Name |
Description |
|
---|---|---|
|
ABlockingVolume |
An invisible volume used to block other actors. |
|
ABoxReflectionCapture |
Actor used to capture the scene for reflection in a box shape |
|
ABrush |
|
|
ABrushShape |
A brush that acts as a template for geometry mode modifiers like "Lathe". |
|
ACullDistanceVolume |
|
|
ADebugCameraController |
Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules. |
|
ADebugCameraHUD |
HUD that displays info for the DebugCameraController view. |
|
ADecalActor |
DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry. |
|
ADirectionalLight |
Implements a directional light actor. |
|
ADocumentationActor |
|
|
AExponentialHeightFog |
Implements an Actor for exponential height fog. |
|
AGeneratedMeshAreaLight |
Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects. |
|
ALevelBounds |
Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true |
|
ALevelScriptActor |
ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. |
|
ALevelStreamingVolume |
|
|
ALight |
|
|
ALODActor |
LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference |
|
AMeshMergeCullingVolume |
A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes |
|
ANavigationObjectBase |
|
|
ANote |
A sticky note. |
|
APlanarReflection |
|
|
APlaneReflectionCapture |
Not yet implemented plane capture class |
|
APlayerStartPIE |
Player start for PIE - can be spawned during play. |
|
APointLight |
|
|
APostProcessVolume |
For FPostprocessSettings |
|
ARectLight |
|
|
AReflectionCapture |
|
|
ASceneCapture |
Base class for all SceneCapture actors |
|
ASceneCapture2D |
|
|
ASceneCaptureCube |
|
|
AServerStatReplicator |
Class used to replicate server "stat net" data over. |
|
ASkyLight |
|
|
ASphereReflectionCapture |
Actor used to capture the scene for reflection in a sphere shape. |
|
ASplineMeshActor |
SplineMeshActor is an actor with a SplineMeshComponent. |
|
ASpotLight |
|
|
AStaticMeshActor |
StaticMeshActor is an instance of a UStaticMesh in the world. |
|
ATargetPoint |
|
|
ATextRenderActor |
|
|
ATriggerBase |
An actor used to generate collision events (begin/end overlap) in the level. |
|
ATriggerBox |
A box shaped trigger, used to generate overlap events in the level |
|
ATriggerCapsule |
A capsule shaped trigger, used to generate overlap events in the level |
|
ATriggerSphere |
A sphere shaped trigger, used to generate overlap events in the level |
|
ATriggerVolume |
|
|
AWindDirectionalSource |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FActorComponentTickFunction |
Tick function that calls UActorComponent::ConditionalTick |
|
FActorDestructionInfo |
|
|
FActorPriority |
Priority sortable list. |
|
FActorSpawnParameters |
Struct of optional parameters passed to SpawnActor function(s). |
|
FActorTickFunction |
Tick function that calls AActor::TickActor |
|
FAnimNodePoseWatch |
|
|
FAnimSlotDesc |
Used to indicate each slot name and how many channels they have. |
|
FAnimSlotInfo |
Struct used for passing information from Matinee to an Actor for blending animations during a sequence. |
|
FAnimUpdateRateParameters |
Container for Animation Update Rate parameters. |
|
FAssetEditorOrbitCameraPosition |
|
|
FAssetManagerChunkInfo |
Information about a package chunk, computed by the asset manager or read out of the cooked asset registry |
|
FAssetManagerRedirect |
Simple structure for redirecting an old asset name/path to a new one |
|
FAsyncPreRegisterDDCRequest |
FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components |
|
FAttachmentTransformRules |
Rules for attaching components |
|
FAutoCompleteNode |
Node for storing an auto-complete tree based on each char in the command. |
|
FBaseAttenuationSettings |
Base class for attenuation settings. |
|
FBasedPosition |
Struct for handling positions relative to a base actor, which is potentially moving |
|
FBlueprintComponentChangedPropertyInfo |
A single changed Blueprint component property. |
|
FBlueprintComponentDelegateBinding |
Entry for a delegate to assign after a blueprint has been instanced |
|
FBlueprintCookedComponentInstancingData |
Cooked data for a Blueprint component template. |
|
FBlueprintDebugData |
|
|
FBlueprintInputActionDelegateBinding |
|
|
FBlueprintInputAxisDelegateBinding |
|
|
FBlueprintInputAxisKeyDelegateBinding |
|
|
FBlueprintInputDelegateBinding |
|
|
FBlueprintInputKeyDelegateBinding |
|
|
FBlueprintInputTouchDelegateBinding |
|
|
FBlueprintMacroCosmeticInfo |
Cached 'cosmetic' information about a macro graph (this is transient and is computed at load) |
|
FBoneFilter |
|
|
FBoneMirrorExport |
Structure to export/import bone mirroring information |
|
FBoneMirrorInfo |
|
|
FBookmark2DJumpToSettings |
|
|
FBookmarkBaseJumpToSettings |
|
|
FBookmarkJumpToSettings |
|
|
FBPComponentClassOverride |
Utility struct to store class overrides for components. |
|
FBPEditorBookmarkNode |
Bookmark node info |
|
FBPInterfaceDescription |
Struct containing information about what interfaces are implemented in this blueprint |
|
FBPVariableDescription |
Struct indicating a variable in the generated class |
|
FBPVariableMetaDataEntry |
One metadata entry for a variable |
|
FBuilderPoly |
Internal state, not accessible to script. |
|
FCameraExposureSettings |
|
|
FCanvasIcon |
Holds texture information with UV coordinates as well. |
|
FCanvasUVTri |
Simple 2d triangle with UVs |
|
FChannelDefinition |
Used to specify properties of a channel type |
|
FClassRedirect |
|
|
FClothingAssetData_Legacy |
Legacy struct for handling back compat serialization. |
|
FClothPhysicsProperties_Legacy |
Legacy object for back-compat loading, no longer used by clothing system |
|
FCollectionReference |
Reference to an editor collection of assets. This allows an editor-only picker UI |
|
FCollisionImpactData |
Information about an overall collision, including contacts. |
|
FCollisionProfileName |
|
|
FCollisionResponseContainer |
Container for indicating a set of collision channels that this object will collide with. |
|
FCollisionResponseTemplate |
Structure for collision response templates. |
|
FColorGradePerRangeSettings |
|
|
FColorGradingSettings |
|
|
FCompareFActorPriority |
|
|
FCompilerNativizationOptions |
|
|
FComponentKey |
|
|
FComponentOverrideRecord |
|
|
FComponentReference |
Struct that allows for different ways to reference a component. |
|
FComponentSocketDescription |
Info about a socket on a scene component |
|
FCompressedVisibilityChunk |
A chunk of compressed visibility data from multiple FPrecomputedVisibilityCell's. |
|
FConstPawnIterator |
Imitation iterator class that attempts to provide the basic interface that FConstPawnIterator previously did when a typedef of TArray<TWeakObjectPtr |
|
FConstrainComponentPropName |
Struct used to specify the property name of the component to constrain |
|
FConstraintBrokenSignature |
