Name |
Description |
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---|---|---|
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AActor |
Actor is the base class for an Object that can be placed or spawned in a level. |
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ACameraBlockingVolume |
A volume which blocks the Camera channel by default. |
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ACharacter |
Characters are Pawns that have a mesh, collision, and built-in movement logic. |
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AController |
Controllers are non-physical actors that can possess a Pawn to control its actions. |
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ADefaultPawn |
DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement. |
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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 |
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AGameMode |
GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. |
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AGameModeBase |
The GameModeBase defines the game being played. |
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AGameNetworkManager |
Handles game-specific networking management (cheat detection, bandwidth management, etc.). |
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AGameSession |
Acts as a game-specific wrapper around the session interface. |
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AGameState |
GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. |
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AGameStateBase |
GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. |
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AHUD |
Base class of the heads-up display. |
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AInfo |
Info, the root of all information holding classes. |
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AKillZVolume |
KillZVolume is a volume used to determine when actors should be killed. |
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ALightWeightInstanceManager |
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ALightWeightInstanceStaticMeshManager |
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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. |
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APawn |
Pawn is the base class of all actors that can be possessed by players or AI. |
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APhysicsVolume |
PhysicsVolume: A bounding volume which affects actor physics. |
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APlayerController |
PlayerControllers are used by human players to control Pawns. |
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APlayerStart |
This class indicates a location where a player can spawn when the game begins. |
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APlayerState |
A PlayerState is created for every player on a server (or in a standalone game). |
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ASpectatorPawn |
SpectatorPawns are simple pawns that can fly around the world, used by PlayerControllers when in the spectator state. |
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AVolume |
An editable 3D volume placed in a level. Different types of volumes perform different functions |
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AWorldSettings |
Actor containing all script accessible world properties. |
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FActivateDevicePropertyParams |
Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function |
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FActiveDeviceProperty |
Contains a pointer to an active device property and keeps track of how long it has been evaluated for |
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FActiveForceFeedbackEffect |
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FActorBeginCursorOverSignature |
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FActorBeginOverlapSignature |
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FActorBeginTouchOverSignature |
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FActorDestroyedSignature |
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FActorEndCursorOverSignature |
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FActorEndOverlapSignature |
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FActorEndPlaySignature |
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FActorEndTouchOverSignature |
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FActorHitSignature |
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FActorLastRenderTime |
Helper struct that allows UPrimitiveComponent and FPrimitiveSceneInfo write to the Actor's LastRenderTime member |
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FActorOnClickedSignature |
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FActorOnInputTouchBeginSignature |
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FActorOnInputTouchEndSignature |
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FActorOnPackagingModeChanged |
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FActorOnReleasedSignature |
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FAsyncPhysicsTimestamp |
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FAudioBasedVibrationData |
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FBasedMovementInfo |
Struct to hold information about the "base" object the character is standing on. |
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FBroadphaseSettings |
Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type |
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FCharacterMovementComponentPostPhysicsTickFunction |
Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent |
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FCharacterMovementComponentPrePhysicsTickFunction |
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FCharacterMovementUpdatedSignature |
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FCharacterMoveResponseDataContainer |
Response from the server to the client about a move that is being acknowledged. |
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FCharacterMoveResponsePackedBits |
Structure used internally to handle serialization of FCharacterMoveResponseDataContainer over the network. |
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FCharacterNetworkMoveData |
Client to Server movement data. |
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FCharacterNetworkMoveDataContainer |
Struct used for network RPC parameters between client/server by ACharacter and UCharacterMovementComponent. |
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FCharacterNetworkSerializationPackedBits |
Intermediate data stream used for network serialization of Character RPC data. |
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FCharacterNetworkSerializationPackedBitsNetSerializerConfig |
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FCharacterNetworkSerializationPackedBitsNetSerializerNetSerializerInfo |
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FCharacterReachedApexSignature |
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FCharacterReplaySample |
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FCharacterServerMovePackedBits |
Structure used internally to handle serialization of FCharacterNetworkMoveDataContainer over the network. |
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FClientAdjustment |
Server to Client response. |
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FClientReceiveData |
Handles the many pieces of data passed into Client Receive |
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FDebugTextInfo |
Single entry of a debug text item to render. |
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FDebugTraceInfo |
