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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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| CAAbilitySystemDebugHUD | |
| CAAbilitySystemTestPawn | |
| CAAbstractNavData | |
| CAActor | Actor 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 | |
| CAAIController | AIController is the base class of controllers for AI-controlled Pawns |
| CAAITestSpawner | |
| CAAmbientCharacter | |
| CAAmbientItemSpawner | Spawn 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 | |
| CAAmbientSound | A sound actor that can be placed in a level |
| CAAngelscriptGASActor | |
| CAAngelscriptGASCharacter | |
| CAAngelscriptGASPawn | |
| CAAnimatedInteractiveObjectActor | |
| CAArcheryWeaponVisual | |
| CAArrowVisual | @DE - Base class defined on AS -> AArrowVisual_AS_Base |
| CAAtmosphericFog | A placeable fog actor that simulates atmospheric light scattering @see https://docs.unrealengine.com/latest/INT/Engine/Actors/FogEffects/AtmosphericFog/index.html |
| CAAudioVolume | |
| CABaitVisual | |
| CABandwidthTestActor | This 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 | |
| CABlockingVolume | An invisible volume used to block other actors |
| CABookCaptureActor | |
| CABoxReflectionCapture | Actor 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 | |
| CABrushShape | A brush that acts as a template for geometry mode modifiers like "Lathe" |
| CACameraActor | A CameraActor is a camera viewpoint that can be placed in a level |
| CACameraBlockingVolume | A volume which blocks the Camera channel by default |
| CACameraRig_Crane | A simple rig for simulating crane-like camera movements |
| CACameraRig_Rail | |
| CACameraShakeSourceActor | |
| CACarriableWorldItem | |
| CACharacter | Characters 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 | |
| CACineCameraActor | A CineCameraActor is a CameraActor specialized to work like a cinematic camera |
| CACinematicCharacter | |
| CACinematicsTesting | |
| CAClientAuthoritativeCharacter | Character baseclass that makes the clients be authoritative of their own movement |
| CAClientAuthoritativePlayerController | Intended to be used together with AClientAuthoritativeCharacter & UClientAuthoritativeCharacterMovementComponent |
| CAClimbableWall | |
| CAClusterUnionActor | A lightweight actor that can be used to own a cluster union component |
| CAConcertStageManager | |
| CAController | Controllers 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 | |
| CACooperativeGameMode | This 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 | |
| CACustomNavCollisionStaticMeshActor | This static mesh actor allows to have disabled collisions, but still use collision data to calculate NavMesh from |
| CADebuffEffectActorByTag | |
| CADebugCameraController | Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules |
| CADebugCameraHUD | HUD that displays info for the DebugCameraController view |
| CADecalActor | DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry |
| CADefaultPawn | DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement. @see UFloatingPawnMovement |
| CADefaultPhysicsVolume | DefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume |
| CADeliverySpotGroup | |
| CADEPRECATED_SmartObjectCollection | Actor holding smart object persistent data |
| CADEPRECATED_WorldPartitionVolume | |
| CADetourCrowdAIController | |
| CADirectionalLight | Implements a directional light actor |
| CADocumentationActor | |
| CADynamicNavObstacle | Marks the area of the obstacle as UNavArea_Obstacle to make characters walk around it |
| CAEditorIndoorDetectionTestActor | |
| CAEditorNavigationInvoker | Editor-only NavigationInvoker to debug the NavMesh |
| CAEffectActorBase | |
| CAEmitter | |
| CAEmitterCameraLensEffectBase | |
| CAEnvironmentLightIntensityCaptureActor | |
| CAEQSTestingPawn | |
| CAExplosionVisual | |
| CAExponentialHeightFog | Implements an Actor for exponential height fog |
| CAFloatingItemActor | |
| CAFloatingRune_VFXCue | Deprecated |
| CAFloatingRuneGameplayCueNotify_Pool | |
| CAFMODAmbientSound | FMOD Ambient Sound |
| CAFreepointManager | |
| CAFreezeDebuffEffectActor | |
| CAFreezeVisual | |
| CAG1RGameModeCooperative | This 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 | |
| CAGameMode | GameMode 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 |
| CAGameModeBase | The 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 |
| CAGameNetworkManager | Handles game-specific networking management (cheat detection, bandwidth management, etc.) |
| CAGameplayAbilityTargetActor | TargetActors 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_Radius | Selects everything within a given radius of the source actor |
| CAGameplayAbilityTargetActor_SingleLineTrace | |
| CAGameplayAbilityTargetActor_Trace | Intermediate base class for all line-trace type targeting actors |
| CAGameplayAbilityWorldReticle | Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these |
| CAGameplayAbilityWorldReticle_ActorVisualization | This is a dummy reticle for internal use by visualization placement tasks. It builds a custom visual model of the visualization being placed |
| CAGameplayCameraActor | An actor that can run a camera asset |
| CAGameplayCameraSystemActor | An actor that hosts a camera system |
| CAGameplayCueNotify_Actor | An 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_BurstLatent | AGameplayCueNotify_BurstLatent |
| CAGameplayCueNotify_Looping | AGameplayCueNotify_Looping |
| CAGameplayCueNotify_Pool | |
| CAGameplayObjectWithEditorIcon | |
| CAGameSession | Acts 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 |
| CAGameState | GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. It is tied to functionality in GameMode |
| CAGameStateBase | GameStateBase 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 |
| CAGeneratedMeshAreaLight | Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects |
| CAGenericSmartObject | |
| CAGlobalNavigationData | Combines Waynet and RecastNavigationData in order to provide global navigation using both in tandem |
| CAGlobalNavigationTestingActor | |
| CAGothicAIController | |
| CAGothicAmbientSoundActor | |
| CAGothicBloodDecal | |
| CAGothicBloodFallingDrops | |
| CAGothicBloodManager | |
| CAGothicCameraManager | |
| CAGothicCharacter | |
| CAGothicCharacterState | Persistant 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 | |
| CAGothicGameMode | Base class for all gothic related game modes |
| CAGothicGASActor | |
| CAGothicGCNotify_Actor | |
| CAGothicHUDBase | AGothicHUDBase |
| CAGothicInvokerActor | |
| CAGothicLockedStreamingSourceActor | Allows placing a static streaming source shape (sphere) into the level. It has an Inner and an Outer radius: |
| CAGothicLockPickActor | Base class for lockpick actor |
| CAGothicLockPieceActor | Base class for lock piece actors |
| CAGothicLockSceneActor | "manager" actor that that will update the lock pieces |
| CAGothicMutilatedSkeletalMeshActor | |
| CAGothicNiagaraActor | |
| CAGothicNPCState | Persistant 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 | |
| CAGothicWaterSplineActor | Base 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 | |
| CAHeterogeneousVolume | A placeable actor that represents a heterogeneous volume |
| CAHUD | Base 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 |
| CAInfo | Info is the base class of an Actor that isn't meant to have a physical representation in the world, used primarily for "manager" type classes that hold settings data about the world, but might need to be an Actor for replication purposes |
| CAIngameToolDrawActor | Wrapper actor holding UIngameToolDrawComponent, which contains the actual ingame tool drawing functions |
| CAInstancedPlacementPartitionActor | The base class used by any editor placement of instanced objects, which holds any relevant runtime data for the placed instances |
| CAInteractiveGasObjectActor | |
| CAInteractiveObjectActor | |
| CAISMPartitionActor | Actor base class for instance containers placed on a grid. See UActorPartitionSubsystem |
| CAItemVisual | |
| CAItemVisualWorld | |
| CAKillZVolume | KillZVolume is a volume used to determine when actors should be killed. Killing logic is overridden in FellOutOfWorld |
| CALadderObject | |
| CALatentAutomationCommandClientExecutor | ALatentAutomationCommandClientExecutor |
| CALevelBounds | Defines 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 | |
| CALevelInstanceEditorInstanceActor | Editor 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 | |
| CALevelScriptActor | ALevelScriptActor 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) |
| CALevelSequenceActor | Actor responsible for controlling a specific level sequence in the world |
| CALevelSequenceMediaController | Replicated 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 | |
| CALocalFogVolume | Actor used to position a local fog volume in the scene. @see https://docs.unrealengine.com/??? |
| CALocationVolume | A volume representing a location in the world. Used for World Partition loading regions |
| CALODActor | LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference |
| CALogicalLightsourceActor | |
| CALogicalLightsourceTestingActor | |
| CALoveStoryCollider | |
| CAMaterialInstanceActor | |
| CAMeleeWeaponVisual | |
| CAMeshMergeCullingVolume | A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes |
| CAMultiplayerGameMode | This class will contain specific rules and stuff related to the multiplayer game mode. Things can be shared between different multiplayer games |
| CAMultiplayerGameSession | |
| CANavAreaActor | |
| CANavigationData | Represents abstract Navigation Data (sub-classed as NavMesh, NavGraph, etc) Used as a common interface for all navigation types handled by NavigationSystem |
| CANavigationDataChunkActor | |
| CANavigationGraph | Currently abstract since it's not full implemented |
| CANavigationGraphNode | |
| CANavigationObjectBase | |
| CANavigationTestingActor | |
| CANavLinkProxy | ANavLinkProxy 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 | |
| CANavModifierVolume | Allows applying selected AreaClass to navmesh, using Volume's shape |
| CANavSystemConfigOverride | |
| CANiagaraActor | |
| CANiagaraLensEffectBase | Niagara equivalent of AEmitterCameraLensEffectBase. This class is supported by APlayerCameraManager (via ICameraLensEffectInterface) as a camera lens effect |
| CANiagaraPerfBaselineActor | Actor that controls how the baseline system behaves and also controls stats gathering for |
| CANiagaraPreviewBase | Base actor for preview actors used in UNiagaraPreviewAxis |
| CANiagaraPreviewGrid | |
| CANote | |
| CAOffsetTestingCamera | |
| CAPackedLevelActor | APackedLevelActor is the result of packing the source level (WorldAsset base class property) into a single actor. See FPackedLevelActorBuilder |
| CAPainCausingVolume | Volume that causes damage over time to any Actor that overlaps its collision |
| CAParalyzeEffectActor | |
| CAParticleEventManager | |
| CAPartitionActor | Actor base class for instance containers placed on a grid. See UActorPartitionSubsystem |
| CAPawn | Pawn 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 | |
| CAPhysicsThruster | Attach 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 |
| CAPhysicsVolume | PhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume |
| CAPlanarReflection | |
| CAPlaneReflectionCapture | |
| CAPlayerCameraManager | A 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) |
| CAPlayerController | PlayerControllers are used by human players to control Pawns |
| CAPlayerStart | This class indicates a location where a player can spawn when the game begins |
| CAPlayerStartPIE | |
| CAPlayerState | A 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 | |
| CAPostProcessVolume | For FPostprocessSettings |
| CAPouchActor | Base class for pouch actors |
| CAPrecomputedVisibilityOverrideVolume | |
| CAPrecomputedVisibilityVolume | |
| CAPrefabActor | |
| CAPrefabDebugActor | |
| CAPrefabRandomizer | |
| CAPrefabricatorConstructionSnap | |
| CAPrefabSeedLinker | |
| CAPreInitializableComponentsActor | |
| CAProjectileVisual | |
| CAPuzzleBloodFontManager | |
| CARadialForceActor | |
| CAReactiveSmallPuddle | |
| CARecastNavMesh | |
| CARectLight | |
| CAReflectionCapture | |
| CARegionBox | |
| CARegionShape | |
| CARegionSphere | |
| CARegionVolume | |
| CAReplicablePrefabActor | |
| CAReplicatedLevelSequenceActor | A level sequence actor that is set to always be relevant for networking purposes |
| CARigidBodyBase | |
| CARoadActor | |
| CARodVisual | |
| CARuntimeVirtualTextureVolume | Actor used to place a URuntimeVirtualTexture in the world |
| CASceneCapture | |
| CASceneCapture2D | |
| CASceneCaptureCube | |
| CAServerStatReplicator | Class 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 |
| CAServerStreamingLevelsVisibility | Actor used to replicate server's visible level streaming |
| CASimulatedCharacterLightContainer | Dynamically spawned actor that contains all LightSources requested by UDailyRoutineSimulationSubsystem |
| CASkeletalMeshActor | SkeletalMeshActor 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 |
| CASkyAtmosphere | A 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 | |
| CASmartObjectPersistentCollection | Actor holding smart object persistent data |
| CASmartObjectSubsystemRenderingActor | |
| CASmartObjectTestingActor | Debug actor to test SmartObjects |
| CASpatialHashRuntimeGridInfo | Actor keeping information regarding a runtime grid |
| CASpawningManager | |
| CASpawnpointManager | |
| CASpectatorPawn | |
| CASpellItemVisual | |
| CASpellProjectileVisual | |
| CASpellVisual | |
| CASpellVisualSaveable | |
| CASphereReflectionCapture | Actor used to capture the scene for reflection in a sphere shape. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_4 |
| CASpikePuzzle | |
| CASplineMeshActor | SplineMeshActor is an actor with a SplineMeshComponent |
| CASpotLight | |
| CAStaticMeshActor | StaticMeshActor 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_SphereTrace | Reusable, 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_Trace | Reusable, 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 | |
| CATestTerminator | ATestTerminator |
| CATextRenderActor | |
| CAThrowableVisual | |
| CATransformSpellItemVisual | |
| CATriggerBase | An actor used to generate collision events (begin/end overlap) in the level |
| CATriggerBox | A box shaped trigger, used to generate overlap events in the level |
| CATriggerCapsule | A capsule shaped trigger, used to generate overlap events in the level |
| CATriggerSphere | A sphere shaped trigger, used to generate overlap events in the level |
| CATriggerSphereDebug | |
| CATriggerVolume | |
| CAVectorFieldVolume | |
| CAVFXCue | |
| CAVisualLoggerFilterVolume | A volume to be placed in the level while browsing visual logger output |
| CAVolume | An editable 3D volume placed in a level. Different types of volumes perform different functions @see https://docs.unrealengine.com/latest/INT/Engine/Actors/Volumes |
| CAVolumetricCloud | A placeable actor that represents a participating media material around a planet, e.g. clouds. @see TODO address to the documentation |
| CAVolumetricLightmapDensityVolume | Provides local control over volumetric lightmap density. Only convex shapes supported |
| CAWeatherLightingMagnet | |
| CAWindDirectionalSource | Actor that provides a directional wind source. Only affects SpeedTree assets |
| CAWorldDataLayers | Actor containing data layers instances within a world |
| CAWorldPartitionHLOD | |
| CAWorldPartitionMiniMap | A mini map to preview the world in world partition window. (editor-only) |
| CAWorldPartitionMiniMapVolume | |
| CAWorldPartitionReplay | Actor used to record world partition replay data (streaming sources for now) |
| CAWorldSettings | Actor containing all script accessible world properties |
| CFAbilityAbilityKey__AbilitySystemComponent | |
| CFAbilityConfirmOrCancel__AbilitySystemComponent | |
| CFAbilityEndedData | Ability Ended Data |
| CFAbilityGivenDelegate | |
| CFAbilityRemovedDelegate | |
| CFAbilityStateDelegate | |
| CFAbilityTask_CraftItemsDelegate | |
| CFAbilityTaskAttackPushComboDelegate | |
| CFAbilityTaskCameraFadeDelegate | |
| CFAbilityTaskCameraFadeSetup | Camera fade setup struct |
| CFAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric | |
| CFAbilityTaskExecutor | |
| CFAbilityTriggerData | Structure that defines how an ability will be triggered by external events |
| CFActionBarUpdated | |
| CFActionEventBP__InputHintWidget | |
| CFActionEventBP__InputHintWidget_EnhancedInput | |
| CFActivateDevicePropertyParams | Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function |
| CFActiveChanged__ChangelogIndexEntry | |
| CFActiveGameplayCue | |
| CFActiveGameplayCueContainer | |
| CFActiveGameplayEffect | Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks |
| CFActiveGameplayEffectHandle | This 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 | |
| CFActorComponentTickFunction | Tick function that calls UActorComponent::ConditionalTick |
| CFActorDataLayer | This 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 |
| CFActorDesc | Snapshot 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 | |
| CFActorInstanceHandle | Handle 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 | |
| CFActorTickFunction | Tick function that calls AActor::TickActor |
| CFAIAssessmentResponseRule | |
| CFAIAssessmentResponseRules | |
| CFAICombatTargetScoringEntryDescription | |
| CFAIDamageEvent | |
| CFAIDataProviderBoolValue | |
| CFAIDataProviderFloatValue | |
| CFAIDataProviderIntValue | |
| CFAIDataProviderStructValue | |
| CFAIDataProviderTypedValue | |
| CFAIDataProviderValue | AIDataProvider is an object that can provide collection of properties associated with bound pawn owner or request Id |
| CFAIDynamicParam | |
| CFAIInteractionBinding | Definition for automatically binding Action-tags as script functions |
| CFAIItemActionScoringEntryDescription | |
| CFAIItemActionScoringEntryGroup | |
| CFAimConstraintDescription | A description of how to apply aim constraint |
| CFAIMessageGatherGroupsOfClass | |
| CFAIMessageGatherStatesOfClass | |
| CFAIMessageTalkRequest | |
| CFAIMessageWeaponDrawn | |
| CFAimingAssistance | |
| CFAIMoveCompletedSignature | |
| CFAINoiseEvent | |
| CFAIRequestID | |
| CFAISenseAffiliationFilter | |
| CFAISpawnpointConfig | |
| CFAISpawnpointConfig_Ambient | |
| CFAIStimulus | |
| CFAIWorldEventDelegate | |
| CFAIWorldEventEndedDelegate | |
| CFAIWorldEventRequirements | |
| CFAIWorldEventStartedDelegate | |
| CFAlkFilterWidgetEntry | FAlkFilterWidgetEntry |
| CFAlkInputAction | FAlkInputAction |
| CFAlphaBlend | Alpha Blend class that supports different blend options as well as custom curves |
| CFAlphaBlendArgs | Alpha Blend construction arguments. Used for creation of an AlphaBlend |
| CFAmountChangedDelegate__CraftingIngredientUIData | |
| CFAmountChangedDelegate__CraftingRecipeUIData | |
| CFAnchorData | |
| CFAngelscriptAttributeChangedData | The 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 |
| CFAngelscriptGameplayAttributeData | We use this subtype to be able to reflect on the property it belongs to for replication etc |
| CFAngelscriptGameThreadScopeWorldContext | |
| CFAngelscriptInputBindData | It'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.. |
| CFAngelscriptTagContainerAggregator | Wrapper type for FTagContainerAggregator @TODO: We should make a binding instead |
| CFAngularDriveConstraint | Angular Drive |
| CFAngularRangeLimit | |
| CFAnimatedBoneAttribute | Structure encapsulating animated (bone) attribute data |
| CFAnimationAttributeIdentifier | Script-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 |
| CFAnimationCurveData | Structure encapsulating animated curve data. Currently only contains Float and Transform curves |
| CFAnimationCurveIdentifier | Script-friendly structure for identifying an animation curve. Wrapping the unique type and smart-name for use within the AnimDataController API |
| CFAnimationGroupReference | |
| CFAnimationRecordingSettings | Settings describing how to record an animation |
| CFAnimationStateMachineReference | |
| CFAnimationStateResultReference | |
| CFAnimationTrackAddedPayload | |
| CFAnimationTrackPayload | |
| CFAnimCurveBase | Float curve data for one track |
| CFAnimCurveParam | DEPRECATED - no longer used |
| CFAnimDataModelModifiedDynamicEvent | |
| CFAnimDataModelNotifPayload | |
| CFAnimExecutionContext | Context used to expose anim graph execution to BP function libraries |
| CFAnimGraphBlendOptions | Blending options for animation graphs in Linked Animation Blueprints |
| CFAnimLegIKDefinition | Per foot definitions |
| CFAnimLinkableElement | Used 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_AimOffsetLookAt | This 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_AssetPlayerBase | Base class for any asset playing anim node |
| CFAnimNode_AssetPlayerRelevancyBase | Base class for any asset playing anim node |
| CFAnimNode_BlendBoneByChannel | |
| CFAnimNode_BlendListBase | Blend list node; has many children |
| CFAnimNode_BlendListByBool | This node is effectively a 'branch', picking one of two input poses based on an input Boolean value |
| CFAnimNode_BlendListByEnum | Blend List by Enum, it changes based on enum input that enters |
| CFAnimNode_BlendListByInt | Blend list node; has many children |
| CFAnimNode_BlendSpaceEvaluator | Evaluates 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_BlendSpaceGraph | Allows multiple animations to be blended between based on input parameters |
| CFAnimNode_BlendSpaceGraphBase | Allows multiple animations to be blended between based on input parameters |
| CFAnimNode_BlendSpacePlayer | @TODO: Comment |
| CFAnimNode_BlendSpacePlayer_Standalone | @TODO: Comment |
| CFAnimNode_BlendSpacePlayerBase | @TODO: Comment |
| CFAnimNode_BlendSpaceSampleResult | Root 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_BoneDrivenController | This 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_CallFunction | Calls specified user-defined events/functions during anim graph execution |
| CFAnimNode_CCDIK | Controller which implements the CCDIK IK approximation algorithm |
| CFAnimNode_Constraint | Constraint node to parent or world transform for rotation/translation |
| CFAnimNode_ConvertComponentToLocalSpace | |
| CFAnimNode_ConvertLocalToComponentSpace | |
| CFAnimNode_CopyBone | Simple controller to copy a bone's transform to another one |
| CFAnimNode_CopyBoneDelta | Simple 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_CopyPoseFromMesh | Simple controller to copy a bone's transform to another one |
| CFAnimNode_CurveSource | Supply curves from some external source (e.g. audio) |
| CFAnimNode_DeadBlending | Dead Blending Node |
| CFAnimNode_Fabrik | Controller 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_HandIKRetargeting | Node 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_LayeredBoneBlend | Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets |
| CFAnimNode_LegIK | |
| CFAnimNode_LinkedAnimGraph | |
| CFAnimNode_LinkedAnimLayer | |
| CFAnimNode_LinkedInputPose | |
| CFAnimNode_LookAt | Simple controller that make a bone to look at the point or another bone |
| CFAnimNode_MakeDynamicAdditive | |
| CFAnimNode_Mirror | |
| CFAnimNode_Mirror_Standalone | |
| CFAnimNode_MirrorBase | |
| CFAnimNode_ModifyBone | Simple controller that replaces or adds to the translation/rotation of a single bone |
| CFAnimNode_ModifyCurve | Easy way to modify curve values on a pose |
| CFAnimNode_MultiWayBlend | This represents a baked transition |
| CFAnimNode_ObserveBone | Debugging node that displays the current value of a bone in a specific space |
| CFAnimNode_OffsetRootBone | |
| CFAnimNode_OrientationWarping | |
| CFAnimNode_PoseBlendNode | 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_PoseByName | 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_PoseDriver | RBF based orientation driver |
| CFAnimNode_PoseHandler | 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_PoseSnapshot | Provide a snapshot pose, either from the internal named pose cache or via a supplied snapshot |
| CFAnimNode_QuadPedAdjustments | |
| CFAnimNode_RandomPlayer | |
| CFAnimNode_ResetRoot | |
| CFAnimNode_RigidBody | Controller that simulates physics based on the physics asset of the skeletal mesh component |
| CFAnimNode_Root | Root node of an animation tree (sink) |
| CFAnimNode_RotateRootBone | @TODO: Comment |
| CFAnimNode_RotationMultiplier | Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone |
| CFAnimNode_RotationOffsetBlendSpace | @TODO: Comment |
| CFAnimNode_RotationOffsetBlendSpaceGraph | Allows multiple animations to be blended between based on input parameters |
| CFAnimNode_SaveCachedPose | Namespace UE::Anim |
| CFAnimNode_ScaleChainLength | Scale the length of a chain of bones |
| CFAnimNode_SequenceEvaluator | Sequence evaluator node that can be used with constant folding |
| CFAnimNode_SequenceEvaluator_Standalone | Sequence evaluator node that can be used standalone (without constant folding) |
| CFAnimNode_SequenceEvaluatorBase | Abstract 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_SequencePlayer | Sequence player node that can be used with constant folding |
| CFAnimNode_SequencePlayer_Standalone | Sequence player node that can be used standalone (without constant folding) |
| CFAnimNode_SequencePlayerBase | Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone |
| CFAnimNode_SingleNode | Local anim node for extensible processing. Cant be used outside of this context as it has no graph node counterpart |
| CFAnimNode_SkeletalControlBase | |
| CFAnimNode_SlopeWarping | |
| CFAnimNode_Slot | An 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_SpringBone | Simple controller that replaces or adds to the translation/rotation of a single bone |
| CFAnimNode_StateMachine | State machine node |
| CFAnimNode_StateResult | Root 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_Steering | Add procedural delta to the root motion attribute |
| CFAnimNode_StrideWarping | |
| CFAnimNode_Sync | |
| CFAnimNode_Trail | Trail Controller |
| CFAnimNode_TransitionPoseEvaluator | Animation 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_TransitionResult | Root node of a state machine transition graph |
| CFAnimNode_TwistCorrectiveNode | This 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_TwoBoneIK | Simple 2 Bone IK Controller |
| CFAnimNode_TwoWayBlend | This represents a baked transition |
| CFAnimNodeConstantData | Any constant class data an anim node uses should be derived from this type |
| CFAnimNodeData | Any constant/folded class data an anim node can be accessed via this struct |
| CFAnimNodeReference | A reference to an anim node. Does not persist, only valid for the call in which it was retrieved |
| CFAnimNotifyEvent | Triggers an animation notify. Each AnimNotifyEvent contains an AnimNotify object which has its Notify method called and passed to the animation |
| CFAnimNotifyEventReference | |
| CFAnimPhysBodyDefinition | |
| CFAnimPhysConstraintSetup | Constraint setup struct, holds data required to build a physics constraint |
| CFAnimPhysPlanarLimit | |
| CFAnimPhysSphericalLimit | |
| CFAnimSegment | This is anim segment that defines what animation and how * |
| CFAnimSyncMarker | |
| CFAnimTrack | This 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 | |
| CFARFilter | A struct to serve as a filter for Asset Registry queries. (mirrored in ARFilter.h) |
| CFArrayElementHandle | @see THandleArray |
| CFAssessmentBits | This is a wrapper struct to generate a BitArray from in AS. In AS, this should look like normal bitflags |
| CFAssetCompileData | |
| CFAssetData | A struct to hold important information about an assets found by the Asset Registry This struct is transient and should never be serialized |
| CFAssetManagerRedirect | Simple structure for redirecting an old asset name/path to a new one |
| CFAssetManagerSearchRules | Rules for how to scan the asset registry for assets matching path and type descriptions |
| CFAssetMapping | This defines one asset mapping |
| CFAsyncGameplayMessageDelegate | |
| CFAsyncLoadGameFromSlotDynamicDelegate | |
| CFAsyncSaveGameToSlotDynamicDelegate | |
| CFAsyncWaitAttributeChangedDelegate__AbilityAsync_WaitAttributeChanged | |
| CFAsyncWaitGameplayTagCountDelegate__AbilityAsync_WaitGameplayTagCountChanged | |
| CFAsyncWaitGameplayTagDelegate__AbilityAsync_WaitGameplayTag | |
| CFAsyncWaitGameplayTagQueryDelegate | |
| CFAttackDirectionDelegate | |
| CFAttenuationSubmixSendSettings | |
| CFAttributeBasedFloat | Struct 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 | |
| CFAttributeDefaults | Used to initialize default values for attributes |
| CFAttributeKey | |
| CFAttributeMetaData | DataTable that allows us to define meta data about attributes. Still a work in progress |
| CFAttributePayload | |
| CFAttributeSetRecord | |
| CFAttributeSetRegisteredDelegate | |
| CFAudioBasedVibrationData | |
| CFAudioComponentParam | Legacy struct used for storing named parameter for a given AudioComponent |
| CFAudioEQEffect | |
| CFAudioQualitySettings | |
| CFAudioVolumeSubmixOverrideSettings | |
| CFAudioVolumeSubmixSendSettings | Struct to determine dynamic submix send data for use with audio volumes |
| CFAvailabilityChangedDelegateBP__SettingObjectWidget | |
| CFAxis | Axis to represent direction |
| CFAxisWaitSimpleDelegate | |
| CFBakedCustomAttributePerBoneData | |
| CFBakedFloatCustomAttribute | |
| CFBakedIntegerCustomAttribute | |
| CFBakedStringCustomAttribute | |
| CFBaseAttenuationSettings | Base class for attenuation settings |
| CFBaseComponentReference | Base class for the hard/soft component reference structs |
| CFBasedPosition | Struct for handling positions relative to a base actor, which is potentially moving |
| CFBasicParticleData | |
| CFBeamModifierOptions | |
| CFBeamTargetData | Beam Multi-target Variables |
| CFBiomeWeatherProbabilities | |
| CFBlackboardEntry | Blackboard entry definition |
| CFBlackboardKeySelector | Helper struct for defining types of allowed blackboard entries (e.g. only entries holding points and objects derived form actor class) |
| CFBlendBoneByChannelEntry | |
| CFBlendListBaseReference | |
| CFBlendParameter | |
| CFBlendProfileBoneEntry | A single entry for a blend scale within a profile, mapping a bone to a blendscale |
| CFBlendSample | Sample data |
| CFBlendSampleData | Transform definition |
| CFBlendSpaceBlendProfile | |
| CFBlendSpacePlayerReference | |
| CFBlendSpaceReference | |
| CFBlendSpaceTriangle | This 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 | |
| CFBlueprintEditorPromotionSettings | Holds settings for the blueprint editor build promotion tests |
| CFBodyInstance | Container for a physics representation of an object |
| CFBodyInstanceAsyncPhysicsTickHandle | |
| CFBodyInstanceCore | |
| CFBoneAnimationTrack | Structure encapsulating a single bone animation track |
| CFBoneFeetData | |
| CFBoneFilter | |
| CFBoneMirrorExport | |
| CFBoneMirrorInfo | |
| CFBoneNames | |
| CFBoneNode | Each Bone node in BoneTree |
| CFBoneReference | |
| CFBonesConstraints | |
| CFBoneSocketTarget | |
| CFBonesSettings | CHARACTER CONSTANTS / HARDCODED VALUES |
| CFBoneTrackedData | |
| CFBookVisualConfiguration | |
| CFBoughtArmorUpgrades | |
| CFBoundActorProxy | |
| CFBox | A bounding box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h |
| CFBox2D | A rectangular 2D Box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box2D.h |
| CFBox2f | A rectangular 2D Box. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box2D.h |
| CFBox3d | A point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h |
| CFBox3f | A point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Box.h |
| CFBoxSphereBounds | A 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 |
| CFBoxSphereBounds3d | A 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 |
| CFBoxSphereBounds3f | A 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 |
| CFBPComponentClassOverride | Utility struct to store class overrides for components |
| CFBPVariableDescription | Struct indicating a variable in the generated class |
| CFBPVariableMetaDataEntry | One metadata entry for a variable |
| CFBracketPayload | |
| CFBranchFilter | |
| CFBranchingPoint | Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed |
| CFBreakEventSignature | |
| CFBroadphaseSettings | Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type |
| CFBudgetSystemDynamicTickDelegate | |
| CFBudgetSystemScriptWorkDelegate | |
| CFBufferAction | |
| CFBuildPromotionImportWorkflowSettings | Holds settings for the import workflow stage of the build promotion test |
| CFBuildPromotionNewProjectSettings | Holds settings for the new project stage of the build promotion test |
| CFBuildPromotionOpenAssetSettings | Holds settings for the open assets stage of the build promotion test |
| CFBuildPromotionTestSettings | Holds settings for the editor build promotion test |
| CFButtonClickedEventBP__AlkButtonBoxWidget | |
| CFButtonRelevanceChangedDelegateBP__InventoryMain | |
| CFButtonWidget_SecondaryActionSettings | FButtonWidget_SecondaryActionSettings |
| CFCachedAnimAssetPlayerData | |
| CFCachedAnimRelevancyData | |
| CFCachedAnimStateArray | |
| CFCachedAnimStateData | This 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 | |
| CFCameraAnimationHandle | A handle to a camera animation running in UCameraAnimationCameraModifier |
| CFCameraAnimationParams | Parameter 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 |
| CFCameraFocusSettings | Settings to control camera focus |
| CFCameraLensInterfaceClassSupport | Wrapper 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 |
| CFCameraLights | Struct for convenience, including Conversation lights and create/remove functions |
| CFCameraLookatTrackingSettings | Settings to control the camera's lookat feature |
| CFCameraModeTransition | A camera transition |
| CFCameraMovementSettings | |
| CFCameraMovementSettings_Speed | CAMERA MOVEMENT DATA |
| CFCameraSettings | |
| CFCameraSettings_Stance | |
| CFCameraShakeDuration | Camera shake duration |
| CFCameraShakeInfo | Information about a camera shake class |
| CFCameraShakePatternScrubParams | Parameters for scrubbing a camera shake |
| CFCameraShakePatternStartParams | Parameters for starting a camera shake pattern |
| CFCameraShakePatternStopParams | Parameters for stopping a camera shake |
| CFCameraShakePatternUpdateParams | Parameters for updating a camera shake pattern |
| CFCameraShakePatternUpdateResult | The result of a camera shake pattern update |
| CFCameraState | |
| CFCameraTrackingFocusSettings | Settings to control tracking-focus mode |
| CFCameraViewParameters | Set of Preset with Speaker and Listener |
| CFCanvasIcon | Holds texture information with UV coordinates as well |
| CFCanvasUVTri | Simple 2d triangle with UVs |
| CFChaosBreakEvent | |
| CFChaosCrumblingEvent | |
| CFChaosPhysicsSettings | Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. See: IChaosSettingsProvider |
| CFChaosRemovalEvent | |
| CFCharacterGuildRequirements | |
| CFCharacterMovementComponentPostPhysicsTickFunction | Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent |
| CFCharacterMovementComponentPrePhysicsTickFunction | |
| CFCharacterMovementUpdatedSignature | |
| CFCharacterReachedApexSignature | |
| CFCharacterSignificanceSettings | |
| CFCharacterSpeciesRequirements | |
| CFCharacterStateSaveGameData | |
| CFCharacterStateSaveGameData_ActiveEffects | |
| CFCharacterStateSaveGameData_ActiveGameplayEffect | |
| CFCharacterStateSaveGameData_AIValueStorage | |
| CFCharacterStateSaveGameData_AnyCharacterType | |
| CFCharacterStateSaveGameData_Attributes | |
| CFCharacterStateSaveGameData_AttributeSet | |
| CFCharacterStateSaveGameData_DailyRoutine | Stores an NPCs current DailyRoutine |
| CFCharacterStateSaveGameData_Inventory | Stores an NPCs current full inventory and the equipped items |
| CFCharacterStateSaveGameData_LongTermMemory | |
| CFCharacterStateSaveGameData_NPCCharacter | |
