G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches

Namespaces

namespace  Array
namespace  AudioParameterConversion
namespace  CachedAnimData
namespace  CameraLensEffectInterfaceClassSupport
namespace  Chaos
namespace  ConstraintInstance
namespace  DataTable
namespace  EngineElements
namespace  FieldNotification
namespace  Gameplay
namespace  Guid
namespace  HealthSnapshot
namespace  ImportanceSampling
namespace  Input
namespace  InputDevice
namespace  Internationalization
namespace  LightWeightInstance
namespace  Material
namespace  MeshVertexPainter
namespace  Paths
namespace  PhysicsField
namespace  PhysicsObject
namespace  PhysicsThread
namespace  Platform
namespace  Plugin
namespace  Rendering
namespace  StereoLayer
namespace  String
namespace  StringTable
namespace  System
namespace  Text
namespace  UAnimNotifyMirrorInspection
namespace  UAnimNotifyStateMachineInspection
namespace  VisualLogger
namespace  VOIP
namespace  WorldPartition

Classes

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...
 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  FNavigationLinkBase
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
 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...
 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  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...
class  UGraphNodeContextMenuContext
 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_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  UMaterialExpressionComment
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  UMaterialExpressionRequiredSamplersSwitch
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  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  UTwitterIntegrationBase
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...

Enumerations

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
}

Detailed Description

Enumeration Type Documentation

◆ AnimationCompressionFormat

Enumerator
ACF_None 
ACF_Float96NoW 
ACF_Fixed48NoW 
ACF_IntervalFixed32NoW 
ACF_Fixed32NoW 
ACF_Float32NoW 
ACF_Identity 
ACF_MAX 

◆ AnimationKeyFormat

Enumerator
AKF_ConstantKeyLerp 
AKF_VariableKeyLerp 
AKF_PerTrackCompression 
AKF_MAX 

◆ AnimPhysCollisionType

Enumerator
CoM 
CustomSphere 
InnerSphere 
OuterSphere 
AnimPhysCollisionType_MAX 

◆ AnimPhysTwistAxis

Enumerator
AxisX 
AxisY 
AxisZ 
AnimPhysTwistAxis_MAX 

◆ Beam2SourceTargetMethod

Enumerator
PEB2STM_Default 
PEB2STM_UserSet 
PEB2STM_Emitter 
PEB2STM_Particle 
PEB2STM_Actor 
PEB2STM_MAX 

◆ Beam2SourceTargetTangentMethod

Enumerator
PEB2STTM_Direct 
PEB2STTM_UserSet 
PEB2STTM_Distribution 
PEB2STTM_Emitter 
PEB2STTM_MAX 

◆ BeamModifierType

Enumerator
PEB2MT_Source 
PEB2MT_Target 
PEB2MT_MAX 

◆ CylinderHeightAxis

Enumerator
PMLPC_HEIGHTAXIS_X 
PMLPC_HEIGHTAXIS_Y 
PMLPC_HEIGHTAXIS_Z 
PMLPC_HEIGHTAXIS_MAX 

◆ DistributionParamMode

Enumerator
DPM_Normal 
DPM_Abs 
DPM_Direct 
DPM_MAX 

◆ EActorGridPlacement

Enumerator
Bounds 
Location 
AlwaysLoaded 
None 
EActorGridPlacement_MAX 

◆ EActorPackagingScheme

Enumerator
Original 
Reduced 
EActorPackagingScheme_MAX 

◆ EActorUpdateOverlapsMethod

Enumerator
UseConfigDefault 
AlwaysUpdate 
OnlyUpdateMovable 
NeverUpdate 
EActorUpdateOverlapsMethod_MAX 

◆ EAdditiveAnimationType

Enumerator
AAT_None 
AAT_LocalSpaceBase 
AAT_RotationOffsetMeshSpace 
AAT_MAX 

◆ EAdditiveBasePoseType

Enumerator
ABPT_None 
ABPT_RefPose 
ABPT_AnimScaled 
ABPT_AnimFrame 
ABPT_LocalAnimFrame 
ABPT_MAX 

◆ EAdManagerDelegate

Enumerator
AMD_ClickedBanner 
AMD_UserClosedAd 
AMD_MAX 

◆ EAirAbsorptionMethod

Enumerator
Linear 
CustomCurve 
EAirAbsorptionMethod_MAX 

◆ EAlphaBlendOption

Enumerator
Linear 
Cubic 
HermiteCubic 
Sinusoidal 
QuadraticInOut 
CubicInOut 
QuarticInOut 
QuinticInOut 
CircularIn 
CircularOut 
CircularInOut 
ExpIn 
ExpOut 
ExpInOut 
Custom 
EAlphaBlendOption_MAX 

◆ EAlphaChannelMode

Enumerator
Disabled 
LinearColorSpaceOnly 
AllowThroughTonemapper 
EAlphaChannelMode_MAX 

◆ EAngularDriveMode

Enumerator
SLERP 
TwistAndSwing 
EAngularDriveMode_MAX 

◆ EAnimAlphaInputType

Enumerator
Float 
Bool 
Curve 
EAnimAlphaInputType_MAX 

◆ EAnimAssetCurveFlags

Enumerator
AACF_NONE 
AACF_DriveMorphTarget_DEPRECATED 
AACF_DriveAttribute_DEPRECATED 
AACF_Editable 
AACF_DriveMaterial_DEPRECATED 
AACF_Metadata 
AACF_DriveTrack 
AACF_Disabled 
AACF_MAX 

◆ EAnimationMode

Enumerator
AnimationBlueprint 
AnimationSingleNode 
AnimationCustomMode 
EAnimationMode_MAX 

◆ EAnimCurveType

Enumerator
AttributeCurve 
MaterialCurve 
MorphTargetCurve 
MaxAnimCurveType 
EAnimCurveType_MAX 

◆ EAnimDataModelNotifyType

Enumerator
BracketOpened 
BracketClosed 
TrackAdded 
TrackChanged 
TrackRemoved 
SequenceLengthChanged 
FrameRateChanged 
CurveAdded 
CurveChanged 
CurveRemoved 
CurveFlagsChanged 
CurveRenamed 
CurveScaled 
CurveColorChanged 
CurveCommentChanged 
AttributeAdded 
AttributeRemoved 
AttributeChanged 
Populated 
Reset 
SkeletonChanged 
Invalid 
EAnimDataModelNotifyType_MAX 

◆ EAnimExecutionContextConversionResult

Enumerator
Succeeded 
Failed 
EAnimExecutionContextConversionResult_MAX 

◆ EAnimGroupRole

Enumerator
CanBeLeader 
AlwaysFollower 
AlwaysLeader 
TransitionLeader 
TransitionFollower 
EAnimGroupRole_MAX 

◆ EAnimInstanceLocatorFragmentType

Enumerator
AnimInstance 
PostProcessAnimInstance 
EAnimInstanceLocatorFragmentType_MAX 

◆ EAnimInterpolationType

Enumerator
Linear 
Step 
EAnimInterpolationType_MAX 

◆ EAnimLinkMethod

Enumerator
Absolute 
Relative 
Proportional 
EAnimLinkMethod_MAX 

◆ EAnimNodeDataFlags

Enumerator
None 
HasInitialUpdateFunction 
HasBecomeRelevantFunction 
HasUpdateFunction 
AllFunctions 
EAnimNodeDataFlags_MAX 

◆ EAnimNodeReferenceConversionResult

Enumerator
Succeeded 
Failed 
EAnimNodeReferenceConversionResult_MAX 

◆ EAnimNotifyEventType

Enumerator
Begin 
End 
EAnimNotifyEventType_MAX 

◆ EAnimPropertyAccessCallSite

Enumerator
WorkerThread_Unbatched 
WorkerThread_Batched_PreEventGraph 
WorkerThread_Batched_PostEventGraph 
GameThread_Batched_PreEventGraph 
GameThread_Batched_PostEventGraph 
EAnimPropertyAccessCallSite_MAX 

◆ EAnimSyncGroupScope

Enumerator
Local 
Component 
EAnimSyncGroupScope_MAX 

◆ EAnimSyncMethod

Enumerator
DoNotSync 
SyncGroup 
Graph 
EAnimSyncMethod_MAX 

◆ EAntiAliasingMethod

Enumerator
AAM_None 
AAM_FXAA 
AAM_TemporalAA 
AAM_MSAA 
AAM_TSR 
AAM_MAX 

◆ EApplicationState

Enumerator
Unknown 
Inactive 
Background 
Active 
EApplicationState_MAX 

◆ EArraySortOrder

Enumerator
Ascending 
Descending 
EArraySortOrder_MAX 

◆ EAspectRatioAxisConstraint

Enumerator
AspectRatio_MaintainYFOV 
AspectRatio_MaintainXFOV 
AspectRatio_MajorAxisFOV 
AspectRatio_MAX 

◆ EAttachLocation

Enumerator
KeepRelativeOffset 
KeepWorldPosition 
SnapToTarget 
SnapToTargetIncludingScale 
EAttachLocation_MAX 

◆ EAttachmentRule

Enumerator
KeepRelative 
KeepWorld 
SnapToTarget 
EAttachmentRule_MAX 

◆ EAttenuationDistanceModel

Enumerator
Linear 
Logarithmic 
Inverse 
LogReverse 
NaturalSound 
Custom 
EAttenuationDistanceModel_MAX 

◆ EAttenuationShape

Enumerator
Sphere 
Capsule 
Box 
Cone 
EAttenuationShape_MAX 

◆ EAttractorParticleSelectionMethod

Enumerator
EAPSM_Random 
EAPSM_Sequential 
EAPSM_MAX 

◆ EAudioBusChannels

Enumerator
Mono 
Stereo 
Quad 
FivePointOne 
SevenPointOne 
MaxChannelCount 
EAudioBusChannels_MAX 

◆ EAudioComponentPlayState

Enumerator
Playing 
Stopped 
Paused 
FadingIn 
FadingOut 
Count 
EAudioComponentPlayState_MAX 

◆ EAudioFaderCurve

Enumerator
Linear 
Logarithmic 
SCurve 
Sin 
Count 
EAudioFaderCurve_MAX 

◆ EAudioOutputTarget

Enumerator
Speaker 
Controller 
ControllerFallbackToSpeaker 
EAudioOutputTarget_MAX 

◆ EAudioRecordingExportType

Enumerator
SoundWave 
WavFile 
EAudioRecordingExportType_MAX 

◆ EAudioSpectrumBandPresetType

Enumerator
KickDrum 
SnareDrum 
Voice 
Cymbals 
EAudioSpectrumBandPresetType_MAX 

◆ EAudioSpectrumType

Enumerator
MagnitudeSpectrum 
PowerSpectrum 
Decibel 
EAudioSpectrumType_MAX 

◆ EAudioVolumeLocationState

Enumerator
InsideTheVolume 
OutsideTheVolume 
EAudioVolumeLocationState_MAX 

◆ EAutoExposureMethod

Enumerator
AEM_Histogram 
AEM_Basic 
AEM_Manual 
AEM_MAX 

◆ EAutoExposureMethodUI

Enumerator
AEM_Histogram 
AEM_Basic 
AEM_Manual 
AEM_MAX 

◆ EAutoPossessAI

Enumerator
Disabled 
PlacedInWorld 
Spawned 
PlacedInWorldOrSpawned 
EAutoPossessAI_MAX 

◆ EAutoReceiveInput

Enumerator
Disabled 
Player0 
Player1 
Player2 
Player3 
Player4 
Player5 
Player6 
Player7 
EAutoReceiveInput_MAX 

◆ EAxisOption

Enumerator
X 
Y 
Z 
X_Neg 
Y_Neg 
Z_Neg 
Custom 
EAxisOption_MAX 

◆ EBeam2Method

Enumerator
PEB2M_Distance 
PEB2M_Target 
PEB2M_Branch 
PEB2M_MAX 

◆ EBeamTaperMethod

Enumerator
PEBTM_None 
PEBTM_Full 
PEBTM_Partial 
PEBTM_MAX 

◆ EBlendableLocation

Enumerator
BL_SceneColorBeforeDOF 
BL_SceneColorAfterDOF 
BL_TranslucencyAfterDOF 
BL_SSRInput 
BL_SceneColorBeforeBloom 
BL_ReplacingTonemapper 
BL_SceneColorAfterTonemapping 
BL_MAX 
BL_BeforeTranslucency 
BL_BeforeTonemapping 
BL_AfterTonemapping 

