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. |
|
FAckNetVisibilityTransaction |
Internal struct used by APlayerController to call AckNetVisibilityTransaction on streaming level object |
|
FActorComponentTickFunction |
Tick function that calls UActorComponent::ConditionalTick |
|
FActorDestructionInfo |
|
|
FActorFolderSet |
|
|
FActorInstanceHandle |
Handle to a unique object. This may specify a full weigh actor or it may only specify the light weight instance that represents the same object. |
|
FActorPriority |
Priority sortable list. |
|
FActorsInitializedParams |
|
|
FActorSpawnParameters |
Struct of optional parameters passed to SpawnActor function(s). |
|
FActorSpawnUtils |
World actors spawmning helper functions |
|
FActorTickFunction |
Tick function that calls AActor::TickActor |
|
FAnimNodePoseWatch |
|
|
FAnimSlotDesc |
Used to indicate each slot name and how many channels they have. |
|
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 |
|
FAssetManagerSearchRules |
Rules for how to scan the asset registry for assets matching path and type descriptions |
|
FAsyncPreRegisterDDCRequest |
FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components |
|
FAttachmentTransformRules |
Rules for attaching components |
|
FAudioDeviceWorldDelegates |
List of delegates for the world being registered to an audio device. |
|
FAutoCompleteNode |
Node for storing an auto-complete tree based on each char in the command. |
|
FBaseAttenuationSettings |
Base class for attenuation settings. |
|
FBaseComponentReference |
Base class for the hard/soft component reference structs |
|
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 |
|
|
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 |
|
FChannelCloseInfo |
|
|
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 |
|
FCollisionEnabledMask |
|
|
FCollisionImpactData |
Information about an overall collision, including contacts. |
|
FCollisionProfileName |
Structure representing a collision profile name, this gets a special UI in the editor |
|
FCollisionProfilePrivateAccessor |
|
|
FCollisionResponseContainer |
Container for indicating a set of collision channels that this object will collide with. |
|
FCollisionResponseTemplate |
Structure for collision response templates. |
|
FColorGradePerRangeSettings |
|
|
FColorGradingSettings |
|
|
FCompareFActorPriority |
|
|
FComponentInstancedLightmapData |
Helper struct to hold information about what components use what lightmap textures |
|
FComponentInstanceSharingData |
Structure that maps a component to it's lighting/instancing specific data which must be the same between all instances that are bound to that component. |
|
FComponentKey |
|
|
FComponentOverrideRecord |
|
|
FComponentReference |
Struct that allows for different ways to reference a component using TObjectPtr. |
|
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 |
|
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 |
|
FFastOverlapInfoCompare |
Predicate for comparing FOverlapInfos when exact weak object pointer index/serial numbers should match, assuming one is not null and not invalid. |
|
FFieldRemapInfo |
Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary |
|
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 |
|
|
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. |
|
FHitResultNetSerializerConfig |
|
|
FHitResultNetSerializerNetSerializerInfo |
|
|
FHLODInstancingKey |
Mesh/Material pair used as a key to insert/retrieve instances in the LODActor. |
|
FInstancedStaticMeshDataType |
|
|
FInstancedStaticMeshRenderData |
|
|
FInstancedStaticMeshSceneProxy |
|
|
FInstancedStaticMeshVertexFactory |
A vertex factory for instanced static meshes |
|
FInstancedStaticMeshVertexFactoryShaderParameters |
|
|
FInstancedStaticMeshVertexFactoryUniformShaderParameters |
|
|
FInstancingUserData |
|
|
FInstigator |
Category and referencer for how a package was discovered by the cooker. |
|
FIrisNetDriverConfig |
Struct used to configure which NetDriver is started with Iris enabled or not Only one attribute out of the NetDriverDefinition, NetDriverName or NetDriverWildcardName should be set along with the bEnableIris property |
|
FKismetCompilerOptions |
|
|
FLatentActionInfo |
Latent action info. |
|
FLatentActionManager |
The latent action manager handles all pending latent actions for a single world. |
|
FLensBloomSettings |
|
|
FLensImperfectionSettings |
|
|
FLensSettings |
|
|
FLevelActorFoldersHelper |
|
|
FLevelCollection |
Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels. |
|
FLevelLegacyMapBuildData |
|
|
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 |
|
|
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 |
|
FMeshApproximationSettings |
|
|
FMeshBuildSettings |
Settings applied when building a mesh. |
|
FMeshDisplacementMap |
|
|
FMeshInstancingSettings |
Mesh instance-replacement settings |
|
FMeshMapBuildData |
|
|
FMeshMapBuildLegacyData |
|
|
FMeshMergingSettings |
Mesh merging settings |
|
FMeshNaniteSettings |
Settings applied when building Nanite data. |
|
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. |
|
FNetFieldExport |
|
|
FNetFieldExportGroup |
|
|
FNetGUIDCache |
|
|
FNetGuidCacheObject |
Stores an object with path associated with FNetworkGUID |
|
FNetLevelVisibilityState |
|
|
FNetSyncLoadReport |
Struct used as the parameter to FOnSyncLoadDetected to report sync loads. |
|
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 |
|
|
FOnPawnControllerChanged |
|
|
FOnUserClickedBanner |
Delegate called when user clicks on an banner ad. |
|
FOnUserClosedAdvertisement |
Delegate called when user closes an ad (after clicking on banner). |
|
FOnUserInputDeviceConnectionChange |
|
|
FOnUserInputDevicePairingChange |
|
|
FOptTexturePlatformData |
Optional extra fields for texture platform data required by some platforms. |
