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Classes

Name

Description

Public class

ABlockingVolume

An invisible volume used to block other actors.

Public class

ABoxReflectionCapture

Actor used to capture the scene for reflection in a box shape

Public class

ABrush

Public class

ABrushShape

A brush that acts as a template for geometry mode modifiers like "Lathe".

Public class

ACullDistanceVolume

Public class

ADebugCameraController

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

Public class

ADebugCameraHUD

HUD that displays info for the DebugCameraController view.

Public class

ADecalActor

DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry.

Public class

ADirectionalLight

Implements a directional light actor.

Public class

ADocumentationActor

Public class

AExponentialHeightFog

Implements an Actor for exponential height fog.

Public class

AGeneratedMeshAreaLight

Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects.

Public class

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

Public class

ALevelScriptActor

ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints.

Public class

ALevelStreamingVolume

Public class

ALight

Public class

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

Public class

AMeshMergeCullingVolume

A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes

Public class

ANavigationObjectBase

Public class

ANote

A sticky note.

Public class

APlanarReflection

Public class

APlaneReflectionCapture

Not yet implemented plane capture class

Public class

APlayerStartPIE

Player start for PIE - can be spawned during play.

Public class

APointLight

Public class

APostProcessVolume

For FPostprocessSettings

Public class

ARectLight

Public class

AReflectionCapture

Public class

ASceneCapture

Base class for all SceneCapture actors

Public class

ASceneCapture2D

Public class

ASceneCaptureCube

Public class

AServerStatReplicator

Class used to replicate server "stat net" data over.

Public class

ASkyLight

Public class

ASphereReflectionCapture

Actor used to capture the scene for reflection in a sphere shape.

Public class

ASplineMeshActor

SplineMeshActor is an actor with a SplineMeshComponent.

Public class

ASpotLight

Public class

AStaticMeshActor

StaticMeshActor is an instance of a UStaticMesh in the world.

Public class

ATargetPoint

Public class

ATextRenderActor

Public class

ATriggerBase

An actor used to generate collision events (begin/end overlap) in the level.

Public class

ATriggerBox

A box shaped trigger, used to generate overlap events in the level

Public class

ATriggerCapsule

A capsule shaped trigger, used to generate overlap events in the level

Public class

ATriggerSphere

A sphere shaped trigger, used to generate overlap events in the level

Public class

ATriggerVolume

Public class

AWindDirectionalSource

Actor that provides a directional wind source. Only affects SpeedTree assets.

Public struct

DelayedPacket

An artificially lagged packet

Public struct

FActorComponentTickFunction

Tick function that calls UActorComponent::ConditionalTick

Public struct

FActorDestructionInfo

Public struct

FActorPriority

Priority sortable list.

Public struct

FActorSpawnParameters

Struct of optional parameters passed to SpawnActor function(s).

Public struct

FActorTickFunction

Tick function that calls AActor::TickActor

Public struct

FAnimNodePoseWatch

Public struct

FAnimSlotDesc

Used to indicate each slot name and how many channels they have.

Public struct

FAnimSlotInfo

Struct used for passing information from Matinee to an Actor for blending animations during a sequence.

Public struct

FAnimUpdateRateParameters

Container for Animation Update Rate parameters.

Public struct

FAssetEditorOrbitCameraPosition

Public struct

FAssetManagerChunkInfo

Information about a package chunk, computed by the asset manager or read out of the cooked asset registry

Public struct

FAssetManagerRedirect

Simple structure for redirecting an old asset name/path to a new one

Public class

FAsyncPreRegisterDDCRequest

FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components

Public struct

FAttachmentTransformRules

Rules for attaching components

Public struct

FAutoCompleteNode

Node for storing an auto-complete tree based on each char in the command.

Public struct

FBaseAttenuationSettings

Base class for attenuation settings.

Public struct

FBasedPosition

Struct for handling positions relative to a base actor, which is potentially moving

Public struct

FBlueprintComponentChangedPropertyInfo

A single changed Blueprint component property.

Public struct

FBlueprintComponentDelegateBinding

Entry for a delegate to assign after a blueprint has been instanced

Public struct

FBlueprintCookedComponentInstancingData

Cooked data for a Blueprint component template.

Public struct

FBlueprintDebugData

Public struct

FBlueprintInputActionDelegateBinding

Public struct

FBlueprintInputAxisDelegateBinding

Public struct

FBlueprintInputAxisKeyDelegateBinding

Public struct

FBlueprintInputDelegateBinding

Public struct

FBlueprintInputKeyDelegateBinding

Public struct

FBlueprintInputTouchDelegateBinding

Public struct

FBlueprintMacroCosmeticInfo

Cached 'cosmetic' information about a macro graph (this is transient and is computed at load)

Public struct

FBoneFilter

Public struct

FBoneMirrorExport

Structure to export/import bone mirroring information

Public struct

FBoneMirrorInfo

Public struct

FBookmark2DJumpToSettings

Public struct

FBookmarkBaseJumpToSettings

Public struct

FBookmarkJumpToSettings

Public struct

FBPEditorBookmarkNode

Bookmark node info

Public struct

FBPInterfaceDescription

Struct containing information about what interfaces are implemented in this blueprint

Public struct

FBPVariableDescription

Struct indicating a variable in the generated class

Public struct

FBPVariableMetaDataEntry

One metadata entry for a variable

Public struct

FBuilderPoly

Internal state, not accessible to script.

Public struct

FCameraExposureSettings

Public struct

FCanvasIcon

Holds texture information with UV coordinates as well.

Public struct

FCanvasUVTri

Simple 2d triangle with UVs

Public struct

FChannelDefinition

Used to specify properties of a channel type

Public struct

FClassRedirect

Public struct

FClothingAssetData_Legacy

Legacy struct for handling back compat serialization.

Public struct

FClothPhysicsProperties_Legacy

Legacy object for back-compat loading, no longer used by clothing system

Public struct

FCollectionReference

Reference to an editor collection of assets. This allows an editor-only picker UI

Public struct

FCollisionImpactData

Information about an overall collision, including contacts.

Public struct

FCollisionProfileName

Public struct

FCollisionResponseContainer

Container for indicating a set of collision channels that this object will collide with.

Public struct

FCollisionResponseTemplate

Structure for collision response templates.

Public struct

FColorGradePerRangeSettings

Public struct

FColorGradingSettings

Public struct

FCompareFActorPriority

Public struct

FCompilerNativizationOptions

Public struct

FComponentKey

Public struct

FComponentOverrideRecord

Public struct

FComponentReference

Struct that allows for different ways to reference a component.

Public struct

FComponentSocketDescription

Info about a socket on a scene component

Public class

FCompressedVisibilityChunk

A chunk of compressed visibility data from multiple FPrecomputedVisibilityCell's.

Public class

FConstPawnIterator

Imitation iterator class that attempts to provide the basic interface that FConstPawnIterator previously did when a typedef of TArray<TWeakObjectPtr>::Iterator.

Public struct

FConstrainComponentPropName

Struct used to specify the property name of the component to constrain

Public class

FConstraintBrokenSignature

Dynamic delegate to use by components that want to route the broken-event into blueprints

Public class

FContentEncryptionConfig

Project specific configuration for content encryption

Public struct

FConvolutionBloomSettings

Public struct

FCullDistanceSizePair

Helper structure containing size and cull distance pair.

Public struct

FCurveEdEntry

Information about a particule curve being viewed.

Public struct

FCurveEdTab

Public struct

FCurveTableRowHandle

Handle to a particular row in a table.

Public struct

FCustomChannelSetup

Structure for custom channel setup information.

Public struct

FCustomProfile

Structure for custom profiles.

Public struct

FDamageEvent

Event used by AActor::TakeDamage and related functions

Public struct

FDataTableCategoryHandle

Handle to a particular set of rows in a table

Public struct

FDataTableRowHandle

Handle to a particular row in a table

Public struct

FDebugCameraControllerSettingsViewModeIndex

Public struct

FDebugDisplayProperty

Debug property display functionality to interact with this, use "display", "displayall", "displayclear"

Public struct

FDebugFloatHistory

Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory.