| CFCharacterStateSaveGameData_NPCSpawnInfo | |
| CFCharacterStateSaveGameData_Party | |
| CFCharacterStateSaveGameData_PlayerCharacter | |
| CFCharacterStateSaveGameData_Position | Stores positional data about one character |
| CFCharacterStateSaveGameData_Relationship | |
| CFCharacterTypeTagRequirements | |
| CFCharacterUniqueName | Wrapper 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 | |
| CFClockTime | Struct to refer to a 0 -> 24 hour timespan. Cannot span multiple days |
| CFClockTimeRange | |
| CFCloseManagementMain | |
| CFCoffinSenseShape | |
| CFCollectionParameterBase | Base struct for collection parameters |
| CFCollectionReference | Reference to an editor collection of assets. This allows an editor-only picker UI |
| CFCollectionScalarParameter | A scalar parameter |
| CFCollectionVectorParameter | A vector parameter |
| CFCollisionChaosEvent | |
| CFCollisionChaosEventBodyInfo | |
| CFCollisionEventSignature | |
| CFCollisionObjectQueryParams | |
| CFCollisionProfileName | Structure representing a collision profile name, this gets a special UI in the editor |
| CFCollisionQueryParams | |
| CFCollisionQueryTaskData | Data Store struct used to extend collision-based targeting tasks providing extra data from outside |
| CFCollisionResponse | |
| CFCollisionResponseContainer | Container for indicating a set of collision channels that this object will collide with |
| CFCollisionResponseParams | |
| CFCollisionShape | |
| CFColor | Stores 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 | |
| CFCombatAIModifiers | FCombatAIModifiers |
| 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 | |
| CFCommonInputPlatformBaseData | DEPRECATED Legacy! |
| CFCommonInputTypeInfo | |
| CFCommonNumberFormattingOptions | |
| CFCommonSelectedStateChangedBase | |
| CFComponentBeginCursorOverSignature | |
| CFComponentBeginOverlapSignature | |
| CFComponentBeginTouchOverSignature | |
| CFComponentCollisionSettingsChangedSignature | |
| CFComponentEndCursorOverSignature | |
| CFComponentEndOverlapSignature | |
| CFComponentEndTouchOverSignature | |
| CFComponentHitSignature | |
| CFComponentOnClickedSignature | |
| CFComponentOnInputTouchBeginSignature | |
| CFComponentOnInputTouchEndSignature | |
| CFComponentOnReleasedSignature | |
| CFComponentPhysicsStateChanged | |
| CFComponentReference | Struct that allows for different ways to reference a component using TObjectPtr. If just an Actor is specified, will return RootComponent of that Actor |
| CFComponentSleepSignature | |
| CFComponentSpacePose | A pose in component space (i.e. each transform is relative to the component's transform) |
| CFComponentSpacePoseLink | A component-space pose link to another node |
| CFComponentSync | |
| CFComponentWakeSignature | |
| CFCompositeReroute | Collection of pins used for tunneling between graphs. Utilizes reroute expressions to ensure zero overhead in the compiled material |
| CFCompositeSection | Section 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) |
| CFConditionalGameplayEffect | Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied |
| CFConeConstraint | Cone constraint |
| CFConsoleCommand | |
| CFConsoleVariable | |
| CFConstrainComponentPropName | Struct used to specify the property name of the component to constrain |
| CFConstraint | Constraint Set up |
| CFConstraintBaseParams | |
| CFConstraintBrokenSignature | |
| CFConstraintDescription | A description of how to apply a simple transform constraint |
| CFConstraintDescriptionEx | A description of how to apply a simple transform constraint |
| CFConstraintDrive | |
| CFConstraintInstance | Container for a physics representation of an object |
| CFConstraintInstanceAccessor | Wrapping type around instance pointer to be returned per value in Blueprints |
| CFConstraintProfileProperties | Container for properties of a physics constraint that can be easily swapped at runtime. This is useful for switching different setups when going from ragdoll to standup for example |
| CFConstructionSystemUICategory | |
| CFConstructionSystemUIPrefabEntry | |
| CFContainerVirtualData | |
| CFConversationTopicDynamicRequirement | |
| CFConversationTopicForceSettings | Additional settings on how a Topic should behave if it's forced |
| CFConversationTopicListenedToRequirement | Require a character to have listened to a specific voiceline |
| CFConversationTopicLocationRequirement | Require a character to be close to a certain waypoint |
| CFConversationTopicQuestRequirement | Require a quest to be in a specific state |
| CFConvolutionBloomSettings | |
| CFCookExcludeRule | |
| CFCraftingActionStart | |
| CFCraftingMenu_CraftingActionMetadata | FCraftingMenu_CraftingActionMetadata |
| CFCraftingMenuExit | |
| CFCraftingProductUIData | FCraftingProductUIData |
| CFCrimeVictimGuildHandle | |
| CFCrimeVictimPersonHandle | |
| CFCrowdAvoidanceConfig | Crowd manager is responsible for handling crowds using Detour (Recast library) |
| CFCrowdAvoidanceSamplingPattern | |
| CFCrumblingEventSignature | |
| CFCullDistanceSizePair | Helper structure containing size and cull distance pair |
| CFCurrentIndexChangedEventBP__GlossarySubfilterWidget | |
| CFCurveFlagsChangedPayload | |
| CFCurveKeyHandle | |
| CFCurvePayload | |
| CFCurveRenamedPayload | |
| CFCurveScaledPayload | |
| CFCurveTableRowHandle | Handle to a particular row in a table |
| CFCustomAttribute | |
| CFCustomAttributePerBoneData | |
| CFCustomAttributeSetting | |
| CFCustomCalculationBasedFloat | Structure to encapsulate magnitudes that are calculated via custom calculation |
| CFCustomDefine | |
| CFCustomInput | |
| CFCustomOutput | |
| CFCustomPostProcessEffect | |
| CFCustomPrimitiveData | Custom primitive data payload |
| CFCustomWidgetNavigationDelegate | |
| CFCutsceneAudioEventSet | |
| CFDailyRoutineSimulatedCharacterHandle | |
| CFDailyRoutineSimulatedLightSource | |
| CFDailyRoutineSimulationMesh | |
| CFDailyRoutineTaskConditionDelegate | |
| CFDailyRoutineTaskDescription | Description 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 | |
| CFDamageEvent | Event used by AActor::TakeDamage and related functions |
| CFDamageProgressionMagicCircle | |
| CFDataDrivenConsoleVariable | |
| CFDataDrivenShaderPlatformInfoInput | |
| CFDataTableCategoryHandle | Handle to a particular set of rows in a table |
| CFDataTableRowHandle | Handle to a particular row in a table |
| CFDateTime | A 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 | |
| CFDebugFloatHistory | Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory |
| CFDefaultAudioBusSettings | |
| CFDefaultContextSetting | Represents a single input mapping context and the priority that it should be applied with |
| CFDeliverySpot | |
| CFDepthFieldGlowInfo | Info for glow when using depth field rendering |
| CFDeviceColorCurveData | Data required for setting the Input Device Color |
| CFDeviceColorData | Data required for setting the Input Device Color |
| CFDeviceTriggerBaseData | UInputDeviceTriggerEffect |
| CFDeviceTriggerFeedbackData | UInputDeviceTriggerFeedbackProperty |
| CFDeviceTriggerTriggerResistanceData | UInputDeviceTriggerResistanceProperty |
| CFDeviceTriggerTriggerVibrationData | UInputDeviceTriggerVibrationProperty |
| CFDialogueContext | |
| CFDialogueContextMapping | |
| CFDialogueWaveParameter | |
| CFDirectoryPath | Structure for directory paths that are displayed in the editor with a picker UI |
| CFDirtVisualSettings | |
| CFDisplacementScaling | |
| CFDistanceDatum | |
| CFDodgeData | |
| CFDoubleRange | A 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 |
| CFDoubleRangeBound | Defines 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 |
| CFDoubleVectorParameterValue | Editable vector parameter |
| CFDownloadImageDelegate | |
| CFDrawToRenderTargetContext | |
| CFDroppedItem | |
| CFDynamicMontage | |
| CFDynamicMulticastDelegate | |
| CFEdGraphPinType | Struct used to define the type of information carried on this pin |
| CFEditorElement | Each elements in the grid |
| CFEditorImportExportTestDefinition | Holds settings for the asset import / export automation test |
| CFEditorImportWorkflowDefinition | Holds settings for the asset import workflow test |
| CFEditorMapPerformanceTestDefinition | Holds settings for the asset import / export automation test |
| CFEmitterDynamicParameter | Helper structure for displaying the parameter |
| CFEmptyOnlineDelegate | |
| CFEmptyPayload | |
| CFEnabledStateChangedDelegate__AlkFilterWidgetFilter | |
| CFEndClimbDelegate | |
| CFEndEquipDelegate | |
| CFEndPhysicsTickFunction | Tick function that ends the physics tick |
| CFEndTraverseDelegate | |
| CFEndWarpDelegate | |
| CFEngineShowFlagsSetting | |
| CFEnhancedActionKeyMapping | Defines 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 | |
| CFEquirectProps | Properties for equirect layers |
| CFEulerTransform | |
| CFEventFloatData | |
| CFEventReceivedDelegate__AbilityAsync_WaitGameplayEvent | |
| CFEventReply | Allows users to handle events and return information to the underlying UI layer |
| CFExponentialHeightFogData | Data 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 | |
| CFExternalToolDefinition | Structure for defining an external tool |
| CFFeetDrawData | |
| CFFilePath | Structure for file paths that are displayed in the editor with a picker UI |
| CFFilmStockSettings | |
| CFFilterOptionPerAxis | Filter Option Per Axis |
| CFFindFloorResult | Data about the floor for walking movement, used by CharacterMovementComponent |
| CFFloatAnimationAttribute | Attribute type supporting the legacy TVariant<float> atttributes |
| CFFloatByWalkSpeed | Class UAnimSequenceBase; |
| CFFloatCurve | |
| CFFloatInterval | An interval of floats, defined by inclusive min and max values @note This is a mirror of TInterval<float>, defined in Interval.h |
| CFFloatRange | A 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 |
| CFFloatRangeBound | Defines 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 | |
| CFFontCharacter | This struct is serialized using native serialization so any changes to it require a package version bump |
| CFFontImportOptionsData | Font import options |
| CFFontParameterValue | Editable font parameter |
| CFFontRenderInfo | Information used in font rendering |
| CFFootPlacemenLegDefinition | |
| CFFootPlacementInterpolationSettings | |
| CFFootPlacementPelvisSettings | |
| CFFootPlacementPlantSettings | |
| CFFootPlacementRootDefinition | |
| CFFootPlacementTraceSettings | |
| CFForceFeedbackAttenuationSettings | The struct for defining the properties used when determining attenuation for a force feedback effect |
| CFForceFeedbackChannelDetails | |
| CFForceFeedbackEffectOverridenChannelDetails | A wrapper struct for setting channel details on a per-platform basis |
| CFFormatArgumentData | Used to pass argument/value pairs into FText::Format. The full C++ struct is located here: Engine\Source\Runtime\Core\Public\Internationalization\Text.h |
| CFFormatArgumentValue | |
| CFFOscillator | Defines oscillation of a single number |
| CFFractureEffect | Struct used to hold effects for destructible damage events |
| CFFrameNumber | A 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 |
| CFFrameNumberRange | A 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 |
| CFFrameNumberRangeBound | Defines 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 |
| CFFrameRate | A 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 | |
| CFFrameTime | Represents 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 | |
| CFFreezeParams | STRUCTS |
| CFFXDecal | |
| CFFXFMODEvent | |
| CFFXParticleSystem | |
| CFFXPerceptionSoundArea | |
| CFFXSystemSpawnParameters | Parameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached |
| CFG1RHasWaterChangedDelegate | |
| CFG1RSwimTypeChangedDelegate | |
| CFGameControllerDirectionChangedDelegate | |
| CFGameEventSend | |
| CFGameInputDeviceModeChangedDelegate | |
| CFGameplayAbilityActivationInfo | FGameplayAbilityActivationInfo |
| CFGameplayAbilityActorInfo | FGameplayAbilityActorInfo |
| CFGameplayAbilityBindInfo | Example struct that pairs a enum input command to a GameplayAbilityClass.6 |
| CFGameplayAbilityEquip_InventoryPosition | |
| CFGameplayAbilityNeedEffects | |
| CFGameplayAbilitySleepEndedMessageList | List of possible messages to display after sleeping |
| CFGameplayAbilitySpec | An 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 |
| CFGameplayAbilitySpecConfig | Options on how to configure a GameplayAbilitySpec to grant an Actor |
| CFGameplayAbilitySpecContainer | Fast serializer wrapper for above struct |
| CFGameplayAbilitySpecDef | This is data that can be used to create an FGameplayAbilitySpec. Has some data that is only relevant when granted by a GameplayEffect |
| CFGameplayAbilitySpecHandle | Handle that points to a specific granted ability. These are globally unique |
| CFGameplayAbilityTargetData_ActorArray | Target data with a source location and a list of targeted actors, makes sense for AOE attacks |
| CFGameplayAbilityTargetData_AutoConversation | Target data with voiceline |
| CFGameplayAbilityTargetData_CameraEventSettings | |
| CFGameplayAbilityTargetData_CastingBegin | |
| CFGameplayAbilityTargetData_ClimbTarget | |
| CFGameplayAbilityTargetData_CutsceneVoiceline | Target data with voiceline |
| CFGameplayAbilityTargetData_EquipItem | |
| CFGameplayAbilityTargetData_Execution | |
| CFGameplayAbilityTargetData_HealthManaBar | |
| CFGameplayAbilityTargetData_HitData | |
| CFGameplayAbilityTargetData_Input | |
| CFGameplayAbilityTargetData_InteractionSpot | Target data with InteractionSpot |
| CFGameplayAbilityTargetData_InventoryItem | Describes an item transfer (what, how many, from where) for the give-item ability |
| CFGameplayAbilityTargetData_LandingHeight | |
| CFGameplayAbilityTargetData_LocationInfo | Target data with just a source and target location in space |
| CFGameplayAbilityTargetData_Posture | Target data with voiceline |
| CFGameplayAbilityTargetData_Ragdoll | |
| CFGameplayAbilityTargetData_RainCoverHead | |
| CFGameplayAbilityTargetData_Shrink | |
| CFGameplayAbilityTargetData_SingleTarget | |
| CFGameplayAbilityTargetData_SingleTargetComp | |
| CFGameplayAbilityTargetData_SingleTargetHit | Target data with a single hit result, data is packed into the hit result |
| CFGameplayAbilityTargetData_Speak | Target data with voiceline |
| CFGameplayAbilityTargetData_TriggerCastSpellBegin | |
| CFGameplayAbilityTargetData_WalkSpeed | |
| CFGameplayAbilityTargetDataHandle | Handle 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 |
| CFGameplayAbilityTargetingLocationInfo | Structure that stores a location in one of several different formats |
| CFGameplayAttribute | Describes a FGameplayAttributeData or float property inside an attribute set. Using this provides editor UI and helper functions |
| CFGameplayAttributeData | Place 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_BurstEffects | FGameplayCueNotify_BurstEffects |
| CFGameplayCueNotify_CameraLensEffectInfo | FGameplayCueNotify_CameraLensEffectInfo |
| CFGameplayCueNotify_CameraShakeInfo | FGameplayCueNotify_CameraShakeInfo |
| CFGameplayCueNotify_DecalInfo | FGameplayCueNotify_DecalInfo |
| CFGameplayCueNotify_ForceFeedbackInfo | FGameplayCueNotify_ForceFeedbackInfo |
| CFGameplayCueNotify_InputDevicePropertyInfo | FGameplayCueNotify_InputDevicePropertyInfo |
| CFGameplayCueNotify_LoopingEffects | FGameplayCueNotify_LoopingEffects |
| CFGameplayCueNotify_ParticleInfo | FGameplayCueNotify_ParticleInfo |
| CFGameplayCueNotify_PlacementInfo | FGameplayCueNotify_PlacementInfo |
| CFGameplayCueNotify_SoundInfo | FGameplayCueNotify_SoundInfo |
| CFGameplayCueNotify_SoundParameterInterfaceInfo | FGameplayCueNotify_SoundParameterInterfaceInfo |
| CFGameplayCueNotify_SpawnCondition | FGameplayCueNotify_SpawnCondition |
| CFGameplayCueNotify_SpawnResult | FGameplayCueNotify_SpawnResult |
| CFGameplayCueNotifyData | |
| CFGameplayCueParameters | Metadata about a gameplay cue execution |
| CFGameplayCueTag | Wrapper struct around a gameplaytag with the GameplayCue category. This also allows for a details customization |
| CFGameplayEffectAppliedSelfDelegate | |
| CFGameplayEffectAppliedTargetDelegate | |
| CFGameplayEffectAttributeCaptureDefinition | Struct defining gameplay attribute capture options for gameplay effects |
| CFGameplayEffectBlockedDelegate | |
| CFGameplayEffectContext_EndRiding | |
| CFGameplayEffectContext_HitResponse | Data 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 | |
| CFGameplayEffectContextHandle | Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly |
| CFGameplayEffectCue | FGameplayEffectCue 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 |
| CFGameplayEffectCustomExecutionOutput | Struct representing the output of a custom gameplay effect execution |
| CFGameplayEffectCustomExecutionParameters | Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution |
| CFGameplayEffectExecutionDefinition | Struct 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 | |
| CFGameplayEffectExecutionScopedModifierInfo | Struct 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 |
| CFGameplayEffectModifierMagnitude | Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways |
| CFGameplayEffectQuery | Every set condition within this query must match in order for the query to match. i.e. individual query elements are ANDed together |
| CFGameplayEffectRemovalInfo | Data struct for containing information pertinent to GameplayEffects as they are removed |
| CFGameplayEffectSpec | GameplayEffect Specification. Tells us: -What UGameplayEffect (const data) -What Level -Who instigated |
| CFGameplayEffectSpecHandle | Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets |
| CFGameplayEventData | Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic |
| CFGameplayEventDynamicMulticastDelegate | |
| CFGameplayIsReadyDynamicDelegate | |
| CFGameplayMessageListenerHandle | An opaque handle that can be used to remove a previously registered message listener @see UGameplayMessageSubsystem::RegisterListener and UGameplayMessageSubsystem::UnregisterListener |
| CFGameplayModEvaluationChannelSettings | Struct representing evaluation channel settings for a gameplay modifier |
| CFGameplayModifierEvaluatedData | Data that describes what happened in an attribute modification. This is passed to ability set callbacks |
| CFGameplayModifierInfo | FGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly |
| CFGameplayResourceSet | |
| CFGameplayTag | A 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")) |
| CFGameplayTagBlueprintPropertyMap | Struct 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 |
| CFGameplayTagBlueprintPropertyMapping | Struct 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 |
| CFGameplayTagCategoryRemap | Category remapping. This allows base engine tag category meta data to remap to multiple project-specific categories |
| CFGameplayTagContainer | A Tag Container holds a collection of FGameplayTags, tags are included explicitly by adding them, and implicitly from adding child tags |
| CFGameplayTagContainerMatchCondition | HasAnyTags / HasAllTags condition Succeeds if the specified tag container has ANY or ALL of the tags in the other container |
| CFGameplayTagContainerMatchConditionInstanceData | |
| CFGameplayTagMatchCondition | HasTag condition Succeeds if the tag container has the specified tag |
| CFGameplayTagMatchConditionInstanceData | |
| CFGameplayTagQuery | An 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) ) |
| CFGameplayTagQueryCondition | DoesContainerMatchTagQuery condition Succeeds if the specified tag container matches the given Tag Query |
| CFGameplayTagQueryConditionInstanceData | |
| CFGameplayTagRedirect | A single redirect from a deleted tag to the new tag that should replace it |
| CFGameplayTagReponsePair | |
| CFGameplayTagRequirements | Encapsulate require and ignore tags |
| CFGameplayTagResponseTableEntry | |
| CFGameplayTagTableRow | Simple struct for a table row in the gameplay tag table and element in the ini list |
| CFGameplayTargetDataFilter | Simple actor target filter, games can subclass this |
| CFGameplayTargetDataFilter_GothicCharacter | |
| CFGameplayTargetDataFilter_WorldItem | |
| CFGameplayTargetDataFilterHandle | Polymorphic handle to filter structure that handles checking if actors should be targeted |
| CFGameplayTaskSpawnActorDelegate | |
| CFGameStateDataBaseSaveData | |
| CFGameTimeSaveGameData | |
| CFGameViewportWidgetSlot | The default value fills the entire screen / player region |
| CFGaussianSumBloomSettings | |
| CFGenerateWidgetEvent__ComboBoxKey | |
| CFGenerateWidgetForObject__Widget | |
| CFGenerateWidgetForString__Widget | |
| CFGenericData | |
| CFGenericGameplayTaskDelegate__GameplayTask | |
| CFGenericStruct | |
| CFGenericTeamId | |
| CFGenericVoicelineRequestContext | Sent with each Voiceline Request to pass additional info to the voiceline conditions |
| CFGestureSetEntry | Describes 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 | |
| CFGlossarySubfilterData | UGlossarySubfilterWidget |
| CFGlossaryWidgetBucket | FQuestWidgetBucket |
| CFGothicActionContext | |
| CFGothicAIMoveRequest | |
| CFGothicBasicVerbMessage | Represents a generic message. Basic version, must not include pointers |
| CFGothicCharacterStateCharacterVisualsDestroyed | |
| CFGothicCharacterStateCharacterVisualsSpawned | |
| CFGothicCharacterStateSpawned | |
| CFGothicCrimeMemorySaveGameData | Savegame data for the Crime Memory subsystem |
| CFGothicCrimeMemorySaveGameLocationMemoryCollection | |
| CFGothicCrimeMemorySaveGameRelativeCrimeCollection | |
| CFGothicFlyDiveSettings | |
| CFGothicFootData | A 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 | |
| CFGothicLockSaveGameData | Savegame data for the lock persistent data subsystem |
| CFGothicMod | |
| CFGothicModClassModifications | |
| CFGothicModDependency | Marks this Mod being dependent on another mod of a certain version |
| CFGothicModDesc | |
| CFGothicModMapInteractionSpots | |
| CFGothicModMapLevelInstances | |
| CFGothicModMapModifications | |
| CFGothicModMapWorldPoints | |
| CFGothicModScriptDefaultModifications | |
| CFGothicModWorldPointCharacterSpawnCountMod | |
| CFGothicModWorldPointMod | |
| CFGothicMountComponentData | |
| CFGothicPathfollowSettings | How should pathfollowing behave? |
| CFGothicPhotoModeGuideline | |
| CFGothicPhotoModeSettings | |
| CFGothicPhotoModeSticker | |
| CFGothicPhysicsVolumePriority | |
| CFGothicWaterVolumeVectorFieldCell | Vector field cell for water volumes |
| CFGuid | A globally unique identifier (mirrored from Guid.h) |
| CFHapticFeedbackDetails_Curve | |
| CFHardwareCursorReference | |
| CFHardwareDeviceIdentifier | An 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 | |
| CFHitResult | Structure containing information about one hit of a trace, such as point of impact and surface normal at that point |
| CFHitSpaceParams | |
| CFHitType | |
| CFHLODISMComponentDescriptor | ISM descriptor class based on FISMComponentDescriptor |
| CFHLODModifierMaterialRemap | |
| CFHLODProxyMesh | A mesh proxy entry |
| CFHoldActionrogressEventBP__InputHintWidget_CommonUI | |
| CFHoveredChangedEventBP__AlkUserWidget | |
| CFHUDNotification_GameplayAttributeSettings | FHUDNotification_GameplayAttributeSettings |
| CFHUDNotification_GameplayTagSettings | FHUDNotification_GameplayTagSettings |
| CFHUDNotificationData | FHUDNotificationData |
| CFHUDNotificationData_AreaDiscovered | FHUDNotificationData_AreaDiscovered |
| CFHUDNotificationData_Chapter | FHUDNotificationData_Chapter |
| CFHUDNotificationData_GameplayAttribute | FHUDNotificationData_Attribute |
| CFHUDNotificationData_GameplayTag | FHUDNotificationData_GameplayTag |
| CFHUDNotificationData_Generic | FHUDNotificationData_Generic |
| CFHUDNotificationData_Glossary | FHUDNotificationData_Glossary |
| CFHUDNotificationData_Item | FHUDNotificationData_Item |
| CFHUDNotificationData_Quest | FHUDNotificationData_Quest |
| CFHUDNotificationData_Recipe | FHUDNotificationData_Recipe |
| CFHUDNotificationData_SimpleMessage | FHUDNotificationData_SimpleMessage |
| CFHUDNotificationHandle | FHUDNotificationHandle |
| CFIgnoredCrimeSetup | |
| CFIKFootPelvisPullDownSolver | |
| CFImGuiCanvasSizeInfo | Struct with information how to calculate canvas size |
| CFImGuiDPIScaleInfo | Struct with DPI scale data |
| CFImGuiKeyInfo | Struct 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 | |
| CFImportanceTexture | Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row |
| CFImportFactorySettingValues | Holds FProperty names and values to customize factory settings |
| CFIndoorDetectionResult | |
| CFIndoorDetectionSampler | Detects whether a location is "indoor" or "outdoor" by performing AmbientOcclusion-style sampling by shooting Traces in random directions of a hemisphere |
| CFInGameTime | Struct 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 | |
| CFInheritedTagContainer | Structure that is used to combine tags from parent and child blueprints in a safe way |
| CFInitAbilityActorInfoDelegate | |
| CFInitialAttributeValues | |
| CFInnerItems | |
| CFInputActionHandlerDynamicSignature | |
| CFInputActionInstance | Run time queryable action instance Generated from UInputAction templates above |
| CFInputActionKeyMapping | Defines a mapping between an action and key |
| CFInputActionSpeechMapping | Defines a mapping between an action and speech recognition |
| CFInputActionValue | |
| CFInputAlphaBoolBlend | |
| CFInputAxisConfigEntry | Configurable properties for control axes |
| CFInputAxisHandlerDynamicSignature | |
| CFInputAxisKeyMapping | Defines a mapping between an axis and key |
| CFInputAxisProperties | Configurable properties for control axes, used to transform raw input into game ready values |
| CFInputBlendPose | |
| CFInputCancelAction | |
| CFInputClampConstants | Input modifier with clamping and interpolation |
| CFInputClampState | Mutable state struct to be used with FInputClampConstants |
| CFInputComboStepData | |
| CFInputDebugKeyHandlerDynamicSignature | |
| CFInputDeviceId | Represents a single input device such as a gamepad, keyboard, or mouse |
| CFInputDeviceIdentifierPair | |
| CFInputDevicePropertyHandle | A handle to an active input device property that is being used by the InputDeviceSubsytem |
| CFInputGestureHandlerDynamicSignature | |
| CFInputHoldData | Data values needed for Hold interaction per input type |
| CFInputMethodChangedDelegate | |
| CFInputPressDelegate | |
| CFInputRange | |
| CFInputReleaseDelegate | |
| CFInputScaleBias | Input modifier with scaling and biasing |
| CFInputScaleBiasClamp | Input modifier with remapping, scaling, biasing, clamping, and interpolation |
| CFInputScaleBiasClampConstants | |
| CFInputScaleBiasClampState | Mutable state struct to be used with FInputScaleBiasClampConstants |
| CFInputTouchHandlerDynamicSignature | |
| CFInputVectorAxisHandlerDynamicSignature | |
| CFInputWaitSimpleDelegate | |
| CFInputWaitYawSimpleDelegate | |
| CFInstancedStaticMeshInstanceData | |
| CFInstigatedAnyDamageSignature | |
| CFInstigatedAnyDamageSignature__GothicFXComponent | |
| CFInt32Interval | An interval of integers, defined by inclusive min and max values @note This is a mirror of TInterval<int32>, defined in Interval.h |
| CFInt32Point | |
| CFInt32Range | A 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 |
| CFInt32RangeBound | Defines 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 |
| CFInt32Vector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInt32Vector2 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInt32Vector4 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInt64Point | |
| CFInt64Vector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInt64Vector2 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInt64Vector4 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFIntegerAnimationAttribute | Attribute type supporting the legacy TVariant<int32> atttributes |
| CFIntegralCurve | An integral curve, which holds the key time and the key value |
| CFIntegralKey | An integral key, which holds the key time and the key value |
| CFIntegrationTest | |
| CFInteractActionStarted | |
| CFInteractDurationTimeLimitReached | |
| CFInteraction | |
| CFInteractionAnimTransition | Represents a simple transition of an interaction montage as used in UAbilityTask_InteractionSpot_Montage |
| CFInteractionAnimTransitionActivated | |
| CFInteractionAnimTransitionCondition | |
| CFInteractionSpot | A spot in the world where a character can do a certain configured action |
| CFInteractionSpotClaimToken | Token that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use |
| CFInteractionSpotHandle | |
| CFInteractionSpotRequirements | Inherit from this and define your condition |
| CFInteractionSpotRequirementsPack | Wrappers struct for designers to show nicer UI in the editor |
| CFInteractionSpotUseToken | Token that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use |
| CFInteractOpenContainerClickItemDelegate | |
| CFInteractOpenContainerDelegate | |
| CFInteractOpenContainerDelegateCMW | |
| CFInteriorSettings | Struct encapsulating settings for interior areas |
| CFInterpControlPoint | |
| CFInterpCurveFloat | Describes 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 |
| CFInterpCurveLinearColor | Describes 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 |
| CFInterpCurvePointFloat | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<float>, defined in InterpCurvePoint.h |
| CFInterpCurvePointLinearColor | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FLinearColor>, defined in InterpCurvePoint.h |
| CFInterpCurvePointQuat | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FQuat>, defined in InterpCurvePoint.h |
| CFInterpCurvePointTwoVectors | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FTwoVectors>, defined in InterpCurvePoint.h |
| CFInterpCurvePointVector | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FVector>, defined in InterpCurvePoint.h |
| CFInterpCurvePointVector2D | Describes one specific point on an interpolation curve. @note This is a mirror of TInterpCurvePoint<FVector2D>, defined in InterpCurvePoint.h |
| CFInterpCurveQuat | Describes 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 |
| CFInterpCurveTwoVectors | Describes 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 |
| CFInterpCurveVector | Describes 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 |
| CFInterpCurveVector2D | Describes 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 | |
| CFIntPoint | Screen coordinates. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntPoint.h |
| CFIntVector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFIntVector2 | An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFIntVector4 | An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFInventoryByChapter | |
| CFInventoryItemRequirements | |
| CFISMComponentDescriptor | |
| CFISMComponentDescriptorBase | Struct 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 | |
| CFItemAdded | The structure that the Item Added popup notification uses to show the data on screen |
| CFItemClickedEventBP__AlkListView | |
| CFItemClickedEventBP__DiscreteItemViewWidget | |
| CFItemClickedEventBP__SimpleInventoryWidget | |
| CFItemCloseEventBP__SimpleInventoryWidget | |
| CFItemDefinition_LTMData | FItemDefinition_LTMData |
| CFItemInShop | |
| CFItemIsHoveredChangedEventBP__DiscreteItemViewWidget | |
| CFItemLongClickProgressChangedEventBP__AlkListView | |
| CFItemLongClickProgressChangedEventBP__DiscreteItemViewWidget | |
| CFItemPayload | |
| CFItemPickNotifDelegate | |
| CFItemSlot | |
| CFItemSpawnConfig | |
| CFItemSpawnpointConfig | |
| CFItemSpawnPosition | |
| CFItemTooltipDelegate__TradingBalanceInventory | |
| CFItemTooltipInfo | The struct that the Item Tooltip uses to show the data on screen |
| CFItemTransferInfo | Helper for Configuration of the Inventory Container to Safe the last Item TransferData |
| CFItemVirtualData | |
| CFJoinSessionCompleted | |
| CFJsonArray | |
| CFJsonObject | |
| CFJsonObjectFieldIterator | |
| CFJsonValue | |
| CFJumpDown_SearchEdgeSettings | |
| CFKAggregateGeom | Container for an aggregate of collision shapes |
| CFKBoxElem | Box shape used for collision |
| CFKConvexElem | One convex hull, used for simplified collision |
| CFKeepCoroutineRunningCondition | |
| CFKeepCoroutineRunningConditionEx | |
| CFKey | |
| CFKeyMappingRow | Stores all mappings bound to a single mapping name |
| CFKLevelSetElem | |
| CFKnowledgeSet | Container for game story knowledge |
| CFKShapeElem | Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet |
| CFKSkinnedLevelSetElem | |
| CFKSphereElem | Sphere shape used for collision |
| CFKSphylElem | Capsule shape used for collision. Z axis is capsule axis |
| CFKTaperedCapsuleElem | Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ |
| CFLandedSignature | |
| CFLandingMontages | |
| CFLatentActionInfo | Latent action info |
| CFLaunchOnTestSettings | Holds settings for the editor Launch On With Map Iterations test |
| CFLayeredBoneBlendReference | |
| CFLeanAmountS | |
| CFLensBloomSettings | |
| CFLensImperfectionSettings | |
| CFLensSettings | |
| CFLevelSequenceAnimSequenceLinkItem | Link To Anim Sequence that we are linked too |
| CFLevelSequenceCameraSettings | |
| CFLevelSequencePlayerSnapshot | Frame snapshot information for a level sequence |
| CFLevelSimplificationDetails | |
| CFLevelStreamingLoadedStatus | |
| CFLevelStreamingVisibilityStatus | |
| CFLightingChannels | Specifies which lighting channels are relevant |
| CFLightingChannelsEditable | Specifies which lighting channels are used |
| CFLightingModifierDebugValues | Collection of values for Debug Window |
| CFLightmassDebugOptions | Debug options for Lightmass |
| CFLightmassDirectionalLightSettings | Directional light settings for Lightmass |
| CFLightmassLightSettings | Per-light settings for Lightmass |
| CFLightmassMaterialInterfaceSettings | UMaterial interface settings for Lightmass |
| CFLightmassPointLightSettings | Point/spot settings for Lightmass |
| CFLightmassPrimitiveSettings | Per-object settings for Lightmass |
| CFLightmassWorldInfoSettings | |
| CFLightPreset | |
| CFLightSet | Parameters for the Set of all conversation lights |
| CFLightSourceData | |
| CFLightValues | Parameters for a specific Light |
| CFLinearColor | A linear, 32-bit/component floating point RGBA color. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Color.h |
| CFLinearConstraint | Distance constraint |
| CFLinearDriveConstraint | Linear Drive |
| CFLinkedAnimGraphReference | |
| CFLinkedInstances | |
| CFLocalSpacePose | A 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 | |
| CFMappingQueryIssue | Potential issue raised with a mapping request |
| CFMapPlayerKeyArgs | Arguments that can be used when mapping a player key |
| CFMapPlayerPosAndRot | |
| CFMarkerSyncAnimPosition | Represent a current play position in an animation based on sync markers |
| CFMaterialEditorPromotionSettings | Holds settings for the material editor build promotion tests |
| CFMaterialInstanceBasePropertyOverrides | Properties from the base material that can be overridden in material instances |
| CFMaterialInstanceDynamicParameterPack | Complete pack of MaterialInstance parameters, to be used with GothicMaterialInstanceDynamicCacheSubsystem |
| CFMaterialLayersFunctions | |
| CFMaterialLayersFunctionsEditorOnlyData | |
| CFMaterialLayersFunctionsRuntimeData | |
| CFMaterialOverrideNanite | Storage 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 | |
| CFMatrix | A 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h |
| CFMatrix44d | A 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h |
| CFMatrix44f | A 4x4 matrix. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Matrix.h |
| CFMemorizedEvent | Stores information about a certain event that a character can remember for a long time |
| CFMemoryFilter | Container that helps with filtering memory, for use as local variable only, should not stick around for long! |
| CFMemoryReader | |
| CFMeshApproximationSettings | |
| CFMeshBuildSettings | Settings applied when building a mesh |
| CFMeshDisplacementMap | |
