegateBinding

Blueprint Input Action Delegate Binding

BlueprintInputAxisDelegateBinding

Blueprint Input Axis Delegate Binding

BlueprintInputAxisKeyDelegateBinding

Blueprint Input Axis Key Delegate Binding

BlueprintInputDelegateBinding

Blueprint Input Delegate Binding

BlueprintInputKeyDelegateBinding

Blueprint Input Key Delegate Binding

BlueprintInputTouchDelegateBinding

Blueprint Input Touch Delegate Binding

BlueprintMacroCosmeticInfo

Cached 'cosmetic' information about a macro graph (this is transient and is computed at load)

BodyInstance

Container for a physics representation of an object

BoneFilter

Bone Filter

BoneMirrorExport

Structure to export/import bone mirroring information

BoneMirrorInfo

Bone Mirror Info

BoneNode

Each Bone node in BoneTree

BoneReductionSetting

Bone Reduction Setting

BoneReference

Bone Reference

Bookmark2DJumpToSettings

Bookmark 2DJump to Settings

BookmarkBaseJumpToSettings

Bookmark Base Jump to Settings

BookmarkJumpToSettings

Bookmark Jump to Settings

BoolTrackKey

Information for one event in the track.

BPEditorBookmarkNode

Bookmark node info

BPInterfaceDescription

Struct containing information about what interfaces are implemented in this blueprint

BPVariableDescription

Struct indicating a variable in the generated class

BPVariableMetaDataEntry

One metadata entry for a variable

BranchFilter

Branch Filter

BranchingPoint

Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed.

BranchingPointMarker

AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times.

BranchingPointNotifyPayload

Branching Point Notify Payload

BroadphaseSettings

Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type

BuilderPoly

Internal state, not accessible to script.

BuildPromotionImportWorkflowSettings

Holds settings for the import workflow stage of the build promotion test

BuildPromotionNewProjectSettings

Holds settings for the new project stage of the build promotion test

BuildPromotionOpenAssetSettings

Holds settings for the open assets stage of the build promotion test

BuildPromotionTestSettings

Holds settings for the editor build promotion test

CachedAnimAssetPlayerData

Cached Anim Asset Player Data

CachedAnimRelevancyData

Cached Anim Relevancy Data

CachedAnimStateArray

Cached Anim State Array

CachedAnimStateData

This file contains a number of helper structures that can be used to process state-machine- related data in C++.

CachedAnimTransitionData

Cached Anim Transition Data

CachedKeyToActionInfo

Struct that exists to store runtime cache to make key to action lookups faster.

CameraCacheEntry

Cached camera POV info, stored as optimization so we only need to do a full camera update once per tick.

CameraCutInfo

Helper struct for storing the camera world-position for each camera cut in the cinematic.

CameraExposureSettings

Camera Exposure Settings

CameraPreviewInfo

Preview APawn class for this track

CanvasIcon

Holds texture information with UV coordinates as well.

CanvasUVTri

Simple 2d triangle with UVs

CharacterMovementComponentPostPhysicsTickFunction

Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent

ClassRedirect

Class Redirect

ClientReceiveData

Handles the many pieces of data passed into Client Receive

ClothingAssetData_Legacy

Legacy struct for handling back compat serialization

ClothPhysicsProperties_Legacy

Legacy object for back-compat loading, no longer used by clothing system

ClusterNode

Cluster Node

ClusterNode_DEPRECATED

Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one

CollectionParameterBase

Base struct for collection parameters

CollectionReference

Reference to an editor collection of assets. This allows an editor-only picker UI

CollectionScalarParameter

A scalar parameter

CollectionVectorParameter

A vector parameter

CollisionImpactData

Information about an overall collision, including contacts.

CollisionProfileName

Collision Profile Name

CollisionResponse

Collision Response

CollisionResponseContainer

Container for indicating a set of collision channels that this object will collide with.

CollisionResponseTemplate

Structure for collision response templates.

ColorGradePerRangeSettings

Color Grade Per Range Settings

ColorGradingSettings

Color Grading Settings

ColorMaterialInput

Color Material Input

CompilerNativizationOptions

Compiler Nativization Options

ComponentKey

Component Key

ComponentOverrideRecord

Component Override Record

ComponentReference

Struct that allows for different ways to reference a component.

ComponentSpacePose

A pose in component space (i.e. each transform is relative to the component's transform)

ComponentSpacePoseLink

A component-space pose link to another node

CompositeSection

Section data for each track.

CompressedSegment

Represents a segment of the anim sequence that is compressed.

CompressedTrack

Compressed Track

ConeConstraint

Cone constraint

ConstrainComponentPropName

Struct used to specify the property name of the component to constrain

ConstraintBaseParams

Constraint Base Params

ConstraintDrive

Constraint Drive

ConstraintInstance

Container for a physics representation of an object.

ConstraintProfileProperties

Container for properties of a physics constraint that can be easily swapped at runtime. This is useful for switching different setups when going from ragdoll to standup for example

ConvolutionBloomSettings

Convolution Bloom Settings

CullDistanceSizePair

Helper structure containing size and cull distance pair.

CurveEdEntry

Information about a particule curve being viewed.

CurveEdTab

Curve Ed Tab

CurveMetaData

Curve Meta Data for each name Unfortunately this should be linked to FName, but no GUID because we don't have GUID in run-time

CurveTableRowHandle

Handle to a particular row in a table.

CurveTrack

Key frame curve data for one track CurveName: Morph Target Name

CustomChannelSetup

Structure for custom channel setup information.

CustomInput

Custom Input

CustomProfile

Structure for custom profiles.

DamageEvent

Damage Event

DataTableCategoryHandle

Handle to a particular set of rows in a table

DataTableRowHandle

Handle to a particular row in a table

DebugDisplayProperty

Debug property display functionality to interact with this, use "display", "displayall", "displayclear" @

DebugFloatHistory

Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory.

DebuggingInfoForSingleFunction

Debugging Info for Single Function

DebugTextInfo

  • Single entry of a debug text item to render.

DelegateArray

Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay.

DepthFieldGlowInfo

info for glow when using depth field rendering

DialogueContext

Dialogue Context

DialogueContextMapping

Dialogue Context Mapping

DialogueWaveParameter

Dialogue Wave Parameter

DirectorTrackCut

Information for one cut in this track.

DirectoryPath

Structure for directory paths that are displayed in the UI.

DistanceDatum

Distance Datum

DistributionLookupTable

Lookup table for distributions.

DrawToRenderTargetContext

Draw to Render Target Context

DropNoteInfo

Info about one note dropped in the map during PIE.

DummySpacerCameraTypes

NOTE: This code is work in progress - do not use these types until this comment is removed.

DynamicTextureInstance

Serialized ULevel information about dynamic texture instances

EdGraphPinReference

Ed Graph Pin Reference

EdGraphPinType

Struct used to define the type of information carried on this pin

EdGraphSchemaAction

This structure represents a context dependent action, with sufficient information for the schema to perform it.

EdGraphSchemaAction_NewNode

Action to add a node to the graph

EdGraphTerminalType

Struct used to define information for terminal types, e.

EditedDocumentInfo

Edited Document Info

EditorElement

Each elements in the grid

EditorImportExportTestDefinition

Holds settings for the asset import / export automation test

EditorImportWorkflowDefinition

Holds settings for the asset import workflow test

EditorMapPerformanceTestDefinition

Holds settings for the asset import / export automation test

EmitterDynamicParameter

Helper structure for displaying the parameter.

EndPhysicsTickFunction

Tick function that ends the physics tick

EngineShowFlagsSetting

Engine Show Flags Setting

EventGraphFastCallPair

Event Graph Fast Call Pair

EventTrackKey

Information for one event in the track.

