|
| class | AActor |
| | 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. More...
|
| class | AAmbientSound |
| | A sound actor that can be placed in a level. More...
|
| class | AAtmosphericFog |
| | A placeable fog actor that simulates atmospheric light scattering @see https://docs.unrealengine.com/latest/INT/Engine/Actors/FogEffects/AtmosphericFog/index.html. More...
|
| class | AAudioVolume |
| class | ABandwidthTestActor |
| | 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. More...
|
| class | ABlockingVolume |
| | An invisible volume used to block other actors. More...
|
| class | ABoxReflectionCapture |
| | 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. More...
|
| class | ABrush |
| class | ABrushShape |
| | A brush that acts as a template for geometry mode modifiers like "Lathe". More...
|
| class | ACameraActor |
| | A CameraActor is a camera viewpoint that can be placed in a level. More...
|
| class | ACameraBlockingVolume |
| | A volume which blocks the Camera channel by default. More...
|
| class | ACameraShakeSourceActor |
| class | ACharacter |
| | 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. More...
|
| class | AClusterUnionActor |
| | A lightweight actor that can be used to own a cluster union component. More...
|
| class | AController |
| | 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(). More...
|
| class | ACullDistanceVolume |
| class | ADebugCameraController |
| | Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules. More...
|
| class | ADebugCameraHUD |
| | HUD that displays info for the DebugCameraController view. More...
|
| class | ADecalActor |
| | DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry. More...
|
| class | ADefaultPawn |
| | DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement. @see UFloatingPawnMovement. More...
|
| class | ADefaultPhysicsVolume |
| | DefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume. More...
|
| class | ADEPRECATED_WorldPartitionVolume |
| class | ADirectionalLight |
| | Implements a directional light actor. More...
|
| class | ADocumentationActor |
| class | AEmitter |
| class | AEmitterCameraLensEffectBase |
| class | AExponentialHeightFog |
| | Implements an Actor for exponential height fog. More...
|
| class | AGameMode |
| | 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. More...
|
| class | AGameModeBase |
| | 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. More...
|
| class | AGameNetworkManager |
| | Handles game-specific networking management (cheat detection, bandwidth management, etc.). More...
|
| class | AGameSession |
| | 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. More...
|
| class | AGameState |
| | GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. It is tied to functionality in GameMode. More...
|
| class | AGameStateBase |
| | 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. More...
|
| class | AGeneratedMeshAreaLight |
| | Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects. More...
|
| class | AHeterogeneousVolume |
| | A placeable actor that represents a heterogeneous volume. More...
|
| class | AHUD |
| | 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. More...
|
| class | AInfo |
| | 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. More...
|
| class | AInstancedPlacementPartitionActor |
| | The base class used by any editor placement of instanced objects, which holds any relevant runtime data for the placed instances. More...
|
| class | AISMPartitionActor |
| | Actor base class for instance containers placed on a grid. See UActorPartitionSubsystem. More...
|
| class | AKillZVolume |
| | KillZVolume is a volume used to determine when actors should be killed. Killing logic is overridden in FellOutOfWorld. More...
|
| class | ALevelBounds |
| | 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. More...
|
| class | ALevelInstance |
| class | ALevelInstanceEditorInstanceActor |
| | 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. More...
|
| class | ALevelInstancePivot |
| class | ALevelScriptActor |
| | 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). More...
|
| class | ALevelStreamingVolume |
| class | ALight |
| class | ALightmassCharacterIndirectDetailVolume |
| class | ALightmassImportanceVolume |
| class | ALightmassPortal |
| class | ALightWeightInstanceManager |
| class | ALightWeightInstanceStaticMeshManager |
| class | ALocalFogVolume |
| | Actor used to position a local fog volume in the scene. @see https://docs.unrealengine.com/??? More...
|
| class | ALocationVolume |
| | A volume representing a location in the world. Used for World Partition loading regions. More...
|
| class | ALODActor |
| | 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. More...
|
| class | AMaterialInstanceActor |
| class | AMeshMergeCullingVolume |
| | A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes. More...
|
| class | ANavigationDataChunkActor |
| class | ANavigationObjectBase |
| class | ANote |
| class | APackedLevelActor |
| | APackedLevelActor is the result of packing the source level (WorldAsset base class property) into a single actor. See FPackedLevelActorBuilder. More...
|
| class | APainCausingVolume |
| | Volume that causes damage over time to any Actor that overlaps its collision. More...
|
| class | AParticleEventManager |
| class | APartitionActor |
| | Actor base class for instance containers placed on a grid. See UActorPartitionSubsystem. More...
|
| class | APawn |
| | 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. More...
|
| class | APhysicsConstraintActor |
| class | APhysicsThruster |
| | 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. More...
|
| class | APhysicsVolume |
| | PhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume. More...
|
| class | APlanarReflection |
| class | APlaneReflectionCapture |
| class | APlayerCameraManager |
| | 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). More...
|
| class | APlayerController |
| | PlayerControllers are used by human players to control Pawns. More...
|
| class | APlayerStart |
| | This class indicates a location where a player can spawn when the game begins. More...
|
| class | APlayerStartPIE |
| class | APlayerState |
| | 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. More...
|
| class | APointLight |
| class | APostProcessVolume |
| | for FPostprocessSettings More...
|
| class | APrecomputedVisibilityOverrideVolume |
| class | APrecomputedVisibilityVolume |
| class | ARadialForceActor |
| class | ARectLight |
| class | AReflectionCapture |
| class | ARigidBodyBase |
| class | ARuntimeVirtualTextureVolume |
| | Actor used to place a URuntimeVirtualTexture in the world. More...
|
| class | ASceneCapture |
| class | ASceneCapture2D |
| class | ASceneCaptureCube |
| class | AServerStatReplicator |
| | 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. More...
|
| class | AServerStreamingLevelsVisibility |
| | Actor used to replicate server's visible level streaming. More...
|
| class | ASkeletalMeshActor |
| | 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. More...
|
| class | ASkyAtmosphere |
| | 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. More...
|
| class | ASkyLight |
| class | ASpatialHashRuntimeGridInfo |
| | Actor keeping information regarding a runtime grid. More...
|
| class | ASpectatorPawn |
| class | ASphereReflectionCapture |
| | Actor used to capture the scene for reflection in a sphere shape. @see https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_4. More...
|
| class | ASplineMeshActor |
| | SplineMeshActor is an actor with a SplineMeshComponent. More...
|
| class | ASpotLight |
| class | AStaticMeshActor |
| | 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. More...
|
| class | ATargetPoint |
| class | ATextRenderActor |
| class | ATriggerBase |
| | An actor used to generate collision events (begin/end overlap) in the level. More...
|
| class | ATriggerBox |
| | A box shaped trigger, used to generate overlap events in the level. More...
|
| class | ATriggerCapsule |
| | A capsule shaped trigger, used to generate overlap events in the level. More...
|
| class | ATriggerSphere |
| | A sphere shaped trigger, used to generate overlap events in the level. More...
|
| class | ATriggerVolume |
| class | AVectorFieldVolume |
| class | AVisualLoggerFilterVolume |
| | A volume to be placed in the level while browsing visual logger output. More...
|
| class | AVolume |
| | 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. More...
|
| class | AVolumetricCloud |
| | A placeable actor that represents a participating media material around a planet, e.g. clouds. @see TODO address to the documentation. More...
|
| class | AVolumetricLightmapDensityVolume |
| | Provides local control over volumetric lightmap density. Only convex shapes supported. More...
|
| class | AWindDirectionalSource |
| | Actor that provides a directional wind source. Only affects SpeedTree assets. More...
|
| class | AWorldDataLayers |
| | Actor containing data layers instances within a world. More...
|
| class | AWorldPartitionHLOD |
| class | AWorldPartitionMiniMap |
| | A mini map to preview the world in world partition window. (editor-only). More...
|
| class | AWorldPartitionMiniMapVolume |
| class | AWorldPartitionReplay |
| | Actor used to record world partition replay data (streaming sources for now). More...
|
| class | AWorldSettings |
| | Actor containing all script accessible world properties. More...
|
| struct | FActivateDevicePropertyParams |
| | Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function. More...
|
| class | FActorBeginCursorOverSignature |
| class | FActorBeginOverlapSignature |
| class | FActorBeginTouchOverSignature |
| class | FActorComponentActivatedSignature |
| class | FActorComponentDeactivateSignature |
| struct | FActorComponentTickFunction |
| | Tick function that calls UActorComponent::ConditionalTick. More...
|
| struct | FActorDataLayer |
| | 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. More...
|
| struct | FActorDesc |
| | Snapshot of an actor descriptor, which represents the state of an actor on disk. The actor may or may not be loaded. More...
|
| class | FActorDestroyedSignature |
| class | FActorEndCursorOverSignature |
| class | FActorEndOverlapSignature |
| class | FActorEndPlaySignature |
| class | FActorEndTouchOverSignature |
| class | FActorHitSignature |
| struct | FActorInstanceHandle |
| | 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. More...
|
| class | FActorOnClickedSignature |
| class | FActorOnInputTouchBeginSignature |
| class | FActorOnInputTouchEndSignature |
| class | FActorOnReleasedSignature |
| struct | FActorTickFunction |
| | Tick function that calls AActor::TickActor. More...
|
| struct | FAlphaBlend |
| | Alpha Blend class that supports different blend options as well as custom curves. More...
|
| struct | FAlphaBlendArgs |
| | Alpha Blend construction arguments. Used for creation of an AlphaBlend. More...
|
| struct | FAngularDriveConstraint |
| | Angular Drive. More...
|
| struct | FAnimatedBoneAttribute |
| | Structure encapsulating animated (bone) attribute data. More...
|
| struct | FAnimationAttributeIdentifier |
| | 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. More...
|
| struct | FAnimationCurveData |
| | Structure encapsulating animated curve data. Currently only contains Float and Transform curves. More...
|
| struct | FAnimationCurveIdentifier |
| | Script-friendly structure for identifying an animation curve. Wrapping the unique type and smart-name for use within the AnimDataController API. More...
|
| struct | FAnimationGroupReference |
| struct | FAnimationRecordingSettings |
| | Settings describing how to record an animation. More...
|
| struct | FAnimationTrackAddedPayload |
| struct | FAnimationTrackPayload |
| struct | FAnimCurveBase |
| | Float curve data for one track. More...
|
| struct | FAnimCurveParam |
| | DEPRECATED - no longer used. More...
|
| class | FAnimDataModelModifiedDynamicEvent |
| struct | FAnimDataModelNotifPayload |
| struct | FAnimExecutionContext |
| | Context used to expose anim graph execution to BP function libraries. More...
|
| struct | FAnimGraphBlendOptions |
| | Blending options for animation graphs in Linked Animation Blueprints. More...
|
| struct | FAnimLinkableElement |
| | 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. More...
|
| struct | FAnimNode_ApplyMeshSpaceAdditive |
| struct | FAnimNode_AssetPlayerBase |
| | Base class for any asset playing anim node. More...
|
| struct | FAnimNode_AssetPlayerRelevancyBase |
| | Base class for any asset playing anim node. More...
|
| struct | FAnimNode_ConvertComponentToLocalSpace |
| struct | FAnimNode_ConvertLocalToComponentSpace |
| struct | FAnimNode_DeadBlending |
| | Dead Blending Node. More...
|
| struct | FAnimNode_Inertialization |
| struct | FAnimNode_LinkedAnimGraph |
| struct | FAnimNode_LinkedAnimLayer |
| struct | FAnimNode_LinkedInputPose |
| struct | FAnimNode_Root |
| | Root node of an animation tree (sink). More...
|
| struct | FAnimNode_SaveCachedPose |
| | namespace UE::Anim More...
|
| struct | FAnimNode_SequencePlayer |
| | Sequence player node that can be used with constant folding. More...
|
| struct | FAnimNode_SequencePlayer_Standalone |
| | Sequence player node that can be used standalone (without constant folding). More...
|
| struct | FAnimNode_SequencePlayerBase |
| | Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone. More...
|
| struct | FAnimNode_SingleNode |
| | Local anim node for extensible processing. Cant be used outside of this context as it has no graph node counterpart. More...
|
| struct | FAnimNode_StateMachine |
| | State machine node. More...
|
| struct | FAnimNode_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. More...
|
| struct | FAnimNode_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). More...
|
| struct | FAnimNode_TransitionResult |
| | Root node of a state machine transition graph. More...
|
| struct | FAnimNodeConstantData |
| | Any constant class data an anim node uses should be derived from this type. More...
|
| struct | FAnimNodeData |
| | Any constant/folded class data an anim node can be accessed via this struct. More...
|
| struct | FAnimNodeReference |
| | A reference to an anim node. Does not persist, only valid for the call in which it was retrieved. More...
|
| struct | FAnimNotifyEvent |
| | Triggers an animation notify. Each AnimNotifyEvent contains an AnimNotify object which has its Notify method called and passed to the animation. More...
|
| struct | FAnimNotifyEventReference |
| struct | FAnimSegment |
| | this is anim segment that defines what animation and how * More...
|
| struct | FAnimSyncMarker |
| struct | FAnimTrack |
| | 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. More...
|
| class | FApplicationLifetimeDelegate__ApplicationLifecycleComponent |
| class | FApplicationStartupArgumentsDelegate__ApplicationLifecycleComponent |
| struct | FAssetCompileData |
| struct | FAssetManagerRedirect |
| | Simple structure for redirecting an old asset name/path to a new one. More...
|
| struct | FAssetManagerSearchRules |
| | Rules for how to scan the asset registry for assets matching path and type descriptions. More...
|
| struct | FAssetMapping |
| | This defines one asset mapping. More...
|
| struct | FAttenuationSubmixSendSettings |
| struct | FAttributeCurve |
| struct | FAttributeKey |
| struct | FAttributePayload |
| struct | FAudioBasedVibrationData |
| struct | FAudioComponentParam |
| | Legacy struct used for storing named parameter for a given AudioComponent. More...
|
| struct | FAudioEQEffect |
| struct | FAudioQualitySettings |
| struct | FAudioVolumeSubmixOverrideSettings |
| struct | FAudioVolumeSubmixSendSettings |
| | Struct to determine dynamic submix send data for use with audio volumes. More...
|
| struct | FBakedCustomAttributePerBoneData |
| struct | FBakedFloatCustomAttribute |
| struct | FBakedIntegerCustomAttribute |
| struct | FBakedStringCustomAttribute |
| struct | FBaseAttenuationSettings |
| | Base class for attenuation settings. More...
|
| struct | FBaseComponentReference |
| | Base class for the hard/soft component reference structs. More...
|
| struct | FBasedPosition |
| | Struct for handling positions relative to a base actor, which is potentially moving. More...
|
| struct | FBeamModifierOptions |
| struct | FBeamTargetData |
| | Beam Multi-target Variables. More...
|
| struct | FBlendParameter |
| struct | FBlendProfileBoneEntry |
| | A single entry for a blend scale within a profile, mapping a bone to a blendscale. More...
|
| struct | FBlendSample |
| | Sample data. More...
|
| struct | FBlendSampleData |
| | Transform definition. More...
|
| struct | FBlendSpaceBlendProfile |
| struct | FBlendSpaceTriangle |
| | This is the runtime representation of a triangle. Each triangle stores its vertices etc in normalized space, with an index to the original samples. More...
|
| struct | FBlueprintEditorPromotionSettings |
| | Holds settings for the blueprint editor build promotion tests. More...
|
| struct | FBodyInstance |
| | Container for a physics representation of an object. More...
|
| struct | FBodyInstanceAsyncPhysicsTickHandle |
| struct | FBoneAnimationTrack |
| | Structure encapsulating a single bone animation track. More...
|
| struct | FBoneFilter |
| struct | FBoneMirrorExport |
| struct | FBoneMirrorInfo |
| struct | FBoneNode |
| | Each Bone node in BoneTree. More...
|
| struct | FBoneReference |
| struct | FBoneSocketTarget |
| struct | FBPComponentClassOverride |
| | Utility struct to store class overrides for components. More...
|
| struct | FBPVariableDescription |
| | Struct indicating a variable in the generated class. More...
|
| struct | FBPVariableMetaDataEntry |
| | One metadata entry for a variable. More...
|
| struct | FBracketPayload |
| struct | FBranchFilter |
| struct | FBranchingPoint |
| | Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed. More...
|
| class | FBreakEventSignature |
| struct | FBroadphaseSettings |
| | Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type. More...
|
| struct | FBuildPromotionImportWorkflowSettings |
| | Holds settings for the import workflow stage of the build promotion test. More...
|
| struct | FBuildPromotionNewProjectSettings |
| | Holds settings for the new project stage of the build promotion test. More...
|
| struct | FBuildPromotionOpenAssetSettings |
| | Holds settings for the open assets stage of the build promotion test. More...
|
| struct | FBuildPromotionTestSettings |
| | Holds settings for the editor build promotion test. More...
|
| struct | FCachedAnimAssetPlayerData |
| struct | FCachedAnimRelevancyData |
| struct | FCachedAnimStateArray |
| struct | FCachedAnimStateData |
| | 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. More...
|
| struct | FCachedAnimTransitionData |
| struct | FCachedFloatCurve |
| struct | FCameraExposureSettings |
| struct | FCameraLensInterfaceClassSupport |
| | Wrapper type for validation that the specfied subclass in fact does implement the desired interface! More...
|
| struct | FCameraShakeDuration |
| | Camera shake duration. More...
|
| struct | FCameraShakeInfo |
| | Information about a camera shake class. More...
|
| struct | FCameraShakePatternScrubParams |
| | Parameters for scrubbing a camera shake. More...
|
| struct | FCameraShakePatternStartParams |
| | Parameters for starting a camera shake pattern. More...
|
| struct | FCameraShakePatternStopParams |
| | Parameters for stopping a camera shake. More...
|
| struct | FCameraShakePatternUpdateParams |
| | Parameters for updating a camera shake pattern. More...
|
| struct | FCameraShakePatternUpdateResult |
| | The result of a camera shake pattern update. More...
|
| struct | FCanvasIcon |
| | Holds texture information with UV coordinates as well. More...
|
| struct | FCanvasUVTri |
| | Simple 2d triangle with UVs. More...
|
| struct | FChaosBreakEvent |
| struct | FChaosCrumblingEvent |
| struct | FChaosPhysicsSettings |
| | Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. See: IChaosSettingsProvider. More...
|
| struct | FChaosRemovalEvent |
| struct | FCharacterMovementComponentPostPhysicsTickFunction |
| | Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent. More...
|
| struct | FCharacterMovementComponentPrePhysicsTickFunction |
| class | FCharacterMovementUpdatedSignature |
| class | FCharacterReachedApexSignature |
| struct | FCollectionParameterBase |
| | Base struct for collection parameters. More...
|
| struct | FCollectionReference |
| | Reference to an editor collection of assets. This allows an editor-only picker UI. More...
|
| struct | FCollectionScalarParameter |
| | A scalar parameter. More...
|
| struct | FCollectionVectorParameter |
| | A vector parameter. More...
|
| struct | FCollisionChaosEvent |
| struct | FCollisionChaosEventBodyInfo |
| class | FCollisionEventSignature |
| struct | FCollisionProfileName |
| | Structure representing a collision profile name, this gets a special UI in the editor. More...
|
| struct | FCollisionResponse |
| struct | FCollisionResponseContainer |
| | Container for indicating a set of collision channels that this object will collide with. More...
|
| struct | FColorGradePerRangeSettings |
| struct | FColorGradingSettings |
| class | FComponentBeginCursorOverSignature |
| class | FComponentBeginOverlapSignature |
| class | FComponentBeginTouchOverSignature |
| class | FComponentCollisionSettingsChangedSignature |
| class | FComponentEndCursorOverSignature |
| class | FComponentEndOverlapSignature |
| class | FComponentEndTouchOverSignature |
| class | FComponentHitSignature |
| class | FComponentOnClickedSignature |
| class | FComponentOnInputTouchBeginSignature |
| class | FComponentOnInputTouchEndSignature |
| class | FComponentOnReleasedSignature |
| class | FComponentPhysicsStateChanged |
| struct | FComponentReference |
| | Struct that allows for different ways to reference a component using TObjectPtr. If just an Actor is specified, will return RootComponent of that Actor. More...
|
| class | FComponentSleepSignature |
| struct | FComponentSpacePose |
| | A pose in component space (i.e. each transform is relative to the component's transform). More...
|
| struct | FComponentSpacePoseLink |
| | A component-space pose link to another node. More...
|
| struct | FComponentSync |
| class | FComponentWakeSignature |
| struct | FCompositeReroute |
| | Collection of pins used for tunneling between graphs. Utilizes reroute expressions to ensure zero overhead in the compiled material. More...
|
| struct | FCompositeSection |
| | 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). More...
|
| struct | FConeConstraint |
| | Cone constraint. More...
|
| struct | FConstrainComponentPropName |
| | Struct used to specify the property name of the component to constrain. More...
|
| struct | FConstraintBaseParams |
| class | FConstraintBrokenSignature |
| struct | FConstraintDrive |
| struct | FConstraintInstance |
| | Container for a physics representation of an object. More...
|
| struct | FConstraintInstanceAccessor |
| | Wrapping type around instance pointer to be returned per value in Blueprints. More...
|
| struct | FConstraintProfileProperties |
| | 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. More...
|
| struct | FConvolutionBloomSettings |
| class | FCrumblingEventSignature |
| struct | FCullDistanceSizePair |
| | Helper structure containing size and cull distance pair. More...
|
| struct | FCurveFlagsChangedPayload |
| struct | FCurvePayload |
| struct | FCurveRenamedPayload |
| struct | FCurveScaledPayload |
| struct | FCurveTableRowHandle |
| | Handle to a particular row in a table. More...
|
| struct | FCustomAttribute |
| struct | FCustomAttributePerBoneData |
| struct | FCustomAttributeSetting |
| struct | FCustomDefine |
| struct | FCustomInput |
| struct | FCustomOutput |
| struct | FCustomPrimitiveData |
| | Custom primitive data payload. More...
|
| struct | FDamageEvent |
| | Event used by AActor::TakeDamage and related functions. More...
|
| struct | FDataDrivenConsoleVariable |
| struct | FDataDrivenShaderPlatformInfoInput |
| struct | FDataTableCategoryHandle |
| | Handle to a particular set of rows in a table. More...
|
| struct | FDataTableRowHandle |
| | Handle to a particular row in a table. More...
|
| struct | FDebugCameraControllerSettingsViewModeIndex |
| struct | FDebugFloatHistory |
| | Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory. More...
|
| struct | FDefaultAudioBusSettings |
| struct | FDepthFieldGlowInfo |
| | Info for glow when using depth field rendering. More...
|
| struct | FDeviceColorCurveData |
| | Data required for setting the Input Device Color. More...
|
| struct | FDeviceColorData |
| | Data required for setting the Input Device Color. More...
|
| struct | FDeviceTriggerBaseData |
| | UInputDeviceTriggerEffect. More...
|
| struct | FDeviceTriggerFeedbackData |
| | UInputDeviceTriggerFeedbackProperty. More...
|
| struct | FDeviceTriggerTriggerResistanceData |
| | UInputDeviceTriggerResistanceProperty. More...
|
| struct | FDeviceTriggerTriggerVibrationData |
| | UInputDeviceTriggerVibrationProperty. More...
|
| struct | FDialogueContext |
| struct | FDialogueContextMapping |
| struct | FDialogueWaveParameter |
| struct | FDisplacementScaling |
| struct | FDistanceDatum |
| struct | FDoubleVectorParameterValue |
| | Editable vector parameter. More...
|
| struct | FDrawToRenderTargetContext |
| struct | FEdGraphPinType |
| | Struct used to define the type of information carried on this pin. More...
|
| struct | FEditorElement |
| | Each elements in the grid. More...
|
| struct | FEditorImportExportTestDefinition |
| | Holds settings for the asset import / export automation test. More...
|
| struct | FEditorImportWorkflowDefinition |
| | Holds settings for the asset import workflow test. More...
|
| struct | FEditorMapPerformanceTestDefinition |
| | Holds settings for the asset import / export automation test. More...
|
| struct | FEmitterDynamicParameter |
| | Helper structure for displaying the parameter. More...
|
| class | FEmptyOnlineDelegate |
| struct | FEmptyPayload |
| struct | FEndPhysicsTickFunction |
| | Tick function that ends the physics tick. More...
|
| struct | FEngineShowFlagsSetting |
| struct | FEquirectProps |
| | Properties for equirect layers. More...
|
| struct | FExponentialHeightFogData |
| | 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. More...
|
| struct | FExternalDataLayerUID |
| struct | FExternalToolDefinition |
| | Structure for defining an external tool. More...
|
| struct | FFilmStockSettings |
| struct | FFindFloorResult |
| | Data about the floor for walking movement, used by CharacterMovementComponent. More...
|
| struct | FFloatAnimationAttribute |
| | Attribute type supporting the legacy TVariant<float> atttributes. More...
|
| struct | FFloatCurve |
| struct | FFloatRK4SpringInterpolator |
| struct | FFloatSpringState |
| struct | FFontCharacter |
| | This struct is serialized using native serialization so any changes to it require a package version bump. More...
|
| struct | FFontImportOptionsData |
| | Font import options. More...
|
| struct | FFontParameterValue |
| | Editable font parameter. More...
|
| struct | FFontRenderInfo |
| | Information used in font rendering. More...
|
| struct | FForceFeedbackAttenuationSettings |
| | The struct for defining the properties used when determining attenuation for a force feedback effect. More...
|
| struct | FForceFeedbackChannelDetails |
| struct | FForceFeedbackEffectOverridenChannelDetails |
| | A wrapper struct for setting channel details on a per-platform basis. More...
|
| struct | FFormatArgumentData |
| | Used to pass argument/value pairs into FText::Format. The full C++ struct is located here: Engine\Source\Runtime\Core\Public\Internationalization\Text.h. More...
|
| struct | FFractureEffect |
| | Struct used to hold effects for destructible damage events. More...
|
| struct | FFrameRateChangedPayload |
| struct | FFXSystemSpawnParameters |
| | Parameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached. More...
|
| struct | FGaussianSumBloomSettings |
| struct | FGenericStruct |
| struct | FHapticFeedbackDetails_Curve |
| struct | FHardwareCursorReference |
| struct | FHardwareDeviceIdentifier |
| | 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. More...
|
| class | FHardwareInputDeviceChanged |
| struct | FHierarchicalSimplification |
| struct | FHitResult |
| | Structure containing information about one hit of a trace, such as point of impact and surface normal at that point. More...
|
| struct | FHLODISMComponentDescriptor |
| | ISM descriptor class based on FISMComponentDescriptor. More...
|
| struct | FHLODProxyMesh |
| | A mesh proxy entry. More...
|
| struct | FImportanceTexture |
| | Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row. More...
|
| struct | FImportFactorySettingValues |
| | Holds FProperty names and values to customize factory settings. More...
|
| class | FInputActionHandlerDynamicSignature |
| struct | FInputActionKeyMapping |
| | Defines a mapping between an action and key. More...
|
| struct | FInputActionSpeechMapping |
| | Defines a mapping between an action and speech recognition. More...
|
| struct | FInputAlphaBoolBlend |
| struct | FInputAxisConfigEntry |
| | Configurable properties for control axes. More...
|
| class | FInputAxisHandlerDynamicSignature |
| struct | FInputAxisKeyMapping |
| | Defines a mapping between an axis and key. More...
|
| struct | FInputAxisProperties |
| | Configurable properties for control axes, used to transform raw input into game ready values. More...
|
| struct | FInputBlendPose |
| struct | FInputClampConstants |
| | Input modifier with clamping and interpolation. More...
|
| struct | FInputClampState |
| | Mutable state struct to be used with FInputClampConstants. More...
|
| struct | FInputDevicePropertyHandle |
| | A handle to an active input device property that is being used by the InputDeviceSubsytem. More...
|
| class | FInputGestureHandlerDynamicSignature |
| struct | FInputRange |
| struct | FInputScaleBias |
| | Input modifier with scaling and biasing. More...
|
| struct | FInputScaleBiasClamp |
| | Input modifier with remapping, scaling, biasing, clamping, and interpolation. More...
|
| struct | FInputScaleBiasClampConstants |
| struct | FInputScaleBiasClampState |
| | Mutable state struct to be used with FInputScaleBiasClampConstants. More...
|
| class | FInputTouchHandlerDynamicSignature |
| class | FInputVectorAxisHandlerDynamicSignature |
| struct | FInstancedStaticMeshInstanceData |
| class | FInstigatedAnyDamageSignature |
| struct | FIntegerAnimationAttribute |
| | Attribute type supporting the legacy TVariant<int32> atttributes. More...
|
| struct | FIntegralCurve |
| | An integral curve, which holds the key time and the key value. More...
|
| struct | FIntegralKey |
| | An integral key, which holds the key time and the key value. More...
|
| struct | FInteriorSettings |
| | Struct encapsulating settings for interior areas. More...
|
| struct | FInterpControlPoint |
| struct | FInterpolationParameter |
| struct | FISMComponentDescriptor |
| struct | FISMComponentDescriptorBase |
| | Struct that holds the relevant properties that can help decide if instances of different StaticMeshComponents/InstancedStaticMeshComponents/HISM can be merged into a single component. More...
|
| class | FIsRootComponentChanged |
| struct | FKAggregateGeom |
| | Container for an aggregate of collision shapes. More...
|
| struct | FKBoxElem |
| | Box shape used for collision. More...
|
| struct | FKConvexElem |
| | One convex hull, used for simplified collision. More...
|
| struct | FKLevelSetElem |
| struct | FKShapeElem |
| | Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet. More...
|
| struct | FKSkinnedLevelSetElem |
| struct | FKSphereElem |
| | Sphere shape used for collision. More...
|
| struct | FKSphylElem |
| | Capsule shape used for collision. Z axis is capsule axis. More...
|
| struct | FKTaperedCapsuleElem |
| | Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ. More...
|
| class | FLandedSignature |
| struct | FLatentActionInfo |
| | Latent action info. More...
