G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
 CAAbilitySystemDebugHUD
 CAAbilitySystemTestPawn
 CAAbstractNavData
 CAActorActor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play
 CAActorMapBoundingBox
 CAAdditionalConversationLight
 CAAIAgentCharacter
 CAAIAgentController
 CAAIControllerAIController is the base class of controllers for AI-controlled Pawns
 CAAITestSpawner
 CAAmbientCharacter
 CAAmbientItemSpawnerSpawn and refill items around the actor this is attached to. For refilling items when the player is not looking the actor needs a mesh
 CAAmbientLifeWarningFlock
 CAAmbientSoundA sound actor that can be placed in a level
 CAAngelscriptGASActor
 CAAngelscriptGASCharacter
 CAAngelscriptGASPawn
 CAAnimatedInteractiveObjectActor
 CAArcheryWeaponVisual
 CAArrowVisual@DE - Base class defined on AS -> AArrowVisual_AS_Base
 CAAtmosphericFogA placeable fog actor that simulates atmospheric light scattering @see https://docs.unrealengine.com/latest/INT/Engine/Actors/FogEffects/AtmosphericFog/index.html
 CAAudioVolume
 CABaitVisual
 CABandwidthTestActorThis ABandwidthTestActor class is used to generate an easily controllable amount of bandwidth. It uses property replication to generate it's traffic via a NetDeltaSerializer struct Note that the property data is never stored in memory on the simulated clients
 CABarrierManager
 CABarrierParticlesManager
 CABlockingVolumeAn invisible volume used to block other actors
 CABookCaptureActor
 CABoxReflectionCaptureActor used to capture the scene for reflection in a box shape @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_3/index.html
 CABrush
 CABrushShapeA brush that acts as a template for geometry mode modifiers like "Lathe"
 CACameraActorA CameraActor is a camera viewpoint that can be placed in a level
 CACameraBlockingVolumeA volume which blocks the Camera channel by default
 CACameraRig_CraneA simple rig for simulating crane-like camera movements
 CACameraRig_Rail
 CACameraShakeSourceActor
 CACarriableWorldItem
 CACharacterCharacters are Pawns that have a mesh, collision, and built-in movement logic. They are responsible for all physical interaction between the player or AI and the world, and also implement basic networking and input models. They are designed for a vertically-oriented player representation that can walk, jump, fly, and swim through the world using CharacterMovementComponent
 CACharacterCanTransformInto
 CACheckElementsInsideVolume
 CACineCameraActorA CineCameraActor is a CameraActor specialized to work like a cinematic camera
 CACinematicCharacter
 CACinematicsTesting
 CAClientAuthoritativeCharacterCharacter baseclass that makes the clients be authoritative of their own movement
 CAClientAuthoritativePlayerControllerIntended to be used together with AClientAuthoritativeCharacter & UClientAuthoritativeCharacterMovementComponent
 CAClimbableWall
 CAClusterUnionActorA lightweight actor that can be used to own a cluster union component
 CAConcertStageManager
 CAControllerControllers are non-physical actors that can possess a Pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess()
 CAConversationCameraPresetChoice
 CAConversationCameraV2
 CACooperativeGameModeThis class will contain game rules and other generic stuff related to the cooperative game mode. It will contain a rule like: If host player close the game, all other players finish the game too
 CACullDistanceVolume
 CACustomNavCollisionStaticMeshActorThis static mesh actor allows to have disabled collisions, but still use collision data to calculate NavMesh from
 CADebuffEffectActorByTag
 CADebugCameraControllerCamera controller that allows you to fly around a level mostly unrestricted by normal movement rules
 CADebugCameraHUDHUD that displays info for the DebugCameraController view
 CADecalActorDecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry
 CADefaultPawnDefaultPawn implements a simple Pawn with spherical collision and built-in flying movement. @see UFloatingPawnMovement
 CADefaultPhysicsVolumeDefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume
 CADeliverySpotGroup
 CADEPRECATED_SmartObjectCollectionActor holding smart object persistent data
 CADEPRECATED_WorldPartitionVolume
 CADetourCrowdAIController
 CADirectionalLightImplements a directional light actor
 CADocumentationActor
 CADynamicNavObstacleMarks the area of the obstacle as UNavArea_Obstacle to make characters walk around it
 CAEditorIndoorDetectionTestActor
 CAEditorNavigationInvokerEditor-only NavigationInvoker to debug the NavMesh
 CAEffectActorBase
 CAEmitter
 CAEmitterCameraLensEffectBase
 CAEnvironmentLightIntensityCaptureActor
 CAEQSTestingPawn
 CAExplosionVisual
 CAExponentialHeightFogImplements an Actor for exponential height fog
 CAFloatingItemActor
 CAFloatingRune_VFXCueDeprecated
 CAFloatingRuneGameplayCueNotify_Pool
 CAFMODAmbientSoundFMOD Ambient Sound
 CAFreepointManager
 CAFreezeDebuffEffectActor
 CAFreezeVisual
 CAG1RGameModeCooperativeThis class should contain all stuff related to our specific game G1R related to the cooperative game mode. So, it will contain rules like: when a player dies it will be respawn near the host
 CAG1RGameState
 CAGameModeGameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. It has default behavior for picking spawn points and match state. If you want a simpler base, inherit from GameModeBase instead
 CAGameModeBaseThe GameModeBase defines the game being played. It governs the game rules, scoring, what actors are allowed to exist in this game type, and who may enter the game
 CAGameNetworkManagerHandles game-specific networking management (cheat detection, bandwidth management, etc.)
 CAGameplayAbilityTargetActorTargetActors are spawned to assist with ability targeting. They are spawned by ability tasks and create/determine the outgoing targeting data passed from one task to another
 CAGameplayAbilityTargetActor_ActorPlacement
 CAGameplayAbilityTargetActor_GroundTrace
 CAGameplayAbilityTargetActor_RadiusSelects everything within a given radius of the source actor
 CAGameplayAbilityTargetActor_SingleLineTrace
 CAGameplayAbilityTargetActor_TraceIntermediate base class for all line-trace type targeting actors
 CAGameplayAbilityWorldReticleReticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these
 CAGameplayAbilityWorldReticle_ActorVisualizationThis is a dummy reticle for internal use by visualization placement tasks. It builds a custom visual model of the visualization being placed
 CAGameplayCameraActorAn actor that can run a camera asset
 CAGameplayCameraSystemActorAn actor that hosts a camera system
 CAGameplayCueNotify_ActorAn instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary
 CAGameplayCueNotify_BurstLatentAGameplayCueNotify_BurstLatent
 CAGameplayCueNotify_LoopingAGameplayCueNotify_Looping
 CAGameplayCueNotify_Pool
 CAGameplayObjectWithEditorIcon
 CAGameSessionActs as a game-specific wrapper around the session interface. The game code makes calls to this when it needs to interact with the session interface. A game session exists only the server, while running an online game
 CAGameStateGameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. It is tied to functionality in GameMode
 CAGameStateBaseGameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. It exists on both the client and the server and is fully replicated
 CAGeneratedMeshAreaLightImplements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects
 CAGenericSmartObject
 CAGlobalNavigationDataCombines Waynet and RecastNavigationData in order to provide global navigation using both in tandem
 CAGlobalNavigationTestingActor
 CAGothicAIController
 CAGothicAmbientSoundActor
 CAGothicBloodDecal
 CAGothicBloodFallingDrops
 CAGothicBloodManager
 CAGothicCameraManager
 CAGothicCharacter
 CAGothicCharacterStatePersistant state for each character. Is kept alive always, even when the character pawn is not spawned. Also keeps track of whether the character pawn should be visible and spawns it as needed
 CAGothicDirectionalLight
 CAGothicDiveAIController
 CAGothicFlyAIController
 CAGothicFootstepsTrackerActor
 CAGothicGameModeBase class for all gothic related game modes
 CAGothicGASActor
 CAGothicGCNotify_Actor
 CAGothicHUDBaseAGothicHUDBase
 CAGothicInvokerActor
 CAGothicLockedStreamingSourceActorAllows placing a static streaming source shape (sphere) into the level. It has an Inner and an Outer radius:
 CAGothicLockPickActorBase class for lockpick actor
 CAGothicLockPieceActorBase class for lock piece actors
 CAGothicLockSceneActor"manager" actor that that will update the lock pieces
 CAGothicMutilatedSkeletalMeshActor
 CAGothicNiagaraActor
 CAGothicNPCStatePersistant character state for NPCs. This is even available if the actual characters are un-loaded
 CAGothicOverrideSpeedVolume
 CAGothicPhotoModePawn
 CAGothicPhysicsVolumePriorityTriggerVolume
 CAGothicPlayerCharacter
 CAGothicPlayerControllerBase
 CAGothicPlayerState
 CAGothicSingletonManager
 CAGothicSmartLinkOwner
 CAGothicSpectatorPawn
 CAGothicTriggerVolume
 CAGothicUltraDynamicController
 CAGothicUltraDynamicSky
 CAGothicUltraDynamicWeather
 CAGothicWaterSplineActorBase class for water spline actors. Does not have a root component so it can used to replace the parent class of existing BPs. Editor only
 CAGothicWeatherComponentsWatcher
 CAGothicWorldActor
 CAGothicWorldSettings
 CAGridPathAIController
 CAHeterogeneousVolumeA placeable actor that represents a heterogeneous volume
 CAHUDBase class of the heads-up display. This has a canvas and a debug canvas on which primitives can be drawn. It also contains a list of simple hit boxes that can be used for simple item click detection. A method of rendering debug text is also included. Provides some simple methods for rendering text, textures, rectangles and materials which can also be accessed from blueprints. @see UCanvas @see FHUDHitBox @see FDebugTextInfo
 CAInfoInfo 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
 CAIngameToolDrawActorWrapper actor holding UIngameToolDrawComponent, which contains the actual ingame tool drawing functions
 CAInstancedPlacementPartitionActorThe base class used by any editor placement of instanced objects, which holds any relevant runtime data for the placed instances
 CAInteractiveGasObjectActor
 CAInteractiveObjectActor
 CAISMPartitionActorActor base class for instance containers placed on a grid. See UActorPartitionSubsystem
 CAItemVisual
 CAItemVisualWorld
 CAKillZVolumeKillZVolume is a volume used to determine when actors should be killed. Killing logic is overridden in FellOutOfWorld
 CALadderObject
 CALatentAutomationCommandClientExecutorALatentAutomationCommandClientExecutor
 CALevelBoundsDefines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true
 CALevelInstance
 CALevelInstanceEditorInstanceActorEditor Only Actor that is spawned inside every LevelInstance Instance Level so that we can update its Actor Transforms through the ILevelInstanceInterface's (ULevelInstanceComponent) @see ULevelInstanceComponent
 CALevelInstancePivot
 CALevelScriptActorALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. ALevelScriptActor instances are hidden actors that exist within a level, and can execute level-wide logic (operating on specific actor instances within the level). The level-script's functionality is defined inside the ULevelScriptBlueprint itself (using the blueprint's node-based interface)
 CALevelSequenceActorActor responsible for controlling a specific level sequence in the world
 CALevelSequenceMediaControllerReplicated actor class that is responsible for instigating various cinematic assets (Media, Audio, Level Sequences) in a synchronized fasion
 CALevelStreamingVolume
 CALight
 CALightmassCharacterIndirectDetailVolume
 CALightmassImportanceVolume
 CALightmassPortal
 CALightWeightInstanceManager
 CALightWeightInstanceStaticMeshManager
 CALocalFogVolumeActor used to position a local fog volume in the scene. @see https://docs.unrealengine.com/???
 CALocationVolumeA volume representing a location in the world. Used for World Partition loading regions
 CALODActorLODActor 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
 CALogicalLightsourceActor
 CALogicalLightsourceTestingActor
 CALoveStoryCollider
 CAMaterialInstanceActor
 CAMeleeWeaponVisual
 CAMeshMergeCullingVolumeA volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes
 CAMultiplayerGameModeThis class will contain specific rules and stuff related to the multiplayer game mode. Things can be shared between different multiplayer games
 CAMultiplayerGameSession
 CANavAreaActor
 CANavigationDataRepresents abstract Navigation Data (sub-classed as NavMesh, NavGraph, etc) Used as a common interface for all navigation types handled by NavigationSystem
 CANavigationDataChunkActor
 CANavigationGraphCurrently abstract since it's not full implemented
 CANavigationGraphNode
 CANavigationObjectBase
 CANavigationTestingActor
 CANavLinkProxyANavLinkProxy connects areas of Navmesh that don't have a direct navigation path. It directly supports Simple Links (see PointLinks array). There can be multiple Simple links per ANavLinkProxy instance. Simple links are designed to statically link areas of Navmesh and are associated with a particular area class that the link provides. Smart Link functionality is provided via UNavLinkCustomComponent, see SmartLinkComp. They are designed to be able to be dynamically toggled between enabled and disabled and provide different area classes for both cases. The area classes can be dynamically modified without navmesh rebuilds. There can only be at most one smart link per ANavLinkProxy instance. Both simple and smart links on a single ANavLinkProxy instance, can be set / enabled at once, as well as either or neither of them
 CANavMeshBoundsVolume
 CANavMeshExclusionZone
 CANavModifierVolumeAllows applying selected AreaClass to navmesh, using Volume's shape
 CANavSystemConfigOverride
 CANiagaraActor
 CANiagaraLensEffectBaseNiagara equivalent of AEmitterCameraLensEffectBase. This class is supported by APlayerCameraManager (via ICameraLensEffectInterface) as a camera lens effect
 CANiagaraPerfBaselineActorActor that controls how the baseline system behaves and also controls stats gathering for
 CANiagaraPreviewBaseBase actor for preview actors used in UNiagaraPreviewAxis
 CANiagaraPreviewGrid
 CANote
 CAOffsetTestingCamera
 CAPackedLevelActorAPackedLevelActor is the result of packing the source level (WorldAsset base class property) into a single actor. See FPackedLevelActorBuilder
 CAPainCausingVolumeVolume that causes damage over time to any Actor that overlaps its collision
 CAParalyzeEffectActor
 CAParticleEventManager
 CAPartitionActorActor base class for instance containers placed on a grid. See UActorPartitionSubsystem
 CAPawnPawn is the base class of all actors that can be possessed by players or AI. They are the physical representations of players and creatures in a level
 CAPhotoModePawn
 CAPhysicsConstraintActor
 CAPhysicsThrusterAttach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in
 CAPhysicsVolumePhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume
 CAPlanarReflection
 CAPlaneReflectionCapture
 CAPlayerCameraManagerA PlayerCameraManager is responsible for managing the camera for a particular player. It defines the final view properties used by other systems (e.g. the renderer), meaning you can think of it as your virtual eyeball in the world. It can compute the final camera properties directly, or it can arbitrate/blend between other objects or actors that influence the camera (e.g. blending from one CameraActor to another)
 CAPlayerControllerPlayerControllers are used by human players to control Pawns
 CAPlayerStartThis class indicates a location where a player can spawn when the game begins
 CAPlayerStartPIE
 CAPlayerStateA PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc
 CAPointLight
 CAPostProcessVolumeFor FPostprocessSettings
 CAPouchActorBase class for pouch actors
 CAPrecomputedVisibilityOverrideVolume
 CAPrecomputedVisibilityVolume
 CAPrefabActor
 CAPrefabDebugActor
 CAPrefabRandomizer
 CAPrefabricatorConstructionSnap
 CAPrefabSeedLinker
 CAPreInitializableComponentsActor
 CAProjectileVisual
 CAPuzzleBloodFontManager
 CARadialForceActor
 CAReactiveSmallPuddle
 CARecastNavMesh
 CARectLight
 CAReflectionCapture
 CARegionBox
 CARegionShape
 CARegionSphere
 CARegionVolume
 CAReplicablePrefabActor
 CAReplicatedLevelSequenceActorA level sequence actor that is set to always be relevant for networking purposes
 CARigidBodyBase
 CARoadActor
 CARodVisual
 CARuntimeVirtualTextureVolumeActor used to place a URuntimeVirtualTexture in the world
 CASceneCapture
 CASceneCapture2D
 CASceneCaptureCube
 CAServerStatReplicatorClass used to replicate server "stat net" data over. For server only values, the client data is is overwritten when bUpdateStatNet == true. For data that both the client and server set, the server data will only overwrite if bUpdateStatNet == true && bOverwriteClientStats == true
 CAServerStreamingLevelsVisibilityActor used to replicate server's visible level streaming
 CASimulatedCharacterLightContainerDynamically spawned actor that contains all LightSources requested by UDailyRoutineSimulationSubsystem
 CASkeletalMeshActorSkeletalMeshActor is an instance of a USkeletalMesh in the world. Skeletal meshes are deformable meshes that can be animated and change their geometry at run-time. Skeletal meshes dragged into the level from the Content Browser are automatically converted to StaticMeshActors
 CASkyAtmosphereA placeable actor that represents a planet atmosphere material and simulates sky and light scattering within it. @see https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html
 CASkyLight
 CASmartObjectPersistentCollectionActor holding smart object persistent data
 CASmartObjectSubsystemRenderingActor
 CASmartObjectTestingActorDebug actor to test SmartObjects
 CASpatialHashRuntimeGridInfoActor keeping information regarding a runtime grid
 CASpawningManager
 CASpawnpointManager
 CASpectatorPawn
 CASpellItemVisual
 CASpellProjectileVisual
 CASpellVisual
 CASpellVisualSaveable
 CASphereReflectionCaptureActor used to capture the scene for reflection in a sphere shape. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_4
 CASpikePuzzle
 CASplineMeshActorSplineMeshActor is an actor with a SplineMeshComponent
 CASpotLight
 CAStaticMeshActorStaticMeshActor is an instance of a UStaticMesh in the world. Static meshes are geometry that do not animate or otherwise deform, and are more efficient to render than other types of geometry. Static meshes dragged into the level from the Content Browser are automatically converted to StaticMeshActors
 CAStormOfFireVisual
 CATargetActor_SphereTraceReusable, configurable sphere trace TargetActor. Meant to be used with GSAT_WaitTargetDataUsingActor instead of the default WaitTargetData AbilityTask as the default one will destroy the TargetActor
 CATargetActor_TraceReusable, configurable trace TargetActor. Subclass with your own trace shapes. Meant to be used with GSAT_WaitTargetDataUsingActor instead of the default WaitTargetData AbilityTask as the default one will destroy the TargetActor
 CATargetPoint
 CATelekinesisItemMovement
 CATeleportAppearingActor
 CATeleportGameplayCue
 CATeleportVanishingActor
 CATestTerminatorATestTerminator
 CATextRenderActor
 CAThrowableVisual
 CATransformSpellItemVisual
 CATriggerBaseAn actor used to generate collision events (begin/end overlap) in the level
 CATriggerBoxA box shaped trigger, used to generate overlap events in the level
 CATriggerCapsuleA capsule shaped trigger, used to generate overlap events in the level
 CATriggerSphereA sphere shaped trigger, used to generate overlap events in the level
 CATriggerSphereDebug
 CATriggerVolume
 CAVectorFieldVolume
 CAVFXCue
 CAVisualLoggerFilterVolumeA volume to be placed in the level while browsing visual logger output
 CAVolumeAn editable 3D volume placed in a level. Different types of volumes perform different functions @see https://docs.unrealengine.com/latest/INT/Engine/Actors/Volumes
 CAVolumetricCloudA placeable actor that represents a participating media material around a planet, e.g. clouds. @see TODO address to the documentation
 CAVolumetricLightmapDensityVolumeProvides local control over volumetric lightmap density. Only convex shapes supported
 CAWeatherLightingMagnet
 CAWindDirectionalSourceActor that provides a directional wind source. Only affects SpeedTree assets
 CAWorldDataLayersActor containing data layers instances within a world
 CAWorldPartitionHLOD
 CAWorldPartitionMiniMapA mini map to preview the world in world partition window. (editor-only)
 CAWorldPartitionMiniMapVolume
 CAWorldPartitionReplayActor used to record world partition replay data (streaming sources for now)
 CAWorldSettingsActor containing all script accessible world properties
 CFAbilityAbilityKey__AbilitySystemComponent
 CFAbilityConfirmOrCancel__AbilitySystemComponent
 CFAbilityEndedDataAbility Ended Data
 CFAbilityGivenDelegate
 CFAbilityRemovedDelegate
 CFAbilityStateDelegate
 CFAbilityTask_CraftItemsDelegate
 CFAbilityTaskAttackPushComboDelegate
 CFAbilityTaskCameraFadeDelegate
 CFAbilityTaskCameraFadeSetupCamera fade setup struct
 CFAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric
 CFAbilityTaskExecutor
 CFAbilityTriggerDataStructure that defines how an ability will be triggered by external events
 CFActionBarUpdated
 CFActionEventBP__InputHintWidget
 CFActionEventBP__InputHintWidget_EnhancedInput
 CFActivateDevicePropertyParamsParameters for the UInputDeviceSubsystem::ActivateDeviceProperty function
 CFActiveChanged__ChangelogIndexEntry
 CFActiveGameplayCue
 CFActiveGameplayCueContainer
 CFActiveGameplayEffectActive GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks
 CFActiveGameplayEffectHandleThis handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server
 CFActiveGameplayEffectQueryCustomMatch_Dynamic
 CFActorBeginCursorOverSignature
 CFActorBeginOverlapSignature
 CFActorBeginTouchOverSignature
 CFActorComponentActivatedSignature
 CFActorComponentDeactivateSignature
 CFActorComponentTickFunctionTick function that calls UActorComponent::ConditionalTick
 CFActorDataLayerThis class is deprecated and only present for backward compatibility purposes. Instead of using FActorDatalayer, directly save the DataLayerInstance FName if the DataLayer not exposed in data. If the DataLayer is exposed in Data, then use DataLayerAssets
 CFActorDescSnapshot of an actor descriptor, which represents the state of an actor on disk. The actor may or may not be loaded
 CFActorDestroyedSignature
 CFActorEndCursorOverSignature
 CFActorEndOverlapSignature
 CFActorEndPlaySignature
 CFActorEndTouchOverSignature
 CFActorHitSignature
 CFActorInstanceHandleHandle to a unique object. This may specify a full weigh actor or it may only specify the actor instance that represents the same object
 CFActorOnClickedSignature
 CFActorOnInputTouchBeginSignature
 CFActorOnInputTouchEndSignature
 CFActorOnReleasedSignature
 CFActorPerceptionBlueprintInfo
 CFActorPerceptionForgetUpdatedDelegate
 CFActorPerceptionInfoUpdatedDelegate
 CFActorPerceptionUpdatedDelegate
 CFActorPerceptionUpdateInfo
 CFActorTickFunctionTick function that calls AActor::TickActor
 CFAIAssessmentResponseRule
 CFAIAssessmentResponseRules
 CFAICombatTargetScoringEntryDescription
 CFAIDamageEvent
 CFAIDataProviderBoolValue
 CFAIDataProviderFloatValue
 CFAIDataProviderIntValue
 CFAIDataProviderStructValue
 CFAIDataProviderTypedValue
 CFAIDataProviderValueAIDataProvider is an object that can provide collection of properties associated with bound pawn owner or request Id
 CFAIDynamicParam
 CFAIInteractionBindingDefinition for automatically binding Action-tags as script functions
 CFAIItemActionScoringEntryDescription
 CFAIItemActionScoringEntryGroup
 CFAimConstraintDescriptionA description of how to apply aim constraint
 CFAIMessageGatherGroupsOfClass
 CFAIMessageGatherStatesOfClass
 CFAIMessageTalkRequest
 CFAIMessageWeaponDrawn
 CFAimingAssistance
 CFAIMoveCompletedSignature
 CFAINoiseEvent
 CFAIRequestID
 CFAISenseAffiliationFilter
 CFAISpawnpointConfig
 CFAISpawnpointConfig_Ambient
 CFAIStimulus
 CFAIWorldEventDelegate
 CFAIWorldEventEndedDelegate
 CFAIWorldEventRequirements
 CFAIWorldEventStartedDelegate
 CFAlkFilterWidgetEntryFAlkFilterWidgetEntry
 CFAlkInputActionFAlkInputAction
 CFAlphaBlendAlpha Blend class that supports different blend options as well as custom curves
 CFAlphaBlendArgsAlpha Blend construction arguments. Used for creation of an AlphaBlend
 CFAmountChangedDelegate__CraftingIngredientUIData
 CFAmountChangedDelegate__CraftingRecipeUIData
 CFAnchorData
 CFAngelscriptAttributeChangedDataThe RegisterAttributeChangedCallback functions use this as their parameter, not the wrapped one! Since no type checking occurs for delegates, this still works as the base offset of the wrapper and the wrapped are the same
 CFAngelscriptGameplayAttributeDataWe use this subtype to be able to reflect on the property it belongs to for replication etc
 CFAngelscriptGameThreadScopeWorldContext
 CFAngelscriptInputBindDataIt's a shame we have to wrap. But it's not a hot path, and it's better than doing an engine mod. Best would of course be if AS type binds were made aware to UHT so binding worked here
 CFAngelscriptModifiedAttribute@DEPRECATED - Part of the deprecated RegisterCallbackForAttribute API. Can remove this after Epic merges the exposed FOnAttributeChanged USTRUCT decorators..
 CFAngelscriptTagContainerAggregatorWrapper type for FTagContainerAggregator @TODO: We should make a binding instead
 CFAngularDriveConstraintAngular Drive
 CFAngularRangeLimit
 CFAnimatedBoneAttributeStructure encapsulating animated (bone) attribute data
 CFAnimationAttributeIdentifierScript-friendly structure for identifying an attribute (curve). Wrapping the attribute name, bone name and index, and underlying data type for use within the AnimDataController API
 CFAnimationCurveDataStructure encapsulating animated curve data. Currently only contains Float and Transform curves
 CFAnimationCurveIdentifierScript-friendly structure for identifying an animation curve. Wrapping the unique type and smart-name for use within the AnimDataController API
 CFAnimationGroupReference
 CFAnimationRecordingSettingsSettings describing how to record an animation
 CFAnimationStateMachineReference
 CFAnimationStateResultReference
 CFAnimationTrackAddedPayload
 CFAnimationTrackPayload
 CFAnimCurveBaseFloat curve data for one track
 CFAnimCurveParamDEPRECATED - no longer used
 CFAnimDataModelModifiedDynamicEvent
 CFAnimDataModelNotifPayload
 CFAnimExecutionContextContext used to expose anim graph execution to BP function libraries
 CFAnimGraphBlendOptionsBlending options for animation graphs in Linked Animation Blueprints
 CFAnimLegIKDefinitionPer foot definitions
 CFAnimLinkableElementUsed to describe an element that can be linked to a segment in a montage or sequence. Usage: Inherit from FAnimLinkableElement and make sure to call LinkMontage or LinkSequence both on creation and on loading the element. From there SetTime and GetTime should be used to control where this element is in the montage or sequence
 CFAnimNode_AimOffsetLookAtThis node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at
 CFAnimNode_AnimDynamics
 CFAnimNode_ApplyAdditive
 CFAnimNode_ApplyLimits
 CFAnimNode_ApplyMeshSpaceAdditive
 CFAnimNode_AssetPlayerBaseBase class for any asset playing anim node
 CFAnimNode_AssetPlayerRelevancyBaseBase class for any asset playing anim node
 CFAnimNode_BlendBoneByChannel
 CFAnimNode_BlendListBaseBlend list node; has many children
 CFAnimNode_BlendListByBoolThis node is effectively a 'branch', picking one of two input poses based on an input Boolean value
 CFAnimNode_BlendListByEnumBlend List by Enum, it changes based on enum input that enters
 CFAnimNode_BlendListByIntBlend list node; has many children
 CFAnimNode_BlendSpaceEvaluatorEvaluates a BlendSpace at a specific using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. Note that events output from the sequences playing and being blended together should not be used. In addition, synchronization of animations will potentially be discontinuous if the blend weights are updated, as the leader/follower changes
 CFAnimNode_BlendSpaceGraphAllows multiple animations to be blended between based on input parameters
 CFAnimNode_BlendSpaceGraphBaseAllows multiple animations to be blended between based on input parameters
 CFAnimNode_BlendSpacePlayer@TODO: Comment
 CFAnimNode_BlendSpacePlayer_Standalone@TODO: Comment
 CFAnimNode_BlendSpacePlayerBase@TODO: Comment
 CFAnimNode_BlendSpaceSampleResultRoot node of a blend space sample (sink node). We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time
 CFAnimNode_BoneDrivenControllerThis is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
 CFAnimNode_CallFunctionCalls specified user-defined events/functions during anim graph execution
 CFAnimNode_CCDIKController which implements the CCDIK IK approximation algorithm
 CFAnimNode_ConstraintConstraint node to parent or world transform for rotation/translation
 CFAnimNode_ConvertComponentToLocalSpace
 CFAnimNode_ConvertLocalToComponentSpace
 CFAnimNode_CopyBoneSimple controller to copy a bone's transform to another one
 CFAnimNode_CopyBoneDeltaSimple controller to copy a transform relative to the ref pose to the target bone, instead of the copy bone node which copies the absolute transform
 CFAnimNode_CopyPoseFromMeshSimple controller to copy a bone's transform to another one
 CFAnimNode_CurveSourceSupply curves from some external source (e.g. audio)
 CFAnimNode_DeadBlendingDead Blending Node
 CFAnimNode_FabrikController which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details
 CFAnimNode_FootPlacement
 CFAnimNode_GothicFootplacement
 CFAnimNode_HandIKRetargetingNode to handle re-targeting of Hand IK bone chain. It looks at position in Mesh Space of Left and Right FK bones, and moves Left and Right IK bones to those. based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight). This is used so characters of different proportions can handle the same props
 CFAnimNode_Inertialization
 CFAnimNode_LayeredBoneBlendLayered blend (per bone); has dynamic number of blendposes that can blend per different bone sets
 CFAnimNode_LegIK
 CFAnimNode_LinkedAnimGraph
 CFAnimNode_LinkedAnimLayer
 CFAnimNode_LinkedInputPose
 CFAnimNode_LookAtSimple controller that make a bone to look at the point or another bone
 CFAnimNode_MakeDynamicAdditive
 CFAnimNode_Mirror
 CFAnimNode_Mirror_Standalone
 CFAnimNode_MirrorBase
 CFAnimNode_ModifyBoneSimple controller that replaces or adds to the translation/rotation of a single bone
 CFAnimNode_ModifyCurveEasy way to modify curve values on a pose
 CFAnimNode_MultiWayBlendThis represents a baked transition
 CFAnimNode_ObserveBoneDebugging node that displays the current value of a bone in a specific space
 CFAnimNode_OffsetRootBone
 CFAnimNode_OrientationWarping
 CFAnimNode_PoseBlendNodeEvaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence
 CFAnimNode_PoseByNameEvaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence
 CFAnimNode_PoseDriverRBF based orientation driver
 CFAnimNode_PoseHandlerEvaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence
 CFAnimNode_PoseSnapshotProvide a snapshot pose, either from the internal named pose cache or via a supplied snapshot
 CFAnimNode_QuadPedAdjustments
 CFAnimNode_RandomPlayer
 CFAnimNode_ResetRoot
 CFAnimNode_RigidBodyController that simulates physics based on the physics asset of the skeletal mesh component
 CFAnimNode_RootRoot node of an animation tree (sink)
 CFAnimNode_RotateRootBone@TODO: Comment
 CFAnimNode_RotationMultiplierSimple controller that multiplies scalar value to the translation/rotation/scale of a single bone
 CFAnimNode_RotationOffsetBlendSpace@TODO: Comment
 CFAnimNode_RotationOffsetBlendSpaceGraphAllows multiple animations to be blended between based on input parameters
 CFAnimNode_SaveCachedPoseNamespace UE::Anim
 CFAnimNode_ScaleChainLengthScale the length of a chain of bones
 CFAnimNode_SequenceEvaluatorSequence evaluator node that can be used with constant folding
 CFAnimNode_SequenceEvaluator_StandaloneSequence evaluator node that can be used standalone (without constant folding)
 CFAnimNode_SequenceEvaluatorBaseAbstract base class. Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence
 CFAnimNode_SequencePlayerSequence player node that can be used with constant folding
 CFAnimNode_SequencePlayer_StandaloneSequence player node that can be used standalone (without constant folding)
 CFAnimNode_SequencePlayerBaseSequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone
 CFAnimNode_SingleNodeLocal anim node for extensible processing. Cant be used outside of this context as it has no graph node counterpart
 CFAnimNode_SkeletalControlBase
 CFAnimNode_SlopeWarping
 CFAnimNode_SlotAn animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input
 CFAnimNode_SplineIK
 CFAnimNode_SpringBoneSimple controller that replaces or adds to the translation/rotation of a single bone
 CFAnimNode_StateMachineState machine node
 CFAnimNode_StateResultRoot node of an state machine state (sink node). We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time
 CFAnimNode_SteeringAdd procedural delta to the root motion attribute
 CFAnimNode_StrideWarping
 CFAnimNode_Sync
 CFAnimNode_TrailTrail Controller
 CFAnimNode_TransitionPoseEvaluatorAnimation data node for state machine transitions. Can be set to supply either the animation data from the transition source (From State) or the transition destination (To State)
 CFAnimNode_TransitionResultRoot node of a state machine transition graph
 CFAnimNode_TwistCorrectiveNodeThis is the node that apply corrective morphtarget for twist Good example is that if you twist your neck too far right or left, you're going to see odd stretch shape of neck, This node can detect the angle and apply morphtarget curve This isn't the twist control node for bone twist
 CFAnimNode_TwoBoneIKSimple 2 Bone IK Controller
 CFAnimNode_TwoWayBlendThis represents a baked transition
 CFAnimNodeConstantDataAny constant class data an anim node uses should be derived from this type
 CFAnimNodeDataAny constant/folded class data an anim node can be accessed via this struct
 CFAnimNodeReferenceA reference to an anim node. Does not persist, only valid for the call in which it was retrieved
 CFAnimNotifyEventTriggers an animation notify. Each AnimNotifyEvent contains an AnimNotify object which has its Notify method called and passed to the animation
 CFAnimNotifyEventReference
 CFAnimPhysBodyDefinition
 CFAnimPhysConstraintSetupConstraint setup struct, holds data required to build a physics constraint
 CFAnimPhysPlanarLimit
 CFAnimPhysSphericalLimit
 CFAnimSegmentThis is anim segment that defines what animation and how *
 CFAnimSyncMarker
 CFAnimTrackThis is list of anim segments for this track For now this is only one TArray, but in the future we should define more transition/blending behaviors
 CFApplicationLifetimeDelegate__ApplicationLifecycleComponent
 CFApplicationStartupArgumentsDelegate__ApplicationLifecycleComponent
 CFApplyRootMotionConstantForceDelegate
 CFApplyRootMotionJumpForceDelegate
 CFApplyRootMotionMoveToActorForceDelegate
 CFApplyRootMotionMoveToForceDelegate
 CFApplyRootMotionRadialForceDelegate
 CFArcheryAccuracyParams
 CFArcherySkillParams
 CFAreaSpellVFXParams
 CFARFilterA struct to serve as a filter for Asset Registry queries. (mirrored in ARFilter.h)
 CFArrayElementHandle@see THandleArray
 CFAssessmentBitsThis is a wrapper struct to generate a BitArray from in AS. In AS, this should look like normal bitflags
 CFAssetCompileData
 CFAssetDataA struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized
 CFAssetManagerRedirectSimple structure for redirecting an old asset name/path to a new one
 CFAssetManagerSearchRulesRules for how to scan the asset registry for assets matching path and type descriptions
 CFAssetMappingThis defines one asset mapping
 CFAsyncGameplayMessageDelegate
 CFAsyncLoadGameFromSlotDynamicDelegate
 CFAsyncSaveGameToSlotDynamicDelegate
 CFAsyncWaitAttributeChangedDelegate__AbilityAsync_WaitAttributeChanged
 CFAsyncWaitGameplayTagCountDelegate__AbilityAsync_WaitGameplayTagCountChanged
 CFAsyncWaitGameplayTagDelegate__AbilityAsync_WaitGameplayTag
 CFAsyncWaitGameplayTagQueryDelegate
 CFAttackDirectionDelegate
 CFAttenuationSubmixSendSettings
 CFAttributeBasedFloatStruct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue
 CFAttributeChangedDelegate
 CFAttributeCurve
 CFAttributeDefaultsUsed to initialize default values for attributes
 CFAttributeKey
 CFAttributeMetaDataDataTable that allows us to define meta data about attributes. Still a work in progress
 CFAttributePayload
 CFAttributeSetRecord
 CFAttributeSetRegisteredDelegate
 CFAudioBasedVibrationData
 CFAudioComponentParamLegacy struct used for storing named parameter for a given AudioComponent
 CFAudioEQEffect
 CFAudioQualitySettings
 CFAudioVolumeSubmixOverrideSettings
 CFAudioVolumeSubmixSendSettingsStruct to determine dynamic submix send data for use with audio volumes
 CFAvailabilityChangedDelegateBP__SettingObjectWidget
 CFAxisAxis to represent direction
 CFAxisWaitSimpleDelegate
 CFBakedCustomAttributePerBoneData
 CFBakedFloatCustomAttribute
 CFBakedIntegerCustomAttribute
 CFBakedStringCustomAttribute
 CFBaseAttenuationSettingsBase class for attenuation settings
 CFBaseComponentReferenceBase class for the hard/soft component reference structs
 CFBasedPositionStruct for handling positions relative to a base actor, which is potentially moving
 CFBasicParticleData
 CFBeamModifierOptions
 CFBeamTargetDataBeam Multi-target Variables
 CFBiomeWeatherProbabilities
 CFBlackboardEntryBlackboard entry definition
 CFBlackboardKeySelectorHelper struct for defining types of allowed blackboard entries (e.g. only entries holding points and objects derived form actor class)
 CFBlendBoneByChannelEntry
 CFBlendListBaseReference
 CFBlendParameter
 CFBlendProfileBoneEntryA single entry for a blend scale within a profile, mapping a bone to a blendscale
 CFBlendSampleSample data
 CFBlendSampleDataTransform definition
 CFBlendSpaceBlendProfile
 CFBlendSpacePlayerReference
 CFBlendSpaceReference
 CFBlendSpaceTriangleThis is the runtime representation of a triangle. Each triangle stores its vertices etc in normalized space, with an index to the original samples
 CFBlockState
 CFBloodCharacterContainer
 CFBloodCharacterData
 CFBlueprintEditorPromotionSettingsHolds settings for the blueprint editor build promotion tests
 CFBodyInstanceContainer for a physics representation of an object
 CFBodyInstanceAsyncPhysicsTickHandle
 CFBodyInstanceCore
 CFBoneAnimationTrackStructure encapsulating a single bone animation track
 CFBoneFeetData
 CFBoneFilter
 CFBoneMirrorExport
 CFBoneMirrorInfo
 CFBoneNames
 CFBoneNodeEach Bone node in BoneTree
 CFBoneReference
 CFBonesConstraints
 CFBoneSocketTarget
 CFBonesSettingsCHARACTER CONSTANTS / HARDCODED VALUES
 CFBoneTrackedData
 CFBookVisualConfiguration
 CFBoughtArmorUpgrades
 CFBoundActorProxy
 CFBoxA bounding box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h
 CFBox2DA rectangular 2D Box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box2D.h
 CFBox2fA rectangular 2D Box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box2D.h
 CFBox3dA point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h
 CFBox3fA point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h
 CFBoxSphereBoundsA bounding box and bounding sphere with the same origin. @note The full C++ class is located here : Engine\Source\Runtime\Core\Public\Math\BoxSphereBounds.h
 CFBoxSphereBounds3dA bounding box and bounding sphere with the same origin. @note The full C++ class is located here : Engine\Source\Runtime\Core\Public\Math\BoxSphereBounds.h
 CFBoxSphereBounds3fA bounding box and bounding sphere with the same origin. @note The full C++ class is located here : Engine\Source\Runtime\Core\Public\Math\BoxSphereBounds.h
 CFBPComponentClassOverrideUtility struct to store class overrides for components
 CFBPVariableDescriptionStruct indicating a variable in the generated class
 CFBPVariableMetaDataEntryOne metadata entry for a variable
 CFBracketPayload
 CFBranchFilter
 CFBranchingPointRemove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed
 CFBreakEventSignature
 CFBroadphaseSettingsSettings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type
 CFBudgetSystemDynamicTickDelegate
 CFBudgetSystemScriptWorkDelegate
 CFBufferAction
 CFBuildPromotionImportWorkflowSettingsHolds settings for the import workflow stage of the build promotion test
 CFBuildPromotionNewProjectSettingsHolds settings for the new project stage of the build promotion test
 CFBuildPromotionOpenAssetSettingsHolds settings for the open assets stage of the build promotion test
 CFBuildPromotionTestSettingsHolds settings for the editor build promotion test
 CFButtonClickedEventBP__AlkButtonBoxWidget
 CFButtonRelevanceChangedDelegateBP__InventoryMain
 CFButtonWidget_SecondaryActionSettingsFButtonWidget_SecondaryActionSettings
 CFCachedAnimAssetPlayerData
 CFCachedAnimRelevancyData
 CFCachedAnimStateArray
 CFCachedAnimStateDataThis file contains a number of helper structures that can be used to process state-machine- related data in C++. This includes relevancy, state weights, animation time etc
 CFCachedAnimTransitionData
 CFCachedFloatCurve
 CFCallback
 CFCameraAnimationHandleA handle to a camera animation running in UCameraAnimationCameraModifier
 CFCameraAnimationParamsParameter struct for adding new camera animations to UCameraAnimationCameraModifier
 CFCameraBehaviour
 CFCameraCombatSettings
 CFCameraCombatSettings_Mode
 CFCameraEase
 CFCameraExposureSettings
 CFCameraFadeDelegate
 CFCameraFilmbackSettings#note, this struct has a details customization in CameraFilmbackSettingsCustomization.cpp/h
 CFCameraFocusSettingsSettings to control camera focus
 CFCameraLensInterfaceClassSupportWrapper type for validation that the specfied subclass in fact does implement the desired interface!
 CFCameraLensSettings#note, this struct has a details customization in CameraLensSettingsCustomization.cpp/h
 CFCameraLightsStruct for convenience, including Conversation lights and create/remove functions
 CFCameraLookatTrackingSettingsSettings to control the camera's lookat feature
 CFCameraModeTransitionA camera transition
 CFCameraMovementSettings
 CFCameraMovementSettings_SpeedCAMERA MOVEMENT DATA
 CFCameraSettings
 CFCameraSettings_Stance
 CFCameraShakeDurationCamera shake duration
 CFCameraShakeInfoInformation about a camera shake class
 CFCameraShakePatternScrubParamsParameters for scrubbing a camera shake
 CFCameraShakePatternStartParamsParameters for starting a camera shake pattern
 CFCameraShakePatternStopParamsParameters for stopping a camera shake
 CFCameraShakePatternUpdateParamsParameters for updating a camera shake pattern
 CFCameraShakePatternUpdateResultThe result of a camera shake pattern update
 CFCameraState
 CFCameraTrackingFocusSettingsSettings to control tracking-focus mode
 CFCameraViewParametersSet of Preset with Speaker and Listener
 CFCanvasIconHolds texture information with UV coordinates as well
 CFCanvasUVTriSimple 2d triangle with UVs
 CFChaosBreakEvent
 CFChaosCrumblingEvent
 CFChaosPhysicsSettingsSettings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. See: IChaosSettingsProvider
 CFChaosRemovalEvent
 CFCharacterGuildRequirements
 CFCharacterMovementComponentPostPhysicsTickFunctionTick function that calls UCharacterMovementComponent::PostPhysicsTickComponent
 CFCharacterMovementComponentPrePhysicsTickFunction
 CFCharacterMovementUpdatedSignature
 CFCharacterReachedApexSignature
 CFCharacterSignificanceSettings
 CFCharacterSpeciesRequirements
 CFCharacterStateSaveGameData
 CFCharacterStateSaveGameData_ActiveEffects
 CFCharacterStateSaveGameData_ActiveGameplayEffect
 CFCharacterStateSaveGameData_AIValueStorage
 CFCharacterStateSaveGameData_AnyCharacterType
 CFCharacterStateSaveGameData_Attributes
 CFCharacterStateSaveGameData_AttributeSet
 CFCharacterStateSaveGameData_DailyRoutineStores an NPCs current DailyRoutine
 CFCharacterStateSaveGameData_InventoryStores an NPCs current full inventory and the equipped items
 CFCharacterStateSaveGameData_LongTermMemory
 CFCharacterStateSaveGameData_NPCCharacter
 CFCharacterStateSaveGameData_NPCSpawnInfo
 CFCharacterStateSaveGameData_Party
 CFCharacterStateSaveGameData_PlayerCharacter
 CFCharacterStateSaveGameData_PositionStores positional data about one character
 CFCharacterStateSaveGameData_Relationship
 CFCharacterTypeTagRequirements
 CFCharacterUniqueNameWrapper struct around a character unique name. Binds accessors to the CharacterState to AS and BP
 CFCheckedStateChangedEventBP__CheckBoxWidget
 CFClickedEventBP__ButtonWidget
 CFClickedEventBP__ViewItemWidget
 CFClientAuthoritativeAbilityTaskDelegate
 CFClimbDelegate
 CFClimbing_SearchEdgeSettings
 CFClimbingMontages
 CFClockTimeStruct to refer to a 0 -> 24 hour timespan. Cannot span multiple days
 CFClockTimeRange
 CFCloseManagementMain
 CFCoffinSenseShape
 CFCollectionParameterBaseBase struct for collection parameters
 CFCollectionReferenceReference to an editor collection of assets. This allows an editor-only picker UI
 CFCollectionScalarParameterA scalar parameter
 CFCollectionVectorParameterA vector parameter
 CFCollisionChaosEvent
 CFCollisionChaosEventBodyInfo
 CFCollisionEventSignature
 CFCollisionObjectQueryParams
 CFCollisionProfileNameStructure representing a collision profile name, this gets a special UI in the editor
 CFCollisionQueryParams
 CFCollisionQueryTaskDataData Store struct used to extend collision-based targeting tasks providing extra data from outside
 CFCollisionResponse
 CFCollisionResponseContainerContainer for indicating a set of collision channels that this object will collide with
 CFCollisionResponseParams
 CFCollisionShape
 CFColorStores a color with 8 bits of precision per channel. (BGRA). @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Color.h
 CFColorGradePerRangeSettings
 CFColorGradingSettings
 CFCombatAIModifiersFCombatAIModifiers
 CFCombatAttackType
 CFCombatDirection
 CFCombatPose
 CFCommonActionCommited
 CFCommonActionComplete
 CFCommonActionCompleteSingle
 CFCommonActionProgress
 CFCommonActionProgressSingle
 CFCommonAnalogCursorSettings
 CFCommonButtonBaseClicked
 CFCommonButtonStyleOptionalSlateSound
 CFCommonInputActionDataBase
 CFCommonInputActionHandlerData@FIXME: This struct is related to legacy CommonUI and should be removed in 5.3 - UE-164871
 CFCommonInputKeyBrushConfiguration
 CFCommonInputKeySetBrushConfiguration
 CFCommonInputPlatformBaseDataDEPRECATED Legacy!