ExposedValueCopyRecord

Exposed Value Copy Record

ExposedValueHandler

An exposed value updater

ExposureSettings

Settings to allow designers to override the automatic expose

ExpressionInput

@warning: FExpressionInput is mirrored in MaterialShared.h and manually "subclassed" in Material.h (FMaterialInput)

ExpressionOutput

Struct that represents an expression's output.

ExternalToolDefinition

Structure for defining an external tool

FastArraySerializer

Base struct for wrapping the array used in Fast TArray Replication

FastArraySerializerItem

Base struct for items using Fast TArray Replication

FilePath

Structure for file paths that are displayed in the UI.

FilmStockSettings

Film Stock Settings

FindFloorResult

Data about the floor for walking movement, used by CharacterMovementComponent.

FloatCurve

Float Curve

FloatDistribution

Type-safe floating point distribution.

FloatRK4SpringInterpolator

Float RK4Spring Interpolator

FloatSpringState

Float Spring State

FontCharacter

This struct is serialized using native serialization so any changes to it require a package version bump.

FontImportOptionsData

Font import options

FontParameterValue

Editable font parameter.

FontRenderInfo

information used in font rendering

ForceFeedbackAttenuationSettings

The struct for defining the properties used when determining attenuation for a force feedback effect

ForceFeedbackChannelDetails

Force Feedback Channel Details

FormatArgumentData

Used to pass argument/value pairs into FText::Format.

FOscillator

Defines oscillation of a single number.

FractureEffect

Struct used to hold effects for destructible damage events

FullyLoadedPackagesInfo

Struct to help hold information about packages needing to be fully-loaded for DLC, etc.

FunctionExpressionInput

Struct that stores information about a function input which is needed to maintain connections and implement the function call.

FunctionExpressionOutput

Struct that stores information about a function output which is needed to maintain connections and implement the function call.

GameNameRedirect

Game Name Redirect

GaussianSumBloomSettings

Gaussian Sum Bloom Settings

GenericStruct

Generic Struct

GeomSelection

Selection information for geometry mode

GPUSpriteEmitterInfo

The data needed by the runtime to simulate sprites.

GPUSpriteLocalVectorFieldInfo

Data needed for local vector fields.

GPUSpriteResourceData

The source data for runtime resources.

GraphReference

Graph Reference

GridBlendSample

result of how much weight of the grid element *

HapticFeedbackDetails_Curve

Haptic Feedback Details Curve

HardwareCursorReference

Hardware Cursor Reference

HierarchicalSimplification

Hierarchical Simplification

HitResult

Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.

HLODProxyMesh

A mesh proxy entry

ImportanceTexture

Texture processed for importance sampling

ImportFactorySettingValues

Holds UProperty names and values to customize factory settings

IndexedCurve

A curve base class which enables key handles to index lookups.

InputActionKeyMapping

Defines a mapping between an action and key @

InputAlphaBoolBlend

Input Alpha Bool Blend

InputAxisConfigEntry

Configurable properties for control axes.

InputAxisKeyMapping

Defines a mapping between an axis and key @

InputAxisProperties

Configurable properties for control axes, used to transform raw input into game ready values.

InputBlendPose

Input Blend Pose

InputRange

Input Range

InputScaleBias

Input scaling struct

InputScaleBiasClamp

Input Scale Bias Clamp

InstancedStaticMeshInstanceData

Instanced Static Mesh Instance Data

InstancedStaticMeshMappingInfo

Instanced Static Mesh Mapping Info

IntegralCurve

An integral curve, which holds the key time and the key value

IntegralKey

An integral key, which holds the key time and the key value

InteriorSettings

Struct encapsulating settings for interior areas.

InterpControlPoint

Interp Control Point

InterpEdSelKey

A group, associated with a particular AActor or set of Actors, which contains a set of InterpTracks for interpolating properties of the AActor over time.

InterpGroupActorInfo

A group and all the actors controlled by the group

InterpLookupPoint

Array of group names to retrieve position and rotation data from instead of using the data stored in the keyframe.

InterpLookupTrack

Interp Lookup Track

InterpolationParameter

Interpolation Parameter

KAggregateGeom

Container for an aggregate of collision shapes

KBoxElem

Box shape used for collision

KConvexElem

One convex hull, used for simplified collision.

KeyBind

Struct containing mappings for legacy method of binding keys to exec commands.

KeyHandleLookupTable

Lookup table that maps key handles to indices in an external data structure Maintains a map of key handle to last known index, and an array of optional key handles that's used to validate map entries.

KeyHandleMap

Represents a mapping of key handles to key index that may be serialized

KShapeElem

Sphere shape used for collision

KSphereElem

Sphere shape used for collision

KSphylElem

Capsule shape used for collision. Z axis is capsule axis.

KTaperedCapsuleElem

Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ.

LatentActionInfo

Latent action info

LatentActionManager

The latent action manager handles all pending latent actions for a single world

LaunchOnTestSettings

Holds settings for the editor Launch On With Map Iterations test.

LayerActorStats

Layer Actor Stats

LensBloomSettings

Lens Bloom Settings

LensImperfectionSettings

Lens Imperfection Settings

LensSettings

Lens Settings

LevelCollection

Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels.

LevelNameAndTime

Level Name and Time

LevelSimplificationDetails

Level Simplification Details

LevelStreamingStatus

level streaming updates that should be applied immediately after committing the map change

LevelViewportInfo

Saved editor viewport state information

LightingChannels

Lighting Channels

LightmassDebugOptions

Debug options for Lightmass

LightmassDirectionalLightSettings

Directional light settings for Lightmass

LightmassLightSettings

Per-light settings for Lightmass

LightmassMaterialInterfaceSettings

UMaterial interface settings for Lightmass

LightmassPointLightSettings

Point/spot settings for Lightmass

LightmassPrimitiveSettings

Per-object settings for Lightmass

LightmassWorldInfoSettings

Lightmass World Info Settings

LinearConstraint

Distance constraint

LinearDriveConstraint

Linear Drive

LocalizedSubtitle

A subtitle localized to a specific language.

LocalSpacePose

A pose in local space (i.e. each transform is relative to its parent)

LocationBoneSocketInfo

Location Bone Socket Info

LODSoloTrack

Temporary array for tracking 'solo' emitter mode.

MarkerSyncAnimPosition

Represent a current play position in an animation

MarkerSyncData

Marker Sync Data

MaterialAttributesInput

Material Attributes Input

MaterialEditorPromotionSettings

Holds settings for the material editor build promotion tests

MaterialFunctionInfo

Stores information about a function that this material references, used to know when the material needs to be recompiled.

MaterialInput

Material input structs.

MaterialInstanceBasePropertyOverrides

Properties from the base material that can be overridden in material instances.

MaterialLayersFunctions

Material Layers Functions

MaterialParameterCollectionInfo

Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled.

MaterialParameterInfo

Material Parameter Info

MaterialProxySettings

Material Proxy Settings

MaterialRemapIndex

Material Remap Index

MaterialSpriteElement

Material Sprite Element

MaterialTextureInfo

This struct holds data about how a texture is sampled within a material.

MemberReference

@

MeshBuildSettings

Settings applied when building a mesh.

MeshInstancingSettings

Mesh instance-replacement settings

MeshMergingSettings

Mesh merging settings

MeshProxySettings

Mesh Proxy Settings

MeshReductionSettings

Settings used to reduce a mesh.

MeshSectionInfo

Per-section settings.

MeshSectionInfoMap

Map containing per-section settings for each section of each LOD.

MeshUVChannelInfo

The world size for each texcoord mapping. Used by the texture streaming.

