Name |
Description |
|
---|---|---|
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ASkyAtmosphere |
A placeable actor that represents a planet atmosphere material and simulates sky and light scattering within it. |
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AVolumetricCloud |
A placeable actor that represents a participating media material around a planet, e.g. clouds. |
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FActorComponentActivatedSignature |
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FActorComponentDeactivateSignature |
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FActorParentComponentSetter |
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FAnimationEvaluationContext |
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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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FComponentPhysicsStateChanged |
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FComponentSleepSignature |
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FComponentSync |
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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 |
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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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FExternalMorphSet |
An external morph target set. |
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FExternalMorphSetWeights |
The weight data for a specific external morph set. |
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FExternalMorphWeightData |
The morph target weight data for all external morph target sets. |
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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. |
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FInputAxisUnifiedDelegate |
Unified delegate specialization for float axis events. |
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FInputBinding |
Base class for the different binding types. |
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FInputGestureBinding |
Binds a gesture to a function. |
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FInputGestureHandlerDynamicSignature |
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FInputGestureUnifiedDelegate |
Unified delegate specialization for gestureevents. |
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FInputKeyBinding |
Binds a delegate to a key chord. |
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FInputTouchBinding |
Binds a delegate to touch input. |
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FInputTouchHandlerDynamicSignature |
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FInputTouchUnifiedDelegate |
Unified delegate specialization for Touch events. |
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FInputVectorAxisBinding |
Binds a delegate to a raw vector axis mapping. |
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FInputVectorAxisHandlerDynamicSignature |
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FInputVectorAxisUnifiedDelegate |
Unified delegate specialization for vector axis events. |
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FInstancedStaticMeshComponentInstanceData |
Helper class used to preserve lighting/selection state across blueprint reinstancing |
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FInstancedStaticMeshInstanceData |
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FInstancedStaticMeshLightMapInstanceData |
Used to store lightmap data during RerunConstructionScripts |
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FInstancedStaticMeshMappingInfo |
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FInstancedStaticMeshRandomSeed |
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FInterpControlPoint |
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FIsRootComponentChanged |
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FLinkedInstancesAdapter |
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FLODMappingData |
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FMaterialSpriteElement |
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FOnAnimInitialized |
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FOnAudioFinished |
Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
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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). |
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FOnAudioPlaybackPercent |
Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. |
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FOnAudioPlayStateChanged |
Called when sound's PlayState changes. |
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FOnAudioSingleEnvelopeValue |
Called while a sound plays and returns the sound's envelope value (using an envelope follower in the audio renderer). |
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FOnAudioVirtualizationChanged |
Called when sound becomes virtualized or realized (resumes playback from virtualization). |
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FOnBoneTransformsFinalized |
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FOnForceFeedbackFinished |
Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early |
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FOnQueueSubtitles |
Called when subtitles are sent to the SubtitleManager. |
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FOnTimelineEvent |
Signature of function to handle a timeline 'event' |
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FOnTimelineFloat |
Signature of function to handle timeline float track |
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FOnTimelineLinearColor |
Signature of function to handle linear color track |
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FOnTimelineVector |
Signature of function to handle timeline vector track |
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FPaintedVertex |
Cached vertex information at the time the mesh was painted. |
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FPhysicsVolumeChanged |
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FPoseWatchDynamicData |
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FPrecomputedLightInstanceData |
Used to store lightmap data during RerunConstructionScripts |
|
FPrecomputedSkyLightInstanceData |
Used to store lightmap data during RerunConstructionScripts |
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FPredicateOverlapHasDifferentActor |
Predicate to determine if an overlap is NOT with a certain AActor. |
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FPredicateOverlapHasSameActor |
Predicate to determine if an overlap is with a certain AActor. |
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FPrimitiveComponentInstanceData |
Component instance cached data base class for primitive components. |
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FRegisterComponentContext |
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FRendererStencilMaskEvaluation |
Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses. |
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FRenderStateRecreator |
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FSceneCaptureMemorySize |
Editor only structure for gathering memory size |
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FSceneCaptureViewInfo |
View state needed to create a scene capture renderer |
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FSceneComponentInstanceData |
Component instance cached data base class for scene components. |
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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. |
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FSkeletalMeshComponentClothTickFunction |
Tick function that prepares and simulates cloth |
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FSkeletalMeshComponentEndPhysicsTickFunction |
Tick function that does post physics work on skeletal mesh component. |
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FSkelMeshComponentLODInfo |
LOD specific setup for the skeletal mesh component. |
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FSkelMeshSkinWeightInfo |
Vertex skin weight info supplied for a component override. |
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FSkyTextureCubeResource |
A cubemap texture resource that knows how to upload the capture data from a sky capture. |
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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. |
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FSplinePoint |
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FSplinePositionLinearApproximation |
A single point in linear approximation of a spline |
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FSpriteCategoryInfo |
Information about the sprite category, used for visualization in the editor |
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FStaticMeshComponentInstanceData |
|
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FStaticMeshVertexColorLODData |
Vertex data stored per-LOD |
|
FStaticShadowDepthMap |
A texture containing depth values of static objects that was computed during the lighting build. |
|
FTentDistribution |
|
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FTimeline |
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FTimelineEventEntry |
Struct that contains one entry for an 'event' during the timeline |
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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 |
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FTimelineVectorTrack |
Struct that contains one entry for each vector interpolation performed by the timeline |
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FTransformUpdated |
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FVertexOffsetUsage |
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HInstancedStaticMeshInstance |
InstancedStaticMeshInstance hit proxy |
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TInputUnifiedDelegate |
Utility delegate class to allow binding to either a C++ function or a blueprint script delegate |
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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. |
|
UBoundsCopyComponent |
Component used to copy the bounds of another Actor. |
|
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. |
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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 |
|
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UInitialActiveSoundParams |
Legacy struct used for storing named parameter for a given AudioComponent.Convenience class to get audio parameters set on an active sound's playback |
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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 * |
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ULightComponent |
|
|
ULightComponentBase |
|
|
ULightmassPortalComponent |
|
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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. |
|
ULODSyncComponent |
Implement an Actor component for LOD Sync of different components |
|
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 |
A component that represents a planet atmosphere material and simulates sky and light scattering within it. |
|
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. |
|
UVolumetricCloudComponent |
A component that represents a participating media material around a planet, e.g. clouds. |
|
UWindDirectionalSourceComponent |
Component that provides a directional wind source. Only affects SpeedTree assets. |
|
UWorldPartitionStreamingSourceComponent |
Name |
Description |
---|---|
Type |
Name |
Description |
|
---|---|---|
|
EAnimationMode::Type |
|
|
EBoneSpaces::Type |
Values for specifying bone space. |
|
EControllerAnalogStick::Type |
|
|
EHasCustomNavigableGeometry::Type |
Determines if a primitive component contains custom collision for navigation/AI |
|
EKinematicBonesUpdateToPhysics::Type |
This enum defines how you'd like to update bones to physics world. |
|
EPhysicsTransformUpdateMode::Type |
|
|
ESplineCoordinateSpace::Type |
Types of coordinate space accepted by the functions. |
|
ESplineMeshAxis::Type |
|
|
ESplinePointType::Type |
Permitted spline point types for SplineComponent. |
|
ETimelineDirection::Type |
Does timeline play or reverse ? |
Name | Description | ||
---|---|---|---|
|
int32 |
bAllowCachedOverlapsCVar |
|
|
int32 |
bEnableFastOverlapCheck |
|
|
float |
HitDistanceToleranceCVar |
|
|
float |
InitialOverlapToleranceCVar |