Dynamic delegate to use by components that want to route the broken-event into blueprints |
|
FContentEncryptionConfig |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FConvolutionBloomSettings |
|
|
FCullDistanceSizePair |
Helper structure containing size and cull distance pair. |
|
FCurveEdEntry |
Information about a particule curve being viewed. |
|
FCurveEdTab |
|
|
FCurveTableRowHandle |
Handle to a particular row in a table. |
|
FCustomChannelSetup |
Structure for custom channel setup information. |
|
FCustomProfile |
Structure for custom profiles. |
|
FDamageEvent |
Event used by AActor::TakeDamage and related functions |
|
FDataTableCategoryHandle |
Handle to a particular set of rows in a table |
|
FDataTableRowHandle |
Handle to a particular row in a table |
|
FDebugCameraControllerSettingsViewModeIndex |
|
|
FDebugDisplayProperty |
Debug property display functionality to interact with this, use "display", "displayall", "displayclear" |
|
FDebugFloatHistory |
Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory. |
|
FDebuggingInfoForSingleFunction |
|
|
FDelayedIncomingPacket |
|
|
FDelayedPacket |
An artificially lagged packet |
|
FDelegateArray |
Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay. |
|
FDemoSavedRepObjectState |
|
|
FDepthFieldGlowInfo |
Info for glow when using depth field rendering |
|
FDetachmentTransformRules |
Rules for detaching components |
|
FDirectoryPath |
Structure for directory paths that are displayed in the editor with a picker UI. |
|
FDisconnectedClient |
Information about disconnected client NetConnection's |
|
FDisplayDebugManager |
|
|
FDistanceVisibleLevel |
Helper structure which holds results of distance queries to a world composition |
|
FDropNoteInfo |
Info about one note dropped in the map during PIE. |
|
FDynamicResolutionStateInfos |
Information about the state of dynamic resolution. |
|
FDynamicTextureInstance |
Serialized ULevel information about dynamic texture instances |
|
FEditedDocumentInfo |
|
|
FEditorTickableLevelBounds |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FEncryptionKeyResponse |
|
|
FEndPhysicsTickFunction |
Tick function that ends the physics tick |
|
FEventGraphFastCallPair |
|
|
FExposureSettings |
Settings to allow designers to override the automatic expose |
|
FFastArrayDeltaSerializeParams |
|
|
FFastArraySerializer |
Base struct for wrapping the array used in Fast TArray Replication |
|
FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair |
Struct used only in FFastArraySerializer::FastArrayDeltaSerialize, however, declaring it within the templated function causes crashes on some clang compilers |
|
FFastArraySerializerGuidReferences |
Struct for holding guid references |
|
FFastArraySerializerItem |
Base struct for items using Fast TArray Replication |
|
FFieldRemapInfo |
Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary |
|
FFilePath |
Structure for file paths that are displayed in the editor with a picker UI. |
|
FFilmStockSettings |
|
|
FFloatRK4SpringInterpolator |
|
|
FFontCharacter |
This struct is serialized using native serialization so any changes to it require a package version bump. |
|
FFontImportOptionsData |
Font import options |
|
FFontRenderInfo |
Information used in font rendering |
|
FFractureEffect |
Struct used to hold effects for destructible damage events |
|
FFullyLoadedPackagesInfo |
Struct to help hold information about packages needing to be fully-loaded for DLC, etc. |
|
FGameInstancePIEParameters |
Parameters used to initialize / start a PIE game instance. |
|
FGameInstancePIEResult |
The result of a UGameInstance PIE operation. |
|
FGameNameRedirect |
|
|
FGaussianSumBloomSettings |
|
|
FGenericSelectionFilter |
A filter for generic selection sets. Simply allows objects which are non-null |
|
FGeomSelection |
Selection information for geometry mode. |
|
FHardwareCursorReference |
|
|
FHitResult |
Structure containing information about one hit of a trace, such as point of impact and surface normal at that point. |
|
FHLODProxyMesh |
A mesh proxy entry |
|
FKismetCompilerOptions |
|
|
FLatentActionInfo |
Latent action info. |
|
FLatentActionManager |
The latent action manager handles all pending latent actions for a single world. |
|
FLensBloomSettings |
|
|
FLensImperfectionSettings |
|
|
FLensSettings |
|
|
FLevelCollection |
Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels. |
|
FLevelLegacyMapBuildData |
|
|
FLevelNameAndTime |
|
|
FLevelPartitionOperationScope |
|
|
FLevelSimplificationDetails |
|
|
FLevelStreamingGCHelper |
Helper structure encapsulating functionality used to defer marking actors and their components as pending kill till right before garbage collection by registering a callback. |
|
FLevelStreamingLoadedStatus |
Delegate signatures. |
|
FLevelStreamingStatus |
Level streaming updates that should be applied immediately after committing the map change |
|
FLevelStreamingVisibilityStatus |
|
|
FLevelStreamingWrapper |
|
|
FLevelViewportInfo |
Saved editor viewport state information |
|
FLightComponentLegacyMapBuildData |
|
|
FLightComponentMapBuildData |
|
|
FLightingChannels |
Specifies which lighting channels are relevant |
|
FLightmassDebugOptions |
Debug options for Lightmass |
|
FLightmassDirectionalLightSettings |
Directional light settings for Lightmass |
|
FLightmassLightSettings |
Per-light settings for Lightmass |
|
FLightmassPointLightSettings |
Point/spot settings for Lightmass |
|
FLightmassPrimitiveSettings |
Per-object settings for Lightmass |
|
FLocalPlayerContext |
A context object that binds to a LocalPlayer. |
|
FMaterialProxySettings |
|
|
FMaterialRemapIndex |
|
|
FMaterialShadingModelField |
Wrapper for a bitfield of shading models. |
|
FMemberReference |
: this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference |
|
FMeshBuildSettings |
Settings applied when building a mesh. |
|
FMeshInstancingSettings |
Mesh instance-replacement settings |
|
FMeshMapBuildData |
|
|
FMeshMapBuildLegacyData |
|
|
FMeshMergingSettings |
Mesh merging settings |
|
FMeshProxySettings |
|
|
FMeshReductionSettings |
Settings used to reduce a mesh. |
|
FMeshSectionInfo |
Per-section settings. |
|
FMeshSectionInfoMap |
Map containing per-section settings for each section of each LOD. |
|
FMTDResult |
Structure containing information about minimum translation direction (MTD) |
|
FMulticastRecordOptions |
|
|
FNamedNetDriver |
Active and named net drivers instantiated from an FNetDriverDefinition The net driver will remain instantiated on this struct until it is destroyed |
|
FNetConnectionSettings |
Help structs for temporarily setting network settings |
|
FNetDelegates |
|
|
FNetDriverDefinition |
Container for describing various types of netdrivers available to the engine The engine will try to construct a netdriver of a given type and, failing that, the fallback version. |