MinimalViewInfo

Minimal View Info

ModulatorContinuousParams

Modulator Continuous Params

MovementProperties

Movement capabilities, determining available movement options for Pawns and used by AI for reachability tests.

MTDResult

Structure containing information about minimum translation direction (MTD)

NameCurve

Implements a curve of FNames.

NameCurveKey

One key in a curve of FNames.

NamedColor

A named color

NamedCurveValue

Name/value pair for retrieving curve values

NamedEmitterMaterial

Named Emitter Material

NamedFloat

A named float

NamedNetDriver

Active and named net drivers instantiated from an FNetDriverDefinition

NamedTransform

A named transform

NamedVector

A named float

NameMapping

Name Mapping

NavAgentProperties

Properties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding.

NavAgentSelector

Nav Agent Selector

NavAvoidanceData

Nav Avoidance Data

NavAvoidanceMask

Nav Avoidance Mask

NavDataConfig

Nav Data Config

NavigationLink

Navigation Link

NavigationLinkBase

Navigation Link Base

NavigationSegmentLink

Navigation Segment Link

NetDriverDefinition

Container for describing various types of netdrivers available to the engine The engine will try to construct a netdriver of a given type and, failing that, the fallback version.

NetViewer

stores information on a viewer that actors need to be checked against for relevancy

Node

Rig Controller for bone transform *

NodeItem

Node Information to save with

NodeToCodeAssociation

Node to Code Association

OrbitOptions

Container struct for holding options on the data updating for the module.

OverlapResult

Structure containing information about one hit of an overlap test

PacketSimulationSettings

Holds the packet simulation settings in one place

PaintedVertex

Cached vertex information at the time the mesh was painted.

ParameterGroupData

Parameter Group Data

ParticleBurst

Particle Burst

ParticleCurvePair

Particle Curve Pair

ParticleEditorPromotionSettings

Holds settings for the particle editor build promotion tests

ParticleEmitterReplayFrame

Particle Emitter Replay Frame

ParticleEvent_GenerateInfo

Particle Event Generate Info

ParticleRandomSeedInfo

Particle Random Seed Info

ParticleReplayTrackKey

Data for a single key in this track

ParticleSysParam

Struct used for a particular named instance parameter for this ParticleSystemComponent.

ParticleSystemLOD

Structure containing per-LOD settings that pertain to the entire UParticleSystem.

ParticleSystemReplayFrame

A single frame within this replay

PassiveSoundMixModifier

Structure containing information on a SoundMix to activate passively.

PerBoneBlendWeight

Per Bone Blend Weight

PerBoneBlendWeights

Per Bone Blend Weights

PerBoneInterpolation

Per Bone Interpolation

PerPlatformFloat

FPerPlatformFloat - float property with per-platform overrides

PerPlatformInt

FPerPlatformInt - int32 property with per-platform overrides

PhysicalAnimationData

Stores info on the type of motor that will be used for a given bone

PhysicalAnimationProfile

Physical Animation Profile

PhysicalSurfaceName

Structure that represents the name of physical surfaces.

PhysicsConstraintProfileHandle

Physics Constraint Profile Handle

PlatformInterfaceData

Struct that encompasses the most common types of data.

PlatformInterfaceDelegateResult

Generic structure for returning most any kind of data from C++ to delegate functions

PlayerMuteList

Container responsible for managing the mute state of a player controller

PluginRedirect

Plugin Redirect

PointDamageEvent

Point Damage Event

PointerToUberGraphFrame

WARNING: Following struct layout definition repeated in ScriptCore.

PoseData

Pose data This is one pose data structure This will let us blend poses quickly easily All poses within this asset should contain same number of tracks,

PoseDataContainer

Pose data container

PoseLink

A local-space pose link to another node

PoseLinkBase

A pose link to another node

PoseSnapshot

A pose for a skeletal mesh

PostProcessSettings

Post Process Settings

POV

Point Of View type.

PredictProjectilePathParams

Input parameters to PredictProjectilePath functions.

PredictProjectilePathPointData

Data about a single point in a projectile path trace.

PredictProjectilePathResult

Container for the result of a projectile path trace (using PredictProjectilePath).

PreviewAssetAttachContainer

Component which deals with attaching assets

PreviewAttachedObjectPair

Preview items that are attached to the skeleton *

PreviewMeshCollectionEntry

An entry in a preview mesh collection

PrimaryAssetRules

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

PrimaryAssetRulesOverride

Simple structure to allow overriding asset rules for a specific primary asset. This can be used to set chunks

PrimaryAssetTypeInfo

Structure with publicly exposed information about an asset type. These can be loaded out of a config file.

PrimitiveComponentPostPhysicsTickFunction

PrimitiveMaterialRef

Reference to a specific material in a PrimitiveComponent.

PSCPool

PSCPool

PSCPoolElem

PSCPool Elem

PurchaseInfo

Purchase information structure

QueuedDrawDebugItem

Queued Draw Debug Item

RadialDamageEvent

Radial Damage Event

RadialDamageParams

Radial Damage Params

RawAnimSequenceTrack

Raw keyframe data for one track.

RawCurveTracks

Raw Curve data for serialization

RawDistribution

Base class for raw (baked out) Distribution type

RawDistributionFloat

Raw Distribution Float

RawDistributionVector

Raw Distribution Vector

Redirector

This is used for redirecting old name to new name We use manually parsing array, but that makes harder to modify from property setting

ReferencePose

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

RepAttachment

Handles attachment replication to clients. Movement replication will not happen while AttachParent is non-nullptr

ReplicatedStaticActorDestructionInfo

Stored information about replicated static/placed actors that have been destroyed in a level.

RepMovement

Replicated movement data of our RootComponent.

RepRootMotionMontage

Replicated data when playing a root motion montage.

ResponseChannel

Response Channel

ReverbSettings

Struct encapsulating settings for reverb effects.

RichCurve

A rich, editable float curve

RichCurveKey

One key in a rich, editable float curve

RigConfiguration

Rig Configuration

RigidBodyContactInfo

Information about one contact between a pair of rigid bodies.

RigidBodyErrorCorrection

Rigid body error correction data

RigidBodyState

Describes the physical state of a rigid body.

RigTransformConstraint

Rig Transform Constraint

RollbackNetStartupActorInfo

Information about net startup actors that need to be rolled back by being destroyed and re-created

RootMotionExtractionStep

Struct defining a RootMotionExtractionStep.

RootMotionFinishVelocitySettings

Struct for RootMotion Finish Velocity options.

RootMotionMovementParams

Utility struct to accumulate root motion.

RootMotionSource

Generalized source of Root Motion to a CharacterMovementComponent.

RootMotionSource_ConstantForce

ConstantForce applies a fixed force to the target

RootMotionSource_JumpForce

JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)

RootMotionSource_MoveToDynamicForce

MoveToDynamicForce moves the target to a given location in world space over the duration, where the end location

RootMotionSource_MoveToForce

MoveToForce moves the target to a given fixed location in world space over the duration

RootMotionSource_RadialForce

RadialForce applies a force pulling or pushing away from a given world location to the target

RootMotionSourceGroup

Group of Root Motion Sources that are applied

RootMotionSourceSettings

Structure for RootMotionSource option flags

RootMotionSourceStatus

Structure for RootMotionSource status flags

ROscillator

Defines FRotator oscillation.

RotationTrack

Keyframe rotation data for one track. Rot(i) occurs at Time(i). Rot.Num() always equals Time.Num().

RuntimeCurveLinearColor

Runtime Curve Linear Color

RuntimeFloatCurve

Runtime Float Curve

ScalarMaterialInput

Scalar Material Input

ScalarParameterAtlasInstanceData

Editable scalar parameter.