|
| struct | FLaunchOnTestSettings |
| | Holds settings for the editor Launch On With Map Iterations test. More...
|
| struct | FLensBloomSettings |
| struct | FLensImperfectionSettings |
| struct | FLensSettings |
| struct | FLevelSimplificationDetails |
| class | FLevelStreamingLoadedStatus |
| class | FLevelStreamingVisibilityStatus |
| struct | FLightingChannels |
| | Specifies which lighting channels are relevant. More...
|
| struct | FLightmassDebugOptions |
| | Debug options for Lightmass. More...
|
| struct | FLightmassDirectionalLightSettings |
| | Directional light settings for Lightmass. More...
|
| struct | FLightmassLightSettings |
| | Per-light settings for Lightmass. More...
|
| struct | FLightmassMaterialInterfaceSettings |
| | UMaterial interface settings for Lightmass. More...
|
| struct | FLightmassPointLightSettings |
| | Point/spot settings for Lightmass. More...
|
| struct | FLightmassPrimitiveSettings |
| | Per-object settings for Lightmass. More...
|
| struct | FLightmassWorldInfoSettings |
| struct | FLinearConstraint |
| | Distance constraint. More...
|
| struct | FLinearDriveConstraint |
| | Linear Drive. More...
|
| struct | FLocalSpacePose |
| | A pose in local space (i.e. each transform is relative to its parent). More...
|
| struct | FLocationBoneSocketInfo |
| struct | FLODMappingData |
| struct | FMarkerSyncAnimPosition |
| | Represent a current play position in an animation based on sync markers. More...
|
| struct | FMaterialEditorPromotionSettings |
| | Holds settings for the material editor build promotion tests. More...
|
| struct | FMaterialInstanceBasePropertyOverrides |
| | Properties from the base material that can be overridden in material instances. More...
|
| struct | FMaterialLayersFunctions |
| struct | FMaterialLayersFunctionsEditorOnlyData |
| struct | FMaterialLayersFunctionsRuntimeData |
| struct | FMaterialOverrideNanite |
| | 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. More...
|
| struct | FMaterialParameterInfo |
| struct | FMaterialProxySettings |
| struct | FMaterialSpriteElement |
| struct | FMeshApproximationSettings |
| struct | FMeshBuildSettings |
| | Settings applied when building a mesh. More...
|
| struct | FMeshDisplacementMap |
| struct | FMeshDrawCommandStatsBudget |
| | Description of a stat category used in the MeshDrawCommandStats system. More...
|
| struct | FMeshDrawCommandStatsBudgetTotals |
| | Budget totals for each MeshDrawCommandStats collection. More...
|
| struct | FMeshInstancingSettings |
| | Mesh instance-replacement settings. More...
|
| struct | FMeshMergingSettings |
| | Mesh merging settings. More...
|
| struct | FMeshNaniteSettings |
| | Settings applied when building Nanite data. More...
|
| struct | FMeshProxySettings |
| struct | FMeshReductionSettings |
| | Settings used to reduce a mesh. More...
|
| struct | FMeshUVChannelInfo |
| | The world size for each texcoord mapping. Used by the texture streaming. More...
|
| struct | FMinimalViewInfo |
| struct | FMirrorFindReplaceExpression |
| | Find and Replace expressions used to generate mirror tables. More...
|
| struct | FMirrorTableRow |
| | Base Mirror Table containing all data required by the animation mirroring system. More...
|
| struct | FModulatorContinuousParams |
| struct | FMontageBlendSettings |
| | Montage blend settings. Can be used to overwrite default Montage settings on Play/Stop. More...
|
| class | FMovementModeChangedSignature |
| struct | FMovementProperties |
| | Movement capabilities, determining available movement options for Pawns and used by AI for reachability tests. More...
|
| struct | FNameCurve |
| | Implements a curve of FNames. More...
|
| struct | FNameCurveKey |
| | One key in a curve of FNames. More...
|
| struct | FNamedColor |
| | A named color. More...
|
| struct | FNamedCurveValue |
| | Name/value pair for retrieving curve values. More...
|
| struct | FNamedEmitterMaterial |
| struct | FNamedFloat |
| | A named float. More...
|
| struct | FNamedTransform |
| | A named transform. More...
|
| struct | FNamedVector |
| | A named float. More...
|
| struct | FNaniteSettings |
| struct | FNavAgentProperties |
| | Properties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding. More...
|
| struct | FNavAgentSelector |
| struct | FNavAvoidanceMask |
| struct | FNavDataConfig |
| struct | FNavigationLink |
| struct | FNavigationLinkBase |
| struct | FNavigationSegmentLink |
| struct | FNetworkPhysicsSettings |
| struct | FNetworkPhysicsSettingsPredictiveInterpolation |
| struct | FNetworkPhysicsSettingsResimulation |
| struct | FNeuralProfileStruct |
| | struct with all the settings we want in UNeuralProfile, separate to make it easer to pass this data around in the engine. More...
|
| struct | FNewLevelInstanceParams |
| struct | FNonBlendableFloatAnimationAttribute |
| struct | FNonBlendableIntegerAnimationAttribute |
| struct | FNonBlendableQuaternionAnimationAttribute |
| struct | FNonBlendableTransformAnimationAttribute |
| struct | FNonBlendableVectorAnimationAttribute |
| class | FOnActorReady |
| class | FOnAllMontageInstancesEndedMCDelegate |
| class | FOnAnimInitialized |
| class | FOnAssetClassLoaded__KismetSystemLibrary |
| class | FOnAssetLoaded__KismetSystemLibrary |
| class | FOnAsyncHandleSaveGame |
| class | FOnAudioFadeChangeSignature |
| class | FOnAudioFinished |
| class | FOnAudioMultiEnvelopeValue |
| class | FOnAudioPlaybackPercent |
| class | FOnAudioPlayStateChanged |
| class | FOnAudioSingleEnvelopeValue |
| class | FOnAudioVirtualizationChanged |
| class | FOnBoneTransformsFinalized |
| class | FOnCanvasRenderTargetUpdate |
| class | FOnClusterUnionAddedComponent |
| class | FOnClusterUnionBoundsChanged |
| class | FOnClusterUnionRemovedComponent |
| class | FOnDataDrivenCVarChanged__DataDrivenCVarEngineSubsystem |
| class | FOnDataLayerInstanceRuntimeStateChanged |
| class | FOnDataLayerRuntimeStateChanged |
| class | FOnForceFeedbackFinished |
| class | FOnGameUserSettingsUINeedsUpdate |
| class | FOnInterpToResetDelegate__InterpToMovementComponent |
| class | FOnInterpToReverseDelegate__InterpToMovementComponent |
| class | FOnInterpToStopDelegate__InterpToMovementComponent |
| class | FOnInterpToWaitBeginDelegate__InterpToMovementComponent |
| class | FOnInterpToWaitEndDelegate__InterpToMovementComponent |
| class | FOnLocalPlayerSaveGameLoaded |
| class | FOnLowPowerModeDelegate__ApplicationLifecycleComponent |
| class | FOnMontageBlendedInEndedMCDelegate |
| class | FOnMontageBlendingOutStartedMCDelegate |
| class | FOnMontageEndedMCDelegate |
| class | FOnMontageStartedMCDelegate |
| class | FOnPawnControllerChanged |
| class | FOnPlayerStatePawnSet |
| class | FOnPossessedPawnChanged |
| class | FOnPrimaryAssetBundlesChanged |
| class | FOnPrimaryAssetClassListLoaded |
| class | FOnPrimaryAssetClassLoaded |
| class | FOnPrimaryAssetListLoaded |
| class | FOnPrimaryAssetLoaded |
| class | FOnProjectileBounceDelegate__ProjectileMovementComponent |
| class | FOnProjectileStopDelegate__ProjectileMovementComponent |
| class | FOnQuartzCommandEvent |
| class | FOnQuartzCommandEventBP |
| class | FOnQuartzMetronomeEvent |
| class | FOnQuartzMetronomeEventBP |
| class | FOnQueueSubtitles |
| class | FOnSubmixEnvelope |
| class | FOnSubmixEnvelopeBP |
| class | FOnSubmixRecordedFileDone |
| class | FOnSubmixSpectralAnalysis |
| class | FOnSubmixSpectralAnalysisBP |
| class | FOnSystemFinished |
| class | FOnTemperatureChangeDelegate__ApplicationLifecycleComponent |
| class | FOnTimelineEvent |
| class | FOnTimelineFloat |
| class | FOnTimelineLinearColor |
| class | FOnTimelineVector |
| class | FOnUserClickedBanner |
| class | FOnUserClosedAdvertisement |
| class | FOnUserInputDeviceConnectionChange |
| class | FOnUserInputDevicePairingChange |
| struct | FOrbitOptions |
| | Container struct for holding options on the data updating for the module. More...
|
| struct | FOverlapResult |
| | Structure containing information about one hit of an overlap test. More...
|
| struct | FPacketSimulationSettings |
| | Holds the packet simulation settings in one place. More...
|
| struct | FParameterChannelNames |
| struct | FParameterGroupData |
| struct | FParticleBurst |
| class | FParticleBurstSignature |
| class | FParticleCollisionSignature |
| class | FParticleDeathSignature |
| struct | FParticleEditorPromotionSettings |
| | Holds settings for the particle editor build promotion tests. More...
|
| struct | FParticleEvent_GenerateInfo |
| struct | FParticleRandomSeedInfo |
| class | FParticleSpawnSignature |
| struct | FParticleSysParam |
| | Struct used for a particular named instance parameter for this ParticleSystemComponent. More...
|
| struct | FParticleSystemWorldManagerTickFunction |
| struct | FPassiveSoundMixModifier |
| | Structure containing information on a SoundMix to activate passively. More...
|
| class | FPawnControllerChangedSignature |
| class | FPawnRestartedSignature |
| struct | FPerBoneBlendWeight |
| struct | FPerBoneBlendWeights |
| struct | FPerBoneInterpolation |
| struct | FPerPlatformBool |
| | FPerPlatformBool - bool property with per-platform overrides. More...
|
| struct | FPerPlatformFloat |
| | FPerPlatformFloat - float property with per-platform overrides. More...
|
| struct | FPerPlatformFrameRate |
| | FPerPlatformFrameRate - FFrameRate property with per-platform overrides. More...
|
| struct | FPerPlatformInt |
| | FPerPlatformInt - int32 property with per-platform overrides. More...
|
| struct | FPerQualityLevelFloat |
| struct | FPerQualityLevelInt |
| struct | FPhysicalAnimationData |
| | Stores info on the type of motor that will be used for a given bone. More...
|
| struct | FPhysicalAnimationProfile |
| struct | FPhysicsAssetSolverSettings |
| | Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. Each RBAN node runs its own solver with these settings. More...
|
| struct | FPhysicsConstraintProfileHandle |
| struct | FPhysicsPredictionSettings |
| | Physics Prediction Settings. More...
|
| class | FPhysicsVolumeChanged |
| class | FPlasticDeformationEventSignature |
| class | FPlatformDelegate__PlatformGameInstance |
| class | FPlatformEventDelegate__PlatformEventsComponent |
| class | FPlatformFailedToRegisterForRemoteNotificationsDelegate__PlatformGameInstance |
| class | FPlatformInterfaceDelegate |
| class | FPlatformReceivedLocalNotificationDelegate__PlatformGameInstance |
| class | FPlatformReceivedRemoteNotificationDelegate__PlatformGameInstance |
| class | FPlatformRegisteredForRemoteNotificationsDelegate__PlatformGameInstance |
| class | FPlatformRegisteredForUserNotificationsDelegate__PlatformGameInstance |
| class | FPlatformScreenOrientationChangedDelegate__PlatformGameInstance |
| class | FPlatformStartupArgumentsDelegate__PlatformGameInstance |
| class | FPlayMontageAnimNotifyDelegate |
| struct | FPoseLink |
| | A local-space pose link to another node. More...
|
| struct | FPoseLinkBase |
| | A pose link to another node. More...
|
| struct | FPoseSnapshot |
| | A pose for a skeletal mesh. More...
|
| class | FPostEvaluateAnimEvent |
| struct | FPostProcessSettings |
| | 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. More...
|
| struct | FPOV |
| | Point Of View structure used in Camera calculations. More...
|
| struct | FPredictProjectilePathParams |
| | Input parameters to PredictProjectilePath functions. More...
|
| struct | FPredictProjectilePathPointData |
| | Data about a single point in a projectile path trace. More...
|
| struct | FPredictProjectilePathResult |
| | Container for the result of a projectile path trace (using PredictProjectilePath). More...
|
| struct | FPreviewMeshCollectionEntry |
| | An entry in a preview mesh collection. More...
|
| struct | FPrimaryAssetRules |
| | Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset. More...
|
| struct | FPrimaryAssetRulesCustomOverride |
| | Apply primary asset rules to groups of primary assets, using type + filter directory or string. More...
|
| struct | FPrimaryAssetRulesOverride |
| | Simple structure to allow overriding asset rules for a specific primary asset. This can be used to set chunks. More...
|
| struct | FPrimaryAssetTypeInfo |
| | Structure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime. More...
|
| struct | FQuartzClockSettings |
| | UStruct version of settings struct used to initialized a clock. More...
|
| struct | FQuartzPulseOverrideStep |
| | Allows the user to specify non-uniform beat durations in odd meters. More...
|
| struct | FQuartzQuantizationBoundary |
| | struct used to specify the quantization boundary of an event More...
|
| struct | FQuartzTimeSignature |
| | Quartz Time Signature. More...
|
| struct | FQuartzTransportTimeStamp |
| | Transport Time stamp, used for tracking the musical time stamp on a clock. More...
|
| struct | FQuaternionAnimationAttribute |
| struct | FQuaternionSpringState |
| struct | FRadialDamageParams |
| | Parameters used to compute radial damage. More...
|
| struct | FRawAnimSequenceTrack |
| | 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. More...
|
| struct | FRawDistributionFloat |
| struct | FRawDistributionVector |
| struct | FRealCurve |
| | A rich, editable float curve. More...
|
| class | FRemovalEventSignature |
| struct | FRepMovement |
| | 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). More...
|
| struct | FResponseChannel |
| | Describes response for a single collision response channel. More...
|
| struct | FReverbSettings |
| | Struct encapsulating settings for reverb effects. More...
|
| struct | FRichCurve |
| | A rich, editable float curve. More...
|
| struct | FRichCurveKey |
| | One key in a rich, editable float curve. More...
|
| struct | FRigidBodyErrorCorrection |
| | Rigid body error correction data. More...
|
| struct | FRuntimeCurveLinearColor |
| struct | FRuntimeFloatCurve |
| struct | FRuntimePartitionDesc |
| | Holds settings for a runtime partition instance. More...
|
| struct | FRuntimePartitionHLODSetup |
| | Holds an HLOD setup for a particular partition class. More...
|
| struct | FRuntimeVectorCurve |
| struct | FRuntimeVirtualTextureParameterValue |
| | Editable runtime virtual texture parameter. More...
|
| struct | FScalarParameterValue |
| struct | FSceneViewExtensionIsActiveFunctor |
| | 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. More...
|
| struct | FSectionReference |
| struct | FSequenceLengthChangedPayload |
| struct | FSimpleCurve |
| | A rich, editable float curve. More...
|
| struct | FSimpleCurveKey |
| | One key in a rich, editable float curve. More...
|
| struct | FSingleAnimationPlayData |
| struct | FSkeletalMaterial |
| struct | FSkeletalMeshBuildSettings |
| | Settings applied when building a mesh. More...
|
| struct | FSkeletalMeshClothBuildParams |
| | Struct holding parameters needed when creating a new clothing asset or sub asset (LOD). More...
|
| struct | FSkeletalMeshComponentClothTickFunction |
| | Tick function that prepares and simulates cloth. More...
|
| struct | FSkeletalMeshComponentEndPhysicsTickFunction |
| | Tick function that does post physics work on skeletal mesh component. This executes in EndPhysics (after physics is done). More...
|
| struct | FSkeletalMeshLODGroupSettings |
| struct | FSkeletalMeshLODInfo |
| | Struct containing information for a particular LOD level, such as materials and info for when to use it. More...
|
| struct | FSkeletalMeshOptimizationSettings |
| | FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. More...
|
| struct | FSkeletalMeshSamplingInfo |
| struct | FSkeletalMeshSamplingRegion |
| | Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD. More...
|
| struct | FSkeletalMeshSamplingRegionBoneFilter |
| | Filter to include or exclude bones and their associated triangles from a sampling region. More...
|
| struct | FSkeletalMeshSamplingRegionMaterialFilter |
| | Filter to include triangles in a sampling region based on their material. More...
|
| struct | FSkeletalMeshVertexAttributeInfo |
| | A structure to store user-controllable settings for attributes. More...
|
| struct | FSkelMeshMergeMeshUVTransforms |
| struct | FSkelMeshMergeSectionMapping |
| | Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh. More...
|
| struct | FSkelMeshMergeUVTransformMapping |
| | Info to map all the sections about how to transform their UVs. More...
|
| struct | FSkelMeshSkinWeightInfo |
| | Vertex skin weight info supplied for a component override. More...
|
| struct | FSkinWeightProfileInfo |
| | Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level. More...
|
| struct | FSkinWeightProfileManagerTickFunction |
| struct | FSlateModifierKeysState |
| | A structure which captures the application's modifier key states (shift, alt, ctrl, etc.). More...
|
| struct | FSlotAnimationTrack |
| | Each slot data referenced by Animation Slot contains slot name, and animation data. More...
|
| struct | FSmartName |
| struct | FSocketReference |
| struct | FSoftComponentReference |
| | Struct that allows for different ways to reference a component using TSoftObjectPtr. If just an Actor is specified, will return RootComponent of that Actor. More...
|
| struct | FSoftISMComponentDescriptor |
| struct | FSoftWorldReference |
| | A simple wrapper type to enable content-defined structs to hold soft references to UWorld assets *. More...
|
| struct | FSolverIterations |
| | 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. More...
|
| struct | FSoundAttenuationPluginSettings |
| struct | FSoundAttenuationSettings |
| | The settings for attenuating. More...
|
| struct | FSoundClassAdjuster |
| | Elements of data for sound group volume control. More...
|
| struct | FSoundClassProperties |
| struct | FSoundConcurrencySettings |
| struct | FSoundDebugEntry |
| struct | FSoundModulationDefaultRoutingSettings |
| | Default parameter destination settings for source audio object. More...
|
| struct | FSoundModulationDefaultSettings |
| | Default parameter destination settings for source audio object. More...
|
| struct | FSoundModulationDestinationSettings |
| | Parameter destination settings allowing modulation control override for parameter destinations opting in to the Modulation System. More...
|
| struct | FSoundSourceBusSendInfo |
| struct | FSoundSubmixSendInfo |
| struct | FSoundSubmixSendInfoBase |
| | Common set of settings that are uses as submix sends. More...
|
| struct | FSoundSubmixSpectralAnalysisBandSettings |
| struct | FSoundWaveCuePoint |
| | Struct defining a cue point in a sound wave asset. More...
|
| struct | FSoundWaveEnvelopeDataPerSound |
| struct | FSoundWaveSpectralData |
| struct | FSoundWaveSpectralDataPerSound |
| struct | FSoundWaveTimecodeInfo |
| struct | FSourceEffectChainEntry |
| struct | FSparseVolumeTextureParameterValue |
| | Editable sparse volume texture parameter. More...
|
| struct | FSpatialHashRuntimeGrid |
| | Represents a runtime grid (editing). More...
|
| struct | FSpecularProfileStruct |
| | struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine. More...
|
| struct | FSplineMeshParams |
| | 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! More...
|
| struct | FSplinePoint |
| struct | FStartPhysicsTickFunction |
| | Tick function that starts the physics tick. More...
|
| struct | FStaticMaterial |
| struct | FStaticMeshBudgetInfo |
| struct | FStaticMeshSourceModel |
| | Source model from which a renderable static mesh is built. More...
|
| struct | FStreamingSourceShape |
| struct | FStringAnimationAttribute |
| | Attribute type supporting the legacy TVariant<FString> attributes. More...
|
| struct | FStringCurve |
| | Implements a curve of FStrings. More...
|
| struct | FStringCurveKey |
| | One key in a curve of FStrings. More...
|
| struct | FSubsurfaceProfileStruct |
| | struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine. More...
|
| struct | FSubtitleCue |
| | A line of subtitle text and the time at which it should be displayed. More...
|
| struct | FSwarmDebugOptions |
| | Debug options for Swarm. More...
|
| struct | FSwitchCustomInput |
| struct | FTableRowBase |
| | Base class for all table row structs to inherit from. More...
|
| class | FTakeAnyDamageSignature |
| class | FTakePointDamageSignature |
| class | FTakeRadialDamageSignature |
| struct | FTentDistribution |
| struct | FTextureParameterValue |
| | Editable texture parameter. More...
|
| struct | FTextureSource |
| | Texture source data management. More...
|
| struct | FTextureSourceBlock |
| struct | FTextureSourceColorSettings |
| struct | FTextureSourceLayerColorInfo |
| struct | FTickFunction |
| | Abstract Base class for all tick functions. More...
|
| struct | FTimecodeCustomAttributeNameSettings |
| | Settings that identify the names of custom attributes that represent the individual components of a timecode and a subframe along with a take name. More...
|
| class | FTimerDynamicDelegate |
| struct | FTimerHandle |
| | Unique handle that can be used to distinguish timers that have identical delegates. More...
|
| struct | FTimeStretchCurve |
| | = Time Stretch Curve = More...
|
| struct | FTimeStretchCurveMarker |
| struct | FTouchInputControl |
| struct | FTrajectorySample |
| struct | FTrajectorySampleRange |
| | A container of ordered trajectory samples and associated sampling rate. More...
|
| struct | FTransformAnimationAttribute |
| | Attribute type supporting the legacy TVariant<FTransform> attributes. More...
|
| struct | FTransformCurve |
| struct | FTViewTarget |
| | A ViewTarget is the primary actor the camera is associated with. More...
|
| struct | FTwistConstraint |
| | Angular roll constraint. More...
|
| struct | FTypedElementDeletionOptions |
| struct | FTypedElementPasteOptions |
| struct | FUniqueNetIdRepl |
| | Wrapper for opaque type FUniqueNetId. More...
|
| struct | FUserActivity |
| | The description of a user activity. More...
|
| struct | FVector_NetQuantize |
| | FVector_NetQuantize. More...
|
| struct | FVector_NetQuantize10 |
| | FVector_NetQuantize10. More...
|
| struct | FVector_NetQuantize100 |
| | FVector_NetQuantize100. More...
|
| struct | FVector_NetQuantizeNormal |
| | FVector_NetQuantizeNormal. More...
|
| struct | FVectorAnimationAttribute |
| struct | FVectorParameterValue |
| | Editable vector parameter. More...
|
| struct | FVectorRK4SpringInterpolator |
| struct | FVectorSpringState |
| struct | FVertexOffsetUsage |
| class | FViewportDisplayCallback |
| struct | FViewTargetTransitionParams |
| | A set of parameters to describe how to transition between view targets. More...
|
| struct | FVirtualTextureSpacePoolConfig |
| | Settings for a single virtual texture physical pool. More...
|
| struct | FVoiceSettings |
| struct | FWalkableSlopeOverride |
| | Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable. More...
|
| struct | FWeightedBlendable |
| struct | FWeightedBlendables |
| | for easier detail customization, needed? More...
|
| struct | FWorldPartitionHLODDestructionTag |
| struct | FWorldPartitionStreamingQuerySource |
| | Structure containing all properties required to query a streaming state. More...
|
| class | UActiveSoundUpdateInterface |
| class | UActorChannel |
| | A channel for exchanging actor and its subobject's properties and RPCs. More...
|
| class | UActorComponent |
| | 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. More...
|
| class | UActorContainer |
| | Actor container class used to duplicate actors during cells streaming in PIE. More...
|
| class | UActorDescContainer |
| class | UActorDescContainerInstance |
| class | UActorDescContainerSubsystem |
| class | UActorElementAssetDataInterface |
| class | UActorElementCounterInterface |
| class | UActorElementHierarchyInterface |
| class | UActorElementObjectInterface |
| class | UActorElementSelectionInterface |
| class | UActorElementWorldInterface |
| class | UActorFolder |
| class | UActorInstanceManagerInterface |
| class | UActorPartitionSubsystem |
| | UActorPartitionSubsystem. More...
|
| class | UActorReplicationBridge |
| class | UActorSoundParameterInterface |
| class | UActorTextureStreamingBuildDataComponent |
| class | UAimOffsetBlendSpace |
| | An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon. More...
|
| class | UAimOffsetBlendSpace1D |
| | An Aim Offset is an asset that stores a blendable series of poses to help a character aim a weapon. More...
|
| class | UAISystemBase |
| class | UAnalysisProperties |
| | 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. More...
|
| class | UAnimatedSparseVolumeTexture |
| | Represents a streamable SparseVolumeTexture with one or more frames. Use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() to bind extract a particular frame to be used for rendering. More...
|
| class | UAnimatedSparseVolumeTextureController |
| | Utility (blueprint) class for controlling SparseVolumeTexture playback. More...
|
| class | UAnimationAsset |
| class | UAnimationAssetExtensions |
| class | UAnimationAttributeIdentifierExtensions |
| | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationAttributeIdentifier instances. More...
|
| class | UAnimationCurveIdentifierExtensions |
| | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationCurveIdentifier instances. More...
|
| class | UAnimationDataController |
| class | UAnimationDataModel |
| class | UAnimationDataModelNotifiesExtensions |
| class | UAnimationSettings |
| | Default animation settings. More...
|
| class | UAnimBlueprint |
| | 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. More...
|
| class | UAnimBlueprintClassSubsystem_PropertyAccess |
| | Dummy class to prevent warnings on load of older subsystem implementation. More...
|
| class | UAnimBlueprintGeneratedClass |
| class | UAnimBlueprintGeneratedStruct |
| | 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). More...
|
| class | UAnimBoneCompressionCodec |
| | Base class for all bone compression codecs. More...
|
| class | UAnimBoneCompressionSettings |
| | 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. More...
|
| class | UAnimClassInterface |
| class | UAnimComposite |
| | Animation Composites serve as a way to combine multiple animations together and treat them as a single unit. More...
|
| class | UAnimCompositeBase |
| class | UAnimCompress |
| class | UAnimCompress_BitwiseCompressOnly |
| class | UAnimCompress_LeastDestructive |
| class | UAnimCompress_PerTrackCompression |
| class | UAnimCompress_RemoveEverySecondKey |
| class | UAnimCompress_RemoveLinearKeys |
| class | UAnimCompress_RemoveTrivialKeys |
| class | UAnimCurveCompressionCodec |
| | Base class for all curve compression codecs. More...
|
| class | UAnimCurveCompressionCodec_CompressedRichCurve |
| class | UAnimCurveCompressionCodec_UniformIndexable |
| class | UAnimCurveCompressionCodec_UniformlySampled |
| class | UAnimCurveCompressionSettings |
| | 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. More...
|
| class | UAnimCurveMetaData |
| | Asset user data used to supply curve meta data for specific assets. More...
|
| class | UAnimDataModel |
| | 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. More...
|
| class | UAnimInstance |
| class | UAnimLayerInterface |
| class | UAnimMetaData |
| class | UAnimMontage |
| | Any property you're adding to AnimMontage and parent class has to be considered for Child Asset. More...
|
| class | UAnimNotify |
| class | UAnimNotify_PauseClothingSimulation |
| class | UAnimNotify_PlayParticleEffect |
| class | UAnimNotify_PlaySound |
| class | UAnimNotify_ResetClothingSimulation |
| class | UAnimNotify_ResetDynamics |
| class | UAnimNotify_ResumeClothingSimulation |
| class | UAnimNotifyLibrary |
| | A library of commonly used functionality for Notifies, exposed to blueprint. More...
|
| class | UAnimNotifyMirrorInspectionLibrary |
| | A library of commonly used functionality for Notifies related to mirroring, exposed to blueprint. More...
|
| class | UAnimNotifyState |
| class | UAnimNotifyState_DisableRootMotion |
| class | UAnimNotifyState_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. More...
|
| class | UAnimNotifyState_Trail |
| class | UAnimNotifyStateMachineInspectionLibrary |
| | A library of commonly used functionality for Notifies related to state machines, exposed to blueprint. More...
|
| class | UAnimSequence |
| class | UAnimSequenceBase |
| class | UAnimSet |
| class | UAnimSingleNodeInstance |
| class | UAnimStateMachineTypes |
| class | UAnimStreamable |
| class | UApplicationLifecycleComponent |
| | Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc). More...
|
| class | UArrowComponent |
| | A simple arrow rendered using lines. Useful for indicating which way an object is facing. More...
|
| class | UAssetExportTask |
| | Contains data for a group of assets to export. More...
|
| class | UAssetImportData |
| | todo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array? More...
|
| class | UAssetManager |
| | 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. More...
|
| class | UAssetManagerSettings |
| | Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types. More...
|
| class | UAssetMappingTable |
| | UAssetMappingTable : that has AssetMappingTableging data. More...
|
| class | UAssetRegistryTagProviderInterface |
| class | UAssetUserData |
| | Object that can be subclassed to store custom data on Unreal asset objects. More...
|
| class | UAsyncActionChangePrimaryAssetBundles |
| class | UAsyncActionHandleSaveGame |
| | Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game. More...
|
| class | UAsyncActionLoadPrimaryAsset |
| class | UAsyncActionLoadPrimaryAssetBase |
| | Base class of all asset manager load calls. More...
|
| class | UAsyncActionLoadPrimaryAssetClass |
| class | UAsyncActionLoadPrimaryAssetClassList |
| class | UAsyncActionLoadPrimaryAssetList |
| class | UAsyncLoadingTests_ConvertFromType_V1 |
| class | UAsyncLoadingTests_ConvertFromType_V2 |
| class | UAsyncLoadingTests_Shared |
| class | UAsyncPhysicsData |
| | 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). More...
|
| class | UAsyncPhysicsInputComponent |
| class | UAtmosphericFogComponent |
| | Used to create fogging effects such as clouds. More...