Public struct

FDebuggingInfoForSingleFunction

Public struct

FDelegateArray

Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay.

Public struct

FDemoSavedRepObjectState

Public struct

FDepthFieldGlowInfo

Info for glow when using depth field rendering

Public struct

FDetachmentTransformRules

Rules for detaching components

Public struct

FDirectoryPath

Structure for directory paths that are displayed in the editor with a picker UI.

Public struct

FDisconnectedClient

Information about disconnected client NetConnection's

Public struct

FDisplayDebugManager

Public struct

FDistanceVisibleLevel

Helper structure which holds results of distance queries to a world composition

Public struct

FDropNoteInfo

Info about one note dropped in the map during PIE.

Public struct

FDynamicResolutionStateInfos

Information about the state of dynamic resolution.

Public struct

FDynamicTextureInstance

Serialized ULevel information about dynamic texture instances

Public struct

FEditedDocumentInfo

Public class

FEditorTickableLevelBounds

Ticks only in the editor, regardless of viewport 'Realtime' option

Public struct

FEncryptionKeyResponse

Public struct

FEndPhysicsTickFunction

Tick function that ends the physics tick

Public struct

FEventGraphFastCallPair

Public struct

FExposureSettings

Settings to allow designers to override the automatic expose

Public struct

FFastArrayDeltaSerializeParams

Public struct

FFastArraySerializer

Base struct for wrapping the array used in Fast TArray Replication

Public struct

FFastArraySerializer_FastArrayDeltaSerialize_FIdxIDPair

Struct used only in FFastArraySerializer::FastArrayDeltaSerialize, however, declaring it within the templated function causes crashes on some clang compilers

Public struct

FFastArraySerializerGuidReferences

Struct for holding guid references

Public struct

FFastArraySerializerItem

Base struct for items using Fast TArray Replication

Public struct

FFieldRemapInfo

Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary

Public struct

FFilePath

Structure for file paths that are displayed in the editor with a picker UI.

Public struct

FFilmStockSettings

Public struct

FFloatRK4SpringInterpolator

Public struct

FFontCharacter

This struct is serialized using native serialization so any changes to it require a package version bump.

Public struct

FFontImportOptionsData

Font import options

Public struct

FFontRenderInfo

Information used in font rendering

Public struct

FFractureEffect

Struct used to hold effects for destructible damage events

Public struct

FFullyLoadedPackagesInfo

Struct to help hold information about packages needing to be fully-loaded for DLC, etc.

Public struct

FGameInstancePIEParameters

Parameters used to initialize / start a PIE game instance.

Public struct

FGameInstancePIEResult

The result of a UGameInstance PIE operation.

Public struct

FGameNameRedirect

Public struct

FGaussianSumBloomSettings

Public class

FGenericSelectionFilter

A filter for generic selection sets. Simply allows objects which are non-null

Public struct

FGeomSelection

Selection information for geometry mode.

Public struct

FHardwareCursorReference

Public struct

FHitResult

Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.

Public struct

FHLODProxyMesh

A mesh proxy entry

Public struct

FKismetCompilerOptions

Public struct

FLatentActionInfo

Latent action info.

Public struct

FLatentActionManager

The latent action manager handles all pending latent actions for a single world.

Public struct

FLensBloomSettings

Public struct

FLensImperfectionSettings

Public struct

FLensSettings

Public struct

FLevelCollection

Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels.

Public class

FLevelLegacyMapBuildData

Public struct

FLevelNameAndTime

Public struct

FLevelSimplificationDetails

Public struct

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.

Public class

FLevelStreamingLoadedStatus

Delegate signatures.

Public struct

FLevelStreamingStatus

Level streaming updates that should be applied immediately after committing the map change

Public class

FLevelStreamingVisibilityStatus

Public struct

FLevelStreamingWrapper

Public struct

FLevelViewportInfo

Saved editor viewport state information

Public class

FLightComponentLegacyMapBuildData

Public class

FLightComponentMapBuildData

Public struct

FLightingChannels

Specifies which lighting channels are relevant

Public struct

FLightmassDebugOptions

Debug options for Lightmass

Public struct

FLightmassDirectionalLightSettings

Directional light settings for Lightmass

Public struct

FLightmassLightSettings

Per-light settings for Lightmass

Public struct

FLightmassPointLightSettings

Point/spot settings for Lightmass

Public struct

FLightmassPrimitiveSettings

Per-object settings for Lightmass

Public struct

FLocalPlayerContext

A context object that binds to a LocalPlayer.

Public struct

FMaterialProxySettings

Public struct

FMaterialRemapIndex

Public struct

FMaterialShadingModelField

Wrapper for a bitfield of shading models.

Public struct

FMemberReference

: this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference

Public struct

FMeshBuildSettings

Settings applied when building a mesh.

Public struct

FMeshInstancingSettings

Mesh instance-replacement settings

Public class

FMeshMapBuildData

Public class

FMeshMapBuildLegacyData

Public struct

FMeshMergingSettings

Mesh merging settings

Public struct

FMeshProxySettings

Public struct

FMeshReductionSettings

Settings used to reduce a mesh.

Public struct

FMeshSectionInfo

Per-section settings.

Public struct

FMeshSectionInfoMap

Map containing per-section settings for each section of each LOD.

Public struct

FMTDResult

Structure containing information about minimum translation direction (MTD)

Public struct

FMulticastRecordOptions

Public struct

FNamedNetDriver

Active and named net drivers instantiated from an FNetDriverDefinition The net driver will remain instantiated on this struct until it is destroyed

Public struct

FNetConnectionSettings

Help structs for temporarily setting network settings

Public class

FNetDelegates

Public struct

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.

Public class

FNetFastTArrayBaseState

===================== NetSerialize and NetDeltaSerialize customization.

Public class

FNetFieldExport

Public class

FNetFieldExportGroup

Public class

FNetGUIDCache

Public class

FNetGuidCacheObject

Stores an object with path associated with FNetworkGUID

Public struct

FNetworkDemoHeader

Public class

FNetworkNotify

The net code uses this to send notifications.

Public struct

FNetworkObjectInfo

Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver.

Public struct

FNetworkObjectKeyFuncs

KeyFuncs to allow using the actor pointer as the comparison key in a set.

Public class

FNetworkObjectList

Stores the list of replicated actors for a given UNetDriver.

Public struct

FNodeToCodeAssociation

Public class

FOnCanvasRenderTargetUpdate

This delegate is assignable through Blueprint and has similar functionality to the above.

Public class

FOnUserClickedBanner

Delegate called when user clicks on an banner ad.

Public class

FOnUserClosedAdvertisement

Delegate called when user closes an ad (after clicking on banner).

Public struct

FOverlapResult

Structure containing information about one hit of an overlap test

Public class

FPackageMapAckState

Public struct

FPacketSimulationSettings

Holds the packet simulation settings in one place

Public struct

FParamRemapInfo

Helper struct to allow us to redirect pin name for node class

Public struct

FPawnIteratorObject

Wrapper object that tries to imitate the TWeakObjectPtr interface for the objects previously in the PawnList and iterated by FConstPawnIterator.

Public struct

FPendingAutoReceiveInputActor

Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created

Public struct

FPerInstanceLightmapData

Public struct

FPerPlayerSplitscreenData

Structure to store splitscreen data.

Public struct

FPlatformInterfaceData

Struct that encompasses the most common types of data.

Public class

FPlatformInterfaceDelegate

Generic platform interface delegate signature

Public struct

FPlatformInterfaceDelegateResult

Generic structure for returning most any kind of data from C++ to delegate functions

Public struct

FPlaybackPacket

Public struct

FPluginRedirect

Public struct

FPointDamageEvent

Damage subclass that handles damage with a single impact location and source direction

Public struct

FPointerToUberGraphFrame

Public class

FPoly

A general-purpose polygon used by the editor.

Public struct

FPostProcessMaterialNode

Public struct

FPostProcessSettings

To be able to use struct PostProcessSettings.