 CFCommonInputTypeInfo
 CFCommonNumberFormattingOptions
 CFCommonSelectedStateChangedBase
 CFComponentBeginCursorOverSignature
 CFComponentBeginOverlapSignature
 CFComponentBeginTouchOverSignature
 CFComponentCollisionSettingsChangedSignature
 CFComponentEndCursorOverSignature
 CFComponentEndOverlapSignature
 CFComponentEndTouchOverSignature
 CFComponentHitSignature
 CFComponentOnClickedSignature
 CFComponentOnInputTouchBeginSignature
 CFComponentOnInputTouchEndSignature
 CFComponentOnReleasedSignature
 CFComponentPhysicsStateChanged
 CFComponentReferenceStruct that allows for different ways to reference a component using TObjectPtr. If just an Actor is specified, will return RootComponent of that Actor
 CFComponentSleepSignature
 CFComponentSpacePoseA pose in component space (i.e. each transform is relative to the component's transform)
 CFComponentSpacePoseLinkA component-space pose link to another node
 CFComponentSync
 CFComponentWakeSignature
 CFCompositeRerouteCollection of pins used for tunneling between graphs. Utilizes reroute expressions to ensure zero overhead in the compiled material
 CFCompositeSectionSection data for each track. Reference of data will be stored in the child class for the way they want AnimComposite vs AnimMontage have different requirement for the actual data reference This only contains composite section information. (vertical sequences)
 CFConditionalGameplayEffectStruct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied
 CFConeConstraintCone constraint
 CFConsoleCommand
 CFConsoleVariable
 CFConstrainComponentPropNameStruct used to specify the property name of the component to constrain
 CFConstraintConstraint Set up
 CFConstraintBaseParams
 CFConstraintBrokenSignature
 CFConstraintDescriptionA description of how to apply a simple transform constraint
 CFConstraintDescriptionExA description of how to apply a simple transform constraint
 CFConstraintDrive
 CFConstraintInstanceContainer for a physics representation of an object
 CFConstraintInstanceAccessorWrapping type around instance pointer to be returned per value in Blueprints
 CFConstraintProfilePropertiesContainer 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
 CFConstructionSystemUICategory
 CFConstructionSystemUIPrefabEntry
 CFContainerVirtualData
 CFConversationTopicDynamicRequirement
 CFConversationTopicForceSettingsAdditional settings on how a Topic should behave if it's forced
 CFConversationTopicListenedToRequirementRequire a character to have listened to a specific voiceline
 CFConversationTopicLocationRequirementRequire a character to be close to a certain waypoint
 CFConversationTopicQuestRequirementRequire a quest to be in a specific state
 CFConvolutionBloomSettings
 CFCookExcludeRule
 CFCraftingActionStart
 CFCraftingMenu_CraftingActionMetadataFCraftingMenu_CraftingActionMetadata
 CFCraftingMenuExit
 CFCraftingProductUIDataFCraftingProductUIData
 CFCrimeVictimGuildHandle
 CFCrimeVictimPersonHandle
 CFCrowdAvoidanceConfigCrowd manager is responsible for handling crowds using Detour (Recast library)
 CFCrowdAvoidanceSamplingPattern
 CFCrumblingEventSignature
 CFCullDistanceSizePairHelper structure containing size and cull distance pair
 CFCurrentIndexChangedEventBP__GlossarySubfilterWidget
 CFCurveFlagsChangedPayload
 CFCurveKeyHandle
 CFCurvePayload
 CFCurveRenamedPayload
 CFCurveScaledPayload
 CFCurveTableRowHandleHandle to a particular row in a table
 CFCustomAttribute
 CFCustomAttributePerBoneData
 CFCustomAttributeSetting
 CFCustomCalculationBasedFloatStructure to encapsulate magnitudes that are calculated via custom calculation
 CFCustomDefine
 CFCustomInput
 CFCustomOutput
 CFCustomPostProcessEffect
 CFCustomPrimitiveDataCustom primitive data payload
 CFCustomWidgetNavigationDelegate
 CFCutsceneAudioEventSet
 CFDailyRoutineSimulatedCharacterHandle
 CFDailyRoutineSimulatedLightSource
 CFDailyRoutineSimulationMesh
 CFDailyRoutineTaskConditionDelegate
 CFDailyRoutineTaskDescriptionDescription about a single task within the daily routine. The task is started at the given time and runs until the time for the next task is reached
 CFDamageByMagicCircle
 CFDamageEventEvent used by AActor::TakeDamage and related functions
 CFDamageProgressionMagicCircle
 CFDataDrivenConsoleVariable
 CFDataDrivenShaderPlatformInfoInput
 CFDataTableCategoryHandleHandle to a particular set of rows in a table
 CFDataTableRowHandleHandle to a particular row in a table
 CFDateTimeA value representing a specific point date and time over a wide range of years. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\DateTime.h
 CFDebugCameraControllerSettingsViewModeIndex
 CFDebugFloatHistoryStructure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory
 CFDefaultAudioBusSettings
 CFDefaultContextSettingRepresents a single input mapping context and the priority that it should be applied with
 CFDeliverySpot
 CFDepthFieldGlowInfoInfo for glow when using depth field rendering
 CFDeviceColorCurveDataData required for setting the Input Device Color
 CFDeviceColorDataData required for setting the Input Device Color
 CFDeviceTriggerBaseDataUInputDeviceTriggerEffect
 CFDeviceTriggerFeedbackDataUInputDeviceTriggerFeedbackProperty
 CFDeviceTriggerTriggerResistanceDataUInputDeviceTriggerResistanceProperty
 CFDeviceTriggerTriggerVibrationDataUInputDeviceTriggerVibrationProperty
 CFDialogueContext
 CFDialogueContextMapping
 CFDialogueWaveParameter
 CFDirectoryPathStructure for directory paths that are displayed in the editor with a picker UI
 CFDirtVisualSettings
 CFDisplacementScaling
 CFDistanceDatum
 CFDodgeData
 CFDoubleRangeA contiguous set of doubles described by lower and upper bound values. @note This is a mirror of TRange<double>, defined in Range.h @note Fields are private to match the C++ declaration in the header above
 CFDoubleRangeBoundDefines a single bound for a range of values. @note This is a mirror of TRangeBound<double>, defined in RangeBound.h @note Fields are private to match the C++ declaration in the header above
 CFDoubleVectorParameterValueEditable vector parameter
 CFDownloadImageDelegate
 CFDrawToRenderTargetContext
 CFDroppedItem
 CFDynamicMontage
 CFDynamicMulticastDelegate
 CFEdGraphPinTypeStruct used to define the type of information carried on this pin
 CFEditorElementEach elements in the grid
 CFEditorImportExportTestDefinitionHolds settings for the asset import / export automation test
 CFEditorImportWorkflowDefinitionHolds settings for the asset import workflow test
 CFEditorMapPerformanceTestDefinitionHolds settings for the asset import / export automation test
 CFEmitterDynamicParameterHelper structure for displaying the parameter
 CFEmptyOnlineDelegate
 CFEmptyPayload
 CFEnabledStateChangedDelegate__AlkFilterWidgetFilter
 CFEndClimbDelegate
 CFEndEquipDelegate
 CFEndPhysicsTickFunctionTick function that ends the physics tick
 CFEndTraverseDelegate
 CFEndWarpDelegate
 CFEngineShowFlagsSetting
 CFEnhancedActionKeyMappingDefines a mapping between a key activation and the resulting enhanced action An key could be a button press, joystick axis movement, etc. An enhanced action could be MoveForward, Jump, Fire, etc
 CFEnhancedInputActionHandlerDynamicSignature
 CFEnhancedInputUserSettingsApplied__EnhancedInputUserSettings
 CFEnhancedInputUserSettingsChanged__EnhancedInputUserSettings
 CFEnvDirection
 CFEnvNamedValue
 CFEnvOverlapData
 CFEnvQueryResult
 CFEnvTraceData
 CFEQSParametrizedQueryExecutionRequest
 CFEQSQueryDoneSignature__EnvQueryInstanceBlueprintWrapper
 CFEquipMontage
 CFEquirectPropsProperties for equirect layers
 CFEulerTransform
 CFEventFloatData
 CFEventReceivedDelegate__AbilityAsync_WaitGameplayEvent
 CFEventReplyAllows users to handle events and return information to the underlying UI layer
 CFExponentialHeightFogDataData for an individual fog line integral. This is the data which is not shared between fogs when multiple fogs are set up on a single UExponentialHeightFogComponent
 CFExpressionMontageContainer
 CFExternalDataLayerUID
 CFExternalToolDefinitionStructure for defining an external tool
 CFFeetDrawData
 CFFilePathStructure for file paths that are displayed in the editor with a picker UI
 CFFilmStockSettings
 CFFilterOptionPerAxisFilter Option Per Axis
 CFFindFloorResultData about the floor for walking movement, used by CharacterMovementComponent
 CFFloatAnimationAttributeAttribute type supporting the legacy TVariant<float> atttributes
 CFFloatByWalkSpeedClass UAnimSequenceBase;
 CFFloatCurve
 CFFloatIntervalAn interval of floats, defined by inclusive min and max values @note This is a mirror of TInterval<float>, defined in Interval.h
 CFFloatRangeA contiguous set of floats described by lower and upper bound values. @note This is a mirror of TRange<float>, defined in Range.h @note Fields are private to match the C++ declaration in the header above
 CFFloatRangeBoundDefines a single bound for a range of values. @note This is a mirror of TRangeBound<float>, defined in RangeBound.h @note Fields are private to match the C++ declaration in the header above
 CFFloatRK4SpringInterpolator
 CFFloatSpringState
 CFFMODAssetLookupRow
 CFFMODAttenuationDetails
 CFFMODEventInstance
 CFFMODLocalizedBankRow
 CFFMODLocalizedBankTable
 CFFMODOcclusionDetails
 CFFMODPlatformSettings
 CFFMODProjectLocale
 CFFogVolumeSettings
 CFFontCharacterThis struct is serialized using native serialization so any changes to it require a package version bump
 CFFontImportOptionsDataFont import options
 CFFontParameterValueEditable font parameter
 CFFontRenderInfoInformation used in font rendering
 CFFootPlacemenLegDefinition
 CFFootPlacementInterpolationSettings
 CFFootPlacementPelvisSettings
 CFFootPlacementPlantSettings
 CFFootPlacementRootDefinition
 CFFootPlacementTraceSettings
 CFForceFeedbackAttenuationSettingsThe struct for defining the properties used when determining attenuation for a force feedback effect
 CFForceFeedbackChannelDetails
 CFForceFeedbackEffectOverridenChannelDetailsA wrapper struct for setting channel details on a per-platform basis
 CFFormatArgumentDataUsed to pass argument/value pairs into FText::Format. The full C++ struct is located here: Engine\Source\Runtime\Core\Public\Internationalization\Text.h
 CFFormatArgumentValue
 CFFOscillatorDefines oscillation of a single number
 CFFractureEffectStruct used to hold effects for destructible damage events
 CFFrameNumberA frame number value, representing discrete frames since the start of timing. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\FrameNumber.h
 CFFrameNumberRangeA contiguous set of frame numbers described by lower and upper bound values. @note This is a mirror of TRange<FFrameNumber>, defined in Range.h @note Fields are private to match the C++ declaration in the header above
 CFFrameNumberRangeBoundDefines a single bound for a range of frame numbers. @note This is a mirror of TRangeBound<FFrameNumber>, defined in RangeBound.h @note Fields are private to match the C++ declaration in the header above
 CFFrameRateA frame rate represented as a fraction comprising 2 integers: a numerator (number of frames), and a denominator (per second). @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\FrameRate.h
 CFFrameRateChangedPayload
 CFFrameTimeRepresents a time by a context-free frame number, plus a sub frame value in the range [0:1). @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\FrameTime.h @note The 'SubFrame' field is private to match its C++ class declaration in the header above
 CFFreepointActionTags_DEPRECATED
 CFFreepointConfig_DEPRECATED
 CFFreepointUsageRestriction_DEPRECATED
 CFFreezeParamsSTRUCTS
 CFFXDecal
 CFFXFMODEvent
 CFFXParticleSystem
 CFFXPerceptionSoundArea
 CFFXSystemSpawnParametersParameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached
 CFG1RHasWaterChangedDelegate
 CFG1RSwimTypeChangedDelegate
 CFGameControllerDirectionChangedDelegate
 CFGameEventSend
 CFGameInputDeviceModeChangedDelegate
 CFGameplayAbilityActivationInfoFGameplayAbilityActivationInfo
 CFGameplayAbilityActorInfoFGameplayAbilityActorInfo
 CFGameplayAbilityBindInfoExample struct that pairs a enum input command to a GameplayAbilityClass.6
 CFGameplayAbilityEquip_InventoryPosition
 CFGameplayAbilityNeedEffects
 CFGameplayAbilitySleepEndedMessageListList of possible messages to display after sleeping
 CFGameplayAbilitySpecAn activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated
 CFGameplayAbilitySpecConfigOptions on how to configure a GameplayAbilitySpec to grant an Actor
 CFGameplayAbilitySpecContainerFast serializer wrapper for above struct
 CFGameplayAbilitySpecDefThis is data that can be used to create an FGameplayAbilitySpec. Has some data that is only relevant when granted by a GameplayEffect
 CFGameplayAbilitySpecHandleHandle that points to a specific granted ability. These are globally unique
 CFGameplayAbilityTargetData_ActorArrayTarget data with a source location and a list of targeted actors, makes sense for AOE attacks
 CFGameplayAbilityTargetData_AutoConversationTarget data with voiceline
 CFGameplayAbilityTargetData_CameraEventSettings
 CFGameplayAbilityTargetData_CastingBegin
 CFGameplayAbilityTargetData_ClimbTarget
 CFGameplayAbilityTargetData_CutsceneVoicelineTarget data with voiceline
 CFGameplayAbilityTargetData_EquipItem
 CFGameplayAbilityTargetData_Execution
 CFGameplayAbilityTargetData_HealthManaBar
 CFGameplayAbilityTargetData_HitData
 CFGameplayAbilityTargetData_Input
 CFGameplayAbilityTargetData_InteractionSpotTarget data with InteractionSpot
 CFGameplayAbilityTargetData_InventoryItemDescribes an item transfer (what, how many, from where) for the give-item ability
 CFGameplayAbilityTargetData_LandingHeight
 CFGameplayAbilityTargetData_LocationInfoTarget data with just a source and target location in space
 CFGameplayAbilityTargetData_PostureTarget data with voiceline
 CFGameplayAbilityTargetData_Ragdoll
 CFGameplayAbilityTargetData_RainCoverHead
 CFGameplayAbilityTargetData_Shrink
 CFGameplayAbilityTargetData_SingleTarget
 CFGameplayAbilityTargetData_SingleTargetComp
 CFGameplayAbilityTargetData_SingleTargetHitTarget data with a single hit result, data is packed into the hit result
 CFGameplayAbilityTargetData_SpeakTarget data with voiceline
 CFGameplayAbilityTargetData_TriggerCastSpellBegin
 CFGameplayAbilityTargetData_WalkSpeed
 CFGameplayAbilityTargetDataHandleHandle for Targeting Data. This servers two main purposes: -Avoid us having to copy around the full targeting data structure in Blueprints -Allows us to leverage polymorphism in the target data structure -Allows us to implement NetSerialize and replicate by value between clients/server
 CFGameplayAbilityTargetingLocationInfoStructure that stores a location in one of several different formats
 CFGameplayAttributeDescribes a FGameplayAttributeData or float property inside an attribute set. Using this provides editor UI and helper functions
 CFGameplayAttributeDataPlace in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute. It is strongly encouraged to use this instead of raw float attributes
 CFGameplayCueNotify_BurstEffectsFGameplayCueNotify_BurstEffects
 CFGameplayCueNotify_CameraLensEffectInfoFGameplayCueNotify_CameraLensEffectInfo
 CFGameplayCueNotify_CameraShakeInfoFGameplayCueNotify_CameraShakeInfo
 CFGameplayCueNotify_DecalInfoFGameplayCueNotify_DecalInfo
 CFGameplayCueNotify_ForceFeedbackInfoFGameplayCueNotify_ForceFeedbackInfo
 CFGameplayCueNotify_InputDevicePropertyInfoFGameplayCueNotify_InputDevicePropertyInfo
 CFGameplayCueNotify_LoopingEffectsFGameplayCueNotify_LoopingEffects
 CFGameplayCueNotify_ParticleInfoFGameplayCueNotify_ParticleInfo
 CFGameplayCueNotify_PlacementInfoFGameplayCueNotify_PlacementInfo
 CFGameplayCueNotify_SoundInfoFGameplayCueNotify_SoundInfo
 CFGameplayCueNotify_SoundParameterInterfaceInfoFGameplayCueNotify_SoundParameterInterfaceInfo
 CFGameplayCueNotify_SpawnConditionFGameplayCueNotify_SpawnCondition
 CFGameplayCueNotify_SpawnResultFGameplayCueNotify_SpawnResult
 CFGameplayCueNotifyData
 CFGameplayCueParametersMetadata about a gameplay cue execution
 CFGameplayCueTagWrapper struct around a gameplaytag with the GameplayCue category. This also allows for a details customization
 CFGameplayEffectAppliedSelfDelegate
 CFGameplayEffectAppliedTargetDelegate
 CFGameplayEffectAttributeCaptureDefinitionStruct defining gameplay attribute capture options for gameplay effects
 CFGameplayEffectBlockedDelegate
 CFGameplayEffectContext_EndRiding
 CFGameplayEffectContext_HitResponseData structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution
 CFGameplayEffectContext_Taunt
 CFGameplayEffectContextHandleHandle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly
 CFGameplayEffectCueFGameplayEffectCue This is a cosmetic cue that can be tied to a UGameplayEffect. This is essentially a GameplayTag + a Min/Max level range that is used to map the level of a GameplayEffect to a normalized value used by the GameplayCue system
 CFGameplayEffectCustomExecutionOutputStruct representing the output of a custom gameplay effect execution
 CFGameplayEffectCustomExecutionParametersStruct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution
 CFGameplayEffectExecutionDefinitionStruct representing the definition of a custom execution for a gameplay effect. Custom executions run special logic from an outside class each time the gameplay effect executes
 CFGameplayEffectExecutionParameters
 CFGameplayEffectExecutionScopedModifierInfoStruct representing modifier info used exclusively for "scoped" executions that happen instantaneously. These are folded into a calculation only for the extent of the calculation and never permanently added to an aggregator
 CFGameplayEffectModifierMagnitudeStruct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways
 CFGameplayEffectQueryEvery set condition within this query must match in order for the query to match. i.e. individual query elements are ANDed together
 CFGameplayEffectRemovalInfoData struct for containing information pertinent to GameplayEffects as they are removed
 CFGameplayEffectSpecGameplayEffect Specification. Tells us: -What UGameplayEffect (const data) -What Level -Who instigated
 CFGameplayEffectSpecHandleAllows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets
 CFGameplayEventDataMetadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic
 CFGameplayEventDynamicMulticastDelegate
 CFGameplayIsReadyDynamicDelegate
 CFGameplayMessageListenerHandleAn opaque handle that can be used to remove a previously registered message listener @see UGameplayMessageSubsystem::RegisterListener and UGameplayMessageSubsystem::UnregisterListener
 CFGameplayModEvaluationChannelSettingsStruct representing evaluation channel settings for a gameplay modifier
 CFGameplayModifierEvaluatedDataData that describes what happened in an attribute modification. This is passed to ability set callbacks
 CFGameplayModifierInfoFGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly
 CFGameplayResourceSet
 CFGameplayTagA single gameplay tag, which represents a hierarchical name of the form x.y that is registered in the GameplayTagsManager You can filter the gameplay tags displayed in the editor using, meta = (Categories = "Tag1.Tag2.Tag3"))
 CFGameplayTagBlueprintPropertyMapStruct used to manage gameplay tag blueprint property mappings. It registers the properties with delegates on an ability system component. This struct can not be used in containers (such as TArray) since it uses a raw pointer to bind the delegate and it's address could change causing an invalid binding
 CFGameplayTagBlueprintPropertyMappingStruct used to update a blueprint property with a gameplay tag count. The property is automatically updated as the gameplay tag count changes. It only supports boolean, integer, and float properties
 CFGameplayTagCategoryRemapCategory remapping. This allows base engine tag category meta data to remap to multiple project-specific categories
 CFGameplayTagContainerA Tag Container holds a collection of FGameplayTags, tags are included explicitly by adding them, and implicitly from adding child tags
 CFGameplayTagContainerMatchConditionHasAnyTags / HasAllTags condition Succeeds if the specified tag container has ANY or ALL of the tags in the other container
 CFGameplayTagContainerMatchConditionInstanceData
 CFGameplayTagMatchConditionHasTag condition Succeeds if the tag container has the specified tag
 CFGameplayTagMatchConditionInstanceData
 CFGameplayTagQueryAn FGameplayTagQuery is a logical query that can be run against an FGameplayTagContainer. A query that succeeds is said to "match". Queries are logical expressions that can test the intersection properties of another tag container (all, any, or none), or the matching state of a set of sub-expressions (all, any, or none). This allows queries to be arbitrarily recursive and very expressive. For instance, if you wanted to test if a given tag container contained tags ((A && B) || (C)) && (!D), you would construct your query in the form ALL( ANY( ALL(A,B), ALL(C) ), NONE(D) )
 CFGameplayTagQueryConditionDoesContainerMatchTagQuery condition Succeeds if the specified tag container matches the given Tag Query
 CFGameplayTagQueryConditionInstanceData
 CFGameplayTagRedirectA single redirect from a deleted tag to the new tag that should replace it
 CFGameplayTagReponsePair
 CFGameplayTagRequirementsEncapsulate require and ignore tags
 CFGameplayTagResponseTableEntry
 CFGameplayTagTableRowSimple struct for a table row in the gameplay tag table and element in the ini list
 CFGameplayTargetDataFilterSimple actor target filter, games can subclass this
 CFGameplayTargetDataFilter_GothicCharacter
 CFGameplayTargetDataFilter_WorldItem
 CFGameplayTargetDataFilterHandlePolymorphic handle to filter structure that handles checking if actors should be targeted
 CFGameplayTaskSpawnActorDelegate
 CFGameStateDataBaseSaveData
 CFGameTimeSaveGameData
 CFGameViewportWidgetSlotThe default value fills the entire screen / player region
 CFGaussianSumBloomSettings
 CFGenerateWidgetEvent__ComboBoxKey
 CFGenerateWidgetForObject__Widget
 CFGenerateWidgetForString__Widget
 CFGenericData
 CFGenericGameplayTaskDelegate__GameplayTask
 CFGenericStruct
 CFGenericTeamId
 CFGenericVoicelineRequestContextSent with each Voiceline Request to pass additional info to the voiceline conditions
 CFGestureSetEntryDescribes the conditions on when to use a specific gesture config
 CFGetBool__Widget
 CFGetCheckBoxState__Widget
 CFGetFloat__Widget
 CFGetInt32__Widget
 CFGetLinearColor__Widget
 CFGetMouseCursor__Widget
 CFGetSlateBrush__Widget
 CFGetSlateColor__Widget
 CFGetSlateVisibility__Widget
 CFGetText__SlateAccessibleWidgetData
 CFGetText__Widget
 CFGetUserWidget__MenuAnchor
 CFGetWidget__Widget
 CFGlobalCrimeDataEntry
 CFGlossarySubfilterDataUGlossarySubfilterWidget
 CFGlossaryWidgetBucketFQuestWidgetBucket
 CFGothicActionContext
 CFGothicAIMoveRequest
 CFGothicBasicVerbMessageRepresents a generic message. Basic version, must not include pointers
 CFGothicCharacterStateCharacterVisualsDestroyed
 CFGothicCharacterStateCharacterVisualsSpawned
 CFGothicCharacterStateSpawned
 CFGothicCrimeMemorySaveGameDataSavegame data for the Crime Memory subsystem
 CFGothicCrimeMemorySaveGameLocationMemoryCollection
 CFGothicCrimeMemorySaveGameRelativeCrimeCollection
 CFGothicFlyDiveSettings
 CFGothicFootDataA modular structure that holds foot placement data. Designed to be scalable (e.g., for characters with more than two feet) future-proof, i want to scale this to be used by centipedes lets see
 CFGothicFXInstanceHandle
 CFGothicGlobalEventListenerDelegate
 CFGothicInputAction
 CFGothicInputContextData
 CFGothicInputContextDataTemporal
 CFGothicLockSaveGameDataSavegame data for the lock persistent data subsystem
 CFGothicMod
 CFGothicModClassModifications
 CFGothicModDependencyMarks this Mod being dependent on another mod of a certain version
 CFGothicModDesc
 CFGothicModMapInteractionSpots
 CFGothicModMapLevelInstances
 CFGothicModMapModifications
 CFGothicModMapWorldPoints
 CFGothicModScriptDefaultModifications
 CFGothicModWorldPointCharacterSpawnCountMod
 CFGothicModWorldPointMod
 CFGothicMountComponentData
 CFGothicPathfollowSettingsHow should pathfollowing behave?
 CFGothicPhotoModeGuideline
 CFGothicPhotoModeSettings
 CFGothicPhotoModeSticker
 CFGothicPhysicsVolumePriority
 CFGothicWaterVolumeVectorFieldCellVector field cell for water volumes
 CFGuidA globally unique identifier (mirrored from Guid.h)
 CFHapticFeedbackDetails_Curve
 CFHardwareCursorReference
 CFHardwareDeviceIdentifierAn identifier that can be used to determine what input devices are available based on the FInputDeviceScope. These mappings should match a FInputDeviceScope that is used by an IInputDevice
 CFHardwareInputDeviceChanged
 CFHardwareVisibilityTagsChangedDynamicEvent
 CFHearNoiseDelegate__PawnSensingComponent
 CFHierarchicalSimplification
 CFHitCollisionDataContainer
 CFHitCueData
 CFHitResultStructure containing information about one hit of a trace, such as point of impact and surface normal at that point
 CFHitSpaceParams
 CFHitType
 CFHLODISMComponentDescriptorISM descriptor class based on FISMComponentDescriptor
 CFHLODModifierMaterialRemap
 CFHLODProxyMeshA mesh proxy entry
 CFHoldActionrogressEventBP__InputHintWidget_CommonUI
 CFHoveredChangedEventBP__AlkUserWidget
 CFHUDNotification_GameplayAttributeSettingsFHUDNotification_GameplayAttributeSettings
 CFHUDNotification_GameplayTagSettingsFHUDNotification_GameplayTagSettings
 CFHUDNotificationDataFHUDNotificationData
 CFHUDNotificationData_AreaDiscoveredFHUDNotificationData_AreaDiscovered
 CFHUDNotificationData_ChapterFHUDNotificationData_Chapter
 CFHUDNotificationData_GameplayAttributeFHUDNotificationData_Attribute
 CFHUDNotificationData_GameplayTagFHUDNotificationData_GameplayTag
 CFHUDNotificationData_GenericFHUDNotificationData_Generic
 CFHUDNotificationData_GlossaryFHUDNotificationData_Glossary
 CFHUDNotificationData_ItemFHUDNotificationData_Item
 CFHUDNotificationData_QuestFHUDNotificationData_Quest
 CFHUDNotificationData_RecipeFHUDNotificationData_Recipe
 CFHUDNotificationData_SimpleMessageFHUDNotificationData_SimpleMessage
 CFHUDNotificationHandleFHUDNotificationHandle
 CFIgnoredCrimeSetup
 CFIKFootPelvisPullDownSolver
 CFImGuiCanvasSizeInfoStruct with information how to calculate canvas size
 CFImGuiDPIScaleInfoStruct with DPI scale data
 CFImGuiKeyInfoStruct containing key information that can be used for key binding. Using 'Undetermined' value for modifier keys means that those keys should be ignored when testing for a match
 CFImGuiTtfFontInfo
 CFImportanceTextureTexture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row
 CFImportFactorySettingValuesHolds FProperty names and values to customize factory settings
 CFIndoorDetectionResult
 CFIndoorDetectionSamplerDetects whether a location is "indoor" or "outdoor" by performing AmbientOcclusion-style sampling by shooting Traces in random directions of a hemisphere
 CFInGameTimeStruct to refer to ingame time in a type safe way to not confuse it with realtime seconds like GetWorld()->TimeSeconds. This contains the time in ingame-seconds since the player has started a new game, counting ingame days, hours, minutes and seconds
 CFIngameToolOutliner_SelectedActorChanged__IngameTool_Outliner
 CFIngameToolOutliner_SelectedElementChanged__IngameTool_Outliner
 CFIngameToolOutlinerElementChanged__IngameToolOutlinerElement
 CFInheritedTagContainerStructure that is used to combine tags from parent and child blueprints in a safe way
 CFInitAbilityActorInfoDelegate
 CFInitialAttributeValues
 CFInnerItems
 CFInputActionHandlerDynamicSignature
 CFInputActionInstanceRun time queryable action instance Generated from UInputAction templates above
 CFInputActionKeyMappingDefines a mapping between an action and key
 CFInputActionSpeechMappingDefines a mapping between an action and speech recognition
 CFInputActionValue
 CFInputAlphaBoolBlend
 CFInputAxisConfigEntryConfigurable properties for control axes
 CFInputAxisHandlerDynamicSignature
 CFInputAxisKeyMappingDefines a mapping between an axis and key
 CFInputAxisPropertiesConfigurable properties for control axes, used to transform raw input into game ready values
 CFInputBlendPose
 CFInputCancelAction
 CFInputClampConstantsInput modifier with clamping and interpolation
 CFInputClampStateMutable state struct to be used with FInputClampConstants
 CFInputComboStepData
 CFInputDebugKeyHandlerDynamicSignature
 CFInputDeviceIdRepresents a single input device such as a gamepad, keyboard, or mouse
 CFInputDeviceIdentifierPair
 CFInputDevicePropertyHandleA handle to an active input device property that is being used by the InputDeviceSubsytem
 CFInputGestureHandlerDynamicSignature
 CFInputHoldDataData values needed for Hold interaction per input type
 CFInputMethodChangedDelegate
 CFInputPressDelegate
 CFInputRange
 CFInputReleaseDelegate
 CFInputScaleBiasInput modifier with scaling and biasing
 CFInputScaleBiasClampInput modifier with remapping, scaling, biasing, clamping, and interpolation
 CFInputScaleBiasClampConstants
 CFInputScaleBiasClampStateMutable state struct to be used with FInputScaleBiasClampConstants
 CFInputTouchHandlerDynamicSignature
 CFInputVectorAxisHandlerDynamicSignature
 CFInputWaitSimpleDelegate
 CFInputWaitYawSimpleDelegate
 CFInstancedStaticMeshInstanceData
 CFInstigatedAnyDamageSignature
 CFInstigatedAnyDamageSignature__GothicFXComponent
 CFInt32IntervalAn interval of integers, defined by inclusive min and max values @note This is a mirror of TInterval<int32>, defined in Interval.h
 CFInt32Point
 CFInt32RangeA contiguous set of floats described by lower and upper bound values. @note This is a mirror of TRange<int32>, defined in Range.h @note Fields are private to match the C++ declaration in the header above
 CFInt32RangeBoundDefines a single bound for a range of values. @note This is a mirror of TRangeBound<int32>, defined in RangeBound.h @note Fields are private to match the C++ declaration in the header above
 CFInt32VectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInt32Vector2An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInt32Vector4An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInt64Point
 CFInt64VectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInt64Vector2An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInt64Vector4An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFIntegerAnimationAttributeAttribute type supporting the legacy TVariant<int32> atttributes
 CFIntegralCurveAn integral curve, which holds the key time and the key value
 CFIntegralKeyAn integral key, which holds the key time and the key value
 CFIntegrationTest
 CFInteractActionStarted
 CFInteractDurationTimeLimitReached
 CFInteraction
 CFInteractionAnimTransitionRepresents a simple transition of an interaction montage as used in UAbilityTask_InteractionSpot_Montage
 CFInteractionAnimTransitionActivated
 CFInteractionAnimTransitionCondition
 CFInteractionSpotA spot in the world where a character can do a certain configured action
 CFInteractionSpotClaimTokenToken that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use
 CFInteractionSpotHandle
 CFInteractionSpotRequirementsInherit from this and define your condition
 CFInteractionSpotRequirementsPackWrappers struct for designers to show nicer UI in the editor
 CFInteractionSpotUseTokenToken that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use
 CFInteractOpenContainerClickItemDelegate
 CFInteractOpenContainerDelegate
 CFInteractOpenContainerDelegateCMW
 CFInteriorSettingsStruct encapsulating settings for interior areas
 CFInterpControlPoint
 CFInterpCurveFloatDescribes an entire curve that is used to compute a float output value from a float input. @note This is a mirror of TInterpCurve<float>, defined in InterpCurve.h
 CFInterpCurveLinearColorDescribes an entire curve that is used to compute a color output value from a float input. @note This is a mirror of TInterpCurve<FLinearColor>, defined in InterpCurve.h
 CFInterpCurvePointFloatDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<float>, defined in InterpCurvePoint.h
 CFInterpCurvePointLinearColorDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FLinearColor>, defined in InterpCurvePoint.h
 CFInterpCurvePointQuatDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FQuat>, defined in InterpCurvePoint.h
 CFInterpCurvePointTwoVectorsDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FTwoVectors>, defined in InterpCurvePoint.h
 CFInterpCurvePointVectorDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FVector>, defined in InterpCurvePoint.h
 CFInterpCurvePointVector2DDescribes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FVector2D>, defined in InterpCurvePoint.h
 CFInterpCurveQuatDescribes an entire curve that is used to compute a quaternion output value from a float input. @note This is a mirror of TInterpCurve<FQuat>, defined in InterpCurve.h
 CFInterpCurveTwoVectorsDescribes an entire curve that is used to compute two 3D vector values from a float input. @note This is a mirror of TInterpCurve<FTwoVectors>, defined in InterpCurve.h
 CFInterpCurveVectorDescribes an entire curve that is used to compute a 3D vector output value from a float input. @note This is a mirror of TInterpCurve<FVector>, defined in InterpCurve.h
 CFInterpCurveVector2DDescribes an entire curve that is used to compute a 2D vector output value from a float input. @note This is a mirror of TInterpCurve<FVector2D>, defined in InterpCurve.h
 CFInterpolationParameter
 CFIntervalCountdown
 CFIntPointScreen coordinates. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntPoint.h
 CFIntVectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFIntVector2An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFIntVector4An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFInventoryByChapter
 CFInventoryItemRequirements
 CFISMComponentDescriptor
 CFISMComponentDescriptorBaseStruct that holds the relevant properties that can help decide if instances of different StaticMeshComponents/InstancedStaticMeshComponents/HISM can be merged into a single component
 CFIsRootComponentChanged
 CFIsTabChangeAllowedChangedDelegateBP__InventoryMain
 CFItemActionHandler
 CFItemAddedThe structure that the Item Added popup notification uses to show the data on screen
 CFItemClickedEventBP__AlkListView
 CFItemClickedEventBP__DiscreteItemViewWidget
 CFItemClickedEventBP__SimpleInventoryWidget
 CFItemCloseEventBP__SimpleInventoryWidget
 CFItemDefinition_LTMDataFItemDefinition_LTMData
 CFItemInShop
 CFItemIsHoveredChangedEventBP__DiscreteItemViewWidget
 CFItemLongClickProgressChangedEventBP__AlkListView
 CFItemLongClickProgressChangedEventBP__DiscreteItemViewWidget
 CFItemPayload
 CFItemPickNotifDelegate
 CFItemSlot
 CFItemSpawnConfig
 CFItemSpawnpointConfig
 CFItemSpawnPosition
 CFItemTooltipDelegate__TradingBalanceInventory
 CFItemTooltipInfoThe struct that the Item Tooltip uses to show the data on screen
 CFItemTransferInfoHelper for Configuration of the Inventory Container to Safe the last Item TransferData
 CFItemVirtualData
 CFJoinSessionCompleted
 CFJsonArray
 CFJsonObject
 CFJsonObjectFieldIterator
 CFJsonValue
 CFJumpDown_SearchEdgeSettings
 CFKAggregateGeomContainer for an aggregate of collision shapes
 CFKBoxElemBox shape used for collision
 CFKConvexElemOne convex hull, used for simplified collision
 CFKeepCoroutineRunningCondition
 CFKeepCoroutineRunningConditionEx
 CFKey
 CFKeyMappingRowStores all mappings bound to a single mapping name
 CFKLevelSetElem
 CFKnowledgeSetContainer for game story knowledge
 CFKShapeElemBase class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet
 CFKSkinnedLevelSetElem
 CFKSphereElemSphere shape used for collision
 CFKSphylElemCapsule shape used for collision. Z axis is capsule axis
 CFKTaperedCapsuleElemCapsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ
 CFLandedSignature
 CFLandingMontages
 CFLatentActionInfoLatent action info
 CFLaunchOnTestSettingsHolds settings for the editor Launch On With Map Iterations test
 CFLayeredBoneBlendReference
 CFLeanAmountS
 CFLensBloomSettings
 CFLensImperfectionSettings
 CFLensSettings
 CFLevelSequenceAnimSequenceLinkItemLink To Anim Sequence that we are linked too
 CFLevelSequenceCameraSettings
 CFLevelSequencePlayerSnapshotFrame snapshot information for a level sequence
 CFLevelSimplificationDetails
 CFLevelStreamingLoadedStatus
 CFLevelStreamingVisibilityStatus
 CFLightingChannelsSpecifies which lighting channels are relevant
 CFLightingChannelsEditableSpecifies which lighting channels are used
 CFLightingModifierDebugValuesCollection of values for Debug Window
 CFLightmassDebugOptionsDebug options for Lightmass
 CFLightmassDirectionalLightSettingsDirectional light settings for Lightmass
 CFLightmassLightSettingsPer-light settings for Lightmass
 CFLightmassMaterialInterfaceSettingsUMaterial interface settings for Lightmass
 CFLightmassPointLightSettingsPoint/spot settings for Lightmass
 CFLightmassPrimitiveSettingsPer-object settings for Lightmass
 CFLightmassWorldInfoSettings
 CFLightPreset
 CFLightSetParameters for the Set of all conversation lights
 CFLightSourceData
 CFLightValuesParameters for a specific Light
 CFLinearColorA linear, 32-bit/component floating point RGBA color. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Color.h
 CFLinearConstraintDistance constraint
 CFLinearDriveConstraintLinear Drive
 CFLinkedAnimGraphReference
 CFLinkedInstances
 CFLocalSpacePoseA pose in local space (i.e. each transform is relative to its parent)
 CFLocationBoneSocketInfo
 CFLocationMemoryCrimeDataEntry
 CFLocationMemorySpreadingPathway
 CFLockConnections
 CFLockOneConnection
 CFLockPickSimpleDelegate
 CFLocomotionCurveSettings
 CFLODMappingData
 CFLongClickProgressChangedEventBP__ViewItemWidget
 CFLongTermMemoryHandle
 CFLooWorldContainerDelegate
 CFMainPlayerSaveGameData
 CFMapMarkerArrayData
 CFMappableKeyProfileChanged__EnhancedInputUserSettings
 CFMappingContextRegisteredWithSettings__EnhancedInputUserSettings
 CFMappingQueryIssuePotential issue raised with a mapping request
 CFMapPlayerKeyArgsArguments that can be used when mapping a player key
 CFMapPlayerPosAndRot
 CFMarkerSyncAnimPositionRepresent a current play position in an animation based on sync markers
 CFMaterialEditorPromotionSettingsHolds settings for the material editor build promotion tests
 CFMaterialInstanceBasePropertyOverridesProperties from the base material that can be overridden in material instances
 CFMaterialInstanceDynamicParameterPackComplete pack of MaterialInstance parameters, to be used with GothicMaterialInstanceDynamicCacheSubsystem
 CFMaterialLayersFunctions
 CFMaterialLayersFunctionsEditorOnlyData
 CFMaterialLayersFunctionsRuntimeData
 CFMaterialOverrideNaniteStorage for nanite material override. An override material can be selected, and the override material can be used according to the current settings. We handle removing the override material and its dependencies from the cook on platforms where we can determine that the override material can never be used
 CFMaterialParameterInfo
 CFMaterialProxySettings
 CFMaterialSpriteElement
 CFMatrixA 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h
 CFMatrix44dA 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h
 CFMatrix44fA 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h
 CFMemorizedEventStores information about a certain event that a character can remember for a long time
 CFMemoryFilterContainer that helps with filtering memory, for use as local variable only, should not stick around for long!
 CFMemoryReader
 CFMeshApproximationSettings
 CFMeshBuildSettingsSettings applied when building a mesh
 CFMeshDisplacementMap
 CFMeshDrawCommandStatsBudgetDescription of a stat category used in the MeshDrawCommandStats system
 CFMeshDrawCommandStatsBudgetTotalsBudget totals for each MeshDrawCommandStats collection
 CFMeshInstancingSettingsMesh instance-replacement settings
 CFMeshMergingSettingsMesh merging settings
 CFMeshNaniteSettingsSettings applied when building Nanite data
 CFMeshProxySettings
 CFMeshReductionSettingsSettings used to reduce a mesh
 CFMeshTriCoordinateA coordinate on a mesh usable in Niagara. Do not alter this struct without updating the data interfaces that use it!
 CFMeshUVChannelInfoThe world size for each texcoord mapping. Used by the texture streaming
 CFMinimalViewInfo
 CFMirrorAnimNodeReference
 CFMirrorFindReplaceExpressionFind and Replace expressions used to generate mirror tables
 CFMirrorTableRowBase Mirror Table containing all data required by the animation mirroring system
 CFModifyContextOptionsPassed in as params for Adding/Remove input contexts
 CFModifyCurveAnimNodeReference
 CFModulatorContinuousParams
 CFModUserSettingsBool
 CFModUserSettingsFloat
 CFModUserSettingsInt
 CFMontageBlendSettingsMontage blend settings. Can be used to overwrite default Montage settings on Play/Stop
 CFMontageHistory
 CFMontageWaitSimpleDelegate
 CFMotionWarpingPreUpdate
 CFMotionWarpingTargetRepresents a point of alignment in the world
 CFMotionWarpingWindowData
 CFMountComponentDynamicMulticastDelegate
 CFMovementModeChangedDelegate
 CFMovementModeChangedSignature
 CFMovementPropertiesMovement capabilities, determining available movement options for Pawns and used by AI for reachability tests
 CFMoveRotateToLocationDelegate
 CFMoveTaskCompletedSignature
 CFMoveToLocationDelegate
 CFMovieSceneGameplayCueEvent
 CFMovieSceneGameplayCueKey
 CFName
 CFNameCurveImplements a curve of FNames
 CFNameCurveKeyOne key in a curve of FNames
 CFNamedColorA named color
 CFNamedCurveValueName/value pair for retrieving curve values
 CFNamedEmitterMaterial
 CFNamedFilmbackPresetA named bundle of filmback settings used to implement filmback presets
 CFNamedFloatA named float
 CFNamedLensPresetA named bundle of lens settings used to implement lens presets
 CFNamedPlateCropPresetA named bundle of crop settings used to implement crop presets
 CFNamedTransformA named transform
 CFNamedVectorA named float
 CFNameForInputActionSimple struct for rich text styles
 CFNaniteSettings
 CFNavAgentPropertiesProperties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding
 CFNavAgentSelector
 CFNavAvoidanceMask
 CFNavCollisionBox
 CFNavCollisionCustomConvex
 CFNavCollisionCylinder
 CFNavDataConfig
 CFNavigationFilterArea
 CFNavigationFilterFlagsUse UNavigationSystemV1.DescribeFilterFlags() to setup user friendly names of flags
 CFNavigationLink
 CFNavigationLinkBase
 CFNavigationSegmentLink
 CFNavMeshResolutionParam
 CFNDCIslandDebugDrawSettings
 CFNDIStaticMeshSectionFilter
 CFNetworkPhysicsSettings
 CFNetworkPhysicsSettingsPredictiveInterpolation
 CFNetworkPhysicsSettingsResimulation
 CFNetworkSyncDelegate
 CFNeuralProfileStructStruct with all the settings we want in UNeuralProfile, separate to make it easer to pass this data around in the engine
 CFNewLevelInstanceParams
 CFNiagaraAssetTagDefinitionAn Asset Tag Definition defines a tag that can be added to various Niagara assets for sorting & filtering purposes
 CFNiagaraAssetTagDefinitionReferenceA Tag Definition Reference stores the guid of a Tag Definition. This is what assets should be storing
 CFNiagaraAssetVersion
 CFNiagaraBakerTextureSettings
 CFNiagaraBakerTextureSource
 CFNiagaraBool
 CFNiagaraBoolParameterMetaData
 CFNiagaraDataChannelSearchParametersParameters used when retrieving a specific set of Data Channel Data to read or write. Many Data Channel types will have multiple internal sets of data and these parameters control which the Channel should return to users for access. An example of this would be the Islands Data Channel type which will subdivide the world and have a different set of data for each sub division. It will return to users the correct data for their location based on these parameters
 CFNiagaraDataChannelVariable
 CFNiagaraDataInterfaceEmitterBinding
 CFNiagaraDataSetID
 CFNiagaraDataSetProperties
 CFNiagaraDebuggerAcceptConnectionResponse message from the a debugger client accepting a connection requested by a FNiagaraDebuggerRequestConnection message
 CFNiagaraDebuggerConnectionClosedEmpty message informing a debugger client that the debugger is closing the connection
 CFNiagaraDebuggerExecuteConsoleCommandCommand that will execute a console command on the debugger client
 CFNiagaraDebuggerOutlinerUpdateMessage containing updated outliner information sent from the client to the debugger
 CFNiagaraDebuggerRequestConnectionMessaged broadcast from debugger to request a connection to a particular session. If any matching client is found and it accepts, it will return a FNiagaraDebuggerAcceptConnection message to the sender
 CFNiagaraDebugHUDSettingsDataSettings for Niagara debug HUD. Contained in it's own struct so that we can pass it whole in a message to the debugger client
 CFNiagaraDebugHudTextOptions
 CFNiagaraDebugHUDVariable
 CFNiagaraDeviceProfileStateEntry
 CFNiagaraDistributionBase
 CFNiagaraDistributionColor
 CFNiagaraDistributionFloat
 CFNiagaraDistributionRangeColor
 CFNiagaraDistributionRangeFloat
 CFNiagaraDistributionRangeInt
 CFNiagaraDistributionRangeVector2
 CFNiagaraDistributionRangeVector3
 CFNiagaraDistributionVector2
 CFNiagaraDistributionVector3
 CFNiagaraDoubleOnly used for LWC conversions, not supported by Niagara yet
 CFNiagaraDynamicMeshMaterial
 CFNiagaraDynamicMeshSection
 CFNiagaraEmitterHandleStores emitter information within the context of a System
 CFNiagaraEmitterID
 CFNiagaraEmitterScalabilityOverride
 CFNiagaraEmitterScalabilityOverridesContainer struct for an array of emitter scalability overrides. Enables details customization and data validation
 CFNiagaraEmitterScalabilitySettingsScalability settings for Niagara Emitters on a particular platform set
 CFNiagaraEmitterScalabilitySettingsArrayContainer struct for an array of emitter scalability settings. Enables details customization and data validation
 CFNiagaraEmitterStateData
 CFNiagaraEnumParameterMetaDataDefines override data for enum parameters displayed in the UI
 CFNiagaraEventGeneratorProperties
 CFNiagaraEventReceiverPropertiesTODO: Event action that spawns other whole Systems? One that calls a BP exposed delegate?