|
FOverlapInfo |
Overlap info consisting of the primitive and the body that is overlapping |
|
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 |
|
|
FPerInstanceRenderData |
|
|
FPerPlayerSplitscreenData |
Structure to store splitscreen data. |
|
FPlasticDeformationEventSignature |
Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints |
|
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 |
|
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. |
|
FPostProcessSettingsDebugInfo |
|
|
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 |
|
FPrimaryAssetCookRuleUnion |
Merges CookRules from multiple managers to decide the final CookRule for an asset they manage. |
|
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 |
|
|
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 |
|
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. |
|
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 |
|
|
FScopedMovementUpdate |
FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates. |
|
FScopedNetConnectionSettings |
Allows you to temporarily set connection settings within a scape. |
|
FScopedRepContext |
|
|
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 |
|
FSectionReference |
|
|
FSkeletalMaterial |
|
|
FSkeletalMeshAreaWeightedTriangleSampler |
Allows area weighted sampling of triangles on a skeletal mesh. |
|
FSkeletalMeshBuildParameters |
|
|
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. |
|
FSkinnedAssetAsyncBuildScope |
Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls. |
|
FSkinnedAssetAsyncBuildTask |
|
|
FSkinnedAssetAsyncBuildWorker |
Worker used to perform async static mesh compilation. |
|
FSkinnedAssetBuildContext |
|
|
FSkinnedAssetCompilationContext |
|
|
FSkinnedAssetPostLoadContext |
|
|
FSkinnedAsyncTaskContext |
|
|
FSkyAtmosphereMapBuildData |
|
|
FSoftComponentReference |
Struct that allows for different ways to reference a component using TSoftObjectPtr. |
|
FSplitscreenData |
Structure containing all the player splitscreen datas per splitscreen configuration. |
|
FStartPhysicsTickFunction |
Tick function that starts the physics tick |
|
FStatColorMapEntry |
|
|
FStatColorMapping |
|
|
FStaticLightingMesh_InstancedStaticMesh |
A static lighting mesh class that transforms the points by the per-instance transform of an InstancedStaticMeshComponent |
|
FStaticLightingTextureMapping_InstancedStaticMesh |
Represents a static mesh primitive with texture mapped static lighting. |
|
FStaticMaterial |
|
|
FStaticMeshAsyncBuildScope |
Any thread implicated in the static mesh build must have a valid scope to be granted access to protected properties without causing any stalls. |
|
FStaticMeshAsyncBuildTask |
|
|
FStaticMeshAsyncBuildWorker |
Worker used to perform async static mesh compilation. |
|
FStaticMeshBuildContext |
|
|
FStaticMeshCompilationContext |
|
|
FStaticMeshInstanceBuffer |
A vertex buffer of positions. |
|
FStaticMeshOptimizationSettings |
Old optimization settings. |
|
FStaticMeshPostLoadContext |
|
|
FStaticMeshSourceModel |
Source model from which a renderable static mesh is built. |
|
FStaticShadowDepthMapData |
|
|
FStrataMaterialInfo |
Gather information from the Substrate material graph to setup material for runtime. |
|
FStreamableHandle |
A handle to a synchronous or async load. |
|
FStreamableHandleContextDataBase |
Base struct to hold type tag data for TStreamableHandleContextData. |
|
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. |
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FStreamingLevelPrivateAccessor |
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FStreamingLevelsToConsider |
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FStreamingRenderAssetPrimitiveInfo |
Information about a streaming texture/mesh that a primitive uses for rendering. |
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FStreamingTextureBuildInfo |
This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials. |
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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). |
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FStreamLevelAction |
Stream Level Action. |
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FStructRedirect |
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FSubsurfaceProfileStruct |
Copyright Epic Games, Inc. All Rights Reserved. |
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FSubsurfaceProfileTexture |
Render thread |
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FSubtitleCue |
A line of subtitle text and the time at which it should be displayed. |
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FSwarmDebugOptions |
Debug options for Swarm |
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FTableRowBase |
Base class for all table row structs to inherit from. |
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FTexture2DDynamicCreateInfo |
Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized. |
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FTextureFormatSettings |
Collection of values that contribute to pixel format chosen for texture |
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FTextureLODGroup |
LOD settings for a single texture group. |
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FTexturePlatformData |
Platform-specific data used by the texture resource at runtime. |
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FTextureSource |
Texture source data management. |
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FTextureSourceBlock |
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FTextureSourceColorSettings |
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FTickFunction |
Abstract Base class for all tick functions. |
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FTickPrerequisite |