Public struct

FPOV

Point Of View structure used in Camera calculations

Public class

FPrecomputedVisibilityBucket

A bucket of visibility cells that have the same spatial hash.

Public class

FPrecomputedVisibilityCell

A precomputed visibility cell, whose data is stored in FCompressedVisibilityChunk.

Public class

FPrecomputedVisibilityHandler

Handles operations on precomputed visibility data for a level.

Public class

FPrecomputedVolumeDistanceField

Volume distance field generated by Lightmass, used by image based reflections for shadowing.

Public struct

FPreviewMeshCollectionEntry

An entry in a preview mesh collection

Public struct

FPrimaryAssetRules

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

Public struct

FPrimaryAssetRulesCustomOverride

Apply primary asset rules to groups of primary assets, using type + filter directory or string

Public struct

FPrimaryAssetRulesExplicitOverride

Structure defining overrides to rules

Public struct

FPrimaryAssetRulesOverride

Simple structure to allow overriding asset rules for a specific primary asset.

Public struct

FPrimaryAssetTypeInfo

Structure with publicly exposed information about an asset type.

Public struct

FPrimitiveMaterialInfo

Public struct

FPrimitiveMaterialRef

Reference to a specific material in a PrimitiveComponent, used by Matinee

Public struct

FPurchaseInfo

Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure

Public struct

FQueuedBunchObjectReference

Convenience type for holding onto references to objects while we have queued bunches referring to those objects.

Public struct

FQueuedControlMessage

A queued control channel message

Public struct

FQueuedDemoPacket

Public class

FQueuedReplayTask

Public struct

FRadialDamageEvent

Damage subclass that handles damage with a source location and falloff radius

Public struct

FRadialDamageParams

Parameters used to compute radial damage

Public struct

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

Public class

FReflectionCaptureData

Public class

FReflectionCaptureMapBuildData

Public class

FReflectionCaptureMapBuildLegacyData

Public struct

FRepAttachment

Handles attachment replication to clients.

Public class

FReplayExternalData

Public struct

FReplicatedStaticActorDestructionInfo

Stored information about replicated static/placed actors that have been destroyed in a level.

Public struct

FReplicationFlags

Structure to hold and pass around transient flags used during replication.

Public struct

FRepMovement

Replicated movement data of our RootComponent.

Public struct

FResponseChannel

Describes response for a single collision response channel

Public struct

FRigidBodyContactInfo

Information about one contact between a pair of rigid bodies.

Public struct

FRigidBodyErrorCorrection

Rigid body error correction data

Public struct

FRigidBodyState

Describes the physical state of a rigid body.

Public struct

FRK4SpringConstants

Public struct

FRK4SpringInterpolator

Public struct

FRK4State

Public struct

FRK4StateDerivative

Public struct

FRollbackNetStartupActorInfo

Information about net startup actors that need to be rolled back by being destroyed and re-created

Public struct

FRotationConversionCache

Struct for caching Quat<->Rotator conversions.

Public class

FScopedLevelCollectionContextSwitch

A helper RAII class to set the relevant context on a UWorld for a particular FLevelCollection within a scope.

Public class

FScopedLevelDirtiedImpl

Public struct

FScopedNetConnectionSettings

Allows you to temporarily set connection settings within a scape.

Public struct

FScreenMessageString

On-screen debug message handling Helper struct for tracking on screen messages.

Public struct

FSCSAllNodesHelper

Helper struct to allow USCS_Node to manage USimpleConstructionScript's AllNodes array

Public class

FSeamlessTravelHandler

Class that encapsulates seamless world traveling

Public struct

FSectionInfo

Struct to store per section info used to populate data after (multiple) meshes are merged together

Public class

FSelectedEditableComponentFilter

A filter for only iterating through editable components

Public class

FSelectedEditableComponentIterator

An iterator used to iterate through selected components that are editable (i.e. not created in a blueprint)

Public class

FSelectionIterator

Public struct

FSkeletalMaterial

Public struct

FSkeletalMeshAreaWeightedTriangleSampler

Allows area weighted sampling of triangles on a skeletal mesh.

Public struct

FSkeletalMeshClothBuildParams

Struct holding parameters needed when creating a new clothing asset or sub asset (LOD)

Public struct

FSkeletalMeshLODGroupSettings

Public struct

FSkeletalMeshLODInfo

Struct containing information for a particular LOD level, such as materials and info for when to use it.

Public struct

FSkeletalMeshSamplingBuiltData

Public struct

FSkeletalMeshSamplingInfo

Public struct

FSkeletalMeshSamplingLODBuiltData

Built data for sampling a the whole mesh at a particular LOD.

Public struct

FSkeletalMeshSamplingRegion

Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.

Public struct

FSkeletalMeshSamplingRegionBoneFilter

Filter to include or exclude bones and their associated triangles from a sampling region.

Public struct

FSkeletalMeshSamplingRegionBuiltData

Built data for sampling a single region of a skeletal mesh.

Public struct

FSkeletalMeshSamplingRegionMaterialFilter

Filter to include triangles in a sampling region based on their material.

Public struct

FSplitscreenData

Structure containing all the player splitscreen datas per splitscreen configuration.

Public struct

FStartPhysicsTickFunction

Tick function that starts the physics tick

Public struct

FStatColorMapEntry

Public struct

FStatColorMapping

Public struct

FStaticMaterial

Public struct

FStaticMeshDescriptionAttributeGetter

Public struct

FStaticMeshDescriptionConstAttributeGetter

Public struct

FStaticMeshOptimizationSettings

Old optimization settings.

Public struct

FStaticMeshSourceModel

Source model from which a renderable static mesh is built.

Public class

FStaticShadowDepthMapData

Public struct

FStreamableHandle

A handle to a synchronous or async load.

Public struct

FStreamableManager

A native class for managing streaming assets in and keeping them in memory.

Public struct

FStreamableTextureInstance

Structure containing all information needed for determining the screen space size of an object/ texture instance.

Public struct

FStreamingLevelPrivateAccessor

Public struct

FStreamingLevelsToConsider

Public struct

FStreamingRenderAssetPrimitiveInfo

Information about a streaming texture/mesh that a primitive uses for rendering.

Public struct

FStreamingTextureBuildInfo

This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials.

Public class

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).

Public class

FStreamLevelAction

Stream Level Action.

Public struct

FStructRedirect

Public struct

FSubsurfaceProfileStruct

Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.

Public class

FSubsurfaceProfileTexture

Render thread

Public struct

FSubtitleCue

A line of subtitle text and the time at which it should be displayed.

Public struct

FSwarmDebugOptions

Debug options for Swarm

Public struct

FTableRowBase

Base class for all table row structs to inherit from.

Public struct

FTexture2DDynamicCreateInfo

Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized.

Public struct

FTextureFormatSettings

Collection of values that contribute to pixel format chosen for texture

Public struct

FTextureLODGroup

LOD settings for a single texture group.

Public struct

FTexturePlatformData

Platform-specific data used by the texture resource at runtime.

Public struct

FTextureReferenceReplacer

Replaces the RHI reference of one texture with another.

Public struct

FTextureSource

Texture source data management.

Public struct

FTextureSourceBlock

Public struct

FTickFunction

Abstract Base class for all tick functions.

Public struct

FTickPrerequisite

This is small structure to hold prerequisite tick functions

Public class

FTimerDynamicDelegate

Public struct

FTimerHandle

Unique handle that can be used to distinguish timers that have identical delegates.

Public struct

FTitleSafeZoneArea

Max/Recommended screen viewable extents as a percentage

Public struct

FTTEventTrack

Structure storing information about one event track

Public struct

FTTFloatTrack

Structure storing information about one float interpolation track

Public struct

FTTLinearColorTrack

Structure storing information about one color interpolation track

Public struct

FTTPropertyTrack

Public struct

FTTTrackBase

Public struct

FTTVectorTrack

Structure storing information about one vector interpolation track

Public struct

FUpdateTimelineCachedNames

Helper class that gives external implementations permission to update cached names.