 CFNiagaraEventScriptProperties
 CFNiagaraFloat
 CFNiagaraFunctionSignature
 CFNiagaraGlobalBudgetScaling
 CFNiagaraHalf
 CFNiagaraHalfVector2
 CFNiagaraHalfVector3
 CFNiagaraHalfVector4
 CFNiagaraID
 CFNiagaraInlineDynamicInputFormatTokenDefines a single token in a format for displaying dynamic input trees inline in the UI. These tokens can represent the inputs to the dynamic input or additional text and layout options
 CFNiagaraInputConditionMetadataDefines options for conditionally editing and showing script inputs in the UI
 CFNiagaraInputParameterCustomization
 CFNiagaraInt32
 CFNiagaraLinearRampSimple linear ramp to drive scaling values. TODO: Replace with Curve that can baked down for fast eval and has good inline UI widgets
 CFNiagaraMaterialAttributeBinding
 CFNiagaraMatrix
 CFNiagaraMeshMaterialOverride
 CFNiagaraMeshRendererMeshProperties
 CFNiagaraModuleDependency
 CFNiagaraOutlinerCaptureSettings
 CFNiagaraOutlinerData
 CFNiagaraOutlinerEmitterInstanceData
 CFNiagaraOutlinerSystemDataWrapper for array of system instance outliner data so that it can be placed in a map
 CFNiagaraOutlinerSystemInstanceDataOutliner information on a specific system instance
 CFNiagaraOutlinerTimingDataNiagara Outliner
 CFNiagaraOutlinerWorldDataAll information about a specific world for the Niagara Outliner
 CFNiagaraParameterBinding
 CFNiagaraParameterBindingWithValue
 CFNiagaraParameters
 CFNiagaraPerfBaselineStats
 CFNiagaraPlatformSet
 CFNiagaraPlatformSetCVarConditionImposes a condition that a CVar must contain a set value or range of values for a platform set to be enabled
 CFNiagaraPlatformSetRedirectAllows us to replace a specific device profile usage condition in all NiagaraPlatformSets. Helpful when dealing with changes to device profile structure
 CFNiagaraPosition
 CFNiagaraRandInfo
 CFNiagaraRendererMaterialParametersParameters to apply to the material, these are both constant and dynamic bindings Having any bindings set will cause a MID to be generated
 CFNiagaraRendererMaterialScalarParameter
 CFNiagaraRendererMaterialStaticBoolParameter
 CFNiagaraRendererMaterialTextureParameter
 CFNiagaraRendererMaterialVectorParameter
 CFNiagaraRibbonShapeCustomVertex
 CFNiagaraRibbonUVSettingsDefines settings for UV behavior for a UV channel on ribbons
 CFNiagaraScalabilityState
 CFNiagaraScriptHighlight
 CFNiagaraScriptVariableBindingPrimarily a wrapper around an FName to be used for customizations in the Selected Details panel to select a default binding to initialize module inputs. The customization implementation is FNiagaraScriptVariableBindingCustomization
 CFNiagaraSimCacheCaptureParameters
 CFNiagaraSimCacheCreateParameters
 CFNiagaraSimpleClientInfoSimple information on the connected client for use in continuous or immediate response UI elements
 CFNiagaraSimStageExecutionLoopData
 CFNiagaraSimStageExecutionLoopEditorData
 CFNiagaraSpawnInfoData controlling the spawning of particles
 CFNiagaraStackSectionDefines data for sections visible in the stack view
 CFNiagaraStatelessSpawnInfo
 CFNiagaraSystemScalabilityOverride
 CFNiagaraSystemScalabilityOverridesContainer struct for an array of system scalability overrides. Enables details customization and data validation
 CFNiagaraSystemScalabilitySettingsScalability settings for Niagara Systems for a particular platform set (unless overridden)
 CFNiagaraSystemScalabilitySettingsArrayContainer struct for an array of system scalability settings. Enables details customization and data validation
 CFNiagaraSystemSimCacheCaptureRequestMessage sent from the debugger to a client to request a sim cache capture for a particular component
 CFNiagaraSystemStateData
 CFNiagaraSystemVisibilityCullingSettingsScalability settings for Niagara Systems for a particular platform set (unless overridden)
 CFNiagaraTypeDefinition
 CFNiagaraUObjectPropertyReaderRemap
 CFNiagaraUserParameterBinding
 CFNiagaraVariable
 CFNiagaraVariableBase
 CFNiagaraVariableMetaData
 CFNiagaraVariableWithOffset
 CFNiagaraVariant
 CFNiagaraWidgetNamedIntegerInputValueA struct that serves as display metadata for integer type static switches. Is used in conjuction with the 'EnumStyle' widget customization
 CFNiagaraWorldManagerTickFunction
 CFNonBlendableFloatAnimationAttribute
 CFNonBlendableIntegerAnimationAttribute
 CFNonBlendableQuaternionAnimationAttribute
 CFNonBlendableTransformAnimationAttribute
 CFNonBlendableVectorAnimationAttribute
 CFNotifyUIItemAdded
 CFNpcTalentVirtualData
 CFNumberFormattingOptions
 CFNumItemsChangedEventBP__DiscreteItemViewWidget
 CFOAISimpleDelegate
 CFOcclusionSamplePoint
 CFOnActionClicked
 CFOnActiveIndexChangedDelegate
 CFOnActorNoLongerSensed
 CFOnActorReady
 CFOnActorSensed
 CFOnActorsInSensors
 CFOnAllMontageInstancesEndedMCDelegate
 CFOnAnimInitialized
 CFOnAnyInputEvent
 CFOnAppliedDelegate__AbilityAsync_WaitGameplayEffectApplied
 CFOnAssetClassLoaded__KismetSystemLibrary
 CFOnAssetLoaded__CommonLoadGuard
 CFOnAssetLoaded__KismetSystemLibrary
 CFOnAsyncHandleSaveGame
 CFOnAttributeChanged
 CFOnAudioFadeChangeSignature
 CFOnAudioFinished
 CFOnAudioMultiEnvelopeValue
 CFOnAudioPlaybackPercent
 CFOnAudioPlayStateChanged
 CFOnAudioSingleEnvelopeValue
 CFOnAudioVirtualizationChanged
 CFOnBoneTransformsFinalized
 CFOnBookClosed
 CFOnBookInitialized
 CFOnButtonClickedEvent
 CFOnButtonHoverEvent
 CFOnButtonPressedEvent
 CFOnButtonReleasedEvent
 CFOnCannotSaveDelegate
 CFOnCanvasRenderTargetUpdate
 CFOnCaptureComplete__AsyncNiagaraCaptureSimCache
 CFOnCheckBoxComponentStateChanged
 CFOnClaimedResourcesChangeSignature
 CFOnClusterUnionAddedComponent
 CFOnClusterUnionBoundsChanged
 CFOnClusterUnionRemovedComponent
 CFOnConstructEvent
 CFOnControllerCaptureBeginEvent
 CFOnControllerCaptureEndEvent
 CFOnControlMappingsRebuilt__EnhancedInputLocalPlayerSubsystem
 CFOnCurrentPageIndexChanged
 CFOnCustomNavigationEvent__CommonCustomNavigation
 CFOnDataDrivenCVarChanged__DataDrivenCVarEngineSubsystem
 CFOnDataLayerInstanceRuntimeStateChanged
 CFOnDataLayerRuntimeStateChanged
 CFOnDeactivateEffectCompleted
 CFOnDragDropMulticast
 CFOnEditableTextBoxChangedEvent__EditableTextBox
 CFOnEditableTextBoxCommittedEvent__EditableTextBox
 CFOnEditableTextChangedEvent__EditableText
 CFOnEditableTextCommittedEvent__EditableText
 CFOnEntitySpawnDelegateDynamic
 CFOnEventStopped
 CFOnExpandableAreaExpansionChanged
 CFOnFadedOut__LockPickUIWidget
 CFOnFinishedFadeInDelegate
 CFOnFinishedFadeOutDelegate
 CFOnFinishSloMoDelegate
 CFOnFloatValueChangedEvent
 CFOnFloorReachedDelegate
 CFOnFocusInventoryDelegate__InventoryLootContainer
 CFOnFocusLootContainerDelegate__InventoryLootContainer
 CFOnForceFeedbackFinished
 CFOnForgetMemorizedEvent_BP
 CFOnGameplayEffectAppliedDymamicMulticastDelegate
 CFOnGameSavedDelegate
 CFOnGameUserSettingsUINeedsUpdate
 CFOnGameWindowCloseButtonClickedDelegate__WidgetBlueprintLibrary
 CFOnGetItemChildrenDynamic
 CFOnGlossaryUnseenStateChanged
 CFOnGothicCharacterStateSpawned
 CFOnHoveredWidgetChanged
 CFOnInputAction
 CFOnInputMethodChanged__CommonActionWidget
 CFOnInterpolationEnded__CommonNumericTextBlock
 CFOnInterpolationStarted__CommonNumericTextBlock
 CFOnInterpolationUpdated__CommonNumericTextBlock
 CFOnInterpToResetDelegate__InterpToMovementComponent
 CFOnInterpToReverseDelegate__InterpToMovementComponent
 CFOnInterpToStopDelegate__InterpToMovementComponent
 CFOnInterpToWaitBeginDelegate__InterpToMovementComponent
 CFOnInterpToWaitEndDelegate__InterpToMovementComponent
 CFOnInventoryItemClickedDelegate
 CFOnIsSelectingKeyChanged__InputKeySelector
 CFOnItemClicked
 CFOnItemClickedInventory
 CFOnItemEquipped
 CFOnItemExpansionChangedDynamic
 CFOnItemIsHoveredChangedDynamic
 CFOnItemNoLongerSensed
 CFOnItemSelected
 CFOnItemSensed
 CFOnItemThrowed
 CFOnItemUnEquipped
 CFOnKeySelected__InputKeySelector
 CFOnLevelSequenceLoaded__LevelSequenceActor
 CFOnLevelSequencePlayerCameraCutEvent
 CFOnlineSessionFindResult
 CFOnListEntryGeneratedDynamic
 CFOnListEntryInitializedDynamic
 CFOnListEntryReleasedDynamic
 CFOnListItemScrolledIntoViewDynamic
 CFOnListItemSelectionChangedDynamic
 CFOnListViewScrolledDynamic
 CFOnLoadGuardStateChangedDynamic
 CFOnLoadingScreenTypeChanged
 CFOnLocalPlayerSaveGameLoaded
 CFOnLowPowerModeDelegate__ApplicationLifecycleComponent
 CFOnMainMapLoadedComplete__G1RGameInstance
 CFOnMarkerSelectorVisibilityChanged__MapWidget
 CFOnMemorizedEvent_BP
 CFOnMenuOpenChangedEvent
 CFOnMontageBlendedInEndedMCDelegate
 CFOnMontageBlendingOutStartedMCDelegate
 CFOnMontageEndedMCDelegate
 CFOnMontagePlayDelegate
 CFOnMontageStartedMCDelegate
 CFOnMouseCaptureBeginEvent
 CFOnMouseCaptureEndEvent
 CFOnMultiLineEditableTextBoxChangedEvent__MultiLineEditableTextBox
 CFOnMultiLineEditableTextBoxCommittedEvent__MultiLineEditableTextBox
 CFOnMultiLineEditableTextChangedEvent__MultiLineEditableText
 CFOnMultiLineEditableTextCommittedEvent__MultiLineEditableText
 CFOnNavDataGenericEvent
 CFOnNavigationPathUpdated
 CFOnNeedNewPOIDelegate
 CFOnNiagaraSystemFinished
 CFOnNotifyEvent
 CFOnOpeningEvent__ComboBoxKey
 CFOnOpeningEvent__ComboBoxString
 CFOnOutlineStateChanged
 CFOnOutro__CommonNumericTextBlock
 CFOnOverlapComponentExitDelegate
 CFOnOverlapEnterDelegate
 CFOnOverlapExitDelegate
 CFOnPageFlipped
 CFOnPawnControllerChanged
 CFOnPlayerGoToSleep
 CFOnPlayerStatePawnSet
 CFOnPlayerStateSet
 CFOnPOILostDelegate
 CFOnPointerEvent__Widget
 CFOnPossessedPawnChanged
 CFOnPostItemRemoved
 CFOnPreItemRemoved
 CFOnPrimaryAssetBundlesChanged
 CFOnPrimaryAssetClassListLoaded
 CFOnPrimaryAssetClassLoaded
 CFOnPrimaryAssetListLoaded
 CFOnPrimaryAssetLoaded
 CFOnProjectileBounceDelegate__ProjectileMovementComponent
 CFOnProjectileStop
 CFOnProjectileStopDelegate__ProjectileMovementComponent
 CFOnQuartzCommandEvent
 CFOnQuartzCommandEventBP
 CFOnQuartzMetronomeEvent
 CFOnQuartzMetronomeEventBP
 CFOnQueueSubtitles
 CFOnReceiveEventDelegate
 CFOnRemoveItemCompleted
 CFOnReply__Widget
 CFOnRootMotionModifierDelegate
 CFOnRotated
 CFOnRotatedWithDirection
 CFOnScrollBarVisibilityChangedEvent
 CFOnScrolledBP__AlkSimpleListViewWidget
 CFOnSelectionChangedEvent__ComboBoxKey
 CFOnSelectionChangedEvent__ComboBoxString
 CFOnSelectionCleared
 CFOnSharpenStateChanged
 CFOnSleepUIControllerActionDelegate
 CFOnSoftClassLoaded
 CFOnSoftObjectLoaded
 CFOnSoundStopped
 CFOnSpinBoxBeginSliderMovement__SpinBox
 CFOnSpinBoxValueChangedEvent__SpinBox
 CFOnSpinBoxValueCommittedEvent__SpinBox
 CFOnStanceChangedDelegate
 CFOnStreamingCompleteDelegate
 CFOnSubmixEnvelope
 CFOnSubmixEnvelopeBP
 CFOnSubmixRecordedFileDone
 CFOnSubmixSpectralAnalysis
 CFOnSubmixSpectralAnalysisBP
 CFOnSubtitleFinishedDisplay
 CFOnSystemFinished
 CFOnTabButtonCreation__CommonTabListWidgetBase
 CFOnTabButtonRemoval__CommonTabListWidgetBase
 CFOnTabListRebuilt__CommonTabListWidgetBase
 CFOnTabSelected__CommonTabListWidgetBase
 CFOnTargetDefeatedDelegate
 CFOnTargetDieDelegate
 CFOnTargetLostDelegate
 CFOnTemperatureChangeDelegate__ApplicationLifecycleComponent
 CFOnTimelineBeat
 CFOnTimelineEvent
 CFOnTimelineFloat
 CFOnTimelineLinearColor
 CFOnTimelineMarker
 CFOnTimelineVector
 CFOnTopReachedDelegate
 CFOnUpdateMemorizedEvent_BP
 CFOnUserClickedBanner
 CFOnUserClosedAdvertisement
 CFOnUserInputDeviceConnectionChange
 CFOnUserInputDevicePairingChange
 CFOnUserScrolledEvent
 CFOnVisibilityChangedEvent
 CFOnWidgetActivationChanged
 CFOnWidgetAnimationPlaybackStatusChanged
 CFOnWorldFadeStateChanged
 CFOnWritingInitialized
 CFOrbitOptionsContainer struct for holding options on the data updating for the module
 CFOrientedBoxStructure for arbitrarily oriented boxes (i.e. not necessarily axis-aligned). @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\OrientedBox.h
 CFOtherSpotOccupiedRequirements
 CFOutlineComponentData
 CFOutlineInteractor
 CFOutlineRenderingData
 CFOutlineStencilUsageData
 CFOutlineVFX
 CFOverlapDatum
 CFOverlapResultStructure containing information about one hit of an overlap test
 CFOverrideFogCache
 CFOverrideTimeByRange
 CFOverrideVolumeCache
 CFOwnedLooseGameplayTagsStruct that keeps track of how many LooseGameplayTags were added to an AbilitySystemComponent
 CFOwnedTagUpdatedDelegate
 CFOwnershipSettings
 CFPackedNormalA packed normal. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h
 CFPackedRGB10A2NA packed basis vector. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h
 CFPackedRGBA16NA packed vector. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h
 CFPacketSimulationSettingsHolds the packet simulation settings in one place
 CFPageContent
 CFPaintContextThe state passed into OnPaint that we can expose as a single painting structure to blueprints to allow script code to override OnPaint behavior
 CFParameterChannelNames
 CFParameterGroupData
 CFParticleBurst
 CFParticleBurstSignature
 CFParticleCollisionSignature
 CFParticleDeathSignature
 CFParticleEditorPromotionSettingsHolds settings for the particle editor build promotion tests
 CFParticleEvent_GenerateInfo
 CFParticlePoint
 CFParticleRandomSeedInfo
 CFParticleSpawnSignature
 CFParticleSysParamStruct used for a particular named instance parameter for this ParticleSystemComponent
 CFParticleSystemWorldManagerTickFunction
 CFPassiveSoundMixModifierStructure containing information on a SoundMix to activate passively
 CFPathfollowModifyAvoidVelocitySettingsPathfollowing settings about how an agent should modify its velocity, when other agents are nearby
 CFPathfollowMoveFocusSettingsPathfollowing settings about where the current move focus (head turn, upper body rotation) is
 CFPawnControllerChangedSignature
 CFPawnRestartedSignature
 CFPCSnapConstraintFloor
 CFPCSnapConstraintWall
 CFPelvisBoneData
 CFPerBoneBlendWeight
 CFPerBoneBlendWeights
 CFPerBoneInterpolation
 CFPerceivedAgent
 CFPerceivedInteractiveObject
 CFPerceptionAgentHandle
 CFPerceptionConditionDelegate
 CFPerceptionDelegate
 CFPerceptionHandlerRepresents a character that wants to know when certain perception events occur
 CFPerceptionHandlerHandle
 CFPerceptionHearingSettings
 CFPerceptionSettings
 CFPerceptionShortTermMemory
 CFPerceptionShortTermMemoryFilterMeant to be short lived, don't keep this around for longer than one stackframe
 CFPerceptionSightSettings
 CFPerceptionSmellSettings
 CFPerceptionSoundAreaHandle
 CFPerceptionUpdatedDelegate
 CFPerformTargetingReady
 CFPerlinNoiseShakerA perlin noise shaker for a single number
 CFPerPlatformBoolFPerPlatformBool - bool property with per-platform overrides
 CFPerPlatformFloatFPerPlatformFloat - float property with per-platform overrides
 CFPerPlatformFrameRateFPerPlatformFrameRate - FFrameRate property with per-platform overrides
 CFPerPlatformIntFPerPlatformInt - int32 property with per-platform overrides
 CFPerQualityLevelFloat
 CFPerQualityLevelInt
 CFPersonalAreaOwnershipSettingsDefines a characters Personal Ownership of one or more areas
 CFPersonalItemOwnershipSettings
 CFPersonalRelationshipEvaluationHow much two characters like each other on a personal level
 CFPhysicalAnimationDataStores info on the type of motor that will be used for a given bone
 CFPhysicalAnimationProfile
 CFPhysicalMaterialDamageModifierDamage threshold modifiers, used by the Chaos destruction system
 CFPhysicalMaterialStrengthDefines the directional strengths of a physical material in term of force per surface area
 CFPhysicsAssetSolverSettingsSolver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. Each RBAN node runs its own solver with these settings
 CFPhysicsConstraintProfileHandle
 CFPhysicsPredictionSettingsPhysics Prediction Settings
 CFPhysicsVolumeChanged
 CFPickAndEquipMontage
 CFPickpocketPerceptionSightSettingsPerception sight settings for pickpocketing
 CFPickpocketTargetCharacterModifierSettingsTarget character modifier settings for pickpocketing. Makes it easier/more difficult for certain characters to be pick-pocketed by the player. This is not implemented as an attribute value as it is not supposed to change over time
 CFPlaneA plane definition in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Plane.h
 CFPlane4dA plane definition in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Plane.h
 CFPlane4fA plane definition in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Plane.h
 CFPlasticDeformationEventSignature
 CFPlateCropSettings#note, this struct has a details customization in CameraCropSettingsCustomization.cpp/h
 CFPlatformDelegate__PlatformGameInstance
 CFPlatformEventDelegate__PlatformEventsComponent
 CFPlatformFailedToRegisterForRemoteNotificationsDelegate__PlatformGameInstance
 CFPlatformInputDeviceStateData about an input device's current state
 CFPlatformInterfaceDelegate
 CFPlatformReceivedLocalNotificationDelegate__PlatformGameInstance
 CFPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance
 CFPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance
 CFPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance
 CFPlatformScreenOrientationChangedDelegate__PlatformGameInstance
 CFPlatformStartupArgumentsDelegate__PlatformGameInstance
 CFPlatformUserIdHandle that defines a local user on this platform. This used to be just a typedef int32 that was used interchangeably as ControllerId and LocalUserIndex. Moving forward these will be allocated by the platform application layer
 CFPlayAnimWaitSimpleDelegate
 CFPlayerKeyMappingRepresents a single key mapping that is set by the player
 CFPlayerKeys
 CFPlayerMappableKeyOptionsA struct that represents player facing mapping options for an action key mapping. Use this to set a unique FName for the mapping option to save it, as well as some FText options for use in UI
 CFPlayerMappableKeyProfileCreationArgsArguments that can be used when creating a new mapping profile
 CFPlayerMappableKeyQueryOptionsOptions when querying what keys are mapped to a specific action on the player mappable key profile
 CFPlayerMappableKeySlot
 CFPlayerSaveData
 CFPlayersSaveData
 CFPlayMontageAnimNotifyDelegate
 CFPointOfInterestInfo
 CFPolyglotTextDataPolyglot data that may be registered to the text localization manager at runtime. @note This struct is mirrored in PolyglotTextData.h
 CFPoseDriverTargetInformation about each target in the PoseDriver
 CFPoseDriverTransformTranslation and rotation for a particular bone at a particular target
 CFPoseLinkA local-space pose link to another node
 CFPoseLinkBaseA pose link to another node
 CFPoseSnapshotA pose for a skeletal mesh
 CFPositionHistoryAn easing type defining how to ease float values. The FPositionHistory is a container to record position changes over time. This is used to calculate velocity of a bone, for example. The FPositionArray also tracks the last index used to allow for reuse of entries (instead of appending to the array all the time)
 CFPostEvaluateAnimEvent
 CFPostProcessCameraInputDelegate
 CFPostProcessInputDelegate
 CFPostProcessSettingsTo be able to use struct PostProcessSettings. // Each property consists of a bool to enable it (by default off), the variable declaration and further down the default value for it. The comment should include the meaning and usable range
 CFPOVPoint Of View structure used in Camera calculations
 CFPredictProjectilePathParamsInput parameters to PredictProjectilePath functions
 CFPredictProjectilePathPointDataData about a single point in a projectile path trace
 CFPredictProjectilePathResultContainer for the result of a projectile path trace (using PredictProjectilePath)
 CFPrefabRandomizerCompleteBindableEvent
 CFPrefabricatorAssetCollectionItem
 CFPresetTransitionEntry
 CFPreviewMeshCollectionEntryAn entry in a preview mesh collection
 CFPrimaryAssetIdThis identifies an object as a "primary" asset that can be searched for by the AssetManager and used in various tools @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\PrimaryAssetId.h
 CFPrimaryAssetRulesStructure defining rules for what to do with assets, this is defined per type and can be overridden per asset
 CFPrimaryAssetRulesCustomOverrideApply primary asset rules to groups of primary assets, using type + filter directory or string
 CFPrimaryAssetRulesOverrideSimple structure to allow overriding asset rules for a specific primary asset. This can be used to set chunks
 CFPrimaryAssetTypeA type of primary asset, used by the Asset Manager system. @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\PrimaryAssetId.h
 CFPrimaryAssetTypeInfoStructure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime
 CFProfileData
 CFProgressiveBoxCollisionDelegate
 CFProgressiveCapsuleCollisionTargetDetectionDelegate
 CFProgressiveCapsuleCollisionTargetLostDelegate
 CFProjectileCollideSignature
 CFPursuedCrimeSet
 CFPursuedCrimeSetup
 CFPuzzleCreatureCounter@brief Represents a counter for a specific type of creature that is part of a puzzle
 CFPuzzleStepsCounter
 CFQualifiedFrameTimeA frame time qualified by a frame rate context. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\QualifiedFrameTime.h
 CFQuartzClockSettingsUStruct version of settings struct used to initialized a clock
 CFQuartzPulseOverrideStepAllows the user to specify non-uniform beat durations in odd meters
 CFQuartzQuantizationBoundaryStruct used to specify the quantization boundary of an event
 CFQuartzTimeSignatureQuartz Time Signature
 CFQuartzTransportTimeStampTransport Time stamp, used for tracking the musical time stamp on a clock
 CFQuatQuaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h
 CFQuat4dQuaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h
 CFQuat4fQuaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h
 CFQuaternionAnimationAttribute
 CFQuaternionSpringState
 CFQuestStateChangedDelegate
 CFQuestWidgetBucketFQuestWidgetBucket
 CFQueuedSmalltalkLine
 CFQuickStops
 CFRadialBoxSettings
 CFRadialDamageParamsParameters used to compute radial damage
 CFRandomPlayerSequenceEntryThe random player node holds a list of sequences and parameter ranges which will be played continuously In a random order. If shuffle mode is enabled then each entry will be played once before repeating any
 CFRandomSequence
 CFRandomSequencePlayer
 CFRandomStreamThread-safe random number generator that can be manually seeded. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\RandomStream.h
 CFRawAnimSequenceTrackRaw keyframe data for one track.Each array will contain either NumFrames elements or 1 element. One element is used as a simple compression scheme where if all keys are the same, they'll be reduced to 1 key that is constant over the entire sequence
 CFRawDistributionFloat
 CFRawDistributionVector
 CFRay3D Ray represented by Origin and (normalized) Direction. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Ray.h
 CFRay3d3D Ray represented by Origin and (normalized) Direction. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Ray.h
 CFRay3f3D Ray represented by Origin and (normalized) Direction. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Ray.h @note FRay3f is not currently exposed as a Blueprint type
 CFRayPoints
 CFRBFEntryStruct storing a particular entry within the RBF
 CFRBFParamsParameters used by RBF solver
 CFRBFTargetData about a particular target in the RBF, including scaling factor
 CFReachedClockTimeDelegate
 CFReachedInGameTimeDelegate
 CFRealCurveA rich, editable float curve
 CFRecastNavMeshGenerationProperties
 CFRecastNavMeshTileGenerationDebug
 CFReferenceBoneFrameReference Bone Frame
 CFRegionDefinitionMap
 CFRegionStoryActionCharacterCondition
 CFRegionStoryActionQuestCondition
 CFRelationshipEvaluationContainer to remember what each modifier has output so far
 CFRelativeCrimeDataEntry
 CFRememberedPerception
 CFRemovalEventSignature
 CFRepeatedActionDelegate
 CFReplaceNavAreaPair
 CFReplicatedInventoryMap
 CFReplicatedQuestNameTimeMap
 CFReplicatedQuestStateTimeMap
 CFReplicatedStringMap
 CFRepMovementReplicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns)
 CFRequestedSkipDelegate
 CFResponseChannelDescribes response for a single collision response channel
 CFRestrictedConfigInfo
 CFRestrictedGameplayTagTableRowSimple struct for a table row in the restricted gameplay tag table and element in the ini list
 CFReverbSettingsStruct encapsulating settings for reverb effects
 CFRichCompoundInputHintRowFRichCompoundInputHintRow
 CFRichCompoundInputHintRow_EntryFRichCompoundInputHintRow_Entry
 CFRichCurveA rich, editable float curve
 CFRichCurveKeyOne key in a rich, editable float curve
 CFRichImageRowSimple struct for rich text styles
 CFRichTextIconData
 CFRichTextStyleRowSimple struct for rich text styles
 CFRigidBodyAnimNodeReference
 CFRigidBodyErrorCorrectionRigid body error correction data
 CFROscillatorDefines FRotator oscillation
 CFRotationLimit
 CFRotationRetargetingInfoThe FRotationRetargetingInfo is used to provide all of the settings required to perform rotational retargeting on a single transform
 CFRotatorAn orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h
 CFRotator3dAn orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h
 CFRotator3fAn orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h
 CFRuneStats
 CFRuntimeCurveLinearColor
 CFRuntimeFloatCurve
 CFRuntimePartitionDescHolds settings for a runtime partition instance
 CFRuntimePartitionHLODSetupHolds an HLOD setup for a particular partition class
 CFRuntimeVectorCurve
 CFRuntimeVirtualTextureParameterValueEditable runtime virtual texture parameter
 CFSaveDataPayload
 CFSaveGamePublicData
 CFScalableFloatGeneric numerical value in the form Value * Curve[Level]
 CFScalarParameterValue
 CFScarsVisualSettings
 CFSceneViewExtensionIsActiveFunctorContains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame. It also contains Guid to help identify it, given that we can't directly compare TFunctions
 CFScopeCycleCounter
 CFScoredCombatTarget
 CFScoredItemAction
 CFScriptableHLODBuildContextCopy of FHLODBuildContext (made BP accessible)
 CFScriptGameplayAttributeRefContains all data required to identify a single GAS attribute
 CFScriptOverlapDelegate
 CFScriptTraceDelegate
 CFScrollOffsetRowsChangedEventBP__DiscreteItemViewWidget
 CFSectionReference
 CFSeePawnDelegate__PawnSensingComponent
 CFSelectedItemStats
 CFSelectionChangedDelegateBP__SettingsPageWidget
 CFSelectionChangedDelegateBP__SettingsRowWidget
 CFSelectionChangedEventBP__AlkFilterWidget
 CFSelectionChangedEventBP__DiscreteItemViewWidget
 CFSensedAgentInfoWhen an agent successfully sensed someone, this contains when and where the other agent was sensed
 CFSequenceEvaluatorReference
 CFSequenceLengthChangedPayload
 CFSequencePlayerReference
 CFSetByCallerFloatStruct for holding SetBytCaller data
 CFSettingDescriptionFSettingDescription
 CFSettingsAppliedDelegate
 CFSettingsMessageHandleFSettingsMessageHandle
 CFShapedTextOptionsCommon data for all widgets that use shaped text. Contains the common options that should be exposed for the underlying Slate widget
 CFShouldLandDelegate
 CFSimpleButtonBaseGroupDelegate
 CFSimpleCurveA rich, editable float curve
 CFSimpleCurveKeyOne key in a rich, editable float curve
 CFSimpleDelegate__DiscreteItemViewWidget
 CFSimpleInventoryItemConfigurationHelper for Configuration of the Inventory You can add multipe inventorys to the widget. It will call the OnTabAddedEventBP for each Inventory to allow you to configure the Inventory and attach it to an Actor etc
 CFSimpleListItemEventDynamic
 CFSimSpaceSettings
 CFSingleAnimationPlayData
 CFSingleLightModifier
 CFSingleQuestSaveGameData
 CFSingleStorySaveGameData
 CFSixthSenseShape
 CFSkeletalControlReference
 CFSkeletalMaterial
 CFSkeletalMeshBuildSettingsSettings applied when building a mesh
 CFSkeletalMeshClothBuildParamsStruct holding parameters needed when creating a new clothing asset or sub asset (LOD)
 CFSkeletalMeshComponentClothTickFunctionTick function that prepares and simulates cloth
 CFSkeletalMeshComponentEndPhysicsTickFunctionTick function that does post physics work on skeletal mesh component. This executes in EndPhysics (after physics is done)
 CFSkeletalMeshLODGroupSettings
 CFSkeletalMeshLODInfoStruct containing information for a particular LOD level, such as materials and info for when to use it
 CFSkeletalMeshOptimizationSettingsFSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD
 CFSkeletalMeshSamplingInfo
 CFSkeletalMeshSamplingRegionDefined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD
 CFSkeletalMeshSamplingRegionBoneFilterFilter to include or exclude bones and their associated triangles from a sampling region
 CFSkeletalMeshSamplingRegionMaterialFilterFilter to include triangles in a sampling region based on their material
 CFSkeletalMeshVertexAttributeInfoA structure to store user-controllable settings for attributes
 CFSkelMeshMergeMeshUVTransforms
 CFSkelMeshMergeSectionMappingInfo to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh
 CFSkelMeshMergeUVTransformMappingInfo to map all the sections about how to transform their UVs
 CFSkelMeshSkinWeightInfoVertex skin weight info supplied for a component override
 CFSkinWeightProfileInfoStructure storing user facing properties, and is used to identify profiles at the SkeletalMesh level
 CFSkinWeightProfileManagerTickFunction
 CFSlateChildSizeA struct exposing size param related properties to UMG
 CFSlateModifierKeysStateA structure which captures the application's modifier key states (shift, alt, ctrl, etc.)
 CFSlopeWarpingFootDefinitionPer foot definitions
 CFSlotAnimationTrackEach slot data referenced by Animation Slot contains slot name, and animation data
 CFSlotClickedDelegate__InventorySlotData
 CFSmartLinkReachedSignature
 CFSmartName
 CFSmartObjectAnnotation_SlotUserCollisionAnnotation to check if a smart object user can stand on the slot without overlaps. Uses validation filter to get the user capsule for collisions testing, or use specific capsule defined in the annotation
 CFSmartObjectClaimHandleStruct describing a reservation between a user and a smart object slot
 CFSmartObjectCollectionEntryStruct representing a unique registered component in the collection actor
 CFSmartObjectComponentEventSignature
 CFSmartObjectContainer
 CFSmartObjectDefinitionDataProxyHelper struct for definition data, which allows to identify items based on GUID in editor (even empty ones)
 CFSmartObjectDefinitionPreviewDataData used for previewing in the Smart Object editor
 CFSmartObjectDefinitionReferenceStruct to hold reference to a SmartObjectDefinition asset along with values to parameterized it
 CFSmartObjectEventDataStruct describing a change in Smart Object or Slot
 CFSmartObjectHandleHandle to a registered smartobject
 CFSmartObjectRequestStruct used to find a smart object within a specific search range and with optional filtering
 CFSmartObjectRequestFilterStruct that can be used to filter results of a smart object request when trying to find or claim a smart object
 CFSmartObjectRequestResultStruct that holds the object and slot selected by processing a smart object request
 CFSmartObjectRuntimeStruct to store and manage state of a runtime instance associated to a given smart object definition
 CFSmartObjectRuntimeSlotStruct to store and manage state of a runtime instance associated to a given slot definition
 CFSmartObjectSlotDefinitionPersistent and sharable definition of a smart object slot
 CFSmartObjectSlotEntranceAnnotationAnnotation to define a entrance locations for a Smart Object Slot. This can be used to add multiple entry points to a slot, or to validate the entries against navigation data
 CFSmartObjectSlotEntranceHandleHandle describing a specific entrance on a Smart Object slot
 CFSmartObjectSlotEntranceLocationRequestStruct used to request slot entry or exit location
 CFSmartObjectSlotEntranceLocationResultValidated result from FindEntranceLocationForSlot()
 CFSmartObjectSlotHandleStruct used to identify a runtime slot instance
 CFSmartObjectSlotIndexHelper struct to wrap basic functionalities to store the index of a slot in a SmartObject definition
 CFSmartObjectSlotLinkAnnotationAnnotation to allow to find slots based on a Gameplay Tag. This can be used to reuse same behavior on different slots, allowing to use a tag to identify a related slot
 CFSmartObjectSlotValidationParamsParameters for Smart Object navigation and collision validation
 CFSmartObjectTraceParamsStruct used to define how traces should be handled
 CFSmartObjectUserCapsuleParamsStruct defining Smart Object user capsule size
 CFSmartObjectUserHandleHandle to a smartobject user
 CFSmartObjectWorldConditionObjectTagQuery
 CFSmartObjectWorldConditionSlotTagQuery
 CFSocketReference
 CFSoftClassPathA struct that contains a string reference to a class, can be used to make soft references to classes. @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\SoftObjectPath.h
 CFSoftComponentReferenceStruct that allows for different ways to reference a component using TSoftObjectPtr. If just an Actor is specified, will return RootComponent of that Actor
 CFSoftISMComponentDescriptor
 CFSoftObjectPathA struct that contains a string reference to an object, either a top level asset or a subobject. @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\SoftObjectPath.h
 CFSoftWorldReferenceA simple wrapper type to enable content-defined structs to hold soft references to UWorld assets *
 CFSolverIterationsSolver settings for use by the Legacy RigidBody AnimNode (RBAN) solver. Thse settings are no longer used by default and will eventually be deprecated and then removed
 CFSomeQuestStateChangedDelegate
 CFSoundAttenuationPluginSettings
 CFSoundAttenuationSettingsThe settings for attenuating
 CFSoundClassAdjusterElements of data for sound group volume control
 CFSoundClassProperties
 CFSoundConcurrencySettings
 CFSoundDebugEntry
 CFSoundModulationDefaultRoutingSettingsDefault parameter destination settings for source audio object
 CFSoundModulationDefaultSettingsDefault parameter destination settings for source audio object
 CFSoundModulationDestinationSettingsParameter destination settings allowing modulation control override for parameter destinations opting in to the Modulation System
 CFSoundSourceBusSendInfo
 CFSoundSubmixSendInfo
 CFSoundSubmixSendInfoBaseCommon set of settings that are uses as submix sends
 CFSoundSubmixSpectralAnalysisBandSettings
 CFSoundWaveCuePointStruct defining a cue point in a sound wave asset
 CFSoundWaveEnvelopeDataPerSound
 CFSoundWaveSpectralData
 CFSoundWaveSpectralDataPerSound
 CFSoundWaveTimecodeInfo
 CFSourceEffectChainEntry
 CFSparseVolumeTextureParameterValueEditable sparse volume texture parameter
 CFSpatialHashRuntimeGridRepresents a runtime grid (editing)
 CFSpawnActorDelegate
 CFSpawnItemEvent
 CFSpawnItemList
 CFSpawnLocation
 CFSpawnLocationArray
 CFSpawnLocationQueryParams
 CFSpawnpointConfig
 CFSpawnSlot
 CFSpecularProfileStructStruct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine
 CFSpellContext
 CFSpellLevelRange
 CFSpellsManaCost
 CFSphere3D Sphere represented by Center and Radius. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Sphere.h
 CFSphere3d3D Sphere represented by Center and Radius. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Sphere.h @note FSphere3d is not currently exposed as a Blueprint type
 CFSphere3f3D Sphere represented by Center and Radius. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Sphere.h @note FSphere3f is not currently exposed as a Blueprint type
 CFSplineMeshParamsStructure that holds info about spline, passed to renderer to deform UStaticMesh. Also used by Lightmass, so be sure to update Lightmass::FSplineMeshParams and the static lighting code if this changes!
 CFSplinePoint
 CFStanceMapMontage
 CFStartPhysicsTickFunctionTick function that starts the physics tick
 CFStartTurnDirections
 CFStateTreeActiveStatesDescribes an array of active states in a State Tree
 CFStateTreeAnyEnumEnum that can be any type in the UI. Helper class to deal with any enum in property binding
 CFStateTreeBlueprintConditionWrapperWrapper for Blueprint based Conditions
 CFStateTreeBlueprintEvaluatorWrapperWrapper for Blueprint based Evaluators
 CFStateTreeBlueprintTaskWrapperWrapper for Blueprint based Tasks
 CFStateTreeCompareBoolConditionCondition comparing two booleans
 CFStateTreeCompareBoolConditionInstanceData
 CFStateTreeCompareDistanceConditionCondition comparing distance between two vectors
 CFStateTreeCompareDistanceConditionInstanceData
 CFStateTreeCompareEnumConditionCondition comparing two enums
 CFStateTreeCompareEnumConditionInstanceData
 CFStateTreeCompareFloatConditionCondition comparing two floats
 CFStateTreeCompareFloatConditionInstanceData
 CFStateTreeCompareIntConditionCondition comparing two integers
 CFStateTreeCompareIntConditionInstanceData
 CFStateTreeConditionBaseBase struct for all conditions
 CFStateTreeConditionCommonBaseBase class (namespace) for all common Conditions that are generally applicable. This allows schemas to safely include all conditions child of this struct
 CFStateTreeDataHandleHandle to a StateTree data
 CFStateTreeDebugTextTaskDraws debug text on the HUD associated to the player controller
 CFStateTreeDebugTextTaskInstanceData
 CFStateTreeDelayTaskSimple task to wait indefinitely or for a given time (in seconds) before succeeding
 CFStateTreeDelayTaskInstanceData
 CFStateTreeEvaluatorBaseBase struct of StateTree Evaluators. Evaluators calculate and expose data to be used for decision making in a StateTree
 CFStateTreeEvaluatorCommonBaseBase class (namespace) for all common Evaluators that are generally applicable. This allows schemas to safely include all Evaluators child of this struct
 CFStateTreeEventStateTree event with payload
 CFStateTreeExecutionFrameDescribes an active branch of a State Tree
 CFStateTreeExternalDataDescDescribes an external data. The data can point to a struct or object. The code that handles StateTree ticking is responsible for passing in the actually data, see FStateTreeExecutionContext
 CFStateTreeIndex16Uint16 index that can be invalid
 CFStateTreeIndex8Uint8 index that can be invalid
 CFStateTreeNodeBaseBase struct of StateTree Conditions, Evaluators, and Tasks
 CFStateTreeObjectEqualsConditionCondition testing if two object pointers point to the same object
 CFStateTreeObjectEqualsConditionInstanceData
 CFStateTreeObjectIsChildOfClassConditionCondition testing if object is child of specified class
 CFStateTreeObjectIsChildOfClassConditionInstanceData
 CFStateTreeObjectIsValidConditionCondition testing if specified object is valid
 CFStateTreeObjectIsValidConditionInstanceData
 CFStateTreeRandomConditionRandom condition
 CFStateTreeRandomConditionInstanceData
 CFStateTreeRandomTimeDurationTime duration with random variance. Stored compactly as two uint16s, which gives time range of about 650 seconds. The variance is symmetric (+-) around the specified duration
 CFStateTreeReferenceStruct to hold reference to a StateTree asset along with values to parameterized it
 CFStateTreeStateHandleHandle to a StateTree state
 CFStateTreeStateLinkLink to another state in StateTree
 CFStateTreeStructRefStateTree struct ref allows to get a reference/pointer to a specified type via property binding. It is useful for referencing larger properties to avoid copies of the data, or to be able to write to a bounds property
 CFStateTreeTaskBaseBase struct for StateTree Tasks. Tasks are logic executed in an active state
 CFStateTreeTaskCommonBaseBase class (namespace) for all common Tasks that are generally applicable. This allows schemas to safely include all conditions child of this struct
 CFStateTreeTransitionRequestTransition request
 CFStateTreeTransitionResultDescribes a state tree transition. Source is the state where the transition started, Target describes the state where the transition pointed at, and Next describes the selected state. The reason Transition and Next are different is that Transition state can be a selector state, in which case the children will be visited until a leaf state is found, which will be the next state
 CFStaticMaterial
 CFStaticMeshBudgetInfo
 CFStaticMeshSourceModelSource model from which a renderable static mesh is built
 CFStaticRelationshipEvaluationHow much two guilds like each other
 CFStatID
 CFStoryQuestRequirements
 CFStoryRegionTraitSaveGameData
 CFStorySaveGameData
 CFStoryValueRequirements
 CFStreamingSourceShape
 CFStrideWarpingFootDefinitionFoot definition specifying the IK/FK foot bones and Thigh bone
 CFString
 CFStringAnimationAttributeAttribute type supporting the legacy TVariant<FString> attributes
 CFStringCurveImplements a curve of FStrings
 CFStringCurveKeyOne key in a curve of FStrings
 CFStructBoneOverrideCustom bone density/radius override struct
 CFSubsurfaceProfileStructStruct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine
 CFSubtitleCueA line of subtitle text and the time at which it should be displayed
 CFSummonAIData
 CFSuperArmorParams
 CFSwarmDebugOptionsDebug options for Swarm
 CFSwitchCustomInput
 CFTabAddedEventBP__SimpleInventoryWidget
 CFTabChangedEventBP__TabSelectorWidget
 CFTableRowBaseBase class for all table row structs to inherit from
 CFTagClaimRequirements
 CFTagMontage
 CFTagMontageArray
 CFTakeAnyDamageSignature
 CFTakePointDamageSignature
 CFTakeRadialDamageSignature
 CFTargetingDefaultResultData@struct FTargetingDefaultResultData
 CFTargetingRequestDynamicDelegate
 CFTargetingRequestHandle@struct FTargetingRequestHandle
 CFTargetingSourceContext@struct FTargetingSourceContext
 CFTargetingTaskSet@struct FTargetingTaskSet
 CFTargetReadyDelegate
 CFTaskDelayDelegate__GameplayTask_WaitDelay
 CFTaskFinishDelegate__GameplayTask_TimeLimitedExecution
 CFTattooVisualSettings
 CFTauntAnimationContainerMaps one Taunt-Tag to multiple animations
 CFTemplateStringStructure for templated strings that are displayed in the editor with a allowed args
 CFTentDistribution
 CFText
 CFTextureParameterValueEditable texture parameter
 CFTextureSourceTexture source data management
 CFTextureSourceBlock
 CFTextureSourceColorSettings
 CFTextureSourceLayerColorInfo
 CFTickFunctionAbstract Base class for all tick functions
 CFTimecodeA timecode that stores time in HH:MM:SS format with the remainder of time represented by an integer frame count. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\TimeCode.h
 CFTimecodeCustomAttributeNameSettingsSettings that identify the names of custom attributes that represent the individual components of a timecode and a subframe along with a take name
 CFTimeRangeRequirements
 CFTimerDynamicDelegate
 CFTimerExpiredEventBP__DemoTimerWidgetBase
 CFTimerHandleUnique handle that can be used to distinguish timers that have identical delegates
 CFTimeSinceLastUseRequirements
 CFTimespanA time span value, which is the difference between two dates and times. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\Timespan.h
 CFTimeStretchCurve= Time Stretch Curve =
 CFTimeStretchCurveMarker
 CFTooltipInfoParametersThe structure that the Item Added popup notification uses to show the data on screen
 CFTooltipInfoRecipe
 CFTopicKeyboardSelectionDelegate
 CFTopicRulesNico Version
 CFTopicSelectedDelegate
 CFTopLevelAssetPathA struct that can reference a top level asset such as '/Path/To/Package.AssetName' @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\TopLevelAssetPath.h
 CFTouchInputControl
 CFTraceDatum
 CFTraceHandle
 CFTradeListSellItemNew
 CFTraderData
 CFTraderDefinitionMap
 CFTraderInventoryMap
 CFTraderItem
 CFTradingMainOnCloseButton
 CFTrajectorySample
 CFTrajectorySampleRangeA container of ordered trajectory samples and associated sampling rate
 CFTransformTransform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform
 CFTransform3dTransform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform
 CFTransform3fTransform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform
 CFTransformAnimationAttributeAttribute type supporting the legacy TVariant<FTransform> attributes
 CFTransformConstraint
 CFTransformConstraintDescriptionA description of how to apply a simple transform constraint
 CFTransformCurve
 CFTransformFilterA filter for a whole transform
 CFTransformNoScale
 CFTraversalInfo
 CFTurn_Info
 CFTurnDirections
 CFTViewTargetA ViewTarget is the primary actor the camera is associated with
 CFTwistConstraintAngular roll constraint
 CFTwoVectorsA pair of 3D vectors (mirrored from TwoVectors.h)
 CFTypedElementDeletionOptions
 CFTypedElementPasteOptions
 CFUDeflectedFX
 CFUIActionBindingHandle
 CFUIActionKeyMapping
 CFUIActionTag
 CFUIInputAction
 CFUIInputConfigInput Config that can be applied on widget activation. Allows for input setup (Mouse capture, UI-only input, move / look ignore, etc), to be controlled by widget activation
 CFUint32Point
 CFUint32VectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUint32Vector2An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUint32Vector4An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUint64Point
 CFUint64VectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUint64Vector2An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUint64Vector4An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUintPointScreen coordinates. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntPoint.h
 CFUintVectorAn integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUintVector2An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUintVector4An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h
 CFUITag
 CFUIViewStateChanged__Quest
 CFUltraDynamicPostProcessSettings
 CFUltraDynamicSkySettings
 CFUltraDynamicWindSettings
 CFUniqueNameRequirements
 CFUniqueNetIdReplWrapper for opaque type FUniqueNetId
 CFUnitTest
 CFUnseenStateChangedDelegate__AlkFilterWidgetFilter
 CFUnseenStateChangedDelegate__CraftingRecipeUIData
 CFUnseenStateChangedDelegate__InventoryMain
 CFUnseenStateChangedDelegate__InventorySlotData
 CFUpdateHitsDataContainer
 CFUserActivityThe description of a user activity
 CFValueChangedDelegate__SettingObject_Bool
 CFValueChangedDelegate__SettingObject_Enum
 CFValueChangedDelegate__SettingObject_Float
 CFValueChangedDelegate__SettingObject_Int
 CFValueChangedDelegate__SettingObject_KeyMapping
 CFValueChangedDelegateBP__SettingObjectWidget_Bool
 CFValueChangedDelegateBP__SettingObjectWidget_Enum
 CFValueChangedDelegateBP__SettingObjectWidget_Float
 CFValueChangedDelegateBP__SettingObjectWidget_Int
 CFValueChangedDelegateBP__SettingObjectWidget_KeyMapping
 CFValueChangedDelegateBP__SettingsRowWidget
 CFValueChangedEventBP__IntegerPickerWidget
 CFVectorA point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h
 CFVector2DA vector in 2-D space composed of components (X, Y) with floating point precision. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector2D.h
 CFVector2fA vector in 2-D space composed of components (X, Y) with floating point precision. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector2D.h
 CFVector3dA point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h
 CFVector3fA point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h
 CFVector4A 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h
 CFVector4dA 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h
 CFVector4fA 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h
 CFVector_NetQuantizeFVector_NetQuantize
 CFVector_NetQuantize10FVector_NetQuantize10
 CFVector_NetQuantize100FVector_NetQuantize100
 CFVector_NetQuantizeNormalFVector_NetQuantizeNormal
 CFVectorAnimationAttribute
 CFVectorParameterValueEditable vector parameter
 CFVectorRK4SpringInterpolator
 CFVectorSpringState
 CFVelocityBlendS
 CFVersionedNiagaraEmitterDataStruct containing all of the data that can be different between different emitter versions
 CFVersionedNiagaraScriptDataStruct containing all of the data that can be different between different script versions
 CFVertexOffsetUsage
 CFViewItemWidget_MouseSettingsFViewItemWidget_MouseSettings
 CFViewportDisplayCallback
 CFViewTargetTransitionParamsA set of parameters to describe how to transition between view targets
 CFVirtualTextureSpacePoolConfigSettings for a single virtual texture physical pool
 CFVisualHitData
 CFVisualizeTargetingDelegate
 CFVoicelineAssignment
 CFVoicelineData
 CFVoiceSettings
 CFVoiceTypeSubsetReferences GenericVoicelines of a VoiceActor. Allows filtering to use only a specific subset of that voiceactor
 CFVOscillatorDefines FVector oscillation
 CFWaitAbilityActivateDelegate
 CFWaitAbilityCommitDelegate
 CFWaitAbilityEndDelegate
 CFWaitAttributeChangeDelegate
 CFWaitAttributeChangeRatioThresholdDelegate
 CFWaitAttributeChangeThresholdDelegate
 CFWaitCancelDelegate
 CFWaitConfirmCancelDelegate
 CFWaitDelayDelegate
 CFWaitDelayDelegateExtended
 CFWaitForAllPlayersToConfirmDelegate
 CFWaitGameplayEffectRemovedDelegate
 CFWaitGameplayEffectStackChangeDelegate
 CFWaitGameplayEventDelegate
 CFWaitGameplayTagCountDelegate
 CFWaitGameplayTagDelegate
 CFWaitGameplayTagQueryDelegate
 CFWaitOverlapDelegate
 CFWaitTargetDataDelegate
 CFWaitTargetDataUsingActorDelegate
 CFWaitVelocityChangeDelegate
 CFWalkableSlopeOverrideStruct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable
 CFWallWalkableFound
 CFWallWalkableNotFound
 CFWallWalkingJump
 CFWarpingVectorValueVector values which may be specified in a configured space
 CFWaterLevelChangedDelegate
 CFWaveOscillatorA wave oscillator for a single number
 CFWeatherChangedDelegate
 CFWeatherProbability
 CFWeatherRequirements
 CFWeatherSaveGame
 CFWeatherTransitionDelegate
 CFWeightedBlendable
 CFWeightedBlendablesFor easier detail customization, needed?
 CFWidgetAnimationDynamicEvent
 CFWidgetAnimationDynamicEvents
 CFWidgetAnimationResult
 CFWidgetChildRepresent a Widget present in the Tree Widget of the UserWidget
 CFWidgetEventFieldGeneric structure to notify when an event occurs
 CFWidgetNamedInputValue
 CFWidgetNavigationData
 CFWidgetSegmentValueOverride
 CFWidgetTransformDescribes the standard transformation of a widget
 CFWorldCondition_SmartObjectActorTagQueryWorld condition to match tags of the Smart Object's owning Actor (which must implement IGameplayTagAssetInterface or have an AbilitySystemComponent)
 CFWorldPartitionHLODDestructionTag
 CFWorldPartitionStreamingQuerySourceStructure containing all properties required to query a streaming state
 CFWorldPointConfig
 CFWorldPointSaveGameData
 CFWorldPointsSaveGameData
 CFWorldReticleParameters
 CImDrawList
 CTArray
 CTArrayConstIterator
 CTArrayIterator
 CTMap
 CTMapConstIterator
 CTMapIterator
 CTObjectPtr
 CTOptional
 CTSet
 CTSetConstIterator
 CTSetIterator
 CTSoftClassPtr
 CTSoftObjectPtr
 CTSubclassOf
 CTWeakObjectPtr
 CU2DAudioSubsystem
 CU3DDebugCharacterWidget
 CUAbilitiesGameplayEffectComponentGrants additional Gameplay Abilities to the Target of a Gameplay Effect while active
 CUAbilityAsyncAbilityAsync is a base class for ability-specific BlueprintAsyncActions. These are similar to ability tasks, but they can be executed from any blueprint like an actor and are not tied to a specific ability lifespan. By default these actions are only kept alive by the blueprint graph that spawns them and will eventually be destroyed if the graph instance is deleted or spawns a replacement. EndAction should be called when a one-time action has succeeded or failed, but for longer-lived actions with multiple triggers it can be called from blueprints
 CUAbilityAsync_WaitAttributeChanged
 CUAbilityAsync_WaitGameplayEffectAppliedThis action listens for specific gameplay effect applications based off specified tags. Effects themselves are not replicated; rather the tags they grant, the attributes they change, and the gameplay cues they emit are replicated. This will only listen for local server or predicted client effects
 CUAbilityAsync_WaitGameplayEvent
 CUAbilityAsync_WaitGameplayTag
 CUAbilityAsync_WaitGameplayTagAdded
 CUAbilityAsync_WaitGameplayTagCountChanged
 CUAbilityAsync_WaitGameplayTagQueryThis class defines an async node to wait on a gameplay tag query
 CUAbilityAsync_WaitGameplayTagRemoved
 CUAbilityAsyncMixinLibrary
 CUAbilitySystemBlueprintLibraryBlueprint library for ability system. Many of these functions are useful to call from native as well
 CUAbilitySystemCheatManagerExtensionCheats related to GAS
 CUAbilitySystemComponentThe core ActorComponent for interfacing with the GameplayAbilities System
 CUAbilitySystemComponentMixinLibrary
 CUAbilitySystemDebugHUDExtensionAn extension for the Ability System debug HUD Extensions should be used for displaying information on screen for each Ability System Actor
 CUAbilitySystemDebugHUDExtension_AttributesAbility System Debug HUD extension for drawing attributes of an actor
 CUAbilitySystemDebugHUDExtension_BlockedAbilityTagsAbility System Debug HUD extension for drawing all blocked ability tags on an actor
 CUAbilitySystemDebugHUDExtension_TagsAbility System Debug HUD extension for drawing all owned tags by an actor
 CUAbilitySystemGlobalsHolds global data for the ability system. Can be configured per project via config file
 CUAbilitySystemInterface
 CUAbilitySystemReplicationProxyInterface
 CUAbilitySystemTestAttributeSet
 CUAbilityTask
 CUAbilityTask_ActConversationTopic
 CUAbilityTask_AIScriptable AI Task, which can be used to let NPCs do multiple actions at the same time
 CUAbilityTask_AlignCharacterAtLocationMoves the avatar character so that it on the given location perfectly
 CUAbilityTask_AmbientConversation
 CUAbilityTask_ApplyRootMotion_BaseBase class for ability tasks that apply root motion
 CUAbilityTask_ApplyRootMotionConstantForceApplies force to character's movement
 CUAbilityTask_ApplyRootMotionJumpForceApplies force to character's movement
 CUAbilityTask_ApplyRootMotionMoveToActorForceApplies force to character's movement
 CUAbilityTask_ApplyRootMotionMoveToForceApplies force to character's movement
 CUAbilityTask_ApplyRootMotionRadialForceApplies force to character's movement
 CUAbilityTask_Archery_PrepareAimedShotLets the character start aiming (if it is not already) and tension the string to the specified ratio. Task ends once the wanted tension has been reached
 CUAbilityTask_Archery_Shoot
 CUAbilityTask_Attack
 CUAbilityTask_CameraFadeAbility task that fades the screen to black (or another color) and back. Activating this task will start a camera fade out (fade to black) effect. This task makes use of the APlayerCameraManager::SetManualCameraFade() and APlayerCameraManager::StopCameraFade() functions. This task will end after fading back in
 CUAbilityTask_CastSpell
 CUAbilityTask_ChangePathfollowSettingsTask pushes new FGothicPathfollowSetting to the stack of PathfollowingComponent and automatically pops it when task is ended. Be sure to end this task when you want to remove the given setting or use the timer version
 CUAbilityTask_CheckClimb
 CUAbilityTask_CheckWallWalking
 CUAbilityTask_CheckWaterLevel
 CUAbilityTask_ConsumeItemLet the character consume an item and wait for all animations to finish
 CUAbilityTask_CraftItems
 CUAbilityTask_CustomizeArmorWith
 CUAbilityTask_DirectMoveMoves the character towards target location in a straight line, using MovementComponent directly without pathfollowing. This task allows moving a character without interrupting an existing pathfollowing request and while pathfollowing is paused. As this by-passes the PathfollowingComponent, it cannot use some of it's features like avoidance, MoveFocus (you need to update controller rotation!)