|
FNetFastTArrayBaseState |
===================== NetSerialize and NetDeltaSerialize customization. |
|
FNetFieldExport |
|
|
FNetFieldExportGroup |
|
|
FNetGUIDCache |
|
|
FNetGuidCacheObject |
Stores an object with path associated with FNetworkGUID |
|
FNetworkDemoHeader |
|
|
FNetworkEmulationProfileDescription |
|
|
FNetworkNotify |
The net code uses this to send notifications. |
|
FNetworkObjectInfo |
Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver. |
|
FNetworkObjectKeyFuncs |
KeyFuncs to allow using the actor pointer as the comparison key in a set. |
|
FNetworkObjectList |
Stores the list of replicated actors for a given UNetDriver. |
|
FNodeToCodeAssociation |
|
|
FOnCanvasRenderTargetUpdate |
This delegate is assignable through Blueprint and has similar functionality to the above. |
|
FOnLocalPlayerEvent |
|
|
FOnUserClickedBanner |
Delegate called when user clicks on an banner ad. |
|
FOnUserClosedAdvertisement |
Delegate called when user closes an ad (after clicking on banner). |
|
FOptTexturePlatformData |
Optional extra fields for texture platform data required by some platforms. |
|
FOverlapResult |
Structure containing information about one hit of an overlap test |
|
FPackageMapAckState |
|
|
FPacketSimulationSettings |
Holds the packet simulation settings in one place |
|
FParamRemapInfo |
Helper struct to allow us to redirect pin name for node class |
|
FPawnIteratorObject |
Wrapper object that tries to imitate the TWeakObjectPtr interface for the objects previously in the PawnList and iterated by FConstPawnIterator. |
|
FPendingAutoReceiveInputActor |
Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created |
|
FPerInstanceLightmapData |
|
|
FPerPlayerSplitscreenData |
Structure to store splitscreen data. |
|
FPlatformInterfaceData |
Struct that encompasses the most common types of data. |
|
FPlatformInterfaceDelegate |
Generic platform interface delegate signature |
|
FPlatformInterfaceDelegateResult |
Generic structure for returning most any kind of data from C++ to delegate functions |
|
FPlaybackPacket |
|
|
FPluginRedirect |
|
|
FPointDamageEvent |
Damage subclass that handles damage with a single impact location and source direction |
|
FPointerToUberGraphFrame |
|
|
FPoly |
A general-purpose polygon used by the editor. |
|
FPostProcessMaterialNode |
|
|
FPostProcessSettings |
To be able to use struct PostProcessSettings. |
|
FPOV |
Point Of View structure used in Camera calculations |
|
FPrecomputedVisibilityBucket |
A bucket of visibility cells that have the same spatial hash. |
|
FPrecomputedVisibilityCell |
A precomputed visibility cell, whose data is stored in FCompressedVisibilityChunk. |
|
FPrecomputedVisibilityHandler |
Handles operations on precomputed visibility data for a level. |
|
FPrecomputedVolumeDistanceField |
Volume distance field generated by Lightmass, used by image based reflections for shadowing. |
|
FPreviewMeshCollectionEntry |
An entry in a preview mesh collection |
|
FPrimaryAssetRules |
Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset |
|
FPrimaryAssetRulesCustomOverride |
Apply primary asset rules to groups of primary assets, using type + filter directory or string |
|
FPrimaryAssetRulesExplicitOverride |
Structure defining overrides to rules |
|
FPrimaryAssetRulesOverride |
Simple structure to allow overriding asset rules for a specific primary asset. |
|
FPrimaryAssetTypeInfo |
Structure with publicly exposed information about an asset type. |
|
FPrimitiveMaterialInfo |
|
|
FPrimitiveMaterialRef |
Reference to a specific material in a PrimitiveComponent, used by Matinee |
|
FPurchaseInfo |
Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure |
|
FQueuedBunchObjectReference |
Convenience type for holding onto references to objects while we have queued bunches referring to those objects. |
|
FQueuedControlMessage |
A queued control channel message |
|
FQueuedDemoPacket |
|
|
FQueuedReplayTask |
|
|
FRadialDamageEvent |
Damage subclass that handles damage with a source location and falloff radius |
|
FRadialDamageParams |
Parameters used to compute radial damage |
|
FRedirector |
This is used for redirecting an old name to new name, such as for collision profiles This is used for better UI in the editor |
|
FReflectionCaptureData |
|
|
FReflectionCaptureMapBuildData |
|
|
FReflectionCaptureMapBuildLegacyData |
|
|
FRepAttachment |
Handles attachment replication to clients. |
|
FReplayExternalData |
|
|
FReplicatedStaticActorDestructionInfo |
Stored information about replicated static/placed actors that have been destroyed in a level. |
|
FReplicationFlags |
Structure to hold and pass around transient flags used during replication. |
|
FRepMovement |
Replicated movement data of our RootComponent. |
|
FResponseChannel |
Describes response for a single collision response channel |
|
FRigidBodyContactInfo |
Information about one contact between a pair of rigid bodies. |
|
FRigidBodyErrorCorrection |
Rigid body error correction data |
|
FRigidBodyState |
Describes the physical state of a rigid body. |
|
FRK4SpringConstants |
|
|
FRK4SpringInterpolator |
|
|
FRK4State |
|
|
FRK4StateDerivative |
|
|
FRollbackNetStartupActorInfo |
Information about net startup actors that need to be rolled back by being destroyed and re-created |
|
FRotationConversionCache |
Struct for caching Quat<->Rotator conversions. |
|
FScopedLevelCollectionContextSwitch |
A helper RAII class to set the relevant context on a UWorld for a particular FLevelCollection within a scope. |
|
FScopedLevelDirtiedImpl |
|
|
FScopedNetConnectionSettings |
Allows you to temporarily set connection settings within a scape. |
|
FScreenMessageString |
On-screen debug message handling Helper struct for tracking on screen messages. |
|
FSCSAllNodesHelper |
Helper struct to allow USCS_Node to manage USimpleConstructionScript's AllNodes array |
|
FSeamlessTravelHandler |
Class that encapsulates seamless world traveling |
|
FSectionInfo |
Struct to store per section info used to populate data after (multiple) meshes are merged together |
|
FSelectedEditableComponentFilter |
A filter for only iterating through editable components |
|
FSelectedEditableComponentIterator |
An iterator used to iterate through selected components that are editable (i.e. not created in a blueprint) |
|
FSelectionIterator |
|
|
FSkeletalMaterial |
|
|
FSkeletalMeshAreaWeightedTriangleSampler |
Allows area weighted sampling of triangles on a skeletal mesh. |
|
FSkeletalMeshBuildSettings |
Settings applied when building a mesh. |
|
FSkeletalMeshClothBuildParams |
Struct holding parameters needed when creating a new clothing asset or sub asset (LOD) |
|
FSkeletalMeshLODGroupSettings |
|
|
FSkeletalMeshLODInfo |
