G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Namespaces

namespace  AIGAS
namespace  AIScript
namespace  AnimMontage
namespace  AutomatedTest
namespace  BudgetSystem
namespace  Conversation
namespace  DataModule
namespace  DebugScript
namespace  DEPRECATED_AIInventory
namespace  EditorFunctions
namespace  EffectComponent
namespace  FaceBlendshapeUserData
namespace  GothicAsyncTrace
namespace  GothicCinematic
namespace  GothicCombat
namespace  GothicEditor
namespace  GothicGAS
namespace  GothicMaterialInstanceDynamicCache
namespace  GothicSound
namespace  GothicSystem
namespace  GothicUI
namespace  GothicUltraDynamic
namespace  GothicWaterVolume
namespace  InteractionSpots
namespace  InteractiveObject
namespace  MagicScript
namespace  SpatialEnvironment
namespace  WeightedRandomChoice

Classes

class  AActorMapBoundingBox
class  AAdditionalConversationLight
class  AAIAgentCharacter
class  AAIAgentController
class  AAITestSpawner
class  AAmbientCharacter
class  AAmbientItemSpawner
 Spawn and refill items around the actor this is attached to. For refilling items when the player is not looking the actor needs a mesh. More...
class  AAmbientLifeWarningFlock
class  AAnimatedInteractiveObjectActor
class  AArcheryWeaponVisual
class  AArrowVisual
 @DE - Base class defined on AS -> AArrowVisual_AS_Base More...
class  ABaitVisual
class  ABarrierManager
class  ABarrierParticlesManager
class  ABookCaptureActor
class  ACarriableWorldItem
class  ACharacterCanTransformInto
class  ACheckElementsInsideVolume
class  ACinematicCharacter
class  ACinematicsTesting
class  AClientAuthoritativeCharacter
 Character baseclass that makes the clients be authoritative of their own movement. More...
class  AClientAuthoritativePlayerController
 Intended to be used together with AClientAuthoritativeCharacter & UClientAuthoritativeCharacterMovementComponent. More...
class  AClimbableWall
class  AConcertStageManager
class  AConversationCameraPresetChoice
class  AConversationCameraV2
class  ACooperativeGameMode
 This class will contain game rules and other generic stuff related to the cooperative game mode. It will contain a rule like: If host player close the game, all other players finish the game too. More...
class  ACustomNavCollisionStaticMeshActor
 This static mesh actor allows to have disabled collisions, but still use collision data to calculate NavMesh from. More...
class  ADebuffEffectActorByTag
class  ADeliverySpotGroup
class  ADynamicNavObstacle
 Marks the area of the obstacle as UNavArea_Obstacle to make characters walk around it. More...
class  AEditorIndoorDetectionTestActor
class  AEditorNavigationInvoker
 Editor-only NavigationInvoker to debug the NavMesh. More...
class  AEffectActorBase
class  AEnvironmentLightIntensityCaptureActor
class  AExplosionVisual
class  AFloatingItemActor
class  AFloatingRune_VFXCue
 Deprecated. More...
class  AFloatingRuneGameplayCueNotify_Pool
class  AFreepointManager
class  AFreezeDebuffEffectActor
class  AFreezeVisual
class  AG1RGameModeCooperative
 This class should contain all stuff related to our specific game G1R related to the cooperative game mode. So, it will contain rules like: when a player dies it will be respawn near the host. More...
class  AG1RGameState
class  AGameplayCueNotify_Pool
class  AGameplayObjectWithEditorIcon
class  AGlobalNavigationData
 Combines Waynet and RecastNavigationData in order to provide global navigation using both in tandem. More...
class  AGlobalNavigationTestingActor
class  AGothicAIController
class  AGothicAmbientSoundActor
class  AGothicBloodDecal
class  AGothicBloodFallingDrops
class  AGothicBloodManager
class  AGothicCameraManager
class  AGothicCharacter
class  AGothicCharacterState
 Persistant state for each character. Is kept alive always, even when the character pawn is not spawned. Also keeps track of whether the character pawn should be visible and spawns it as needed. More...
class  AGothicDirectionalLight
class  AGothicDiveAIController
class  AGothicFlyAIController
class  AGothicFootstepsTrackerActor
class  AGothicGameMode
 Base class for all gothic related game modes. More...
class  AGothicGASActor
class  AGothicGCNotify_Actor
class  AGothicHUDBase
 AGothicHUDBase. More...
class  AGothicInvokerActor
class  AGothicLockedStreamingSourceActor
 Allows placing a static streaming source shape (sphere) into the level. It has an Inner and an Outer radius: More...
class  AGothicLockPickActor
 Base class for lockpick actor. More...
class  AGothicLockPieceActor
 Base class for lock piece actors. More...
class  AGothicLockSceneActor
 "manager" actor that that will update the lock pieces. More...
class  AGothicMutilatedSkeletalMeshActor
class  AGothicNiagaraActor
class  AGothicNPCState
 Persistant character state for NPCs. This is even available if the actual characters are un-loaded. More...
class  AGothicOverrideSpeedVolume
class  AGothicPhotoModePawn
class  AGothicPhysicsVolumePriorityTriggerVolume
class  AGothicPlayerCharacter
class  AGothicPlayerControllerBase
class  AGothicPlayerState
class  AGothicSingletonManager
class  AGothicSmartLinkOwner
class  AGothicSpectatorPawn
class  AGothicTriggerVolume
class  AGothicUltraDynamicController
class  AGothicUltraDynamicSky
class  AGothicUltraDynamicWeather
class  AGothicWaterSplineActor
 Base class for water spline actors. Does not have a root component so it can used to replace the parent class of existing BPs. Editor only. More...
class  AGothicWeatherComponentsWatcher
class  AGothicWorldActor
class  AGothicWorldSettings
class  AIngameToolDrawActor
 Wrapper actor holding UIngameToolDrawComponent, which contains the actual ingame tool drawing functions. More...
class  AInteractiveGasObjectActor
class  AInteractiveObjectActor
class  AItemVisual
class  AItemVisualWorld
class  ALadderObject
class  ALogicalLightsourceActor
class  ALogicalLightsourceTestingActor
class  ALoveStoryCollider
class  AMeleeWeaponVisual
class  AMultiplayerGameMode
 This class will contain specific rules and stuff related to the multiplayer game mode. Things can be shared between different multiplayer games. More...
class  AMultiplayerGameSession
class  ANavAreaActor
class  ANavMeshExclusionZone
class  AOffsetTestingCamera
class  AParalyzeEffectActor
class  APhotoModePawn
class  APouchActor
 Base class for pouch actors. More...
class  APreInitializableComponentsActor
class  AProjectileVisual
class  APuzzleBloodFontManager
class  AReactiveSmallPuddle
class  ARegionBox
class  ARegionShape
class  ARegionSphere
class  ARegionVolume
class  ARoadActor
class  ARodVisual
class  ASimulatedCharacterLightContainer
 Dynamically spawned actor that contains all LightSources requested by UDailyRoutineSimulationSubsystem. More...
class  ASpawningManager
class  ASpawnpointManager
class  ASpellItemVisual
class  ASpellProjectileVisual
class  ASpellVisual
class  ASpellVisualSaveable
class  ASpikePuzzle
class  AStormOfFireVisual
class  ATargetActor_SphereTrace
 Reusable, configurable sphere trace TargetActor. Meant to be used with GSAT_WaitTargetDataUsingActor instead of the default WaitTargetData AbilityTask as the default one will destroy the TargetActor. More...
class  ATargetActor_Trace
 Reusable, configurable trace TargetActor. Subclass with your own trace shapes. Meant to be used with GSAT_WaitTargetDataUsingActor instead of the default WaitTargetData AbilityTask as the default one will destroy the TargetActor. More...
class  ATelekinesisItemMovement
class  ATeleportAppearingActor
class  ATeleportGameplayCue
class  ATeleportVanishingActor
class  AThrowableVisual
class  ATransformSpellItemVisual
class  ATriggerSphereDebug
class  AVFXCue
class  AWeatherLightingMagnet
class  FAbilityTask_CraftItemsDelegate
class  FAbilityTaskAttackPushComboDelegate
class  FAbilityTaskCameraFadeDelegate
struct  FAbilityTaskCameraFadeSetup
 Camera fade setup struct. More...
class  FAbilityTaskEndedAnyResultDelegate__AbilityTaskGeneric
class  FActionEventBP__InputHintWidget
class  FActionEventBP__InputHintWidget_EnhancedInput
class  FActiveChanged__ChangelogIndexEntry
struct  FAIAssessmentResponseRule
struct  FAIAssessmentResponseRules
struct  FAICombatTargetScoringEntryDescription
struct  FAIInteractionBinding
 Definition for automatically binding Action-tags as script functions. More...
struct  FAIItemActionScoringEntryDescription
struct  FAIItemActionScoringEntryGroup
struct  FAIMessageGatherGroupsOfClass
struct  FAIMessageGatherStatesOfClass
struct  FAIMessageTalkRequest
struct  FAIMessageWeaponDrawn
struct  FAimingAssistance
struct  FAISpawnpointConfig
struct  FAISpawnpointConfig_Ambient
class  FAIWorldEventDelegate
class  FAIWorldEventEndedDelegate
struct  FAIWorldEventRequirements
class  FAIWorldEventStartedDelegate
struct  FAlkFilterWidgetEntry
 FAlkFilterWidgetEntry. More...
struct  FAlkInputAction
 FAlkInputAction. More...
class  FAmountChangedDelegate__CraftingIngredientUIData
class  FAmountChangedDelegate__CraftingRecipeUIData
struct  FArcheryAccuracyParams
struct  FArcherySkillParams
struct  FAreaSpellVFXParams
struct  FArrayElementHandle
 @see THandleArray More...
struct  FAssessmentBits
 This is a wrapper struct to generate a BitArray from in AS. In AS, this should look like normal bitflags. More...
class  FAttackDirectionDelegate
struct  FAttributeSetRecord
class  FAvailabilityChangedDelegateBP__SettingObjectWidget
class  FAxisWaitSimpleDelegate
struct  FBiomeWeatherProbabilities
struct  FBlockState
struct  FBloodCharacterContainer
struct  FBloodCharacterData
struct  FBoneFeetData
struct  FBoneNames
struct  FBonesConstraints
struct  FBonesSettings
 CHARACTER CONSTANTS / HARDCODED VALUES. More...
struct  FBoneTrackedData
struct  FBookVisualConfiguration
struct  FBoughtArmorUpgrades
class  FBudgetSystemDynamicTickDelegate
class  FBudgetSystemScriptWorkDelegate
struct  FBufferAction
class  FButtonClickedEventBP__AlkButtonBoxWidget
class  FButtonRelevanceChangedDelegateBP__InventoryMain
struct  FButtonWidget_SecondaryActionSettings
 FButtonWidget_SecondaryActionSettings. More...
class  FCallback
struct  FCameraBehaviour
struct  FCameraCombatSettings
struct  FCameraCombatSettings_Mode
struct  FCameraEase
class  FCameraFadeDelegate
struct  FCameraLights
 Struct for convenience, including Conversation lights and create/remove functions. More...
struct  FCameraMovementSettings
struct  FCameraMovementSettings_Speed
 CAMERA MOVEMENT DATA. More...
struct  FCameraSettings
struct  FCameraSettings_Stance
struct  FCameraState
struct  FCameraViewParameters
 Set of Preset with Speaker and Listener. More...
struct  FCharacterGuildRequirements
struct  FCharacterSignificanceSettings
struct  FCharacterSpeciesRequirements
struct  FCharacterStateSaveGameData
struct  FCharacterStateSaveGameData_ActiveEffects
struct  FCharacterStateSaveGameData_ActiveGameplayEffect
struct  FCharacterStateSaveGameData_AIValueStorage
struct  FCharacterStateSaveGameData_AnyCharacterType
struct  FCharacterStateSaveGameData_Attributes
struct  FCharacterStateSaveGameData_AttributeSet
struct  FCharacterStateSaveGameData_DailyRoutine
 Stores an NPCs current DailyRoutine. More...
struct  FCharacterStateSaveGameData_Inventory
 Stores an NPCs current full inventory and the equipped items. More...
struct  FCharacterStateSaveGameData_LongTermMemory
struct  FCharacterStateSaveGameData_NPCCharacter
struct  FCharacterStateSaveGameData_NPCSpawnInfo
struct  FCharacterStateSaveGameData_Party
struct  FCharacterStateSaveGameData_PlayerCharacter
struct  FCharacterStateSaveGameData_Position
 Stores positional data about one character. More...
struct  FCharacterStateSaveGameData_Relationship
struct  FCharacterTypeTagRequirements
struct  FCharacterUniqueName
 Wrapper struct around a character unique name. Binds accessors to the CharacterState to AS and BP. More...
class  FCheckedStateChangedEventBP__CheckBoxWidget
class  FClickedEventBP__ButtonWidget
class  FClickedEventBP__ViewItemWidget
class  FClientAuthoritativeAbilityTaskDelegate
class  FClimbDelegate
struct  FClimbing_SearchEdgeSettings
struct  FClimbingMontages
struct  FClockTime
 Struct to refer to a 0 -> 24 hour timespan. Cannot span multiple days. More...
struct  FClockTimeRange
class  FCloseManagementMain
struct  FCoffinSenseShape
struct  FCombatAIModifiers
 FCombatAIModifiers. More...
struct  FCombatAttackType
struct  FCombatDirection
struct  FCombatPose
struct  FContainerVirtualData
struct  FConversationTopicDynamicRequirement
struct  FConversationTopicForceSettings
 Additional settings on how a Topic should behave if it's forced. More...
struct  FConversationTopicListenedToRequirement
 Require a character to have listened to a specific voiceline. More...
struct  FConversationTopicLocationRequirement
 Require a character to be close to a certain waypoint. More...
struct  FConversationTopicQuestRequirement
 Require a quest to be in a specific state. More...
struct  FCookExcludeRule
class  FCraftingActionStart
 FCraftingMenu_CraftingActionMetadata. More...
class  FCraftingMenuExit
struct  FCraftingProductUIData
 FCraftingProductUIData. More...
struct  FCrimeVictimGuildHandle
struct  FCrimeVictimPersonHandle
class  FCurrentIndexChangedEventBP__GlossarySubfilterWidget
struct  FCustomPostProcessEffect
struct  FCutsceneAudioEventSet
struct  FDailyRoutineSimulatedCharacterHandle
struct  FDailyRoutineSimulatedLightSource
struct  FDailyRoutineSimulationMesh
class  FDailyRoutineTaskConditionDelegate
struct  FDailyRoutineTaskDescription
 Description about a single task within the daily routine. The task is started at the given time and runs until the time for the next task is reached. More...
struct  FDamageByMagicCircle
struct  FDamageProgressionMagicCircle
struct  FDeliverySpot
struct  FDirtVisualSettings
struct  FDodgeData
struct  FDroppedItem
struct  FDynamicMontage
class  FDynamicMulticastDelegate
class  FEnabledStateChangedDelegate__AlkFilterWidgetFilter
class  FEndClimbDelegate
class  FEndEquipDelegate
class  FEndTraverseDelegate
class  FEndWarpDelegate
struct  FEquipMontage
struct  FEventFloatData
struct  FExpressionMontageContainer
struct  FFeetDrawData
struct  FFloatByWalkSpeed
 class UAnimSequenceBase; More...
struct  FFogVolumeSettings
struct  FFreepointActionTags_DEPRECATED
struct  FFreepointConfig_DEPRECATED
struct  FFreepointUsageRestriction_DEPRECATED
struct  FFreezeParams
 STRUCTS. More...
struct  FFXDecal
struct  FFXFMODEvent
struct  FFXParticleSystem
struct  FFXPerceptionSoundArea
class  FG1RHasWaterChangedDelegate
class  FG1RSwimTypeChangedDelegate
class  FGameControllerDirectionChangedDelegate
struct  FGameEventSend
class  FGameInputDeviceModeChangedDelegate
struct  FGameplayAbilityEquip_InventoryPosition
struct  FGameplayAbilityNeedEffects
struct  FGameplayAbilitySleepEndedMessageList
 List of possible messages to display after sleeping. More...
struct  FGameplayAbilityTargetData_AutoConversation
 Target data with voiceline. More...
struct  FGameplayAbilityTargetData_CameraEventSettings
struct  FGameplayAbilityTargetData_CastingBegin
struct  FGameplayAbilityTargetData_ClimbTarget
struct  FGameplayAbilityTargetData_CutsceneVoiceline
 Target data with voiceline. More...
struct  FGameplayAbilityTargetData_EquipItem
struct  FGameplayAbilityTargetData_Execution
struct  FGameplayAbilityTargetData_HealthManaBar
struct  FGameplayAbilityTargetData_HitData
struct  FGameplayAbilityTargetData_Input
struct  FGameplayAbilityTargetData_InteractionSpot
 Target data with InteractionSpot. More...
struct  FGameplayAbilityTargetData_InventoryItem
 Describes an item transfer (what, how many, from where) for the give-item ability. More...
struct  FGameplayAbilityTargetData_LandingHeight
struct  FGameplayAbilityTargetData_Posture
 Target data with voiceline. More...
struct  FGameplayAbilityTargetData_Ragdoll
struct  FGameplayAbilityTargetData_RainCoverHead
struct  FGameplayAbilityTargetData_Shrink
struct  FGameplayAbilityTargetData_SingleTarget
struct  FGameplayAbilityTargetData_SingleTargetComp
struct  FGameplayAbilityTargetData_Speak
 Target data with voiceline. More...
struct  FGameplayAbilityTargetData_TriggerCastSpellBegin
struct  FGameplayAbilityTargetData_WalkSpeed
struct  FGameplayEffectContext_EndRiding
struct  FGameplayEffectContext_HitResponse
 Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution. More...
struct  FGameplayEffectContext_Taunt
class  FGameplayEventDynamicMulticastDelegate
class  FGameplayIsReadyDynamicDelegate
struct  FGameplayTargetDataFilter_GothicCharacter
struct  FGameplayTargetDataFilter_WorldItem
struct  FGameStateDataBaseSaveData
struct  FGameTimeSaveGameData
struct  FGenericData
struct  FGenericVoicelineRequestContext
 Sent with each Voiceline Request to pass additional info to the voiceline conditions. More...
struct  FGestureSetEntry
 Describes the conditions on when to use a specific gesture config. More...
struct  FGlobalCrimeDataEntry
struct  FGlossarySubfilterData
 UGlossarySubfilterWidget. More...
struct  FGlossaryWidgetBucket
 FQuestWidgetBucket. More...
struct  FGothicActionContext
struct  FGothicAIMoveRequest
struct  FGothicBasicVerbMessage
 Represents a generic message. Basic version, must not include pointers. More...
class  FGothicCharacterStateCharacterVisualsDestroyed
class  FGothicCharacterStateCharacterVisualsSpawned
class  FGothicCharacterStateSpawned
struct  FGothicCrimeMemorySaveGameData
 Savegame data for the Crime Memory subsystem. More...
struct  FGothicCrimeMemorySaveGameLocationMemoryCollection
struct  FGothicCrimeMemorySaveGameRelativeCrimeCollection
struct  FGothicFlyDiveSettings
struct  FGothicFXInstanceHandle
class  FGothicGlobalEventListenerDelegate
struct  FGothicInputAction
struct  FGothicInputContextData
struct  FGothicInputContextDataTemporal
struct  FGothicLockSaveGameData
 Savegame data for the lock persistent data subsystem. More...
struct  FGothicMod
struct  FGothicModClassModifications
struct  FGothicModMapInteractionSpots
struct  FGothicModMapLevelInstances
struct  FGothicModMapModifications
struct  FGothicModMapWorldPoints
struct  FGothicModScriptDefaultModifications
struct  FGothicModWorldPointCharacterSpawnCountMod
struct  FGothicModWorldPointMod
struct  FGothicMountComponentData
struct  FGothicPathfollowSettings
 How should pathfollowing behave? More...
struct  FGothicPhotoModeGuideline
struct  FGothicPhotoModeSettings
struct  FGothicPhotoModeSticker
struct  FGothicPhysicsVolumePriority
struct  FGothicWaterVolumeVectorFieldCell
 Vector field cell for water volumes. More...
struct  FHitCollisionDataContainer
struct  FHitCueData
struct  FHitSpaceParams
struct  FHitType
struct  FHLODModifierMaterialRemap
class  FHoldActionrogressEventBP__InputHintWidget_CommonUI
class  FHoveredChangedEventBP__AlkUserWidget
struct  FHUDNotification_GameplayAttributeSettings
 FHUDNotification_GameplayAttributeSettings. More...
struct  FHUDNotification_GameplayTagSettings
 FHUDNotification_GameplayTagSettings. More...
struct  FHUDNotificationData
 FHUDNotificationData. More...
struct  FHUDNotificationData_AreaDiscovered
 FHUDNotificationData_AreaDiscovered. More...
struct  FHUDNotificationData_Chapter
 FHUDNotificationData_Chapter. More...
struct  FHUDNotificationData_GameplayAttribute
 FHUDNotificationData_Attribute. More...
struct  FHUDNotificationData_GameplayTag
 FHUDNotificationData_GameplayTag. More...
struct  FHUDNotificationData_Generic
 FHUDNotificationData_Generic. More...
struct  FHUDNotificationData_Glossary
 FHUDNotificationData_Glossary. More...
struct  FHUDNotificationData_Item
 FHUDNotificationData_Item. More...
struct  FHUDNotificationData_Quest
 FHUDNotificationData_Quest. More...
struct  FHUDNotificationData_Recipe
 FHUDNotificationData_Recipe. More...
struct  FHUDNotificationData_SimpleMessage
 FHUDNotificationData_SimpleMessage. More...
struct  FHUDNotificationHandle
 FHUDNotificationHandle. More...
struct  FIgnoredCrimeSetup
struct  FIndoorDetectionResult
struct  FIndoorDetectionSampler
 Detects whether a location is "indoor" or "outdoor" by performing AmbientOcclusion-style sampling by shooting Traces in random directions of a hemisphere. More...
struct  FInGameTime
 Struct to refer to ingame time in a type safe way to not confuse it with realtime seconds like GetWorld()->TimeSeconds. This contains the time in ingame-seconds since the player has started a new game, counting ingame days, hours, minutes and seconds. More...
class  FIngameToolOutliner_SelectedActorChanged__IngameTool_Outliner
class  FIngameToolOutliner_SelectedElementChanged__IngameTool_Outliner
class  FIngameToolOutlinerElementChanged__IngameToolOutlinerElement
struct  FInitialAttributeValues
struct  FInnerItems
class  FInputWaitSimpleDelegate
class  FInputWaitYawSimpleDelegate
class  FInstigatedAnyDamageSignature__GothicFXComponent
class  FInteractActionStarted
class  FInteractDurationTimeLimitReached
struct  FInteraction
struct  FInteractionAnimTransition
 Represents a simple transition of an interaction montage as used in UAbilityTask_InteractionSpot_Montage. More...
class  FInteractionAnimTransitionActivated
class  FInteractionAnimTransitionCondition
struct  FInteractionSpot
 A spot in the world where a character can do a certain configured action. More...
struct  FInteractionSpotClaimToken
 Token that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use. More...
struct  FInteractionSpotHandle
struct  FInteractionSpotRequirements
 Inherit from this and define your condition. More...
struct  FInteractionSpotRequirementsPack
 Wrappers struct for designers to show nicer UI in the editor. More...
struct  FInteractionSpotUseToken
 Token that marks a spot as "claimed" while active. Keep this in a shared ptr to auto unclaim spots after use. More...
class  FInteractOpenContainerClickItemDelegate
class  FInteractOpenContainerDelegate
class  FInteractOpenContainerDelegateCMW
struct  FInventoryByChapter
struct  FInventoryItemRequirements
class  FIsTabChangeAllowedChangedDelegateBP__InventoryMain
struct  FItemActionHandler
struct  FItemAdded
 The structure that the Item Added popup notification uses to show the data on screen. More...
class  FItemClickedEventBP__AlkListView
class  FItemClickedEventBP__DiscreteItemViewWidget
class  FItemClickedEventBP__SimpleInventoryWidget
class  FItemCloseEventBP__SimpleInventoryWidget
struct  FItemDefinition_LTMData
 FItemDefinition_LTMData. More...
struct  FItemInShop
class  FItemIsHoveredChangedEventBP__DiscreteItemViewWidget
class  FItemLongClickProgressChangedEventBP__AlkListView
class  FItemLongClickProgressChangedEventBP__DiscreteItemViewWidget
struct  FItemPayload
class  FItemPickNotifDelegate
struct  FItemSlot
struct  FItemSpawnConfig
struct  FItemSpawnpointConfig
struct  FItemSpawnPosition
class  FItemTooltipDelegate__TradingBalanceInventory
struct  FItemTooltipInfo
 The struct that the Item Tooltip uses to show the data on screen. More...
struct  FItemTransferInfo
 Helper for Configuration of the Inventory Container to Safe the last Item TransferData. More...
struct  FItemVirtualData
class  FJoinSessionCompleted
struct  FJumpDown_SearchEdgeSettings
class  FKeepCoroutineRunningCondition
class  FKeepCoroutineRunningConditionEx
struct  FKnowledgeSet
 Container for game story knowledge. More...
struct  FLandingMontages
struct  FLeanAmountS
struct  FLightingChannelsEditable
 Specifies which lighting channels are used. More...
struct  FLightingModifierDebugValues
 Collection of values for Debug Window. More...
struct  FLightPreset
struct  FLightSet
 Parameters for the Set of all conversation lights. More...
struct  FLightSourceData
struct  FLightValues
 Parameters for a specific Light. More...
struct  FLinkedInstances
struct  FLocationMemoryCrimeDataEntry
struct  FLocationMemorySpreadingPathway
struct  FLockConnections
struct  FLockOneConnection
class  FLockPickSimpleDelegate
struct  FLocomotionCurveSettings
class  FLongClickProgressChangedEventBP__ViewItemWidget
struct  FLongTermMemoryHandle
class  FLooWorldContainerDelegate
struct  FMainPlayerSaveGameData
struct  FMapMarkerArrayData
struct  FMapPlayerPosAndRot
struct  FMaterialInstanceDynamicParameterPack
 Complete pack of MaterialInstance parameters, to be used with GothicMaterialInstanceDynamicCacheSubsystem. More...
struct  FMemorizedEvent
 Stores information about a certain event that a character can remember for a long time. More...
struct  FMemoryFilter
 Container that helps with filtering memory, for use as local variable only, should not stick around for long! More...
struct  FModUserSettingsBool
struct  FModUserSettingsFloat
struct  FModUserSettingsInt
struct  FMontageHistory
class  FMountComponentDynamicMulticastDelegate
class  FMoveRotateToLocationDelegate
struct  FNameForInputAction
 Simple struct for rich text styles. More...
class  FNotifyUIItemAdded
struct  FNpcTalentVirtualData
class  FNumItemsChangedEventBP__DiscreteItemViewWidget
struct  FOcclusionSamplePoint
class  FOnActionClicked
class  FOnActorNoLongerSensed
class  FOnActorSensed
class  FOnActorsInSensors
class  FOnAnyInputEvent
class  FOnAttributeChanged
class  FOnBookClosed
class  FOnBookInitialized
class  FOnCannotSaveDelegate
class  FOnDeactivateEffectCompleted
class  FOnEntitySpawnDelegateDynamic
class  FOnFadedOut__LockPickUIWidget
class  FOnFinishedFadeInDelegate
class  FOnFinishedFadeOutDelegate
class  FOnFinishSloMoDelegate
class  FOnFloorReachedDelegate
class  FOnFocusInventoryDelegate__InventoryLootContainer
class  FOnFocusLootContainerDelegate__InventoryLootContainer
class  FOnForgetMemorizedEvent_BP
class  FOnGameplayEffectAppliedDymamicMulticastDelegate
class  FOnGameSavedDelegate
