GameFramework

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Classes

Name

Description

Public class

AActor

Actor is the base class for an Object that can be placed or spawned in a level.

Public class

ACameraBlockingVolume

A volume which blocks the Camera channel by default.

Public class

ACharacter

Characters are Pawns that have a mesh, collision, and built-in movement logic.

Public class

AController

Controllers are non-physical actors that can possess a Pawn to control its actions.

Public class

ADefaultPawn

DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement.

Public class

ADefaultPhysicsVolume

DefaultPhysicsVolume: the default physics volume for areas of the level with no physics volume specified DefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume

Public class

AGameMode

GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game.

Public class

AGameModeBase

The GameModeBase defines the game being played.

Public class

AGameNetworkManager

Handles game-specific networking management (cheat detection, bandwidth management, etc.).

Public class

AGameSession

Acts as a game-specific wrapper around the session interface.

Public class

AGameState

GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.

Public class

AGameStateBase

GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.

Public class

AHUD

Base class of the heads-up display.

Public class

AInfo

Info, the root of all information holding classes.

Public class

AKillZVolume

KillZVolume is a volume used to determine when actors should be killed.

Public class

APainCausingVolume

PhysicsVolume: a bounding volume which affects actor physics Each AActor is affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision.

Public class

APawn

Pawn is the base class of all actors that can be possessed by players or AI.

Public class

APhysicsVolume

PhysicsVolume: A bounding volume which affects actor physics.

Public class

APlayerController

PlayerControllers are used by human players to control Pawns.

Public class

APlayerStart

This class indicates a location where a player can spawn when the game begins

Public class

APlayerState

A PlayerState is created for every player on a server (or in a standalone game).

Public class

ASpectatorPawn

SpectatorPawns are simple pawns that can fly around the world, used by PlayerControllers when in the spectator state.

Public class

AVolume

An editable 3D volume placed in a level. Different types of volumes perform different functions

Public class

AWorldSettings

Actor containing all script accessible world properties.

Public struct

FActiveForceFeedbackEffect

Public struct

FActorBeginCursorOverSignature

Public struct

FActorBeginOverlapSignature

Public struct

FActorBeginTouchOverSignature

Public struct

FActorDestroyedSignature

Public struct

FActorEndCursorOverSignature

Public struct

FActorEndOverlapSignature

Public struct

FActorEndPlaySignature

Public struct

FActorEndTouchOverSignature

Public struct

FActorHitSignature

Public struct

FActorLastRenderTime

Helper struct that allows UPrimitiveComponent and FPrimitiveSceneInfo write to the Actor's LastRenderTime member

Public struct

FActorOnClickedSignature

Public struct

FActorOnInputTouchBeginSignature

Public struct

FActorOnInputTouchEndSignature

Public struct

FActorOnReleasedSignature

Public struct

FBasedMovementInfo

Struct to hold information about the "base" object the character is standing on.

Public struct

FBroadphaseSettings

Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type

Public struct

FCharacterMovementComponentPostPhysicsTickFunction

Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent

Public class

FCharacterMovementUpdatedSignature

Public struct

FCharacterMoveResponseDataContainer

Response from the server to the client about a move that is being acknowledged.

Public struct

FCharacterMoveResponsePackedBits

Structure used internally to handle serialization of FCharacterMoveResponseDataContainer over the network.

Public struct

FCharacterNetworkMoveData

Client to Server movement data.

Public struct

FCharacterNetworkMoveDataContainer

Struct used for network RPC parameters between client/server by ACharacter and UCharacterMovementComponent.

Public struct

FCharacterNetworkSerializationPackedBits

Intermediate data stream used for network serialization of Character RPC data.

Public class

FCharacterReachedApexSignature

Public class

FCharacterReplaySample

Public struct

FCharacterServerMovePackedBits

Structure used internally to handle serialization of FCharacterNetworkMoveDataContainer over the network.

Public struct

FClientAdjustment

Server to Client response.