| CFMeshDrawCommandStatsBudget | Description of a stat category used in the MeshDrawCommandStats system |
| CFMeshDrawCommandStatsBudgetTotals | Budget totals for each MeshDrawCommandStats collection |
| CFMeshInstancingSettings | Mesh instance-replacement settings |
| CFMeshMergingSettings | Mesh merging settings |
| CFMeshNaniteSettings | Settings applied when building Nanite data |
| CFMeshProxySettings | |
| CFMeshReductionSettings | Settings used to reduce a mesh |
| CFMeshTriCoordinate | A coordinate on a mesh usable in Niagara. Do not alter this struct without updating the data interfaces that use it! |
| CFMeshUVChannelInfo | The world size for each texcoord mapping. Used by the texture streaming |
| CFMinimalViewInfo | |
| CFMirrorAnimNodeReference | |
| CFMirrorFindReplaceExpression | Find and Replace expressions used to generate mirror tables |
| CFMirrorTableRow | Base Mirror Table containing all data required by the animation mirroring system |
| CFModifyContextOptions | Passed in as params for Adding/Remove input contexts |
| CFModifyCurveAnimNodeReference | |
| CFModulatorContinuousParams | |
| CFModUserSettingsBool | |
| CFModUserSettingsFloat | |
| CFModUserSettingsInt | |
| CFMontageBlendSettings | Montage blend settings. Can be used to overwrite default Montage settings on Play/Stop |
| CFMontageHistory | |
| CFMontageWaitSimpleDelegate | |
| CFMotionWarpingPreUpdate | |
| CFMotionWarpingTarget | Represents a point of alignment in the world |
| CFMotionWarpingWindowData | |
| CFMountComponentDynamicMulticastDelegate | |
| CFMovementModeChangedDelegate | |
| CFMovementModeChangedSignature | |
| CFMovementProperties | Movement capabilities, determining available movement options for Pawns and used by AI for reachability tests |
| CFMoveRotateToLocationDelegate | |
| CFMoveTaskCompletedSignature | |
| CFMoveToLocationDelegate | |
| CFMovieSceneGameplayCueEvent | |
| CFMovieSceneGameplayCueKey | |
| CFName | |
| CFNameCurve | Implements a curve of FNames |
| CFNameCurveKey | One key in a curve of FNames |
| CFNamedColor | A named color |
| CFNamedCurveValue | Name/value pair for retrieving curve values |
| CFNamedEmitterMaterial | |
| CFNamedFilmbackPreset | A named bundle of filmback settings used to implement filmback presets |
| CFNamedFloat | A named float |
| CFNamedLensPreset | A named bundle of lens settings used to implement lens presets |
| CFNamedPlateCropPreset | A named bundle of crop settings used to implement crop presets |
| CFNamedTransform | A named transform |
| CFNamedVector | A named float |
| CFNameForInputAction | Simple struct for rich text styles |
| CFNaniteSettings | |
| CFNavAgentProperties | Properties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding |
| CFNavAgentSelector | |
| CFNavAvoidanceMask | |
| CFNavCollisionBox | |
| CFNavCollisionCustomConvex | |
| CFNavCollisionCylinder | |
| CFNavDataConfig | |
| CFNavigationFilterArea | |
| CFNavigationFilterFlags | Use UNavigationSystemV1.DescribeFilterFlags() to setup user friendly names of flags |
| CFNavigationLink | |
| CFNavigationLinkBase | |
| CFNavigationSegmentLink | |
| CFNavMeshResolutionParam | |
| CFNDCIslandDebugDrawSettings | |
| CFNDIStaticMeshSectionFilter | |
| CFNetworkPhysicsSettings | |
| CFNetworkPhysicsSettingsPredictiveInterpolation | |
| CFNetworkPhysicsSettingsResimulation | |
| CFNetworkSyncDelegate | |
| CFNeuralProfileStruct | Struct with all the settings we want in UNeuralProfile, separate to make it easer to pass this data around in the engine |
| CFNewLevelInstanceParams | |
| CFNiagaraAssetTagDefinition | An Asset Tag Definition defines a tag that can be added to various Niagara assets for sorting & filtering purposes |
| CFNiagaraAssetTagDefinitionReference | A Tag Definition Reference stores the guid of a Tag Definition. This is what assets should be storing |
| CFNiagaraAssetVersion | |
| CFNiagaraBakerTextureSettings | |
| CFNiagaraBakerTextureSource | |
| CFNiagaraBool | |
| CFNiagaraBoolParameterMetaData | |
| CFNiagaraDataChannelSearchParameters | Parameters 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 | |
| CFNiagaraDebuggerAcceptConnection | Response message from the a debugger client accepting a connection requested by a FNiagaraDebuggerRequestConnection message |
| CFNiagaraDebuggerConnectionClosed | Empty message informing a debugger client that the debugger is closing the connection |
| CFNiagaraDebuggerExecuteConsoleCommand | Command that will execute a console command on the debugger client |
| CFNiagaraDebuggerOutlinerUpdate | Message containing updated outliner information sent from the client to the debugger |
| CFNiagaraDebuggerRequestConnection | Messaged 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 |
| CFNiagaraDebugHUDSettingsData | Settings 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 | |
| CFNiagaraDouble | Only used for LWC conversions, not supported by Niagara yet |
| CFNiagaraDynamicMeshMaterial | |
| CFNiagaraDynamicMeshSection | |
| CFNiagaraEmitterHandle | Stores emitter information within the context of a System |
| CFNiagaraEmitterID | |
| CFNiagaraEmitterScalabilityOverride | |
| CFNiagaraEmitterScalabilityOverrides | Container struct for an array of emitter scalability overrides. Enables details customization and data validation |
| CFNiagaraEmitterScalabilitySettings | Scalability settings for Niagara Emitters on a particular platform set |
| CFNiagaraEmitterScalabilitySettingsArray | Container struct for an array of emitter scalability settings. Enables details customization and data validation |
| CFNiagaraEmitterStateData | |
| CFNiagaraEnumParameterMetaData | Defines override data for enum parameters displayed in the UI |
| CFNiagaraEventGeneratorProperties | |
| CFNiagaraEventReceiverProperties | TODO: Event action that spawns other whole Systems? One that calls a BP exposed delegate? |
| CFNiagaraEventScriptProperties | |
| CFNiagaraFloat | |
| CFNiagaraFunctionSignature | |
| CFNiagaraGlobalBudgetScaling | |
| CFNiagaraHalf | |
| CFNiagaraHalfVector2 | |
| CFNiagaraHalfVector3 | |
| CFNiagaraHalfVector4 | |
| CFNiagaraID | |
| CFNiagaraInlineDynamicInputFormatToken | Defines 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 |
| CFNiagaraInputConditionMetadata | Defines options for conditionally editing and showing script inputs in the UI |
| CFNiagaraInputParameterCustomization | |
| CFNiagaraInt32 | |
| CFNiagaraLinearRamp | Simple 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 | |
| CFNiagaraOutlinerSystemData | Wrapper for array of system instance outliner data so that it can be placed in a map |
| CFNiagaraOutlinerSystemInstanceData | Outliner information on a specific system instance |
| CFNiagaraOutlinerTimingData | Niagara Outliner |
| CFNiagaraOutlinerWorldData | All information about a specific world for the Niagara Outliner |
| CFNiagaraParameterBinding | |
| CFNiagaraParameterBindingWithValue | |
| CFNiagaraParameters | |
| CFNiagaraPerfBaselineStats | |
| CFNiagaraPlatformSet | |
| CFNiagaraPlatformSetCVarCondition | Imposes a condition that a CVar must contain a set value or range of values for a platform set to be enabled |
| CFNiagaraPlatformSetRedirect | Allows us to replace a specific device profile usage condition in all NiagaraPlatformSets. Helpful when dealing with changes to device profile structure |
| CFNiagaraPosition | |
| CFNiagaraRandInfo | |
| CFNiagaraRendererMaterialParameters | Parameters 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 | |
| CFNiagaraRibbonUVSettings | Defines settings for UV behavior for a UV channel on ribbons |
| CFNiagaraScalabilityState | |
| CFNiagaraScriptHighlight | |
| CFNiagaraScriptVariableBinding | Primarily 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 | |
| CFNiagaraSimpleClientInfo | Simple information on the connected client for use in continuous or immediate response UI elements |
| CFNiagaraSimStageExecutionLoopData | |
| CFNiagaraSimStageExecutionLoopEditorData | |
| CFNiagaraSpawnInfo | Data controlling the spawning of particles |
| CFNiagaraStackSection | Defines data for sections visible in the stack view |
| CFNiagaraStatelessSpawnInfo | |
| CFNiagaraSystemScalabilityOverride | |
| CFNiagaraSystemScalabilityOverrides | Container struct for an array of system scalability overrides. Enables details customization and data validation |
| CFNiagaraSystemScalabilitySettings | Scalability settings for Niagara Systems for a particular platform set (unless overridden) |
| CFNiagaraSystemScalabilitySettingsArray | Container struct for an array of system scalability settings. Enables details customization and data validation |
| CFNiagaraSystemSimCacheCaptureRequest | Message sent from the debugger to a client to request a sim cache capture for a particular component |
| CFNiagaraSystemStateData | |
| CFNiagaraSystemVisibilityCullingSettings | Scalability settings for Niagara Systems for a particular platform set (unless overridden) |
| CFNiagaraTypeDefinition | |
| CFNiagaraUObjectPropertyReaderRemap | |
| CFNiagaraUserParameterBinding | |
| CFNiagaraVariable | |
| CFNiagaraVariableBase | |
| CFNiagaraVariableMetaData | |
| CFNiagaraVariableWithOffset | |
| CFNiagaraVariant | |
| CFNiagaraWidgetNamedIntegerInputValue | A 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 | |
| CFOrbitOptions | Container struct for holding options on the data updating for the module |
| CFOrientedBox | Structure 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 | |
| CFOverlapResult | Structure containing information about one hit of an overlap test |
| CFOverrideFogCache | |
| CFOverrideTimeByRange | |
| CFOverrideVolumeCache | |
| CFOwnedLooseGameplayTags | Struct that keeps track of how many LooseGameplayTags were added to an AbilitySystemComponent |
| CFOwnedTagUpdatedDelegate | |
| CFOwnershipSettings | |
| CFPackedNormal | A packed normal. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h |
| CFPackedRGB10A2N | A packed basis vector. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h |
| CFPackedRGBA16N | A packed vector. @note The full C++ class is located here: Engine\Source\Runtime\RenderCore\Public\PackedNormal.h |
| CFPacketSimulationSettings | Holds the packet simulation settings in one place |
| CFPageContent | |
| CFPaintContext | The 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 | |
| CFParticleEditorPromotionSettings | Holds settings for the particle editor build promotion tests |
| CFParticleEvent_GenerateInfo | |
| CFParticlePoint | |
| CFParticleRandomSeedInfo | |
| CFParticleSpawnSignature | |
| CFParticleSysParam | Struct used for a particular named instance parameter for this ParticleSystemComponent |
| CFParticleSystemWorldManagerTickFunction | |
| CFPassiveSoundMixModifier | Structure containing information on a SoundMix to activate passively |
| CFPathfollowModifyAvoidVelocitySettings | Pathfollowing settings about how an agent should modify its velocity, when other agents are nearby |
| CFPathfollowMoveFocusSettings | Pathfollowing 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 | |
| CFPerceptionHandler | Represents a character that wants to know when certain perception events occur |
| CFPerceptionHandlerHandle | |
| CFPerceptionHearingSettings | |
| CFPerceptionSettings | |
| CFPerceptionShortTermMemory | |
| CFPerceptionShortTermMemoryFilter | Meant to be short lived, don't keep this around for longer than one stackframe |
| CFPerceptionSightSettings | |
| CFPerceptionSmellSettings | |
| CFPerceptionSoundAreaHandle | |
| CFPerceptionUpdatedDelegate | |
| CFPerformTargetingReady | |
| CFPerlinNoiseShaker | A perlin noise shaker for a single number |
| CFPerPlatformBool | FPerPlatformBool - bool property with per-platform overrides |
| CFPerPlatformFloat | FPerPlatformFloat - float property with per-platform overrides |
| CFPerPlatformFrameRate | FPerPlatformFrameRate - FFrameRate property with per-platform overrides |
| CFPerPlatformInt | FPerPlatformInt - int32 property with per-platform overrides |
| CFPerQualityLevelFloat | |
| CFPerQualityLevelInt | |
| CFPersonalAreaOwnershipSettings | Defines a characters Personal Ownership of one or more areas |
| CFPersonalItemOwnershipSettings | |
| CFPersonalRelationshipEvaluation | How much two characters like each other on a personal level |
| CFPhysicalAnimationData | Stores info on the type of motor that will be used for a given bone |
| CFPhysicalAnimationProfile | |
| CFPhysicalMaterialDamageModifier | Damage threshold modifiers, used by the Chaos destruction system |
| CFPhysicalMaterialStrength | Defines the directional strengths of a physical material in term of force per surface area |
| CFPhysicsAssetSolverSettings | Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. Each RBAN node runs its own solver with these settings |
| CFPhysicsConstraintProfileHandle | |
| CFPhysicsPredictionSettings | Physics Prediction Settings |
| CFPhysicsVolumeChanged | |
| CFPickAndEquipMontage | |
| CFPickpocketPerceptionSightSettings | Perception sight settings for pickpocketing |
| CFPickpocketTargetCharacterModifierSettings | Target 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 |
| CFPlane | A plane definition in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Plane.h |
| CFPlane4d | A plane definition in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Plane.h |
| CFPlane4f | A 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 | |
| CFPlatformInputDeviceState | Data about an input device's current state |
| CFPlatformInterfaceDelegate | |
| CFPlatformReceivedLocalNotificationDelegate__PlatformGameInstance | |
| CFPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance | |
| CFPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance | |
| CFPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance | |
| CFPlatformScreenOrientationChangedDelegate__PlatformGameInstance | |
| CFPlatformStartupArgumentsDelegate__PlatformGameInstance | |
| CFPlatformUserId | Handle 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 | |
| CFPlayerKeyMapping | Represents a single key mapping that is set by the player |
| CFPlayerKeys | |
| CFPlayerMappableKeyOptions | A 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 |
| CFPlayerMappableKeyProfileCreationArgs | Arguments that can be used when creating a new mapping profile |
| CFPlayerMappableKeyQueryOptions | Options when querying what keys are mapped to a specific action on the player mappable key profile |
| CFPlayerMappableKeySlot | |
| CFPlayerSaveData | |
| CFPlayersSaveData | |
| CFPlayMontageAnimNotifyDelegate | |
| CFPointOfInterestInfo | |
| CFPolyglotTextData | Polyglot data that may be registered to the text localization manager at runtime. @note This struct is mirrored in PolyglotTextData.h |
| CFPoseDriverTarget | Information about each target in the PoseDriver |
| CFPoseDriverTransform | Translation and rotation for a particular bone at a particular target |
| CFPoseLink | A local-space pose link to another node |
| CFPoseLinkBase | A pose link to another node |
| CFPoseSnapshot | A pose for a skeletal mesh |
| CFPositionHistory | An 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 | |
| CFPostProcessSettings | To 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 |
| CFPOV | Point Of View structure used in Camera calculations |
| CFPredictProjectilePathParams | Input parameters to PredictProjectilePath functions |
| CFPredictProjectilePathPointData | Data about a single point in a projectile path trace |
| CFPredictProjectilePathResult | Container for the result of a projectile path trace (using PredictProjectilePath) |
| CFPrefabRandomizerCompleteBindableEvent | |
| CFPrefabricatorAssetCollectionItem | |
| CFPresetTransitionEntry | |
| CFPreviewMeshCollectionEntry | An entry in a preview mesh collection |
| CFPrimaryAssetId | This 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 |
| CFPrimaryAssetRules | Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset |
| CFPrimaryAssetRulesCustomOverride | Apply primary asset rules to groups of primary assets, using type + filter directory or string |
| CFPrimaryAssetRulesOverride | Simple structure to allow overriding asset rules for a specific primary asset. This can be used to set chunks |
| CFPrimaryAssetType | A 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 |
| CFPrimaryAssetTypeInfo | Structure 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 | |
| CFQualifiedFrameTime | A frame time qualified by a frame rate context. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Misc\QualifiedFrameTime.h |
| CFQuartzClockSettings | UStruct version of settings struct used to initialized a clock |
| CFQuartzPulseOverrideStep | Allows the user to specify non-uniform beat durations in odd meters |
| CFQuartzQuantizationBoundary | Struct used to specify the quantization boundary of an event |
| CFQuartzTimeSignature | Quartz Time Signature |
| CFQuartzTransportTimeStamp | Transport Time stamp, used for tracking the musical time stamp on a clock |
| CFQuat | Quaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h |
| CFQuat4d | Quaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h |
| CFQuat4f | Quaternion. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Quat.h |
| CFQuaternionAnimationAttribute | |
| CFQuaternionSpringState | |
| CFQuestStateChangedDelegate | |
| CFQuestWidgetBucket | FQuestWidgetBucket |
| CFQueuedSmalltalkLine | |
| CFQuickStops | |
| CFRadialBoxSettings | |
| CFRadialDamageParams | Parameters used to compute radial damage |
| CFRandomPlayerSequenceEntry | The 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 | |
| CFRandomStream | Thread-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 |
| CFRawAnimSequenceTrack | Raw 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 | |
| CFRay | 3D Ray represented by Origin and (normalized) Direction. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Ray.h |
| CFRay3d | 3D Ray represented by Origin and (normalized) Direction. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Ray.h |
| CFRay3f | 3D 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 | |
| CFRBFEntry | Struct storing a particular entry within the RBF |
| CFRBFParams | Parameters used by RBF solver |
| CFRBFTarget | Data about a particular target in the RBF, including scaling factor |
| CFReachedClockTimeDelegate | |
| CFReachedInGameTimeDelegate | |
| CFRealCurve | A rich, editable float curve |
| CFRecastNavMeshGenerationProperties | |
| CFRecastNavMeshTileGenerationDebug | |
| CFReferenceBoneFrame | Reference Bone Frame |
| CFRegionDefinitionMap | |
| CFRegionStoryActionCharacterCondition | |
| CFRegionStoryActionQuestCondition | |
| CFRelationshipEvaluation | Container to remember what each modifier has output so far |
| CFRelativeCrimeDataEntry | |
| CFRememberedPerception | |
| CFRemovalEventSignature | |
| CFRepeatedActionDelegate | |
| CFReplaceNavAreaPair | |
| CFReplicatedInventoryMap | |
| CFReplicatedQuestNameTimeMap | |
| CFReplicatedQuestStateTimeMap | |
| CFReplicatedStringMap | |
| CFRepMovement | Replicated 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 | |
| CFResponseChannel | Describes response for a single collision response channel |
| CFRestrictedConfigInfo | |
| CFRestrictedGameplayTagTableRow | Simple struct for a table row in the restricted gameplay tag table and element in the ini list |
| CFReverbSettings | Struct encapsulating settings for reverb effects |
| CFRichCompoundInputHintRow | FRichCompoundInputHintRow |
| CFRichCompoundInputHintRow_Entry | FRichCompoundInputHintRow_Entry |
| CFRichCurve | A rich, editable float curve |
| CFRichCurveKey | One key in a rich, editable float curve |
| CFRichImageRow | Simple struct for rich text styles |
| CFRichTextIconData | |
| CFRichTextStyleRow | Simple struct for rich text styles |
| CFRigidBodyAnimNodeReference | |
| CFRigidBodyErrorCorrection | Rigid body error correction data |
| CFROscillator | Defines FRotator oscillation |
| CFRotationLimit | |
| CFRotationRetargetingInfo | The FRotationRetargetingInfo is used to provide all of the settings required to perform rotational retargeting on a single transform |
| CFRotator | An orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h |
| CFRotator3d | An orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h |
| CFRotator3f | An orthogonal rotation in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Rotator.h |
| CFRuneStats | |
| CFRuntimeCurveLinearColor | |
| CFRuntimeFloatCurve | |
| CFRuntimePartitionDesc | Holds settings for a runtime partition instance |
| CFRuntimePartitionHLODSetup | Holds an HLOD setup for a particular partition class |
| CFRuntimeVectorCurve | |
| CFRuntimeVirtualTextureParameterValue | Editable runtime virtual texture parameter |
| CFSaveDataPayload | |
| CFSaveGamePublicData | |
| CFScalableFloat | Generic numerical value in the form Value * Curve[Level] |
| CFScalarParameterValue | |
| CFScarsVisualSettings | |
| CFSceneViewExtensionIsActiveFunctor | Contains 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 | |
| CFScriptableHLODBuildContext | Copy of FHLODBuildContext (made BP accessible) |
| CFScriptGameplayAttributeRef | Contains 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 | |
| CFSensedAgentInfo | When an agent successfully sensed someone, this contains when and where the other agent was sensed |
| CFSequenceEvaluatorReference | |
| CFSequenceLengthChangedPayload | |
| CFSequencePlayerReference | |
| CFSetByCallerFloat | Struct for holding SetBytCaller data |
| CFSettingDescription | FSettingDescription |
| CFSettingsAppliedDelegate | |
| CFSettingsMessageHandle | FSettingsMessageHandle |
| CFShapedTextOptions | Common data for all widgets that use shaped text. Contains the common options that should be exposed for the underlying Slate widget |
| CFShouldLandDelegate | |
| CFSimpleButtonBaseGroupDelegate | |
| CFSimpleCurve | A rich, editable float curve |
| CFSimpleCurveKey | One key in a rich, editable float curve |
| CFSimpleDelegate__DiscreteItemViewWidget | |
| CFSimpleInventoryItemConfiguration | Helper 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 | |
| CFSkeletalMeshBuildSettings | Settings applied when building a mesh |
| CFSkeletalMeshClothBuildParams | Struct holding parameters needed when creating a new clothing asset or sub asset (LOD) |
| CFSkeletalMeshComponentClothTickFunction | Tick function that prepares and simulates cloth |
| CFSkeletalMeshComponentEndPhysicsTickFunction | Tick function that does post physics work on skeletal mesh component. This executes in EndPhysics (after physics is done) |
| CFSkeletalMeshLODGroupSettings | |
| CFSkeletalMeshLODInfo | Struct containing information for a particular LOD level, such as materials and info for when to use it |
| CFSkeletalMeshOptimizationSettings | FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD |
| CFSkeletalMeshSamplingInfo | |
| CFSkeletalMeshSamplingRegion | Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD |
| CFSkeletalMeshSamplingRegionBoneFilter | Filter to include or exclude bones and their associated triangles from a sampling region |
| CFSkeletalMeshSamplingRegionMaterialFilter | Filter to include triangles in a sampling region based on their material |
| CFSkeletalMeshVertexAttributeInfo | A structure to store user-controllable settings for attributes |
| CFSkelMeshMergeMeshUVTransforms | |
| CFSkelMeshMergeSectionMapping | Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh |
| CFSkelMeshMergeUVTransformMapping | Info to map all the sections about how to transform their UVs |
| CFSkelMeshSkinWeightInfo | Vertex skin weight info supplied for a component override |
| CFSkinWeightProfileInfo | Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level |
| CFSkinWeightProfileManagerTickFunction | |
| CFSlateChildSize | A struct exposing size param related properties to UMG |
| CFSlateModifierKeysState | A structure which captures the application's modifier key states (shift, alt, ctrl, etc.) |
| CFSlopeWarpingFootDefinition | Per foot definitions |
| CFSlotAnimationTrack | Each slot data referenced by Animation Slot contains slot name, and animation data |
| CFSlotClickedDelegate__InventorySlotData | |
| CFSmartLinkReachedSignature | |
| CFSmartName | |
| CFSmartObjectAnnotation_SlotUserCollision | Annotation 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 |
| CFSmartObjectClaimHandle | Struct describing a reservation between a user and a smart object slot |
| CFSmartObjectCollectionEntry | Struct representing a unique registered component in the collection actor |
| CFSmartObjectComponentEventSignature | |
| CFSmartObjectContainer | |
| CFSmartObjectDefinitionDataProxy | Helper struct for definition data, which allows to identify items based on GUID in editor (even empty ones) |
| CFSmartObjectDefinitionPreviewData | Data used for previewing in the Smart Object editor |
| CFSmartObjectDefinitionReference | Struct to hold reference to a SmartObjectDefinition asset along with values to parameterized it |
| CFSmartObjectEventData | Struct describing a change in Smart Object or Slot |
| CFSmartObjectHandle | Handle to a registered smartobject |
| CFSmartObjectRequest | Struct used to find a smart object within a specific search range and with optional filtering |
| CFSmartObjectRequestFilter | Struct that can be used to filter results of a smart object request when trying to find or claim a smart object |
| CFSmartObjectRequestResult | Struct that holds the object and slot selected by processing a smart object request |
| CFSmartObjectRuntime | Struct to store and manage state of a runtime instance associated to a given smart object definition |
| CFSmartObjectRuntimeSlot | Struct to store and manage state of a runtime instance associated to a given slot definition |
| CFSmartObjectSlotDefinition | Persistent and sharable definition of a smart object slot |
| CFSmartObjectSlotEntranceAnnotation | Annotation 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 |
| CFSmartObjectSlotEntranceHandle | Handle describing a specific entrance on a Smart Object slot |
| CFSmartObjectSlotEntranceLocationRequest | Struct used to request slot entry or exit location |
| CFSmartObjectSlotEntranceLocationResult | Validated result from FindEntranceLocationForSlot() |
| CFSmartObjectSlotHandle | Struct used to identify a runtime slot instance |
| CFSmartObjectSlotIndex | Helper struct to wrap basic functionalities to store the index of a slot in a SmartObject definition |
| CFSmartObjectSlotLinkAnnotation | Annotation 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 |
| CFSmartObjectSlotValidationParams | Parameters for Smart Object navigation and collision validation |
| CFSmartObjectTraceParams | Struct used to define how traces should be handled |
| CFSmartObjectUserCapsuleParams | Struct defining Smart Object user capsule size |
| CFSmartObjectUserHandle | Handle to a smartobject user |
| CFSmartObjectWorldConditionObjectTagQuery | |
| CFSmartObjectWorldConditionSlotTagQuery | |
| CFSocketReference | |
| CFSoftClassPath | A 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 |
| CFSoftComponentReference | Struct that allows for different ways to reference a component using TSoftObjectPtr. If just an Actor is specified, will return RootComponent of that Actor |
| CFSoftISMComponentDescriptor | |
| CFSoftObjectPath | A 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 |
| CFSoftWorldReference | A simple wrapper type to enable content-defined structs to hold soft references to UWorld assets * |
| CFSolverIterations | Solver 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 | |
| CFSoundAttenuationSettings | The settings for attenuating |
| CFSoundClassAdjuster | Elements of data for sound group volume control |
| CFSoundClassProperties | |
| CFSoundConcurrencySettings | |
| CFSoundDebugEntry | |
| CFSoundModulationDefaultRoutingSettings | Default parameter destination settings for source audio object |
| CFSoundModulationDefaultSettings | Default parameter destination settings for source audio object |
| CFSoundModulationDestinationSettings | Parameter destination settings allowing modulation control override for parameter destinations opting in to the Modulation System |
| CFSoundSourceBusSendInfo | |
| CFSoundSubmixSendInfo | |
| CFSoundSubmixSendInfoBase | Common set of settings that are uses as submix sends |
| CFSoundSubmixSpectralAnalysisBandSettings | |
| CFSoundWaveCuePoint | Struct defining a cue point in a sound wave asset |
| CFSoundWaveEnvelopeDataPerSound | |
| CFSoundWaveSpectralData | |
| CFSoundWaveSpectralDataPerSound | |
| CFSoundWaveTimecodeInfo | |
| CFSourceEffectChainEntry | |
| CFSparseVolumeTextureParameterValue | Editable sparse volume texture parameter |
| CFSpatialHashRuntimeGrid | Represents a runtime grid (editing) |
| CFSpawnActorDelegate | |
| CFSpawnItemEvent | |
| CFSpawnItemList | |
| CFSpawnLocation | |
| CFSpawnLocationArray | |
| CFSpawnLocationQueryParams | |
| CFSpawnpointConfig | |
| CFSpawnSlot | |
| CFSpecularProfileStruct | Struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine |
| CFSpellContext | |
| CFSpellLevelRange | |
| CFSpellsManaCost | |
| CFSphere | 3D Sphere represented by Center and Radius. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Sphere.h |
| CFSphere3d | 3D 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 |
| CFSphere3f | 3D 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 |
| CFSplineMeshParams | Structure 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 | |
| CFStartPhysicsTickFunction | Tick function that starts the physics tick |
| CFStartTurnDirections | |
| CFStateTreeActiveStates | Describes an array of active states in a State Tree |
| CFStateTreeAnyEnum | Enum that can be any type in the UI. Helper class to deal with any enum in property binding |
| CFStateTreeBlueprintConditionWrapper | Wrapper for Blueprint based Conditions |
| CFStateTreeBlueprintEvaluatorWrapper | Wrapper for Blueprint based Evaluators |
| CFStateTreeBlueprintTaskWrapper | Wrapper for Blueprint based Tasks |
| CFStateTreeCompareBoolCondition | Condition comparing two booleans |
| CFStateTreeCompareBoolConditionInstanceData | |
| CFStateTreeCompareDistanceCondition | Condition comparing distance between two vectors |
| CFStateTreeCompareDistanceConditionInstanceData | |
| CFStateTreeCompareEnumCondition | Condition comparing two enums |
| CFStateTreeCompareEnumConditionInstanceData | |
| CFStateTreeCompareFloatCondition | Condition comparing two floats |
| CFStateTreeCompareFloatConditionInstanceData | |
| CFStateTreeCompareIntCondition | Condition comparing two integers |
| CFStateTreeCompareIntConditionInstanceData | |
| CFStateTreeConditionBase | Base struct for all conditions |
| CFStateTreeConditionCommonBase | Base class (namespace) for all common Conditions that are generally applicable. This allows schemas to safely include all conditions child of this struct |
| CFStateTreeDataHandle | Handle to a StateTree data |
| CFStateTreeDebugTextTask | Draws debug text on the HUD associated to the player controller |
| CFStateTreeDebugTextTaskInstanceData | |
| CFStateTreeDelayTask | Simple task to wait indefinitely or for a given time (in seconds) before succeeding |
| CFStateTreeDelayTaskInstanceData | |
| CFStateTreeEvaluatorBase | Base struct of StateTree Evaluators. Evaluators calculate and expose data to be used for decision making in a StateTree |
| CFStateTreeEvaluatorCommonBase | Base class (namespace) for all common Evaluators that are generally applicable. This allows schemas to safely include all Evaluators child of this struct |
| CFStateTreeEvent | StateTree event with payload |
| CFStateTreeExecutionFrame | Describes an active branch of a State Tree |
| CFStateTreeExternalDataDesc | Describes 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 |
| CFStateTreeIndex16 | Uint16 index that can be invalid |
| CFStateTreeIndex8 | Uint8 index that can be invalid |
| CFStateTreeNodeBase | Base struct of StateTree Conditions, Evaluators, and Tasks |
| CFStateTreeObjectEqualsCondition | Condition testing if two object pointers point to the same object |
| CFStateTreeObjectEqualsConditionInstanceData | |
| CFStateTreeObjectIsChildOfClassCondition | Condition testing if object is child of specified class |
| CFStateTreeObjectIsChildOfClassConditionInstanceData | |
| CFStateTreeObjectIsValidCondition | Condition testing if specified object is valid |
| CFStateTreeObjectIsValidConditionInstanceData | |
| CFStateTreeRandomCondition | Random condition |
| CFStateTreeRandomConditionInstanceData | |
| CFStateTreeRandomTimeDuration | Time 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 |
| CFStateTreeReference | Struct to hold reference to a StateTree asset along with values to parameterized it |
| CFStateTreeStateHandle | Handle to a StateTree state |
| CFStateTreeStateLink | Link to another state in StateTree |
| CFStateTreeStructRef | StateTree 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 |
| CFStateTreeTaskBase | Base struct for StateTree Tasks. Tasks are logic executed in an active state |
| CFStateTreeTaskCommonBase | Base class (namespace) for all common Tasks that are generally applicable. This allows schemas to safely include all conditions child of this struct |
| CFStateTreeTransitionRequest | Transition request |
| CFStateTreeTransitionResult | Describes 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 | |
| CFStaticMeshSourceModel | Source model from which a renderable static mesh is built |
| CFStaticRelationshipEvaluation | How much two guilds like each other |
| CFStatID | |
| CFStoryQuestRequirements | |
| CFStoryRegionTraitSaveGameData | |
| CFStorySaveGameData | |
| CFStoryValueRequirements | |
| CFStreamingSourceShape | |
| CFStrideWarpingFootDefinition | Foot definition specifying the IK/FK foot bones and Thigh bone |
| CFString | |
| CFStringAnimationAttribute | Attribute type supporting the legacy TVariant<FString> attributes |
| CFStringCurve | Implements a curve of FStrings |
| CFStringCurveKey | One key in a curve of FStrings |
| CFStructBoneOverride | Custom bone density/radius override struct |
| CFSubsurfaceProfileStruct | Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine |
| CFSubtitleCue | A line of subtitle text and the time at which it should be displayed |
| CFSummonAIData | |
| CFSuperArmorParams | |
| CFSwarmDebugOptions | Debug options for Swarm |
| CFSwitchCustomInput | |
| CFTabAddedEventBP__SimpleInventoryWidget | |
| CFTabChangedEventBP__TabSelectorWidget | |
| CFTableRowBase | Base 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 | |
| CFTauntAnimationContainer | Maps one Taunt-Tag to multiple animations |
| CFTemplateString | Structure for templated strings that are displayed in the editor with a allowed args |
| CFTentDistribution | |
| CFText | |
| CFTextureParameterValue | Editable texture parameter |
| CFTextureSource | Texture source data management |
| CFTextureSourceBlock | |
| CFTextureSourceColorSettings | |
| CFTextureSourceLayerColorInfo | |
| CFTickFunction | Abstract Base class for all tick functions |
| CFTimecode | A 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 |
| CFTimecodeCustomAttributeNameSettings | Settings 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 | |
| CFTimerHandle | Unique handle that can be used to distinguish timers that have identical delegates |
| CFTimeSinceLastUseRequirements | |
| CFTimespan | A 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 | |
| CFTooltipInfoParameters | The structure that the Item Added popup notification uses to show the data on screen |
| CFTooltipInfoRecipe | |
| CFTopicKeyboardSelectionDelegate | |
| CFTopicRules | Nico Version |
| CFTopicSelectedDelegate | |
| CFTopLevelAssetPath | A 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 | |
| CFTrajectorySampleRange | A container of ordered trajectory samples and associated sampling rate |
| CFTransform | Transform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform |
| CFTransform3d | Transform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform |
| CFTransform3f | Transform composed of Quat/Translation/Scale. @note This is implemented in either TransformVectorized.h or TransformNonVectorized.h depending on the platform |