ScalarParameterValue

Scalar Parameter Value

ScaleTrack

Keyframe scale data for one track. Scale(i) occurs at Time(i). Rot.Num() always equals Time.Num().

ScreenMessageString

Helper struct for tracking on screen messages.

SimpleMemberReference

Simple Member Reference

SimulatedRootMotionReplicatedMove

Simulated Root Motion Replicated Move

SingleAnimationPlayData

Single Animation Play Data

SkeletalMaterial

Skeletal Material

SkeletalMeshClothBuildParams

Struct holding parameters needed when creating a new clothing asset or sub asset (LOD)

SkeletalMeshComponentClothTickFunction

Tick function that prepares and simulates cloth

SkeletalMeshComponentEndPhysicsTickFunction

Tick function that does post physics work on skeletal mesh component. This executes in EndPhysics (after physics is done)

SkeletalMeshLODGroupSettings

Skeletal Mesh LODGroup Settings

SkeletalMeshLODInfo

Struct containing information for a particular LOD level, such as materials and info for when to use it.

SkeletalMeshOptimizationSettings

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

SkeletalMeshSamplingBuiltData

Skeletal Mesh Sampling Built Data

SkeletalMeshSamplingInfo

Skeletal Mesh Sampling Info

SkeletalMeshSamplingLODBuiltData

Built data for sampling a the whole mesh at a particular LOD.

SkeletalMeshSamplingRegion

Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.

SkeletalMeshSamplingRegionBoneFilter

Filter to include or exclude bones and their associated triangles from a sampling region.

SkeletalMeshSamplingRegionBuiltData

Built data for sampling a single region of a skeletal mesh.

SkeletalMeshSamplingRegionMaterialFilter

Filter to include triangles in a sampling region based on their material.

SkeletonToMeshLinkup

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

SkelMeshComponentLODInfo

LOD specific setup for the skeletal mesh component.

SkelMeshSkinWeightInfo

Vertex skin weight info supplied for a component override.

SlotAnimationTrack

Each slot data referenced by Animation Slot

SlotEvaluationPose

Helper struct for Slot node pose evaluation.

SmartName

Smart Name

SmartNameContainer

Smart Name Container

SmartNameMapping

Smart Name Mapping

SoundAttenuationPluginSettings

Sound Attenuation Plugin Settings

SoundAttenuationSettings

The settings for attenuating.

SoundClassAdjuster

Elements of data for sound group volume control

SoundClassEditorData

Sound Class Editor Data

SoundClassProperties

Structure containing configurable properties of a sound class.

SoundConcurrencySettings

Sound Concurrency Settings

SoundGroup

Sound Group

SoundNodeEditorData

Sound Node Editor Data

SoundSourceBusSendInfo

Sound Source Bus Send Info

SoundSubmixSendInfo

Class used to send audio to submixes from USoundBase

SoundTrackKey

Information for one sound in the track.

SourceEffectChainEntry

Source Effect Chain Entry

SplineCurves

Spline Curves

SplineMeshParams

Structure that holds info about spline, passed to renderer to deform UStaticMesh.

SplinePoint

Spline Point

SpriteCategoryInfo

Information about the sprite category

StartAsyncSimulationFunction

Tick function that starts the cloth tick

StartPhysicsTickFunction

Tick function that starts the physics tick

StatColorMapEntry

Stat Color Map Entry

StatColorMapping

Stat Color Mapping

StateMachineDebugData

This structure represents debugging information for a single state machine

StaticComponentMaskParameter

Holds the information for a static component mask parameter

StaticMaterial

Static Material

StaticMaterialLayersParameter

Holds the information for a static material layers parameter

StaticMeshComponentLODInfo

Static Mesh Component LODInfo

StaticMeshOptimizationSettings

Old optimization settings.

StaticMeshSourceModel

Source model from which a renderable static mesh is built.

StaticParameterSet

Contains all the information needed to identify a single permutation of static parameters.

StaticSwitchParameter

Holds the information for a static switch parameter

StaticTerrainLayerWeightParameter

Holds the information for a static switch parameter

StreamableTextureInstance

Structure containing all information needed for determining the screen space size of an object/ texture instance.

StreamedAudioPlatformData

Platform-specific data used streaming audio at runtime.

StreamingTextureBuildInfo

This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials.

StreamingTexturePrimitiveInfo

Information about a streaming texture that a primitive uses for rendering.

StringCurve

Implements a curve of FStrings.

StringCurveKey

One key in a curve of FStrings.

StructRedirect

Struct Redirect

SubsurfaceProfileStruct

struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.

SubtitleCue

A line of subtitle text and the time at which it should be displayed.

SubTrackGroup

A small structure holding data for grouping subtracks. (For UI drawing purposes)

SupportedSubTrackInfo

Helper struct for creating sub tracks supported by this track

SwarmDebugOptions

Debug options for Swarm

TableRowBase

Base class for all table row structs to inherit from.

TextSizingParameters

General purpose data structure for grouping all parameters needed when sizing or wrapping a string

TextureLODGroup

LOD settings for a single texture group.

TextureParameterValue

Editable texture parameter.

TexturePlatformData

Platform-specific data used by the texture resource at runtime.

TextureSource

Texture source data management.

TickFunction

Abstract Base class for all tick functions.

TickPrerequisite

This is small structure to hold prerequisite tick functions

Timeline

Timeline

TimelineEventEntry

Struct that contains one entry for an 'event' during the timeline

TimelineFloatTrack

Struct that contains one entry for each vector interpolation performed by the timeline

TimelineLinearColorTrack

Struct that contains one entry for each linear color interpolation performed by the timeline

TimelineVectorTrack

Struct that contains one entry for each vector interpolation performed by the timeline

TimerHandle

Unique handle that can be used to distinguish timers that have identical delegates.

TimeStretchCurve

TimeStretchCurveInstance

Time Stretch Curve Instance

TimeStretchCurveMarker

Time Stretch Curve Marker

TireFrictionScalePair

DEPRECATED Pairs desired tire friction scale with tire type

ToggleTrackKey

Information for one toggle in the track.

TouchInputControl

Touch Input Control

TrackToSkeletonMap

@note We have a plan to support skeletal hierarchy. When that happens, we'd like to keep skeleton indexing.

TransformBase

This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set.

TransformBaseConstraint

This defines what constraint it is defined

TransformCurve

Transform Curve

TranslationTrack

Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num().

TTEventTrack

Structure storing information about one event track

TTFloatTrack

Structure storing information about one float interpolation track

TTLinearColorTrack

Structure storing information about one color interpolation track

TTTrackBase

TTTrack Base

TTVectorTrack

Structure storing information about one vector interpolation track

TViewTarget

A ViewTarget is the primary actor the camera is associated with.

TwistConstraint

Angular roll constraint

UniqueNetIdRepl

Wrapper for opaque type FUniqueNetId Makes sure that the opaque aspects of FUniqueNetId are properly handled/serialized

UpdateLevelStreamingLevelStatus

This structure is used to pass arguments to ClientUpdateMultipleLevelsStreamingStatus() client RPC function

UpdateLevelVisibilityLevelInfo

This structure is used to pass arguments to ServerUpdateMultipleLevelsVisibility() server RPC function

URL

URL structure.

UserActivity

The description of a user activity

Vector_NetQuantize

FVector_NetQuantize 0 decimal place of precision.

Vector_NetQuantize10

FVector_NetQuantize10 1 decimal place of precision.

Vector_NetQuantize100

FVector_NetQuantize100 2 decimal place of precision.

Vector_NetQuantizeNormal

FVector_NetQuantizeNormal 16 bits per component Valid range: -1.

Vector2MaterialInput

Vector 2Material Input

Vector4Distribution

Type-safe 4-vector distribution.

