Name |
Description |
|
---|---|---|
|
ASkyAtmosphere |
A placeable actor that simulates sky and light scattering in the atmosphere. |
|
FActiveMorphTarget |
Struct used to indicate one active morph target that should be applied to this USkeletalMesh when rendered. |
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FActorComponentActivatedSignature |
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FActorComponentDeactivateSignature |
|
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FAnimationEvaluationContext |
|
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FAudioComponentParam |
Struct used for storing one per-instance named parameter for this AudioComponent. |
|
FBatchedLine |
|
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FBatchedMesh |
|
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FBatchedPoint |
|
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FCachedKeyToActionInfo |
Struct that exists to store runtime cache to make key to action lookups faster. |
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FChildActorAttachedActorInfo |
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FChildActorComponentInstanceData |
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FClosestPointOnPhysicsAsset |
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FClusterNode |
|
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FClusterNode_DEPRECATED |
Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one. |
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FComponentBeginCursorOverSignature |
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FComponentBeginOverlapSignature |
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FComponentBeginTouchOverSignature |
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FComponentCollisionSettingsChangedSignature |
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FComponentEndCursorOverSignature |
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FComponentEndOverlapSignature |
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FComponentEndTouchOverSignature |
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FComponentHitSignature |
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FComponentOnClickedSignature |
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FComponentOnInputTouchBeginSignature |
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FComponentOnInputTouchEndSignature |
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FComponentOnReleasedSignature |
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FComponentSleepSignature |
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FComponentWakeSignature |
|
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FDirectAttachChildrenAccessor |
Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done immediately to fix up in light of the privatization steps |
|
FEngineShowFlagsSetting |
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FEquirectProps |
Properties for equirect layers |
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FExponentialHeightFogData |
Data for an individual fog line integral. |
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FForceFeedbackManager |
|
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FGetActionsBoundToKey |
|
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FInputActionBinding |
Binds a delegate to an action. |
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FInputActionHandlerDynamicSignature |
|
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FInputActionUnifiedDelegate |
|
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FInputAxisBinding |
Binds a delegate to an axis mapping. |
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FInputAxisHandlerDynamicSignature |
|
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FInputAxisKeyBinding |
Binds a delegate to a raw float axis mapping. |
|
FInputAxisUnifiedDelegate |
Unified delegate specialization for float axis events. |
|
FInputBinding |
Base class for the different binding types. |
|
FInputGestureBinding |
Binds a gesture to a function. |
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FInputGestureHandlerDynamicSignature |
|
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FInputGestureUnifiedDelegate |
Unified delegate specialization for gestureevents. |
|
FInputKeyBinding |
Binds a delegate to a key chord. |
|
FInputTouchBinding |
Binds a delegate to touch input. |
|
FInputTouchHandlerDynamicSignature |
|
|
FInputTouchUnifiedDelegate |
Unified delegate specialization for Touch events. |
|
FInputVectorAxisBinding |
Binds a delegate to a raw vector axis mapping. |
|
FInputVectorAxisHandlerDynamicSignature |
|
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FInputVectorAxisUnifiedDelegate |
Unified delegate specialization for vector axis events. |
|
FInstancedStaticMeshComponentInstanceData |
Helper class used to preserve lighting/selection state across blueprint reinstancing |
|
FInstancedStaticMeshInstanceData |
|
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FInstancedStaticMeshLightMapInstanceData |
Used to store lightmap data during RerunConstructionScripts |