| CFTransformAnimationAttribute | Attribute type supporting the legacy TVariant<FTransform> attributes |
| CFTransformConstraint | |
| CFTransformConstraintDescription | A description of how to apply a simple transform constraint |
| CFTransformCurve | |
| CFTransformFilter | A filter for a whole transform |
| CFTransformNoScale | |
| CFTraversalInfo | |
| CFTurn_Info | |
| CFTurnDirections | |
| CFTViewTarget | A ViewTarget is the primary actor the camera is associated with |
| CFTwistConstraint | Angular roll constraint |
| CFTwoVectors | A pair of 3D vectors (mirrored from TwoVectors.h) |
| CFTypedElementDeletionOptions | |
| CFTypedElementPasteOptions | |
| CFUDeflectedFX | |
| CFUIActionBindingHandle | |
| CFUIActionKeyMapping | |
| CFUIActionTag | |
| CFUIInputAction | |
| CFUIInputConfig | Input 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 | |
| CFUint32Vector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUint32Vector2 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUint32Vector4 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUint64Point | |
| CFUint64Vector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUint64Vector2 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUint64Vector4 | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUintPoint | Screen coordinates. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntPoint.h |
| CFUintVector | An integer vector in 3D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUintVector2 | An integer vector in 4D space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\IntVector.h |
| CFUintVector4 | An 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 | |
| CFUniqueNetIdRepl | Wrapper for opaque type FUniqueNetId |
| CFUnitTest | |
| CFUnseenStateChangedDelegate__AlkFilterWidgetFilter | |
| CFUnseenStateChangedDelegate__CraftingRecipeUIData | |
| CFUnseenStateChangedDelegate__InventoryMain | |
| CFUnseenStateChangedDelegate__InventorySlotData | |
| CFUpdateHitsDataContainer | |
| CFUserActivity | The 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 | |
| CFVector | A point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h |
| CFVector2D | A 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 |
| CFVector2f | A 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 |
| CFVector3d | A point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h |
| CFVector3f | A point or direction FVector in 3d space. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector.h |
| CFVector4 | A 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h |
| CFVector4d | A 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h |
| CFVector4f | A 4-D homogeneous vector. @note The full C++ class is located here: Engine\Source\Runtime\Core\Public\Math\Vector4.h |
| CFVector_NetQuantize | FVector_NetQuantize |
| CFVector_NetQuantize10 | FVector_NetQuantize10 |
| CFVector_NetQuantize100 | FVector_NetQuantize100 |
| CFVector_NetQuantizeNormal | FVector_NetQuantizeNormal |
| CFVectorAnimationAttribute | |
| CFVectorParameterValue | Editable vector parameter |
| CFVectorRK4SpringInterpolator | |
| CFVectorSpringState | |
| CFVelocityBlendS | |
| CFVersionedNiagaraEmitterData | Struct containing all of the data that can be different between different emitter versions |
| CFVersionedNiagaraScriptData | Struct containing all of the data that can be different between different script versions |
| CFVertexOffsetUsage | |
| CFViewItemWidget_MouseSettings | FViewItemWidget_MouseSettings |
| CFViewportDisplayCallback | |
| CFViewTargetTransitionParams | A set of parameters to describe how to transition between view targets |
| CFVirtualTextureSpacePoolConfig | Settings for a single virtual texture physical pool |
| CFVisualHitData | |
| CFVisualizeTargetingDelegate | |
| CFVoicelineAssignment | |
| CFVoicelineData | |
| CFVoiceSettings | |
| CFVoiceTypeSubset | References GenericVoicelines of a VoiceActor. Allows filtering to use only a specific subset of that voiceactor |
| CFVOscillator | Defines FVector oscillation |
| CFWaitAbilityActivateDelegate | |
| CFWaitAbilityCommitDelegate | |
| CFWaitAbilityEndDelegate | |
| CFWaitAttributeChangeDelegate | |
| CFWaitAttributeChangeRatioThresholdDelegate | |
| CFWaitAttributeChangeThresholdDelegate | |
| CFWaitCancelDelegate | |
| CFWaitConfirmCancelDelegate | |
| CFWaitDelayDelegate | |
| CFWaitDelayDelegateExtended | |
| CFWaitForAllPlayersToConfirmDelegate | |
| CFWaitGameplayEffectRemovedDelegate | |
| CFWaitGameplayEffectStackChangeDelegate | |
| CFWaitGameplayEventDelegate | |
| CFWaitGameplayTagCountDelegate | |
| CFWaitGameplayTagDelegate | |
| CFWaitGameplayTagQueryDelegate | |
| CFWaitOverlapDelegate | |
| CFWaitTargetDataDelegate | |
| CFWaitTargetDataUsingActorDelegate | |
| CFWaitVelocityChangeDelegate | |
| CFWalkableSlopeOverride | Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable |
| CFWallWalkableFound | |
| CFWallWalkableNotFound | |
| CFWallWalkingJump | |
| CFWarpingVectorValue | Vector values which may be specified in a configured space |
| CFWaterLevelChangedDelegate | |
| CFWaveOscillator | A wave oscillator for a single number |
| CFWeatherChangedDelegate | |
| CFWeatherProbability | |
| CFWeatherRequirements | |
| CFWeatherSaveGame | |
| CFWeatherTransitionDelegate | |
| CFWeightedBlendable | |
| CFWeightedBlendables | For easier detail customization, needed? |
| CFWidgetAnimationDynamicEvent | |
| CFWidgetAnimationDynamicEvents | |
| CFWidgetAnimationResult | |
| CFWidgetChild | Represent a Widget present in the Tree Widget of the UserWidget |
| CFWidgetEventField | Generic structure to notify when an event occurs |
| CFWidgetNamedInputValue | |
| CFWidgetNavigationData | |
| CFWidgetSegmentValueOverride | |
| CFWidgetTransform | Describes the standard transformation of a widget |
| CFWorldCondition_SmartObjectActorTagQuery | World condition to match tags of the Smart Object's owning Actor (which must implement IGameplayTagAssetInterface or have an AbilitySystemComponent) |
| CFWorldPartitionHLODDestructionTag | |
| CFWorldPartitionStreamingQuerySource | Structure 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 | |
| CUAbilitiesGameplayEffectComponent | Grants additional Gameplay Abilities to the Target of a Gameplay Effect while active |
| CUAbilityAsync | AbilityAsync 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_WaitGameplayEffectApplied | This 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_WaitGameplayTagQuery | This class defines an async node to wait on a gameplay tag query |
| CUAbilityAsync_WaitGameplayTagRemoved | |
| CUAbilityAsyncMixinLibrary | |
| CUAbilitySystemBlueprintLibrary | Blueprint library for ability system. Many of these functions are useful to call from native as well |
| CUAbilitySystemCheatManagerExtension | Cheats related to GAS |
| CUAbilitySystemComponent | The core ActorComponent for interfacing with the GameplayAbilities System |
| CUAbilitySystemComponentMixinLibrary | |
| CUAbilitySystemDebugHUDExtension | An extension for the Ability System debug HUD Extensions should be used for displaying information on screen for each Ability System Actor |
| CUAbilitySystemDebugHUDExtension_Attributes | Ability System Debug HUD extension for drawing attributes of an actor |
| CUAbilitySystemDebugHUDExtension_BlockedAbilityTags | Ability System Debug HUD extension for drawing all blocked ability tags on an actor |
| CUAbilitySystemDebugHUDExtension_Tags | Ability System Debug HUD extension for drawing all owned tags by an actor |
| CUAbilitySystemGlobals | Holds global data for the ability system. Can be configured per project via config file |
| CUAbilitySystemInterface | |
| CUAbilitySystemReplicationProxyInterface | |
| CUAbilitySystemTestAttributeSet | |
| CUAbilityTask | |
| CUAbilityTask_ActConversationTopic | |
| CUAbilityTask_AI | Scriptable AI Task, which can be used to let NPCs do multiple actions at the same time |
| CUAbilityTask_AlignCharacterAtLocation | Moves the avatar character so that it on the given location perfectly |
| CUAbilityTask_AmbientConversation | |
| CUAbilityTask_ApplyRootMotion_Base | Base class for ability tasks that apply root motion |
| CUAbilityTask_ApplyRootMotionConstantForce | Applies force to character's movement |
| CUAbilityTask_ApplyRootMotionJumpForce | Applies force to character's movement |
| CUAbilityTask_ApplyRootMotionMoveToActorForce | Applies force to character's movement |
| CUAbilityTask_ApplyRootMotionMoveToForce | Applies force to character's movement |
| CUAbilityTask_ApplyRootMotionRadialForce | Applies force to character's movement |
| CUAbilityTask_Archery_PrepareAimedShot | Lets 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_CameraFade | Ability 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_ChangePathfollowSettings | Task 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_ConsumeItem | Let the character consume an item and wait for all animations to finish |
| CUAbilityTask_CraftItems | |
| CUAbilityTask_CustomizeArmorWith | |
| CUAbilityTask_DirectMove | Moves 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_Follow | Lets the Character follow to the given actor |
| CUAbilityTask_GiveItem | |
| CUAbilityTask_GiveItemToLook | |
| CUAbilityTask_GotoInteractionSpot | Goto an interaction spot, fails the task if someone else claims it |
| CUAbilityTask_GotoPosition | Lets the Character walk to the given position |
| CUAbilityTask_GotoPositionOutOfWay | |
| CUAbilityTask_GotoPreferredLocation | Lets the Character walk to the given position |
| CUAbilityTask_GotoWaypoint | Lets the Character walk to the given position |
| CUAbilityTask_GuideToLocation | Lets the Character follow to the given actor |
| CUAbilityTask_HandleSubdialog | |
| CUAbilityTask_Interact_Ladder | |
| CUAbilityTask_InteractionSpot | Task that is executed on an interaction spot. Automatically claims and unclaims the spot for you |
| CUAbilityTask_InteractionSpot_Montage | Task done on an interaction spot that will play the given montage |
| CUAbilityTask_InteractionSpot_Montage_Sleep | Special kind of UAbilityTask_InteractionSpot_Montage intended to work with UGameplayAbilitySleep |
| CUAbilityTask_InteractiveTraversal | |
| CUAbilityTask_InteractWith | Let'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_MoveRotateToLocation | DEPRECATED: dont use in new code and best update the old one Moves and rotates/strafes to given transform while moving |
| CUAbilityTask_MoveToLocation | Move 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_NavigationRequest | Lets the Character walk to the given position |
| CUAbilityTask_NavLinkJump | |
| CUAbilityTask_NetworkSyncPoint | Task for providing a generic sync point for client server (one can wait for a signal from the other) |
| CUAbilityTask_Parkour | AbilityTask 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_ParkourAction | Performs 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_PlayMontageAndWait | Ability 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_PutAwayItem | Puts an item from the hands back into the inventory |
| CUAbilityTask_Repeat | Repeat a task a certain number of times at a given interval |
| CUAbilityTask_RidingCamTransition_Mount | Aimed to do smooth camera transitions when mounting a creature |
| CUAbilityTask_Roll | |
| CUAbilityTask_SayVoiceline | |
| CUAbilityTask_ServerWaitForClientTargetData | |
| CUAbilityTask_SmoothPositionToSaddle | |
| CUAbilityTask_SmoothUnmounting | |
| CUAbilityTask_SpawnActor | Convenience 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_StartAbilityState | An 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_Swim | Helper 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_TaskSequence | Execute the given tasks in a sequence |
| CUAbilityTask_Taunt | |
| CUAbilityTask_TradeWith | Trade with an NPC and wait until trading UI is closed |
| CUAbilityTask_TrasnsformCameraTransition | |
| CUAbilityTask_TraverseNavLink | Navigation using a GothicNavLinkCustomComponent (aka Gothic-SmartLink) is an AbilityTask, for it ensures automatic ending |
| CUAbilityTask_TriggerWallClimb | Task used to trigger WallClimbing. Is kept alive while the character has WallClimbing state tag |
| CUAbilityTask_TurnTo | Turns a character in place to face the given direction |
| CUAbilityTask_UndrawWeapon | |
| CUAbilityTask_UpdateAttackAxis | |
| CUAbilityTask_UpdateAttackMagnet | |
| CUAbilityTask_UpdateAttackMotionBase | |
| CUAbilityTask_UpdateAttackMotionWarping | |
| CUAbilityTask_UpdateAttackOrientation | |
| CUAbilityTask_UpdateChargeAttack | Helps 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_UpdateWallClimbingNavLink | Task used to update WallClimbing as NPCs, using a Spline to sample the current climb direction from |
| CUAbilityTask_UpdateWaterWeapon | |
| CUAbilityTask_VisualizeTargeting | |
| CUAbilityTask_WaitAbilityActivate | Waits for the actor to activate another ability |
| CUAbilityTask_WaitAbilityCommit | Waits for the actor to activate another ability |
| CUAbilityTask_WaitAbilityEnd | Waits for the actor to end another ability |
| CUAbilityTask_WaitAttributeChange | Waits for the actor to activate another ability |
| CUAbilityTask_WaitAttributeChangeRatioThreshold | Waits for the ratio between two attributes to match a threshold |
| CUAbilityTask_WaitAttributeChangeThreshold | Waits for an attribute to match a threshold |
| CUAbilityTask_WaitCancel | |
| CUAbilityTask_WaitConfirm | |
| CUAbilityTask_WaitConfirmCancel | Fixme: 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_WaitForAllPlayersToConfirm | Ability 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_WaitGameplayEffectRemoved | Waits for the actor to activate another ability |
| CUAbilityTask_WaitGameplayEffectStackChange | Waits for the actor to activate another ability |
| CUAbilityTask_WaitGameplayEvent | |
| CUAbilityTask_WaitGameplayTag | |
| CUAbilityTask_WaitGameplayTagAdded | |
| CUAbilityTask_WaitGameplayTagCountChanged | |
| CUAbilityTask_WaitGameplayTagQuery | This class defines a node to wait on a gameplay tag query |
| CUAbilityTask_WaitGameplayTagRemoved | |
| CUAbilityTask_WaitInputPress | Waits 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_WaitInputRelease | Waits 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_WaitOverlap | Fixme: 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_WaitTargetData | Wait 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_WaitTargetDataUsingActor | Waits for TargetData from an already spawned TargetActor and does NOT destroy it when it receives data |
| CUAbilityTask_WaitUntilCanMove | Waits until the Avatar is able to take movement commands again (State.LockMovement) |
| CUAbilityTask_WaitUntilLookForward | |
| CUAbilityTask_WaitUntilNoLongerBlocked | |
| CUAbilityTask_WaitVelocityChange | |
| CUAbilityTask_WallWalkingJump | |
| CUAbilityTask_WarpTransform | |
| CUAbilityTaskBase | |
| CUAbilityTaskCoroutine | Ability Task allowing to be scripted like a Coroutine from Angelscript |
| CUAbilityTaskGeneric | Ability Task with generic Delegates for success, failure, cancel |
| CUAbilityTimeSkippable | |
| CUAchievementsHelper | |
| CUActionKeywords | |
| CUActionKeywords_Consume | |
| CUActivableActor | |
| CUActivePersonalRelationshipModifier | Kind of personal relationship modifier that you can add to a specific character, allowing to store data and be more dynamic |
| CUActivePersonalRelationshipModifier_SingleCharacter | Active PersonalRelationship Modifier that is about a single character |
| CUActiveSoundUpdateInterface | |
| CUActorChannel | A channel for exchanging actor and its subobject's properties and RPCs |
| CUActorComponent | ActorComponent 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 |
| CUActorContainer | Actor container class used to duplicate actors during cells streaming in PIE |
| CUActorDescContainer | |
| CUActorDescContainerInstance | |
| CUActorDescContainerSubsystem | |
| CUActorElementAssetDataInterface | |
| CUActorElementCounterInterface | |
| CUActorElementHierarchyInterface | |
| CUActorElementObjectInterface | |
| CUActorElementSelectionInterface | |
| CUActorElementWorldInterface | |
| CUActorFolder | |
| CUActorInstanceManagerInterface | |
| CUActorPartitionSubsystem | UActorPartitionSubsystem |
| CUActorReplicationBridge | |
| CUActorSoundParameterInterface | |
| CUActorTextureStreamingBuildDataComponent | |
| CUActorUtils | |
| CUAdditionalEffectsGameplayEffectComponent | Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions) |
| CUAddsStaticInteractionSpots | |
| CUAIAgentBlueprintUtils | |
| CUAIAgentConfig | |
| CUAIAgentConfig_Navigation | |
| CUAIAssessmentResponseModule | Contains one or more rules on what to do when some event was assessed |
| CUAIAsyncTaskBlueprintProxy | |
| CUAIBlueprintHelperLibrary | |
| CUAICombatTargetScoringEntry | |
| CUAICombatTargetScoringEntryManager | |
| CUAIDataProvider | |
| CUAIDataProvider_QueryParams | AIDataProvider_QueryParams is used with environment queries |
| CUAIDataProvider_Random | |
| CUAIEventResponse | |
| CUAIGASLibrary | |
| CUAIGothicCharacterMixins | |
| CUAIGothicCharacterStateMixins | |
| CUAIGroup_Combat_Base | |
| CUAIHotSpotManager | |
| CUAIItemActionScoringEntry | |
| CUAIItemActionScoringEntryManager | |
| CUAimOffsetBlendSpace | An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon |
| CUAimOffsetBlendSpace1D | An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon |
| CUAIPerceptionComponent | AIPerceptionComponent is used to register as stimuli listener in AIPerceptionSystem and gathers registered stimuli. UpdatePerception is called when component gets new stimuli (batched) |
| CUAIPerceptionListenerInterface | |
| CUAIPerceptionStimuliSourceComponent | Gives owning actor a way to auto-register as perception system's sense stimuli source |
| CUAIPerceptionSystem | By design checks perception between hostile teams |
| CUAirConfig | This 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_DailyRoutine | Base-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_RandomInteractions | Base AIState that executes random interactions. Handles timeskipping Implement StartNextInteraction(), GetNextSpotForSimulation(), GatherAllPotentialInteractionSpots() |
| CUAIState_RandomInteractions_ChainedSpots | AIState 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_RandomSpots | AIState 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_SelfConversation | Ambient self conversation. Meant to be used in paralell with other states, so that characters can say something without interrupting their interactions |
| CUAISubsystem | A class representing a common interface and behavior for AI subsystems |
| CUAISystem | |
| CUAISystemBase | |
| CUAITask | |
| CUAITask_LockLogic | Locks AI logic until removed by external trigger |
| CUAITask_MoveTo | |
| CUAITask_RunEQS | |
| CUAIValueSet | Lets you store variables across AI states |
| CUAIWorldEvent | World-wide AI event. (e.g. Concert at Old Camp Market) |
| CUAIWorldEventExplicit | World-wide AI event that needs to be explicitly activated via gameplay code |
| CUAIWorldEventSubsystem | |
| CUAIWorldEventTimeBased | World-wide AI event that auto-activates on specific days |
| CUAlkButtonBoxWidget | UAlkButtonBoxWidget |
| CUAlkFilterCategory | UAlkFilterCategory |
| CUAlkFilterWidget | UAlkFilterWidget |
| CUAlkFilterWidgetFilter | UAlkFilterWidgetFilter |
| CUAlkimiaAudioSnapshotSubsystem | |
| CUAlkListView | UAlkListView |
| CUAlkRichTextBlock | UAlkRichTextBlock |
| CUAlkSimpleListViewWidget | UAlkSimpleListViewWidget |
| CUAlkUserWidget | UAlkUserWidget |
| CUAlkVerticalBox | UAlkVerticalBox |
| CUAlkVerticalBoxSlot | UAlkVerticalBoxSlot |
| CUAlkViewItem | |
| CUAmbientAnimInstance | |
| CUAmbientLife | |
| CUAmbientLifeConfig | |
| CUAmbientPerceptionComponent | |
| CUAnalogSlider | A 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) |
| CUAnalysisProperties | The 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 | |
| CUAnimatedBookSubsystem | Simple world subsystem for quickly retrieving the book capture actor |
| CUAnimatedBookUIWidget | Base C++ class for W_AnimatedBookUI |
| CUAnimatedSparseVolumeTexture | Represents a streamable SparseVolumeTexture with one or more frames. Use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() to bind extract a particular frame to be used for rendering |
| CUAnimatedSparseVolumeTextureController | Utility (blueprint) class for controlling SparseVolumeTexture playback |
| CUAnimationAsset | |
| CUAnimationAssetExtensions | |
| CUAnimationAttributeIdentifierExtensions | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationAttributeIdentifier instances |
| CUAnimationCurveIdentifierExtensions | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationCurveIdentifier instances |
| CUAnimationDataController | |
| CUAnimationDataModel | |
| CUAnimationDataModelNotifiesExtensions | |
| CUAnimationDataSourceRegistry | |
| CUAnimationSettings | Default animation settings |
| CUAnimationStateMachineLibrary | Exposes operations to be performed on anim state machine node contexts |
| CUAnimationWarpingLibrary | Exposes operations related to Animation Warping |
| CUAnimBlueprint | An 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_PropertyAccess | Dummy class to prevent warnings on load of older subsystem implementation |
| CUAnimBlueprintGeneratedClass | |
| CUAnimBlueprintGeneratedStruct | Struct 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) |
| CUAnimBoneCompressionCodec | Base class for all bone compression codecs |
| CUAnimBoneCompressionSettings | This 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 | |
| CUAnimComposite | Animation 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 | |
| CUAnimCurveCompressionCodec | Base class for all curve compression codecs |
| CUAnimCurveCompressionCodec_CompressedRichCurve | |
| CUAnimCurveCompressionCodec_UniformIndexable | |
| CUAnimCurveCompressionCodec_UniformlySampled | |
| CUAnimCurveCompressionSettings | This 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 |
| CUAnimCurveMetaData | Asset user data used to supply curve meta data for specific assets |
| CUAnimDataModel | The 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 |
| CUAnimExecutionContextLibrary | Exposes operations to be performed on anim node contexts |
| CUAnimInstance | |
| CUAnimInstance_AmbientLife | |
| CUAnimInstanceLayerFishingRod | |
| CUAnimLayerInterface | |
| CUAnimMetaData | |
| CUAnimMontage | Any property you're adding to AnimMontage and parent class has to be considered for Child Asset |
| CUAnimMontageFunctionLibrary | |
| CUAnimNodeRigidBodyLibrary | Exposes 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_GameplayCue | UAnimNotify_GameplayCue |
| CUAnimNotify_GameplayCueEvent | |
| CUAnimNotify_GameplayCueState | UAnimNotify_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_PlayMontageNotify | UAnimNotify_PlayMontageNotify |
| CUAnimNotify_PlayMontageNotifyWindow | UAnimNotify_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 | |
| CUAnimNotifyLibrary | A library of commonly used functionality for Notifies, exposed to blueprint |
| CUAnimNotifyMirrorInspectionLibrary | A library of commonly used functionality for Notifies related to mirroring, exposed to blueprint |
| CUAnimNotifyState | |
| CUAnimNotifyState_AmbientAnimationProp | Attaches 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 |
|
| 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_MotionWarping | AnimNotifyState 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_TimedParticleEffect | Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end |
| CUAnimNotifyState_Trail | |
| CUAnimNotifyState_TransformScrollWindow | |
| CUAnimNotifyState_UseFov | |
| CUAnimNotifyStateMachineInspectionLibrary | A library of commonly used functionality for Notifies related to state machines, exposed to blueprint |
| CUAnimSequence | |
| CUAnimSequenceBase | |
| CUAnimSequenceLevelSequenceLink | Link To Level Sequence That may be driving the anim sequence |
| CUAnimSequencerInstance | |
| CUAnimSet | |
| CUAnimSingleNodeInstance | |
| CUAnimStateMachineTypes | |
| CUAnimStreamable | |
| CUApplicationLifecycleComponent | Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc) |
| CUArcheryComponent | |
| CUAreaContainerDetector | |
| CUAreaTagRegionTrait | Marks the enclosed area to belong to a certain AreaTag. (Used for ownership and crime detection) |
| CUArmorCustomization | UCraftingMain |
| CUArmorCustomization_Main | UCraftingMain |
| CUArmorCustomizationSlotData | UArmorCustomizationSlotData |
| CUArmorDefinition | |
| CUArmorUpgradeDefinition | |
| CUArmorVisualsDefinition | |
| CUArrayCameraNode | A camera node that runs a list of other camera nodes |
| CUArrayProperty | |
| CUArrowComponent | A 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 | |
| CUAssetExportTask | Contains data for a group of assets to export |
| CUAssetImportData | Todo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array? |
| CUAssetManager | A 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 | |
| CUAssetManagerSettings | Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types |
| CUAssetMappingTable | UAssetMappingTable : that has AssetMappingTableging data |
| CUAssetRegistryTagProviderInterface | |
| CUAssetTagsGameplayEffectComponent | These are tags that the Gameplay Effect Asset itself 'has' (owns). These do not transfer to any Actors |
| CUAssetUserData | Object that can be subclassed to store custom data on Unreal asset objects |
| CUASStruct | |
| CUAsyncAction_ListenForGameplayMessage | |
| CUAsyncAction_PerformTargeting | @class UAsyncAction_PerformTargeting |
| CUAsyncActionChangePrimaryAssetBundles | |
| CUAsyncActionHandleSaveGame | Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game |
| CUAsyncActionLoadPrimaryAsset | |
| CUAsyncActionLoadPrimaryAssetBase | Base class of all asset manager load calls |
| CUAsyncActionLoadPrimaryAssetClass | |
| CUAsyncActionLoadPrimaryAssetClassList | |
| CUAsyncActionLoadPrimaryAssetList | |
| CUAsyncLoadingTests_ConvertFromType_V1 | |
| CUAsyncLoadingTests_ConvertFromType_V2 | |
| CUAsyncLoadingTests_Shared | |
| CUAsyncNiagaraCaptureSimCache | |
| CUAsyncPhysicsData | The 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 | |
| CUAtmosphericFogComponent | Used to create fogging effects such as clouds |
| CUAttackCapsuleLoopConfig | |
| CUAttackConeLoopConfig | |
| CUAttackConfig | |
| CUAttackLoopConfig | |
| CUAttackMeleeConfig | |
| CUAttackMeleeLadderConfig | |
| CUAttackPoseDirectionConfig | |
| CUAttackRiposteConfig | |
| CUAttackSpawnActorConfig | |
| CUAttackThrowConfig | |
| CUAttributeSet | Defines 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_Lockpicking | Lockpicking attributes |
| CUAttributeSet_Mana | |
| CUAttributeSet_Movement | |
| CUAttributeSet_Oxygen | |
| CUAttributeSet_Pickpocketing | |
| CUAttributeSet_Sleep | Handles 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 | |
| CUAttributeSetProgressBar | The progress bar logic for an attribute set |
| CUAudioBus | An 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 |
| CUAudioComponent | AudioComponent is used to play a Sound |
| CUAudioEngineSubsystem | UAudioEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the audio device |
| CUAudioEnvironmentRegionTrait | |
| CUAudioPanelWidgetInterface | |
| CUAudioParameterConversionStatics | |
| CUAudioRegionTrait | |
| CUAudioSettings | Audio settings |
| CUAudioSnapshotRegion | |
| CUAudioSnapshotSettings | |
| CUAudioSubsystemCollectionRoot | UAudioSubsystemCollectionRoot Root UObject used to anchor UAudioEngineSubsystems to the FAudioDevice |
| CUAudioWidgetSubsystem | |
| CUAutoDestroySubsystem | The 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 | |
| CUAutomationTestSettings | Implements the Editor's user settings |
| CUAvoidanceManager | |
| CUBackgroundBlur | A 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 |
| CUBackgroundBlurSlot | The 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 | |
| CUBillboardComponent | A 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_NativeEnum | DEPRECATED, please use UBlackboardKeyType_Enum instead |
| CUBlackboardKeyType_Object | |
| CUBlackboardKeyType_Rotator | |
| CUBlackboardKeyType_SOClaimHandle | Blackboard key type that holds a SmartObject claim handle |
| CUBlackboardKeyType_String | |
| CUBlackboardKeyType_Vector | |
| CUBlendableInterface | |
| CUBlendCameraNode | Base class for blend camera nodes |
| CUBlendListBaseLibrary | Exposes operations to be performed on anim state machine node contexts |
| CUBlendProfile | A blend profile is a set of per-bone scales that can be used in transitions and blend lists to tweak the weights of specific bones. The scales are applied to the normal weight for that bone |
| CUBlendSpace | Allows multiple animations to be blended between based on input parameters |
| CUBlendSpace1D | Allows multiple animations to be blended between based on input parameters |
| CUBlendSpaceLibrary | Exposes operations to be performed on a blend space anim node |
| CUBlendSpacePlayerLibrary | Exposes operations to be performed on a blend space player anim node |
| CUBlendStackCameraNode | A blend stack implemented as a camera node |
| CUBlendStackRootCameraNode | Root 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 | |
| CUBlockAbilityTagsGameplayEffectComponent | Handles blocking the activation of Gameplay Abilities based on Gameplay Tags for the Target actor of the owner Gameplay Effect |
| CUBloodCharacterConfig | |
| CUBloodPuzzleSwitchBase_Component | |
| CUBlueprint | Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code |
| CUBlueprintAsyncActionBase | BlueprintCallable 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 | |
| CUBlueprintExtension | Per-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) |
| CUBlueprintFunctionLibrary | This 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 | |
| CUBlueprintPathsLibrary | Function library to expose FPaths to Blueprints and Python |
| CUBlueprintPlatformLibrary | |
| CUBlueprintSetLibrary | |
| CUBlueprintTypeConversions | |
| CUBodySetup | BodySetup 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 | |
| CUBookMark | A camera position the current level |
| CUBookMark2D | Simple class to store 2D camera information |
| CUBookmarkBase | Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene |
| CUBoolBinding | |
| CUBoolProperty | |
| CUBorder | A border is a container widget that can contain one child widget, providing an opportunity to surround it with a background image and adjustable padding |
| CUBorderSlot | The Slot for the UBorderSlot, contains the widget displayed in a border's single slot |
| CUBossfightMusicRegionTrait | |
| CUBoundsCopyComponent | Component used to copy the bounds of another Actor |
| CUBowAnimInstance | |
| CUBowComponent | |
| CUBowItemAnimConfig | |
| CUBoxComponent | A box generally used for simple collision. Bounds are rendered as lines in the editor |
| CUBoxNavObstacleComponent | Use for objects to block away NavMesh |
| CUBoxNavShapeComponent | Use for objects to block away NavMesh |
| CUBoxReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| CUBrainComponent | |
| CUBreakableProjectileDefinition | |
| CUBrushBinding | |
| CUBrushBuilder | Base class of UnrealEd brush builders |
| CUBrushComponent | A 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 |
| CUBTAuxiliaryNode | Auxiliary nodes are supporting nodes, that receive notification about execution flow and can be ticked |
| CUBTComposite_Selector | Selector 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_Sequence | Sequence 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_SimpleParallel | Simple 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 | |
| CUBTDecorator | Decorators are supporting nodes placed on parent-child connection, that receive notification about execution flow and can be ticked |
| CUBTDecorator_Blackboard | Blackboard decorator node. A decorator node that bases its condition on a Blackboard key |
| CUBTDecorator_BlackboardBase | |
| CUBTDecorator_BlueprintBase | Base class for blueprint based decorator nodes. Do NOT use it for creating native c++ classes! |
| CUBTDecorator_CheckGameplayTagsOnActor | GameplayTag 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_CompareBBEntries | Blackboard comparison decorator node. A decorator node that bases its condition on a comparison between two Blackboard keys |
| CUBTDecorator_ConditionalLoop | Conditional loop decorator node. A decorator node that loops execution as long as condition is satisfied |
| CUBTDecorator_ConeCheck | Cone 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_Cooldown | Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer has expired |
| CUBTDecorator_DoesPathExist | Does Path Exist decorator node. A decorator node that bases its condition on whether a path exists between two points from the Blackboard |
| CUBTDecorator_ForceSuccess | Change node result to Success useful for creating optional branches in sequence |
| CUBTDecorator_IsAtLocation | Is At Location decorator node. A decorator node that checks if AI controlled pawn is at given location |
| CUBTDecorator_IsBBEntryOfClass | |
| CUBTDecorator_KeepInCone | Keep 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_Loop | Loop decorator node. A decorator node that bases its condition on whether its loop counter has been exceeded |
| CUBTDecorator_ReachedMoveGoal | Reached 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_SetTagCooldown | Set tag cooldown decorator node. A decorator node that sets a gameplay tag cooldown |
| CUBTDecorator_TagCooldown | Cooldown decorator node. A decorator node that bases its condition on whether a cooldown timer based on a gameplay tag has expired |
| CUBTDecorator_TimeLimit | Time 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 | |
| CUBTService | Behavior Tree service nodes is designed to perform "background" tasks that update AI's knowledge |
| CUBTService_BlackboardBase | |
| CUBTService_BlueprintBase | Base class for blueprint based service nodes. Do NOT use it for creating native c++ classes! |
| CUBTService_DefaultFocus | Default Focus service node. A service node that automatically sets the AI controller's focus when it becomes active |
| CUBTService_RunEQS | |
| CUBTTask_BlackboardBase | |
| CUBTTask_BlueprintBase | Base class for blueprint based task nodes. Do NOT use it for creating native c++ classes! |
| CUBTTask_FinishWithResult | Instantly finishes with given result |
| CUBTTask_GameplayTaskBase | Base class for managing gameplay tasks Since AITask doesn't have any kind of success/failed results, default implemenation will only return EBTNode::Succeeded |
| CUBTTask_MakeNoise | Make Noise task node. A task node that calls MakeNoise() on this Pawn when executed |
| CUBTTask_MoveDirectlyToward | Move 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_MoveTo | Move To task node. Moves the AI pawn toward the specified Actor or Location blackboard entry using the navigation system |
| CUBTTask_PawnActionBase | Base class for managing pawn actions |
| CUBTTask_PlayAnimation | Play 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_PlaySound | Play Sound task node. Plays the specified sound when executed |
| CUBTTask_PushPawnAction | Action task node. Push pawn action to controller |
| CUBTTask_RotateToFaceBBEntry | |
| CUBTTask_RunBehavior | RunBehavior task allows pushing subtrees on execution stack. Subtree asset can't be changed in runtime! |
| CUBTTask_RunBehaviorDynamic | RunBehaviorDynamic task allows pushing subtrees on execution stack. Subtree asset can be assigned at runtime with SetDynamicSubtree function of BehaviorTreeComponent |
| CUBTTask_RunEQSQuery | Run Environment Query System Query task node. Runs the specified environment query when executed |
| CUBTTask_SetTagCooldown | Cooldown task node. Sets a cooldown tag value. Use with cooldown tag decorators to prevent behavior tree execution |
| CUBTTask_Wait | Wait task node. Wait for the specified time when executed |
| CUBTTask_WaitBlackboardTime | Wait task node. Wait for the time specified by a Blackboard key when executed |