class  FOnGlossaryUnseenStateChanged
class  FOnGothicCharacterStateSpawned
class  FOnInventoryItemClickedDelegate
class  FOnItemClickedInventory
class  FOnItemEquipped
class  FOnItemNoLongerSensed
class  FOnItemSensed
class  FOnItemThrowed
class  FOnItemUnEquipped
struct  FOnlineSessionFindResult
class  FOnLoadingScreenTypeChanged
class  FOnMainMapLoadedComplete__G1RGameInstance
class  FOnMarkerSelectorVisibilityChanged__MapWidget
class  FOnMemorizedEvent_BP
class  FOnNeedNewPOIDelegate
class  FOnNotifyEvent
class  FOnOutlineStateChanged
class  FOnOverlapComponentExitDelegate
class  FOnOverlapEnterDelegate
class  FOnOverlapExitDelegate
class  FOnPageFlipped
class  FOnPlayerGoToSleep
class  FOnPlayerStateSet
class  FOnPOILostDelegate
class  FOnPostItemRemoved
class  FOnPreItemRemoved
class  FOnProjectileStop
class  FOnReceiveEventDelegate
class  FOnRemoveItemCompleted
class  FOnScrolledBP__AlkSimpleListViewWidget
class  FOnSharpenStateChanged
class  FOnSleepUIControllerActionDelegate
class  FOnStanceChangedDelegate
class  FOnSubtitleFinishedDisplay
class  FOnTargetDefeatedDelegate
class  FOnTargetDieDelegate
class  FOnTargetLostDelegate
class  FOnTopReachedDelegate
class  FOnUpdateMemorizedEvent_BP
class  FOnWorldFadeStateChanged
class  FOnWritingInitialized
struct  FOtherSpotOccupiedRequirements
struct  FOutlineComponentData
struct  FOutlineInteractor
struct  FOutlineRenderingData
struct  FOutlineStencilUsageData
struct  FOutlineVFX
struct  FOverrideFogCache
struct  FOverrideTimeByRange
struct  FOverrideVolumeCache
struct  FOwnedLooseGameplayTags
 Struct that keeps track of how many LooseGameplayTags were added to an AbilitySystemComponent. More...
struct  FOwnershipSettings
struct  FPageContent
struct  FParticlePoint
struct  FPathfollowModifyAvoidVelocitySettings
 Pathfollowing settings about how an agent should modify its velocity, when other agents are nearby. More...
struct  FPathfollowMoveFocusSettings
 Pathfollowing settings about where the current move focus (head turn, upper body rotation) is. More...
struct  FPerceivedAgent
struct  FPerceivedInteractiveObject
struct  FPerceptionAgentHandle
class  FPerceptionConditionDelegate
class  FPerceptionDelegate
struct  FPerceptionHandler
 Represents a character that wants to know when certain perception events occur. More...
struct  FPerceptionHandlerHandle
struct  FPerceptionHearingSettings
struct  FPerceptionSettings
struct  FPerceptionShortTermMemory
struct  FPerceptionShortTermMemoryFilter
 Meant to be short lived, don't keep this around for longer than one stackframe. More...
struct  FPerceptionSightSettings
struct  FPerceptionSmellSettings
struct  FPerceptionSoundAreaHandle
struct  FPersonalAreaOwnershipSettings
 Defines a characters Personal Ownership of one or more areas. More...
struct  FPersonalItemOwnershipSettings
struct  FPersonalRelationshipEvaluation
 How much two characters like each other on a personal level. More...
struct  FPickAndEquipMontage
struct  FPickpocketPerceptionSightSettings
 Perception sight settings for pickpocketing. More...
struct  FPickpocketTargetCharacterModifierSettings
 Target character modifier settings for pickpocketing. Makes it easier/more difficult for certain characters to be pick-pocketed by the player. This is not implemented as an attribute value as it is not supposed to change over time. More...
struct  FPlayerKeys
struct  FPlayerSaveData
struct  FPlayersSaveData
struct  FPointOfInterestInfo
class  FPostProcessCameraInputDelegate
class  FPostProcessInputDelegate
struct  FPresetTransitionEntry
struct  FProfileData
class  FProgressiveBoxCollisionDelegate
class  FProgressiveCapsuleCollisionTargetDetectionDelegate
class  FProgressiveCapsuleCollisionTargetLostDelegate
class  FProjectileCollideSignature
struct  FPursuedCrimeSet
struct  FPursuedCrimeSetup
struct  FPuzzleCreatureCounter
 @brief Represents a counter for a specific type of creature that is part of a puzzle. More...
struct  FPuzzleStepsCounter
class  FQuestStateChangedDelegate
struct  FQuestWidgetBucket
 FQuestWidgetBucket. More...
struct  FQueuedSmalltalkLine
struct  FQuickStops
struct  FRandomSequence
struct  FRandomSequencePlayer
struct  FRayPoints
class  FReachedClockTimeDelegate
class  FReachedInGameTimeDelegate
struct  FRegionDefinitionMap
struct  FRegionStoryActionCharacterCondition
struct  FRegionStoryActionQuestCondition
struct  FRelationshipEvaluation
 Container to remember what each modifier has output so far. More...
struct  FRelativeCrimeDataEntry
struct  FRememberedPerception
struct  FReplaceNavAreaPair
struct  FReplicatedInventoryMap
struct  FReplicatedQuestNameTimeMap
struct  FReplicatedQuestStateTimeMap
struct  FReplicatedStringMap
class  FRequestedSkipDelegate
struct  FRichCompoundInputHintRow
 FRichCompoundInputHintRow. More...
struct  FRichCompoundInputHintRow_Entry
 FRichCompoundInputHintRow_Entry. More...
struct  FRuneStats
struct  FSaveDataPayload
struct  FSaveGamePublicData
struct  FScarsVisualSettings
struct  FScoredCombatTarget
struct  FScoredItemAction
struct  FScriptableHLODBuildContext
 Copy of FHLODBuildContext (made BP accessible). More...
struct  FScriptGameplayAttributeRef
 Contains all data required to identify a single GAS attribute. More...
class  FScrollOffsetRowsChangedEventBP__DiscreteItemViewWidget
struct  FSelectedItemStats
class  FSelectionChangedDelegateBP__SettingsPageWidget
class  FSelectionChangedDelegateBP__SettingsRowWidget
class  FSelectionChangedEventBP__AlkFilterWidget
class  FSelectionChangedEventBP__DiscreteItemViewWidget
struct  FSensedAgentInfo
 When an agent successfully sensed someone, this contains when and where the other agent was sensed. More...
struct  FSettingDescription
 FSettingDescription. More...
class  FSettingsAppliedDelegate
struct  FSettingsMessageHandle
 FSettingsMessageHandle. More...
class  FShouldLandDelegate
class  FSimpleDelegate__DiscreteItemViewWidget
struct  FSimpleInventoryItemConfiguration
 Helper for Configuration of the Inventory You can add multipe inventorys to the widget. It will call the OnTabAddedEventBP for each Inventory to allow you to configure the Inventory and attach it to an Actor etc. More...
struct  FSingleLightModifier
struct  FSingleQuestSaveGameData
struct  FSingleStorySaveGameData
struct  FSixthSenseShape
class  FSlotClickedDelegate__InventorySlotData
class  FSomeQuestStateChangedDelegate
struct  FSpawnItemEvent
struct  FSpawnItemList
struct  FSpawnLocation
struct  FSpawnLocationArray
struct  FSpawnLocationQueryParams
struct  FSpawnpointConfig
struct  FSpawnSlot
struct  FSpellContext
struct  FSpellLevelRange
struct  FSpellsManaCost
struct  FStanceMapMontage
struct  FStartTurnDirections
struct  FStaticRelationshipEvaluation
 How much two guilds like each other. More...
struct  FStoryQuestRequirements
struct  FStoryRegionTraitSaveGameData
struct  FStorySaveGameData
struct  FStoryValueRequirements
struct  FStructBoneOverride
 Custom bone density/radius override struct. More...
struct  FSummonAIData
struct  FSuperArmorParams
class  FTabAddedEventBP__SimpleInventoryWidget
class  FTabChangedEventBP__TabSelectorWidget
struct  FTagClaimRequirements
struct  FTagMontage
struct  FTagMontageArray
struct  FTattooVisualSettings
struct  FTauntAnimationContainer
 Maps one Taunt-Tag to multiple animations. More...
struct  FTimeRangeRequirements
class  FTimerExpiredEventBP__DemoTimerWidgetBase
struct  FTimeSinceLastUseRequirements
struct  FTooltipInfoParameters
 The structure that the Item Added popup notification uses to show the data on screen. More...
struct  FTooltipInfoRecipe
class  FTopicKeyboardSelectionDelegate
struct  FTopicRules
 Nico Version. More...
class  FTopicSelectedDelegate
struct  FTradeListSellItemNew
struct  FTraderData
struct  FTraderDefinitionMap
struct  FTraderInventoryMap
struct  FTraderItem
class  FTradingMainOnCloseButton
struct  FTraversalInfo
struct  FTurn_Info
struct  FTurnDirections
struct  FUDeflectedFX
class  FUIViewStateChanged__Quest
struct  FUltraDynamicPostProcessSettings
struct  FUltraDynamicSkySettings
struct  FUltraDynamicWindSettings
struct  FUniqueNameRequirements
class  FUnseenStateChangedDelegate__AlkFilterWidgetFilter
class  FUnseenStateChangedDelegate__CraftingRecipeUIData
class  FUnseenStateChangedDelegate__InventoryMain
class  FUnseenStateChangedDelegate__InventorySlotData
struct  FUpdateHitsDataContainer
class  FValueChangedDelegate__SettingObject_Bool
class  FValueChangedDelegate__SettingObject_Enum
class  FValueChangedDelegate__SettingObject_Float
class  FValueChangedDelegate__SettingObject_Int
class  FValueChangedDelegate__SettingObject_KeyMapping
class  FValueChangedDelegateBP__SettingObjectWidget_Bool
class  FValueChangedDelegateBP__SettingObjectWidget_Enum
class  FValueChangedDelegateBP__SettingObjectWidget_Float
class  FValueChangedDelegateBP__SettingObjectWidget_Int
class  FValueChangedDelegateBP__SettingObjectWidget_KeyMapping
class  FValueChangedDelegateBP__SettingsRowWidget
class  FValueChangedEventBP__IntegerPickerWidget
struct  FVelocityBlendS
struct  FViewItemWidget_MouseSettings
 FViewItemWidget_MouseSettings. More...
struct  FVisualHitData
struct  FVoicelineAssignment
struct  FVoicelineData
struct  FVoiceTypeSubset
 References GenericVoicelines of a VoiceActor. Allows filtering to use only a specific subset of that voiceactor. More...
class  FWaitAbilityEndDelegate
class  FWaitDelayDelegateExtended
class  FWaitForAllPlayersToConfirmDelegate
class  FWaitTargetDataUsingActorDelegate
class  FWallWalkableFound
class  FWallWalkableNotFound
class  FWallWalkingJump
class  FWaterLevelChangedDelegate
class  FWeatherChangedDelegate
struct  FWeatherProbability
struct  FWeatherRequirements
struct  FWeatherSaveGame
class  FWeatherTransitionDelegate
struct  FWorldPointConfig
struct  FWorldPointSaveGameData
struct  FWorldPointsSaveGameData
class  U2DAudioSubsystem
class  U3DDebugCharacterWidget
class  UAbilityTask_ActConversationTopic
class  UAbilityTask_AI
 Scriptable AI Task, which can be used to let NPCs do multiple actions at the same time. More...
class  UAbilityTask_AlignCharacterAtLocation
 Moves the avatar character so that it on the given location perfectly. More...
class  UAbilityTask_AmbientConversation
class  UAbilityTask_Archery_PrepareAimedShot
 Lets the character start aiming (if it is not already) and tension the string to the specified ratio. Task ends once the wanted tension has been reached. More...
class  UAbilityTask_Archery_Shoot
class  UAbilityTask_Attack
class  UAbilityTask_CameraFade
 Ability task that fades the screen to black (or another color) and back. Activating this task will start a camera fade out (fade to black) effect. This task makes use of the APlayerCameraManager::SetManualCameraFade() and APlayerCameraManager::StopCameraFade() functions. This task will end after fading back in. More...
class  UAbilityTask_CastSpell
class  UAbilityTask_ChangePathfollowSettings
 Task pushes new FGothicPathfollowSetting to the stack of PathfollowingComponent and automatically pops it when task is ended. Be sure to end this task when you want to remove the given setting or use the timer version. More...
class  UAbilityTask_CheckClimb
class  UAbilityTask_CheckWallWalking
class  UAbilityTask_CheckWaterLevel
class  UAbilityTask_ConsumeItem
 Let the character consume an item and wait for all animations to finish. More...
class  UAbilityTask_CraftItems
class  UAbilityTask_CustomizeArmorWith
class  UAbilityTask_DirectMove
 Moves the character towards target location in a straight line, using MovementComponent directly without pathfollowing. This task allows moving a character without interrupting an existing pathfollowing request and while pathfollowing is paused. As this by-passes the PathfollowingComponent, it cannot use some of it's features like avoidance, MoveFocus (you need to update controller rotation!). More...
class  UAbilityTask_Dodge
class  UAbilityTask_DrawWeapon
class  UAbilityTask_Eat
class  UAbilityTask_EndEquip
class  UAbilityTask_EndInteraction
class  UAbilityTask_EnterAimingStance
class  UAbilityTask_EnterBlockingStance
class  UAbilityTask_FlyingManager
class  UAbilityTask_Follow
 Lets the Character follow to the given actor. More...
class  UAbilityTask_GiveItem
class  UAbilityTask_GiveItemToLook
class  UAbilityTask_GotoInteractionSpot
 Goto an interaction spot, fails the task if someone else claims it. More...
class  UAbilityTask_GotoPosition
 Lets the Character walk to the given position. More...
class  UAbilityTask_GotoPositionOutOfWay
class  UAbilityTask_GotoPreferredLocation
 Lets the Character walk to the given position. More...
class  UAbilityTask_GotoWaypoint
 Lets the Character walk to the given position. More...
class  UAbilityTask_GuideToLocation
 Lets the Character follow to the given actor. More...
class  UAbilityTask_HandleSubdialog
class  UAbilityTask_Interact_Ladder
class  UAbilityTask_InteractionSpot
 Task that is executed on an interaction spot. Automatically claims and unclaims the spot for you. More...
class  UAbilityTask_InteractionSpot_Montage
 Task done on an interaction spot that will play the given montage. More...
class  UAbilityTask_InteractionSpot_Montage_Sleep
 Special kind of UAbilityTask_InteractionSpot_Montage intended to work with UGameplayAbilitySleep. More...
class  UAbilityTask_InteractiveTraversal
class  UAbilityTask_InteractWith
 Let's the Character claim an interaction spot and execute its action. More...
class  UAbilityTask_JumpToWallClimbing
class  UAbilityTask_LaunchSpell
class  UAbilityTask_LeaveAimingStance
class  UAbilityTask_LeaveBlockingStance
class  UAbilityTask_LockPick
class  UAbilityTask_LootWorldContainer
class  UAbilityTask_MoveIntoPositionForInteraction
class  UAbilityTask_MoveRotateToLocation
 DEPRECATED: dont use in new code and best update the old one Moves and rotates/strafes to given transform while moving. More...
class  UAbilityTask_NavigationRequest
 Lets the Character walk to the given position. More...
class  UAbilityTask_NavLinkJump
class  UAbilityTask_Parkour
 AbilityTask used to for climbing up ledges or jump down form them or jumping over gaps. More...
class  UAbilityTask_Parkour_ClimbUp
class  UAbilityTask_Parkour_DropDown
class  UAbilityTask_Parkour_Jump
class  UAbilityTask_ParkourAction
 Performs a generic parkour action like jumping over a gap or pulling up on a ledge. More...
class  UAbilityTask_ParryAndRiposte
class  UAbilityTask_PickUpDroppedItem
class  UAbilityTask_PickUpItem
class  UAbilityTask_PlayLevelSequence
class  UAbilityTask_PlayMontage_Extended
class  UAbilityTask_PlayMontageAndWait_MultipleAnimationsForDifferentAbilities
class  UAbilityTask_PlaySlowMo
class  UAbilityTask_PutAwayItem
 Puts an item from the hands back into the inventory. More...
class  UAbilityTask_RidingCamTransition_Mount
 Aimed to do smooth camera transitions when mounting a creature. More...
class  UAbilityTask_Roll
class  UAbilityTask_SayVoiceline
class  UAbilityTask_ServerWaitForClientTargetData
class  UAbilityTask_SmoothPositionToSaddle
class  UAbilityTask_SmoothUnmounting
class  UAbilityTask_Speak
class  UAbilityTask_StandUp
class  UAbilityTask_StateBasedAction
class  UAbilityTask_StateBasedAnimation
class  UAbilityTask_StateBasedInputAction
class  UAbilityTask_SwapWeaponFromInventoryToAnother
class  UAbilityTask_Swim
 Helper task for UGameplayAbilitySwim. Handles enabling/disabling buoyancy from the current swim type (normal, diving) Automatically moves the player up towards the surface if need be. More...
class  UAbilityTask_TakeOutItem
class  UAbilityTask_TaskSequence
 Execute the given tasks in a sequence. More...
class  UAbilityTask_Taunt
class  UAbilityTask_TradeWith
 Trade with an NPC and wait until trading UI is closed. More...
class  UAbilityTask_TrasnsformCameraTransition
 Navigation using a GothicNavLinkCustomComponent (aka Gothic-SmartLink) is an AbilityTask, for it ensures automatic ending. More...
class  UAbilityTask_TriggerWallClimb
 Task used to trigger WallClimbing. Is kept alive while the character has WallClimbing state tag. More...
class  UAbilityTask_TurnTo
 Turns a character in place to face the given direction. More...
class  UAbilityTask_UndrawWeapon
class  UAbilityTask_UpdateAttackAxis
class  UAbilityTask_UpdateAttackMagnet
class  UAbilityTask_UpdateAttackMotionBase
class  UAbilityTask_UpdateAttackMotionWarping
class  UAbilityTask_UpdateAttackOrientation
class  UAbilityTask_UpdateChargeAttack
 Helps at aiming when performing a charge. Looks for targets and runs towards them depending on our input. Heavy dependent on how the charge notify is set. More...
class  UAbilityTask_UpdateClimb
class  UAbilityTask_UpdateDiggingAttack
class  UAbilityTask_UpdateFishingBait
class  UAbilityTask_UpdateFlyingAttackMagnet
class  UAbilityTask_UpdateHits
class  UAbilityTask_UpdatePOI
class  UAbilityTask_UpdateRiposteMagnet
class  UAbilityTask_UpdateRotation
class  UAbilityTask_UpdateRotationToTarget
class  UAbilityTask_UpdateRotationToTargetCharge
class  UAbilityTask_UpdateRotationToTargetDodge
class  UAbilityTask_UpdateRotationToTargetMeleeMagnet
class  UAbilityTask_UpdateRotationToTargetWithDirection
class  UAbilityTask_UpdateTarget
class  UAbilityTask_UpdateTraverse
class  UAbilityTask_UpdateWallClimbing
 Task used to update WallClimbing as NPCs, using a Spline to sample the current climb direction from. More...
class  UAbilityTask_UpdateWaterWeapon
class  UAbilityTask_WaitAbilityEnd
 Waits for the actor to end another ability. More...
class  UAbilityTask_WaitDelay_Extended
class  UAbilityTask_WaitForAllPlayersToConfirm
 Ability task that waits for all the players to confirm sleep. This ability must run on the server. More...
class  UAbilityTask_WaitForTagToBeRemoved
class  UAbilityTask_WaitPressAxis
class  UAbilityTask_WaitPressInput
class  UAbilityTask_WaitSeconds
class  UAbilityTask_WaitTargetDataUsingActor
 Waits for TargetData from an already spawned TargetActor and does NOT destroy it when it receives data. More...
class  UAbilityTask_WaitUntilCanMove
 Waits until the Avatar is able to take movement commands again (State.LockMovement). More...
class  UAbilityTask_WaitUntilLookForward
class  UAbilityTask_WaitUntilNoLongerBlocked
class  UAbilityTask_WallWalkingJump
class  UAbilityTask_WarpTransform
class  UAbilityTaskBase
class  UAbilityTaskCoroutine
 Ability Task allowing to be scripted like a Coroutine from Angelscript. More...
class  UAbilityTaskGeneric
 Ability Task with generic Delegates for success, failure, cancel. More...
class  UAbilityTimeSkippable
class  UAchievementsHelper
class  UActionKeywords
class  UActionKeywords_Consume
class  UActivableActor
class  UActivePersonalRelationshipModifier
 Kind of personal relationship modifier that you can add to a specific character, allowing to store data and be more dynamic. More...
class  UActivePersonalRelationshipModifier_SingleCharacter
 Active PersonalRelationship Modifier that is about a single character. More...
class  UActorUtils
class  UAddsStaticInteractionSpots
class  UAIAgentBlueprintUtils
class  UAIAgentConfig
class  UAIAgentConfig_Navigation
class  UAIAssessmentResponseModule
 Contains one or more rules on what to do when some event was assessed. More...
class  UAICombatTargetScoringEntry
class  UAICombatTargetScoringEntryManager
class  UAIEventResponse
class  UAIGASLibrary
class  UAIGothicCharacterMixins
class  UAIGothicCharacterStateMixins
class  UAIGroup_Combat_Base
class  UAIItemActionScoringEntry
class  UAIItemActionScoringEntryManager
class  UAirConfig
 This class is Angel Scriptable only. More...
class  UAIScriptLibrary
class  UAIState_DailyRoutine
 Base-task for the daily routines the characters are supposed to have. The AI switches to Daily Routines, if there are no other things to do right now. More...
class  UAIState_DailyRoutine_RandomInteractions
 Base AIState that executes random interactions. Handles timeskipping Implement StartNextInteraction(), GetNextSpotForSimulation(), GatherAllPotentialInteractionSpots(). More...
class  UAIState_RandomInteractions_ChainedSpots
 AIState that executes random interactions on specific spots. The spots are visited in the order that the user provides. Upon reaching the final spot, the character can loop the spot list or visit the spots in reversed order. Useful for patrolling behaviour. More...
class  UAIState_RandomInteractions_RandomSpots
 AIState that executes random interactions on random spots near the preferred location. Spots and interactions are selected based on chance and if the spot supports the interaction. Useful to imitate natural, random behaviour in a specific area and roaming behaviour. More...
class  UAIState_SelfConversation
 Ambient self conversation. Meant to be used in paralell with other states, so that characters can say something without interrupting their interactions. More...
class  UAIValueSet
 Lets you store variables across AI states. More...
class  UAIWorldEvent
 World-wide AI event. (e.g. Concert at Old Camp Market). More...
class  UAIWorldEventExplicit
 World-wide AI event that needs to be explicitly activated via gameplay code. More...
class  UAIWorldEventSubsystem
class  UAIWorldEventTimeBased
 World-wide AI event that auto-activates on specific days. More...
class  UAlkButtonBoxWidget
 UAlkButtonBoxWidget. More...
class  UAlkFilterCategory
 UAlkFilterCategory. More...
class  UAlkFilterWidget
 UAlkFilterWidget. More...
class  UAlkFilterWidgetFilter
 UAlkFilterWidgetFilter. More...
class  UAlkListView
 UAlkListView. More...
class  UAlkRichTextBlock
 UAlkRichTextBlock. More...
class  UAlkSimpleListViewWidget
 UAlkSimpleListViewWidget. More...
class  UAlkUserWidget
 UAlkUserWidget. More...
class  UAlkVerticalBox
 UAlkVerticalBox. More...
class  UAlkVerticalBoxSlot
 UAlkVerticalBoxSlot. More...
class  UAlkViewItem
class  UAmbientAnimInstance
class  UAmbientLife
class  UAmbientLifeConfig
class  UAmbientPerceptionComponent
class  UAngelscriptAssetCookSettings
class  UAnimatedBookSubsystem
 Simple world subsystem for quickly retrieving the book capture actor. More...
class  UAnimatedBookUIWidget
 Base C++ class for W_AnimatedBookUI. More...
class  UAnimConfig
class  UAnimInstance_AmbientLife
class  UAnimInstanceLayerFishingRod
class  UAnimMontageFunctionLibrary
class  UAnimNotify_ArrowToBowOrCrossbow
class  UAnimNotify_AttachAmmo
class  UAnimNotify_AttachItemToCarry
class  UAnimNotify_AttachWeapon
class  UAnimNotify_Base
class  UAnimNotify_Block
class  UAnimNotify_BreakLockPick
class  UAnimNotify_CallMount
class  UAnimNotify_CameraShake
class  UAnimNotify_CancelAbility
class  UAnimNotify_CastAnimationMontageSetPlayRate
class  UAnimNotify_ChangeMaterial
class  UAnimNotify_ChangePose
class  UAnimNotify_DeattachAmmo
class  UAnimNotify_DeattachWeapon
class  UAnimNotify_DetachItemToCarry
class  UAnimNotify_DropWeapon
class  UAnimNotify_EjectRider
class  UAnimNotify_EndCastSpell
class  UAnimNotify_ExecuteCue
class  UAnimNotify_FireSpellProjectile
class  UAnimNotify_FreezeFrame
class  UAnimNotify_GameplayCueEvent
class  UAnimNotify_GameplayMessage
class  UAnimNotify_GameplayTagEvent
class  UAnimNotify_HandToQuiver
class  UAnimNotify_InsertLockPick
class  UAnimNotify_Interact
class  UAnimNotify_InteractProp_Hidden
class  UAnimNotify_InteractProp_Spawn
class  UAnimNotify_InteractProp_UnSpawn
class  UAnimNotify_Invisible
class  UAnimNotify_ItemPickupComplete
class  UAnimNotify_Jump
class  UAnimNotify_KnockbackFinish
class  UAnimNotify_LaunchSpell
class  UAnimNotify_MoveFromBoneToBone
class  UAnimNotify_NPCLoot
class  UAnimNotify_PlayCustomFX
class  UAnimNotify_PlayCustomFXByActorTag
class  UAnimNotify_PlayCustomLoopingFX
class  UAnimNotify_PlayFX
class  UAnimNotify_PlayLoopingFX
class  UAnimNotify_PlayMontage
class  UAnimNotify_PlayNiagaraEffectByTag
class  UAnimNotify_Ragdoll
class  UAnimNotify_ReactableAttackPerception
class  UAnimNotify_RecoverRune
class  UAnimNotify_ReleaseBowString
class  UAnimNotify_RemoveLockPick
class  UAnimNotify_RemoveTag
class  UAnimNotify_ReorientToTarget
class  UAnimNotify_ResetPivot
class  UAnimNotify_RiposteDamage
class  UAnimNotify_Rumble
class  UAnimNotify_SaveFloat
class  UAnimNotify_SayVoiceline
class  UAnimNotify_SendGlobalEvent
class  UAnimNotify_SetCinematicCamera
class  UAnimNotify_SetCombatStance
class  UAnimNotify_SetMovementMode
class  UAnimNotify_SetMovementState
class  UAnimNotify_Shoot
class  UAnimNotify_ShootBait
class  UAnimNotify_Slime
class  UAnimNotify_SpawnActor
class  UAnimNotify_SpawnItem
class  UAnimNotify_Stance
class  UAnimNotify_StopFX
class  UAnimNotify_SwimType
class  UAnimNotify_ThrowRuneScroll
class  UAnimNotify_TransferItem
class  UAnimNotify_TransformSpellItemVisual
class  UAnimNotify_UnAttach_Weapon
class  UAnimNotify_WallclimbingFall
class  UAnimNotifyState_AmbientAnimationProp
 Attaches a static mesh to a socket while active. Only to be used for ambient animations, it's purely visual. More...
class  UAnimNotifyState_ArcheryQuickReleaseBowString
class  UAnimNotifyState_Base
class  UAnimNotifyState_Block
class  UAnimNotifyState_BufferActions_Gamepad
class  UAnimNotifyState_BufferActions_Mouse
class  UAnimNotifyState_CancelComboWindow
class  UAnimNotifyState_CanReorient
 @jmarin: To be deprecated/deleted? More...
class  UAnimNotifyState_CanRoll
class  UAnimNotifyState_CantFollow
class  UAnimNotifyState_Charge
class  UAnimNotifyState_CollResp
class  UAnimNotifyState_Combo
class  UAnimNotifyState_Damage
class  UAnimNotifyState_Deflectable
class  UAnimNotifyState_DisableCapsule
class  UAnimNotifyState_DisableSubcapsule
class  UAnimNotifyState_DodgeAndBlockWindow
 