|
| class | UAudioBus |
| | 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. More...
|
| class | UAudioComponent |
| | AudioComponent is used to play a Sound. More...
|
| class | UAudioEngineSubsystem |
| | UAudioEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the audio device. More...
|
| class | UAudioPanelWidgetInterface |
| class | UAudioParameterConversionStatics |
| class | UAudioSettings |
| | Audio settings. More...
|
| class | UAudioSubsystemCollectionRoot |
| | UAudioSubsystemCollectionRoot Root UObject used to anchor UAudioEngineSubsystems to the FAudioDevice. More...
|
| class | UAudioWidgetSubsystem |
| class | UAutoDestroySubsystem |
| | 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. More...
|
| class | UAutomationTestSettings |
| | Implements the Editor's user settings. More...
|
| class | UAvoidanceManager |
| class | UBillboardComponent |
| | A 2d texture that will be rendered always facing the camera. More...
|
| class | UBlendableInterface |
| class | UBlendProfile |
| | 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. More...
|
| class | UBlendSpace |
| | Allows multiple animations to be blended between based on input parameters. More...
|
| class | UBlendSpace1D |
| | Allows multiple animations to be blended between based on input parameters. More...
|
| class | UBlueprint |
| | 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. More...
|
| class | UBlueprintAsyncActionBase |
| | 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". More...
|
| class | UBlueprintCore |
| class | UBlueprintExtension |
| | 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). More...
|
| class | UBlueprintFunctionLibrary |
| | 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. More...
|
| class | UBlueprintGeneratedClass |
| class | UBlueprintMapLibrary |
| class | UBlueprintPathsLibrary |
| | Function library to expose FPaths to Blueprints and Python. More...
|
| class | UBlueprintPlatformLibrary |
| class | UBlueprintSetLibrary |
| class | UBlueprintTypeConversions |
| class | UBodySetup |
| | 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. More...
|
| class | UBoneMaskFilter |
| class | UBoneReferenceSkeletonProvider |
| class | UBookMark |
| | A camera position the current level. More...
|
| class | UBookMark2D |
| | Simple class to store 2D camera information. More...
|
| class | UBookmarkBase |
| | Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene. More...
|
| class | UBoundsCopyComponent |
| | Component used to copy the bounds of another Actor. More...
|
| class | UBoxComponent |
| | A box generally used for simple collision. Bounds are rendered as lines in the editor. More...
|
| class | UBoxReflectionCaptureComponent |
| | -> will be exported to EngineDecalClasses.h More...
|
| class | UBrushBuilder |
| | Base class of UnrealEd brush builders. More...
|
| class | UBrushComponent |
| | 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. More...
|
| class | UBuiltInAttributesExtensions |
| class | UButtonStyleAsset |
| | An asset describing a button's appearance. Just a wrapper for the struct with real data in it.style factory. More...
|
| class | UCachedAnimDataLibrary |
| | A library of commonly used functionality from the CachedAnimData family, exposed to blueprint. More...
|
| class | UCameraComponent |
| | 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. More...
|
| class | UCameraLensEffectInterface |
| class | UCameraLensEffectInterfaceClassSupportLibrary |
| class | UCameraModifier |
| | 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. More...
|
| class | UCameraModifier_CameraShake |
| | A UCameraModifier_CameraShake is a camera modifier that can apply a UCameraShakeBase to the owning camera. More...
|
| class | UCameraShakeBase |
| | 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. More...
|
| class | UCameraShakePattern |
| | A shake "pattern" defines how a camera should be effectively shaken. Examples of shake patterns are sinewave oscillation, perlin noise, or FBX animation. More...
|
| class | UCameraShakeSourceComponent |
| class | UCancellableAsyncAction |
| | 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. More...
|
| class | UCanvas |
| | A drawing canvas. More...
|
| class | UCanvasRenderTarget2D |
| | 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. More...
|
| class | UCapsuleComponent |
| | A capsule generally used for simple collision. Bounds are rendered as lines in the editor. More...
|
| class | UChannel |
| | Base class of communication channels. More...
|
| class | UChaosBlueprintLibrary |
| class | UChaosEventRelay |
| | An object managing events. More...
|
| class | UCharacterMovementComponent |
| | CharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom. More...
|
| class | UCheatManager |
| | 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. More...
|
| class | UCheatManagerExtension |
| | 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. More...
|
| class | UCheckBoxStyleAsset |
| | An asset describing a CheckBox's appearance. Just a wrapper for the struct with real data in it. More...
|
| class | UChildActorComponent |
| | A component that spawns an Actor when registered, and destroys it when unregistered. More...
|
| class | UChildConnection |
| | Represents a secondary split screen connection that reroutes calls to the parent connection. More...
|
| class | UCloudStorageBase |
| | Base class for the various platform interface classes. More...
|
| class | UClusterUnionComponent |
| | 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. More...
|
| class | UClusterUnionReplicatedProxyComponent |
| | 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: More...
|
| class | UCollisionProfile |
| | Set up and modify collision settings. More...
|
| class | UColorInputDeviceCurveProperty |
| | A property that can be used to change the color of an input device's light over time with a curve. More...
|
| class | UColorInputDeviceProperty |
| | 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. More...
|
| class | UCommandlet |
| class | UComponentDelegateBinding |
| class | UComponentElementCounterInterface |
| class | UComponentElementHierarchyInterface |
| class | UComponentElementObjectInterface |
| class | UComponentElementSelectionInterface |
| class | UComponentElementWorldInterface |
| class | UCompositeCurveTable |
| | Curve table composed of a stack of other curve tables. More...
|
| class | UCompositeDataTable |
| | Data table composed of a stack of other data tables. More...
|
| class | UConsole |
| | A basic command line console that accepts most commands. More...
|
| class | UConstraintInstanceBlueprintLibrary |
| class | UContentBundleDescriptor |
| class | UContentBundleDuplicateForPIEHelper |
| class | UContentBundleEngineSubsystem |
| class | UContentBundleManager |
| class | UContentBundleTypeFactory |
| class | UContentBundleUnsavedActorMonitor |
| class | UControlChannel |
| | A channel for exchanging connection control messages. More...
|
| class | UCurveBase |
| | Defines a curve of interpolated points to evaluate over a given range. More...
|
| class | UCurveFloat |
| class | UCurveLinearColor |
| class | UCurveLinearColorAtlas |
| | Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor. More...
|
| class | UCurveSourceInterface |
| class | UCurveTable |
| | Imported spreadsheet table as curves. More...
|
| class | UCurveVector |
| class | UDamageType |
| | 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. More...
|
| class | UDataAsset |
| | 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. More...
|
| class | UDataDrivenConsoleVariableSettings |
| class | UDataDrivenCVarEngineSubsystem |
| class | UDataLayerAsset |
| class | UDataLayerInstance |
| class | UDataLayerInstancePrivate |
| class | UDataLayerInstanceProvider |
| class | UDataLayerInstanceWithAsset |
| class | UDataLayerLoadingPolicy |
| class | UDataLayerManager |
| class | UDataLayerSubsystem |
| | This class is deprecated, it has been replaced by DataLayerManager. More...
|
| class | UDataStreamChannel |
| class | UDataTable |
| | Imported spreadsheet table. More...
|
| class | UDataTableFunctionLibrary |
| class | UDebugCameraControllerSettings |
| | Default debug camera controller settings. More...
|
| class | UDebugDrawComponent |
| | 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. More...
|
| class | UDebugDrawService |
| class | UDebugGarbageCollectionGraph |
| class | UDecalComponent |
| | A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model. More...
|
| class | UDeformableInterface |
| class | UDemoNetConnection |
| | Simulated network connection for recording and playing back game sessions. More...
|
| class | UDemoNetDriver |
| | Simulated network driver for recording and playing back game sessions. More...
|
| class | UDemoPendingNetGame |
| class | UDEPRECATED_Breakpoint |
| | Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs. More...
|
| class | UDEPRECATED_CurveEdPresetCurve |
| class | UDEPRECATED_DataLayer |
| class | UDeprecatedDataLayerInstance |
| | 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. More...
|
| class | UDestructibleInterface |
| class | UDeviceProfile |
| class | UDeviceProfileFragment |
| class | UDeviceProfileManager |
| | Implements a helper class that manages all profiles in the Device. More...
|
| class | UDialogueSoundWaveProxy |
| class | UDialogueVoice |
| class | UDialogueWave |
| class | UDirectionalLightComponent |
| | 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. More...
|
| class | UDistribution |
| class | UDistributionFloat |
| class | UDistributionFloatConstant |
| class | UDistributionFloatConstantCurve |
| class | UDistributionFloatParameterBase |
| class | UDistributionFloatParticleParameter |
| class | UDistributionFloatUniform |
| class | UDistributionFloatUniformCurve |
| class | UDistributionVector |
| class | UDistributionVectorConstant |
| class | UDistributionVectorConstantCurve |
| class | UDistributionVectorParameterBase |
| class | UDistributionVectorParticleParameter |
| class | UDistributionVectorUniform |
| class | UDistributionVectorUniformCurve |
| class | UDPICustomScalingRule |
| | 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. More...
|
| class | UDrawFrustumComponent |
| | Utility component for drawing a view frustum. Origin is at the component location, frustum points down position X axis. More...
|
| class | UDrawSphereComponent |
| | A sphere generally used for simple collision. Bounds are rendered as lines in the editor. More...
|
| class | UDynamicBlueprintBinding |
| class | UDynamicSubsystem |
| | Dynamic Subsystems auto populate/depopulate existing collections when modules are loaded and unloaded. More...
|
| class | UEdGraph |
| class | UEdGraphNode |
| class | UEdGraphNode_Documentation |
| class | UEdGraphPin_Deprecated |
| class | UEdGraphSchema |
| class | UEditorFlagCollector |
| class | UEndpointSubmix |
| | Sound Submix class meant for sending audio to an external endpoint, such as controller haptics or an additional audio device. More...
|
| class | UEngine |
| | 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. More...
|
| class | UEngineBaseTypes |
| class | UEngineCustomTimeStep |
| | 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). More...
|
| class | UEngineElementsLibrary |
| class | UEngineHandlerComponentFactory |
| | Factory class for loading HandlerComponent's contained within Engine. More...
|
| class | UEngineMessage |
| class | UEngineSubsystem |
| | UEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the Engine. More...
|
| class | UEngineTypes |
| | Utility class for engine types. More...
|
| class | UExponentialHeightFogComponent |
| | Used to create fogging effects such as clouds but with a density that is related to the height of the fog. More...
|
| class | UExporter |
| class | UExternalDataLayerAsset |
| class | UExternalDataLayerEngineSubsystem |
| class | UExternalDataLayerInjectionPolicy |
| class | UExternalDataLayerInstance |
| class | UExternalDataLayerManager |
| class | UFieldNotificationLibrary |
| | 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. More...
|
| class | UFloatingPawnMovement |
| | 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. More...
|
| class | UFont |
| | A font object, for use by Slate, UMG, and Canvas. More...
|
| class | UFontFace |
| | 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"). More...
|
| class | UFontImportOptions |
| | Holds options for importing fonts. More...
|
| class | UForceFeedbackAttenuation |
| | Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components. More...
|
| class | UForceFeedbackComponent |
| | ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it. More...
|
| class | UForceFeedbackEffect |
| | A predefined force-feedback effect to be played on a controller. More...
|
| class | UFXSystemAsset |
| class | UFXSystemComponent |
| class | UGameEngine |
| | Engine that manages core systems that enable a game. More...
|
| class | UGameInstance |
| | 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. More...
|
| class | UGameInstanceSubsystem |
| | UGameInstanceSubsystem Base class for auto instanced and initialized systems that share the lifetime of the game instance. More...
|
| class | UGameplayStatics |
| | Static class with useful gameplay utility functions that can be called from both Blueprint and C++. More...
|
| class | UGameUserSettings |
| | Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file. More...
|
| class | UGameViewportClient |
| | 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. More...
|
| class | UGarbageCollectionSettings |
| | Implements the settings for garbage collection. More...
|
| | This is the context for GetContextMenuActions and GetNodeContextMenuActions calls. More...
|
| class | UHapticFeedbackEffect_Base |
| class | UHapticFeedbackEffect_Buffer |
| class | UHapticFeedbackEffect_Curve |
| class | UHapticFeedbackEffect_SoundWave |
| class | UHealthSnapshotBlueprintLibrary |
| class | UHeterogeneousVolumeComponent |
| | A component that represents a heterogeneous volume. More...
|
| class | UHierarchicalInstancedStaticMeshComponent |
| class | UHierarchicalLODSetup |
| class | UHLODBuilder |
| | 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. More...
|
| class | UHLODBuilderSettings |
| | Base class for all HLOD Builder settings. More...
|
| class | UHLODEngineSubsystem |
| class | UHLODInstancedStaticMeshComponent |
| class | UHLODLayer |
| class | UHLODProxy |
| | This asset acts as a proxy to a static mesh for ALODActors to display. More...
|
| class | UHLODProxyDesc |
| | Describe a LODActor. More...
|
| class | UImportanceSamplingLibrary |
| class | UImportantToggleSettingInterface |
| class | UInGameAdManager |
| class | UInheritableComponentHandler |
| class | UInitialActiveSoundParams |
| | Convenience class to get audio parameters set on an active sound's playback. More...
|
| class | UInputActionDelegateBinding |
| class | UInputAxisDelegateBinding |
| class | UInputAxisKeyDelegateBinding |
| class | UInputComponent |
| | Implement an Actor component for input bindings. More...
|
| class | UInputDelegateBinding |
| class | UInputDeviceAudioBasedVibrationProperty |
| | 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. More...
|
| class | UInputDeviceLibrary |
| | A static BP library that exposes Input Device data to blueprints. More...
|
| class | UInputDeviceProperty |
| | 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. More...
|
| class | UInputDeviceSubsystem |
| | The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User. More...
|
| class | UInputDeviceTriggerEffect |
| | A property that effect the triggers on a gamepad. More...
|
| class | UInputDeviceTriggerFeedbackProperty |
| | Sets simple trigger feedback. More...
|
| class | UInputDeviceTriggerResistanceProperty |
| | Provides linear resistance to a trigger while it is being pressed between a start and end value. More...
|
| class | UInputDeviceTriggerVibrationProperty |
| | Sets trigger vibration. More...
|
| class | UInputKeyDelegateBinding |
| class | UInputPlatformSettings |
| | Per-Platform input options. More...
|
| class | UInputSettings |
| | Project wide settings for input handling. More...
|
| class | UInputTouchDelegateBinding |
| class | UInputVectorAxisDelegateBinding |
| class | UInstancedPlacemenClientSettings |
| | Settings which can be shared across partition actors. More...
|
| class | UInstancedStaticMeshComponent |
| | A component that efficiently renders multiple instances of the same StaticMesh. More...
|
| class | UInterface_ActorSubobject |
| class | UInterface_AnimCurveMetaData |
| class | UInterface_AssetUserData |
| class | UInterface_AsyncCompilation |
| class | UInterface_CollisionDataProvider |
| class | UInterface_PostProcessVolume |
| class | UInterface_PreviewMeshProvider |
| class | UInterpCurveEdSetup |
| class | UInterpToMovementComponent |
| | Move the root component between a series of points over a given time *. More...
|
| class | UIntSerialization |
| class | UISMPartitionInstanceManager |
| class | UISMPartitionInstanceManagerProvider |
| class | UKismetArrayLibrary |
| class | UKismetGuidLibrary |
| class | UKismetInputLibrary |
| class | UKismetInternationalizationLibrary |
| class | UKismetMaterialLibrary |
| class | UKismetNodeHelperLibrary |
| class | UKismetRenderingLibrary |
| class | UKismetStringLibrary |
| class | UKismetStringTableLibrary |
| class | UKismetSystemLibrary |
| class | UKismetTextLibrary |
| class | ULayer |
| class | ULevel |
| | 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. More...
|
| class | ULevelActorContainer |
| | Root object for all level actors. More...
|
| class | ULevelInstanceComponent |
| | ULevelInstanceComponent subclasses USceneComponent for Editing purposes so that we can have a proxy to the LevelInstanceActor's RootComponent transform without attaching to it. More...
|
| class | ULevelInstanceEditorObject |
| class | ULevelInstanceEditorPivotInterface |
| class | ULevelInstanceInterface |
| class | ULevelInstanceSubsystem |
| | ULevelInstanceSubsystem. More...
|
| class | ULevelStreaming |
| | 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. More...
|
| class | ULevelStreamingAlwaysLoaded |
| class | ULevelStreamingDynamic |
| class | ULevelStreamingLevelInstance |
| class | ULevelStreamingLevelInstanceEditor |
| class | ULevelStreamingPersistent |
| class | ULevelStreamingProfilingSubsystem |
| | 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. More...
|
| class | ULightComponent |
| class | ULightComponentBase |
| class | ULightmappedSurfaceCollection |
| class | ULightMapTexture2D |
| class | ULightMapVirtualTexture |
| | Deprecated class. More...
|
| class | ULightMapVirtualTexture2D |
| class | ULightmassPortalComponent |
| class | ULightmassPrimitiveSettingsObject |
| class | ULightWeightInstanceBlueprintFunctionLibrary |
| class | ULineBatchComponent |
| | 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. More...
|
| class | ULocalFogVolumeComponent |
| class | ULocalLightComponent |
| | A light component which emits light from a single point equally in all directions. More...
|
| class | ULocalMessage |
| class | ULocalPlayer |
| | 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. More...
|
| class | ULocalPlayerSaveGame |
| | 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. More...
|
| class | ULocalPlayerSubsystem |
| | ULocalPlayerSubsystem Base class for auto instanced and initialized subsystem that share the lifetime of local players. More...
|
| class | ULODSyncComponent |
| | Implement an Actor component for LOD Sync of different components. More...
|
| class | ULODSyncInterface |
| class | UMapBuildDataRegistry |
| class | UMaterial |
| | 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. More...
|
| class | UMaterialBillboardComponent |
| | A 2d material that will be rendered always facing the camera. More...
|
| class | UMaterialEditorOnlyData |
| class | UMaterialExpression |
| class | UMaterialExpressionAbs |
| class | UMaterialExpressionAbsorptionMediumMaterialOutput |
| | Material output expression for setting absorption properties of solid refractive glass (for the Path Tracer Only). More...
|
| class | UMaterialExpressionActorPositionWS |
| class | UMaterialExpressionAdd |
| class | UMaterialExpressionAntialiasedTextureMask |
| class | UMaterialExpressionAppendVector |
| class | UMaterialExpressionArccosine |
| class | UMaterialExpressionArccosineFast |
| class | UMaterialExpressionArcsine |
| class | UMaterialExpressionArcsineFast |
| class | UMaterialExpressionArctangent |
| class | UMaterialExpressionArctangent2 |
| class | UMaterialExpressionArctangent2Fast |
| class | UMaterialExpressionArctangentFast |
| class | UMaterialExpressionAtmosphericFogColor |
| class | UMaterialExpressionAtmosphericLightColor |
| class | UMaterialExpressionAtmosphericLightVector |
| class | UMaterialExpressionBentNormalCustomOutput |
| class | UMaterialExpressionBinaryOp |
| class | UMaterialExpressionBlackBody |
| class | UMaterialExpressionBlendMaterialAttributes |
| class | UMaterialExpressionBounds |
| class | UMaterialExpressionBreakMaterialAttributes |
| class | UMaterialExpressionBumpOffset |
| class | UMaterialExpressionCameraPositionWS |
| class | UMaterialExpressionCameraVectorWS |
| class | UMaterialExpressionCeil |
| class | UMaterialExpressionChannelMaskParameter |
| class | UMaterialExpressionClamp |
| class | UMaterialExpressionClearCoatNormalCustomOutput |
| class | UMaterialExpressionCloudSampleAttribute |
| class | UMaterialExpressionCollectionParameter |
| class | UMaterialExpressionComponentMask |
| class | UMaterialExpressionComposite |
| | 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. More...
|
| class | UMaterialExpressionConstant |
| class | UMaterialExpressionConstant2Vector |
| class | UMaterialExpressionConstant3Vector |
| class | UMaterialExpressionConstant4Vector |
| class | UMaterialExpressionConstantBiasScale |
| class | UMaterialExpressionConstantDouble |
| class | UMaterialExpressionCosine |
| class | UMaterialExpressionCrossProduct |
| class | UMaterialExpressionCurveAtlasRowParameter |
| class | UMaterialExpressionCustom |
| class | UMaterialExpressionCustomOutput |
| class | UMaterialExpressionDataDrivenShaderPlatformInfoSwitch |
| class | UMaterialExpressionDBufferTexture |
| class | UMaterialExpressionDDX |
| class | UMaterialExpressionDDY |
| class | UMaterialExpressionDecalColor |
| class | UMaterialExpressionDecalDerivative |
| class | UMaterialExpressionDecalLifetimeOpacity |
| class | UMaterialExpressionDecalMipmapLevel |
| class | UMaterialExpressionDeltaTime |
| class | UMaterialExpressionDepthFade |
| class | UMaterialExpressionDepthOfFieldFunction |
| class | UMaterialExpressionDeriveNormalZ |
| class | UMaterialExpressionDesaturation |
| class | UMaterialExpressionDistance |
| class | UMaterialExpressionDistanceCullFade |
| class | UMaterialExpressionDistanceFieldApproxAO |
| class | UMaterialExpressionDistanceFieldGradient |
| class | UMaterialExpressionDistanceFieldsRenderingSwitch |
| | Material output expression to switch logic according to whether distance fields renderering is supported on this project and feature level. More...
|
| class | UMaterialExpressionDistanceToNearestSurface |
| class | UMaterialExpressionDivide |
| class | UMaterialExpressionDotProduct |
| class | UMaterialExpressionDoubleVectorParameter |
| class | UMaterialExpressionDynamicParameter |
| class | UMaterialExpressionExecBegin |
| class | UMaterialExpressionExecEnd |
| class | UMaterialExpressionExponential |
| class | UMaterialExpressionExponential2 |
| class | UMaterialExpressionEyeAdaptation |
| | Provides access to the EyeAdaptation render target. More...
|
| class | UMaterialExpressionEyeAdaptationInverse |
| | Provides access to the EyeAdaptation render target. More...
|
| class | UMaterialExpressionFeatureLevelSwitch |
| class | UMaterialExpressionFloor |
| class | UMaterialExpressionFmod |
| class | UMaterialExpressionFontSample |
| class | UMaterialExpressionFontSampleParameter |
| class | UMaterialExpressionForLoop |
| class | UMaterialExpressionFrac |
| class | UMaterialExpressionFresnel |
| class | UMaterialExpressionFunctionInput |
| class | UMaterialExpressionFunctionOutput |
| class | UMaterialExpressionGenericConstant |
| class | UMaterialExpressionGetLocal |
| class | UMaterialExpressionGetMaterialAttributes |
| class | UMaterialExpressionGIReplace |
| class | UMaterialExpressionHairAttributes |
| class | UMaterialExpressionHairColor |
| class | UMaterialExpressionHsvToRgb |
| class | UMaterialExpressionIf |
| class | UMaterialExpressionIfThenElse |
| class | UMaterialExpressionInverseLinearInterpolate |
| class | UMaterialExpressionIsOrthographic |
| class | UMaterialExpressionLength |
| class | UMaterialExpressionLess |
| class | UMaterialExpressionLightmapUVs |
| class | UMaterialExpressionLightmassReplace |
| class | UMaterialExpressionLightVector |
| class | UMaterialExpressionLinearInterpolate |
| class | UMaterialExpressionLogarithm |
| class | UMaterialExpressionLogarithm10 |
| class | UMaterialExpressionLogarithm2 |
| class | UMaterialExpressionMakeMaterialAttributes |
| class | UMaterialExpressionMapARPassthroughCameraUV |
| class | UMaterialExpressionMaterialAttributeLayers |
| class | UMaterialExpressionMaterialFunctionCall |
| class | UMaterialExpressionMaterialLayerOutput |
| class | UMaterialExpressionMaterialProxyReplace |
| class | UMaterialExpressionMax |
| class | UMaterialExpressionMin |
| class | UMaterialExpressionMultiply |
| class | UMaterialExpressionNamedRerouteBase |
| class | UMaterialExpressionNamedRerouteDeclaration |
| class | UMaterialExpressionNamedRerouteUsage |
| class | UMaterialExpressionNaniteReplace |
| class | UMaterialExpressionNeuralNetworkInput |
| class | UMaterialExpressionNeuralNetworkOutput |
| | The input node that holds the output from the neural network to the post process material. More...
|
| class | UMaterialExpressionNoise |
| class | UMaterialExpressionNormalize |
| class | UMaterialExpressionObjectBounds |
| class | UMaterialExpressionObjectLocalBounds |
| class | UMaterialExpressionObjectOrientation |
| class | UMaterialExpressionObjectPositionWS |
| class | UMaterialExpressionObjectRadius |
| class | UMaterialExpressionOneMinus |
| class | UMaterialExpressionPanner |
| class | UMaterialExpressionParameter |
| class | UMaterialExpressionParticleColor |
| class | UMaterialExpressionParticleDirection |
| class | UMaterialExpressionParticleMacroUV |
| class | UMaterialExpressionParticleMotionBlurFade |
| class | UMaterialExpressionParticlePositionWS |
| class | UMaterialExpressionParticleRadius |
| class | UMaterialExpressionParticleRandom |
| class | UMaterialExpressionParticleRelativeTime |
| class | UMaterialExpressionParticleSize |
| class | UMaterialExpressionParticleSpeed |
| class | UMaterialExpressionParticleSpriteRotation |
| class | UMaterialExpressionParticleSubUV |
| class | UMaterialExpressionParticleSubUVProperties |
| class | UMaterialExpressionPathTracingBufferTexture |
| | Path tracing buffer is only accessable in postprocess material. More...
|
| class | UMaterialExpressionPathTracingQualitySwitch |
| class | UMaterialExpressionPathTracingRayTypeSwitch |
| class | UMaterialExpressionPerInstanceCustomData |
| class | UMaterialExpressionPerInstanceCustomData3Vector |
| class | UMaterialExpressionPerInstanceFadeAmount |
| class | UMaterialExpressionPerInstanceRandom |
| class | UMaterialExpressionPinBase |
| class | UMaterialExpressionPixelDepth |
| class | UMaterialExpressionPixelNormalWS |
| class | UMaterialExpressionPower |
| class | UMaterialExpressionPrecomputedAOMask |
| class | UMaterialExpressionPreSkinnedLocalBounds |
| class | UMaterialExpressionPreSkinnedNormal |
| class | UMaterialExpressionPreSkinnedPosition |
| class | UMaterialExpressionPreviousFrameSwitch |
| class | UMaterialExpressionQualitySwitch |
| class | UMaterialExpressionRayTracingQualitySwitch |
| class | UMaterialExpressionReflectionCapturePassSwitch |
| class | UMaterialExpressionReflectionVectorWS |
| class | UMaterialExpressionReroute |
| class | UMaterialExpressionRerouteBase |
| class | UMaterialExpressionRgbToHsv |
| class | UMaterialExpressionRotateAboutAxis |
| class | UMaterialExpressionRotator |
| class | UMaterialExpressionRound |
| class | UMaterialExpressionRuntimeVirtualTextureOutput |
| | Material output expression for writing to a runtime virtual texture. More...
|
| class | UMaterialExpressionRuntimeVirtualTextureReplace |
| | Material output expression to switch logic for a path that renders to runtime virtual texture pages. More...
|
| class | UMaterialExpressionRuntimeVirtualTextureSample |
| | Material expression for sampling from a runtime virtual texture. More...
|
| class | UMaterialExpressionRuntimeVirtualTextureSampleParameter |
| class | UMaterialExpressionSamplePhysicsIntegerField |
| class | UMaterialExpressionSamplePhysicsScalarField |
| class | UMaterialExpressionSamplePhysicsVectorField |
| | Material expresions to sample the global field. More...
|
| class | UMaterialExpressionSaturate |
| class | UMaterialExpressionScalarParameter |
| class | UMaterialExpressionSceneColor |
| class | UMaterialExpressionSceneDepth |
| class | UMaterialExpressionSceneDepthWithoutWater |
| class | UMaterialExpressionSceneTexelSize |
| class | UMaterialExpressionSceneTexture |
| class | UMaterialExpressionScreenPosition |
| class | UMaterialExpressionSetLocal |
| class | UMaterialExpressionSetMaterialAttributes |
| class | UMaterialExpressionShaderStageSwitch |
| class | UMaterialExpressionShadingModel |
| class | UMaterialExpressionShadingPathSwitch |
| class | UMaterialExpressionShadowReplace |
| class | UMaterialExpressionSign |
| class | UMaterialExpressionSine |
| class | UMaterialExpressionSingleLayerWaterMaterialOutput |
| | Material output expression for writing single layer water volume material properties. More...
|
| class | UMaterialExpressionSkyAtmosphereAerialPerspective |
| class | UMaterialExpressionSkyAtmosphereDistantLightScatteredLuminance |
| class | UMaterialExpressionSkyAtmosphereLightDirection |
| class | UMaterialExpressionSkyAtmosphereLightDiskLuminance |
| class | UMaterialExpressionSkyAtmosphereLightIlluminance |
| class | UMaterialExpressionSkyAtmosphereLightIlluminanceOnGround |
| class | UMaterialExpressionSkyAtmosphereViewLuminance |
| class | UMaterialExpressionSkyLightEnvMapSample |
| class | UMaterialExpressionSmoothStep |
| class | UMaterialExpressionSobol |
| class | UMaterialExpressionSparseVolumeTextureBase |
| class | UMaterialExpressionSparseVolumeTextureObject |
| class | UMaterialExpressionSparseVolumeTextureObjectParameter |
| class | UMaterialExpressionSparseVolumeTextureSample |
| | Material expression for sampling from a runtime virtual texture. More...