◆ EBlendMode

enum EBlendMode
Enumerator
BLEND_Opaque 
BLEND_Masked 
BLEND_Translucent 
BLEND_Additive 
BLEND_Modulate 
BLEND_AlphaComposite 
BLEND_AlphaHoldout 
BLEND_TranslucentColoredTransmittance 
BLEND_MAX 
BLEND_TranslucentGreyTransmittance 
BLEND_ColoredTransmittanceOnly 

◆ EBlendProfileMode

Enumerator
TimeFactor 
WeightFactor 
BlendMask 
EBlendProfileMode_MAX 

◆ EBlendSpaceAxis

Enumerator
BSA_None 
BSA_X 
BSA_Y 
BSA_MAX 

◆ EBlendSpacePerBoneBlendMode

Enumerator
ManualPerBoneOverride 
BlendProfile 
EBlendSpacePerBoneBlendMode_MAX 

◆ EBloomMethod

Enumerator
BM_SOG 
BM_FFT 
BM_MAX 

◆ EBlueprintCompileMode

Enumerator
Default 
Development 
FinalRelease 
EBlueprintCompileMode_MAX 

◆ EBlueprintNativizationFlag

Enumerator
Disabled 
Dependency 
ExplicitlyEnabled 
EBlueprintNativizationFlag_MAX 

◆ EBlueprintPinStyleType

Enumerator
BPST_Original 
BPST_VariantA 
BPST_MAX 

◆ EBlueprintStatus

Enumerator
BS_Unknown 
BS_Dirty 
BS_Error 
BS_UpToDate 
BS_BeingCreated 
BS_UpToDateWithWarnings 
BS_MAX 

◆ EBlueprintType

Enumerator
BPTYPE_Normal 
BPTYPE_Const 
BPTYPE_MacroLibrary 
BPTYPE_Interface 
BPTYPE_LevelScript 
BPTYPE_FunctionLibrary 
BPTYPE_MAX 

◆ EBoneAxis

enum EBoneAxis
Enumerator
BA_X 
BA_Y 
BA_Z 
BA_MAX 

◆ EBoneControlSpace

Enumerator
BCS_WorldSpace 
BCS_ComponentSpace 
BCS_ParentBoneSpace 
BCS_BoneSpace 
BCS_MAX 

◆ EBoneFilterActionOption

Enumerator
Remove 
Keep 
Invalid 
EBoneFilterActionOption_MAX 

◆ EBoneRotationSource

Enumerator
BRS_KeepComponentSpaceRotation 
BRS_KeepLocalSpaceRotation 
BRS_CopyFromTarget 
BRS_MAX 

◆ EBoneSpaces

Enumerator
WorldSpace 
ComponentSpace 
EBoneSpaces_MAX 

◆ EBoneTranslationRetargetingMode

Enumerator
Animation 
Skeleton 
AnimationScaled 
AnimationRelative 
OrientAndScale 
EBoneTranslationRetargetingMode_MAX 

◆ EBoneVisibilityStatus

Enumerator
BVS_HiddenByParent 
BVS_Visible 
BVS_ExplicitlyHidden 
BVS_MAX 

◆ EBrushType

enum EBrushType
Enumerator
Brush_Default 
Brush_Add 
Brush_Subtract 
Brush_MAX 

◆ ECameraAlphaBlendMode

Enumerator
CABM_Linear 
CABM_Cubic 
CABM_MAX 

◆ ECameraProjectionMode

Enumerator
Perspective 
Orthographic 
ECameraProjectionMode_MAX 

◆ ECameraShakeAttenuation

Enumerator
Linear 
Quadratic 
ECameraShakeAttenuation_MAX 

◆ ECameraShakeDurationType

Enumerator
Fixed 
Infinite 
Custom 
ECameraShakeDurationType_MAX 

◆ ECameraShakePatternUpdateResultFlags

Enumerator
ApplyAsAbsolute 
SkipAutoScale 
SkipAutoPlaySpace 
Default 
ECameraShakePatternUpdateResultFlags_MAX 

◆ ECameraShakePlaySpace

Enumerator
CameraLocal 
World 
UserDefined 
ECameraShakePlaySpace_MAX 

◆ ECanBeCharacterBase

Enumerator
ECB_No 
ECB_Yes 
ECB_Owner 
ECB_MAX 

◆ ECanCreateConnectionResponse

Enumerator
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 

◆ ECastRayTracedShadow

Enumerator
Disabled 
UseProjectSetting 
Enabled 
ECastRayTracedShadow_MAX 

◆ EChannelMaskParameterColor

Enumerator
Red 
Green 
Blue 
Alpha 
EChannelMaskParameterColor_MAX 

◆ EChildActorComponentTreeViewVisualizationMode

Enumerator
UseDefault 
ComponentOnly 
ComponentWithChildActor 
ChildActorOnly 
Hidden 
EChildActorComponentTreeViewVisualizationMode_MAX 

◆ EChunkSeekTableMode

Enumerator
ConstantSamplesPerEntry 
VariableSamplesPerEntry 
EChunkSeekTableMode_MAX 

◆ EClampMode

enum EClampMode
Enumerator
CMODE_Clamp 
CMODE_ClampMin 
CMODE_ClampMax 
CMODE_MAX 

◆ EClearSceneOptions

Enumerator
NoClear 
HardwareClear 
QuadAtMaxZ 
EClearSceneOptions_MAX 

◆ EClothLODBiasMode

Enumerator
MappingsToSameLOD 
MappingsToMinLOD 
MappingsToAnyLOD 
EClothLODBiasMode_MAX 

◆ ECloudStorageDelegate

Enumerator
CSD_KeyValueReadComplete 
CSD_KeyValueWriteComplete 
CSD_ValueChanged 
CSD_DocumentQueryComplete 
CSD_DocumentReadComplete 
CSD_DocumentWriteComplete 
CSD_DocumentConflictDetected 
CSD_MAX 

◆ ECollisionChannel

Enumerator
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 

◆ ECollisionEnabled

Enumerator
NoCollision 
QueryOnly 
PhysicsOnly 
QueryAndPhysics 
ProbeOnly 
QueryAndProbe 
ECollisionEnabled_MAX 

◆ ECollisionResponse

Enumerator
ECR_Ignore 
ECR_Overlap 
ECR_Block 
ECR_MAX 

◆ EComponentCreationMethod

Enumerator
Native 
SimpleConstructionScript 
UserConstructionScript 
Instance 
EComponentCreationMethod_MAX 

◆ EComponentMobility

Enumerator
Static 
Stationary 
Movable 
EComponentMobility_MAX 

◆ EComponentPhysicsStateChange

Enumerator
Created 
Destroyed 
EComponentPhysicsStateChange_MAX 

◆ EComponentSocketType

Enumerator
Invalid 
Bone 
Socket 
EComponentSocketType_MAX 

◆ EComponentType

Enumerator
None 
TranslationX 
TranslationY 
TranslationZ 
RotationX 
RotationY 
RotationZ 
Scale 
ScaleX 
ScaleY 
ScaleZ 
EComponentType_MAX 

◆ ECompositeTextureMode

Enumerator
CTM_Disabled 
CTM_NormalRoughnessToRed 
CTM_NormalRoughnessToGreen 
CTM_NormalRoughnessToBlue 
CTM_NormalRoughnessToAlpha 
CTM_MAX 

◆ ECompositingSampleCount

Enumerator
One 
Two 
Four 
Eight 
ECompositingSampleCount_MAX 

◆ EConcurrencyVolumeScaleMode

Enumerator
Default 
Distance 
Priority 
EConcurrencyVolumeScaleMode_MAX 

◆ EConstraintTransformComponentFlags

Enumerator
None 
ChildPosition 
ChildRotation 
ParentPosition 
ParentRotation 
AllChild 
AllParent 
AllPosition 
AllRotation 
All 
EConstraintTransformComponentFlags_MAX 

◆ EContentBundleClientState

Enumerator
Unregistered 
Registered 
ContentInjectionRequested 
ContentRemovalRequested 
RegistrationFailed 
EContentBundleClientState_MAX 

◆ EContentBundleStatus

Enumerator
Registered 
ReadyToInject 
FailedToInject 
ContentInjected 
Unknown 
EContentBundleStatus_MAX 

◆ EControllerAnalogStick

Enumerator
CAS_LeftStick 
CAS_RightStick 
CAS_MAX 

◆ ECsgOper

enum ECsgOper
Enumerator
CSG_Active 
CSG_Add 
CSG_Subtract 
CSG_Intersect 
CSG_Deintersect 
CSG_None 
CSG_MAX 

◆ ECurveBlendOption

Enumerator
Override 
DoNotOverride 
NormalizeByWeight 
BlendByWeight 
UseBasePose 
UseMaxValue 
UseMinValue 
ECurveBlendOption_MAX 

◆ ECurveTableMode

Enumerator
Empty 
SimpleCurves 
RichCurves 
ECurveTableMode_MAX 

◆ ECustomAttributeBlendType

Enumerator
Override 
Blend 
ECustomAttributeBlendType_MAX 

◆ ECustomBoneAttributeLookup

Enumerator
BoneOnly 
ImmediateParent 
ParentHierarchy 
ECustomBoneAttributeLookup_MAX 

◆ ECustomDepthStencil

Enumerator
Disabled 
Enabled 
EnabledOnDemand 
EnabledWithStencil 
ECustomDepthStencil_MAX 

◆ ECustomMaterialOutputType

Enumerator
CMOT_Float1 
CMOT_Float2 
CMOT_Float3 
CMOT_Float4 
CMOT_MaterialAttributes 
CMOT_MAX 

◆ ECustomTimeStepSynchronizationState

Enumerator
Closed 
Error 
Synchronized 
Synchronizing 
ECustomTimeStepSynchronizationState_MAX 

◆ EDataDrivenShaderPlatformInfoCondition

Enumerator
COND_True 
COND_False 
COND_MAX 

◆ EDataLayerLoadFilter

Enumerator
None 
ClientOnly 
ServerOnly 
EDataLayerLoadFilter_MAX 

◆ EDataLayerRuntimeState

Enumerator
Unloaded 
Loaded 
Activated 
EDataLayerRuntimeState_MAX 

◆ EDataLayerState

Enumerator
Unloaded 
Loaded 
Activated 
EDataLayerState_MAX 

◆ EDataLayerType

Enumerator
Runtime 
Editor 
Unknown 
Size 
EDataLayerType_MAX 

◆ EDBufferTextureId

Enumerator
DBT_A 
DBT_B 
DBT_C 
DBT_MAX 

◆ EDecalBlendMode

Enumerator
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 

◆ EDecompressionType

Enumerator
DTYPE_Setup 
DTYPE_Invalid 
DTYPE_Preview 
DTYPE_Native 
DTYPE_RealTime 
DTYPE_Procedural 
DTYPE_Xenon 
DTYPE_Streaming 
DTYPE_MAX 

◆ EDefaultAudioCompressionType

Enumerator
BinkAudio 
ADPCM 
PCM 
Opus 
PlatformSpecific 
RADAudio 
EDefaultAudioCompressionType_MAX 

◆ EDefaultBackBufferPixelFormat

Enumerator
DBBPF_B8G8R8A8 
DBBPF_A16B16G16R16_DEPRECATED 
DBBPF_FloatRGB_DEPRECATED 
DBBPF_FloatRGBA 
DBBPF_A2B10G10R10 
DBBPF_MAX 

◆ EDemoPlayFailure

Enumerator
Generic 
DemoNotFound 
Corrupt 
InvalidVersion 
InitBase 
GameSpecificHeader 
ReplayStreamerInternal 
LoadMap 
Serialization 
EDemoPlayFailure_MAX 