Struct containing information for a particular LOD level, such as materials and info for when to use it. |
|
FSkeletalMeshSamplingBuiltData |
|
|
FSkeletalMeshSamplingInfo |
|
|
FSkeletalMeshSamplingLODBuiltData |
Built data for sampling a the whole mesh at a particular LOD. |
|
FSkeletalMeshSamplingRegion |
Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD. |
|
FSkeletalMeshSamplingRegionBoneFilter |
Filter to include or exclude bones and their associated triangles from a sampling region. |
|
FSkeletalMeshSamplingRegionBuiltData |
Built data for sampling a single region of a skeletal mesh. |
|
FSkeletalMeshSamplingRegionMaterialFilter |
Filter to include triangles in a sampling region based on their material. |
|
FSkyAtmosphereMapBuildData |
|
|
FSplitscreenData |
Structure containing all the player splitscreen datas per splitscreen configuration. |
|
FStartPhysicsTickFunction |
Tick function that starts the physics tick |
|
FStatColorMapEntry |
|
|
FStatColorMapping |
|
|
FStaticMaterial |
|
|
FStaticMeshOptimizationSettings |
Old optimization settings. |
|
FStaticMeshSourceModel |
Source model from which a renderable static mesh is built. |
|
FStaticShadowDepthMapData |
|
|
FStreamableHandle |
A handle to a synchronous or async load. |
|
FStreamableManager |
A native class for managing streaming assets in and keeping them in memory. |
|
FStreamableTextureInstance |
Structure containing all information needed for determining the screen space size of an object/ texture instance. |
|
FStreamingLevelPrivateAccessor |
|
|
FStreamingLevelsToConsider |
|
|
FStreamingRenderAssetPrimitiveInfo |
Information about a streaming texture/mesh that a primitive uses for rendering. |
|
FStreamingTextureBuildInfo |
This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials. |
|
FStreamingTextureLevelContext |
Context used to resolve FStreamingTextureBuildInfo to FStreamingRenderAssetPrimitiveInfo The context make sure that build data and each texture is only processed once per component (with constant time). |
|
FStreamLevelAction |
Stream Level Action. |
|
FStructRedirect |
|
|
FSubsurfaceProfileStruct |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FSubsurfaceProfileTexture |
Render thread |
|
FSubtitleCue |
A line of subtitle text and the time at which it should be displayed. |
|
FSwarmDebugOptions |
Debug options for Swarm |
|
FTableRowBase |
Base class for all table row structs to inherit from. |
|
FTexture2DDynamicCreateInfo |
Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized. |
|
FTextureFormatSettings |
Collection of values that contribute to pixel format chosen for texture |
|
FTextureLODGroup |
LOD settings for a single texture group. |
|
FTexturePlatformData |
Platform-specific data used by the texture resource at runtime. |
|
FTextureReferenceReplacer |
Replaces the RHI reference of one texture with another. |
|
FTextureSource |
Texture source data management. |
|
FTextureSourceBlock |
|
|
FTickFunction |
Abstract Base class for all tick functions. |
|
FTickPrerequisite |
This is small structure to hold prerequisite tick functions |
|
FTimerDynamicDelegate |
|
|
FTimerHandle |
Unique handle that can be used to distinguish timers that have identical delegates. |
|
FTitleSafeZoneArea |
Max/Recommended screen viewable extents as a percentage |
|
FTTEventTrack |
Structure storing information about one event track |
|
FTTFloatTrack |
Structure storing information about one float interpolation track |
|
FTTLinearColorTrack |
Structure storing information about one color interpolation track |
|
FTTPropertyTrack |
|
|
FTTTrackBase |
|
|
FTTVectorTrack |
Structure storing information about one vector interpolation track |
|
FUpdateTimelineCachedNames |
Helper class that gives external implementations permission to update cached names. |
|
FURL |
URL structure. |
|
FUserActivity |
The description of a user activity |
|
FUserStructOnScopeIgnoreDefaults |
Wrapper for StructOnScope that tells it to ignore default values |
|
FVector_NetQuantize |
|
|
FVector_NetQuantize10 |
|
|
FVector_NetQuantize100 |
|
|
FVector_NetQuantizeNormal |
|
|
FVectorRK4SpringInterpolator |
|
|
FWalkableSlopeOverride |
Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable. |
|
FWeightedBlendable |
|
|
FWeightedBlendables |
For easier detail customization, needed? |
|
FWorldAsyncTraceState |
This encapsulate World's async trace functionality. |
|
FWorldCompositionTile |
Helper structure which holds information about level package which participates in world composition |
|
FWorldContext |
FWorldContext A context for dealing with UWorlds at the engine level. |
|
FWorldDelegates |
World delegates |
|
FWorldNotifyStreamingLevelLoading |
Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded |
|
FWrittenChannelsRecord |
Record of channels with data written into each outgoing packet. |
|
IBlendableInterface |
Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume |
|
IImportantToggleSettingInterface |
|
|
ILevelPartitionInterface |
|
|
TSelectionIterator |
Manages selections of objects. |
|
TSimpleRingBuffer |
|
|
UActorChannel |
A channel for exchanging actor and its subobject's properties and RPCs. |
|
UAssetManager |
A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference |
|
UAssetManagerSettings |
Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types |
|
UAssetUserData |
Object that can be subclassed to store custom data on Unreal asset objects. |
|
UAutoDestroySubsystem |
The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. |
|
UBlendableInterface |
Dummy class needed to support Cast |
|
UBlueprint |
Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code. |
|
UBlueprintCore |
|
|
UBlueprintGeneratedClass |
|
|
UBookMark |
A camera position the current level. |
|
UBookMark2D |
Simple class to store 2D camera information. |
|
UBookmarkBase |
Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene. |
|
UBreakpoint |
|
|
UBrushBuilder |
Base class of UnrealEd brush builders. |
|
UCanvas |
A drawing canvas. |
|
UCanvasRenderTarget2D |
CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. |
|
UChannel |
Base class of communication channels. |
|
UChildConnection |
Represents a secondary split screen connection that reroutes calls to the parent connection. |
|
UCloudStorageBase |
Base class for the various platform interface classes. |
|
UCollisionProfile |
Set up and modify collision settings. |
|
UComponentDelegateBinding |
|
|
UCompositeCurveTable |
Curve table composed of a stack of other curve tables. |
|
UCompositeDataTable |
Data table composed of a stack of other data tables. |
|
UConsole |
A basic command line console that accepts most commands. |
|
UControlChannel |
A channel for exchanging connection control messages. |
|
UCurveTable |
Imported spreadsheet table as curves. |
|
UDataAsset |
Base class for a simple asset containing data. |