Public struct

FURL

URL structure.

Public struct

FUserActivity

The description of a user activity

Public class

FUserStructOnScopeIgnoreDefaults

Wrapper for StructOnScope that tells it to ignore default values

Public struct

FVector_NetQuantize

FVector_NetQuantize

Public struct

FVector_NetQuantize10

FVector_NetQuantize10

Public struct

FVector_NetQuantize100

FVector_NetQuantize100

Public struct

FVector_NetQuantizeNormal

FVector_NetQuantizeNormal

Public struct

FVectorRK4SpringInterpolator

Public struct

FWalkableSlopeOverride

Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable.

Public struct

FWeightedBlendable

Public struct

FWeightedBlendables

For easier detail customization, needed?

Public struct

FWorldAsyncTraceState

This encapsulate World's async trace functionality.

Public struct

FWorldCompositionTile

Helper structure which holds information about level package which participates in world composition

Public struct

FWorldContext

FWorldContext A context for dealing with UWorlds at the engine level.

Public class

FWorldDelegates

World delegates

Public struct

FWorldNotifyStreamingLevelLoading

Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded

Public struct

FWrittenChannelsRecord

Record of channels with data written into each outgoing packet.

Public class

IBlendableInterface

Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume

Public class

IImportantToggleSettingInterface

Public class

TSelectionIterator

Manages selections of objects.

Public class

TSimpleRingBuffer

Public class

UActorChannel

A channel for exchanging actor and its subobject's properties and RPCs.

Public class

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

Public class

UAssetManagerSettings

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

Public class

UAssetUserData

Object that can be subclassed to store custom data on Unreal asset objects.

Public class

UBlendableInterface

Dummy class needed to support Cast(Object).

Public class

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.

Public class

UBlueprintCore

Public class

UBlueprintGeneratedClass

Public class

UBookMark

A camera position the current level.

Public class

UBookMark2D

Simple class to store 2D camera information.

Public class

UBookmarkBase

Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene.

Public class

UBreakpoint

Public class

UBrushBuilder

Base class of UnrealEd brush builders.

Public class

UCanvas

A drawing canvas.

Public class

UCanvasRenderTarget2D

CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly.

Public class

UChannel

Base class of communication channels.

Public class

UChildConnection

Represents a secondary split screen connection that reroutes calls to the parent connection.

Public class

UCloudStorageBase

Base class for the various platform interface classes.

Public class

UCollisionProfile

Set up and modify collision settings.

Public class

UComponentDelegateBinding

Public class

UCompositeCurveTable

Curve table composed of a stack of other curve tables.

Public class

UCompositeDataTable

Data table composed of a stack of other data tables.

Public class

UConsole

A basic command line console that accepts most commands.

Public class

UControlChannel

A channel for exchanging connection control messages.

Public class

UCurveTable

Imported spreadsheet table as curves.

Public class

UDataAsset

Base class for a simple asset containing data.

Public class

UDataTable

Imported spreadsheet table.

Public class

UDebugCameraControllerSettings

Default debug camera controller settings.

Public class

UDemoNetConnection

Simulated network connection for recording and playing back game sessions.

Public class

UDemoNetDriver

Simulated network driver for recording and playing back game sessions.

Public class

UDemoPendingNetGame

Public class

UDeveloperSettings

The base class of any auto discovered settings object.

Public class

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.

Public class

UDynamicBlueprintBinding

Public class

UEngine

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems.

Public class

UEngineBaseTypes

Public class

UEngineCustomTimeStep

A CustomTimeStep control the Engine Framerate/Timestep.

Public class

UEngineTypes

Utility class for engine types

Public class

UFont

A font object, for use by Slate, UMG, and Canvas.

Public class

UFontFace

A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType.

Public class

UFontImportOptions

Holds options for importing fonts.

Public class

UGameEngine

Engine that manages core systems that enable a game.

Public class

UGameInstance

GameInstance: high-level manager object for an instance of the running game.

Public class

UGameViewportClient

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems.

Public class

UGarbageCollectionSettings

Implements the settings for garbage collection.

Public class

UHLODProxy

This asset acts as a proxy to a static mesh for ALODActors to display

Public class

UImportantToggleSettingInterface

ImportantToogleSettingInterface.h

Public class

UInGameAdManager

Public class

UInheritableComponentHandler

Public class

UInputActionDelegateBinding

Public class

UInputAxisDelegateBinding

Public class

UInputAxisKeyDelegateBinding

Public class

UInputDelegateBinding

Public class

UInputKeyDelegateBinding

Public class

UInputTouchDelegateBinding

Public class

UInputVectorAxisDelegateBinding

Public class

UInterpCurveEdSetup

Public class

UIntSerialization

Public class

ULevel

The level object.

Public class

ULevelActorContainer

Root object for all level actors

Public class

ULevelScriptBlueprint

A level blueprint is a specialized type of blueprint.

Public class

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.

Public class

ULevelStreamingAlwaysLoaded

LevelStreamingAlwaysLoaded

Public class

ULevelStreamingDynamic

LevelStreamingDynamic

Dynamically controlled streaming implementation.

Public class

ULevelStreamingPersistent

LevelStreamingPersistent

Public class

ULightMapTexture2D

Public class

ULocalPlayer

Each player that is active on the current client has a LocalPlayer.

Public class

UMapBuildDataRegistry

Public class

UMeshSimplificationSettings

Public class

UMicroTransactionBase

Public class

UNetConnection

Public class

UNetDriver

Public class

UNetworkSettings

Network settings.

Public class

UObjectLibrary

Class that holds a library of Objects

Public class

UObjectReferencer

Helper class to force object references for various reasons.

Public class

UPackageMapClient

Public class

UPendingNetGame

Public class

UPlatformInterfaceBase

Public class

UPlatformInterfaceWebResponse

This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses

Public class

UPlayer

Public class

UPolys

Public class

UPoseWatch

Public class

UPreviewMeshCollection

A simple collection of skeletal meshes used for in-editor preview

Public class

UPrimaryAssetLabel

A seed file that is created to mark referenced assets as part of this primary asset

Public class

UPrimaryDataAsset

A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which makes it something that can be manually loaded/unloaded from the AssetManager Making blueprint subclasses of this is useful because you can make blueprint-only primary asset types Blueprint subclasses will end up with a PrimaryAssetType equal to the name of the first native class found going up the hierarchy, or the top level blueprint class that directly subclasses this IE, if you have PrimaryDataAsset -> ParentNativeClass -> ChildNativeClass -> BlueprintAsset the type will be ChildNativeClass Whereas if you have PrimaryDataAsset -> ParentBlueprintClass -> ChildBlueprintClass the type will be ParentBlueprintClass To override this behavior, override GetPrimaryAssetId in your native class

Public class

UProxyLODMeshSimplificationSettings

Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system).

Public class

URendererOverrideSettings

Public class

URendererSettings

Rendering settings.

Public class

UReplicationConnectionDriver

Class/interface for replication extension that is per connection.

Public class

UReplicationDriver

Public class

URuntimeOptionsBase

URuntimeOptionsBase: Base class designed to be subclassed in your game.

Public class

UScene

Public class

UScriptViewportClient

Base class for FViewportClients that are also UObjects

Public class

USCS_Node

Public class

USelection

Manages selections of objects.

Public class

UShadowMapTexture2D

Public class

USimpleConstructionScript

Public class

USimulatedClientNetConnection

A fake connection that will absorb traffic and auto ack every packet.

Public class

USkeletalMesh

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh.

Public class

USkeletalMeshLODSettings

Public class

USkeletalMeshSimplificationSettings

Controls the selection of the system used to simplify skeletal meshes.

Public class

USkeletalMeshSocket

Public class

UStaticMesh

A StaticMesh is a piece of geometry that consists of a static set of polygons.

Public class

UStaticMeshSocket

Public class

UStreamableRenderAsset

Public class

UStreamingSettings

Streaming settings.

Public class

USubsurfaceProfile

Subsurface Scattering profile asset, can be specified at the material.