 CUAbilityTask_Dodge
 CUAbilityTask_DrawWeapon
 CUAbilityTask_Eat
 CUAbilityTask_EndEquip
 CUAbilityTask_EndInteraction
 CUAbilityTask_EnterAimingStance
 CUAbilityTask_EnterBlockingStance
 CUAbilityTask_FlyingManager
 CUAbilityTask_FollowLets the Character follow to the given actor
 CUAbilityTask_GiveItem
 CUAbilityTask_GiveItemToLook
 CUAbilityTask_GotoInteractionSpotGoto an interaction spot, fails the task if someone else claims it
 CUAbilityTask_GotoPositionLets the Character walk to the given position
 CUAbilityTask_GotoPositionOutOfWay
 CUAbilityTask_GotoPreferredLocationLets the Character walk to the given position
 CUAbilityTask_GotoWaypointLets the Character walk to the given position
 CUAbilityTask_GuideToLocationLets the Character follow to the given actor
 CUAbilityTask_HandleSubdialog
 CUAbilityTask_Interact_Ladder
 CUAbilityTask_InteractionSpotTask that is executed on an interaction spot. Automatically claims and unclaims the spot for you
 CUAbilityTask_InteractionSpot_MontageTask done on an interaction spot that will play the given montage
 CUAbilityTask_InteractionSpot_Montage_SleepSpecial kind of UAbilityTask_InteractionSpot_Montage intended to work with UGameplayAbilitySleep
 CUAbilityTask_InteractiveTraversal
 CUAbilityTask_InteractWithLet's the Character claim an interaction spot and execute its action
 CUAbilityTask_JumpToWallClimbing
 CUAbilityTask_LaunchSpell
 CUAbilityTask_LeaveAimingStance
 CUAbilityTask_LeaveBlockingStance
 CUAbilityTask_LockPick
 CUAbilityTask_LootWorldContainer
 CUAbilityTask_MoveIntoPositionForInteraction
 CUAbilityTask_MoveRotateToLocationDEPRECATED: dont use in new code and best update the old one Moves and rotates/strafes to given transform while moving
 CUAbilityTask_MoveToLocationMove to a location, ignoring clipping, over a given length of time. Ends when the TargetLocation is reached. This will RESET your character's current movement mode! If you wish to maintain PHYS_Flying or PHYS_Custom, you must reset it on completion.!
 CUAbilityTask_NavigationRequestLets the Character walk to the given position
 CUAbilityTask_NavLinkJump
 CUAbilityTask_NetworkSyncPointTask for providing a generic sync point for client server (one can wait for a signal from the other)
 CUAbilityTask_ParkourAbilityTask used to for climbing up ledges or jump down form them or jumping over gaps
 CUAbilityTask_Parkour_ClimbUp
 CUAbilityTask_Parkour_DropDown
 CUAbilityTask_Parkour_Jump
 CUAbilityTask_ParkourActionPerforms a generic parkour action like jumping over a gap or pulling up on a ledge
 CUAbilityTask_ParryAndRiposte
 CUAbilityTask_PerformTargeting
 CUAbilityTask_PickUpDroppedItem
 CUAbilityTask_PickUpItem
 CUAbilityTask_PlayAnimAndWait
 CUAbilityTask_PlayLevelSequence
 CUAbilityTask_PlayMontage_Extended
 CUAbilityTask_PlayMontageAndWaitAbility task to simply play a montage. Many games will want to make a modified version of this task that looks for game-specific events
 CUAbilityTask_PlayMontageAndWait_MultipleAnimationsForDifferentAbilities
 CUAbilityTask_PlaySlowMo
 CUAbilityTask_PutAwayItemPuts an item from the hands back into the inventory
 CUAbilityTask_RepeatRepeat a task a certain number of times at a given interval
 CUAbilityTask_RidingCamTransition_MountAimed to do smooth camera transitions when mounting a creature
 CUAbilityTask_Roll
 CUAbilityTask_SayVoiceline
 CUAbilityTask_ServerWaitForClientTargetData
 CUAbilityTask_SmoothPositionToSaddle
 CUAbilityTask_SmoothUnmounting
 CUAbilityTask_SpawnActorConvenience task for spawning actors on the network authority. If not the net authority, we will not spawn and Success will not be called. The nice thing this adds is the ability to modify expose on spawn properties while also implicitly checking network role before spawning
 CUAbilityTask_Speak
 CUAbilityTask_StandUp
 CUAbilityTask_StartAbilityStateAn ability state is simply an ability task that provides a way to handle the ability being interrupted. You can use ability states to do state-specific cleanup if the ability ends or was interrupted at a certain point during it's execution
 CUAbilityTask_StateBasedAction
 CUAbilityTask_StateBasedAnimation
 CUAbilityTask_StateBasedInputAction
 CUAbilityTask_SwapWeaponFromInventoryToAnother
 CUAbilityTask_SwimHelper task for UGameplayAbilitySwim. Handles enabling/disabling buoyancy from the current swim type (normal, diving) Automatically moves the player up towards the surface if need be
 CUAbilityTask_TakeOutItem
 CUAbilityTask_TaskSequenceExecute the given tasks in a sequence
 CUAbilityTask_Taunt
 CUAbilityTask_TradeWithTrade with an NPC and wait until trading UI is closed
 CUAbilityTask_TrasnsformCameraTransition
 CUAbilityTask_TraverseNavLinkNavigation using a GothicNavLinkCustomComponent (aka Gothic-SmartLink) is an AbilityTask, for it ensures automatic ending
 CUAbilityTask_TriggerWallClimbTask used to trigger WallClimbing. Is kept alive while the character has WallClimbing state tag
 CUAbilityTask_TurnToTurns a character in place to face the given direction
 CUAbilityTask_UndrawWeapon
 CUAbilityTask_UpdateAttackAxis
 CUAbilityTask_UpdateAttackMagnet
 CUAbilityTask_UpdateAttackMotionBase
 CUAbilityTask_UpdateAttackMotionWarping
 CUAbilityTask_UpdateAttackOrientation
 CUAbilityTask_UpdateChargeAttackHelps at aiming when performing a charge. Looks for targets and runs towards them depending on our input. Heavy dependent on how the charge notify is set
 CUAbilityTask_UpdateClimb
 CUAbilityTask_UpdateDiggingAttack
 CUAbilityTask_UpdateFishingBait
 CUAbilityTask_UpdateFlyingAttackMagnet
 CUAbilityTask_UpdateHits
 CUAbilityTask_UpdatePOI
 CUAbilityTask_UpdateRiposteMagnet
 CUAbilityTask_UpdateRotation
 CUAbilityTask_UpdateRotationToTarget
 CUAbilityTask_UpdateRotationToTargetCharge
 CUAbilityTask_UpdateRotationToTargetDodge
 CUAbilityTask_UpdateRotationToTargetMeleeMagnet
 CUAbilityTask_UpdateRotationToTargetWithDirection
 CUAbilityTask_UpdateTarget
 CUAbilityTask_UpdateTraverse
 CUAbilityTask_UpdateWallClimbing
 CUAbilityTask_UpdateWallClimbingNavLinkTask used to update WallClimbing as NPCs, using a Spline to sample the current climb direction from
 CUAbilityTask_UpdateWaterWeapon
 CUAbilityTask_VisualizeTargeting
 CUAbilityTask_WaitAbilityActivateWaits for the actor to activate another ability
 CUAbilityTask_WaitAbilityCommitWaits for the actor to activate another ability
 CUAbilityTask_WaitAbilityEndWaits for the actor to end another ability
 CUAbilityTask_WaitAttributeChangeWaits for the actor to activate another ability
 CUAbilityTask_WaitAttributeChangeRatioThresholdWaits for the ratio between two attributes to match a threshold
 CUAbilityTask_WaitAttributeChangeThresholdWaits for an attribute to match a threshold
 CUAbilityTask_WaitCancel
 CUAbilityTask_WaitConfirm
 CUAbilityTask_WaitConfirmCancelFixme: this name is conflicting with AbilityTask_WaitConfirm UAbilityTask_WaitConfirmCancel = Wait for Targeting confirm/cancel UAbilityTask_WaitConfirm = Wait for server to confirm ability activation
 CUAbilityTask_WaitDelay
 CUAbilityTask_WaitDelay_Extended
 CUAbilityTask_WaitForAllPlayersToConfirmAbility task that waits for all the players to confirm sleep. This ability must run on the server
 CUAbilityTask_WaitForTagToBeRemoved
 CUAbilityTask_WaitGameplayEffectApplied
 CUAbilityTask_WaitGameplayEffectApplied_Self
 CUAbilityTask_WaitGameplayEffectApplied_Target
 CUAbilityTask_WaitGameplayEffectBlockedImmunity
 CUAbilityTask_WaitGameplayEffectRemovedWaits for the actor to activate another ability
 CUAbilityTask_WaitGameplayEffectStackChangeWaits for the actor to activate another ability
 CUAbilityTask_WaitGameplayEvent
 CUAbilityTask_WaitGameplayTag
 CUAbilityTask_WaitGameplayTagAdded
 CUAbilityTask_WaitGameplayTagCountChanged
 CUAbilityTask_WaitGameplayTagQueryThis class defines a node to wait on a gameplay tag query
 CUAbilityTask_WaitGameplayTagRemoved
 CUAbilityTask_WaitInputPressWaits until the input is pressed from activating an ability. This should be true immediately upon starting the ability, since the key was pressed to activate it. We expect server to execute this task in parallel and keep its own time. We do not keep track of
 CUAbilityTask_WaitInputReleaseWaits until the input is released from activating an ability. Clients will replicate a 'release input' event to the server, but not the exact time it was held locally. We expect server to execute this task in parallel and keep its own time
 CUAbilityTask_WaitMovementModeChange
 CUAbilityTask_WaitOverlapFixme: this is still incomplete and probablyh not what most games want for melee systems. -Only actually activates on Blocking hits -Uses first PrimitiveComponent instead of being able to specify arbitrary component
 CUAbilityTask_WaitPressAxis
 CUAbilityTask_WaitPressInput
 CUAbilityTask_WaitSeconds
 CUAbilityTask_WaitTargetDataWait for targeting actor (spawned from parameter) to provide data. Can be set not to end upon outputting data. Can be ended by task name
 CUAbilityTask_WaitTargetDataUsingActorWaits for TargetData from an already spawned TargetActor and does NOT destroy it when it receives data
 CUAbilityTask_WaitUntilCanMoveWaits until the Avatar is able to take movement commands again (State.LockMovement)
 CUAbilityTask_WaitUntilLookForward
 CUAbilityTask_WaitUntilNoLongerBlocked
 CUAbilityTask_WaitVelocityChange
 CUAbilityTask_WallWalkingJump
 CUAbilityTask_WarpTransform
 CUAbilityTaskBase
 CUAbilityTaskCoroutineAbility Task allowing to be scripted like a Coroutine from Angelscript
 CUAbilityTaskGenericAbility Task with generic Delegates for success, failure, cancel
 CUAbilityTimeSkippable
 CUAchievementsHelper
 CUActionKeywords
 CUActionKeywords_Consume
 CUActivableActor
 CUActivePersonalRelationshipModifierKind of personal relationship modifier that you can add to a specific character, allowing to store data and be more dynamic
 CUActivePersonalRelationshipModifier_SingleCharacterActive PersonalRelationship Modifier that is about a single character
 CUActiveSoundUpdateInterface
 CUActorChannelA channel for exchanging actor and its subobject's properties and RPCs
 CUActorComponentActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents
 CUActorContainerActor container class used to duplicate actors during cells streaming in PIE
 CUActorDescContainer
 CUActorDescContainerInstance
 CUActorDescContainerSubsystem
 CUActorElementAssetDataInterface
 CUActorElementCounterInterface
 CUActorElementHierarchyInterface
 CUActorElementObjectInterface
 CUActorElementSelectionInterface
 CUActorElementWorldInterface
 CUActorFolder
 CUActorInstanceManagerInterface
 CUActorPartitionSubsystemUActorPartitionSubsystem
 CUActorReplicationBridge
 CUActorSoundParameterInterface
 CUActorTextureStreamingBuildDataComponent
 CUActorUtils
 CUAdditionalEffectsGameplayEffectComponentAdd additional Gameplay Effects that attempt to activate under certain conditions (or no conditions)
 CUAddsStaticInteractionSpots
 CUAIAgentBlueprintUtils
 CUAIAgentConfig
 CUAIAgentConfig_Navigation
 CUAIAssessmentResponseModuleContains one or more rules on what to do when some event was assessed
 CUAIAsyncTaskBlueprintProxy
 CUAIBlueprintHelperLibrary
 CUAICombatTargetScoringEntry
 CUAICombatTargetScoringEntryManager
 CUAIDataProvider
 CUAIDataProvider_QueryParamsAIDataProvider_QueryParams is used with environment queries
 CUAIDataProvider_Random
 CUAIEventResponse
 CUAIGASLibrary
 CUAIGothicCharacterMixins
 CUAIGothicCharacterStateMixins
 CUAIGroup_Combat_Base
 CUAIHotSpotManager
 CUAIItemActionScoringEntry
 CUAIItemActionScoringEntryManager
 CUAimOffsetBlendSpaceAn Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon
 CUAimOffsetBlendSpace1DAn Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon
 CUAIPerceptionComponentAIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched)
 CUAIPerceptionListenerInterface
 CUAIPerceptionStimuliSourceComponentGives owning actor a way to auto-register as perception system's sense stimuli source
 CUAIPerceptionSystemBy design checks perception between hostile teams
 CUAirConfigThis class is Angel Scriptable only
 CUAIResource_Logic
 CUAIResource_Movement
 CUAIResourceInterface
 CUAIScriptLibrary
 CUAISense
 CUAISense_Blueprint
 CUAISense_Damage
 CUAISense_Hearing
 CUAISense_Prediction
 CUAISense_Sight
 CUAISense_Team
 CUAISense_Touch
 CUAISenseBlueprintListener
 CUAISenseConfig
 CUAISenseConfig_Blueprint
 CUAISenseConfig_Damage
 CUAISenseConfig_Hearing
 CUAISenseConfig_Prediction
 CUAISenseConfig_Sight
 CUAISenseConfig_Team
 CUAISenseConfig_Touch
 CUAISenseEvent
 CUAISenseEvent_Damage
 CUAISenseEvent_Hearing
 CUAISightTargetInterface
 CUAIState_DailyRoutineBase-task for the daily routines the characters are supposed to have. The AI switches to Daily Routines, if there are no other things to do right now
 CUAIState_DailyRoutine_RandomInteractionsBase AIState that executes random interactions. Handles timeskipping Implement StartNextInteraction(), GetNextSpotForSimulation(), GatherAllPotentialInteractionSpots()
 CUAIState_RandomInteractions_ChainedSpotsAIState that executes random interactions on specific spots. The spots are visited in the order that the user provides. Upon reaching the final spot, the character can loop the spot list or visit the spots in reversed order. Useful for patrolling behaviour
 CUAIState_RandomInteractions_RandomSpotsAIState that executes random interactions on random spots near the preferred location. Spots and interactions are selected based on chance and if the spot supports the interaction. Useful to imitate natural, random behaviour in a specific area and roaming behaviour
 CUAIState_SelfConversationAmbient self conversation. Meant to be used in paralell with other states, so that characters can say something without interrupting their interactions
 CUAISubsystemA class representing a common interface and behavior for AI subsystems
 CUAISystem
 CUAISystemBase
 CUAITask
 CUAITask_LockLogicLocks AI logic until removed by external trigger
 CUAITask_MoveTo
 CUAITask_RunEQS
 CUAIValueSetLets you store variables across AI states
 CUAIWorldEventWorld-wide AI event. (e.g. Concert at Old Camp Market)
 CUAIWorldEventExplicitWorld-wide AI event that needs to be explicitly activated via gameplay code
 CUAIWorldEventSubsystem
 CUAIWorldEventTimeBasedWorld-wide AI event that auto-activates on specific days
 CUAlkButtonBoxWidgetUAlkButtonBoxWidget
 CUAlkFilterCategoryUAlkFilterCategory
 CUAlkFilterWidgetUAlkFilterWidget
 CUAlkFilterWidgetFilterUAlkFilterWidgetFilter
 CUAlkimiaAudioSnapshotSubsystem
 CUAlkListViewUAlkListView
 CUAlkRichTextBlockUAlkRichTextBlock
 CUAlkSimpleListViewWidgetUAlkSimpleListViewWidget
 CUAlkUserWidgetUAlkUserWidget
 CUAlkVerticalBoxUAlkVerticalBox
 CUAlkVerticalBoxSlotUAlkVerticalBoxSlot
 CUAlkViewItem
 CUAmbientAnimInstance
 CUAmbientLife
 CUAmbientLifeConfig
 CUAmbientPerceptionComponent
 CUAnalogSliderA simple widget that shows a sliding bar with a handle that allows you to control the value in a user define range (between 0..1 by default)
 CUAnalysisPropertiesThe base class for properties to be used in analysis. Engine will inherit from this to define structures used for the functions it supports. User-defined functions will likely need their own analysis structures inheriting from this too
 CUAngelscriptAbilityAsyncLibrary
 CUAngelscriptAbilitySystemComponent
 CUAngelscriptAbilityTask
 CUAngelscriptAbilityTaskLibrary
 CUAngelscriptActorLibrary
 CUAngelscriptAllScriptRootsCommandlet
 CUAngelscriptAssetCookSettings
 CUAngelscriptAttributeChangedDataMixinLibrary
 CUAngelscriptAttributeSet
 CUAngelscriptComponentLibrary
 CUAngelscriptFQuat4fLibrary
 CUAngelscriptFQuatLibrary
 CUAngelscriptFRotator3fLibrary
 CUAngelscriptFRotatorLibrary
 CUAngelscriptFTransform3fLibrary
 CUAngelscriptFTransformLibrary
 CUAngelscriptFVector3fMixinLibrary
 CUAngelscriptFVectorMixinLibrary
 CUAngelscriptGameplayAttributeDataMixinLibrary
 CUAngelscriptGameplayCueUtils
 CUAngelscriptGameplayEffectUtils
 CUAngelscriptGASAbility
 CUAngelscriptHitResultLibrary
 CUAngelscriptMathLibrary
 CUAngelscriptScriptLibrary
 CUAngelscriptSettings
 CUAngelscriptTestCommandlet
 CUAngelscriptTestSettings
 CUAngelscriptTestUserSettings
 CUAngelscriptWidgetMixinLibrary
 CUAngelscriptWorldLibrary
 CUAnimatedBookSubsystemSimple world subsystem for quickly retrieving the book capture actor
 CUAnimatedBookUIWidgetBase C++ class for W_AnimatedBookUI
 CUAnimatedSparseVolumeTextureRepresents a streamable SparseVolumeTexture with one or more frames. Use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() to bind extract a particular frame to be used for rendering
 CUAnimatedSparseVolumeTextureControllerUtility (blueprint) class for controlling SparseVolumeTexture playback
 CUAnimationAsset
 CUAnimationAssetExtensions
 CUAnimationAttributeIdentifierExtensionsScript-exposed functionality for wrapping native functionality and constructing valid FAnimationAttributeIdentifier instances
 CUAnimationCurveIdentifierExtensionsScript-exposed functionality for wrapping native functionality and constructing valid FAnimationCurveIdentifier instances
 CUAnimationDataController
 CUAnimationDataModel
 CUAnimationDataModelNotifiesExtensions
 CUAnimationDataSourceRegistry
 CUAnimationSettingsDefault animation settings
 CUAnimationStateMachineLibraryExposes operations to be performed on anim state machine node contexts
 CUAnimationWarpingLibraryExposes operations related to Animation Warping
 CUAnimBlueprintAn Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. It can perform blending of animations, directly control the bones of the skeleton, and output a final pose for a Skeletal Mesh each frame
 CUAnimBlueprintClassSubsystem_PropertyAccessDummy class to prevent warnings on load of older subsystem implementation
 CUAnimBlueprintGeneratedClass
 CUAnimBlueprintGeneratedStructStruct type generated by the anim BP compiler. Used for sparse class data and mutable data area. Only really needed to hide the struct from the content browser (via IsAsset override)
 CUAnimBoneCompressionCodecBase class for all bone compression codecs
 CUAnimBoneCompressionSettingsThis object is used to wrap a bone compression codec. It allows a clean integration in the editor by avoiding the need to create asset types and factory wrappers for every codec
 CUAnimClassInterface
 CUAnimCompositeAnimation Composites serve as a way to combine multiple animations together and treat them as a single unit
 CUAnimCompositeBase
 CUAnimCompress
 CUAnimCompress_BitwiseCompressOnly
 CUAnimCompress_LeastDestructive
 CUAnimCompress_PerTrackCompression
 CUAnimCompress_RemoveEverySecondKey
 CUAnimCompress_RemoveLinearKeys
 CUAnimCompress_RemoveTrivialKeys
 CUAnimConfig
 CUAnimCurveCompressionCodecBase class for all curve compression codecs
 CUAnimCurveCompressionCodec_CompressedRichCurve
 CUAnimCurveCompressionCodec_UniformIndexable
 CUAnimCurveCompressionCodec_UniformlySampled
 CUAnimCurveCompressionSettingsThis object is used to wrap a curve compression codec. It allows a clean integration in the editor by avoiding the need to create asset types and factory wrappers for every codec
 CUAnimCurveMetaDataAsset user data used to supply curve meta data for specific assets
 CUAnimDataModelThe Model represents the source data for animations. It contains both bone animation data as well as animated curves. They are currently only a sub-object of a AnimSequenceBase instance. The instance derives all runtime data from the source data
 CUAnimExecutionContextLibraryExposes operations to be performed on anim node contexts
 CUAnimInstance
 CUAnimInstance_AmbientLife
 CUAnimInstanceLayerFishingRod
 CUAnimLayerInterface
 CUAnimMetaData
 CUAnimMontageAny property you're adding to AnimMontage and parent class has to be considered for Child Asset
 CUAnimMontageFunctionLibrary
 CUAnimNodeRigidBodyLibraryExposes operations to be performed on a rigid body anim node
 CUAnimNotify
 CUAnimNotify_ArrowToBowOrCrossbow
 CUAnimNotify_AttachAmmo
 CUAnimNotify_AttachItemToCarry
 CUAnimNotify_AttachWeapon
 CUAnimNotify_Base
 CUAnimNotify_Block
 CUAnimNotify_BreakLockPick
 CUAnimNotify_CallMount
 CUAnimNotify_CameraShake
 CUAnimNotify_CancelAbility
 CUAnimNotify_CastAnimationMontageSetPlayRate
 CUAnimNotify_ChangeMaterial
 CUAnimNotify_ChangePose
 CUAnimNotify_DeattachAmmo
 CUAnimNotify_DeattachWeapon
 CUAnimNotify_DetachItemToCarry
 CUAnimNotify_DropWeapon
 CUAnimNotify_EjectRider
 CUAnimNotify_EndCastSpell
 CUAnimNotify_ExecuteCue
 CUAnimNotify_FireSpellProjectile
 CUAnimNotify_FreezeFrame
 CUAnimNotify_GameplayCueUAnimNotify_GameplayCue
 CUAnimNotify_GameplayCueEvent
 CUAnimNotify_GameplayCueStateUAnimNotify_GameplayCueState
 CUAnimNotify_GameplayMessage
 CUAnimNotify_GameplayTagEvent
 CUAnimNotify_HandToQuiver
 CUAnimNotify_InsertLockPick
 CUAnimNotify_Interact
 CUAnimNotify_InteractProp_Hidden
 CUAnimNotify_InteractProp_Spawn
 CUAnimNotify_InteractProp_UnSpawn
 CUAnimNotify_Invisible
 CUAnimNotify_ItemPickupComplete
 CUAnimNotify_Jump
 CUAnimNotify_KnockbackFinish
 CUAnimNotify_LaunchSpell
 CUAnimNotify_MoveFromBoneToBone
 CUAnimNotify_NPCLoot
 CUAnimNotify_PauseClothingSimulation
 CUAnimNotify_PlayCustomFX
 CUAnimNotify_PlayCustomFXByActorTag
 CUAnimNotify_PlayCustomLoopingFX
 CUAnimNotify_PlayFX
 CUAnimNotify_PlayLoopingFX
 CUAnimNotify_PlayMontage
 CUAnimNotify_PlayMontageNotifyUAnimNotify_PlayMontageNotify
 CUAnimNotify_PlayMontageNotifyWindowUAnimNotify_PlayMontageNotifyWindow
 CUAnimNotify_PlayNiagaraEffectByTag
 CUAnimNotify_PlayParticleEffect
 CUAnimNotify_PlaySound
 CUAnimNotify_Ragdoll
 CUAnimNotify_ReactableAttackPerception
 CUAnimNotify_RecoverRune
 CUAnimNotify_ReleaseBowString
 CUAnimNotify_RemoveLockPick
 CUAnimNotify_RemoveTag
 CUAnimNotify_ReorientToTarget
 CUAnimNotify_ResetClothingSimulation
 CUAnimNotify_ResetDynamics
 CUAnimNotify_ResetPivot
 CUAnimNotify_ResumeClothingSimulation
 CUAnimNotify_RiposteDamage
 CUAnimNotify_Rumble
 CUAnimNotify_SaveFloat
 CUAnimNotify_SayVoiceline
 CUAnimNotify_SendGlobalEvent
 CUAnimNotify_SetCinematicCamera
 CUAnimNotify_SetCombatStance
 CUAnimNotify_SetMovementMode
 CUAnimNotify_SetMovementState
 CUAnimNotify_Shoot
 CUAnimNotify_ShootBait
 CUAnimNotify_Slime
 CUAnimNotify_SpawnActor
 CUAnimNotify_SpawnItem
 CUAnimNotify_Stance
 CUAnimNotify_StopFX
 CUAnimNotify_SwimType
 CUAnimNotify_ThrowRuneScroll
 CUAnimNotify_TransferItem
 CUAnimNotify_TransformSpellItemVisual
 CUAnimNotify_UnAttach_Weapon
 CUAnimNotify_WallclimbingFall
 CUAnimNotifyLibraryA library of commonly used functionality for Notifies, exposed to blueprint
 CUAnimNotifyMirrorInspectionLibraryA library of commonly used functionality for Notifies related to mirroring, exposed to blueprint
 CUAnimNotifyState
 CUAnimNotifyState_AmbientAnimationPropAttaches a static mesh to a socket while active. Only to be used for ambient animations, it's purely visual
 CUAnimNotifyState_ArcheryQuickReleaseBowString
 CUAnimNotifyState_Base
 CUAnimNotifyState_Block
 CUAnimNotifyState_BufferActions_Gamepad
 CUAnimNotifyState_BufferActions_Mouse
 CUAnimNotifyState_CancelComboWindow
 CUAnimNotifyState_CanReorient@jmarin: To be deprecated/deleted?
 CUAnimNotifyState_CanRoll
 CUAnimNotifyState_CantFollow
 CUAnimNotifyState_Charge
 CUAnimNotifyState_CollResp
 CUAnimNotifyState_Combo
 CUAnimNotifyState_Damage
 CUAnimNotifyState_Deflectable
 CUAnimNotifyState_DisableCapsule
 CUAnimNotifyState_DisableRootMotion
 CUAnimNotifyState_DisableSubcapsule
 CUAnimNotifyState_DodgeAndBlockWindow
  • Allows to dodge and block while some abilities that block them are active
 CUAnimNotifyState_EarlyBlendout
 CUAnimNotifyState_ExagerateHitAnims
 CUAnimNotifyState_ExecutionMagnet
 CUAnimNotifyState_FlyingMagnet
 CUAnimNotifyState_GothicDisableRootMotion
 CUAnimNotifyState_Invencibility
 CUAnimNotifyState_Invulnerable
 CUAnimNotifyState_LimitLedgeFalling
 CUAnimNotifyState_MagnetBase
 CUAnimNotifyState_ManuallyReorient
 CUAnimNotifyState_ManuallyReorientBack
 CUAnimNotifyState_ManuallyReorientLeft
 CUAnimNotifyState_ManuallyReorientRight
 CUAnimNotifyState_MeleeAttackMotionWarping
 CUAnimNotifyState_MeleeMagnet@jmarin: To be deprecated. We'll use UAnimNotifyState_MeleeAttackMotion
 CUAnimNotifyState_ModifyPlayRate
 CUAnimNotifyState_MotionWarpingAnimNotifyState used to define a motion warping window in the animation
 CUAnimNotifyState_MovementAction
 CUAnimNotifyState_MoveToFirstPoint
 CUAnimNotifyState_OverrideRotationWithMovementRotation
 CUAnimNotifyState_Parry
 CUAnimNotifyState_ParryB
 CUAnimNotifyState_PlayCue
 CUAnimNotifyState_Reorient
 CUAnimNotifyState_ReorientAttack
 CUAnimNotifyState_ReorientBack
 CUAnimNotifyState_ReorientPivotRotation
 CUAnimNotifyState_ReorientToTarget_Custom
 CUAnimNotifyState_ResetStates
 CUAnimNotifyState_RiposteMagnet
 CUAnimNotifyState_RootMotionMultiplier
 CUAnimNotifyState_SetRootMotionScale
 CUAnimNotifyState_SetTagState
 CUAnimNotifyState_Shrink
 CUAnimNotifyState_SitOnSaddle
 CUAnimNotifyState_SmoothUnmounting
 CUAnimNotifyState_SuperArmorMultiplier
 CUAnimNotifyState_TimedParticleEffectTimed 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
 CUAnimNotifyState_Trail
 CUAnimNotifyState_TransformScrollWindow
 CUAnimNotifyState_UseFov
 CUAnimNotifyStateMachineInspectionLibraryA library of commonly used functionality for Notifies related to state machines, exposed to blueprint
 CUAnimSequence
 CUAnimSequenceBase
 CUAnimSequenceLevelSequenceLinkLink To Level Sequence That may be driving the anim sequence
 CUAnimSequencerInstance
 CUAnimSet
 CUAnimSingleNodeInstance
 CUAnimStateMachineTypes
 CUAnimStreamable
 CUApplicationLifecycleComponentComponent to handle receiving notifications from the OS about application state (activated, suspended, termination, etc)
 CUArcheryComponent
 CUAreaContainerDetector
 CUAreaTagRegionTraitMarks the enclosed area to belong to a certain AreaTag. (Used for ownership and crime detection)
 CUArmorCustomizationUCraftingMain
 CUArmorCustomization_MainUCraftingMain
 CUArmorCustomizationSlotDataUArmorCustomizationSlotData
 CUArmorDefinition
 CUArmorUpgradeDefinition
 CUArmorVisualsDefinition
 CUArrayCameraNodeA camera node that runs a list of other camera nodes
 CUArrayProperty
 CUArrowComponentA simple arrow rendered using lines. Useful for indicating which way an object is facing
 CUArrowsStuckComponent
 CUASClass
 CUASFunction
 CUASFunction_ByteArg
 CUASFunction_ByteArg_JIT
 CUASFunction_ByteReturn
 CUASFunction_ByteReturn_JIT
 CUASFunction_DoubleArg
 CUASFunction_DoubleArg_JIT
 CUASFunction_DoubleReturn
 CUASFunction_DoubleReturn_JIT
 CUASFunction_DWordArg
 CUASFunction_DWordArg_JIT
 CUASFunction_DWordReturn
 CUASFunction_DWordReturn_JIT
 CUASFunction_FloatArg
 CUASFunction_FloatArg_JIT
 CUASFunction_FloatExtendedToDoubleArg
 CUASFunction_FloatExtendedToDoubleArg_JIT
 CUASFunction_FloatExtendedToDoubleReturn
 CUASFunction_FloatExtendedToDoubleReturn_JIT
 CUASFunction_FloatReturn
 CUASFunction_FloatReturn_JIT
 CUASFunction_JIT
 CUASFunction_NoParams
 CUASFunction_NoParams_JIT
 CUASFunction_NotThreadSafe
 CUASFunction_NotThreadSafe_JIT
 CUASFunction_ObjectReturn
 CUASFunction_ObjectReturn_JIT
 CUASFunction_QWordArg
 CUASFunction_QWordArg_JIT
 CUASFunction_ReferenceArg
 CUASFunction_ReferenceArg_JIT
 CUAssetExportTaskContains data for a group of assets to export
 CUAssetImportDataTodo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array?
 CUAssetManagerA singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference
 CUAssetManagerMixinLibrary
 CUAssetManagerSettingsSettings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types
 CUAssetMappingTableUAssetMappingTable : that has AssetMappingTableging data
 CUAssetRegistryTagProviderInterface
 CUAssetTagsGameplayEffectComponentThese are tags that the Gameplay Effect Asset itself 'has' (owns). These do not transfer to any Actors
 CUAssetUserDataObject that can be subclassed to store custom data on Unreal asset objects
 CUASStruct
 CUAsyncAction_ListenForGameplayMessage
 CUAsyncAction_PerformTargeting@class UAsyncAction_PerformTargeting
 CUAsyncActionChangePrimaryAssetBundles
 CUAsyncActionHandleSaveGameAsync action to handle async load/save of a USaveGame. This can be subclassed by a specific game
 CUAsyncActionLoadPrimaryAsset
 CUAsyncActionLoadPrimaryAssetBaseBase class of all asset manager load calls
 CUAsyncActionLoadPrimaryAssetClass
 CUAsyncActionLoadPrimaryAssetClassList
 CUAsyncActionLoadPrimaryAssetList
 CUAsyncLoadingTests_ConvertFromType_V1
 CUAsyncLoadingTests_ConvertFromType_V2
 CUAsyncLoadingTests_Shared
 CUAsyncNiagaraCaptureSimCache
 CUAsyncPhysicsDataThe base class for async physics data. Inherit from this to create custom data for async physics tick. When no data is available (say due to massive latency or packet loss) we fall back on the default constructed data. This means you should set the default values to something equivalent to no input (for example bPlayerWantsToJump should probably default to false)
 CUAsyncPhysicsInputComponent
 CUAsyncTaskDownloadImage
 CUAtmosphericFogComponentUsed to create fogging effects such as clouds
 CUAttackCapsuleLoopConfig
 CUAttackConeLoopConfig
 CUAttackConfig
 CUAttackLoopConfig
 CUAttackMeleeConfig
 CUAttackMeleeLadderConfig
 CUAttackPoseDirectionConfig
 CUAttackRiposteConfig
 CUAttackSpawnActorConfig
 CUAttackThrowConfig
 CUAttributeSetDefines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes
 CUAttributeSet_Alcohol
 CUAttributeSet_Armor
 CUAttributeSet_Dexterity
 CUAttributeSet_Health
 CUAttributeSet_LevelProgression
 CUAttributeSet_LockpickingLockpicking attributes
 CUAttributeSet_Mana
 CUAttributeSet_Movement
 CUAttributeSet_Oxygen
 CUAttributeSet_Pickpocketing
 CUAttributeSet_SleepHandles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes
 CUAttributeSet_Strength
 CUAttributeSet_Swampweed
 CUAttributeSetBase
 CUAttributeSetChangeListenerComponent
 CUAttributeSetProgressBarThe progress bar logic for an attribute set
 CUAudioBusAn audio bus is an object which represents an audio patch cord. Audio can be sent to it. It can be sonified using USoundSourceBuses. Instances of the audio bus are created in the audio engine
 CUAudioComponentAudioComponent is used to play a Sound
 CUAudioEngineSubsystemUAudioEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the audio device
 CUAudioEnvironmentRegionTrait
 CUAudioPanelWidgetInterface
 CUAudioParameterConversionStatics
 CUAudioRegionTrait
 CUAudioSettingsAudio settings
 CUAudioSnapshotRegion
 CUAudioSnapshotSettings
 CUAudioSubsystemCollectionRootUAudioSubsystemCollectionRoot Root UObject used to anchor UAudioEngineSubsystems to the FAudioDevice
 CUAudioWidgetSubsystem
 CUAutoDestroySubsystemThe Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. This ensures that even actors who do not have Tick enabled get properly destroyed, as well as decouple this behavior from AActor::Tick
 CUAutomatedTestLibrary
 CUAutomationTestSettingsImplements the Editor's user settings
 CUAvoidanceManager
 CUBackgroundBlurA background blur is a container widget that can contain one child widget, providing an opportunity to surround it with adjustable padding and apply a post-process Gaussian blur to all content beneath the widget
 CUBackgroundBlurSlotThe Slot for the UBackgroundBlurSlot, contains the widget displayed in a BackgroundBlur's single slot
 CUBaitDefinition
 CUBarrierCharacterHandler
 CUBarrierCharacterState
 CUBarrierCharacterStateDomeProximity
 CUBarrierCharacterStateWithEffect
 CUBarrierCharacterStateWithSound
 CUBarrierEffectHandler
 CUBaseGothicAnimInstance
 CUBaseStatsConfig
 CUBehaviorModuleComponent
 CUBehaviorModuleOwner
 CUBehaviorTree
 CUBehaviorTreeComponent
 CUBehaviorTreeManager
 CUBehaviorTreeTypes
 CUBillboardComponentA 2d texture that will be rendered always facing the camera
 CUBiomeWeatherProbabilitiesDataTable
 CUBipedIKAnimInstance
 CUBipedIKConfig
 CUBipedLocomotionAnimInstance
 CUBipedMagicAnimInstance
 CUBipedMeleeCombatAnimInstance
 CUBipedRangedCombatAnimInstance
 CUBipedRidingAnimInstance
 CUBlackboardAssetProvider
 CUBlackboardComponent
 CUBlackboardData
 CUBlackboardKeyType
 CUBlackboardKeyType_Bool
 CUBlackboardKeyType_Class
 CUBlackboardKeyType_Enum
 CUBlackboardKeyType_Float
 CUBlackboardKeyType_Int
 CUBlackboardKeyType_Name
 CUBlackboardKeyType_NativeEnumDEPRECATED, please use UBlackboardKeyType_Enum instead
 CUBlackboardKeyType_Object
 CUBlackboardKeyType_Rotator
 CUBlackboardKeyType_SOClaimHandleBlackboard key type that holds a SmartObject claim handle
 CUBlackboardKeyType_String
 CUBlackboardKeyType_Vector
 CUBlendableInterface
 CUBlendCameraNodeBase class for blend camera nodes
 CUBlendListBaseLibraryExposes operations to be performed on anim state machine node contexts
 CUBlendProfileA 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. The scales are applied to the normal weight for that bone
 CUBlendSpaceAllows multiple animations to be blended between based on input parameters
 CUBlendSpace1DAllows multiple animations to be blended between based on input parameters
 CUBlendSpaceLibraryExposes operations to be performed on a blend space anim node
 CUBlendSpacePlayerLibraryExposes operations to be performed on a blend space player anim node
 CUBlendStackCameraNodeA blend stack implemented as a camera node
 CUBlendStackRootCameraNodeRoot camera node for running a camera mode in a blend stack. This camera node wraps both the camera mode's root node, and the blend node used to blend it
 CUBlockAbilitiesRegionTrait
 CUBlockAbilityTagsGameplayEffectComponentHandles blocking the activation of Gameplay Abilities based on Gameplay Tags for the Target actor of the owner Gameplay Effect
 CUBloodCharacterConfig
 CUBloodPuzzleSwitchBase_Component
 CUBlueprintBlueprints 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
 CUBlueprintAsyncActionBaseBlueprintCallable factory functions for classes which inherit from UBlueprintAsyncActionBase will have a special blueprint node created for it: UK2Node_AsyncAction You can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode"
 CUBlueprintCore
 CUBlueprintExtensionPer-instance extension object that can be added to UBlueprint::Extensions in order to augment built-in blueprint functionality Ideally this would be an editor-only class, but such classes are not permitted within Engine modules (even inside WITH_EDITORONLY_DATA blocks)
 CUBlueprintFunctionLibraryThis class is a base class for any function libraries exposed to blueprints. Methods in subclasses are expected to be static, and no methods should be added to this base class
 CUBlueprintGameplayTagLibrary
 CUBlueprintGeneratedClass
 CUBlueprintMapLibrary
 CUBlueprintPathsLibraryFunction library to expose FPaths to Blueprints and Python
 CUBlueprintPlatformLibrary
 CUBlueprintSetLibrary
 CUBlueprintTypeConversions
 CUBodySetupBodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation
 CUBodySetupCore
 CUBoneConstraintsConfig
 CUBoneMaskFilter
 CUBoneReferenceSkeletonProvider
 CUBookCoverConfiguration
 CUBookMarkA camera position the current level
 CUBookMark2DSimple class to store 2D camera information
 CUBookmarkBaseBookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene
 CUBoolBinding
 CUBoolProperty
 CUBorderA border is a container widget that can contain one child widget, providing an opportunity to surround it with a background image and adjustable padding
 CUBorderSlotThe Slot for the UBorderSlot, contains the widget displayed in a border's single slot
 CUBossfightMusicRegionTrait
 CUBoundsCopyComponentComponent used to copy the bounds of another Actor
 CUBowAnimInstance
 CUBowComponent
 CUBowItemAnimConfig
 CUBoxComponentA box generally used for simple collision. Bounds are rendered as lines in the editor
 CUBoxNavObstacleComponentUse for objects to block away NavMesh
 CUBoxNavShapeComponentUse for objects to block away NavMesh
 CUBoxReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
 CUBrainComponent
 CUBreakableProjectileDefinition
 CUBrushBinding
 CUBrushBuilderBase class of UnrealEd brush builders
 CUBrushComponentA brush component defines a shape that can be modified within the editor. They are used both as part of BSP building, and for volumes. @see https://docs.unrealengine.com/latest/INT/Engine/Actors/Volumes @see https://docs.unrealengine.com/latest/INT/Engine/Actors/Brushes
 CUBTAuxiliaryNodeAuxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked
 CUBTComposite_SelectorSelector composite node. Selector Nodes execute their children from left to right, and will stop executing its children when one of their children succeeds. If a Selector's child succeeds, the Selector succeeds. If all the Selector's children fail, the Selector fails
 CUBTComposite_SequenceSequence composite node. Sequence Nodes execute their children from left to right, and will stop executing its children when one of their children fails. If a child fails, then the Sequence fails. If all the Sequence's children succeed, then the Sequence succeeds
 CUBTComposite_SimpleParallelSimple Parallel composite node. Allows for running two children: one which must be a single task node (with optional decorators), and the other of which can be a complete subtree
 CUBTCompositeNode
 CUBTDecoratorDecorators are supporting nodes placed on parent-child connection, that receive notification about execution flow and can be ticked
 CUBTDecorator_BlackboardBlackboard decorator node. A decorator node that bases its condition on a Blackboard key
 CUBTDecorator_BlackboardBase
 CUBTDecorator_BlueprintBaseBase class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes!
 CUBTDecorator_CheckGameplayTagsOnActorGameplayTag decorator node. A decorator node that bases its condition on whether the specified Actor (in the blackboard) has a Gameplay Tag or Tags specified
 CUBTDecorator_CompareBBEntriesBlackboard comparison decorator node. A decorator node that bases its condition on a comparison between two Blackboard keys
 CUBTDecorator_ConditionalLoopConditional loop decorator node. A decorator node that loops execution as long as condition is satisfied
 CUBTDecorator_ConeCheckCone check decorator node. A decorator node that bases its condition on a cone check, using Blackboard entries to form the parameters of the check
 CUBTDecorator_CooldownCooldown decorator node. A decorator node that bases its condition on whether a cooldown timer has expired
 CUBTDecorator_DoesPathExistDoes Path Exist decorator node. A decorator node that bases its condition on whether a path exists between two points from the Blackboard
 CUBTDecorator_ForceSuccessChange node result to Success useful for creating optional branches in sequence
 CUBTDecorator_IsAtLocationIs At Location decorator node. A decorator node that checks if AI controlled pawn is at given location
 CUBTDecorator_IsBBEntryOfClass
 CUBTDecorator_KeepInConeKeep In Cone decorator node. A decorator node that bases its condition on whether the observed position is still inside a cone. The cone's direction is calculated when the node first becomes relevant
 CUBTDecorator_LoopLoop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded
 CUBTDecorator_ReachedMoveGoalReached Move Goal decorator node. A decorator node that bases its condition on whether the AI controller's path following component returns that it has reached its goal
 CUBTDecorator_SetTagCooldownSet tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown
 CUBTDecorator_TagCooldownCooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired
 CUBTDecorator_TimeLimitTime Limit decorator node. A decorator node that bases its condition on whether a timer has exceeded a specified value. The timer is reset each time the node becomes relevant
 CUBTFunctionLibrary
 CUBTNode
 CUBTServiceBehavior Tree service nodes is designed to perform "background" tasks that update AI's knowledge
 CUBTService_BlackboardBase
 CUBTService_BlueprintBaseBase class for blueprint based service nodes. Do NOT use it for creating native c++ classes!
 CUBTService_DefaultFocusDefault Focus service node. A service node that automatically sets the AI controller's focus when it becomes active
 CUBTService_RunEQS
 CUBTTask_BlackboardBase
 CUBTTask_BlueprintBaseBase class for blueprint based task nodes. Do NOT use it for creating native c++ classes!
 CUBTTask_FinishWithResultInstantly finishes with given result
 CUBTTask_GameplayTaskBaseBase class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded
 CUBTTask_MakeNoiseMake Noise task node. A task node that calls MakeNoise() on this Pawn when executed
 CUBTTask_MoveDirectlyTowardMove Directly Toward task node. Moves the AI pawn toward the specified Actor or Location (Vector) blackboard entry in a straight line, without regard to any navigation system. If you need the AI to navigate, use the "Move To" node instead
 CUBTTask_MoveToMove To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system
 CUBTTask_PawnActionBaseBase class for managing pawn actions
 CUBTTask_PlayAnimationPlay indicated AnimationAsset on Pawn controlled by BT Note that this node is generic and is handing multiple special cases, If you want a more efficient solution you'll need to implement it yourself (or wait for our BTTask_PlayCharacterAnimation)
 CUBTTask_PlaySoundPlay Sound task node. Plays the specified sound when executed
 CUBTTask_PushPawnActionAction task node. Push pawn action to controller
 CUBTTask_RotateToFaceBBEntry
 CUBTTask_RunBehaviorRunBehavior task allows pushing subtrees on execution stack. Subtree asset can't be changed in runtime!