VectorCurve

Vector Curve

VectorDistribution

Type-safe vector distribution.

VectorMaterialInput

Vector Material Input

VectorParameterValue

Editable vector parameter.

VectorRK4SpringInterpolator

Vector RK4Spring Interpolator

VectorSpringState

Vector Spring State

ViewTargetTransitionParams

A set of parameters to describe how to transition between view targets.

VirtualBone

Virtual Bone

VirtualTextureLayer

Virtual Texture Layer

VisibilityTrackKey

Information for one toggle in the track.

VoiceSettings

Voice Settings

VOscillator

Defines FVector oscillation.

WalkableSlopeOverride

Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable.

WeightedBlendable

Weighted Blendable

WeightedBlendables

for easier detail customization, needed?

WorldContext

FWorldContext A context for dealing with UWorlds at the engine level.

WorldPSCPool

World PSCPool

WrappedStringElement

Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

Enums

AnimationCompressionFormat

Indicates animation data compression format.

AnimationKeyFormat

Indicates animation data key format.

AnimPhysCollisionType

Anim Phys Collision Type

AnimPhysTwistAxis

Enum for picking current angular twist axis

Beam2SourceTargetMethod

The method to use in determining the source/target.

Beam2SourceTargetTangentMethod

The method to use in determining the source/target tangent.

BeamModifierType

What to modify.

CylinderHeightAxis

Cylinder Height Axis

DistributionParamMode

Distribution Param Mode

EActorMetricsType

The type of metric we want about the actor *

EAdditiveAnimationType

Indicates whether an animation is additive, and what kind.

EAdditiveBasePoseType

For an additive animation, indicates what the animation is relative to.

EAdManagerDelegate

EAd Manager Delegate

EAirAbsorptionMethod

EAir Absorption Method

EAlphaBlendOption

EAlpha Blend Option

EAlphaChannelMode

Enumerates available options for alpha channel through post processing.

EAngularConstraintMotion

ANGULAR DOF

EAngularDriveMode

EAngular Drive Mode

EAnimAlphaInputType

AnimNodes using an Alpha can choose how it is driven.

EAnimAssetCurveFlags

This is curve flags that are saved in asset and *

EAnimationMode

EAnimation Mode

EAnimCurveType

EAnim Curve Type

EAnimGroupRole

EAnim Group Role

EAnimInterpolationType

Indicates how animation should be evaluated between keys.

EAnimLinkMethod

Supported types of time for a linked element

EAnimNotifyEventType

EAnim Notify Event Type

EAntiAliasingMethod

Used by rendering project settings.

EApplicationState

application state when the game receives a notification

EAspectRatioAxisConstraint

EAspect Ratio Axis Constraint

EAttachLocation

EAttach Location

EAttachmentRule

Rules for attaching components - needs to be kept synced to EDetachmentRule

EAttenuationDistanceModel

EAttenuation Distance Model

EAttenuationShape

EAttenuation Shape

EAttractorParticleSelectionMethod

EAttractor Particle Selection Method

EAudioOutputTarget

EAudio Output Target

EAudioRecordingExportType

EAudio Recording Export Type

EAutoExposureMethod

Used by FPostProcessSettings Auto Exposure

EAutoExposureMethodUI

used by FPostProcessSettings AutoExposure

EAutoPossessAI

EAuto Possess AI

EAutoReceiveInput

EAuto Receive Input

EAxisOption

EAxis Option

EBeam2Method

EBeam 2Method

EBeamTaperMethod

Beam Tapering Variables.

EBlendableLocation

Where to place a material node in the post processing graph.

EBlendMode

Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes. // Note: Check UMaterialInstance::Serialize if changed!!

EBlendSpaceAxis

Interpolation data types.

EBloomMethod

EBloom Method

EBlueprintCompileMode

Compile modes.

EBlueprintNativizationFlag

EBlueprint Nativization Flag

EBlueprintPinStyleType

EBlueprint Pin Style Type

EBlueprintStatus

Enumerates states a blueprint can be in.

EBlueprintType

Enumerates types of blueprints.

EBodyCollisionResponse

EBody Collision Response

EBoneAxis

Enum for specifying a specific axis of a bone

EBoneControlSpace

Enum for controlling which reference frame a controller is applied in.

EBoneFilterActionOption

EBone Filter Action Option

EBoneRotationSource

Enum for specifying the source of a bone's rotation.

EBoneSpaces

Values for specifying bone space.

EBoneTranslationRetargetingMode

Bone translation retargeting mode.

EBoneVisibilityStatus

The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1

EBrushType

EBrush Type

ECameraAlphaBlendMode

@TODO: Document

ECameraAnimPlaySpace

ECamera Anim Play Space

ECameraProjectionMode

@TODO: Document

ECanBeCharacterBase

Determines whether a Character can attempt to step up onto a component when they walk in to it.

ECanCreateConnectionResponse

This is the type of response the graph editor should take when making a connection

EChannelMaskParameterColor

EChannel Mask Parameter Color

EClampMode

EClamp Mode

EClearSceneOptions

Enumerates ways to clear a scene.

ECloudStorageDelegate

All the types of delegate callbacks that a CloudStorage subclass may receive from C++

ECollisionChannel

Enum indicating different type of objects for rigid-body collision purposes.

ECollisionEnabled

Enum used to describe what type of collision is enabled on a body.

ECollisionResponse

Enum indicating how each type should respond

ECollisionTraceFlag

ECollision Trace Flag

EComponentCreationMethod

EComponent Creation Method

EComponentMobility

Describes how often this component is allowed to move.

EComponentSocketType

Type of a socket on a scene component.

EComponentType

The transform component (attribute) to read from

ECompositeTextureMode

EComposite Texture Mode

ECompositingSampleCount

Enumerates available compositing sample counts.

EConsoleType

EConsole Type

EConstraintFrame

Enum to indicate which frame we want.

EConstraintTransform

Constraint Transform Type. - currently unused

EControlConstraint

Control Constraint Type

EControllerAnalogStick

EController Analog Stick

ECopyType

ECopy Type

ECsgOper

Variables.

ECurveBlendOption

ECurve Blend Option

ECustomDepthStencil

Enumerates available options for custom depth.

ECustomMaterialOutputType

ECustom Material Output Type

ECustomTimeStepSynchronizationState

Possible states of CustomTimeStep.

EDecalBlendMode

Defines how the GBuffer channels are getting manipulated by a decal material pass. Actual index is used to control shader parameters so don't change order.

EDecompressionType

EDecompression Type

EDefaultBackBufferPixelFormat

used by GetDefaultBackBufferPixelFormat

EDemoPlayFailure

Types of demo play failures broadcast from the engine

EDepthOfFieldFunctionValue

Note: The index is used to map the enum to different code in the shader

EDepthOfFieldMethod

Used by FPostProcessSettings Depth of Fields

EDetachmentRule

Rules for detaching components - needs to be kept synced to EAttachmentRule

EDetailMode

Detail mode for scene component rendering.

EDistributionVectorLockFlags

EDistribution Vector Lock Flags

EDistributionVectorMirrorFlags

EDistribution Vector Mirror Flags

EDOFMode

EDOFMode

EDrawDebugItemType

EDraw Debug Item Type

EDrawDebugTrace

EDraw Debug Trace

EDynamicActorScene

Whether to override the sync/async scene used by a dynamic actor

EDynamicForceFeedbackAction

EDynamic Force Feedback Action

EEarlyZPass

Enumerates available options for early Z-passes.

EEasingFunc

Provides different easing functions that can be used in blueprints

EEdGraphPinDirection

Enum used to define which way data flows into or out of this pin.