|
UDataTable |
Imported spreadsheet table. |
|
UDebugCameraControllerSettings |
Default debug camera controller settings. |
|
UDemoNetConnection |
Simulated network connection for recording and playing back game sessions. |
|
UDemoNetDriver |
Simulated network driver for recording and playing back game sessions. |
|
UDemoPendingNetGame |
|
|
UDeveloperSettings |
The base class of any auto discovered settings object. |
|
UDPICustomScalingRule |
Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings. |
|
UDynamicBlueprintBinding |
|
|
UEngine |
Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. |
|
UEngineBaseTypes |
|
|
UEngineCustomTimeStep |
A CustomTimeStep control the Engine Framerate/Timestep. |
|
UEngineTypes |
Utility class for engine types |
|
UFont |
A font object, for use by Slate, UMG, and Canvas. |
|
UFontFace |
A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. |
|
UFontImportOptions |
Holds options for importing fonts. |
|
UGameEngine |
Engine that manages core systems that enable a game. |
|
UGameInstance |
GameInstance: high-level manager object for an instance of the running game. |
|
UGameViewportClient |
A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. |
|
UGarbageCollectionSettings |
Implements the settings for garbage collection. |
|
UHLODProxy |
This asset acts as a proxy to a static mesh for ALODActors to display |
|
UImportantToggleSettingInterface |
ImportantToogleSettingInterface.h |
|
UInGameAdManager |
|
|
UInheritableComponentHandler |
|
|
UInputActionDelegateBinding |
|
|
UInputAxisDelegateBinding |
|
|
UInputAxisKeyDelegateBinding |
|
|
UInputDelegateBinding |
|
|
UInputKeyDelegateBinding |
|
|
UInputTouchDelegateBinding |
|
|
UInputVectorAxisDelegateBinding |
|
|
UInterpCurveEdSetup |
|
|
UIntSerialization |
|
|
ULevel |
The level object. |
|
ULevelActorContainer |
Root object for all level actors |
|
ULevelPartitionInterface |
|
|
ULevelScriptBlueprint |
A level blueprint is a specialized type of blueprint. |
|
ULevelStreaming |
Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory. |
|
ULevelStreamingAlwaysLoaded |
LevelStreamingAlwaysLoaded |
|
ULevelStreamingDynamic |
LevelStreamingDynamic Dynamically controlled streaming implementation. |
|
ULevelStreamingPersistent |
LevelStreamingPersistent |
|
ULightMapTexture2D |
|
|
ULocalPlayer |
Each player that is active on the current client has a LocalPlayer. |
|
UMapBuildDataRegistry |
|
|
UMeshSimplificationSettings |
|
|
UMicroTransactionBase |
|
|
UNetConnection |
|
|
UNetDriver |
|
|
UNetworkSettings |
Network settings. |
|
UObjectLibrary |
Class that holds a library of Objects |
|
UObjectReferencer |
Helper class to force object references for various reasons. |
|
UPackageMapClient |
|
|
UPendingNetGame |
|
|
UPlatformInterfaceBase |
|
|
UPlatformInterfaceWebResponse |
This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses |
|
UPlayer |
|
|
UPolys |
|
|
UPoseWatch |
|
|
UPreviewMeshCollection |
A simple collection of skeletal meshes used for in-editor preview |
|
UPrimaryAssetLabel |
A seed file that is created to mark referenced assets as part of this primary asset |
|
UPrimaryDataAsset |
A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which makes it something that can be manually loaded/unloaded from the AssetManager Making blueprint subclasses of this is useful because you can make blueprint-only primary asset types Blueprint subclasses will end up with a PrimaryAssetType equal to the name of the first native class found going up the hierarchy, or the top level blueprint class that directly subclasses this IE, if you have PrimaryDataAsset -> ParentNativeClass -> ChildNativeClass -> BlueprintAsset the type will be ChildNativeClass Whereas if you have PrimaryDataAsset -> ParentBlueprintClass -> ChildBlueprintClass the type will be ParentBlueprintClass To override this behavior, override GetPrimaryAssetId in your native class |
|
UProxyLODMeshSimplificationSettings |
Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system). |
|
URendererOverrideSettings |
|
|
URendererSettings |
Rendering settings. |
|
UReplicationConnectionDriver |
Class/interface for replication extension that is per connection. |
|
UReplicationDriver |
|
|
URuntimeOptionsBase |
URuntimeOptionsBase: Base class designed to be subclassed in your game. |
|
UScene |
|
|
UScriptViewportClient |
Base class for FViewportClients that are also UObjects |
|
USCS_Node |
|
|
USelection |
Manages selections of objects. |
|
UShadowMapTexture2D |
|
|
USimpleConstructionScript |
|
|
USimulatedClientNetConnection |
A fake connection that will absorb traffic and auto ack every packet. |
|
USkeletalMesh |
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. |
|
USkeletalMeshEditorData |
Contains the shared data that is used by all SkeletalMeshComponents (instances). |
|
USkeletalMeshLODSettings |
|
|
USkeletalMeshSimplificationSettings |
Controls the selection of the system used to simplify skeletal meshes. |
|
USkeletalMeshSocket |
|
|
UStaticMesh |
A StaticMesh is a piece of geometry that consists of a static set of polygons. |
|
UStaticMeshSocket |
|
|
UStreamableRenderAsset |
|
|
UStreamingSettings |
Streaming settings. |
|
USubsurfaceProfile |
Subsurface Scattering profile asset, can be specified at the material. |
|
USystemTimeTimecodeProvider |
Converts the current system time to timecode, relative to a provided frame rate. |
|
UTexture |
|
|
UTexture2D |
|
|
UTexture2DArray |
|
|
UTexture2DDynamic |
|
|
UTextureCube |
|
|
UTextureLightProfile |
|
|
UTextureLODSettings |
Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group. |
|
UTextureMipDataProviderFactory |
UTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. |
|
UTextureRenderTarget |
TextureRenderTarget Base for all render target texture resources |
|
UTextureRenderTarget2D |
TextureRenderTarget2D |
|
UTextureRenderTargetCube |
TextureRenderTargetCube |
|
UTimecodeProvider |
A class responsible of fetching a timecode from a source. |
|
UTimelineTemplate |
|
|
UTwitterIntegrationBase |
|
|
UUserDefinedEnum |
User defined enumerations: |
|
UUserDefinedStruct |
|
|
UUserInterfaceSettings |
User Interface settings that control Slate and UMG. |
|
UViewModeUtils |
Class containing a static util function to help with EViewModeIndex |
|
UVoiceChannel |
|
|
UVolumeTexture |
|
|
UWorld |
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. |
|
UWorldComposition |
WorldComposition represents world structure: |
|
UWorldProxy |
Proxy class that allows verification on GWorld accesses. |
Name |
Description |
---|---|
CVarAllowTexture2DArrayAssetCreation |
|
MAX_BUNCH_HEADER_BITS |
|
MAX_CHSEQUENCE |
|
MAX_PACKET_HEADER_BITS |
|
MAX_PACKET_INFO_HEADER_BITS |
|
MAX_PACKET_RELIABLE_SEQUENCE_HEADER_BITS |
|
MAX_PACKET_TRAILER_BITS |
|
MAX_PACKETID |
|