| CUBTTaskNode | Task are leaf nodes of behavior tree, which perform actual actions |
| CUBudgetSystem | |
| CUBudgetSystemStatics | |
| CUBuiltInAttributesExtensions | |
| CUBuoyantForceComponent | Applies 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 |
| CUButton | The 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 |
| CUButtonSlot | The Slot for the UButtonSlot, contains the widget displayed in a button's single slot |
| CUButtonStyleAsset | An asset describing a button's appearance. Just a wrapper for the struct with real data in it.style factory |
| CUButtonWidget | UButtonWidget |
| CUByteProperty | |
| CUCachedAnimDataLibrary | A library of commonly used functionality from the CachedAnimData family, exposed to blueprint |
| CUCameraAnimationCameraModifier | A camera modifier that plays camera animation sequences |
| CUCameraAsset | A complete camera asset |
| CUCameraComponent | Represents 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 | |
| CUCameraDirector | Base class for a camera director |
| CUCameraEvaluationContext | Base class for providing a context to running camera modes |
| CUCameraFadeManager | |
| CUCameraInstantiableObject | |
| CUCameraLensEffectInterface | |
| CUCameraLensEffectInterfaceClassSupportLibrary | |
| CUCameraMode | A camera mode asset, which runs a hierarchy of camera nodes to drive the behavior of a camera |
| CUCameraModeTransitionCondition | Base class for a camera transition condition |
| CUCameraModifier | A 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_CameraShake | A UCameraModifier_CameraShake is a camera modifier that can apply a UCameraShakeBase to the owning camera |
| CUCameraNode | The base class for a camera node |
| CUCameraShakeBase | Base 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 |
| CUCameraShakePattern | A shake "pattern" defines how a camera should be effectively shaken. Examples of shake patterns are sinewave oscillation, perlin noise, or FBX animation |
| CUCameraShakeSourceComponent | |
| CUCameraSystemEvaluator | The main camera system evaluator class |
| CUCancellableAsyncAction | Base 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 |
| CUCanvas | A drawing canvas |
| CUCanvasPanel | The 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 | |
| CUCanvasRenderTarget2D | CanvasRenderTarget2D 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 |
| CUCapsuleComponent | A capsule generally used for simple collision. Bounds are rendered as lines in the editor |
| CUCapsuleNavObstacleComponent | Use for static objects to block away NavMesh |
| CUCarryComponent | Equipped: 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 | |
| CUChanceToApplyGameplayEffectComponent | Applies a probablity to the application conditions of the Gameplay Effect |
| CUChangelogContentEntry | UChangelogContentEntry |
| CUChangelogIndexEntry | UChangelogIndexEntry |
| CUChangelogWidget | UChangelogWidget |
| CUChannel | Base class of communication channels |
| CUChaosBlueprintLibrary | |
| CUChaosEventRelay | An object managing events |
| CUChaosPhysicalMaterial | Physical materials are used to define the response of a physical object when interacting dynamically with the world |
| CUCharacterAIState | High-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 | |
| CUCharacterConfig | This class is Angel Scriptable only |
| CUCharacterDailyRoutineVisualsConfig | |
| CUCharacterDefinition | |
| CUCharacterEffectComponentsConfig | |
| CUCharacterFeaturesConstantMaterialHandler | |
| CUCharacterFeaturesDynamicMaterialHandler | |
| CUCharacterFeaturesMaterialHandler | |
| CUCharacterMovementComponent | CharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom |
| CUCharacterPerceptionComponent | |
| CUCharacterPersonalSpaceSubsystem | Allows 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 |
| CUCharacterRelationshipComponent | Component that serves as API from the Character to the Relationship System |
| CUCharacterStatePersistentDataSubsystem | Saves NPC related character data |
| CUCharacterStateProvider | |
| CUCharacterTargetConfig | |
| CUCharacterTrinketsComponent | |
| CUCharacterVisualFeaturesDefinition | |
| CUCharacterVisualsComponent | |
| CUCharacterVisualsDefinition | |
| CUCharacterVisualsGameInstanceSubsystem | |
| CUCheatCommandBase | |
| CUCheatCommandWithPartitionStreamingProvider | |
| CUCheatManager | Cheat 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 |
| CUCheatManagerExtension | A 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 | |
| CUCheckBox | The 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 |
| CUCheckBoxStyleAsset | An asset describing a CheckBox's appearance. Just a wrapper for the struct with real data in it |
| CUCheckBoxWidget | UCheckBoxWidget |
| CUCheckedStateBinding | |
| CUChildActorComponent | A component that spawns an Actor when registered, and destroys it when unregistered |
| CUChildConnection | Represents a secondary split screen connection that reroutes calls to the parent connection |
| CUChooseBaitWidget | |
| CUCineCameraComponent | A specialized version of a camera component, geared toward cinematic usage |
| CUCineCameraSettings | |
| CUCinematicMainWidget | |
| CUCinematicRegionTrait | |
| CUCircularThrobber | A throbber widget that orients images in a spinning circle |
| CUClass | |
| CUClassCookedMetaData | Cooked meta-data for a UClass, including its nested FProperty and UFunction data |
| CUClassProperty | |
| CUClientAuthoritativeAbilityTask | |
| CUClientAuthoritativeCharacterMovementComponent | Intended to be used together with AClientAuthoritativeCharacter & AClientAuthoritativePlayerController |
| CUClimbingAnimConfig | |
| CUClimbingConfig | |
| CUClockTimeLibrary | |
| CUClockTimeMixins | |
| CUCloudStorageBase | Base class for the various platform interface classes |
| CUClusterUnionComponent | This 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 |
| CUClusterUnionReplicatedProxyComponent | This 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: |
| CUCollisionProfile | Set up and modify collision settings |
| CUColorBinding | |
| CUColorInputDeviceCurveProperty | A property that can be used to change the color of an input device's light over time with a curve |
| CUColorInputDeviceProperty | Set 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 | |
| CUComboBox | The combobox allows you to display a list of options to the user in a dropdown menu for them to select one |
| CUComboBoxKey | The 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 |
| CUComboBoxString | The combobox allows you to display a list of options to the user in a dropdown menu for them to select one |
| CUCommandlet | |
| CUCommonActionHandlerInterface | |
| CUCommonActionWidget | A widget that shows a platform-specific icon for the given input action |
| CUCommonActivatableWidget | The base for widgets that are capable of being "activated" and "deactivated" during their lifetime without being otherwise modified or destroyed |
| CUCommonActivatableWidgetContainerBase | Base 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 |
| CUCommonActivatableWidgetQueue | A display queue of ActivatableWidget elements |
| CUCommonActivatableWidgetStack | A display stack of ActivatableWidget elements |
| CUCommonActivatableWidgetSwitcher | An animated switcher that knows about CommonActivatableWidgets. It can also hold other Widgets |
| CUCommonAnimatedSwitcher | A widget switcher that activates / deactivates CommonActivatableWidgets, allowing for associated animations to trigger |
| CUCommonBorder | Uses 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) |
| CUCommonBoundActionBar | A box populated with current actions available per CommonUI's Input Handler |
| CUCommonBoundActionButton | |
| CUCommonBoundActionButtonInterface | |
| CUCommonButtonBase | Button that disables itself when not active. Also updates actions for CommonActionWidget if bound to display platform-specific icons |
| CUCommonButtonGroupBase | Manages 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 |
| CUCommonButtonInternalBase | Custom 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) |
| CUCommonCustomNavigation | Exposes a bindable event that can be used to stomp default border navigation with custom behaviors |
| CUCommonDateTimeTextBlock | |
| CUCommonGameViewportClient | CommonUI Viewport to reroute input to UI first. Needed to allow CommonUI to route / handle inputs |
| CUCommonGenericInputActionDataTable | Overrides 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 |
| CUCommonHardwareVisibilityBorder | A container that controls visibility based on Platform, Input |
| CUCommonHierarchicalScrollBox | An arbitrary scrollable collection of widgets. Great for presenting 10-100 widgets in a list. Doesn't support virtualization |
| CUCommonInputActionDataProcessor | Derive from to process common input action datatable |
| CUCommonInputActionDomain | Describes 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 |
| CUCommonInputActionDomainTable | An ordered array of ActionDomains |
| CUCommonInputBaseControllerData | Derive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI |
| CUCommonInputMetadata | Metadata CommonUI will try to acquire from Enhanced Input Mapping Contexts (IMC) |
| CUCommonInputPlatformSettings | |
| CUCommonInputSettings | |
| CUCommonInputSubsystem | |
| CUCommonLazyImage | A special Image widget that can show unloaded images and takes care of the loading for you! |
| CUCommonLazyWidget | A special Image widget that can show unloaded images and takes care of the loading for you! |
| CUCommonListView | UCommonListView |
| CUCommonLoadGuard | The 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 |
| CUCommonMappingContextMetadata | Base CommonUI metadata implementation for specification in IMC's |
| CUCommonMappingContextMetadataInterface | |
| CUCommonNumericTextBlock | Numeric text block that provides interpolation, and some type support (numbers, percents, seconds, distance) |
| CUCommonPoolableWidgetInterface | |
| CUCommonRichTextBlock | Text block that supports custom scaling for mobile platforms, with option to only show icons if space is sparse |
| CUCommonRotator | A button that can rotate between given text labels |
| CUCommonTabListWidgetBase | Base class for a list of selectable tabs that correspondingly activate and display an arbitrary widget in a linked switcher |
| CUCommonTextBlock | Text 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) |
| CUCommonTileView | TileView specialized to navigate on focus for consoles & enable scrolling when not focused for touch |
| CUCommonTreeView | TreeView specialized to navigate on focus for consoles & enable scrolling when not focused for touch |
| CUCommonUIActionRouterBase | The nucleus of the CommonUI input routing system |
| CUCommonUIEditorSettings | |
| CUCommonUIHoldData | Defines values for hold behavior per input type: for mouse Press and Hold, for gamepad focused Press and Hold, for touch Press and Hold |
| CUCommonUIInputData | Derive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI |
| CUCommonUIInputSettings | Project-wide input settings for UI input actions |
| CUCommonUILibrary | |
| CUCommonUIRichTextData | Derive 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 | |
| CUCommonVisibilitySwitcher | Basic switcher that toggles visibility on its children to only show one widget at a time. Activates visible widget if possible |
| CUCommonVisibilitySwitcherSlot | |
| CUCommonVisualAttachment | Adds a widget as a zero-size attachment to another. Think icons to the left of labels, without changing the computed size of the label |
| CUCommonWidgetCarousel | A widget switcher is like a tab control, but without tabs. At most one widget is visible at time |
| CUCommonWidgetCarouselNavBar | A Navigation control for a Carousel |
| CUCommonWidgetGroupBase | Base class for CommonUI widget groups, currently only used for button groups |
| CUComponentDelegateBinding | |
| CUComponentElementCounterInterface | |
| CUComponentElementHierarchyInterface | |
| CUComponentElementObjectInterface | |
| CUComponentElementSelectionInterface | |
| CUComponentElementWorldInterface | |
| CUCompositeCameraShakePattern | A base class for a simple camera shake |
| CUCompositeCurveTable | Curve table composed of a stack of other curve tables |
| CUCompositeDataTable | Data table composed of a stack of other data tables |
| CUConsole | A basic command line console that accepts most commands |
| CUConsoleStringData | |
| CUConsoleWidget | |
| CUConstantCameraShakePattern | |
| CUConstraintInstanceBlueprintLibrary | |
| CUConstructionSystemBuildTool | |
| CUConstructionSystemBuildUI | |
| CUConstructionSystemComponent | |
| CUConstructionSystemCursor | |
| CUConstructionSystemItemUserData | |
| CUConstructionSystemRemoveTool | |
| CUConstructionSystemSaveGame | |
| CUConstructionSystemSaveSystem | |
| CUConstructionSystemTool | |
| CUConstructionSystemUIAsset | |
| CUConsumablesData | |
| CUContactShadowsOnlyNoWPOWorldPartitionHLODModifier | Disables DynamicShadows, enables ContactShadows, disables WorldPositionOffset |
| CUContactShadowsOnlyWorldPartitionHLODModifier | Disables DynamicShadows, enables ContactShadows |
| CUContainerManagerWidget | |
| CUContentBundleDescriptor | |
| CUContentBundleDuplicateForPIEHelper | |
| CUContentBundleEngineSubsystem | |
| CUContentBundleManager | |
| CUContentBundleTypeFactory | |
| CUContentBundleUnsavedActorMonitor | |
| CUContentWidget | |
| CUControlChannel | A channel for exchanging connection control messages |
| CUControlCharacterComponent | |
| CUConversationCameraHeightAdjustSpeaker | |
| CUConversationCameraLightingAdjuster | |
| CUConversationCameraPresetBase | |
| CUConversationCameraPresetCenterOffset | |
| CUConversationCameraPresetFocusActor | |
| CUConversationCameraPresetFoVAngle | |
| CUConversationCameraPresetListenerOffset | |
| CUConversationCameraPresetSpeakerOffset | |
| CUConversationCameraPresetWorldSpace | |
| CUConversationCharacterSettings | Settings class that is auto-collected an applied to all characters matching the given UniqueName |
| CUConversationGroup | Group 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 | |
| CUConversationTopic | Represents 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 |
| CUConversationTopicSet | Container 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 | |
| CUConversationWidget | Widget to be shown while a conversation is active |
| CUCookExcludeSettings | |
| CUCraftingIngredientUIData | UCraftingIngredientUIData |
| CUCraftingInProgress | |
| CUCraftingMain | UCraftingMain |
| CUCraftingMenu | UCraftingMenu |
| CUCraftingRecipeUIData | UCraftingRecipeUIData |
| CUCrashReportStructs | |
| CUCreditsParser | The purpose of this class is to access the credits.txt file and parse it into the document |
| CUCreditsScreenWidget | |
| CUCreditsSection | A 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 | |
| CUCrowdManagerBase | Base 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 | |
| CUCurveBase | Defines a curve of interpolated points to evaluate over a given range |
| CUCurveFloat | |
| CUCurveLinearColor | |
| CUCurveLinearColorAtlas | Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor |
| CUCurveRootMotion | |
| CUCurveSourceInterface | |
| CUCurveTable | Imported spreadsheet table as curves |
| CUCurveVector | |
| CUCustomCanApplyGameplayEffectComponent | Handles configuration of a CustomApplicationRequirement function to see if this GameplayEffect should apply |
| CUCustomNavCollisionStaticMeshComponent | This is a StaticMeshComponent that allows for some additional features regarding NavCollision and PhysicsCollision |
| CUDailyRoutineSimulationComponent | |
| CUDailyRoutineSimulationSubsystem | |
| CUDamageType | A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources |
| CUDataAsset | Create 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 | |
| CUDataLayerSubsystem | This 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 | |
| CUDataTable | Imported spreadsheet table |
| CUDataTableFunctionLibrary | |
| CUDebugCameraControllerSettings | Default debug camera controller settings |
| CUDebugConsoleCommands | |
| CUDebugControlWidget | |
| CUDebugDrawComponent | Helper 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 | |
| CUDecalComponent | A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model |
| CUDecorator_CompoundInputHint | UDecorator_CompoundInputHint |
| CUDecorator_InputHint | |
| CUDefaultCameraShakeBase | Like UCameraShakeBase but with a perlin noise shake pattern by default, for convenience |
| CUDefaultLevelSequenceInstanceData | Default instance data class that level sequences understand. Implements IMovieSceneTransformOrigin |
| CUDefaultRootCameraNode | The default implementation of a root camera node |
| CUDeformableInterface | |
| CUDelegateFunction | |
| CUDelegateHandleContainer | |
| CUDelegateProperty | |
| CUDemoGratitudeWidgetBase | UDemoGratitudeWidgetBase |
| CUDemoNetConnection | Simulated network connection for recording and playing back game sessions |
| CUDemoNetDriver | Simulated network driver for recording and playing back game sessions |
| CUDemoPendingNetGame | |
| CUDemoTimerWidgetBase | UDemoTimerWidgetBase |
| CUDEPRECATED_AIInventoryLibrary | |
| CUDEPRECATED_AnimNotify_Prop | |
| CUDEPRECATED_AnimNotify_Prop_Drop | |
| CUDEPRECATED_AnimNotify_Prop_Spawn | |
| CUDEPRECATED_AnimNotify_Prop_Unspawn | |
| CUDEPRECATED_Breakpoint | Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs |
| CUDEPRECATED_CurveEdPresetCurve | |
| CUDEPRECATED_DataLayer | |
| CUDEPRECATED_PawnAction | Things to remember: Actions are created paused |
| CUDEPRECATED_PawnAction_BlueprintBase | |
| CUDEPRECATED_PawnAction_Move | |
| CUDEPRECATED_PawnAction_Repeat | |
| CUDEPRECATED_PawnAction_Sequence | |
| CUDEPRECATED_PawnAction_Wait | Uses system timers rather then ticking |
| CUDEPRECATED_PawnActionsComponent | |
| CUDEPRECATED_PhysicalMaterialPropertyBase | |
| CUDEPRECATED_RootMotionModifier_SimpleWarp | URootMotionModifier_SimpleWarp. DEPRECATED in favor of URootMotionModifier_SkewWarp (kept for reference) |
| CUDEPRECATED_UCommonVisibilityWidgetBase | A container that controls visibility based on Input type and Platform |
| CUDeprecatedDataLayerInstance | Class 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 | |
| CUDetailBillboardComponent | Same as the regular billboard component, but allows distance culling in the editor |
| CUDeviceProfile | |
| CUDeviceProfileFragment | |
| CUDeviceProfileManager | Implements a helper class that manages all profiles in the Device |
| CUDialogueSoundWaveProxy | |
| CUDialogueVoice | |
| CUDialogueWave | |
| CUDifficultyManagerSubsystem | Difficulty 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 | |
| CUDifficultySelectionPageWidget | UDifficultySelectionPageWidget |
| CUDifficultySettings | |
| CUDifficultySlotInfo | UDifficultySlotInfo |
| CUDirectionalLightComponent | A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume |
| CUDiscreteItemViewWidget | UDiscreteItemViewWidget |
| CUDisposable | |
| CUDisposableGroup | |
| CUDistribution | |
| CUDistributionFloat | |
| CUDistributionFloatConstant | |
| CUDistributionFloatConstantCurve | |
| CUDistributionFloatParameterBase | |
| CUDistributionFloatParticleParameter | |
| CUDistributionFloatUniform | |
| CUDistributionFloatUniformCurve | |
| CUDistributionVector | |
| CUDistributionVectorConstant | |
| CUDistributionVectorConstantCurve | |
| CUDistributionVectorParameterBase | |
| CUDistributionVectorParticleParameter | |
| CUDistributionVectorUniform | |
| CUDistributionVectorUniformCurve | |
| CUDocument | Document, readable by the Player |
| CUDocumentElement | |
| CUDocumentElementBulletList | |
| CUDocumentElementChapterHeading | |
| CUDocumentElementChapterHeadingWidget | |
| CUDocumentElementEnumeratedList | |
| CUDocumentElementImage | |
| CUDocumentElementImageWidget | |
| CUDocumentElementList | |
| CUDocumentElementListWidget | |
| CUDocumentElementPageBreak | |
| CUDocumentElementParagraph | |
| CUDocumentElementParagraphWidget | |
| CUDocumentElementQuote | |
| CUDocumentElementQuoteWidget | |
| CUDocumentElementSectionHeading | |
| CUDocumentElementSectionHeadingWidget | |
| CUDocumentElementViewItemWidget | UDocumentElementViewItemWidget |
| CUDocumentElementWidget | |
| CUDocumentPage | |
| CUDocumentPageWidget | Contains a full document page |
| CUDocumentSegment | |
| CUDocumentSubsystem | |
| CUDocumentWidget | Shows a document like a Book or Scroll. (potentially multi-page) |
| CUDodgesData | |
| CUDoorAnimInstance | |
| CUDoorInteractiveComponent | |
| CUDoorInteractiveExtraData | |
| CUDoubleProperty | |
| CUDPICustomScalingRule | Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings |
| CUDragDropOperation | This class is the base drag drop operation for UMG, extend it to add additional data and add new functionality |
| CUDrawFrustumComponent | Utility component for drawing a view frustum. Origin is at the component location, frustum points down position X axis |
| CUDrawSphereComponent | A sphere generally used for simple collision. Bounds are rendered as lines in the editor |
| CUDrugDebuffThreshold | |
| CUDummyGothicDynamicWeatherController | |
| CUDynamicBlueprintBinding | |
| CUDynamicEntryBox | A 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 |
| CUDynamicEntryBoxBase | Base 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) |
| CUDynamicSubsystem | Dynamic Subsystems auto populate/depopulate existing collections when modules are loaded and unloaded |
| CUEdGraph | |
| CUEdGraphNode | |
| CUEdGraphNode_Documentation | |
| CUEdGraphPin_Deprecated | |
| CUEdGraphSchema | |
| CUEditableGameplayTagQuery | This 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 | |
| CUEditableText | Editable text box widget |
| CUEditableTextBox | Allows 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 | |
| CUEndpointSubmix | Sound Submix class meant for sending audio to an external endpoint, such as controller haptics or an additional audio device |
| CUEngine | Abstract 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 | |
| CUEngineCustomTimeStep | A 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 | |
| CUEngineHandlerComponentFactory | Factory class for loading HandlerComponent's contained within Engine |
| CUEngineMessage | |
| CUEngineSubsystem | UEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the Engine |
| CUEngineTypes | Utility class for engine types |
| CUEnhancedInputActionDelegateBinding | |
| CUEnhancedInputActionValueBinding | |
| CUEnhancedInputComponent | Implement an Actor component for input bindings |
| CUEnhancedInputDeveloperSettings | Developer settings for Enhanced Input |
| CUEnhancedInputLibrary | |
| CUEnhancedInputLocalPlayerSubsystem | Per local player input subsystem |
| CUEnhancedInputPlatformData | A base class that can be used to store platform specific data for Enhanced Input |
| CUEnhancedInputPlatformSettings | Settings for Enhanced Input that can be set per-platform |
| CUEnhancedInputSubsystemInterface | |
| CUEnhancedInputUserSettings | The 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 |
| CUEnhancedInputWorldSubsystem | Per 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! |
| CUEnhancedPlayerInput | UEnhancedPlayerInput : UPlayerInput extensions for enhanced player input system |
| CUEnhancedPlayerMappableKeyProfile | Represents one "Profile" that a user can have for their player mappable keys |
| CUEnum | |
| CUEnumCookedMetaData | Cooked meta-data for a UEnum |
| CUEnumProperty | |
| CUEnvironmentContext | |
| CUEnvironmentLightIntensityCaptureComponent | |
| CUEnvironmentManagerCharacterStatics | |
| CUEnvQuery | |
| CUEnvQueryContext | |
| CUEnvQueryContext_BlueprintBase | |
| CUEnvQueryContext_Item | |
| CUEnvQueryContext_Querier | |
| CUEnvQueryDebugHelpers | |
| CUEnvQueryGenerator | |
| CUEnvQueryGenerator_ActorsOfClass | |
| CUEnvQueryGenerator_BlueprintBase | |
| CUEnvQueryGenerator_Composite | Composite 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_PathingGrid | Navigation grid, generates points on navmesh with paths to/from context no further than given limit |
| CUEnvQueryGenerator_PerceivedActors | Gathers actors perceived by context |
| CUEnvQueryGenerator_ProjectedPoints | |
| CUEnvQueryGenerator_SimpleGrid | Simple grid, generates points in 2D square around context |
| CUEnvQueryGenerator_SmartObjects | Fetches 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_GameplayTags | EnvQueryTest_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_Project | Projects 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 | |
| CUExchangeDailyRoutineRegionTrait | Changes the daily routine of one or more characters when activated |
| CUExecutionData | |
| CUExpandableArea | |
| CUExponentialHeightFogComponent | Used 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 | |
| CUFastActorOverlapBoxComponent | Box component specialized to detect Overlaps with other actors in an efficient way |
| CUFBiomeWeatherProbabilities | |
| CUFCharacterUniqueNameMixins | |
| CUFClockTimeStatics | |
| CUFeedbackData | |
| CUField | |
| CUFieldNotificationLibrary | The 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 | |
| CUFloatingPawnMovement | FloatingPawnMovement 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 | |
| CUFlyConfig | This class is Angel Scriptable only |
| CUFMemoryFilterMixins | |
| CUFMODAnimNotifyPlay | |
| CUFMODAsset | FMOD Asset |
| CUFMODAudioComponent | Plays FMOD Studio events |
| CUFMODAudioLinkComponent | |
| CUFMODAudioLinkSettings | |
| CUFMODAudioLinkSettingsFactory | |
| CUFMODBank | FMOD Bank Asset |
| CUFMODBankLookup | |
| CUFMODBlueprintStatics | |
| CUFMODBus | FMOD Bus Asset |
| CUFMODCallbackHandler | |
| CUFMODEvent | FMOD Event Asset |
| CUFMODEventControlSection | FMOD Event control section |
| CUFMODEventControlTrack | Handles control of an FMOD Event |
| CUFMODEventParameterTrack | Handles manipulation of event parameters in a movie scene |
| CUFMODPort | FMOD Port Asset |
| CUFMODSettings | |
| CUFMODSnapshot | FMOD Snapshot Asset |
| CUFMODSnapshotReverb | FMOD Event Asset |
| CUFMODVCA | FMOD VCA Asset |
| CUFocalPointComponent | Component 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 |
| CUFont | A font object, for use by Slate, UMG, and Canvas |
| CUFontFace | A 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") |
| CUFontImportOptions | Holds options for importing fonts |
| CUFoodDefinition | |
| CUFootstepTag | |
| CUForceFeedbackAttenuation | Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components |
| CUForceFeedbackComponent | ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it |
| CUForceFeedbackEffect | A predefined force-feedback effect to be played on a controller |
| CUFPerceptionSightSettingsMixin | |
| CUFPerceptionSmellSettingsMixin | |
| CUFPursuedCrimeSetMixins | |
| CUFreepointActionTagList | |
| CUFreepointManagerConfig | |
| CUFrontEndStackWidget | |
| CUFunction | |
| CUFXSystemAsset | |
| CUFXSystemComponent | |
| CUG1RAbilitySystemGlobals | Child 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 | |
| CUGameEngine | Engine that manages core systems that enable a game |
| CUGameInstance | GameInstance: 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 |
| CUGameInstanceSubsystem | UGameInstanceSubsystem Base class for auto instanced and initialized systems that share the lifetime of the game instance |
| CUGameOverWidget | |
| CUGameplayAbility | Abilities define custom gameplay logic that can be activated by players or external game logic |
| CUGameplayAbility_AI | This serves as a simple AbilityTask executor for more specific AI implementations |
| CUGameplayAbility_CharacterAI | Characters that have this ability will have the ability to think for themselves! |
| CUGameplayAbility_CharacterJump | Ability that jumps with a character |
| CUGameplayAbility_EquipItem | |
| CUGameplayAbility_EquipWaterWeapon | |
| CUGameplayAbility_Montage | A gameplay ability that plays a single montage and applies a GameplayEffect |
| CUGameplayAbility_MountCheckUnrideableZone | |
| CUGameplayAbility_PlayerPerception | |
| CUGameplayAbilityActivateStation | |
| CUGameplayAbilityActorInfoMixinLibrary | |
| CUGameplayAbilityAim | |
| CUGameplayAbilityAmbientConversation | Conversation 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 | |
| CUGameplayAbilityAttributeLevelUp | Ability that handles the gameplaytag-based attribute level-ups. Runs on the server |
| CUGameplayAbilityBase | Gothic 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 | |
| CUGameplayAbilityBlueprint | A 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 | |
| CUGameplayAbilityCallMount | Abiity 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 | |
| CUGameplayAbilityCoverHead | Ability that will make characters cover their heads (e.g. when walking in rain) |
| CUGameplayAbilityCrafting | |
| CUGameplayAbilityCreatureBasic | |
| CUGameplayAbilityCreatureEnvironmentAttack | |
| CUGameplayAbilityCreatureSpecialState | |
| CUGameplayAbilityCrosshair | |
| CUGameplayAbilityCrouch | |
| CUGameplayAbilityCustomizeArmor | This Ability runs on the Player while an NPC is customizing the Player's Armor |
| CUGameplayAbilityDeath | |
| CUGameplayAbilityDebuffEffect | This 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 | |
| CUGameplayAbilityManageTagUpdate | Ability to manage some small logic depending on the tags added/removed, not tied to specific ability |
| CUGameplayAbilityMemory | |
| CUGameplayAbilityMessage | |
| CUGameplayAbilityMining | |
| CUGameplayAbilityMixinLibrary | |
| CUGameplayAbilityMovement | This 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 | |
| CUGameplayAbilityNeedDebuffsBase | Generic ability to apply debuffs based on a fluctuating survival need (Fatigue, Thirst, Hunger). Runs on the server |
| CUGameplayAbilityNeedHourlyEffectBase | |
| CUGameplayAbilityOpen | |
| CUGameplayAbilityOpenContainer | |
| CUGameplayAbilityParriedHit | |
| CUGameplayAbilityParry | |
| CUGameplayAbilityPassiveHourlyEffectBase | Base 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 | |
| CUGameplayAbilityPickpocket | Pickpocketing ability. Note that this class and UGameplayAbilityPick could use a common base class |
| CUGameplayAbilityPivot | |
| CUGameplayAbilityPossess | |
| CUGameplayAbilityPutDown | |
| CUGameplayAbilityPuzzleSwitch | |
| CUGameplayAbilityRagdoll | |
| CUGameplayAbilityReadWriting | |
| CUGameplayAbilityReceiveItemFromCharacter | |
| CUGameplayAbilityRecoverSleepTime | Ability that automatically recovers sleep time. Runs on the server |
| CUGameplayAbilityRegenerateSuperArmor | |
| CUGameplayAbilityRide | |
| CUGameplayAbilityRoll | |
| CUGameplayAbilityScavenging | |
| CUGameplayAbilitySelfConversation | To be used on the PlayerCharacter. Allows self starting AmbientConversations without any external triggers |
| CUGameplayAbilitySet | This 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 | |
| CUGameplayAbilitySmalltalk | Smalltalk control ability |
| CUGameplayAbilitySmashMeatBug | |
| CUGameplayAbilitySpeak | The 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 | |
| CUGameplayAbilityTraceTarget | Passive ability that trace a line and detect interactable objects. Used on Telekinesis Spell |
| CUGameplayAbilityTrading | |
| CUGameplayAbilityTraverse | |
| CUGameplayAbilityTrigger | |
| CUGameplayAbilityUnControl | |
| CUGameplayAbilityUnTransform | |
| CUGameplayAbilityWalk | |
| CUGameplayAbilityWallClimbing | |
| CUGameplayAbilityWallWalking | |
| CUGameplayAblilitySpellDamageNotify | |
| CUGameplayAttributeProgressBarWidget | Base 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 |
| CUGameplayCameraComponent | A component that can run a camera asset inside its own camera evaluation context |
| CUGameplayCameraComponentEvaluationContext | |
| CUGameplayCamerasFunctionLibrary | Blueprint 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 |
| CUGameplayCamerasSubsystem | World subsystem that holds global objects for handling camera animation sequences |
| CUGameplayCameraSystemComponent | A component that hosts a camera system |
| CUGameplayCueFunctionLibrary | UGameplayCueFunctionLibrary |
| CUGameplayCueInterface | |
| CUGameplayCueManager | Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed |
| CUGameplayCueNotify_Burst | UGameplayCueNotify_Burst |
| CUGameplayCueNotify_HitImpact | Non instanced GameplayCueNotify for spawning particle and sound FX. Still WIP - needs to be fleshed out more |
| CUGameplayCueNotify_Static | A non instantiated UObject that acts as a handler for a GameplayCue. These are useful for one-off "burst" effects |
| CUGameplayCueParametersMixinLibrary | |
| CUGameplayCueSet | A set of gameplay cue actors to handle gameplay cue events |
| CUGameplayCueTranslator | This 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_Test | This is an example translator class |
| CUGameplayEffect | UGameplayEffect 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_KillCharacter | This GE can be applied whenever we want to kill a character imediatly. It's a copy of UGameplayEffect_PlayerKilledHimself by BFG |
| CUGameplayEffect_Pouch | Permanent GE that sets the State.HasPouch tag |
| CUGameplayEffect_SkillGeneric | |
| CUGameplayEffectBase | |
| CUGameplayEffectCalculation | Abstract base for specialized gameplay effect calculations; Capable of specifing attribute captures |
| CUGameplayEffectComponent | Gameplay Effect Component (aka GEComponent) |
| CUGameplayEffectContextHandleMixinLibrary | |
| CUGameplayEffectCustomApplicationRequirement | Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
| CUGameplayEffectCustomExecutionOutputMixinLibrary | |
| CUGameplayEffectCustomExecutionParametersMixinLibrary | |
| CUGameplayEffectExecutionCalculation | |
| CUGameplayEffectExecutionDefinitionMixinLibrary | |
| CUGameplayEffectExecutionParametersMixinLibrary | |
| CUGameplayEffectExecutionScopedModifierInfoMixinLibrary | |
| CUGameplayEffectLockMovement | |
| CUGameplayEffectRegionTrait | |
| CUGameplayEffectSpecHandleMixinLibrary | |
| CUGameplayEffectSpecMixinLibrary | |
| CUGameplayEffectUIData | UGameplayEffectUIData 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_TextOnly | UI 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 | |
| CUGameplayMessageSubsystem | This 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 | |
| CUGameplayModMagnitudeCalculation | Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
| CUGameplayStatics | Static class with useful gameplay utility functions that can be called from both Blueprint and C++ |
| CUGameplayTagAssetInterface | |
| CUGameplayTagContainerMixinLibrary | ScriptMixin library to bind functions on FGameplayTagContainer that are not BlueprintCallable by default |
| CUGameplayTagMixinLibrary | ScriptMixin library to bind functions on FGameplayTag that are not BlueprintCallable by default |
| CUGameplayTagQueryMixinLibrary | ScriptMixin library to bind functions on FGameplayTagQuery that are not BlueprintCallable by default |
| CUGameplayTagReponseTable | A data driven table for applying gameplay effects based on tag count. This allows designers to map a "tag count" -> "response Gameplay Effect" relationship |
| CUGameplayTagsDeveloperSettings | |
| CUGameplayTagsList | Base class for storing a list of gameplay tags as an ini list. This is used for both the central list and additional lists |
| CUGameplayTagsManager | Holds data about the tag dictionary, is in a singleton UObject |
| CUGameplayTagsSettings | Class 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_SpawnActor | Convenience 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_TimeLimitedExecution | Adds time limit for running a child task |
| CUGameplayTask_WaitDelay | |
| CUGameplayTaskMixinLibrary | |
| CUGameplayTaskOwnerInterface | |
| CUGameplayTaskResource | |
| CUGameplayTasksComponent | The core ActorComponent for interfacing with the GameplayAbilities System |
| CUGameplayTeleportSpotConfig | |
| CUGamescomMenu | |
| CUGameStory | |
| CUGameTimePersistentDataSubsystem | Saves InGame time |
| CUGameTimeSubsystem | |
| CUGameTimeSubsystemConfig | |