|
FInstancedStaticMeshMappingInfo |
|
|
FInstanceUpdateCmdBuffer |
|
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FInterpControlPoint |
|
|
FLineBatcherSceneProxy |
Represents a LineBatchComponent to the scene manager. |
|
FLinkedInstancesAdapter |
|
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FMaterialSpriteElement |
|
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FOnAnimInitialized |
|
|
FOnAudioFinished |
Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
|
FOnAudioMultiEnvelopeValue |
Called while a sound plays and returns the sound's average and max envelope value (using an envelope follower in the audio renderer per wave instance). |
|
FOnAudioPlaybackPercent |
Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. |
|
FOnAudioSingleEnvelopeValue |
Called while a sound plays and returns the sound's envelope value (using an envelope follower in the audio renderer). |
|
FOnBoneTransformsFinalized |
|
|
FOnForceFeedbackFinished |
Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early |
|
FOnQueueSubtitles |
Called when subtitles are sent to the SubtitleManager. |
|
FOnTimelineEvent |
Signature of function to handle a timeline 'event' |
|
FOnTimelineFloat |
Signature of function to handle timeline float track |
|
FOnTimelineLinearColor |
Signature of function to handle linear color track |
|
FOnTimelineVector |
Signature of function to handle timeline vector track |
|
FOverlapInfo |
Overlap info consisting of the primitive and the body that is overlapping |
|
FPaintedVertex |
Cached vertex information at the time the mesh was painted. |
|
FPhysicsVolumeChanged |
|
|
FPrecomputedLightInstanceData |
Used to store lightmap data during RerunConstructionScripts |
|
FPrecomputedSkyLightInstanceData |
Used to store lightmap data during RerunConstructionScripts |
|
FPreCulledStaticMeshSection |
|
|
FPrimitiveComponentInstanceData |
Component instance cached data base class for primitive components. |
|
FRegisterComponentContext |
|
|
FRendererStencilMaskEvaluation |
Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses. |
|
FRenderStateRecreator |
|
|
FSceneCaptureViewInfo |
View state needed to create a scene capture renderer |
|
FSceneComponentInstanceData |
Component instance cached data base class for scene components. |
|
FScopedMovementUpdate |
FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates. |
|
FScopedPreventAttachedComponentMove |
Utility for temporarily changing the behavior of a SceneComponent to use absolute transforms, and then restore it to the behavior at the start of the scope. |
|
FSkeletalMeshComponentClothTickFunction |
Tick function that prepares and simulates cloth |
|
FSkeletalMeshComponentEndPhysicsTickFunction |
Tick function that does post physics work on skeletal mesh component. |
|
FSkelMeshComponentLODInfo |
LOD specific setup for the skeletal mesh component. |
|
FSkelMeshRefPoseOverride |
Struct used to store per-component ref pose override |
|
FSkelMeshSkinWeightInfo |
Vertex skin weight info supplied for a component override. |
|
FSkyTextureCubeResource |
A cubemap texture resource that knows how to upload the capture data from a sky capture. |
|
FSplineCurves |
|
|
FSplineInstanceData |
Used to store spline data during RerunConstructionScripts |
|
FSplineMeshInstanceData |
Used to store spline mesh data during RerunConstructionScripts |
|
FSplineMeshParams |
Structure that holds info about spline, passed to renderer to deform UStaticMesh. |
|
FSplinePoint |
|
|
FSplinePositionLinearApproximation |
A single point in linear approximation of a spline |
|
FSpriteCategoryInfo |
Information about the sprite category, used for visualization in the editor |
|
FStaticMeshComponentInstanceData |
|
|
FStaticMeshComponentLODInfo |
|
|
FStaticMeshVertexColorLODData |
Vertex data stored per-LOD |
|
FStaticShadowDepthMap |
A texture containing depth values of static objects that was computed during the lighting build. |
|
FTentDistribution |
|
|
FTimeline |
|
|
FTimelineEventEntry |
Struct that contains one entry for an 'event' during the timeline |
|
FTimelineFloatTrack |
Struct that contains one entry for each vector interpolation performed by the timeline |
|
FTimelineLinearColorTrack |
Struct that contains one entry for each linear color interpolation performed by the timeline |
|
FTimelineVectorTrack |
Struct that contains one entry for each vector interpolation performed by the timeline |
|
FTransformUpdated |
|
|
HInstancedStaticMeshInstance |
InstancedStaticMeshInstance hit proxy |
|
TInputUnifiedDelegate |
Utility delegate class to allow binding to either a C++ function or a blueprint script delegate |
|
UActorComponent |
ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. |
|
UApplicationLifecycleComponent |
Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc). |
|
UArrowComponent |
A simple arrow rendered using lines. Useful for indicating which way an object is facing. |
|
UAudioComponent |
AudioComponent is used to play a Sound |
|
UBillboardComponent |
A 2d texture that will be rendered always facing the camera. |
|
UBoxComponent |
A box generally used for simple collision. Bounds are rendered as lines in the editor. |