|
| class | UMaterialExpressionSparseVolumeTextureSampleParameter |
| class | UMaterialExpressionSpeedTree |
| class | UMaterialExpressionSphereMask |
| class | UMaterialExpressionSphericalParticleOpacity |
| class | UMaterialExpressionSquareRoot |
| class | UMaterialExpressionSRGBColorToWorkingColorSpace |
| class | UMaterialExpressionStaticBool |
| class | UMaterialExpressionStaticBoolParameter |
| class | UMaterialExpressionStaticComponentMaskParameter |
| class | UMaterialExpressionStaticSwitch |
| class | UMaterialExpressionStaticSwitchParameter |
| class | UMaterialExpressionStep |
| class | UMaterialExpressionSubstrateAdd |
| class | UMaterialExpressionSubstrateBSDF |
| | UMaterialExpressionSubstrateBSDF can only be used for Substrate nodes ouputing SubstrateData that would need a preview,. More...
|
| class | UMaterialExpressionSubstrateConvertMaterialAttributes |
| class | UMaterialExpressionSubstrateConvertToDecal |
| class | UMaterialExpressionSubstrateEyeBSDF |
| class | UMaterialExpressionSubstrateHairBSDF |
| class | UMaterialExpressionSubstrateHazinessToSecondaryRoughness |
| class | UMaterialExpressionSubstrateHorizontalMixing |
| | / Operator nodes More...
|
| class | UMaterialExpressionSubstrateLightFunction |
| class | UMaterialExpressionSubstrateMetalnessToDiffuseAlbedoF0 |
| class | UMaterialExpressionSubstratePostProcess |
| class | UMaterialExpressionSubstrateShadingModels |
| class | UMaterialExpressionSubstrateSimpleClearCoatBSDF |
| class | UMaterialExpressionSubstrateSingleLayerWaterBSDF |
| class | UMaterialExpressionSubstrateSlabBSDF |
| class | UMaterialExpressionSubstrateThinFilm |
| class | UMaterialExpressionSubstrateTransmittanceToMFP |
| class | UMaterialExpressionSubstrateUI |
| class | UMaterialExpressionSubstrateUnlitBSDF |
| class | UMaterialExpressionSubstrateUtilityBase |
| | / Utilities More...
|
| class | UMaterialExpressionSubstrateVerticalLayering |
| class | UMaterialExpressionSubstrateVolumetricFogCloudBSDF |
| class | UMaterialExpressionSubstrateWeight |
| class | UMaterialExpressionSubsurfaceMediumMaterialOutput |
| | Material output expression for setting the mean free path and scattering distribution properties of subsurface profile (for the Path Tracer Only). More...
|
| class | UMaterialExpressionSubtract |
| class | UMaterialExpressionSwitch |
| class | UMaterialExpressionTangent |
| class | UMaterialExpressionTangentOutput |
| class | UMaterialExpressionTemporalSobol |
| class | UMaterialExpressionTextureBase |
| class | UMaterialExpressionTextureCoordinate |
| class | UMaterialExpressionTextureObject |
| class | UMaterialExpressionTextureObjectParameter |
| class | UMaterialExpressionTextureProperty |
| class | UMaterialExpressionTextureSample |
| class | UMaterialExpressionTextureSampleParameter |
| class | UMaterialExpressionTextureSampleParameter2D |
| class | UMaterialExpressionTextureSampleParameter2DArray |
| class | UMaterialExpressionTextureSampleParameterCube |
| class | UMaterialExpressionTextureSampleParameterCubeArray |
| class | UMaterialExpressionTextureSampleParameterSubUV |
| class | UMaterialExpressionTextureSampleParameterVolume |
| class | UMaterialExpressionThinTranslucentMaterialOutput |
| | Material output expression for setting absorption properties of thin translucent materials. More...
|
| class | UMaterialExpressionTime |
| class | UMaterialExpressionTransform |
| class | UMaterialExpressionTransformPosition |
| class | UMaterialExpressionTruncate |
| class | UMaterialExpressionTruncateLWC |
| class | UMaterialExpressionTwoSidedSign |
| class | UMaterialExpressionVectorNoise |
| class | UMaterialExpressionVectorParameter |
| class | UMaterialExpressionVertexColor |
| class | UMaterialExpressionVertexInterpolator |
| class | UMaterialExpressionVertexNormalWS |
| class | UMaterialExpressionVertexTangentWS |
| class | UMaterialExpressionViewProperty |
| class | UMaterialExpressionViewSize |
| class | UMaterialExpressionVirtualTextureFeatureSwitch |
| | Material output expression to switch logic according to whether virtual texturing is supported on this project, platform and feature level. More...
|
| class | UMaterialExpressionVolumetricAdvancedMaterialInput |
| class | UMaterialExpressionVolumetricAdvancedMaterialOutput |
| | Material output expression for writing advanced volumetric material properties. More...
|
| class | UMaterialExpressionVolumetricCloudEmptySpaceSkippingInput |
| class | UMaterialExpressionVolumetricCloudEmptySpaceSkippingOutput |
| | USed to help the cloud system to fast skip empty space areas when ray marching. More...
|
| class | UMaterialExpressionWhileLoop |
| class | UMaterialExpressionWorldPosition |
| class | UMaterialFunction |
| | A Material Function is a collection of material expressions that can be reused in different materials. More...
|
| class | UMaterialFunctionEditorOnlyData |
| class | UMaterialFunctionInstance |
| | A material function instance defines parameter overrides for a parent material function. More...
|
| class | UMaterialFunctionInterface |
| | A Material Function is a collection of material expressions that can be reused in different materials. More...
|
| class | UMaterialFunctionInterfaceEditorOnlyData |
| class | UMaterialFunctionMaterialLayer |
| | Specialized Material Function that acts as a layer. More...
|
| class | UMaterialFunctionMaterialLayerBlend |
| | Specialized Material Function that acts as a blend. More...
|
| class | UMaterialFunctionMaterialLayerBlendInstance |
| | Specialized Material Function Instance that instances a blend. More...
|
| class | UMaterialFunctionMaterialLayerInstance |
| | Specialized Material Function Instance that instances a layer. More...
|
| class | UMaterialInstance |
| class | UMaterialInstanceConstant |
| | 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. More...
|
| class | UMaterialInstanceDynamic |
| class | UMaterialInstanceEditorOnlyData |
| class | UMaterialInterface |
| class | UMaterialInterfaceEditorOnlyData |
| class | UMaterialParameterCollection |
| | 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. More...
|
| class | UMaterialParameterCollectionInstance |
| | Class that stores per-world instance parameter data for a given UMaterialParameterCollection resource. Instances of this class are always transient. More...
|
| class | UMeshBudgetProjectSettings |
| class | UMeshComponent |
| | MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles. More...
|
| class | UMeshDeformer |
| | 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. More...
|
| class | UMeshDeformerInstance |
| | Base class for mesh deformers instances. This contains the transient per instance state for a UMeshDeformer. More...
|
| class | UMeshDeformerInstanceSettings |
| | Base class for mesh deformers instance settings. This contains the serialized user settings to apply to the UMeshDeformer. More...
|
| class | UMeshDrawCommandStatsSettings |
| | User settings used by the MeshDrawCommandStats system. More...
|
| class | UMeshSimplificationSettings |
| class | UMeshVertexPainterKismetLibrary |
| class | UMicroTransactionBase |
| class | UMirrorDataTable |
| | AutoExpandCategories = "MirrorDataTable,ImportOptions". More...
|
| class | UModel |
| class | UModelComponent |
| | 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. More...
|
| class | UMorphTarget |
| class | UMovementComponent |
| | MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. Base functionality includes: More...
|
| class | UNavAgentInterface |
| class | UNavAreaBase |
| | a stub class. Actual implementation in NavigationSystem module. More...
|
| class | UNavCollisionBase |
| class | UNavEdgeProviderInterface |
| class | UNavigationDataChunk |
| class | UNavigationDataInterface |
| class | UNavigationInvokerInterface |
| class | UNavigationSystemBase |
| class | UNavigationSystemConfig |
| class | UNavLinkDefinition |
| | Class containing definition of a navigation area. More...
|
| class | UNavMovementComponent |
| | NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding. More...
|
| class | UNavPathObserverInterface |
| class | UNavRelevantInterface |
| class | UNetConnection |
| class | UNetDriver |
| class | UNetFaultConfig |
| | Configuration class for FNetFaultState state escalation configuration. More...
|
| class | UNetPushModelHelpers |
| class | UNetworkMetricsBaseListener |
| | An abstract class for metrics listeners that are registered with FNetworkMetricsDatabase. More...
|
| class | UNetworkMetricsConfig |
| class | UNetworkMetricsCSV |
| | A metrics listener that reports an array of metrics to CSV. More...
|
| class | UNetworkMetricsCSV_Replication |
| | A metrics listener that writes a metric to the 'Replication' CSV category. More...
|
| class | UNetworkMetricsDatabase |
| | namespace UE::Net More...
|
| class | UNetworkMetricsPerfCounters |
| | A metrics listener that reports an array of metrics to PerfCounters. More...
|
| class | UNetworkMetricsStats |
| | A metrics listener that reports a metric to a single Stat. More...
|
| class | UNetworkPhysicsComponent |
| | Network physics component that will be attached to any player controller. More...
|
| class | UNetworkPhysicsSettingsComponent |
| | USTRUCT() struct FNetworkPhysicsSettingsRewindData { GENERATED_BODY() };. More...
|
| class | UNetworkPhysicsSystem |
| | Network physics manager to initialize data required for rewind/resim. More...
|
| class | UNetworkPredictionInterface |
| class | UNetworkSettings |
| | Network settings. More...
|
| class | UNetworkSubsystem |
| class | UNeuralProfile |
| | This class represents assets that stores the neural network model data and the conversion from/to the model. More...
|
| class | UNodeMappingContainer |
| | 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. More...
|
| class | UNodeMappingProviderInterface |
| class | UNullHLODBuilder |
| | Null HLOD builder that ignores it's input and generate no component. More...
|
| class | UNullNavSysConfig |
| class | UObjectElementAssetDataInterface |
| class | UObjectElementCounterInterface |
| class | UObjectElementObjectInterface |
| class | UObjectElementSelectionInterface |
| class | UObjectLibrary |
| | Class that holds a library of Objects. More...
|
| class | UObjectReferencer |
| class | UObjectTraceWorldSubsystem |
| | World subsystem used to track world info. More...
|
| class | UOnlineBlueprintCallProxyBase |
| class | UOnlineEngineInterface |
| | 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. More...
|
| class | UOnlineSession |
| class | UPackageMapClient |
| class | UParticleEmitter |
| class | UParticleLODLevel |
| class | UParticleModule |
| class | UParticleModuleAcceleration |
| class | UParticleModuleAccelerationBase |
| class | UParticleModuleAccelerationConstant |
| class | UParticleModuleAccelerationDrag |
| class | UParticleModuleAccelerationDragScaleOverLife |
| class | UParticleModuleAccelerationOverLifetime |
| class | UParticleModuleAttractorBase |
| class | UParticleModuleAttractorLine |
| class | UParticleModuleAttractorParticle |
| class | UParticleModuleAttractorPoint |
| class | UParticleModuleAttractorPointGravity |
| class | UParticleModuleBeamBase |
| class | UParticleModuleBeamModifier |
| class | UParticleModuleBeamNoise |
| class | UParticleModuleBeamSource |
| class | UParticleModuleBeamTarget |
| class | UParticleModuleCameraBase |
| class | UParticleModuleCameraOffset |
| class | UParticleModuleCollision |
| class | UParticleModuleCollisionBase |
| class | UParticleModuleCollisionGPU |
| class | UParticleModuleColor |
| class | UParticleModuleColor_Seeded |
| class | UParticleModuleColorBase |
| class | UParticleModuleColorOverLife |
| class | UParticleModuleColorScaleOverLife |
| class | UParticleModuleEventBase |
| class | UParticleModuleEventGenerator |
| class | UParticleModuleEventReceiverBase |
| class | UParticleModuleEventReceiverKillParticles |
| class | UParticleModuleEventReceiverSpawn |
| class | UParticleModuleEventSendToGame |
| class | UParticleModuleKillBase |
| class | UParticleModuleKillBox |
| class | UParticleModuleKillHeight |
| class | UParticleModuleLifetime |
| class | UParticleModuleLifetime_Seeded |
| class | UParticleModuleLifetimeBase |
| class | UParticleModuleLight |
| class | UParticleModuleLight_Seeded |
| class | UParticleModuleLightBase |
| class | UParticleModuleLocation |
| class | UParticleModuleLocation_Seeded |
| class | UParticleModuleLocationBase |
| class | UParticleModuleLocationBoneSocket |
| class | UParticleModuleLocationDirect |
| class | UParticleModuleLocationEmitter |
| class | UParticleModuleLocationEmitterDirect |
| class | UParticleModuleLocationPrimitiveBase |
| class | UParticleModuleLocationPrimitiveCylinder |
| class | UParticleModuleLocationPrimitiveCylinder_Seeded |
| class | UParticleModuleLocationPrimitiveSphere |
| class | UParticleModuleLocationPrimitiveSphere_Seeded |
| class | UParticleModuleLocationPrimitiveTriangle |
| class | UParticleModuleLocationSkelVertSurface |
| class | UParticleModuleLocationWorldOffset |
| class | UParticleModuleLocationWorldOffset_Seeded |
| class | UParticleModuleMaterialBase |
| class | UParticleModuleMeshMaterial |
| class | UParticleModuleMeshRotation |
| class | UParticleModuleMeshRotation_Seeded |
| class | UParticleModuleMeshRotationRate |
| class | UParticleModuleMeshRotationRate_Seeded |
| class | UParticleModuleMeshRotationRateMultiplyLife |
| class | UParticleModuleMeshRotationRateOverLife |
| class | UParticleModuleOrbit |
| class | UParticleModuleOrbitBase |
| class | UParticleModuleOrientationAxisLock |
| class | UParticleModuleOrientationBase |
| class | UParticleModuleParameterBase |
| class | UParticleModuleParameterDynamic |
| class | UParticleModuleParameterDynamic_Seeded |
| class | UParticleModulePivotOffset |
| class | UParticleModuleRequired |
| class | UParticleModuleRotation |
| class | UParticleModuleRotation_Seeded |
| class | UParticleModuleRotationBase |
| class | UParticleModuleRotationOverLifetime |
| class | UParticleModuleRotationRate |
| class | UParticleModuleRotationRate_Seeded |
| class | UParticleModuleRotationRateBase |
| class | UParticleModuleRotationRateMultiplyLife |
| class | UParticleModuleSize |
| class | UParticleModuleSize_Seeded |
| class | UParticleModuleSizeBase |
| class | UParticleModuleSizeMultiplyLife |
| class | UParticleModuleSizeScale |
| class | UParticleModuleSizeScaleBySpeed |
| class | UParticleModuleSourceMovement |
| class | UParticleModuleSpawn |
| class | UParticleModuleSpawnBase |
| class | UParticleModuleSpawnPerUnit |
| class | UParticleModuleSubUV |
| class | UParticleModuleSubUVBase |
| class | UParticleModuleSubUVMovie |
| class | UParticleModuleTrailBase |
| class | UParticleModuleTrailSource |
| class | UParticleModuleTypeDataAnimTrail |
| class | UParticleModuleTypeDataBase |
| class | UParticleModuleTypeDataBeam2 |
| class | UParticleModuleTypeDataGpu |
| class | UParticleModuleTypeDataMesh |
| class | UParticleModuleTypeDataRibbon |
| class | UParticleModuleVectorFieldBase |
| class | UParticleModuleVectorFieldGlobal |
| class | UParticleModuleVectorFieldLocal |
| class | UParticleModuleVectorFieldRotation |
| class | UParticleModuleVectorFieldRotationRate |
| class | UParticleModuleVectorFieldScale |
| class | UParticleModuleVectorFieldScaleOverLife |
| class | UParticleModuleVelocity |
| class | UParticleModuleVelocity_Seeded |
| class | UParticleModuleVelocityBase |
| class | UParticleModuleVelocityCone |
| class | UParticleModuleVelocityInheritParent |
| class | UParticleModuleVelocityOverLifetime |
| class | UParticleSpriteEmitter |
| class | UParticleSystem |
| | 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. More...
|
| class | UParticleSystemComponent |
| | A particle emitter. More...
|
| class | UParticleSystemReplay |
| class | UPathFollowingAgentInterface |
| class | UPawnMovementComponent |
| | 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. More...
|
| class | UPawnNoiseEmitterComponent |
| | 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. More...
|
| class | UPendingNetGame |
| class | UPhysicalAnimationComponent |
| class | UPhysicalMaterialMask |
| | Physical material masks are used to map multiple physical materials to a single rendering material. More...
|
| class | UPhysicsAsset |
| | 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. More...
|
| class | UPhysicsCollisionHandler |
| class | UPhysicsComponent |
| class | UPhysicsConstraintComponent |
| | 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. More...
|
| class | UPhysicsConstraintTemplate |
| class | UPhysicsFieldComponent |
| | PhysicsFieldComponent. More...
|
| class | UPhysicsFieldStatics |
| | Static function with world field evaluation. More...
|
| class | UPhysicsHandleComponent |
| | Utility object for moving physics objects around. More...
|
| class | UPhysicsObjectBlueprintLibrary |
| class | UPhysicsSettings |
| | Default physics settings. More...
|
| class | UPhysicsSpringComponent |
| | 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. More...
|
| class | UPhysicsThreadLibrary |
| class | UPhysicsThrusterComponent |
| | 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. More...
|
| class | UPieFixupTestObject |
| class | UPlanarReflectionComponent |
| | UPlanarReflectionComponent. More...
|
| class | UPlaneReflectionCaptureComponent |
| | -> will be exported to EngineDecalClasses.h More...
|
| class | UPlatformEventsComponent |
| | Component to handle receiving notifications from the OS about platform events. More...
|
| class | UPlatformGameInstance |
| | 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. More...
|
| class | UPlatformInterfaceBase |
| class | UPlatformInterfaceWebResponse |
| class | UPlayer |
| class | UPlayerInput |
| | Object within PlayerController that processes player input. Only exists on the client in network games. More...
|
| class | UPlayerStateCountLimiterConfig |
| | 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. More...
|
| class | UPluginBlueprintLibrary |
| | A function library of utilities for querying information about plugins. More...
|
| class | UPluginCommandlet |
| class | UPointLightComponent |
| | A light component which emits light from a single point equally in all directions. More...
|
| class | UPolys |
| class | UPoseableMeshComponent |
| | UPoseableMeshComponent that allows bone transforms to be driven by blueprint. More...
|
| class | UPoseAsset |
| | Pose Asset that can be blended by weight of curves. More...
|
| class | UPoseWatch |
| class | UPoseWatchElement |
| class | UPoseWatchFolder |
| class | UPoseWatchPoseElement |
| class | UPostProcessComponent |
| | PostProcessComponent. Enables Post process controls for blueprints. Will use a parent UShapeComponent to provide volume data if available. More...
|
| class | UPreviewCollectionInterface |
| class | UPreviewMeshCollection |
| | A simple collection of skeletal meshes used for in-editor preview. More...
|
| class | UPrimaryAssetLabel |
| | A seed file that is created to mark referenced assets as part of this primary asset. More...
|
| class | UPrimaryDataAsset |
| | 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. More...
|
| class | UPrimitiveComponent |
| | 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. More...
|
| class | UProjectileMovementComponent |
| | ProjectileMovementComponent updates the position of another component during its tick. More...
|
| class | UProxyLODMeshSimplificationSettings |
| | Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system). More...
|
| class | URadialForceComponent |
| | Used to emit a radial force or impulse that can affect physics objects and or destructible objects. More...
|
| class | URawAnimSequenceTrackExtensions |
| class | URectLightComponent |
| | A light component which emits light from a rectangle. More...
|
| class | UReflectionCaptureComponent |
| | -> will be exported to EngineDecalClasses.h More...
|
| class | URendererOverrideSettings |
| class | URendererSettings |
| | Rendering settings. More...
|
| class | UReplayNetConnection |
| class | UReplaySubsystem |
| class | UReplicationConnectionDriver |
| | Class/interface for replication extension that is per connection. It is up to the replication driver to create and associate these with a UNetConnection. More...
|
| class | UReplicationDriver |
| class | UReporterBase |
| class | UReporterGraph |
| class | UReverbEffect |
| class | URotatingMovementComponent |
| | 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. More...
|
| class | URPCDoSDetectionConfig |
| | Configuration for FRPCDoSDetection - using PerObjectConfig, to hack a single hardcoded section name. More...
|
| class | URuntimeHashExternalStreamingObjectBase |
| class | URuntimeHashSetExternalStreamingObject |
| class | URuntimeOptionsBase |
| | URuntimeOptionsBase: Base class designed to be subclassed in your game. More...
|
| class | URuntimePartition |
| class | URuntimePartitionLevelStreaming |
| class | URuntimePartitionLHGrid |
| class | URuntimePartitionPersistent |
| class | URuntimeSpatialHashExternalStreamingObject |
| class | URuntimeVirtualTexture |
| | Runtime virtual texture UObject. More...
|
| class | URuntimeVirtualTextureComponent |
| | Component used to place a URuntimeVirtualTexture in the world. More...
|
| class | URuntimeVirtualTextureStreamingProxy |
| | Deprecated class. More...
|
| class | URVOAvoidanceInterface |
| class | USaveGame |
| | 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. More...
|
| class | UScene |
| class | USceneCaptureComponent |
| | -> will be exported to EngineDecalClasses.h More...
|
| class | USceneCaptureComponent2D |
| | Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target. More...
|
| class | USceneCaptureComponentCube |
| | Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target. More...
|
| class | USceneComponent |
| | 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. More...
|
| class | UScriptViewportClient |
| class | USCS_Node |
| class | UShadowMapTexture2D |
| class | UShapeComponent |
| | ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc). More...
|
| class | USimpleConstructionScript |
| class | USimulatedClientNetConnection |
| | A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime. More...
|
| class | USkeletalBodySetup |
| class | USkeletalMesh |
| | 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). More...
|
| class | USkeletalMeshComponent |
| | SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. More...
|
| class | USkeletalMeshDescriptionBulkData |
| class | USkeletalMeshEditorData |
| | 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. More...
|
| class | USkeletalMeshLODSettings |
| class | USkeletalMeshSimplificationSettings |
| | Controls the selection of the system used to simplify skeletal meshes. More...
|
| class | USkeletalMeshSocket |
| class | USkeleton |
| | USkeleton : that links between mesh and animation. More...
|
| class | USkinnedAsset |
| class | USkinnedMeshComponent |
| | Skinned mesh component that supports bone skinned mesh rendering. This class does not support animation. More...
|
| class | USkyAtmosphereComponent |
| | 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. More...
|
| class | USkyLightComponent |
| class | USlateBrushAsset |
| | 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? More...
|
| class | USlateTextureAtlasInterface |
| class | USMInstanceElementAssetDataInterface |
| class | USMInstanceElementHierarchyInterface |
| class | USMInstanceElementIdMapTransactor |
| | 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). More...
|
| class | USMInstanceElementPrimitiveCustomDataInterface |
| class | USMInstanceElementSelectionInterface |
| class | USMInstanceElementWorldInterface |
| class | USMInstanceManager |
| class | USMInstanceManagerProvider |
| class | USmokeTestCommandlet |
| class | USoundAttenuation |
| | Defines how a sound changes volume with distance to the listener. More...
|
| class | USoundAttenuationEditorSettings |
| | Implements Editor settings for sound attenuation assets and is used when switching editor modes. More...
|
| class | USoundBase |
| | The base class for a playable sound object. More...
|
| class | USoundClass |
| class | USoundConcurrency |
| class | USoundCue |
| | The behavior of audio playback is defined within Sound Cues. More...
|
| class | USoundEffectPreset |
| class | USoundEffectPresetWidgetInterface |
| class | USoundEffectSourcePreset |
| | Preset of a source effect that can be shared between chains. More...
|
| class | USoundEffectSourcePresetChain |
| | Chain of source effect presets that can be shared between referencing sounds. More...
|
| class | USoundEffectSubmixPreset |
| | Preset of a submix effect that can be shared between sounds. More...
|
| class | USoundfieldEndpointSubmix |
| | Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics. More...
|
| class | USoundfieldSubmix |
| | Sound Submix class meant for use with soundfield formats, such as Ambisonics. More...
|
| class | USoundGroups |
| | This class is a singleton initialized from the ini. More...
|
| class | USoundMix |
| class | USoundNode |
| class | USoundNodeAssetReferencer |
| | Sound node that contains a reference to the raw wave file to be played. More...
|
| class | USoundNodeAttenuation |
| | Defines how a sound's volume changes based on distance to the listener. More...
|
| class | USoundNodeBranch |
| | Selects a child node based on the value of a boolean parameter. More...
|
| class | USoundNodeConcatenator |
| | Plays child nodes sequentially. More...
|
| class | USoundNodeDelay |
| | Defines a delay. More...
|
| class | USoundNodeDialoguePlayer |
| | Sound node that contains a reference to the dialogue table to pull from and be played. More...
|
| class | USoundNodeDistanceCrossFade |
| | SoundNodeDistanceCrossFade. More...
|
| class | USoundNodeDoppler |
| | Computes doppler pitch shift. More...
|
| class | USoundNodeEnveloper |
| | Allows manipulation of volume and pitch over a set time period. More...
|
| class | USoundNodeGroupControl |
| | 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. More...
|
| class | USoundNodeLooping |
| | 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. More...
|
| class | USoundNodeMature |
| | This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundWave::bMature=true should be played. More...
|
| class | USoundNodeMixer |
| | Defines how concurrent sounds are mixed together. More...
|
| class | USoundNodeModulator |
| | Defines a random volume and pitch modification when a sound starts. More...
|
| class | USoundNodeModulatorContinuous |
| | Allows named parameter based manipulation of pitch and volume. More...
|
| class | USoundNodeOscillator |
| | Defines how a sound oscillates. More...
|
| class | USoundNodeParamCrossFade |
| | Crossfades between different sounds based on a parameter. More...
|
| class | USoundNodeQualityLevel |
| | 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. More...
|
| class | USoundNodeRandom |
| | Selects sounds from a random set. More...
|
| class | USoundNodeSoundClass |
| | Remaps the SoundClass of SoundWaves underneath this. More...
|
| class | USoundNodeSwitch |
| | Selects a child node based on the value of a integer parameter. More...
|
| class | USoundNodeWaveParam |
| | Sound node that takes a runtime parameter for the wave to play. More...
|
| class | USoundNodeWavePlayer |
| | Sound node that contains a reference to the raw wave file to be played. More...
|
| class | USoundParameterControllerInterface |
| class | USoundSourceBus |
| | A source bus is a type of USoundBase and can be "played" like any sound. More...
|
| class | USoundSubmix |
| | Sound Submix class meant for applying an effect to the downmixed sum of multiple audio sources. More...
|
| class | USoundSubmixBase |
| class | USoundSubmixWidgetInterface |
| class | USoundSubmixWithParentBase |
| | This submix class can be derived from for submixes that output to a parent submix. More...
|
| class | USoundWave |
| class | USoundWaveProcedural |
| class | USparseVolumeTexture |
| | SparseVolumeTexture base interface to communicate with material graph and shader bindings. More...
|
| class | USparseVolumeTextureFrame |
| | Represents a frame in a SparseVolumeTexture sequence and owns the actual data needed for rendering. Is owned by a UStreamableSparseVolumeTexture object. More...
|
| class | USpectatorPawnMovement |
| class | USpecularProfile |
| | Specular profile asset, can be specified at a material. Don't change at runtime. All properties in here are per material. More...
|
| class | USphereComponent |
| | A sphere generally used for simple collision. Bounds are rendered as lines in the editor. More...
|
| class | USphereReflectionCaptureComponent |
| | -> will be exported to EngineDecalClasses.h More...
|
| class | USplineComponent |
| | 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. More...
|
| class | USplineMeshComponent |
| | 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. More...
|
| class | USplineMetadata |
| class | USpotLightComponent |
| | A spot light component emits a directional cone shaped light (Eg a Torch). More...
|
| class | USpringArmComponent |
| | 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. More...
|
| class | UStaticMesh |
| | 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. More...
|
| class | UStaticMeshComponent |
| | 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. More...
|
| class | UStaticMeshDescriptionBulkData |
| | UObject wrapper for FMeshDescriptionBulkData. More...
|
| class | UStaticMeshSocket |
| class | UStaticSparseVolumeTexture |
| | Represents a streamable SparseVolumeTexture asset with a single frame. Although there is only a single frame, it is still recommended to use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest(). More...
|
| class | UStereoLayerComponent |
| | A geometry layer within the stereo rendered viewport. More...
|
| class | UStereoLayerFunctionLibrary |
| | StereoLayer Extensions Function Library. More...
|
| class | UStereoLayerShape |
| class | UStereoLayerShapeCubemap |
| class | UStereoLayerShapeCylinder |
| class | UStereoLayerShapeEquirect |
| class | UStereoLayerShapeQuad |
| class | UStreamableRenderAsset |
| class | UStreamableSparseVolumeTexture |
| | Represents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame. More...
|
| class | UStreamingSettings |
| | Streaming settings. More...
|
| class | UStringTable |
| | String table wrapper asset. More...
|
| class | USubsurfaceProfile |
| | 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. More...
|
| class | USubsystem |
| | Subsystems are auto instanced classes that share the lifetime of certain engine constructs. More...
|
| class | USubsystemBlueprintLibrary |
| class | USubUVAnimation |
| | 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. More...
|
| class | USystemTimeTimecodeProvider |
| | Converts the current system time to timecode, relative to a provided frame rate. More...
|
| class | UTextPropertyTestObject |
| class | UTextRenderComponent |
| | Renders text in the world with given font. Contains usual font related attributes such as Scale, Alignment, Color etc. More...
|
| class | UTexture |
| class | UTexture2D |
| class | UTexture2DArray |
| class | UTexture2DDynamic |
| | note : UTexture2DDynamic derives directly from UTexture not from UTexture2D UTexture2DDynamic is a base for textures that don't have a TextureSource More...
|
| class | UTextureAllMipDataProviderFactory |
| | 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. More...