Public struct

FClientReceiveData

Handles the many pieces of data passed into Client Receive

Public struct

FDebugTextInfo

Single entry of a debug text item to render.

Public struct

FDebugTraceInfo

Debug Trace info for capturing

Public struct

FDynamicForceFeedbackDetails

Public struct

FFindFloorResult

Data about the floor for walking movement, used by CharacterMovementComponent.

Public struct

FForceFeedbackAttenuationSettings

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FForceFeedbackChannelDetails

Public struct

FForceFeedbackEffectHistoryEntry

Used to display the force feedback history of what was played most recently.

Public struct

FForceFeedbackParameters

This structure is used to pass arguments to ClientPlayForceFeedback() client RPC function

Public class

FGameModeEvents

GameModeBase events, particularly for use by plugins

Public struct

FHierarchicalSimplification

Public class

FHUDHitBox

Hitbox used for clickable HUD elements.

Public struct

FInputActionKeyMapping

Defines a mapping between an action and key

Public struct

FInputActionSpeechMapping

Defines a mapping between an action and speech recognition

Public struct

FInputAxisConfigEntry

Configurable properties for control axes.

Public struct

FInputAxisKeyMapping

Defines a mapping between an axis and key

Public struct

FInputAxisProperties

Configurable properties for control axes, used to transform raw input into game ready values.

Public struct

FInputModeDataBase

Abstract base class for Input Mode structures

Public struct

FInputModeGameAndUI

Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

Public struct

FInputModeGameOnly

Data structure used to setup an input mode that allows only the player input / player controller to respond to user input.

Public struct

FInputModeUIOnly

Data structure used to setup an input mode that allows only the UI to respond to user input.

Public class

FInstigatedAnyDamageSignature

Public struct

FKeyBind

Struct containing mappings for legacy method of binding keys to exec commands.

Public class

FLandedSignature

Public struct

FLightmassWorldInfoSettings

Public struct

FMarkActorIsBeingDestroyed

Internal struct used by level code to mark actors as destroyed

Public class

FMovementModeChangedSignature

Public struct

FNetViewer

Stores information on a viewer that actors need to be checked against for relevancy

Public class

FNetworkPredictionData_Client_Character

Public class

FNetworkPredictionData_Server_Character

Public class

FOnAsyncHandleSaveGame

Public class

FOnGameUserSettingsUINeedsUpdate

Public struct

FPlayerMuteList

Container responsible for managing the mute state of a player controller at the gameplay level (VoiceInterface handles actual muting)

Public struct

FRepRootMotionMontage

Replicated data when playing a root motion montage.

Public struct

FRootMotionFinishVelocitySettings

Struct for RootMotion Finish Velocity options.

Public struct

FRootMotionServerToLocalIDMapping

Structure for mapping RootMotionSource server IDs to those on this client

Public struct

FRootMotionSource

Generalized source of Root Motion to a CharacterMovementComponent.

Public struct

FRootMotionSource_ConstantForce

ConstantForce applies a fixed force to the target

Public struct

FRootMotionSource_JumpForce

JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)

Public struct

FRootMotionSource_MoveToDynamicForce

MoveToDynamicForce moves the target to a given location in world space over the duration, where the end location is dynamic and can change during the move (meant to be used for things like moving to a moving target)

Public struct

FRootMotionSource_MoveToForce

MoveToForce moves the target to a given fixed location in world space over the duration

Public struct

FRootMotionSource_RadialForce

RadialForce applies a force pulling or pushing away from a given world location to the target

Public struct

FRootMotionSourceGroup

Group of Root Motion Sources that are applied

Public struct

FRootMotionSourceSettings

Structure for RootMotionSource option flags (used for convenience instead of having to manually manipulate flag bitfields)

Public struct

FRootMotionSourceStatus

Structure for RootMotionSource status flags (used for convenience instead of having to manually manipulate flag bitfields)

Public class

FSavedMove_Character

FSavedMove_Character represents a saved move on the client that has been sent to the server and might need to be played back.