|
UBoxReflectionCaptureComponent |
-> will be exported to EngineDecalClasses.h |
|
UBrushComponent |
A brush component defines a shape that can be modified within the editor. |
|
UCapsuleComponent |
A capsule generally used for simple collision. Bounds are rendered as lines in the editor. |
|
UChildActorComponent |
A component that spawns an Actor when registered, and destroys it when unregistered. |
|
UDecalComponent |
A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model. |
|
UDirectionalLightComponent |
A light component that has parallel rays. |
|
UDrawFrustumComponent |
Utility component for drawing a view frustum. |
|
UDrawSphereComponent |
A sphere generally used for simple collision. Bounds are rendered as lines in the editor. |
|
UExponentialHeightFogComponent |
Used to create fogging effects such as clouds but with a density that is related to the height of the fog. |
|
UForceFeedbackComponent |
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it |
|
UHierarchicalInstancedStaticMeshComponent |
|
|
UInputComponent |
Implement an Actor component for input bindings. |
|
UInstancedStaticMeshComponent |
A component that efficiently renders multiple instances of the same StaticMesh. |
|
UInterpToMovementComponent |
Move the root component between a series of points over a given time * |
|
ULightComponent |
|
|
ULightComponentBase |
|
|
ULightmassPortalComponent |
|
|
ULineBatchComponent |
The line batch component buffers and draws lines (and some other line-based shapes) in a scene. |
|
ULocalLightComponent |
A light component which emits light from a single point equally in all directions. |
|
UMaterialBillboardComponent |
A 2d material that will be rendered always facing the camera. |
|
UMeshComponent |
MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles. |
|
UModelComponent |
ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object. |
|
UPawnNoiseEmitterComponent |
PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. |
|
UPlanarReflectionComponent |
|
|
UPlaneReflectionCaptureComponent |
-> will be exported to EngineDecalClasses.h |
|
UPlatformEventsComponent |
Component to handle receiving notifications from the OS about platform events. |
|
UPointLightComponent |
A light component which emits light from a single point equally in all directions. |
|
UPoseableMeshComponent |
UPoseableMeshComponent that allows bone transforms to be driven by blueprint. |
|
UPostProcessComponent |
PostProcessComponent. |
|
UPrimitiveComponent |
PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. |
|
URectLightComponent |
A light component which emits light from a rectangle. |
|
UReflectionCaptureComponent |
-> will be exported to EngineDecalClasses.h |
|
URuntimeVirtualTextureComponent |
Component used to place a URuntimeVirtualTexture in the world. |
|
USceneCaptureComponent |
-> will be exported to EngineDecalClasses.h |
|
USceneCaptureComponent2D |
Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target. |
|
USceneCaptureComponentCube |
Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target. |
|
USceneComponent |
A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. |
|
UShapeComponent |
ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc). |
|
USkeletalMeshComponent |
SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. |
|
USkinnedMeshComponent |
Skinned mesh component that supports bone skinned mesh rendering. |
|
USkyAtmosphereComponent |
|
|
USkyLightComponent |
|
|
USphereComponent |
A sphere generally used for simple collision. Bounds are rendered as lines in the editor. |
|
USphereReflectionCaptureComponent |
-> will be exported to EngineDecalClasses.h |
|
USplineComponent |
A spline component is a spline shape which can be used for other purposes (e.g. animating objects). |
|
USplineMeshComponent |
A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline. |
|
USplineMetadata |
|
|
USpotLightComponent |
A spot light component emits a directional cone shaped light (Eg a Torch). |
|
UStaticMeshComponent |
StaticMeshComponent is used to create an instance of a UStaticMesh. |
|
UStereoLayerComponent |
A geometry layer within the stereo rendered viewport. |
|
UStereoLayerShape |
|
|
UStereoLayerShapeCubemap |
|
|
UStereoLayerShapeCylinder |
|
|
UStereoLayerShapeEquirect |
|
|
UStereoLayerShapeQuad |
|
|
UTextRenderComponent |
Renders text in the world with given font. |
|
UTimelineComponent |
TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. |
|
UVectorFieldComponent |
A Component referencing a vector field. |
|
UWindDirectionalSourceComponent |
Component that provides a directional wind source. Only affects SpeedTree assets. |
Name |
Description |
---|---|
FActorComponentGlobalCreatePhysicsSignature |
|
FActorComponentGlobalDestroyPhysicsSignature |
|
FInputActionHandlerSignature |
Delegate signature for action events. |
FInputActionHandlerWithKeySignature |
|
FInputAxisHandlerSignature |
Delegate signature for axis handlers. |
FInputGestureHandlerSignature |
Delegate signature for gesture handlers. |
FInputTouchHandlerSignature |
Delegate signature for touch handlers. |
FInputVectorAxisHandlerSignature |