◆ EDepthOfFieldFunctionValue

Enumerator
TDOF_NearAndFarMask 
TDOF_NearMask 
TDOF_FarMask 
TDOF_CircleOfConfusionRadius 
TDOF_MAX 

◆ EDepthOfFieldMethod

Enumerator
DOFM_BokehDOF 
DOFM_Gaussian 
DOFM_CircleDOF 
DOFM_MAX 

◆ EDetachmentRule

Enumerator
KeepRelative 
KeepWorld 
EDetachmentRule_MAX 

◆ EDetailMode

Enumerator
DM_Low 
DM_Medium 
DM_High 
DM_Epic 
DM_MAX 

◆ EDistributionVectorLockFlags

Enumerator
EDVLF_None 
EDVLF_XY 
EDVLF_XZ 
EDVLF_YZ 
EDVLF_XYZ 
EDVLF_MAX 

◆ EDistributionVectorMirrorFlags

Enumerator
EDVMF_Same 
EDVMF_Different 
EDVMF_Mirror 
EDVMF_MAX 

◆ EDOFMode

enum EDOFMode
Enumerator
Default 
SixDOF 
YZPlane 
XZPlane 
XYPlane 
CustomPlane 
None 
EDOFMode_MAX 

◆ EDrawDebugItemType

Enumerator
DirectionalArrow 
Sphere 
Line 
OnScreenMessage 
CoordinateSystem 
Point 
Circle 
Cone 
InWorldMessage 
Capsule 
EDrawDebugItemType_MAX 

◆ EDrawDebugTrace

Enumerator
None 
ForOneFrame 
ForDuration 
Persistent 
EDrawDebugTrace_MAX 

◆ EDynamicForceFeedbackAction

Enumerator
Start 
Update 
Stop 
EDynamicForceFeedbackAction_MAX 

◆ EDynamicGlobalIlluminationMethod

Enumerator
None 
Lumen 
ScreenSpace 
Plugin 
EDynamicGlobalIlluminationMethod_MAX 

◆ EEarlyZPass

Enumerator
None 
OpaqueOnly 
OpaqueAndMasked 
Auto 
EEarlyZPass_MAX 

◆ EEasingFunc

Enumerator
Linear 
Step 
SinusoidalIn 
SinusoidalOut 
SinusoidalInOut 
EaseIn 
EaseOut 
EaseInOut 
ExpoIn 
ExpoOut 
ExpoInOut 
CircularIn 
CircularOut 
CircularInOut 
EEasingFunc_MAX 

◆ EEdGraphPinDirection

Enumerator
EGPD_Input 
EGPD_Output 
EGPD_MAX 

◆ EEmitterDynamicParameterValue

Enumerator
EDPV_UserSet 
EDPV_AutoSet 
EDPV_VelocityX 
EDPV_VelocityY 
EDPV_VelocityZ 
EDPV_VelocityMag 
EDPV_MAX 

◆ EEmitterNormalsMode

Enumerator
ENM_CameraFacing 
ENM_Spherical 
ENM_Cylindrical 
ENM_MAX 

◆ EEmitterRenderMode

Enumerator
ERM_Normal 
ERM_Point 
ERM_Cross 
ERM_LightsOnly 
ERM_None 
ERM_MAX 

◆ EEndPlayReason

Enumerator
Destroyed 
LevelTransition 
EndPlayInEditor 
RemovedFromWorld 
Quit 
EEndPlayReason_MAX 

◆ EEvaluateCurveTableResult

Enumerator
RowFound 
RowNotFound 
EEvaluateCurveTableResult_MAX 

◆ EEvaluatorDataSource

Enumerator
EDS_SourcePose 
EDS_DestinationPose 
EDS_MAX 

◆ EEvaluatorMode

Enumerator
EM_Standard 
EM_Freeze 
EM_DelayedFreeze 
EM_MAX 

◆ EFFTPeakInterpolationMethod

Enumerator
NearestNeighbor 
Linear 
Quadratic 
ConstantQ 
EFFTPeakInterpolationMethod_MAX 

◆ EFFTSize

enum EFFTSize
Enumerator
DefaultSize 
Min 
Small 
Medium 
Large 
VeryLarge 
Max 
EFFTSize_MAX 

◆ EFFTWindowType

Enumerator
None 
Hamming 
Hann 
Blackman 
EFFTWindowType_MAX 

◆ EFilterInterpolationType

Enumerator
BSIT_Average 
BSIT_Linear 
BSIT_Cubic 
BSIT_EaseInOut 
BSIT_ExponentialDecay 
BSIT_SpringDamper 
BSIT_MAX 

◆ EFixedFoveationLevels

Enumerator
Disabled 
Low 
Medium 
High 
HighTop 
EFixedFoveationLevels_MAX 

◆ EFontCacheType

Enumerator
Offline 
Runtime 
EFontCacheType_MAX 

◆ EFontDPI

enum EFontDPI
Enumerator
Standard 
Unreal 
Custom 
EFontDPI_MAX 

◆ EFontImportCharacterSet

Enumerator
FontICS_Default 
FontICS_Ansi 
FontICS_Symbol 
FontICS_MAX 

◆ EFormatArgumentType

Enumerator
Int 
UInt 
Float 
Double 
Text 
Gender 
EFormatArgumentType_MAX 

◆ EFullyLoadPackageType

Enumerator
FULLYLOAD_Map 
FULLYLOAD_Game_PreLoadClass 
FULLYLOAD_Game_PostLoadClass 
FULLYLOAD_Always 
FULLYLOAD_Mutator 
FULLYLOAD_MAX 

◆ EFunctionInputType

Enumerator
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 

◆ EGainParamMode

Enumerator
Linear 
Decibels 
EGainParamMode_MAX 

◆ EGBufferFormat

Enumerator
Force8BitsPerChannel 
Default 
HighPrecisionNormals 
Force16BitsPerChannel 
EGBufferFormat_MAX 

◆ EGrammaticalGender

Enumerator
Neuter 
Masculine 
Feminine 
Mixed 
EGrammaticalGender_MAX 

◆ EGrammaticalNumber

Enumerator
Singular 
Plural 
EGrammaticalNumber_MAX 

◆ EGraphAxisStyle

Enumerator
Lines 
Notches 
Grid 
EGraphAxisStyle_MAX 

◆ EGraphDataStyle

Enumerator
Lines 
Filled 
EGraphDataStyle_MAX 

◆ EGraphType

enum EGraphType
Enumerator
GT_Function 
GT_Ubergraph 
GT_Macro 
GT_Animation 
GT_StateMachine 
GT_MAX 

◆ EHardwareDevicePrimaryType

Enumerator
Unspecified 
KeyboardAndMouse 
Gamepad 
Touch 
MotionTracking 
RacingWheel 
FlightStick 
Camera 
Instrument 
CustomTypeA 
CustomTypeB 
CustomTypeC 
CustomTypeD 
EHardwareDevicePrimaryType_MAX 

◆ EHardwareDeviceSupportedFeatures

Enumerator
Unspecified 
Keypress 
Pointer 
Gamepad 
Touch 
Camera 
MotionTracking 
Lights 
TriggerHaptics 
ForceFeedback 
AudioBasedVibrations 
Acceleration 
Virtual 
Microphone 
Orientation 
Guitar 
Drums 
CustomA 
CustomB 
CustomC 
CustomD 
All 
EHardwareDeviceSupportedFeatures_MAX 

◆ EHasCustomNavigableGeometry

Enumerator
No 
Yes 
EvenIfNotCollidable 
DontExport 
EHasCustomNavigableGeometry_MAX 

◆ EHierarchicalSimplificationMethod

Enumerator
None 
Merge 
Simplify 
Approximate 
EHierarchicalSimplificationMethod_MAX 

◆ EHISMViewRelevanceType

Enumerator
Grass 
Foliage 
HISM 
EHISMViewRelevanceType_MAX 

◆ EHitProxyPriority

Enumerator
HPP_World 
HPP_Wireframe 
HPP_Foreground 
HPP_UI 
HPP_MAX 

◆ EHLODBatchingPolicy

Enumerator
None 
MeshSection 
Instancing 
EHLODBatchingPolicy_MAX 

◆ EHLODLayerType

Enumerator
Instancing 
MeshMerge 
MeshSimplify 
MeshApproximate 
Custom 
EHLODLayerType_MAX 

◆ EHLODLevelExclusion

Enumerator
HLOD0 
HLOD1 
HLOD2 
HLOD3 
HLOD4 
HLOD5 
HLOD6 
HLOD7 
EHLODLevelExclusion_MAX 

◆ EHorizTextAligment

Enumerator
EHTA_Left 
EHTA_Center 
EHTA_Right 
EHTA_MAX 

◆ EImportanceLevel

Enumerator
IL_Off 
IL_Lowest 
IL_Low 
IL_Normal 
IL_High 
IL_Highest 
TEMP_BROKEN2 
EImportanceLevel_MAX 

◆ EImportanceWeight

Enumerator
Luminance 
Red 
Green 
Blue 
Alpha 
EImportanceWeight_MAX 

◆ EIndirectLightingCacheQuality

Enumerator
ILCQ_Off 
ILCQ_Point 
ILCQ_Volume 
ILCQ_MAX 

◆ EInertializationBoneState

Enumerator
Invalid 
Valid 
Excluded 
EInertializationBoneState_MAX 

◆ EInertializationSpace

Enumerator
Default 
WorldSpace 
WorldRotation 
EInertializationSpace_MAX 

◆ EInertializationState

Enumerator
Inactive 
Pending 
Active 
EInertializationState_MAX 

◆ EInputEvent

Enumerator
IE_Pressed 
IE_Released 
IE_Repeat 
IE_DoubleClick 
IE_Axis 
IE_MAX 

◆ EInterfaceValidResult

Enumerator
Valid 
Invalid 
EInterfaceValidResult_MAX 

◆ EInterpToBehaviourType

Enumerator
OneShot 
OneShot_Reverse 
Loop_Reset 
PingPong 
EInterpToBehaviourType_MAX 

◆ EKinematicBonesUpdateToPhysics

Enumerator
SkipSimulatingBones 
SkipAllBones 
EKinematicBonesUpdateToPhysics_MAX 

◆ ELandscapeCullingPrecision

Enumerator
High 
Medium 
Low 
ELandscapeCullingPrecision_MAX 

◆ ELegendPosition

Enumerator
Outside 
Inside 
ELegendPosition_MAX 

◆ ELerpInterpolationMode

Enumerator
QuatInterp 
EulerInterp 
DualQuatInterp 
ELerpInterpolationMode_MAX 

◆ ELevelInstanceCreationType

Enumerator
LevelInstance 
PackedLevelActor 
ELevelInstanceCreationType_MAX 

◆ ELevelInstancePivotType

Enumerator
CenterMinZ 
Center 
Actor 
WorldOrigin 
ELevelInstancePivotType_MAX 

◆ ELevelInstanceRuntimeBehavior

Enumerator
None 
Embedded_Deprecated 
Partitioned 
LevelStreaming 
ELevelInstanceRuntimeBehavior_MAX 

◆ ELightFunctionAtlasPixelFormat

Enumerator
LFAPF_R8 
LFAPF_R8G8B8 
LFAPF_MAX 

◆ ELightingBuildQuality

Enumerator
Quality_Preview 
Quality_Medium 
Quality_High 
Quality_Production 
Quality_MAX 

◆ ELightMapPaddingType

Enumerator
LMPT_NormalPadding 
LMPT_PrePadding 
LMPT_NoPadding 
LMPT_MAX 

◆ ELightmapType

Enumerator
Default 
ForceSurface 
ForceVolumetric 
ELightmapType_MAX 

◆ ELightUnits

Enumerator
Unitless 
Candelas 
Lumens 
EV 
ELightUnits_MAX 

◆ ELocationBoneSocketSelectionMethod

Enumerator
BONESOCKETSEL_Sequential 
BONESOCKETSEL_Random 
BONESOCKETSEL_MAX 

◆ ELocationBoneSocketSource

Enumerator
BONESOCKETSOURCE_Bones 
BONESOCKETSOURCE_Sockets 
BONESOCKETSOURCE_MAX 