MIN_NETWORK_DEMO_VERSION |
|
MIN_SUPPORTED_VERSION |
|
NETWORK_DEMO_MAGIC |
|
NETWORK_DEMO_METADATA_MAGIC |
|
NETWORK_DEMO_METADATA_VERSION |
|
NETWORK_DEMO_VERSION |
|
NumExtraFilterBits |
Number of bits used currently from FMaskFilter. |
NumInlinedActorComponents |
Default number of components to expect in TInlineAllocators used with AActor component arrays. |
PackedRelativeBox_Identity |
The PackedRelativeBox value that return the bound unaltered. |
RELIABLE_BUFFER |
|
SUBSURFACE_KERNEL_SIZE |
The kernels range from -3 to 3. |
SUBSURFACE_RADIUS_SCALE |
If you change this you need to recompile the SSS shaders. |
Name |
Description |
---|---|
FActorChannelMap |
|
FAssetManagerAcquireResourceDelegate |
Delegate called when acquiring resources/chunks for assets, parameter will be true if all resources were acquired, false if any failed |
FAssetManagerAcquireResourceDelegateEx |
Delegate called when acquiring resources/chunks for assets, first parameter will be true if all resources were acquired, false if any failed. |
FBeginStreamingPauseDelegate |
|
FConnectionMap |
|
FConstCameraActorIterator |
|
FConstControllerIterator |
|
FConstLevelIterator |
|
FConstPhysicsVolumeIterator |
|
FConstPlayerControllerIterator |
|
FCreateReplicationDriver |
|
FCustomNavigationHandler |
Delegate for overriding the behavior when a navigation action is taken, Not to be confused with FNavigationDelegate which allows a specific widget to override behavior for itself |
FDemoSavedPropertyState |
|
FEndStreamingPauseDelegate |
|
FMaskFilter |
This filter allows us to refine queries (channel, object) with an additional level of ignore by tagging entire classes of objects (e.g. "Red team", "Blue team") If(QueryIgnoreMask & ShapeFilter != 0) filter out |
FMaterialToLevelsMap |
A mapping between used material and levels for refering primitives. |
FOnActorSpawned |
|
FOnCloseRequested |
Delegate type used by UGameViewportClient when call is made to close a viewport |
FOnConstraintBroken |
|
FOnDemoFailedToStartDelegate |
|
FOnDemoFinishPlaybackDelegate |
|
FOnDemoFinishRecordingDelegate |
|
FOnDemoStartedDelegate |
|
FOnEncryptionKeyResponse |
Delegate called by the game to provide a response to the encryption key request Provides the encryption key if successful, or a failure reason so the network connection may proceed |
FOnFeatureLevelChanged |
|
FOnGameViewportClientPlayerAction |
Delegate type used by UGameViewportClient for when a player is added or removed |
FOnGameViewportInputKey |
|
FOnGameViewportTick |
Delegate type used by UGameViewportClient for tick callbacks |
FOnGotoTimeDelegate |
|
FOnGotoTimeMCDelegate |
|
FOnInputAxisSignature |
|
FOnInputKeySignature |
|
FOnLatentActionsChanged |
|
FOnLowLevelSend |
Delegate for hooking the net connections 'LowLevelSend' (at the socket level, after PacketHandler parsing) |
FOnPauseChannelsDelegate |
|
FOnPostMeshBuild |
Delegate type for post mesh build events |
FOnPostMeshCache |
Delegate type for pre skeletal mesh build events |
FOnPreClientTravel |
Notification that the client is about to travel to a new URL |
FOnPreClientTravelDelegate |
|
FOnPreMeshBuild |
Delegate type for pre mesh build events |
FOnReceivedRawPacket |
Delegates. |
FOnScreenshotCaptured |
Delegate type used by UGameViewportClient when a screenshot has been captured |
FOnSendRPC |
Delegate for hooking ProcessRemoteFunction (used by NetcodeUnitTest) |
FOnToggleFullscreen |
Delegate type used by UGameViewportClient for when engine in toggling fullscreen |
FOnViewportRendered |
Delegate type used by UGameViewportClient when a viewport is rendered |
FOnWindowCloseRequested |
Delegate type used by UGameViewportClient when the top level window associated with the viewport has been requested to close. |
FReplayExternalDataArray |
Using an indirect array here since FReplayExternalData stores an FBitReader, and it's not safe to store an FArchive directly in a TArray. |
FScopedLevelDirtied |
|
FSCSNodeNameChanged |
|
FStreamableDelegate |
Defines FStreamableDelegate delegate interface |
FStreamableUpdateDelegate |
|
FTexCoordScaleMap |
A Map that gives the (smallest) texture coordinate scale used when sampling each texture register of a shader. |
ULevelStreamingKismet |
Name |
Description |
|
---|---|---|
|
EAcceptConnection::Type |
Accepting connection response codes |
|
EAdManagerDelegate |
This object is responsible for the display and callbacks associated with handling ingame advertisements |
|
EAlphaChannelMode::Type |
Enumerates available options for alpha channel through post processing. |
|
EAngularConstraintMotion |
Specifies angular degrees of freedom |
|
EAntiAliasingMethod |
Used by rendering project settings. |
|
EAppendNetExportFlags |
|
|
EAspectRatioAxisConstraint |
Enum describing how to constrain perspective view port FOV |
|
EAssetManagerFilter |
Filter options that can be use to restrict the types of asset processed in various asset manager functionality |
|
EAttachLocation::Type |
Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead |
|
EAttachmentRule |
Rules for attaching components - needs to be kept synced to EDetachmentRule |
|
EAttenuationDistanceModel |
|
|
EAttenuationShape::Type |
|
|
EAutoExposureMethod |
Used by FPostProcessSettings Auto Exposure |
|
EAutoExposureMethodUI::Type |
Used by FPostProcessSettings AutoExposure |
|
EAutoPossessAI |
Specifies if an AI pawn will automatically be possed by an AI controller |
|
EAutoReceiveInput::Type |
Specifies which player index will pass input to this actor/component |
|
EBlendableLocation |
Where to place a material node in the post processing graph. |
|
EBlendMode |
The blending mode for materials |
|
EBloomMethod |
|
|
EBlueprintCompileMode |
Compile modes. |
|
EBlueprintNativizationFlag |
|
|
EBlueprintStatus |
Enumerates states a blueprint can be in. |
|
EBlueprintType |
Enumerates types of blueprints. |
|
EBoneFilterActionOption |
|
|
EBrowseReturnVal::Type |
Return values for UEngine::Browse. |
|
EBrushType |
|
|
EChannelCreateFlags |
Flags for channel creation. |
|
EChannelType |
Enumerates channel types. |
|
ECheatPunishType |
Types of punishment to apply to a cheating client |
|
EClearSceneOptions::Type |
Enumerates ways to clear a scene. |
|
EClientLoginState::Type |
If this connection is from a client, this is the current login state of this connection/login attempt |
|
ECloudStorageDelegate |
All the types of delegate callbacks that a CloudStorage subclass may receive from C++ |
|
ECollisionChannel |
NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync. |
|
ECollisionEnabled::Type |
Enum used to describe what type of collision is enabled on a body. |
|
ECollisionResponse |
Enum indicating how each type should respond |
|
EComponentMobility::Type |
Describes how often this component is allowed to move. |
|
EComponentSocketType::Type |