|
| class | UTextureCube |
| class | UTextureCubeArray |
| class | UTextureEncodingProjectSettings |
| | 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. More...
|
| class | UTextureEncodingUserSettings |
| class | UTextureLightProfile |
| class | UTextureLODSettings |
| | Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group. More...
|
| class | UTextureMipDataProviderFactory |
| | 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. More...
|
| class | UTextureRenderTarget |
| class | UTextureRenderTarget2D |
| | TextureRenderTarget2D. More...
|
| class | UTextureRenderTarget2DArray |
| | TextureRenderTarget2DArray. More...
|
| class | UTextureRenderTargetCube |
| | TextureRenderTargetCube. More...
|
| class | UTextureRenderTargetVolume |
| | TextureRenderTargetVolume. More...
|
| class | UThumbnailInfo |
| class | UTickableWorldSubsystem |
| | UTickableWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it. More...
|
| class | UTimecodeProvider |
| | 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. More...
|
| class | UTimelineComponent |
| | 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. More...
|
| class | UTimelineTemplate |
| class | UTireType |
| | DEPRECATED - Only used to allow conversion to new TireConfig in PhysXVehicles plugin. More...
|
| class | UTouchInterface |
| | Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks. More...
|
| class | UTransactionDiffingTestObject |
| class | UTypedElementCommonActions |
| | A utility to handle higher-level common actions, but default via UTypedElementWorldInterface, but asset editors can customize this behavior via FTypedElementCommonActionsCustomization. More...
|
| class | UTypedElementWorldInterface |
| class | UUniversalObjectLocatorScriptingExtensions |
| | Function library containing methods that should be hoisted onto FUniversalObjectLocators for scripting. More...
|
| class | UUserDefinedEnum |
| | An Enumeration is a list of named values. More...
|
| class | UUserDefinedStruct |
| class | UUserInterfaceSettings |
| | User Interface settings that control Slate and UMG. More...
|
| class | UVariableFrameStrippingSettings |
| | 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. More...
|
| class | UVectorField |
| class | UVectorFieldAnimated |
| class | UVectorFieldComponent |
| | A Component referencing a vector field. More...
|
| class | UVectorFieldStatic |
| class | UViewModeUtils |
| | Class containing a static util function to help with EViewModeIndex. More...
|
| class | UViewportStatsSubsystem |
| | 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". More...
|
| class | UVirtualTexture |
| | Deprecated class. More...
|
| class | UVirtualTexture2D |
| | 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. More...
|
| class | UVirtualTextureBuilder |
| | 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. More...
|
| class | UVirtualTexturePoolConfig |
| | Configuration for virtual texture physical pool sizes. More...
|
| class | UVisualLoggerAutomationTests |
| class | UVisualLoggerDebugSnapshotInterface |
| class | UVisualLoggerKismetLibrary |
| class | UVoiceChannel |
| class | UVOIPStatics |
| class | UVOIPTalker |
| class | UVolumeTexture |
| class | UVolumetricCloudComponent |
| | A component that represents a participating media material around a planet, e.g. clouds. More...
|
| class | UWindDirectionalSourceComponent |
| | Component that provides a directional wind source. Only affects SpeedTree assets. More...
|
| class | UWorld |
| | The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. More...
|
| class | UWorldComposition |
| | WorldComposition represents world structure: More...
|
| class | UWorldPartition |
| class | UWorldPartitionActorLoaderInterface |
| class | UWorldPartitionBlueprintLibrary |
| class | UWorldPartitionCell |
| class | UWorldPartitionCookPackageObject |
| class | UWorldPartitionDestructibleHLODComponent |
| class | UWorldPartitionDestructibleHLODMeshComponent |
| class | UWorldPartitionDestructibleInHLODInterface |
| class | UWorldPartitionDestructibleInHLODSupportLibrary |
| class | UWorldPartitionEditorHash |
| class | UWorldPartitionEditorLoaderAdapter |
| class | UWorldPartitionEditorPerProjectUserSettings |
| class | UWorldPartitionEditorSpatialHash |
| class | UWorldPartitionHLODModifier |
| | Base class for all runtime HLOD modifiers. More...
|
| class | UWorldPartitionHLODProvider |
| class | UWorldPartitionHLODRuntimeSubsystem |
| | UWorldPartitionHLODRuntimeSubsystem. More...
|
| class | UWorldPartitionHLODSourceActors |
| class | UWorldPartitionHLODSourceActorsFromCell |
| class | UWorldPartitionHLODSourceActorsFromLevel |
| class | UWorldPartitionLevelStreamingDynamic |
| class | UWorldPartitionLevelStreamingPolicy |
| class | UWorldPartitionObjectResolver |
| class | UWorldPartitionRuntimeCell |
| | Represents a PIE/Game streaming cell which points to external actor/data chunk packages. More...
|
| class | UWorldPartitionRuntimeCellData |
| | Caches information on streaming source that will be used later on to sort cell. More...
|
| class | UWorldPartitionRuntimeCellDataSpatialHash |
| class | UWorldPartitionRuntimeHash |
| class | UWorldPartitionRuntimeHashSet |
| class | UWorldPartitionRuntimeLevelStreamingCell |
| class | UWorldPartitionRuntimeSpatialHash |
| class | UWorldPartitionSettings |
| class | UWorldPartitionStreamingPolicy |
| class | UWorldPartitionStreamingSourceComponent |
| class | UWorldPartitionSubsystem |
| | UWorldPartitionSubsystem. More...
|
| class | UWorldSubsystem |
| | UWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld. More...
|
|
| enum | AnimationCompressionFormat {
ACF_None
, ACF_Float96NoW
, ACF_Fixed48NoW
, ACF_IntervalFixed32NoW
,
ACF_Fixed32NoW
, ACF_Float32NoW
, ACF_Identity
, ACF_MAX
} |
| enum | AnimationKeyFormat { AKF_ConstantKeyLerp
, AKF_VariableKeyLerp
, AKF_PerTrackCompression
, AKF_MAX
} |
| enum | AnimPhysCollisionType {
CoM
, CustomSphere
, InnerSphere
, OuterSphere
,
AnimPhysCollisionType_MAX
} |
| enum | AnimPhysTwistAxis { AxisX
, AxisY
, AxisZ
, AnimPhysTwistAxis_MAX
} |
| enum | Beam2SourceTargetMethod {
PEB2STM_Default
, PEB2STM_UserSet
, PEB2STM_Emitter
, PEB2STM_Particle
,
PEB2STM_Actor
, PEB2STM_MAX
} |
| enum | Beam2SourceTargetTangentMethod {
PEB2STTM_Direct
, PEB2STTM_UserSet
, PEB2STTM_Distribution
, PEB2STTM_Emitter
,
PEB2STTM_MAX
} |
| enum | BeamModifierType { PEB2MT_Source
, PEB2MT_Target
, PEB2MT_MAX
} |
| enum | CylinderHeightAxis { PMLPC_HEIGHTAXIS_X
, PMLPC_HEIGHTAXIS_Y
, PMLPC_HEIGHTAXIS_Z
, PMLPC_HEIGHTAXIS_MAX
} |
| enum | DistributionParamMode { DPM_Normal
, DPM_Abs
, DPM_Direct
, DPM_MAX
} |
| enum | EActorGridPlacement {
Bounds
, Location
, AlwaysLoaded
, None
,
EActorGridPlacement_MAX
} |
| enum | EActorPackagingScheme { Original
, Reduced
, EActorPackagingScheme_MAX
} |
| enum | EActorUpdateOverlapsMethod {
UseConfigDefault
, AlwaysUpdate
, OnlyUpdateMovable
, NeverUpdate
,
EActorUpdateOverlapsMethod_MAX
} |
| enum | EAdditiveAnimationType { AAT_None
, AAT_LocalSpaceBase
, AAT_RotationOffsetMeshSpace
, AAT_MAX
} |
| enum | EAdditiveBasePoseType {
ABPT_None
, ABPT_RefPose
, ABPT_AnimScaled
, ABPT_AnimFrame
,
ABPT_LocalAnimFrame
, ABPT_MAX
} |
| enum | EAdManagerDelegate { AMD_ClickedBanner
, AMD_UserClosedAd
, AMD_MAX
} |
| enum | EAirAbsorptionMethod { Linear
, CustomCurve
, EAirAbsorptionMethod_MAX
} |
| enum | EAlphaBlendOption {
Linear
, Cubic
, HermiteCubic
, Sinusoidal
,
QuadraticInOut
, CubicInOut
, QuarticInOut
, QuinticInOut
,
CircularIn
, CircularOut
, CircularInOut
, ExpIn
,
ExpOut
, ExpInOut
, Custom
, EAlphaBlendOption_MAX
} |
| enum | EAlphaChannelMode { Disabled
, LinearColorSpaceOnly
, AllowThroughTonemapper
, EAlphaChannelMode_MAX
} |
| enum | EAngularDriveMode { SLERP
, TwistAndSwing
, EAngularDriveMode_MAX
} |
| enum | EAnimAlphaInputType { Float
, Bool
, Curve
, EAnimAlphaInputType_MAX
} |
| enum | EAnimAssetCurveFlags {
AACF_NONE
, AACF_DriveMorphTarget_DEPRECATED
, AACF_DriveAttribute_DEPRECATED
, AACF_Editable
,
AACF_DriveMaterial_DEPRECATED
, AACF_Metadata
, AACF_DriveTrack
, AACF_Disabled
,
AACF_MAX
} |
| enum | EAnimationMode { AnimationBlueprint
, AnimationSingleNode
, AnimationCustomMode
, EAnimationMode_MAX
} |
| enum | EAnimCurveType {
AttributeCurve
, MaterialCurve
, MorphTargetCurve
, MaxAnimCurveType
,
EAnimCurveType_MAX
} |
| enum | EAnimDataModelNotifyType {
BracketOpened
, BracketClosed
, TrackAdded
, TrackChanged
,
TrackRemoved
, SequenceLengthChanged
, FrameRateChanged
, CurveAdded
,
CurveChanged
, CurveRemoved
, CurveFlagsChanged
, CurveRenamed
,
CurveScaled
, CurveColorChanged
, CurveCommentChanged
, AttributeAdded
,
AttributeRemoved
, AttributeChanged
, Populated
, Reset
,
SkeletonChanged
, Invalid
, EAnimDataModelNotifyType_MAX
} |
| enum | EAnimExecutionContextConversionResult { Succeeded
, Failed
, EAnimExecutionContextConversionResult_MAX
} |
| enum | EAnimGroupRole {
CanBeLeader
, AlwaysFollower
, AlwaysLeader
, TransitionLeader
,
TransitionFollower
, EAnimGroupRole_MAX
} |
| enum | EAnimInstanceLocatorFragmentType { AnimInstance
, PostProcessAnimInstance
, EAnimInstanceLocatorFragmentType_MAX
} |
| enum | EAnimInterpolationType { Linear
, Step
, EAnimInterpolationType_MAX
} |
| enum | EAnimLinkMethod { Absolute
, Relative
, Proportional
, EAnimLinkMethod_MAX
} |
| enum | EAnimNodeDataFlags {
None
, HasInitialUpdateFunction
, HasBecomeRelevantFunction
, HasUpdateFunction
,
AllFunctions
, EAnimNodeDataFlags_MAX
} |
| enum | EAnimNodeReferenceConversionResult { Succeeded
, Failed
, EAnimNodeReferenceConversionResult_MAX
} |
| enum | EAnimNotifyEventType { Begin
, End
, EAnimNotifyEventType_MAX
} |
| enum | EAnimPropertyAccessCallSite {
WorkerThread_Unbatched
, WorkerThread_Batched_PreEventGraph
, WorkerThread_Batched_PostEventGraph
, GameThread_Batched_PreEventGraph
,
GameThread_Batched_PostEventGraph
, EAnimPropertyAccessCallSite_MAX
} |
| enum | EAnimSyncGroupScope { Local
, Component
, EAnimSyncGroupScope_MAX
} |
| enum | EAnimSyncMethod { DoNotSync
, SyncGroup
, Graph
, EAnimSyncMethod_MAX
} |
| enum | EAntiAliasingMethod {
AAM_None
, AAM_FXAA
, AAM_TemporalAA
, AAM_MSAA
,
AAM_TSR
, AAM_MAX
} |
| enum | EApplicationState {
Unknown
, Inactive
, Background
, Active
,
EApplicationState_MAX
} |
| enum | EArraySortOrder { Ascending
, Descending
, EArraySortOrder_MAX
} |
| enum | EAspectRatioAxisConstraint { AspectRatio_MaintainYFOV
, AspectRatio_MaintainXFOV
, AspectRatio_MajorAxisFOV
, AspectRatio_MAX
} |
| enum | EAttachLocation {
KeepRelativeOffset
, KeepWorldPosition
, SnapToTarget
, SnapToTargetIncludingScale
,
EAttachLocation_MAX
} |
| enum | EAttachmentRule { KeepRelative
, KeepWorld
, SnapToTarget
, EAttachmentRule_MAX
} |
| enum | EAttenuationDistanceModel {
Linear
, Logarithmic
, Inverse
, LogReverse
,
NaturalSound
, Custom
, EAttenuationDistanceModel_MAX
} |
| enum | EAttenuationShape {
Sphere
, Capsule
, Box
, Cone
,
EAttenuationShape_MAX
} |
| enum | EAttractorParticleSelectionMethod { EAPSM_Random
, EAPSM_Sequential
, EAPSM_MAX
} |
| enum | EAudioBusChannels {
Mono
, Stereo
, Quad
, FivePointOne
,
SevenPointOne
, MaxChannelCount
, EAudioBusChannels_MAX
} |
| enum | EAudioComponentPlayState {
Playing
, Stopped
, Paused
, FadingIn
,
FadingOut
, Count
, EAudioComponentPlayState_MAX
} |
| enum | EAudioFaderCurve {
Linear
, Logarithmic
, SCurve
, Sin
,
Count
, EAudioFaderCurve_MAX
} |
| enum | EAudioOutputTarget { Speaker
, Controller
, ControllerFallbackToSpeaker
, EAudioOutputTarget_MAX
} |
| enum | EAudioRecordingExportType { SoundWave
, WavFile
, EAudioRecordingExportType_MAX
} |
| enum | EAudioSpectrumBandPresetType {
KickDrum
, SnareDrum
, Voice
, Cymbals
,
EAudioSpectrumBandPresetType_MAX
} |
| enum | EAudioSpectrumType { MagnitudeSpectrum
, PowerSpectrum
, Decibel
, EAudioSpectrumType_MAX
} |
| enum | EAudioVolumeLocationState { InsideTheVolume
, OutsideTheVolume
, EAudioVolumeLocationState_MAX
} |
| enum | EAutoExposureMethod { AEM_Histogram
, AEM_Basic
, AEM_Manual
, AEM_MAX
} |
| enum | EAutoExposureMethodUI { AEM_Histogram
, AEM_Basic
, AEM_Manual
, AEM_MAX
} |
| enum | EAutoPossessAI {
Disabled
, PlacedInWorld
, Spawned
, PlacedInWorldOrSpawned
,
EAutoPossessAI_MAX
} |
| enum | EAutoReceiveInput {
Disabled
, Player0
, Player1
, Player2
,
Player3
, Player4
, Player5
, Player6
,
Player7
, EAutoReceiveInput_MAX
} |
| enum | EAxisOption {
X
, Y
, Z
, X_Neg
,
Y_Neg
, Z_Neg
, Custom
, EAxisOption_MAX
} |
| enum | EBeam2Method { PEB2M_Distance
, PEB2M_Target
, PEB2M_Branch
, PEB2M_MAX
} |
| enum | EBeamTaperMethod { PEBTM_None
, PEBTM_Full
, PEBTM_Partial
, PEBTM_MAX
} |
| enum | EBlendableLocation {
BL_SceneColorBeforeDOF
, BL_SceneColorAfterDOF
, BL_TranslucencyAfterDOF
, BL_SSRInput
,
BL_SceneColorBeforeBloom
, BL_ReplacingTonemapper
, BL_SceneColorAfterTonemapping
, BL_MAX
,
BL_BeforeTranslucency
, BL_BeforeTonemapping
, BL_AfterTonemapping
} |
| enum | EBlendMode {
BLEND_Opaque
, BLEND_Masked
, BLEND_Translucent
, BLEND_Additive
,
BLEND_Modulate
, BLEND_AlphaComposite
, BLEND_AlphaHoldout
, BLEND_TranslucentColoredTransmittance
,
BLEND_MAX
, BLEND_TranslucentGreyTransmittance
, BLEND_ColoredTransmittanceOnly
} |
| enum | EBlendProfileMode { TimeFactor
, WeightFactor
, BlendMask
, EBlendProfileMode_MAX
} |
| enum | EBlendSpaceAxis { BSA_None
, BSA_X
, BSA_Y
, BSA_MAX
} |
| enum | EBlendSpacePerBoneBlendMode { ManualPerBoneOverride
, BlendProfile
, EBlendSpacePerBoneBlendMode_MAX
} |
| enum | EBloomMethod { BM_SOG
, BM_FFT
, BM_MAX
} |
| enum | EBlueprintCompileMode { Default
, Development
, FinalRelease
, EBlueprintCompileMode_MAX
} |
| enum | EBlueprintNativizationFlag { Disabled
, Dependency
, ExplicitlyEnabled
, EBlueprintNativizationFlag_MAX
} |
| enum | EBlueprintPinStyleType { BPST_Original
, BPST_VariantA
, BPST_MAX
} |
| enum | EBlueprintStatus {
BS_Unknown
, BS_Dirty
, BS_Error
, BS_UpToDate
,
BS_BeingCreated
, BS_UpToDateWithWarnings
, BS_MAX
} |
| enum | EBlueprintType {
BPTYPE_Normal
, BPTYPE_Const
, BPTYPE_MacroLibrary
, BPTYPE_Interface
,
BPTYPE_LevelScript
, BPTYPE_FunctionLibrary
, BPTYPE_MAX
} |
| enum | EBoneAxis { BA_X
, BA_Y
, BA_Z
, BA_MAX
} |
| enum | EBoneControlSpace {
BCS_WorldSpace
, BCS_ComponentSpace
, BCS_ParentBoneSpace
, BCS_BoneSpace
,
BCS_MAX
} |
| enum | EBoneFilterActionOption { Remove
, Keep
, Invalid
, EBoneFilterActionOption_MAX
} |
| enum | EBoneRotationSource { BRS_KeepComponentSpaceRotation
, BRS_KeepLocalSpaceRotation
, BRS_CopyFromTarget
, BRS_MAX
} |
| enum | EBoneSpaces { WorldSpace
, ComponentSpace
, EBoneSpaces_MAX
} |
| enum | EBoneTranslationRetargetingMode {
Animation
, Skeleton
, AnimationScaled
, AnimationRelative
,
OrientAndScale
, EBoneTranslationRetargetingMode_MAX
} |
| enum | EBoneVisibilityStatus { BVS_HiddenByParent
, BVS_Visible
, BVS_ExplicitlyHidden
, BVS_MAX
} |
| enum | EBrushType { Brush_Default
, Brush_Add
, Brush_Subtract
, Brush_MAX
} |
| enum | ECameraAlphaBlendMode { CABM_Linear
, CABM_Cubic
, CABM_MAX
} |
| enum | ECameraProjectionMode { Perspective
, Orthographic
, ECameraProjectionMode_MAX
} |
| enum | ECameraShakeAttenuation { Linear
, Quadratic
, ECameraShakeAttenuation_MAX
} |
| enum | ECameraShakeDurationType { Fixed
, Infinite
, Custom
, ECameraShakeDurationType_MAX
} |
| enum | ECameraShakePatternUpdateResultFlags {
ApplyAsAbsolute
, SkipAutoScale
, SkipAutoPlaySpace
, Default
,
ECameraShakePatternUpdateResultFlags_MAX
} |
| enum | ECameraShakePlaySpace { CameraLocal
, World
, UserDefined
, ECameraShakePlaySpace_MAX
} |
| enum | ECanBeCharacterBase { ECB_No
, ECB_Yes
, ECB_Owner
, ECB_MAX
} |
| enum | ECanCreateConnectionResponse {
CONNECT_RESPONSE_MAKE
, CONNECT_RESPONSE_DISALLOW
, CONNECT_RESPONSE_BREAK_OTHERS_A
, CONNECT_RESPONSE_BREAK_OTHERS_B
,
CONNECT_RESPONSE_BREAK_OTHERS_AB
, CONNECT_RESPONSE_MAKE_WITH_CONVERSION_NODE
, CONNECT_RESPONSE_MAKE_WITH_PROMOTION
, CONNECT_RESPONSE_MAX
} |
| enum | ECastRayTracedShadow { Disabled
, UseProjectSetting
, Enabled
, ECastRayTracedShadow_MAX
} |
| enum | EChannelMaskParameterColor {
Red
, Green
, Blue
, Alpha
,
EChannelMaskParameterColor_MAX
} |
| enum | EChildActorComponentTreeViewVisualizationMode {
UseDefault
, ComponentOnly
, ComponentWithChildActor
, ChildActorOnly
,
Hidden
, EChildActorComponentTreeViewVisualizationMode_MAX
} |
| enum | EChunkSeekTableMode { ConstantSamplesPerEntry
, VariableSamplesPerEntry
, EChunkSeekTableMode_MAX
} |
| enum | EClampMode { CMODE_Clamp
, CMODE_ClampMin
, CMODE_ClampMax
, CMODE_MAX
} |
| enum | EClearSceneOptions { NoClear
, HardwareClear
, QuadAtMaxZ
, EClearSceneOptions_MAX
} |
| enum | EClothLODBiasMode { MappingsToSameLOD
, MappingsToMinLOD
, MappingsToAnyLOD
, EClothLODBiasMode_MAX
} |
| enum | ECloudStorageDelegate {
CSD_KeyValueReadComplete
, CSD_KeyValueWriteComplete
, CSD_ValueChanged
, CSD_DocumentQueryComplete
,
CSD_DocumentReadComplete
, CSD_DocumentWriteComplete
, CSD_DocumentConflictDetected
, CSD_MAX
} |
| enum | ECollisionChannel {
ECC_WorldStatic
, ECC_WorldDynamic
, ECC_Pawn
, ECC_Visibility
,
ECC_Camera
, ECC_PhysicsBody
, ECC_Vehicle
, ECC_Destructible
,
ECC_EngineTraceChannel1
, ECC_EngineTraceChannel2
, ECC_EngineTraceChannel3
, ECC_EngineTraceChannel4
,
ECC_EngineTraceChannel5
, ECC_EngineTraceChannel6
, ECC_GameTraceChannel1
, ECC_GameTraceChannel2
,
ECC_GameTraceChannel3
, ECC_GameTraceChannel4
, ECC_GameTraceChannel5
, ECC_GameTraceChannel6
,
ECC_GameTraceChannel7
, ECC_GameTraceChannel8
, ECC_GameTraceChannel9
, ECC_GameTraceChannel10
,
ECC_GameTraceChannel11
, ECC_GameTraceChannel12
, ECC_GameTraceChannel13
, ECC_GameTraceChannel14
,
ECC_GameTraceChannel15
, ECC_GameTraceChannel16
, ECC_GameTraceChannel17
, ECC_GameTraceChannel18
,
ECC_OverlapAll_Deprecated
, ECC_MAX
, IKTrace
, ClimbingTrace
,
Water
, SpellOverlap
, Hurt
, Hit
,
Landscape
, Projectile
, PerceptionSight
, FluidTrace
,
ItemWorld
, ArrowProjectile
, SkeletalMesh
, BlockOnlyPlayer
,
Foliage
, SpellProjectile
, CustomNavCollisionPawn
, ItemWorldVisualTrace
} |
| enum | ECollisionEnabled {
NoCollision
, QueryOnly
, PhysicsOnly
, QueryAndPhysics
,
ProbeOnly
, QueryAndProbe
, ECollisionEnabled_MAX
} |
| enum | ECollisionResponse { ECR_Ignore
, ECR_Overlap
, ECR_Block
, ECR_MAX
} |
| enum | EComponentCreationMethod {
Native
, SimpleConstructionScript
, UserConstructionScript
, Instance
,
EComponentCreationMethod_MAX
} |
| enum | EComponentMobility { Static
, Stationary
, Movable
, EComponentMobility_MAX
} |
| enum | EComponentPhysicsStateChange { Created
, Destroyed
, EComponentPhysicsStateChange_MAX
} |
| enum | EComponentSocketType { Invalid
, Bone
, Socket
, EComponentSocketType_MAX
} |
| enum | EComponentType {
None
, TranslationX
, TranslationY
, TranslationZ
,
RotationX
, RotationY
, RotationZ
, Scale
,
ScaleX
, ScaleY
, ScaleZ
, EComponentType_MAX
} |
| enum | ECompositeTextureMode {
CTM_Disabled
, CTM_NormalRoughnessToRed
, CTM_NormalRoughnessToGreen
, CTM_NormalRoughnessToBlue
,
CTM_NormalRoughnessToAlpha
, CTM_MAX
} |
| enum | ECompositingSampleCount {
One
, Two
, Four
, Eight
,
ECompositingSampleCount_MAX
} |
| enum | EConcurrencyVolumeScaleMode { Default
, Distance
, Priority
, EConcurrencyVolumeScaleMode_MAX
} |
| enum | EConstraintTransformComponentFlags {
None
, ChildPosition
, ChildRotation
, ParentPosition
,
ParentRotation
, AllChild
, AllParent
, AllPosition
,
AllRotation
, All
, EConstraintTransformComponentFlags_MAX
} |
| enum | EContentBundleClientState {
Unregistered
, Registered
, ContentInjectionRequested
, ContentRemovalRequested
,
RegistrationFailed
, EContentBundleClientState_MAX
} |
| enum | EContentBundleStatus {
Registered
, ReadyToInject
, FailedToInject
, ContentInjected
,
Unknown
, EContentBundleStatus_MAX
} |
| enum | EControllerAnalogStick { CAS_LeftStick
, CAS_RightStick
, CAS_MAX
} |
| enum | ECsgOper {
CSG_Active
, CSG_Add
, CSG_Subtract
, CSG_Intersect
,
CSG_Deintersect
, CSG_None
, CSG_MAX
} |
| enum | ECurveBlendOption {
Override
, DoNotOverride
, NormalizeByWeight
, BlendByWeight
,
UseBasePose
, UseMaxValue
, UseMinValue
, ECurveBlendOption_MAX
} |
| enum | ECurveTableMode { Empty
, SimpleCurves
, RichCurves
, ECurveTableMode_MAX
} |
| enum | ECustomAttributeBlendType { Override
, Blend
, ECustomAttributeBlendType_MAX
} |
| enum | ECustomBoneAttributeLookup { BoneOnly
, ImmediateParent
, ParentHierarchy
, ECustomBoneAttributeLookup_MAX
} |
| enum | ECustomDepthStencil {
Disabled
, Enabled
, EnabledOnDemand
, EnabledWithStencil
,
ECustomDepthStencil_MAX
} |
| enum | ECustomMaterialOutputType {
CMOT_Float1
, CMOT_Float2
, CMOT_Float3
, CMOT_Float4
,
CMOT_MaterialAttributes
, CMOT_MAX
} |
| enum | ECustomTimeStepSynchronizationState {
Closed
, Error
, Synchronized
, Synchronizing
,
ECustomTimeStepSynchronizationState_MAX
} |