◆ ELocationEmitterSelectionMethod

Enumerator
ELESM_Random 
ELESM_Sequential 
ELESM_MAX 

◆ ELocationSkelVertSurfaceSource

Enumerator
VERTSURFACESOURCE_Vert 
VERTSURFACESOURCE_Surface 
VERTSURFACESOURCE_MAX 

◆ ELumenRayLightingMode

Enumerator
SurfaceCache 
HitLighting 
ELumenRayLightingMode_MAX 

◆ ELumenRayLightingModeOverride

Enumerator
Default 
SurfaceCache 
HitLighting 
ELumenRayLightingModeOverride_MAX 

◆ ELumenSoftwareTracingMode

Enumerator
DetailTracing 
GlobalTracing 
ELumenSoftwareTracingMode_MAX 

◆ ELWCFunctionKind

Enumerator
Constructor 
Promote 
Demote 
Add 
Subtract 
Divide 
MultiplyVectorVector 
MultiplyVectorMatrix 
MultiplyMatrixMatrix 
Other 
Max 
ELWCFunctionKind_MAX 

◆ EMaterialAttributeBlend

Enumerator
Blend 
UseA 
UseB 
EMaterialAttributeBlend_MAX 

◆ EMaterialDecalResponse

Enumerator
MDR_None 
MDR_ColorNormalRoughness 
MDR_Color 
MDR_ColorNormal 
MDR_ColorRoughness 
MDR_Normal 
MDR_NormalRoughness 
MDR_Roughness 
MDR_MAX 

◆ EMaterialDomain

Enumerator
MD_Surface 
MD_DeferredDecal 
MD_LightFunction 
MD_Volume 
MD_PostProcess 
MD_UI 
MD_RuntimeVirtualTexture 
MD_MAX 

◆ EMaterialExposedTextureProperty

Enumerator
TMTM_TextureSize 
TMTM_TexelSize 
TMTM_MAX 

◆ EMaterialExposedViewProperty

Enumerator
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 

◆ EMaterialExpressionBoundsType

Enumerator
MEILB_InstanceLocal 
MEILB_ObjectLocal 
MEILB_PreSkinnedLocal 
MEILB_MAX 

◆ EMaterialFloatPrecisionMode

Enumerator
MFPM_Default 
MFPM_Full_MaterialExpressionOnly 
MFPM_Full 
MFPM_Half 
MFPM_MAX 

◆ EMaterialFunctionUsage

Enumerator
Default 
MaterialLayer 
MaterialLayerBlend 
EMaterialFunctionUsage_MAX 

◆ EMaterialLayerLinkState

Enumerator
Uninitialized 
LinkedToParent 
UnlinkedFromParent 
NotFromParent 
EMaterialLayerLinkState_MAX 

◆ EMaterialMergeType

Enumerator
MaterialMergeType_Default 
MaterialMergeType_Simplygon 
MaterialMergeType_MAX 

◆ EMaterialParameterAssociation

Enumerator
LayerParameter 
BlendParameter 
GlobalParameter 
EMaterialParameterAssociation_MAX 

◆ EMaterialPositionTransformSource

Enumerator
TRANSFORMPOSSOURCE_Local 
TRANSFORMPOSSOURCE_World 
TRANSFORMPOSSOURCE_TranslatedWorld 
TRANSFORMPOSSOURCE_View 
TRANSFORMPOSSOURCE_Camera 
TRANSFORMPOSSOURCE_Particle 
TRANSFORMPOSSOURCE_Instance 
TRANSFORMPOSSOURCE_MAX 

◆ EMaterialProperty

Enumerator
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 

◆ EMaterialSamplerType

Enumerator
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 

◆ EMaterialSceneAttributeInputMode

Enumerator
Coordinates 
OffsetFraction 
EMaterialSceneAttributeInputMode_MAX 

◆ EMaterialShadingModel

Enumerator
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 

◆ EMaterialShadingRate

Enumerator
MSR_1x1 
MSR_2x1 
MSR_1x2 
MSR_2x2 
MSR_4x2 
MSR_2x4 
MSR_4x4 
MSR_Count 
MSR_MAX 

◆ EMaterialStencilCompare

Enumerator
MSC_Less 
MSC_LessEqual 
MSC_Greater 
MSC_GreaterEqual 
MSC_Equal 
MSC_NotEqual 
MSC_Never 
MSC_Always 
MSC_Count 
MSC_MAX 

◆ EMaterialTranslucencyPass

Enumerator
MTP_BeforeDOF 
MTP_AfterDOF 
MTP_AfterMotionBlur 
MTP_MAX 

◆ EMaterialUsage

Enumerator
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 

◆ EMaterialVectorCoordTransform

Enumerator
TRANSFORM_Tangent 
TRANSFORM_Local 
TRANSFORM_World 
TRANSFORM_View 
TRANSFORM_Camera 
TRANSFORM_ParticleWorld 
TRANSFORM_Instance 
TRANSFORM_MAX 

◆ EMaterialVectorCoordTransformSource

Enumerator
TRANSFORMSOURCE_Tangent 
TRANSFORMSOURCE_Local 
TRANSFORMSOURCE_World 
TRANSFORMSOURCE_View 
TRANSFORMSOURCE_Camera 
TRANSFORMSOURCE_ParticleWorld 
TRANSFORMSOURCE_Instance 
TRANSFORMSOURCE_MAX 

◆ EMatrixColumns

Enumerator
First 
Second 
Third 
Fourth 
EMatrixColumns_MAX 

◆ EMaxConcurrentResolutionRule

Enumerator
PreventNew 
StopOldest 
StopFarthestThenPreventNew 
StopFarthestThenOldest 
StopLowestPriority 
StopQuietest 
StopLowestPriorityThenPreventNew 
Count 
EMaxConcurrentResolutionRule_MAX 

◆ EMeshApproximationBaseCappingType

Enumerator
NoBaseCapping 
ConvexPolygon 
ConvexSolid 
EMeshApproximationBaseCappingType_MAX 

◆ EMeshApproximationGroundPlaneClippingPolicy

Enumerator
NoGroundClipping 
DiscardWithZPlane 
CutWithZPlane 
CutAndFillWithZPlane 
EMeshApproximationGroundPlaneClippingPolicy_MAX 

◆ EMeshApproximationSimplificationPolicy

Enumerator
FixedTriangleCount 
TrianglesPerArea 
GeometricTolerance 
EMeshApproximationSimplificationPolicy_MAX 

◆ EMeshApproximationType

Enumerator
MeshAndMaterials 
MeshShapeOnly 
EMeshApproximationType_MAX 

◆ EMeshApproximationUVGenerationPolicy

Enumerator
PreferUVAtlas 
PreferXAtlas 
PreferPatchBuilder 
EMeshApproximationUVGenerationPolicy_MAX 

◆ EMeshBufferAccess

Enumerator
Default 
ForceCPUAndGPU 
EMeshBufferAccess_MAX 

◆ EMeshCameraFacingOptions

Enumerator
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 

◆ EMeshCameraFacingUpAxis

Enumerator
CameraFacing_NoneUP 
CameraFacing_ZUp 
CameraFacing_NegativeZUp 
CameraFacing_YUp 
CameraFacing_NegativeYUp 
CameraFacing_MAX 

◆ EMeshFeatureImportance

Enumerator
Off 
Lowest 
Low 
Normal 
High 
Highest 
EMeshFeatureImportance_MAX 

◆ EMeshLODSelectionType

Enumerator
AllLODs 
SpecificLOD 
CalculateLOD 
LowestDetailLOD 
EMeshLODSelectionType_MAX 

◆ EMeshMergeType

Enumerator
MeshMergeType_Default 
MeshMergeType_MergeActor 
MeshMergeType_MAX 

◆ EMeshScreenAlignment

Enumerator
PSMA_MeshFaceCameraWithRoll 
PSMA_MeshFaceCameraWithSpin 
PSMA_MeshFaceCameraWithLockedAxis 
PSMA_MAX 

◆ EMicroTransactionDelegate

Enumerator
MTD_PurchaseQueryComplete 
MTD_PurchaseComplete 
MTD_MAX 

◆ EMicroTransactionResult

Enumerator
MTR_Succeeded 
MTR_Failed 
MTR_Canceled 
MTR_RestoredFromServer 
MTR_MAX 

◆ EMIDCreationFlags

Enumerator
None 
Transient 
EMIDCreationFlags_MAX 

◆ EMirrorFindReplaceMethod

Enumerator
Prefix 
Suffix 
RegularExpression 
EMirrorFindReplaceMethod_MAX 

◆ EMirrorRowType

Enumerator
Bone 
AnimationNotify 
Curve 
SyncMarker 
Custom 
EMirrorRowType_MAX 

◆ EMobileAntiAliasingMethod

Enumerator
None 
FXAA 
TemporalAA 
MSAA 
EMobileAntiAliasingMethod_MAX 

◆ EMobileFloatPrecisionMode

Enumerator
Half 
Full_MaterialExpressionOnly 
Full 
EMobileFloatPrecisionMode_MAX 

◆ EMobileLocalLightSetting

Enumerator
LOCAL_LIGHTS_DISABLED 
LOCAL_LIGHTS_ENABLED 
LOCAL_LIGHTS_BUFFER 
LOCAL_LIGHTS_MAX 

◆ EMobilePixelProjectedReflectionQuality

Enumerator
Disabled 
BestPerformance 
BetterQuality 
BestQuality 
EMobilePixelProjectedReflectionQuality_MAX 

◆ EMobilePlanarReflectionMode

Enumerator
Usual 
MobilePPRExclusive 
MobilePPR 
EMobilePlanarReflectionMode_MAX 

◆ EMobileShadingPath

Enumerator
Forward 
Deferred 
EMobileShadingPath_MAX 

◆ EModulationDestination

Enumerator
Volume 
Pitch 
Lowpass 
Highpass 
Count 
EModulationDestination_MAX 

◆ EModulationRouting

Enumerator
Disable 
Inherit 
Override 
Union 
EModulationRouting_MAX 

◆ EModuleType

Enumerator
EPMT_General 
EPMT_TypeData 
EPMT_Beam 
EPMT_Trail 
EPMT_Spawn 
EPMT_Required 
EPMT_Event 
EPMT_Light 
EPMT_SubUV 
EPMT_MAX 

◆ EMonoChannelUpmixMethod

Enumerator
Linear 
EqualPower 
FullVolume 
EMonoChannelUpmixMethod_MAX 

◆ EMontageBlendMode

Enumerator
Standard 
Inertialization 
EMontageBlendMode_MAX 

◆ EMontageNotifyTickType

Enumerator
Queued 
BranchingPoint 
EMontageNotifyTickType_MAX 

◆ EMontagePlayReturnType

Enumerator
MontageLength 
Duration 
EMontagePlayReturnType_MAX 

◆ EMontageSubStepResult

Enumerator
Moved 
NotMoved 
InvalidSection 
InvalidMontage 
EMontageSubStepResult_MAX 

◆ EMouseCaptureMode

Enumerator
NoCapture 
CapturePermanently 
CapturePermanently_IncludingInitialMouseDown 
CaptureDuringMouseDown 
CaptureDuringRightMouseDown 
EMouseCaptureMode_MAX 

◆ EMouseLockMode

Enumerator
DoNotLock 
LockOnCapture 
LockAlways 
LockInFullscreen 
EMouseLockMode_MAX 

◆ EMoveComponentAction

Enumerator
Move 
Stop 
Return 
EMoveComponentAction_MAX 

◆ EMovementMode

Enumerator
MOVE_None 
MOVE_Walking 
MOVE_NavWalking 
MOVE_Falling 
MOVE_Swimming 
MOVE_Flying 
MOVE_Custom 
MOVE_MAX 