Delegate signature for vector axis handlers. : "Value" to pass to the axis. |
FOnAnimUpdateRateParamsCreated |
|
FOnAudioFinishedNative |
Shadow delegate declaration for above |
FOnAudioMultiEnvelopeValueNative |
Shadow delegate declaration for above |
FOnAudioPlaybackPercentNative |
Shadow delegate declaration for above |
FOnAudioSingleEnvelopeValueNative |
Shadow delegate declaration for above |
FOnSkelMeshTeleported |
|
FOnSkelMeshTeleportedMultiCast |
|
FOnTimelineEventStatic |
Static version of delegate to handle a timeline 'event' |
FOnTimelineFloatStatic |
Static version of timeline delegate for a float track |
FOnTimelineLinearColorStatic |
Static version of timeline delegate for a linear color track |
FOnTimelineVectorStatic |
Static version of timeline delegate for a vector track |
TInlineOverlapInfoArray |
|
TOverlapArrayView |
|
Type |
Name |
Description |
|
---|---|---|
|
EAllowKinematicDeferral |
Enum for indicating whether kinematic updates can be deferred |
|
EAnimationMode::Type |
|
|
EAnimCurveType |
|
|
EAudioComponentPlayState |
Enum describing the audio component play state. |
|
EAudioFaderCurve |
Type of fade to use when adjusting the audio component's volume. |
|
EBoneSpaces::Type |
Values for specifying bone space. |
|
EBoneVisibilityStatus |
Bone Visibility.The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1 |
|
ECanBeCharacterBase |
Determines whether a Character can attempt to step up onto a component when they walk in to it. |
|
EClothMassMode |
|
|
EControllerAnalogStick::Type |
|
|
EDetailMode |
Detail mode for scene component rendering, corresponds with the integer value of UWorld::GetDetailMode() |
|
EHasCustomNavigableGeometry::Type |
Determines if a primitive component contains custom collision for navigation/AI |
|
EHorizTextAligment |
|
|
EInterpToBehaviourType |
Controls the movement behaviour |
|
EKinematicBonesUpdateToPhysics::Type |
This enum defines how you'd like to update bones to physics world. |
|
EMoveComponentFlags |
MoveComponent options, stored as bitflags |
|
EPhysBodyOp |
PhysicsBody options when bone is hidden |
|
EPhysicsTransformUpdateMode::Type |
|
|
EReflectionSourceType |
|
|
ERelativeTransformSpace |
The space for the transform |
|
ERendererStencilMask |
Exposed enum to parallel RHI's EStencilMask and show up in the editor. |
|
ESceneCapturePrimitiveRenderMode |
|
|
EScopedUpdate::Type |
Enum that controls the scoping behavior of FScopedMovementUpdate. |
|
EShapeBodySetupHelper |
|
|
ESkyAtmosphereTransformMode |
|
|
ESkyLightSourceType |
|
|
ESplineCoordinateSpace::Type |
Types of coordinate space accepted by the functions. |
|
ESplineMeshAxis::Type |
|
|
ESplinePointType::Type |
Permitted spline point types for SplineComponent. |
|
EStereoLayerShape |
The shape to use for the stereo layer. |
|
EStereoLayerType |
Used by IStereoLayer |
|
ETemperatureSeverityType |
Copyright Epic Games, Inc. |
|
ETimelineDirection::Type |
Does timeline play or reverse ? |
|
ETimelineLengthMode |
Whether or not the timeline should be finished after the specified length, or the last keyframe in the tracks |
|
EUpdateTransformFlags |
Information about how to update transform when something is moved |
|
EVerticalTextAligment |
|
|
EVisibilityBasedAnimTickOption |
Skinned Mesh Animation Tick option based on rendered or not. |
|
EWindSourceType |
Name | Description | ||
---|---|---|---|
|
ESplinePoint... |
ConvertInterpCurveModeToSplinePointType ( |
|
|
EInterpCurve... |
ConvertSplinePointTypeToInterpCurveMode ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification of start of overlap with a specific component |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification of blocking collision against a specific component. |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification of end of overlap with a specific component |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification when a sleep event is fired by physics |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification when a wake event is fired by physics |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
Delegate for notification when collision settings change. |
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
CURRENT_FILE... |
FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE ( |
|
|
GenerateEncodedHDRData |
||
|
float |
GetRectLightBarnDoorMaxAngle() |
|
|
GetTypedSkinnedTangentBasis ( |
Simple, CPU evaluation of a vertex's skinned tangent basis |
|
|
GetTypedSkinnedVertexPosition ( |
Simple, CPU evaluation of a vertex's skinned position helper function |
|
|
constexpr bo... |
operator! ( |
|
|
EMoveCompone... |
operator& ( |
|
|
constexpr EU... |
operator& ( |
|
|
operator&= ( |
||
|
constexpr EU... |
operator| ( |
|
|
EMoveCompone... |
operator| ( |
|
|
operator|= ( |
||
|
constexpr EU... |
operator~ ( |
|
|
EUpdateTrans... |
SkipPhysicsToEnum ( |
Converts legacy bool into the SkipPhysicsUpdate bitflag |
|
UpdateAllPrimitiveSceneInfosForScenes ( |
||
|
UpdateAllPrimitiveSceneInfosForSingleComponent ( |
Name | Description | ||
---|---|---|---|
|
GSelectedComponentAnnotation |
Annotation for component selection. |
|
|
STATCAT_Advanced |