| enum | EDataDrivenShaderPlatformInfoCondition { COND_True
, COND_False
, COND_MAX
} |
| enum | EDataLayerLoadFilter { None
, ClientOnly
, ServerOnly
, EDataLayerLoadFilter_MAX
} |
| enum | EDataLayerRuntimeState { Unloaded
, Loaded
, Activated
, EDataLayerRuntimeState_MAX
} |
| enum | EDataLayerState { Unloaded
, Loaded
, Activated
, EDataLayerState_MAX
} |
| enum | EDataLayerType {
Runtime
, Editor
, Unknown
, Size
,
EDataLayerType_MAX
} |
| enum | EDBufferTextureId { DBT_A
, DBT_B
, DBT_C
, DBT_MAX
} |
| enum | EDecalBlendMode {
DBM_Translucent
, DBM_Stain
, DBM_Normal
, DBM_Emissive
,
DBM_DBuffer_ColorNormalRoughness
, DBM_DBuffer_Color
, DBM_DBuffer_ColorNormal
, DBM_DBuffer_ColorRoughness
,
DBM_DBuffer_Normal
, DBM_DBuffer_NormalRoughness
, DBM_DBuffer_Roughness
, DBM_DBuffer_Emissive
,
DBM_DBuffer_AlphaComposite
, DBM_DBuffer_EmissiveAlphaComposite
, DBM_Volumetric_DistanceFunction
, DBM_AlphaComposite
,
DBM_AmbientOcclusion
, DBM_MAX
} |
| enum | EDecompressionType {
DTYPE_Setup
, DTYPE_Invalid
, DTYPE_Preview
, DTYPE_Native
,
DTYPE_RealTime
, DTYPE_Procedural
, DTYPE_Xenon
, DTYPE_Streaming
,
DTYPE_MAX
} |
| enum | EDefaultAudioCompressionType {
BinkAudio
, ADPCM
, PCM
, Opus
,
PlatformSpecific
, RADAudio
, EDefaultAudioCompressionType_MAX
} |
| enum | EDefaultBackBufferPixelFormat {
DBBPF_B8G8R8A8
, DBBPF_A16B16G16R16_DEPRECATED
, DBBPF_FloatRGB_DEPRECATED
, DBBPF_FloatRGBA
,
DBBPF_A2B10G10R10
, DBBPF_MAX
} |
| enum | EDemoPlayFailure {
Generic
, DemoNotFound
, Corrupt
, InvalidVersion
,
InitBase
, GameSpecificHeader
, ReplayStreamerInternal
, LoadMap
,
Serialization
, EDemoPlayFailure_MAX
} |
| enum | EDepthOfFieldFunctionValue {
TDOF_NearAndFarMask
, TDOF_NearMask
, TDOF_FarMask
, TDOF_CircleOfConfusionRadius
,
TDOF_MAX
} |
| enum | EDepthOfFieldMethod { DOFM_BokehDOF
, DOFM_Gaussian
, DOFM_CircleDOF
, DOFM_MAX
} |
| enum | EDetachmentRule { KeepRelative
, KeepWorld
, EDetachmentRule_MAX
} |
| enum | EDetailMode {
DM_Low
, DM_Medium
, DM_High
, DM_Epic
,
DM_MAX
} |
| enum | EDistributionVectorLockFlags {
EDVLF_None
, EDVLF_XY
, EDVLF_XZ
, EDVLF_YZ
,
EDVLF_XYZ
, EDVLF_MAX
} |
| enum | EDistributionVectorMirrorFlags { EDVMF_Same
, EDVMF_Different
, EDVMF_Mirror
, EDVMF_MAX
} |
| enum | EDOFMode {
Default
, SixDOF
, YZPlane
, XZPlane
,
XYPlane
, CustomPlane
, None
, EDOFMode_MAX
} |
| enum | EDrawDebugItemType {
DirectionalArrow
, Sphere
, Line
, OnScreenMessage
,
CoordinateSystem
, Point
, Circle
, Cone
,
InWorldMessage
, Capsule
, EDrawDebugItemType_MAX
} |
| enum | EDrawDebugTrace {
None
, ForOneFrame
, ForDuration
, Persistent
,
EDrawDebugTrace_MAX
} |
| enum | EDynamicForceFeedbackAction { Start
, Update
, Stop
, EDynamicForceFeedbackAction_MAX
} |
| enum | EDynamicGlobalIlluminationMethod {
None
, Lumen
, ScreenSpace
, Plugin
,
EDynamicGlobalIlluminationMethod_MAX
} |
| enum | EEarlyZPass {
None
, OpaqueOnly
, OpaqueAndMasked
, Auto
,
EEarlyZPass_MAX
} |
| enum | EEasingFunc {
Linear
, Step
, SinusoidalIn
, SinusoidalOut
,
SinusoidalInOut
, EaseIn
, EaseOut
, EaseInOut
,
ExpoIn
, ExpoOut
, ExpoInOut
, CircularIn
,
CircularOut
, CircularInOut
, EEasingFunc_MAX
} |
| enum | EEdGraphPinDirection { EGPD_Input
, EGPD_Output
, EGPD_MAX
} |
| enum | EEmitterDynamicParameterValue {
EDPV_UserSet
, EDPV_AutoSet
, EDPV_VelocityX
, EDPV_VelocityY
,
EDPV_VelocityZ
, EDPV_VelocityMag
, EDPV_MAX
} |
| enum | EEmitterNormalsMode { ENM_CameraFacing
, ENM_Spherical
, ENM_Cylindrical
, ENM_MAX
} |
| enum | EEmitterRenderMode {
ERM_Normal
, ERM_Point
, ERM_Cross
, ERM_LightsOnly
,
ERM_None
, ERM_MAX
} |
| enum | EEndPlayReason {
Destroyed
, LevelTransition
, EndPlayInEditor
, RemovedFromWorld
,
Quit
, EEndPlayReason_MAX
} |
| enum | EEvaluateCurveTableResult { RowFound
, RowNotFound
, EEvaluateCurveTableResult_MAX
} |
| enum | EEvaluatorDataSource { EDS_SourcePose
, EDS_DestinationPose
, EDS_MAX
} |
| enum | EEvaluatorMode { EM_Standard
, EM_Freeze
, EM_DelayedFreeze
, EM_MAX
} |
| enum | EFFTPeakInterpolationMethod {
NearestNeighbor
, Linear
, Quadratic
, ConstantQ
,
EFFTPeakInterpolationMethod_MAX
} |
| enum | EFFTSize {
DefaultSize
, Min
, Small
, Medium
,
Large
, VeryLarge
, Max
, EFFTSize_MAX
} |
| enum | EFFTWindowType {
None
, Hamming
, Hann
, Blackman
,
EFFTWindowType_MAX
} |
| enum | EFilterInterpolationType {
BSIT_Average
, BSIT_Linear
, BSIT_Cubic
, BSIT_EaseInOut
,
BSIT_ExponentialDecay
, BSIT_SpringDamper
, BSIT_MAX
} |
| enum | EFixedFoveationLevels {
Disabled
, Low
, Medium
, High
,
HighTop
, EFixedFoveationLevels_MAX
} |
| enum | EFontCacheType { Offline
, Runtime
, EFontCacheType_MAX
} |
| enum | EFontDPI { Standard
, Unreal
, Custom
, EFontDPI_MAX
} |
| enum | EFontImportCharacterSet { FontICS_Default
, FontICS_Ansi
, FontICS_Symbol
, FontICS_MAX
} |
| enum | EFormatArgumentType {
Int
, UInt
, Float
, Double
,
Text
, Gender
, EFormatArgumentType_MAX
} |
| enum | EFullyLoadPackageType {
FULLYLOAD_Map
, FULLYLOAD_Game_PreLoadClass
, FULLYLOAD_Game_PostLoadClass
, FULLYLOAD_Always
,
FULLYLOAD_Mutator
, FULLYLOAD_MAX
} |
| enum | EFunctionInputType {
FunctionInput_Scalar
, FunctionInput_Vector2
, FunctionInput_Vector3
, FunctionInput_Vector4
,
FunctionInput_Texture2D
, FunctionInput_TextureCube
, FunctionInput_Texture2DArray
, FunctionInput_VolumeTexture
,
FunctionInput_StaticBool
, FunctionInput_MaterialAttributes
, FunctionInput_TextureExternal
, FunctionInput_Bool
,
FunctionInput_Substrate
, FunctionInput_MAX
} |
| enum | EGainParamMode { Linear
, Decibels
, EGainParamMode_MAX
} |
| enum | EGBufferFormat {
Force8BitsPerChannel
, Default
, HighPrecisionNormals
, Force16BitsPerChannel
,
EGBufferFormat_MAX
} |
| enum | EGrammaticalGender {
Neuter
, Masculine
, Feminine
, Mixed
,
EGrammaticalGender_MAX
} |
| enum | EGrammaticalNumber { Singular
, Plural
, EGrammaticalNumber_MAX
} |
| enum | EGraphAxisStyle { Lines
, Notches
, Grid
, EGraphAxisStyle_MAX
} |
| enum | EGraphDataStyle { Lines
, Filled
, EGraphDataStyle_MAX
} |
| enum | EGraphType {
GT_Function
, GT_Ubergraph
, GT_Macro
, GT_Animation
,
GT_StateMachine
, GT_MAX
} |
| enum | EHardwareDevicePrimaryType {
Unspecified
, KeyboardAndMouse
, Gamepad
, Touch
,
MotionTracking
, RacingWheel
, FlightStick
, Camera
,
Instrument
, CustomTypeA
, CustomTypeB
, CustomTypeC
,
CustomTypeD
, EHardwareDevicePrimaryType_MAX
} |
| enum | EHardwareDeviceSupportedFeatures {
Unspecified
, Keypress
, Pointer
, Gamepad
,
Touch
, Camera
, MotionTracking
, Lights
,
TriggerHaptics
, ForceFeedback
, AudioBasedVibrations
, Acceleration
,
Virtual
, Microphone
, Orientation
, Guitar
,
Drums
, CustomA
, CustomB
, CustomC
,
CustomD
, All
, EHardwareDeviceSupportedFeatures_MAX
} |
| enum | EHasCustomNavigableGeometry {
No
, Yes
, EvenIfNotCollidable
, DontExport
,
EHasCustomNavigableGeometry_MAX
} |
| enum | EHierarchicalSimplificationMethod {
None
, Merge
, Simplify
, Approximate
,
EHierarchicalSimplificationMethod_MAX
} |
| enum | EHISMViewRelevanceType { Grass
, Foliage
, HISM
, EHISMViewRelevanceType_MAX
} |
| enum | EHitProxyPriority {
HPP_World
, HPP_Wireframe
, HPP_Foreground
, HPP_UI
,
HPP_MAX
} |
| enum | EHLODBatchingPolicy { None
, MeshSection
, Instancing
, EHLODBatchingPolicy_MAX
} |
| enum | EHLODLayerType {
Instancing
, MeshMerge
, MeshSimplify
, MeshApproximate
,
Custom
, EHLODLayerType_MAX
} |
| enum | EHLODLevelExclusion {
HLOD0
, HLOD1
, HLOD2
, HLOD3
,
HLOD4
, HLOD5
, HLOD6
, HLOD7
,
EHLODLevelExclusion_MAX
} |
| enum | EHorizTextAligment { EHTA_Left
, EHTA_Center
, EHTA_Right
, EHTA_MAX
} |
| enum | EImportanceLevel {
IL_Off
, IL_Lowest
, IL_Low
, IL_Normal
,
IL_High
, IL_Highest
, TEMP_BROKEN2
, EImportanceLevel_MAX
} |
| enum | EImportanceWeight {
Luminance
, Red
, Green
, Blue
,
Alpha
, EImportanceWeight_MAX
} |
| enum | EIndirectLightingCacheQuality { ILCQ_Off
, ILCQ_Point
, ILCQ_Volume
, ILCQ_MAX
} |
| enum | EInertializationBoneState { Invalid
, Valid
, Excluded
, EInertializationBoneState_MAX
} |
| enum | EInertializationSpace { Default
, WorldSpace
, WorldRotation
, EInertializationSpace_MAX
} |
| enum | EInertializationState { Inactive
, Pending
, Active
, EInertializationState_MAX
} |
| enum | EInputEvent {
IE_Pressed
, IE_Released
, IE_Repeat
, IE_DoubleClick
,
IE_Axis
, IE_MAX
} |
| enum | EInterfaceValidResult { Valid
, Invalid
, EInterfaceValidResult_MAX
} |
| enum | EInterpToBehaviourType {
OneShot
, OneShot_Reverse
, Loop_Reset
, PingPong
,
EInterpToBehaviourType_MAX
} |
| enum | EKinematicBonesUpdateToPhysics { SkipSimulatingBones
, SkipAllBones
, EKinematicBonesUpdateToPhysics_MAX
} |
| enum | ELandscapeCullingPrecision { High
, Medium
, Low
, ELandscapeCullingPrecision_MAX
} |
| enum | ELegendPosition { Outside
, Inside
, ELegendPosition_MAX
} |
| enum | ELerpInterpolationMode { QuatInterp
, EulerInterp
, DualQuatInterp
, ELerpInterpolationMode_MAX
} |
| enum | ELevelInstanceCreationType { LevelInstance
, PackedLevelActor
, ELevelInstanceCreationType_MAX
} |
| enum | ELevelInstancePivotType {
CenterMinZ
, Center
, Actor
, WorldOrigin
,
ELevelInstancePivotType_MAX
} |
| enum | ELevelInstanceRuntimeBehavior {
None
, Embedded_Deprecated
, Partitioned
, LevelStreaming
,
ELevelInstanceRuntimeBehavior_MAX
} |
| enum | ELightFunctionAtlasPixelFormat { LFAPF_R8
, LFAPF_R8G8B8
, LFAPF_MAX
} |
| enum | ELightingBuildQuality {
Quality_Preview
, Quality_Medium
, Quality_High
, Quality_Production
,
Quality_MAX
} |
| enum | ELightMapPaddingType { LMPT_NormalPadding
, LMPT_PrePadding
, LMPT_NoPadding
, LMPT_MAX
} |
| enum | ELightmapType { Default
, ForceSurface
, ForceVolumetric
, ELightmapType_MAX
} |
| enum | ELightUnits {
Unitless
, Candelas
, Lumens
, EV
,
ELightUnits_MAX
} |
| enum | ELocationBoneSocketSelectionMethod { BONESOCKETSEL_Sequential
, BONESOCKETSEL_Random
, BONESOCKETSEL_MAX
} |
| enum | ELocationBoneSocketSource { BONESOCKETSOURCE_Bones
, BONESOCKETSOURCE_Sockets
, BONESOCKETSOURCE_MAX
} |
| enum | ELocationEmitterSelectionMethod { ELESM_Random
, ELESM_Sequential
, ELESM_MAX
} |
| enum | ELocationSkelVertSurfaceSource { VERTSURFACESOURCE_Vert
, VERTSURFACESOURCE_Surface
, VERTSURFACESOURCE_MAX
} |
| enum | ELumenRayLightingMode { SurfaceCache
, HitLighting
, ELumenRayLightingMode_MAX
} |
| enum | ELumenRayLightingModeOverride { Default
, SurfaceCache
, HitLighting
, ELumenRayLightingModeOverride_MAX
} |
| enum | ELumenSoftwareTracingMode { DetailTracing
, GlobalTracing
, ELumenSoftwareTracingMode_MAX
} |
| enum | ELWCFunctionKind {
Constructor
, Promote
, Demote
, Add
,
Subtract
, Divide
, MultiplyVectorVector
, MultiplyVectorMatrix
,
MultiplyMatrixMatrix
, Other
, Max
, ELWCFunctionKind_MAX
} |
| enum | EMaterialAttributeBlend { Blend
, UseA
, UseB
, EMaterialAttributeBlend_MAX
} |
| enum | EMaterialDecalResponse {
MDR_None
, MDR_ColorNormalRoughness
, MDR_Color
, MDR_ColorNormal
,
MDR_ColorRoughness
, MDR_Normal
, MDR_NormalRoughness
, MDR_Roughness
,
MDR_MAX
} |
| enum | EMaterialDomain {
MD_Surface
, MD_DeferredDecal
, MD_LightFunction
, MD_Volume
,
MD_PostProcess
, MD_UI
, MD_RuntimeVirtualTexture
, MD_MAX
} |
| enum | EMaterialExposedTextureProperty { TMTM_TextureSize
, TMTM_TexelSize
, TMTM_MAX
} |
| enum | EMaterialExposedViewProperty {
MEVP_BufferSize
, MEVP_FieldOfView
, MEVP_TanHalfFieldOfView
, MEVP_ViewSize
,
MEVP_WorldSpaceViewPosition
, MEVP_WorldSpaceCameraPosition
, MEVP_ViewportOffset
, MEVP_TemporalSampleCount
,
MEVP_TemporalSampleIndex
, MEVP_TemporalSampleOffset
, MEVP_RuntimeVirtualTextureOutputLevel
, MEVP_RuntimeVirtualTextureOutputDerivative
,
MEVP_PreExposure
, MEVP_RuntimeVirtualTextureMaxLevel
, MEVP_ResolutionFraction
, MEVP_MAX
} |
| enum | EMaterialExpressionBoundsType { MEILB_InstanceLocal
, MEILB_ObjectLocal
, MEILB_PreSkinnedLocal
, MEILB_MAX
} |
| enum | EMaterialFloatPrecisionMode {
MFPM_Default
, MFPM_Full_MaterialExpressionOnly
, MFPM_Full
, MFPM_Half
,
MFPM_MAX
} |
| enum | EMaterialFunctionUsage { Default
, MaterialLayer
, MaterialLayerBlend
, EMaterialFunctionUsage_MAX
} |
| enum | EMaterialLayerLinkState {
Uninitialized
, LinkedToParent
, UnlinkedFromParent
, NotFromParent
,
EMaterialLayerLinkState_MAX
} |
| enum | EMaterialMergeType { MaterialMergeType_Default
, MaterialMergeType_Simplygon
, MaterialMergeType_MAX
} |
| enum | EMaterialParameterAssociation { LayerParameter
, BlendParameter
, GlobalParameter
, EMaterialParameterAssociation_MAX
} |
| enum | EMaterialPositionTransformSource {
TRANSFORMPOSSOURCE_Local
, TRANSFORMPOSSOURCE_World
, TRANSFORMPOSSOURCE_TranslatedWorld
, TRANSFORMPOSSOURCE_View
,
TRANSFORMPOSSOURCE_Camera
, TRANSFORMPOSSOURCE_Particle
, TRANSFORMPOSSOURCE_Instance
, TRANSFORMPOSSOURCE_MAX
} |
| enum | EMaterialProperty {
MP_EmissiveColor
, MP_Opacity
, MP_OpacityMask
, MP_DiffuseColor
,
MP_SpecularColor
, MP_BaseColor
, MP_Metallic
, MP_Specular
,
MP_Roughness
, MP_Anisotropy
, MP_Normal
, MP_Tangent
,
MP_WorldPositionOffset
, MP_WorldDisplacement_DEPRECATED
, MP_TessellationMultiplier_DEPRECATED
, MP_SubsurfaceColor
,
MP_CustomData0
, MP_CustomData1
, MP_AmbientOcclusion
, MP_Refraction
,
MP_CustomizedUVs0
, MP_CustomizedUVs1
, MP_CustomizedUVs2
, MP_CustomizedUVs3
,
MP_CustomizedUVs4
, MP_CustomizedUVs5
, MP_CustomizedUVs6
, MP_CustomizedUVs7
,
MP_PixelDepthOffset
, MP_ShadingModel
, MP_FrontMaterial
, MP_SurfaceThickness
,
MP_Displacement
, MP_MaterialAttributes
, MP_CustomOutput
, MP_MAX
} |
| enum | EMaterialSamplerType {
SAMPLERTYPE_Color
, SAMPLERTYPE_Grayscale
, SAMPLERTYPE_Alpha
, SAMPLERTYPE_Normal
,
SAMPLERTYPE_Masks
, SAMPLERTYPE_DistanceFieldFont
, SAMPLERTYPE_LinearColor
, SAMPLERTYPE_LinearGrayscale
,
SAMPLERTYPE_Data
, SAMPLERTYPE_External
, SAMPLERTYPE_VirtualColor
, SAMPLERTYPE_VirtualGrayscale
,
SAMPLERTYPE_VirtualAlpha
, SAMPLERTYPE_VirtualNormal
, SAMPLERTYPE_VirtualMasks
, SAMPLERTYPE_VirtualLinearColor
,
SAMPLERTYPE_VirtualLinearGrayscale
, SAMPLERTYPE_MAX
} |
| enum | EMaterialSceneAttributeInputMode { Coordinates
, OffsetFraction
, EMaterialSceneAttributeInputMode_MAX
} |
| enum | EMaterialShadingModel {
MSM_Unlit
, MSM_DefaultLit
, MSM_Subsurface
, MSM_PreintegratedSkin
,
MSM_ClearCoat
, MSM_SubsurfaceProfile
, MSM_TwoSidedFoliage
, MSM_Hair
,
MSM_Cloth
, MSM_Eye
, MSM_SingleLayerWater
, MSM_ThinTranslucent
,
MSM_Strata
, MSM_NUM
, MSM_FromMaterialExpression
, MSM_MAX
} |
| enum | EMaterialShadingRate {
MSR_1x1
, MSR_2x1
, MSR_1x2
, MSR_2x2
,
MSR_4x2
, MSR_2x4
, MSR_4x4
, MSR_Count
,
MSR_MAX
} |
| enum | EMaterialStencilCompare {
MSC_Less
, MSC_LessEqual
, MSC_Greater
, MSC_GreaterEqual
,
MSC_Equal
, MSC_NotEqual
, MSC_Never
, MSC_Always
,
MSC_Count
, MSC_MAX
} |
| enum | EMaterialTranslucencyPass { MTP_BeforeDOF
, MTP_AfterDOF
, MTP_AfterMotionBlur
, MTP_MAX
} |
| enum | EMaterialUsage {
MATUSAGE_SkeletalMesh
, MATUSAGE_ParticleSprites
, MATUSAGE_BeamTrails
, MATUSAGE_MeshParticles
,
MATUSAGE_StaticLighting
, MATUSAGE_MorphTargets
, MATUSAGE_SplineMesh
, MATUSAGE_InstancedStaticMeshes
,
MATUSAGE_GeometryCollections
, MATUSAGE_Clothing
, MATUSAGE_NiagaraSprites
, MATUSAGE_NiagaraRibbons
,
MATUSAGE_NiagaraMeshParticles
, MATUSAGE_GeometryCache
, MATUSAGE_Water
, MATUSAGE_HairStrands
,
MATUSAGE_LidarPointCloud
, MATUSAGE_VirtualHeightfieldMesh
, MATUSAGE_Nanite
, MATUSAGE_VolumetricCloud
,
MATUSAGE_HeterogeneousVolumes
, MATUSAGE_MAX
} |
| enum | EMaterialVectorCoordTransform {
TRANSFORM_Tangent
, TRANSFORM_Local
, TRANSFORM_World
, TRANSFORM_View
,
TRANSFORM_Camera
, TRANSFORM_ParticleWorld
, TRANSFORM_Instance
, TRANSFORM_MAX
} |
| enum | EMaterialVectorCoordTransformSource {
TRANSFORMSOURCE_Tangent
, TRANSFORMSOURCE_Local
, TRANSFORMSOURCE_World
, TRANSFORMSOURCE_View
,
TRANSFORMSOURCE_Camera
, TRANSFORMSOURCE_ParticleWorld
, TRANSFORMSOURCE_Instance
, TRANSFORMSOURCE_MAX
} |
| enum | EMatrixColumns {
First
, Second
, Third
, Fourth
,
EMatrixColumns_MAX
} |
| enum | EMaxConcurrentResolutionRule {
PreventNew
, StopOldest
, StopFarthestThenPreventNew
, StopFarthestThenOldest
,
StopLowestPriority
, StopQuietest
, StopLowestPriorityThenPreventNew
, Count
,
EMaxConcurrentResolutionRule_MAX
} |
| enum | EMeshApproximationBaseCappingType { NoBaseCapping
, ConvexPolygon
, ConvexSolid
, EMeshApproximationBaseCappingType_MAX
} |
| enum | EMeshApproximationGroundPlaneClippingPolicy {
NoGroundClipping
, DiscardWithZPlane
, CutWithZPlane
, CutAndFillWithZPlane
,
EMeshApproximationGroundPlaneClippingPolicy_MAX
} |
| enum | EMeshApproximationSimplificationPolicy { FixedTriangleCount
, TrianglesPerArea
, GeometricTolerance
, EMeshApproximationSimplificationPolicy_MAX
} |
| enum | EMeshApproximationType { MeshAndMaterials
, MeshShapeOnly
, EMeshApproximationType_MAX
} |
| enum | EMeshApproximationUVGenerationPolicy { PreferUVAtlas
, PreferXAtlas
, PreferPatchBuilder
, EMeshApproximationUVGenerationPolicy_MAX
} |
| enum | EMeshBufferAccess { Default
, ForceCPUAndGPU
, EMeshBufferAccess_MAX
} |
| enum | EMeshCameraFacingOptions {
XAxisFacing_NoUp
, XAxisFacing_ZUp
, XAxisFacing_NegativeZUp
, XAxisFacing_YUp
,
XAxisFacing_NegativeYUp
, LockedAxis_ZAxisFacing
, LockedAxis_NegativeZAxisFacing
, LockedAxis_YAxisFacing
,
LockedAxis_NegativeYAxisFacing
, VelocityAligned_ZAxisFacing
, VelocityAligned_NegativeZAxisFacing
, VelocityAligned_YAxisFacing
,
VelocityAligned_NegativeYAxisFacing
, EMeshCameraFacingOptions_MAX
} |
| enum | EMeshCameraFacingUpAxis {
CameraFacing_NoneUP
, CameraFacing_ZUp
, CameraFacing_NegativeZUp
, CameraFacing_YUp
,
CameraFacing_NegativeYUp
, CameraFacing_MAX
} |
| enum | EMeshFeatureImportance {
Off
, Lowest
, Low
, Normal
,
High
, Highest
, EMeshFeatureImportance_MAX
} |
| enum | EMeshLODSelectionType {
AllLODs
, SpecificLOD
, CalculateLOD
, LowestDetailLOD
,
EMeshLODSelectionType_MAX
} |
| enum | EMeshMergeType { MeshMergeType_Default
, MeshMergeType_MergeActor
, MeshMergeType_MAX
} |
| enum | EMeshScreenAlignment { PSMA_MeshFaceCameraWithRoll
, PSMA_MeshFaceCameraWithSpin
, PSMA_MeshFaceCameraWithLockedAxis
, PSMA_MAX
} |
| enum | EMicroTransactionDelegate { MTD_PurchaseQueryComplete
, MTD_PurchaseComplete
, MTD_MAX
} |
| enum | EMicroTransactionResult {
MTR_Succeeded
, MTR_Failed
, MTR_Canceled
, MTR_RestoredFromServer
,
MTR_MAX
} |
| enum | EMIDCreationFlags { None
, Transient
, EMIDCreationFlags_MAX
} |
| enum | EMirrorFindReplaceMethod { Prefix
, Suffix
, RegularExpression
, EMirrorFindReplaceMethod_MAX
} |
| enum | EMirrorRowType {
Bone
, AnimationNotify
, Curve
, SyncMarker
,
Custom
, EMirrorRowType_MAX
} |
| enum | EMobileAntiAliasingMethod {
None
, FXAA
, TemporalAA
, MSAA
,
EMobileAntiAliasingMethod_MAX
} |
| enum | EMobileFloatPrecisionMode { Half
, Full_MaterialExpressionOnly
, Full
, EMobileFloatPrecisionMode_MAX
} |
| enum | EMobileLocalLightSetting { LOCAL_LIGHTS_DISABLED
, LOCAL_LIGHTS_ENABLED
, LOCAL_LIGHTS_BUFFER
, LOCAL_LIGHTS_MAX
} |
| enum | EMobilePixelProjectedReflectionQuality {
Disabled
, BestPerformance
, BetterQuality
, BestQuality
,
EMobilePixelProjectedReflectionQuality_MAX
} |
| enum | EMobilePlanarReflectionMode { Usual
, MobilePPRExclusive
, MobilePPR
, EMobilePlanarReflectionMode_MAX
} |
| enum | EMobileShadingPath { Forward
, Deferred
, EMobileShadingPath_MAX
} |
| enum | EModulationDestination {
Volume
, Pitch
, Lowpass
, Highpass
,
Count
, EModulationDestination_MAX
} |
| enum | EModulationRouting {
Disable
, Inherit
, Override
, Union
,
EModulationRouting_MAX
} |
| enum | EModuleType {
EPMT_General
, EPMT_TypeData
, EPMT_Beam
, EPMT_Trail
,
EPMT_Spawn
, EPMT_Required
, EPMT_Event
, EPMT_Light
,
EPMT_SubUV
, EPMT_MAX
} |
| enum | EMonoChannelUpmixMethod { Linear
, EqualPower
, FullVolume
, EMonoChannelUpmixMethod_MAX
} |
| enum | EMontageBlendMode { Standard
, Inertialization
, EMontageBlendMode_MAX
} |
| enum | EMontageNotifyTickType { Queued
, BranchingPoint
, EMontageNotifyTickType_MAX
} |
| enum | EMontagePlayReturnType { MontageLength
, Duration
, EMontagePlayReturnType_MAX
} |
| enum | EMontageSubStepResult {
Moved
, NotMoved
, InvalidSection
, InvalidMontage
,
EMontageSubStepResult_MAX
} |
| enum | EMouseCaptureMode {
NoCapture
, CapturePermanently
, CapturePermanently_IncludingInitialMouseDown
, CaptureDuringMouseDown
,
CaptureDuringRightMouseDown
, EMouseCaptureMode_MAX
} |
| enum | EMouseLockMode {
DoNotLock
, LockOnCapture
, LockAlways
, LockInFullscreen
,
EMouseLockMode_MAX
} |
| enum | EMoveComponentAction { Move
, Stop
, Return
, EMoveComponentAction_MAX
} |
| enum | EMovementMode {
MOVE_None
, MOVE_Walking
, MOVE_NavWalking
, MOVE_Falling
,
MOVE_Swimming
, MOVE_Flying
, MOVE_Custom
, MOVE_MAX
} |
| enum | ENaniteFallbackTarget { Auto
, PercentTriangles
, RelativeError
, ENaniteFallbackTarget_MAX
} |
| enum | ENaniteGenerateFallback { PlatformDefault
, Enabled
, ENaniteGenerateFallback_MAX
} |
| enum | ENaturalSoundFalloffMode { Continues
, Silent
, Hold
, ENaturalSoundFalloffMode_MAX
} |
| enum | ENavDataGatheringMode { Default
, Instant