| CUGameUserSettings | Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file |
| CUGameViewportClient | A 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 | |
| CUGarbageCollectionSettings | Implements the settings for garbage collection |
| CUGCBarrier | |
| CUGCObjectReferencer | |
| CUGE_ExecutionCalculation_Heal | |
| CUGE_ExecutionCalculationBase | |
| CUGE_InteractCooldown | |
| CUGE_ModMagnitudeCalculation_BaseRecoverBySleeping | Base 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_ModMagnitudeCalculationBase | Base class for modifier magnitude calculation classes. Contains script helpers to simply usage from AngelScript |
| CUGeneralConfig_Camera | |
| CUGenericAbilityTask_SendAndWaitForEvent | See TaskSendAndWaitForEvent() for info |
| CUGenericAbilityTask_WaitForEvent | Based on UAbilityTask_WaitGameplayEvent |
| CUGenericAbilityTask_WaitForTagChange | Task that reacts to the AbilitySystemComponent getting or removing tags |
| CUGenericAbilityTask_WaitForTasksToEnd | Waits for the first of the given tasks to end, no matter whether that is due to successful finishing or being canceled |
| CUGenericAnimationConfig | |
| CUGenericItemViewWidget | UGenericItemViewWidget |
| CUGenericLever_Component | |
| CUGenericModalOkCancelWidget | |
| CUGenericStat | This GenericStat is made to be able the stats creation from angel script |
| CUGenericTeamAgentInterface | |
| CUGenericVoicelineComponent | |
| CUGenericVoicelineDefinition | |
| CUGestureSet | |
| CUGiveAbilityRegionTrait | |
| CUGlossaryCategory | UGlossaryCategory |
| CUGlossaryDocument | |
| CUGlossaryMainWidget | UGlossaryMainWidget |
| CUGlossarySlotWidget | |
| CUGlossarySubcategory | UGlossarySubcategory |
| CUGlossarySubcategory_Breadcrumbs | UGlossarySubcategory_Breadcrumbs |
| CUGlossarySubcategory_ByAliveState | UGlossarySubcategory_ByAliveState |
| CUGlossarySubcategory_ByDocumentName | UGlossarySubcategory_ByDocumentName |
| CUGlossarySubcategory_ByRelationship | UGlossarySubcategory_ByRelationship |
| CUGlossarySubcategory_BySegmentName | UGlossarySubcategory_BySegmentName |
| CUGlossarySubfilterWidget | UGlossarySubfilterWidget |
| CUGothicAbilitiesGameplayEffectComponent | |
| CUGothicAbilitySystemComponent | |
| CUGothicAchievement | |
| CUGothicAchievementSubsystem | |
| CUGothicActivitySubsystem | |
| CUGothicActorComponentInterface | |
| CUGothicAIGroup | Subclass 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 | |
| CUGothicBaseMovementComponent | MovementComponent with shared logic for AmbientLifeCharacter and GothicCharacter and fixes for CharacterMovementComponent |
| CUGothicBloodComponent | |
| CUGothicCameraAnimInstance | |
| CUGothicCameraModifier | |
| CUGothicCameraModifierControlSpell | |
| CUGothicCameraModifierDefault | |
| CUGothicCameraModifierDirectionInput | |
| CUGothicCameraModifierPhotoMode | |
| CUGothicCameraModifierPitch | Makes the camera look in the direction of the current target actor, if there is one |
| CUGothicCameraModifierPostProcessSettings | |
| CUGothicCameraModifierTargetActor | |
| CUGothicCameraModifierTransition | |
| CUGothicCameraModifierWallWalking | |
| CUGothicCameraSpringArmComponent | Extends the default Unreal Engine spring arm camera behavior to match the specific needs of HOAT |
| CUGothicCharacterCapsuleComponent | |
| CUGothicCharacterMixins | |
| CUGothicCharacterPersonality | Character specific personality configuration |
| CUGothicCharacterSignificanceSubsystem | Global 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 | |
| CUGothicCrashReportSubsystem | This Subsystem Adds information to the SentryCrashReports |
| CUGothicCrowdManager | Modifies 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 | |
| CUGothicGameUserSettingsWorldSubsystem | UGothicGameUserSettingsWorldSubsystem |
| 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 | |
| CUGothicLevelSequenceUserData | We 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 | |
| CUGothicLockCameraHelperComponent | Helper component that orients the lightweight scene capture actor so it points towards a given target location |
| CUGothicLockConfig | |
| CUGothicLockedStreamingSourceComponent | |
| CUGothicMagicComponent | |
| CUGothicMassNPCBaseSignificanceProcessor | Computes LODInfo for each GothicNPCState. (See UMassVisualizationLODProcessor) |
| CUGothicMassNPCDespawnProcessor | Checks whether NPCs that have their visuals spawned right now need to have them despawned |
| CUGothicMassNPCFinalSignificanceProcessor | Combines all information gathered by the previous processors to decide whether a character can spawn |
| CUGothicMassNPCHeavyLoadDetectionProcessor | Bumps up LODBias if it detects many spawned characters around the camera |
| CUGothicMassNPCSignificanceGameThreadWorldQueriesProcessor | Same as GothicMassNPCSignificanceWorldQueriesProcessor, but has to run on gamethread |
| CUGothicMassNPCSignificanceLevelCollisionProcessor | Evaluates whether level collision is loaded for potentially spawnable NPCs |
| CUGothicMassNPCSignificanceWorldQueriesProcessor | Checks whether potentially significant characters are allowed to spawn in their current location. For example: Is collision loaded? Is there Navigation built? |
| CUGothicMassNPCSpawnDebugProcessor | |
| CUGothicMassNPCSpawnProcessor | Checks if an NPC should be spawned right now and spawns them as needed |
| CUGothicMaterialInstanceDynamicCacheLibrary | |
| CUGothicMaterialInstanceDynamicCacheSubsystem | Allows 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_BlueprintClassVariant | Allows 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_UserSettings | Inherit from this to automatically add settings to the Mod category |
| CUGothicModExt_WidgetExtension | Adds a WidgetExtension to any UMG UserWidget. Supports automatic registration and Blueprint bindings |
| CUGothicModExt_WidgetExtension_GameSettings | |
| CUGothicModExt_WorldPoints | Add/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_WorldSubsystem | Mod-specific world subsystem that provides some hooks for some game functionality |
| CUGothicModInstance | Instance created from a GothicModPackage. This instance is responsible for actually applying the modifications requested by the GothicModPackage |
| CUGothicModPackage | Stores 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 | |
| CUGothicModWidgetExtensionInjector | Added to the UWidgetBlueprintGeneratedClass extension list to create the actual extensions whenever an instance of that widget is created |
| CUGothicModWorldHookSubsystem | There 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 | |
| CUGothicNavModifierComponent | Same as the standard UNavModifierComponent, but checks for "Can ever affect navigation" instead of just collecting everything |
| CUGothicNiagaraAudioComponent | |
| CUGothicNPCStateMassTrait | |
| CUGothicNPCStateMixins | |
| CUGothicObjectDefinition | |
| CUGothicPathFollowingComponent | Updates PathCorridor to follow by using Crowd Avoidance |
| CUGothicPersistentDataGame | |
| CUGothicPersistentDataList | This save is not machine specific, are safe to store in cloud and share them |
| CUGothicPersistentUserSettings | This 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 | |
| CUGothicPhotoModeComponent | UCLASS(Blueprintable, BlueprintType) class G1R_API UGothicPhotoModeConfig : public UGothicBaseConfig { GENERATED_BODY() |
| CUGothicPhotoModeConfig | |
| CUGothicPhysicsMaterialTags | UGothicCharacterPhysicsMaterial |
| CUGothicRiderComponent | |
| CUGothicSavegameMigrationScript | Allows fixing up old savegames if needed. Modifies to persistant data before it is applied to the world |
| CUGothicScreenshotsSave | |
| CUGothicSkeletalMeshComponent | |
| CUGothicSmartLinkComponentClimb | SmartLink used for climbing or jumping over obstacles. AbilityTask triggers UGameplayAbilityTraversal internally. See UGothicSmartLinkComponentGeneric for more details on usage |
| CUGothicSmartLinkComponentFly | |
| CUGothicSmartLinkComponentGeneric | NavLink for traversing an area between 2 areas of NavMesh |
| CUGothicSmartLinkComponentInteractionSpot | SmartLink 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 | |
| CUGothicWaterSplineComponent | Spline component with Gothic water-specific metadata. See also: UWaterSplineComponent, UCineSplineComponent |
| CUGothicWaterSplineMetadata | Metadata for Gothic water splines. See also: UWaterSplineMetadata |
| CUGothicWaterVolumeFunctionLibrary | |
| CUGothicWaterVolumeSensor | |
| CUGothicWaterVolumeSubsystem | Simple world subsystem that handles water volumes |
| CUGothicWaterVolumeVectorFieldComponent | This 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 |
| CUGothicWaterVolumeVectorFieldUtils | Utility functions for water volume vector fields |
| CUGothicWeaponBloodComponent | |
| CUGothicWeatherAudioComponent | |
| CUGothicWeatherComponent | TODO: The real name of this component should be UGothicWetnessComponent or UGothicWaterWetnessComponent |
| CUGothicWeatherFogPostProcessSettings | |
| CUGothicWeatherFogSettings | |
| CUGothicWeatherSettings | |
| CUGothicWorldCrashReportSubsystem | This subsystem posts relevant world information when the game crashes during gameplay |
| CUGothicWorldPartitionHLODModifier | Allows modifying generated HLOD actors |
| CUGothicZDivergePathfollowingComponent | Classical 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 |
| CUGraphNodeContextMenuContext | This is the context for GetContextMenuActions and GetNodeContextMenuActions calls |
| CUGridPanel | A table-like panel that retains the width of every column throughout the table |
| CUGridPathFollowingComponent | Path following augmented with local navigation grids |
| CUGridSlot | A slot for UGridPanel, these slots all share the same size as the largest slot in the grid |
| CUGroundConfig | This class is Angel Scriptable only |
| CUGuildAreaOwnershipModifier | Assigns a guild to "own" certain areas |
| CUHapticFeedbackEffect_Base | |
| CUHapticFeedbackEffect_Buffer | |
| CUHapticFeedbackEffect_Curve | |
| CUHapticFeedbackEffect_SoundWave | |
| CUHealthSnapshotBlueprintLibrary | |
| CUHeterogeneousVolumeComponent | A component that represents a heterogeneous volume |
| CUHierarchicalInstancedStaticMeshComponent | |
| CUHierarchicalLODSetup | |
| CUHintMessageWidget | Widget 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 | |
| CUHLODBuilder | Base 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 |
| CUHLODBuilderSettings | Base class for all HLOD Builder settings |
| CUHLODEngineSubsystem | |
| CUHLODInstancedStaticMeshComponent | |
| CUHLODLayer | |
| CUHLODProxy | This asset acts as a proxy to a static mesh for ALODActors to display |
| CUHLODProxyDesc | Describe a LODActor |
| CUHorizontalBox | Allows widgets to be laid out in a flow horizontally |
| CUHorizontalBoxSlot | |
| CUHotkey | |
| CUHUDAmmoLeft | |
| CUHUDAmmoLeftController | |
| CUHUDAnimatedBookUIController | Controls W_AnimatedBookUI |
| CUHUDArmorCustomizationController | UHUDArmorCustomizationController |
| CUHUDBorderWarning | |
| CUHUDBorderWarningController | |
| CUHUDBossInformationWidget | |
| CUHUDCheatModeController | |
| CUHUDCinematicController | |
| CUHUDControllerBase | UHUDControllerBase |
| CUHUDCraftingController | |
| CUHUDCrosshair | |
| CUHUDCrosshairController | |
| CUHUDDisplayBossHealthBarController | |
| CUHUDDisplayCombatMarkerPositionComponent | |
| CUHUDDisplayHealthBar | |
| CUHUDDisplayHealthBarController | |
| CUHUDDisplayInteract | |
| CUHUDDisplayInteractController | |
| CUHUDDisplayNameGothicFont | |
| CUHUDDisplayNameGothicFontController | UHUDDisplayNameGothicFontController |
| CUHUDLockPickUIController | Controls W_LockPickUI |
| CUHUDLootBaseController | UHUDLootBaseController |
| CUHUDLootController | UHUDLootController |
| CUHUDManagementController | |
| CUHUDMapController | |
| CUHUDNotification_GameplayAttributeWrapper | UHUDNotification_GameplayAttributeWrapper |
| CUHUDNotificationAreaWidgetBase | UHUDNotificationAreaWidgetBase |
| CUHUDNotificationController | UHUDNotificationController |
| CUHUDNotificationMainWidgetBase | UHUDNotificationMainWidgetBase |
| CUHUDNotificationSettings | HUDNotificationSettings |
| CUHUDNotificationWidget_GameplayAttribute | UHUDNotificationWidget_GameplayAttribute |
| CUHUDNotificationWidgetBase | UHUDNotificationWidgetBase |
| CUHUDOpenContainerController | UHUDOpenContainerController |
| CUHUDPhotoModeController | |
| CUHUDQuickSlotController | UHUDQuickSlotController |
| CUHUDSimpleTextMessage | |
| CUHUDSimpleTextMessageController | Controls W_SimpleTextMessage |
| CUHUDSleepUIController | Controls W_SleepUI |
| CUHUDSurvivalModeWidget | The survival widget where all the necessary HUD is added |
| CUHUDTradingController | |
| CUHUDVisibilityStateManagerSubsystem | UHUDVisibilityStateManagerSubsystem |
| CUHurtBoxCollisionComponent | |
| CUHurtCollisionInterface | |
| CUIFlyingCharacter | |
| CUIHelper | |
| CUIKAnimInstance_Ladder | |
| CUIKAnimInstanceBase | |
| CUIKConfig | |
| CUImage | The image widget allows you to display a Slate Brush, or texture or material in the UI |
| CUImGuiInputHandler | Handles 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 | |
| CUImGuiSettings | UObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface |
| CUImmunityGameplayEffectComponent | Immunity 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 | |
| CUIndoorDetectionComponent | Upon request, will shoot a bunch of traces into the sky to check if the owning actor is inside or outside |
| CUIndoorLocationRegionTrait | Marks this area as "indoor" |
| CUInGameAdManager | |
| CUIngameTimeLibrary | |
| CUIngameTimeMixins | |
| CUIngameTool | Auto-registering class, inherit from it to add a new IngameTool Panel to the IngameToolManager |
| CUIngameTool_Outliner | UnrealEditor style outliner, allowing to select actors, interaction spots and world points currently in the level |
| CUIngameToolDrawComponent | |
| CUInGameToolDrawLibrary | |
| CUIngameToolGizmoLibrary | |
| CUIngameToolManager | Collects 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 |
| CUIngameToolOutlinerElement | Wraps a selected world element |
| CUIngameToolOutlinerElement_Actor | |
| CUIngameToolOutlinerElement_CustomTransform | |
| CUIngameToolOutlinerElement_InteractionSpot | |
| CUIngameToolOutlinerElement_WorldPoint | A 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 | |
| CUInitialActiveSoundParams | Convenience class to get audio parameters set on an active sound's playback |
| CUInputAction | An 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 | |
| CUInputComponent | Implement an Actor component for input bindings |
| CUInputComponentScriptMixinLibrary | ScriptMixin library to bind functions on UInputComponent that are not BlueprintCallable by default |
| CUInputCoreTypes | |
| CUInputDebugKeyDelegateBinding | |
| CUInputDelegateBinding | |
| CUInputDeviceAudioBasedVibrationProperty | Plays 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 |
| CUInputDeviceLibrary | A static BP library that exposes Input Device data to blueprints |
| CUInputDeviceProperty | Base 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 |
| CUInputDeviceSubsystem | The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User |
| CUInputDeviceTriggerEffect | A property that effect the triggers on a gamepad |
| CUInputDeviceTriggerFeedbackProperty | Sets simple trigger feedback |
| CUInputDeviceTriggerResistanceProperty | Provides linear resistance to a trigger while it is being pressed between a start and end value |
| CUInputDeviceTriggerVibrationProperty | Sets trigger vibration |
| CUInputHintWidget | UInputHintWidget |
| CUInputHintWidget_CommonUI | UInputHintWidget_CommonUI |
| CUInputHintWidget_EnhancedInput | UInputHintWidget_EnhancedInput |
| CUInputKeyDelegateBinding | |
| CUInputKeySelector | A widget for selecting a single key or a single key with a modifier |
| CUInputMappingContext | UInputMappingContext : 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) |
| CUInputModifier | Base class for building modifiers |
| CUInputModifierDeadZone | Dead Zone Input values within the range LowerThreshold -> UpperThreshold will be remapped from 0 -> 1. Values outside this range will be clamped |
| CUInputModifierFOVScaling | FOV Scaling Apply FOV dependent scaling to input values, per axis |
| CUInputModifierNegate | Negate Inverts input per axis |
| CUInputModifierResponseCurveExponential | Response Curve Exponential Apply a simple exponential response curve to input values, per axis |
| CUInputModifierResponseCurveUser | Response Curve User Defined Apply a custom response curve to input values, per axis |
| CUInputModifierScalar | Scalar Scales input by a set factor per axis |
| CUInputModifierScaleByDeltaTime | Scalar Multiplies the input value by Delta Time this frame |
| CUInputModifierSmooth | Smooth Smooth inputs out over multiple frames |
| CUInputModifierSmoothDelta | Normalized Smooth Delta |
| CUInputModifierSwizzleAxis | Swizzle axis components of an input value. Useful to map a 1D input onto the Y axis of a 2D action |
| CUInputModifierToWorldSpace | Input 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) |
| CUInputPlatformSettings | Per-Platform input options |
| CUInputSettings | Project wide settings for input handling |
| CUInputTouchDelegateBinding | |
| CUInputTrigger | Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold |
| CUInputTriggerChordAction | UInputTriggerChordAction Applies a chord action that must be triggering for this trigger's action to trigger |
| CUInputTriggerChordBlocker | UInputTriggerChordBlocker 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 |
| CUInputTriggerCombo | UInputTriggerCombo 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 |
| CUInputTriggerDown | UInputTriggerDown 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 |
| CUInputTriggerHold | UInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire |
| CUInputTriggerHoldAndRelease | UInputTriggerHoldAndRelease Trigger fires when input is released after having been actuated for at least HoldTimeThreshold seconds |
| CUInputTriggerPressed | UInputTriggerPressed Trigger fires once only when input exceeds the actuation threshold. Holding the input will not cause further triggers |
| CUInputTriggerPulse | UInputTriggerPulse 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 |
| CUInputTriggerReleased | UInputTriggerReleased Trigger returns Ongoing whilst input exceeds the actuation threshold. Trigger fires once only when input drops back below actuation threshold |
| CUInputTriggerTap | UInputTriggerTap Input must be actuated then released within TapReleaseTimeThreshold seconds to trigger |
| CUInputTriggerTimedBase | Base 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 | |
| CUInstancedPlacemenClientSettings | Settings which can be shared across partition actors |
| CUInstancedStaticMeshComponent | A component that efficiently renders multiple instances of the same StaticMesh |
| CUInt16Property | |
| CUInt32Binding | |
| CUInt64Property | |
| CUInt8Property | |
| CUIntegerPickerWidget | UIntegerPickerWidget |
| CUInteractAnimConfig | |
| CUInteractCameraDefinition | |
| CUInteractionKey | Base class for W_InteractionKey |
| CUInteractionSpotHandleLibrary | |
| CUInteractionSpotOwner | |
| CUInteractionSpotRequirementsLibrary | |
| CUInteractionSpotsLibrary | |
| CUInteractionSpotTokenLibrary | |
| CUInteractionSubsystem | Handles interaction spots and objects in the world |
| CUInteractiveAnchorOwner | |
| CUInteractiveComponent | |
| CUInteractiveObjectAnchorComponent | |
| CUInteractiveObjectCenterAnchorComponent | |
| CUInteractiveObjectDefinition | |
| CUInteractiveObjectLibrary | |
| CUInteractiveObjectUsedInterface | |
| CUInteractiveSubsystem | This subsystem is used to save interactables data and Connect them |
| CUInteractorComponent | Component 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 | |
| CUInterpToMovementComponent | Move the root component between a series of points over a given time * |
| CUIntProperty | |
| CUIntSerialization | |
| CUInvalidationBox | Invalidate Single Child Caching / Performance |
| CUInventoryBase | |
| CUInventoryBaseTrading | |
| CUInventoryComponent | Allows equipping items and looking through the inventory of a character |
| CUInventoryDefinition | Reference 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 |
| CUInventoryFilter | UInventoryFilter |
| CUInventoryItemTooltip | |
| CUInventoryLootContainer | |
| CUInventoryMain | |
| CUInventoryPreset | |
| CUInventorySlotData | UInventorySlotData |
| CUISMPartitionInstanceManager | |
| CUISMPartitionInstanceManagerProvider | |
| CUItemAnimConfig | |
| CUItemDefinition | |
| CUItemEffectDefinition | |
| CUItemRecipeDefinition | |
| CUItemStatsDefinitionContainer | |
| CUItemVisualComponent | |
| CUItemVisualWorldTargetConfig | |
| CUJumpConfig | This class is Angel Scriptable only |
| CUKeyDefinition | |
| CUKismetAnimationLibrary | A library of the most common animation blueprint functions |
| CUKismetArrayLibrary | |
| CUKismetGuidLibrary | |
| CUKismetInputLibrary | |
| CUKismetInternationalizationLibrary | |
| CUKismetMaterialLibrary | |
| CUKismetNodeHelperLibrary | |
| CUKismetRenderingLibrary | |
| CUKismetStringLibrary | |
| CUKismetStringTableLibrary | |
| CUKismetSystemLibrary | |
| CUKismetTextLibrary | |
| CUKnockbackData | |
| CUKnowledgeCharacterMixin | |
| CULadderAnimConfig | |
| CULadderResizeComponent | |
| CULandingConfig | This class is Angel Scriptable only |
| CULatentAutomationCommand | |
| CULayer | |
| CULayeredBoneBlendLibrary | Exposes operations to be performed on a layered bone blend anim node |
| CULazyObjectProperty | |
| CULegacyCameraShake | Legacy camera shake which can do either oscillation or run camera anims |
| CULegacyCameraShakeFunctionLibrary | Blueprint 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 |
| CULegacyCameraShakePattern | Shake pattern for the ULegacyCameraShake class |
| CULegacyLevelSequenceDirectorBlueprint | |
| CULevel | A 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 |
| CULevelActorContainer | Root object for all level actors |
| CULevelInstanceComponent | ULevelInstanceComponent 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 | |
| CULevelInstanceSubsystem | ULevelInstanceSubsystem |
| CULevelScriptActorMixins | |
| CULevelSequence | Movie scene animation for Actors |
| CULevelSequenceAnimSequenceLink | Link To Set of Anim Sequences that we may be linked to |
| CULevelSequenceBurnIn | Base class for level sequence burn ins |
| CULevelSequenceBurnInInitSettings | |
| CULevelSequenceBurnInOptions | |
| CULevelSequenceDirector | |
| CULevelSequencePlayer | ULevelSequencePlayer is used to actually "play" an level sequence asset at runtime |
| CULevelSequenceProjectSettings | Settings for level sequences |
| CULevelStreaming | Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory |
| CULevelStreamingAlwaysLoaded | |
| CULevelStreamingDynamic | |
| CULevelStreamingLevelInstance | |
| CULevelStreamingLevelInstanceEditor | |
| CULevelStreamingPersistent | |
| CULevelStreamingProfilingSubsystem | This 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 | |
| CULightMapVirtualTexture | Deprecated class |
| CULightMapVirtualTexture2D | |
| CULightmassPortalComponent | |
| CULightmassPrimitiveSettingsObject | |
| CULightWeightInstanceBlueprintFunctionLibrary | |
| CULinearBlendCameraNode | Linear blend node |
| CULineBatchComponent | The 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 |
| CULinkAnchorComponent | Used to modify and display start or end location of a UGothicSmartLinkComponentGeneric |
| CULinkedActorDefinition | |
| CULinkedAnimGraphLibrary | Exposes operations to be performed on anim node contexts |
| CULinkedAnimInstance | |
| CULinkerPlaceholderClass | |
| CULinkerPlaceholderExportObject | |
| CULinkerPlaceholderFunction | |
| CUListView | A virtualized list that allows up to thousands of items to be displayed |
| CUListViewBase | Bare-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 |
| CUListViewDesignerPreviewItem | Empty dummy UObject used as the table view item during design time Allows rough design-time previewing of how list contents will lay out |
| CULizardIKAnimInstance | |
| CULoadGuardSlot | Virtually identical to a UBorderSlot, but unfortunately that assumes (fairly) that its parent widget is a UBorder |
| CULoadingScreenHelperSubsystem | Temporary 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 | |
| CULocalLightComponent | A light component which emits light from a single point equally in all directions |
| CULocalMessage | |
| CULocalPlayer | Each 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 |
| CULocalPlayerSaveGame | Abstract 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 |
| CULocalPlayerSubsystem | ULocalPlayerSubsystem Base class for auto instanced and initialized subsystem that share the lifetime of local players |
| CULockPersistentDataSubsystem | Saves the state of all unlocked locks in the game |
| CULockPickAnimInstance | AnimInstance class for SK_Lockpicking |
| CULockPickSubsystem | Central 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 |
| CULockPickUIWidget | Base C++ class for W_LockPickUI |
| CULocoBlendCurvesConfig | This class is Angel Scriptable only |
| CULocomotionAnimInstance | |
| CULocomotionConfig | |
| CULocomotionCurveConfig | This class is Angel Scriptable only |
| CULocomotionSequencesData | |
| CULocomotionSpeedModifierSettings_InWater | This class is Angel Scriptable only |
| CULocomotionSpeedSettings | This class is Angel Scriptable only |
| CULocomotionSpeedSettings_Stance | This class is Angel Scriptable only |
| CULocomotionSpeedSettings_WalkSpeed | This class is Angel Scriptable only |
| CULODSyncComponent | Implement an Actor component for LOD Sync of different components |
| CULODSyncInterface | |
| CULogicalLightReceiver | |
| CULogicalLightRegionTrait | |
| CULogicalLightsourceComponent | Component that pretends to be a lightsource to the game logic, but does not cast actual light |
| CULogicalLightsourceSubsystem | |
| CULongTermMemoryComponent | Stores the memories and experience of a character |
| CULookConfig | This class is Angel Scriptable only |
| CUMagicScriptLibrary | |
| CUMagnetComponent | |
| CUMainMenuWidget | UPersistentDataCommonActivatableWidgetBase |
| CUMainPlayerPersistentDataSubsystem | |
| CUManagementContentWidgetBase | UManagementContentWidgetBase |
| CUManagementMain | |
| CUMapBuildDataRegistry | |
| CUMapConfiguration | |
| CUMapCustomMarkerWidget | |
| CUMapData | |
| CUMapFilterListWidget | |
| CUMapLayerWidget | |
| CUMapMain | |
| CUMapProperty | |
| CUMapStatsContainer | |
| CUMapWidget | |
| CUMarvinModeComponent | |
| CUMaterial | A 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 |
| CUMaterialBillboardComponent | A 2d material that will be rendered always facing the camera |
| CUMaterialDefinition | |
| CUMaterialEditorOnlyData | |
| CUMaterialExpression | |
| CUMaterialExpressionAbs | |
| CUMaterialExpressionAbsorptionMediumMaterialOutput | Material 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 | |
| CUMaterialExpressionComposite | Composite (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 | |
| CUMaterialExpressionDistanceFieldsRenderingSwitch | Material 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 | |
| CUMaterialExpressionEyeAdaptation | Provides access to the EyeAdaptation render target |
| CUMaterialExpressionEyeAdaptationInverse | Provides 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 | |
| CUMaterialExpressionNeuralNetworkOutput | The 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 | |
| CUMaterialExpressionPathTracingBufferTexture | Path 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 | |
| CUMaterialExpressionRuntimeVirtualTextureOutput | Material output expression for writing to a runtime virtual texture |
| CUMaterialExpressionRuntimeVirtualTextureReplace | Material output expression to switch logic for a path that renders to runtime virtual texture pages |
| CUMaterialExpressionRuntimeVirtualTextureSample | Material expression for sampling from a runtime virtual texture |
| CUMaterialExpressionRuntimeVirtualTextureSampleParameter | |
| CUMaterialExpressionSamplePhysicsIntegerField | |
| CUMaterialExpressionSamplePhysicsScalarField | |
| CUMaterialExpressionSamplePhysicsVectorField | Material expresions to sample the global field |
| CUMaterialExpressionSaturate | |
| CUMaterialExpressionScalarParameter | |
| CUMaterialExpressionSceneColor | |
| CUMaterialExpressionSceneDepth | |
| CUMaterialExpressionSceneDepthWithoutWater | |
| CUMaterialExpressionSceneTexelSize | |
| CUMaterialExpressionSceneTexture | |
| CUMaterialExpressionScreenPosition | |
| CUMaterialExpressionSetLocal | |
| CUMaterialExpressionSetMaterialAttributes | |
| CUMaterialExpressionShaderStageSwitch | |
| CUMaterialExpressionShadingModel | |
| CUMaterialExpressionShadingPathSwitch | |
| CUMaterialExpressionShadowReplace | |
| CUMaterialExpressionSign | |
| CUMaterialExpressionSine | |
| CUMaterialExpressionSingleLayerWaterMaterialOutput | Material output expression for writing single layer water volume material properties |
| CUMaterialExpressionSkyAtmosphereAerialPerspective | |
| CUMaterialExpressionSkyAtmosphereDistantLightScatteredLuminance | |
| CUMaterialExpressionSkyAtmosphereLightDirection | |
| CUMaterialExpressionSkyAtmosphereLightDiskLuminance | |
| CUMaterialExpressionSkyAtmosphereLightIlluminance | |
| CUMaterialExpressionSkyAtmosphereLightIlluminanceOnGround | |
| CUMaterialExpressionSkyAtmosphereViewLuminance | |
| CUMaterialExpressionSkyLightEnvMapSample | |
| CUMaterialExpressionSmoothStep | |
| CUMaterialExpressionSobol | |
| CUMaterialExpressionSparseVolumeTextureBase | |
| CUMaterialExpressionSparseVolumeTextureObject | |
| CUMaterialExpressionSparseVolumeTextureObjectParameter | |
| CUMaterialExpressionSparseVolumeTextureSample | Material expression for sampling from a runtime virtual texture |
| CUMaterialExpressionSparseVolumeTextureSampleParameter | |
| CUMaterialExpressionSpeedTree | |
| CUMaterialExpressionSphereMask | |
| CUMaterialExpressionSphericalParticleOpacity | |
| CUMaterialExpressionSquareRoot | |
| CUMaterialExpressionSRGBColorToWorkingColorSpace | |
| CUMaterialExpressionStaticBool | |
| CUMaterialExpressionStaticBoolParameter | |
| CUMaterialExpressionStaticComponentMaskParameter | |
| CUMaterialExpressionStaticSwitch | |
| CUMaterialExpressionStaticSwitchParameter | |
| CUMaterialExpressionStep | |
| CUMaterialExpressionSubstrateAdd | |
| CUMaterialExpressionSubstrateBSDF | UMaterialExpressionSubstrateBSDF 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 | |
| CUMaterialExpressionSubsurfaceMediumMaterialOutput | Material 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 | |
| CUMaterialExpressionThinTranslucentMaterialOutput | Material output expression for setting absorption properties of thin translucent materials |
| CUMaterialExpressionTime | |
| CUMaterialExpressionTransform | |
| CUMaterialExpressionTransformPosition | |
| CUMaterialExpressionTruncate | |
| CUMaterialExpressionTruncateLWC | |
| CUMaterialExpressionTwoSidedSign | |
| CUMaterialExpressionVectorNoise | |
| CUMaterialExpressionVectorParameter | |
| CUMaterialExpressionVertexColor | |
| CUMaterialExpressionVertexInterpolator | |
| CUMaterialExpressionVertexNormalWS | |
| CUMaterialExpressionVertexTangentWS | |
| CUMaterialExpressionViewProperty | |
| CUMaterialExpressionViewSize | |
| CUMaterialExpressionVirtualTextureFeatureSwitch | Material output expression to switch logic according to whether virtual texturing is supported on this project, platform and feature level |
| CUMaterialExpressionVolumetricAdvancedMaterialInput | |
| CUMaterialExpressionVolumetricAdvancedMaterialOutput | Material output expression for writing advanced volumetric material properties |
| CUMaterialExpressionVolumetricCloudEmptySpaceSkippingInput | |
| CUMaterialExpressionVolumetricCloudEmptySpaceSkippingOutput | USed to help the cloud system to fast skip empty space areas when ray marching |
| CUMaterialExpressionWhileLoop | |
| CUMaterialExpressionWorldPosition | |
| CUMaterialFunction | A Material Function is a collection of material expressions that can be reused in different materials |
| CUMaterialFunctionEditorOnlyData | |
| CUMaterialFunctionInstance | A material function instance defines parameter overrides for a parent material function |
| CUMaterialFunctionInterface | A Material Function is a collection of material expressions that can be reused in different materials |
| CUMaterialFunctionInterfaceEditorOnlyData | |
| CUMaterialFunctionMaterialLayer | Specialized Material Function that acts as a layer |
| CUMaterialFunctionMaterialLayerBlend | Specialized Material Function that acts as a blend |
| CUMaterialFunctionMaterialLayerBlendInstance | Specialized Material Function Instance that instances a blend |
| CUMaterialFunctionMaterialLayerInstance | Specialized Material Function Instance that instances a layer |
| CUMaterialInstance | |
| CUMaterialInstanceConstant | Material 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 | |
| CUMaterialParameterCollection | Asset 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 |
| CUMaterialParameterCollectionInstance | Class that stores per-world instance parameter data for a given UMaterialParameterCollection resource. Instances of this class are always transient |
| CUMaterialPropertyModifier | |
| CUMaterialPropertyProvider | |
| CUMaterialUtils | |
| CUMenuAnchor | The 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 | |
| CUMeshComponent | MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles |
| CUMeshDeformer | Base 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 |
| CUMeshDeformerInstance | Base class for mesh deformers instances. This contains the transient per instance state for a UMeshDeformer |
| CUMeshDeformerInstanceSettings | Base class for mesh deformers instance settings. This contains the serialized user settings to apply to the UMeshDeformer |
| CUMeshDrawCommandStatsSettings | User settings used by the MeshDrawCommandStats system |
| CUMeshSimplificationSettings | |
| CUMeshVertexPainterKismetLibrary | |
| CUMetaData | |
| CUMetaNavigationQueryFilter | |
| CUMicroTransactionBase | |
| CUMinecrawlerIKAnimInstance | |
| CUMinecrawlerIKConfig | |
| CUMiningSpotConfig | |
| CUMiningSpotVisualComponent | |
| CUMirrorAnimLibrary | Exposes operations that can be run on a Mirror node via Anim Node Functions such as "On Become Relevant" and "On Update" |
| CUMirrorDataTable | AutoExpandCategories = "MirrorDataTable,ImportOptions" |
| CUMixinAbilitySystemComponent | |
| CUMixinActor | Taken from Actor.h to expose the SimpleRadius family of functions to script |
| CUMixinGameplayTagContainer | |
| CUMMBipedIKAnimInstance | |
| CUMMConfig | This class is Angel Scriptable only |
| CUModel | |
| CUModelComponent | ModelComponents 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 |
| CUModifyCurveAnimLibrary | Exposes 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 | |
| CUMovementComponent | MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. Base functionality includes: |
| CUMovieScene2DTransformPropertySystem | |
| CUMovieScene2DTransformSection | A transform section |
| CUMovieScene2DTransformTrack | Handles manipulation of 2D transforms in a movie scene |
| CUMovieSceneGameplayCueSection | Implements a movie scene section that triggers gameplay cues |
| CUMovieSceneGameplayCueTrack | Implements a movie scene track that triggers gameplay cues |
| CUMovieSceneGameplayCueTriggerSection | Implements a movie scene section that triggers gameplay cues |
| CUMovieSceneMarginPropertySystem | |
| CUMovieSceneMarginSection | A section in a Margin track |
| CUMovieSceneMarginTrack | Handles manipulation of FMargins in a movie scene |
| CUMovieSceneNiagaraBoolParameterTrack | A track for animating boolean niagara parameters |
| CUMovieSceneNiagaraColorParameterTrack | A track for animating color niagara parameters |
| CUMovieSceneNiagaraFloatParameterTrack | A track for animating float niagara parameters |
| CUMovieSceneNiagaraIntegerParameterTrack | A track for animating integer niagara parameters |