This is small structure to hold prerequisite tick functions |
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FTimerDynamicDelegate |
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FTimerHandle |
Unique handle that can be used to distinguish timers that have identical delegates. |
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FTitleSafeZoneArea |
Max/Recommended screen viewable extents as a percentage |
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FTTEventTrack |
Structure storing information about one event track |
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FTTFloatTrack |
Structure storing information about one float interpolation track |
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FTTLinearColorTrack |
Structure storing information about one color interpolation track |
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FTTPropertyTrack |
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FTTTrackBase |
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FTTTrackId |
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FTTVectorTrack |
Structure storing information about one vector interpolation track |
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FUpdateTimelineCachedNames |
Helper class that gives external implementations permission to update cached names. |
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FURL |
URL structure. |
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FUserActivity |
The description of a user activity |
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FUserStructOnScopeIgnoreDefaults |
Wrapper for StructOnScope that tells it to ignore default values |
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FVectorRK4SpringInterpolator |
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FViewportDisplayCallback |
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FViewportDisplayDelegate |
Wrapper to allow multiple delegate types to be held in one container for the subsystem |
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FWalkableSlopeOverride |
Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable. |
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FWeightedBlendable |
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FWeightedBlendables |
For easier detail customization, needed? |
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FWorldAsyncTraceState |
This encapsulate World's async trace functionality. |
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FWorldCachedViewInfo |
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FWorldCompositionTile |
Helper structure which holds information about level package which participates in world composition |
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FWorldContext |
FWorldContext A context for dealing with UWorlds at the engine level. |
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FWorldDelegates |
World delegates |
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FWorldInitializationValues |
Struct containing a collection of optional parameters for initialization of a World. |
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FWorldNotifyStreamingLevelLoading |
Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded |
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FWorldPartitionEvents |
Helper class allows UWorldPartition to broadcast UWorld events |
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FWrittenChannelsRecord |
Record of channels with data written into each outgoing packet. |
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IBlendableInterface |
Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume |
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ICookInfo |
Engine interface for information provided by UCookOnTheFlyServer in cook callbacks. |
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IImportantToggleSettingInterface |
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ILevelPartitionInterface |
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ITextureStreamingContainer |
Interface for texture streaming container |
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TFixedCompressedFloatDetails |
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TSimpleRingBuffer |
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TStreamableHandleContextData |
Templated struct that provides type tags (no RTTI) for internal data used on StreamableHandle Type IDs are not stable across multiple processes, so should never be directly serialized or stored. |
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TStreamableHandleContextDataTypeIDStorage |
Struct to hold a TStreamableHandleContextDataTypeID that is invalid until assigned. |
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UActorChannel |
A channel for exchanging actor and its subobject's properties and RPCs. |
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UActorContainer |
Actor container class used to duplicate actors during cells streaming in PIE. |
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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 |
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UAssetManagerSettings |
Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types |
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UAssetUserData |
Object that can be subclassed to store custom data on Unreal asset objects. |
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UAutoDestroySubsystem |
The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. |
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UBlendableInterface |
Dummy class needed to support Cast |
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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. |