Type of a socket on a scene component. |
|
ECompositeTextureMode |
|
|
ECompositingSampleCount::Type |
Enumerates available compositing sample counts. |
|
EConnectionState |
State of a connection. |
|
EConstraintFrame::Type |
Enum to indicate which context frame we use for physical constraints |
|
ECsgOper |
Variables. |
|
ECurveTableMode |
Whether the curve table contains simple, rich, or no curves |
|
ECustomDepthStencil::Type |
Enumerates available options for custom depth. |
|
ECustomTimeStepSynchronizationState |
Possible states of CustomTimeStep. |
|
EDefaultBackBufferPixelFormat::Type |
Used by GetDefaultBackBufferPixelFormat |
|
EDemoPlayFailure::Type |
Types of demo play failures broadcast from the engine |
|
EDepthOfFieldMethod |
Used by FPostProcessSettings Depth of Fields |
|
EDetachmentRule |
Rules for detaching components - needs to be kept synced to EAttachmentRule |
|
EDocumentationActorType::Type |
|
|
EDynamicResolutionStatus |
Status of dynamic resolution that depends on project setting cvar, game user settings, and pause |
|
EEarlyZPass::Type |
Enumerates available options for early Z-passes. |
|
EEncryptionResponse |
Types of responses games are meant to return to let the net connection code about the outcome of an encryption key request |
|
EEndPlayReason::Type |
Specifies why an actor is being deleted/removed from a level |
|
EFastArraySerializerDeltaFlags |
|
|
EFilterInterpolationType |
Interpolation method used by animation blending |
|
EFlushLevelStreamingType |
Describes what parts of level streaming should be forcibly handled immediately |
|
EFontCacheType |
Enumerates supported font caching types. |
|
EFontImportCharacterSet |
Font character set type for importing TrueType fonts. |
|
EFullyLoadPackageType |
Enumerates types of fully loaded packages. |
|
EGBufferFormat::Type |
Enumerates available GBufferFormats. |
|
EGetObjectOrWorldBeingDebuggedFlags |
Control flags for current object/world accessor methods |
|
EGetWorldErrorMode |
The kind of failure handling that GetWorldFromContextObject uses. |
|
EImportanceLevel |
|
|
EImportStaticMeshVersion |
|
|
EIndirectLightingCacheQuality |
Quality of indirect lighting for Movable primitives. |
|
EInputEvent |
EInputEvent |
|
EKismetCompileType::Type |
Type of compilation. |
|
ELandscapeCullingPrecision::Type |
|
|
ELatentActionChangeType |
|
|
ELevelCollectionType |
Indicates the type of a level collection, used in FLevelCollection. |
|
ELevelTick |
Type of tick we wish to perform on the level |
|
ELightingBuildQuality |
Lighting build quality enumeration |
|
ELightMapFlags |
A 2D texture containing lightmap coefficients. |
|
ELightMapPaddingType |
Method for padding a light map in memory |
|
ELightmapType |
Type of lightmap that is used for primitive components |
|
ELightUnits |
|
|
EMaterialMergeType |
|
|
EMaterialSamplerType |
Describes how textures are sampled for materials |
|
EMaterialShadingModel |
Specifies the overal rendering/shading model for a material |
|
EMaterialStencilCompare |
|
|
EMaterialTessellationMode |
This is used by the drawing passes to determine tessellation policy, so changes here need to be supported in native code. |
|
EMeshBufferAccess |
Which processors will have access to Mesh Vertex Buffers. |
|
EMeshFeatureImportance::Type |
The importance of a mesh feature when automatically generating mesh LODs. |
|
EMeshInstancingReplacementMethod |
How to replace instanced |
|
EMeshLODSelectionType |
|
|
EMeshMergeType |
|
|
EMicroTransactionDelegate |
This is the base class for per-platform microtransaction supportAll the types of delegate callbacks that a MicroTransaction subclass may receive from C++. |
|
EMicroTransactionResult |
Result of a purchase. |
|
EMobileMSAASampleCount::Type |
Enumerates available mobile MSAA sample counts. |
|
EMouseCaptureMode |
|
|
EMouseLockMode |
|
|
EMovementMode |
Movement modes for Characters. |
|
ENaturalSoundFalloffMode |
|
|
ENetDormancy |
Describes if an actor can enter a low network bandwidth dormant mode |
|
ENetMode |
The network mode the game is currently running. |
|
ENetRole |
The network role of an actor on a local/remote network context |
|
ENetworkFailure::Type |
Types of network failures broadcast from the engine |
|
ENetworkLagState::Type |
|
|
ENetworkSmoothingMode |
Smoothing approach used by network interpolation for Characters. |
|
ENetworkVersionHistory |
|
|
ENormalMode |
Optimization settings used to simplify mesh LODs. |
|
EObjectTypeQuery |
Specifies custom collision object types, overridable per game |
|
EOcclusionCombineMode |
Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion. |
|
EOptimizationType |
Enum specifying the reduction type to use when simplifying static meshes. |
|
EOverlapFilterOption |
Specifies what types of objects to return from an overlap physics query |
|
EParticleCollisionMode::Type |
Specifies how particle collision is computed for GPU particles |
|
EPhysicalMaterialMaskColor::Type |
Types of valid physical material mask colors which may be associated with a physical material |
|
EPhysicalSurface |
Types of surfaces in the game, used by Physical Materials |
|
EPlatformInterfaceDataType |
This is the base class for the various platform interface classes and has support for a generic delegate system, as well has having subclasses determine if they should register for a tick.An enum for the types of data used in a PlatformInterfaceData struct. |
|
EPrimaryAssetCookRule |
Rule about when to cook/ship a primary asset |
|
EProxyNormalComputationMethod::Type |
|
|
ERadialImpulseFalloff |
Enum for controlling the falloff of strength of a radial impulse as a function of distance from Origin. |
|
ERayTracingGlobalIlluminationType |
|
|
EReflectedAndRefractedRayTracedShadows |
|
|
EReflectionsType |
|
|
ERefractionMode |
Determines how the refraction offset should be computed for the material. |
|
ERenderFocusRule |
When to render the Focus Brush for widgets that have user focus. Based on the EFocusCause. |
|
EReplayHeaderFlags |
|
|
EResendAllDataState |
Type of property data resend used by replay checkpoints |
|
ERigidBodyFlags::Type |
Describes extra state about a specific rigid body |
|
ERotatorQuantization |
Describes rules for network replicating a vector efficiently |
|
ESafeZoneType |
Safezone related declarations. Used by GameViewportClient for rendering 'safe zones' on screen. |
|
ESamplerSourceMode |
Controls where the sampler for different texture lookups comes from |
|
ESceneCaptureCompositeMode |
Specifies how scene captures are composited into render buffers |
|
ESceneCaptureSource |
Specifies which component of the scene rendering should be output to the final render target. |
|
ESceneDepthPriorityGroup |
A priority for sorting scene elements by depth. |
|
ESecurityEvent::Type |