, Lazy
, ENavDataGatheringMode_MAX
} |
| enum | ENavDataGatheringModeConfig { Invalid
, Instant
, Lazy
, ENavDataGatheringModeConfig_MAX
} |
| enum | ENavigationDataResolution {
Low
, Default
, High
, Invalid
,
MAX
} |
| enum | ENavigationInvokerPriority {
VeryLow
, Low
, Default
, High
,
VeryHigh
, MAX
} |
| enum | ENavigationOptionFlag { Default
, Enable
, Disable
, MAX
} |
| enum | ENavigationQueryResult {
Invalid
, Error
, Fail
, Success
,
ENavigationQueryResult_MAX
} |
| enum | ENavigationSortPendingTilesMethod { SortWithSeedLocations
, SortByPriority
, None
, ENavigationSortPendingTilesMethod_MAX
} |
| enum | ENavLinkDirection { BothWays
, LeftToRight
, RightToLeft
, ENavLinkDirection_MAX
} |
| enum | ENavPathEvent {
Cleared
, NewPath
, UpdatedDueToGoalMoved
, UpdatedDueToNavigationChanged
,
Invalidated
, RePathFailed
, MetaPathUpdate
, Custom
,
ENavPathEvent_MAX
} |
| enum | ENetDormancy {
DORM_Never
, DORM_Awake
, DORM_DormantAll
, DORM_DormantPartial
,
DORM_Initial
, DORM_MAX
} |
| enum | ENetRole {
ROLE_None
, ROLE_SimulatedProxy
, ROLE_AutonomousProxy
, ROLE_Authority
,
ROLE_MAX
} |
| enum | ENetworkLagState { NotLagging
, Lagging
, ENetworkLagState_MAX
} |
| enum | ENetworkMetricEnableMode { EnableForAllReplication
, EnableForIrisOnly
, EnableForNonIrisOnly
, ENetworkMetricEnableMode_MAX
} |
| enum | ENetworkSmoothingMode { Disabled
, Linear
, Exponential
, ENetworkSmoothingMode_MAX
} |
| enum | ENeuralIndexType { NIT_TextureIndex
, NIT_BufferIndex
, NIT_MAX
} |
| enum | ENeuralModelTileType {
OneByOne
, TwoByTwo
, FourByFour
, EightByEight
,
Auto
, ENeuralModelTileType_MAX
} |
| enum | ENeuralProfileFormat { Type32
, Type16
, ENeuralProfileFormat_MAX
} |
| enum | ENeuralProfileRuntimeType { NNERuntimeRDGDml
, NNERuntimeRDGHlsl
, MAX
} |
| enum | ENodeAdvancedPins { NoPins
, Shown
, Hidden
, ENodeAdvancedPins_MAX
} |
| enum | ENodeEnabledState { Enabled
, Disabled
, DevelopmentOnly
, ENodeEnabledState_MAX
} |
| enum | ENodeTitleType {
FullTitle
, ListView
, EditableTitle
, MenuTitle
,
MAX_TitleTypes
, ENodeTitleType_MAX
} |
| enum | ENoiseFunction {
NOISEFUNCTION_SimplexTex
, NOISEFUNCTION_GradientTex
, NOISEFUNCTION_GradientTex3D
, NOISEFUNCTION_GradientALU
,
NOISEFUNCTION_ValueALU
, NOISEFUNCTION_VoronoiALU
, NOISEFUNCTION_MAX
} |
| enum | ENonSpatializedRadiusSpeakerMapMode { OmniDirectional
, Direct2D
, Surround2D
, ENonSpatializedRadiusSpeakerMapMode_MAX
} |
| enum | ENormalMode {
NM_PreserveSmoothingGroups
, NM_RecalculateNormals
, NM_RecalculateNormalsSmooth
, NM_RecalculateNormalsHard
,
TEMP_BROKEN
, ENormalMode_MAX
} |
| enum | ENotifyFilterType { NoFiltering
, LOD
, ENotifyFilterType_MAX
} |
| enum | ENotifyTriggerMode { AllAnimations
, HighestWeightedAnimation
, None
, ENotifyTriggerMode_MAX
} |
| enum | EObjectTypeQuery {
ObjectTypeQuery1
, ObjectTypeQuery2
, ObjectTypeQuery3
, ObjectTypeQuery4
,
ObjectTypeQuery5
, ObjectTypeQuery6
, ObjectTypeQuery7
, ObjectTypeQuery8
,
ObjectTypeQuery9
, ObjectTypeQuery10
, ObjectTypeQuery11
, ObjectTypeQuery12
,
ObjectTypeQuery13
, ObjectTypeQuery14
, ObjectTypeQuery15
, ObjectTypeQuery16
,
ObjectTypeQuery17
, ObjectTypeQuery18
, ObjectTypeQuery19
, ObjectTypeQuery20
,
ObjectTypeQuery21
, ObjectTypeQuery22
, ObjectTypeQuery23
, ObjectTypeQuery24
,
ObjectTypeQuery25
, ObjectTypeQuery26
, ObjectTypeQuery27
, ObjectTypeQuery28
,
ObjectTypeQuery29
, ObjectTypeQuery30
, ObjectTypeQuery31
, ObjectTypeQuery32
,
ObjectTypeQuery_MAX
, EObjectTypeQuery_MAX
, Water
, SpellOverlap
,
Hurt
, Hit
, Projectile
, ItemWorld
,
ArrowProjectile
, SkeletalMesh
, BlockOnlyPlayer
, SpellProjectile
,
CustomNavCollisionPawn
, WorldStatic
, WorldDynamic
, Pawn
,
PhysicsBody
, Vehicle
, Destructible
} |
| enum | EOccludedGeometryFilteringPolicy { NoOcclusionFiltering
, VisibilityBasedFiltering
, EOccludedGeometryFilteringPolicy_MAX
} |
| enum | EOcclusionCombineMode { OCM_Minimum
, OCM_Multiply
, OCM_MAX
} |
| enum | EOpacitySourceMode {
OSM_Alpha
, OSM_ColorBrightness
, OSM_RedChannel
, OSM_GreenChannel
,
OSM_BlueChannel
, OSM_MAX
} |
| enum | EOptimizationType { OT_NumOfTriangles
, OT_MaxDeviation
, OT_MAX
} |
| enum | EOrbitChainMode { EOChainMode_Add
, EOChainMode_Scale
, EOChainMode_Link
, EOChainMode_MAX
} |
| enum | EOverlapFilterOption { OverlapFilter_All
, OverlapFilter_DynamicOnly
, OverlapFilter_StaticOnly
, OverlapFilter_MAX
} |
| enum | EPanningMethod { Linear
, EqualPower
, EPanningMethod_MAX
} |
| enum | EParticleAxisLock {
EPAL_NONE
, EPAL_X
, EPAL_Y
, EPAL_Z
,
EPAL_NEGATIVE_X
, EPAL_NEGATIVE_Y
, EPAL_NEGATIVE_Z
, EPAL_ROTATE_X
,
EPAL_ROTATE_Y
, EPAL_ROTATE_Z
, EPAL_MAX
} |
| enum | EParticleBurstMethod { EPBM_Instant
, EPBM_Interpolated
, EPBM_MAX
} |
| enum | EParticleCameraOffsetUpdateMethod { EPCOUM_DirectSet
, EPCOUM_Additive
, EPCOUM_Scalar
, EPCOUM_MAX
} |
| enum | EParticleCollisionComplete {
EPCC_Kill
, EPCC_Freeze
, EPCC_HaltCollisions
, EPCC_FreezeTranslation
,
EPCC_FreezeRotation
, EPCC_FreezeMovement
, EPCC_MAX
} |
| enum | EParticleCollisionMode { SceneDepth
, DistanceField
, EParticleCollisionMode_MAX
} |
| enum | EParticleCollisionResponse { Bounce
, Stop
, Kill
, EParticleCollisionResponse_MAX
} |
| enum | EParticleDetailMode {
PDM_Low
, PDM_Medium
, PDM_High
, PDM_Epic
,
PDM_MAX
} |
| enum | EParticleEventType {
EPET_Any
, EPET_Spawn
, EPET_Death
, EPET_Collision
,
EPET_Burst
, EPET_Blueprint
, EPET_MAX
} |
| enum | EParticleScreenAlignment {
PSA_FacingCameraPosition
, PSA_Square
, PSA_Rectangle
, PSA_Velocity
,
PSA_AwayFromCenter
, PSA_TypeSpecific
, PSA_FacingCameraDistanceBlend
, PSA_MAX
} |
| enum | EParticleSignificanceLevel {
Low
, Medium
, High
, Critical
,
Num
, EParticleSignificanceLevel_MAX
} |
| enum | EParticleSortMode {
PSORTMODE_None
, PSORTMODE_ViewProjDepth
, PSORTMODE_DistanceToView
, PSORTMODE_Age_OldestFirst
,
PSORTMODE_Age_NewestFirst
, PSORTMODE_MAX
} |
| enum | EParticleSourceSelectionMethod { EPSSM_Random
, EPSSM_Sequential
, EPSSM_MAX
} |
| enum | EParticleSubUVInterpMethod {
PSUVIM_None
, PSUVIM_Linear
, PSUVIM_Linear_Blend
, PSUVIM_Random
,
PSUVIM_Random_Blend
, PSUVIM_MAX
} |
| enum | EParticleSysParamType {
PSPT_None
, PSPT_Scalar
, PSPT_ScalarRand
, PSPT_Vector
,
PSPT_VectorRand
, PSPT_Color
, PSPT_Actor
, PSPT_Material
,
PSPT_VectorUnitRand
, PSPT_MAX
} |
| enum | EParticleSystemInsignificanceReaction {
Auto
, Complete
, DisableTick
, DisableTickAndKill
,
Num
, EParticleSystemInsignificanceReaction_MAX
} |
| enum | EParticleSystemOcclusionBoundsMethod { EPSOBM_None
, EPSOBM_ParticleBounds
, EPSOBM_CustomBounds
, EPSOBM_MAX
} |
| enum | EParticleSystemUpdateMode { EPSUM_RealTime
, EPSUM_FixedTime
, EPSUM_MAX
} |
| enum | EParticleUVFlipMode {
None
, FlipUV
, FlipUOnly
, FlipVOnly
,
RandomFlipUV
, RandomFlipUOnly
, RandomFlipVOnly
, RandomFlipUVIndependent
,
EParticleUVFlipMode_MAX
} |
| enum | EPathTracingBufferTextureId {
PTBT_Radiance
, PTBT_DenoisedRadiance
, PTBT_Albedo
, PTBT_Normal
,
PTBT_Variance
, PTBT_MAX
} |
| enum | EPerQualityLevels {
Low
, Medium
, High
, Epic
,
Cinematic
, Num
, EPerQualityLevels_MAX
} |
| enum | EPhysBodyOp { PBO_None
, PBO_Term
, PBO_MAX
} |
| enum | EPhysicalMaterialMaskColor {
Red
, Green
, Blue
, Cyan
,
Magenta
, Yellow
, White
, Black
,
MAX
} |
| enum | EPhysicsAssetSolverType { RBAN
, World
, EPhysicsAssetSolverType_MAX
} |
| enum | EPhysicsReplicationMode { Default
, PredictiveInterpolation
, Resimulation
, EPhysicsReplicationMode_MAX
} |
| enum | EPhysicsStateAction {
AddForce
, AddTorque
, AddForceAtPosition
, AddLinearVelocity
,
AddAngularVelocity
, AddVelocityAtPosition
, AddLinearImpulse
, AddAngularImpulse
,
AddImpulseAtPosition
, AddAcceleration
, NumActions
, EPhysicsStateAction_MAX
} |
| enum | EPhysicsTransformUpdateMode { SimulationUpatesComponentTransform
, ComponentTransformIsKinematic
, EPhysicsTransformUpdateMode_MAX
} |
| enum | EPinContainerType {
None
, Array
, Set
, Map
,
EPinContainerType_MAX
} |
| enum | EPingAverageType { None
, MovingAverage
, PlayerStateAvg
, EPingAverageType_MAX
} |
| enum | EPingType {
None
, RoundTrip
, RoundTripExclFrame
, ICMP
,
UDPQoS
, Max
, Count
, EPingType_MAX
} |
| enum | EPinHidingMode {
NeverAsPin
, PinHiddenByDefault
, PinShownByDefault
, AlwaysAsPin
,
EPinHidingMode_MAX
} |
| enum | EPlaneConstraintAxisSetting {
Custom
, X
, Y
, Z
,
UseGlobalPhysicsSetting
, EPlaneConstraintAxisSetting_MAX
} |
| enum | EPlatformInterfaceDataType {
PIDT_None
, PIDT_Int
, PIDT_Float
, PIDT_String
,
PIDT_Object
, PIDT_Custom
, PIDT_MAX
} |
| enum | EPositionOrigin { Absolute
, CameraRelative
, EPositionOrigin_MAX
} |
| enum | EPostCopyOperation { None
, LogicalNegateBool
, EPostCopyOperation_MAX
} |
| enum | EPreferredTriangulationDirection { None
, Tangential
, Radial
, EPreferredTriangulationDirection_MAX
} |
| enum | EPreviewAnimationBlueprintApplicationMethod { LinkedLayers
, LinkedAnimGraph
, EPreviewAnimationBlueprintApplicationMethod_MAX
} |
| enum | EPrimaryAssetCookRule {
Unknown
, NeverCook
, ProductionNeverCook
, DevelopmentCook
,
DevelopmentAlwaysProductionNeverCook
, DevelopmentAlwaysCook
, DevelopmentAlwaysProductionUnknownCook
, AlwaysCook
,
EPrimaryAssetCookRule_MAX
} |
| enum | EPriorityAttenuationMethod { Linear
, CustomCurve
, Manual
, EPriorityAttenuationMethod_MAX
} |
| enum | EPropertyAccessCopyBatch {
InternalUnbatched
, ExternalUnbatched
, InternalBatched
, ExternalBatched
,
Count
, EPropertyAccessCopyBatch_MAX
} |
| enum | EPropertyAccessCopyType {
None
, Plain
, Complex
, Bool
,
Struct
, Object
, Name
, Array
,
PromoteBoolToByte
, PromoteBoolToInt32
, PromoteBoolToInt64
, PromoteBoolToFloat
,
PromoteBoolToDouble
, PromoteByteToInt32
, PromoteByteToInt64
, PromoteByteToFloat
,
PromoteByteToDouble
, PromoteInt32ToInt64
, PromoteInt32ToFloat
, PromoteInt32ToDouble
,
PromoteFloatToDouble
, DemoteDoubleToFloat
, PromoteArrayFloatToDouble
, DemoteArrayDoubleToFloat
,
PromoteMapValueFloatToDouble
, DemoteMapValueDoubleToFloat
, EPropertyAccessCopyType_MAX
} |
| enum | EPropertyAccessIndirectionType {
Offset
, Object
, Array
, ScriptFunction
,
NativeFunction
, EPropertyAccessIndirectionType_MAX
} |
| enum | EPropertyAccessObjectType {
None
, Object
, WeakObject
, SoftObject
,
EPropertyAccessObjectType_MAX
} |
| enum | EProxyNormalComputationMethod { AngleWeighted
, AreaWeighted
, EqualWeighted
, EProxyNormalComputationMethod_MAX
} |
| enum | EPSCPoolMethod {
None
, AutoRelease
, ManualRelease
, ManualRelease_OnComplete
,
FreeInPool
, EPSCPoolMethod_MAX
} |
| enum | EQuartzCommandDelegateSubType {
CommandOnFailedToQueue
, CommandOnQueued
, CommandOnCanceled
, CommandOnAboutToStart
,
CommandOnStarted
, Count
, EQuartzCommandDelegateSubType_MAX
} |
| enum | EQuartzCommandQuantization {
Bar
, Beat
, ThirtySecondNote
, SixteenthNote
,
EighthNote
, QuarterNote
, HalfNote
, WholeNote
,
DottedSixteenthNote
, DottedEighthNote
, DottedQuarterNote
, DottedHalfNote
,
DottedWholeNote
, SixteenthNoteTriplet
, EighthNoteTriplet
, QuarterNoteTriplet
,
HalfNoteTriplet
, Tick
, Count
, None
,
EQuartzCommandQuantization_MAX
} |
| enum | EQuartzCommandType {
PlaySound
, QueueSoundToPlay
, RetriggerSound
, TickRateChange
,
TransportReset
, StartOtherClock
, Notify
, Custom
,
EQuartzCommandType_MAX
} |
| enum | EQuartzDelegateType { MetronomeTick
, CommandEvent
, Count
, EQuartzDelegateType_MAX
} |
| enum | EQuartzTimeSignatureQuantization {
HalfNote
, QuarterNote
, EighthNote
, SixteenthNote
,
ThirtySecondNote
, Count
, EQuartzTimeSignatureQuantization_MAX
} |
| enum | EQuarztQuantizationReference {
BarRelative
, TransportRelative
, CurrentTimeRelative
, Count
,
EQuarztQuantizationReference_MAX
} |
| enum | EQuitPreference { Quit
, Background
, EQuitPreference_MAX
} |
| enum | ERawCurveTrackTypes { RCT_Float
, RCT_Vector
, RCT_Transform
, RCT_MAX
} |
| enum | ERayTracingGroupCullingPriority {
CP_0_NEVER_CULL
, CP_1
, CP_2
, CP_3
,
CP_4_DEFAULT
, CP_5
, CP_6
, CP_7
,
CP_8_QUICKLY_CULL
, CP_MAX
} |
| enum | EReflectedAndRefractedRayTracedShadows { Disabled
, Hard_shadows
, Area_shadows
, EReflectedAndRefractedRayTracedShadows_MAX
} |
| enum | EReflectionMethod { None
, Lumen
, ScreenSpace
, EReflectionMethod_MAX
} |
| enum | EReflectionSourceType { CapturedScene
, SpecifiedCubemap
, EReflectionSourceType_MAX
} |
| enum | EReflectionsType { ScreenSpace
, RayTracing
, EReflectionsType_MAX
} |
| enum | ERefractionCoverageMode { RCM_CoverageIgnored
, RCM_CoverageAccountedFor
, RCM_MAX
} |
| enum | ERefractionMode {
RM_IndexOfRefraction
, RM_PixelNormalOffset
, RM_2DOffset
, RM_None
,
RM_MAX
} |
| enum | ERelativeTransformSpace {
RTS_World
, RTS_Actor
, RTS_Component
, RTS_ParentBoneSpace
,
RTS_MAX
} |
| enum | ERendererStencilMask {
ERSM_Default
, ERSM_255
, ERSM_1
, ERSM_2
,
ERSM_4
, ERSM_8
, ERSM_16
, ERSM_32
,
ERSM_64
, ERSM_128
, ERSM_MAX
} |
| enum | ERenderFocusRule {
Always
, NonPointer
, NavigationOnly
, Never
,
ERenderFocusRule_MAX
} |
| enum | EReplayResult {
Success
, ReplayNotFound
, Corrupt
, UnsupportedCheckpoint
,
GameSpecific
, InitConnect
, LoadMap
, Serialization
,
StreamerError
, ConnectionClosed
, MissingArchive
, Unknown
,
EReplayResult_MAX
} |
| enum | EReporterLineStyle { Line
, Dash
, EReporterLineStyle_MAX
} |
| enum | EReverbSendMethod { Linear
, CustomCurve
, Manual
, EReverbSendMethod_MAX
} |
| enum | ERichCurveCompressionFormat {
RCCF_Empty
, RCCF_Constant
, RCCF_Linear
, RCCF_Cubic
,
RCCF_Mixed
, RCCF_Weighted
, RCCF_MAX
} |
| enum | ERichCurveExtrapolation {
RCCE_Cycle
, RCCE_CycleWithOffset
, RCCE_Oscillate
, RCCE_Linear
,
RCCE_Constant
, RCCE_None
, RCCE_MAX
} |
| enum | ERichCurveInterpMode {
RCIM_Linear
, RCIM_Constant
, RCIM_Cubic
, RCIM_None
,
RCIM_MAX
} |
| enum | ERichCurveKeyTimeCompressionFormat { RCKTCF_uint16
, RCKTCF_float32
, RCKTCF_MAX
} |
| enum | ERichCurveTangentMode {
RCTM_Auto
, RCTM_User
, RCTM_Break
, RCTM_None
,
RCTM_SmartAuto
, RCTM_MAX
} |
| enum | ERichCurveTangentWeightMode {
RCTWM_WeightedNone
, RCTWM_WeightedArrive
, RCTWM_WeightedLeave
, RCTWM_WeightedBoth
,
RCTWM_MAX
} |
| enum | ERootMotionAccumulateMode { Override
, Additive
, ERootMotionAccumulateMode_MAX
} |
| enum | ERootMotionFinishVelocityMode { MaintainLastRootMotionVelocity
, SetVelocity
, ClampVelocity
, ERootMotionFinishVelocityMode_MAX
} |
| enum | ERootMotionMode {
NoRootMotionExtraction
, IgnoreRootMotion
, RootMotionFromEverything
, RootMotionFromMontagesOnly
,
ERootMotionMode_MAX
} |
| enum | ERootMotionRootLock { RefPose
, AnimFirstFrame
, Zero
, ERootMotionRootLock_MAX
} |
| enum | ERootMotionSourceSettingsFlags { UseSensitiveLiftoffCheck
, DisablePartialEndTick
, IgnoreZAccumulate
, ERootMotionSourceSettingsFlags_MAX
} |
| enum | ERootMotionSourceStatusFlags { Prepared
, Finished
, MarkedForRemoval
, ERootMotionSourceStatusFlags_MAX
} |
| enum | ERotatorQuantization { ByteComponents
, ShortComponents
, ERotatorQuantization_MAX
} |
| enum | ERoundingMode {
HalfToEven
, HalfFromZero
, HalfToZero
, FromZero
,
ToZero
, ToNegativeInfinity
, ToPositiveInfinity
, ERoundingMode_MAX
} |
| enum | ERuntimeVirtualTextureMainPassType { Never
, Exclusive
, Always
, ERuntimeVirtualTextureMainPassType_MAX
} |
| enum | ERuntimeVirtualTextureMaterialType {
BaseColor
, BaseColor_Normal_DEPRECATED
, BaseColor_Normal_Roughness
, BaseColor_Normal_Specular
,
BaseColor_Normal_Specular_YCoCg
, BaseColor_Normal_Specular_Mask_YCoCg
, WorldHeight
, Displacement
,
Count
, ERuntimeVirtualTextureMaterialType_MAX
} |
| enum | ERuntimeVirtualTextureMipValueMode {
RVTMVM_None
, RVTMVM_MipLevel
, RVTMVM_MipBias
, RVTMVM_RecalculateDerivatives
,
RVTMVM_MAX
} |
| enum | ERuntimeVirtualTextureTextureAddressMode { RVTTA_Clamp
, RVTTA_Wrap
, RVTTA_MAX
} |
| enum | ESamplerSourceMode {
SSM_FromTextureAsset
, SSM_Wrap_WorldGroupSettings
, SSM_Clamp_WorldGroupSettings
, SSM_TerrainWeightmapGroupSettings
,
SSM_MAX
} |
| enum | ESceneCaptureCompositeMode { SCCM_Overwrite
, SCCM_Additive
, SCCM_Composite
, SCCM_MAX
} |
| enum | ESceneCapturePrimitiveRenderMode { PRM_LegacySceneCapture
, PRM_RenderScenePrimitives
, PRM_UseShowOnlyList
, PRM_MAX
} |
| enum | ESceneCaptureSource {
SCS_SceneColorHDR
, SCS_SceneColorHDRNoAlpha
, SCS_FinalColorLDR
, SCS_SceneColorSceneDepth
,
SCS_SceneDepth
, SCS_DeviceDepth
, SCS_Normal
, SCS_BaseColor
,
SCS_FinalColorHDR
, SCS_FinalToneCurveHDR
, SCS_MAX
} |
| enum | ESceneDepthPriorityGroup { SDPG_World
, SDPG_Foreground
, SDPG_MAX
} |
| enum | ESceneTextureId {
PPI_SceneColor
, PPI_SceneDepth
, PPI_DiffuseColor
, PPI_SpecularColor
,
PPI_SubsurfaceColor
, PPI_BaseColor
, PPI_Specular
, PPI_Metallic
,
PPI_WorldNormal
, PPI_SeparateTranslucency
, PPI_Opacity
, PPI_Roughness
,
PPI_MaterialAO
, PPI_CustomDepth
, PPI_PostProcessInput0
, PPI_PostProcessInput1
,
PPI_PostProcessInput2
, PPI_PostProcessInput3
, PPI_PostProcessInput4
, PPI_PostProcessInput5
,
PPI_PostProcessInput6
, PPI_DecalMask
, PPI_ShadingModelColor
, PPI_ShadingModelID
,
PPI_AmbientOcclusion
, PPI_CustomStencil
, PPI_StoredBaseColor
, PPI_StoredSpecular
,
PPI_Velocity
, PPI_WorldTangent
, PPI_Anisotropy
, PPI_MAX
} |
| enum | EScreenOrientation {
Unknown
, Portrait
, PortraitUpsideDown
, LandscapeLeft
,
LandscapeRight
, FaceUp
, FaceDown
, PortraitSensor
,
LandscapeSensor
, FullSensor
, EScreenOrientation_MAX
} |
| enum | EScreenPercentageMode { Manual
, BasedOnDisplayResolution
, BasedOnDPIScale
, EScreenPercentageMode_MAX
} |
| enum | ESendLevelControlMethod { Linear
, CustomCurve
, Manual
, ESendLevelControlMethod_MAX
} |
| enum | ESettingsDOF {
Full3D
, YZPlane
, XZPlane
, XYPlane
,
ESettingsDOF_MAX
} |
| enum | ESettingsLockedAxis {
None
, X
, Y
, Z
,
Invalid
, ESettingsLockedAxis_MAX
} |
| enum | EShaderCompressionFormat {
None
, LZ4
, Oodle
, Zlib
,
EShaderCompressionFormat_MAX
} |
| enum | EShadowCacheInvalidationBehavior {
Auto
, Always
, Rigid
, Static
,
EShadowCacheInvalidationBehavior_MAX
} |
| enum | EShadowMapFlags { SMF_None
, SMF_Streamed
, SMF_MAX
} |
| enum | EShadowMapMethod { ShadowMaps
, VirtualShadowMaps
, EShadowMapMethod_MAX
} |
| enum | EShouldCookBlueprintPropertyGuids { No
, Yes
, Inherit
, EShouldCookBlueprintPropertyGuids_MAX
} |
| enum | ESkeletalMeshAsyncProperties {
None
, Materials
, Skeleton
, RefSkeleton
,
RetargetBasePose
, RefBasesInvMatrix
, MeshClothingAssets
, SourceModels
,
HasActiveClothingAssets
, LODSettings
, HasVertexColors
, VertexColorGuid
,
MorphTargets
, SkeletalMeshRenderData
, MeshEditorDataObject
, NeverStream
,
OverrideLODStreamingSettings
, SupportLODStreaming
, MaxNumStreamedLODs
, MaxNumOptionalLODs
,
ImportedModel
, LODInfo
, SkinWeightProfiles
, CachedComposedRefPoseMatrices
,
SamplingInfo
, NodeMappingData
, ShadowPhysicsAsset
, SkelMirrorTable
,
MinLod
, DisableBelowMinLodStripping
, SkelMirrorAxis
, SkelMirrorFlipAxis
,
DefaultAnimationRig
, NegativeBoundsExtension
, PositiveBoundsExtension
, ExtendedBounds
,
HasBeenSimplified
, EnablePerPolyCollision
, BodySetup
, MorphTargetIndexMap
,
FloorOffset
, ImportedBounds
, PhysicsAsset
, AssetImportData
,
ThumbnailInfo
, HasCustomDefaultEditorCamera
, DefaultEditorCameraLocation
, DefaultEditorCameraRotation
,
RequiresLODScreenSizeConversion
, PostProcessAnimBlueprint
, DefaultEditorCameraLookAt
, PreviewAttachedAssetContainer
,
DefaultEditorCameraOrthoZoom
, RequiresLODHysteresisConversion
, bSupportRayTracing
, RayTracingMinLOD
,
ClothLODBiasMode
, DefaultMeshDeformer
, OverlayMaterial
, OverlayMaterialMaxDrawDistance
,
All
, ESkeletalMeshAsyncProperties_MAX
} |
| enum | ESkeletalMeshVertexAttributeDataType { Float
, HalfFloat
, NUInt8
, ESkeletalMeshVertexAttributeDataType_MAX
} |
| enum | ESkinCacheDefaultBehavior { Exclusive
, Inclusive
, ESkinCacheDefaultBehavior_MAX
} |
| enum | ESkinCacheUsage { Auto
, Disabled
, Enabled
, ESkinCacheUsage_MAX
} |
| enum | ESkyAtmosphereTransformMode { PlanetTopAtAbsoluteWorldOrigin
, PlanetTopAtComponentTransform
, PlanetCenterAtComponentTransform
, ESkyAtmosphereTransformMode_MAX
} |
| enum | ESkyLightSourceType { SLS_CapturedScene
, SLS_SpecifiedCubemap
, SLS_MAX
} |
| enum | ESlateGesture {
None
, Scroll
, Magnify
, Swipe
,
Rotate
, LongPress
, ESlateGesture_MAX
} |
| enum | ESoundAssetCompressionType {
BinkAudio
, ADPCM
, PCM
, Opus
,
PlatformSpecific
, ProjectDefined
, RADAudio
, ESoundAssetCompressionType_MAX
} |
| enum | ESoundDistanceCalc {
SOUNDDISTANCE_Normal
, SOUNDDISTANCE_InfiniteXYPlane
, SOUNDDISTANCE_InfiniteXZPlane
, SOUNDDISTANCE_InfiniteYZPlane
,
SOUNDDISTANCE_MAX
} |
| enum | ESoundGroup {
SOUNDGROUP_Default
, SOUNDGROUP_Effects
, SOUNDGROUP_UI
, SOUNDGROUP_Music
,
SOUNDGROUP_Voice
, SOUNDGROUP_GameSoundGroup1
, SOUNDGROUP_GameSoundGroup2
, SOUNDGROUP_GameSoundGroup3
,
SOUNDGROUP_GameSoundGroup4
, SOUNDGROUP_GameSoundGroup5
, SOUNDGROUP_GameSoundGroup6
, SOUNDGROUP_GameSoundGroup7
,
SOUNDGROUP_GameSoundGroup8
, SOUNDGROUP_GameSoundGroup9