CheatManager Object within playercontroller that manages development "cheat" commands only spawned in single player mode No cheat manager is created in shipping builds. |
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FDeviceColorCurveData |
Data required for setting the Input Device Color |
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FDeviceColorData |
Data required for setting the Input Device Color |
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FDeviceTriggerBaseData |
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FDeviceTriggerFeedbackData |
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FDeviceTriggerTriggerResistanceData |
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FDeviceTriggerTriggerVibrationData |
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FDynamicForceFeedbackDetails |
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FForceFeedbackAttenuationSettings |
Copyright Epic Games, Inc. All Rights Reserved. |
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FForceFeedbackChannelDetails |
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FForceFeedbackEffectOverridenChannelDetails |
A wrapper struct for setting channel details on a per-platform basis |
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FForceFeedbackParameters |
Copyright Epic Games, Inc. All Rights Reserved. |
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FGameModeEvents |
GameModeBase events, particularly for use by plugins |
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FHardwareDeviceIdentifier |
An identifier that can be used to determine what input devices are available based on the FInputDeviceScope. |
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FHardwareInputDeviceChanged |
Delegate called when a user changed the hardware they are using for input. |
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FHierarchicalSimplification |
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FHUDHitBox |
Hitbox used for clickable HUD elements. |
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FInputActionKeyMapping |
Defines a mapping between an action and key |
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FInputActionSpeechMapping |
Defines a mapping between an action and speech recognition |
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FInputAxisConfigEntry |
Configurable properties for control axes. |
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FInputAxisKeyMapping |
Defines a mapping between an axis and key |
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FInputAxisProperties |
Configurable properties for control axes, used to transform raw input into game ready values. |
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FInputDevicePropertyHandle |
A handle to an active input device property that is being used by the InputDeviceSubsytem. |
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FInputKeyParams |
Paramaters to be considered when calling UPlayerInput::InputKey. |
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FInputModeDataBase |
Abstract base class for Input Mode structures |
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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. |
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FInputModeGameOnly |
Data structure used to setup an input mode that allows only the player input / player controller to respond to user input. |
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FInputModeUIOnly |
Data structure used to setup an input mode that allows only the UI to respond to user input. |
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FInstigatedAnyDamageSignature |
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FKeyBind |
Struct containing mappings for legacy method of binding keys to exec commands. |
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FLandedSignature |
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FLightmassWorldInfoSettings |
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FLightWeightInstanceSubsystem |
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FLWIData |
Used for initializing light weight instances. |
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FMarkActorIsBeingDestroyed |
Internal struct used by level code to mark actors as destroyed |
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FMovementModeChangedSignature |
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FNetLevelVisibilityTransactionId |
This structure is used to to identify NetLevelVisibility transactions between server and client |
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FNetViewer |
Stores information on a viewer that actors need to be checked against for relevancy |
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FNetworkPredictionData_Client_Character |
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FNetworkPredictionData_Server_Character |
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FOnActorReady |
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FOnAsyncHandleSaveGame |
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FOnGameUserSettingsUINeedsUpdate |
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FOnPlayerStatePawnSet |
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FOnPossessedPawnChanged |
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FPawnControllerChangedSignature |
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FPawnRestartedSignature |
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FPlayerMuteList |
Container responsible for managing the mute state of a player controller at the gameplay level (VoiceInterface handles actual muting) |
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FRepRootMotionMontage |
Replicated data when playing a root motion montage. |
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FRootMotionFinishVelocitySettings |
Struct for RootMotion Finish Velocity options. |
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FRootMotionServerToLocalIDMapping |
Structure for mapping RootMotionSource server IDs to those on this client |
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FRootMotionSource |
Generalized source of Root Motion to a CharacterMovementComponent. |
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FRootMotionSource_ConstantForce |
ConstantForce applies a fixed force to the target |
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FRootMotionSource_JumpForce |
JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative) |
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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) |
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FRootMotionSource_MoveToForce |
MoveToForce moves the target to a given fixed location in world space over the duration |
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FRootMotionSource_RadialForce |
RadialForce applies a force pulling or pushing away from a given world location to the target |
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FRootMotionSourceGroup |
Group of Root Motion Sources that are applied |
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FRootMotionSourceSettings |
Structure for RootMotionSource option flags (used for convenience instead of having to manually manipulate flag bitfields) |
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FRootMotionSourceStatus |
Structure for RootMotionSource status flags (used for convenience instead of having to manually manipulate flag bitfields) |
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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. |
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FSetActorContentBundleGuid |
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FSetActorGuid |
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FSetActorHiddenInSceneOutliner |