Public class

USystemTimeTimecodeProvider

Converts the current system time to timecode, relative to a provided frame rate.

Public class

UTexture

Public class

UTexture2D

Public class

UTexture2DDynamic

Public class

UTextureCube

Public class

UTextureLightProfile

Public class

UTextureLODSettings

Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group.

Public class

UTextureRenderTarget

TextureRenderTarget

Base for all render target texture resources

Public class

UTextureRenderTarget2D

TextureRenderTarget2D

Public class

UTextureRenderTargetCube

TextureRenderTargetCube

Public class

UTimecodeProvider

A class responsible of fetching a timecode from a source.

Public class

UTimelineTemplate

Public class

UTwitterIntegrationBase

Public class

UUserDefinedEnum

User defined enumerations:

Public class

UUserDefinedStruct

Public class

UUserInterfaceSettings

User Interface settings that control Slate and UMG.

Public class

UVoiceChannel

Public class

UVolumeTexture

Public class

UWorld

The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.

Public class

UWorldComposition

WorldComposition represents world structure:

Public class

UWorldProxy

Proxy class that allows verification on GWorld accesses.

Constants

Name

Description

MAX_BUNCH_HEADER_BITS

MAX_CHSEQUENCE

MAX_PACKET_HEADER_BITS

MAX_PACKET_TRAILER_BITS

MAX_PACKETID

MIN_NETWORK_DEMO_VERSION

MIN_SUPPORTED_VERSION

NETWORK_DEMO_MAGIC

NETWORK_DEMO_METADATA_MAGIC

NETWORK_DEMO_METADATA_VERSION

NETWORK_DEMO_VERSION

NumExtraFilterBits

Number of bits used currently from FMaskFilter.

NumInlinedActorComponents

Default number of components to expect in TInlineAllocators used with AActor component arrays.

PackedRelativeBox_Identity

The PackedRelativeBox value that return the bound unaltered.

RELIABLE_BUFFER

SUBSURFACE_KERNEL_SIZE

The kernels range from -3 to 3.

SUBSURFACE_RADIUS_SCALE

If you change this you need to recompile the SSS shaders.

UE_PACKET_MAX_SEQUENCE_HISTORY_BITS

Typedefs

Name

Description

FActorChannelMap

FAssetManagerAcquireResourceDelegate

Delegate called when acquiring resources/chunks for assets, parameter will be true if all resources were acquired, false if any failed

FBeginStreamingPauseDelegate

FConnectionMap

FConstCameraActorIterator

FConstControllerIterator

FConstLevelIterator

FConstPhysicsVolumeIterator

FConstPlayerControllerIterator

FCreateReplicationDriver

FCustomNavigationHandler

Delegate for overriding the behavior when a navigation action is taken, Not to be confused with FNavigationDelegate which allows a specific widget to override behavior for itself

FDemoSavedPropertyState

FEndStreamingPauseDelegate

FMaskFilter

This filter allows us to refine queries (channel, object) with an additional level of ignore by tagging entire classes of objects (e.g. "Red team", "Blue team") If(QueryIgnoreMask & ShapeFilter != 0) filter out

FMaterialToLevelsMap

A mapping between used material and levels for refering primitives.

FOnActorSpawned

FOnCloseRequested

Delegate type used by UGameViewportClient when call is made to close a viewport

FOnConstraintBroken

FOnDemoFailedToStartDelegate

FOnDemoFinishPlaybackDelegate

FOnDemoFinishRecordingDelegate

FOnDemoStartedDelegate

FOnEncryptionKeyResponse

Delegate called by the game to provide a response to the encryption key request Provides the encryption key if successful, or a failure reason so the network connection may proceed

FOnFeatureLevelChanged

FOnGameViewportClientPlayerAction

Delegate type used by UGameViewportClient for when a player is added or removed

FOnGameViewportInputKey

FOnGameViewportTick

Delegate type used by UGameViewportClient for tick callbacks

FOnGotoTimeDelegate

FOnGotoTimeMCDelegate

FOnLatentActionsChanged

FOnLowLevelSend

Delegate for hooking the net connections 'LowLevelSend' (at the socket level, after PacketHandler parsing)

FOnPauseChannelsDelegate

FOnPostMeshBuild

Delegate type for pre mesh build events

FOnPostMeshCache

Delegate type for pre skeletal mesh build events

FOnPreClientTravel

Notification that the client is about to travel to a new URL

FOnPreClientTravelDelegate

FOnPreMeshBuild

Delegate type for pre mesh build events

FOnReceivedRawPacket

Delegates.

FOnScreenshotCaptured

Delegate type used by UGameViewportClient when a screenshot has been captured

FOnSendRPC

Delegate for hooking ProcessRemoteFunction (used by NetcodeUnitTest)

FOnToggleFullscreen

Delegate type used by UGameViewportClient for when engine in toggling fullscreen

FOnViewportRendered

Delegate type used by UGameViewportClient when a viewport is rendered

FOnWindowCloseRequested

Delegate type used by UGameViewportClient when the top level window associated with the viewport has been requested to close.

FReplayExternalDataArray

Using an indirect array here since FReplayExternalData stores an FBitReader, and it's not safe to store an FArchive directly in a TArray.

FScopedLevelDirtied

FSCSNodeNameChanged

FStreamableDelegate

Defines FStreamableDelegate delegate interface

FStreamableUpdateDelegate

FTexCoordScaleMap

A Map that gives the (smallest) texture coordinate scale used when sampling each texture register of a shader.

ULevelStreamingKismet

Enums

Name

Description

Public enum

EAcceptConnection::Type

Accepting connection response codes

Public enum

EAdManagerDelegate

This object is responsible for the display and callbacks associated with handling ingame advertisements

Public enum

EAlphaChannelMode::Type

Enumerates available options for alpha channel through post processing.

Public enum

EAngularConstraintMotion

Specifies angular degrees of freedom

Public enum

EAntiAliasingMethod

Used by rendering project settings.

Public enum

EAppendNetExportFlags

Public enum

EAspectRatioAxisConstraint

Enum describing how to constrain perspective view port FOV

Public enum

EAssetManagerFilter

Filter options that can be use to restrict the types of asset processed in various asset manager functionality

Public enum

EAttachLocation::Type

Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead

Public enum

EAttachmentRule

Rules for attaching components - needs to be kept synced to EDetachmentRule

Public enum

EAttenuationDistanceModel

Public enum

EAttenuationShape::Type

Public enum

EAutoExposureMethod

Used by FPostProcessSettings Auto Exposure

Public enum

EAutoExposureMethodUI::Type

Used by FPostProcessSettings AutoExposure

Public enum

EAutoPossessAI

Specifies if an AI pawn will automatically be possed by an AI controller

Public enum

EAutoReceiveInput::Type

Specifies which player index will pass input to this actor/component

Public enum

EBlendableLocation

Where to place a material node in the post processing graph.

Public enum

EBlendMode

The blending mode for materials

Public enum

EBloomMethod

Public enum

EBlueprintCompileMode

Compile modes.

Public enum

EBlueprintNativizationFlag

Public enum

EBlueprintStatus

Enumerates states a blueprint can be in.

Public enum

EBlueprintType

Enumerates types of blueprints.

Public enum

EBoneFilterActionOption

Public enum

EBrowseReturnVal::Type

Return values for UEngine::Browse.

Public enum

EBrushType

Public enum

EChannelCreateFlags

Flags for channel creation.

Public enum

EChannelType

Enumerates channel types.

Public enum

ECheatPunishType

Types of punishment to apply to a cheating client

Public enum

EClearSceneOptions::Type

Enumerates ways to clear a scene.

Public enum

EClientLoginState::Type

If this connection is from a client, this is the current login state of this connection/login attempt

Public enum

ECloudStorageDelegate

All the types of delegate callbacks that a CloudStorage subclass may receive from C++

Public enum

ECollisionChannel

NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync.

Public enum

ECollisionEnabled::Type

Enum used to describe what type of collision is enabled on a body.