◆ ENaniteFallbackTarget

Enumerator
Auto 
PercentTriangles 
RelativeError 
ENaniteFallbackTarget_MAX 

◆ ENaniteGenerateFallback

Enumerator
PlatformDefault 
Enabled 
ENaniteGenerateFallback_MAX 

◆ ENaturalSoundFalloffMode

Enumerator
Continues 
Silent 
Hold 
ENaturalSoundFalloffMode_MAX 

◆ ENavDataGatheringMode

Enumerator
Default 
Instant 
Lazy 
ENavDataGatheringMode_MAX 

◆ ENavDataGatheringModeConfig

Enumerator
Invalid 
Instant 
Lazy 
ENavDataGatheringModeConfig_MAX 

◆ ENavigationDataResolution

Enumerator
Low 
Default 
High 
Invalid 
MAX 

◆ ENavigationInvokerPriority

Enumerator
VeryLow 
Low 
Default 
High 
VeryHigh 
MAX 

◆ ENavigationOptionFlag

Enumerator
Default 
Enable 
Disable 
MAX 

◆ ENavigationQueryResult

Enumerator
Invalid 
Error 
Fail 
Success 
ENavigationQueryResult_MAX 

◆ ENavigationSortPendingTilesMethod

Enumerator
SortWithSeedLocations 
SortByPriority 
None 
ENavigationSortPendingTilesMethod_MAX 

◆ ENavLinkDirection

Enumerator
BothWays 
LeftToRight 
RightToLeft 
ENavLinkDirection_MAX 

◆ ENavPathEvent

Enumerator
Cleared 
NewPath 
UpdatedDueToGoalMoved 
UpdatedDueToNavigationChanged 
Invalidated 
RePathFailed 
MetaPathUpdate 
Custom 
ENavPathEvent_MAX 

◆ ENetDormancy

Enumerator
DORM_Never 
DORM_Awake 
DORM_DormantAll 
DORM_DormantPartial 
DORM_Initial 
DORM_MAX 

◆ ENetRole

enum ENetRole
Enumerator
ROLE_None 
ROLE_SimulatedProxy 
ROLE_AutonomousProxy 
ROLE_Authority 
ROLE_MAX 

◆ ENetworkLagState

Enumerator
NotLagging 
Lagging 
ENetworkLagState_MAX 

◆ ENetworkMetricEnableMode

Enumerator
EnableForAllReplication 
EnableForIrisOnly 
EnableForNonIrisOnly 
ENetworkMetricEnableMode_MAX 

◆ ENetworkSmoothingMode

Enumerator
Disabled 
Linear 
Exponential 
ENetworkSmoothingMode_MAX 

◆ ENeuralIndexType

Enumerator
NIT_TextureIndex 
NIT_BufferIndex 
NIT_MAX 

◆ ENeuralModelTileType

Enumerator
OneByOne 
TwoByTwo 
FourByFour 
EightByEight 
Auto 
ENeuralModelTileType_MAX 

◆ ENeuralProfileFormat

Enumerator
Type32 
Type16 
ENeuralProfileFormat_MAX 

◆ ENeuralProfileRuntimeType

Enumerator
NNERuntimeRDGDml 
NNERuntimeRDGHlsl 
MAX 

◆ ENodeAdvancedPins

Enumerator
NoPins 
Shown 
Hidden 
ENodeAdvancedPins_MAX 

◆ ENodeEnabledState

Enumerator
Enabled 
Disabled 
DevelopmentOnly 
ENodeEnabledState_MAX 

◆ ENodeTitleType

Enumerator
FullTitle 
ListView 
EditableTitle 
MenuTitle 
MAX_TitleTypes 
ENodeTitleType_MAX 

◆ ENoiseFunction

Enumerator
NOISEFUNCTION_SimplexTex 
NOISEFUNCTION_GradientTex 
NOISEFUNCTION_GradientTex3D 
NOISEFUNCTION_GradientALU 
NOISEFUNCTION_ValueALU 
NOISEFUNCTION_VoronoiALU 
NOISEFUNCTION_MAX 

◆ ENonSpatializedRadiusSpeakerMapMode

Enumerator
OmniDirectional 
Direct2D 
Surround2D 
ENonSpatializedRadiusSpeakerMapMode_MAX 

◆ ENormalMode

Enumerator
NM_PreserveSmoothingGroups 
NM_RecalculateNormals 
NM_RecalculateNormalsSmooth 
NM_RecalculateNormalsHard 
TEMP_BROKEN 
ENormalMode_MAX 

◆ ENotifyFilterType

Enumerator
NoFiltering 
LOD 
ENotifyFilterType_MAX 

◆ ENotifyTriggerMode

Enumerator
AllAnimations 
HighestWeightedAnimation 
None 
ENotifyTriggerMode_MAX 

◆ EObjectTypeQuery

Enumerator
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 

◆ EOccludedGeometryFilteringPolicy

Enumerator
NoOcclusionFiltering 
VisibilityBasedFiltering 
EOccludedGeometryFilteringPolicy_MAX 

◆ EOcclusionCombineMode

Enumerator
OCM_Minimum 
OCM_Multiply 
OCM_MAX 

◆ EOpacitySourceMode

Enumerator
OSM_Alpha 
OSM_ColorBrightness 
OSM_RedChannel 
OSM_GreenChannel 
OSM_BlueChannel 
OSM_MAX 

◆ EOptimizationType

Enumerator
OT_NumOfTriangles 
OT_MaxDeviation 
OT_MAX 

◆ EOrbitChainMode

Enumerator
EOChainMode_Add 
EOChainMode_Scale 
EOChainMode_Link 
EOChainMode_MAX 

◆ EOverlapFilterOption

Enumerator
OverlapFilter_All 
OverlapFilter_DynamicOnly 
OverlapFilter_StaticOnly 
OverlapFilter_MAX 

◆ EPanningMethod

Enumerator
Linear 
EqualPower 
EPanningMethod_MAX 

◆ EParticleAxisLock

Enumerator
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 

◆ EParticleBurstMethod

Enumerator
EPBM_Instant 
EPBM_Interpolated 
EPBM_MAX 

◆ EParticleCameraOffsetUpdateMethod

Enumerator
EPCOUM_DirectSet 
EPCOUM_Additive 
EPCOUM_Scalar 
EPCOUM_MAX 

◆ EParticleCollisionComplete

Enumerator
EPCC_Kill 
EPCC_Freeze 
EPCC_HaltCollisions 
EPCC_FreezeTranslation 
EPCC_FreezeRotation 
EPCC_FreezeMovement 
EPCC_MAX 

◆ EParticleCollisionMode

Enumerator
SceneDepth 
DistanceField 
EParticleCollisionMode_MAX 

◆ EParticleCollisionResponse

Enumerator
Bounce 
Stop 
Kill 
EParticleCollisionResponse_MAX 

◆ EParticleDetailMode

Enumerator
PDM_Low 
PDM_Medium 
PDM_High 
PDM_Epic 
PDM_MAX 

◆ EParticleEventType

Enumerator
EPET_Any 
EPET_Spawn 
EPET_Death 
EPET_Collision 
EPET_Burst 
EPET_Blueprint 
EPET_MAX 

◆ EParticleScreenAlignment

Enumerator
PSA_FacingCameraPosition 
PSA_Square 
PSA_Rectangle 
PSA_Velocity 
PSA_AwayFromCenter 
PSA_TypeSpecific 
PSA_FacingCameraDistanceBlend 
PSA_MAX 

◆ EParticleSignificanceLevel

Enumerator
Low 
Medium 
High 
Critical 
Num 
EParticleSignificanceLevel_MAX 

◆ EParticleSortMode

Enumerator
PSORTMODE_None 
PSORTMODE_ViewProjDepth 
PSORTMODE_DistanceToView 
PSORTMODE_Age_OldestFirst 
PSORTMODE_Age_NewestFirst 
PSORTMODE_MAX 

◆ EParticleSourceSelectionMethod

Enumerator
EPSSM_Random 
EPSSM_Sequential 
EPSSM_MAX 

◆ EParticleSubUVInterpMethod

Enumerator
PSUVIM_None 
PSUVIM_Linear 
PSUVIM_Linear_Blend 
PSUVIM_Random 
PSUVIM_Random_Blend 
PSUVIM_MAX 

◆ EParticleSysParamType

Enumerator
PSPT_None 
PSPT_Scalar 
PSPT_ScalarRand 
PSPT_Vector 
PSPT_VectorRand 
PSPT_Color 
PSPT_Actor 
PSPT_Material 
PSPT_VectorUnitRand 
PSPT_MAX 

◆ EParticleSystemInsignificanceReaction

Enumerator
Auto 
Complete 
DisableTick 
DisableTickAndKill 
Num 
EParticleSystemInsignificanceReaction_MAX 

◆ EParticleSystemOcclusionBoundsMethod

Enumerator
EPSOBM_None 
EPSOBM_ParticleBounds 
EPSOBM_CustomBounds 
EPSOBM_MAX 

◆ EParticleSystemUpdateMode

Enumerator
EPSUM_RealTime 
EPSUM_FixedTime 
EPSUM_MAX 

◆ EParticleUVFlipMode

Enumerator
None 
FlipUV 
FlipUOnly 
FlipVOnly 
RandomFlipUV 
RandomFlipUOnly 
RandomFlipVOnly 
RandomFlipUVIndependent 
EParticleUVFlipMode_MAX 

◆ EPathTracingBufferTextureId

Enumerator
PTBT_Radiance 
PTBT_DenoisedRadiance 
PTBT_Albedo 
PTBT_Normal 
PTBT_Variance 
PTBT_MAX 

◆ EPerQualityLevels

Enumerator
Low 
Medium 
High 
Epic 
Cinematic 
Num 
EPerQualityLevels_MAX 

◆ EPhysBodyOp

Enumerator
PBO_None 
PBO_Term 
PBO_MAX 

◆ EPhysicalMaterialMaskColor

Enumerator
Red 
Green 
Blue 
Cyan 
Magenta 
Yellow 
White 
Black 
MAX 

◆ EPhysicsAssetSolverType

Enumerator
RBAN 
World 
EPhysicsAssetSolverType_MAX 

◆ EPhysicsReplicationMode

Enumerator
Default 
PredictiveInterpolation 
Resimulation 
EPhysicsReplicationMode_MAX 

◆ EPhysicsStateAction

Enumerator
AddForce 
AddTorque 
AddForceAtPosition 
AddLinearVelocity 
AddAngularVelocity 
AddVelocityAtPosition 
AddLinearImpulse 
AddAngularImpulse 
AddImpulseAtPosition 
AddAcceleration 
NumActions 
EPhysicsStateAction_MAX 

◆ EPhysicsTransformUpdateMode

Enumerator
SimulationUpatesComponentTransform 
ComponentTransformIsKinematic 
EPhysicsTransformUpdateMode_MAX 

◆ EPinContainerType

Enumerator
None 
Array 
Set 
Map 
EPinContainerType_MAX 

◆ EPingAverageType

Enumerator
None 
MovingAverage 
PlayerStateAvg 
EPingAverageType_MAX 

◆ EPingType

enum EPingType
Enumerator
None 
RoundTrip 
RoundTripExclFrame 
ICMP 
UDPQoS 
Max 
Count 
EPingType_MAX 

◆ EPinHidingMode

Enumerator
NeverAsPin 
PinHiddenByDefault 
PinShownByDefault 
AlwaysAsPin 
EPinHidingMode_MAX 

◆ EPlaneConstraintAxisSetting

Enumerator
Custom 
X 
Y 
Z 
UseGlobalPhysicsSetting 
EPlaneConstraintAxisSetting_MAX 

◆ EPlatformInterfaceDataType

Enumerator
PIDT_None 
PIDT_Int 
PIDT_Float 
PIDT_String 
PIDT_Object 
PIDT_Custom 
PIDT_MAX 

◆ EPositionOrigin

Enumerator
Absolute 
CameraRelative 
EPositionOrigin_MAX 

◆ EPostCopyOperation

Enumerator
None 
LogicalNegateBool 
EPostCopyOperation_MAX 

◆ EPreferredTriangulationDirection

Enumerator
None 
Tangential 
Radial 
EPreferredTriangulationDirection_MAX 

◆ EPreviewAnimationBlueprintApplicationMethod

Enumerator
LinkedLayers 
LinkedAnimGraph 
EPreviewAnimationBlueprintApplicationMethod_MAX 