EEmitterDynamicParameterValue

EmitterDynamicParameterValue Enumeration indicating the way a dynamic parameter should be set.

EEmitterNormalsMode

EEmitter Normals Mode

EEmitterRenderMode

Cascade-related

EEndPlayReason

EEnd Play Reason

EEvaluateCurveTableResult

Enum used to indicate success or failure of EvaluateCurveTableRow.

EEvaluatorDataSource

Indicates which state is being evaluated by this node (source or destination).

EEvaluatorMode

Determines the behavior this node will use when updating and evaluating.

EFilterInterpolationType

EFilter Interpolation Type

EFontCacheType

Enumerates supported font caching types.

EFontImportCharacterSet

Font character set type for importing TrueType fonts.

EFormatArgumentType

EFormat Argument Type

EFrictionCombineMode

EFriction Combine Mode

EFullyLoadPackageType

Enumerates types of fully loaded packages.

EFunctionInputType

Supported input types

EGBufferFormat

  • Enumerates available GBufferFormats.

EGrammaticalGender

EGrammatical Gender

EGrammaticalNumber

EGrammatical Number

EGraphAxisStyle

Draw styles for axes.

EGraphDataStyle

Draw styles for data.

EGraphType

Distinguishes between different graph types. Graphs can have different properties; for example: functions have one entry point, ubergraphs can have multiples.

EHasCustomNavigableGeometry

EHas Custom Navigable Geometry

EHorizTextAligment

EHoriz Text Aligment

EImportanceLevel

EImportance Level

EImportanceWeight

Provides different weighting functions for texture importance sampling

EIndirectLightingCacheQuality

EIndirect Lighting Cache Quality

EInitialOscillatorOffset

Shake start offset parameter

EInputConsumeOptions

EInput Consume Options

EInputEvent

EInputEvent

EInterpMoveAxis

List of axies this track can use

EInterpToBehaviourType

Controls the movement behaviour

EInterpTrackMoveRotMode

EInterp Track Move Rot Mode

EKinematicBonesUpdateToPhysics

This enum defines how you'd like to update bones to physics world.

ELandscapeCullingPrecision

ELandscape Culling Precision

ELegendPosition

ELegend Position

ELerpInterpolationMode

Different methods for interpolating rotation between transforms

ELightingBuildQuality

Lighting build quality enumeration

ELightMapPaddingType

ELight Map Padding Type

ELightmapType

ELightmap Type

ELightUnits

ELight Units

ELinearConstraintMotion

LINEAR DOF

ELocationBoneSocketSelectionMethod

ELocation Bone Socket Selection Method

ELocationBoneSocketSource

ELocation Bone Socket Source

ELocationEmitterSelectionMethod

ELocation Emitter Selection Method

ELocationSkelVertSurfaceSource

ELocation Skel Vert Surface Source

EMaterialAttributeBlend

EMaterial Attribute Blend

EMaterialDecalResponse

Defines how the material reacts on DBuffer decals, later we can expose more variants between None and Default.

EMaterialDomain

Defines the domain of a material.

EMaterialExposedTextureProperty

Selects the texture property to output

EMaterialExposedViewProperty

EMaterial Exposed View Property

EMaterialFunctionUsage

Usage set on a material function determines feature compatibility and validation.

EMaterialMergeType

EMaterial Merge Type

EMaterialParameterAssociation

EMaterial Parameter Association

EMaterialPositionTransformSource

EMaterial Position Transform Source

EMaterialProperty

EMaterialProperty

EMaterialSamplerType

EMaterial Sampler Type

EMaterialSceneAttributeInputMode

EMaterial Scene Attribute Input Mode

EMaterialShadingModel

Note: Check UMaterialInstance::Serialize if changed!

EMaterialTessellationMode

This is used by the drawing passes to determine tessellation policy, so changes here need to be supported in native code.

EMaterialUsage

EMaterial Usage

EMaterialVectorCoordTransform

EMaterial Vector Coord Transform

EMaterialVectorCoordTransformSource

EMaterial Vector Coord Transform Source

EMaxConcurrentResolutionRule

EMax Concurrent Resolution Rule

EMeshBufferAccess

Which processors will have access to Mesh Vertex Buffers.

EMeshCameraFacingOptions

EMesh Camera Facing Options

EMeshCameraFacingUpAxis

EMesh Camera Facing Up Axis

EMeshFeatureImportance

The importance of a mesh feature when automatically generating mesh LODs.

EMeshInstancingReplacementMethod

How to replace instanced

EMeshLODSelectionType

EMesh LODSelection Type

EMeshMergeType

EMesh Merge Type

EMeshScreenAlignment

EMesh Screen Alignment

EMicroTransactionDelegate

All the types of delegate callbacks that a MicroTransaction subclass may receive from C++.

EMicroTransactionResult

Result of a purchase.

EMobileMSAASampleCount

Enumerates available mobile MSAA sample counts.

EModuleType

ModuleType Indicates the kind of emitter the module can be applied to.

EMonoChannelUpmixMethod

Enumeration defines how to treat mono 2D playback. Mono sounds need to upmixed to stereo when played back in 2D.

EMontageNotifyTickType

Ticking method for AnimNotifies in AnimMontages.

EMontagePlayReturnType

EMontage Play Return Type

EMontageSubStepResult

EMontage Sub Step Result

EMouseCaptureMode

EMouse Capture Mode

EMouseLockMode

EMouse Lock Mode

EMoveComponentAction

Enum used to indicate desired behavior for MoveComponentTo latent function.

EMovementMode

Movement modes for Characters.

ENavDataGatheringMode

ENav Data Gathering Mode

ENavDataGatheringModeConfig

ENav Data Gathering Mode Config

ENavigationOptionFlag

ENavigation Option Flag

ENavigationQueryResult

ENavigation Query Result

ENavLinkDirection

ENav Link Direction

ENavPathEvent

ENav Path Event

ENetDormancy

ENet Dormancy

ENetRole

ENet Role

ENetworkFailure

Types of network failures broadcast from the engine

ENetworkLagState

ENetwork Lag State

ENetworkSmoothingMode

Smoothing approach used by network interpolation for Characters.

ENodeAdvancedPins

Enum to indicate if a node has advanced-display-pins, and whether they are shown.

ENodeEnabledState

Enum to indicate a node's enabled state.

ENodeTitleType

Enum to indicate what sort of title we want.

ENoiseFunction

ENoise Function

ENormalMode

Optimization settings used to simplify mesh LODs.

ENotifyFilterType

Filtering method for deciding whether to trigger a notify.

ENotifyTriggerMode

ENotify Trigger Mode

EObjectTypeQuery

EObject Type Query

EOcclusionCombineMode

EOcclusion Combine Mode

EOpacitySourceMode

EOpacity Source Mode

EOptimizationType

Enum specifying the reduction type to use when simplifying static meshes.

EOrbitChainMode

EOrbit Chain Mode

EOscillatorWaveform

Types of waveforms that can be used for camera shake oscillators

EOverlapFilterOption

@note, if you change this, change GetCollisionChannelFromOverlapFilter() to match

EPanningMethod

Enumeration defines what method of panning to use (for non-binaural audio) with the audio-mixer.

EParticleAxisLock

Flags indicating lock

EParticleBurstMethod

Burst emissions

EParticleCameraOffsetUpdateMethod

The update method for the offset

EParticleCollisionComplete

Flags indicating what to do with the particle when MaxCollisions is reached

EParticleCollisionMode

EParticle Collision Mode

EParticleCollisionResponse

How particles respond to collision events.

EParticleDetailMode

Detail mode for scene component rendering.