| CUMovieSceneNiagaraParameterTrack | A base class for tracks that animate niagara parameters |
| CUMovieSceneNiagaraSystemSpawnSection | |
| CUMovieSceneNiagaraSystemTrack | |
| CUMovieSceneNiagaraTrack | |
| CUMovieSceneNiagaraVectorParameterTrack | A track for animating float niagara parameters |
| CUMovieSceneWidgetMaterialSystem | Namespace UE::MovieScene |
| CUMovieSceneWidgetMaterialTrack | A material track which is specialized for materials which are owned by widget brushes |
| CUMPSyncCharacterComponent | |
| CUMPSyncCommonCharacter | |
| CUMPSyncCommonInfo | |
| CUMPSyncComponent | |
| CUMPSyncReadyComponent | |
| CUMulticastDelegateProperty | |
| CUMulticastDelegatePropertyWrapper | |
| CUMulticastInlineDelegateProperty | |
| CUMulticastInlineDelegatePropertyWrapper | |
| CUMulticastSparseDelegateProperty | |
| CUMultiLineEditableText | Editable text box widget |
| CUMultiLineEditableTextBox | Allows a user to enter multiple lines of text |
| CUMultipleMaterialPropertyModifier | |
| CUMultipleMaterialPropertyProvider | |
| CUMusicManager | |
| CUMusicModeParameter | |
| CUMusicRegionTrait | |
| CUNamedSlot | Allows 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 | |
| CUNativeWidgetHost | A 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 | |
| CUNavArea | Class containing definition of a navigation area |
| CUNavArea_Avoid | NavArea 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_Default | Regular navigation area, applied to entire navigation data by default |
| CUNavArea_DefaultRoofed | |
| CUNavArea_DefaultSecondary | NavModifier 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_LowHeight | Special area that can be generated in spaces with insufficient free height above. Cannot be traversed by anyone |
| CUNavArea_MiltenSleeperFight | |
| CUNavArea_NavLink_Parkour | |
| CUNavArea_Null | In general represents an empty area, that cannot be traversed by anyone. Ever |
| CUNavArea_Obstacle | In general represents a high cost area, that shouldn't be traversed by anyone unless no other path exist |
| CUNavArea_Personal | This area belongs to someone. Subclass via AS/Blueprint to configure |
| CUNavArea_Region | World region, like a specific forest or so |
| CUNavArea_Road | |
| CUNavArea_RoadRoofed | |
| CUNavArea_SwampsharkSleeperFight | |
| CUNavArea_Water | |
| CUNavArea_Water_Deep | |
| CUNavArea_Water_Shallow | |
| CUNavAreaBase | Stub class. Actual implementation in NavigationSystem module |
| CUNavAreaMeta | A 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_SwitchByAgent | Class containing definition of a navigation area |
| CUNavAreaModifierBaseTrait | Base class for all NavArea related region traits. Automatically calculates bounds and updates nav data |
| CUNavAreaModifierTrait | Region trait to modify the NavArea and NavMesh resolution in this region volume |
| CUNavCollision | |
| CUNavCollisionBase | |
| CUNavEdgeProviderInterface | |
| CUNavFilter_AIControllerDefault | |
| CUNavigationAreaFilter | |
| CUNavigationDataChunk | |
| CUNavigationDataInterface | |
| CUNavigationGraphNodeComponent | |
| CUNavigationInvokerComponent | |
| CUNavigationInvokerInterface | |
| CUNavigationObjectRepository | World subsystem dedicated to store different types of navigation related objects that the NavigationSystem needs to access |
| CUNavigationPath | UObject wrapper for FNavigationPath |
| CUNavigationPathGenerator | |
| CUNavigationQueryFilter | Class containing definition of a navigation query filter |
| CUNavigationQueryFilter_HearingPerception | |
| CUNavigationQueryFilter_PreferredRegion | |
| CUNavigationSystemBase | |
| CUNavigationSystemConfig | |
| CUNavigationSystemModuleConfig | UNavigationSystemModuleConfig |
| CUNavigationSystemV1 | |
| CUNavLinkComponent | |
| CUNavLinkCustomComponent | Encapsulates NavLinkCustomInterface interface, can be used with Actors not relevant for navigation |
| CUNavLinkCustomInterface | |
| CUNavLinkDefinition | Class containing definition of a navigation area |
| CUNavLinkHostInterface | |
| CUNavLinkRenderingComponent | |
| CUNavLinkTrivial | |
| CUNavLocalGridManager | Manager for local navigation grids |
| CUNavMeshRenderingComponent | |
| CUNavModifierComponent | |
| CUNavMovementComponent | NavMovementComponent 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 | |
| CUNearbyActorsSubsystem | Tracks a set of actors and allows fast spatial lookups, ie. determining all nearby items or other characters |
| CUNetConnection | |
| CUNetDriver | |
| CUNetFaultConfig | Configuration class for FNetFaultState state escalation configuration |
| CUNetPushModelHelpers | |
| CUNetworkMetricsBaseListener | An abstract class for metrics listeners that are registered with FNetworkMetricsDatabase |
| CUNetworkMetricsConfig | |
| CUNetworkMetricsCSV | A metrics listener that reports an array of metrics to CSV |
| CUNetworkMetricsCSV_Replication | A metrics listener that writes a metric to the 'Replication' CSV category |
| CUNetworkMetricsDatabase | Namespace UE::Net |
| CUNetworkMetricsPerfCounters | A metrics listener that reports an array of metrics to PerfCounters |
| CUNetworkMetricsStats | A metrics listener that reports a metric to a single Stat |
| CUNetworkPhysicsComponent | Network physics component that will be attached to any player controller |
| CUNetworkPhysicsSettingsComponent | USTRUCT() struct FNetworkPhysicsSettingsRewindData { GENERATED_BODY() }; |
| CUNetworkPhysicsSystem | Network physics manager to initialize data required for rewind/resim |
| CUNetworkPredictionInterface | |
| CUNetworkSettings | Network settings |
| CUNetworkSubsystem | |
| CUNeuralProfile | This class represents assets that stores the neural network model data and the conversion from/to the model |
| CUNiagaraAssetTagDefinitions | An asset to define multiple tag definitions; used to sort and categorize Niagara assets |
| CUNiagaraBakerOutput | |
| CUNiagaraBakerOutputSimCache | |
| CUNiagaraBakerOutputSparseVolumeTexture | |
| CUNiagaraBakerOutputTexture2D | |
| CUNiagaraBakerOutputVolumeTexture | |
| CUNiagaraBakerSettings | |
| CUNiagaraBaselineController | Base class for baseline controllers. These can are responsible for spawning and manipulating the FX needed for the baseline perf tests |
| CUNiagaraBaselineController_Basic | Simple 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 |
| CUNiagaraComponent | UNiagaraComponent is the primitive component for a Niagara System. @see ANiagaraActor @see UNiagaraSystem |
| CUNiagaraComponentPool | |
| CUNiagaraComponentRendererProperties | |
| CUNiagaraConvertInPlaceUtilityBase | |
| CUNiagaraCullProxyComponent | A specialization of UNiagaraComponent that can act as a proxy for many other NiagaraComponents that have been culled by scalability |
| CUNiagaraDataChannel | |
| CUNiagaraDataChannel_Global | Simple DataChannel handler that makes all data visible globally |
| CUNiagaraDataChannel_Islands | Data channel that will automatically sub-divide the world into discreet "islands" based on location |
| CUNiagaraDataChannelAsset | Niagara Data Channels are a system for communication between Niagara Systems and with game code/Blueprint |
| CUNiagaraDataChannelHandler | |
| CUNiagaraDataChannelHandler_Global | Basic DataChannel handler that makes all data visible globally |
| CUNiagaraDataChannelHandler_Islands | |
| CUNiagaraDataChannelLibrary | A C++ and Blueprint accessible library of utility functions for accessing Niagara DataChannel |
| CUNiagaraDataChannelReader | Initial 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 | |
| CUNiagaraDataInterface | Base class for all Niagara data interfaces |
| CUNiagaraDataInterface2DArrayTexture | Data Interface allowing sampling of a texture |
| CUNiagaraDataInterfaceActorComponent | Data interface that gives you access to actor & component information |
| CUNiagaraDataInterfaceArray | |
| CUNiagaraDataInterfaceArrayBool | |
| CUNiagaraDataInterfaceArrayColor | |
| CUNiagaraDataInterfaceArrayFloat | |
| CUNiagaraDataInterfaceArrayFloat2 | |
| CUNiagaraDataInterfaceArrayFloat3 | |
| CUNiagaraDataInterfaceArrayFloat4 | |
| CUNiagaraDataInterfaceArrayFunctionLibrary | C++ and Blueprint library for accessing array types |
| CUNiagaraDataInterfaceArrayInt32 | |
| CUNiagaraDataInterfaceArrayMatrix | |
| CUNiagaraDataInterfaceArrayNiagaraID | |
| CUNiagaraDataInterfaceArrayPosition | |
| CUNiagaraDataInterfaceArrayQuat | |
| CUNiagaraDataInterfaceArrayUInt8 | |
| CUNiagaraDataInterfaceAsyncGpuTrace | Data interface for handling latent (delayed 1 frame) traces against the scene for GPU simulations |
| CUNiagaraDataInterfaceAudioOscilloscope | Data Interface allowing sampling of recent audio data |
| CUNiagaraDataInterfaceAudioPlayer | This Data Interface can be used to play one-shot audio effects driven by particle data |
| CUNiagaraDataInterfaceAudioPlayerSettings | |
| CUNiagaraDataInterfaceAudioSpectrum | Data Interface allowing sampling of recent audio spectrum |
| CUNiagaraDataInterfaceAudioSubmix | Data Interface allowing sampling of recent audio data |
| CUNiagaraDataInterfaceCamera | |
| CUNiagaraDataInterfaceCollisionQuery | Data Interface that can be used to query collision related data, like geometry traces or sampling the depth buffer |
| CUNiagaraDataInterfaceColorCurve | Data Interface allowing sampling of color curves |
| CUNiagaraDataInterfaceConsoleVariable | Data interface to read console variables |
| CUNiagaraDataInterfaceCubeTexture | Data Interface allowing sampling of a texture |
| CUNiagaraDataInterfaceCurlNoise | Data Interface allowing sampling of curl noise LUT |
| CUNiagaraDataInterfaceCurve | Data Interface allowing sampling of float curves |
| CUNiagaraDataInterfaceCurveBase | Base class for curve data interfaces which facilitates handling the curve data in a standardized way |
| CUNiagaraDataInterfaceDataChannelRead | |
| CUNiagaraDataInterfaceDataChannelWrite | |
| CUNiagaraDataInterfaceDebugDraw | |
| CUNiagaraDataInterfaceDynamicMesh | Data Interface that can create mesh geometry at runtime from triangle data (e.g. to render a custom generated mesh per particle) |
| CUNiagaraDataInterfaceEmitterProperties | Allows access to various emitter properties that are not part of the simulation data |
| CUNiagaraDataInterfaceExport | This 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 | |
| CUNiagaraDataInterfaceLandscape | Data Interface allowing sampling of a Landscape |
| CUNiagaraDataInterfaceMemoryBuffer | Data 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 |
| CUNiagaraDataInterfaceMeshRendererInfo | This Data Interface can be used to query information about the mesh renderers of an emitter |
| CUNiagaraDataInterfaceNeighborGrid3D | |
| CUNiagaraDataInterfaceOcclusion | |
| CUNiagaraDataInterfaceParticleRead | |
| CUNiagaraDataInterfacePhysicsAsset | Data Interface for interacting with PhysicsAssets |
| CUNiagaraDataInterfacePlatformSet | Data Interface allowing querying of the current platform set |
| CUNiagaraDataInterfaceRasterizationGrid3D | |
| CUNiagaraDataInterfaceRenderTarget2D | |
| CUNiagaraDataInterfaceRenderTarget2DArray | |
| CUNiagaraDataInterfaceRenderTargetCube | |
| CUNiagaraDataInterfaceRenderTargetVolume | |
| CUNiagaraDataInterfaceRigidMeshCollisionQuery | Data Interface used to collide against static meshes - whether it is the mesh distance field or a physics asset's collision primitive |
| CUNiagaraDataInterfaceRWBase | |
| CUNiagaraDataInterfaceSceneCapture2D | Data Interface which can control or read from a scene capture component |
| CUNiagaraDataInterfaceSimCacheReader | Data interface to read properties from a Niagara Simulation Cache |
| CUNiagaraDataInterfaceSimpleCounter | Thread safe counter starts at the initial value on start / reset. When operating between CPU & GPU ensure you set the appropriate sync mode |
| CUNiagaraDataInterfaceSkeletalMesh | Data Interface allowing sampling of skeletal meshes |
| CUNiagaraDataInterfaceSparseVolumeTexture | Data Interface allowing sampling of a sparse volume texture |
| CUNiagaraDataInterfaceSpline | Data Interface allowing sampling of in-world spline components. Note that this data interface is very experimental |
| CUNiagaraDataInterfaceSpriteRendererInfo | This Data Interface can be used to query information about the sprite renderers of an emitter |
| CUNiagaraDataInterfaceStaticMesh | Data Interface allowing sampling of static meshes |
| CUNiagaraDataInterfaceTexture | Data Interface allowing sampling of a texture |
| CUNiagaraDataInterfaceUObjectPropertyReader | Data interface to read properties from UObjects. Rather than having BP tick functions that push data into Niagara this data interface will instead pull them |
| CUNiagaraDataInterfaceVector2DCurve | Data Interface allowing sampling of vector curves |
| CUNiagaraDataInterfaceVector4Curve | Data Interface allowing sampling of vector curves |
| CUNiagaraDataInterfaceVectorCurve | Data Interface allowing sampling of vector curves |
| CUNiagaraDataInterfaceVectorField | |
| CUNiagaraDataInterfaceVirtualTexture | Data Interface allowing sampling of a texture |
| CUNiagaraDataInterfaceVolumeCache | |
| CUNiagaraDataInterfaceVolumeTexture | Data Interface allowing sampling of a texture |
| CUNiagaraDebugHUDSettings | |
| CUNiagaraDecalRendererProperties | |
| CUNiagaraDIRigidMeshCollisionFunctionLibrary | C++ and Blueprint library for accessing array types |
| CUNiagaraEditorDataBase | A base class for editor only data which supports post loading from the runtime owner object |
| CUNiagaraEditorParametersAdapterBase | A base class for editor only data which owns UNiagaraScriptVariables and supports synchronizing them with definitions |
| CUNiagaraEffectType | Contains settings and working data shared among many NiagaraSystems that share some commonality of type. For example ImpactFX vs EnvironmentalFX |
| CUNiagaraEmitter | Niagara 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 |
| CUNiagaraEventReceiverEmitterAction | Base class for actions that an event receiver will perform at the emitter level |
| CUNiagaraEventReceiverEmitterAction_SpawnParticles | |
| CUNiagaraFunctionLibrary | A 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 | |
| CUNiagaraParameterCollection | Asset containing a collection of global parameters usable by Niagara |
| CUNiagaraParameterCollectionInstance | |
| CUNiagaraParameterDefinitionsBase | Stub class. Collection of UNiagaraScriptVariables to synchronize between UNiagaraScripts |
| CUNiagaraParticleCallbackHandler | |
| CUNiagaraPhysicsAssetDICollectorInterface | |
| CUNiagaraPrecompileContainer | |
| CUNiagaraPreviewAxis | Base 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 | |
| CUNiagaraRendererProperties | Emitter 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 | |
| CUNiagaraScratchPadContainer | Wrapper 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 |
| CUNiagaraScript | Runtime script for a Niagara system |
| CUNiagaraScriptSourceBase | Runtime data for a Niagara system |
| CUNiagaraSettings | |
| CUNiagaraSignificanceHandler | Base 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 |
| CUNiagaraSignificanceHandlerAge | Significance is determined by the system's age. Newer systems are more significant |
| CUNiagaraSignificanceHandlerDistance | Significance is determined by the system's distance to the nearest camera. Closer systems are more significant |
| CUNiagaraSimCache | |
| CUNiagaraSimCacheCustomStorageInterface | |
| CUNiagaraSimCacheFunctionLibrary | |
| CUNiagaraSimulationStageBase | A base class for niagara simulation stages. This class should be derived to add stage specific information |
| CUNiagaraSimulationStageGeneric | |
| CUNiagaraSpriteRendererProperties | |
| CUNiagaraStatelessEmitter | Editor 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 | |
| CUNiagaraSystem | A 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 |
| CUNiagaraValidationRule | Base class for system validation logic. These allow Niagara systems to be inspected for content validation either at save time or from a commandlet |
| CUNiagaraValidationRuleSet | A set of reusable validation rules |
| CUNiagaraVolumeRendererProperties | |
| CUNodeMappingContainer | Node 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 | |
| CUNoWPOWorldPartitionHLODModifier | Disables WorldPositionOffset |
| CUNPCHealthBarComponent | |
| CUNPCOverheadInfoWidget | |
| CUNPCTalkBalloonComponent | |
| CUNullHLODBuilder | Null HLOD builder that ignores it's input and generate no component |
| CUNullNavSysConfig | |
| CUNumericProperty | |
| CUObject | Direct 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 | |
| CUObjectLibrary | Class that holds a library of Objects |
| CUObjectProperty | |
| CUObjectPropertyBase | |
| CUObjectReachabilityStressData | |
| CUObjectRedirector | |
| CUObjectReferencer | |
| CUObjectTickable | |
| CUObjectTraceWorldSubsystem | World subsystem used to track world info |
| CUOffsetCameraNode | A camera node that offsets the location of the camera |
| CUOnlineBlueprintCallProxyBase | |
| CUOnlineEngineInterface | Interface class between engine and OnlineSubsystem to remove dependencies between the two The real work is implemented in UOnlineEngineInterfaceImpl in OnlineSubsystemUtils The expectation is that this basic group of functions will not expand/change and that OnlineSubsystem can remain independent of the engine |
| CUOnlineGameSession | |
| CUOnlineSession | |
| CUOnlineSessionResult | |
| CUOutdoorLocationRegionTrait | Marks this area as "outdoor" |
| CUOutlineSubsystem | |
| CUOutlineSubsystemConfig | |
| CUOverlay | Allows widgets to be stacked on top of each other, uses simple flow layout for content on each layer |
| CUOverlaySlot | Slot for the UOverlay panel. Allows content to be hover above other content |
| CUOverrideGestureConfig | |
| CUOwnedTagRegionTrait | |
| CUOwnershipSubsystem | Tracks ownership between characters, guilds, etc |
| CUOwnsRegionTraits | |
| CUOxygenBarWidget | Base class for W_OxygenBar |
| CUPackage | |
| CUPackageMap | |
| CUPackageMapClient | |
| CUPanelSlot | The base class for all Slots in UMG |
| CUPanelWidget | The 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 | |
| CUParticleSystem | A 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 |
| CUParticleSystemComponent | A particle emitter |
| CUParticleSystemReplay | |
| CUPathFollowingAgentInterface | |
| CUPathFollowingComponent | |
| CUPathFollowingManager | |
| CUPauseMenuWidget | |
| CUPawnMovementComponent | PawnMovementComponent 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 |
| CUPawnNoiseEmitterComponent | PawnNoiseEmitterComponent 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 |
| CUPawnSensingComponent | SensingComponent 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 | |
| CUPerceptionComponent | Component 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 | |
| CUPerlinNoiseCameraShakePattern | A camera shake that uses Perlin noise to shake the camera |
| CUPersistentAchievementData | |
| CUPersistentDataBaseSubsystem | |
| CUPersistentDataSubsystem | |
| CUPersonalBelongingsComponent | Lets the Character remember his belongings in the world (ie. Bed, Chest, House, etc) |
| CUPersonalRelationshipModifier | Object 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 | |
| CUPhysicalMaterial | Physical materials are used to define the response of a physical object when interacting dynamically with the world |
| CUPhysicalMaterialMask | Physical material masks are used to map multiple physical materials to a single rendering material |
| CUPhysicMaterialsColor | |
| CUPhysicsAsset | PhysicsAsset 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 | |
| CUPhysicsConstraintComponent | This is effectively a joint that allows you to connect 2 rigid bodies together. You can create different types of joints using the various parameters of this component |
| CUPhysicsConstraintTemplate | |
| CUPhysicsDefinition | |
| CUPhysicsFieldComponent | PhysicsFieldComponent |
| CUPhysicsFieldStatics | Static function with world field evaluation |
| CUPhysicsHandleComponent | Utility object for moving physics objects around |
| CUPhysicsObjectBlueprintLibrary | |
| CUPhysicsSettings | Default physics settings |
| CUPhysicsSettingsCore | Default physics settings |
| CUPhysicsSpringComponent | Note: 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 | |
| CUPhysicsThrusterComponent | Used 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 | |
| CUPickpocketWidget | Widget 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 |
| CUPickpocketWidgetComponent | Widget component that manages an instance of a UPickpocketWidget |
| CUPicksData | |
| CUPieFixupTestObject | |
| CUPlanarReflectionComponent | UPlanarReflectionComponent |
| CUPlaneReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| CUPlatformEventsComponent | Component to handle receiving notifications from the OS about platform events |
| CUPlatformGameInstance | UObject based class for handling mobile events. Having this object as an option gives the app lifetime access to these global delegates. The component UApplicationLifecycleComponent is destroyed at level loads |
| CUPlatformInterfaceBase | |
| CUPlatformInterfaceWebResponse | |
| CUPlayer | |
| CUPlayerBarHealthMana | UPlayerBarHealthMana The class for the Health/Mana bars, which implements specific effects like regen |
| CUPlayerConfig | This class is Angel Scriptable only |
| CUPlayerControllerInputScriptMixinLibrary | ScriptMixin library to bind functions on APlayerController for handling input |
| CUPlayerHelper | |
| CUPlayerInput | Object within PlayerController that processes player input. Only exists on the client in network games |
| CUPlayerInputScriptMixinLibrary | |
| CUPlayerMappableInputConfig | UPlayerMappableInputConfig |
| CUPlayerMappableKeySettings | Hold 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 | |
| CUPlayerStateCountLimiterConfig | If 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 | |
| CUPluginBlueprintLibrary | A function library of utilities for querying information about plugins |
| CUPluginCommandlet | |
| CUPointLightComponent | A light component which emits light from a single point equally in all directions |
| CUPolys | |
| CUPopBlendCameraNode | A blend node that creates a camera cut (i.e. it doesn't blend at all) |
| CUPopupPersistentDataTextInput | |
| CUPoseableMeshComponent | UPoseableMeshComponent that allows bone transforms to be driven by blueprint |
| CUPoseAsset | Pose Asset that can be blended by weight of curves |
| CUPoseWatch | |
| CUPoseWatchElement | |
| CUPoseWatchFolder | |
| CUPoseWatchPoseElement | |
| CUPostBufferUpdate | Widget 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 | |
| CUPostProcessComponent | PostProcessComponent. 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 | |
| CUPreferredLocationComponent | Says where the owning character wants to be right now. (e.g. Daily Routine waypoint) |
| CUPreviewCollectionInterface | |
| CUPreviewMeshCollection | A simple collection of skeletal meshes used for in-editor preview |
| CUPrimaryAssetLabel | A seed file that is created to mark referenced assets as part of this primary asset |
| CUPrimaryDataAsset | A 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 |
| CUPrimitiveComponent | PrimitiveComponents 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 |
| CUProfileSelectionPageWidget | UProfileSelectionPageWidget |
| CUProfileSlotInfo | USavedGamesPageWidget |
| CUProgressBar | The progress bar widget is a simple bar that fills up that can be restyled to fit any number of uses |
| CUProgressionDifficultySettings | |
| CUProgressiveBoxCollisionByAngle | |
| CUProgressiveCapsuleCollisionByRadius | |
| CUProjectileDefinition | |
| CUProjectileMovementComponent | ProjectileMovementComponent updates the position of another component during its tick |
| CUProperty | |
| CUPropertyBinding | |
| CUPropertyWrapper | |
| CUPropSpawn_Data | |
| CUProxyLODMeshSimplificationSettings | Controls 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 | |
| CUQuest | Quest object. Owned by QuestSubsystem, which also tracks the active instances |
| CUQuestDetailsWidget | UQuestDetailsWidget |
| CUQuestline | Category for quests. This is shown as Filter option in the QuestUI |
| CUQuestMain | UQuestMain |
| CUQuestSubsystem | |
| CUQuickSlotBase | UQuickSlotBase |
| CUQuickSlotControlledHotbar | |
| CUQuickSlotCrossbar | UQuickSlotCrossbar |
| CUQuickSlotHotbar | |
| CUQuickSlotTransformedHotbar | |
| CUQuickSlotWheel | UQuickSlotWheel |
| CUQuiverComponent | |
| CURadialForceComponent | Used to emit a radial force or impulse that can affect physics objects and or destructible objects |
| CURagdollComponent | |
| CURagdollConfig | This class is Angel Scriptable only |
| CURawAnimSequenceTrackExtensions | |
| CUReachableTargetIndicatorForProjectilesComponent | |
| CURecastFilter_UseDefaultArea | Regular navigation area, applied to entire navigation data by default |
| CURecastNavMeshDataChunk | |
| CURectLightComponent | A light component which emits light from a rectangle |
| CUReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| CURegionCharacterComponent | |
| CURegionsDefinition | |
| CURegionTagComponent | Creates a GameplayTag for this Region and applies it to entering characters |
| CURegionTrait | Component that can be attached to a RegionVolume to modify its behavior |
| CURelationshipModifier | |
| CURelationshipSystem | Calculates the relationship between two characters, depending on their guild, memories, game state, etc |
| CURememberedPerceptionStatics | |
| CURemoveOtherGameplayEffectComponent | Remove other Gameplay Effects based on certain conditions |
| CURendererOverrideSettings | |
| CURendererSettings | Rendering settings |
| CUReplayNetConnection | |
| CUReplaySubsystem | |
| CUReplicationConnectionDriver | Class/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 | |
| CURestrictedGameplayTagsList | Base class for storing a list of restricted gameplay tags as an ini list. This is used for both the central list and additional lists |
| CURetainerBox | The 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 | |
| CURichTextBlock | The rich text block |
| CURichTextBlockDecorator | |
| CURichTextBlockImageDecorator | Allows 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 | |
| CURollConfig | This class is Angel Scriptable only |
| CURootCameraNode | The base class for a camera node that can act as the root of the camera system evaluation |
| CURootMotionModifier | URootMotionModifier |
| CURootMotionModifier_AdjustmentBlendWarp | EXPERIMENTAL: Marked with 'hidedropdown' to prevent it from showing up in the UI since it is not ready for production |
| CURootMotionModifier_Scale | URootMotionModifier_Scale |
| CURootMotionModifier_SkewWarp | |
| CURootMotionModifier_Warp | |
| CURotatingMovementComponent | Performs 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 | |
| CURPCDoSDetectionConfig | Configuration for FRPCDoSDetection - using PerObjectConfig, to hack a single hardcoded section name |
| CURuneSpellContainer | |
| CURuntimeFloatCurveMixinLibrary | |
| CURuntimeHashExternalStreamingObjectBase | |
| CURuntimeHashSetExternalStreamingObject | |
| CURuntimeOptionsBase | URuntimeOptionsBase: Base class designed to be subclassed in your game |
| CURuntimePartition | |
| CURuntimePartitionLevelStreaming | |
| CURuntimePartitionLHGrid | |
| CURuntimePartitionPersistent | |
| CURuntimeSpatialHashExternalStreamingObject | |
| CURuntimeVirtualTexture | Runtime virtual texture UObject |
| CURuntimeVirtualTextureComponent | Component used to place a URuntimeVirtualTexture in the world |
| CURuntimeVirtualTextureStreamingProxy | Deprecated class |
| CURVOAvoidanceInterface | |
| CUSafeZone | The 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 | |
| CUSavedGamesPageWidget | USavedGamesPageWidget |
| CUSavedMessages | |
| CUSavedSlotInfo | USavedGamesPageWidget |
| CUSaveGame | This 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 | |
| CUScaleBox | Allows 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 |
| CUScaleBoxSlot | The Slot for the UScaleBoxSlot, contains the widget displayed in a button's single slot |
| CUScene | |
| CUSceneCaptureComponent | -> will be exported to EngineDecalClasses.h |
| CUSceneCaptureComponent2D | Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target |
| CUSceneCaptureComponentCube | Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target |
| CUSceneComponent | A 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 |
| CUScriptableWorldPartitionHLODModifier | Wrapper class for UWorldPartitionHLODModifier that provides Blueprint access |
| CUScriptEngineSubsystem | |
| CUScriptGameInstanceSubsystem | |
| CUScriptGameplayAbility | Wrapper around a GAS Gameplay-Ability to simplify usage from script |
| CUScriptGameplayAttributeSet | |
| CUScriptGameplayEffect | Wrapper around a GAS Gameplay Effect to simplify usage from Angelscript |
| CUScriptLocalPlayerSubsystem | |
| CUScriptStruct | |
| CUScriptViewportClient | |
| CUScriptWorldSubsystem | |
| CUScrollBar | |
| CUScrollBox | An arbitrary scrollable collection of widgets. Great for presenting 10-100 widgets in a list. Doesn't support virtualization |
| CUScrollBoxSlot | The Slot for the UScrollBox, contains the widget that are scrollable |
| CUScrollComponent | |
| CUScrollSpellContainer | |
| CUSCS_Node | |
| CUSensorConfigDefinition | |
| CUSequenceEvaluatorLibrary | Exposes operations to be performed on a sequence evaluator anim node Note: Experimental and subject to change! |
| CUSequencePlayerLibrary | Exposes operations to be performed on a sequence player anim node Note: Experimental and subject to change! |
| CUSequencerAnimationOverride | |
| CUSequencerAnimationSupport | |
| CUServersListWidget | |
| CUSetProperty | |
| CUSettingObject | USettingObject |
| CUSettingObject_Bool | USettingObject_Bool |
| CUSettingObject_Bool_AdvancingColorGrading | USettingObject_PhotoMode_AdvancedColorGrading |
| CUSettingObject_Bool_AutoCloseChests | USettingObject_Bool_AutoCloseChests |
| CUSettingObject_Bool_CameraShake | USettingObject_Bool_Vibration |
| CUSettingObject_Bool_DynamicResolution | USettingObject_Bool_DynamicResolution |
| CUSettingObject_Bool_EnableAutoFocus | USettingObject_PhotoMode_EnableAutoFocus |
| CUSettingObject_Bool_EnableCameraColision | USettingObject_PhotoMode_EnableCameraColision |
| CUSettingObject_Bool_EnableFakeSloppyCombos | USettingObject_Bool_EnableFakeSloppyCombos |
| CUSettingObject_Bool_EnableScreenshotOnSavegame | USettingObject_Bool_EnableScreenshotOnSavegame |
| CUSettingObject_Bool_FrameGenerationFSR | USettingObject_Bool_FrameGenerationFSR |
| CUSettingObject_Bool_HDR | USettingObject_Bool_HDR |
| CUSettingObject_Bool_InteractionIcons | USettingObject_Bool_InteractionIcons |
| CUSettingObject_Bool_InteractionInputHints | USettingObject_Bool_InteractionInputHints |
| CUSettingObject_Bool_InteractionNames | USettingObject_Bool_InteractionNames |
| CUSettingObject_Bool_InvertXAxis | USettingObject_Bool_InvertXAxis |
| CUSettingObject_Bool_InvertYAxis | USettingObject_Bool_InvertYAxis |
| CUSettingObject_Bool_LightCastShadows | USettingObject_Bool_LightCastShadows |
| CUSettingObject_Bool_LightCastVolumetricShadows | USettingObject_Bool_LightCastShadows |
| CUSettingObject_Bool_LightEnable | USettingObject_Bool_LightEnable |
| CUSettingObject_Bool_LightTemperatureOverride | USettingObject_Bool_LightTemperatureOverride |
| CUSettingObject_Bool_NvidiaStreamlineReflex | USettingObject_Bool_NvidiaStreamlineReflex |
| CUSettingObject_Bool_NvidiaStreamlineReflexBoost | USettingObject_Bool_NvidiaStreamlineReflexBoost |
| CUSettingObject_Bool_Outlines | USettingObject_Bool_Outlines |
| CUSettingObject_Bool_OverrideBloom | USettingObject_PhotoMode_OverrideBloom |
| CUSettingObject_Bool_OverrideChromaticAberration | USettingObject_PhotoMode_OverrideChromaticAberration |
| CUSettingObject_Bool_OverrideColorGrading | USettingObject_PhotoMode_OverrideColorGrading |
| CUSettingObject_Bool_OverrideExposure | USettingObject_PhotoMode_OverrideExposure |
| CUSettingObject_Bool_OverrideSharpening | USettingObject_PhotoMode_OverrideSharpening |
| CUSettingObject_Bool_OverrideTimeOfDay | USettingObject_PhotoMode_OverrideColorGrading |
| CUSettingObject_Bool_OverrideVignette | USettingObject_PhotoMode_OverrideVignette |
| CUSettingObject_Bool_PermanentDeath | USettingObject_Bool_PermanentDeath |
| CUSettingObject_Bool_PlayerSpeechBubble | USettingObject_Bool_PlayerSpeechBubble |
| CUSettingObject_Bool_ShareTelemetryData | USettingObject_Bool_ShareTelemetryData |
| CUSettingObject_Bool_ShowHUDBarNumbers | USettingObject_Bool_ShowHUDBarNumbers |
| CUSettingObject_Bool_ShowProjectileCount | USettingObject_Bool_ShowProjectileCount |
| CUSettingObject_Bool_ShowScreenRainDroplets | USettingObject_Bool_ShowScreenRainDroplets |
| CUSettingObject_Bool_SpeechBalloons | USettingObject_Bool_SpeechBalloons |
| CUSettingObject_Bool_SteppedProgression | USettingObject_Bool_SteppedProgression |
| CUSettingObject_Bool_StickersShadowIsEnabled | USettingObject_Bool_StickersShadowIsEnabled |
| CUSettingObject_Bool_Subtitles | USettingObject_Bool_Subtitles |
| CUSettingObject_Bool_SurvivalSettings | USettingObject_Bool_SurvivalSettings |
| CUSettingObject_Bool_Test | Test classes for the setting objects |
| CUSettingObject_Bool_Vibration | USettingObject_Bool_Vibration |
| CUSettingObject_Bool_VisualGuidelinesIsEnabled | USettingObject_Bool_VisualGuidelinesIsEnabled |
| CUSettingObject_Bool_VSync | USettingObject_Bool_VSync |
| CUSettingObject_Enum | USettingObject_Enum |
| CUSettingObject_Enum_AntiAliasingMethod | USettingObject_Enum_AntiAliasingMethod |
| CUSettingObject_Enum_AntiAliasingQuality | USettingObject_Enum_AntiAliasingQuality |
| CUSettingObject_Enum_AudioLanguage | USettingObject_Enum_AudioLanguage |
| CUSettingObject_Enum_BloodIntensity | USettingObject_Enum_BloodIntensity |
| CUSettingObject_Enum_BodyPose | USettingObject_PhotoMode_BodyPose |
| CUSettingObject_Enum_ButtonGraphics | USettingObject_Enum_ButtonGraphics |
| CUSettingObject_Enum_CameraMode | USettingObject_PhotoMode_CameraMode |
| CUSettingObject_Enum_CameraPreset | USettingObject_Enum_CameraPreset |
| CUSettingObject_Enum_CombatSettings | |
| CUSettingObject_Enum_DialogStyle | USettingObject_Enum_DialogStyle |
| CUSettingObject_Enum_Display | USettingObject_Enum_Display |
| CUSettingObject_Enum_DisplayMode | USettingObject_Enum_DisplayMode |
| CUSettingObject_Enum_EffectsQuality | USettingObject_Enum_EffectsQuality |
| CUSettingObject_Enum_ExtraInteriorExposure | USettingObject_Float_ExtraInteriorExposure |
| CUSettingObject_Enum_FacialExpresssions | USettingObject_PhotoMode_FacialExpressions |
| CUSettingObject_Enum_FoliageQuality | USettingObject_Enum_FoliageQuality |
| CUSettingObject_Enum_FrameGenerationDLSS | USettingObject_Bool_FrameGenerationDLSS |
| CUSettingObject_Enum_FrameRateLimit | USettingObject_Enum_FrameRateLimit |
| CUSettingObject_Enum_GlobalIlluminationQuality | USettingObject_Enum_GlobalIlluminationQuality |
| CUSettingObject_Enum_GraphicsMode | USettingObject_Enum_GraphicsMode |
| CUSettingObject_Enum_LandscapeQuality | USettingObject_Enum_LandscapeQuality |
| CUSettingObject_Enum_LightNumber | USettingObject_Enum_LightNumber |
| CUSettingObject_Enum_OverallQualityPreset | USettingObject_Enum_OverallQualityPreset |
| CUSettingObject_Enum_PostProcessingQuality | USettingObject_Enum_PostProcessingQuality |
| CUSettingObject_Enum_ProgressionSettings | |
| CUSettingObject_Enum_QualityBase | USettingObject_Enum_QualityBase |
| CUSettingObject_Enum_ReflectionQuality | USettingObject_Enum_ReflectionQuality |
| CUSettingObject_Enum_Resolution | USettingObject_Enum_Resolution |
| CUSettingObject_Enum_ResourcesSettings | |
| CUSettingObject_Enum_ShadingQuality | USettingObject_Enum_ShadingQuality |
| CUSettingObject_Enum_ShadowQuality | USettingObject_Enum_ShadowQuality |
| CUSettingObject_Enum_ShowHUDBars | USettingObject_Enum_ShowHUDBars |
| CUSettingObject_Enum_SubtitleStyle | USettingObject_Enum_SubtitleStyle |
| CUSettingObject_Enum_Test | |
| CUSettingObject_Enum_TextLanguage | USettingObject_Enum_TextLanguage |