 CUBTTask_RunBehaviorDynamicRunBehaviorDynamic task allows pushing subtrees on execution stack. Subtree asset can be assigned at runtime with SetDynamicSubtree function of BehaviorTreeComponent
 CUBTTask_RunEQSQueryRun Environment Query System Query task node. Runs the specified environment query when executed
 CUBTTask_SetTagCooldownCooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution
 CUBTTask_WaitWait task node. Wait for the specified time when executed
 CUBTTask_WaitBlackboardTimeWait task node. Wait for the time specified by a Blackboard key when executed
 CUBTTaskNodeTask are leaf nodes of behavior tree, which perform actual actions
 CUBudgetSystem
 CUBudgetSystemStatics
 CUBuiltInAttributesExtensions
 CUBuoyantForceComponentApplies Buoyant forces to physics objects. This component is inactive by default to save CPU cycles (does not tick by default) Once activated, the component will start ticking but the physics/buoyancy simulation will only start when the object is overlapping a water volume
 CUButtonThe button is a click-able primitive widget to enable basic interaction, you can place any other widget inside a button to make a more complex and interesting click-able element in your UI
 CUButtonSlotThe Slot for the UButtonSlot, contains the widget displayed in a button's single slot
 CUButtonStyleAssetAn asset describing a button's appearance. Just a wrapper for the struct with real data in it.style factory
 CUButtonWidgetUButtonWidget
 CUByteProperty
 CUCachedAnimDataLibraryA library of commonly used functionality from the CachedAnimData family, exposed to blueprint
 CUCameraAnimationCameraModifierA camera modifier that plays camera animation sequences
 CUCameraAssetA complete camera asset
 CUCameraComponentRepresents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings
 CUCameraDefinition
 CUCameraDirectorBase class for a camera director
 CUCameraEvaluationContextBase class for providing a context to running camera modes
 CUCameraFadeManager
 CUCameraInstantiableObject
 CUCameraLensEffectInterface
 CUCameraLensEffectInterfaceClassSupportLibrary
 CUCameraModeA camera mode asset, which runs a hierarchy of camera nodes to drive the behavior of a camera
 CUCameraModeTransitionConditionBase class for a camera transition condition
 CUCameraModifierA CameraModifier is a base class for objects that may adjust the final camera properties after being computed by the APlayerCameraManager (@see ModifyCamera). A CameraModifier can be stateful, and is associated uniquely with a specific APlayerCameraManager
 CUCameraModifier_CameraShakeA UCameraModifier_CameraShake is a camera modifier that can apply a UCameraShakeBase to the owning camera
 CUCameraNodeThe base class for a camera node
 CUCameraShakeBaseBase class for a camera shake. A camera shake contains a root shake "pattern" which is the object that contains the actual logic driving how the camera is shaken. Keeping the two separate makes it possible to completely change how a shake works without having to create a completely different asset
 CUCameraShakePatternA shake "pattern" defines how a camera should be effectively shaken. Examples of shake patterns are sinewave oscillation, perlin noise, or FBX animation
 CUCameraShakeSourceComponent
 CUCameraSystemEvaluatorThe main camera system evaluator class
 CUCancellableAsyncActionBase class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. These actions register themselves with the game instance and need to be explicitly canceled or ended normally to go away. The ExposedAsyncProxy metadata specifies the blueprint node will return this object for later canceling
 CUCanvasA drawing canvas
 CUCanvasPanelThe canvas panel is a designer friendly panel that allows widgets to be laid out at arbitrary locations, anchored and z-ordered with other children of the canvas. The canvas is a great widget for manual layout, but bad when you want to procedurally just generate widgets and place them in a container (unless you want absolute layout)
 CUCanvasPanelSlot
 CUCanvasRenderTarget2DCanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. Use CreateCanvasRenderTarget2D() to create a render target texture by unique name, then bind a function to the OnCanvasRenderTargetUpdate delegate which will be called when the render target is updated. If you need to repaint your canvas every single frame, simply call UpdateResource() on it from a Tick function. Also, remember to hold onto your new canvas render target with a reference so that it doesn't get garbage collected
 CUCapsuleComponentA capsule generally used for simple collision. Bounds are rendered as lines in the editor
 CUCapsuleNavObstacleComponentUse for static objects to block away NavMesh
 CUCarryComponentEquipped: This means an object is ACTIVE on a character (e.g., a weapon currently in hand or armor in an active armor slot). The specific "how" or "why" isn't the focus here; the key is that "Equipped" equals "Active
 CUCastingBeginEventData
 CUChanceToApplyGameplayEffectComponentApplies a probablity to the application conditions of the Gameplay Effect
 CUChangelogContentEntryUChangelogContentEntry
 CUChangelogIndexEntryUChangelogIndexEntry
 CUChangelogWidgetUChangelogWidget
 CUChannelBase class of communication channels
 CUChaosBlueprintLibrary
 CUChaosEventRelayAn object managing events
 CUChaosPhysicalMaterialPhysical materials are used to define the response of a physical object when interacting dynamically with the world
 CUCharacterAIStateHigh-level AI state. These should be used to combine existing tasks to make up a new behavior. For example, one state could be "Do daily routine", another one could be "In Combat"
 CUCharacterAIState_DoInteractionOnce
 CUCharacterAIState_MoveToPlayerOnce
 CUCharacterAttackMixin
 CUCharacterBloodSettings
 CUCharacterConfigThis class is Angel Scriptable only
 CUCharacterDailyRoutineVisualsConfig
 CUCharacterDefinition
 CUCharacterEffectComponentsConfig
 CUCharacterFeaturesConstantMaterialHandler
 CUCharacterFeaturesDynamicMaterialHandler
 CUCharacterFeaturesMaterialHandler
 CUCharacterMovementComponentCharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom
 CUCharacterPerceptionComponent
 CUCharacterPersonalSpaceSubsystemAllows to run queries about where space is available around a character. Checking for NavMesh border and other characters. This is not testing collisions, but the skeletal mesh box extents! Use static functions for single queries. Use StartTrackingCharacter() to debug draw available space
 CUCharacterRelationshipComponentComponent that serves as API from the Character to the Relationship System
 CUCharacterStatePersistentDataSubsystemSaves NPC related character data
 CUCharacterStateProvider
 CUCharacterTargetConfig
 CUCharacterTrinketsComponent
 CUCharacterVisualFeaturesDefinition
 CUCharacterVisualsComponent
 CUCharacterVisualsDefinition
 CUCharacterVisualsGameInstanceSubsystem
 CUCheatCommandBase
 CUCheatCommandWithPartitionStreamingProvider
 CUCheatManagerCheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game. As the Cheat Manager is not instanced in shipping builds, it is for debugging purposes only
 CUCheatManagerExtensionA cheat manager extension can extend the main cheat manager in a modular way, being enabled or disabled when the system associated with the cheats is enabled or disabled
 CUCheatModeBridge
 CUCheatModeHelper
 CUCheatModeSubsystem
 CUCheckBoxThe checkbox widget allows you to display a toggled state of 'unchecked', 'checked' and 'indeterminable. You can use the checkbox for a classic checkbox, or as a toggle button, or as radio buttons
 CUCheckBoxStyleAssetAn asset describing a CheckBox's appearance. Just a wrapper for the struct with real data in it
 CUCheckBoxWidgetUCheckBoxWidget
 CUCheckedStateBinding
 CUChildActorComponentA component that spawns an Actor when registered, and destroys it when unregistered
 CUChildConnectionRepresents a secondary split screen connection that reroutes calls to the parent connection
 CUChooseBaitWidget
 CUCineCameraComponentA specialized version of a camera component, geared toward cinematic usage
 CUCineCameraSettings
 CUCinematicMainWidget
 CUCinematicRegionTrait
 CUCircularThrobberA throbber widget that orients images in a spinning circle
 CUClass
 CUClassCookedMetaDataCooked meta-data for a UClass, including its nested FProperty and UFunction data
 CUClassProperty
 CUClientAuthoritativeAbilityTask
 CUClientAuthoritativeCharacterMovementComponentIntended to be used together with AClientAuthoritativeCharacter & AClientAuthoritativePlayerController
 CUClimbingAnimConfig
 CUClimbingConfig
 CUClockTimeLibrary
 CUClockTimeMixins
 CUCloudStorageBaseBase class for the various platform interface classes
 CUClusterUnionComponentThis does the bulk of the work exposing a physics cluster union to the game thread. This component needs to be a primitive component primarily because of how physics proxies need to be registered with the solver with an association with a primitive component. This component can be used as part of AClusterUnionActor or on its own as its list of clustered components/actors can be specified dynamically at runtime and/or statically on asset creation
 CUClusterUnionReplicatedProxyComponentThis component lets us store replicated information about how any particular UPrimitiveComponent should be attached to its parent cluster union. The benefits of using a separate components are:
 CUCollisionProfileSet up and modify collision settings
 CUColorBinding
 CUColorInputDeviceCurvePropertyA property that can be used to change the color of an input device's light over time with a curve
 CUColorInputDevicePropertySet the color of an Input Device to a static color. This will NOT reset the device color when the property is done evaluating. You can think of this as a "One Shot" effect, where you set the device property color
 CUCombatConfig
 CUCombatDifficultySettings
 CUCombatTargetMarkerWidget
 CUCombatTargetPointComponent
 CUComboAttackConfig
 CUComboBoxThe combobox allows you to display a list of options to the user in a dropdown menu for them to select one
 CUComboBoxKeyThe combobox allows you to display a list of options to the user in a dropdown menu for them to select one. Use OnGenerateConentWidgetEvent to return a custom built widget
 CUComboBoxStringThe combobox allows you to display a list of options to the user in a dropdown menu for them to select one
 CUCommandlet
 CUCommonActionHandlerInterface
 CUCommonActionWidgetA widget that shows a platform-specific icon for the given input action
 CUCommonActivatableWidgetThe base for widgets that are capable of being "activated" and "deactivated" during their lifetime without being otherwise modified or destroyed
 CUCommonActivatableWidgetContainerBaseBase of widgets built to manage N activatable widgets, displaying one at a time. Intentionally meant to be black boxes that do not expose child/slot modification like a normal panel widget
 CUCommonActivatableWidgetQueueA display queue of ActivatableWidget elements
 CUCommonActivatableWidgetStackA display stack of ActivatableWidget elements
 CUCommonActivatableWidgetSwitcherAn animated switcher that knows about CommonActivatableWidgets. It can also hold other Widgets
 CUCommonAnimatedSwitcherA widget switcher that activates / deactivates CommonActivatableWidgets, allowing for associated animations to trigger
 CUCommonBorderUses the border style template defined in CommonUI project settings by default
 CUCommonBorderStyle-— All properties must be EditDefaultsOnly, BlueprintReadOnly !!! --— We return the CDO to blueprints, so we cannot allow any changes (blueprint doesn't support const variables)
 CUCommonBoundActionBarA box populated with current actions available per CommonUI's Input Handler
 CUCommonBoundActionButton
 CUCommonBoundActionButtonInterface
 CUCommonButtonBaseButton that disables itself when not active. Also updates actions for CommonActionWidget if bound to display platform-specific icons
 CUCommonButtonGroupBaseManages an arbitrary collection of CommonButton widgets. Ensures that no more (and optionally, no less) than one button in the group is selected at a time
 CUCommonButtonInternalBaseCustom UButton override that allows us to disable clicking without disabling the widget entirely
 CUCommonButtonStyle-— All properties must be EditDefaultsOnly, BlueprintReadOnly !!! --— we return the CDO to blueprints, so we cannot allow any changes (blueprint doesn't support const variables)
 CUCommonCustomNavigationExposes a bindable event that can be used to stomp default border navigation with custom behaviors
 CUCommonDateTimeTextBlock
 CUCommonGameViewportClientCommonUI Viewport to reroute input to UI first. Needed to allow CommonUI to route / handle inputs
 CUCommonGenericInputActionDataTableOverrides postload to allow for derived classes to perform code-level changes to the datatable. Ex: Per-platform edits. Allows modification of datatable data without checking out the data table asset
 CUCommonHardwareVisibilityBorderA container that controls visibility based on Platform, Input
 CUCommonHierarchicalScrollBoxAn arbitrary scrollable collection of widgets. Great for presenting 10-100 widgets in a list. Doesn't support virtualization
 CUCommonInputActionDataProcessorDerive from to process common input action datatable
 CUCommonInputActionDomainDescribes an input-event handling domain. It's InnerBehavior determines how events flow between widgets within the domain and Behavior determines how events will flow to other Domains in the DomainTable
 CUCommonInputActionDomainTableAn ordered array of ActionDomains
 CUCommonInputBaseControllerDataDerive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI
 CUCommonInputMetadataMetadata CommonUI will try to acquire from Enhanced Input Mapping Contexts (IMC)
 CUCommonInputPlatformSettings
 CUCommonInputSettings
 CUCommonInputSubsystem
 CUCommonLazyImageA special Image widget that can show unloaded images and takes care of the loading for you!
 CUCommonLazyWidgetA special Image widget that can show unloaded images and takes care of the loading for you!
 CUCommonListViewUCommonListView
 CUCommonLoadGuardThe Load Guard behaves similarly to a Border, but with the ability to hide its primary content and display a loading spinner and optional message while needed content is loaded or otherwise prepared
 CUCommonMappingContextMetadataBase CommonUI metadata implementation for specification in IMC's
 CUCommonMappingContextMetadataInterface
 CUCommonNumericTextBlockNumeric text block that provides interpolation, and some type support (numbers, percents, seconds, distance)
 CUCommonPoolableWidgetInterface
 CUCommonRichTextBlockText block that supports custom scaling for mobile platforms, with option to only show icons if space is sparse
 CUCommonRotatorA button that can rotate between given text labels
 CUCommonTabListWidgetBaseBase class for a list of selectable tabs that correspondingly activate and display an arbitrary widget in a linked switcher
 CUCommonTextBlockText block with automatic scrolling for FX / large texts, also supports a larger set of default styling, & custom mobile scaling
 CUCommonTextScrollStyle-— All properties must be EditDefaultsOnly, BlueprintReadOnly !!! --— We return the CDO to blueprints, so we cannot allow any changes (blueprint doesn't support const variables)
 CUCommonTextStyle-— All properties must be EditDefaultsOnly, BlueprintReadOnly !!! --— We return the CDO to blueprints, so we cannot allow any changes (blueprint doesn't support const variables)
 CUCommonTileViewTileView specialized to navigate on focus for consoles & enable scrolling when not focused for touch
 CUCommonTreeViewTreeView specialized to navigate on focus for consoles & enable scrolling when not focused for touch
 CUCommonUIActionRouterBaseThe nucleus of the CommonUI input routing system
 CUCommonUIEditorSettings
 CUCommonUIHoldDataDefines values for hold behavior per input type: for mouse Press and Hold, for gamepad focused Press and Hold, for touch Press and Hold
 CUCommonUIInputDataDerive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI
 CUCommonUIInputSettingsProject-wide input settings for UI input actions
 CUCommonUILibrary
 CUCommonUIRichTextDataDerive from this class for rich text data per game it is referenced in Common UI Settings, found in project settings UI
 CUCommonUISettings
 CUCommonUISubsystemBase
 CUCommonUIVisibilitySubsystem
 CUCommonUserWidget
 CUCommonVideoPlayer
 CUCommonVisibilitySwitcherBasic switcher that toggles visibility on its children to only show one widget at a time. Activates visible widget if possible
 CUCommonVisibilitySwitcherSlot
 CUCommonVisualAttachmentAdds a widget as a zero-size attachment to another. Think icons to the left of labels, without changing the computed size of the label
 CUCommonWidgetCarouselA widget switcher is like a tab control, but without tabs. At most one widget is visible at time
 CUCommonWidgetCarouselNavBarA Navigation control for a Carousel
 CUCommonWidgetGroupBaseBase class for CommonUI widget groups, currently only used for button groups
 CUComponentDelegateBinding
 CUComponentElementCounterInterface
 CUComponentElementHierarchyInterface
 CUComponentElementObjectInterface
 CUComponentElementSelectionInterface
 CUComponentElementWorldInterface
 CUCompositeCameraShakePatternA base class for a simple camera shake
 CUCompositeCurveTableCurve table composed of a stack of other curve tables
 CUCompositeDataTableData table composed of a stack of other data tables
 CUConsoleA basic command line console that accepts most commands
 CUConsoleStringData
 CUConsoleWidget
 CUConstantCameraShakePattern
 CUConstraintInstanceBlueprintLibrary
 CUConstructionSystemBuildTool
 CUConstructionSystemBuildUI
 CUConstructionSystemComponent
 CUConstructionSystemCursor
 CUConstructionSystemItemUserData
 CUConstructionSystemRemoveTool
 CUConstructionSystemSaveGame
 CUConstructionSystemSaveSystem
 CUConstructionSystemTool
 CUConstructionSystemUIAsset
 CUConsumablesData
 CUContactShadowsOnlyNoWPOWorldPartitionHLODModifierDisables DynamicShadows, enables ContactShadows, disables WorldPositionOffset
 CUContactShadowsOnlyWorldPartitionHLODModifierDisables DynamicShadows, enables ContactShadows
 CUContainerManagerWidget
 CUContentBundleDescriptor
 CUContentBundleDuplicateForPIEHelper
 CUContentBundleEngineSubsystem
 CUContentBundleManager
 CUContentBundleTypeFactory
 CUContentBundleUnsavedActorMonitor
 CUContentWidget
 CUControlChannelA channel for exchanging connection control messages
 CUControlCharacterComponent
 CUConversationCameraHeightAdjustSpeaker
 CUConversationCameraLightingAdjuster
 CUConversationCameraPresetBase
 CUConversationCameraPresetCenterOffset
 CUConversationCameraPresetFocusActor
 CUConversationCameraPresetFoVAngle
 CUConversationCameraPresetListenerOffset
 CUConversationCameraPresetSpeakerOffset
 CUConversationCameraPresetWorldSpace
 CUConversationCharacterSettingsSettings class that is auto-collected an applied to all characters matching the given UniqueName
 CUConversationGroupGroup that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation
 CUConversationSettingsV2
 CUConversationStatics
 CUConversationTopicRepresents a single conversation topic, ie. a choice that the player can choose in the UI or something that an NPC wants to talk about once you get near them
 CUConversationTopicSetContainer for all topics that a character can be about with in a specific situation. These will usually contain all root-level topics of a character
 CUConversationTopicWidget
 CUConversationVoicelineData
 CUConversationWidgetWidget to be shown while a conversation is active
 CUCookExcludeSettings
 CUCraftingIngredientUIDataUCraftingIngredientUIData
 CUCraftingInProgress
 CUCraftingMainUCraftingMain
 CUCraftingMenuUCraftingMenu
 CUCraftingRecipeUIDataUCraftingRecipeUIData
 CUCrashReportStructs
 CUCreditsParserThe purpose of this class is to access the credits.txt file and parse it into the document
 CUCreditsScreenWidget
 CUCreditsSectionA section of the settings. Can be multiple lines of text or an image, never both. Needs to be a UObject for the UI (ItemViews expect an array of UObjects as input)
 CUCrimeMemoryPersistentDataSubsystem
 CUCrimeMemorySubsystem
 CUCrimeSubsystemConfig
 CUCrossbowComponent
 CUCrossbowItemAnimConfig
 CUCrosshairInterface
 CUCrowdAgentInterface
 CUCrowdFollowingComponent
 CUCrowdManager
 CUCrowdManagerBaseBase class for Crowd Managers. If you want to create a custom crowd manager implement a class extending this one and set UNavigationSystemV1::CrowdManagerClass to point at your class
 CUCueVisualConfig
 CUCueVisualConfig_Charm
 CUCueVisualConfig_Electrified
 CUCueVisualConfig_Possessed
 CUCueVisualConfig_Possessing
 CUCueVisualConfig_Pyrokinesis
 CUCueVisualConfig_Sleep
 CUCueVisualConfig_Summoned
 CUCueVisualConfig_Transformed
 CUCurveBaseDefines a curve of interpolated points to evaluate over a given range
 CUCurveFloat
 CUCurveLinearColor
 CUCurveLinearColorAtlasManages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor
 CUCurveRootMotion
 CUCurveSourceInterface
 CUCurveTableImported spreadsheet table as curves
 CUCurveVector
 CUCustomCanApplyGameplayEffectComponentHandles configuration of a CustomApplicationRequirement function to see if this GameplayEffect should apply
 CUCustomNavCollisionStaticMeshComponentThis is a StaticMeshComponent that allows for some additional features regarding NavCollision and PhysicsCollision
 CUDailyRoutineSimulationComponent
 CUDailyRoutineSimulationSubsystem
 CUDamageTypeA 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
 CUDataAssetCreate a simple asset that stores data related to a particular system in an instance of this class. Assets can be made in the Content Browser using any native class that inherits from this. If you want data inheritance or a complicated hierarchy, Data Only Blueprint Classes should be created instead
 CUDataConfigPreloadable
 CUDataDrivenConsoleVariableSettings
 CUDataDrivenCVarEngineSubsystem
 CUDataLayerAsset
 CUDataLayerInstance
 CUDataLayerInstancePrivate
 CUDataLayerInstanceProvider
 CUDataLayerInstanceWithAsset
 CUDataLayerLoadingPolicy
 CUDataLayerManager
 CUDataLayerSubsystemThis class is deprecated, it has been replaced by DataLayerManager
 CUDataModule
 CUDataModule_Animation
 CUDataModule_BaseStats
 CUDataModule_Combat
 CUDataModule_Container
 CUDataModule_Locomotion
 CUDataModule_LookAt
 CUDataModule_Targeting
 CUDataModuleComponent
 CUDataModuleLibrary
 CUDataModuleOwner
 CUDataStreamChannel
 CUDataTableImported spreadsheet table
 CUDataTableFunctionLibrary
 CUDebugCameraControllerSettingsDefault debug camera controller settings
 CUDebugConsoleCommands
 CUDebugControlWidget
 CUDebugDrawComponentHelper class to derive from to use debug draw delegate functionalities (i.e. DrawDebugLabels) The class will take care of registering a delegate to the UDebugDrawService and draw all FText3d provided by the scene proxy. This functionality only requires the derived classes to override CreateDebugSceneProxy
 CUDebugDrawService
 CUDebugFogComponent
 CUDebugGarbageCollectionGraph
 CUDebugPlayerWidget
 CUDebugScriptLibrary
 CUDecalComponentA material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model
 CUDecorator_CompoundInputHintUDecorator_CompoundInputHint
 CUDecorator_InputHint
 CUDefaultCameraShakeBaseLike UCameraShakeBase but with a perlin noise shake pattern by default, for convenience
 CUDefaultLevelSequenceInstanceDataDefault instance data class that level sequences understand. Implements IMovieSceneTransformOrigin
 CUDefaultRootCameraNodeThe default implementation of a root camera node
 CUDeformableInterface
 CUDelegateFunction
 CUDelegateHandleContainer
 CUDelegateProperty
 CUDemoGratitudeWidgetBaseUDemoGratitudeWidgetBase
 CUDemoNetConnectionSimulated network connection for recording and playing back game sessions
 CUDemoNetDriverSimulated network driver for recording and playing back game sessions
 CUDemoPendingNetGame
 CUDemoTimerWidgetBaseUDemoTimerWidgetBase
 CUDEPRECATED_AIInventoryLibrary
 CUDEPRECATED_AnimNotify_Prop
 CUDEPRECATED_AnimNotify_Prop_Drop
 CUDEPRECATED_AnimNotify_Prop_Spawn
 CUDEPRECATED_AnimNotify_Prop_Unspawn
 CUDEPRECATED_BreakpointBreakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs
 CUDEPRECATED_CurveEdPresetCurve
 CUDEPRECATED_DataLayer
 CUDEPRECATED_PawnActionThings to remember: Actions are created paused
 CUDEPRECATED_PawnAction_BlueprintBase
 CUDEPRECATED_PawnAction_Move
 CUDEPRECATED_PawnAction_Repeat
 CUDEPRECATED_PawnAction_Sequence
 CUDEPRECATED_PawnAction_WaitUses system timers rather then ticking
 CUDEPRECATED_PawnActionsComponent
 CUDEPRECATED_PhysicalMaterialPropertyBase
 CUDEPRECATED_RootMotionModifier_SimpleWarpURootMotionModifier_SimpleWarp. DEPRECATED in favor of URootMotionModifier_SkewWarp (kept for reference)
 CUDEPRECATED_UCommonVisibilityWidgetBaseA container that controls visibility based on Input type and Platform
 CUDeprecatedDataLayerInstanceClass used for Runtime Conversion of the Deprecated UDataLayer Class to UDataLayerInstance + UDataLayerAsset. This class is not to be inherited. It is solely used by AWorldDatalayers to convert UDataLayers to UDataLayerInstances on Level Boot. You will need to run the DataLayerToAsset CommandLet to convert the deprecated datalayers to UDataLayerAssets and UDataLayerInstanceWithAsset
 CUDestructibleInterface
 CUDetailArrowComponent
 CUDetailBillboardComponentSame as the regular billboard component, but allows distance culling in the editor
 CUDeviceProfile
 CUDeviceProfileFragment
 CUDeviceProfileManagerImplements a helper class that manages all profiles in the Device
 CUDialogueSoundWaveProxy
 CUDialogueVoice
 CUDialogueWave
 CUDifficultyManagerSubsystemDifficulty manager: Base class that modifies the state of the difficulty and works as a bridge to read and access current difficulty settings. This class is supposed the store the difficulty of the current active profile
 CUDifficultyPreset
 CUDifficultySelectionPageWidgetUDifficultySelectionPageWidget
 CUDifficultySettings
 CUDifficultySlotInfoUDifficultySlotInfo
 CUDirectionalLightComponentA 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
 CUDiscreteItemViewWidgetUDiscreteItemViewWidget
 CUDisposable
 CUDisposableGroup
 CUDistribution
 CUDistributionFloat
 CUDistributionFloatConstant
 CUDistributionFloatConstantCurve
 CUDistributionFloatParameterBase
 CUDistributionFloatParticleParameter
 CUDistributionFloatUniform
 CUDistributionFloatUniformCurve
 CUDistributionVector
 CUDistributionVectorConstant
 CUDistributionVectorConstantCurve
 CUDistributionVectorParameterBase
 CUDistributionVectorParticleParameter
 CUDistributionVectorUniform
 CUDistributionVectorUniformCurve
 CUDocumentDocument, readable by the Player
 CUDocumentElement
 CUDocumentElementBulletList
 CUDocumentElementChapterHeading
 CUDocumentElementChapterHeadingWidget
 CUDocumentElementEnumeratedList
 CUDocumentElementImage
 CUDocumentElementImageWidget
 CUDocumentElementList
 CUDocumentElementListWidget
 CUDocumentElementPageBreak
 CUDocumentElementParagraph
 CUDocumentElementParagraphWidget
 CUDocumentElementQuote
 CUDocumentElementQuoteWidget
 CUDocumentElementSectionHeading
 CUDocumentElementSectionHeadingWidget
 CUDocumentElementViewItemWidgetUDocumentElementViewItemWidget
 CUDocumentElementWidget
 CUDocumentPage
 CUDocumentPageWidgetContains a full document page
 CUDocumentSegment
 CUDocumentSubsystem
 CUDocumentWidgetShows a document like a Book or Scroll. (potentially multi-page)
 CUDodgesData
 CUDoorAnimInstance
 CUDoorInteractiveComponent
 CUDoorInteractiveExtraData
 CUDoubleProperty
 CUDPICustomScalingRuleCustom 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
 CUDragDropOperationThis class is the base drag drop operation for UMG, extend it to add additional data and add new functionality
 CUDrawFrustumComponentUtility component for drawing a view frustum. Origin is at the component location, frustum points down position X axis
 CUDrawSphereComponentA sphere generally used for simple collision. Bounds are rendered as lines in the editor
 CUDrugDebuffThreshold
 CUDummyGothicDynamicWeatherController
 CUDynamicBlueprintBinding
 CUDynamicEntryBoxA special box panel that auto-generates its entries at both design-time and runtime. Useful for cases where you can have a varying number of entries, but it isn't worth the effort or conceptual overhead to set up a list/tile view. Note that entries here are not virtualized as they are in the list views, so generally this should be avoided if you intend to scroll through lots of items
 CUDynamicEntryBoxBaseBase for widgets that support a dynamic number of auto-generated entries at both design- and run-time. Contains all functionality needed to create, construct, and cache an arbitrary number of entry widgets, but exposes no means of entry creation or removal It's up to child classes to decide how they want to perform the population (some may do so entirely on their own without exposing a thing)
 CUDynamicSubsystemDynamic Subsystems auto populate/depopulate existing collections when modules are loaded and unloaded
 CUEdGraph
 CUEdGraphNode
 CUEdGraphNode_Documentation
 CUEdGraphPin_Deprecated
 CUEdGraphSchema
 CUEditableGameplayTagQueryThis is an editor-only representation of a query, designed to be editable with a typical property window. To edit a query in the editor, an FGameplayTagQuery is converted to a set of UObjects and edited, When finished, the query struct is rewritten and these UObjects are discarded. This query representation is not intended for runtime use
 CUEditableGameplayTagQueryExpression
 CUEditableGameplayTagQueryExpression_AllExprMatch
 CUEditableGameplayTagQueryExpression_AllTagsMatch
 CUEditableGameplayTagQueryExpression_AnyExprMatch
 CUEditableGameplayTagQueryExpression_AnyTagsMatch
 CUEditableGameplayTagQueryExpression_NoExprMatch
 CUEditableGameplayTagQueryExpression_NoTagsMatch
 CUEditableTextEditable text box widget
 CUEditableTextBoxAllows the user to type in custom text. Only permits a single line of text to be entered
 CUEditorFlagCollector
 CUEditorFunctionsLibrary
 CUEditorPathObjectInterface
 CUEditorWidgetUtils
 CUEffectComponentActivatedByTag
 CUEffectComponentActivatedByTagGAS
 CUEffectComponentBase
 CUEffectComponentBlueprintLibrary
 CUEffectComponentConfiguration
 CUEffectComponentFactory
 CUEndpointSubmixSound Submix class meant for sending audio to an external endpoint, such as controller haptics or an additional audio device
 CUEngineAbstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems
 CUEngineBaseTypes
 CUEngineCustomTimeStepA CustomTimeStep control the Engine Framerate/Timestep. This will update the FApp::CurrentTime/FApp::DeltaTime. This is useful when you want the engine to be synchronized with an external clock (genlock)
 CUEngineElementsLibrary
 CUEngineHandlerComponentFactoryFactory class for loading HandlerComponent's contained within Engine
 CUEngineMessage
 CUEngineSubsystemUEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the Engine
 CUEngineTypesUtility class for engine types
 CUEnhancedInputActionDelegateBinding
 CUEnhancedInputActionValueBinding
 CUEnhancedInputComponentImplement an Actor component for input bindings
 CUEnhancedInputDeveloperSettingsDeveloper settings for Enhanced Input
 CUEnhancedInputLibrary
 CUEnhancedInputLocalPlayerSubsystemPer local player input subsystem
 CUEnhancedInputPlatformDataA base class that can be used to store platform specific data for Enhanced Input
 CUEnhancedInputPlatformSettingsSettings for Enhanced Input that can be set per-platform
 CUEnhancedInputSubsystemInterface
 CUEnhancedInputUserSettingsThe Enhanced Input User Settings class is a place where you can put all of your Input Related settings that you want your user to be able to change. Things like their key mappings, aim sensitivity, accessibility settings, etc. This also provides a Registration point for Input Mappings Contexts (IMC) from possibly unloaded plugins (i.e. Game Feature Plugins). You can register your IMC from a Game Feature Action plugin here, and then have access to all the key mappings available. This is very useful for building settings screens because you can now access all the mappings in your game, even if the entire plugin isn't loaded yet
 CUEnhancedInputWorldSubsystemPer world input subsystem that allows you to bind input delegates to actors without an owning Player Controller. This should be used when an actor needs to receive input delegates but will never have an owning Player Controller. For example, you can add input delegates to unlock a door when the user has a certain set of keys pressed. Be sure to enable input on the actor, or else the input delegates won't fire!
 CUEnhancedPlayerInputUEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system
 CUEnhancedPlayerMappableKeyProfileRepresents one "Profile" that a user can have for their player mappable keys
 CUEnum
 CUEnumCookedMetaDataCooked meta-data for a UEnum
 CUEnumProperty
 CUEnvironmentContext
 CUEnvironmentLightIntensityCaptureComponent
 CUEnvironmentManagerCharacterStatics
 CUEnvQuery
 CUEnvQueryContext
 CUEnvQueryContext_BlueprintBase
 CUEnvQueryContext_Item
 CUEnvQueryContext_Querier
 CUEnvQueryDebugHelpers
 CUEnvQueryGenerator
 CUEnvQueryGenerator_ActorsOfClass
 CUEnvQueryGenerator_BlueprintBase
 CUEnvQueryGenerator_CompositeComposite generator allows using multiple generators in single query option All child generators must produce exactly the same item type!
 CUEnvQueryGenerator_Cone
 CUEnvQueryGenerator_CurrentLocation
 CUEnvQueryGenerator_Donut
 CUEnvQueryGenerator_OnCircle
 CUEnvQueryGenerator_PathingGridNavigation grid, generates points on navmesh with paths to/from context no further than given limit
 CUEnvQueryGenerator_PerceivedActorsGathers actors perceived by context
 CUEnvQueryGenerator_ProjectedPoints
 CUEnvQueryGenerator_SimpleGridSimple grid, generates points in 2D square around context
 CUEnvQueryGenerator_SmartObjectsFetches Smart Object slots within QueryBoxExtent from locations given by QueryOriginContext, that match SmartObjectRequestFilter
 CUEnvQueryInstanceBlueprintWrapper
 CUEnvQueryItemType
 CUEnvQueryItemType_Actor
 CUEnvQueryItemType_ActorBase
 CUEnvQueryItemType_Direction
 CUEnvQueryItemType_Point
 CUEnvQueryItemType_SmartObject
 CUEnvQueryItemType_VectorBase
 CUEnvQueryManager
 CUEnvQueryNode
 CUEnvQueryOption
 CUEnvQueryTest
 CUEnvQueryTest_Distance
 CUEnvQueryTest_Dot
 CUEnvQueryTest_GameplayTagsEnvQueryTest_GameplayTags attempts to cast items to IGameplayTagAssetInterface and test their tags with TagQueryToMatch. The behavior of IGameplayTagAssetInterface-less items is configured by bRejectIncompatibleItems
 CUEnvQueryTest_Overlap
 CUEnvQueryTest_Pathfinding
 CUEnvQueryTest_PathfindingBatch
 CUEnvQueryTest_ProjectProjects points on navigation or geometry, will modify value of projected items. Works only on item type: point
 CUEnvQueryTest_Random
 CUEnvQueryTest_Trace
 CUEnvQueryTest_Volume
 CUEnvQueryTypes
 CUEQSQueryResultSourceInterface
 CUEQSRenderingComponent
 CUEquipData
 CUEquippedWearablesBar
 CUExchangeDailyRoutineRegionTraitChanges the daily routine of one or more characters when activated
 CUExecutionData
 CUExpandableArea
 CUExponentialHeightFogComponentUsed to create fogging effects such as clouds but with a density that is related to the height of the fog
 CUExporter
 CUExternalDataLayerAsset
 CUExternalDataLayerEngineSubsystem
 CUExternalDataLayerInjectionPolicy
 CUExternalDataLayerInstance
 CUExternalDataLayerManager
 CUFaceBlendshapeUserData
 CUFAIAssessmentResponseRulesMixins
 CUFakeNetDriver
 CUFastActorOverlapBoxComponentBox component specialized to detect Overlaps with other actors in an efficient way
 CUFBiomeWeatherProbabilities
 CUFCharacterUniqueNameMixins
 CUFClockTimeStatics
 CUFeedbackData
 CUField
 CUFieldNotificationLibraryThe Field Notification system allows a user to know when a property value is modified at runtime (note that it can be a function return value). The class needs to implement the INotifyFieldValueChanged interface. The property' setter usually follows this pattern "if (new value != old value) assign the new value; broadcast that the value changed;". The Blueprint implementation handles that setter logic automatically with SetPropertyValueAndBroadcast. When a property value is modified by replication, the RepNotify will call BroadcastFieldValueChanged. A function can also be a Field Notify. The function needs to be const and return a single value
 CUFileUtils
 CUFInGameTimeStatics
 CUFireActorDefinition
 CUFireVisualComponent
 CUFishDefinition
 CUFishingRodDefinition
 CUFishingWidget
 CUFItemActionHandlerMixins
 CUFloatBinding
 CUFloatCurveMixins
 CUFloatingItemClassSelectorConfig
 CUFloatingItemEffectComponent
 CUFloatingItemEffectComponentConfig
 CUFloatingItemSelector
 CUFloatingPawnMovementFloatingPawnMovement is a movement component that provides simple movement for any Pawn class. Limits on speed and acceleration are provided, while gravity is not implemented
 CUFloatProperty
 CUFlyConfigThis class is Angel Scriptable only
 CUFMemoryFilterMixins
 CUFMODAnimNotifyPlay
 CUFMODAssetFMOD Asset
 CUFMODAudioComponentPlays FMOD Studio events
 CUFMODAudioLinkComponent
 CUFMODAudioLinkSettings
 CUFMODAudioLinkSettingsFactory
 CUFMODBankFMOD Bank Asset
 CUFMODBankLookup
 CUFMODBlueprintStatics
 CUFMODBusFMOD Bus Asset
 CUFMODCallbackHandler
 CUFMODEventFMOD Event Asset
 CUFMODEventControlSectionFMOD Event control section
 CUFMODEventControlTrackHandles control of an FMOD Event
 CUFMODEventParameterTrackHandles manipulation of event parameters in a movie scene
 CUFMODPortFMOD Port Asset
 CUFMODSettings
 CUFMODSnapshotFMOD Snapshot Asset
 CUFMODSnapshotReverbFMOD Event Asset
 CUFMODVCAFMOD VCA Asset
 CUFocalPointComponentComponent acting like the AIControllers FocalPoint API, but usable also for player characters. This allows giving different priorities to focal points, so multiple abilities/tasks can set and clear facal points without overwriting the settings of other code
 CUFontA font object, for use by Slate, UMG, and Canvas
 CUFontFaceA font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. During cook this asset type generates a ".ufont" file containing the raw payload data (unless loaded "Inline")
 CUFontImportOptionsHolds options for importing fonts
 CUFoodDefinition
 CUFootstepTag
 CUForceFeedbackAttenuationWrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components
 CUForceFeedbackComponentForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
 CUForceFeedbackEffectA predefined force-feedback effect to be played on a controller
 CUFPerceptionSightSettingsMixin
 CUFPerceptionSmellSettingsMixin
 CUFPursuedCrimeSetMixins
 CUFreepointActionTagList
 CUFreepointManagerConfig
 CUFrontEndStackWidget
 CUFunction
 CUFXSystemAsset
 CUFXSystemComponent
 CUG1RAbilitySystemGlobalsChild class of UAbilitySystemGlobals. Do not try to get a reference to this or call into it during constructors of other UObjects. It will crash in packaged games
 CUG1RAssetManager
 CUG1RGameInstance
 CUG1RGameplayTagMixins
 CUG1RGameQueryComponent
 CUG1RPhysicsMaterial
 CUGameEngineEngine that manages core systems that enable a game
 CUGameInstanceGameInstance: high-level manager object for an instance of the running game. Spawned at game creation and not destroyed until game instance is shut down. Running as a standalone game, there will be one of these. Running in PIE (play-in-editor) will generate one of these per PIE instance
 CUGameInstanceSubsystemUGameInstanceSubsystem Base class for auto instanced and initialized systems that share the lifetime of the game instance
 CUGameOverWidget
 CUGameplayAbilityAbilities define custom gameplay logic that can be activated by players or external game logic
 CUGameplayAbility_AIThis serves as a simple AbilityTask executor for more specific AI implementations
 CUGameplayAbility_CharacterAICharacters that have this ability will have the ability to think for themselves!
 CUGameplayAbility_CharacterJumpAbility that jumps with a character
 CUGameplayAbility_EquipItem
 CUGameplayAbility_EquipWaterWeapon
 CUGameplayAbility_MontageA gameplay ability that plays a single montage and applies a GameplayEffect
 CUGameplayAbility_MountCheckUnrideableZone
 CUGameplayAbility_PlayerPerception
 CUGameplayAbilityActivateStation
 CUGameplayAbilityActorInfoMixinLibrary
 CUGameplayAbilityAim
 CUGameplayAbilityAmbientConversationConversation Ability that is used to do back-and-forth conversations between characters without going into a proper conversation state (with UI, camera, etc). Gameplay can still continue as normal while playing these
 CUGameplayAbilityArchery
 CUGameplayAbilityAttackBase
 CUGameplayAbilityAttackCharge
 CUGameplayAbilityAttackDig
 CUGameplayAbilityAttackLoop
 CUGameplayAbilityAttackMelee
 CUGameplayAbilityAttackRiposte
 CUGameplayAbilityAttackSpawnActor
 CUGameplayAbilityAttackThrow
 CUGameplayAbilityAttackUnstoppableCharge
 CUGameplayAbilityAttributeLevelUpAbility that handles the gameplaytag-based attribute level-ups. Runs on the server
 CUGameplayAbilityBaseGothic specific Gameplay-Ability. This class contains our extensions to the regular UGameplayAbility and shall be used as base-class for all Abilities created for the game
 CUGameplayAbilityBase_Combat
 CUGameplayAbilityBase_Locomotion
 CUGameplayAbilityBaseHit
 CUGameplayAbilityBedroll
 CUGameplayAbilityBlockingInteraction
 CUGameplayAbilityBlueprintA Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically
 CUGameplayAbilityBreakArmorHit
 CUGameplayAbilityCallInteractFunction
 CUGameplayAbilityCallMountAbiity used to call the mount (The rideable scavenger) so it gets close to the character
 CUGameplayAbilityCastFishingRod
 CUGameplayAbilityCastRechargeableSpell
 CUGameplayAbilityCastSpell
 CUGameplayAbilityCastTransform
 CUGameplayAbilityCheckClimb
 CUGameplayAbilityCinematicActor
 CUGameplayAbilityCombatStanceSelector
 CUGameplayAbilityConsumeQuick
 CUGameplayAbilityConversationV2
 CUGameplayAbilityConversationV2WithUI
 CUGameplayAbilityCoverHeadAbility that will make characters cover their heads (e.g. when walking in rain)
 CUGameplayAbilityCrafting
 CUGameplayAbilityCreatureBasic
 CUGameplayAbilityCreatureEnvironmentAttack
 CUGameplayAbilityCreatureSpecialState
 CUGameplayAbilityCrosshair
 CUGameplayAbilityCrouch
 CUGameplayAbilityCustomizeArmorThis Ability runs on the Player while an NPC is customizing the Player's Armor
 CUGameplayAbilityDeath
 CUGameplayAbilityDebuffEffectThis ability is useful to block and cancel abilities when a character gets a debuff effect like freeze
 CUGameplayAbilityDefeated
 CUGameplayAbilityDeflectedHit
 CUGameplayAbilityDodge
 CUGameplayAbilityDoor
 CUGameplayAbilityDrugDebuff
 CUGameplayAbilityEatItem
 CUGameplayAbilityEffectBase
 CUGameplayAbilityEffectStation
 CUGameplayAbilityEndRiding
 CUGameplayAbilityEnsureWeaponUnequipped
 CUGameplayAbilityEquipWeaponAuto
 CUGameplayAbilityExecution
 CUGameplayAbilityFalling
 CUGameplayAbilityFloatingItem
 CUGameplayAbilityFloatingItemEffect@DE This ability is applied to the effect owner to cancel or blocks abilities like other effectBase abilities do with their altered states. This ability must be overriden on AngelScript. This ability is controlled by the visual effect. The ability that controls the floating item behaviour is UGameplayAbilityFloatingItem
 CUGameplayAbilityFloatMovement
 CUGameplayAbilityFly
 CUGameplayAbilityForceConversation
 CUGameplayAbilityGesture
 CUGameplayAbilityGetPettedWhileLaying
 CUGameplayAbilityGetPettedWhileStanding
 CUGameplayAbilityGiveItemToCharacter
 CUGameplayAbilityGroundedMovement
 CUGameplayAbilityHit
 CUGameplayAbilityHitPhaseChange
 CUGameplayAbilityHitRiposte
 CUGameplayAbilityInLavaMovement
 CUGameplayAbilityInteract
 CUGameplayAbilityInteractFreePoint
 CUGameplayAbilityInteractionBase
 CUGameplayAbilityInteractSecondary
 CUGameplayAbilityInteractWallClimb
 CUGameplayAbilityInWaterMovement
 CUGameplayAbilityJump
 CUGameplayAbilityLanding
 CUGameplayAbilityLavaExtractor
 CUGameplayAbilityLever
 CUGameplayAbilityLightHit
 CUGameplayAbilityLocomotionAction
 CUGameplayAbilityLoot
 CUGameplayAbilityMagicBase
 CUGameplayAbilityMagicCombatStance
 CUGameplayAbilityManagePetInteractiveObject
 CUGameplayAbilityManageTagUpdateAbility to manage some small logic depending on the tags added/removed, not tied to specific ability
 CUGameplayAbilityMemory
 CUGameplayAbilityMessage
 CUGameplayAbilityMining
 CUGameplayAbilityMixinLibrary
 CUGameplayAbilityMovementThis ability is in charge of sending the input to character InputMovement, there might be other classes like LocomotionAnimInstance, notifies that do not use the input this ability sends as there is some delay added in purpose, and uses the actual controller. Check UGameplayAbilityMovement::MoveCharacter function to find that delay
 CUGameplayAbilityMovement_Debug
 CUGameplayAbilityMovementOverride
 CUGameplayAbilityMumble
 CUGameplayAbilityNeedDebuffsBaseGeneric ability to apply debuffs based on a fluctuating survival need (Fatigue, Thirst, Hunger). Runs on the server
 CUGameplayAbilityNeedHourlyEffectBase
 CUGameplayAbilityOpen
 CUGameplayAbilityOpenContainer
 CUGameplayAbilityParriedHit
 CUGameplayAbilityParry
 CUGameplayAbilityPassiveHourlyEffectBaseBase class for passive (always active) abilities that execute a gameplay effect every N hour(s). N comes from an attribute value and can be fractional. Supports game time fast-forwarding
 CUGameplayAbilityPet
 CUGameplayAbilityPhotoMode
 CUGameplayAbilityPick
 CUGameplayAbilityPickAndCarry
 CUGameplayAbilityPickAndEquip
 CUGameplayAbilityPickpocketPickpocketing ability. Note that this class and UGameplayAbilityPick could use a common base class
 CUGameplayAbilityPivot
 CUGameplayAbilityPossess
 CUGameplayAbilityPutDown
 CUGameplayAbilityPuzzleSwitch
 CUGameplayAbilityRagdoll
 CUGameplayAbilityReadWriting
 CUGameplayAbilityReceiveItemFromCharacter
 CUGameplayAbilityRecoverSleepTimeAbility that automatically recovers sleep time. Runs on the server
 CUGameplayAbilityRegenerateSuperArmor
 CUGameplayAbilityRide
 CUGameplayAbilityRoll
 CUGameplayAbilityScavenging
 CUGameplayAbilitySelfConversationTo be used on the PlayerCharacter. Allows self starting AmbientConversations without any external triggers
 CUGameplayAbilitySetThis is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command. Your project is free to implement this however it wants!
 CUGameplayAbilityShelveWeapon
 CUGameplayAbilitySkipTime
 CUGameplayAbilitySleep
 CUGameplayAbilitySmalltalkSmalltalk control ability
 CUGameplayAbilitySmashMeatBug
 CUGameplayAbilitySpeakThe ability to speak during a conversation
 CUGameplayAbilitySpell_Telekinesis
 CUGameplayAbilitySpellBasic
 CUGameplayAbilitySpellBasicWithTarget
 CUGameplayAbilitySpellCameraBase
 CUGameplayAbilitySpellCommonProjectile
 CUGameplayAbilitySpellControl
 CUGameplayAbilitySpellControlDebug
 CUGameplayAbilitySpellCreaturePlayMontage
 CUGameplayAbilitySpellCreatureShrink
 CUGameplayAbilitySpellRechargeable
 CUGameplayAbilitySpellRepeatable
 CUGameplayAbilitySpellSummon
 CUGameplayAbilitySpellTargetable
 CUGameplayAbilitySpellTargetableWithDebuff
 CUGameplayAbilitySpellTeleport
 CUGameplayAbilitySpellTransform
 CUGameplayAbilitySprint
 CUGameplayAbilityStanceBlock
 CUGameplayAbilityStationTeleport@brief Gameplay ability for teleporting to a specific station
 CUGameplayAbilityStatue@brief Gameplay Ability for interacting with rotating statue puzzles. Handles playing animations for interaction, turning the statue left/right based on input, tracking the current section, and sending events when the section changes. Allows leaving the interaction via input
 CUGameplayAbilityStormOfFire
 CUGameplayAbilitySummon
 CUGameplayAbilitySwim
 CUGameplayAbilityTargetBase
 CUGameplayAbilityTargetCombat
 CUGameplayAbilityTargetItem
 CUGameplayAbilityTargetPointOfInterest
 CUGameplayAbilityTargetPOIPassive
 CUGameplayAbilityTaunt
 CUGameplayAbilityThrow
 CUGameplayAbilityThrowCharacter
 CUGameplayAbilityTorchStartFire
 CUGameplayAbilityTraceTargetPassive ability that trace a line and detect interactable objects. Used on Telekinesis Spell
 CUGameplayAbilityTrading
 CUGameplayAbilityTraverse
 CUGameplayAbilityTrigger
 CUGameplayAbilityUnControl
 CUGameplayAbilityUnTransform
 CUGameplayAbilityWalk
 CUGameplayAbilityWallClimbing
 CUGameplayAbilityWallWalking
 CUGameplayAblilitySpellDamageNotify
 CUGameplayAttributeProgressBarWidgetBase class for a simple progress bar widget that animates based on "current value" and "max value" gameplay attributes. The actual progress bar widget is expected to have its "Percent" variable bound to one of the variables of this base class
 CUGameplayCameraComponentA component that can run a camera asset inside its own camera evaluation context
 CUGameplayCameraComponentEvaluationContext
 CUGameplayCamerasFunctionLibraryBlueprint function library for autocasting a player camera manager into the camera animation camera modifier. This prevents breaking Blueprints now that APlayerCameraManager::StartCameraShake returns the base class
 CUGameplayCamerasSubsystemWorld subsystem that holds global objects for handling camera animation sequences
 CUGameplayCameraSystemComponentA component that hosts a camera system
 CUGameplayCueFunctionLibraryUGameplayCueFunctionLibrary
 CUGameplayCueInterface
 CUGameplayCueManagerSingleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed
 CUGameplayCueNotify_BurstUGameplayCueNotify_Burst
 CUGameplayCueNotify_HitImpactNon instanced GameplayCueNotify for spawning particle and sound FX. Still WIP - needs to be fleshed out more
 CUGameplayCueNotify_StaticA non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects
 CUGameplayCueParametersMixinLibrary
 CUGameplayCueSetA set of gameplay cue actors to handle gameplay cue events
 CUGameplayCueTranslatorThis is the base class for GameplayCue Translators. This is what games must extend from in order to add their own rules. These are not instantiated, and are basically just a holder for virtual functions that are called on the CDO
 CUGameplayCueTranslator_TestThis is an example translator class
 CUGameplayEffectUGameplayEffect The GameplayEffect definition. This is the data asset defined in the editor that drives everything. This is only blueprintable to allow for templating gameplay effects. Gameplay effects should NOT contain blueprint graphs
 CUGameplayEffect_AbilitySet
 CUGameplayEffect_DebugKillCharacter
 CUGameplayEffect_Guild
 CUGameplayEffect_KillCharacterThis GE can be applied whenever we want to kill a character imediatly. It's a copy of UGameplayEffect_PlayerKilledHimself by BFG
 CUGameplayEffect_PouchPermanent GE that sets the State.HasPouch tag
 CUGameplayEffect_SkillGeneric
 CUGameplayEffectBase
 CUGameplayEffectCalculationAbstract base for specialized gameplay effect calculations; Capable of specifing attribute captures
 CUGameplayEffectComponentGameplay Effect Component (aka GEComponent)
 CUGameplayEffectContextHandleMixinLibrary
 CUGameplayEffectCustomApplicationRequirementClass used to perform custom gameplay effect modifier calculations, either via blueprint or native code
 CUGameplayEffectCustomExecutionOutputMixinLibrary
 CUGameplayEffectCustomExecutionParametersMixinLibrary
 CUGameplayEffectExecutionCalculation
 CUGameplayEffectExecutionDefinitionMixinLibrary
 CUGameplayEffectExecutionParametersMixinLibrary
 CUGameplayEffectExecutionScopedModifierInfoMixinLibrary
 CUGameplayEffectLockMovement
 CUGameplayEffectRegionTrait
 CUGameplayEffectSpecHandleMixinLibrary
 CUGameplayEffectSpecMixinLibrary
 CUGameplayEffectUIDataUGameplayEffectUIData Base class to provide game-specific data about how to describe a Gameplay Effect in the UI. Subclass with data to use in your game. In Unreal Engine 5.3, this now derives from UGameplayEffectComponent so you can use it directly as a GameplayEffectComponent
 CUGameplayEffectUIData_TextOnlyUI data that contains only text. This is mostly used as an example of a subclass of UGameplayEffectUIData. If your game needs only text, this is a reasonable class to use. To include more data, make a custom subclass of UGameplayEffectUIData
 CUGameplayLibrary
 CUGameplayMessageSubsystemThis system allows event raisers and listeners to register for messages without having to know about each other directly, though they must agree on the format of the message (as a USTRUCT() type)
 CUGameplayModifierEvaluatedDataMixinLibrary
 CUGameplayModMagnitudeCalculationClass used to perform custom gameplay effect modifier calculations, either via blueprint or native code
 CUGameplayStaticsStatic class with useful gameplay utility functions that can be called from both Blueprint and C++
 CUGameplayTagAssetInterface
 CUGameplayTagContainerMixinLibraryScriptMixin library to bind functions on FGameplayTagContainer that are not BlueprintCallable by default
 CUGameplayTagMixinLibraryScriptMixin library to bind functions on FGameplayTag that are not BlueprintCallable by default
 CUGameplayTagQueryMixinLibraryScriptMixin library to bind functions on FGameplayTagQuery that are not BlueprintCallable by default
 CUGameplayTagReponseTableA data driven table for applying gameplay effects based on tag count. This allows designers to map a "tag count" -> "response Gameplay Effect" relationship
 CUGameplayTagsDeveloperSettings
 CUGameplayTagsListBase class for storing a list of gameplay tags as an ini list. This is used for both the central list and additional lists
 CUGameplayTagsManagerHolds data about the tag dictionary, is in a singleton UObject
 CUGameplayTagsSettingsClass for importing GameplayTags directly from a config file. FGameplayTagsEditorModule::StartupModule adds this class to the Project Settings menu to be edited. Editing this in Project Settings will output changes to Config/DefaultGameplayTags.ini
 CUGameplayTask
 CUGameplayTask_ClaimResource
 CUGameplayTask_SpawnActorConvenience task for spawning actors (optionally limiting the spawning to the network authority). If not the net authority, we will not spawn and Success will not be called. The nice thing this adds is the ability to modify expose on spawn properties while also implicitly checking network role before spawning
 CUGameplayTask_TimeLimitedExecutionAdds time limit for running a child task
 CUGameplayTask_WaitDelay
 CUGameplayTaskMixinLibrary
 CUGameplayTaskOwnerInterface
 CUGameplayTaskResource
 CUGameplayTasksComponentThe core ActorComponent for interfacing with the GameplayAbilities System
 CUGameplayTeleportSpotConfig
 CUGamescomMenu
 CUGameStory
 CUGameTimePersistentDataSubsystemSaves InGame time
 CUGameTimeSubsystem
 CUGameTimeSubsystemConfig
 CUGameUserSettingsStores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file
 CUGameViewportClientA game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running
 CUGameViewportSubsystem
 CUGarbageCollectionSettingsImplements the settings for garbage collection
 CUGCBarrier
 CUGCObjectReferencer
 CUGE_ExecutionCalculation_Heal
 CUGE_ExecutionCalculationBase
 CUGE_InteractCooldown
 CUGE_ModMagnitudeCalculation_BaseRecoverBySleepingBase class for "Recover by sleeping" modifier calculations. The attribute capture definitions must be setup in the constructor/default sections of child classes. The recovery gain per application is computed as RecoveryRatePerHour * SleepTimeInHours * MaxAttributeValue
 CUGE_ModMagnitudeCalculationBaseBase class for modifier magnitude calculation classes. Contains script helpers to simply usage from AngelScript
 CUGeneralConfig_Camera
 CUGenericAbilityTask_SendAndWaitForEventSee TaskSendAndWaitForEvent() for info
 CUGenericAbilityTask_WaitForEventBased on UAbilityTask_WaitGameplayEvent
 CUGenericAbilityTask_WaitForTagChangeTask that reacts to the AbilitySystemComponent getting or removing tags
 CUGenericAbilityTask_WaitForTasksToEndWaits for the first of the given tasks to end, no matter whether that is due to successful finishing or being canceled
 CUGenericAnimationConfig
 CUGenericItemViewWidgetUGenericItemViewWidget
 CUGenericLever_Component
 CUGenericModalOkCancelWidget
 CUGenericStatThis GenericStat is made to be able the stats creation from angel script
 CUGenericTeamAgentInterface
 CUGenericVoicelineComponent
 CUGenericVoicelineDefinition
 CUGestureSet
 CUGiveAbilityRegionTrait
 CUGlossaryCategoryUGlossaryCategory
 CUGlossaryDocument
 CUGlossaryMainWidgetUGlossaryMainWidget
 CUGlossarySlotWidget
 CUGlossarySubcategoryUGlossarySubcategory
 CUGlossarySubcategory_BreadcrumbsUGlossarySubcategory_Breadcrumbs
 CUGlossarySubcategory_ByAliveStateUGlossarySubcategory_ByAliveState
 CUGlossarySubcategory_ByDocumentNameUGlossarySubcategory_ByDocumentName
 CUGlossarySubcategory_ByRelationshipUGlossarySubcategory_ByRelationship
 CUGlossarySubcategory_BySegmentNameUGlossarySubcategory_BySegmentName
 CUGlossarySubfilterWidgetUGlossarySubfilterWidget
 CUGothicAbilitiesGameplayEffectComponent
 CUGothicAbilitySystemComponent
 CUGothicAchievement
 CUGothicAchievementSubsystem
 CUGothicActivitySubsystem
 CUGothicActorComponentInterface
 CUGothicAIGroupSubclass to define your own kind of groups. Each character can be in multiple groups in the same time. The UAIGroupStatus object allows to share information between the characters of the group. This is helpful whenever more than two character need to interact with each other for a while
 CUGothicAnimationComponent
 CUGothicAnimInstance
 CUGothicAssessmentResponseConfig
 CUGothicAsyncTraceLibrary
 CUGothicAudioComponent
 CUGothicAudioOcclusionComponent
 CUGothicAudioSettings
 CUGothicAudioSnapshotSubsystem
 CUGothicBaseConfig
 CUGothicBaseMovementComponentMovementComponent with shared logic for AmbientLifeCharacter and GothicCharacter and fixes for CharacterMovementComponent
 CUGothicBloodComponent
 CUGothicCameraAnimInstance
 CUGothicCameraModifier
 CUGothicCameraModifierControlSpell
 CUGothicCameraModifierDefault
 CUGothicCameraModifierDirectionInput
 CUGothicCameraModifierPhotoMode
 CUGothicCameraModifierPitchMakes the camera look in the direction of the current target actor, if there is one
 CUGothicCameraModifierPostProcessSettings
 CUGothicCameraModifierTargetActor
 CUGothicCameraModifierTransition
 CUGothicCameraModifierWallWalking
 CUGothicCameraSpringArmComponentExtends the default Unreal Engine spring arm camera behavior to match the specific needs of HOAT
 CUGothicCharacterCapsuleComponent
 CUGothicCharacterMixins
 CUGothicCharacterPersonalityCharacter specific personality configuration
 CUGothicCharacterSignificanceSubsystemGlobal character significance overrides
 CUGothicCharacterStateMassTags
 CUGothicCharacterStateMassTrait
 CUGothicCharacterStateSubsystem
 CUGothicCharacterSubCapsuleComponent
 CUGothicCinematic
 CUGothicCinematicActorComponent
 CUGothicCinematicLibrary
 CUGothicCinematicManagerSubsystem
 CUGothicCombatLibrary@jmarin: This class was initially designed to crate methods for angelscript, but now it also contains methods only usable from C++. Will relocate it at some point if I think it's necessary
 CUGothicCommonActivatableWidget
 CUGothicConversationCameraModifier
 CUGothicCrashReportSubsystemThis Subsystem Adds information to the SentryCrashReports
 CUGothicCrowdManagerModifies behaviour of velocity calculation. Allows access to neighboring agents
 CUGothicCrowdManagerStatics
 CUGothicDataLayerInstance
 CUGothicDataValidationInterface
 CUGothicDetailModeWorldPartitionHLODModifier
 CUGothicDetailModeWorldPartitionHLODModifier_Epic
 CUGothicDetailModeWorldPartitionHLODModifier_High
 CUGothicDetailModeWorldPartitionHLODModifier_Low
 CUGothicDetailModeWorldPartitionHLODModifier_Medium
 CUGothicDeveloperSettings
 CUGothicDirtComponent
 CUGothicDivePathfollowingComponent
 CUGothicDynamicDayLight
 CUGothicDynamicWeatherController
 CUGothicEditorFunctionLibrary
 CUGothicFluxActivable
 CUGothicFluxDataComponentInterface
 CUGothicFluxSubsystem
 CUGothicFlyDiveSettingsFunctionLibrary
 CUGothicFlyPathfollowingComponent
 CUGothicFootstepsDataComponent
 CUGothicFXComponent
 CUGothicFXDefinition
 CUGothicGameplayEffectContextHandleMixinLibrary
 CUGothicGameUserSettings
 CUGothicGameUserSettingsWorldSubsystemUGothicGameUserSettingsWorldSubsystem
 CUGothicGameViewportClient
 CUGothicGASLibrary
 CUGothicGCManager
 CUGothicGCNotify_Static
 CUGothicGenericMagicComponent@DE - This component is a base class to be defined on AS for multipurpose creature components. Ej. UCreatureTeleportComponent or USkeletonMageSummonManagerComponent
 CUGothicGlobalEventListenerComponent
 CUGothicHUDConfiguration
 CUGothicInputComponent
 CUGothicInputConfig
 CUGothicInputContextController
 CUGothicInputMarvinCheatManager
 CUGothicLevelSequenceUserDataWe store all data of the Sequence into the UGothicLevelSequenceUserData while parsing the LevelSequence and have all references ready to quick load them in game
 CUGothicLocalPlayer
 CUGothicLockCameraHelperComponentHelper component that orients the lightweight scene capture actor so it points towards a given target location
 CUGothicLockConfig
 CUGothicLockedStreamingSourceComponent
 CUGothicMagicComponent
 CUGothicMassNPCBaseSignificanceProcessorComputes LODInfo for each GothicNPCState. (See UMassVisualizationLODProcessor)
 CUGothicMassNPCDespawnProcessorChecks whether NPCs that have their visuals spawned right now need to have them despawned
 CUGothicMassNPCFinalSignificanceProcessorCombines all information gathered by the previous processors to decide whether a character can spawn
 CUGothicMassNPCHeavyLoadDetectionProcessorBumps up LODBias if it detects many spawned characters around the camera
 CUGothicMassNPCSignificanceGameThreadWorldQueriesProcessorSame as GothicMassNPCSignificanceWorldQueriesProcessor, but has to run on gamethread
 CUGothicMassNPCSignificanceLevelCollisionProcessorEvaluates whether level collision is loaded for potentially spawnable NPCs
 CUGothicMassNPCSignificanceWorldQueriesProcessorChecks whether potentially significant characters are allowed to spawn in their current location. For example: Is collision loaded? Is there Navigation built?