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UBlueprintCore |
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UBlueprintGeneratedClass |
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UBookMark |
A camera position the current level. |
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UBookMark2D |
Simple class to store 2D camera information. |
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UBookmarkBase |
Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene. |
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UBrushBuilder |
Base class of UnrealEd brush builders. |
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UCancellableAsyncAction |
Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. |
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UCanvas |
A drawing canvas. |
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UCanvasRenderTarget2D |
CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. |
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UChannel |
Base class of communication channels. |
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UChildConnection |
Represents a secondary split screen connection that reroutes calls to the parent connection. |
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UCloudStorageBase |
Base class for the various platform interface classes. |
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UCollisionProfile |
Set up and modify collision settings. |
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UComponentDelegateBinding |
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UCompositeCurveTable |
Curve table composed of a stack of other curve tables. |
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UCompositeDataTable |
Data table composed of a stack of other data tables. |
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UConsole |
A basic command line console that accepts most commands. |
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UControlChannel |
A channel for exchanging connection control messages. |
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UCurveTable |
Imported spreadsheet table as curves. |
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UDataAsset |
Create a simple asset that stores data related to a particular system in an instance of this class. |
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UDataTable |
Imported spreadsheet table. |
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UDebugCameraControllerSettings |
Default debug camera controller settings. |
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UDemoNetConnection |
Simulated network connection for recording and playing back game sessions. |
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UDemoNetDriver |
Simulated network driver for recording and playing back game sessions. |
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UDemoPendingNetGame |
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UDEPRECATED_Breakpoint |
Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs |
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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. |
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UDynamicBlueprintBinding |
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UEngine |
Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. |
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UEngineBaseTypes |
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UEngineCustomTimeStep |
A CustomTimeStep control the Engine Framerate/Timestep. |
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UEngineTypes |
Utility class for engine types |
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UFont |
A font object, for use by Slate, UMG, and Canvas. |
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UFontFace |
A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. |
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UFontImportOptions |
Holds options for importing fonts. |
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UGameEngine |
Engine that manages core systems that enable a game. |
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UGameInstance |
GameInstance: high-level manager object for an instance of the running game. |
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UGameViewportClient |
A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. |
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UGarbageCollectionSettings |
Implements the settings for garbage collection. |
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UHLODProxy |
This asset acts as a proxy to a static mesh for ALODActors to display |
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UImportantToggleSettingInterface |
ImportantToogleSettingInterface.h |
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UInGameAdManager |
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UInheritableComponentHandler |
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UInputActionDelegateBinding |
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UInputAxisDelegateBinding |
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UInputAxisKeyDelegateBinding |
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UInputDelegateBinding |
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UInputKeyDelegateBinding |
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UInputTouchDelegateBinding |
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UInputVectorAxisDelegateBinding |
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UInterpCurveEdSetup |
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UIntSerialization |
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ULevel |
The level object. |
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ULevelActorContainer |