  • Allows to dodge and block while some abilities that block them are active
More...
class  UAnimNotifyState_EarlyBlendout
class  UAnimNotifyState_ExagerateHitAnims
class  UAnimNotifyState_ExecutionMagnet
class  UAnimNotifyState_FlyingMagnet
class  UAnimNotifyState_GothicDisableRootMotion
class  UAnimNotifyState_Invencibility
class  UAnimNotifyState_Invulnerable
class  UAnimNotifyState_LimitLedgeFalling
class  UAnimNotifyState_MagnetBase
class  UAnimNotifyState_ManuallyReorient
class  UAnimNotifyState_ManuallyReorientBack
class  UAnimNotifyState_ManuallyReorientLeft
class  UAnimNotifyState_ManuallyReorientRight
class  UAnimNotifyState_MeleeAttackMotionWarping
class  UAnimNotifyState_MeleeMagnet
 @jmarin: To be deprecated. We'll use UAnimNotifyState_MeleeAttackMotion More...
class  UAnimNotifyState_ModifyPlayRate
class  UAnimNotifyState_MovementAction
class  UAnimNotifyState_MoveToFirstPoint
class  UAnimNotifyState_OverrideRotationWithMovementRotation
class  UAnimNotifyState_Parry
class  UAnimNotifyState_ParryB
class  UAnimNotifyState_PlayCue
class  UAnimNotifyState_Reorient
class  UAnimNotifyState_ReorientAttack
class  UAnimNotifyState_ReorientBack
class  UAnimNotifyState_ReorientPivotRotation
class  UAnimNotifyState_ReorientToTarget_Custom
class  UAnimNotifyState_ResetStates
class  UAnimNotifyState_RiposteMagnet
class  UAnimNotifyState_RootMotionMultiplier
class  UAnimNotifyState_SetRootMotionScale
class  UAnimNotifyState_SetTagState
class  UAnimNotifyState_Shrink
class  UAnimNotifyState_SitOnSaddle
class  UAnimNotifyState_SmoothUnmounting
class  UAnimNotifyState_SuperArmorMultiplier
class  UAnimNotifyState_TransformScrollWindow
class  UAnimNotifyState_UseFov
class  UArcheryComponent
class  UAreaContainerDetector
class  UAreaTagRegionTrait
 Marks the enclosed area to belong to a certain AreaTag. (Used for ownership and crime detection). More...
class  UArmorCustomization
 UCraftingMain. More...
class  UArmorCustomization_Main
 UCraftingMain. More...
class  UArmorCustomizationSlotData
 UArmorCustomizationSlotData. More...
class  UArmorDefinition
class  UArmorUpgradeDefinition
class  UArmorVisualsDefinition
class  UArrowsStuckComponent
class  UAttackCapsuleLoopConfig
class  UAttackConeLoopConfig
class  UAttackConfig
class  UAttackLoopConfig
class  UAttackMeleeConfig
class  UAttackMeleeLadderConfig
class  UAttackPoseDirectionConfig
class  UAttackRiposteConfig
class  UAttackSpawnActorConfig
class  UAttackThrowConfig
class  UAttributeSet_Alcohol
class  UAttributeSet_Armor
class  UAttributeSet_Dexterity
class  UAttributeSet_Health
class  UAttributeSet_LevelProgression
class  UAttributeSet_Lockpicking
 Lockpicking attributes. More...
class  UAttributeSet_Mana
class  UAttributeSet_Movement
class  UAttributeSet_Oxygen
class  UAttributeSet_Pickpocketing
class  UAttributeSet_Sleep
 Handles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes. More...
class  UAttributeSet_Strength
class  UAttributeSet_Swampweed
class  UAttributeSetBase
class  UAttributeSetChangeListenerComponent
class  UAttributeSetProgressBar
 The progress bar logic for an attribute set. More...
class  UAudioEnvironmentRegionTrait
class  UAudioRegionTrait
class  UAudioSnapshotSettings
class  UAutomatedTestLibrary
class  UBaitDefinition
class  UBarrierCharacterHandler
class  UBarrierCharacterState
class  UBarrierCharacterStateDomeProximity
class  UBarrierCharacterStateWithEffect
class  UBarrierCharacterStateWithSound
class  UBarrierEffectHandler
class  UBaseGothicAnimInstance
class  UBaseStatsConfig
class  UBehaviorModuleComponent
class  UBehaviorModuleOwner
class  UBiomeWeatherProbabilitiesDataTable
class  UBipedIKAnimInstance
class  UBipedIKConfig
class  UBipedLocomotionAnimInstance
class  UBipedMagicAnimInstance
class  UBipedMeleeCombatAnimInstance
class  UBipedRangedCombatAnimInstance
class  UBipedRidingAnimInstance
class  UBlockAbilitiesRegionTrait
class  UBloodCharacterConfig
class  UBloodPuzzleSwitchBase_Component
class  UBoneConstraintsConfig
class  UBookCoverConfiguration
class  UBossfightMusicRegionTrait
class  UBowAnimInstance
class  UBowComponent
class  UBowItemAnimConfig
class  UBoxNavObstacleComponent
 Use for objects to block away NavMesh. More...
class  UBoxNavShapeComponent
 Use for objects to block away NavMesh. More...
class  UBreakableProjectileDefinition
class  UBudgetSystem
class  UBudgetSystemStatics
class  UBuoyantForceComponent
 Applies Buoyant forces to physics objects. This component is inactive by default to save CPU cycles (does not tick by default) Once activated, the component will start ticking but the physics/buoyancy simulation will only start when the object is overlapping a water volume. More...
class  UButtonWidget
 UButtonWidget. More...
class  UCameraDefinition
class  UCameraFadeManager
class  UCapsuleNavObstacleComponent
 Use for static objects to block away NavMesh. More...
class  UCarryComponent
 Equipped: This means an object is ACTIVE on a character (e.g., a weapon currently in hand or armor in an active armor slot). The specific "how" or "why" isn't the focus here; the key is that "Equipped" equals "Active. More...
class  UCastingBeginEventData
class  UChangelogContentEntry
 UChangelogContentEntry. More...
class  UChangelogIndexEntry
 UChangelogIndexEntry. More...
class  UChangelogWidget
 UChangelogWidget. More...
class  UCharacterAIState
 High-level AI state. These should be used to combine existing tasks to make up a new behavior. For example, one state could be "Do daily routine", another one could be "In Combat". More...
class  UCharacterAIState_DoInteractionOnce
class  UCharacterAIState_MoveToPlayerOnce
class  UCharacterAttackMixin
class  UCharacterBloodSettings
class  UCharacterConfig
 This class is Angel Scriptable only. More...
class  UCharacterDailyRoutineVisualsConfig
class  UCharacterDefinition
class  UCharacterEffectComponentsConfig
class  UCharacterFeaturesConstantMaterialHandler
class  UCharacterFeaturesDynamicMaterialHandler
class  UCharacterFeaturesMaterialHandler
class  UCharacterPerceptionComponent
class  UCharacterPersonalSpaceSubsystem
 Allows to run queries about where space is available around a character. Checking for NavMesh border and other characters. This is not testing collisions, but the skeletal mesh box extents! Use static functions for single queries. Use StartTrackingCharacter() to debug draw available space. More...
class  UCharacterRelationshipComponent
 Component that serves as API from the Character to the Relationship System. More...
class  UCharacterStatePersistentDataSubsystem
 Saves NPC related character data. More...
class  UCharacterStateProvider
class  UCharacterTargetConfig
class  UCharacterTrinketsComponent
class  UCharacterVisualFeaturesDefinition
class  UCharacterVisualsComponent
class  UCharacterVisualsDefinition
class  UCharacterVisualsGameInstanceSubsystem
class  UCheatModeHelper
class  UCheckBoxWidget
 UCheckBoxWidget. More...
class  UChooseBaitWidget
class  UCinematicMainWidget
class  UCinematicRegionTrait
class  UClientAuthoritativeAbilityTask
class  UClientAuthoritativeCharacterMovementComponent
 Intended to be used together with AClientAuthoritativeCharacter & AClientAuthoritativePlayerController. More...
class  UClimbingAnimConfig
class  UClimbingConfig
class  UClockTimeLibrary
class  UClockTimeMixins
class  UCombatConfig
class  UCombatDifficultySettings
class  UCombatTargetMarkerWidget
class  UCombatTargetPointComponent
class  UComboAttackConfig
class  UConsoleStringData
class  UConsoleWidget
class  UConsumablesData
class  UContactShadowsOnlyNoWPOWorldPartitionHLODModifier
 Disables DynamicShadows, enables ContactShadows, disables WorldPositionOffset. More...
class  UContactShadowsOnlyWorldPartitionHLODModifier
 Disables DynamicShadows, enables ContactShadows. More...
class  UContainerManagerWidget
class  UControlCharacterComponent
class  UConversationCameraHeightAdjustSpeaker
class  UConversationCameraLightingAdjuster
class  UConversationCameraPresetBase
class  UConversationCameraPresetCenterOffset
class  UConversationCameraPresetFocusActor
class  UConversationCameraPresetFoVAngle
class  UConversationCameraPresetListenerOffset
class  UConversationCameraPresetSpeakerOffset
class  UConversationCameraPresetWorldSpace
class  UConversationCharacterSettings
 Settings class that is auto-collected an applied to all characters matching the given UniqueName. More...
class  UConversationGroup
 Group that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation. More...
class  UConversationSettingsV2
class  UConversationStatics
class  UConversationTopic
 Represents a single conversation topic, ie. a choice that the player can choose in the UI or something that an NPC wants to talk about once you get near them. More...
class  UConversationTopicSet
 Container for all topics that a character can be about with in a specific situation. These will usually contain all root-level topics of a character. More...
class  UConversationTopicWidget
class  UConversationVoicelineData
class  UConversationWidget
 Widget to be shown while a conversation is active. More...
class  UCookExcludeSettings
class  UCraftingIngredientUIData
 UCraftingIngredientUIData. More...
class  UCraftingInProgress
class  UCraftingMain
 UCraftingMain. More...
class  UCraftingMenu
 UCraftingMenu. More...
class  UCraftingRecipeUIData
 UCraftingRecipeUIData. More...
class  UCrashReportStructs
class  UCreditsParser
 The purpose of this class is to access the credits.txt file and parse it into the document. More...
class  UCreditsScreenWidget
class  UCreditsSection
 A section of the settings. Can be multiple lines of text or an image, never both. Needs to be a UObject for the UI (ItemViews expect an array of UObjects as input). More...
class  UCrimeMemoryPersistentDataSubsystem
class  UCrimeMemorySubsystem
class  UCrimeSubsystemConfig
class  UCrossbowComponent
class  UCrossbowItemAnimConfig
class  UCrosshairInterface
class  UCueVisualConfig
class  UCueVisualConfig_Charm
class  UCueVisualConfig_Electrified
class  UCueVisualConfig_Possessed
class  UCueVisualConfig_Possessing
class  UCueVisualConfig_Pyrokinesis
class  UCueVisualConfig_Sleep
class  UCueVisualConfig_Summoned
class  UCueVisualConfig_Transformed
class  UCurveRootMotion
class  UCustomNavCollisionStaticMeshComponent
 This is a StaticMeshComponent that allows for some additional features regarding NavCollision and PhysicsCollision. More...
class  UDailyRoutineSimulationComponent
class  UDailyRoutineSimulationSubsystem
class  UDataConfigPreloadable
class  UDataModule
class  UDataModule_Animation
class  UDataModule_BaseStats
class  UDataModule_Combat
class  UDataModule_Container
class  UDataModule_Locomotion
class  UDataModule_LookAt
class  UDataModule_Targeting
class  UDataModuleComponent
class  UDataModuleLibrary
class  UDataModuleOwner
class  UDebugConsoleCommands
class  UDebugControlWidget
class  UDebugFogComponent
class  UDebugPlayerWidget
class  UDebugScriptLibrary
class  UDecorator_CompoundInputHint
 UDecorator_CompoundInputHint. More...
class  UDecorator_InputHint
class  UDelegateHandleContainer
class  UDemoGratitudeWidgetBase
 UDemoGratitudeWidgetBase. More...
class  UDemoTimerWidgetBase
 UDemoTimerWidgetBase. More...
class  UDEPRECATED_AIInventoryLibrary
class  UDEPRECATED_AnimNotify_Prop
class  UDEPRECATED_AnimNotify_Prop_Drop
class  UDEPRECATED_AnimNotify_Prop_Spawn
class  UDEPRECATED_AnimNotify_Prop_Unspawn
class  UDetailArrowComponent
class  UDetailBillboardComponent
 Same as the regular billboard component, but allows distance culling in the editor. More...
class  UDifficultyManagerSubsystem
 Difficulty manager: Base class that modifies the state of the difficulty and works as a bridge to read and access current difficulty settings. This class is supposed the store the difficulty of the current active profile. More...
class  UDifficultyPreset
class  UDifficultySelectionPageWidget
 UDifficultySelectionPageWidget. More...
class  UDifficultySettings
class  UDifficultySlotInfo
 UDifficultySlotInfo. More...
class  UDiscreteItemViewWidget
 UDiscreteItemViewWidget. More...
class  UDisposable
class  UDisposableGroup
class  UDocument
 Document, readable by the Player. More...
class  UDocumentElement
class  UDocumentElementBulletList
class  UDocumentElementChapterHeading
class  UDocumentElementChapterHeadingWidget
class  UDocumentElementEnumeratedList
class  UDocumentElementImage
class  UDocumentElementImageWidget
class  UDocumentElementList
class  UDocumentElementListWidget
class  UDocumentElementPageBreak
class  UDocumentElementParagraph
class  UDocumentElementParagraphWidget
class  UDocumentElementQuote
class  UDocumentElementQuoteWidget
class  UDocumentElementSectionHeading
class  UDocumentElementSectionHeadingWidget
class  UDocumentElementViewItemWidget
 UDocumentElementViewItemWidget. More...
class  UDocumentElementWidget
class  UDocumentPage
class  UDocumentPageWidget
 Contains a full document page. More...
class  UDocumentSegment
class  UDocumentSubsystem
class  UDocumentWidget
 Shows a document like a Book or Scroll. (potentially multi-page). More...
class  UDodgesData
class  UDoorAnimInstance
class  UDoorInteractiveComponent
class  UDoorInteractiveExtraData
class  UDrugDebuffThreshold
class  UDummyGothicDynamicWeatherController
class  UEditorFunctionsLibrary
class  UEditorWidgetUtils
class  UEffectComponentActivatedByTag
class  UEffectComponentActivatedByTagGAS
class  UEffectComponentBase
class  UEffectComponentBlueprintLibrary
class  UEffectComponentConfiguration
class  UEffectComponentFactory
class  UEnvironmentContext
class  UEnvironmentLightIntensityCaptureComponent
class  UEnvironmentManagerCharacterStatics
class  UEquipData
class  UEquippedWearablesBar
class  UExchangeDailyRoutineRegionTrait
 Changes the daily routine of one or more characters when activated. More...
class  UExecutionData
class  UFaceBlendshapeUserData
class  UFAIAssessmentResponseRulesMixins
class  UFastActorOverlapBoxComponent
 Box component specialized to detect Overlaps with other actors in an efficient way. More...
class  UFBiomeWeatherProbabilities
class  UFCharacterUniqueNameMixins
class  UFClockTimeStatics
class  UFeedbackData
class  UFileUtils
class  UFInGameTimeStatics
class  UFireActorDefinition
class  UFireVisualComponent
class  UFishDefinition
class  UFishingRodDefinition
class  UFishingWidget
class  UFItemActionHandlerMixins
class  UFloatCurveMixins
class  UFloatingItemClassSelectorConfig
class  UFloatingItemEffectComponent
class  UFloatingItemEffectComponentConfig
class  UFloatingItemSelector
class  UFlyConfig
 This class is Angel Scriptable only. More...
class  UFMemoryFilterMixins
class  UFocalPointComponent
 Component acting like the AIControllers FocalPoint API, but usable also for player characters. This allows giving different priorities to focal points, so multiple abilities/tasks can set and clear facal points without overwriting the settings of other code. More...
class  UFoodDefinition
class  UFootstepTag
class  UFPerceptionSightSettingsMixin
class  UFPerceptionSmellSettingsMixin
class  UFPursuedCrimeSetMixins
class  UFreepointActionTagList
class  UFreepointManagerConfig
class  UFrontEndStackWidget
class  UG1RAbilitySystemGlobals
 Child class of UAbilitySystemGlobals. Do not try to get a reference to this or call into it during constructors of other UObjects. It will crash in packaged games. More...
class  UG1RAssetManager
class  UG1RGameInstance
class  UG1RGameplayTagMixins
class  UG1RGameQueryComponent
class  UG1RPhysicsMaterial
class  UGameOverWidget
class  UGameplayAbility_AI
 This serves as a simple AbilityTask executor for more specific AI implementations. More...
class  UGameplayAbility_CharacterAI
 Characters that have this ability will have the ability to think for themselves! More...
class  UGameplayAbility_EquipItem
class  UGameplayAbility_EquipWaterWeapon
class  UGameplayAbility_MountCheckUnrideableZone
class  UGameplayAbility_PlayerPerception
class  UGameplayAbilityActivateStation
class  UGameplayAbilityAim
class  UGameplayAbilityAmbientConversation
 Conversation Ability that is used to do back-and-forth conversations between characters without going into a proper conversation state (with UI, camera, etc). Gameplay can still continue as normal while playing these. More...
class  UGameplayAbilityArchery
class  UGameplayAbilityAttackBase
class  UGameplayAbilityAttackCharge
class  UGameplayAbilityAttackDig
class  UGameplayAbilityAttackLoop
class  UGameplayAbilityAttackMelee
class  UGameplayAbilityAttackRiposte
class  UGameplayAbilityAttackSpawnActor
class  UGameplayAbilityAttackThrow
class  UGameplayAbilityAttackUnstoppableCharge
class  UGameplayAbilityAttributeLevelUp
 Ability that handles the gameplaytag-based attribute level-ups. Runs on the server. More...
class  UGameplayAbilityBase
 Gothic specific Gameplay-Ability. This class contains our extensions to the regular UGameplayAbility and shall be used as base-class for all Abilities created for the game. More...
class  UGameplayAbilityBase_Combat
class  UGameplayAbilityBase_Locomotion
class  UGameplayAbilityBaseHit
class  UGameplayAbilityBedroll
class  UGameplayAbilityBlockingInteraction
class  UGameplayAbilityBreakArmorHit
class  UGameplayAbilityCallInteractFunction
class  UGameplayAbilityCallMount
 Abiity used to call the mount (The rideable scavenger) so it gets close to the character. More...
class  UGameplayAbilityCastFishingRod
class  UGameplayAbilityCastRechargeableSpell
class  UGameplayAbilityCastSpell
class  UGameplayAbilityCastTransform
class  UGameplayAbilityCheckClimb
class  UGameplayAbilityCinematicActor
class  UGameplayAbilityCombatStanceSelector
class  UGameplayAbilityConsumeQuick
class  UGameplayAbilityConversationV2
class  UGameplayAbilityConversationV2WithUI
class  UGameplayAbilityCoverHead
 Ability that will make characters cover their heads (e.g. when walking in rain). More...
class  UGameplayAbilityCrafting
class  UGameplayAbilityCreatureBasic
class  UGameplayAbilityCreatureEnvironmentAttack
class  UGameplayAbilityCreatureSpecialState
class  UGameplayAbilityCrosshair
class  UGameplayAbilityCrouch
class  UGameplayAbilityCustomizeArmor
 This Ability runs on the Player while an NPC is customizing the Player's Armor. More...
class  UGameplayAbilityDeath
class  UGameplayAbilityDebuffEffect
 This ability is useful to block and cancel abilities when a character gets a debuff effect like freeze. More...
class  UGameplayAbilityDefeated
class  UGameplayAbilityDeflectedHit
class  UGameplayAbilityDodge
class  UGameplayAbilityDoor
class  UGameplayAbilityDrugDebuff
class  UGameplayAbilityEatItem
class  UGameplayAbilityEffectBase
class  UGameplayAbilityEffectStation
class  UGameplayAbilityEndRiding
class  UGameplayAbilityEnsureWeaponUnequipped
class  UGameplayAbilityEquipWeaponAuto
class  UGameplayAbilityExecution
class  UGameplayAbilityFalling
class  UGameplayAbilityFloatingItem
class  UGameplayAbilityFloatingItemEffect
 @DE This ability is applied to the effect owner to cancel or blocks abilities like other effectBase abilities do with their altered states. This ability must be overriden on AngelScript. This ability is controlled by the visual effect. The ability that controls the floating item behaviour is UGameplayAbilityFloatingItem. More...
class  UGameplayAbilityFloatMovement
class  UGameplayAbilityFly
class  UGameplayAbilityForceConversation
class  UGameplayAbilityGesture
class  UGameplayAbilityGetPettedWhileLaying
class  UGameplayAbilityGetPettedWhileStanding
class  UGameplayAbilityGiveItemToCharacter
class  UGameplayAbilityGroundedMovement
class  UGameplayAbilityHit
class  UGameplayAbilityHitPhaseChange
class  UGameplayAbilityHitRiposte
class  UGameplayAbilityInLavaMovement
class  UGameplayAbilityInteract
class  UGameplayAbilityInteractFreePoint
class  UGameplayAbilityInteractionBase
class  UGameplayAbilityInteractSecondary
class  UGameplayAbilityInteractWallClimb
class  UGameplayAbilityInWaterMovement
class  UGameplayAbilityJump
class  UGameplayAbilityLanding
class  UGameplayAbilityLavaExtractor
class  UGameplayAbilityLever
class  UGameplayAbilityLightHit
class  UGameplayAbilityLocomotionAction
class  UGameplayAbilityLoot
class  UGameplayAbilityMagicBase
class  UGameplayAbilityMagicCombatStance
class  UGameplayAbilityManagePetInteractiveObject
class  UGameplayAbilityManageTagUpdate
 Ability to manage some small logic depending on the tags added/removed, not tied to specific ability. More...
class  UGameplayAbilityMemory
class  UGameplayAbilityMessage
class  UGameplayAbilityMining
class  UGameplayAbilityMovement
 This ability is in charge of sending the input to character InputMovement, there might be other classes like LocomotionAnimInstance, notifies that do not use the input this ability sends as there is some delay added in purpose, and uses the actual controller. Check UGameplayAbilityMovement::MoveCharacter function to find that delay. More...
class  UGameplayAbilityMovement_Debug
class  UGameplayAbilityMovementOverride
class  UGameplayAbilityMumble
class  UGameplayAbilityNeedDebuffsBase
 Generic ability to apply debuffs based on a fluctuating survival need (Fatigue, Thirst, Hunger). Runs on the server. More...
class  UGameplayAbilityNeedHourlyEffectBase
class  UGameplayAbilityOpen
class  UGameplayAbilityOpenContainer
class  UGameplayAbilityParriedHit
class  UGameplayAbilityParry
class  UGameplayAbilityPassiveHourlyEffectBase
 Base class for passive (always active) abilities that execute a gameplay effect every N hour(s). N comes from an attribute value and can be fractional. Supports game time fast-forwarding. More...
class  UGameplayAbilityPet
class  UGameplayAbilityPhotoMode
class  UGameplayAbilityPick
class  UGameplayAbilityPickAndCarry
class  UGameplayAbilityPickAndEquip
class  UGameplayAbilityPickpocket
 Pickpocketing ability. Note that this class and UGameplayAbilityPick could use a common base class. More...
class  UGameplayAbilityPivot
class  UGameplayAbilityPossess
class  UGameplayAbilityPutDown
class  UGameplayAbilityPuzzleSwitch
class  UGameplayAbilityRagdoll
class  UGameplayAbilityReadWriting
class  UGameplayAbilityReceiveItemFromCharacter
class  UGameplayAbilityRecoverSleepTime
 Ability that automatically recovers sleep time. Runs on the server. More...
class  UGameplayAbilityRegenerateSuperArmor
class  UGameplayAbilityRide
class  UGameplayAbilityRoll
class  UGameplayAbilityScavenging
class  UGameplayAbilitySelfConversation
 To be used on the PlayerCharacter. Allows self starting AmbientConversations without any external triggers. More...
class  UGameplayAbilityShelveWeapon
class  UGameplayAbilitySkipTime
class  UGameplayAbilitySleep
class  UGameplayAbilitySmalltalk
 Smalltalk control ability. More...
class  UGameplayAbilitySmashMeatBug
class  UGameplayAbilitySpeak
 The ability to speak during a conversation. More...
class  UGameplayAbilitySpell_Telekinesis
class  UGameplayAbilitySpellBasic
class  UGameplayAbilitySpellBasicWithTarget
class  UGameplayAbilitySpellCameraBase
class  UGameplayAbilitySpellCommonProjectile
class  UGameplayAbilitySpellControl
class  UGameplayAbilitySpellControlDebug
class  UGameplayAbilitySpellCreaturePlayMontage
class  UGameplayAbilitySpellCreatureShrink
class  UGameplayAbilitySpellRechargeable
class  UGameplayAbilitySpellRepeatable
class  UGameplayAbilitySpellSummon
class  UGameplayAbilitySpellTargetable
class  UGameplayAbilitySpellTargetableWithDebuff
class  UGameplayAbilitySpellTeleport
class  UGameplayAbilitySpellTransform
class  UGameplayAbilitySprint
class  UGameplayAbilityStanceBlock
class  UGameplayAbilityStationTeleport
 @brief Gameplay ability for teleporting to a specific station. More...
class  UGameplayAbilityStatue
 @brief Gameplay Ability for interacting with rotating statue puzzles. Handles playing animations for interaction, turning the statue left/right based on input, tracking the current section, and sending events when the section changes. Allows leaving the interaction via input. More...
class  UGameplayAbilityStormOfFire
class  UGameplayAbilitySummon
class  UGameplayAbilitySwim
class  UGameplayAbilityTargetBase
class  UGameplayAbilityTargetCombat
class  UGameplayAbilityTargetItem
class  UGameplayAbilityTargetPointOfInterest
class  UGameplayAbilityTargetPOIPassive
class  UGameplayAbilityTaunt
class  UGameplayAbilityThrow
class  UGameplayAbilityThrowCharacter
class  UGameplayAbilityTorchStartFire
class  UGameplayAbilityTraceTarget
 Passive ability that trace a line and detect interactable objects. Used on Telekinesis Spell. More...
class  UGameplayAbilityTrading
class  UGameplayAbilityTraverse
class  UGameplayAbilityTrigger
class  UGameplayAbilityUnControl
class  UGameplayAbilityUnTransform
class  UGameplayAbilityWalk
class  UGameplayAbilityWallClimbing
class  UGameplayAbilityWallWalking
class  UGameplayAblilitySpellDamageNotify
class  UGameplayAttributeProgressBarWidget
 Base class for a simple progress bar widget that animates based on "current value" and "max value" gameplay attributes. The actual progress bar widget is expected to have its "Percent" variable bound to one of the variables of this base class. More...
class  UGameplayEffect_AbilitySet
class  UGameplayEffect_DebugKillCharacter
class  UGameplayEffect_Guild
class  UGameplayEffect_KillCharacter
 This GE can be applied whenever we want to kill a character imediatly. It's a copy of UGameplayEffect_PlayerKilledHimself by BFG. More...
class  UGameplayEffect_Pouch
 Permanent GE that sets the State.HasPouch tag. More...
class  UGameplayEffect_SkillGeneric
class  UGameplayEffectBase
class  UGameplayEffectLockMovement
class  UGameplayEffectRegionTrait
class  UGameplayTeleportSpotConfig
class  UGamescomMenu
class  UGameStory
class  UGameTimePersistentDataSubsystem
 Saves InGame time. More...
class  UGameTimeSubsystem
class  UGameTimeSubsystemConfig
class  UGE_ExecutionCalculation_Heal
class  UGE_ExecutionCalculationBase
class  UGE_InteractCooldown
class  UGE_ModMagnitudeCalculation_BaseRecoverBySleeping
 Base class for "Recover by sleeping" modifier calculations. The attribute capture definitions must be setup in the constructor/default sections of child classes. The recovery gain per application is computed as RecoveryRatePerHour * SleepTimeInHours * MaxAttributeValue. More...
class  UGE_ModMagnitudeCalculationBase
 Base class for modifier magnitude calculation classes. Contains script helpers to simply usage from AngelScript. More...
class  UGeneralConfig_Camera
class  UGenericAbilityTask_SendAndWaitForEvent
 See TaskSendAndWaitForEvent() for info. More...
class  UGenericAbilityTask_WaitForEvent
 Based on UAbilityTask_WaitGameplayEvent. More...
class  UGenericAbilityTask_WaitForTagChange
 Task that reacts to the AbilitySystemComponent getting or removing tags. More...
class  UGenericAbilityTask_WaitForTasksToEnd
 Waits for the first of the given tasks to end, no matter whether that is due to successful finishing or being canceled. More...
class  UGenericAnimationConfig
class  UGenericItemViewWidget
 UGenericItemViewWidget. More...
class  UGenericLever_Component
class  UGenericModalOkCancelWidget
class  UGenericStat
 This GenericStat is made to be able the stats creation from angel script. More...
class  UGenericVoicelineComponent
class  UGenericVoicelineDefinition
class  UGestureSet
class  UGiveAbilityRegionTrait
class  UGlossaryCategory
 UGlossaryCategory. More...
class  UGlossaryDocument
class  UGlossaryMainWidget
 UGlossaryMainWidget. More...
class  UGlossarySlotWidget
class  UGlossarySubcategory
 UGlossarySubcategory. More...
class  UGlossarySubcategory_Breadcrumbs
 UGlossarySubcategory_Breadcrumbs. More...
class  UGlossarySubcategory_ByAliveState
 UGlossarySubcategory_ByAliveState. More...
class  UGlossarySubcategory_ByDocumentName
 UGlossarySubcategory_ByDocumentName. More...
class  UGlossarySubcategory_ByRelationship
 UGlossarySubcategory_ByRelationship. More...
class  UGlossarySubcategory_BySegmentName
 UGlossarySubcategory_BySegmentName. More...
