Methods for loading and unloading assets during runtime.
A collection of arguments that can be passed to the engine's executable to configure options controlling how it runs.
Overview of the Console Manager and implementation details for creating console variables.
Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
Developers can extend this system to validate assets with custom-scripted rulesets.
Modules are the building blocks of Unreal Engine's software architecture. You can organize your code into modules to create more efficient and maintainable projects.
Control how an asset is referenced and loaded into memory.
How assets are discovered by the editor and how to make it know more about asset types before they are loaded.
An overview of the string classes available in Unreal with reference guides for FName, FText, and FString.
An Overview of the Tasks System.
Initial settings for configuring gameplay or engine behavior on startup.
Using customized serialization code and versioning to control how Objects are loaded from Assets and Packages.