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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 |
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FSetPlayerStatePawn |
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FSimpleReticle |
Simple reticle. A very simple crosshair reticle that can be draw on the HUD canvas. |
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FSimulatedRootMotionReplicatedMove |
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FTakeAnyDamageSignature |
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FTakePointDamageSignature |
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FTakeRadialDamageSignature |
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FTouchInputControl |
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FUniqueNetIdRepl |
Wrapper for opaque type FUniqueNetId |
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FUniqueNetIdReplNetSerializerConfig |
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FUniqueNetIdReplNetSerializerNetSerializerInfo |
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FUpdateLevelStreamingLevelStatus |
This structure is used to pass arguments to ClientUpdateMultipleLevelsStreamingStatus() client RPC function |
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FUpdateLevelVisibilityLevelInfo |
This structure is used to pass arguments to ServerUpdateLevelVisibilty() and ServerUpdateMultipleLevelsVisibility() server RPC functions |
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PingAvgData |
Struct containing one seconds worth of accumulated ping data (for averaging) NOTE: Maximum PingCount is 7, and maximum PingSum is 8191 (1170*7) |
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RootMotionSourceDebug |
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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. |
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UActorInstanceHandleInterface |
Base class for interfaces for each handle. |
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UAsyncActionHandleSaveGame |
Async action to handle async load/save of a USaveGame. |
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UCharacterMovementComponent |
CharacterMovementComponent handles movement logic for the associated Character owner. |
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UCheatManager |
Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game. |
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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 |
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UColorInputDeviceCurveProperty |
A property that can be used to change the color of an input device's light over time with a curve |
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UColorInputDeviceProperty |
Set the color of an Input Device to a static color. |
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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. |
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UEngineMessage |
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UFloatingPawnMovement |
Movement component updates position of associated PrimitiveComponent during its tick FloatingPawnMovement is a movement component that provides simple movement for any Pawn class. |
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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 |
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UForceFeedbackEffect |
A predefined force-feedback effect to be played on a controller |
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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. |
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UHierarchicalLODSetup |
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UInputDeviceAudioBasedVibrationProperty |
Plays a sound to an input device's speaker. |
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UInputDeviceLibrary |
A static BP library that exposes Input Device data to blueprints |
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UInputDeviceProperty |
Base class that represents a single Input Device Property. |
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UInputDeviceSubsystem |
The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User. |
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UInputDeviceTriggerEffect |
A property that effect the triggers on a gamepad |
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UInputDeviceTriggerFeedbackProperty |
Sets simple trigger feedback |
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UInputDeviceTriggerResistanceProperty |
Provides linear resistance to a trigger while it is being pressed between a start and end value |
|
UInputDeviceTriggerVibrationProperty |
Sets trigger vibration |
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UInputPlatformSettings |
Per-Platform input options |
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UInputSettings |
Project wide settings for input handling |
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ULightWeightInstanceBlueprintFunctionLibrary |
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ULocalMessage |
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UMovementComponent |
MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. |
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UNavMovementComponent |
NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding. |
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UOnlineSession |
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UPawnMovementComponent |
PawnMovementComponent can be used to update movement for an associated Pawn. |
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UPlayerInput |
Object within PlayerController that processes player input. |
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UPlayerStateCountLimiterConfig |
If one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates this class makes it possible to have specific settings for PlayerStates in case other classes also wish to use said prioritizer. |
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UProjectileMovementComponent |
ProjectileMovementComponent updates the position of another component during its tick. |
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URotatingMovementComponent |
Performs continuous rotation of a component at a specific rotation rate. |
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USaveGame |
This class acts as a base class for a save game object that can be used to save state about the game. |
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USpectatorPawnMovement |
Movement component used by SpectatorPawn. |
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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. |
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UTouchInterface |
Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks |
Name |
Description |
|
---|---|---|
|
EDynamicForceFeedbackAction::Type |
Name | Description | ||
---|---|---|---|
|
bool |
LWIUtils::DoesHandleSupportInterface ( |
Returns true if the object this handle represents supports the interface of type U |
|
I * |
LWIUtils::FetchInterfaceFromHandle ( |
Returns an object implementing the interface I. |
|
bool |
MovementBaseUtility::UseRelativeLocation ( |
Determine if we should use relative positioning when based on a component (because it may move). |
Name | Description | ||
---|---|---|---|
|
int32 |
AsyncCharacterMovement |
Is Async Character Movement enabled? |
|
int32 |
ForceJumpPeakSubstep |
|
|
const float |
MAX_STEP_SIDE_Z |
|
|
int32 |
MoveIgnoreFirstBlockingOverlap |
Typically we want to depenetrate regardless of direction, so we can get all the way out of penetration quickly. |
|
float |
PenetrationOverlapCheckInflation |
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|
float |
PenetrationPullbackDistance |
|
|
const float |
VERTICAL_SLOPE_NORMAL_Z |