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