◆ EPrimaryAssetCookRule

Enumerator
Unknown 
NeverCook 
ProductionNeverCook 
DevelopmentCook 
DevelopmentAlwaysProductionNeverCook 
DevelopmentAlwaysCook 
DevelopmentAlwaysProductionUnknownCook 
AlwaysCook 
EPrimaryAssetCookRule_MAX 

◆ EPriorityAttenuationMethod

Enumerator
Linear 
CustomCurve 
Manual 
EPriorityAttenuationMethod_MAX 

◆ EPropertyAccessCopyBatch

Enumerator
InternalUnbatched 
ExternalUnbatched 
InternalBatched 
ExternalBatched 
Count 
EPropertyAccessCopyBatch_MAX 

◆ EPropertyAccessCopyType

Enumerator
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 

◆ EPropertyAccessIndirectionType

Enumerator
Offset 
Object 
Array 
ScriptFunction 
NativeFunction 
EPropertyAccessIndirectionType_MAX 

◆ EPropertyAccessObjectType

Enumerator
None 
Object 
WeakObject 
SoftObject 
EPropertyAccessObjectType_MAX 

◆ EProxyNormalComputationMethod

Enumerator
AngleWeighted 
AreaWeighted 
EqualWeighted 
EProxyNormalComputationMethod_MAX 

◆ EPSCPoolMethod

Enumerator
None 
AutoRelease 
ManualRelease 
ManualRelease_OnComplete 
FreeInPool 
EPSCPoolMethod_MAX 

◆ EQuartzCommandDelegateSubType

Enumerator
CommandOnFailedToQueue 
CommandOnQueued 
CommandOnCanceled 
CommandOnAboutToStart 
CommandOnStarted 
Count 
EQuartzCommandDelegateSubType_MAX 

◆ EQuartzCommandQuantization

Enumerator
Bar 
Beat 
ThirtySecondNote 
SixteenthNote 
EighthNote 
QuarterNote 
HalfNote 
WholeNote 
DottedSixteenthNote 
DottedEighthNote 
DottedQuarterNote 
DottedHalfNote 
DottedWholeNote 
SixteenthNoteTriplet 
EighthNoteTriplet 
QuarterNoteTriplet 
HalfNoteTriplet 
Tick 
Count 
None 
EQuartzCommandQuantization_MAX 

◆ EQuartzCommandType

Enumerator
PlaySound 
QueueSoundToPlay 
RetriggerSound 
TickRateChange 
TransportReset 
StartOtherClock 
Notify 
Custom 
EQuartzCommandType_MAX 

◆ EQuartzDelegateType

Enumerator
MetronomeTick 
CommandEvent 
Count 
EQuartzDelegateType_MAX 

◆ EQuartzTimeSignatureQuantization

Enumerator
HalfNote 
QuarterNote 
EighthNote 
SixteenthNote 
ThirtySecondNote 
Count 
EQuartzTimeSignatureQuantization_MAX 

◆ EQuarztQuantizationReference

Enumerator
BarRelative 
TransportRelative 
CurrentTimeRelative 
Count 
EQuarztQuantizationReference_MAX 

◆ EQuitPreference

Enumerator
Quit 
Background 
EQuitPreference_MAX 

◆ ERawCurveTrackTypes

Enumerator
RCT_Float 
RCT_Vector 
RCT_Transform 
RCT_MAX 

◆ ERayTracingGroupCullingPriority

Enumerator
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 

◆ EReflectedAndRefractedRayTracedShadows

Enumerator
Disabled 
Hard_shadows 
Area_shadows 
EReflectedAndRefractedRayTracedShadows_MAX 

◆ EReflectionMethod

Enumerator
None 
Lumen 
ScreenSpace 
EReflectionMethod_MAX 

◆ EReflectionSourceType

Enumerator
CapturedScene 
SpecifiedCubemap 
EReflectionSourceType_MAX 

◆ EReflectionsType

Enumerator
ScreenSpace 
RayTracing 
EReflectionsType_MAX 

◆ ERefractionCoverageMode

Enumerator
RCM_CoverageIgnored 
RCM_CoverageAccountedFor 
RCM_MAX 

◆ ERefractionMode

Enumerator
RM_IndexOfRefraction 
RM_PixelNormalOffset 
RM_2DOffset 
RM_None 
RM_MAX 

◆ ERelativeTransformSpace

Enumerator
RTS_World 
RTS_Actor 
RTS_Component 
RTS_ParentBoneSpace 
RTS_MAX 

◆ ERendererStencilMask

Enumerator
ERSM_Default 
ERSM_255 
ERSM_1 
ERSM_2 
ERSM_4 
ERSM_8 
ERSM_16 
ERSM_32 
ERSM_64 
ERSM_128 
ERSM_MAX 

◆ ERenderFocusRule

Enumerator
Always 
NonPointer 
NavigationOnly 
Never 
ERenderFocusRule_MAX 

◆ EReplayResult

Enumerator
Success 
ReplayNotFound 
Corrupt 
UnsupportedCheckpoint 
GameSpecific 
InitConnect 
LoadMap 
Serialization 
StreamerError 
ConnectionClosed 
MissingArchive 
Unknown 
EReplayResult_MAX 

◆ EReporterLineStyle

Enumerator
Line 
Dash 
EReporterLineStyle_MAX 

◆ EReverbSendMethod

Enumerator
Linear 
CustomCurve 
Manual 
EReverbSendMethod_MAX 

◆ ERichCurveCompressionFormat

Enumerator
RCCF_Empty 
RCCF_Constant 
RCCF_Linear 
RCCF_Cubic 
RCCF_Mixed 
RCCF_Weighted 
RCCF_MAX 

◆ ERichCurveExtrapolation

Enumerator
RCCE_Cycle 
RCCE_CycleWithOffset 
RCCE_Oscillate 
RCCE_Linear 
RCCE_Constant 
RCCE_None 
RCCE_MAX 

◆ ERichCurveInterpMode

Enumerator
RCIM_Linear 
RCIM_Constant 
RCIM_Cubic 
RCIM_None 
RCIM_MAX 

◆ ERichCurveKeyTimeCompressionFormat

Enumerator
RCKTCF_uint16 
RCKTCF_float32 
RCKTCF_MAX 

◆ ERichCurveTangentMode

Enumerator
RCTM_Auto 
RCTM_User 
RCTM_Break 
RCTM_None 
RCTM_SmartAuto 
RCTM_MAX 

◆ ERichCurveTangentWeightMode

Enumerator
RCTWM_WeightedNone 
RCTWM_WeightedArrive 
RCTWM_WeightedLeave 
RCTWM_WeightedBoth 
RCTWM_MAX 

◆ ERootMotionAccumulateMode

Enumerator
Override 
Additive 
ERootMotionAccumulateMode_MAX 

◆ ERootMotionFinishVelocityMode

Enumerator
MaintainLastRootMotionVelocity 
SetVelocity 
ClampVelocity 
ERootMotionFinishVelocityMode_MAX 

◆ ERootMotionMode

Enumerator
NoRootMotionExtraction 
IgnoreRootMotion 
RootMotionFromEverything 
RootMotionFromMontagesOnly 
ERootMotionMode_MAX 

◆ ERootMotionRootLock

Enumerator
RefPose 
AnimFirstFrame 
Zero 
ERootMotionRootLock_MAX 

◆ ERootMotionSourceSettingsFlags

Enumerator
UseSensitiveLiftoffCheck 
DisablePartialEndTick 
IgnoreZAccumulate 
ERootMotionSourceSettingsFlags_MAX 

◆ ERootMotionSourceStatusFlags

Enumerator
Prepared 
Finished 
MarkedForRemoval 
ERootMotionSourceStatusFlags_MAX 

◆ ERotatorQuantization

Enumerator
ByteComponents 
ShortComponents 
ERotatorQuantization_MAX 

◆ ERoundingMode

Enumerator
HalfToEven 
HalfFromZero 
HalfToZero 
FromZero 
ToZero 
ToNegativeInfinity 
ToPositiveInfinity 
ERoundingMode_MAX 

◆ ERuntimeVirtualTextureMainPassType

Enumerator
Never 
Exclusive 
Always 
ERuntimeVirtualTextureMainPassType_MAX 

◆ ERuntimeVirtualTextureMaterialType

Enumerator
BaseColor 
BaseColor_Normal_DEPRECATED 
BaseColor_Normal_Roughness 
BaseColor_Normal_Specular 
BaseColor_Normal_Specular_YCoCg 
BaseColor_Normal_Specular_Mask_YCoCg 
WorldHeight 
Displacement 
Count 
ERuntimeVirtualTextureMaterialType_MAX 

◆ ERuntimeVirtualTextureMipValueMode

Enumerator
RVTMVM_None 
RVTMVM_MipLevel 
RVTMVM_MipBias 
RVTMVM_RecalculateDerivatives 
RVTMVM_MAX 

◆ ERuntimeVirtualTextureTextureAddressMode

Enumerator
RVTTA_Clamp 
RVTTA_Wrap 
RVTTA_MAX 

◆ ESamplerSourceMode

Enumerator
SSM_FromTextureAsset 
SSM_Wrap_WorldGroupSettings 
SSM_Clamp_WorldGroupSettings 
SSM_TerrainWeightmapGroupSettings 
SSM_MAX 

◆ ESceneCaptureCompositeMode

Enumerator
SCCM_Overwrite 
SCCM_Additive 
SCCM_Composite 
SCCM_MAX 

◆ ESceneCapturePrimitiveRenderMode

Enumerator
PRM_LegacySceneCapture 
PRM_RenderScenePrimitives 
PRM_UseShowOnlyList 
PRM_MAX 

◆ ESceneCaptureSource

Enumerator
SCS_SceneColorHDR 
SCS_SceneColorHDRNoAlpha 
SCS_FinalColorLDR 
SCS_SceneColorSceneDepth 
SCS_SceneDepth 
SCS_DeviceDepth 
SCS_Normal 
SCS_BaseColor 
SCS_FinalColorHDR 
SCS_FinalToneCurveHDR 
SCS_MAX 

◆ ESceneDepthPriorityGroup

Enumerator
SDPG_World 
SDPG_Foreground 
SDPG_MAX 

◆ ESceneTextureId

Enumerator
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 

◆ EScreenOrientation

Enumerator
Unknown 
Portrait 
PortraitUpsideDown 
LandscapeLeft 
LandscapeRight 
FaceUp 
FaceDown 
PortraitSensor 
LandscapeSensor 
FullSensor 
EScreenOrientation_MAX 

◆ EScreenPercentageMode

Enumerator
Manual 
BasedOnDisplayResolution 
BasedOnDPIScale 
EScreenPercentageMode_MAX 

◆ ESendLevelControlMethod

Enumerator
Linear 
CustomCurve 
Manual 
ESendLevelControlMethod_MAX 

◆ ESettingsDOF

Enumerator
Full3D 
YZPlane 
XZPlane 
XYPlane 
ESettingsDOF_MAX 

◆ ESettingsLockedAxis

Enumerator
None 
X 
Y 
Z 
Invalid 
ESettingsLockedAxis_MAX 

◆ EShaderCompressionFormat

Enumerator
None 
LZ4 
Oodle 
Zlib 
EShaderCompressionFormat_MAX 

◆ EShadowCacheInvalidationBehavior

Enumerator
Auto 
Always 
Rigid 
Static 
EShadowCacheInvalidationBehavior_MAX 

◆ EShadowMapFlags

Enumerator
SMF_None 
SMF_Streamed 
SMF_MAX 

◆ EShadowMapMethod

Enumerator
ShadowMaps 
VirtualShadowMaps 
EShadowMapMethod_MAX 

◆ EShouldCookBlueprintPropertyGuids

Enumerator
No 
Yes 
Inherit 
EShouldCookBlueprintPropertyGuids_MAX 

◆ ESkeletalMeshAsyncProperties

Enumerator
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 

◆ ESkeletalMeshVertexAttributeDataType

Enumerator
Float 
HalfFloat 
NUInt8 
ESkeletalMeshVertexAttributeDataType_MAX 

◆ ESkinCacheDefaultBehavior

Enumerator
Exclusive 
Inclusive 
ESkinCacheDefaultBehavior_MAX 

◆ ESkinCacheUsage

Enumerator
Auto 
Disabled 
Enabled 
ESkinCacheUsage_MAX 

◆ ESkyAtmosphereTransformMode

Enumerator
PlanetTopAtAbsoluteWorldOrigin 
PlanetTopAtComponentTransform 
PlanetCenterAtComponentTransform 
ESkyAtmosphereTransformMode_MAX 