class  UGlossarySubfilterWidget
 UGlossarySubfilterWidget. More...
class  UGothicAbilitiesGameplayEffectComponent
class  UGothicAbilitySystemComponent
class  UGothicAchievement
class  UGothicAchievementSubsystem
class  UGothicActivitySubsystem
class  UGothicActorComponentInterface
class  UGothicAIGroup
 Subclass to define your own kind of groups. Each character can be in multiple groups in the same time. The UAIGroupStatus object allows to share information between the characters of the group. This is helpful whenever more than two character need to interact with each other for a while. More...
class  UGothicAnimationComponent
class  UGothicAnimInstance
class  UGothicAssessmentResponseConfig
class  UGothicAsyncTraceLibrary
class  UGothicAudioComponent
class  UGothicAudioOcclusionComponent
class  UGothicAudioSettings
class  UGothicAudioSnapshotSubsystem
class  UGothicBaseConfig
class  UGothicBaseMovementComponent
 MovementComponent with shared logic for AmbientLifeCharacter and GothicCharacter and fixes for CharacterMovementComponent. More...
class  UGothicBloodComponent
class  UGothicCameraAnimInstance
class  UGothicCameraModifier
class  UGothicCameraModifierControlSpell
class  UGothicCameraModifierDefault
class  UGothicCameraModifierDirectionInput
class  UGothicCameraModifierPhotoMode
class  UGothicCameraModifierPitch
 Makes the camera look in the direction of the current target actor, if there is one. More...
class  UGothicCameraModifierPostProcessSettings
class  UGothicCameraModifierTargetActor
class  UGothicCameraModifierTransition
class  UGothicCameraModifierWallWalking
class  UGothicCameraSpringArmComponent
 Extends the default Unreal Engine spring arm camera behavior to match the specific needs of HOAT. More...
class  UGothicCharacterCapsuleComponent
class  UGothicCharacterMixins
class  UGothicCharacterPersonality
 Character specific personality configuration. More...
class  UGothicCharacterSignificanceSubsystem
 Global character significance overrides. More...
class  UGothicCharacterStateMassTags
class  UGothicCharacterStateMassTrait
class  UGothicCharacterStateSubsystem
class  UGothicCharacterSubCapsuleComponent
class  UGothicCinematic
class  UGothicCinematicActorComponent
class  UGothicCinematicLibrary
class  UGothicCinematicManagerSubsystem
class  UGothicCombatLibrary
 @jmarin: This class was initially designed to crate methods for angelscript, but now it also contains methods only usable from C++. Will relocate it at some point if I think it's necessary More...
class  UGothicCommonActivatableWidget
class  UGothicConversationCameraModifier
class  UGothicCrashReportSubsystem
 This Subsystem Adds information to the SentryCrashReports. More...
class  UGothicCrowdManager
 Modifies behaviour of velocity calculation. Allows access to neighboring agents. More...
class  UGothicCrowdManagerStatics
class  UGothicDataLayerInstance
class  UGothicDataValidationInterface
class  UGothicDetailModeWorldPartitionHLODModifier
class  UGothicDetailModeWorldPartitionHLODModifier_Epic
class  UGothicDetailModeWorldPartitionHLODModifier_High
class  UGothicDetailModeWorldPartitionHLODModifier_Low
class  UGothicDetailModeWorldPartitionHLODModifier_Medium
class  UGothicDeveloperSettings
class  UGothicDirtComponent
class  UGothicDivePathfollowingComponent
class  UGothicDynamicDayLight
class  UGothicDynamicWeatherController
class  UGothicEditorFunctionLibrary
class  UGothicFluxActivable
class  UGothicFluxDataComponentInterface
class  UGothicFluxSubsystem
class  UGothicFlyDiveSettingsFunctionLibrary
class  UGothicFlyPathfollowingComponent
class  UGothicFootstepsDataComponent
class  UGothicFXComponent
class  UGothicFXDefinition
class  UGothicGameplayEffectContextHandleMixinLibrary
class  UGothicGameUserSettings
class  UGothicGameUserSettingsWorldSubsystem
 UGothicGameUserSettingsWorldSubsystem. More...
class  UGothicGameViewportClient
class  UGothicGASLibrary
class  UGothicGCManager
class  UGothicGCNotify_Static
class  UGothicGenericMagicComponent
 @DE - This component is a base class to be defined on AS for multipurpose creature components. Ej. UCreatureTeleportComponent or USkeletonMageSummonManagerComponent More...
class  UGothicGlobalEventListenerComponent
class  UGothicHUDConfiguration
class  UGothicInputComponent
class  UGothicInputConfig
class  UGothicInputContextController
class  UGothicInputMarvinCheatManager
class  UGothicLevelSequenceUserData
 We store all data of the Sequence into the UGothicLevelSequenceUserData while parsing the LevelSequence and have all references ready to quick load them in game. More...
class  UGothicLocalPlayer
class  UGothicLockCameraHelperComponent
 Helper component that orients the lightweight scene capture actor so it points towards a given target location. More...
class  UGothicLockConfig
class  UGothicLockedStreamingSourceComponent
class  UGothicMagicComponent
class  UGothicMassNPCBaseSignificanceProcessor
 Computes LODInfo for each GothicNPCState. (See UMassVisualizationLODProcessor). More...
class  UGothicMassNPCDespawnProcessor
 Checks whether NPCs that have their visuals spawned right now need to have them despawned. More...
class  UGothicMassNPCFinalSignificanceProcessor
 Combines all information gathered by the previous processors to decide whether a character can spawn. More...
class  UGothicMassNPCHeavyLoadDetectionProcessor
 Bumps up LODBias if it detects many spawned characters around the camera. More...
class  UGothicMassNPCSignificanceGameThreadWorldQueriesProcessor
 Same as GothicMassNPCSignificanceWorldQueriesProcessor, but has to run on gamethread. More...
class  UGothicMassNPCSignificanceLevelCollisionProcessor
 Evaluates whether level collision is loaded for potentially spawnable NPCs. More...
class  UGothicMassNPCSignificanceWorldQueriesProcessor
 Checks whether potentially significant characters are allowed to spawn in their current location. For example: Is collision loaded? Is there Navigation built? More...
class  UGothicMassNPCSpawnDebugProcessor
class  UGothicMassNPCSpawnProcessor
 Checks if an NPC should be spawned right now and spawns them as needed. More...
class  UGothicMaterialInstanceDynamicCacheLibrary
class  UGothicMaterialInstanceDynamicCacheSubsystem
 Allows requesting MaterialInstanceDynamics that are configured in a certain way but will not change at runtime. Put a parameter pack in, and you will get either a new MID or one that already exists with the same pack of parameters. More...
class  UGothicMaterialsComponent
class  UGothicModExt_BlueprintClassVariant
 Allows extending a blueprint class at runtime. Modders can use this to change any UObject Blueprint dynamically: edit default property values via the variant CDO, or add and change components on Actor Blueprints. More...
class  UGothicModExt_UserSettings
 Inherit from this to automatically add settings to the Mod category. More...
class  UGothicModExt_WidgetExtension
 Adds a WidgetExtension to any UMG UserWidget. Supports automatic registration and Blueprint bindings. More...
class  UGothicModExt_WidgetExtension_GameSettings
class  UGothicModExt_WorldPoints
 Add/Modify WorldPoints and ItemSpawns. This could be done by just using InjeritanceInjection, but since the CDOs for these get quite big, that wouldn't scale very well when many item-changing mods are enabled. More...
class  UGothicModExt_WorldSubsystem
 Mod-specific world subsystem that provides some hooks for some game functionality. More...
class  UGothicModInstance
 Instance created from a GothicModPackage. This instance is responsible for actually applying the modifications requested by the GothicModPackage. More...
class  UGothicModPackage
 Stores all information of a single mod package in an accessible way. Does not actually apply the modifications, since it's only the descriptor part of a mod. More...
class  UGothicModWidgetExtensionInjector
 Added to the UWidgetBlueprintGeneratedClass extension list to create the actual extensions whenever an instance of that widget is created. More...
class  UGothicModWorldHookSubsystem
 There is only one of these per world. Manages the custom UGothicModExt_WorldSubsystem instances that mods create on their own. More...
class  UGothicMountComponent
class  UGothicMovementComponent
class  UGothicMutilationCover
class  UGothicNavigationInvokerComponent
class  UGothicNavigationSystem
class  UGothicNavigationSystemConfig
class  UGothicNavModifierComponent
 Same as the standard UNavModifierComponent, but checks for "Can ever affect navigation" instead of just collecting everything. More...
class  UGothicNiagaraAudioComponent
class  UGothicNPCStateMassTrait
class  UGothicNPCStateMixins
class  UGothicObjectDefinition
class  UGothicPathFollowingComponent
 Updates PathCorridor to follow by using Crowd Avoidance. More...
class  UGothicPersistentDataGame
class  UGothicPersistentDataList
 This save is not machine specific, are safe to store in cloud and share them. More...
class  UGothicPersistentUserSettings
 this is a wrapper around the UGothicGameUserSettings object that allows us to store the data to a savegame slot this is done similar to Lyra and we need it so that we can satisfy PS5 and Xbox requirements. instead of manually storing the properties we simply store the config ini contents as a string and put that back into the config system More...
class  UGothicPersistentUserSettingsSubsystem
class  UGothicPhotoModeComponent
 UCLASS(Blueprintable, BlueprintType) class G1R_API UGothicPhotoModeConfig : public UGothicBaseConfig { GENERATED_BODY(). More...
class  UGothicPhotoModeConfig
class  UGothicPhysicsMaterialTags
 UGothicCharacterPhysicsMaterial. More...
class  UGothicRiderComponent
class  UGothicSavegameMigrationScript
 Allows fixing up old savegames if needed. Modifies to persistant data before it is applied to the world. More...
class  UGothicScreenshotsSave
class  UGothicSkeletalMeshComponent
class  UGothicSmartLinkComponentClimb
 SmartLink used for climbing or jumping over obstacles. AbilityTask triggers UGameplayAbilityTraversal internally. See UGothicSmartLinkComponentGeneric for more details on usage. More...
class  UGothicSmartLinkComponentFly
class  UGothicSmartLinkComponentGeneric
 NavLink for traversing an area between 2 areas of NavMesh. More...
class  UGothicSmartLinkComponentInteractionSpot
 SmartLink used for links that can be opened and closed (e.g. doors). Opening, closing and traversal each trigger different AbilityTasks. Once a link is open, it can be traversed, but not all characters can open or close a link. Links start- and end location automatically create InteractionSpots that are claimed when interacting with link. More...
class  UGothicSmartLinkComponentJump
class  UGothicSmartLinkComponentJumpToWallClimbing
class  UGothicSmartLinkComponentWallClimbing
class  UGothicSmartLinkDoor
class  UGothicSoundStatics
class  UGothicStatsSubsystem
class  UGothicSummonManagerComponent
class  UGothicSystemFunctionLibrary
class  UGothicTalkBalloonWidget
class  UGothicTimeDilationComponent
class  UGothicTraderPayload
class  UGothicTrajectoryErrorWarping_MotionSimphony
class  UGothicTrajectoryGenerator_MotionSimphony
class  UGothicTriggerVolumeDefinition
class  UGothicUIActionRouter
class  UGothicUIFunctionLibrary
class  UGothicUIManager
class  UGothicUltraDynamicBlueprintLibrary
class  UGothicUltraDynamicOverrideFog
class  UGothicUltraDynamicOverrideVolume
class  UGothicUltraDynamicSubsystem
class  UGothicWaterSplineComponent
 Spline component with Gothic water-specific metadata. See also: UWaterSplineComponent, UCineSplineComponent. More...
 Metadata for Gothic water splines. See also: UWaterSplineMetadata. More...
class  UGothicWaterVolumeFunctionLibrary
class  UGothicWaterVolumeSensor
class  UGothicWaterVolumeSubsystem
 Simple world subsystem that handles water volumes. More...
class  UGothicWaterVolumeVectorFieldComponent
 This component can be added to water volumes to pre-compute their vector fields. Vector fields are used at run-time to compute the water current's velocity. This is essentially a collection of 3d cubic cells arranged in a grid for fast lookups. More...
class  UGothicWaterVolumeVectorFieldUtils
 Utility functions for water volume vector fields. More...
class  UGothicWeaponBloodComponent
class  UGothicWeatherAudioComponent
class  UGothicWeatherComponent
 TODO: The real name of this component should be UGothicWetnessComponent or UGothicWaterWetnessComponent. More...
class  UGothicWeatherFogPostProcessSettings
class  UGothicWeatherFogSettings
class  UGothicWeatherSettings
class  UGothicWorldCrashReportSubsystem
 This subsystem posts relevant world information when the game crashes during gameplay. More...
class  UGothicWorldPartitionHLODModifier
 Allows modifying generated HLOD actors. More...
class  UGothicZDivergePathfollowingComponent
 Classical pathfollowing happens in 2D; for flying and diving we compute the Z location form the respective referenced 2D plane by using traces to world geometry and some rules that apply for flying and diving. More...
class  UGroundConfig
 This class is Angel Scriptable only. More...
class  UGuildAreaOwnershipModifier
 Assigns a guild to "own" certain areas. More...
class  UHintMessageWidget
 Widget that briefly displays a message on the players UI when something happened. More...
class  UHitBoxCollisionComponent
class  UHitCapsuleCollisionComponent
class  UHitCollisionInterface
class  UHitCollisionsFunctionLibrary
class  UHitConeCollisionComponent
 @DE IMPORTANT NOTE: This shape inherits from SphereComponent. Make sure that Sphere Radius attribute has a proper size. A small size makes that the cone collision not works. More...
class  UHitData
class  UHitSphereCollisionComponent
class  UHotkey
class  UHUDAmmoLeft
class  UHUDAmmoLeftController
class  UHUDAnimatedBookUIController
 Controls W_AnimatedBookUI. More...
class  UHUDArmorCustomizationController
 UHUDArmorCustomizationController. More...
class  UHUDBorderWarning
class  UHUDBorderWarningController
class  UHUDBossInformationWidget
class  UHUDCheatModeController
class  UHUDCinematicController
class  UHUDControllerBase
 UHUDControllerBase. More...
class  UHUDCraftingController
class  UHUDCrosshair
class  UHUDCrosshairController
class  UHUDDisplayBossHealthBarController
class  UHUDDisplayCombatMarkerPositionComponent
class  UHUDDisplayHealthBar
class  UHUDDisplayHealthBarController
class  UHUDDisplayInteract
class  UHUDDisplayInteractController
class  UHUDDisplayNameGothicFont
class  UHUDDisplayNameGothicFontController
 UHUDDisplayNameGothicFontController. More...
class  UHUDLockPickUIController
 Controls W_LockPickUI. More...
class  UHUDLootBaseController
 UHUDLootBaseController. More...
class  UHUDLootController
 UHUDLootController. More...
class  UHUDManagementController
class  UHUDMapController
class  UHUDNotification_GameplayAttributeWrapper
 UHUDNotification_GameplayAttributeWrapper. More...
class  UHUDNotificationAreaWidgetBase
 UHUDNotificationAreaWidgetBase. More...
class  UHUDNotificationController
 UHUDNotificationController. More...
class  UHUDNotificationMainWidgetBase
 UHUDNotificationMainWidgetBase. More...
class  UHUDNotificationSettings
 HUDNotificationSettings. More...
class  UHUDNotificationWidget_GameplayAttribute
 UHUDNotificationWidget_GameplayAttribute. More...
class  UHUDNotificationWidgetBase
 UHUDNotificationWidgetBase. More...
class  UHUDOpenContainerController
 UHUDOpenContainerController. More...
class  UHUDPhotoModeController
class  UHUDQuickSlotController
 UHUDQuickSlotController. More...
class  UHUDSimpleTextMessage
class  UHUDSimpleTextMessageController
 Controls W_SimpleTextMessage. More...
class  UHUDSleepUIController
 Controls W_SleepUI. More...
class  UHUDSurvivalModeWidget
 The survival widget where all the necessary HUD is added. More...
class  UHUDTradingController
class  UHUDVisibilityStateManagerSubsystem
 UHUDVisibilityStateManagerSubsystem. More...
class  UHurtBoxCollisionComponent
class  UHurtCollisionInterface
class  UIFlyingCharacter
class  UIHelper
class  UIKAnimInstance_Ladder
class  UIKAnimInstanceBase
class  UIKConfig
class  UImGuiLibrary
class  UImportDialogScriptsCommandlet
class  UImportSGXFacialAnimationsCommandlet
class  UIndoorDetectionComponent
 Upon request, will shoot a bunch of traces into the sky to check if the owning actor is inside or outside. More...
class  UIndoorLocationRegionTrait
 Marks this area as "indoor". More...
class  UIngameTimeLibrary
class  UIngameTimeMixins
class  UIngameTool
 Auto-registering class, inherit from it to add a new IngameTool Panel to the IngameToolManager. More...
class  UIngameTool_Outliner
 UnrealEditor style outliner, allowing to select actors, interaction spots and world points currently in the level. More...
class  UIngameToolDrawComponent
class  UInGameToolDrawLibrary
class  UIngameToolGizmoLibrary
class  UIngameToolManager
 Collects all UGothicModIngameToolPanel subclasses and renders them via ImGui. Provides an editor-style dock host (left/right/bottom regions plus a central area) with a top menu bar built from each panel's MenuPath. More...
class  UIngameToolOutlinerElement
 Wraps a selected world element. More...
class  UIngameToolOutlinerElement_Actor
class  UIngameToolOutlinerElement_CustomTransform
class  UIngameToolOutlinerElement_InteractionSpot
class  UIngameToolOutlinerElement_WorldPoint
 A world point, or one of its proxy points (item spawn positions). Always read-only for now, moving a world point would require relocating it in the managers octree. More...
class  UIngameToolPickingLibrary
class  UInputHintWidget
 UInputHintWidget. More...
class  UInputHintWidget_CommonUI
 UInputHintWidget_CommonUI. More...
class  UInputHintWidget_EnhancedInput
 UInputHintWidget_EnhancedInput. More...
class  UIntegerPickerWidget
 UIntegerPickerWidget. More...
class  UInteractAnimConfig
class  UInteractCameraDefinition
class  UInteractionKey
 Base class for W_InteractionKey. More...
class  UInteractionSpotHandleLibrary
class  UInteractionSpotOwner
class  UInteractionSpotRequirementsLibrary
class  UInteractionSpotsLibrary
class  UInteractionSpotTokenLibrary
class  UInteractionSubsystem
 Handles interaction spots and objects in the world. More...
class  UInteractiveAnchorOwner
class  UInteractiveComponent
class  UInteractiveObjectAnchorComponent
class  UInteractiveObjectCenterAnchorComponent
class  UInteractiveObjectDefinition
class  UInteractiveObjectLibrary
class  UInteractiveObjectUsedInterface
class  UInteractiveSubsystem
 This subsystem is used to save interactables data and Connect them. More...
class  UInteractorComponent
 Component to be put onto actors (mostly characters) that can interact with InteractionSpots. More...
class  UInteractSensor
class  UInterfaceManagementContentChild
class  UIntermediateObjectDefinition
class  UInventoryBase
class  UInventoryBaseTrading
class  UInventoryComponent
 Allows equipping items and looking through the inventory of a character. More...
class  UInventoryDefinition
 Reference for first implementation is https://github.com/GothicII/GOTHIC-MOD-Development-Kit/blob/4071a70b3a8943e374ccbf886986e494b4be0858/gothic/_work/data/Scripts/content/_Intern/CLASSES.D This class is Angel Scriptable only. More...
class  UInventoryFilter
 UInventoryFilter. More...
class  UInventoryItemTooltip
class  UInventoryLootContainer
class  UInventoryMain
class  UInventoryPreset
class  UInventorySlotData
 UInventorySlotData. More...
class  UItemAnimConfig
class  UItemDefinition
class  UItemEffectDefinition
class  UItemRecipeDefinition
class  UItemStatsDefinitionContainer
class  UItemVisualComponent
class  UItemVisualWorldTargetConfig
class  UJumpConfig
 This class is Angel Scriptable only. More...
class  UKeyDefinition
class  UKnockbackData
class  UKnowledgeCharacterMixin
class  ULadderAnimConfig
class  ULadderResizeComponent
class  ULandingConfig
 This class is Angel Scriptable only. More...
class  ULevelScriptActorMixins
class  ULightingModifier
class  ULinkAnchorComponent
 Used to modify and display start or end location of a UGothicSmartLinkComponentGeneric. More...
class  ULinkedActorDefinition
class  ULinkedAnimInstance
class  ULizardIKAnimInstance
class  ULoadingScreenHelperSubsystem
 Temporary solution to provide the loading screen chapter scripts with info which loading screen to play In the end there should be a gameplay state system to query for the current chapter, which hasn't been implemented yet. More...
class  ULockPersistentDataSubsystem
 Saves the state of all unlocked locks in the game. More...
class  ULockPickAnimInstance
 AnimInstance class for SK_Lockpicking. More...
class  ULockPickSubsystem
 Central location for managing the different lock pick actors. Does NOT tick. There are no UnregisterLockXXX() methods as the lock pick actors have the same lifetimes as this subsytem/the world. Callers should always check the validity of lock pick actors as usual. More...
class  ULockPickUIWidget
 Base C++ class for W_LockPickUI. More...
class  ULocoBlendCurvesConfig
 This class is Angel Scriptable only. More...
class  ULocomotionAnimInstance
class  ULocomotionConfig
class  ULocomotionCurveConfig
 This class is Angel Scriptable only. More...
class  ULocomotionSequencesData
class  ULocomotionSpeedModifierSettings_InWater
 This class is Angel Scriptable only. More...
class  ULocomotionSpeedSettings
 This class is Angel Scriptable only. More...
class  ULocomotionSpeedSettings_Stance
 This class is Angel Scriptable only. More...
class  ULocomotionSpeedSettings_WalkSpeed
 This class is Angel Scriptable only. More...
class  ULogicalLightReceiver
class  ULogicalLightRegionTrait
class  ULogicalLightsourceComponent
 Component that pretends to be a lightsource to the game logic, but does not cast actual light. More...
class  ULogicalLightsourceSubsystem
class  ULongTermMemoryComponent
 Stores the memories and experience of a character. More...
class  ULookConfig
 This class is Angel Scriptable only. More...
class  UMagicScriptLibrary
class  UMagnetComponent
class  UMainMenuWidget
 UPersistentDataCommonActivatableWidgetBase. More...
class  UMainPlayerPersistentDataSubsystem
class  UManagementContentWidgetBase
 UManagementContentWidgetBase. More...
class  UManagementMain
class  UMapConfiguration
class  UMapCustomMarkerWidget
class  UMapData
class  UMapFilterListWidget
class  UMapLayerWidget
class  UMapMain
class  UMapStatsContainer
class  UMapWidget
class  UMarvinModeComponent
class  UMaterialDefinition
class  UMaterialModifier
class  UMaterialPropertyModifier
class  UMaterialPropertyProvider
class  UMaterialUtils
class  UMetaNavigationQueryFilter
class  UMinecrawlerIKAnimInstance
class  UMinecrawlerIKConfig
class  UMiningSpotConfig
class  UMiningSpotVisualComponent
class  UMixinAbilitySystemComponent
class  UMixinActor
 Taken from Actor.h to expose the SimpleRadius family of functions to script. More...
class  UMixinGameplayTagContainer
class  UMMBipedIKAnimInstance
class  UMMConfig
 This class is Angel Scriptable only. More...
class  UMoveFromBoneToBone
class  UMPSyncCharacterComponent
class  UMPSyncCommonCharacter
class  UMPSyncCommonInfo
class  UMPSyncComponent
class  UMPSyncReadyComponent
class  UMultipleMaterialPropertyModifier
class  UMultipleMaterialPropertyProvider
class  UMusicManager
class  UMusicModeParameter
class  UMusicRegionTrait
class  UNavArea_Avoid
 NavArea with medium cost (see UNavigationAreaFilter classes in AS). Used to encourage character to move around this, but they won't make large detours. More...
class  UNavArea_BossArena
class  UNavArea_DefaultRoofed
class  UNavArea_DefaultSecondary
 NavModifier with NavArea_Default cannot override other NavAreas. This class is supposed to work exactly the same as NavArea_Default. Use to override areas where necessary. More...
class  UNavArea_FlyingOnly
class  UNavArea_LesterSleeperFight
class  UNavArea_MiltenSleeperFight
class  UNavArea_Personal
 This area belongs to someone. Subclass via AS/Blueprint to configure. More...
class  UNavArea_Region
 World region, like a specific forest or so. More...
class  UNavArea_Road
class  UNavArea_RoadRoofed
class  UNavArea_SwampsharkSleeperFight
class  UNavArea_Water
class  UNavArea_Water_Deep
class  UNavArea_Water_Shallow
class  UNavAreaModifierBaseTrait
 Base class for all NavArea related region traits. Automatically calculates bounds and updates nav data. More...
class  UNavAreaModifierTrait
 Region trait to modify the NavArea and NavMesh resolution in this region volume. More...
class  UNavigationAreaFilter
class  UNavigationQueryFilter_HearingPerception
class  UNavigationQueryFilter_PreferredRegion
class  UNavReplacementModifierTrait
class  UNearbyActorsSubsystem
 Tracks a set of actors and allows fast spatial lookups, ie. determining all nearby items or other characters. More...
class  UNoWPOWorldPartitionHLODModifier
 Disables WorldPositionOffset. More...
class  UNPCHealthBarComponent
class  UNPCOverheadInfoWidget
class  UNPCTalkBalloonComponent
class  UOnlineGameSession
class  UOnlineSessionResult
class  UOutdoorLocationRegionTrait
 Marks this area as "outdoor". More...
class  UOutlineSubsystem
class  UOutlineSubsystemConfig
class  UOverrideGestureConfig
class  UOwnedTagRegionTrait
class  UOwnershipSubsystem
 Tracks ownership between characters, guilds, etc. More...
class  UOwnsRegionTraits
class  UOxygenBarWidget
 Base class for W_OxygenBar. More...
class  UParriesData
class  UPauseMenuWidget
class  UPerceivableItemComponent
class  UPerceivedAgentStatics
class  UPerceivedInteractiveObjectStatics
class  UPerceptionAgentSettings
class  UPerceptionComponent
 Component that automatically registers its owner as a perception system agent when the component becomes active. The agent is automatically de-registered from the perception system when the component becomes inactive. More...
class  UPerceptionHearingSettingsMixin
class  UPerceptionShortTermMemoryStatics
class  UPerceptionSystem
class  UPersistentAchievementData
class  UPersistentDataBaseSubsystem
class  UPersistentDataSubsystem
class  UPersonalBelongingsComponent
 Lets the Character remember his belongings in the world (ie. Bed, Chest, House, etc). More...
class  UPersonalRelationshipModifier
 Object that can calculate how much two people like each other depending on one single factor, ie. the guild that they belong to or whether one of them got beaten up recently. More...
class  UPhotoModeCameraModifier
class  UPhotoModeCategory
class  UPhotoModeConfig
class  UPhotoModeMainWidget
class  UPhotoModeManager
class  UPhotoModePawnMovementComponent
class  UPhotoModeStickerData
class  UPhotoModeStickerSlotWidget
class  UPhysicalBonesConfig
class  UPhysicMaterialsColor
class  UPhysicsDefinition
class  UPickItemInterface
class  UPickpocketWidget
 Widget used by UPickpocketWidgetComponent. Note: we don't expose show/hide methods here on purpose; this widget's visibility is controlled by its owner component's visibility. We still want a base class here in case we need to customize the widget in the future. More...
class  UPickpocketWidgetComponent
 Widget component that manages an instance of a UPickpocketWidget. More...
class  UPicksData
class  UPlayerBarHealthMana
 UPlayerBarHealthMana The class for the Health/Mana bars, which implements specific effects like regen. More...
class  UPlayerConfig
 This class is Angel Scriptable only. More...
class  UPlayerHelper
class  UPlayerPreset
class  UPlayerWidget
class  UPopupPersistentDataTextInput
class  UPostProcessAnimInstance
class  UPostProcessingBooleanRegionTrait
class  UPostProcessingRegionTrait
class  UPostProcessSubsystem
class  UPotionDefinition
class  UPreferredLocationComponent
 Says where the owning character wants to be right now. (e.g. Daily Routine waypoint). More...
class  UProfileSelectionPageWidget
 UProfileSelectionPageWidget. More...
class  UProfileSlotInfo
 USavedGamesPageWidget. More...
class  UProgressionDifficultySettings
class  UProgressiveBoxCollisionByAngle