EParticleEventType

Event type

EParticleScreenAlignment

EParticle Screen Alignment

EParticleSignificanceLevel

A level of significance for a particle system. Used by game code to enable/disable emitters progressively as they move away from the camera or are occluded/off screen.

EParticleSortMode

EParticle Sort Mode

EParticleSourceSelectionMethod

Particle Selection Method, for any emitters that utilize particles as the source points.

EParticleSubUVInterpMethod

SubUV-related

EParticleSysParamType

Enum for specifying type of a name instance parameter.

EParticleSystemInsignificanceReaction

Determines what a particle system will do when all of it's emitters become insignificant.

EParticleSystemOcclusionBoundsMethod

Occlusion method enumeration

EParticleSystemUpdateMode

ParticleSystemUpdateMode

EParticleUVFlipMode

EParticle UVFlip Mode

EPhysBodyOp

PhysicsBody options when bone is hidden

EPhysicalSurface

Types of surfaces in the game.

EPhysicsSceneType

Enum indicating which physics scene to use.

EPhysicsTransformUpdateMode

EPhysics Transform Update Mode

EPhysicsType

EPhysics Type

EPinContainerType

Enum used to define what container type a pin represents.

EPinHidingMode

The display mode of editable values on an animation node.

EPlaneConstraintAxisSetting

Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible.

EPlatformInterfaceDataType

An enum for the types of data used in a PlatformInterfaceData struct.

EPostCopyOperation

EPost Copy Operation

EPrimaryAssetCookRule

Rule about when to cook/ship a primary asset

EProxyNormalComputationMethod

EProxy Normal Computation Method

EPSCPoolMethod

EPSCPool Method

EQuitPreference

EQuit Preference

ERadialImpulseFalloff

Enum for controlling the falloff of strength of a radial impulse as a function of distance from Origin.

ERawCurveTrackTypes

ERaw Curve Track Types

EReflectionSourceType

EReflection Source Type

ERefractionMode

Determines how the refraction offset should be computed for the material.

ERelativeTransformSpace

The space for the transform

ERendererStencilMask

Exposed enum to parallel RHI's EStencilMask and show up in the editor. Has a paired struct to convert between the two.

ERenderFocusRule

When to render the Focus Brush for widgets that have user focus. Based on the EFocusCause.

EReporterLineStyle

Draw styles for lines.

EReverbSendMethod

EReverb Send Method

ERichCurveExtrapolation

Enumerates extrapolation options.

ERichCurveInterpMode

Method of interpolation between this key and the next.

ERichCurveTangentMode

If using RCIM_Cubic, this enum describes how the tangents should be controlled in editor.

ERichCurveTangentWeightMode

Enumerates tangent weight modes.

ERootMotionAccumulateMode

Enumeration for RootMotionSource accumulation mode

ERootMotionFinishVelocityMode

ERoot Motion Finish Velocity Mode

ERootMotionMode

ERoot Motion Mode

ERootMotionRootLock

Root Bone Lock options when extracting Root Motion.

ERootMotionSourceSettingsFlags

Enumeration for RootMotionSource settings

ERootMotionSourceStatusFlags

Enumeration for RootMotionSource status flags

ERotatorQuantization

ERotator Quantization

ERoundingMode

Provides rounding modes for converting numbers into localized text

ESamplerSourceMode

ESampler Source Mode

ESceneCaptureCompositeMode

EScene Capture Composite Mode

ESceneCapturePrimitiveRenderMode

EScene Capture Primitive Render Mode

ESceneCaptureSource

EScene Capture Source

ESceneDepthPriorityGroup

A priority for sorting scene elements by depth.

ESceneTextureId

like EPassInputId but can expose more e.g. GBuffer

EScreenOrientation

The list of possible device/screen orientation for mobile devices

ESettingsDOF

ESettings DOF

ESettingsLockedAxis

ESettings Locked Axis

EShadowMapFlags

Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap.

ESkyLightSourceType

ESky Light Source Type

ESlateGesture

ESlate Gesture

ESleepFamily

Presets of values used in considering when put this body to sleep.

ESoundDistanceCalc

This enumeration is deprecated

ESoundGroup

ESound Group

ESoundSpatializationAlgorithm

ESound Spatialization Algorithm

ESourceBusChannels

The number of channels to mix audio into the source bus

ESpawnActorCollisionHandlingMethod

Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision.

ESpeedTreeGeometryType

ESpeed Tree Geometry Type

ESpeedTreeLODType

ESpeed Tree LODType

ESpeedTreeWindType

ESpeed Tree Wind Type

ESplineCoordinateSpace

Types of coordinate space accepted by the functions.

ESplineMeshAxis

ESpline Mesh Axis

ESplinePointType

Permitted spline point types for SplineComponent.

EStandbyType

Describes which standby detection event occured so the game can take appropriate action.

EStereoLayerShape

The shape to use for the stereo layer. Note that some shapes might not be supported on all platforms!

EStereoLayerType

Used by IStereoLayer

EStreamingVolumeUsage

Enum for different usage cases of level streaming volumes.

ESubmixChannelFormat

Submix channel format.

ESubUVBoundingVertexCount

More bounding vertices results in reduced overdraw, but adds more triangle overhead.

ESuggestProjVelocityTraceOption

Trace option to SuggestProjectileVelocity functions.

ETeleportType

Whether to teleport physics body or not

ETemperatureSeverityType

A parallel enum to the temperature change severity enum in CoreDelegates

ETextGender

EText Gender

ETextureColorChannel

ETexture Color Channel

ETextureCompressionQuality

ETexture Compression Quality

ETextureMipCount

ETexture Mip Count

ETextureMipValueMode

defines how MipValue is used

ETexturePowerOfTwoSetting

Options for texture padding mode.

ETextureRenderTargetFormat

Subset of EPixelFormat exposed to UTextureRenderTarget2D

ETextureSamplerFilter

Must match enum ESamplerFilter in RHIDefinitions.h

ETextureSizingType

ETexture Sizing Type

ETextureSourceArtType

ETexture Source Art Type

ETextureSourceFormat

ETexture Source Format

ETickingGroup

Determines which ticking group a tick function belongs to.

ETimecodeProviderSynchronizationState

Possible states of TimecodeProvider.

ETimelineDirection

Does timeline play or reverse ?

ETimelineLengthMode

Whether or not the timeline should be finished after the specified length, or the last keyframe in the tracks

ETimelineSigType

Enum used to indicate what type of timeline signature a function matches.

ETimeStretchCurveMapping

ETime Stretch Curve Mapping

ETraceTypeQuery

ETrace Type Query

ETrackActiveCondition

Required condition for this track to be enabled

ETrackToggleAction

Enumeration indicating toggle action

ETrail2SourceMethod

ETrail 2Source Method

ETrailsRenderAxisOption

ETrails Render Axis Option

ETrailWidthMode

Controls the way that the width scale property affects animation trails.

ETransitionBlendMode

@TODO: Document

ETransitionLogicType

@TODO: Document

ETransitionType

Enumerates transition types.

ETranslucencyLightingMode

ETranslucency Lighting Mode

ETranslucentSortPolicy

Enumerates available options for the translucency sort policy.

ETravelFailure

Types of server travel failures broadcast by the engine

ETravelType

Traveling from server to server.

ETwitterIntegrationDelegate

ETwitter Integration Delegate

ETwitterRequestMethod

The possible twitter request methods

ETypeAdvanceAnim

EType Advance Anim

EUIScalingRule

The Side to use when scaling the UI.

EUpdateRateShiftBucket

Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately.

EUserDefinedStructureStatus

EUser Defined Structure Status

EUVOutput

As UHT doesnt allow arrays of bools, we need this binary enum :(

EVectorFieldConstructionOp

Operation used to construct the vector field from a 2D texture.