◆ ESkyLightSourceType

Enumerator
SLS_CapturedScene 
SLS_SpecifiedCubemap 
SLS_MAX 

◆ ESlateGesture

Enumerator
None 
Scroll 
Magnify 
Swipe 
Rotate 
LongPress 
ESlateGesture_MAX 

◆ ESoundAssetCompressionType

Enumerator
BinkAudio 
ADPCM 
PCM 
Opus 
PlatformSpecific 
ProjectDefined 
RADAudio 
ESoundAssetCompressionType_MAX 

◆ ESoundDistanceCalc

Enumerator
SOUNDDISTANCE_Normal 
SOUNDDISTANCE_InfiniteXYPlane 
SOUNDDISTANCE_InfiniteXZPlane 
SOUNDDISTANCE_InfiniteYZPlane 
SOUNDDISTANCE_MAX 

◆ ESoundGroup

Enumerator
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 

◆ ESoundSpatializationAlgorithm

Enumerator
SPATIALIZATION_Default 
SPATIALIZATION_HRTF 
SPATIALIZATION_MAX 

◆ ESoundWaveFFTSize

Enumerator
VerySmall_64 
Small_256 
Medium_512 
Large_1024 
VeryLarge_2048 
ESoundWaveFFTSize_MAX 

◆ ESoundWaveLoadingBehavior

Enumerator
Inherited 
RetainOnLoad 
PrimeOnLoad 
LoadOnDemand 
ForceInline 
Uninitialized 
ESoundWaveLoadingBehavior_MAX 

◆ ESourceBusChannels

Enumerator
Mono 
Stereo 
ESourceBusChannels_MAX 

◆ ESourceBusSendLevelControlMethod

Enumerator
Linear 
CustomCurve 
Manual 
ESourceBusSendLevelControlMethod_MAX 

◆ ESpawnActorCollisionHandlingMethod

Enumerator
Undefined 
AlwaysSpawn 
AdjustIfPossibleButAlwaysSpawn 
AdjustIfPossibleButDontSpawnIfColliding 
DontSpawnIfColliding 
ESpawnActorCollisionHandlingMethod_MAX 

◆ ESpawnActorScaleMethod

Enumerator
OverrideRootScale 
MultiplyWithRoot 
SelectDefaultAtRuntime 
ESpawnActorScaleMethod_MAX 

◆ ESpecularProfileFormat

Enumerator
ViewLightVector 
HalfVector 
ESpecularProfileFormat_MAX 

◆ ESpeedTreeGeometryType

Enumerator
STG_Branch 
STG_Frond 
STG_Leaf 
STG_FacingLeaf 
STG_Billboard 
STG_MAX 

◆ ESpeedTreeLODType

Enumerator
STLOD_Pop 
STLOD_Smooth 
STLOD_MAX 

◆ ESpeedTreeWindType

Enumerator
STW_None 
STW_Fastest 
STW_Fast 
STW_Better 
STW_Best 
STW_Palm 
STW_BestPlus 
STW_MAX 

◆ ESplineCoordinateSpace

Enumerator
Local 
World 
ESplineCoordinateSpace_MAX 

◆ ESplineMeshAxis

Enumerator
X 
Y 
Z 
ESplineMeshAxis_MAX 

◆ ESplinePointType

Enumerator
Linear 
Curve 
Constant 
CurveClamped 
CurveCustomTangent 
ESplinePointType_MAX 

◆ ESplitScreenType

Enumerator
None 
TwoPlayer_Horizontal 
TwoPlayer_Vertical 
ThreePlayer_FavorTop 
ThreePlayer_FavorBottom 
ThreePlayer_Vertical 
ThreePlayer_Horizontal 
FourPlayer_Grid 
FourPlayer_Vertical 
FourPlayer_Horizontal 
SplitTypeCount 
ESplitScreenType_MAX 

◆ EStandbyType

Enumerator
STDBY_Rx 
STDBY_Tx 
STDBY_BadPing 
STDBY_MAX 

◆ EStaticMeshReductionTerimationCriterion

Enumerator
Triangles 
Vertices 
Any 
EStaticMeshReductionTerimationCriterion_MAX 

◆ EStereoLayerShape

Enumerator
SLSH_QuadLayer 
SLSH_CylinderLayer 
SLSH_CubemapLayer 
SLSH_EquirectLayer 
SLSH_MAX 

◆ EStereoLayerType

Enumerator
SLT_WorldLocked 
SLT_TrackerLocked 
SLT_FaceLocked 
SLT_MAX 

◆ EStreamingSourcePriority

Enumerator
Highest 
High 
Normal 
Low 
Lowest 
Default 
EStreamingSourcePriority_MAX 

◆ EStreamingSourceTargetBehavior

Enumerator
Include 
Exclude 
EStreamingSourceTargetBehavior_MAX 

◆ EStreamingSourceTargetState

Enumerator
Loaded 
Activated 
EStreamingSourceTargetState_MAX 

◆ EStreamingVolumeUsage

Enumerator
SVB_Loading 
SVB_LoadingAndVisibility 
SVB_VisibilityBlockingOnLoad 
SVB_BlockingOnLoad 
SVB_LoadingNotVisible 
SVB_MAX 

◆ EStripAnimDataOnDedicatedServerSettings

Enumerator
UseProjectSetting 
StripAnimDataOnDedicatedServer 
DoNotStripAnimDataOnDedicatedServer 
EStripAnimDataOnDedicatedServerSettings_MAX 

◆ ESubmixSendStage

Enumerator
PostDistanceAttenuation 
PreDistanceAttenuation 
ESubmixSendStage_MAX 

◆ ESubUVBoundingVertexCount

Enumerator
BVC_FourVertices 
BVC_EightVertices 
BVC_MAX 

◆ ESuggestProjVelocityTraceOption

Enumerator
DoNotTrace 
TraceFullPath 
OnlyTraceWhileAscending 
ESuggestProjVelocityTraceOption_MAX 

◆ ESwitchMaterialOutputType

Enumerator
TMMOT_Float1 
TMMOT_Float2 
TMMOT_Float3 
TMMOT_Float4 
TMMOT_MAX 

◆ ESyncOption

Enumerator
Drive 
Passive 
Disabled 
ESyncOption_MAX 

◆ ETeleportType

Enumerator
None 
TeleportPhysics 
ResetPhysics 
ETeleportType_MAX 

◆ ETemperatureMethod

Enumerator
TEMP_WhiteBalance 
TEMP_ColorTemperature 
TEMP_MAX 

◆ ETemperatureSeverityType

Enumerator
Unknown 
Good 
Bad 
Serious 
Critical 
NumSeverities 
ETemperatureSeverityType_MAX 

◆ ETextGender

Enumerator
Masculine 
Feminine 
Neuter 
ETextGender_MAX 

◆ ETextureAvailability

Enumerator
GPU 
CPU 
ETextureAvailability_MAX 

◆ ETextureChromaticAdaptationMethod

Enumerator
TCAM_None 
TCAM_Bradford 
TCAM_CAT02 
TCAM_MAX 

◆ ETextureClass

Enumerator
Invalid 
TwoD 
Cube 
Array 
CubeArray 
Volume 
TwoDDynamic 
RenderTarget 
Other2DNoSource 
OtherUnknown 
ETextureClass_MAX 

◆ ETextureColorChannel

Enumerator
TCC_Red 
TCC_Green 
TCC_Blue 
TCC_Alpha 
TCC_MAX 

◆ ETextureColorSpace

Enumerator
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 

◆ ETextureCompressionQuality

Enumerator
TCQ_Default 
TCQ_Lowest 
TCQ_Low 
TCQ_Medium 
TCQ_High 
TCQ_Highest 
TCQ_MAX 

◆ ETextureDownscaleOptions

Enumerator
Default 
Unfiltered 
SimpleAverage 
Sharpen0 
Sharpen1 
Sharpen2 
Sharpen3 
Sharpen4 
Sharpen5 
Sharpen6 
Sharpen7 
Sharpen8 
Sharpen9 
Sharpen10 
ETextureDownscaleOptions_MAX 

◆ ETextureEncodeEffort

Enumerator
Default 
Low 
Normal 
High 
ETextureEncodeEffort_MAX 

◆ ETextureEncodeSpeed

Enumerator
Final 
FinalIfAvailable 
Fast 
ETextureEncodeSpeed_MAX 

◆ ETextureEncodeSpeedOverride

Enumerator
Disabled 
Final 
FinalIfAvailable 
Fast 
ETextureEncodeSpeedOverride_MAX 

◆ ETextureLossyCompressionAmount

Enumerator
TLCA_Default 
TLCA_None 
TLCA_Lowest 
TLCA_Low 
TLCA_Medium 
TLCA_High 
TLCA_Highest 
TLCA_MAX 

◆ ETextureMipCount

Enumerator
TMC_ResidentMips 
TMC_AllMips 
TMC_AllMipsBiased 
TMC_MAX 

◆ ETextureMipLoadOptions

Enumerator
Default 
AllMips 
OnlyFirstMip 
ETextureMipLoadOptions_MAX 

◆ ETextureMipValueMode

Enumerator
TMVM_None 
TMVM_MipLevel 
TMVM_MipBias 
TMVM_Derivative 
TMVM_MAX 

◆ ETexturePowerOfTwoSetting

Enumerator
None 
PadToPowerOfTwo 
PadToSquarePowerOfTwo 
StretchToPowerOfTwo 
StretchToSquarePowerOfTwo 
ResizeToSpecificResolution 
ETexturePowerOfTwoSetting_MAX 

◆ ETextureRenderTargetFormat

Enumerator
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 

◆ ETextureRenderTargetSampleCount

Enumerator
RTSC_1 
RTSC_2 
RTSC_4 
RTSC_8 
RTSC_MAX 

◆ ETextureSamplerFilter

Enumerator
Point 
Bilinear 
Trilinear 
AnisotropicPoint 
AnisotropicLinear 
ETextureSamplerFilter_MAX 

◆ ETextureSizingType

Enumerator
TextureSizingType_UseSingleTextureSize 
TextureSizingType_UseAutomaticBiasedSizes 
TextureSizingType_UseManualOverrideTextureSize 
TextureSizingType_UseSimplygonAutomaticSizing 
TextureSizingType_AutomaticFromTexelDensity 
TextureSizingType_AutomaticFromMeshScreenSize 
TextureSizingType_AutomaticFromMeshDrawDistance 
TextureSizingType_MAX 

◆ ETextureSourceCompressionFormat

Enumerator
TSCF_None 
TSCF_PNG 
TSCF_JPEG 
TSCF_UEJPEG 
TSCF_MAX 

◆ ETextureSourceEncoding

Enumerator
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 

◆ ETextureSourceFormat

Enumerator
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 

◆ ETextureUniversalTiling

Enumerator
Disabled 
Enabled_256KB 
Enabled_64KB 
ETextureUniversalTiling_MAX 

◆ ETickingGroup

Enumerator
TG_PrePhysics 
TG_StartPhysics 
TG_DuringPhysics 
TG_EndPhysics 
TG_PostPhysics 
TG_PostUpdateWork 
TG_LastDemotable 
TG_NewlySpawned 
TG_MAX 

◆ ETileOverlapResolveType

Enumerator
Ignore 
Feathering 
ETileOverlapResolveType_MAX 

◆ ETimecodeProviderSynchronizationState

Enumerator
Closed 
Error 
Synchronized 
Synchronizing 
ETimecodeProviderSynchronizationState_MAX 

◆ ETimelineDirection

Enumerator
Forward 
Backward 
ETimelineDirection_MAX 

◆ ETimelineLengthMode

Enumerator
TL_TimelineLength 
TL_LastKeyFrame 
TL_MAX 

◆ ETimelineSigType

Enumerator
ETS_EventSignature 
ETS_FloatSignature 
ETS_VectorSignature 
ETS_LinearColorSignature 
ETS_InvalidSignature 
ETS_MAX 