class  UProgressiveCapsuleCollisionByRadius
class  UProjectileDefinition
class  UPropSpawn_Data
class  UPuzzleCountExtraData
class  UPuzzlesSubsystem
 @brief Subsystem responsible for managing creature-based puzzles. More...
class  UQuadrupedAnimInstance
class  UQuadrupedIKAnimInstance
class  UQuadrupedIKConfig
class  UQuadrupedMeleeCombatAnimInstance
class  UQuest
 Quest object. Owned by QuestSubsystem, which also tracks the active instances. More...
class  UQuestDetailsWidget
 UQuestDetailsWidget. More...
class  UQuestline
 Category for quests. This is shown as Filter option in the QuestUI. More...
class  UQuestMain
 UQuestMain. More...
class  UQuestSubsystem
class  UQuickSlotBase
 UQuickSlotBase. More...
class  UQuickSlotControlledHotbar
class  UQuickSlotCrossbar
 UQuickSlotCrossbar. More...
class  UQuickSlotHotbar
class  UQuickSlotTransformedHotbar
class  UQuickSlotWheel
 UQuickSlotWheel. More...
class  UQuiverComponent
class  URagdollComponent
class  URagdollConfig
 This class is Angel Scriptable only. More...
class  UReachableTargetIndicatorForProjectilesComponent
class  URegionCharacterComponent
class  URegionsDefinition
class  URegionTagComponent
 Creates a GameplayTag for this Region and applies it to entering characters. More...
class  URegionTrait
 Component that can be attached to a RegionVolume to modify its behavior. More...
class  URelationshipModifier
class  URelationshipSystem
 Calculates the relationship between two characters, depending on their guild, memories, game state, etc. More...
class  URememberedPerceptionStatics
class  UResourcesDifficultySettings
class  URiderIKAnimInstance
class  URollConfig
 This class is Angel Scriptable only. More...
class  URotationModeComponent
class  URuneSpellContainer
class  USavedGamesPageWidget
 USavedGamesPageWidget. More...
class  USavedMessages
class  USavedSlotInfo
 USavedGamesPageWidget. More...
class  USaveWorldActorInterface
class  USayVoicelineRegionTrait
class  UScalarMaterialPropertyModifier
class  UScalarMaterialPropertyProvider
class  UScriptableWorldPartitionHLODModifier
 Wrapper class for UWorldPartitionHLODModifier that provides Blueprint access. More...
class  UScriptGameplayAbility
 Wrapper around a GAS Gameplay-Ability to simplify usage from script. More...
class  UScriptGameplayAttributeSet
class  UScriptGameplayEffect
 Wrapper around a GAS Gameplay Effect to simplify usage from Angelscript. More...
class  UScrollComponent
class  UScrollSpellContainer
class  USensorConfigDefinition
class  UServersListWidget
class  USettingObject
 USettingObject. More...
class  USettingObject_Bool
 USettingObject_Bool. More...
class  USettingObject_Bool_AdvancingColorGrading
 USettingObject_PhotoMode_AdvancedColorGrading. More...
class  USettingObject_Bool_AutoCloseChests
 USettingObject_Bool_AutoCloseChests. More...
class  USettingObject_Bool_CameraShake
 USettingObject_Bool_Vibration. More...
class  USettingObject_Bool_DynamicResolution
 USettingObject_Bool_DynamicResolution. More...
class  USettingObject_Bool_EnableAutoFocus
 USettingObject_PhotoMode_EnableAutoFocus. More...
class  USettingObject_Bool_EnableCameraColision
 USettingObject_PhotoMode_EnableCameraColision. More...
class  USettingObject_Bool_EnableFakeSloppyCombos
 USettingObject_Bool_EnableFakeSloppyCombos. More...
class  USettingObject_Bool_EnableScreenshotOnSavegame
 USettingObject_Bool_EnableScreenshotOnSavegame. More...
class  USettingObject_Bool_FrameGenerationFSR
 USettingObject_Bool_FrameGenerationFSR. More...
class  USettingObject_Bool_HDR
 USettingObject_Bool_HDR. More...
class  USettingObject_Bool_InteractionIcons
 USettingObject_Bool_InteractionIcons. More...
class  USettingObject_Bool_InteractionInputHints
 USettingObject_Bool_InteractionInputHints. More...
class  USettingObject_Bool_InteractionNames
 USettingObject_Bool_InteractionNames. More...
class  USettingObject_Bool_InvertXAxis
 USettingObject_Bool_InvertXAxis. More...
class  USettingObject_Bool_InvertYAxis
 USettingObject_Bool_InvertYAxis. More...
class  USettingObject_Bool_LightCastShadows
 USettingObject_Bool_LightCastShadows. More...
class  USettingObject_Bool_LightCastVolumetricShadows
 USettingObject_Bool_LightCastShadows. More...
class  USettingObject_Bool_LightEnable
 USettingObject_Bool_LightEnable. More...
class  USettingObject_Bool_LightTemperatureOverride
 USettingObject_Bool_LightTemperatureOverride. More...
class  USettingObject_Bool_NvidiaStreamlineReflex
 USettingObject_Bool_NvidiaStreamlineReflex. More...
class  USettingObject_Bool_NvidiaStreamlineReflexBoost
 USettingObject_Bool_NvidiaStreamlineReflexBoost. More...
class  USettingObject_Bool_Outlines
 USettingObject_Bool_Outlines. More...
class  USettingObject_Bool_OverrideBloom
 USettingObject_PhotoMode_OverrideBloom. More...
class  USettingObject_Bool_OverrideChromaticAberration
 USettingObject_PhotoMode_OverrideChromaticAberration. More...
class  USettingObject_Bool_OverrideColorGrading
 USettingObject_PhotoMode_OverrideColorGrading. More...
class  USettingObject_Bool_OverrideExposure
 USettingObject_PhotoMode_OverrideExposure. More...
class  USettingObject_Bool_OverrideSharpening
 USettingObject_PhotoMode_OverrideSharpening. More...
class  USettingObject_Bool_OverrideTimeOfDay
 USettingObject_PhotoMode_OverrideColorGrading. More...
class  USettingObject_Bool_OverrideVignette
 USettingObject_PhotoMode_OverrideVignette. More...
class  USettingObject_Bool_PermanentDeath
 USettingObject_Bool_PermanentDeath. More...
class  USettingObject_Bool_PlayerSpeechBubble
 USettingObject_Bool_PlayerSpeechBubble. More...
class  USettingObject_Bool_ShareTelemetryData
 USettingObject_Bool_ShareTelemetryData. More...
class  USettingObject_Bool_ShowHUDBarNumbers
 USettingObject_Bool_ShowHUDBarNumbers. More...
class  USettingObject_Bool_ShowProjectileCount
 USettingObject_Bool_ShowProjectileCount. More...
class  USettingObject_Bool_ShowScreenRainDroplets
 USettingObject_Bool_ShowScreenRainDroplets. More...
class  USettingObject_Bool_SpeechBalloons
 USettingObject_Bool_SpeechBalloons. More...
class  USettingObject_Bool_SteppedProgression
 USettingObject_Bool_SteppedProgression. More...
class  USettingObject_Bool_StickersShadowIsEnabled
 USettingObject_Bool_StickersShadowIsEnabled. More...
class  USettingObject_Bool_Subtitles
 USettingObject_Bool_Subtitles. More...
class  USettingObject_Bool_SurvivalSettings
 USettingObject_Bool_SurvivalSettings. More...
class  USettingObject_Bool_Test
 Test classes for the setting objects. More...
class  USettingObject_Bool_Vibration
 USettingObject_Bool_Vibration. More...
class  USettingObject_Bool_VisualGuidelinesIsEnabled
 USettingObject_Bool_VisualGuidelinesIsEnabled. More...
class  USettingObject_Bool_VSync
 USettingObject_Bool_VSync. More...
class  USettingObject_Enum
 USettingObject_Enum. More...
class  USettingObject_Enum_AntiAliasingMethod
 USettingObject_Enum_AntiAliasingMethod. More...
class  USettingObject_Enum_AntiAliasingQuality
 USettingObject_Enum_AntiAliasingQuality. More...
class  USettingObject_Enum_AudioLanguage
 USettingObject_Enum_AudioLanguage. More...
class  USettingObject_Enum_BloodIntensity
 USettingObject_Enum_BloodIntensity. More...
class  USettingObject_Enum_BodyPose
 USettingObject_PhotoMode_BodyPose. More...
class  USettingObject_Enum_ButtonGraphics
 USettingObject_Enum_ButtonGraphics. More...
class  USettingObject_Enum_CameraMode
 USettingObject_PhotoMode_CameraMode. More...
class  USettingObject_Enum_CameraPreset
 USettingObject_Enum_CameraPreset. More...
class  USettingObject_Enum_CombatSettings
class  USettingObject_Enum_DialogStyle
 USettingObject_Enum_DialogStyle. More...
class  USettingObject_Enum_Display
 USettingObject_Enum_Display. More...
class  USettingObject_Enum_DisplayMode
 USettingObject_Enum_DisplayMode. More...
class  USettingObject_Enum_EffectsQuality
 USettingObject_Enum_EffectsQuality. More...
class  USettingObject_Enum_ExtraInteriorExposure
 USettingObject_Float_ExtraInteriorExposure. More...
class  USettingObject_Enum_FacialExpresssions
 USettingObject_PhotoMode_FacialExpressions. More...
class  USettingObject_Enum_FoliageQuality
 USettingObject_Enum_FoliageQuality. More...
class  USettingObject_Enum_FrameGenerationDLSS
 USettingObject_Bool_FrameGenerationDLSS. More...
class  USettingObject_Enum_FrameRateLimit
 USettingObject_Enum_FrameRateLimit. More...
class  USettingObject_Enum_GlobalIlluminationQuality
 USettingObject_Enum_GlobalIlluminationQuality. More...
class  USettingObject_Enum_GraphicsMode
 USettingObject_Enum_GraphicsMode. More...
class  USettingObject_Enum_LandscapeQuality
 USettingObject_Enum_LandscapeQuality. More...
class  USettingObject_Enum_LightNumber
 USettingObject_Enum_LightNumber. More...
class  USettingObject_Enum_OverallQualityPreset
 USettingObject_Enum_OverallQualityPreset. More...
class  USettingObject_Enum_PostProcessingQuality
 USettingObject_Enum_PostProcessingQuality. More...
class  USettingObject_Enum_ProgressionSettings
class  USettingObject_Enum_QualityBase
 USettingObject_Enum_QualityBase. More...
class  USettingObject_Enum_ReflectionQuality
 USettingObject_Enum_ReflectionQuality. More...
class  USettingObject_Enum_Resolution
 USettingObject_Enum_Resolution. More...
class  USettingObject_Enum_ResourcesSettings
class  USettingObject_Enum_ShadingQuality
 USettingObject_Enum_ShadingQuality. More...
class  USettingObject_Enum_ShadowQuality
 USettingObject_Enum_ShadowQuality. More...
class  USettingObject_Enum_ShowHUDBars
 USettingObject_Enum_ShowHUDBars. More...
class  USettingObject_Enum_SubtitleStyle
 USettingObject_Enum_SubtitleStyle. More...
class  USettingObject_Enum_Test
class  USettingObject_Enum_TextLanguage
 USettingObject_Enum_TextLanguage. More...
class  USettingObject_Enum_TextureQuality
 USettingObject_Enum_TextureQuality. More...
class  USettingObject_Enum_Upscaler
 USettingObject_Enum_Upscaler. More...
class  USettingObject_Enum_UpscalingQuality
 USettingObject_Enum_UpscalingQuality. More...
class  USettingObject_Enum_ViewDistanceQuality
 USettingObject_Enum_ViewDistanceQuality. More...
class  USettingObject_Enum_VisualGuidelinesNumber
 USettingObject_Enum_VisualGuidelinesNumber. More...
class  USettingObject_Enum_Weather
 USettingObject_PhotoMode_Weather. More...
class  USettingObject_Enum_WindQuality
 USettingObject_Enum_WindQuality. More...
class  USettingObject_Float
 USettingObject_Float. More...
class  USettingObject_Float_AmbientOcclusionIntensity
 USettingObject_Float_AmbientOcclusionIntensity. More...
class  USettingObject_Float_BloodAmount
 USettingObject_PhotoMode_BloodAmount. More...
class  USettingObject_Float_BloomIntensity
 USettingObject_Float_BloomIntensity. More...
class  USettingObject_Float_BowAim_Gamepad
 USettingObject_Float_BowAim_Gamepad. More...
class  USettingObject_Float_BowAim_KBM
 USettingObject_Float_BowAim_KBM. More...
class  USettingObject_Float_CameraSensitivity_Gamepad
 USettingObject_Float_CameraSensitivity. More...
class  USettingObject_Float_CameraSensitivity_KBM
 USettingObject_Float_CameraSensitivity. More...
class  USettingObject_Float_CameraTilt
 USettingObject_PhotoMode_CameraTilt. More...
class  USettingObject_Float_CharacterCloseFar
 USettingObject_PhotoMode_Character_CloseFar. More...
class  USettingObject_Float_CharacterLeftRight
 USettingObject_PhotoMode_Character_Rotation. More...
class  USettingObject_Float_CharacterNotificationDuration
 USettingObject_Float_CharacterNotificationDuration. More...
class  USettingObject_Float_CharacterRotation
 USettingObject_PhotoMode_Character_Rotation. More...
class  USettingObject_Float_CharacterUpDown
 USettingObject_PhotoMode_Character_UpDown. More...
class  USettingObject_Float_ColorBrightness
 USettingObject_Float_ColorBrightness. More...
class  USettingObject_Float_ColorContrast
 USettingObject_Float_ColorContrast. More...
class  USettingObject_Float_ColorCorrectionBrightness
 USettingObject_PhotoMode_ColorCorrection_Saturation. More...
class  USettingObject_Float_ColorCorrectionContrast
 USettingObject_PhotoMode_ColorCorrection_Contrast. More...
class  USettingObject_Float_ColorCorrectionSaturation
 USettingObject_PhotoMode_ColorCorrection_Saturation. More...
class  USettingObject_Float_ColorSaturation
 USettingObject_Float_ColorSaturation. More...
class  USettingObject_Float_DepthBlurAmount
 USettingObject_PhotoMode_DepthBlurAmount. More...
class  USettingObject_Float_DepthBlurRadius
 USettingObject_PhotoMode_DepthBlurRadius. More...
class  USettingObject_Float_DepthOfFieldIntensity
 USettingObject_Float_DepthOfFieldIntensity. More...
class  USettingObject_Float_FieldOfView
 USettingObject_PhotoMode_FieldOfView. More...
class  USettingObject_Float_FOV
 USettingObject_Float_FOV. More...
class  USettingObject_Float_Gamma
 USettingObject_Float_Gamma. More...
class  USettingObject_Float_GradientColorContrastAlpha
 USettingObject_PhotoMode_GradientColorContrastAlpha. More...
class  USettingObject_Float_GradientColorContrastBlue
 USettingObject_PhotoMode_GradientColorContrastBlue. More...
class  USettingObject_Float_GradientColorContrastGreen
 USettingObject_PhotoMode_GradientColorContrastGreen. More...
class  USettingObject_Float_GradientColorContrastRed
 USettingObject_PhotoMode_GradientColorContrastRed. More...
class  USettingObject_Float_GradientColorGainAlpha
 USettingObject_PhotoMode_GradientColorGainAlpha. More...
class  USettingObject_Float_GradientColorGainBlue
 USettingObject_PhotoMode_GradientColorGainBlue. More...
class  USettingObject_Float_GradientColorGainGreen
 USettingObject_PhotoMode_GradientColorGainGreen. More...
class  USettingObject_Float_GradientColorGainRed
 USettingObject_PhotoMode_GradientColorGainRed. More...
class  USettingObject_Float_GradientColorGammaAlpha
 USettingObject_PhotoMode_GradientColorGammaAlpha. More...
class  USettingObject_Float_GradientColorGammaBlue
 USettingObject_PhotoMode_GradientColorGammaBlue. More...
class  USettingObject_Float_GradientColorGammaGreen
 USettingObject_PhotoMode_GradientColorGammaGreen. More...
class  USettingObject_Float_GradientColorGammaRed
 USettingObject_PhotoMode_GradientColorGammaRed. More...
class  USettingObject_Float_GradientColorSaturationAlpha
 USettingObject_PhotoMode_GradientColorSaturationAlpha. More...
class  USettingObject_Float_GradientColorSaturationBlue
 USettingObject_PhotoMode_GradientColorSaturationBlue. More...
class  USettingObject_Float_GradientColorSaturationGreen
 USettingObject_PhotoMode_GradientColorSaturationGreen. More...
class  USettingObject_Float_GradientColorSaturationRed
 USettingObject_PhotoMode_GradientColorSaturationRed. More...
class  USettingObject_Float_InventoryNotificationDuration
 USettingObject_Float_InventoryNotificationDuration. More...
class  USettingObject_Float_LensDistorsionNightVision
 USettingObject_PhotoMode_LensDistorsionNightVision. More...
class  USettingObject_Float_Light_ColorBlue
 USettingObject_Float_Light_ColorBlue. More...
class  USettingObject_Float_Light_ColorGreen
 USettingObject_Float_Light_ColorGreen. More...
class  USettingObject_Float_Light_ColorRed
 USettingObject_Float_Light_ColorRed. More...
class  USettingObject_Float_LightIndirectIntensity
 USettingObject_Float_LightIndirectIntensity. More...
class  USettingObject_Float_LightIntensity
 USettingObject_Float_LightIntensity. More...
class  USettingObject_Float_LightTemperatureValue
 USettingObject_Float_LightTemperatureValue. More...
class  USettingObject_Float_LightVolumetricScatteringIntensity
 USettingObject_Float_LightVolumetricScatteringIntensity. More...
class  USettingObject_Float_ManualFocusDistance
 USettingObject_PhotoMode_ManualFocusDistance. More...
class  USettingObject_Float_MasterVolume
 USettingObject_Float_MasterVolume. More...
class  USettingObject_Float_MotionBlurIntensity
 USettingObject_Float_MotionBlurIntensity. More...
class  USettingObject_Float_MouseRetargettingSensibility_Mouse
 USettingObject_Float_MouseRetargettingSensibility. More...
class  USettingObject_Float_MusicVolume
 USettingObject_Float_MusicVolume. More...
class  USettingObject_Float_PostProcessBloomIntensity
 USettingObject_PhotoMode_PostProcessBloomIntensity. More...
class  USettingObject_Float_PostProcessChromaticAberrationIntensity
 USettingObject_PhotoMode_PostProcessChromaticAberrationIntensity. More...
class  USettingObject_Float_PostProcessChromaticAberrationStartOffset
 USettingObject_PhotoMode_PostProcessChromaticAberrationStartOffset. More...
class  USettingObject_Float_PostProcessExposureBias
 USettingObject_PhotoMode_PostProcessExposureBias. More...
class  USettingObject_Float_PostProcessSharpeningIntenisty
 USettingObject_PhotoMode_PostProcessSharpeningIntensity. More...
class  USettingObject_Float_PostProcessVignetteIntensity
 USettingObject_PhotoMode_PostProcessVignetteIntensity. More...
class  USettingObject_Float_QuestNotificationDuration
 USettingObject_Float_QuestNotificationDuration. More...
class  USettingObject_Float_ResolutionQuality
 USettingObject_Float_ResolutionQuality. More...
class  USettingObject_Float_SensorWidth
 USettingObject_PhotoMode_SensorWidth. More...
class  USettingObject_Float_SFXVolume
 USettingObject_Float_SFXVolume. More...
class  USettingObject_Float_SharpeningIntensity
 USettingObject_Float_SharpeningIntensity. More...
class  USettingObject_Float_SqueezeFactor
 USettingObject_PhotoMode_SqueezeFactor. More...
class  USettingObject_Float_StickersShadowColorAlpha
 USettingObject_Float_StickersShadowColorAlpha. More...
class  USettingObject_Float_StickersShadowColorBlue
 USettingObject_Float_StickersShadowColorBlue. More...
class  USettingObject_Float_StickersShadowColorGreen
 USettingObject_Float_StickersShadowColorGreen. More...
class  USettingObject_Float_StickersShadowColorRed
 USettingObject_Float_StickersShadowColorRed. More...
class  USettingObject_Float_StickersShadowIntensity
 USettingObject_Float_StickersShadowIntensity. More...
class  USettingObject_Float_StickersShadowOffsetX
 USettingObject_Float_StickersShadowOffsetX. More...
class  USettingObject_Float_StickersShadowOffsetY
 USettingObject_Float_StickersShadowOffsetY. More...
class  USettingObject_Float_StickersShadowThickness
 USettingObject_Float_StickersShadowThickness. More...
class  USettingObject_Float_Test
class  USettingObject_Float_TimeOfDay
 USettingObject_PhotoMode_TimeOfDay. More...
class  USettingObject_Float_VisualGuidelinesOffsetX
 USettingObject_Float_VisualGuidelinesOffsetX. More...
class  USettingObject_Float_VisualGuidelinesOffsetY
 USettingObject_Float_VisualGuidelinesOffsetY. More...
class  USettingObject_Float_VisualGuidelinesScaleX
 USettingObject_Float_VisualGuidelinesScaleX. More...
class  USettingObject_Float_VisualGuidelinesScaleY
 USettingObject_Float_VisualGuidelinesScaleY. More...
class  USettingObject_Float_VoiceVolume
 USettingObject_Float_VoiceVolume. More...
class  USettingObject_Int
 USettingObject_Int. More...
class  USettingObject_Int_Test
class  USettingObject_KeyMapping
 USettingObject_KeyMapping. More...
class  USettingObject_KeyMapping_QuickLoad
 USettingObject_KeyMapping_QuickLoad. More...
class  USettingObject_KeyMapping_QuickSave
 USettingObject_KeyMapping_QuickSave. More...
class  USettingObject_ModConfig_Bool
class  USettingObject_ModConfig_Float
class  USettingObject_ModConfig_Int
class  USettingObject_PhotoMode_Bool_Base
 USettingObject_PhotoMode_Bool_Base. More...
class  USettingObject_PhotoMode_Float_Base
 USettingObject_PhotoMode_Float_Base. More...
class  USettingObjectWidget
 USettingObjectWidget. More...
class  USettingObjectWidget_Bool
 USettingObjectWidget_Bool. More...
class  USettingObjectWidget_Enum
 USettingObjectWidget_Enum. More...
class  USettingObjectWidget_Float
 USettingObjectWidget_Float. More...
class  USettingObjectWidget_Int
 USettingObjectWidget_Int. More...
class  USettingObjectWidget_KeyMapping
 USettingObjectWidget_KeyMapping. More...
class  USettingsCollapsingBorder
 USettingsCollapsingBorder. More...
class  USettingsDetailsWidget
 USettingsDetailsWidget. More...
class  USettingsMainWidget
 USettingsMainWidget. More...
class  USettingsMessageWidget
 USettingsMessageWidget. More...
class  USettingsObject_PhotoMode_Enum_Base
 USettingObject_PhotoMode_Enum_Base. More...
class  USettingsPageButtonWidget
 USettingsPageButtonWidget. More...
class  USettingsPageWidget
 USettingsPageWidget. More...
class  USettingsPageWidget_DifficultySettings
class  USettingsPageWidget_InputMapping
 USettingsPageWidget_InputMapping. More...
class  USettingsRowWidget
 USettingsRowWidget. More...
class  USettingsSectionHeaderWidget
 USettingsSectionHeaderWidget. More...
class  USimpleInventoryWidget
 A simple Inventory Widget to show multpile inventories, switch between them and return information about the selected / clicked item to the listener. More...
class  USimulatedByDailyRoutine
class  USingleLightingModifierMixins
class  USkeletalTracker
class  USleepUIBaseWidget
class  USleepUIMidsectionWidget
 Base class for W_SleepUI_Midsection. More...
class  USleepUIWidget
 Base C++ class for W_SleepUI. More...
class  USlimeAsset
class  USmalltalkTopic
class  USpatialEnvironmentLibrary
class  USpatialEnvironmentSubsystem
 Used to cheaply query generic data about the environment that has to do with world location. e.g. Am I standing under a roof? How dark is it here? More...
class  USpawnAIAgentDefinition
class  USpawnCharacterCanTransformIntoDefinition
class  USpawningBlueprintUtils
class  USpawningManagerConfig
 This class is Angel Scriptable only. More...
class  USpawningRequest
class  USpawningRequest_AIAgent
class  USpawningRequest_Item
class  USpawnMeshes_AIAgent
class  USpawnpointManagerConfig
 This class is Angel Scriptable only. More...
class  USpawnTestCharacterAction
 Spawns a Character for testing purposes. More...
class  USpeedConfig
 This class is Angel Scriptable only. More...
class  USpellActionKeywords
class  USpellAnimationBaseDirector
class  USpellAnimationDirector
class  USpellCastAnimationDefaultDirector
class  USpellCastAnimationRechargeableDirector
class  USpellCastAnimatorTransformDirector
 This is used for spells with variable In section time. More...
class  USpellCastAnimatorVariableInSectionDirector
 This is used for spells with variable In section time. More...
class  USpellConfig
class  USpellConfigLevelData
class  USpellConfigurationContainer
class  USpellContainer
class  USpellExecutionValidator
class  USpellExecutionValidatorData
class  USpellItemAnimConfig
class  USpellLaunchAnimationRepeatableDirector
class  USpellProjectileDefinition
class  USplineNavAreaModifierComponent
class  UStartConversationRegionTrait
class  UStat
class  UStatCalculator
class  UStatEntryWidget
 UStatEntryWidget. More...
class  UStaticMeshUtils
class  UStaticRelationshipModifier
class  UStatLevelWidget
 UStatLevelWidget. More...
class  UStatMainWidget
 UStatMainWidget. More...
class  UStatsCalculatorBase
class  UStatsCalculatorConfiguration
class  UStatsContainer
class  UStatsEngineSubsystemBase
class  UStatsSubsystem
class  UStatsTooltipDialogueWidget
class  UStatValue
class  UStoryActionRegionTrait
class  UStoryKnowledgeSubsystem
class  UStoryPersistentDataSubsystem
class  UStrongRayHandler
class  USubCapsuleManagerComponent
class  USwampsharkAnimInstance
class  USwampsharkSlimeComponent
class  USwimConfig
 This class is Angel Scriptable only. More...
class  USyncResourcesLoading
class  UTabSelectorWidget
 UTabSelectorWidget. More...
class  UTargetConfigBase
class  UTauntData
class  UTelekinesisVisualsComponent
class  UTelemetryHelper
class  UTeleportActionRegionTrait
 Upon entering, teleport a character somewhere. More...
class  UTeleportCompositeExtraData
 @brief Data structure to hold a list of teleport destinations. More...
class  UTeleportExtraData
 @brief Data structure to hold extra information for a teleport destination. More...
class  UTerritoryConfig
 Defines a Territory which is formed from Region Volumes with the Area trait. More...
class  UTerritorySubsystem
class  UTerritorySubsystemWorldConfig
class  UTextureMaterialPropertyModifier
class  UTextureMaterialPropertyProvider
 //I'm so sad I can't template this class and other providers More...
class  UTexturesUtils
class  UTileViewWidget
 UTileViewWidget. More...
class  UTimeRange
 TODO Remove? This class is Angel Scriptable only. More...
class  UTraderConfig
class  UTraderManager
class  UTradersTypeDefinition
class  UTradingBalance
class  UTradingBalanceInventory
class  UTradingMain
class  UTransitionConfig
 This class is Angel Scriptable only. More...
class  UTransitionWidget
class  UTriggerCastSpellBeginEventData
class  UTriggerConsumeByAbility
 UTriggerConsumeByAbility Trigger fires when the ability in AbilityTag is not activated. It stops once the ability is activated and the input needs to be released to be able to activate the ability again. More...
class  UTriggerDummy
 Dummy trigger. It is used to workaround the bug regarding input triggers and modifiers not properly respecting the priority of an IMC. https://github.com/EpicGames/UnrealEngine/commit/c57f0412770218344952b2450cc7258a33ae8fd3. More...
class  UTriggeredActorDefinition
class  UTriggerExtraData
class  UTriggerForcedConversationsRegionTrait
class  UTriggerInputBufferByTags
 UTriggerInputBuffer Trigger fires once when the action has been consumed after a set amount of time when any of the Tags To Listen is added on the player. More...
class  UTriggerModifierKey
 UTriggerModifierKey The Modifier Key has to be pressed while pressing the input key. More...
class  UTriggerWorldpointEventRegionTrait
class  UTurnOnSpotAssetConfig
 This class is Angel Scriptable only. More...
class  UTurnOnSpotConfig
 This class is Angel Scriptable only. More...
class  UTurnOnSpotConfig_Melee
 This class is Angel Scriptable only. More...
class  UTurnsData
class  UTutorialIconHandlerSubsystem
 UTutorialIconHandlerSubsystem. More...
class  UUClassFunctionLibrary
 Inject statics into the UClass-namespace in AS. More...
class  UUIGameplayAbilityPick
class  UUIMapConfigDefinition
class  UUIMapLayerDefinition
class  UUInventoryBaseLoot
class  UUITimer
class  UUNavigationSystemV1Library
 Static functions mixin added to UNavigationSystemV1:: namespace. More...
class  UVCASubsystem
class  UVectorCurveMixins
class  UVectorMaterialPropertyModifier
class  UVectorMaterialPropertyProvider
class  UVertexMeshUtils
 The purpose of this script is to provide actions for mesh reading on limited blueprint actions. More...
class  UViewItemWidget
 UViewItemWidget. More...
class  UVirtualTextureUtilities
class  UVisualsFeaturesHelper
class  UVisualTimeFreezeRegionTrait
class  UVoiceTypeDefinition
class  UVoiceTypeSubsystem
class  UWalkSpeedModifierComponent
class  UWalkspeedRestrictionRegionTrait
 Restricts the walkspeed of characters in this region, (e.g. inside a house). More...
class  UWallClimbingAnimConfig
class  UWallWalkingConfig
 This class is Angel Scriptable only. More...
class  UWaterConfig
 This class is Angel Scriptable only. More...
class  UWaynetRelevantComponent
class  UWaynetRelevantInterface
class  UWeakRayHandler
class  UWeaponArcheryDefinition
class  UWeaponDefinition
 ITEM DATA. More...
class  UWeaponItemAnimConfig
class  UWeaponMeleeDefinition
class  UWeaponMeleeItemAnimConfig
class  UWeaponRangedDefinition
class  UWeaponSkillsConfig
class  UWeatherCondition
class  UWeatherDebugger
class  UWeatherLightingMagnetController
class  UWeatherModifierTrait
class  UWeatherPersistentDataSubsystem
class  UWeatherSubsystem
class  UWeatherSubsystemConfig
class  UWeightedRandomChoiceLibrary
class  UWorldDefinition
class  UWorldItemSpawnConfig
 This class is Angel Scriptable only. More...
class  UWorldPointEditorIcon
class  UWorldPointManager
class  UWorldPointManagerConfig
 This class is Angel Scriptable only. More...
class  UWorldPointScript
class  UWorldPointsPersistentDataSubsystem
class  UWorldStreamingTeleportComponent
class  UWritingDefinition
 UWritingDefinition. More...
class  UWritingDocument
 UWritingDocument. More...
class  UWritingUIWidget