 CUGothicMassNPCSpawnDebugProcessor
 CUGothicMassNPCSpawnProcessorChecks if an NPC should be spawned right now and spawns them as needed
 CUGothicMaterialInstanceDynamicCacheLibrary
 CUGothicMaterialInstanceDynamicCacheSubsystemAllows requesting MaterialInstanceDynamics that are configured in a certain way but will not change at runtime. Put a parameter pack in, and you will get either a new MID or one that already exists with the same pack of parameters
 CUGothicMaterialsComponent
 CUGothicModExt_BlueprintClassVariantAllows extending a blueprint class at runtime. Modders can use this to change any UObject Blueprint dynamically: edit default property values via the variant CDO, or add and change components on Actor Blueprints
 CUGothicModExt_UserSettingsInherit from this to automatically add settings to the Mod category
 CUGothicModExt_WidgetExtensionAdds a WidgetExtension to any UMG UserWidget. Supports automatic registration and Blueprint bindings
 CUGothicModExt_WidgetExtension_GameSettings
 CUGothicModExt_WorldPointsAdd/Modify WorldPoints and ItemSpawns. This could be done by just using InjeritanceInjection, but since the CDOs for these get quite big, that wouldn't scale very well when many item-changing mods are enabled
 CUGothicModExt_WorldSubsystemMod-specific world subsystem that provides some hooks for some game functionality
 CUGothicModInstanceInstance created from a GothicModPackage. This instance is responsible for actually applying the modifications requested by the GothicModPackage
 CUGothicModPackageStores all information of a single mod package in an accessible way. Does not actually apply the modifications, since it's only the descriptor part of a mod
 CUGothicModPlugin
 CUGothicModWidgetExtensionInjectorAdded to the UWidgetBlueprintGeneratedClass extension list to create the actual extensions whenever an instance of that widget is created
 CUGothicModWorldHookSubsystemThere is only one of these per world. Manages the custom UGothicModExt_WorldSubsystem instances that mods create on their own
 CUGothicMountComponent
 CUGothicMovementComponent
 CUGothicMutilationCover
 CUGothicNavigationInvokerComponent
 CUGothicNavigationSystem
 CUGothicNavigationSystemConfig
 CUGothicNavModifierComponentSame as the standard UNavModifierComponent, but checks for "Can ever affect navigation" instead of just collecting everything
 CUGothicNiagaraAudioComponent
 CUGothicNPCStateMassTrait
 CUGothicNPCStateMixins
 CUGothicObjectDefinition
 CUGothicPathFollowingComponentUpdates PathCorridor to follow by using Crowd Avoidance
 CUGothicPersistentDataGame
 CUGothicPersistentDataListThis save is not machine specific, are safe to store in cloud and share them
 CUGothicPersistentUserSettingsThis is a wrapper around the UGothicGameUserSettings object that allows us to store the data to a savegame slot this is done similar to Lyra and we need it so that we can satisfy PS5 and Xbox requirements. instead of manually storing the properties we simply store the config ini contents as a string and put that back into the config system
 CUGothicPersistentUserSettingsSubsystem
 CUGothicPhotoModeComponentUCLASS(Blueprintable, BlueprintType) class G1R_API UGothicPhotoModeConfig : public UGothicBaseConfig { GENERATED_BODY()
 CUGothicPhotoModeConfig
 CUGothicPhysicsMaterialTagsUGothicCharacterPhysicsMaterial
 CUGothicRiderComponent
 CUGothicSavegameMigrationScriptAllows fixing up old savegames if needed. Modifies to persistant data before it is applied to the world
 CUGothicScreenshotsSave
 CUGothicSkeletalMeshComponent
 CUGothicSmartLinkComponentClimbSmartLink used for climbing or jumping over obstacles. AbilityTask triggers UGameplayAbilityTraversal internally. See UGothicSmartLinkComponentGeneric for more details on usage
 CUGothicSmartLinkComponentFly
 CUGothicSmartLinkComponentGenericNavLink for traversing an area between 2 areas of NavMesh
 CUGothicSmartLinkComponentInteractionSpotSmartLink used for links that can be opened and closed (e.g. doors). Opening, closing and traversal each trigger different AbilityTasks. Once a link is open, it can be traversed, but not all characters can open or close a link. Links start- and end location automatically create InteractionSpots that are claimed when interacting with link
 CUGothicSmartLinkComponentJump
 CUGothicSmartLinkComponentJumpToWallClimbing
 CUGothicSmartLinkComponentWallClimbing
 CUGothicSmartLinkDoor
 CUGothicSoundStatics
 CUGothicStatsSubsystem
 CUGothicSummonManagerComponent
 CUGothicSystemFunctionLibrary
 CUGothicTalkBalloonWidget
 CUGothicTimeDilationComponent
 CUGothicTraderPayload
 CUGothicTrajectoryErrorWarping_MotionSimphony
 CUGothicTrajectoryGenerator_MotionSimphony
 CUGothicTriggerVolumeDefinition
 CUGothicUIActionRouter
 CUGothicUIFunctionLibrary
 CUGothicUIManager
 CUGothicUltraDynamicBlueprintLibrary
 CUGothicUltraDynamicOverrideFog
 CUGothicUltraDynamicOverrideVolume
 CUGothicUltraDynamicSubsystem
 CUGothicWaterSplineComponentSpline component with Gothic water-specific metadata. See also: UWaterSplineComponent, UCineSplineComponent
 CUGothicWaterSplineMetadataMetadata for Gothic water splines. See also: UWaterSplineMetadata
 CUGothicWaterVolumeFunctionLibrary
 CUGothicWaterVolumeSensor
 CUGothicWaterVolumeSubsystemSimple world subsystem that handles water volumes
 CUGothicWaterVolumeVectorFieldComponentThis component can be added to water volumes to pre-compute their vector fields. Vector fields are used at run-time to compute the water current's velocity. This is essentially a collection of 3d cubic cells arranged in a grid for fast lookups
 CUGothicWaterVolumeVectorFieldUtilsUtility functions for water volume vector fields
 CUGothicWeaponBloodComponent
 CUGothicWeatherAudioComponent
 CUGothicWeatherComponentTODO: The real name of this component should be UGothicWetnessComponent or UGothicWaterWetnessComponent
 CUGothicWeatherFogPostProcessSettings
 CUGothicWeatherFogSettings
 CUGothicWeatherSettings
 CUGothicWorldCrashReportSubsystemThis subsystem posts relevant world information when the game crashes during gameplay
 CUGothicWorldPartitionHLODModifierAllows modifying generated HLOD actors
 CUGothicZDivergePathfollowingComponentClassical pathfollowing happens in 2D; for flying and diving we compute the Z location form the respective referenced 2D plane by using traces to world geometry and some rules that apply for flying and diving
 CUGraphNodeContextMenuContextThis is the context for GetContextMenuActions and GetNodeContextMenuActions calls
 CUGridPanelA table-like panel that retains the width of every column throughout the table
 CUGridPathFollowingComponentPath following augmented with local navigation grids
 CUGridSlotA slot for UGridPanel, these slots all share the same size as the largest slot in the grid
 CUGroundConfigThis class is Angel Scriptable only
 CUGuildAreaOwnershipModifierAssigns a guild to "own" certain areas
 CUHapticFeedbackEffect_Base
 CUHapticFeedbackEffect_Buffer
 CUHapticFeedbackEffect_Curve
 CUHapticFeedbackEffect_SoundWave
 CUHealthSnapshotBlueprintLibrary
 CUHeterogeneousVolumeComponentA component that represents a heterogeneous volume
 CUHierarchicalInstancedStaticMeshComponent
 CUHierarchicalLODSetup
 CUHintMessageWidgetWidget that briefly displays a message on the players UI when something happened
 CUHitBoxCollisionComponent
 CUHitCapsuleCollisionComponent
 CUHitCollisionInterface
 CUHitCollisionsFunctionLibrary
 CUHitConeCollisionComponent@DE IMPORTANT NOTE: This shape inherits from SphereComponent. Make sure that Sphere Radius attribute has a proper size. A small size makes that the cone collision not works
 CUHitData
 CUHitSphereCollisionComponent
 CUHLODBuilderBase class for all HLOD builders This class takes as input a group of components, and should return component(s) that will be included in the HLOD actor
 CUHLODBuilderSettingsBase class for all HLOD Builder settings
 CUHLODEngineSubsystem
 CUHLODInstancedStaticMeshComponent
 CUHLODLayer
 CUHLODProxyThis asset acts as a proxy to a static mesh for ALODActors to display
 CUHLODProxyDescDescribe a LODActor
 CUHorizontalBoxAllows widgets to be laid out in a flow horizontally
 CUHorizontalBoxSlot
 CUHotkey
 CUHUDAmmoLeft
 CUHUDAmmoLeftController
 CUHUDAnimatedBookUIControllerControls W_AnimatedBookUI
 CUHUDArmorCustomizationControllerUHUDArmorCustomizationController
 CUHUDBorderWarning
 CUHUDBorderWarningController
 CUHUDBossInformationWidget
 CUHUDCheatModeController
 CUHUDCinematicController
 CUHUDControllerBaseUHUDControllerBase
 CUHUDCraftingController
 CUHUDCrosshair
 CUHUDCrosshairController
 CUHUDDisplayBossHealthBarController
 CUHUDDisplayCombatMarkerPositionComponent
 CUHUDDisplayHealthBar
 CUHUDDisplayHealthBarController
 CUHUDDisplayInteract
 CUHUDDisplayInteractController
 CUHUDDisplayNameGothicFont
 CUHUDDisplayNameGothicFontControllerUHUDDisplayNameGothicFontController
 CUHUDLockPickUIControllerControls W_LockPickUI
 CUHUDLootBaseControllerUHUDLootBaseController
 CUHUDLootControllerUHUDLootController
 CUHUDManagementController
 CUHUDMapController
 CUHUDNotification_GameplayAttributeWrapperUHUDNotification_GameplayAttributeWrapper
 CUHUDNotificationAreaWidgetBaseUHUDNotificationAreaWidgetBase
 CUHUDNotificationControllerUHUDNotificationController
 CUHUDNotificationMainWidgetBaseUHUDNotificationMainWidgetBase
 CUHUDNotificationSettingsHUDNotificationSettings
 CUHUDNotificationWidget_GameplayAttributeUHUDNotificationWidget_GameplayAttribute
 CUHUDNotificationWidgetBaseUHUDNotificationWidgetBase
 CUHUDOpenContainerControllerUHUDOpenContainerController
 CUHUDPhotoModeController
 CUHUDQuickSlotControllerUHUDQuickSlotController
 CUHUDSimpleTextMessage
 CUHUDSimpleTextMessageControllerControls W_SimpleTextMessage
 CUHUDSleepUIControllerControls W_SleepUI
 CUHUDSurvivalModeWidgetThe survival widget where all the necessary HUD is added
 CUHUDTradingController
 CUHUDVisibilityStateManagerSubsystemUHUDVisibilityStateManagerSubsystem
 CUHurtBoxCollisionComponent
 CUHurtCollisionInterface
 CUIFlyingCharacter
 CUIHelper
 CUIKAnimInstance_Ladder
 CUIKAnimInstanceBase
 CUIKConfig
 CUImageThe image widget allows you to display a Slate Brush, or texture or material in the UI
 CUImGuiInputHandlerHandles input and sends it to the input state, which is copied to the ImGui IO at the beginning of the frame. Implementation of the input handler can be changed in the ImGui project settings by changing ImGuiInputHandlerClass
 CUImGuiLibrary
 CUImGuiSettingsUObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface
 CUImmunityGameplayEffectComponentImmunity is blocking the application of other GameplayEffectSpecs. This registers a global handler on the ASC to block the application of other GameplayEffectSpecs
 CUImportanceSamplingLibrary
 CUImportantToggleSettingInterface
 CUImportDialogScriptsCommandlet
 CUImportSGXFacialAnimationsCommandlet
 CUIndoorDetectionComponentUpon request, will shoot a bunch of traces into the sky to check if the owning actor is inside or outside
 CUIndoorLocationRegionTraitMarks this area as "indoor"
 CUInGameAdManager
 CUIngameTimeLibrary
 CUIngameTimeMixins
 CUIngameToolAuto-registering class, inherit from it to add a new IngameTool Panel to the IngameToolManager
 CUIngameTool_OutlinerUnrealEditor style outliner, allowing to select actors, interaction spots and world points currently in the level
 CUIngameToolDrawComponent
 CUInGameToolDrawLibrary
 CUIngameToolGizmoLibrary
 CUIngameToolManagerCollects all UGothicModIngameToolPanel subclasses and renders them via ImGui. Provides an editor-style dock host (left/right/bottom regions plus a central area) with a top menu bar built from each panel's MenuPath
 CUIngameToolOutlinerElementWraps a selected world element
 CUIngameToolOutlinerElement_Actor
 CUIngameToolOutlinerElement_CustomTransform
 CUIngameToolOutlinerElement_InteractionSpot
 CUIngameToolOutlinerElement_WorldPointA world point, or one of its proxy points (item spawn positions). Always read-only for now, moving a world point would require relocating it in the managers octree
 CUIngameToolPickingLibrary
 CUInheritableComponentHandler
 CUInheritedTagContainerMixinLibrary
 CUInitialActiveSoundParamsConvenience class to get audio parameters set on an active sound's playback
 CUInputActionAn Input Action is a logical representation of something the user can do, such as "Jump" or "Crouch". These are what your gameplay code binds to in order to listen for input state changes. For most scenarios your gameplay code should be listening for the "Triggered" event on an input action. This will allow for the most scalable and customizable input configuration because you can add different triggers for each key mapping in the Input Mapping Context
 CUInputActionDelegateBinding
 CUInputAxisDelegateBinding
 CUInputAxisKeyDelegateBinding
 CUInputCheatManager
 CUInputComponentImplement an Actor component for input bindings
 CUInputComponentScriptMixinLibraryScriptMixin library to bind functions on UInputComponent that are not BlueprintCallable by default
 CUInputCoreTypes
 CUInputDebugKeyDelegateBinding
 CUInputDelegateBinding
 CUInputDeviceAudioBasedVibrationPropertyPlays a sound to an input device's speaker. On platforms that support it, this sound will be played in the form of a vibration where the left and right audio channels represent the left and right side of the controller
 CUInputDeviceLibraryA static BP library that exposes Input Device data to blueprints
 CUInputDevicePropertyBase class that represents a single Input Device Property. An Input Device Property represents a feature that can be set on an input device. Things like what color a light is, advanced rumble patterns, or trigger haptics
 CUInputDeviceSubsystemThe input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User
 CUInputDeviceTriggerEffectA property that effect the triggers on a gamepad
 CUInputDeviceTriggerFeedbackPropertySets simple trigger feedback
 CUInputDeviceTriggerResistancePropertyProvides linear resistance to a trigger while it is being pressed between a start and end value
 CUInputDeviceTriggerVibrationPropertySets trigger vibration
 CUInputHintWidgetUInputHintWidget
 CUInputHintWidget_CommonUIUInputHintWidget_CommonUI
 CUInputHintWidget_EnhancedInputUInputHintWidget_EnhancedInput
 CUInputKeyDelegateBinding
 CUInputKeySelectorA widget for selecting a single key or a single key with a modifier
 CUInputMappingContextUInputMappingContext : A collection of key to action mappings for a specific input context Could be used to: Store predefined controller mappings (allow switching between controller config variants). TODO: Build a system allowing redirects of UInputMappingContexts to handle this. Define per-vehicle control mappings Define context specific mappings (e.g. I switch from a gun (shoot action) to a grappling hook (reel in, reel out, disconnect actions). Define overlay mappings to be applied on top of existing control mappings (e.g. Hero specific action mappings in a MOBA)
 CUInputModifierBase class for building modifiers
 CUInputModifierDeadZoneDead Zone Input values within the range LowerThreshold -> UpperThreshold will be remapped from 0 -> 1. Values outside this range will be clamped
 CUInputModifierFOVScalingFOV Scaling Apply FOV dependent scaling to input values, per axis
 CUInputModifierNegateNegate Inverts input per axis
 CUInputModifierResponseCurveExponentialResponse Curve Exponential Apply a simple exponential response curve to input values, per axis
 CUInputModifierResponseCurveUserResponse Curve User Defined Apply a custom response curve to input values, per axis
 CUInputModifierScalarScalar Scales input by a set factor per axis
 CUInputModifierScaleByDeltaTimeScalar Multiplies the input value by Delta Time this frame
 CUInputModifierSmoothSmooth Smooth inputs out over multiple frames
 CUInputModifierSmoothDeltaNormalized Smooth Delta
 CUInputModifierSwizzleAxisSwizzle axis components of an input value. Useful to map a 1D input onto the Y axis of a 2D action
 CUInputModifierToWorldSpaceInput space to World space conversion Auto-converts axes within the Input Action Value into world space allowing the result to be directly plugged into functions that take world space values. E.g. For a 2D input axis up/down is mapped to world X (forward), whilst axis left/right is mapped to world Y (right)
 CUInputPlatformSettingsPer-Platform input options
 CUInputSettingsProject wide settings for input handling
 CUInputTouchDelegateBinding
 CUInputTriggerBase class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold
 CUInputTriggerChordActionUInputTriggerChordAction Applies a chord action that must be triggering for this trigger's action to trigger
 CUInputTriggerChordBlockerUInputTriggerChordBlocker Automatically instantiated to block mappings that are masked by a UInputTriggerChordAction chord from firing whilst the chording key is active. NOTE: Do not attempt to add these manually
 CUInputTriggerComboUInputTriggerCombo All actions in the combo array must be completed (based on combo completion event specified - triggered, completed, etc.) to trigger the action this trigger is on. Actions must also be completed in the order specified by the combo actions array (starting at index 0). Note: This will only trigger for one frame before resetting the combo trigger's progress
 CUInputTriggerDownUInputTriggerDown Trigger fires when the input exceeds the actuation threshold. Note: When no triggers are bound Down (with an actuation threshold of > 0) is the default behavior
 CUInputTriggerHoldUInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire
 CUInputTriggerHoldAndReleaseUInputTriggerHoldAndRelease Trigger fires when input is released after having been actuated for at least HoldTimeThreshold seconds
 CUInputTriggerPressedUInputTriggerPressed Trigger fires once only when input exceeds the actuation threshold. Holding the input will not cause further triggers
 CUInputTriggerPulseUInputTriggerPulse Trigger that fires at an Interval, in seconds, while input is actuated. Note: Completed only fires when the repeat limit is reached or when input is released immediately after being triggered. Otherwise, Canceled is fired when input is released
 CUInputTriggerReleasedUInputTriggerReleased Trigger returns Ongoing whilst input exceeds the actuation threshold. Trigger fires once only when input drops back below actuation threshold
 CUInputTriggerTapUInputTriggerTap Input must be actuated then released within TapReleaseTimeThreshold seconds to trigger
 CUInputTriggerTimedBaseBase class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions
 CUInputVectorAxisDelegateBinding
 CUInstanceDataObjectStruct
 CUInstancedPlacemenClientSettingsSettings which can be shared across partition actors
 CUInstancedStaticMeshComponentA component that efficiently renders multiple instances of the same StaticMesh
 CUInt16Property
 CUInt32Binding
 CUInt64Property
 CUInt8Property
 CUIntegerPickerWidgetUIntegerPickerWidget
 CUInteractAnimConfig
 CUInteractCameraDefinition
 CUInteractionKeyBase class for W_InteractionKey
 CUInteractionSpotHandleLibrary
 CUInteractionSpotOwner
 CUInteractionSpotRequirementsLibrary
 CUInteractionSpotsLibrary
 CUInteractionSpotTokenLibrary
 CUInteractionSubsystemHandles interaction spots and objects in the world
 CUInteractiveAnchorOwner
 CUInteractiveComponent
 CUInteractiveObjectAnchorComponent
 CUInteractiveObjectCenterAnchorComponent
 CUInteractiveObjectDefinition
 CUInteractiveObjectLibrary
 CUInteractiveObjectUsedInterface
 CUInteractiveSubsystemThis subsystem is used to save interactables data and Connect them
 CUInteractorComponentComponent to be put onto actors (mostly characters) that can interact with InteractionSpots
 CUInteractSensor
 CUInterface
 CUInterface_ActorSubobject
 CUInterface_AnimCurveMetaData
 CUInterface_AssetUserData
 CUInterface_AsyncCompilation
 CUInterface_CollisionDataProvider
 CUInterface_PostProcessVolume
 CUInterface_PreviewMeshProvider
 CUInterfaceManagementContentChild
 CUInterfaceProperty
 CUIntermediateObjectDefinition
 CUInterpCurveEdSetup
 CUInterpToMovementComponentMove the root component between a series of points over a given time *
 CUIntProperty
 CUIntSerialization
 CUInvalidationBoxInvalidate Single Child Caching / Performance
 CUInventoryBase
 CUInventoryBaseTrading
 CUInventoryComponentAllows equipping items and looking through the inventory of a character
 CUInventoryDefinitionReference for first implementation is https://github.com/GothicII/GOTHIC-MOD-Development-Kit/blob/4071a70b3a8943e374ccbf886986e494b4be0858/gothic/_work/data/Scripts/content/_Intern/CLASSES.D This class is Angel Scriptable only
 CUInventoryFilterUInventoryFilter
 CUInventoryItemTooltip
 CUInventoryLootContainer
 CUInventoryMain
 CUInventoryPreset
 CUInventorySlotDataUInventorySlotData
 CUISMPartitionInstanceManager
 CUISMPartitionInstanceManagerProvider
 CUItemAnimConfig
 CUItemDefinition
 CUItemEffectDefinition
 CUItemRecipeDefinition
 CUItemStatsDefinitionContainer
 CUItemVisualComponent
 CUItemVisualWorldTargetConfig
 CUJumpConfigThis class is Angel Scriptable only
 CUKeyDefinition
 CUKismetAnimationLibraryA library of the most common animation blueprint functions
 CUKismetArrayLibrary
 CUKismetGuidLibrary
 CUKismetInputLibrary
 CUKismetInternationalizationLibrary
 CUKismetMaterialLibrary
 CUKismetNodeHelperLibrary
 CUKismetRenderingLibrary
 CUKismetStringLibrary
 CUKismetStringTableLibrary
 CUKismetSystemLibrary
 CUKismetTextLibrary
 CUKnockbackData
 CUKnowledgeCharacterMixin
 CULadderAnimConfig
 CULadderResizeComponent
 CULandingConfigThis class is Angel Scriptable only
 CULatentAutomationCommand
 CULayer
 CULayeredBoneBlendLibraryExposes operations to be performed on a layered bone blend anim node
 CULazyObjectProperty
 CULegacyCameraShakeLegacy camera shake which can do either oscillation or run camera anims
 CULegacyCameraShakeFunctionLibraryBlueprint function library for autocasting from a base camera shake to a legacy camera shake. This prevents breaking Blueprints now that APlayerCameraManager::StartCameraShake returns the base class
 CULegacyCameraShakePatternShake pattern for the ULegacyCameraShake class
 CULegacyLevelSequenceDirectorBlueprint
 CULevelA Level is a collection of Actors (lights, volumes, mesh instances etc.). Multiple Levels can be loaded and unloaded into the World to create a streaming experience
 CULevelActorContainerRoot object for all level actors
 CULevelInstanceComponentULevelInstanceComponent subclasses USceneComponent for Editing purposes so that we can have a proxy to the LevelInstanceActor's RootComponent transform without attaching to it
 CULevelInstanceEditorObject
 CULevelInstanceEditorPivotInterface
 CULevelInstanceInterface
 CULevelInstanceSubsystemULevelInstanceSubsystem
 CULevelScriptActorMixins
 CULevelSequenceMovie scene animation for Actors
 CULevelSequenceAnimSequenceLinkLink To Set of Anim Sequences that we may be linked to
 CULevelSequenceBurnInBase class for level sequence burn ins
 CULevelSequenceBurnInInitSettings
 CULevelSequenceBurnInOptions
 CULevelSequenceDirector
 CULevelSequencePlayerULevelSequencePlayer is used to actually "play" an level sequence asset at runtime
 CULevelSequenceProjectSettingsSettings for level sequences
 CULevelStreamingAbstract 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
 CULevelStreamingAlwaysLoaded
 CULevelStreamingDynamic
 CULevelStreamingLevelInstance
 CULevelStreamingLevelInstanceEditor
 CULevelStreamingPersistent
 CULevelStreamingProfilingSubsystemThis subsystem captures level streaming operations for a specified time and outputs a .tsv (tab separated values) file to the profiling directory containing the amount of time spent loading levels and the time levels spent queuing for theability to load
 CULightComponent
 CULightComponentBase
 CULightingModifier
 CULightmappedSurfaceCollection
 CULightMapTexture2D
 CULightMapVirtualTextureDeprecated class
 CULightMapVirtualTexture2D
 CULightmassPortalComponent
 CULightmassPrimitiveSettingsObject
 CULightWeightInstanceBlueprintFunctionLibrary
 CULinearBlendCameraNodeLinear blend node
 CULineBatchComponentThe line batch component buffers and draws lines (and some other line-based shapes) in a scene. This can be useful for debug drawing, but is not very performant for runtime use
 CULinkAnchorComponentUsed to modify and display start or end location of a UGothicSmartLinkComponentGeneric
 CULinkedActorDefinition
 CULinkedAnimGraphLibraryExposes operations to be performed on anim node contexts
 CULinkedAnimInstance
 CULinkerPlaceholderClass
 CULinkerPlaceholderExportObject
 CULinkerPlaceholderFunction
 CUListViewA virtualized list that allows up to thousands of items to be displayed
 CUListViewBaseBare-bones base class to make creating custom UListView widgets easier. Child classes should also inherit from ITypedUMGListView<T> to get a basic public ListView API for free
 CUListViewDesignerPreviewItemEmpty dummy UObject used as the table view item during design time Allows rough design-time previewing of how list contents will lay out
 CULizardIKAnimInstance
 CULoadGuardSlotVirtually identical to a UBorderSlot, but unfortunately that assumes (fairly) that its parent widget is a UBorder
 CULoadingScreenHelperSubsystemTemporary solution to provide the loading screen chapter scripts with info which loading screen to play In the end there should be a gameplay state system to query for the current chapter, which hasn't been implemented yet
 CULocalFogVolumeComponent
 CULocalLightComponentA light component which emits light from a single point equally in all directions
 CULocalMessage
 CULocalPlayerEach player that is active on the current client/listen server has a LocalPlayer. It stays active across maps, and there may be several spawned in the case of splitscreen/coop. There will be 0 spawned on dedicated servers
 CULocalPlayerSaveGameAbstract subclass of USaveGame that provides utility functions that let you associate a Save Game object with a specific local player. These objects can also be loaded using the functions on GameplayStatics, but you would need to call functions like InitializeSaveGame manually. For simple games, it is fine to blueprint this class directly and add parameters and override functions in blueprint, but for complicated games you will want to subclass this in native code and set up proper versioning
 CULocalPlayerSubsystemULocalPlayerSubsystem Base class for auto instanced and initialized subsystem that share the lifetime of local players
 CULockPersistentDataSubsystemSaves the state of all unlocked locks in the game
 CULockPickAnimInstanceAnimInstance class for SK_Lockpicking
 CULockPickSubsystemCentral location for managing the different lock pick actors. Does NOT tick. There are no UnregisterLockXXX() methods as the lock pick actors have the same lifetimes as this subsytem/the world. Callers should always check the validity of lock pick actors as usual
 CULockPickUIWidgetBase C++ class for W_LockPickUI
 CULocoBlendCurvesConfigThis class is Angel Scriptable only
 CULocomotionAnimInstance
 CULocomotionConfig
 CULocomotionCurveConfigThis class is Angel Scriptable only
 CULocomotionSequencesData
 CULocomotionSpeedModifierSettings_InWaterThis class is Angel Scriptable only
 CULocomotionSpeedSettingsThis class is Angel Scriptable only
 CULocomotionSpeedSettings_StanceThis class is Angel Scriptable only
 CULocomotionSpeedSettings_WalkSpeedThis class is Angel Scriptable only
 CULODSyncComponentImplement an Actor component for LOD Sync of different components
 CULODSyncInterface
 CULogicalLightReceiver
 CULogicalLightRegionTrait
 CULogicalLightsourceComponentComponent that pretends to be a lightsource to the game logic, but does not cast actual light
 CULogicalLightsourceSubsystem
 CULongTermMemoryComponentStores the memories and experience of a character
 CULookConfigThis class is Angel Scriptable only
 CUMagicScriptLibrary
 CUMagnetComponent
 CUMainMenuWidgetUPersistentDataCommonActivatableWidgetBase
 CUMainPlayerPersistentDataSubsystem
 CUManagementContentWidgetBaseUManagementContentWidgetBase
 CUManagementMain
 CUMapBuildDataRegistry
 CUMapConfiguration
 CUMapCustomMarkerWidget
 CUMapData
 CUMapFilterListWidget
 CUMapLayerWidget
 CUMapMain
 CUMapProperty
 CUMapStatsContainer
 CUMapWidget
 CUMarvinModeComponent
 CUMaterialA Material is an asset which can be applied to a mesh to control the visual look of the scene. When light from the scene hits the surface, the shading model of the material is used to calculate how that light interacts with the surface
 CUMaterialBillboardComponentA 2d material that will be rendered always facing the camera
 CUMaterialDefinition
 CUMaterialEditorOnlyData
 CUMaterialExpression
 CUMaterialExpressionAbs
 CUMaterialExpressionAbsorptionMediumMaterialOutputMaterial output expression for setting absorption properties of solid refractive glass (for the Path Tracer Only)
 CUMaterialExpressionActorPositionWS
 CUMaterialExpressionAdd
 CUMaterialExpressionAntialiasedTextureMask
 CUMaterialExpressionAppendVector
 CUMaterialExpressionArccosine
 CUMaterialExpressionArccosineFast
 CUMaterialExpressionArcsine
 CUMaterialExpressionArcsineFast
 CUMaterialExpressionArctangent
 CUMaterialExpressionArctangent2
 CUMaterialExpressionArctangent2Fast
 CUMaterialExpressionArctangentFast
 CUMaterialExpressionAtmosphericFogColor
 CUMaterialExpressionAtmosphericLightColor
 CUMaterialExpressionAtmosphericLightVector
 CUMaterialExpressionBentNormalCustomOutput
 CUMaterialExpressionBinaryOp
 CUMaterialExpressionBlackBody
 CUMaterialExpressionBlendMaterialAttributes
 CUMaterialExpressionBounds
 CUMaterialExpressionBreakMaterialAttributes
 CUMaterialExpressionBumpOffset
 CUMaterialExpressionCameraPositionWS
 CUMaterialExpressionCameraVectorWS
 CUMaterialExpressionCeil
 CUMaterialExpressionChannelMaskParameter
 CUMaterialExpressionClamp
 CUMaterialExpressionClearCoatNormalCustomOutput
 CUMaterialExpressionCloudSampleAttribute
 CUMaterialExpressionCollectionParameter
 CUMaterialExpressionComment
 CUMaterialExpressionComponentMask
 CUMaterialExpressionCompositeComposite (subgraph) expression. Exists purely for organzational purposes. Under the hood uses reroute expressions for graph compilation. See below to understand how a particular reroute's input / output correlates to the inputs / outputs of composites and their pin bases
 CUMaterialExpressionConstant
 CUMaterialExpressionConstant2Vector
 CUMaterialExpressionConstant3Vector
 CUMaterialExpressionConstant4Vector
 CUMaterialExpressionConstantBiasScale
 CUMaterialExpressionConstantDouble
 CUMaterialExpressionCosine
 CUMaterialExpressionCrossProduct
 CUMaterialExpressionCurveAtlasRowParameter
 CUMaterialExpressionCustom
 CUMaterialExpressionCustomOutput
 CUMaterialExpressionDataDrivenShaderPlatformInfoSwitch
 CUMaterialExpressionDBufferTexture
 CUMaterialExpressionDDX
 CUMaterialExpressionDDY
 CUMaterialExpressionDecalColor
 CUMaterialExpressionDecalDerivative
 CUMaterialExpressionDecalLifetimeOpacity
 CUMaterialExpressionDecalMipmapLevel
 CUMaterialExpressionDeltaTime
 CUMaterialExpressionDepthFade
 CUMaterialExpressionDepthOfFieldFunction
 CUMaterialExpressionDeriveNormalZ
 CUMaterialExpressionDesaturation
 CUMaterialExpressionDistance
 CUMaterialExpressionDistanceCullFade
 CUMaterialExpressionDistanceFieldApproxAO
 CUMaterialExpressionDistanceFieldGradient
 CUMaterialExpressionDistanceFieldsRenderingSwitchMaterial output expression to switch logic according to whether distance fields renderering is supported on this project and feature level
 CUMaterialExpressionDistanceToNearestSurface
 CUMaterialExpressionDivide
 CUMaterialExpressionDotProduct
 CUMaterialExpressionDoubleVectorParameter
 CUMaterialExpressionDynamicParameter
 CUMaterialExpressionExecBegin
 CUMaterialExpressionExecEnd
 CUMaterialExpressionExponential
 CUMaterialExpressionExponential2
 CUMaterialExpressionEyeAdaptationProvides access to the EyeAdaptation render target
 CUMaterialExpressionEyeAdaptationInverseProvides access to the EyeAdaptation render target
 CUMaterialExpressionFeatureLevelSwitch
 CUMaterialExpressionFloor
 CUMaterialExpressionFmod
 CUMaterialExpressionFontSample
 CUMaterialExpressionFontSampleParameter
 CUMaterialExpressionForLoop
 CUMaterialExpressionFrac
 CUMaterialExpressionFresnel
 CUMaterialExpressionFunctionInput
 CUMaterialExpressionFunctionOutput
 CUMaterialExpressionGenericConstant
 CUMaterialExpressionGetLocal
 CUMaterialExpressionGetMaterialAttributes
 CUMaterialExpressionGIReplace
 CUMaterialExpressionHairAttributes
 CUMaterialExpressionHairColor
 CUMaterialExpressionHsvToRgb
 CUMaterialExpressionIf
 CUMaterialExpressionIfThenElse
 CUMaterialExpressionInverseLinearInterpolate
 CUMaterialExpressionIsOrthographic
 CUMaterialExpressionLength
 CUMaterialExpressionLess
 CUMaterialExpressionLightmapUVs
 CUMaterialExpressionLightmassReplace
 CUMaterialExpressionLightVector
 CUMaterialExpressionLinearInterpolate
 CUMaterialExpressionLogarithm
 CUMaterialExpressionLogarithm10
 CUMaterialExpressionLogarithm2
 CUMaterialExpressionMakeMaterialAttributes
 CUMaterialExpressionMapARPassthroughCameraUV
 CUMaterialExpressionMaterialAttributeLayers
 CUMaterialExpressionMaterialFunctionCall
 CUMaterialExpressionMaterialLayerOutput
 CUMaterialExpressionMaterialProxyReplace
 CUMaterialExpressionMax
 CUMaterialExpressionMin
 CUMaterialExpressionMultiply
 CUMaterialExpressionNamedRerouteBase
 CUMaterialExpressionNamedRerouteDeclaration
 CUMaterialExpressionNamedRerouteUsage
 CUMaterialExpressionNaniteReplace
 CUMaterialExpressionNeuralNetworkInput
 CUMaterialExpressionNeuralNetworkOutputThe input node that holds the output from the neural network to the post process material
 CUMaterialExpressionNoise
 CUMaterialExpressionNormalize
 CUMaterialExpressionObjectBounds
 CUMaterialExpressionObjectLocalBounds
 CUMaterialExpressionObjectOrientation
 CUMaterialExpressionObjectPositionWS
 CUMaterialExpressionObjectRadius
 CUMaterialExpressionOneMinus
 CUMaterialExpressionPanner
 CUMaterialExpressionParameter
 CUMaterialExpressionParticleColor
 CUMaterialExpressionParticleDirection
 CUMaterialExpressionParticleMacroUV
 CUMaterialExpressionParticleMotionBlurFade
 CUMaterialExpressionParticlePositionWS
 CUMaterialExpressionParticleRadius
 CUMaterialExpressionParticleRandom
 CUMaterialExpressionParticleRelativeTime
 CUMaterialExpressionParticleSize
 CUMaterialExpressionParticleSpeed
 CUMaterialExpressionParticleSpriteRotation
 CUMaterialExpressionParticleSubUV
 CUMaterialExpressionParticleSubUVProperties
 CUMaterialExpressionPathTracingBufferTexturePath tracing buffer is only accessable in postprocess material
 CUMaterialExpressionPathTracingQualitySwitch
 CUMaterialExpressionPathTracingRayTypeSwitch
 CUMaterialExpressionPerInstanceCustomData
 CUMaterialExpressionPerInstanceCustomData3Vector
 CUMaterialExpressionPerInstanceFadeAmount
 CUMaterialExpressionPerInstanceRandom
 CUMaterialExpressionPinBase
 CUMaterialExpressionPixelDepth
 CUMaterialExpressionPixelNormalWS
 CUMaterialExpressionPower
 CUMaterialExpressionPrecomputedAOMask
 CUMaterialExpressionPreSkinnedLocalBounds
 CUMaterialExpressionPreSkinnedNormal
 CUMaterialExpressionPreSkinnedPosition
 CUMaterialExpressionPreviousFrameSwitch
 CUMaterialExpressionQualitySwitch
 CUMaterialExpressionRayTracingQualitySwitch
 CUMaterialExpressionReflectionCapturePassSwitch
 CUMaterialExpressionReflectionVectorWS
 CUMaterialExpressionRequiredSamplersSwitch
 CUMaterialExpressionReroute
 CUMaterialExpressionRerouteBase
 CUMaterialExpressionRgbToHsv
 CUMaterialExpressionRotateAboutAxis
 CUMaterialExpressionRotator
 CUMaterialExpressionRound
 CUMaterialExpressionRuntimeVirtualTextureOutputMaterial output expression for writing to a runtime virtual texture
 CUMaterialExpressionRuntimeVirtualTextureReplaceMaterial output expression to switch logic for a path that renders to runtime virtual texture pages
 CUMaterialExpressionRuntimeVirtualTextureSampleMaterial expression for sampling from a runtime virtual texture
 CUMaterialExpressionRuntimeVirtualTextureSampleParameter
 CUMaterialExpressionSamplePhysicsIntegerField
 CUMaterialExpressionSamplePhysicsScalarField
 CUMaterialExpressionSamplePhysicsVectorFieldMaterial expresions to sample the global field
 CUMaterialExpressionSaturate
 CUMaterialExpressionScalarParameter
 CUMaterialExpressionSceneColor
 CUMaterialExpressionSceneDepth
 CUMaterialExpressionSceneDepthWithoutWater
 CUMaterialExpressionSceneTexelSize
 CUMaterialExpressionSceneTexture
 CUMaterialExpressionScreenPosition
 CUMaterialExpressionSetLocal
 CUMaterialExpressionSetMaterialAttributes
 CUMaterialExpressionShaderStageSwitch
 CUMaterialExpressionShadingModel
 CUMaterialExpressionShadingPathSwitch
 CUMaterialExpressionShadowReplace
 CUMaterialExpressionSign
 CUMaterialExpressionSine
 CUMaterialExpressionSingleLayerWaterMaterialOutputMaterial output expression for writing single layer water volume material properties
 CUMaterialExpressionSkyAtmosphereAerialPerspective
 CUMaterialExpressionSkyAtmosphereDistantLightScatteredLuminance
 CUMaterialExpressionSkyAtmosphereLightDirection
 CUMaterialExpressionSkyAtmosphereLightDiskLuminance
 CUMaterialExpressionSkyAtmosphereLightIlluminance
 CUMaterialExpressionSkyAtmosphereLightIlluminanceOnGround
 CUMaterialExpressionSkyAtmosphereViewLuminance
 CUMaterialExpressionSkyLightEnvMapSample
 CUMaterialExpressionSmoothStep
 CUMaterialExpressionSobol
 CUMaterialExpressionSparseVolumeTextureBase
 CUMaterialExpressionSparseVolumeTextureObject
 CUMaterialExpressionSparseVolumeTextureObjectParameter
 CUMaterialExpressionSparseVolumeTextureSampleMaterial expression for sampling from a runtime virtual texture
 CUMaterialExpressionSparseVolumeTextureSampleParameter
 CUMaterialExpressionSpeedTree
 CUMaterialExpressionSphereMask
 CUMaterialExpressionSphericalParticleOpacity
 CUMaterialExpressionSquareRoot
 CUMaterialExpressionSRGBColorToWorkingColorSpace
 CUMaterialExpressionStaticBool
 CUMaterialExpressionStaticBoolParameter
 CUMaterialExpressionStaticComponentMaskParameter
 CUMaterialExpressionStaticSwitch
 CUMaterialExpressionStaticSwitchParameter
 CUMaterialExpressionStep
 CUMaterialExpressionSubstrateAdd
 CUMaterialExpressionSubstrateBSDFUMaterialExpressionSubstrateBSDF can only be used for Substrate nodes ouputing SubstrateData that would need a preview,
 CUMaterialExpressionSubstrateConvertMaterialAttributes
 CUMaterialExpressionSubstrateConvertToDecal
 CUMaterialExpressionSubstrateEyeBSDF
 CUMaterialExpressionSubstrateHairBSDF
 CUMaterialExpressionSubstrateHazinessToSecondaryRoughness
 CUMaterialExpressionSubstrateHorizontalMixing/ Operator nodes
 CUMaterialExpressionSubstrateLightFunction
 CUMaterialExpressionSubstrateMetalnessToDiffuseAlbedoF0
 CUMaterialExpressionSubstratePostProcess
 CUMaterialExpressionSubstrateShadingModels
 CUMaterialExpressionSubstrateSimpleClearCoatBSDF
 CUMaterialExpressionSubstrateSingleLayerWaterBSDF
 CUMaterialExpressionSubstrateSlabBSDF
 CUMaterialExpressionSubstrateThinFilm
 CUMaterialExpressionSubstrateTransmittanceToMFP
 CUMaterialExpressionSubstrateUI
 CUMaterialExpressionSubstrateUnlitBSDF
 CUMaterialExpressionSubstrateUtilityBase/ Utilities
 CUMaterialExpressionSubstrateVerticalLayering
 CUMaterialExpressionSubstrateVolumetricFogCloudBSDF
 CUMaterialExpressionSubstrateWeight
 CUMaterialExpressionSubsurfaceMediumMaterialOutputMaterial output expression for setting the mean free path and scattering distribution properties of subsurface profile (for the Path Tracer Only)
 CUMaterialExpressionSubtract
 CUMaterialExpressionSwitch
 CUMaterialExpressionTangent
 CUMaterialExpressionTangentOutput
 CUMaterialExpressionTemporalSobol
 CUMaterialExpressionTextureBase
 CUMaterialExpressionTextureCoordinate
 CUMaterialExpressionTextureObject
 CUMaterialExpressionTextureObjectParameter
 CUMaterialExpressionTextureProperty
 CUMaterialExpressionTextureSample
 CUMaterialExpressionTextureSampleParameter
 CUMaterialExpressionTextureSampleParameter2D
 CUMaterialExpressionTextureSampleParameter2DArray
 CUMaterialExpressionTextureSampleParameterCube
 CUMaterialExpressionTextureSampleParameterCubeArray
 CUMaterialExpressionTextureSampleParameterSubUV
 CUMaterialExpressionTextureSampleParameterVolume
 CUMaterialExpressionThinTranslucentMaterialOutputMaterial output expression for setting absorption properties of thin translucent materials
 CUMaterialExpressionTime
 CUMaterialExpressionTransform
 CUMaterialExpressionTransformPosition
 CUMaterialExpressionTruncate
 CUMaterialExpressionTruncateLWC
 CUMaterialExpressionTwoSidedSign
 CUMaterialExpressionVectorNoise
 CUMaterialExpressionVectorParameter
 CUMaterialExpressionVertexColor
 CUMaterialExpressionVertexInterpolator
 CUMaterialExpressionVertexNormalWS
 CUMaterialExpressionVertexTangentWS
 CUMaterialExpressionViewProperty
 CUMaterialExpressionViewSize
 CUMaterialExpressionVirtualTextureFeatureSwitchMaterial output expression to switch logic according to whether virtual texturing is supported on this project, platform and feature level
 CUMaterialExpressionVolumetricAdvancedMaterialInput
 CUMaterialExpressionVolumetricAdvancedMaterialOutputMaterial output expression for writing advanced volumetric material properties
 CUMaterialExpressionVolumetricCloudEmptySpaceSkippingInput
 CUMaterialExpressionVolumetricCloudEmptySpaceSkippingOutputUSed to help the cloud system to fast skip empty space areas when ray marching
 CUMaterialExpressionWhileLoop
 CUMaterialExpressionWorldPosition
 CUMaterialFunctionA Material Function is a collection of material expressions that can be reused in different materials
 CUMaterialFunctionEditorOnlyData
 CUMaterialFunctionInstanceA material function instance defines parameter overrides for a parent material function
 CUMaterialFunctionInterfaceA Material Function is a collection of material expressions that can be reused in different materials
 CUMaterialFunctionInterfaceEditorOnlyData
 CUMaterialFunctionMaterialLayerSpecialized Material Function that acts as a layer
 CUMaterialFunctionMaterialLayerBlendSpecialized Material Function that acts as a blend
 CUMaterialFunctionMaterialLayerBlendInstanceSpecialized Material Function Instance that instances a blend
 CUMaterialFunctionMaterialLayerInstanceSpecialized Material Function Instance that instances a layer
 CUMaterialInstance
 CUMaterialInstanceConstantMaterial Instances may be used to change the appearance of a material without incurring an expensive recompilation of the material. General modification of the material cannot be supported without recompilation, so the instances are limited to changing the values of predefined material parameters. The parameters are statically defined in the compiled material by a unique name, type and default value
 CUMaterialInstanceDynamic
 CUMaterialInstanceEditorOnlyData
 CUMaterialInterface
 CUMaterialInterfaceEditorOnlyData
 CUMaterialModifier
 CUMaterialParameterCollectionAsset class that contains a list of parameter names and their default values. Any number of materials can reference these parameters and get new values when the parameter values are changed
 CUMaterialParameterCollectionInstanceClass that stores per-world instance parameter data for a given UMaterialParameterCollection resource. Instances of this class are always transient
 CUMaterialPropertyModifier
 CUMaterialPropertyProvider
 CUMaterialUtils
 CUMenuAnchorThe Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from. Single Child Popup
 CUMeshBudgetProjectSettings
 CUMeshComponentMeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles
 CUMeshDeformerBase class for mesh deformer assets. Mesh deformers can be added to mesh components to implement flexible deformation systems. A UMeshDeformer needs to implement creation of a UMeshDeformerInstance which will apply deformer actions and store deformer state
 CUMeshDeformerInstanceBase class for mesh deformers instances. This contains the transient per instance state for a UMeshDeformer
 CUMeshDeformerInstanceSettingsBase class for mesh deformers instance settings. This contains the serialized user settings to apply to the UMeshDeformer