Root object for all level actors |
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ULevelPartitionInterface |
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ULevelScriptBlueprint |
A level blueprint is a specialized type of blueprint. |
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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. |
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ULevelStreamingAlwaysLoaded |
LevelStreamingAlwaysLoaded |
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ULevelStreamingDynamic |
LevelStreamingDynamic Dynamically controlled streaming implementation. |
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ULevelStreamingPersistent |
LevelStreamingPersistent |
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ULightMapTexture2D |
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ULocalPlayer |
Each player that is active on the current client/listen server has a LocalPlayer. |
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UMapBuildDataRegistry |
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UMeshSimplificationSettings |
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UMicroTransactionBase |
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UNetConnection |
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UNetDriver |
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UNetworkSettings |
Network settings. |
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UObjectLibrary |
Class that holds a library of Objects |
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UObjectReferencer |
Helper class to force object references for various reasons. |
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UPackageMapClient |
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UPendingNetGame |
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UPlatformInterfaceBase |
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UPlatformInterfaceWebResponse |
This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses |
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UPlayer |
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UPolys |
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UPoseWatch |
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UPoseWatchElement |
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UPoseWatchFolder |
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UPoseWatchPoseElement |
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UPreviewMeshCollection |
A simple collection of skeletal meshes used for in-editor preview |
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UPrimaryAssetLabel |
A seed file that is created to mark referenced assets as part of this primary asset |
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UPrimaryDataAsset |
A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. |
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UProxyLODMeshSimplificationSettings |
Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system). |
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URendererOverrideSettings |
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URendererSettings |
Rendering settings. |
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UReplicationConnectionDriver |
Class/interface for replication extension that is per connection. |
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UReplicationDriver |
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URuntimeOptionsBase |
URuntimeOptionsBase: Base class designed to be subclassed in your game. |
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UScene |
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UScriptViewportClient |
Base class for FViewportClients that are also UObjects |
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USCS_Node |
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UShadowMapTexture2D |
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USimpleConstructionScript |
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USimulatedClientNetConnection |
A fake connection that will absorb traffic and auto ack every packet. |
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USkeletalMesh |
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. |
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USkeletalMeshEditorData |
Contains the shared data that is used by all SkeletalMeshComponents (instances). |
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USkeletalMeshLODSettings |
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USkeletalMeshSimplificationSettings |
Controls the selection of the system used to simplify skeletal meshes. |
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USkeletalMeshSocket |
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USkinnedAsset |
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UStaticMesh |
A StaticMesh is a piece of geometry that consists of a static set of polygons. |
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UStaticMeshDescriptionBulkData |
UObject wrapper for FMeshDescriptionBulkData |
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UStaticMeshSocket |
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UStreamableRenderAsset |
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UStreamingSettings |
Streaming settings. |
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USubsurfaceProfile |
Subsurface Scattering profile asset, can be specified at the material. |
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USystemTimeTimecodeProvider |
Converts the current system time to timecode, relative to a provided frame rate. |
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UTexture |
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UTexture2D |
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UTexture2DArray |