Public struct

FSetActorGuid

Public struct

FSetActorHiddenInSceneOutliner

Public struct

FSetActorWantsDestroyDuringBeginPlay

This should only be used by UWorld::DestroyActor when the actor is in the process of beginning play so it can't be destroyed yet

Public struct

FSetPlayerStatePawn

Public class

FSimpleReticle

Simple reticle. A very simple crosshair reticle that can be draw on the HUD canvas.

Public struct

FSimulatedRootMotionReplicatedMove

Public struct

FTakeAnyDamageSignature

Public struct

FTakePointDamageSignature

Public struct

FTakeRadialDamageSignature

Public struct

FTouchInputControl

Public struct

FUniqueNetIdRepl

Wrapper for opaque type FUniqueNetId

Public struct

FUpdateLevelStreamingLevelStatus

This structure is used to pass arguments to ClientUpdateMultipleLevelsStreamingStatus() client RPC function

Public struct

FUpdateLevelVisibilityLevelInfo

This structure is used to pass arguments to ServerUpdateLevelVisibilty() and ServerUpdateMultipleLevelsVisibility() server RPC functions

Public struct

PingAvgData

Struct containing one seconds worth of accumulated ping data (for averaging)

Public struct

PingAvgDataV2

Struct keeping track of the lowest ping values over a given second.

Public struct

RootMotionSourceDebug

Public class

TInlineComponentArray

TInlineComponentArray is simply a TArray that reserves a fixed amount of space on the stack to try to avoid heap allocation when there are fewer than a specified number of elements expected in the result.

Public class

UAsyncActionHandleSaveGame

Async action to handle async load/save of a USaveGame.

Public class

UCharacterMovementComponent

CharacterMovementComponent handles movement logic for the associated Character owner.

Public class

UCheatManager

Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game.

Public class

UCheatManagerExtension

A cheat manager extension can extend the main cheat manager in a modular way, being enabled or disabled when the system associated with the cheats is enabled or disabled

Public class

UDamageType

A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources.

Public class

UEngineMessage

Public class

UFloatingPawnMovement

Movement component updates position of associated PrimitiveComponent during its tick FloatingPawnMovement is a movement component that provides simple movement for any Pawn class.

Public class

UForceFeedbackAttenuation

Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components

Public class

UForceFeedbackEffect

A predefined force-feedback effect to be played on a controller

Public class

UGameUserSettings

Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file.

Public class

UHierarchicalLODSetup

Public class

UInputSettings

Project wide settings for input handling

Public class

ULocalMessage

Public class

UMovementComponent

MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick.

Public class

UNavMovementComponent

NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.

Public class

UOnlineSession

Public class

UPawnMovementComponent

PawnMovementComponent can be used to update movement for an associated Pawn.

Public class

UPlayerInput

Object within PlayerController that processes player input.

Public class

UProjectileMovementComponent

ProjectileMovementComponent updates the position of another component during its tick.

Public class

URotatingMovementComponent

Performs continuous rotation of a component at a specific rotation rate.

Public class

USaveGame

This class acts as a base class for a save game object that can be used to save state about the game.

Public class

USpectatorPawnMovement

Movement component used by SpectatorPawn.

Public class

USpringArmComponent

This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision.

Public class

UTouchInterface

Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks

Typedefs

Name

Description

FCanUnpause

Default delegate that provides an implementation for those that don't have special needs other than a toggle

FCanUnpause

Default delegate that provides an implementation for those that don't have special needs other than a toggle

FDynamicForceFeedbackHandle

FGetAudioListenerPos

Delegate used to override default viewport audio listener position calculated from camera

FMakeNoiseDelegate

FOnCheatManagerCreated

FOnHUDPostRender

FOnProcessEvent

FOnProcessRootMotion

FOnShowDebugInfo

FPawnChangedSignature

FSavedMovePtr

Shared pointer for easy memory management of FSavedMove_Character, for accumulating and replaying network moves.