Public enum

ECollisionResponse

Enum indicating how each type should respond

Public enum

EComponentMobility::Type

Describes how often this component is allowed to move.

Public enum

EComponentSocketType::Type

Type of a socket on a scene component.

Public enum

ECompositeTextureMode

Public enum

ECompositingSampleCount::Type

Enumerates available compositing sample counts.

Public enum

EConnectionState

State of a connection.

Public enum

EConsoleType

Public enum

EConstraintFrame::Type

Enum to indicate which context frame we use for physical constraints

Public enum

ECsgOper

Variables.

Public enum

ECurveTableMode

Whether the curve table contains simple, rich, or no curves

Public enum

ECustomDepthStencil::Type

Enumerates available options for custom depth.

Public enum

ECustomTimeStepSynchronizationState

Possible states of CustomTimeStep.

Public enum

EDefaultBackBufferPixelFormat::Type

Used by GetDefaultBackBufferPixelFormat

Public enum

EDemoPlayFailure::Type

Types of demo play failures broadcast from the engine

Public enum

EDepthOfFieldMethod

Used by FPostProcessSettings Depth of Fields

Public enum

EDetachmentRule

Rules for detaching components - needs to be kept synced to EAttachmentRule

Public enum

EDocumentationActorType::Type

Public enum

EDynamicResolutionStatus

Status of dynamic resolution that depends on project setting cvar, game user settings, and pause

Public enum

EEarlyZPass::Type

Enumerates available options for early Z-passes.

Public enum

EEncryptionResponse

Types of responses games are meant to return to let the net connection code about the outcome of an encryption key request

Public enum

EEndPlayReason::Type

Specifies why an actor is being deleted/removed from a level

Public enum

EFastArraySerializerDeltaFlags

Public enum

EFilterInterpolationType

Interpolation method used by animation blending

Public enum

EFlushLevelStreamingType

Describes what parts of level streaming should be forcibly handled immediately

Public enum

EFontCacheType

Enumerates supported font caching types.

Public enum

EFontImportCharacterSet

Font character set type for importing TrueType fonts.

Public enum

EFullyLoadPackageType

Enumerates types of fully loaded packages.

Public enum

EGBufferFormat::Type

Enumerates available GBufferFormats.

Public enum

EGetObjectOrWorldBeingDebuggedFlags

Control flags for current object/world accessor methods

Public enum

EGetWorldErrorMode

The kind of failure handling that GetWorldFromContextObject uses.

Public enum

EImportanceLevel

Public enum

EImportStaticMeshVersion

Public enum

EIndirectLightingCacheQuality

Quality of indirect lighting for Movable primitives.

Public enum

EInputEvent

EInputEvent

Public enum

EKismetCompileType::Type

Type of compilation.

Public enum

ELandscapeCullingPrecision::Type

Public enum

ELatentActionChangeType

Public enum

ELevelCollectionType

Indicates the type of a level collection, used in FLevelCollection.

Public enum

ELevelTick

Type of tick we wish to perform on the level

Public enum

ELightingBuildQuality

Lighting build quality enumeration

Public enum

ELightMapFlags

A 2D texture containing lightmap coefficients.

Public enum

ELightMapPaddingType

Method for padding a light map in memory

Public enum

ELightmapType

Type of lightmap that is used for primitive components

Public enum

ELightUnits

Public enum

EMaterialMergeType

Public enum

EMaterialSamplerType

Describes how textures are sampled for materials

Public enum

EMaterialShadingModel

Specifies the overal rendering/shading model for a material

Public enum

EMaterialStencilCompare

Public enum

EMaterialTessellationMode

This is used by the drawing passes to determine tessellation policy, so changes here need to be supported in native code.

Public enum

EMeshBufferAccess

Which processors will have access to Mesh Vertex Buffers.

Public enum

EMeshFeatureImportance::Type

The importance of a mesh feature when automatically generating mesh LODs.

Public enum

EMeshInstancingReplacementMethod

How to replace instanced

Public enum

EMeshLODSelectionType

Public enum

EMeshMergeType

Public enum

EMicroTransactionDelegate

This is the base class for per-platform microtransaction supportAll the types of delegate callbacks that a MicroTransaction subclass may receive from C++.

Public enum

EMicroTransactionResult

Result of a purchase.

Public enum

EMobileMSAASampleCount::Type

Enumerates available mobile MSAA sample counts.

Public enum

EMouseCaptureMode

Public enum

EMouseLockMode

Public enum

EMovementMode

Movement modes for Characters.

Public enum

ENetDormancy

Describes if an actor can enter a low network bandwidth dormant mode

Public enum

ENetMode

The network mode the game is currently running.

Public enum

ENetRole

The network role of an actor on a local/remote network context

Public enum

ENetworkFailure::Type

Types of network failures broadcast from the engine

Public enum

ENetworkLagState::Type

Public enum

ENetworkSmoothingMode

Smoothing approach used by network interpolation for Characters.

Public enum

ENetworkVersionHistory

Public enum

ENormalMode

Optimization settings used to simplify mesh LODs.

Public enum

EObjectTypeQuery

Specifies custom collision object types, overridable per game

Public enum

EOcclusionCombineMode

Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.

Public enum

EOptimizationType

Enum specifying the reduction type to use when simplifying static meshes.

Public enum

EOverlapFilterOption

Specifies what types of objects to return from an overlap physics query

Public enum

EParticleCollisionMode::Type

Specifies how particle collision is computed for GPU particles

Public enum

EPhysicalSurface

Types of surfaces in the game, used by Physical Materials

Public enum

EPlatformInterfaceDataType

This is the base class for the various platform interface classes and has support for a generic delegate system, as well has having subclasses determine if they should register for a tick.An enum for the types of data used in a PlatformInterfaceData struct.

Public enum

EPrimaryAssetCookRule

Rule about when to cook/ship a primary asset

Public enum

EProxyNormalComputationMethod::Type

Public enum

ERadialImpulseFalloff

Enum for controlling the falloff of strength of a radial impulse as a function of distance from Origin.

Public enum

EReflectedAndRefractedRayTracedShadows

Public enum

EReflectionsType

Public enum

ERefractionMode

Determines how the refraction offset should be computed for the material.

Public enum

ERenderFocusRule

When to render the Focus Brush for widgets that have user focus. Based on the EFocusCause.

Public enum

EReplayHeaderFlags

Public enum

EResendAllDataState

Type of property data resend used by replay checkpoints

Public enum

ERigidBodyFlags::Type

Describes extra state about a specific rigid body

Public enum

ERotatorQuantization

Describes rules for network replicating a vector efficiently

Public enum

ESafeZoneType

Safezone related declarations. Used by GameViewportClient for rendering 'safe zones' on screen.

Public enum

ESamplerSourceMode

Controls where the sampler for different texture lookups comes from

Public enum

ESceneCaptureCompositeMode

Specifies how scene captures are composited into render buffers

Public enum

ESceneCaptureSource

Specifies which component of the scene rendering should be output to the final render target.

Public enum

ESceneDepthPriorityGroup

A priority for sorting scene elements by depth.

Public enum

ESecurityEvent::Type

Security event types used for UE_SECURITY_LOG

Public enum

ESetChannelActorFlags

Public enum

EShadowMapFlags

Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap.

Public enum

ESleepEvent

Describes type of wake/sleep event sent to the physics system

Public enum

ESleepFamily

Presets of values used in considering when put this body to sleep.

Public enum

ESpawnActorCollisionHandlingMethod

Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision.

Public enum

ESplitScreenType::Type

Various data declarations relating to split screen on a GameViewportClient

Public enum

ESplitType

Results from FPoly.SplitWithPlane, describing the result of splitting an arbitrary FPoly with an arbitrary plane.

Public enum

EStaticMeshReductionTerimationCriterion

Enum specifying the reduction type to use when simplifying static meshes with the engines internal tool

Public enum

EStreamingVolumeUsage

Used to affect level streaming in the game and level visibility in the editor.Enum for different usage cases of level streaming volumes.