 CUMeshDrawCommandStatsSettingsUser settings used by the MeshDrawCommandStats system
 CUMeshSimplificationSettings
 CUMeshVertexPainterKismetLibrary
 CUMetaData
 CUMetaNavigationQueryFilter
 CUMicroTransactionBase
 CUMinecrawlerIKAnimInstance
 CUMinecrawlerIKConfig
 CUMiningSpotConfig
 CUMiningSpotVisualComponent
 CUMirrorAnimLibraryExposes operations that can be run on a Mirror node via Anim Node Functions such as "On Become Relevant" and "On Update"
 CUMirrorDataTableAutoExpandCategories = "MirrorDataTable,ImportOptions"
 CUMixinAbilitySystemComponent
 CUMixinActorTaken from Actor.h to expose the SimpleRadius family of functions to script
 CUMixinGameplayTagContainer
 CUMMBipedIKAnimInstance
 CUMMConfigThis class is Angel Scriptable only
 CUModel
 CUModelComponentModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object. They are used exclusively by ULevel and are not intended as general-purpose components
 CUModifyCurveAnimLibraryExposes operations that can be run on a Modify Curve Node via Anim Node Functions such as "On Become Relevant" and "On Update"
 CUMorphTarget
 CUMotionWarpingComponent
 CUMotionWarpingUtilities
 CUMouseCursorBinding
 CUMoveFromBoneToBone
 CUMovementComponentMovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. Base functionality includes:
 CUMovieScene2DTransformPropertySystem
 CUMovieScene2DTransformSectionA transform section
 CUMovieScene2DTransformTrackHandles manipulation of 2D transforms in a movie scene
 CUMovieSceneGameplayCueSectionImplements a movie scene section that triggers gameplay cues
 CUMovieSceneGameplayCueTrackImplements a movie scene track that triggers gameplay cues
 CUMovieSceneGameplayCueTriggerSectionImplements a movie scene section that triggers gameplay cues
 CUMovieSceneMarginPropertySystem
 CUMovieSceneMarginSectionA section in a Margin track
 CUMovieSceneMarginTrackHandles manipulation of FMargins in a movie scene
 CUMovieSceneNiagaraBoolParameterTrackA track for animating boolean niagara parameters
 CUMovieSceneNiagaraColorParameterTrackA track for animating color niagara parameters
 CUMovieSceneNiagaraFloatParameterTrackA track for animating float niagara parameters
 CUMovieSceneNiagaraIntegerParameterTrackA track for animating integer niagara parameters
 CUMovieSceneNiagaraParameterTrackA base class for tracks that animate niagara parameters
 CUMovieSceneNiagaraSystemSpawnSection
 CUMovieSceneNiagaraSystemTrack
 CUMovieSceneNiagaraTrack
 CUMovieSceneNiagaraVectorParameterTrackA track for animating float niagara parameters
 CUMovieSceneWidgetMaterialSystemNamespace UE::MovieScene
 CUMovieSceneWidgetMaterialTrackA material track which is specialized for materials which are owned by widget brushes
 CUMPSyncCharacterComponent
 CUMPSyncCommonCharacter
 CUMPSyncCommonInfo
 CUMPSyncComponent
 CUMPSyncReadyComponent
 CUMulticastDelegateProperty
 CUMulticastDelegatePropertyWrapper
 CUMulticastInlineDelegateProperty
 CUMulticastInlineDelegatePropertyWrapper
 CUMulticastSparseDelegateProperty
 CUMultiLineEditableTextEditable text box widget
 CUMultiLineEditableTextBoxAllows a user to enter multiple lines of text
 CUMultipleMaterialPropertyModifier
 CUMultipleMaterialPropertyProvider
 CUMusicManager
 CUMusicModeParameter
 CUMusicRegionTrait
 CUNamedSlotAllows you to expose an external slot for your user widget. When others reuse your user control, they can put whatever they want in this named slot
 CUNamedSlotInterface
 CUNameProperty
 CUNativeWidgetHostA NativeWidgetHost is a container widget that can contain one child slate widget. This should be used when all you need is to nest a native widget inside a UMG widget
 CUNavAgentInterface
 CUNavAreaClass containing definition of a navigation area
 CUNavArea_AvoidNavArea with medium cost (see UNavigationAreaFilter classes in AS). Used to encourage character to move around this, but they won't make large detours
 CUNavArea_BossArena
 CUNavArea_DefaultRegular navigation area, applied to entire navigation data by default
 CUNavArea_DefaultRoofed
 CUNavArea_DefaultSecondaryNavModifier with NavArea_Default cannot override other NavAreas. This class is supposed to work exactly the same as NavArea_Default. Use to override areas where necessary
 CUNavArea_FlyingOnly
 CUNavArea_LesterSleeperFight
 CUNavArea_LowHeightSpecial area that can be generated in spaces with insufficient free height above. Cannot be traversed by anyone
 CUNavArea_MiltenSleeperFight
 CUNavArea_NavLink_Parkour
 CUNavArea_NullIn general represents an empty area, that cannot be traversed by anyone. Ever
 CUNavArea_ObstacleIn general represents a high cost area, that shouldn't be traversed by anyone unless no other path exist
 CUNavArea_PersonalThis area belongs to someone. Subclass via AS/Blueprint to configure
 CUNavArea_RegionWorld region, like a specific forest or so
 CUNavArea_Road
 CUNavArea_RoadRoofed
 CUNavArea_SwampsharkSleeperFight
 CUNavArea_Water
 CUNavArea_Water_Deep
 CUNavArea_Water_Shallow
 CUNavAreaBaseStub class. Actual implementation in NavigationSystem module
 CUNavAreaMetaA convenience class for an area that has IsMetaArea() == true. Do not use this class when determining whether an area class is "meta". Call IsMetaArea instead
 CUNavAreaMeta_SwitchByAgentClass containing definition of a navigation area
 CUNavAreaModifierBaseTraitBase class for all NavArea related region traits. Automatically calculates bounds and updates nav data
 CUNavAreaModifierTraitRegion trait to modify the NavArea and NavMesh resolution in this region volume
 CUNavCollision
 CUNavCollisionBase
 CUNavEdgeProviderInterface
 CUNavFilter_AIControllerDefault
 CUNavigationAreaFilter
 CUNavigationDataChunk
 CUNavigationDataInterface
 CUNavigationGraphNodeComponent
 CUNavigationInvokerComponent
 CUNavigationInvokerInterface
 CUNavigationObjectRepositoryWorld subsystem dedicated to store different types of navigation related objects that the NavigationSystem needs to access
 CUNavigationPathUObject wrapper for FNavigationPath
 CUNavigationPathGenerator
 CUNavigationQueryFilterClass containing definition of a navigation query filter
 CUNavigationQueryFilter_HearingPerception
 CUNavigationQueryFilter_PreferredRegion
 CUNavigationSystemBase
 CUNavigationSystemConfig
 CUNavigationSystemModuleConfigUNavigationSystemModuleConfig
 CUNavigationSystemV1
 CUNavLinkComponent
 CUNavLinkCustomComponentEncapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation
 CUNavLinkCustomInterface
 CUNavLinkDefinitionClass containing definition of a navigation area
 CUNavLinkHostInterface
 CUNavLinkRenderingComponent
 CUNavLinkTrivial
 CUNavLocalGridManagerManager for local navigation grids
 CUNavMeshRenderingComponent
 CUNavModifierComponent
 CUNavMovementComponentNavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding
 CUNavNodeInterface
 CUNavPathObserverInterface
 CUNavRelevantComponent
 CUNavRelevantInterface
 CUNavReplacementModifierTrait
 CUNavTestRenderingComponent
 CUNDIArraySimCacheData
 CUNDIDataChannelWriteSimCacheData
 CUNDILandscapeSimCacheData
 CUNDIMemoryBufferSimCacheData
 CUNDIRenderTargetVolumeSimCacheData
 CUNDISimpleCounterSimCacheData
 CUNearbyActorsSubsystemTracks a set of actors and allows fast spatial lookups, ie. determining all nearby items or other characters
 CUNetConnection
 CUNetDriver
 CUNetFaultConfigConfiguration class for FNetFaultState state escalation configuration
 CUNetPushModelHelpers
 CUNetworkMetricsBaseListenerAn abstract class for metrics listeners that are registered with FNetworkMetricsDatabase
 CUNetworkMetricsConfig
 CUNetworkMetricsCSVA metrics listener that reports an array of metrics to CSV
 CUNetworkMetricsCSV_ReplicationA metrics listener that writes a metric to the 'Replication' CSV category
 CUNetworkMetricsDatabaseNamespace UE::Net
 CUNetworkMetricsPerfCountersA metrics listener that reports an array of metrics to PerfCounters
 CUNetworkMetricsStatsA metrics listener that reports a metric to a single Stat
 CUNetworkPhysicsComponentNetwork physics component that will be attached to any player controller
 CUNetworkPhysicsSettingsComponentUSTRUCT() struct FNetworkPhysicsSettingsRewindData { GENERATED_BODY() };
 CUNetworkPhysicsSystemNetwork physics manager to initialize data required for rewind/resim
 CUNetworkPredictionInterface
 CUNetworkSettingsNetwork settings
 CUNetworkSubsystem
 CUNeuralProfileThis class represents assets that stores the neural network model data and the conversion from/to the model
 CUNiagaraAssetTagDefinitionsAn asset to define multiple tag definitions; used to sort and categorize Niagara assets
 CUNiagaraBakerOutput
 CUNiagaraBakerOutputSimCache
 CUNiagaraBakerOutputSparseVolumeTexture
 CUNiagaraBakerOutputTexture2D
 CUNiagaraBakerOutputVolumeTexture
 CUNiagaraBakerSettings
 CUNiagaraBaselineControllerBase class for baseline controllers. These can are responsible for spawning and manipulating the FX needed for the baseline perf tests
 CUNiagaraBaselineController_BasicSimple controller that will just spawn the given system N times. If any instance completes, it will spawn a new one to replace it. Can handle simple burst or looping systems
 CUNiagaraComponentUNiagaraComponent is the primitive component for a Niagara System. @see ANiagaraActor @see UNiagaraSystem
 CUNiagaraComponentPool
 CUNiagaraComponentRendererProperties
 CUNiagaraConvertInPlaceUtilityBase
 CUNiagaraCullProxyComponentA specialization of UNiagaraComponent that can act as a proxy for many other NiagaraComponents that have been culled by scalability
 CUNiagaraDataChannel
 CUNiagaraDataChannel_GlobalSimple DataChannel handler that makes all data visible globally
 CUNiagaraDataChannel_IslandsData channel that will automatically sub-divide the world into discreet "islands" based on location
 CUNiagaraDataChannelAssetNiagara Data Channels are a system for communication between Niagara Systems and with game code/Blueprint
 CUNiagaraDataChannelHandler
 CUNiagaraDataChannelHandler_GlobalBasic DataChannel handler that makes all data visible globally
 CUNiagaraDataChannelHandler_Islands
 CUNiagaraDataChannelLibraryA C++ and Blueprint accessible library of utility functions for accessing Niagara DataChannel
 CUNiagaraDataChannelReaderInitial simple API for reading and writing data in a data channel from game code / BP. Likely to be replaced in the near future with a custom BP node and a helper struct
 CUNiagaraDataChannelWriter
 CUNiagaraDataInterfaceBase class for all Niagara data interfaces
 CUNiagaraDataInterface2DArrayTextureData Interface allowing sampling of a texture
 CUNiagaraDataInterfaceActorComponentData interface that gives you access to actor & component information
 CUNiagaraDataInterfaceArray
 CUNiagaraDataInterfaceArrayBool
 CUNiagaraDataInterfaceArrayColor
 CUNiagaraDataInterfaceArrayFloat
 CUNiagaraDataInterfaceArrayFloat2
 CUNiagaraDataInterfaceArrayFloat3
 CUNiagaraDataInterfaceArrayFloat4
 CUNiagaraDataInterfaceArrayFunctionLibraryC++ and Blueprint library for accessing array types
 CUNiagaraDataInterfaceArrayInt32
 CUNiagaraDataInterfaceArrayMatrix
 CUNiagaraDataInterfaceArrayNiagaraID
 CUNiagaraDataInterfaceArrayPosition
 CUNiagaraDataInterfaceArrayQuat
 CUNiagaraDataInterfaceArrayUInt8
 CUNiagaraDataInterfaceAsyncGpuTraceData interface for handling latent (delayed 1 frame) traces against the scene for GPU simulations
 CUNiagaraDataInterfaceAudioOscilloscopeData Interface allowing sampling of recent audio data
 CUNiagaraDataInterfaceAudioPlayerThis Data Interface can be used to play one-shot audio effects driven by particle data
 CUNiagaraDataInterfaceAudioPlayerSettings
 CUNiagaraDataInterfaceAudioSpectrumData Interface allowing sampling of recent audio spectrum
 CUNiagaraDataInterfaceAudioSubmixData Interface allowing sampling of recent audio data
 CUNiagaraDataInterfaceCamera
 CUNiagaraDataInterfaceCollisionQueryData Interface that can be used to query collision related data, like geometry traces or sampling the depth buffer
 CUNiagaraDataInterfaceColorCurveData Interface allowing sampling of color curves
 CUNiagaraDataInterfaceConsoleVariableData interface to read console variables
 CUNiagaraDataInterfaceCubeTextureData Interface allowing sampling of a texture
 CUNiagaraDataInterfaceCurlNoiseData Interface allowing sampling of curl noise LUT
 CUNiagaraDataInterfaceCurveData Interface allowing sampling of float curves
 CUNiagaraDataInterfaceCurveBaseBase class for curve data interfaces which facilitates handling the curve data in a standardized way
 CUNiagaraDataInterfaceDataChannelRead
 CUNiagaraDataInterfaceDataChannelWrite
 CUNiagaraDataInterfaceDebugDraw
 CUNiagaraDataInterfaceDynamicMeshData Interface that can create mesh geometry at runtime from triangle data (e.g. to render a custom generated mesh per particle)
 CUNiagaraDataInterfaceEmitterPropertiesAllows access to various emitter properties that are not part of the simulation data
 CUNiagaraDataInterfaceExportThis Data Interface can be used to gather particles at execution time and call either a C++ or blueprint object with the gathered particle data each tick
 CUNiagaraDataInterfaceGBuffer
 CUNiagaraDataInterfaceGrid2D
 CUNiagaraDataInterfaceGrid2DCollection
 CUNiagaraDataInterfaceGrid2DCollectionReader
 CUNiagaraDataInterfaceGrid3D
 CUNiagaraDataInterfaceGrid3DCollection
 CUNiagaraDataInterfaceGrid3DCollectionReader
 CUNiagaraDataInterfaceIntRenderTarget2D
 CUNiagaraDataInterfaceLandscapeData Interface allowing sampling of a Landscape
 CUNiagaraDataInterfaceMemoryBufferData interface used to access a memory buffer. The user is responsible for how data is read / wrote. The DI will ensure no out of bounds access but not that the elements are of the correct type (i.e. float or int) Elements are considered to be 4 bytes in size
 CUNiagaraDataInterfaceMeshRendererInfoThis Data Interface can be used to query information about the mesh renderers of an emitter
 CUNiagaraDataInterfaceNeighborGrid3D
 CUNiagaraDataInterfaceOcclusion
 CUNiagaraDataInterfaceParticleRead
 CUNiagaraDataInterfacePhysicsAssetData Interface for interacting with PhysicsAssets
 CUNiagaraDataInterfacePlatformSetData Interface allowing querying of the current platform set
 CUNiagaraDataInterfaceRasterizationGrid3D
 CUNiagaraDataInterfaceRenderTarget2D
 CUNiagaraDataInterfaceRenderTarget2DArray
 CUNiagaraDataInterfaceRenderTargetCube
 CUNiagaraDataInterfaceRenderTargetVolume
 CUNiagaraDataInterfaceRigidMeshCollisionQueryData Interface used to collide against static meshes - whether it is the mesh distance field or a physics asset's collision primitive
 CUNiagaraDataInterfaceRWBase
 CUNiagaraDataInterfaceSceneCapture2DData Interface which can control or read from a scene capture component
 CUNiagaraDataInterfaceSimCacheReaderData interface to read properties from a Niagara Simulation Cache
 CUNiagaraDataInterfaceSimpleCounterThread safe counter starts at the initial value on start / reset. When operating between CPU & GPU ensure you set the appropriate sync mode
 CUNiagaraDataInterfaceSkeletalMeshData Interface allowing sampling of skeletal meshes
 CUNiagaraDataInterfaceSparseVolumeTextureData Interface allowing sampling of a sparse volume texture
 CUNiagaraDataInterfaceSplineData Interface allowing sampling of in-world spline components. Note that this data interface is very experimental
 CUNiagaraDataInterfaceSpriteRendererInfoThis Data Interface can be used to query information about the sprite renderers of an emitter
 CUNiagaraDataInterfaceStaticMeshData Interface allowing sampling of static meshes
 CUNiagaraDataInterfaceTextureData Interface allowing sampling of a texture
 CUNiagaraDataInterfaceUObjectPropertyReaderData interface to read properties from UObjects. Rather than having BP tick functions that push data into Niagara this data interface will instead pull them
 CUNiagaraDataInterfaceVector2DCurveData Interface allowing sampling of vector curves
 CUNiagaraDataInterfaceVector4CurveData Interface allowing sampling of vector curves
 CUNiagaraDataInterfaceVectorCurveData Interface allowing sampling of vector curves
 CUNiagaraDataInterfaceVectorField
 CUNiagaraDataInterfaceVirtualTextureData Interface allowing sampling of a texture
 CUNiagaraDataInterfaceVolumeCache
 CUNiagaraDataInterfaceVolumeTextureData Interface allowing sampling of a texture
 CUNiagaraDebugHUDSettings
 CUNiagaraDecalRendererProperties
 CUNiagaraDIRigidMeshCollisionFunctionLibraryC++ and Blueprint library for accessing array types
 CUNiagaraEditorDataBaseA base class for editor only data which supports post loading from the runtime owner object
 CUNiagaraEditorParametersAdapterBaseA base class for editor only data which owns UNiagaraScriptVariables and supports synchronizing them with definitions
 CUNiagaraEffectTypeContains settings and working data shared among many NiagaraSystems that share some commonality of type. For example ImpactFX vs EnvironmentalFX
 CUNiagaraEmitterNiagara Emitters are particle spawners that can be reused for different effects by putting them into Niagara Systems. Emitters render their particles using different renderers, such as Sprite Renderers or Mesh Renderers to produce different effects
 CUNiagaraEventReceiverEmitterActionBase class for actions that an event receiver will perform at the emitter level
 CUNiagaraEventReceiverEmitterAction_SpawnParticles
 CUNiagaraFunctionLibraryA C++ and Blueprint accessible library of utility functions for accessing Niagara simulations All positions & orientations are returned in Unreal reference frame & units, assuming the Leap device is located at the origin
 CUNiagaraLightRendererProperties
 CUNiagaraMeshRendererProperties
 CUNiagaraMessageDataBase
 CUNiagaraParameterCollectionAsset containing a collection of global parameters usable by Niagara
 CUNiagaraParameterCollectionInstance
 CUNiagaraParameterDefinitionsBaseStub class. Collection of UNiagaraScriptVariables to synchronize between UNiagaraScripts
 CUNiagaraParticleCallbackHandler
 CUNiagaraPhysicsAssetDICollectorInterface
 CUNiagaraPrecompileContainer
 CUNiagaraPreviewAxisBase class for all preview axis types. NiagaraPreviewGrid uses these to control how many systems to spawn in each axis and how each system varies on that axis. C++ Examples are show below. You can also create these as Blueprint classes as show in the Plugin content folder
 CUNiagaraPreviewAxis_InterpParamBase
 CUNiagaraPreviewAxis_InterpParamFloat
 CUNiagaraPreviewAxis_InterpParamInt32
 CUNiagaraPreviewAxis_InterpParamLinearColor
 CUNiagaraPreviewAxis_InterpParamVector
 CUNiagaraPreviewAxis_InterpParamVector2D
 CUNiagaraPreviewAxis_InterpParamVector4
 CUNiagaraRenderableMeshInterface
 CUNiagaraRendererPropertiesEmitter properties base class Each EmitterRenderer derives from this with its own class, and returns it in GetProperties; a copy of those specific properties is stored on UNiagaraEmitter (on the System) for serialization and handed back to the System renderer on load
 CUNiagaraRibbonRendererProperties
 CUNiagaraScratchPadContainerWrapper class for scratch pad scripts in an emitter. This is needed because each emitter version can have it's own copy of a scratch pad with the same name and they can't all be outered to the emitter that way
 CUNiagaraScriptRuntime script for a Niagara system
 CUNiagaraScriptSourceBaseRuntime data for a Niagara system
 CUNiagaraSettings
 CUNiagaraSignificanceHandlerBase class for significance handlers. These allow Niagara's scalability system to determine the relative significance of different FX in the scene. Some basic ones are provided but projects are free to implement their own more complex determinations of significance. For example, FX attached to the player character could be given higher priority
 CUNiagaraSignificanceHandlerAgeSignificance is determined by the system's age. Newer systems are more significant
 CUNiagaraSignificanceHandlerDistanceSignificance is determined by the system's distance to the nearest camera. Closer systems are more significant
 CUNiagaraSimCache
 CUNiagaraSimCacheCustomStorageInterface
 CUNiagaraSimCacheFunctionLibrary
 CUNiagaraSimulationStageBaseA base class for niagara simulation stages. This class should be derived to add stage specific information
 CUNiagaraSimulationStageGeneric
 CUNiagaraSpriteRendererProperties
 CUNiagaraStatelessEmitterEditor data for stateless emitters Generates runtime data to be consumed by the game
 CUNiagaraStatelessEmitterDefault
 CUNiagaraStatelessEmitterExample1
 CUNiagaraStatelessEmitterTemplate
 CUNiagaraStatelessModule
 CUNiagaraStatelessModule_AccelerationForce
 CUNiagaraStatelessModule_AddVelocity
 CUNiagaraStatelessModule_CalculateAccurateVelocity
 CUNiagaraStatelessModule_CameraOffset
 CUNiagaraStatelessModule_CurlNoiseForce
 CUNiagaraStatelessModule_Drag
 CUNiagaraStatelessModule_DynamicMaterialParameters
 CUNiagaraStatelessModule_GravityForce
 CUNiagaraStatelessModule_InitializeParticle
 CUNiagaraStatelessModule_InitialMeshOrientation
 CUNiagaraStatelessModule_MeshIndex
 CUNiagaraStatelessModule_MeshRotationRate
 CUNiagaraStatelessModule_RotateAroundPoint
 CUNiagaraStatelessModule_ScaleColor
 CUNiagaraStatelessModule_ScaleMeshSize
 CUNiagaraStatelessModule_ScaleMeshSizeBySpeed
 CUNiagaraStatelessModule_ScaleSpriteSize
 CUNiagaraStatelessModule_ScaleSpriteSizeBySpeed
 CUNiagaraStatelessModule_ShapeLocation
 CUNiagaraStatelessModule_SolveVelocitiesAndForces
 CUNiagaraStatelessModule_SpriteFacingAndAlignment
 CUNiagaraStatelessModule_SpriteRotationRate
 CUNiagaraStatelessModule_SubUVAnimation
 CUNiagaraSystemA Niagara System contains multiple Niagara Emitters to create various effects. Niagara Systems can be placed in the world, unlike Emitters, and expose User Parameters to configure an effect at runtime
 CUNiagaraValidationRuleBase class for system validation logic. These allow Niagara systems to be inspected for content validation either at save time or from a commandlet
 CUNiagaraValidationRuleSetA set of reusable validation rules
 CUNiagaraVolumeRendererProperties
 CUNodeMappingContainerNode Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. Will need to improve interface better
 CUNodeMappingProviderInterface
 CUNoWPOWorldPartitionHLODModifierDisables WorldPositionOffset
 CUNPCHealthBarComponent
 CUNPCOverheadInfoWidget
 CUNPCTalkBalloonComponent
 CUNullHLODBuilderNull HLOD builder that ignores it's input and generate no component
 CUNullNavSysConfig
 CUNumericProperty
 CUObjectDirect base class for all UE objects @note The full C++ class is located here: Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h
 CUObjectElementAssetDataInterface
 CUObjectElementCounterInterface
 CUObjectElementObjectInterface
 CUObjectElementSelectionInterface
 CUObjectInWorld
 CUObjectLibraryClass that holds a library of Objects
 CUObjectProperty
 CUObjectPropertyBase
 CUObjectReachabilityStressData
 CUObjectRedirector
 CUObjectReferencer
 CUObjectTickable
 CUObjectTraceWorldSubsystemWorld subsystem used to track world info
 CUOffsetCameraNodeA camera node that offsets the location of the camera
 CUOnlineBlueprintCallProxyBase
 CUOnlineEngineInterfaceInterface 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
 CUOnlineGameSession
 CUOnlineSession
 CUOnlineSessionResult
 CUOutdoorLocationRegionTraitMarks this area as "outdoor"
 CUOutlineSubsystem
 CUOutlineSubsystemConfig
 CUOverlayAllows widgets to be stacked on top of each other, uses simple flow layout for content on each layer
 CUOverlaySlotSlot for the UOverlay panel. Allows content to be hover above other content
 CUOverrideGestureConfig
 CUOwnedTagRegionTrait
 CUOwnershipSubsystemTracks ownership between characters, guilds, etc
 CUOwnsRegionTraits
 CUOxygenBarWidgetBase class for W_OxygenBar
 CUPackage
 CUPackageMap
 CUPackageMapClient
 CUPanelSlotThe base class for all Slots in UMG
 CUPanelWidgetThe base class for all UMG panel widgets. Panel widgets layout a collection of child widgets
 CUParriesData
 CUParticleEmitter
 CUParticleLODLevel
 CUParticleModule
 CUParticleModuleAcceleration
 CUParticleModuleAccelerationBase
 CUParticleModuleAccelerationConstant
 CUParticleModuleAccelerationDrag
 CUParticleModuleAccelerationDragScaleOverLife
 CUParticleModuleAccelerationOverLifetime
 CUParticleModuleAttractorBase
 CUParticleModuleAttractorLine
 CUParticleModuleAttractorParticle
 CUParticleModuleAttractorPoint
 CUParticleModuleAttractorPointGravity
 CUParticleModuleBeamBase
 CUParticleModuleBeamModifier
 CUParticleModuleBeamNoise
 CUParticleModuleBeamSource
 CUParticleModuleBeamTarget
 CUParticleModuleCameraBase
 CUParticleModuleCameraOffset
 CUParticleModuleCollision
 CUParticleModuleCollisionBase
 CUParticleModuleCollisionGPU
 CUParticleModuleColor
 CUParticleModuleColor_Seeded
 CUParticleModuleColorBase
 CUParticleModuleColorOverLife
 CUParticleModuleColorScaleOverLife
 CUParticleModuleEventBase
 CUParticleModuleEventGenerator
 CUParticleModuleEventReceiverBase
 CUParticleModuleEventReceiverKillParticles
 CUParticleModuleEventReceiverSpawn
 CUParticleModuleEventSendToGame
 CUParticleModuleKillBase
 CUParticleModuleKillBox
 CUParticleModuleKillHeight
 CUParticleModuleLifetime
 CUParticleModuleLifetime_Seeded
 CUParticleModuleLifetimeBase
 CUParticleModuleLight
 CUParticleModuleLight_Seeded
 CUParticleModuleLightBase
 CUParticleModuleLocation
 CUParticleModuleLocation_Seeded
 CUParticleModuleLocationBase
 CUParticleModuleLocationBoneSocket
 CUParticleModuleLocationDirect
 CUParticleModuleLocationEmitter
 CUParticleModuleLocationEmitterDirect
 CUParticleModuleLocationPrimitiveBase
 CUParticleModuleLocationPrimitiveCylinder
 CUParticleModuleLocationPrimitiveCylinder_Seeded
 CUParticleModuleLocationPrimitiveSphere
 CUParticleModuleLocationPrimitiveSphere_Seeded
 CUParticleModuleLocationPrimitiveTriangle
 CUParticleModuleLocationSkelVertSurface
 CUParticleModuleLocationWorldOffset
 CUParticleModuleLocationWorldOffset_Seeded
 CUParticleModuleMaterialBase
 CUParticleModuleMeshMaterial
 CUParticleModuleMeshRotation
 CUParticleModuleMeshRotation_Seeded
 CUParticleModuleMeshRotationRate
 CUParticleModuleMeshRotationRate_Seeded
 CUParticleModuleMeshRotationRateMultiplyLife
 CUParticleModuleMeshRotationRateOverLife
 CUParticleModuleOrbit
 CUParticleModuleOrbitBase
 CUParticleModuleOrientationAxisLock
 CUParticleModuleOrientationBase
 CUParticleModuleParameterBase
 CUParticleModuleParameterDynamic
 CUParticleModuleParameterDynamic_Seeded
 CUParticleModulePivotOffset
 CUParticleModuleRequired
 CUParticleModuleRotation
 CUParticleModuleRotation_Seeded
 CUParticleModuleRotationBase
 CUParticleModuleRotationOverLifetime
 CUParticleModuleRotationRate
 CUParticleModuleRotationRate_Seeded
 CUParticleModuleRotationRateBase
 CUParticleModuleRotationRateMultiplyLife
 CUParticleModuleSize
 CUParticleModuleSize_Seeded
 CUParticleModuleSizeBase
 CUParticleModuleSizeMultiplyLife
 CUParticleModuleSizeScale
 CUParticleModuleSizeScaleBySpeed
 CUParticleModuleSourceMovement
 CUParticleModuleSpawn
 CUParticleModuleSpawnBase
 CUParticleModuleSpawnPerUnit
 CUParticleModuleSubUV
 CUParticleModuleSubUVBase
 CUParticleModuleSubUVMovie
 CUParticleModuleTrailBase
 CUParticleModuleTrailSource
 CUParticleModuleTypeDataAnimTrail
 CUParticleModuleTypeDataBase
 CUParticleModuleTypeDataBeam2
 CUParticleModuleTypeDataGpu
 CUParticleModuleTypeDataMesh
 CUParticleModuleTypeDataRibbon
 CUParticleModuleVectorFieldBase
 CUParticleModuleVectorFieldGlobal
 CUParticleModuleVectorFieldLocal
 CUParticleModuleVectorFieldRotation
 CUParticleModuleVectorFieldRotationRate
 CUParticleModuleVectorFieldScale
 CUParticleModuleVectorFieldScaleOverLife
 CUParticleModuleVelocity
 CUParticleModuleVelocity_Seeded
 CUParticleModuleVelocityBase
 CUParticleModuleVelocityCone
 CUParticleModuleVelocityInheritParent
 CUParticleModuleVelocityOverLifetime
 CUParticleSpriteEmitter
 CUParticleSystemA ParticleSystem is a complete particle effect that contains any number of ParticleEmitters. By allowing multiple emitters in a system, the designer can create elaborate particle effects that are held in a single system. Once created using Cascade, a ParticleSystem can then be inserted into a level or created in script
 CUParticleSystemComponentA particle emitter
 CUParticleSystemReplay
 CUPathFollowingAgentInterface
 CUPathFollowingComponent
 CUPathFollowingManager
 CUPauseMenuWidget
 CUPawnMovementComponentPawnMovementComponent can be used to update movement for an associated Pawn. It also provides ways to accumulate and read directional input in a generic way (with AddInputVector(), ConsumeInputVector(), etc). @see APawn
 CUPawnNoiseEmitterComponentPawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. This component is intended to exist on either a Pawn or its Controller. It does nothing on network clients
 CUPawnSensingComponentSensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients
 CUPendingNetGame
 CUPerceivableItemComponent
 CUPerceivedAgentStatics
 CUPerceivedInteractiveObjectStatics
 CUPerceptionAgentSettings
 CUPerceptionComponentComponent that automatically registers its owner as a perception system agent when the component becomes active. The agent is automatically de-registered from the perception system when the component becomes inactive
 CUPerceptionHearingSettingsMixin
 CUPerceptionShortTermMemoryStatics
 CUPerceptionSystem
 CUPerlinNoiseCameraShakePatternA camera shake that uses Perlin noise to shake the camera
 CUPersistentAchievementData
 CUPersistentDataBaseSubsystem
 CUPersistentDataSubsystem
 CUPersonalBelongingsComponentLets the Character remember his belongings in the world (ie. Bed, Chest, House, etc)
 CUPersonalRelationshipModifierObject that can calculate how much two people like each other depending on one single factor, ie. the guild that they belong to or whether one of them got beaten up recently
 CUPhotoModeCameraModifier
 CUPhotoModeCategory
 CUPhotoModeConfig
 CUPhotoModeMainWidget
 CUPhotoModeManager
 CUPhotoModePawnMovementComponent
 CUPhotoModeStickerData
 CUPhotoModeStickerSlotWidget
 CUPhysicalAnimationComponent
 CUPhysicalBonesConfig
 CUPhysicalMaterialPhysical materials are used to define the response of a physical object when interacting dynamically with the world
 CUPhysicalMaterialMaskPhysical material masks are used to map multiple physical materials to a single rendering material
 CUPhysicMaterialsColor
 CUPhysicsAssetPhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor
 CUPhysicsCollisionHandler
 CUPhysicsComponent
 CUPhysicsConstraintComponentThis 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
 CUPhysicsConstraintTemplate
 CUPhysicsDefinition
 CUPhysicsFieldComponentPhysicsFieldComponent
 CUPhysicsFieldStaticsStatic function with world field evaluation
 CUPhysicsHandleComponentUtility object for moving physics objects around
 CUPhysicsObjectBlueprintLibrary
 CUPhysicsSettingsDefault physics settings
 CUPhysicsSettingsCoreDefault physics settings
 CUPhysicsSpringComponentNote: this component is still work in progress. Uses raycast springs for simple vehicle forces Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring
 CUPhysicsThreadLibrary
 CUPhysicsThrusterComponentUsed with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in
 CUPickItemInterface
 CUPickpocketWidgetWidget used by UPickpocketWidgetComponent. Note: we don't expose show/hide methods here on purpose; this widget's visibility is controlled by its owner component's visibility. We still want a base class here in case we need to customize the widget in the future
 CUPickpocketWidgetComponentWidget component that manages an instance of a UPickpocketWidget
 CUPicksData
 CUPieFixupTestObject
 CUPlanarReflectionComponentUPlanarReflectionComponent
 CUPlaneReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
 CUPlatformEventsComponentComponent to handle receiving notifications from the OS about platform events
 CUPlatformGameInstanceUObject 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
 CUPlatformInterfaceBase
 CUPlatformInterfaceWebResponse
 CUPlayer
 CUPlayerBarHealthManaUPlayerBarHealthMana The class for the Health/Mana bars, which implements specific effects like regen
 CUPlayerConfigThis class is Angel Scriptable only
 CUPlayerControllerInputScriptMixinLibraryScriptMixin library to bind functions on APlayerController for handling input
 CUPlayerHelper
 CUPlayerInputObject within PlayerController that processes player input. Only exists on the client in network games
 CUPlayerInputScriptMixinLibrary
 CUPlayerMappableInputConfigUPlayerMappableInputConfig
 CUPlayerMappableKeySettingsHold setting information of an Action Input or a Action Key Mapping for setting screen and save purposes. Experimental: Do not count on long term support for this structure
 CUPlayerPreset
 CUPlayerStateCountLimiterConfigIf one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates this class makes it possible to have specific settings for PlayerStates in case other classes also wish to use said prioritizer. Only available if running with Iris replication. The PlayerState will look for a prioritizer aptly named PlayerState and set that prioritizer for it. It could be any kind of prioritizer but if the NetObjectCountLimiter is used this config will come in handy
 CUPlayerWidget
 CUPlayMontageCallbackProxy
 CUPluginBlueprintLibraryA function library of utilities for querying information about plugins
 CUPluginCommandlet
 CUPointLightComponentA light component which emits light from a single point equally in all directions
 CUPolys
 CUPopBlendCameraNodeA blend node that creates a camera cut (i.e. it doesn't blend at all)
 CUPopupPersistentDataTextInput
 CUPoseableMeshComponentUPoseableMeshComponent that allows bone transforms to be driven by blueprint
 CUPoseAssetPose Asset that can be blended by weight of curves
 CUPoseWatch
 CUPoseWatchElement
 CUPoseWatchFolder
 CUPoseWatchPoseElement
 CUPostBufferUpdateWidget that when drawn, will trigger the slate post buffer to update. Does not draw anything itself. This allows for you to perform layered UI / sampling effects with the GetSlatePost material functions, by placing this widget after UI you would like to be processed / sampled is drawn
 CUPostProcessAnimInstance
 CUPostProcessComponentPostProcessComponent. Enables Post process controls for blueprints. Will use a parent UShapeComponent to provide volume data if available
 CUPostProcessingBooleanRegionTrait
 CUPostProcessingRegionTrait
 CUPostProcessSubsystem
 CUPotionDefinition
 CUPrefabComponent
 CUPrefabricatorAsset
 CUPrefabricatorAssetCollection
 CUPrefabricatorAssetInterface
 CUPrefabricatorAssetUserData
 CUPrefabricatorBlueprintLibrary
 CUPrefabricatorConstructionSnapComponent
 CUPrefabricatorEventListener
 CUPrefabricatorProperty
 CUPrefabricatorSettings
 CUPrefabSeedLinkerComponent
 CUPreferredLocationComponentSays where the owning character wants to be right now. (e.g. Daily Routine waypoint)
 CUPreviewCollectionInterface
 CUPreviewMeshCollectionA simple collection of skeletal meshes used for in-editor preview
 CUPrimaryAssetLabelA seed file that is created to mark referenced assets as part of this primary asset
 CUPrimaryDataAssetA DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. Instances of native subclasses can be created directly as Data Assets in the editor and will use the name of the native class as the PrimaryAssetType. Or, blueprint subclasses can be created to add variables and then subclassed again by Data Only Blueprints that set those variables. With blueprint subclasses, use Data Only Blueprints (and not Data Asset instances) to properly handle data inheritance and updating the parent class
 CUPrimitiveComponentPrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. There are several subclasses for the various types of geometry, but the most common by far are the ShapeComponents (Capsule, Sphere, Box), StaticMeshComponent, and SkeletalMeshComponent. ShapeComponents generate geometry that is used for collision detection but are not rendered, while StaticMeshComponents and SkeletalMeshComponents contain pre-built geometry that is rendered, but can also be used for collision detection
 CUProfileSelectionPageWidgetUProfileSelectionPageWidget
 CUProfileSlotInfoUSavedGamesPageWidget
 CUProgressBarThe progress bar widget is a simple bar that fills up that can be restyled to fit any number of uses
 CUProgressionDifficultySettings
 CUProgressiveBoxCollisionByAngle
 CUProgressiveCapsuleCollisionByRadius
 CUProjectileDefinition
 CUProjectileMovementComponentProjectileMovementComponent updates the position of another component during its tick
 CUProperty
 CUPropertyBinding
 CUPropertyWrapper
 CUPropSpawn_Data
 CUProxyLODMeshSimplificationSettingsControls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system)
 CUPuzzleCountExtraData
 CUPuzzlesSubsystem@brief Subsystem responsible for managing creature-based puzzles
 CUQuadrupedAnimInstance
 CUQuadrupedIKAnimInstance
 CUQuadrupedIKConfig
 CUQuadrupedMeleeCombatAnimInstance
 CUQuestQuest object. Owned by QuestSubsystem, which also tracks the active instances
 CUQuestDetailsWidgetUQuestDetailsWidget
 CUQuestlineCategory for quests. This is shown as Filter option in the QuestUI
 CUQuestMainUQuestMain
 CUQuestSubsystem
 CUQuickSlotBaseUQuickSlotBase
 CUQuickSlotControlledHotbar
 CUQuickSlotCrossbarUQuickSlotCrossbar
 CUQuickSlotHotbar
 CUQuickSlotTransformedHotbar
 CUQuickSlotWheelUQuickSlotWheel
 CUQuiverComponent
 CURadialForceComponentUsed to emit a radial force or impulse that can affect physics objects and or destructible objects
 CURagdollComponent
 CURagdollConfigThis class is Angel Scriptable only
 CURawAnimSequenceTrackExtensions
 CUReachableTargetIndicatorForProjectilesComponent
 CURecastFilter_UseDefaultAreaRegular navigation area, applied to entire navigation data by default
 CURecastNavMeshDataChunk
 CURectLightComponentA light component which emits light from a rectangle
 CUReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
 CURegionCharacterComponent
 CURegionsDefinition
 CURegionTagComponentCreates a GameplayTag for this Region and applies it to entering characters
 CURegionTraitComponent that can be attached to a RegionVolume to modify its behavior
 CURelationshipModifier
 CURelationshipSystemCalculates the relationship between two characters, depending on their guild, memories, game state, etc
 CURememberedPerceptionStatics
 CURemoveOtherGameplayEffectComponentRemove other Gameplay Effects based on certain conditions
 CURendererOverrideSettings
 CURendererSettingsRendering settings
 CUReplayNetConnection
 CUReplaySubsystem
 CUReplicationConnectionDriverClass/interface for replication extension that is per connection. It is up to the replication driver to create and associate these with a UNetConnection
 CUReplicationDriver
 CUReporterBase
 CUReporterGraph
 CUResourcesDifficultySettings
 CURestrictedGameplayTagsListBase class for storing a list of restricted gameplay tags as an ini list. This is used for both the central list and additional lists
 CURetainerBoxThe Retainer Box renders children widgets to a render target first before later rendering that render target to the screen. This allows both frequency and phase to be controlled so that the UI can actually render less often than the frequency of the main game render. It also has the side benefit of allow materials to be applied to the render target after drawing the widgets to apply a simple post process
 CUReverbEffect
 CURichTextBlockThe rich text block
 CURichTextBlockDecorator
 CURichTextBlockImageDecoratorAllows you to setup an image decorator that can be configured to map certain keys to certain images. We recommend you subclass this as a blueprint to configure the instance
 CURiderIKAnimInstance
 CURollConfigThis class is Angel Scriptable only
 CURootCameraNodeThe base class for a camera node that can act as the root of the camera system evaluation
 CURootMotionModifierURootMotionModifier
 CURootMotionModifier_AdjustmentBlendWarpEXPERIMENTAL: Marked with 'hidedropdown' to prevent it from showing up in the UI since it is not ready for production
 CURootMotionModifier_ScaleURootMotionModifier_Scale
 CURootMotionModifier_SkewWarp
 CURootMotionModifier_Warp
 CURotatingMovementComponentPerforms continuous rotation of a component at a specific rotation rate. Rotation can optionally be offset around a pivot point. Collision testing is not performed during movement
 CURotationModeComponent
 CURPCDoSDetectionConfigConfiguration for FRPCDoSDetection - using PerObjectConfig, to hack a single hardcoded section name
 CURuneSpellContainer
 CURuntimeFloatCurveMixinLibrary
 CURuntimeHashExternalStreamingObjectBase
 CURuntimeHashSetExternalStreamingObject
 CURuntimeOptionsBaseURuntimeOptionsBase: Base class designed to be subclassed in your game
 CURuntimePartition
 CURuntimePartitionLevelStreaming
 CURuntimePartitionLHGrid
 CURuntimePartitionPersistent
 CURuntimeSpatialHashExternalStreamingObject
 CURuntimeVirtualTextureRuntime virtual texture UObject
 CURuntimeVirtualTextureComponentComponent used to place a URuntimeVirtualTexture in the world
 CURuntimeVirtualTextureStreamingProxyDeprecated class
 CURVOAvoidanceInterface
 CUSafeZoneThe Safe-Zone widget is an essential part of developing a game UI that can run on lots of different non-PC platforms. While a modern flat panel computer monitor may not have over scan issues, this is a common occurrence for Consoles. It's common for TVs to have extra pixels under the bezel, in addition to projectors and projection TVs having potentially several vertical and horizontal columns of pixels hidden behind or against a black border of the projection screen
 CUSafeZoneSlot
 CUSavedGamesPageWidgetUSavedGamesPageWidget
 CUSavedMessages
 CUSavedSlotInfoUSavedGamesPageWidget
 CUSaveGameThis class acts as a base class for a save game object that can be used to save state about the game. When you create your own save game subclass, you would add member variables for the information that you want to save. Then when you want to save a game, create an instance of this object using CreateSaveGameObject, fill in the data, and use SaveGameToSlot, providing a slot name. To load the game you then just use LoadGameFromSlot, and read the data from the resulting object
 CUSaveWorldActorInterface
 CUSayVoicelineRegionTrait
 CUScalarMaterialPropertyModifier
 CUScalarMaterialPropertyProvider
 CUScaleBoxAllows you to place content with a desired size and have it scale to meet the constraints placed on this box's alloted area. If you needed to have a background image scale to fill an area but not become distorted with different aspect ratios, or if you need to auto fit some text to an area, this is the control for you
 CUScaleBoxSlotThe Slot for the UScaleBoxSlot, contains the widget displayed in a button's single slot
 CUScene
 CUSceneCaptureComponent-> will be exported to EngineDecalClasses.h
 CUSceneCaptureComponent2DUsed to capture a 'snapshot' of the scene from a single plane and feed it to a render target
 CUSceneCaptureComponentCubeUsed to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target
 CUSceneComponentA SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. Useful as a 'dummy' component in the hierarchy to offset others. @see Scene Components
 CUScriptableWorldPartitionHLODModifierWrapper class for UWorldPartitionHLODModifier that provides Blueprint access
 CUScriptEngineSubsystem
 CUScriptGameInstanceSubsystem
 CUScriptGameplayAbilityWrapper around a GAS Gameplay-Ability to simplify usage from script
 CUScriptGameplayAttributeSet
 CUScriptGameplayEffectWrapper around a GAS Gameplay Effect to simplify usage from Angelscript
 CUScriptLocalPlayerSubsystem
 CUScriptStruct
 CUScriptViewportClient
 CUScriptWorldSubsystem
 CUScrollBar
 CUScrollBoxAn arbitrary scrollable collection of widgets. Great for presenting 10-100 widgets in a list. Doesn't support virtualization
 CUScrollBoxSlotThe Slot for the UScrollBox, contains the widget that are scrollable
 CUScrollComponent
 CUScrollSpellContainer
 CUSCS_Node
 CUSensorConfigDefinition
 CUSequenceEvaluatorLibraryExposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change!
 CUSequencePlayerLibraryExposes operations to be performed on a sequence player anim node Note: Experimental and subject to change!