Security event types used for UE_SECURITY_LOG |
|
ESetChannelActorFlags |
|
|
EShadowMapFlags |
Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap. |
|
ESkinCacheDefaultBehavior |
|
|
ESkinCacheUsage |
|
|
ESleepEvent |
Describes type of wake/sleep event sent to the physics system |
|
ESleepFamily |
Presets of values used in considering when put this body to sleep. |
|
ESpawnActorCollisionHandlingMethod |
Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision. |
|
ESplitScreenType::Type |
Various data declarations relating to split screen on a GameViewportClient |
|
ESplitType |
Results from FPoly.SplitWithPlane, describing the result of splitting an arbitrary FPoly with an arbitrary plane. |
|
EStaticMeshReductionTerimationCriterion |
Enum specifying the reduction type to use when simplifying static meshes with the engines internal tool |
|
EStreamingVolumeUsage |
Used to affect level streaming in the game and level visibility in the editor.Enum for different usage cases of level streaming volumes. |
|
ETeleportType |
Whether to teleport physics body or not |
|
ETextureCompressionQuality |
|
|
ETextureLossyCompressionAmount |
|
|
ETextureMipCount |
|
|
ETextureMipLoadOptions |
|
|
ETexturePowerOfTwoSetting::Type |
Options for texture padding mode. |
|
ETextureRenderTargetFormat |
Subset of EPixelFormat exposed to UTextureRenderTarget2D |
|
ETextureSamplerFilter |
Must match enum ESamplerFilter in RHIDefinitions.h. |
|
ETextureSizingType |
|
|
ETextureSourceArtType |
|
|
ETextureSourceFormat |
|
|
ETextureStreamingBuildType |
|
|
ETickingGroup |
Determines which ticking group a tick function belongs to. |
|
ETimecodeProviderSynchronizationState |
Possible states of TimecodeProvider. |
|
ETimelineSigType |
Enum used to indicate what type of timeline signature a function matches. |
|
ETraceTypeQuery |
Specifies custom collision trace types, overridable per game |
|
ETrailWidthMode |
Controls the way that the width scale property affects animation trails. |
|
ETransitionType |
Enumerates transition types. |
|
ETranslucencyLightingMode |
Describes how to handle lighting of translucent objets |
|
ETranslucencyType |
|
|
ETranslucentSortPolicy::Type |
Enumerates available options for the translucency sort policy. |
|
ETravelFailure::Type |
Types of server travel failures broadcast by the engine |
|
ETravelType |
Traveling from server to server. |
|
ETwitterIntegrationDelegate |
|
|
ETwitterRequestMethod |
This is the base class for Twitter integration (each platform has a subclass)The possible twitter request methods |
|
EUIScalingRule |
The Side to use when scaling the UI. |
|
EUpdateRateShiftBucket |
Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately. |
|
EUserActivityContext |
Defines the context of a user activity. |
|
EUserDefinedStructureStatus |
|
|
EUVOutput |
As UHT doesnt allow arrays of bools, we need this binary enum :( |
|
EVectorQuantization |
Describes rules for network replicating a vector efficiently |
|
EViewModeIndex |
Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor |
|
EWalkableSlopeBehavior |
Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters. |
|
EWorldType::Type |
Specifies the goal/source of a UWorld object |
|
EWriteDemoFrameFlags |
|
|
TextureAddress |
|
|
TextureCompressionSettings |
This needs to be mirrored in EditorFactories.cpp. |
|
TextureFilter |
|
|
TextureGroup |
: if this is changed: update BaseEngine.ini [SystemSettings] you might have to update the update Game's DefaultEngine.ini [SystemSettings] order and actual name can never change (order is important!) |
|
TextureMipGenSettings |
Name | Description | ||
---|---|---|---|
|
CVarFramesForFullUpdate |
||
|
CVarHLODDistanceOverride |
||
|
CVarNetAllowEncryption |
||
|
CVarNetEnableDetailedScopeCounters |
||
|
CVarStreamingUseNewMetrics |
||
|
const Type |
FourPlayer |
FourPlayer is now FourPlayer_Grid |
|
float |
GAsyncLoadingTimeLimit |
Maximum amount of time to spend doing asynchronous loading (ms per frame). |
|
GAsyncLoadingUseFullTimeLimit |
Whether to use the entire time limit even if blocked on I/O. |
|
|
GComponentsWithLegacyLightmaps |
||
|
UEngine * |
GEngine |
Global engine pointer. Can be 0 so don't use without checking. |
|
float |
GLevelStreamingActorsUpdateTimeLimit |
Maximum allowed time to spend for actor registration steps during level streaming (ms per frame). |
|
GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch |
Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up. |
|
|
GLevelStreamingComponentsRegistrationGranularity |
Batching granularity used to register actor components during level streaming. |
|
|
GLevelStreamingComponentsUnregistrationGranularity |
Batching granularity used to unregister actor components during level streaming. |
|
|
GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge |
Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged. |
|
|
GLevelStreamingForceGCAfterLevelStreamedOut |
Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch. |
|
|
GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch |
When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes. |
|
|
float |
GLevelStreamingUnregisterComponentsTimeLimit |
Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). |
|
GLevelsWithLegacyBuildData |
||
|
GLightComponentsWithLegacyBuildData |
||
|
GNetOutBytes |
||
|
GNumClientConnections |
||
|
GNumClientUpdateLevelVisibility |
||
|
GNumReplicateActorCalls |
||
|
GNumSaturatedConnections |
||
|
GNumSharedSerializationHit |
||
|
GNumSharedSerializationMiss |
||
|
float |
GPriorityAsyncLoadingExtraTime |
Additional time to spend asynchronous loading during a high priority load. |
|
float |
GPriorityLevelStreamingActorsUpdateExtraTime |
Additional time to spend on actor registration steps during a high priority load. |
|
GReceiveRPCTimingEnabled |
||
|
GReflectionCapturesWithLegacyBuildData |
||
|
double |
GReplicateActorTimeSeconds |
|
|
GReplicateActorTimingEnabled |
||
|
double |
GReplicationGatherPrioritizeTimeSeconds |
|
|
double |
GServerReplicateActorTimeSeconds |
|
|
GSubsurfaceProfileTextureObject |
Lives on the render thread |
|
|
GTextureRenderTarget2DMaxSizeX |
||
|
GTextureRenderTarget2DMaxSizeY |
||
|
GUseBackgroundLevelStreaming |
Whether to allow background level streaming. |
|
|
GWorld |
Global UWorld pointer. |
|
|
const int |
MAX_STRING_SERIALIZE_SIZE |
Constant for all buffers that are reading from the network. |
|
constexpr int32 |
NumBitsForJitterClockTimeInHeader |
Number of bits to use in the packet header for sending the milliseconds on the clock when the packet is sent |
|
const FName |
Playing |
|
|
const EWorldTyp... |
Preview |
EWorldType::Preview is deprecated. Please use either EWorldType::EditorPreview or EWorldType::GamePreview |
|
RK4_SPRING_INTERPOLATOR_MAX_ITER |
||
|
float |
RK4_SPRING_INTERPOLATOR_UPDATE_RATE |