, SOUNDGROUP_GameSoundGroup10
, SOUNDGROUP_GameSoundGroup11
,
SOUNDGROUP_GameSoundGroup12
, SOUNDGROUP_GameSoundGroup13
, SOUNDGROUP_GameSoundGroup14
, SOUNDGROUP_GameSoundGroup15
,
SOUNDGROUP_GameSoundGroup16
, SOUNDGROUP_GameSoundGroup17
, SOUNDGROUP_GameSoundGroup18
, SOUNDGROUP_GameSoundGroup19
,
SOUNDGROUP_GameSoundGroup20
, SOUNDGROUP_MAX
} |
| enum | ESoundSpatializationAlgorithm { SPATIALIZATION_Default
, SPATIALIZATION_HRTF
, SPATIALIZATION_MAX
} |
| enum | ESoundWaveFFTSize {
VerySmall_64
, Small_256
, Medium_512
, Large_1024
,
VeryLarge_2048
, ESoundWaveFFTSize_MAX
} |
| enum | ESoundWaveLoadingBehavior {
Inherited
, RetainOnLoad
, PrimeOnLoad
, LoadOnDemand
,
ForceInline
, Uninitialized
, ESoundWaveLoadingBehavior_MAX
} |
| enum | ESourceBusChannels { Mono
, Stereo
, ESourceBusChannels_MAX
} |
| enum | ESourceBusSendLevelControlMethod { Linear
, CustomCurve
, Manual
, ESourceBusSendLevelControlMethod_MAX
} |
| enum | ESpawnActorCollisionHandlingMethod {
Undefined
, AlwaysSpawn
, AdjustIfPossibleButAlwaysSpawn
, AdjustIfPossibleButDontSpawnIfColliding
,
DontSpawnIfColliding
, ESpawnActorCollisionHandlingMethod_MAX
} |
| enum | ESpawnActorScaleMethod { OverrideRootScale
, MultiplyWithRoot
, SelectDefaultAtRuntime
, ESpawnActorScaleMethod_MAX
} |
| enum | ESpecularProfileFormat { ViewLightVector
, HalfVector
, ESpecularProfileFormat_MAX
} |
| enum | ESpeedTreeGeometryType {
STG_Branch
, STG_Frond
, STG_Leaf
, STG_FacingLeaf
,
STG_Billboard
, STG_MAX
} |
| enum | ESpeedTreeLODType { STLOD_Pop
, STLOD_Smooth
, STLOD_MAX
} |
| enum | ESpeedTreeWindType {
STW_None
, STW_Fastest
, STW_Fast
, STW_Better
,
STW_Best
, STW_Palm
, STW_BestPlus
, STW_MAX
} |
| enum | ESplineCoordinateSpace { Local
, World
, ESplineCoordinateSpace_MAX
} |
| enum | ESplineMeshAxis { X
, Y
, Z
, ESplineMeshAxis_MAX
} |
| enum | ESplinePointType {
Linear
, Curve
, Constant
, CurveClamped
,
CurveCustomTangent
, ESplinePointType_MAX
} |
| enum | ESplitScreenType {
None
, TwoPlayer_Horizontal
, TwoPlayer_Vertical
, ThreePlayer_FavorTop
,
ThreePlayer_FavorBottom
, ThreePlayer_Vertical
, ThreePlayer_Horizontal
, FourPlayer_Grid
,
FourPlayer_Vertical
, FourPlayer_Horizontal
, SplitTypeCount
, ESplitScreenType_MAX
} |
| enum | EStandbyType { STDBY_Rx
, STDBY_Tx
, STDBY_BadPing
, STDBY_MAX
} |
| enum | EStaticMeshReductionTerimationCriterion { Triangles
, Vertices
, Any
, EStaticMeshReductionTerimationCriterion_MAX
} |
| enum | EStereoLayerShape {
SLSH_QuadLayer
, SLSH_CylinderLayer
, SLSH_CubemapLayer
, SLSH_EquirectLayer
,
SLSH_MAX
} |
| enum | EStereoLayerType { SLT_WorldLocked
, SLT_TrackerLocked
, SLT_FaceLocked
, SLT_MAX
} |
| enum | EStreamingSourcePriority {
Highest
, High
, Normal
, Low
,
Lowest
, Default
, EStreamingSourcePriority_MAX
} |
| enum | EStreamingSourceTargetBehavior { Include
, Exclude
, EStreamingSourceTargetBehavior_MAX
} |
| enum | EStreamingSourceTargetState { Loaded
, Activated
, EStreamingSourceTargetState_MAX
} |
| enum | EStreamingVolumeUsage {
SVB_Loading
, SVB_LoadingAndVisibility
, SVB_VisibilityBlockingOnLoad
, SVB_BlockingOnLoad
,
SVB_LoadingNotVisible
, SVB_MAX
} |
| enum | EStripAnimDataOnDedicatedServerSettings { UseProjectSetting
, StripAnimDataOnDedicatedServer
, DoNotStripAnimDataOnDedicatedServer
, EStripAnimDataOnDedicatedServerSettings_MAX
} |
| enum | ESubmixSendStage { PostDistanceAttenuation
, PreDistanceAttenuation
, ESubmixSendStage_MAX
} |
| enum | ESubUVBoundingVertexCount { BVC_FourVertices
, BVC_EightVertices
, BVC_MAX
} |
| enum | ESuggestProjVelocityTraceOption { DoNotTrace
, TraceFullPath
, OnlyTraceWhileAscending
, ESuggestProjVelocityTraceOption_MAX
} |
| enum | ESwitchMaterialOutputType {
TMMOT_Float1
, TMMOT_Float2
, TMMOT_Float3
, TMMOT_Float4
,
TMMOT_MAX
} |
| enum | ESyncOption { Drive
, Passive
, Disabled
, ESyncOption_MAX
} |
| enum | ETeleportType { None
, TeleportPhysics
, ResetPhysics
, ETeleportType_MAX
} |
| enum | ETemperatureMethod { TEMP_WhiteBalance
, TEMP_ColorTemperature
, TEMP_MAX
} |
| enum | ETemperatureSeverityType {
Unknown
, Good
, Bad
, Serious
,
Critical
, NumSeverities
, ETemperatureSeverityType_MAX
} |
| enum | ETextGender { Masculine
, Feminine
, Neuter
, ETextGender_MAX
} |
| enum | ETextureAvailability { GPU
, CPU
, ETextureAvailability_MAX
} |
| enum | ETextureChromaticAdaptationMethod { TCAM_None
, TCAM_Bradford
, TCAM_CAT02
, TCAM_MAX
} |
| enum | ETextureClass {
Invalid
, TwoD
, Cube
, Array
,
CubeArray
, Volume
, TwoDDynamic
, RenderTarget
,
Other2DNoSource
, OtherUnknown
, ETextureClass_MAX
} |
| enum | ETextureColorChannel {
TCC_Red
, TCC_Green
, TCC_Blue
, TCC_Alpha
,
TCC_MAX
} |
| enum | ETextureColorSpace {
TCS_None
, TCS_sRGB
, TCS_Rec2020
, TCS_ACESAP0
,
TCS_ACESAP1
, TCS_P3DCI
, TCS_P3D65
, TCS_REDWideGamut
,
TCS_SonySGamut3
, TCS_SonySGamut3Cine
, TCS_AlexaWideGamut
, TCS_CanonCinemaGamut
,
TCS_GoProProtuneNative
, TCS_PanasonicVGamut
, TCS_Custom
, TCS_MAX
} |
| enum | ETextureCompressionQuality {
TCQ_Default
, TCQ_Lowest
, TCQ_Low
, TCQ_Medium
,
TCQ_High
, TCQ_Highest
, TCQ_MAX
} |
| enum | ETextureDownscaleOptions {
Default
, Unfiltered
, SimpleAverage
, Sharpen0
,
Sharpen1
, Sharpen2
, Sharpen3
, Sharpen4
,
Sharpen5
, Sharpen6
, Sharpen7
, Sharpen8
,
Sharpen9
, Sharpen10
, ETextureDownscaleOptions_MAX
} |
| enum | ETextureEncodeEffort {
Default
, Low
, Normal
, High
,
ETextureEncodeEffort_MAX
} |
| enum | ETextureEncodeSpeed { Final
, FinalIfAvailable
, Fast
, ETextureEncodeSpeed_MAX
} |
| enum | ETextureEncodeSpeedOverride {
Disabled
, Final
, FinalIfAvailable
, Fast
,
ETextureEncodeSpeedOverride_MAX
} |
| enum | ETextureLossyCompressionAmount {
TLCA_Default
, TLCA_None
, TLCA_Lowest
, TLCA_Low
,
TLCA_Medium
, TLCA_High
, TLCA_Highest
, TLCA_MAX
} |
| enum | ETextureMipCount { TMC_ResidentMips
, TMC_AllMips
, TMC_AllMipsBiased
, TMC_MAX
} |
| enum | ETextureMipLoadOptions { Default
, AllMips
, OnlyFirstMip
, ETextureMipLoadOptions_MAX
} |
| enum | ETextureMipValueMode {
TMVM_None
, TMVM_MipLevel
, TMVM_MipBias
, TMVM_Derivative
,
TMVM_MAX
} |
| enum | ETexturePowerOfTwoSetting {
None
, PadToPowerOfTwo
, PadToSquarePowerOfTwo
, StretchToPowerOfTwo
,
StretchToSquarePowerOfTwo
, ResizeToSpecificResolution
, ETexturePowerOfTwoSetting_MAX
} |
| enum | ETextureRenderTargetFormat {
RTF_R8
, RTF_RG8
, RTF_RGBA8
, RTF_RGBA8_SRGB
,
RTF_R16f
, RTF_RG16f
, RTF_RGBA16f
, RTF_R32f
,
RTF_RG32f
, RTF_RGBA32f
, RTF_RGB10A2
, RTF_MAX
} |
| enum | ETextureRenderTargetSampleCount {
RTSC_1
, RTSC_2
, RTSC_4
, RTSC_8
,
RTSC_MAX
} |
| enum | ETextureSamplerFilter {
Point
, Bilinear
, Trilinear
, AnisotropicPoint
,
AnisotropicLinear
, ETextureSamplerFilter_MAX
} |
| enum | ETextureSizingType {
TextureSizingType_UseSingleTextureSize
, TextureSizingType_UseAutomaticBiasedSizes
, TextureSizingType_UseManualOverrideTextureSize
, TextureSizingType_UseSimplygonAutomaticSizing
,
TextureSizingType_AutomaticFromTexelDensity
, TextureSizingType_AutomaticFromMeshScreenSize
, TextureSizingType_AutomaticFromMeshDrawDistance
, TextureSizingType_MAX
} |
| enum | ETextureSourceCompressionFormat {
TSCF_None
, TSCF_PNG
, TSCF_JPEG
, TSCF_UEJPEG
,
TSCF_MAX
} |
| enum | ETextureSourceEncoding {
TSE_None
, TSE_Linear
, TSE_sRGB
, TSE_ST2084
,
TSE_Gamma22
, TSE_BT1886
, TSE_Gamma26
, TSE_Cineon
,
TSE_REDLog
, TSE_REDLog3G10
, TSE_SLog1
, TSE_SLog2
,
TSE_SLog3
, TSE_AlexaV3LogC
, TSE_CanonLog
, TSE_ProTune
,
TSE_VLog
, TSE_MAX
} |
| enum | ETextureSourceFormat {
TSF_Invalid
, TSF_G8
, TSF_BGRA8
, TSF_BGRE8
,
TSF_RGBA16
, TSF_RGBA16F
, TSF_RGBA8_DEPRECATED
, TSF_RGBE8_DEPRECATED
,
TSF_G16
, TSF_RGBA32F
, TSF_R16F
, TSF_R32F
,
TSF_MAX
, TSF_RGBA8
, TSF_RGBE8
} |
| enum | ETextureUniversalTiling { Disabled
, Enabled_256KB
, Enabled_64KB
, ETextureUniversalTiling_MAX
} |
| enum | ETickingGroup {
TG_PrePhysics
, TG_StartPhysics
, TG_DuringPhysics
, TG_EndPhysics
,
TG_PostPhysics
, TG_PostUpdateWork
, TG_LastDemotable
, TG_NewlySpawned
,
TG_MAX
} |
| enum | ETileOverlapResolveType { Ignore
, Feathering
, ETileOverlapResolveType_MAX
} |
| enum | ETimecodeProviderSynchronizationState {
Closed
, Error
, Synchronized
, Synchronizing
,
ETimecodeProviderSynchronizationState_MAX
} |
| enum | ETimelineDirection { Forward
, Backward
, ETimelineDirection_MAX
} |
| enum | ETimelineLengthMode { TL_TimelineLength
, TL_LastKeyFrame
, TL_MAX
} |
| enum | ETimelineSigType {
ETS_EventSignature
, ETS_FloatSignature
, ETS_VectorSignature
, ETS_LinearColorSignature
,
ETS_InvalidSignature
, ETS_MAX
} |
| enum | ETimeStretchCurveMapping { T_Original
, T_TargetMin
, T_TargetMax
, MAX
} |
| enum | ETraceTypeQuery {
TraceTypeQuery1
, TraceTypeQuery2
, TraceTypeQuery3
, TraceTypeQuery4
,
TraceTypeQuery5
, TraceTypeQuery6
, TraceTypeQuery7
, TraceTypeQuery8
,
TraceTypeQuery9
, TraceTypeQuery10
, TraceTypeQuery11
, TraceTypeQuery12
,
TraceTypeQuery13
, TraceTypeQuery14
, TraceTypeQuery15
, TraceTypeQuery16
,
TraceTypeQuery17
, TraceTypeQuery18
, TraceTypeQuery19
, TraceTypeQuery20
,
TraceTypeQuery21
, TraceTypeQuery22
, TraceTypeQuery23
, TraceTypeQuery24
,
TraceTypeQuery25
, TraceTypeQuery26
, TraceTypeQuery27
, TraceTypeQuery28
,
TraceTypeQuery29
, TraceTypeQuery30
, TraceTypeQuery31
, TraceTypeQuery32
,
TraceTypeQuery_MAX
, ETraceTypeQuery_MAX
, IKTrace
, ClimbingTrace
,
Landscape
, PerceptionSight
, FluidTrace
, Foliage
,
ItemWorldVisualTrace
, Visibility
, Camera
} |
| enum | ETrail2SourceMethod { PET2SRCM_Default
, PET2SRCM_Particle
, PET2SRCM_Actor
, PET2SRCM_MAX
} |
| enum | ETrailsRenderAxisOption { Trails_CameraUp
, Trails_SourceUp
, Trails_WorldUp
, Trails_MAX
} |
| enum | ETrailWidthMode { ETrailWidthMode_FromCentre
, ETrailWidthMode_FromFirst
, ETrailWidthMode_FromSecond
, ETrailWidthMode_MAX
} |
| enum | ETransformCurveChannel {
Position
, Rotation
, Scale
, Invalid
,
ETransformCurveChannel_MAX
} |
| enum | ETransitionBlendMode { TBM_Linear
, TBM_Cubic
, TBM_MAX
} |
| enum | ETransitionLogicType { TLT_StandardBlend
, TLT_Inertialization
, TLT_Custom
, TLT_MAX
} |
| enum | ETransitionRequestOverwriteMode { Append
, Ignore
, Overwrite
, ETransitionRequestOverwriteMode_MAX
} |
| enum | ETransitionRequestQueueMode { Shared
, Unique
, ETransitionRequestQueueMode_MAX
} |
| enum | ETransitionType {
None
, Paused
, Loading
, Saving
,
Connecting
, Precaching
, WaitingToConnect
, MAX
} |
| enum | ETranslucencyLightingMode {
TLM_VolumetricNonDirectional
, TLM_VolumetricDirectional
, TLM_VolumetricPerVertexNonDirectional
, TLM_VolumetricPerVertexDirectional
,
TLM_Surface
, TLM_SurfacePerPixelLighting
, TLM_MAX
} |
| enum | ETranslucencyType { Raster
, RayTracing
, ETranslucencyType_MAX
} |
| enum | ETranslucentSortPolicy { SortByDistance
, SortByProjectedZ
, SortAlongAxis
, ETranslucentSortPolicy_MAX
} |
| enum | ETravelFailure {
NoLevel
, LoadMapFailure
, InvalidURL
, PackageMissing
,
PackageVersion
, NoDownload
, TravelFailure
, CheatCommands
,
PendingNetGameCreateFailure
, CloudSaveFailure
, ServerTravelFailure
, ClientTravelFailure
,
ETravelFailure_MAX
} |
| enum | ETravelType { TRAVEL_Absolute
, TRAVEL_Partial
, TRAVEL_Relative
, TRAVEL_MAX
} |
| enum | ETwitterIntegrationDelegate { TID_AuthorizeComplete
, TID_TweetUIComplete
, TID_RequestComplete
, TID_MAX
} |
| enum | ETwitterRequestMethod { TRM_Get
, TRM_Post
, TRM_Delete
, TRM_MAX
} |
| enum | ETypeAdvanceAnim { ETAA_Default
, ETAA_Finished
, ETAA_Looped
, ETAA_MAX
} |
| enum | ETypedElementWorldType { Game
, Editor
, ETypedElementWorldType_MAX
} |
| enum | EUIScalingRule {
ShortestSide
, LongestSide
, Horizontal
, Vertical
,
ScaleToFit
, Custom
, EUIScalingRule_MAX
} |
| enum | EUpdateRateShiftBucket {
ShiftBucket0
, ShiftBucket1
, ShiftBucket2
, ShiftBucket3
,
ShiftBucket4
, ShiftBucket5
, ShiftBucketMax
, EUpdateRateShiftBucket_MAX
} |
| enum | EUserDefinedStructureStatus {
UDSS_UpToDate
, UDSS_Dirty
, UDSS_Error
, UDSS_Duplicate
,
UDSS_MAX
} |
| enum | EUVOutput { DoNotOutputChannel
, OutputChannel
, EUVOutput_MAX
} |
| enum | EVectorCurveChannel {
X
, Y
, Z
, Invalid
,
EVectorCurveChannel_MAX
} |
| enum | EVectorFieldConstructionOp { VFCO_Extrude
, VFCO_Revolve
, VFCO_MAX
} |
| enum | EVectorNoiseFunction {
VNF_CellnoiseALU
, VNF_VectorALU
, VNF_GradientALU
, VNF_CurlALU
,
VNF_VoronoiALU
, VNF_MAX
} |
| enum | EVectorQuantization { RoundWholeNumber
, RoundOneDecimal
, RoundTwoDecimals
, EVectorQuantization_MAX
} |
| enum | EVelocityOutputPass { DepthPass
, BasePass
, AfterBasePass
, EVelocityOutputPass_MAX
} |
| enum | EVertexDeformationOutputsVelocity { Off
, On
, Auto
, EVertexDeformationOutputsVelocity_MAX
} |
| enum | EVertexPaintAxis { X
, Y
, Z
, EVertexPaintAxis_MAX
} |
| enum | EVerticalTextAligment {
EVRTA_TextTop
, EVRTA_TextCenter
, EVRTA_TextBottom
, EVRTA_QuadTop
,
EVRTA_MAX
} |
| enum | EViewModeIndex {
VMI_BrushWireframe
, VMI_Wireframe
, VMI_Unlit
, VMI_Lit
,
VMI_Lit_DetailLighting
, VMI_LightingOnly
, VMI_LightComplexity
, VMI_ShaderComplexity
,
VMI_LightmapDensity
, VMI_LitLightmapDensity
, VMI_ReflectionOverride
, VMI_VisualizeBuffer
,
VMI_StationaryLightOverlap
, VMI_CollisionPawn
, VMI_CollisionVisibility
, VMI_LODColoration
,
VMI_QuadOverdraw
, VMI_PrimitiveDistanceAccuracy
, VMI_MeshUVDensityAccuracy
, VMI_ShaderComplexityWithQuadOverdraw
,
VMI_HLODColoration
, VMI_GroupLODColoration
, VMI_MaterialTextureScaleAccuracy
, VMI_RequiredTextureResolution
,
VMI_PathTracing
, VMI_RayTracingDebug
, VMI_VisualizeNanite
, VMI_VirtualTexturePendingMips
,
VMI_VisualizeLumen
, VMI_VisualizeVirtualShadowMap
, VMI_VisualizeGPUSkinCache
, VMI_VisualizeSubstrate
,
VMI_VisualizeGroom
, VMI_Max
, VMI_Unknown
, VMI_MAX
} |
| enum | EViewStatusForScreenPercentage {
NonRealtime
, Desktop
, Mobile
, VR
,
PathTracer
, EViewStatusForScreenPercentage_MAX
} |
| enum | EViewTargetBlendFunction {
VTBlend_Linear
, VTBlend_Cubic
, VTBlend_EaseIn
, VTBlend_EaseOut
,
VTBlend_EaseInOut
, VTBlend_PreBlended
, VTBlend_MAX
} |
| enum | EViewTargetBlendOrder { VTBlendOrder_Base
, VTBlendOrder_Override
, VTBlendOrder_MAX
} |
| enum | EVirtualizationMode { Disabled
, PlayWhenSilent
, Restart
, EVirtualizationMode_MAX
} |
| enum | EVisibilityAggressiveness {
VIS_LeastAggressive
, VIS_ModeratelyAggressive
, VIS_MostAggressive
, VIS_Max
,
VIS_MAX
} |
| enum | EVisibilityBasedAnimTickOption {
AlwaysTickPoseAndRefreshBones
, AlwaysTickPose
, OnlyTickMontagesAndRefreshBonesWhenPlayingMontages
, OnlyTickMontagesWhenNotRendered
,
OnlyTickPoseWhenRendered
, EVisibilityBasedAnimTickOption_MAX
} |
| enum | EVoiceBlockReasons {
None
, Muted
, Gameplay
, Blocked
,
BlockedBy
, EVoiceBlockReasons_MAX
} |
| enum | EVoiceSampleRate { Low16000Hz
, Normal24000Hz
, EVoiceSampleRate_MAX
} |
| enum | EVolumeLightingMethod { VLM_VolumetricLightmap
, VLM_SparseVolumeLightingSamples
, VLM_MAX
} |
| enum | EVolumetricCloudTracingMaxDistanceMode { DistanceFromCloudLayerEntryPoint
, DistanceFromPointOfView
, EVolumetricCloudTracingMaxDistanceMode_MAX
} |
| enum | EWalkableSlopeBehavior {
WalkableSlope_Default
, WalkableSlope_Increase
, WalkableSlope_Decrease
, WalkableSlope_Unwalkable
,
WalkableSlope_Max
, WalkableSlope_MAX
} |
| enum | EWindowMode { Fullscreen
, WindowedFullscreen
, Windowed
, EWindowMode_MAX
} |
| enum | EWindowTitleBarMode { Overlay
, VerticalBox
, EWindowTitleBarMode_MAX
} |
| enum | EWindSourceType { Directional
, Point
, EWindSourceType_MAX
} |
| enum | EWorkingColorSpace {
sRGB
, Rec2020
, ACESAP0
, ACESAP1
,
P3DCI
, P3D65
, Custom
, EWorkingColorSpace_MAX
} |
| enum | EWorldContentState { NoContent
, ContentBundleInjected
, EWorldContentState_MAX
} |
| enum | EWorldPartitionCVarProjectDefaultOverride { ProjectDefault
, Disabled
, Enabled
, EWorldPartitionCVarProjectDefaultOverride_MAX
} |
| enum | EWorldPartitionDataLayersLogicOperator { Or
, And
, EWorldPartitionDataLayersLogicOperator_MAX
} |
| enum | EWorldPartitionRuntimeCellState { Unloaded
, Loaded
, Activated
, EWorldPartitionRuntimeCellState_MAX
} |
| enum | EWorldPartitionServerStreamingMode {
ProjectDefault
, Disabled
, Enabled
, EnabledInPIE
,
EWorldPartitionServerStreamingMode_MAX
} |
| enum | EWorldPartitionServerStreamingOutMode { ProjectDefault
, Disabled
, Enabled
, EWorldPartitionServerStreamingOutMode_MAX
} |
| enum | EWorldPartitionStreamingPerformance { Good
, Slow
, Critical
, EWorldPartitionStreamingPerformance_MAX
} |
| enum | EWorldPositionIncludedOffsets {
WPT_Default
, WPT_ExcludeAllShaderOffsets
, WPT_CameraRelative
, WPT_CameraRelativeNoOffsets
,
WPT_MAX
} |
| enum | FDataDrivenCVarType { CVarFloat
, CVarInt
, CVarBool
, FDataDrivenCVarType_MAX
} |
| enum | FNavigationSystemRunMode {
InvalidMode
, GameMode
, EditorMode
, SimulationMode
,
PIEMode
, InferFromWorldMode
, EditorWorldPartitionBuildMode
, FNavigationSystemRunMode_MAX
} |
| enum | ModulationParamMode { MPM_Normal
, MPM_Abs
, MPM_Direct
, MPM_MAX
} |
| enum | ParticleReplayState { PRS_Disabled
, PRS_Capturing
, PRS_Replaying
, PRS_MAX
} |
| enum | ParticleSystemLODMethod { PARTICLESYSTEMLODMETHOD_Automatic
, PARTICLESYSTEMLODMETHOD_DirectSet
, PARTICLESYSTEMLODMETHOD_ActivateAutomatic
, PARTICLESYSTEMLODMETHOD_MAX
} |
| enum | ReverbPreset {
REVERB_Default
, REVERB_Bathroom
, REVERB_StoneRoom
, REVERB_Auditorium
,
REVERB_ConcertHall
, REVERB_Cave
, REVERB_Hallway
, REVERB_StoneCorridor
,
REVERB_Alley
, REVERB_Forest
, REVERB_City
, REVERB_Mountains
,
REVERB_Quarry
, REVERB_Plain
, REVERB_ParkingLot
, REVERB_SewerPipe
,
REVERB_Underwater
, REVERB_SmallRoom
, REVERB_MediumRoom
, REVERB_LargeRoom
,
REVERB_MediumHall
, REVERB_LargeHall
, REVERB_Plate
, REVERB_MAX
} |
| enum | SkeletalMeshOptimizationImportance {
SMOI_Off
, SMOI_Lowest
, SMOI_Low
, SMOI_Normal
,
SMOI_High
, SMOI_Highest
, SMOI_MAX
} |
| enum | SkeletalMeshOptimizationType { SMOT_NumOfTriangles
, SMOT_MaxDeviation
, SMOT_TriangleOrDeviation
, SMOT_MAX
} |
| enum | SkeletalMeshTerminationCriterion {
SMTC_NumOfTriangles
, SMTC_NumOfVerts
, SMTC_TriangleOrVert
, SMTC_AbsNumOfTriangles
,
SMTC_AbsNumOfVerts
, SMTC_AbsTriangleOrVert
, SMTC_MAX
} |
| enum | TextureAddress { TA_Wrap
, TA_Clamp
, TA_Mirror
, TA_MAX
} |
| enum | TextureCompressionSettings {
TC_Default
, TC_Normalmap
, TC_Masks
, TC_Grayscale
,
TC_Displacementmap
, TC_VectorDisplacementmap
, TC_HDR
, TC_EditorIcon
,
TC_Alpha
, TC_DistanceFieldFont
, TC_HDR_Compressed
, TC_BC7
,
TC_HalfFloat
, TC_LQ
, TC_EncodedReflectionCapture
, TC_SingleFloat
,
TC_HDR_F32
, TC_MAX
} |
| enum | TextureCookPlatformTilingSettings { TCPTS_FromTextureGroup
, TCPTS_Tile
, TCPTS_DoNotTile
, TCPTS_MAX
} |
| enum | TextureFilter {
TF_Nearest
, TF_Bilinear
, TF_Trilinear
, TF_Default
,
TF_MAX
} |
| enum | TextureGroup {
TEXTUREGROUP_World
, TEXTUREGROUP_WorldNormalMap
, TEXTUREGROUP_WorldSpecular
, TEXTUREGROUP_Character
,
TEXTUREGROUP_CharacterNormalMap
, TEXTUREGROUP_CharacterSpecular
, TEXTUREGROUP_Weapon
, TEXTUREGROUP_WeaponNormalMap
,
TEXTUREGROUP_WeaponSpecular
, TEXTUREGROUP_Vehicle
, TEXTUREGROUP_VehicleNormalMap
, TEXTUREGROUP_VehicleSpecular
,
TEXTUREGROUP_Cinematic
, TEXTUREGROUP_Effects
, TEXTUREGROUP_EffectsNotFiltered
, TEXTUREGROUP_Skybox
,
TEXTUREGROUP_UI
, TEXTUREGROUP_Lightmap
, TEXTUREGROUP_RenderTarget
, TEXTUREGROUP_MobileFlattened
,
TEXTUREGROUP_ProcBuilding_Face
, TEXTUREGROUP_ProcBuilding_LightMap
, TEXTUREGROUP_Shadowmap
, TEXTUREGROUP_ColorLookupTable
,
TEXTUREGROUP_Terrain_Heightmap
, TEXTUREGROUP_Terrain_Weightmap
, TEXTUREGROUP_Bokeh
, TEXTUREGROUP_IESLightProfile
,
TEXTUREGROUP_Pixels2D
, TEXTUREGROUP_HierarchicalLOD
, TEXTUREGROUP_Impostor
, TEXTUREGROUP_ImpostorNormalDepth
,
TEXTUREGROUP_8BitData
, TEXTUREGROUP_16BitData
, TEXTUREGROUP_Project01
, TEXTUREGROUP_Project02
,
TEXTUREGROUP_Project03
, TEXTUREGROUP_Project04
, TEXTUREGROUP_Project05
, TEXTUREGROUP_Project06
,
TEXTUREGROUP_Project07
, TEXTUREGROUP_Project08
, TEXTUREGROUP_Project09
, TEXTUREGROUP_Project10
,
TEXTUREGROUP_Project11
, TEXTUREGROUP_Project12
, TEXTUREGROUP_Project13
, TEXTUREGROUP_Project14
,
TEXTUREGROUP_Project15
, TEXTUREGROUP_Project16
, TEXTUREGROUP_Project17
, TEXTUREGROUP_Project18
,
TEXTUREGROUP_Project19
, TEXTUREGROUP_Project20
, TEXTUREGROUP_Project21
, TEXTUREGROUP_Project22
,
TEXTUREGROUP_Project23
, TEXTUREGROUP_Project24
, TEXTUREGROUP_Project25
, TEXTUREGROUP_Project26
,
TEXTUREGROUP_Project27
, TEXTUREGROUP_Project28
, TEXTUREGROUP_Project29
, TEXTUREGROUP_Project30
,
TEXTUREGROUP_Project31
, TEXTUREGROUP_Project32
, TEXTUREGROUP_MAX
} |
| enum | TextureMipGenSettings {
TMGS_FromTextureGroup
, TMGS_SimpleAverage
, TMGS_Sharpen0
, TMGS_Sharpen1
,
TMGS_Sharpen2
, TMGS_Sharpen3
, TMGS_Sharpen4
, TMGS_Sharpen5
,
TMGS_Sharpen6
, TMGS_Sharpen7
, TMGS_Sharpen8
, TMGS_Sharpen9
,
TMGS_Sharpen10
, TMGS_NoMipmaps
, TMGS_LeaveExistingMips
, TMGS_Blur1
,
TMGS_Blur2
, TMGS_Blur3
, TMGS_Blur4
, TMGS_Blur5
,
TMGS_Unfiltered
, TMGS_Angular
, TMGS_MAX
} |