Enumerations

enum  EAbilityInputID {
  None , Confirm , Cancel , SprintAction ,
  JumpAction , StanceAction , WalkAction , AimAction ,
  RollAction , Possess , RagdollAction , Interact ,
  TargetEnemyAction , TargetPOIAction , Attack , Block ,
  Reload , SelectNextTargetLeft , SelectNextTargetRight , Ride ,
  IncreaseCameraDistance , DecreaseCameraDistance , KickAttack , Parry ,
  ThrowQuickItem , SprintActionToggle , TopAttack , RightAttack ,
  BottomAttack , LeftAttack , Dodge , WinchLeft ,
  WinchRight , CheatLeave , EAbilityInputID_MAX
}
enum  EAbilityTaskCameraFadeSetupLerpType { Lerp , InterpEaseInOut , EAbilityTaskCameraFadeSetupLerpType_MAX }
enum  EActivityActions {
  ActivateActivity , StartActivity , EndActivity , ActivateChapter ,
  StartChapter , EndChapter , EActivityActions_MAX
}
enum  EAdaptZDivergeMode { AsTheCrowFlies , RelativeToNavGround , RelativeToOtherCharacter , EAdaptZDivergeMode_MAX }
enum  EAIAgentBehaviorCombatSubState {
  WarnTarget , EvaluateTarget , Approach , Attack ,
  Defend , Count , EAIAgentBehaviorCombatSubState_MAX
}
enum  EAIAgentCombatDistance {
  TooClose , Attack , OutOfRange , OutOfCombat ,
  Count , EAIAgentCombatDistance_MAX
}
enum  EAIAgentMindset {
  Calm , Suspicious , Aggressive , Count ,
  EAIAgentMindset_MAX
}
enum  EAIAgentRelationshipType {
  None , Neutral , Friendly , Hostile ,
  Prey , Count , EAIAgentRelationshipType_MAX
}
enum  EAIAgentScriptedBehavior_IncomingMeleeAttackStatus {
  None , Start , Damage , Done ,
  EAIAgentScriptedBehavior_MAX
}
enum  EAIAgentSpawningCreatorType {
  None , Proxy , Player , AI ,
  EAIAgentSpawningCreatorType_MAX
}
enum  EAIAgentWanderType { None , Patrol , Zone , EAIAgentWanderType_MAX }
enum  EAICombat_AbilityStatus { None , Running , Finishing , EAICombat_MAX }
enum  EAlkFilterWidgetEntryVisibility { InitiallyHidden , InitiallyVisible , AlwaysVisible , EAlkFilterWidgetEntryVisibility_MAX }
enum  EAlkMouseButton {
  Invalid , Left , Right , Middle ,
  Thumb1 , Thumb2 , EAlkMouseButton_MAX
}
enum  EAmbientType { Warning , WarningFlock , EAmbientType_MAX }
enum  EArcheryState {
  WaitingBowOrCrossbowExist , UnEquipped , Equipped , BowInHandRelaxed ,
  BowInHandNotchedAiming , WaitingToAiming , BowInHandNotchedRelaxed , WaitingToFinishNotch ,
  WaitingToFinishQuickNotch , ReleaseBowString , QuickReleaseBowString , WaitingToEnterQuickRelease ,
  Interrupted , NotchArrowOntoBow , NotchArrowOntoBowAfterRelease , DrawingBowString ,
  CountingResistanceTimeWhileDrawingBowString , QuickNotchArrowOntoBow , NotchArrowOntoBowFromRelax , NotchArrowOntoBowFromQuickRelease ,
  NotchArrowOntoBowFromAiming , ReleaseCrossbow , WaitingToFinishRelease , WaitingToFinishQuickRelease ,
  EArcheryState_MAX
}
enum  EAreaBoundMemoryContainerType { SubGuild , CampGuild , GeneralLocation , MAX }
enum  EARMPlaceModuleCategoryTagsWhen { Visited , PassedConditions , ProducedAtLeastOneResponse , EARMPlaceModuleCategoryTagsWhen_MAX }
enum  EASCodegenTestEnum { First , Second , Third , EASCodegenTestEnum_MAX }
enum  EAttackHandle {
  None , RightHand , LeftHand , BothHands ,
  EAttackHandle_MAX
}
enum  EAttackState {
  None , Damage , Combo , Count ,
  EAttackState_MAX
}
enum  EAttributeSetType {
  Hunger , Thirst , Fatigue , Weight ,
  EAttributeSetType_MAX
}
enum  EAxisInputID {
  MoveForwardBackwards , MoveRightLeft , LookUpDown , LookLeftRight ,
  MoveUpDown , SelectNextTarget , EAxisInputID_MAX
}
enum  EBiome {
  TemperateDecidiousForest , RainfeldUpland , Desert , Wetland ,
  Tundra , OrcCity , None , EBiome_MAX
}
enum  EBloodFontState { WaitToStart , WaitToPoolFull , WaitForBloodStatueFull , EBloodFontState_MAX }
enum  EBloodType {
  Unknown , Red , Blue , Purple ,
  Yellow , Black , None , Light ,
  Green , EBloodType_MAX
}
enum  EBookCaptureAnimState {
  Closed , Opening , Opened , SwitchingPage ,
  SwitchedPage , Closing , EBookCaptureAnimState_MAX
}
enum  EBookCapturePage {
  BOOK_COVER , BOOK_PAGE_LEFT , BOOK_PAGE_RIGHT , BOOK_PAGE_ANIMATING_LEFT ,
  BOOK_PAGE_ANIMATING_RIGHT , BOOK_PAGE_COUNT , BOOK_MAX
}
enum  EBreakerType { Idle , Walk , EBreakerType_MAX }
enum  EButtonGraphics {
  None , Auto , XSX , PS5 ,
  Switch , EButtonGraphics_MAX
}
enum  EButtonInputID {
  None , Confirm , Cancel , SprintAction ,
  JumpAction , StanceAction , WalkAction , AimAction ,
  RollAction , Possess , RagdollAction , Interact ,
  TargetEnemyAction , TargetPOIAction , Attack , Block ,
  Reload , SelectNextTargetLeft , SelectNextTargetRight , Ride ,
  IncreaseCameraDistance , DecreaseCameraDistance , KickAttack , QuickItem ,
  EButtonInputID_MAX
}
enum  EButtonWidget_Button { Primary , Secondary , Any , EButtonWidget_MAX }
enum  ECamConditions {
  None , Menu , Idle , Running ,
  Sprinting , Crouch , RangedWeapon , RangedWeaponCrouch ,
  Aim , AimCrouch , AimRanged , AimCrouchRanged ,
  AimRangedCrossbow , AimCrouchRangedCrossbow , Swim , Dive ,
  Combat , CombatOneTwo , CombatThreePlus , CombatFly ,
  CombatBig , AimSpell , AimCrouchSpell , Spell ,
  WallClimbing , WallWalking , MountingOrUnmounting , FrontArea ,
  Cinematic , SpellCombatTargeting , ECamConditions_MAX
}
enum  EChangelogContentEntryType { Text , BulletPoint , Image , EChangelogContentEntryType_MAX }
enum  ECharacterStateGlobalIDFormat {
  Unknown , UniqueName , SpawnedBy , SpawnIndex ,
  SpawnLocation , Default , Legacy , ECharacterStateGlobalIDFormat_MAX
}
enum  ECinematicState {
  None , Initializing , Loading , Playing ,
  Unloading , DeInitializing , ECinematicState_MAX
}
enum  ECinematicVisibilityMode { ShowAndBlockPlayerInput , ShowAndNotBlockPlayerInput , Hidden , ECinematicVisibilityMode_MAX }
enum  EClimbType {
  None , High , Mid , Low ,
  Fence , HighFence , FallingLow , FallingHigh ,
  FallingImpact , Water , WaterLow , Acrobatic ,
  StepDown , JumpGap , Count , EClimbType_MAX
}
enum  ECombatRole {
  None , PassiveAttacker , ActiveAttacker , Observer ,
  HealSelf , Custom1 , Custom2 , Custom3 ,
  Custom4 , ECombatRole_MAX
}
enum  ECombatStance {
  Idle , Blocking , Attacking , Parry ,
  Count , ECombatStance_MAX
}
enum  EComboQuality {
  None , Buffer , Wrong_Direction , Too_Soon ,
  Reset_States , Great , Almost , Ok ,
  EComboQuality_MAX
}
enum  EComboTiming { None , ComboWindow , ResetStates , EComboTiming_MAX }
enum  EConsoleCommandState { Empty , CommandIntroduced , ArgumentIntroduced , EConsoleCommandState_MAX }
enum  EControlCharacterState {
  Idle , WaitingFramesBeforeWork , WaitingFramesAfterWorkDone , DoWork ,
  CameraTravellingStart , CameraTravellingEnd , Controlling , WaitingServerFinishPossessUnpossess ,
  EControlCharacterState_MAX
}
enum  EConversationCameraFocusMode {
  Default , Middle , Speaker , Listener ,
  ReferencePoint , Manual , EConversationCameraFocusMode_MAX
}
enum  EConversationCameraFocusTarget {
  None , Middle , Speaker , Listener ,
  EConversationCameraFocusTarget_MAX
}
enum  EConversationCameraHideMode {
  None , HideSpeaker , HideListener , HideSpeakerWeapon ,
  HideListenerWeapon , OnlyShowSpeaker , OnlyShowListener , DontModify ,
  EConversationCameraHideMode_MAX
}
enum  EConversationCameraLoopMode { None , Repeat , WindBack , EConversationCameraLoopMode_MAX }
enum  EConversationCameraRelativeParticipant {
  Speaker , Listener , AdditionalParticipants , ConversationInitiator ,
  Player , EConversationCameraRelativeParticipant_MAX
}
enum  EConversationCameraShotMode { CloseShot , WideShot , EConversationCameraShotMode_MAX }
enum  EConversationFlow {
  None , PrepareRequestConversation_Begin , PrepareRequestConversation_AlreadyInConversation , RequestingConversation_Begin ,
  RequestingConversation_RequestFailed , RequestingConversation_NothingToTalkAbout , RequestingConversation_OtherExitedAfterJoining , RequestingConversation_IdealTransformNotFound ,
  RequestingConversation_WaitingForPutAwayWeapon , RespondingToRequest_OtherNotParticipating , RespondingToRequest_GroupNotAvailable , RespondingToRequest_NothingToTalkAbout ,
  RespondingToRequest_IdealTransformNotFound , RespondingToRequest_OtherCharacterDespawned , RespondingToRequest_IdealTransformAfterInteractionNotFound , RespondingToRequest_ExitingOutOfInteractions ,
  RespondingToRequest_WaitingForNoLongerSpeaking , RespondingToRequest_WaitingForPutAwayWeapon , RespondingToRequest_Timeout , GettingReady_GroupNotAvailable ,
  GettingReady_OtherNotParticipating , GettingReady_WaitingForConversationAIState , GettingReady_ExitingOutOfInteractions , GettingReady_WaitingForBlockingAnimation ,
  GettingReady_MovingIntoPlace , GettingReady_LoadingMorphTargets , GettingReady_LoadingAssets , GettingReady_WaitingForPutAwayWeapon ,
  WaitingForOthers_WaitingForAllOthers , WaitingForOthers_OtherParticipantLeft , WaitingForOthers_Timeout , WaitingForOthers_NoGroup ,
  InConversation_GroupNotAvailable , InConversation_LeftConversationAIState , InConversation_AloneInConversation , InConversation_AbilityEnded ,
  InConversation_Ongoing , End_EndingAbility , EConversationFlow_MAX
}
enum  EConversationForceRangeType {
  DefaultRange , CloseRange , FarRange , SurroundingRange ,
  EConversationForceRangeType_MAX
}
enum  EConversationForceSense { See , Any , EConversationForceSense_MAX }
enum  EConversationForceWalk { None , LetOtherWalk , WalkToOther , EConversationForceWalk_MAX }
enum  EConversationMultiParticipantMode { OnlySpeakerListener , OnlyMultiConversations , AllowAll , EConversationMultiParticipantMode_MAX }
enum  EConversationPresetMonologState { Any , DuringMonolog , OutsideOfMonolog , EConversationPresetMonologState_MAX }
enum  EConversationState {
  None , PrepareRequestConversation , RequestingConversation , RespondingToRequest ,
  GettingReady , WaitingForOthers , InConversation , RequestFailed ,
  NoTopicsToTalkAbout , End , EConversationState_MAX
}
enum  EConversationTopicExtraInfoType {
  None , Skill , BuyItem , PayFine ,
  EConversationTopicExtraInfoType_MAX
}
enum  ECoumpoundInputHintLocation {
  Up , Left , Down , Right ,
  ECoumpoundInputHintLocation_MAX
}
enum  ECraftingState {
  None , EnterStation , SelectingRecipe , WaitForCraft ,
  CraftingItem , GoToRecipe , ExitCraft , ExitIntermediate ,
  ExitNothing , ECraftingState_MAX
}
enum  ECrimeAffectedEntitySource {
  Area , Item , Interactable , Event ,
  ECrimeAffectedEntitySource_MAX
}
enum  ECrimeDirectness { None , Indirect , Direct , ECrimeDirectness_MAX }
enum  ECrowdGroupsBehaviour {
  UseSocialHierarchy , IgnoreAllAgents , IgnoreAllAgentsAndObstacles , AvoidAllAgents ,
  AvoidAllAIAgents , ECrowdGroupsBehaviour_MAX
}
enum  ECrowdIdleBehaviour { TryAvoidMe , ForceAvoidMe , IgnoreMe , ECrowdIdleBehaviour_MAX }
enum  ECustomKeyBinding {
  QA_0 , QA_1 , QA_2 , QA_3 ,
  QA_4 , QA_5 , QA_6 , QA_7 ,
  QA_8 , QA_END , Q_MELEE , Q_RANGE ,
  OTHER , ECustomKeyBinding_MAX
}
enum  EDailyRoutineExecutionPhase {
  JustActivated , GoingToTaskLocation , DoTask , WaitingForCancel ,
  WaitingForNextTask , EDailyRoutineExecutionPhase_MAX
}
enum  EDailyRoutineTeleportMode { Never , WhenOutOfBounds , EDailyRoutineTeleportMode_MAX }
enum  EDamageType {
  Slash , Blunt , Arrow , Magic ,
  EDamageType_MAX
}
enum  EDangerLevel {
  Orange , Red , Safe , Warning ,
  EDangerLevel_MAX
}
enum  EDataBehaviorModule_DebugDisplayMode {
  Behavior , DataModule , Lessons , Pathing ,
  Input , Count , EDataBehaviorModule_MAX
}
enum  EDayTimeType {
  Morning , Noon , Afternoon , Evening ,
  Night , EDayTimeType_MAX
}
enum  EDeathCause {
  None , Drowning , FallDamage , CombatDamage ,
  EDeathCause_MAX
}
enum  EDeflectMethod {
  WorldUp , BladeDirection , AnimationDirection , HitNormals ,
  EDeflectMethod_MAX
}
enum  EDifficultyGroup { Combat , Resources , Progression , EDifficultyGroup_MAX }
enum  EDirtAmountType {
  Low , Medium , High , Custom ,
  EDirtAmountType_MAX
}
enum  EDivergeState {
  DefaultMove , StartZDiverge , StopZDiverge , ZDivergeMove ,
  EDivergeState_MAX
}
enum  EDocumentSectionListWidgetStyle { Bullet , Enumerated , EDocumentSectionListWidgetStyle_MAX }
enum  EDodgeBehaviour { SlowMedium , SlowShort , Fast , EDodgeBehaviour_MAX }
enum  EDodgeWindowTimeframe { Any , Early , Late , EDodgeWindowTimeframe_MAX }
enum  EDoorModel { Normal , Sewer , Puzzle , EDoorModel_MAX }
enum  EDoorType {
  Triggered , Interactable , TriggeredAndInteractable , Impact ,
  JustMove , JustMoveTriggered , EDoorType_MAX
}
enum  EFallingSurfaceType {
  None , Ground , Water , Count ,
  EFallingSurfaceType_MAX
}
enum  EFinalItem { NonSpawn , SpawnAndStore , Spawn , EFinalItem_MAX }
enum  EFindPathType { WaynetOnly , NavMeshOnly , MetaPath , EFindPathType_MAX }
enum  EFishingDirection {
  None , Front , Right , Left ,
  Back , EFishingDirection_MAX
}
enum  EFishingState { Idle , Aiming , Fishing , EFishingState_MAX }
enum  EFlyDiveMode { DivergeHybrid , DivergeNever , FlyAlways , EFlyDiveMode_MAX }
enum  EFootSide { Right , Left , EFootSide_MAX }
enum  EFrameGenerationDLSS {
  Off , Auto , On2X , On3X ,
  On4X , EFrameGenerationDLSS_MAX
}
enum  EFreepointActionType {
  None , Goto , Interact , Count ,
  EFreepointActionType_MAX
}
enum  EFreepointType { Normal , Patrol , Lineup , EFreepointType_MAX }
enum  EFreepointUsage {
  None , Use , Reserve , ReadyToUse ,
  EFreepointUsage_MAX
}
enum  EGameDifficulty { Easy , Normal , Hard , EGameDifficulty_MAX }
enum  EGameInputDevice { MouseAndKeyboard , Gamepad , EGameInputDevice_MAX }
enum  EGameInputMode { UI , Game , EGameInputMode_MAX }
enum  EGenericTaskResult { Success , Cancelled , Failed , EGenericTaskResult_MAX }
enum  EGetBookCaptureActorValidResult { Valid , Invalid , EGetBookCaptureActorValidResult_MAX }
enum  EGothicConsoleQualityPerformanceMode { Quality , Performance , EGothicConsoleQualityPerformanceMode_MAX }
enum  EGothicFocalPointMode {
  PointOfInterest , LookAtWithController , NPCTargeting , Snap ,
  StrafeWithTargetRotationYaw , EGothicFocalPointMode_MAX
}
enum  EGothicFocusPriority {
  DefaultMoveOrIdle , Follow_MoveOutOfWay_GoalActor , Follow_MoveOutOfWay_PathEnd , Interaction ,
  IdleInteractionFocus , DirectMove , MoveIntoPositionForInteraction , TurnTo ,
  Conversation , Listen , Speak , PerceptionResponse ,
  UpdateTargetInCombat , WatchFight , Warning , WarningCrime ,
  CombatBase , CombatMove , Fear , EGothicFocusPriority_MAX
}
enum  EGothicHUDBarVisibility { On , Dynamic , Off , EGothicHUDBarVisibility_MAX }
enum  EGothicHUDVisibilityState {
  Empty , CompletelyOn , DefaultGameplay , DefaultTransform ,
  DefaultCombat , ManagementMenu , DefaultMenu , DefaultConversation ,
  GameOver , LockPick , DefaultCinematic , PhotoMode ,
  CompletelyOff , EGothicHUDVisibilityState_MAX
}
enum  EGothicLockPieceType {
  None , Plate , Bar , Latch ,
  Count , EGothicLockPieceType_MAX
}
enum  EGothicLogCategory {
  Core , AI , Combat , Locomotion ,
  AngelscriptGAS , Player , Input , GameplayPointSystem ,
  NavigationData , NavigationDataCreation , AINavigation , GAS ,
  Items , Network , Magic , Camera ,
  Sound , FX , Fishing , Animation ,
  DataValidation , AutomatedTest , Spawning , ScriptBindings ,
  Journal , StoryEvents , UI , Localization ,
  Conversation , Cinematics , Target , GameplayCue ,
  Environment , Quest , Resource , ProcessingRange ,
  Interaction , Mod , PersistentData , LockPick ,
  WorldPoint , Count , EGothicLogCategory_MAX
}
enum  EGothicLogVerbosity {
  Log , Warning , Error , Count ,
  EGothicLogVerbosity_MAX
}
enum  EGothicRootMotionMode { Curve , Anim , EGothicRootMotionMode_MAX }
enum  EGothicSaveGameVersion {
  None , Initial , Hotfix2 , VersionPlusOne ,
  LatestVersion , EGothicSaveGameVersion_MAX
}
enum  EGothicSpeedPriority {
  Default , Locomotion , MovementSpeed , NavigationTask ,
  CharacterAIState , Aim , Combat , AlignInteraction ,
  Interaction , NavLink , MovementOverrides , MAX_PRIORITY ,
  EGothicSpeedPriority_MAX
}
enum  EGuideState {
  CannotGuide , IsMoving , WaitForFollowActor , FollowActorGone ,
  EGuideState_MAX
}
enum  EHealthStatus { Healthy , Injured , Count , EHealthStatus_MAX }
enum  EHitColliderState { None , Damage , EHitColliderState_MAX }
enum  EHLSHipsDirection {
  F , B , RF , RB ,
  LF , LB , EHLSHipsDirection_MAX
}
enum  EHoldsterLocation { Waist , Back , None , EHoldsterLocation_MAX }
enum  EHorizontalAlignmenet { LEFT , RIGHT , CENTER , EHorizontalAlignmenet_MAX }
enum  EHUDNotificationGroup {
  None , Inventory , Character , Quest ,
  EHUDNotificationGroup_MAX
}
enum  EHUDNotificationImportance {
  Lowest , Lower , Low , Medium ,
  High , Higher , Highest , EHUDNotificationImportance_MAX
}
enum  EHUDNotificationVisibilityState {
  Hidden , Visible , Hiding , ForceHidden ,
  EHUDNotificationVisibilityState_MAX
}
enum  EHUDQuickSlotOpenedFromPriorityState {
  Default , HotkeyBinding , Aiming , Transform ,
  Inventory , EHUDQuickSlotOpenedFromPriorityState_MAX
}
enum  EIngameTool_Outliner_Mode { Flat , NativeClasses , CompleteClassHierarchyTree , EIngameTool_Outliner_MAX }
enum  EIngameTool_Outliner_Tab { Actors , InteractionSpots , WorldPoints , EIngameTool_Outliner_MAX }
enum  EIngameToolPanelDockNode {
  None , LeftTop , LeftBottom , RightTop ,
  RightBottom , EIngameToolPanelDockNode_MAX
}
enum  EInputContextGroups { Default , Combat , Menu , EInputContextGroups_MAX }
enum  EIntegerPickerWidget_Layout { Horizontal , Vertical , EIntegerPickerWidget_MAX }
enum  EInteractionEndBehavior { Normal , Quick , Instant , EInteractionEndBehavior_MAX }
enum  EInteractionFastExitMode { PlayExitAnimation , PlayFastExitIfAvailableOtherwiseBlendOut , AlwaysBlendOut , EInteractionFastExitMode_MAX }
enum  EInteractionInputKind {
  None , Push , Pull , Left ,
  Right , Up , Down , Interact ,
  EInteractionInputKind_MAX
}
enum  EInteractionInstruction {
  Traverse , Open , Close , Wait ,
  AlreadyInteracting , Error , End , EInteractionInstruction_MAX
}
enum  EInteractionSpotComparisonOp {
  LessThan , LessOrEqualTo , EqualTo , GreaterThan ,
  GreaterOrEqualTo , NotEqualTo , EInteractionSpotComparisonOp_MAX
}
enum  EInteractionSpotConditions { Any , IsUsableByCharacter , IsNotUsableByCharacter , EInteractionSpotConditions_MAX }
enum  EInteractionSpotEntryDirection {
  None , Front , Back , Left ,
  Right , Count , EInteractionSpotEntryDirection_MAX
}
enum  EInteractionSpotOccupation {
  Any , Free , ClaimedOrInUse , InUse ,
  EInteractionSpotOccupation_MAX
}
enum  EInteractionSpotRequirementsMode { Fulfilled , NotFulfilled , EInteractionSpotRequirementsMode_MAX }
enum  EInteractiveCameraTarget {
  Default , Yes , No , Teleport ,
  EInteractiveCameraTarget_MAX
}
enum  EInteractNotify { CharInteract , Count , EInteractNotify_MAX }
enum  EInventoryFilterTypes {
  Melee , Ranged , Magic , Wearables ,
  Food , Potions , Materials , Documents ,
  Miscellaneous , Artifacts , All , Trade ,
  EInventoryFilterTypes_MAX
}
enum  EInventoryFilterVisibility { ShowAll , DisableEmpty , HideEmpty , EInventoryFilterVisibility_MAX }
enum  EInventoryOpenedStates {
  Default , Crafting , Looting , TradingInventoryTrader ,
  TradingInventoryPlayer , EInventoryOpenedStates_MAX
}
enum  EInventorySlotKind {
  None , Weapons , Equipment , Quickslots ,
  BasicInventory , BasicInventoryAndPouch , EInventorySlotKind_MAX
}
enum  EInventoryTypes {
  None , MainContainer , MainHandDEPRECATED , MeleeSlot ,
  RangedSlot , QuickItems , TorchSlot , Trader ,
  TradingBalance , Pouch , RingLeft , RingRight ,
  Amulet , ArmorSlot , BoughtUpgradeItemsContainer , Count ,
  EInventoryTypes_MAX
}
enum  EItemAction {
  Loot , Plunder , Pick , Craft ,
  Buy , Sell , Drop , Consume ,
  Throw , CraftConsume , PickpocketLoot , EItemAction_MAX
}
enum  EItemState { Draw , InHand , Shelve , EItemState_MAX }
enum  EItemType {
  None , Torch , HandsTied , Rifle ,
  Pistol1 , Pistol2 , Bow , Binoculars ,
  Box , Barrel , Count , EItemType_MAX
}
enum  EJumpDownArrowLocationMode { Free , BottomEnd , Dynamic , EJumpDownArrowLocationMode_MAX }
enum  ELadderDrawDebug { Lines , Box , ELadderDrawDebug_MAX }
enum  ELightingModifierType {
  Location , Daytime , Weather , Fog ,
  ShotMode , Shadow , ExternalLightIntensity , ExternalLightColor ,
  SkinTone , SceneBrightness , ParticipantNumber , UniqueArea ,
  ELightingModifierType_MAX
}
enum  ELinkAnchorType { Start , End , ELinkAnchorType_MAX }
enum  ELoadingScreenType {
  Default , BlackScreen , GameIntro , StoryRecap ,
  ELoadingScreenType_MAX
}
enum  ELockPickAnimState {
  Inactive , Idle , LockPicking , Success ,
  Failure , ELockPickAnimState_MAX
}
enum  ELockPickUIHint { None , Chest , Door , ELockPickUIHint_MAX }
enum  ELogicalLightSampleFunction { Max , Average , ELogicalLightSampleFunction_MAX }
enum  ELogicalLightsourceAttenuation { Linear , Quadratic , ELogicalLightsourceAttenuation_MAX }
enum  ELogicalLightsourceType {
  PointLight , DirectionalLight , GlobalAmbientLight , SpotLight ,
  Box , ELogicalLightsourceType_MAX
}
enum  ELookAtState {
  Idle , Idle_Crouch , Combat_Melee , Block ,
  Combat_Archery , Aiming , Combat_Archery_Crouch , Aiming_Crouch ,
  Interact , Drugs_Alcohol , Conversation , ELookAtState_MAX
}
enum  EMagnetConfig {
  SetByBestAlignment , SetByFurthestDamagePoint , SetByIndex , SetManually ,
  EMagnetConfig_MAX
}
enum  EMainMenuState {
  Default , LoadMenu , SaveMenu , SettingsMenu ,
  EMainMenuState_MAX
}
enum  EMapLayerFilterListState { Enabled , Disabled , Collapsed , EMapLayerFilterListState_MAX }
enum  EMarvinStates {
  None , M , A , R ,
  V , I , N , EMarvinStates_MAX
}
enum  EModUserSettingsChangeability { Anywhere , MainMenu , EModUserSettingsChangeability_MAX }
enum  EMovementAction {
  None , LowClimbimg , HighClimbimg , Rolling ,
  GettingUp , Jumping , LayingDown , Interact ,
  Interaction , Pivoting , StartFlying , Fishing ,
  CastingSpell , LaunchingSpell , Dodge , Attack ,
  Count , EMovementAction_MAX
}
enum  EMovementActionNotifyState {
  None , Begin , End , Count ,
  EMovementActionNotifyState_MAX
}
enum  EMovementDirection {
  Forward , Right , Left , Backward ,
  Count , EMovementDirection_MAX
}
enum  EMovementState {
  None , Grounded , Swimming , Falling ,
  Flying , Climbing , Traversing , RagDoll ,
  Interaction , Ladder , Riding , WallClimbing ,
  Floating , Count , EMovementState_MAX
}
enum  EMultiStageState { None , WrongStation , CorrectStation , EMultiStageState_MAX }
enum  EMusicMode {
  Menu , Game , Death , Credits ,
  Cutscene , BossFight , EMusicMode_MAX
}
enum  EMusicStartPosition { Start , Random , EMusicStartPosition_MAX }
enum  ENavigationAgent {
  First , Invalid , ENavigationAgent_MAX , Human_NavMesh ,
  Flying_NavMesh , LargeCreatue_NavMesh
}
enum  ENavigationNotSetupReason {
  NavigationSystemMissing , NavigationDataMissing , NavBoundsVolumeMissing , GothicWorldActorMissing ,
  ENavigationNotSetupReason_MAX
}
enum  ENavigationType {
  Walk , Swim , Fly , Count ,
  ENavigationType_MAX
}
enum  ENavLinkState { NotSetUp , Open , Closed , ENavLinkState_MAX }
enum  ENotificationGameplayTagEventType { New , Removed , ENotificationGameplayTagEventType_MAX }
enum  ENotificationGameplayTagType { ExactTag , TagAndAllChildTags , OnlyLeafChildTags , ENotificationGameplayTagType_MAX }
enum  ENPCSpawnMode {
  None , PreloadOnly , SpawnAfterEverythingIsLoaded , SpawnViaBlockingLoad ,
  ENPCSpawnMode_MAX
}
enum  ENPCSpawnState {
  None , SimulationOnly , PreloadComplete , WaitingForResourcesToLoad ,
  WaitingForLevelStreaming , WaitingForMutable , WaitingForNavigation , WaitingForBudgetToSpawnActor ,
  SpawnedAndHiddenForOneFrame , SpawnedAndVisible , ENPCSpawnState_MAX
}
enum  ENpcTalentsTypes {
  NPC_TALENT_1H , NPC_TALENT_2H , NPC_TALENT_BOW , NPC_TALENT_CROSSBOW ,
  NPC_TALENT_PICKLOCK , NPC_TALENT_PICKPOCKET , NPC_TALENT_SNEAK , NPC_TALENT_MAGE ,
  Max , ENpcTalentsTypes_MAX
}
enum  ENPCUnSpawnMode { Everything , KeepPreloaded , ENPCUnSpawnMode_MAX }
enum  EOpenObjectState {
  None , GoingToPosition , PlayingIntroAnimation , Unlocking ,
  Unlocked , Opened , Closed , EOpenObjectState_MAX
}
enum  EOwnershipRelationFlags {
  None , GuildSpecific , GuildViaArea , PersonalSpecific ,
  PersonalViaArea , OtherGuild , OtherPersonal , Personal ,
  Guild , Myself , Other , AnyOwnership ,
  EOwnershipRelationFlags_MAX
}
enum  EParryMode { ModeA , ModeB , EParryMode_MAX }
enum  EPathResultReason {
  None , UnreliableWaynet , RequestStarted , AlreadyAtGoal ,
  F_Waynet_Islands , F_Waynet_StartNodeNotFound , F_Waynet_EndNodeNotFound , F_Waynet_PathingFailed ,
  F_Waynet_CostLimitReached , F_Waynet_LengthLimitReached , F_Waynet_WaynetNotPresent , F_NavMesh_PathingFailed ,
  F_NavMesh_ProjectionFailedStart , F_NavMesh_ProjectionFailedGoal , F_NavMesh_SearchLimitReached , F_NavLink_TryPrepareParkourAction ,
  F_NavLink_TraverseAbilityNotStarted , S_NavLink_Traverse , F_Follow_Blocked , F_Follow_RequestFailed ,
  F_Follow_OffPath , F_Follow_RequestInvalid , F_Follow_AbortMove , EPathResultReason_MAX
}
enum  EPerceptionActivationType { Disabled , Enabled , EnableOnThrow , EPerceptionActivationType_MAX }
enum  EPerceptionNoiseLoudness {
  Silent , Whisper , Quiet , Moderate ,
  Loud , VeryLoud , Count , EPerceptionNoiseLoudness_MAX
}
enum  EPerceptionSense {
  None , See , Hear , Smell ,
  Count , EPerceptionSense_MAX
}
enum  EPerceptionSoundLengthType { Instant , Continuous , Duration , EPerceptionSoundLengthType_MAX }
enum  EPhotoModeInputMode { PlayerCamera , Light , Sticker , EPhotoModeInputMode_MAX }
enum  EPhotoModeMovementMode { Free , Orbit , EPhotoModeMovementMode_MAX }
enum  EPickpocketDifficultyType {
  None , VeryEasy , Easy , Risky ,
  Hard , VeryHard , Impossible , EPickpocketDifficultyType_MAX
}
enum  EPivotTrigger {
  None , Left_90 , Right_90 , Left_135 ,
  Right_135 , Left_180 , Right_180 , EPivotTrigger_MAX
}
enum  EPlayerControllerState { MainGame , UI , EPlayerControllerState_MAX }
enum  EPlayerGuild {
  None , Templars , Novices , MagesWater ,
  Mercenaries , Rogues , MagesFire , Guards ,
  Shadows , EPlayerGuild_MAX
}
enum  EPreferredLocationKind {
  None , InteractionSpot , Position , StartingPosition ,
  EPreferredLocationKind_MAX
}
enum  EProxy {
  None , Bottom , WeaponBase , Side ,
  Hanging , Pivot , EProxy_MAX
}
enum  EPuzzleEvent { DeathEvent , OpenDoor , Teleport , EPuzzleEvent_MAX }
enum  EQuestKind {
  None , Main , Side , Subobjective ,
  EQuestKind_MAX
}
enum  EQuestSortOrder {
  None , UnlockTime_NewestFirst , UnlockTime_NewestLast , StartTime_NewestFirst ,
  StartTime_NewestLast , LastUpdateTime_NewestFirst , LastUpdateTime_NewestLast , Name ,
  EQuestSortOrder_MAX
}
enum  EQuestState {
  None , Available , Running , Failed ,
  Succeeded , EQuestState_MAX
}
enum  EQuickSlotType {
  Wheel , Hotbar , Crossbar , TransformedHotbar ,
  EQuickSlotType_MAX
}
enum  ERagdollState {
  None , WaitingToStart , Running , WaitingToEnd ,
  ERagdollState_MAX
}
enum  ERangedWeaponState { Idle , Ready , Aim , ERangedWeaponState_MAX }
enum  EReactionType { ReactToCamera , ReactToPlayer , EReactionType_MAX }
enum  EReceiverEventActor { INSTIGATOR , TARGET , EReceiverEventActor_MAX }
enum  ERelationship {
  Unknown , Enemy , Hostile , Angry ,
  Neutral , Friend , Count , ERelationship_MAX
}
enum  ERelationshipHostility {
  Unknown , None , Help , FleeOnSight ,
  ReportToGuardsWithinReason , ReportToGuardsOnSight , DemandPaymentForCrimes , AttackWithinReason ,
  ProtectFromNonFriendly , ProtectFromCreature , ProtectFromDifferentGuild , ProtectFromDifferentGuild_Jurisdiction ,
  ProtectFromDifferentGuild_Premium , AttackOnSight , AttackWithFistsOnSight , AttackWithFistsWithinReason ,
  TrainingFight , Predator , Prey , LowThreatMagicTarget ,
  FollowOnSight , CloseFriend , MagicFear , Loot ,
  Execute , Count , ERelationshipHostility_MAX
}
enum  ERelationshipRelativeRank {
  Unknown , Scum , LowerThanMe , Same ,
  HigherThanMe , Boss , Count , ERelationshipRelativeRank_MAX
}
enum  ERelativeCrimeOrigin {
  Witness , ConflictSync , PathwaySync , Unknown ,
  ERelativeCrimeOrigin_MAX
}
enum  ERequestPathVelocityInstigator {
  Pathfollowing , ClimbTask , DirectMoveTask , COUNT ,
  ERequestPathVelocityInstigator_MAX
}
enum  EResourceDisplayMode { Normal , Short , Count , EResourceDisplayMode_MAX }
enum  EResourceLoadPriority { Normal , GeneralConfig , Player , EResourceLoadPriority_MAX }
enum  ERiderLocation {
  RIGHT , LEFT , BACK , NONE ,
  ERiderLocation_MAX
}
enum  ERotationMode {
  LookingDirection , VelocityDirection , Aiming , PointOfInterest ,
  Count , ERotationMode_MAX
}
enum  ESaveStatus {
  None , WaitingGameSave , WaitingCreateProfile , SavingGame ,
  LoadingGame , SavingOnlyProfile , ESaveStatus_MAX
}
enum  EScriptableCrowdAvoidanceQuality {
  Low , Medium , High , High_BoldMove ,
  High_CarefulCombat , EScriptableCrowdAvoidanceQuality_MAX
}
enum  ESelectionType { Next , Random , ESelectionType_MAX }
enum  ESettingObject_Enum_WidgetType { Spinner , Dropdown , ESettingObject_Enum_MAX }
enum  ESettingsMainWidget_Context { None , MainMenu , InGame , ESettingsMainWidget_MAX }
enum  ESettingsMessagePriority {
  Lowest , Lower , Low , Normal ,
  High , Higher , Highest , ESettingsMessagePriority_MAX
}
enum  ESettingsMessageState {
  Hidden , FadingIn , Shown , FadingOut ,
  ESettingsMessageState_MAX
}
enum  ESettingsPlatforms { Windows , XSX , PS5 , ESettingsPlatforms_MAX }
enum  ESettingsType {
  Invalid , Bool , Int , Enum ,
  Float , KeyMapping , ESettingsType_MAX
}
enum  ESkipTimeEndReason {
  None , Trespassing , Starving , Dehydration ,
  ESkipTimeEndReason_MAX
}
enum  ESlimeManagerActions {
  Disable , Enable , StartSlimeBreakEffect , Sync ,
  StartFadeIn , ESlimeManagerActions_MAX
}
enum  ESlimeName {
  All , SlimeAgressive , SlimeAttack , SlimeDeath ,
  SlimeHit , SlimeLower , SlimeRaised , SlimeStunned ,
  ESlimeName_MAX
}
enum  ESpawningRequestPersistenceType { None , Persistent , Released , ESpawningRequestPersistenceType_MAX }
enum  ESpawningRequestPrioriy { Normal , Mandatory , ESpawningRequestPrioriy_MAX }
enum  ESpellManaUsage {
  Normal , Rechargeable , TargetLevel , Continuous ,
  NormalContinuous , ESpellManaUsage_MAX
}
enum  ESpellTargetType {
  None , Focused , Dynamic , Area ,
  Caster , FocusedOrCaster , CustomTarget , ESpellTargetType_MAX
}
enum  EStance {
  Standing , Crouching , Sitting , Laying ,
  Riding , Count , EStance_MAX
}
enum  EStateBasedActionStage {
  WaitForManualStart , SimulatingRoutine , None , WaitingForUnblock ,
  ReadyForAction , WaitingForActionToStart , DoingAction , FinishingAction ,
  ActionCompleted , Done , EStateBasedActionStage_MAX
}
enum  EStatEntryWidget_MasteryLevel { Untrained , Trained , Master , EStatEntryWidget_MAX }
enum  EStatEntryWidget_SkillType { Binary , Mastery , EStatEntryWidget_MAX }
enum  EStatEntryWidget_StatType { Attribute , Skill , EStatEntryWidget_MAX }
enum  EStencilsUsage {
  None , OutlineInSight , OutlineAction , TelekinesisOnRange ,
  TelekinesisOutOfRange , EStencilsUsage_MAX
}
enum  EStoryActionRegionRequirementsMode { Fulfilled , NotFulfilled , EStoryActionRegionRequirementsMode_MAX }
enum  ESwimType { Normal , Diving , Count , ESwimType_MAX }
enum  ETattooType {
  Head , Torso , Legs , None ,
  ETattooType_MAX
}
enum  ETeleportCharacterState {
  Idle , EnableStreamingSource , DisableStreamingSource , Start ,
  Stop , ETeleportCharacterState_MAX
}
enum  EToolDepthMode { Overlay , World , EToolDepthMode_MAX }
enum  ETradingOutcome { PlayerGetXOre , PlayerPaysXOre , PlayerNeedsX , ETradingOutcome_MAX }
enum  ETraverseMoveToPoint { FirstPoint , LastPoint , ETraverseMoveToPoint_MAX }
enum  EUICraftingStates {
  Default , ForgeOpened , ForgeStarted , ForgeFinished ,
  AnvilStarted , AnvilFinished , BarrelStarted , BarrelFinished ,
  ExitDefault , ExitInProgress , EUICraftingStates_MAX
}
enum  EUIStatType {
  Attribute , Protection , Fighting , SpecialSkills ,
  EUIStatType_MAX
}
enum  EUpscalingMethod {
  None , DLSS , FSR , XeSS ,
  TSR , UpscalingMethod_MAX , EUpscalingMethod_MAX
}
enum  EUpscalingQualityDLSS {
  DLSS_SR_Performance , DLSS_SR_Balanced , DLSS_SR_Quality , DLAA ,
  UpscalingQualityDLSS_MAX , EUpscalingQualityDLSS_MAX
}
enum  EUpscalingQualityFSR {
  NativeAA , Quality , Balanced , Performance ,
  UltraPerformance , UpscalingQualityFSR_MAX , EUpscalingQualityFSR_MAX
}
enum  EUpscalingQualityTSR {
  Performance , Balanced , Quality , UltraQuality ,
  Native , UpscalingQualityTSR_MAX , EUpscalingQualityTSR_MAX
}
enum  EUpscalingQualityXeSS {
  UltraPerformance , Performance , Balanced , Quality ,
  UltraQuality , UltraQualityPlus , AntiAliasing , UpscalingQualityXeSS_MAX ,
  EUpscalingQualityXeSS_MAX
}
enum  EVertexColor {
  R , G , B , A ,
  EVertexColor_MAX
}
enum  EVerticalAlignmenet { TOP , DOWN , CENTER , EVerticalAlignmenet_MAX }
enum  EViabilityStatus {
  Valid , AlwaysValid , ObstructedView , ZeroWeight ,
  NotOnWhitelist , HeightThresholdFail , DistanceThresholdFail , InternalCheckFail ,
  UnspecifiedFail , AdditionalParticipantFail , ForbiddenInvert , SpeakerMissingRequiredTags ,
  ListenerMissingRequiredTags , SpeakerOrListenerMissingRequiredTags , SpeakerHasForbiddenTags , ListenerHasForbiddenTags ,
  SpeakerOrListenerHasForbiddenTags , MoreParticipantsThanAllowed , LessParticipantsThanAllowed , EViabilityStatus_MAX
}
enum  EViewMode { VMThirdPerson , VMFirstPerson , EViewMode_MAX }
enum  EVisualCarrySlot {
  None , RightHand , LeftHand , InventorySlot ,
  EVisualCarrySlot_MAX
}
enum  EWalkSpeed {
  Walking , Running , Sprinting , Count ,
  EWalkSpeed_MAX
}
enum  EWallClimbLinkStatus {
  Errorous , NormalClimb , JumpAndClimbDown , JumpAndClimbUp ,
  ClimbToDrop_TopToBottom , ClimbToDrop_BottomSideways , EWallClimbLinkStatus_MAX
}
enum  EWaynetRelevantFailReason {
  NoEnabledEntryPoints , HasNoWaynetNodeEntry , ShouldHaveAtLeast2Nodes , BelongsToAnIsland ,
  EWaynetRelevantFailReason_MAX
}
enum  EWeaponSkill {
  None , Untrained , Trained , Master ,
  EWeaponSkill_MAX
}
enum  EWeaponType { Melee , Ranged , EWeaponType_MAX }
enum  EWeather {
  Sunny , Rain_Level1 , Rain_Level2 , Rain_Level3 ,
  Cloudy , Count , EWeather_MAX
}
enum  EWeatherEvent {
  Sunny , Rain , Cloud , Snow ,
  Sand , EWeatherEvent_MAX
}
enum  EWeekDay {
  Monday , Tuesday , Wednesday , Thursday ,
  Friday , Saturday , Sunday , Count ,
  EWeekDay_MAX
}
enum  EWinchState {
  None , Enter , Idle , MoveRight ,
  RightFailure , MoveFastRight , MoveLeft , LeftFailure ,
  MoveFastLeft , Exit , EWinchState_MAX
}
enum  EWorldItemState {
  Default , Waiting , Dropped , FinalDestination ,
  EWorldItemState_MAX
}
enum  EWorldPointElementType { WorldPoint , Dropped , EWorldPointElementType_MAX }
enum  ModifyState { Idle , Applied , Disposed , ModifyState_MAX }