Public enum

ETeleportType

Whether to teleport physics body or not

Public enum

ETextureCompressionQuality

Public enum

ETextureLossyCompressionAmount

Public enum

ETextureMipCount

Public enum

ETextureMipLoadOptions

Public enum

ETexturePowerOfTwoSetting::Type

Options for texture padding mode.

Public enum

ETextureRenderTargetFormat

Subset of EPixelFormat exposed to UTextureRenderTarget2D

Public enum

ETextureSamplerFilter

Must match enum ESamplerFilter in RHIDefinitions.h.

Public enum

ETextureSizingType

Public enum

ETextureSourceArtType

Public enum

ETextureSourceFormat

Public enum

ETextureStreamingBuildType

Public enum

ETickingGroup

Determines which ticking group a tick function belongs to.

Public enum

ETimecodeProviderSynchronizationState

Possible states of TimecodeProvider.

Public enum

ETimelineSigType

Enum used to indicate what type of timeline signature a function matches.

Public enum

ETraceTypeQuery

Specifies custom collision trace types, overridable per game

Public enum

ETrailWidthMode

Controls the way that the width scale property affects animation trails.

Public enum

ETransitionType

Enumerates transition types.

Public enum

ETranslucencyLightingMode

Describes how to handle lighting of translucent objets

Public enum

ETranslucencyType

Public enum

ETranslucentSortPolicy::Type

Enumerates available options for the translucency sort policy.

Public enum

ETravelFailure::Type

Types of server travel failures broadcast by the engine

Public enum

ETravelType

Traveling from server to server.

Public enum

ETwitterIntegrationDelegate

Public enum

ETwitterRequestMethod

This is the base class for Twitter integration (each platform has a subclass)The possible twitter request methods

Public enum

EUIScalingRule

The Side to use when scaling the UI.

Public enum

EUpdateRateShiftBucket

Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately.

Public enum

EUserActivityContext

Defines the context of a user activity.

Public enum

EUserDefinedStructureStatus

Public enum

EUVOutput

As UHT doesnt allow arrays of bools, we need this binary enum :(

Public enum

EVectorQuantization

Describes rules for network replicating a vector efficiently

Public enum

EViewModeIndex

Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor

Public enum

EWalkableSlopeBehavior

Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters.

Public enum

EWorldType::Type

Specifies the goal/source of a UWorld object

Public enum

TextureAddress

Public enum

TextureCompressionSettings

This needs to be mirrored in EditorFactories.cpp.

Public enum

TextureFilter

Public enum

TextureGroup

: if this is changed: update BaseEngine.ini [SystemSettings] you might have to update the update Game's DefaultEngine.ini [SystemSettings] order and actual name can never change (order is important!)

Public enum

TextureMipGenSettings

Functions

Name Description

Public function

bool

 

BuildTextureStreamingComponentData

(
    UWorld* InWorld,
    EMaterialQualityLevel::Type Quality...,
    ERHIFeatureLevel::Type FeatureLevel,
    bool bFullRebuild,
    FSlowTask& BuildTextureStreamingTa...
)

Build the shaders required for the texture streaming build.

Public function

T *

 

Cast

(
    const FPawnIteratorObject& Src
)

Public function

void

 

CheckTextureStreamingBuildValidity

(
    UWorld* InWorld
)

Check if the lighting build is dirty. Updates the needs rebuild status of the level and world.

Public function

bool

 

CollisionEnabledHasPhysics

(
    ECollisionEnabled::Type CollisionEn...
)

Public function

bool

 

CollisionEnabledHasQuery

(
    ECollisionEnabled::Type CollisionEn...
)

Public function

const TCHAR ...

 

EAcceptConnection::ToString

(
    EAcceptConnection::Type EnumVal
)

Public function

const TCHAR ...

 

EClientLoginState::ToString

(
    const EClientLoginState::Type EnumV...
)

Public function

const TCHAR ...

 

EDemoPlayFailure::ToString

(
    EDemoPlayFailure::Type FailureType
)

Public function

const TCHAR ...

 

ENetworkFailure::ToString

(
    ENetworkFailure::Type FailureType
)

Public function

const TCHAR ...

 

ENetworkLagState::ToString

(
    ENetworkLagState::Type LagType
)

Public function

const TCHAR ...

 

ESecurityEvent::ToString

(
    const ESecurityEvent::Type EnumVal
)

Public function

const TCHAR ...

 

ETravelFailure::ToString

(
    ETravelFailure::Type FailureType
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::AreEqual

(
    FVector A,
    FVector B,
    float ErrorTolerance
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::AreEqual

(
    float A,
    float B,
    float ErrorTolerance
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::IsValidValue

(
    float Value,
    float MaxAbsoluteValue
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::IsValidValue

(
    FVector Value,
    float MaxAbsoluteValue
)

Public function

int64

 

GetAverageRequiredTexturePoolSize()

Returns the average value of the required texture pool "r.streaming.PoolSize" since engine start or since the last ResetAverageRequiredTexturePoolSize().

Public function

uint8

 

GetDefaultLightingChannelMask()

Returns mask for only channel 0

Public function

int32

 

GetFirstLightingChannelFromMask

(
    uint8 Mask
)

Returns the index of the first lighting channel set, or -1 if no channels are set.

Public function

uint8

 

GetLightingChannelMaskForStruct

(
    FLightingChannels Value
)

Converts lighting channels into a bitfield

Public function

EPixelFormat

 

GetPixelFormatFromRenderTargetFormat

(
    ETextureRenderTargetFormat RTFormat
)

Public function

FVector

 

GetSkeletalMeshRefVertLocation

(
    const USkeletalMesh* Mesh,
    const FSkeletalMeshLODRenderData& ...,
    const FSkinWeightVertexBuffer& Ski...,
    const int32 VertIndex
)

Public function

bool

 

IsStreamingRenderAsset

(
    const UStreamableRenderAsset* ...
)

Checks whether a UStreamableRenderAsset is a texture/mesh with streamable mips

Public function

bool

 

IsVirtualSamplerType

(
    EMaterialSamplerType Value
)

Public function

const TCHAR ...

 

LexToString

(
    const ECheatPunishType Response
)

Public function

const TCHAR ...

 

LexToString

(
    const EEncryptionResponse Response
)

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::GeoAndSkinningText()

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::GeometryText()

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::SkinningText()

Public function

constexpr bo...

 

operator!

(
    EAppendNetExportFlags E
)

Public function

constexpr bo...

 

operator!

(
    EChannelCreateFlags E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EAssetManagerFilter E
)

Public function

constexpr bo...

 

operator!

(
    ESetChannelActorFlags E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EReplayHeaderFlags E
)

Public function

bool

 

operator!=

(
    const FMeshSectionInfo& A,
    const FMeshSectionInfo& B
)

Public function

constexpr EA...

 

operator&

(
    EAppendNetExportFlags Lhs,
    EAppendNetExportFlags Rhs
)

Public function

constexpr EG...

 

operator&

Public function

constexpr EC...

 

operator&

(
    EChannelCreateFlags Lhs,
    EChannelCreateFlags Rhs
)

Public function

constexpr ER...

 

operator&

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

constexpr EF...

 

operator&

Public function

constexpr ES...

 

operator&

(
    ESetChannelActorFlags Lhs,
    ESetChannelActorFlags Rhs
)

Public function

constexpr EA...

 

operator&

(
    EAssetManagerFilter Lhs,
    EAssetManagerFilter Rhs
)

Public function

EFastArraySe...

 

operator&=

Public function

EReplayHeade...

 

operator&=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EGetObjectOr...

 

operator&=

Public function

EAssetManage...

 

operator&=

(
    EAssetManagerFilter& Lhs,
    EAssetManagerFilter Rhs
)

Public function

ESetChannelA...

 

operator&=

(
    ESetChannelActorFlags& Lhs,
    ESetChannelActorFlags Rhs
)

Public function

EAppendNetEx...

 

operator&=

(
    EAppendNetExportFlags& Lhs,
    EAppendNetExportFlags Rhs
)

Public function

EChannelCrea...