EVectorNoiseFunction

EVector Noise Function

EVectorQuantization

EVector Quantization

EVertexPaintAxis

EVertex Paint Axis

EVerticalTextAligment

EVertical Text Aligment

EViewModeIndex

Define view modes to get specific show flag settings (some on, some off and some are not altered)

EViewTargetBlendFunction

Options that define how to blend when changing view targets.

EVisibilityAggressiveness

EVisibility Aggressiveness

EVisibilityBasedAnimTickOption

Skinned Mesh Animation Tick option based on rendered or not. This dictates "TickPose and RefreshBoneTransforms"

EVisibilityTrackAction

Visibility track actions

EVisibilityTrackCondition

Required condition for firing this event

EVoiceSampleRate

Enumeration for what our options are for sample rates used for VOIP.

EVolumeLightingMethod

EVolume Lighting Method

EWalkableSlopeBehavior

Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters.

EWindowMode

Supported windowing modes (mirrored from GenericWindow.h)

EWindowTitleBarMode

EWindow Title Bar Mode

EWindSourceType

EWind Source Type

EWorldPositionIncludedOffsets

Specifies which shader generated offsets should included in the world position (displacement/WPO etc.)

FNavigationSystemRunMode

FNavigation System Run Mode

ModulationParamMode

Modulation Param Mode

PageTableFormat

Page Table Format

ParticleReplayState

Particle system replay state

ParticleSystemLODMethod

ParticleSystemLODMethod

ReverbPreset

DEPRECATED: Exists for backwards compatibility Indicates a reverb preset to use.

SkeletalMeshOptimizationImportance

Enum specifying the importance of properties when simplifying skeletal meshes.

SkeletalMeshOptimizationType

Enum specifying the reduction type to use when simplifying skeletal meshes.

TextureAddress

Texture Address

TextureCompressionSettings

This needs to be mirrored in EditorFactories.cpp.

TextureFilter

Texture Filter

TextureGroup

TextureMipGenSettings

Texture Mip Gen Settings

Delegates

ActionDelegate

Actor.K2_OnBecomeViewTarget_delegate

Actor.K2_OnEndViewTarget_delegate

Actor.K2_OnReset_delegate

Actor.ReceiveActorBeginCursorOver_delegate

Actor.ReceiveActorBeginOverlap_delegate

Actor.ReceiveActorEndCursorOver_delegate

Actor.ReceiveActorEndOverlap_delegate

Actor.ReceiveActorOnClicked_delegate

Actor.ReceiveActorOnInputTouchBegin_delegate

Actor.ReceiveActorOnInputTouchEnd_delegate

Actor.ReceiveActorOnInputTouchEnter_delegate

Actor.ReceiveActorOnInputTouchLeave_delegate

Actor.ReceiveActorOnReleased_delegate

Actor.ReceiveAnyDamage_delegate

Actor.ReceiveBeginPlay_delegate

Actor.ReceiveDestroyed_delegate

Actor.ReceiveEndPlay_delegate

Actor.ReceiveHit_delegate

Actor.ReceivePointDamage_delegate

Actor.ReceiveRadialDamage_delegate

Actor.ReceiveTick_delegate

Actor.UserConstructionScript_delegate

ActorComponent.ReceiveBeginPlay_delegate

ActorComponent.ReceiveEndPlay_delegate

ActorComponent.ReceiveTick_delegate

AnimInstance.BlueprintBeginPlay_delegate

AnimInstance.BlueprintInitializeAnimation_delegate

AnimInstance.BlueprintPostEvaluateAnimation_delegate

AnimInstance.BlueprintUpdateAnimation_delegate

AnimNotify.GetNotifyName_delegate

AnimNotify.Received_Notify_delegate

AnimNotifyState.GetNotifyName_delegate

AnimNotifyState.Received_NotifyBegin_delegate

AnimNotifyState.Received_NotifyEnd_delegate

AnimNotifyState.Received_NotifyTick_delegate

AnimNotifyState_Trail.OverridePSTemplate_delegate

AxisDelegate

Delegate signature for Axis Handlers

CameraModifier.BlueprintModifyCamera_delegate

CameraModifier.BlueprintModifyPostProcess_delegate

CameraShake.BlueprintUpdateCameraShake_delegate

CameraShake.ReceiveIsFinished_delegate

CameraShake.ReceivePlayShake_delegate

CameraShake.ReceiveStopShake_delegate

CanvasRenderTarget2D.ReceiveUpdate_delegate

Character.CanJumpInternal_delegate

Character.K2_OnEndCrouch_delegate

Character.K2_OnMovementModeChanged_delegate

Character.K2_OnStartCrouch_delegate

Character.K2_UpdateCustomMovement_delegate

Character.OnJumped_delegate

Character.OnLanded_delegate

Character.OnLaunched_delegate

Character.OnWalkingOffLedge_delegate

CheatManager.ReceiveEndPlay_delegate

CheatManager.ReceiveInitCheatManager_delegate

Controller.ReceiveInstigatedAnyDamage_delegate

CurveSourceInterface.GetBindingName_delegate

CurveSourceInterface.GetCurveValue_delegate

DebugCameraController.ReceiveOnActivate_delegate

DebugCameraController.ReceiveOnActorSelected_delegate

DebugCameraController.ReceiveOnDeactivate_delegate

Exporter.ScriptRunAssetExportTask_delegate

GameInstance.HandleNetworkError_delegate

GameInstance.HandleTravelError_delegate

GameInstance.ReceiveInit_delegate

GameInstance.ReceiveShutdown_delegate

GameMode.K2_OnSetMatchState_delegate

GameMode.ReadyToEndMatch_delegate

GameMode.ReadyToStartMatch_delegate

GameModeBase.CanSpectate_delegate

GameModeBase.ChoosePlayerStart_delegate

GameModeBase.FindPlayerStart_delegate

GameModeBase.GetDefaultPawnClassForController_delegate

GameModeBase.HandleStartingNewPlayer_delegate

GameModeBase.InitializeHUDForPlayer_delegate

GameModeBase.InitStartSpot_delegate

GameModeBase.K2_OnChangeName_delegate

GameModeBase.K2_OnLogout_delegate

GameModeBase.K2_OnRestartPlayer_delegate

GameModeBase.K2_OnSwapPlayerControllers_delegate

GameModeBase.K2_PostLogin_delegate

GameModeBase.MustSpectate_delegate

GameModeBase.PlayerCanRestart_delegate

GameModeBase.ShouldReset_delegate

GameModeBase.SpawnDefaultPawnFor_delegate

HUD.ReceiveDrawHUD_delegate

HUD.ReceiveHitBoxBeginCursorOver_delegate

HUD.ReceiveHitBoxClick_delegate

HUD.ReceiveHitBoxEndCursorOver_delegate

HUD.ReceiveHitBoxRelease_delegate

LevelScriptActor.LevelReset_delegate

LevelScriptActor.WorldOriginLocationChanged_delegate

Pawn.ReceivePossessed_delegate

Pawn.ReceiveUnpossessed_delegate

PlayerCameraManager.BlueprintUpdateCamera_delegate

PlayerCameraManager.OnPhotographyMultiPartCaptureEnd_delegate

PlayerCameraManager.OnPhotographyMultiPartCaptureStart_delegate

PlayerCameraManager.OnPhotographySessionEnd_delegate

PlayerCameraManager.OnPhotographySessionStart_delegate

PlayerCameraManager.PhotographyCameraModify_delegate

PlayerState.ReceiveCopyProperties_delegate

PlayerState.ReceiveOverrideWith_delegate

VOIPTalker.BPOnTalkingBegin_delegate

VOIPTalker.BPOnTalkingEnd_delegate

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