Detailed Description

Enumeration Type Documentation

◆ EAbilityInputID

Enumerator
None 
Confirm 
Cancel 
SprintAction 
JumpAction 
StanceAction 
WalkAction 
AimAction 
RollAction 
Possess 
RagdollAction 
Interact 
TargetEnemyAction 
TargetPOIAction 
Attack 
Block 
Reload 
SelectNextTargetLeft 
SelectNextTargetRight 
Ride 
IncreaseCameraDistance 
DecreaseCameraDistance 
KickAttack 
Parry 
ThrowQuickItem 
SprintActionToggle 
TopAttack 
RightAttack 
BottomAttack 
LeftAttack 
Dodge 
WinchLeft 
WinchRight 
CheatLeave 
EAbilityInputID_MAX 

◆ EAbilityTaskCameraFadeSetupLerpType

Enumerator
Lerp 
InterpEaseInOut 
EAbilityTaskCameraFadeSetupLerpType_MAX 

◆ EActivityActions

Enumerator
ActivateActivity 
StartActivity 
EndActivity 
ActivateChapter 
StartChapter 
EndChapter 
EActivityActions_MAX 

◆ EAdaptZDivergeMode

Enumerator
AsTheCrowFlies 
RelativeToNavGround 
RelativeToOtherCharacter 
EAdaptZDivergeMode_MAX 

◆ EAIAgentBehaviorCombatSubState

Enumerator
WarnTarget 
EvaluateTarget 
Approach 
Attack 
Defend 
Count 
EAIAgentBehaviorCombatSubState_MAX 

◆ EAIAgentCombatDistance

Enumerator
TooClose 
Attack 
OutOfRange 
OutOfCombat 
Count 
EAIAgentCombatDistance_MAX 

◆ EAIAgentMindset

Enumerator
Calm 
Suspicious 
Aggressive 
Count 
EAIAgentMindset_MAX 

◆ EAIAgentRelationshipType

Enumerator
None 
Neutral 
Friendly 
Hostile 
Prey 
Count 
EAIAgentRelationshipType_MAX 

◆ EAIAgentScriptedBehavior_IncomingMeleeAttackStatus

Enumerator
None 
Start 
Damage 
Done 
EAIAgentScriptedBehavior_MAX 

◆ EAIAgentSpawningCreatorType

Enumerator
None 
Proxy 
Player 
AI 
EAIAgentSpawningCreatorType_MAX 

◆ EAIAgentWanderType

Enumerator
None 
Patrol 
Zone 
EAIAgentWanderType_MAX 

◆ EAICombat_AbilityStatus

Enumerator
None 
Running 
Finishing 
EAICombat_MAX 

◆ EAlkFilterWidgetEntryVisibility

Enumerator
InitiallyHidden 
InitiallyVisible 
AlwaysVisible 
EAlkFilterWidgetEntryVisibility_MAX 

◆ EAlkMouseButton

Enumerator
Invalid 
Left 
Right 
Middle 
Thumb1 
Thumb2 
EAlkMouseButton_MAX 

◆ EAmbientType

Enumerator
Warning 
WarningFlock 
EAmbientType_MAX 

◆ EArcheryState

Enumerator
WaitingBowOrCrossbowExist 
UnEquipped 
Equipped 
BowInHandRelaxed 
BowInHandNotchedAiming 
WaitingToAiming 
BowInHandNotchedRelaxed 
WaitingToFinishNotch 
WaitingToFinishQuickNotch 
ReleaseBowString 
QuickReleaseBowString 
WaitingToEnterQuickRelease 
Interrupted 
NotchArrowOntoBow 
NotchArrowOntoBowAfterRelease 
DrawingBowString 
CountingResistanceTimeWhileDrawingBowString 
QuickNotchArrowOntoBow 
NotchArrowOntoBowFromRelax 
NotchArrowOntoBowFromQuickRelease 
NotchArrowOntoBowFromAiming 
ReleaseCrossbow 
WaitingToFinishRelease 
WaitingToFinishQuickRelease 
EArcheryState_MAX 

◆ EAreaBoundMemoryContainerType

Enumerator
SubGuild 
CampGuild 
GeneralLocation 
MAX 

◆ EARMPlaceModuleCategoryTagsWhen

Enumerator
Visited 
PassedConditions 
ProducedAtLeastOneResponse 
EARMPlaceModuleCategoryTagsWhen_MAX 

◆ EASCodegenTestEnum

Enumerator
First 
Second 
Third 
EASCodegenTestEnum_MAX 

◆ EAttackHandle

Enumerator
None 
RightHand 
LeftHand 
BothHands 
EAttackHandle_MAX 

◆ EAttackState

Enumerator
None 
Damage 
Combo 
Count 
EAttackState_MAX 

◆ EAttributeSetType

Enumerator
Hunger 
Thirst 
Fatigue 
Weight 
EAttributeSetType_MAX 

◆ EAxisInputID

Enumerator
MoveForwardBackwards 
MoveRightLeft 
LookUpDown 
LookLeftRight 
MoveUpDown 
SelectNextTarget 
EAxisInputID_MAX 

◆ EBiome

enum EBiome
Enumerator
TemperateDecidiousForest 
RainfeldUpland 
Desert 
Wetland 
Tundra 
OrcCity 
None 
EBiome_MAX 

◆ EBloodFontState

Enumerator
WaitToStart 
WaitToPoolFull 
WaitForBloodStatueFull 
EBloodFontState_MAX 

◆ EBloodType

enum EBloodType
Enumerator
Unknown 
Red 
Blue 
Purple 
Yellow 
Black 
None 
Light 
Green 
EBloodType_MAX 

◆ EBookCaptureAnimState

Enumerator
Closed 
Opening 
Opened 
SwitchingPage 
SwitchedPage 
Closing 
EBookCaptureAnimState_MAX 

◆ EBookCapturePage

Enumerator
BOOK_COVER 
BOOK_PAGE_LEFT 
BOOK_PAGE_RIGHT 
BOOK_PAGE_ANIMATING_LEFT 
BOOK_PAGE_ANIMATING_RIGHT 
BOOK_PAGE_COUNT 
BOOK_MAX 

◆ EBreakerType

Enumerator
Idle 
Walk 
EBreakerType_MAX 

◆ EButtonGraphics

Enumerator
None 
Auto 
XSX 
PS5 
Switch 
EButtonGraphics_MAX 

◆ EButtonInputID

Enumerator
None 
Confirm 
Cancel 
SprintAction 
JumpAction 
StanceAction 
WalkAction 
AimAction 
RollAction 
Possess 
RagdollAction 
Interact 
TargetEnemyAction 
TargetPOIAction 
Attack 
Block 
Reload 
SelectNextTargetLeft 
SelectNextTargetRight 
Ride 
IncreaseCameraDistance 
DecreaseCameraDistance 
KickAttack 
QuickItem 
EButtonInputID_MAX 

◆ EButtonWidget_Button

Enumerator
Primary 
Secondary 
Any 
EButtonWidget_MAX 

◆ ECamConditions

Enumerator
None 
Menu 
Idle 
Running 
Sprinting 
Crouch 
RangedWeapon 
RangedWeaponCrouch 
Aim 
AimCrouch 
AimRanged 
AimCrouchRanged 
AimRangedCrossbow 
AimCrouchRangedCrossbow 
Swim 
Dive 
Combat 
CombatOneTwo 
CombatThreePlus 
CombatFly 
CombatBig 
AimSpell 
AimCrouchSpell 
Spell 
WallClimbing 
WallWalking 
MountingOrUnmounting 
FrontArea 
Cinematic 
SpellCombatTargeting 
ECamConditions_MAX 

◆ EChangelogContentEntryType

Enumerator
Text 
BulletPoint 
Image 
EChangelogContentEntryType_MAX 

◆ ECharacterStateGlobalIDFormat

Enumerator
Unknown 
UniqueName 
SpawnedBy 
SpawnIndex 
SpawnLocation 
Default 
Legacy 
ECharacterStateGlobalIDFormat_MAX 

◆ ECinematicState

Enumerator
None 
Initializing 
Loading 
Playing 
Unloading 
DeInitializing 
ECinematicState_MAX 

◆ ECinematicVisibilityMode

Enumerator
ShowAndBlockPlayerInput 
ShowAndNotBlockPlayerInput 
Hidden 
ECinematicVisibilityMode_MAX 

◆ EClimbType

enum EClimbType
Enumerator
None 
High 
Mid 
Low 
Fence 
HighFence 
FallingLow 
FallingHigh 
FallingImpact 
Water 
WaterLow 
Acrobatic 
StepDown 
JumpGap 
Count 
EClimbType_MAX 

◆ ECombatRole

Enumerator
None 
PassiveAttacker 
ActiveAttacker 
Observer 
HealSelf 
Custom1 
Custom2 
Custom3 
Custom4 
ECombatRole_MAX 

◆ ECombatStance

Enumerator
Idle 
Blocking 
Attacking 
Parry 
Count 
ECombatStance_MAX 

◆ EComboQuality

Enumerator
None 
Buffer 
Wrong_Direction 
Too_Soon 
Reset_States 
Great 
Almost 
Ok 
EComboQuality_MAX 

◆ EComboTiming

Enumerator
None 
ComboWindow 
ResetStates 
EComboTiming_MAX 

◆ EConsoleCommandState

Enumerator
Empty 
CommandIntroduced 
ArgumentIntroduced 
EConsoleCommandState_MAX 

◆ EControlCharacterState

Enumerator
Idle 
WaitingFramesBeforeWork 
WaitingFramesAfterWorkDone 
DoWork 
CameraTravellingStart 
CameraTravellingEnd 
Controlling 
WaitingServerFinishPossessUnpossess 
EControlCharacterState_MAX 

◆ EConversationCameraFocusMode

Enumerator
Default 
Middle 
Speaker 
Listener 
ReferencePoint 
Manual 
EConversationCameraFocusMode_MAX 

◆ EConversationCameraFocusTarget

Enumerator
None 
Middle 
Speaker 
Listener 
EConversationCameraFocusTarget_MAX 

◆ EConversationCameraHideMode

Enumerator
None 
HideSpeaker 
HideListener 
HideSpeakerWeapon 
HideListenerWeapon 
OnlyShowSpeaker 
OnlyShowListener 
DontModify 
EConversationCameraHideMode_MAX 

◆ EConversationCameraLoopMode

Enumerator
None 
Repeat 
WindBack 
EConversationCameraLoopMode_MAX 

◆ EConversationCameraRelativeParticipant

Enumerator
Speaker 
Listener 
AdditionalParticipants 
ConversationInitiator 
Player 
EConversationCameraRelativeParticipant_MAX 

◆ EConversationCameraShotMode

Enumerator
CloseShot 
WideShot 
EConversationCameraShotMode_MAX 

◆ EConversationFlow

Enumerator
None 
PrepareRequestConversation_Begin 
PrepareRequestConversation_AlreadyInConversation 
RequestingConversation_Begin 
RequestingConversation_RequestFailed 
RequestingConversation_NothingToTalkAbout 
RequestingConversation_OtherExitedAfterJoining 
RequestingConversation_IdealTransformNotFound 
RequestingConversation_WaitingForPutAwayWeapon 
RespondingToRequest_OtherNotParticipating 
RespondingToRequest_GroupNotAvailable 
RespondingToRequest_NothingToTalkAbout 
RespondingToRequest_IdealTransformNotFound 
RespondingToRequest_OtherCharacterDespawned 
RespondingToRequest_IdealTransformAfterInteractionNotFound 
RespondingToRequest_ExitingOutOfInteractions 
RespondingToRequest_WaitingForNoLongerSpeaking 
RespondingToRequest_WaitingForPutAwayWeapon 
RespondingToRequest_Timeout 
GettingReady_GroupNotAvailable 
GettingReady_OtherNotParticipating 
GettingReady_WaitingForConversationAIState 
GettingReady_ExitingOutOfInteractions 
GettingReady_WaitingForBlockingAnimation 
GettingReady_MovingIntoPlace 
GettingReady_LoadingMorphTargets 
GettingReady_LoadingAssets 
GettingReady_WaitingForPutAwayWeapon 
WaitingForOthers_WaitingForAllOthers 
WaitingForOthers_OtherParticipantLeft 
WaitingForOthers_Timeout 
WaitingForOthers_NoGroup 
InConversation_GroupNotAvailable 
InConversation_LeftConversationAIState 
InConversation_AloneInConversation 
InConversation_AbilityEnded 
InConversation_Ongoing 
End_EndingAbility 
EConversationFlow_MAX 

◆ EConversationForceRangeType

Enumerator
DefaultRange 
CloseRange 
FarRange 
SurroundingRange 
EConversationForceRangeType_MAX 

◆ EConversationForceSense

Enumerator
See 
Any 
EConversationForceSense_MAX 

◆ EConversationForceWalk

Enumerator
None 
LetOtherWalk 
WalkToOther 
EConversationForceWalk_MAX 

◆ EConversationMultiParticipantMode

Enumerator
OnlySpeakerListener 
OnlyMultiConversations 
AllowAll 
EConversationMultiParticipantMode_MAX 

◆ EConversationPresetMonologState

Enumerator
Any 
DuringMonolog 
OutsideOfMonolog 
EConversationPresetMonologState_MAX 

◆ EConversationState

Enumerator
None 
PrepareRequestConversation 
RequestingConversation 
RespondingToRequest 
GettingReady 
WaitingForOthers 
InConversation 
RequestFailed 
NoTopicsToTalkAbout 
End 
EConversationState_MAX 

◆ EConversationTopicExtraInfoType

Enumerator
None 
Skill 
BuyItem 
PayFine 
EConversationTopicExtraInfoType_MAX 

◆ ECoumpoundInputHintLocation

Enumerator
Up 
Left 
Down 
Right 
ECoumpoundInputHintLocation_MAX 

◆ ECraftingState

Enumerator
None 
EnterStation 
SelectingRecipe 
WaitForCraft 
CraftingItem 
GoToRecipe 
ExitCraft 
ExitIntermediate 
ExitNothing 
ECraftingState_MAX 

◆ ECrimeAffectedEntitySource

Enumerator
Area 
Item 
Interactable 
Event 
ECrimeAffectedEntitySource_MAX 

◆ ECrimeDirectness

Enumerator
None 
Indirect 
Direct 
ECrimeDirectness_MAX 

◆ ECrowdGroupsBehaviour

Enumerator
UseSocialHierarchy 
IgnoreAllAgents 
IgnoreAllAgentsAndObstacles 
AvoidAllAgents 
AvoidAllAIAgents 
ECrowdGroupsBehaviour_MAX 

◆ ECrowdIdleBehaviour

Enumerator
TryAvoidMe 
ForceAvoidMe 
IgnoreMe 
ECrowdIdleBehaviour_MAX 

◆ ECustomKeyBinding

Enumerator
QA_0 
QA_1 
QA_2 
QA_3 
QA_4 
QA_5 
QA_6 
QA_7 
QA_8 
QA_END 
Q_MELEE 
Q_RANGE 
OTHER 
ECustomKeyBinding_MAX 

◆ EDailyRoutineExecutionPhase

Enumerator
JustActivated 
GoingToTaskLocation 
DoTask 
WaitingForCancel 
WaitingForNextTask 
EDailyRoutineExecutionPhase_MAX 

◆ EDailyRoutineTeleportMode

Enumerator
Never 
WhenOutOfBounds 
EDailyRoutineTeleportMode_MAX 

◆ EDamageType

Enumerator
Slash 
Blunt 
Arrow 
Magic 
EDamageType_MAX 

◆ EDangerLevel

Enumerator
Orange 
Red 
Safe 
Warning 
EDangerLevel_MAX 

◆ EDataBehaviorModule_DebugDisplayMode

Enumerator
Behavior 
DataModule 
Lessons 
Pathing 
Input 
Count 
EDataBehaviorModule_MAX 

◆ EDayTimeType

Enumerator
Morning 
Noon 
Afternoon 
Evening 
Night 
EDayTimeType_MAX 

◆ EDeathCause

Enumerator
None 
Drowning 
FallDamage 
CombatDamage 
EDeathCause_MAX 

◆ EDeflectMethod

Enumerator
WorldUp 
BladeDirection 
AnimationDirection 
HitNormals 
EDeflectMethod_MAX 

◆ EDifficultyGroup

Enumerator
Combat 
Resources 
Progression 
EDifficultyGroup_MAX 

◆ EDirtAmountType

Enumerator
Low 
Medium 
High 
Custom 
EDirtAmountType_MAX 

◆ EDivergeState

Enumerator
DefaultMove 
StartZDiverge 
StopZDiverge 
ZDivergeMove 
EDivergeState_MAX 

◆ EDocumentSectionListWidgetStyle

Enumerator
Bullet 
Enumerated 
EDocumentSectionListWidgetStyle_MAX 

◆ EDodgeBehaviour

Enumerator
SlowMedium 
SlowShort 
Fast 
EDodgeBehaviour_MAX 

◆ EDodgeWindowTimeframe

Enumerator
Any 
Early 
Late 
EDodgeWindowTimeframe_MAX 

◆ EDoorModel

enum EDoorModel
Enumerator
Normal 
Sewer 
Puzzle 
EDoorModel_MAX 

◆ EDoorType

enum EDoorType
Enumerator
Triggered 
Interactable 
TriggeredAndInteractable 
Impact 
JustMove 
JustMoveTriggered 
EDoorType_MAX 

◆ EFallingSurfaceType

Enumerator
None 
Ground 
Water 
Count 
EFallingSurfaceType_MAX 

◆ EFinalItem

enum EFinalItem
Enumerator
NonSpawn 
SpawnAndStore 
Spawn 
EFinalItem_MAX 

◆ EFindPathType

Enumerator
WaynetOnly 
NavMeshOnly 
MetaPath 
EFindPathType_MAX 

◆ EFishingDirection

Enumerator
None 
Front 
Right 
Left 
Back 
EFishingDirection_MAX 

◆ EFishingState

Enumerator
Idle 
Aiming 
Fishing 
EFishingState_MAX 

◆ EFlyDiveMode

Enumerator
DivergeHybrid 
DivergeNever 
FlyAlways 
EFlyDiveMode_MAX 

◆ EFootSide

enum EFootSide
Enumerator
Right 
Left 
EFootSide_MAX 

◆ EFrameGenerationDLSS

Enumerator
Off 
Auto 
On2X 
On3X 
On4X 
EFrameGenerationDLSS_MAX 

◆ EFreepointActionType

Enumerator
None 
Goto 
Interact 
Count 
EFreepointActionType_MAX 

◆ EFreepointType

Enumerator
Normal 
Patrol 
Lineup 
EFreepointType_MAX 

◆ EFreepointUsage

Enumerator
None 
Use 
Reserve 
ReadyToUse 
EFreepointUsage_MAX 

◆ EGameDifficulty

Enumerator
Easy 
Normal 
Hard 
EGameDifficulty_MAX 

◆ EGameInputDevice

Enumerator
MouseAndKeyboard 
Gamepad 
EGameInputDevice_MAX 

◆ EGameInputMode

Enumerator
UI 
Game 
EGameInputMode_MAX 

◆ EGenericTaskResult

Enumerator
Success 
Cancelled 
Failed 
EGenericTaskResult_MAX 

◆ EGetBookCaptureActorValidResult

Enumerator
Valid 
Invalid 
EGetBookCaptureActorValidResult_MAX 

◆ EGothicConsoleQualityPerformanceMode

Enumerator
Quality 
Performance 
EGothicConsoleQualityPerformanceMode_MAX 

◆ EGothicFocalPointMode

Enumerator
PointOfInterest 
LookAtWithController 
NPCTargeting 
Snap 
StrafeWithTargetRotationYaw 
EGothicFocalPointMode_MAX 