| CUSettingObject_Enum_TextureQuality | USettingObject_Enum_TextureQuality |
| CUSettingObject_Enum_Upscaler | USettingObject_Enum_Upscaler |
| CUSettingObject_Enum_UpscalingQuality | USettingObject_Enum_UpscalingQuality |
| CUSettingObject_Enum_ViewDistanceQuality | USettingObject_Enum_ViewDistanceQuality |
| CUSettingObject_Enum_VisualGuidelinesNumber | USettingObject_Enum_VisualGuidelinesNumber |
| CUSettingObject_Enum_Weather | USettingObject_PhotoMode_Weather |
| CUSettingObject_Enum_WindQuality | USettingObject_Enum_WindQuality |
| CUSettingObject_Float | USettingObject_Float |
| CUSettingObject_Float_AmbientOcclusionIntensity | USettingObject_Float_AmbientOcclusionIntensity |
| CUSettingObject_Float_BloodAmount | USettingObject_PhotoMode_BloodAmount |
| CUSettingObject_Float_BloomIntensity | USettingObject_Float_BloomIntensity |
| CUSettingObject_Float_BowAim_Gamepad | USettingObject_Float_BowAim_Gamepad |
| CUSettingObject_Float_BowAim_KBM | USettingObject_Float_BowAim_KBM |
| CUSettingObject_Float_CameraSensitivity_Gamepad | USettingObject_Float_CameraSensitivity |
| CUSettingObject_Float_CameraSensitivity_KBM | USettingObject_Float_CameraSensitivity |
| CUSettingObject_Float_CameraTilt | USettingObject_PhotoMode_CameraTilt |
| CUSettingObject_Float_CharacterCloseFar | USettingObject_PhotoMode_Character_CloseFar |
| CUSettingObject_Float_CharacterLeftRight | USettingObject_PhotoMode_Character_Rotation |
| CUSettingObject_Float_CharacterNotificationDuration | USettingObject_Float_CharacterNotificationDuration |
| CUSettingObject_Float_CharacterRotation | USettingObject_PhotoMode_Character_Rotation |
| CUSettingObject_Float_CharacterUpDown | USettingObject_PhotoMode_Character_UpDown |
| CUSettingObject_Float_ColorBrightness | USettingObject_Float_ColorBrightness |
| CUSettingObject_Float_ColorContrast | USettingObject_Float_ColorContrast |
| CUSettingObject_Float_ColorCorrectionBrightness | USettingObject_PhotoMode_ColorCorrection_Saturation |
| CUSettingObject_Float_ColorCorrectionContrast | USettingObject_PhotoMode_ColorCorrection_Contrast |
| CUSettingObject_Float_ColorCorrectionSaturation | USettingObject_PhotoMode_ColorCorrection_Saturation |
| CUSettingObject_Float_ColorSaturation | USettingObject_Float_ColorSaturation |
| CUSettingObject_Float_DepthBlurAmount | USettingObject_PhotoMode_DepthBlurAmount |
| CUSettingObject_Float_DepthBlurRadius | USettingObject_PhotoMode_DepthBlurRadius |
| CUSettingObject_Float_DepthOfFieldIntensity | USettingObject_Float_DepthOfFieldIntensity |
| CUSettingObject_Float_FieldOfView | USettingObject_PhotoMode_FieldOfView |
| CUSettingObject_Float_FOV | USettingObject_Float_FOV |
| CUSettingObject_Float_Gamma | USettingObject_Float_Gamma |
| CUSettingObject_Float_GradientColorContrastAlpha | USettingObject_PhotoMode_GradientColorContrastAlpha |
| CUSettingObject_Float_GradientColorContrastBlue | USettingObject_PhotoMode_GradientColorContrastBlue |
| CUSettingObject_Float_GradientColorContrastGreen | USettingObject_PhotoMode_GradientColorContrastGreen |
| CUSettingObject_Float_GradientColorContrastRed | USettingObject_PhotoMode_GradientColorContrastRed |
| CUSettingObject_Float_GradientColorGainAlpha | USettingObject_PhotoMode_GradientColorGainAlpha |
| CUSettingObject_Float_GradientColorGainBlue | USettingObject_PhotoMode_GradientColorGainBlue |
| CUSettingObject_Float_GradientColorGainGreen | USettingObject_PhotoMode_GradientColorGainGreen |
| CUSettingObject_Float_GradientColorGainRed | USettingObject_PhotoMode_GradientColorGainRed |
| CUSettingObject_Float_GradientColorGammaAlpha | USettingObject_PhotoMode_GradientColorGammaAlpha |
| CUSettingObject_Float_GradientColorGammaBlue | USettingObject_PhotoMode_GradientColorGammaBlue |
| CUSettingObject_Float_GradientColorGammaGreen | USettingObject_PhotoMode_GradientColorGammaGreen |
| CUSettingObject_Float_GradientColorGammaRed | USettingObject_PhotoMode_GradientColorGammaRed |
| CUSettingObject_Float_GradientColorSaturationAlpha | USettingObject_PhotoMode_GradientColorSaturationAlpha |
| CUSettingObject_Float_GradientColorSaturationBlue | USettingObject_PhotoMode_GradientColorSaturationBlue |
| CUSettingObject_Float_GradientColorSaturationGreen | USettingObject_PhotoMode_GradientColorSaturationGreen |
| CUSettingObject_Float_GradientColorSaturationRed | USettingObject_PhotoMode_GradientColorSaturationRed |
| CUSettingObject_Float_InventoryNotificationDuration | USettingObject_Float_InventoryNotificationDuration |
| CUSettingObject_Float_LensDistorsionNightVision | USettingObject_PhotoMode_LensDistorsionNightVision |
| CUSettingObject_Float_Light_ColorBlue | USettingObject_Float_Light_ColorBlue |
| CUSettingObject_Float_Light_ColorGreen | USettingObject_Float_Light_ColorGreen |
| CUSettingObject_Float_Light_ColorRed | USettingObject_Float_Light_ColorRed |
| CUSettingObject_Float_LightIndirectIntensity | USettingObject_Float_LightIndirectIntensity |
| CUSettingObject_Float_LightIntensity | USettingObject_Float_LightIntensity |
| CUSettingObject_Float_LightTemperatureValue | USettingObject_Float_LightTemperatureValue |
| CUSettingObject_Float_LightVolumetricScatteringIntensity | USettingObject_Float_LightVolumetricScatteringIntensity |
| CUSettingObject_Float_ManualFocusDistance | USettingObject_PhotoMode_ManualFocusDistance |
| CUSettingObject_Float_MasterVolume | USettingObject_Float_MasterVolume |
| CUSettingObject_Float_MotionBlurIntensity | USettingObject_Float_MotionBlurIntensity |
| CUSettingObject_Float_MouseRetargettingSensibility_Mouse | USettingObject_Float_MouseRetargettingSensibility |
| CUSettingObject_Float_MusicVolume | USettingObject_Float_MusicVolume |
| CUSettingObject_Float_PostProcessBloomIntensity | USettingObject_PhotoMode_PostProcessBloomIntensity |
| CUSettingObject_Float_PostProcessChromaticAberrationIntensity | USettingObject_PhotoMode_PostProcessChromaticAberrationIntensity |
| CUSettingObject_Float_PostProcessChromaticAberrationStartOffset | USettingObject_PhotoMode_PostProcessChromaticAberrationStartOffset |
| CUSettingObject_Float_PostProcessExposureBias | USettingObject_PhotoMode_PostProcessExposureBias |
| CUSettingObject_Float_PostProcessSharpeningIntenisty | USettingObject_PhotoMode_PostProcessSharpeningIntensity |
| CUSettingObject_Float_PostProcessVignetteIntensity | USettingObject_PhotoMode_PostProcessVignetteIntensity |
| CUSettingObject_Float_QuestNotificationDuration | USettingObject_Float_QuestNotificationDuration |
| CUSettingObject_Float_ResolutionQuality | USettingObject_Float_ResolutionQuality |
| CUSettingObject_Float_SensorWidth | USettingObject_PhotoMode_SensorWidth |
| CUSettingObject_Float_SFXVolume | USettingObject_Float_SFXVolume |
| CUSettingObject_Float_SharpeningIntensity | USettingObject_Float_SharpeningIntensity |
| CUSettingObject_Float_SqueezeFactor | USettingObject_PhotoMode_SqueezeFactor |
| CUSettingObject_Float_StickersShadowColorAlpha | USettingObject_Float_StickersShadowColorAlpha |
| CUSettingObject_Float_StickersShadowColorBlue | USettingObject_Float_StickersShadowColorBlue |
| CUSettingObject_Float_StickersShadowColorGreen | USettingObject_Float_StickersShadowColorGreen |
| CUSettingObject_Float_StickersShadowColorRed | USettingObject_Float_StickersShadowColorRed |
| CUSettingObject_Float_StickersShadowIntensity | USettingObject_Float_StickersShadowIntensity |
| CUSettingObject_Float_StickersShadowOffsetX | USettingObject_Float_StickersShadowOffsetX |
| CUSettingObject_Float_StickersShadowOffsetY | USettingObject_Float_StickersShadowOffsetY |
| CUSettingObject_Float_StickersShadowThickness | USettingObject_Float_StickersShadowThickness |
| CUSettingObject_Float_Test | |
| CUSettingObject_Float_TimeOfDay | USettingObject_PhotoMode_TimeOfDay |
| CUSettingObject_Float_VisualGuidelinesOffsetX | USettingObject_Float_VisualGuidelinesOffsetX |
| CUSettingObject_Float_VisualGuidelinesOffsetY | USettingObject_Float_VisualGuidelinesOffsetY |
| CUSettingObject_Float_VisualGuidelinesScaleX | USettingObject_Float_VisualGuidelinesScaleX |
| CUSettingObject_Float_VisualGuidelinesScaleY | USettingObject_Float_VisualGuidelinesScaleY |
| CUSettingObject_Float_VoiceVolume | USettingObject_Float_VoiceVolume |
| CUSettingObject_Int | USettingObject_Int |
| CUSettingObject_Int_Test | |
| CUSettingObject_KeyMapping | USettingObject_KeyMapping |
| CUSettingObject_KeyMapping_QuickLoad | USettingObject_KeyMapping_QuickLoad |
| CUSettingObject_KeyMapping_QuickSave | USettingObject_KeyMapping_QuickSave |
| CUSettingObject_ModConfig_Bool | |
| CUSettingObject_ModConfig_Float | |
| CUSettingObject_ModConfig_Int | |
| CUSettingObject_PhotoMode_Bool_Base | USettingObject_PhotoMode_Bool_Base |
| CUSettingObject_PhotoMode_Float_Base | USettingObject_PhotoMode_Float_Base |
| CUSettingObjectWidget | USettingObjectWidget |
| CUSettingObjectWidget_Bool | USettingObjectWidget_Bool |
| CUSettingObjectWidget_Enum | USettingObjectWidget_Enum |
| CUSettingObjectWidget_Float | USettingObjectWidget_Float |
| CUSettingObjectWidget_Int | USettingObjectWidget_Int |
| CUSettingObjectWidget_KeyMapping | USettingObjectWidget_KeyMapping |
| CUSettingsCollapsingBorder | USettingsCollapsingBorder |
| CUSettingsDetailsWidget | USettingsDetailsWidget |
| CUSettingsMainWidget | USettingsMainWidget |
| CUSettingsMessageWidget | USettingsMessageWidget |
| CUSettingsObject_PhotoMode_Enum_Base | USettingObject_PhotoMode_Enum_Base |
| CUSettingsPageButtonWidget | USettingsPageButtonWidget |
| CUSettingsPageWidget | USettingsPageWidget |
| CUSettingsPageWidget_DifficultySettings | |
| CUSettingsPageWidget_InputMapping | USettingsPageWidget_InputMapping |
| CUSettingsRowWidget | USettingsRowWidget |
| CUSettingsSectionHeaderWidget | USettingsSectionHeaderWidget |
| CUShadowMapTexture2D | |
| CUShapeComponent | ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc) |
| CUSimpleBlendCameraNode | Base class for a blend camera node that uses a simple scalar factor |
| CUSimpleCameraShakePattern | A base class for a simple camera shake |
| CUSimpleConstructionScript | |
| CUSimpleFixedTimeBlendCameraNode | Base class for a blend camera node that uses a simple scalar factor over a fixed time |
| CUSimpleInventoryWidget | A 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 | |
| CUSimulatedClientNetConnection | A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime |
| CUSingleCameraDirector | A simple camera director that only ever returns one single camera mode |
| CUSingleLightingModifierMixins | |
| CUSizeBox | A 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 |
| CUSizeBoxSlot | The Slot for the USizeBoxSlot, contains the widget displayed in a button's single slot |
| CUSkeletalBodySetup | |
| CUSkeletalControlLibrary | Exposes operations to be performed on a skeletal control anim node Note: Experimental and subject to change! |
| CUSkeletalMesh | SkeletalMesh 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) |
| CUSkeletalMeshComponent | SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset |
| CUSkeletalMeshDescriptionBulkData | |
| CUSkeletalMeshEditorData | SkeletalMeshEditorData 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 | |
| CUSkeletalMeshSimplificationSettings | Controls the selection of the system used to simplify skeletal meshes |
| CUSkeletalMeshSocket | |
| CUSkeletalTracker | |
| CUSkeleton | USkeleton : that links between mesh and animation |
| CUSkinnedAsset | |
| CUSkinnedMeshComponent | Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation |
| CUSkyAtmosphereComponent | A 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 | |
| CUSlateAccessibleWidgetData | A 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 | |
| CUSlateBrushAsset | An 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 | |
| CUSlateVectorArtData | Turn static mesh data into Slate's simple vector art format |
| CUSleepUIBaseWidget | |
| CUSleepUIMidsectionWidget | Base class for W_SleepUI_Midsection |
| CUSleepUIWidget | Base C++ class for W_SleepUI |
| CUSlider | A 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 | |
| CUSmartObjectBehaviorDefinition | Abstract 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 | |
| CUSmartObjectDebugRenderingComponent | Simple UDebugDrawComponent to inherit from to use a FSmartObjectDebugSceneProxy. Derived classes can set ViewFlagName at construction to control relevancy |
| CUSmartObjectDefinition | SmartObject definition asset. Contains sharable information that can be used by multiple SmartObject instances at runtime |
| CUSmartObjectHashGrid | |
| CUSmartObjectOctree | |
| CUSmartObjectRenderingComponent | |
| CUSmartObjectSettings | |
| CUSmartObjectSimpleQueryTest | Simple test to run a query and draw the results |
| CUSmartObjectSlotValidationFilter | Class 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 |
| CUSmartObjectSpacePartition | Base class for space partitioning structure that can be used to store smart object locations |
| CUSmartObjectSubsystem | Subsystem that holds all registered smart object instances and offers the API for spatial queries and reservations |
| CUSmartObjectSubsystemRenderingComponent | Rendering component for SmartObjectRendering actor |
| CUSmartObjectTest | Base class for SmartObject tests |
| CUSmartObjectTestRenderingComponent | Debug rendering component for SmartObject tests |
| CUSmartObjectUserComponent | Smart Object User Component defines common settings for a Smart Object user |
| CUSmartObjectWorldConditionSchema | World Condition schema describing the data conditions and context data available for Smart Object conditions |
| CUSMInstanceElementAssetDataInterface | |
| CUSMInstanceElementHierarchyInterface | |
| CUSMInstanceElementIdMapTransactor | Transient 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 | |
| CUSmoothBlendCameraNode | A blend camera mode that implements the smoothstep and smoothersteps algorithms |
| CUSoftClassProperty | |
| CUSoftObjectProperty | |
| CUSoftReferenceStatics | |
| CUSoundAttenuation | Defines how a sound changes volume with distance to the listener |
| CUSoundAttenuationEditorSettings | Implements Editor settings for sound attenuation assets and is used when switching editor modes |
| CUSoundBase | The base class for a playable sound object |
| CUSoundClass | |
| CUSoundConcurrency | |
| CUSoundCue | The behavior of audio playback is defined within Sound Cues |
| CUSoundEffectPreset | |
| CUSoundEffectPresetWidgetInterface | |
| CUSoundEffectSourcePreset | Preset of a source effect that can be shared between chains |
| CUSoundEffectSourcePresetChain | Chain of source effect presets that can be shared between referencing sounds |
| CUSoundEffectSubmixPreset | Preset of a submix effect that can be shared between sounds |
| CUSoundfieldEndpointSubmix | Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics |
| CUSoundfieldSubmix | Sound Submix class meant for use with soundfield formats, such as Ambisonics |
| CUSoundGroups | This class is a singleton initialized from the ini |
| CUSoundMix | |
| CUSoundNode | |
| CUSoundNodeAssetReferencer | Sound node that contains a reference to the raw wave file to be played |
| CUSoundNodeAttenuation | Defines how a sound's volume changes based on distance to the listener |
| CUSoundNodeBranch | Selects a child node based on the value of a boolean parameter |
| CUSoundNodeConcatenator | Plays child nodes sequentially |
| CUSoundNodeDelay | Defines a delay |
| CUSoundNodeDialoguePlayer | Sound node that contains a reference to the dialogue table to pull from and be played |
| CUSoundNodeDistanceCrossFade | SoundNodeDistanceCrossFade |
| CUSoundNodeDoppler | Computes doppler pitch shift |
| CUSoundNodeEnveloper | Allows manipulation of volume and pitch over a set time period |
| CUSoundNodeGroupControl | Plays 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 |
| CUSoundNodeLooping | Defines 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 |
| CUSoundNodeMature | This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundWave::bMature=true should be played |
| CUSoundNodeMixer | Defines how concurrent sounds are mixed together |
| CUSoundNodeModulator | Defines a random volume and pitch modification when a sound starts |
| CUSoundNodeModulatorContinuous | Allows named parameter based manipulation of pitch and volume |
| CUSoundNodeOscillator | Defines how a sound oscillates |
| CUSoundNodeParamCrossFade | Crossfades between different sounds based on a parameter |
| CUSoundNodeQualityLevel | This 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 |
| CUSoundNodeRandom | Selects sounds from a random set |
| CUSoundNodeSoundClass | Remaps the SoundClass of SoundWaves underneath this |
| CUSoundNodeSwitch | Selects a child node based on the value of a integer parameter |
| CUSoundNodeWaveParam | Sound node that takes a runtime parameter for the wave to play |
| CUSoundNodeWavePlayer | Sound node that contains a reference to the raw wave file to be played |
| CUSoundParameterControllerInterface | |
| CUSoundSourceBus | A source bus is a type of USoundBase and can be "played" like any sound |
| CUSoundSubmix | Sound Submix class meant for applying an effect to the downmixed sum of multiple audio sources |
| CUSoundSubmixBase | |
| CUSoundSubmixWidgetInterface | |
| CUSoundSubmixWithParentBase | This submix class can be derived from for submixes that output to a parent submix |
| CUSoundWave | |
| CUSoundWaveProcedural | |
| CUSoundWaveRuntimeLoaded | |
| CUSpacer | A spacer widget; it does not have a visual representation, and just provides padding between other widgets |
| CUSparseDelegateFunction | |
| CUSparseVolumeTexture | SparseVolumeTexture base interface to communicate with material graph and shader bindings |
| CUSparseVolumeTextureFrame | Represents a frame in a SparseVolumeTexture sequence and owns the actual data needed for rendering. Is owned by a UStreamableSparseVolumeTexture object |
| CUSpatialEnvironmentLibrary | |
| CUSpatialEnvironmentSubsystem | Used 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 | |
| CUSpawningManagerConfig | This class is Angel Scriptable only |
| CUSpawningRequest | |
| CUSpawningRequest_AIAgent | |
| CUSpawningRequest_Item | |
| CUSpawnMeshes_AIAgent | |
| CUSpawnpointManagerConfig | This class is Angel Scriptable only |
| CUSpawnTestCharacterAction | Spawns a Character for testing purposes |
| CUSpectatorPawnMovement | |
| CUSpecularProfile | Specular profile asset, can be specified at a material. Don't change at runtime. All properties in here are per material |
| CUSpeedConfig | This class is Angel Scriptable only |
| CUSpellActionKeywords | |
| CUSpellAnimationBaseDirector | |
| CUSpellAnimationDirector | |
| CUSpellCastAnimationDefaultDirector | |
| CUSpellCastAnimationRechargeableDirector | |
| CUSpellCastAnimatorTransformDirector | This is used for spells with variable In section time |
| CUSpellCastAnimatorVariableInSectionDirector | This is used for spells with variable In section time |
| CUSpellConfig | |
| CUSpellConfigLevelData | |
| CUSpellConfigurationContainer | |
| CUSpellContainer | |
| CUSpellExecutionValidator | |
| CUSpellExecutionValidatorData | |
| CUSpellItemAnimConfig | |
| CUSpellLaunchAnimationRepeatableDirector | |
| CUSpellProjectileDefinition | |
| CUSphereComponent | A sphere generally used for simple collision. Bounds are rendered as lines in the editor |
| CUSphereReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| CUSpinBox | A numerical entry box that allows for direct entry of the number or allows the user to click and slide the number |
| CUSplineComponent | A 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 |
| CUSplineMeshComponent | A 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 | |
| CUSplineNavModifierComponent | Assign a chosen NavArea in the vicinity of a spline This component must only be attached to an actor with a USplineComponent |
| CUSpotLightComponent | A spot light component emits a directional cone shaped light (Eg a Torch) |
| CUSpringArmComponent | This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision |
| CUStackBox | A stack box widget is a layout panel allowing child widgets to be automatically laid out vertically or horizontally |
| CUStackBoxSlot | The Slot for the UStackBox, contains the widget that is flowed vertically or horizontally |
| CUStartConversationRegionTrait | |
| CUStat | |
| CUStatCalculator | |
| CUStatEntryWidget | UStatEntryWidget |
| CUStateTree | StateTree asset. Contains the StateTree definition in both editor and runtime (baked) formats |
| CUStateTreeConditionBlueprintBase | Base class for Blueprint based Conditions |
| CUStateTreeEvaluatorBlueprintBase | Base class for Blueprint based evaluators |
| CUStateTreeNodeBlueprintBase | |
| CUStateTreeSchema | Schema 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 | |
| CUStateTreeSettings | Default StateTree settings |
| CUStateTreeTaskBlueprintBase | Base class for Blueprint based Tasks |
| CUStaticMesh | A 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 |
| CUStaticMeshComponent | StaticMeshComponent 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 |
| CUStaticMeshDescriptionBulkData | UObject wrapper for FMeshDescriptionBulkData |
| CUStaticMeshSocket | |
| CUStaticMeshUtils | |
| CUStaticRelationshipModifier | |
| CUStaticSparseVolumeTexture | Represents a streamable SparseVolumeTexture asset with a single frame. Although there is only a single frame, it is still recommended to use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() |
| CUStatLevelWidget | UStatLevelWidget |
| CUStatMainWidget | UStatMainWidget |
| CUStatsCalculatorBase | |
| CUStatsCalculatorConfiguration | |
| CUStatsContainer | |
| CUStatsEngineSubsystemBase | |
| CUStatsSubsystem | |
| CUStatsTooltipDialogueWidget | |
| CUStatValue | |
| CUStereoLayerComponent | A geometry layer within the stereo rendered viewport |
| CUStereoLayerFunctionLibrary | StereoLayer Extensions Function Library |
| CUStereoLayerShape | |
| CUStereoLayerShapeCubemap | |
| CUStereoLayerShapeCylinder | |
| CUStereoLayerShapeEquirect | |
| CUStereoLayerShapeQuad | |
| CUStoryActionRegionTrait | |
| CUStoryKnowledgeSubsystem | |
| CUStoryPersistentDataSubsystem | |
| CUStreamableRenderAsset | |
| CUStreamableSparseVolumeTexture | Represents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame |
| CUStreamingSettings | Streaming settings |
| CUStringTable | String table wrapper asset |
| CUStrongRayHandler | |
| CUStrProperty | |
| CUStruct | |
| CUStructCookedMetaData | Cooked meta-data for a UScriptStruct, including its nested FProperty data |
| CUStructProperty | |
| CUSubCapsuleManagerComponent | |
| CUSubsurfaceProfile | Subsurface 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 |
| CUSubsystem | Subsystems are auto instanced classes that share the lifetime of certain engine constructs |
| CUSubsystemBlueprintLibrary | |
| CUSubsystemLibrary | These functions are blueprint internal by default, but we need them exposed in Angelscript |
| CUSubUVAnimation | SubUV 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 | |
| CUSwimConfig | This class is Angel Scriptable only |
| CUSyncResourcesLoading | |
| CUSystemTimeTimecodeProvider | Converts the current system time to timecode, relative to a provided frame rate |
| CUTabSelectorWidget | UTabSelectorWidget |
| 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 |
| CUTargetTagRequirementsGameplayEffectComponent | Specifies tag requirements that the Target (owner of the Gameplay Effect) must have if this GE should apply or continue to execute |
| CUTargetTagsGameplayEffectComponent | Handles granting Tags to the Target (sometimes referred to as the Owner) of the Gameplay Effect |
| CUTauntData | |
| CUTelekinesisVisualsComponent | |
| CUTelemetryHelper | |
| CUTeleportActionRegionTrait | Upon 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 |
| CUTerritoryConfig | Defines a Territory which is formed from Region Volumes with the Area trait |
| CUTerritorySubsystem | |
| CUTerritorySubsystemWorldConfig | |
| CUTestCameraShake | |
| CUTestTerminatorComponent | UTestTerminatorComponent |
| CUTextBinding | |
| CUTextBlock | A simple static text widget |
| CUTextBuffer | |
| CUTextLayoutWidget | Base class for all widgets that use a text layout. Contains the common options that should be exposed for the underlying Slate widget |
| CUTextProperty | |
| CUTextPropertyTestObject | |
| CUTextRenderComponent | Renders text in the world with given font. Contains usual font related attributes such as Scale, Alignment, Color etc |
| CUTexture | |
| CUTexture2D | |
| CUTexture2DArray | |
| CUTexture2DDynamic | Note : UTexture2DDynamic derives directly from UTexture not from UTexture2D UTexture2DDynamic is a base for textures that don't have a TextureSource |
| CUTextureAllMipDataProviderFactory | UTextureAllMipDataProviderFactory 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 | |
| CUTextureEncodingProjectSettings | Encoding 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 | |
| CUTextureLODSettings | Structure 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 |
| CUTextureMipDataProviderFactory | UTextureMipDataProviderFactory 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 | |
| CUTextureRenderTarget2D | TextureRenderTarget2D |
| CUTextureRenderTarget2DArray | TextureRenderTarget2DArray |
| CUTextureRenderTargetCube | TextureRenderTargetCube |
| CUTextureRenderTargetVolume | TextureRenderTargetVolume |
| CUTexturesUtils | |
| CUThrobber | A Throbber widget that shows several zooming circles in a row |
| CUThumbnailInfo | |
| CUTickableAttributeSetInterface | |
| CUTickableWorldSubsystem | UTickableWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it |
| CUTileView | A ListView that presents the contents as a set of tiles all uniformly sized |
| CUTileViewWidget | UTileViewWidget |
| CUTimecodeProvider | A 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 |
| CUTimelineComponent | TimelineComponent 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 | |
| CUTimeRange | TODO Remove? This class is Angel Scriptable only |
| CUTireType | DEPRECATED - Only used to allow conversion to new TireConfig in PhysXVehicles plugin |
| CUTouchInterface | Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks |
| CUTraderConfig | |
| CUTraderManager | |
| CUTradersTypeDefinition | |
| CUTradingBalance | |
| CUTradingBalanceInventory | |
| CUTradingMain | |
| CUTransactionDiffingTestObject | |
| CUTransitionConfig | This class is Angel Scriptable only |
| CUTransitionWidget | |
| CUTreeView | Similar 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 | |
| CUTriggerConsumeByAbility | UTriggerConsumeByAbility 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 |
| CUTriggerDummy | Dummy 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 | |
| CUTriggerInputBufferByTags | UTriggerInputBuffer 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 |
| CUTriggerModifierKey | UTriggerModifierKey The Modifier Key has to be pressed while pressing the input key |
| CUTriggerWorldpointEventRegionTrait | |
| CUTurnOnSpotAssetConfig | This class is Angel Scriptable only |
| CUTurnOnSpotConfig | This class is Angel Scriptable only |
| CUTurnOnSpotConfig_Melee | This class is Angel Scriptable only |
| CUTurnsData | |
| CUTutorialIconHandlerSubsystem | UTutorialIconHandlerSubsystem |
| CUTwitterIntegrationBase | |
| CUTypedElementCommonActions | A utility to handle higher-level common actions, but default via UTypedElementWorldInterface, but asset editors can customize this behavior via FTypedElementCommonActionsCustomization |
| CUTypedElementWorldInterface | |
| CUUAbilityTask_InteractWithNavLink | |
| CUUClassFunctionLibrary | Inject statics into the UClass-namespace in AS |
| CUUIGameplayAbilityPick | |
| CUUIMapConfigDefinition | |
| CUUIMapLayerDefinition | |
| CUUInt16Property | |
| CUUInt32Property | |
| CUUInt64Property | |
| CUUInventoryBaseLoot | |
| CUUITimer | |
| CUUMGSequencePlayer | |
| CUUMGSequenceTickManager | An automatically created global object that will manage all widget animations |
| CUUNavigationSystemV1Library | Static functions mixin added to UNavigationSystemV1:: namespace |
| CUUniformGridPanel | A panel that evenly divides up available space between all of its children |
| CUUniformGridSlot | A slot for UUniformGridPanel, these slots all share the same size as the largest slot in the grid |
| CUUniversalObjectLocatorScriptingExtensions | Function library containing methods that should be hoisted onto FUniversalObjectLocators for scripting |
| CUUserDefinedEnum | An Enumeration is a list of named values |
| CUUserDefinedStruct | |
| CUUserInterfaceSettings | User Interface settings that control Slate and UMG |
| CUUserListEntry | |
| CUUserListEntryLibrary | Static library to supply "for free" functionality to widgets that implement IUserListEntry |
| CUUserObjectListEntry | |
| CUUserObjectListEntryLibrary | Static library to supply "for free" functionality to widgets that implement IUserListEntry |
| CUUserWidget | A widget that enables UI extensibility through WidgetBlueprint |
| CUUserWidgetBlueprint | |
| CUUserWidgetExtension | UserWidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets |
| CUVariableFrameStrippingSettings | This 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 | |
| CUVectorFieldComponent | A Component referencing a vector field |
| CUVectorFieldStatic | |
| CUVectorMaterialPropertyModifier | |
| CUVectorMaterialPropertyProvider | |
| CUVertexMeshUtils | The purpose of this script is to provide actions for mesh reading on limited blueprint actions |
| CUVerticalBox | A vertical box widget is a layout panel allowing child widgets to be automatically laid out vertically |
| CUVerticalBoxSlot | The Slot for the UVerticalBox, contains the widget that is flowed vertically |
| CUViewItemWidget | UViewItemWidget |
| CUViewModeUtils | Class containing a static util function to help with EViewModeIndex |
| CUViewport | |
| CUViewportStatsSubsystem | The Viewport Stats Subsystem offers the ability to add messages to the current viewport such as "LIGHTING NEEDS TO BE REBUILT" and "BLUEPRINT COMPILE ERROR" |
| CUVirtualTexture | Deprecated class |
| CUVirtualTexture2D | Virtual 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 |
| CUVirtualTextureBuilder | Container 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 |
| CUVirtualTexturePoolConfig | Configuration for virtual texture physical pool sizes |
| CUVirtualTextureUtilities | |
| CUVisibilityBinding | |
| CUVisual | The base class for elements in UMG: slots and widgets |
| CUVisualLoggerAutomationTests | |
| CUVisualLoggerDebugSnapshotInterface | |
| CUVisualLoggerExtension | |
| CUVisualLoggerKismetLibrary | |
| CUVisualsFeaturesHelper | |
| CUVisualTimeFreezeRegionTrait | |
| CUVoiceChannel | |
| CUVoiceTypeDefinition | |
| CUVoiceTypeSubsystem | |
| CUVOIPStatics | |
| CUVOIPTalker | |
| CUVolumeCache | |
| CUVolumeTexture | |
| CUVolumetricCloudComponent | A component that represents a participating media material around a planet, e.g. clouds |
| CUWalkSpeedModifierComponent | |
| CUWalkspeedRestrictionRegionTrait | Restricts the walkspeed of characters in this region, (e.g. inside a house) |
| CUWallClimbingAnimConfig | |
| CUWallWalkingConfig | This class is Angel Scriptable only |
| CUWaterConfig | This class is Angel Scriptable only |
| CUWaveOscillatorCameraShakePattern | A camera shake that uses oscillations to move the camera |
| CUWaynetRelevantComponent | |
| CUWaynetRelevantInterface | |
| CUWeakObjectProperty | |
| CUWeakRayHandler | |
| CUWeaponArcheryDefinition | |
| CUWeaponDefinition | ITEM DATA |
| CUWeaponItemAnimConfig | |
| CUWeaponMeleeDefinition | |
| CUWeaponMeleeItemAnimConfig | |
| CUWeaponRangedDefinition | |
| CUWeaponSkillsConfig | |
| CUWeatherCondition | |
| CUWeatherDebugger | |
| CUWeatherLightingMagnetController | |
| CUWeatherModifierTrait | |
| CUWeatherPersistentDataSubsystem | |
| CUWeatherSubsystem | |
| CUWeatherSubsystemConfig | |
| CUWeightedRandomChoiceLibrary | |
| CUWidget | This is the base class for all wrapped Slate controls that are exposed to UObjects |
| CUWidgetAnimation | |
| CUWidgetAnimationDelegateBinding | |
| CUWidgetAnimationPlayCallbackProxy | |
| CUWidgetBinaryStateRegistration | Derive from to add a new widget binary state |
| CUWidgetBinding | |
| CUWidgetBlueprintGeneratedClass | The 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 |
| CUWidgetBlueprintGeneratedClassExtension | WidgetExtension is the base class for components that define reusable behavior that can be added to different types of Widgets |
| CUWidgetBlueprintLibrary | |
| CUWidgetBlueprintStatics | Expands 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 | |
| CUWidgetComponent | The 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 | |
| CUWidgetEnumStateRegistration | Derive from to add a new Enum binary state |
| CUWidgetHoveredStateRegistration | |
| CUWidgetInteractionComponent | This 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 | |
| CUWidgetStateSettings | Settings used to map widget states to indexes. Does not perform any input validation, will crash if given invalid searches |
| CUWidgetSwitcher | A widget switcher is like a tab control, but without tabs. At most one widget is visible at time |
| CUWidgetSwitcherSlot | The Slot for the UWidgetSwitcher, contains the widget that is flowed vertically |
| CUWidgetTree | The widget tree manages the collection of widgets in a blueprint widget |
| CUWindDirectionalSourceComponent | Component that provides a directional wind source. Only affects SpeedTree assets |
| CUWindowTitleBarArea | A panel for defining a region of the UI that should allow users to drag the window on desktop platforms |
| CUWindowTitleBarAreaSlot | The Slot for the UWindowTitleBarArea |
| CUWorld | The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered |
| CUWorldCollisionStatics | |
| CUWorldComposition | WorldComposition represents world structure: |
| CUWorldDefinition | |
| CUWorldItemSpawnConfig | This class is Angel Scriptable only |
| CUWorldPartition | |
| CUWorldPartitionActorLoaderInterface | |
| CUWorldPartitionBlueprintLibrary | |
| CUWorldPartitionCell | |
| CUWorldPartitionCookPackageObject | |
| CUWorldPartitionDestructibleHLODComponent | |
| CUWorldPartitionDestructibleHLODMeshComponent | |
| CUWorldPartitionDestructibleInHLODInterface | |
| CUWorldPartitionDestructibleInHLODSupportLibrary | |
| CUWorldPartitionEditorHash | |
| CUWorldPartitionEditorLoaderAdapter | |
| CUWorldPartitionEditorPerProjectUserSettings | |
| CUWorldPartitionEditorSpatialHash | |
| CUWorldPartitionHLODModifier | Base class for all runtime HLOD modifiers |
| CUWorldPartitionHLODProvider | |
| CUWorldPartitionHLODRuntimeSubsystem | UWorldPartitionHLODRuntimeSubsystem |
| CUWorldPartitionHLODSourceActors | |
| CUWorldPartitionHLODSourceActorsFromCell | |
| CUWorldPartitionHLODSourceActorsFromLevel | |
| CUWorldPartitionLevelStreamingDynamic | |
| CUWorldPartitionLevelStreamingPolicy | |
| CUWorldPartitionObjectResolver | |
| CUWorldPartitionRuntimeCell | Represents a PIE/Game streaming cell which points to external actor/data chunk packages |
| CUWorldPartitionRuntimeCellData | Caches information on streaming source that will be used later on to sort cell |
| CUWorldPartitionRuntimeCellDataSpatialHash | |
| CUWorldPartitionRuntimeHash | |
| CUWorldPartitionRuntimeHashSet | |
| CUWorldPartitionRuntimeLevelStreamingCell | |
| CUWorldPartitionRuntimeSpatialHash | |
| CUWorldPartitionSettings | |
| CUWorldPartitionStreamingPolicy | |
| CUWorldPartitionStreamingSourceComponent | |
| CUWorldPartitionSubsystem | UWorldPartitionSubsystem |
| CUWorldPointEditorIcon | |
| CUWorldPointManager | |
| CUWorldPointManagerConfig | This class is Angel Scriptable only |
| CUWorldPointScript | |
| CUWorldPointsPersistentDataSubsystem | |
| CUWorldStreamingTeleportComponent | |
| CUWorldSubsystem | UWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld |
| CUWrapBox | Arranges 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 |
| CUWrapBoxSlot | The Slot for the UWrapBox, contains the widget that is flowed vertically |
| CUWritingDefinition | UWritingDefinition |
| CUWritingDocument | UWritingDocument |
| CUWritingUIWidget |