Enums

Name

Description

Public enum

EActorUpdateOverlapsMethod

Chooses a method for actors to update overlap state (objects it is touching) on initialization, currently only used during level streaming.

Public enum

EDynamicForceFeedbackAction::Type

Public enum

EPlaneConstraintAxisSetting

Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible.

Public enum

ERootMotionAccumulateMode

Enumeration for RootMotionSource accumulation mode

Public enum

ERootMotionFinishVelocityMode

Public enum

ERootMotionSourceID

Public enum

ERootMotionSourceSettingsFlags

Enumeration for RootMotionSource settings

Public enum

ERootMotionSourceStatusFlags

Enumeration for RootMotionSource status flags

Public enum

EStandbyType

Describes which standby detection event occured so the game can take appropriate action.

Public enum

EVisibilityAggressiveness

Public enum

EVolumeLightingMethod

Functions

Name Description

Public function

FString

 

DumpMutelistState

(
    UWorld* World
)

Dump out information about all player controller mute state

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FTakeAnyDamageSignature_MCSignature,
    FTakeAnyDamageSignature_DelegateWra...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    float,
    const UDamageType*,
    AController*,
    AActor*
)

Delegate signatures.

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorHitSignature_MCSignature,
    FActorHitSignature_DelegateWrapper,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    AActor*,
    FVector,
    const FHitResult&
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorEndPlaySignature_MCSignature,
    FActorEndPlaySignature_DelegateWrap...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    EEndPlayReason::Type
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorEndTouchOverSignature_MCSigna...,
    FActorEndTouchOverSignature_Delegat...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorBeginTouchOverSignature_MCSig...,
    FActorBeginTouchOverSignature_Deleg...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorOnInputTouchEndSignature_MCSi...,
    FActorOnInputTouchEndSignature_Dele...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorOnInputTouchBeginSignature_MC...,
    FActorOnInputTouchBeginSignature_De...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorOnReleasedSignature_MCSignatu...,
    FActorOnReleasedSignature_DelegateW...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    FKey
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorOnClickedSignature_MCSignatur...,
    FActorOnClickedSignature_DelegateWr...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    FKey
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorEndOverlapSignature_MCSignatu...,
    FActorEndOverlapSignature_DelegateW...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorBeginOverlapSignature_MCSigna...,
    FActorBeginOverlapSignature_Delegat...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorDestroyedSignature_MCSignatur...,
    FActorDestroyedSignature_DelegateWr...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorEndCursorOverSignature_MCSign...,
    FActorEndCursorOverSignature_Delega...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorBeginCursorOverSignature_MCSi...,
    FActorBeginCursorOverSignature_Dele...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FTakeRadialDamageSignature_MCSignat...,
    FTakeRadialDamageSignature_Delegate...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    float,
    const UDamageType*,
    FVector,
    FHitResult,
    AController*,
    AActor*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FTakePointDamageSignature_MCSignatu...,
    FTakePointDamageSignature_DelegateW...,
    FUNC_CONCAT(FUNC_CONCAT(AActor*...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    AActor*,
    float,
    AController*,
    FVector,
    UPrimitiveComponent*,
    FName,
    FVector,
    const UDamageType*,
    AActor*
)

Public function

APlayerContr...

 

GetPlayerControllerFromNetId

(
    UWorld* World,
    const FUniqueNetId& PlayerNetId
)

Returns the player controller associated with this net id

Public function

bool

 

MovementBaseUtility::UseRelativeLocation

(
    const UPrimitiveComponent* Mov...
)

Determine if we should use relative positioning when based on a component (because it may move).

Public function

void

 

TestUniqueIdRepl

(
    UWorld* InWorld
)

Test harness for Unique Id replication

Variables

Name Description

Public variable

FUObjectAnnotat...

 

GSelectedActorAnnotation

Annotation for actor selection. This must be in engine instead of editor for ::IsSelected to work

Public variable

 

STATCAT_Advanced

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