◆ EGothicFocusPriority

Enumerator
DefaultMoveOrIdle 
Follow_MoveOutOfWay_GoalActor 
Follow_MoveOutOfWay_PathEnd 
Interaction 
IdleInteractionFocus 
DirectMove 
MoveIntoPositionForInteraction 
TurnTo 
Conversation 
Listen 
Speak 
PerceptionResponse 
UpdateTargetInCombat 
WatchFight 
Warning 
WarningCrime 
CombatBase 
CombatMove 
Fear 
EGothicFocusPriority_MAX 

◆ EGothicHUDBarVisibility

Enumerator
On 
Dynamic 
Off 
EGothicHUDBarVisibility_MAX 

◆ EGothicHUDVisibilityState

Enumerator
Empty 
CompletelyOn 
DefaultGameplay 
DefaultTransform 
DefaultCombat 
ManagementMenu 
DefaultMenu 
DefaultConversation 
GameOver 
LockPick 
DefaultCinematic 
PhotoMode 
CompletelyOff 
EGothicHUDVisibilityState_MAX 

◆ EGothicLockPieceType

Enumerator
None 
Plate 
Bar 
Latch 
Count 
EGothicLockPieceType_MAX 

◆ EGothicLogCategory

Enumerator
Core 
AI 
Combat 
Locomotion 
AngelscriptGAS 
Player 
Input 
GameplayPointSystem 
NavigationData 
NavigationDataCreation 
AINavigation 
GAS 
Items 
Network 
Magic 
Camera 
Sound 
FX 
Fishing 
Animation 
DataValidation 
AutomatedTest 
Spawning 
ScriptBindings 
Journal 
StoryEvents 
UI 
Localization 
Conversation 
Cinematics 
Target 
GameplayCue 
Environment 
Quest 
Resource 
ProcessingRange 
Interaction 
Mod 
PersistentData 
LockPick 
WorldPoint 
Count 
EGothicLogCategory_MAX 

◆ EGothicLogVerbosity

Enumerator
Log 
Warning 
Error 
Count 
EGothicLogVerbosity_MAX 

◆ EGothicRootMotionMode

Enumerator
Curve 
Anim 
EGothicRootMotionMode_MAX 

◆ EGothicSaveGameVersion

Enumerator
None 
Initial 
Hotfix2 
VersionPlusOne 
LatestVersion 
EGothicSaveGameVersion_MAX 

◆ EGothicSpeedPriority

Enumerator
Default 
Locomotion 
MovementSpeed 
NavigationTask 
CharacterAIState 
Aim 
Combat 
AlignInteraction 
Interaction 
NavLink 
MovementOverrides 
MAX_PRIORITY 
EGothicSpeedPriority_MAX 

◆ EGuideState

Enumerator
CannotGuide 
IsMoving 
WaitForFollowActor 
FollowActorGone 
EGuideState_MAX 

◆ EHealthStatus

Enumerator
Healthy 
Injured 
Count 
EHealthStatus_MAX 

◆ EHitColliderState

Enumerator
None 
Damage 
EHitColliderState_MAX 

◆ EHLSHipsDirection

Enumerator
F 
B 
RF 
RB 
LF 
LB 
EHLSHipsDirection_MAX 

◆ EHoldsterLocation

Enumerator
Waist 
Back 
None 
EHoldsterLocation_MAX 

◆ EHorizontalAlignmenet

Enumerator
LEFT 
RIGHT 
CENTER 
EHorizontalAlignmenet_MAX 

◆ EHUDNotificationGroup

Enumerator
None 
Inventory 
Character 
Quest 
EHUDNotificationGroup_MAX 

◆ EHUDNotificationImportance

Enumerator
Lowest 
Lower 
Low 
Medium 
High 
Higher 
Highest 
EHUDNotificationImportance_MAX 

◆ EHUDNotificationVisibilityState

Enumerator
Hidden 
Visible 
Hiding 
ForceHidden 
EHUDNotificationVisibilityState_MAX 

◆ EHUDQuickSlotOpenedFromPriorityState

Enumerator
Default 
HotkeyBinding 
Aiming 
Transform 
Inventory 
EHUDQuickSlotOpenedFromPriorityState_MAX 

◆ EIngameTool_Outliner_Mode

Enumerator
Flat 
NativeClasses 
CompleteClassHierarchyTree 
EIngameTool_Outliner_MAX 

◆ EIngameTool_Outliner_Tab

Enumerator
Actors 
InteractionSpots 
WorldPoints 
EIngameTool_Outliner_MAX 

◆ EIngameToolPanelDockNode

Enumerator
None 
LeftTop 
LeftBottom 
RightTop 
RightBottom 
EIngameToolPanelDockNode_MAX 

◆ EInputContextGroups

Enumerator
Default 
Combat 
Menu 
EInputContextGroups_MAX 

◆ EIntegerPickerWidget_Layout

Enumerator
Horizontal 
Vertical 
EIntegerPickerWidget_MAX 

◆ EInteractionEndBehavior

Enumerator
Normal 
Quick 
Instant 
EInteractionEndBehavior_MAX 

◆ EInteractionFastExitMode

Enumerator
PlayExitAnimation 
PlayFastExitIfAvailableOtherwiseBlendOut 
AlwaysBlendOut 
EInteractionFastExitMode_MAX 

◆ EInteractionInputKind

Enumerator
None 
Push 
Pull 
Left 
Right 
Up 
Down 
Interact 
EInteractionInputKind_MAX 

◆ EInteractionInstruction

Enumerator
Traverse 
Open 
Close 
Wait 
AlreadyInteracting 
Error 
End 
EInteractionInstruction_MAX 

◆ EInteractionSpotComparisonOp

Enumerator
LessThan 
LessOrEqualTo 
EqualTo 
GreaterThan 
GreaterOrEqualTo 
NotEqualTo 
EInteractionSpotComparisonOp_MAX 

◆ EInteractionSpotConditions

Enumerator
Any 
IsUsableByCharacter 
IsNotUsableByCharacter 
EInteractionSpotConditions_MAX 

◆ EInteractionSpotEntryDirection

Enumerator
None 
Front 
Back 
Left 
Right 
Count 
EInteractionSpotEntryDirection_MAX 

◆ EInteractionSpotOccupation

Enumerator
Any 
Free 
ClaimedOrInUse 
InUse 
EInteractionSpotOccupation_MAX 

◆ EInteractionSpotRequirementsMode

Enumerator
Fulfilled 
NotFulfilled 
EInteractionSpotRequirementsMode_MAX 

◆ EInteractiveCameraTarget

Enumerator
Default 
Yes 
No 
Teleport 
EInteractiveCameraTarget_MAX 

◆ EInteractNotify

Enumerator
CharInteract 
Count 
EInteractNotify_MAX 

◆ EInventoryFilterTypes

Enumerator
Melee 
Ranged 
Magic 
Wearables 
Food 
Potions 
Materials 
Documents 
Miscellaneous 
Artifacts 
All 
Trade 
EInventoryFilterTypes_MAX 

◆ EInventoryFilterVisibility

Enumerator
ShowAll 
DisableEmpty 
HideEmpty 
EInventoryFilterVisibility_MAX 

◆ EInventoryOpenedStates

Enumerator
Default 
Crafting 
Looting 
TradingInventoryTrader 
TradingInventoryPlayer 
EInventoryOpenedStates_MAX 

◆ EInventorySlotKind

Enumerator
None 
Weapons 
Equipment 
Quickslots 
BasicInventory 
BasicInventoryAndPouch 
EInventorySlotKind_MAX 

◆ EInventoryTypes

Enumerator
None 
MainContainer 
MainHandDEPRECATED 
MeleeSlot 
RangedSlot 
QuickItems 
TorchSlot 
Trader 
TradingBalance 
Pouch 
RingLeft 
RingRight 
Amulet 
ArmorSlot 
BoughtUpgradeItemsContainer 
Count 
EInventoryTypes_MAX 

◆ EItemAction

Enumerator
Loot 
Plunder 
Pick 
Craft 
Buy 
Sell 
Drop 
Consume 
Throw 
CraftConsume 
PickpocketLoot 
EItemAction_MAX 

◆ EItemState

enum EItemState
Enumerator
Draw 
InHand 
Shelve 
EItemState_MAX 

◆ EItemType

enum EItemType
Enumerator
None 
Torch 
HandsTied 
Rifle 
Pistol1 
Pistol2 
Bow 
Binoculars 
Box 
Barrel 
Count 
EItemType_MAX 

◆ EJumpDownArrowLocationMode

Enumerator
Free 
BottomEnd 
Dynamic 
EJumpDownArrowLocationMode_MAX 

◆ ELadderDrawDebug

Enumerator
Lines 
Box 
ELadderDrawDebug_MAX 

◆ ELightingModifierType

Enumerator
Location 
Daytime 
Weather 
Fog 
ShotMode 
Shadow 
ExternalLightIntensity 
ExternalLightColor 
SkinTone 
SceneBrightness 
ParticipantNumber 
UniqueArea 
ELightingModifierType_MAX 

◆ ELinkAnchorType

Enumerator
Start 
End 
ELinkAnchorType_MAX 

◆ ELoadingScreenType

Enumerator
Default 
BlackScreen 
GameIntro 
StoryRecap 
ELoadingScreenType_MAX 

◆ ELockPickAnimState

Enumerator
Inactive 
Idle 
LockPicking 
Success 
Failure 
ELockPickAnimState_MAX 

◆ ELockPickUIHint

Enumerator
None 
Chest 
Door 
ELockPickUIHint_MAX 

◆ ELogicalLightSampleFunction

Enumerator
Max 
Average 
ELogicalLightSampleFunction_MAX 

◆ ELogicalLightsourceAttenuation

Enumerator
Linear 
Quadratic 
ELogicalLightsourceAttenuation_MAX 

◆ ELogicalLightsourceType

Enumerator
PointLight 
DirectionalLight 
GlobalAmbientLight 
SpotLight 
Box 
ELogicalLightsourceType_MAX 

◆ ELookAtState

Enumerator
Idle 
Idle_Crouch 
Combat_Melee 
Block 
Combat_Archery 
Aiming 
Combat_Archery_Crouch 
Aiming_Crouch 
Interact 
Drugs_Alcohol 
Conversation 
ELookAtState_MAX 

◆ EMagnetConfig

Enumerator
SetByBestAlignment 
SetByFurthestDamagePoint 
SetByIndex 
SetManually 
EMagnetConfig_MAX 

◆ EMainMenuState

Enumerator
Default 
LoadMenu 
SaveMenu 
SettingsMenu 
EMainMenuState_MAX 

◆ EMapLayerFilterListState

Enumerator
Enabled 
Disabled 
Collapsed 
EMapLayerFilterListState_MAX 

◆ EMarvinStates

Enumerator
None 
M 
A 
R 
V 
I 
N 
EMarvinStates_MAX 

◆ EModUserSettingsChangeability

Enumerator
Anywhere 
MainMenu 
EModUserSettingsChangeability_MAX 

◆ EMovementAction

Enumerator
None 
LowClimbimg 
HighClimbimg 
Rolling 
GettingUp 
Jumping 
LayingDown 
Interact 
Interaction 
Pivoting 
StartFlying 
Fishing 
CastingSpell 
LaunchingSpell 
Dodge 
Attack 
Count 
EMovementAction_MAX 

◆ EMovementActionNotifyState

Enumerator
None 
Begin 
End 
Count 
EMovementActionNotifyState_MAX 

◆ EMovementDirection

Enumerator
Forward 
Right 
Left 
Backward 
Count 
EMovementDirection_MAX 

◆ EMovementState

Enumerator
None 
Grounded 
Swimming 
Falling 
Flying 
Climbing 
Traversing 
RagDoll 
Interaction 
Ladder 
Riding 
WallClimbing 
Floating 
Count 
EMovementState_MAX 

◆ EMultiStageState

Enumerator
None 
WrongStation 
CorrectStation 
EMultiStageState_MAX 

◆ EMusicMode

enum EMusicMode
Enumerator
Menu 
Game 
Death 
Credits 
Cutscene 
BossFight 
EMusicMode_MAX 

◆ EMusicStartPosition

Enumerator
Start 
Random 
EMusicStartPosition_MAX 

◆ ENavigationAgent

Enumerator
First 
Invalid 
ENavigationAgent_MAX 
Human_NavMesh 
Flying_NavMesh 
LargeCreatue_NavMesh 

◆ ENavigationNotSetupReason

Enumerator
NavigationSystemMissing 
NavigationDataMissing 
NavBoundsVolumeMissing 
GothicWorldActorMissing 
ENavigationNotSetupReason_MAX 

◆ ENavigationType

Enumerator
Walk 
Swim 
Fly 
Count 
ENavigationType_MAX 

◆ ENavLinkState

Enumerator
NotSetUp 
Open 
Closed 
ENavLinkState_MAX 

◆ ENotificationGameplayTagEventType

Enumerator
New 
Removed 
ENotificationGameplayTagEventType_MAX 

◆ ENotificationGameplayTagType

Enumerator
ExactTag 
TagAndAllChildTags 
OnlyLeafChildTags 
ENotificationGameplayTagType_MAX 

◆ ENPCSpawnMode

Enumerator
None 
PreloadOnly 
SpawnAfterEverythingIsLoaded 
SpawnViaBlockingLoad 
ENPCSpawnMode_MAX 

◆ ENPCSpawnState

Enumerator
None 
SimulationOnly 
PreloadComplete 
WaitingForResourcesToLoad 
WaitingForLevelStreaming 
WaitingForMutable 
WaitingForNavigation 
WaitingForBudgetToSpawnActor 
SpawnedAndHiddenForOneFrame 
SpawnedAndVisible 
ENPCSpawnState_MAX 

◆ ENpcTalentsTypes

Enumerator
NPC_TALENT_1H 
NPC_TALENT_2H 
NPC_TALENT_BOW 
NPC_TALENT_CROSSBOW 
NPC_TALENT_PICKLOCK 
NPC_TALENT_PICKPOCKET 
NPC_TALENT_SNEAK 
NPC_TALENT_MAGE 
Max 
ENpcTalentsTypes_MAX 

◆ ENPCUnSpawnMode

Enumerator
Everything 
KeepPreloaded 
ENPCUnSpawnMode_MAX 

◆ EOpenObjectState

Enumerator
None 
GoingToPosition 
PlayingIntroAnimation 
Unlocking 
Unlocked 
Opened 
Closed 
EOpenObjectState_MAX 

◆ EOwnershipRelationFlags

Enumerator
None 
GuildSpecific 
GuildViaArea 
PersonalSpecific 
PersonalViaArea 
OtherGuild 
OtherPersonal 
Personal 
Guild 
Myself 
Other 
AnyOwnership 
EOwnershipRelationFlags_MAX 

◆ EParryMode

enum EParryMode
Enumerator
ModeA 
ModeB 
EParryMode_MAX 

◆ EPathResultReason

Enumerator
None 
UnreliableWaynet 
RequestStarted 
AlreadyAtGoal 
F_Waynet_Islands 
F_Waynet_StartNodeNotFound 
F_Waynet_EndNodeNotFound 
F_Waynet_PathingFailed 
F_Waynet_CostLimitReached 
F_Waynet_LengthLimitReached 
F_Waynet_WaynetNotPresent 
F_NavMesh_PathingFailed 
F_NavMesh_ProjectionFailedStart 
F_NavMesh_ProjectionFailedGoal 
F_NavMesh_SearchLimitReached 
F_NavLink_TryPrepareParkourAction 
F_NavLink_TraverseAbilityNotStarted 
S_NavLink_Traverse 
F_Follow_Blocked 
F_Follow_RequestFailed 
F_Follow_OffPath 
F_Follow_RequestInvalid 
F_Follow_AbortMove 
EPathResultReason_MAX 

◆ EPerceptionActivationType

Enumerator
Disabled 
Enabled 
EnableOnThrow 
EPerceptionActivationType_MAX 

◆ EPerceptionNoiseLoudness

Enumerator
Silent 
Whisper 
Quiet 
Moderate 
Loud 
VeryLoud 
Count 
EPerceptionNoiseLoudness_MAX 

◆ EPerceptionSense

Enumerator
None 
See 
Hear 
Smell 
Count 
EPerceptionSense_MAX 

◆ EPerceptionSoundLengthType

Enumerator
Instant 
Continuous 
Duration 
EPerceptionSoundLengthType_MAX 

◆ EPhotoModeInputMode

Enumerator
PlayerCamera 
Light 
Sticker 
EPhotoModeInputMode_MAX 

◆ EPhotoModeMovementMode

Enumerator
Free 
Orbit 
EPhotoModeMovementMode_MAX 

◆ EPickpocketDifficultyType

Enumerator
None 
VeryEasy 
Easy 
Risky 
Hard 
VeryHard 
Impossible 
EPickpocketDifficultyType_MAX 

◆ EPivotTrigger

Enumerator
None 
Left_90 
Right_90 
Left_135 
Right_135 
Left_180 
Right_180 
EPivotTrigger_MAX 

◆ EPlayerControllerState

Enumerator
MainGame 
UI 
EPlayerControllerState_MAX 

◆ EPlayerGuild

Enumerator
None 
Templars 
Novices 
MagesWater 
Mercenaries 
Rogues 
MagesFire 
Guards 
Shadows 
EPlayerGuild_MAX 

◆ EPreferredLocationKind

Enumerator
None 
InteractionSpot 
Position 
StartingPosition 
EPreferredLocationKind_MAX 

◆ EProxy

enum EProxy
Enumerator
None 
Bottom 
WeaponBase 
Side 
Hanging 
Pivot 
EProxy_MAX 

◆ EPuzzleEvent

Enumerator
DeathEvent 
OpenDoor 
Teleport 
EPuzzleEvent_MAX 

◆ EQuestKind

enum EQuestKind
Enumerator
None 
Main 
Side 
Subobjective 
EQuestKind_MAX 

◆ EQuestSortOrder

Enumerator
None 
UnlockTime_NewestFirst 
UnlockTime_NewestLast 
StartTime_NewestFirst 
StartTime_NewestLast 
LastUpdateTime_NewestFirst 
LastUpdateTime_NewestLast 
Name 
EQuestSortOrder_MAX 

◆ EQuestState

Enumerator
None 
Available 
Running 
Failed 
Succeeded 
EQuestState_MAX 

◆ EQuickSlotType

Enumerator
Wheel 
Hotbar 
Crossbar 
TransformedHotbar 
EQuickSlotType_MAX 

◆ ERagdollState

Enumerator
None 
WaitingToStart 
Running 
WaitingToEnd 
ERagdollState_MAX 

◆ ERangedWeaponState

Enumerator
Idle 
Ready 
Aim 
ERangedWeaponState_MAX 

◆ EReactionType

Enumerator
ReactToCamera 
ReactToPlayer 
EReactionType_MAX 

◆ EReceiverEventActor

Enumerator
INSTIGATOR 
TARGET 
EReceiverEventActor_MAX 

◆ ERelationship

Enumerator
Unknown 
Enemy 
Hostile 
Angry 
Neutral 
Friend 
Count 
ERelationship_MAX 

◆ ERelationshipHostility

Enumerator
Unknown 
None 
Help 
FleeOnSight 
ReportToGuardsWithinReason 
ReportToGuardsOnSight 
DemandPaymentForCrimes 
AttackWithinReason 
ProtectFromNonFriendly 
ProtectFromCreature 
ProtectFromDifferentGuild 
ProtectFromDifferentGuild_Jurisdiction 
ProtectFromDifferentGuild_Premium 
AttackOnSight 
AttackWithFistsOnSight 
AttackWithFistsWithinReason 
TrainingFight 
Predator 
Prey 
LowThreatMagicTarget 
FollowOnSight 
CloseFriend 
MagicFear 
Loot 
Execute 
Count 
ERelationshipHostility_MAX 

◆ ERelationshipRelativeRank

Enumerator
Unknown 
Scum 
LowerThanMe 
Same 
HigherThanMe 
Boss 
Count 
ERelationshipRelativeRank_MAX 

◆ ERelativeCrimeOrigin

Enumerator
Witness 
ConflictSync 
PathwaySync 
Unknown 
ERelativeCrimeOrigin_MAX 

◆ ERequestPathVelocityInstigator

Enumerator
Pathfollowing 
ClimbTask 
DirectMoveTask 
COUNT 
ERequestPathVelocityInstigator_MAX 

◆ EResourceDisplayMode

Enumerator
Normal 
Short 
Count 
EResourceDisplayMode_MAX 

◆ EResourceLoadPriority

Enumerator
Normal 
GeneralConfig 
Player 
EResourceLoadPriority_MAX 

◆ ERiderLocation

Enumerator
RIGHT 
LEFT 
BACK 
NONE 
ERiderLocation_MAX 

◆ ERotationMode

Enumerator
LookingDirection 
VelocityDirection 
Aiming 
PointOfInterest 
Count 
ERotationMode_MAX 

◆ ESaveStatus

Enumerator
None 
WaitingGameSave 
WaitingCreateProfile 
SavingGame 
LoadingGame 
SavingOnlyProfile 
ESaveStatus_MAX 

◆ EScriptableCrowdAvoidanceQuality

Enumerator
Low 
Medium 
High 
High_BoldMove 
High_CarefulCombat 
EScriptableCrowdAvoidanceQuality_MAX 

◆ ESelectionType

Enumerator
Next 
Random 
ESelectionType_MAX 

◆ ESettingObject_Enum_WidgetType

Enumerator
Spinner 
Dropdown 
ESettingObject_Enum_MAX 

◆ ESettingsMainWidget_Context

Enumerator
None 
MainMenu 
InGame 
ESettingsMainWidget_MAX 

◆ ESettingsMessagePriority

Enumerator
Lowest 
Lower 
Low 
Normal 
High 
Higher 
Highest 
ESettingsMessagePriority_MAX 

◆ ESettingsMessageState

Enumerator
Hidden 
FadingIn 
Shown 
FadingOut 
ESettingsMessageState_MAX 

◆ ESettingsPlatforms

Enumerator
Windows 
XSX 
PS5 
ESettingsPlatforms_MAX 

◆ ESettingsType

Enumerator
Invalid 
Bool 
Int 
Enum 
Float 
KeyMapping 
ESettingsType_MAX 

◆ ESkipTimeEndReason

Enumerator
None 
Trespassing 
Starving 
Dehydration 
ESkipTimeEndReason_MAX 

◆ ESlimeManagerActions

Enumerator
Disable 
Enable 
StartSlimeBreakEffect 
Sync 
StartFadeIn 
ESlimeManagerActions_MAX 

◆ ESlimeName

enum ESlimeName
Enumerator
All 
SlimeAgressive 
SlimeAttack 
SlimeDeath 
SlimeHit 
SlimeLower 
SlimeRaised 
SlimeStunned 
ESlimeName_MAX 

◆ ESpawningRequestPersistenceType

Enumerator
None 
Persistent 
Released 
ESpawningRequestPersistenceType_MAX 

◆ ESpawningRequestPrioriy

Enumerator
Normal 
Mandatory 
ESpawningRequestPrioriy_MAX 

◆ ESpellManaUsage

Enumerator
Normal 
Rechargeable 
TargetLevel 
Continuous 
NormalContinuous 
ESpellManaUsage_MAX 

◆ ESpellTargetType

Enumerator
None 
Focused 
Dynamic 
Area 
Caster 
FocusedOrCaster 
CustomTarget 
ESpellTargetType_MAX 

◆ EStance

enum EStance
Enumerator
Standing 
Crouching 
Sitting 
Laying 
Riding 
Count 
EStance_MAX 

◆ EStateBasedActionStage

Enumerator
WaitForManualStart 
SimulatingRoutine 
None 
WaitingForUnblock 
ReadyForAction 
WaitingForActionToStart 
DoingAction 
FinishingAction 
ActionCompleted 
Done 
EStateBasedActionStage_MAX 

◆ EStatEntryWidget_MasteryLevel

Enumerator
Untrained 
Trained 
Master 
EStatEntryWidget_MAX 

◆ EStatEntryWidget_SkillType

Enumerator
Binary 
Mastery 
EStatEntryWidget_MAX 

◆ EStatEntryWidget_StatType

Enumerator
Attribute 
Skill 
EStatEntryWidget_MAX 

◆ EStencilsUsage

Enumerator
None 
OutlineInSight 
OutlineAction 
TelekinesisOnRange 
TelekinesisOutOfRange 
EStencilsUsage_MAX 

◆ EStoryActionRegionRequirementsMode

Enumerator
Fulfilled 
NotFulfilled 
EStoryActionRegionRequirementsMode_MAX 

◆ ESwimType

enum ESwimType
Enumerator
Normal 
Diving 
Count 
ESwimType_MAX 

◆ ETattooType

Enumerator
Head 
Torso 
Legs 
None 
ETattooType_MAX 

◆ ETeleportCharacterState

Enumerator
Idle 
EnableStreamingSource 
DisableStreamingSource 
Start 
Stop 
ETeleportCharacterState_MAX 

◆ EToolDepthMode

Enumerator
Overlay 
World 
EToolDepthMode_MAX 

◆ ETradingOutcome

Enumerator
PlayerGetXOre 
PlayerPaysXOre 
PlayerNeedsX 
ETradingOutcome_MAX 

◆ ETraverseMoveToPoint

Enumerator
FirstPoint 
LastPoint 
ETraverseMoveToPoint_MAX 

◆ EUICraftingStates

Enumerator
Default 
ForgeOpened 
ForgeStarted 
ForgeFinished 
AnvilStarted 
AnvilFinished 
BarrelStarted 
BarrelFinished 
ExitDefault 
ExitInProgress 
EUICraftingStates_MAX 

◆ EUIStatType

Enumerator
Attribute 
Protection 
Fighting 
SpecialSkills 
EUIStatType_MAX 

◆ EUpscalingMethod

Enumerator
None 
DLSS 
FSR 
XeSS 
TSR 
UpscalingMethod_MAX 
EUpscalingMethod_MAX 

◆ EUpscalingQualityDLSS

Enumerator
DLSS_SR_Performance 
DLSS_SR_Balanced 
DLSS_SR_Quality 
DLAA 
UpscalingQualityDLSS_MAX 
EUpscalingQualityDLSS_MAX 

◆ EUpscalingQualityFSR

Enumerator
NativeAA 
Quality 
Balanced 
Performance 
UltraPerformance 
UpscalingQualityFSR_MAX 
EUpscalingQualityFSR_MAX 

◆ EUpscalingQualityTSR

Enumerator
Performance 
Balanced 
Quality 
UltraQuality 
Native 
UpscalingQualityTSR_MAX 
EUpscalingQualityTSR_MAX 

◆ EUpscalingQualityXeSS

Enumerator
UltraPerformance 
Performance 
Balanced 
Quality 
UltraQuality 
UltraQualityPlus 
AntiAliasing 
UpscalingQualityXeSS_MAX 
EUpscalingQualityXeSS_MAX 

◆ EVertexColor

Enumerator
R 
G 
B 
A 
EVertexColor_MAX 

◆ EVerticalAlignmenet

Enumerator
TOP 
DOWN 
CENTER 
EVerticalAlignmenet_MAX 

◆ EViabilityStatus

Enumerator
Valid 
AlwaysValid 
ObstructedView 
ZeroWeight 
NotOnWhitelist 
HeightThresholdFail 
DistanceThresholdFail 
InternalCheckFail 
UnspecifiedFail 
AdditionalParticipantFail 
ForbiddenInvert 
SpeakerMissingRequiredTags 
ListenerMissingRequiredTags 
SpeakerOrListenerMissingRequiredTags 
SpeakerHasForbiddenTags 
ListenerHasForbiddenTags 
SpeakerOrListenerHasForbiddenTags 
MoreParticipantsThanAllowed 
LessParticipantsThanAllowed 
EViabilityStatus_MAX 

◆ EViewMode

enum EViewMode
Enumerator
VMThirdPerson 
VMFirstPerson 
EViewMode_MAX 

◆ EVisualCarrySlot

Enumerator
None 
RightHand 
LeftHand 
InventorySlot 
EVisualCarrySlot_MAX 

◆ EWalkSpeed

enum EWalkSpeed
Enumerator
Walking 
Running 
Sprinting 
Count 
EWalkSpeed_MAX 

◆ EWallClimbLinkStatus

Enumerator
Errorous 
NormalClimb 
JumpAndClimbDown 
JumpAndClimbUp 
ClimbToDrop_TopToBottom 
ClimbToDrop_BottomSideways 
EWallClimbLinkStatus_MAX 

◆ EWaynetRelevantFailReason

Enumerator
NoEnabledEntryPoints 
HasNoWaynetNodeEntry 
ShouldHaveAtLeast2Nodes 
BelongsToAnIsland 
EWaynetRelevantFailReason_MAX 

◆ EWeaponSkill

Enumerator
None 
Untrained 
Trained 
Master 
EWeaponSkill_MAX 

◆ EWeaponType

Enumerator
Melee 
Ranged 
EWeaponType_MAX 

◆ EWeather

enum EWeather
Enumerator
Sunny 
Rain_Level1 
Rain_Level2 
Rain_Level3 
Cloudy 
Count 
EWeather_MAX 

◆ EWeatherEvent

Enumerator
Sunny 
Rain 
Cloud 
Snow 
Sand 
EWeatherEvent_MAX 

◆ EWeekDay

enum EWeekDay
Enumerator
Monday 
Tuesday 
Wednesday 
Thursday 
Friday 
Saturday 
Sunday 
Count 
EWeekDay_MAX 

◆ EWinchState

Enumerator
None 
Enter 
Idle 
MoveRight 
RightFailure 
MoveFastRight 
MoveLeft 
LeftFailure 
MoveFastLeft 
Exit 
EWinchState_MAX 

◆ EWorldItemState

Enumerator
Default 
Waiting 
Dropped 
FinalDestination 
EWorldItemState_MAX 

◆ EWorldPointElementType

Enumerator
WorldPoint 
Dropped 
EWorldPointElementType_MAX 

◆ ModifyState

Enumerator
Idle 
Applied 
Disposed 
ModifyState_MAX