 CUSequencerAnimationOverride
 CUSequencerAnimationSupport
 CUServersListWidget
 CUSetProperty
 CUSettingObjectUSettingObject
 CUSettingObject_BoolUSettingObject_Bool
 CUSettingObject_Bool_AdvancingColorGradingUSettingObject_PhotoMode_AdvancedColorGrading
 CUSettingObject_Bool_AutoCloseChestsUSettingObject_Bool_AutoCloseChests
 CUSettingObject_Bool_CameraShakeUSettingObject_Bool_Vibration
 CUSettingObject_Bool_DynamicResolutionUSettingObject_Bool_DynamicResolution
 CUSettingObject_Bool_EnableAutoFocusUSettingObject_PhotoMode_EnableAutoFocus
 CUSettingObject_Bool_EnableCameraColisionUSettingObject_PhotoMode_EnableCameraColision
 CUSettingObject_Bool_EnableFakeSloppyCombosUSettingObject_Bool_EnableFakeSloppyCombos
 CUSettingObject_Bool_EnableScreenshotOnSavegameUSettingObject_Bool_EnableScreenshotOnSavegame
 CUSettingObject_Bool_FrameGenerationFSRUSettingObject_Bool_FrameGenerationFSR
 CUSettingObject_Bool_HDRUSettingObject_Bool_HDR
 CUSettingObject_Bool_InteractionIconsUSettingObject_Bool_InteractionIcons
 CUSettingObject_Bool_InteractionInputHintsUSettingObject_Bool_InteractionInputHints
 CUSettingObject_Bool_InteractionNamesUSettingObject_Bool_InteractionNames
 CUSettingObject_Bool_InvertXAxisUSettingObject_Bool_InvertXAxis
 CUSettingObject_Bool_InvertYAxisUSettingObject_Bool_InvertYAxis
 CUSettingObject_Bool_LightCastShadowsUSettingObject_Bool_LightCastShadows
 CUSettingObject_Bool_LightCastVolumetricShadowsUSettingObject_Bool_LightCastShadows
 CUSettingObject_Bool_LightEnableUSettingObject_Bool_LightEnable
 CUSettingObject_Bool_LightTemperatureOverrideUSettingObject_Bool_LightTemperatureOverride
 CUSettingObject_Bool_NvidiaStreamlineReflexUSettingObject_Bool_NvidiaStreamlineReflex
 CUSettingObject_Bool_NvidiaStreamlineReflexBoostUSettingObject_Bool_NvidiaStreamlineReflexBoost
 CUSettingObject_Bool_OutlinesUSettingObject_Bool_Outlines
 CUSettingObject_Bool_OverrideBloomUSettingObject_PhotoMode_OverrideBloom
 CUSettingObject_Bool_OverrideChromaticAberrationUSettingObject_PhotoMode_OverrideChromaticAberration
 CUSettingObject_Bool_OverrideColorGradingUSettingObject_PhotoMode_OverrideColorGrading
 CUSettingObject_Bool_OverrideExposureUSettingObject_PhotoMode_OverrideExposure
 CUSettingObject_Bool_OverrideSharpeningUSettingObject_PhotoMode_OverrideSharpening
 CUSettingObject_Bool_OverrideTimeOfDayUSettingObject_PhotoMode_OverrideColorGrading
 CUSettingObject_Bool_OverrideVignetteUSettingObject_PhotoMode_OverrideVignette
 CUSettingObject_Bool_PermanentDeathUSettingObject_Bool_PermanentDeath
 CUSettingObject_Bool_PlayerSpeechBubbleUSettingObject_Bool_PlayerSpeechBubble
 CUSettingObject_Bool_ShareTelemetryDataUSettingObject_Bool_ShareTelemetryData
 CUSettingObject_Bool_ShowHUDBarNumbersUSettingObject_Bool_ShowHUDBarNumbers
 CUSettingObject_Bool_ShowProjectileCountUSettingObject_Bool_ShowProjectileCount
 CUSettingObject_Bool_ShowScreenRainDropletsUSettingObject_Bool_ShowScreenRainDroplets
 CUSettingObject_Bool_SpeechBalloonsUSettingObject_Bool_SpeechBalloons
 CUSettingObject_Bool_SteppedProgressionUSettingObject_Bool_SteppedProgression
 CUSettingObject_Bool_StickersShadowIsEnabledUSettingObject_Bool_StickersShadowIsEnabled
 CUSettingObject_Bool_SubtitlesUSettingObject_Bool_Subtitles
 CUSettingObject_Bool_SurvivalSettingsUSettingObject_Bool_SurvivalSettings
 CUSettingObject_Bool_TestTest classes for the setting objects
 CUSettingObject_Bool_VibrationUSettingObject_Bool_Vibration
 CUSettingObject_Bool_VisualGuidelinesIsEnabledUSettingObject_Bool_VisualGuidelinesIsEnabled
 CUSettingObject_Bool_VSyncUSettingObject_Bool_VSync
 CUSettingObject_EnumUSettingObject_Enum
 CUSettingObject_Enum_AntiAliasingMethodUSettingObject_Enum_AntiAliasingMethod
 CUSettingObject_Enum_AntiAliasingQualityUSettingObject_Enum_AntiAliasingQuality
 CUSettingObject_Enum_AudioLanguageUSettingObject_Enum_AudioLanguage
 CUSettingObject_Enum_BloodIntensityUSettingObject_Enum_BloodIntensity
 CUSettingObject_Enum_BodyPoseUSettingObject_PhotoMode_BodyPose
 CUSettingObject_Enum_ButtonGraphicsUSettingObject_Enum_ButtonGraphics
 CUSettingObject_Enum_CameraModeUSettingObject_PhotoMode_CameraMode
 CUSettingObject_Enum_CameraPresetUSettingObject_Enum_CameraPreset
 CUSettingObject_Enum_CombatSettings
 CUSettingObject_Enum_DialogStyleUSettingObject_Enum_DialogStyle
 CUSettingObject_Enum_DisplayUSettingObject_Enum_Display
 CUSettingObject_Enum_DisplayModeUSettingObject_Enum_DisplayMode
 CUSettingObject_Enum_EffectsQualityUSettingObject_Enum_EffectsQuality
 CUSettingObject_Enum_ExtraInteriorExposureUSettingObject_Float_ExtraInteriorExposure
 CUSettingObject_Enum_FacialExpresssionsUSettingObject_PhotoMode_FacialExpressions
 CUSettingObject_Enum_FoliageQualityUSettingObject_Enum_FoliageQuality
 CUSettingObject_Enum_FrameGenerationDLSSUSettingObject_Bool_FrameGenerationDLSS
 CUSettingObject_Enum_FrameRateLimitUSettingObject_Enum_FrameRateLimit
 CUSettingObject_Enum_GlobalIlluminationQualityUSettingObject_Enum_GlobalIlluminationQuality
 CUSettingObject_Enum_GraphicsModeUSettingObject_Enum_GraphicsMode
 CUSettingObject_Enum_LandscapeQualityUSettingObject_Enum_LandscapeQuality
 CUSettingObject_Enum_LightNumberUSettingObject_Enum_LightNumber
 CUSettingObject_Enum_OverallQualityPresetUSettingObject_Enum_OverallQualityPreset
 CUSettingObject_Enum_PostProcessingQualityUSettingObject_Enum_PostProcessingQuality
 CUSettingObject_Enum_ProgressionSettings
 CUSettingObject_Enum_QualityBaseUSettingObject_Enum_QualityBase
 CUSettingObject_Enum_ReflectionQualityUSettingObject_Enum_ReflectionQuality
 CUSettingObject_Enum_ResolutionUSettingObject_Enum_Resolution
 CUSettingObject_Enum_ResourcesSettings
 CUSettingObject_Enum_ShadingQualityUSettingObject_Enum_ShadingQuality
 CUSettingObject_Enum_ShadowQualityUSettingObject_Enum_ShadowQuality
 CUSettingObject_Enum_ShowHUDBarsUSettingObject_Enum_ShowHUDBars
 CUSettingObject_Enum_SubtitleStyleUSettingObject_Enum_SubtitleStyle
 CUSettingObject_Enum_Test
 CUSettingObject_Enum_TextLanguageUSettingObject_Enum_TextLanguage
 CUSettingObject_Enum_TextureQualityUSettingObject_Enum_TextureQuality
 CUSettingObject_Enum_UpscalerUSettingObject_Enum_Upscaler
 CUSettingObject_Enum_UpscalingQualityUSettingObject_Enum_UpscalingQuality
 CUSettingObject_Enum_ViewDistanceQualityUSettingObject_Enum_ViewDistanceQuality
 CUSettingObject_Enum_VisualGuidelinesNumberUSettingObject_Enum_VisualGuidelinesNumber
 CUSettingObject_Enum_WeatherUSettingObject_PhotoMode_Weather
 CUSettingObject_Enum_WindQualityUSettingObject_Enum_WindQuality
 CUSettingObject_FloatUSettingObject_Float
 CUSettingObject_Float_AmbientOcclusionIntensityUSettingObject_Float_AmbientOcclusionIntensity
 CUSettingObject_Float_BloodAmountUSettingObject_PhotoMode_BloodAmount
 CUSettingObject_Float_BloomIntensityUSettingObject_Float_BloomIntensity
 CUSettingObject_Float_BowAim_GamepadUSettingObject_Float_BowAim_Gamepad
 CUSettingObject_Float_BowAim_KBMUSettingObject_Float_BowAim_KBM
 CUSettingObject_Float_CameraSensitivity_GamepadUSettingObject_Float_CameraSensitivity
 CUSettingObject_Float_CameraSensitivity_KBMUSettingObject_Float_CameraSensitivity
 CUSettingObject_Float_CameraTiltUSettingObject_PhotoMode_CameraTilt
 CUSettingObject_Float_CharacterCloseFarUSettingObject_PhotoMode_Character_CloseFar
 CUSettingObject_Float_CharacterLeftRightUSettingObject_PhotoMode_Character_Rotation
 CUSettingObject_Float_CharacterNotificationDurationUSettingObject_Float_CharacterNotificationDuration
 CUSettingObject_Float_CharacterRotationUSettingObject_PhotoMode_Character_Rotation
 CUSettingObject_Float_CharacterUpDownUSettingObject_PhotoMode_Character_UpDown
 CUSettingObject_Float_ColorBrightnessUSettingObject_Float_ColorBrightness
 CUSettingObject_Float_ColorContrastUSettingObject_Float_ColorContrast
 CUSettingObject_Float_ColorCorrectionBrightnessUSettingObject_PhotoMode_ColorCorrection_Saturation
 CUSettingObject_Float_ColorCorrectionContrastUSettingObject_PhotoMode_ColorCorrection_Contrast
 CUSettingObject_Float_ColorCorrectionSaturationUSettingObject_PhotoMode_ColorCorrection_Saturation
 CUSettingObject_Float_ColorSaturationUSettingObject_Float_ColorSaturation
 CUSettingObject_Float_DepthBlurAmountUSettingObject_PhotoMode_DepthBlurAmount
 CUSettingObject_Float_DepthBlurRadiusUSettingObject_PhotoMode_DepthBlurRadius
 CUSettingObject_Float_DepthOfFieldIntensityUSettingObject_Float_DepthOfFieldIntensity
 CUSettingObject_Float_FieldOfViewUSettingObject_PhotoMode_FieldOfView
 CUSettingObject_Float_FOVUSettingObject_Float_FOV
 CUSettingObject_Float_GammaUSettingObject_Float_Gamma
 CUSettingObject_Float_GradientColorContrastAlphaUSettingObject_PhotoMode_GradientColorContrastAlpha
 CUSettingObject_Float_GradientColorContrastBlueUSettingObject_PhotoMode_GradientColorContrastBlue
 CUSettingObject_Float_GradientColorContrastGreenUSettingObject_PhotoMode_GradientColorContrastGreen
 CUSettingObject_Float_GradientColorContrastRedUSettingObject_PhotoMode_GradientColorContrastRed
 CUSettingObject_Float_GradientColorGainAlphaUSettingObject_PhotoMode_GradientColorGainAlpha
 CUSettingObject_Float_GradientColorGainBlueUSettingObject_PhotoMode_GradientColorGainBlue
 CUSettingObject_Float_GradientColorGainGreenUSettingObject_PhotoMode_GradientColorGainGreen
 CUSettingObject_Float_GradientColorGainRedUSettingObject_PhotoMode_GradientColorGainRed
 CUSettingObject_Float_GradientColorGammaAlphaUSettingObject_PhotoMode_GradientColorGammaAlpha
 CUSettingObject_Float_GradientColorGammaBlueUSettingObject_PhotoMode_GradientColorGammaBlue
 CUSettingObject_Float_GradientColorGammaGreenUSettingObject_PhotoMode_GradientColorGammaGreen
 CUSettingObject_Float_GradientColorGammaRedUSettingObject_PhotoMode_GradientColorGammaRed
 CUSettingObject_Float_GradientColorSaturationAlphaUSettingObject_PhotoMode_GradientColorSaturationAlpha
 CUSettingObject_Float_GradientColorSaturationBlueUSettingObject_PhotoMode_GradientColorSaturationBlue
 CUSettingObject_Float_GradientColorSaturationGreenUSettingObject_PhotoMode_GradientColorSaturationGreen
 CUSettingObject_Float_GradientColorSaturationRedUSettingObject_PhotoMode_GradientColorSaturationRed
 CUSettingObject_Float_InventoryNotificationDurationUSettingObject_Float_InventoryNotificationDuration
 CUSettingObject_Float_LensDistorsionNightVisionUSettingObject_PhotoMode_LensDistorsionNightVision
 CUSettingObject_Float_Light_ColorBlueUSettingObject_Float_Light_ColorBlue
 CUSettingObject_Float_Light_ColorGreenUSettingObject_Float_Light_ColorGreen
 CUSettingObject_Float_Light_ColorRedUSettingObject_Float_Light_ColorRed
 CUSettingObject_Float_LightIndirectIntensityUSettingObject_Float_LightIndirectIntensity
 CUSettingObject_Float_LightIntensityUSettingObject_Float_LightIntensity
 CUSettingObject_Float_LightTemperatureValueUSettingObject_Float_LightTemperatureValue
 CUSettingObject_Float_LightVolumetricScatteringIntensityUSettingObject_Float_LightVolumetricScatteringIntensity
 CUSettingObject_Float_ManualFocusDistanceUSettingObject_PhotoMode_ManualFocusDistance
 CUSettingObject_Float_MasterVolumeUSettingObject_Float_MasterVolume
 CUSettingObject_Float_MotionBlurIntensityUSettingObject_Float_MotionBlurIntensity
 CUSettingObject_Float_MouseRetargettingSensibility_MouseUSettingObject_Float_MouseRetargettingSensibility
 CUSettingObject_Float_MusicVolumeUSettingObject_Float_MusicVolume
 CUSettingObject_Float_PostProcessBloomIntensityUSettingObject_PhotoMode_PostProcessBloomIntensity
 CUSettingObject_Float_PostProcessChromaticAberrationIntensityUSettingObject_PhotoMode_PostProcessChromaticAberrationIntensity
 CUSettingObject_Float_PostProcessChromaticAberrationStartOffsetUSettingObject_PhotoMode_PostProcessChromaticAberrationStartOffset
 CUSettingObject_Float_PostProcessExposureBiasUSettingObject_PhotoMode_PostProcessExposureBias
 CUSettingObject_Float_PostProcessSharpeningIntenistyUSettingObject_PhotoMode_PostProcessSharpeningIntensity
 CUSettingObject_Float_PostProcessVignetteIntensityUSettingObject_PhotoMode_PostProcessVignetteIntensity
 CUSettingObject_Float_QuestNotificationDurationUSettingObject_Float_QuestNotificationDuration
 CUSettingObject_Float_ResolutionQualityUSettingObject_Float_ResolutionQuality
 CUSettingObject_Float_SensorWidthUSettingObject_PhotoMode_SensorWidth
 CUSettingObject_Float_SFXVolumeUSettingObject_Float_SFXVolume
 CUSettingObject_Float_SharpeningIntensityUSettingObject_Float_SharpeningIntensity
 CUSettingObject_Float_SqueezeFactorUSettingObject_PhotoMode_SqueezeFactor
 CUSettingObject_Float_StickersShadowColorAlphaUSettingObject_Float_StickersShadowColorAlpha
 CUSettingObject_Float_StickersShadowColorBlueUSettingObject_Float_StickersShadowColorBlue
 CUSettingObject_Float_StickersShadowColorGreenUSettingObject_Float_StickersShadowColorGreen
 CUSettingObject_Float_StickersShadowColorRedUSettingObject_Float_StickersShadowColorRed
 CUSettingObject_Float_StickersShadowIntensityUSettingObject_Float_StickersShadowIntensity
 CUSettingObject_Float_StickersShadowOffsetXUSettingObject_Float_StickersShadowOffsetX
 CUSettingObject_Float_StickersShadowOffsetYUSettingObject_Float_StickersShadowOffsetY
 CUSettingObject_Float_StickersShadowThicknessUSettingObject_Float_StickersShadowThickness
 CUSettingObject_Float_Test
 CUSettingObject_Float_TimeOfDayUSettingObject_PhotoMode_TimeOfDay
 CUSettingObject_Float_VisualGuidelinesOffsetXUSettingObject_Float_VisualGuidelinesOffsetX
 CUSettingObject_Float_VisualGuidelinesOffsetYUSettingObject_Float_VisualGuidelinesOffsetY
 CUSettingObject_Float_VisualGuidelinesScaleXUSettingObject_Float_VisualGuidelinesScaleX
 CUSettingObject_Float_VisualGuidelinesScaleYUSettingObject_Float_VisualGuidelinesScaleY
 CUSettingObject_Float_VoiceVolumeUSettingObject_Float_VoiceVolume
 CUSettingObject_IntUSettingObject_Int
 CUSettingObject_Int_Test
 CUSettingObject_KeyMappingUSettingObject_KeyMapping
 CUSettingObject_KeyMapping_QuickLoadUSettingObject_KeyMapping_QuickLoad
 CUSettingObject_KeyMapping_QuickSaveUSettingObject_KeyMapping_QuickSave
 CUSettingObject_ModConfig_Bool
 CUSettingObject_ModConfig_Float
 CUSettingObject_ModConfig_Int
 CUSettingObject_PhotoMode_Bool_BaseUSettingObject_PhotoMode_Bool_Base
 CUSettingObject_PhotoMode_Float_BaseUSettingObject_PhotoMode_Float_Base
 CUSettingObjectWidgetUSettingObjectWidget
 CUSettingObjectWidget_BoolUSettingObjectWidget_Bool
 CUSettingObjectWidget_EnumUSettingObjectWidget_Enum
 CUSettingObjectWidget_FloatUSettingObjectWidget_Float
 CUSettingObjectWidget_IntUSettingObjectWidget_Int
 CUSettingObjectWidget_KeyMappingUSettingObjectWidget_KeyMapping
 CUSettingsCollapsingBorderUSettingsCollapsingBorder
 CUSettingsDetailsWidgetUSettingsDetailsWidget
 CUSettingsMainWidgetUSettingsMainWidget
 CUSettingsMessageWidgetUSettingsMessageWidget
 CUSettingsObject_PhotoMode_Enum_BaseUSettingObject_PhotoMode_Enum_Base
 CUSettingsPageButtonWidgetUSettingsPageButtonWidget
 CUSettingsPageWidgetUSettingsPageWidget
 CUSettingsPageWidget_DifficultySettings
 CUSettingsPageWidget_InputMappingUSettingsPageWidget_InputMapping
 CUSettingsRowWidgetUSettingsRowWidget
 CUSettingsSectionHeaderWidgetUSettingsSectionHeaderWidget
 CUShadowMapTexture2D
 CUShapeComponentShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc)
 CUSimpleBlendCameraNodeBase class for a blend camera node that uses a simple scalar factor
 CUSimpleCameraShakePatternA base class for a simple camera shake
 CUSimpleConstructionScript
 CUSimpleFixedTimeBlendCameraNodeBase class for a blend camera node that uses a simple scalar factor over a fixed time
 CUSimpleInventoryWidgetA simple Inventory Widget to show multpile inventories, switch between them and return information about the selected / clicked item to the listener
 CUSimpleTargetingFilterTask@class USimpleTargetingSelectionTask
 CUSimpleTargetingSelectionTask@class USimpleTargetingSelectionTask
 CUSimpleTargetingSortTask@class USimpleTargetingSortTask
 CUSimulatedByDailyRoutine
 CUSimulatedClientNetConnectionA fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime
 CUSingleCameraDirectorA simple camera director that only ever returns one single camera mode
 CUSingleLightingModifierMixins
 CUSizeBoxA widget that allows you to specify the size it reports to have and desire. Not all widgets report a desired size that you actually desire. Wrapping them in a SizeBox lets you have the Size Box force them to be a particular size
 CUSizeBoxSlotThe Slot for the USizeBoxSlot, contains the widget displayed in a button's single slot
 CUSkeletalBodySetup
 CUSkeletalControlLibraryExposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change!
 CUSkeletalMeshSkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc)
 CUSkeletalMeshComponentSkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset
 CUSkeletalMeshDescriptionBulkData
 CUSkeletalMeshEditorDataSkeletalMeshEditorData is a container for non editable editor data. An example of data is the source import data that get updated only when we reimport an asset, but is needed if the asset need to be build. If the ddc key is uptodate the data do not have to be loaded
 CUSkeletalMeshLODSettings
 CUSkeletalMeshSimplificationSettingsControls the selection of the system used to simplify skeletal meshes
 CUSkeletalMeshSocket
 CUSkeletalTracker
 CUSkeletonUSkeleton : that links between mesh and animation
 CUSkinnedAsset
 CUSkinnedMeshComponentSkinned mesh component that supports bone skinned mesh rendering. This class does not support animation
 CUSkyAtmosphereComponentA component that represents a planet atmosphere material and simulates sky and light scattering within it. @see https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html
 CUSkyLightComponent
 CUSlateAccessibleWidgetDataA container for all accessible properties for a UWidget that will be passed to the underlying SWidget. Any property here must also be added to UWidget.h and synchronized. See UWidget for more information
 CUSlateBlueprintLibrary
 CUSlateBrushAssetAn asset describing how a texture can exist in slate's DPI-aware environment and how this texture responds to resizing. e.g. Scale9-stretching? Tiling?
 CUSlateTextureAtlasInterface
 CUSlateVectorArtDataTurn static mesh data into Slate's simple vector art format
 CUSleepUIBaseWidget
 CUSleepUIMidsectionWidgetBase class for W_SleepUI_Midsection
 CUSleepUIWidgetBase C++ class for W_SleepUI
 CUSliderA simple widget that shows a sliding bar with a handle that allows you to control the value in a user define range (between 0..1 by default)
 CUSlimeAsset
 CUSmalltalkTopic
 CUSmartObjectBehaviorDefinitionAbstract class that can be extended to bind a new type of behavior framework to the smart objects by defining the required definition
 CUSmartObjectBlueprintFunctionLibrary
 CUSmartObjectComponent
 CUSmartObjectContainerRenderingComponent
 CUSmartObjectDebugRenderingComponentSimple UDebugDrawComponent to inherit from to use a FSmartObjectDebugSceneProxy. Derived classes can set ViewFlagName at construction to control relevancy
 CUSmartObjectDefinitionSmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime
 CUSmartObjectHashGrid
 CUSmartObjectOctree
 CUSmartObjectRenderingComponent
 CUSmartObjectSettings
 CUSmartObjectSimpleQueryTestSimple test to run a query and draw the results
 CUSmartObjectSlotValidationFilterClass used to define settings for Smart Object navigation and collision validation. It is possible to specify two set of validation parameters. The one labeled "entry" is used for validating entry locations and other general collision validation. A separate set can be defined for checking exit locations. This allows the exit location checking to be relaxed. E.g. we might not allow to enter the SO on water area, but it is fine to exit on water. The values of the CDO are used, the users are expected to derive from this class to create custom settings
 CUSmartObjectSpacePartitionBase class for space partitioning structure that can be used to store smart object locations
 CUSmartObjectSubsystemSubsystem that holds all registered smart object instances and offers the API for spatial queries and reservations
 CUSmartObjectSubsystemRenderingComponentRendering component for SmartObjectRendering actor
 CUSmartObjectTestBase class for SmartObject tests
 CUSmartObjectTestRenderingComponentDebug rendering component for SmartObject tests
 CUSmartObjectUserComponentSmart Object User Component defines common settings for a Smart Object user
 CUSmartObjectWorldConditionSchemaWorld Condition schema describing the data conditions and context data available for Smart Object conditions
 CUSMInstanceElementAssetDataInterface
 CUSMInstanceElementHierarchyInterface
 CUSMInstanceElementIdMapTransactorTransient object instance used as a proxy for storing the current data mapping state in the transaction buffer (for retaining the correct mapping through undo/redo)
 CUSMInstanceElementPrimitiveCustomDataInterface
 CUSMInstanceElementSelectionInterface
 CUSMInstanceElementWorldInterface
 CUSMInstanceManager
 CUSMInstanceManagerProvider
 CUSmokeTestCommandlet
 CUSmoothBlendCameraNodeA blend camera mode that implements the smoothstep and smoothersteps algorithms
 CUSoftClassProperty
 CUSoftObjectProperty
 CUSoftReferenceStatics
 CUSoundAttenuationDefines how a sound changes volume with distance to the listener
 CUSoundAttenuationEditorSettingsImplements Editor settings for sound attenuation assets and is used when switching editor modes
 CUSoundBaseThe base class for a playable sound object
 CUSoundClass
 CUSoundConcurrency
 CUSoundCueThe behavior of audio playback is defined within Sound Cues
 CUSoundEffectPreset
 CUSoundEffectPresetWidgetInterface
 CUSoundEffectSourcePresetPreset of a source effect that can be shared between chains
 CUSoundEffectSourcePresetChainChain of source effect presets that can be shared between referencing sounds
 CUSoundEffectSubmixPresetPreset of a submix effect that can be shared between sounds
 CUSoundfieldEndpointSubmixSound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics
 CUSoundfieldSubmixSound Submix class meant for use with soundfield formats, such as Ambisonics
 CUSoundGroupsThis class is a singleton initialized from the ini
 CUSoundMix
 CUSoundNode
 CUSoundNodeAssetReferencerSound node that contains a reference to the raw wave file to be played
 CUSoundNodeAttenuationDefines how a sound's volume changes based on distance to the listener
 CUSoundNodeBranchSelects a child node based on the value of a boolean parameter
 CUSoundNodeConcatenatorPlays child nodes sequentially
 CUSoundNodeDelayDefines a delay
 CUSoundNodeDialoguePlayerSound node that contains a reference to the dialogue table to pull from and be played
 CUSoundNodeDistanceCrossFadeSoundNodeDistanceCrossFade
 CUSoundNodeDopplerComputes doppler pitch shift
 CUSoundNodeEnveloperAllows manipulation of volume and pitch over a set time period
 CUSoundNodeGroupControlPlays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen
 CUSoundNodeLoopingDefines how a sound loops; either indefinitely, or for a set number of times. Note: The Looping node should only be used for logical or procedural looping such as introducing a delay. These sounds will not be played seamlessly. If you want a sound to loop seamlessly and indefinitely, use the Looping flag on the Wave Player node for that sound
 CUSoundNodeMatureThis SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundWave::bMature=true should be played
 CUSoundNodeMixerDefines how concurrent sounds are mixed together
 CUSoundNodeModulatorDefines a random volume and pitch modification when a sound starts
 CUSoundNodeModulatorContinuousAllows named parameter based manipulation of pitch and volume
 CUSoundNodeOscillatorDefines how a sound oscillates
 CUSoundNodeParamCrossFadeCrossfades between different sounds based on a parameter
 CUSoundNodeQualityLevelThis SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected
 CUSoundNodeRandomSelects sounds from a random set
 CUSoundNodeSoundClassRemaps the SoundClass of SoundWaves underneath this
 CUSoundNodeSwitchSelects a child node based on the value of a integer parameter
 CUSoundNodeWaveParamSound node that takes a runtime parameter for the wave to play
 CUSoundNodeWavePlayerSound node that contains a reference to the raw wave file to be played
 CUSoundParameterControllerInterface
 CUSoundSourceBusA source bus is a type of USoundBase and can be "played" like any sound
 CUSoundSubmixSound Submix class meant for applying an effect to the downmixed sum of multiple audio sources
 CUSoundSubmixBase
 CUSoundSubmixWidgetInterface
 CUSoundSubmixWithParentBaseThis submix class can be derived from for submixes that output to a parent submix
 CUSoundWave
 CUSoundWaveProcedural
 CUSoundWaveRuntimeLoaded
 CUSpacerA spacer widget; it does not have a visual representation, and just provides padding between other widgets
 CUSparseDelegateFunction
 CUSparseVolumeTextureSparseVolumeTexture base interface to communicate with material graph and shader bindings
 CUSparseVolumeTextureFrameRepresents a frame in a SparseVolumeTexture sequence and owns the actual data needed for rendering. Is owned by a UStreamableSparseVolumeTexture object
 CUSpatialEnvironmentLibrary
 CUSpatialEnvironmentSubsystemUsed to cheaply query generic data about the environment that has to do with world location. e.g. Am I standing under a roof? How dark is it here?
 CUSpawnAIAgentDefinition
 CUSpawnCharacterCanTransformIntoDefinition
 CUSpawningBlueprintUtils
 CUSpawningManagerConfigThis class is Angel Scriptable only
 CUSpawningRequest
 CUSpawningRequest_AIAgent
 CUSpawningRequest_Item
 CUSpawnMeshes_AIAgent
 CUSpawnpointManagerConfigThis class is Angel Scriptable only
 CUSpawnTestCharacterActionSpawns a Character for testing purposes
 CUSpectatorPawnMovement
 CUSpecularProfileSpecular profile asset, can be specified at a material. Don't change at runtime. All properties in here are per material
 CUSpeedConfigThis class is Angel Scriptable only
 CUSpellActionKeywords
 CUSpellAnimationBaseDirector
 CUSpellAnimationDirector
 CUSpellCastAnimationDefaultDirector
 CUSpellCastAnimationRechargeableDirector
 CUSpellCastAnimatorTransformDirectorThis is used for spells with variable In section time
 CUSpellCastAnimatorVariableInSectionDirectorThis is used for spells with variable In section time
 CUSpellConfig
 CUSpellConfigLevelData
 CUSpellConfigurationContainer
 CUSpellContainer
 CUSpellExecutionValidator
 CUSpellExecutionValidatorData
 CUSpellItemAnimConfig
 CUSpellLaunchAnimationRepeatableDirector
 CUSpellProjectileDefinition
 CUSphereComponentA sphere generally used for simple collision. Bounds are rendered as lines in the editor
 CUSphereReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
 CUSpinBoxA numerical entry box that allows for direct entry of the number or allows the user to click and slide the number
 CUSplineComponentA spline component is a spline shape which can be used for other purposes (e.g. animating objects). It contains debug rendering capabilities. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprint_Splines
 CUSplineMeshComponentA Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline. Only a start and end position (and tangent) can be specified. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprint_Splines
 CUSplineMetadata
 CUSplineNavAreaModifierComponent
 CUSplineNavModifierComponentAssign a chosen NavArea in the vicinity of a spline This component must only be attached to an actor with a USplineComponent
 CUSpotLightComponentA spot light component emits a directional cone shaped light (Eg a Torch)
 CUSpringArmComponentThis 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
 CUStackBoxA stack box widget is a layout panel allowing child widgets to be automatically laid out vertically or horizontally
 CUStackBoxSlotThe Slot for the UStackBox, contains the widget that is flowed vertically or horizontally
 CUStartConversationRegionTrait
 CUStat
 CUStatCalculator
 CUStatEntryWidgetUStatEntryWidget
 CUStateTreeStateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats
 CUStateTreeConditionBlueprintBaseBase class for Blueprint based Conditions
 CUStateTreeEvaluatorBlueprintBaseBase class for Blueprint based evaluators
 CUStateTreeNodeBlueprintBase
 CUStateTreeSchemaSchema describing which inputs, evaluators, and tasks a StateTree can contain. Each StateTree asset saves the schema class name in asset data tags, which can be used to limit which StatTree assets can be selected per use case, i.e.:
 CUStateTreeSchemaProvider
 CUStateTreeSettingsDefault StateTree settings
 CUStateTreeTaskBlueprintBaseBase class for Blueprint based Tasks
 CUStaticMeshA StaticMesh is a piece of geometry that consists of a static set of polygons. Static Meshes can be translated, rotated, and scaled, but they cannot have their vertices animated in any way. As such, they are more efficient to render than other types of geometry such as USkeletalMesh, and they are often the basic building block of levels created in the engine
 CUStaticMeshComponentStaticMeshComponent is used to create an instance of a UStaticMesh. A static mesh is a piece of geometry that consists of a static set of polygons
 CUStaticMeshDescriptionBulkDataUObject wrapper for FMeshDescriptionBulkData
 CUStaticMeshSocket
 CUStaticMeshUtils
 CUStaticRelationshipModifier
 CUStaticSparseVolumeTextureRepresents a streamable SparseVolumeTexture asset with a single frame. Although there is only a single frame, it is still recommended to use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest()
 CUStatLevelWidgetUStatLevelWidget
 CUStatMainWidgetUStatMainWidget
 CUStatsCalculatorBase
 CUStatsCalculatorConfiguration
 CUStatsContainer
 CUStatsEngineSubsystemBase
 CUStatsSubsystem
 CUStatsTooltipDialogueWidget
 CUStatValue
 CUStereoLayerComponentA geometry layer within the stereo rendered viewport
 CUStereoLayerFunctionLibraryStereoLayer Extensions Function Library
 CUStereoLayerShape
 CUStereoLayerShapeCubemap
 CUStereoLayerShapeCylinder
 CUStereoLayerShapeEquirect
 CUStereoLayerShapeQuad
 CUStoryActionRegionTrait
 CUStoryKnowledgeSubsystem
 CUStoryPersistentDataSubsystem
 CUStreamableRenderAsset
 CUStreamableSparseVolumeTextureRepresents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame
 CUStreamingSettingsStreaming settings
 CUStringTableString table wrapper asset
 CUStrongRayHandler
 CUStrProperty
 CUStruct
 CUStructCookedMetaDataCooked meta-data for a UScriptStruct, including its nested FProperty data
 CUStructProperty
 CUSubCapsuleManagerComponent
 CUSubsurfaceProfileSubsurface Scattering profile asset, can be specified at the material. Only for "Subsurface Profile" materials, is use during Screenspace Subsurface Scattering Don't change at runtime. All properties in here are per material - texture like variations need to come from properties that are in the GBuffer
 CUSubsystemSubsystems are auto instanced classes that share the lifetime of certain engine constructs
 CUSubsystemBlueprintLibrary
 CUSubsystemLibraryThese functions are blueprint internal by default, but we need them exposed in Angelscript
 CUSubUVAnimationSubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity. Particle emitters with a SubUV module which use this asset leverage the optimal bounding geometry to reduce overdraw
 CUSwampsharkAnimInstance
 CUSwampsharkSlimeComponent
 CUSwimConfigThis class is Angel Scriptable only
 CUSyncResourcesLoading
 CUSystemTimeTimecodeProviderConverts the current system time to timecode, relative to a provided frame rate
 CUTabSelectorWidgetUTabSelectorWidget
 CUTargetConfigBase
 CUTargetingFilterTask_ActorClass@class UTargetingFilterTask_ActorClass
 CUTargetingFilterTask_BasicFilterTemplate@class UTargetingFilterTask_BasicFilterTemplate
 CUTargetingFilterTask_SortByDistance@class UTargetingFilterTask_SortByDistance
 CUTargetingPreset@class UTargetingPreset
 CUTargetingSelectionTask_AOE@class UTargetingSelectionTask_AOE
 CUTargetingSelectionTask_SourceActor@class UTargetingSelectionTask_SourceActor
 CUTargetingSelectionTask_Trace@class UTargetingSelectionTask_Trace
 CUTargetingSortTask_Base@class TargetingSortTask_Base
 CUTargetingSubsystem@class UTargetingSubsystem
 CUTargetingTask@class UTargetingTask
 CUTargetTagRequirementsGameplayEffectComponentSpecifies tag requirements that the Target (owner of the Gameplay Effect) must have if this GE should apply or continue to execute
 CUTargetTagsGameplayEffectComponentHandles granting Tags to the Target (sometimes referred to as the Owner) of the Gameplay Effect
 CUTauntData
 CUTelekinesisVisualsComponent
 CUTelemetryHelper
 CUTeleportActionRegionTraitUpon entering, teleport a character somewhere
 CUTeleportCompositeExtraData@brief Data structure to hold a list of teleport destinations
 CUTeleportExtraData@brief Data structure to hold extra information for a teleport destination
 CUTerritoryConfigDefines a Territory which is formed from Region Volumes with the Area trait
 CUTerritorySubsystem
 CUTerritorySubsystemWorldConfig
 CUTestCameraShake
 CUTestTerminatorComponentUTestTerminatorComponent
 CUTextBinding
 CUTextBlockA simple static text widget
 CUTextBuffer
 CUTextLayoutWidgetBase class for all widgets that use a text layout. Contains the common options that should be exposed for the underlying Slate widget
 CUTextProperty
 CUTextPropertyTestObject
 CUTextRenderComponentRenders text in the world with given font. Contains usual font related attributes such as Scale, Alignment, Color etc
 CUTexture
 CUTexture2D
 CUTexture2DArray
 CUTexture2DDynamicNote : UTexture2DDynamic derives directly from UTexture not from UTexture2D UTexture2DDynamic is a base for textures that don't have a TextureSource
 CUTextureAllMipDataProviderFactoryUTextureAllMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. Derived classes from UTextureAllMipDataProviderFactory can be attached to UTexture2D to define a new source for all of the mip data (instead of the default disk file or ddc mips). Use cases include custom texture compression
 CUTextureCube
 CUTextureCubeArray
 CUTextureEncodingProjectSettingsEncoding can either use the "Final" or "Fast" speeds, for supported encoders (e.g. Oodle) Encode speed settings have no effect on encoders that don't support encode speed, currently limited to Oodle
 CUTextureEncodingUserSettings
 CUTextureLightProfile
 CUTextureLODSettingsStructure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group
 CUTextureMaterialPropertyModifier
 CUTextureMaterialPropertyProvider//I'm so sad I can't template this class and other providers
 CUTextureMipDataProviderFactoryUTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. Derived classes from UTextureMipDataProviderFactory can be attached to UTexture::MipDataProviderFactory to define a new source for mip content (instead of the default disk file or ddc mips). Usecases include dynamic textures that need to be driven by the texture streaming or textures that get they data over the network
 CUTextureRenderTarget
 CUTextureRenderTarget2DTextureRenderTarget2D
 CUTextureRenderTarget2DArrayTextureRenderTarget2DArray
 CUTextureRenderTargetCubeTextureRenderTargetCube
 CUTextureRenderTargetVolumeTextureRenderTargetVolume
 CUTexturesUtils
 CUThrobberA Throbber widget that shows several zooming circles in a row
 CUThumbnailInfo
 CUTickableAttributeSetInterface
 CUTickableWorldSubsystemUTickableWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it
 CUTileViewA ListView that presents the contents as a set of tiles all uniformly sized
 CUTileViewWidgetUTileViewWidget
 CUTimecodeProviderA class responsible of fetching a timecode from a source. Note, FApp::GetTimecode and FApp::GetTimecodeFramerate should be used to retrieve the current system Timecode and Framerate
 CUTimelineComponentTimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. Events can be triggered at keyframes along the timeline. Floats, vectors, and colors are interpolated between keyframes along the timeline
 CUTimelineTemplate
 CUTimeRangeTODO Remove? This class is Angel Scriptable only
 CUTireTypeDEPRECATED - Only used to allow conversion to new TireConfig in PhysXVehicles plugin
 CUTouchInterfaceDefines an interface by which touch input can be controlled using any number of buttons and virtual joysticks
 CUTraderConfig
 CUTraderManager
 CUTradersTypeDefinition
 CUTradingBalance
 CUTradingBalanceInventory
 CUTradingMain
 CUTransactionDiffingTestObject
 CUTransitionConfigThis class is Angel Scriptable only
 CUTransitionWidget
 CUTreeViewSimilar to ListView, but can display a hierarchical tree of elements. The base items source for the tree identifies the root items, each of which can have n associated child items. There is no hard limit to the nesting - child items can have children and so on
 CUTriggerCastSpellBeginEventData
 CUTriggerConsumeByAbilityUTriggerConsumeByAbility Trigger fires when the ability in AbilityTag is not activated. It stops once the ability is activated and the input needs to be released to be able to activate the ability again
 CUTriggerDummyDummy trigger. It is used to workaround the bug regarding input triggers and modifiers not properly respecting the priority of an IMC. https://github.com/EpicGames/UnrealEngine/commit/c57f0412770218344952b2450cc7258a33ae8fd3
 CUTriggeredActorDefinition
 CUTriggerExtraData
 CUTriggerForcedConversationsRegionTrait
 CUTriggerInputBufferByTagsUTriggerInputBuffer Trigger fires once when the action has been consumed after a set amount of time when any of the Tags To Listen is added on the player
 CUTriggerModifierKeyUTriggerModifierKey The Modifier Key has to be pressed while pressing the input key
 CUTriggerWorldpointEventRegionTrait
 CUTurnOnSpotAssetConfigThis class is Angel Scriptable only
 CUTurnOnSpotConfigThis class is Angel Scriptable only
 CUTurnOnSpotConfig_MeleeThis class is Angel Scriptable only
 CUTurnsData
 CUTutorialIconHandlerSubsystemUTutorialIconHandlerSubsystem
 CUTwitterIntegrationBase
 CUTypedElementCommonActionsA utility to handle higher-level common actions, but default via UTypedElementWorldInterface, but asset editors can customize this behavior via FTypedElementCommonActionsCustomization
 CUTypedElementWorldInterface
 CUUAbilityTask_InteractWithNavLink
 CUUClassFunctionLibraryInject statics into the UClass-namespace in AS
 CUUIGameplayAbilityPick
 CUUIMapConfigDefinition
 CUUIMapLayerDefinition
 CUUInt16Property
 CUUInt32Property
 CUUInt64Property
 CUUInventoryBaseLoot
 CUUITimer
 CUUMGSequencePlayer
 CUUMGSequenceTickManagerAn automatically created global object that will manage all widget animations
 CUUNavigationSystemV1LibraryStatic functions mixin added to UNavigationSystemV1:: namespace
 CUUniformGridPanelA panel that evenly divides up available space between all of its children
 CUUniformGridSlotA slot for UUniformGridPanel, these slots all share the same size as the largest slot in the grid
 CUUniversalObjectLocatorScriptingExtensionsFunction library containing methods that should be hoisted onto FUniversalObjectLocators for scripting
 CUUserDefinedEnumAn Enumeration is a list of named values
 CUUserDefinedStruct
 CUUserInterfaceSettingsUser Interface settings that control Slate and UMG
 CUUserListEntry
 CUUserListEntryLibraryStatic library to supply "for free" functionality to widgets that implement IUserListEntry
 CUUserObjectListEntry
 CUUserObjectListEntryLibraryStatic library to supply "for free" functionality to widgets that implement IUserListEntry
 CUUserWidgetA widget that enables UI extensibility through WidgetBlueprint
 CUUserWidgetBlueprint
 CUUserWidgetExtensionUserWidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets
 CUVariableFrameStrippingSettingsThis is a wrapper for the Variable frame stripping Codec. It allows for the mass changing of settings on animation sequences in an editor accessible way
 CUVCASubsystem
 CUVectorCurveMixins
 CUVectorField
 CUVectorFieldAnimated
 CUVectorFieldComponentA Component referencing a vector field
 CUVectorFieldStatic
 CUVectorMaterialPropertyModifier
 CUVectorMaterialPropertyProvider
 CUVertexMeshUtilsThe purpose of this script is to provide actions for mesh reading on limited blueprint actions
 CUVerticalBoxA vertical box widget is a layout panel allowing child widgets to be automatically laid out vertically
 CUVerticalBoxSlotThe Slot for the UVerticalBox, contains the widget that is flowed vertically
 CUViewItemWidgetUViewItemWidget
 CUViewModeUtilsClass containing a static util function to help with EViewModeIndex
 CUViewport
 CUViewportStatsSubsystemThe Viewport Stats Subsystem offers the ability to add messages to the current viewport such as "LIGHTING NEEDS TO BE REBUILT" and "BLUEPRINT COMPILE ERROR"
 CUVirtualTextureDeprecated class
 CUVirtualTexture2DVirtual Texture with locally configurable build settings. A raw UTexture2D can also represent a Virtual Texture but uses the one and only per-project build settings
 CUVirtualTextureBuilderContainer for a UVirtualTexture2D that can be built from a FVirtualTextureBuildDesc description. This has a simple BuildTexture() interface but we may want to extend in the future to support partial builds or other more blueprint driven approaches for data generation
 CUVirtualTexturePoolConfigConfiguration for virtual texture physical pool sizes
 CUVirtualTextureUtilities
 CUVisibilityBinding
 CUVisualThe base class for elements in UMG: slots and widgets
 CUVisualLoggerAutomationTests
 CUVisualLoggerDebugSnapshotInterface
 CUVisualLoggerExtension
 CUVisualLoggerKismetLibrary
 CUVisualsFeaturesHelper
 CUVisualTimeFreezeRegionTrait
 CUVoiceChannel
 CUVoiceTypeDefinition
 CUVoiceTypeSubsystem
 CUVOIPStatics
 CUVOIPTalker
 CUVolumeCache
 CUVolumeTexture
 CUVolumetricCloudComponentA component that represents a participating media material around a planet, e.g. clouds
 CUWalkSpeedModifierComponent
 CUWalkspeedRestrictionRegionTraitRestricts the walkspeed of characters in this region, (e.g. inside a house)
 CUWallClimbingAnimConfig
 CUWallWalkingConfigThis class is Angel Scriptable only
 CUWaterConfigThis class is Angel Scriptable only
 CUWaveOscillatorCameraShakePatternA camera shake that uses oscillations to move the camera
 CUWaynetRelevantComponent
 CUWaynetRelevantInterface
 CUWeakObjectProperty
 CUWeakRayHandler
 CUWeaponArcheryDefinition
 CUWeaponDefinitionITEM DATA
 CUWeaponItemAnimConfig
 CUWeaponMeleeDefinition
 CUWeaponMeleeItemAnimConfig
 CUWeaponRangedDefinition
 CUWeaponSkillsConfig
 CUWeatherCondition
 CUWeatherDebugger
 CUWeatherLightingMagnetController
 CUWeatherModifierTrait
 CUWeatherPersistentDataSubsystem
 CUWeatherSubsystem
 CUWeatherSubsystemConfig
 CUWeightedRandomChoiceLibrary
 CUWidgetThis is the base class for all wrapped Slate controls that are exposed to UObjects
 CUWidgetAnimation
 CUWidgetAnimationDelegateBinding
 CUWidgetAnimationPlayCallbackProxy
 CUWidgetBinaryStateRegistrationDerive from to add a new widget binary state
 CUWidgetBinding
 CUWidgetBlueprintGeneratedClassThe widget blueprint generated class allows us to create blueprint-able widgets for UMG at runtime. All WBPGC's are of UUserWidget classes, and they perform special post initialization using this class to give themselves many of the same capabilities as AActor blueprints, like dynamic delegate binding for widgets
 CUWidgetBlueprintGeneratedClassExtensionWidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets
 CUWidgetBlueprintLibrary
 CUWidgetBlueprintStaticsExpands the WidgetBlueprint:: namespace in script with static functions that are handled by custom nodes in blueprint, and aren't automatically bound as a result
 CUWidgetCheckedStateRegistration
 CUWidgetComponentThe widget component provides a surface in the 3D environment on which to render widgets normally rendered to the screen. Widgets are first rendered to a render target, then that render target is displayed in the world
 CUWidgetDisabledStateRegistration
 CUWidgetEnumStateRegistrationDerive from to add a new Enum binary state
 CUWidgetHoveredStateRegistration
 CUWidgetInteractionComponentThis is a component to allow interaction with the Widget Component. This class allows you to simulate a sort of laser pointer device, when it hovers over widgets it will send the basic signals to show as if the mouse were moving on top of it. You'll then tell the component to simulate key presses, like Left Mouse, down and up, to simulate a mouse click
 CUWidgetLayoutLibrary
 CUWidgetLockedStateRegistration
 CUWidgetNavigation
 CUWidgetPressedStateRegistration
 CUWidgetSelectedStateRegistration
 CUWidgetStateSettingsSettings used to map widget states to indexes. Does not perform any input validation, will crash if given invalid searches
 CUWidgetSwitcherA widget switcher is like a tab control, but without tabs. At most one widget is visible at time
 CUWidgetSwitcherSlotThe Slot for the UWidgetSwitcher, contains the widget that is flowed vertically
 CUWidgetTreeThe widget tree manages the collection of widgets in a blueprint widget
 CUWindDirectionalSourceComponentComponent that provides a directional wind source. Only affects SpeedTree assets
 CUWindowTitleBarAreaA panel for defining a region of the UI that should allow users to drag the window on desktop platforms
 CUWindowTitleBarAreaSlotThe Slot for the UWindowTitleBarArea
 CUWorldThe World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered
 CUWorldCollisionStatics
 CUWorldCompositionWorldComposition represents world structure:
 CUWorldDefinition
 CUWorldItemSpawnConfigThis class is Angel Scriptable only
 CUWorldPartition
 CUWorldPartitionActorLoaderInterface
 CUWorldPartitionBlueprintLibrary
 CUWorldPartitionCell
 CUWorldPartitionCookPackageObject
 CUWorldPartitionDestructibleHLODComponent
 CUWorldPartitionDestructibleHLODMeshComponent
 CUWorldPartitionDestructibleInHLODInterface
 CUWorldPartitionDestructibleInHLODSupportLibrary
 CUWorldPartitionEditorHash
 CUWorldPartitionEditorLoaderAdapter
 CUWorldPartitionEditorPerProjectUserSettings
 CUWorldPartitionEditorSpatialHash
 CUWorldPartitionHLODModifierBase class for all runtime HLOD modifiers
 CUWorldPartitionHLODProvider
 CUWorldPartitionHLODRuntimeSubsystemUWorldPartitionHLODRuntimeSubsystem
 CUWorldPartitionHLODSourceActors
 CUWorldPartitionHLODSourceActorsFromCell
 CUWorldPartitionHLODSourceActorsFromLevel
 CUWorldPartitionLevelStreamingDynamic
 CUWorldPartitionLevelStreamingPolicy
 CUWorldPartitionObjectResolver
 CUWorldPartitionRuntimeCellRepresents a PIE/Game streaming cell which points to external actor/data chunk packages
 CUWorldPartitionRuntimeCellDataCaches information on streaming source that will be used later on to sort cell
 CUWorldPartitionRuntimeCellDataSpatialHash
 CUWorldPartitionRuntimeHash
 CUWorldPartitionRuntimeHashSet
 CUWorldPartitionRuntimeLevelStreamingCell
 CUWorldPartitionRuntimeSpatialHash
 CUWorldPartitionSettings
 CUWorldPartitionStreamingPolicy
 CUWorldPartitionStreamingSourceComponent
 CUWorldPartitionSubsystemUWorldPartitionSubsystem
 CUWorldPointEditorIcon
 CUWorldPointManager
 CUWorldPointManagerConfigThis class is Angel Scriptable only
 CUWorldPointScript
 CUWorldPointsPersistentDataSubsystem
 CUWorldStreamingTeleportComponent
 CUWorldSubsystemUWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld
 CUWrapBoxArranges widgets left-to-right or top-to-bottom dependently of the orientation. When the widgets exceed the wrapSize it will place widgets on the next line
 CUWrapBoxSlotThe Slot for the UWrapBox, contains the widget that is flowed vertically
 CUWritingDefinitionUWritingDefinition
 CUWritingDocumentUWritingDocument
 CUWritingUIWidget