◆ ETimeStretchCurveMapping

Enumerator
T_Original 
T_TargetMin 
T_TargetMax 
MAX 

◆ ETraceTypeQuery

Enumerator
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 

◆ ETrail2SourceMethod

Enumerator
PET2SRCM_Default 
PET2SRCM_Particle 
PET2SRCM_Actor 
PET2SRCM_MAX 

◆ ETrailsRenderAxisOption

Enumerator
Trails_CameraUp 
Trails_SourceUp 
Trails_WorldUp 
Trails_MAX 

◆ ETrailWidthMode

Enumerator
ETrailWidthMode_FromCentre 
ETrailWidthMode_FromFirst 
ETrailWidthMode_FromSecond 
ETrailWidthMode_MAX 

◆ ETransformCurveChannel

Enumerator
Position 
Rotation 
Scale 
Invalid 
ETransformCurveChannel_MAX 

◆ ETransitionBlendMode

Enumerator
TBM_Linear 
TBM_Cubic 
TBM_MAX 

◆ ETransitionLogicType

Enumerator
TLT_StandardBlend 
TLT_Inertialization 
TLT_Custom 
TLT_MAX 

◆ ETransitionRequestOverwriteMode

Enumerator
Append 
Ignore 
Overwrite 
ETransitionRequestOverwriteMode_MAX 

◆ ETransitionRequestQueueMode

Enumerator
Shared 
Unique 
ETransitionRequestQueueMode_MAX 

◆ ETransitionType

Enumerator
None 
Paused 
Loading 
Saving 
Connecting 
Precaching 
WaitingToConnect 
MAX 

◆ ETranslucencyLightingMode

Enumerator
TLM_VolumetricNonDirectional 
TLM_VolumetricDirectional 
TLM_VolumetricPerVertexNonDirectional 
TLM_VolumetricPerVertexDirectional 
TLM_Surface 
TLM_SurfacePerPixelLighting 
TLM_MAX 

◆ ETranslucencyType

Enumerator
Raster 
RayTracing 
ETranslucencyType_MAX 

◆ ETranslucentSortPolicy

Enumerator
SortByDistance 
SortByProjectedZ 
SortAlongAxis 
ETranslucentSortPolicy_MAX 

◆ ETravelFailure

Enumerator
NoLevel 
LoadMapFailure 
InvalidURL 
PackageMissing 
PackageVersion 
NoDownload 
TravelFailure 
CheatCommands 
PendingNetGameCreateFailure 
CloudSaveFailure 
ServerTravelFailure 
ClientTravelFailure 
ETravelFailure_MAX 

◆ ETravelType

Enumerator
TRAVEL_Absolute 
TRAVEL_Partial 
TRAVEL_Relative 
TRAVEL_MAX 

◆ ETwitterIntegrationDelegate

Enumerator
TID_AuthorizeComplete 
TID_TweetUIComplete 
TID_RequestComplete 
TID_MAX 

◆ ETwitterRequestMethod

Enumerator
TRM_Get 
TRM_Post 
TRM_Delete 
TRM_MAX 

◆ ETypeAdvanceAnim

Enumerator
ETAA_Default 
ETAA_Finished 
ETAA_Looped 
ETAA_MAX 

◆ ETypedElementWorldType

Enumerator
Game 
Editor 
ETypedElementWorldType_MAX 

◆ EUIScalingRule

Enumerator
ShortestSide 
LongestSide 
Horizontal 
Vertical 
ScaleToFit 
Custom 
EUIScalingRule_MAX 

◆ EUpdateRateShiftBucket

Enumerator
ShiftBucket0 
ShiftBucket1 
ShiftBucket2 
ShiftBucket3 
ShiftBucket4 
ShiftBucket5 
ShiftBucketMax 
EUpdateRateShiftBucket_MAX 

◆ EUserDefinedStructureStatus

Enumerator
UDSS_UpToDate 
UDSS_Dirty 
UDSS_Error 
UDSS_Duplicate 
UDSS_MAX 

◆ EUVOutput

enum EUVOutput
Enumerator
DoNotOutputChannel 
OutputChannel 
EUVOutput_MAX 

◆ EVectorCurveChannel

Enumerator
X 
Y 
Z 
Invalid 
EVectorCurveChannel_MAX 

◆ EVectorFieldConstructionOp

Enumerator
VFCO_Extrude 
VFCO_Revolve 
VFCO_MAX 

◆ EVectorNoiseFunction

Enumerator
VNF_CellnoiseALU 
VNF_VectorALU 
VNF_GradientALU 
VNF_CurlALU 
VNF_VoronoiALU 
VNF_MAX 

◆ EVectorQuantization

Enumerator
RoundWholeNumber 
RoundOneDecimal 
RoundTwoDecimals 
EVectorQuantization_MAX 

◆ EVelocityOutputPass

Enumerator
DepthPass 
BasePass 
AfterBasePass 
EVelocityOutputPass_MAX 

◆ EVertexDeformationOutputsVelocity

Enumerator
Off 
On 
Auto 
EVertexDeformationOutputsVelocity_MAX 

◆ EVertexPaintAxis

Enumerator
X 
Y 
Z 
EVertexPaintAxis_MAX 

◆ EVerticalTextAligment

Enumerator
EVRTA_TextTop 
EVRTA_TextCenter 
EVRTA_TextBottom 
EVRTA_QuadTop 
EVRTA_MAX 

◆ EViewModeIndex

Enumerator
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 

◆ EViewStatusForScreenPercentage

Enumerator
NonRealtime 
Desktop 
Mobile 
VR 
PathTracer 
EViewStatusForScreenPercentage_MAX 

◆ EViewTargetBlendFunction

Enumerator
VTBlend_Linear 
VTBlend_Cubic 
VTBlend_EaseIn 
VTBlend_EaseOut 
VTBlend_EaseInOut 
VTBlend_PreBlended 
VTBlend_MAX 

◆ EViewTargetBlendOrder

Enumerator
VTBlendOrder_Base 
VTBlendOrder_Override 
VTBlendOrder_MAX 

◆ EVirtualizationMode

Enumerator
Disabled 
PlayWhenSilent 
Restart 
EVirtualizationMode_MAX 

◆ EVisibilityAggressiveness

Enumerator
VIS_LeastAggressive 
VIS_ModeratelyAggressive 
VIS_MostAggressive 
VIS_Max 
VIS_MAX 

◆ EVisibilityBasedAnimTickOption

Enumerator
AlwaysTickPoseAndRefreshBones 
AlwaysTickPose 
OnlyTickMontagesAndRefreshBonesWhenPlayingMontages 
OnlyTickMontagesWhenNotRendered 
OnlyTickPoseWhenRendered 
EVisibilityBasedAnimTickOption_MAX 

◆ EVoiceBlockReasons

Enumerator
None 
Muted 
Gameplay 
Blocked 
BlockedBy 
EVoiceBlockReasons_MAX 

◆ EVoiceSampleRate

Enumerator
Low16000Hz 
Normal24000Hz 
EVoiceSampleRate_MAX 

◆ EVolumeLightingMethod

Enumerator
VLM_VolumetricLightmap 
VLM_SparseVolumeLightingSamples 
VLM_MAX 

◆ EVolumetricCloudTracingMaxDistanceMode

Enumerator
DistanceFromCloudLayerEntryPoint 
DistanceFromPointOfView 
EVolumetricCloudTracingMaxDistanceMode_MAX 

◆ EWalkableSlopeBehavior

Enumerator
WalkableSlope_Default 
WalkableSlope_Increase 
WalkableSlope_Decrease 
WalkableSlope_Unwalkable 
WalkableSlope_Max 
WalkableSlope_MAX 

◆ EWindowMode

Enumerator
Fullscreen 
WindowedFullscreen 
Windowed 
EWindowMode_MAX 

◆ EWindowTitleBarMode

Enumerator
Overlay 
VerticalBox 
EWindowTitleBarMode_MAX 

◆ EWindSourceType

Enumerator
Directional 
Point 
EWindSourceType_MAX 

◆ EWorkingColorSpace

Enumerator
sRGB 
Rec2020 
ACESAP0 
ACESAP1 
P3DCI 
P3D65 
Custom 
EWorkingColorSpace_MAX 

◆ EWorldContentState

Enumerator
NoContent 
ContentBundleInjected 
EWorldContentState_MAX 

◆ EWorldPartitionCVarProjectDefaultOverride

Enumerator
ProjectDefault 
Disabled 
Enabled 
EWorldPartitionCVarProjectDefaultOverride_MAX 

◆ EWorldPartitionDataLayersLogicOperator

Enumerator
Or 
And 
EWorldPartitionDataLayersLogicOperator_MAX 

◆ EWorldPartitionRuntimeCellState

Enumerator
Unloaded 
Loaded 
Activated 
EWorldPartitionRuntimeCellState_MAX 

◆ EWorldPartitionServerStreamingMode

Enumerator
ProjectDefault 
Disabled 
Enabled 
EnabledInPIE 
EWorldPartitionServerStreamingMode_MAX 

◆ EWorldPartitionServerStreamingOutMode

Enumerator
ProjectDefault 
Disabled 
Enabled 
EWorldPartitionServerStreamingOutMode_MAX 

◆ EWorldPartitionStreamingPerformance

Enumerator
Good 
Slow 
Critical 
EWorldPartitionStreamingPerformance_MAX 

◆ EWorldPositionIncludedOffsets

Enumerator
WPT_Default 
WPT_ExcludeAllShaderOffsets 
WPT_CameraRelative 
WPT_CameraRelativeNoOffsets 
WPT_MAX 

◆ FDataDrivenCVarType

Enumerator
CVarFloat 
CVarInt 
CVarBool 
FDataDrivenCVarType_MAX 

◆ FNavigationSystemRunMode

Enumerator
InvalidMode 
GameMode 
EditorMode 
SimulationMode 
PIEMode 
InferFromWorldMode 
EditorWorldPartitionBuildMode 
FNavigationSystemRunMode_MAX 

◆ ModulationParamMode

Enumerator
MPM_Normal 
MPM_Abs 
MPM_Direct 
MPM_MAX 

◆ ParticleReplayState

Enumerator
PRS_Disabled 
PRS_Capturing 
PRS_Replaying 
PRS_MAX 

◆ ParticleSystemLODMethod

Enumerator
PARTICLESYSTEMLODMETHOD_Automatic 
PARTICLESYSTEMLODMETHOD_DirectSet 
PARTICLESYSTEMLODMETHOD_ActivateAutomatic 
PARTICLESYSTEMLODMETHOD_MAX 

◆ ReverbPreset

Enumerator
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 

◆ SkeletalMeshOptimizationImportance

Enumerator
SMOI_Off 
SMOI_Lowest 
SMOI_Low 
SMOI_Normal 
SMOI_High 
SMOI_Highest 
SMOI_MAX 

◆ SkeletalMeshOptimizationType

Enumerator
SMOT_NumOfTriangles 
SMOT_MaxDeviation 
SMOT_TriangleOrDeviation 
SMOT_MAX 

◆ SkeletalMeshTerminationCriterion

Enumerator
SMTC_NumOfTriangles 
SMTC_NumOfVerts 
SMTC_TriangleOrVert 
SMTC_AbsNumOfTriangles 
SMTC_AbsNumOfVerts 
SMTC_AbsTriangleOrVert 
SMTC_MAX 

◆ TextureAddress

Enumerator
TA_Wrap 
TA_Clamp 
TA_Mirror 
TA_MAX 

◆ TextureCompressionSettings

Enumerator
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 

◆ TextureCookPlatformTilingSettings

Enumerator
TCPTS_FromTextureGroup 
TCPTS_Tile 
TCPTS_DoNotTile 
TCPTS_MAX 

◆ TextureFilter

Enumerator
TF_Nearest 
TF_Bilinear 
TF_Trilinear 
TF_Default 
TF_MAX 

◆ TextureGroup

Enumerator
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 

◆ TextureMipGenSettings

Enumerator
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