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UTexture2DDynamic |
Note : UTexture2DDynamic derives directly from UTexture not from UTexture2DUTexture2DDynamic is a base for textures that don't have a TextureSource |
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UTextureCube |
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UTextureCubeArray |
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UTextureLightProfile |
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UTextureLODSettings |
Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group. |
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UTextureMipDataProviderFactory |
UTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. |
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UTextureRenderTarget |
TextureRenderTarget Base for all render target texture resources |
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UTextureRenderTarget2D |
TextureRenderTarget2D |
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UTextureRenderTarget2DArray |
TextureRenderTarget2DArray |
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UTextureRenderTargetCube |
TextureRenderTargetCube |
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UTextureRenderTargetVolume |
TextureRenderTargetVolume |
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UTimecodeProvider |
A class responsible of fetching a timecode from a source. |
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UTimelineTemplate |
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UTwitterIntegrationBase |
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UUserDefinedEnum |
An Enumeration is a list of named values. |
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UUserDefinedStruct |
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UUserInterfaceSettings |
User Interface settings that control Slate and UMG. |
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UViewModeUtils |
Class containing a static util function to help with EViewModeIndex |
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UViewportStatsSubsystem |
The Viewport Stats Subsystem offers the ability to add messages to the current viewport such as "LIGHTING NEEDS TO BE REBUILT" and "BLUEPRINT COMPILE ERROR". |
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UVoiceChannel |
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UVolumeTexture |
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UWorld |
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. |
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UWorldComposition |
WorldComposition represents world structure: |
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UWorldProxy |
Proxy class that allows verification on GWorld accesses. |
Name |
Description |
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EAcceptConnection::Type |
Accepting connection response codes |
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EAlphaChannelMode::Type |
Enumerates available options for alpha channel through post processing. |
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EAttachLocation::Type |
Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead |
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EAttenuationShape::Type |
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EAutoExposureMethodUI::Type |
Used by FPostProcessSettings AutoExposure |
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EAutoReceiveInput::Type |
Specifies which player index will pass input to this actor/component |
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EBrowseReturnVal::Type |
Return values for UEngine::Browse. |
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ECastRayTracedShadow::Type |
Ray Tracing Shadows type. |
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EClearSceneOptions::Type |
Enumerates ways to clear a scene. |
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EClientLoginState::Type |
If this connection is from a client, this is the current login state of this connection/login attempt |
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ECollisionEnabled::Type |
Enum used to describe what type of collision is enabled on a body. |
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EComponentMobility::Type |
Describes how often this component is allowed to move. |
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EComponentSocketType::Type |
Type of a socket on a scene component. |
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ECompositingSampleCount::Type |
Enumerates available compositing sample counts. |
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ECustomDepthStencil::Type |
Enumerates available options for custom depth. |
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EDefaultBackBufferPixelFormat::Type |
Used by GetDefaultBackBufferPixelFormat |
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EDocumentationActorType::Type |
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EDynamicGlobalIlluminationMethod::Type |
Note: Must match r.DynamicGlobalIlluminationMethod, this is used in URendererSettings. |
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EEarlyZPass::Type |
Enumerates available options for early Z-passes. |
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EEndPlayReason::Type |
Specifies why an actor is being deleted/removed from a level |
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EFixedFoveationLevels::Type |
Enumerates VRS Fixed-foveation levels |
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EGBufferFormat::Type |
Enumerates available GBufferFormats. |
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EKismetCompileType::Type |
Type of compilation. |
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ELandscapeCullingPrecision::Type |
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ELumenSoftwareTracingMode::Type |
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EMeshFeatureImportance::Type |
The importance of a mesh feature when automatically generating mesh LODs. |
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EMobileAntiAliasingMethod::Type |
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EMobileFloatPrecisionMode::Type |
The default float precision for material's pixel shaders on mobile devices |
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EMobilePixelProjectedReflectionQuality::Type |
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EMobilePlanarReflectionMode::Type |
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EMobileShadingPath::Type |
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ENetworkLagState::Type |
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EParticleCollisionMode::Type |
Specifies how particle collision is computed for GPU particles |
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EPhysicalMaterialMaskColor::Type |
Types of valid physical material mask colors which may be associated with a physical material |
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EProxyNormalComputationMethod::Type |
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EReflectionMethod::Type |
Note: Must match r.ReflectionMethod, this is used in URendererSettings. |
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ERigidBodyFlags::Type |
Describes extra state about a specific rigid body |
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EScopedUpdate::Type |
Enum that controls the scoping behavior of FScopedMovementUpdate. |
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EShaderCompressionFormat::Type |
Enumerates supported shader compression formats. |
|
EShadowMapMethod::Type |
Note: Must match r.Shadow.Virtual.Enable, this is used in URendererSettings. |
|
ESplitScreenType::Type |
Various data declarations relating to split screen on a GameViewportClient |
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ETexturePowerOfTwoSetting::Type |
Options for texture padding mode. |
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ETranslucentSortPolicy::Type |
Enumerates available options for the translucency sort policy. |
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ETravelFailure::Type |
Types of server travel failures broadcast by the engine |
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EVelocityOutputPass::Type |
Enumerates available options for velocity pass. |
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EVertexDeformationOutputsVelocity::Type |
Enumerates available options for Vertex Deformation Outputs Velocity. |
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EWorkingColorSpace::Type |
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EWorldType::Type |
Specifies the goal/source of a UWorld object |
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UE::Cook::EInstigator |
The different ways a package can be discovered by the cooker. |
|
UE::Net::ENetUpgradeSource |
The source of a net upgrade message |
Name | Description | ||
---|---|---|---|
|
const TCHAR ... |
EAcceptConnection::ToString ( |
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|
const TCHAR ... |
EClientLoginState::ToString ( |
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|
PRAGMA_DISAB... |
EDemoPlayFailure::ToString ( |
EDemoPlayFailure is now deprecated |
|
const TCHAR ... |
ENetworkLagState::ToString ( |
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|
const TCHAR ... |
ETravelFailure::ToString ( |
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|
bool |
FRK4SpringInterpolatorUtils::AreEqual ( |
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|
bool |
FRK4SpringInterpolatorUtils::AreEqual ( |
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|
bool |
FRK4SpringInterpolatorUtils::IsValidValue ( |
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|
bool |
FRK4SpringInterpolatorUtils::IsValidValue ( |
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|
const FStrin... |
NSSkeletalMeshSourceFileLabels::GeoAndSkinningMetaDataValue() |
|
|
NSSkeletalMeshSourceFileLabels::GeoAndSkinningText() |
||
|
const FStrin... |
NSSkeletalMeshSourceFileLabels::GeometryMetaDataValue() |
|
|
NSSkeletalMeshSourceFileLabels::GeometryText() |
||
|
NSSkeletalMeshSourceFileLabels::GetSkeletalMeshLastImportContentTypeMetadataKey() |
||
|
const FStrin... |
NSSkeletalMeshSourceFileLabels::SkinningMetaDataValue() |
|
|
NSSkeletalMeshSourceFileLabels::SkinningText() |
||
|
PoseWatchUtil::ChoosePoseWatchColor() |
Returns a new random color |
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|
PoseWatchUtil::FindUniqueNameInParent ( |
||
|
PoseWatchUtil::GetChildrenPoseWatchFoldersOf ( |
Gets all pose watches folders that are parented to Folder, if Folder is nullptr then gets orphans |
|
|
PoseWatchUtil::GetChildrenPoseWatchOf ( |
Gets all pose watches that are parented to Folder, if Folder is nullptr then gets orphans |
|
|
RK4Integrator::Accelerate ( |
||
|
FRK4StateDer... |
RK4Integrator::Evaluate ( |
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|
void |
RK4Integrator::Integrate ( |
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|
bool |
UE::Net::Private::LegacyReadPackedVector ( |
ScaleFactor is multiplied before send and divided by post receive. |
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bool |
UE::TextureDefines::IsHDR ( |
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|
bool |
UE::TextureDefines::IsHDR ( |
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|
bool |
UE::TextureDefines::IsUncompressed ( |
Name | Description | ||
---|---|---|---|
|
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 |