 

operator&=

(
    EChannelCreateFlags& Lhs,
    EChannelCreateFlags Rhs
)

Public function

constexpr ES...

 

operator^

(
    ESetChannelActorFlags Lhs,
    ESetChannelActorFlags Rhs
)

Public function

constexpr EG...

 

operator^

Public function

constexpr EC...

 

operator^

(
    EChannelCreateFlags Lhs,
    EChannelCreateFlags Rhs
)

Public function

constexpr ER...

 

operator^

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

constexpr EF...

 

operator^

Public function

constexpr EA...

 

operator^

(
    EAppendNetExportFlags Lhs,
    EAppendNetExportFlags Rhs
)

Public function

constexpr EA...

 

operator^

(
    EAssetManagerFilter Lhs,
    EAssetManagerFilter Rhs
)

Public function

EAppendNetEx...

 

operator^=

(
    EAppendNetExportFlags& Lhs,
    EAppendNetExportFlags Rhs
)

Public function

EFastArraySe...

 

operator^=

Public function

EReplayHeade...

 

operator^=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EChannelCrea...

 

operator^=

(
    EChannelCreateFlags& Lhs,
    EChannelCreateFlags Rhs
)

Public function

EGetObjectOr...

 

operator^=

Public function

EAssetManage...

 

operator^=

(
    EAssetManagerFilter& Lhs,
    EAssetManagerFilter Rhs
)

Public function

ESetChannelA...

 

operator^=

(
    ESetChannelActorFlags& Lhs,
    ESetChannelActorFlags Rhs
)

Public function

constexpr EF...

 

operator|

Public function

constexpr EA...

 

operator|

(
    EAssetManagerFilter Lhs,
    EAssetManagerFilter Rhs
)

Public function

constexpr ES...

 

operator|

(
    ESetChannelActorFlags Lhs,
    ESetChannelActorFlags Rhs
)

Public function

constexpr ER...

 

operator|

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

constexpr EC...

 

operator|

(
    EChannelCreateFlags Lhs,
    EChannelCreateFlags Rhs
)

Public function

constexpr EA...

 

operator|

(
    EAppendNetExportFlags Lhs,
    EAppendNetExportFlags Rhs
)

Public function

constexpr EG...

 

operator|

Public function

EReplayHeade...

 

operator|=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

ESetChannelA...

 

operator|=

(
    ESetChannelActorFlags& Lhs,
    ESetChannelActorFlags Rhs
)

Public function

EAssetManage...

 

operator|=

(
    EAssetManagerFilter& Lhs,
    EAssetManagerFilter Rhs
)

Public function

EGetObjectOr...

 

operator|=

Public function

EAppendNetEx...

 

operator|=

(
    EAppendNetExportFlags& Lhs,
    EAppendNetExportFlags Rhs
)

Public function

EFastArraySe...

 

operator|=

Public function

EChannelCrea...

 

operator|=

(
    EChannelCreateFlags& Lhs,
    EChannelCreateFlags Rhs
)

Public function

constexpr ES...

 

operator~

(
    ESetChannelActorFlags E
)

Public function

constexpr EA...

 

operator~

(
    EAppendNetExportFlags E
)

Public function

constexpr EF...

 

operator~

Public function

constexpr ER...

 

operator~

(
    EReplayHeaderFlags E
)

Public function

constexpr EG...

 

operator~

Public function

constexpr EA...

 

operator~

(
    EAssetManagerFilter E
)

Public function

constexpr EC...

 

operator~

(
    EChannelCreateFlags E
)

Public function

bool

 

operator==

(
    const FMeshSectionInfo& A,
    const FMeshSectionInfo& B
)

Comparison for mesh section info.

Public function

uint32

 

PackRelativeBox

(
    const FVector& RefOrigin,
    const FVector& RefExtent,
    const FVector& Origin,
    const FVector& Extent
)

Public function

uint32

 

PackRelativeBox

(
    const FBox& RefBox,
    const FBox& Box
)

Public function

bool

 

ReadFixedCompressedFloat

(
    float& Value,
    FArchive& Ar
)

Public function

bool

 

ReadPackedVector

(
    FVector& Value,
    FArchive& Ar
)

Public function

void

 

RefreshSkelMeshOnPhysicsAssetChange

(
    const USkeletalMesh* InSkeleta...
)

Refresh Physics Asset Change

Public function

void

 

ResetAverageRequiredTexturePoolSize()

Reset the history of the value returned by GetAverageRequiredTexturePoolSize()

Public function Static

T

 

RK4Integrator::Accelerate

(
    const FRK4State< T >& InCurrentSta...,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...
)

Public function Static

FRK4StateDer...

 

RK4Integrator::Evaluate

(
    const FRK4State< T >& InCurrentSta...,
    const FRK4StateDerivative< T >& In...,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...,
    const float& InDeltaTime
)

Public function Static

void

 

RK4Integrator::Integrate

(
    FRK4State< T >& InCurrentState,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...,
    const float& InDeltaTime
)

Public function

bool

 

SafeNetSerializeTArray_Default

(
    FArchive& Ar,
    TArray< T >& Array
)

Public function

int32

 

SafeNetSerializeTArray_HeaderOnly

(
    FArchive& Ar,
    TArray< T >& Array,
    bool& bOutSuccess
)

===================== Safe TArray Serialization =====================

Public function

bool

 

SafeNetSerializeTArray_WithNetSerialize

(
    FArchive& Ar,
    TArray< T >& Array,
    UPackageMap* PackageMap
)

Public function

bool

 

SerializeFixedVector

(
    FVector& Vector,
    FArchive& Ar
)

MaxValue is the max abs value to serialize.

Public function

bool

 

SerializePackedVector

(
    FVector& Vector,
    FArchive& Ar
)

ScaleFactor is multiplied before send and divided by post receive.

Public function

bool

 

TeleportEnumToFlag

(
    ETeleportType Teleport
)

Public function

ETeleportTyp...

 

TeleportFlagToEnum

(
    bool bTeleport
)

Public function

void

 

UnpackRelativeBox

(
    const FBoxSphereBounds& InRefBound...,
    uint32 InPackedRelBox,
    FBoxSphereBounds& OutBounds
)

Public function

bool

 

WriteFixedCompressedFloat

(
    const float Value,
    FArchive& Ar
)

Public function

bool

 

WritePackedVector

(
    FVector Value,
    FArchive& Ar
)

===================== Vector NetSerialization customization.

Variables

Name Description

Public variable

TAutoConsoleVar...

 

CVarFramesForFullUpdate

Public variable

TAutoConsoleVar...

 

CVarHLODDistanceOverride

Public variable

TAutoConsoleVar...

 

CVarNetAllowEncryption

Public variable

TAutoConsoleVar...

 

CVarNetEnableDetailedScopeCounters

Public variable

TAutoConsoleVar...

 

CVarStreamingUseNewMetrics

Public variable

const Type

 

FourPlayer

FourPlayer is now FourPlayer_Grid

Public variable

float

 

GAsyncLoadingTimeLimit

Maximum amount of time to spend doing asynchronous loading (ms per frame).

Public variable

int32

 

GAsyncLoadingUseFullTimeLimit

Whether to use the entire time limit even if blocked on I/O.

Public variable

FUObjectAnnotat...

 

GComponentsWithLegacyLightmaps

Public variable

UEngine *

 

GEngine

Global engine pointer. Can be 0 so don't use without checking.

Public variable

float

 

GLevelStreamingActorsUpdateTimeLimit

Maximum allowed time to spend for actor registration steps during level streaming (ms per frame).

Public variable

int32

 

GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch

Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up.

Public variable

int32

 

GLevelStreamingComponentsRegistrationGranularity

Batching granularity used to register actor components during level streaming.

Public variable

int32

 

GLevelStreamingComponentsUnregistrationGranularity

Batching granularity used to unregister actor components during level streaming.

Public variable

int32

 

GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge

Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.

Public variable

int32

 

GLevelStreamingForceGCAfterLevelStreamedOut

Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.

Public variable

int32

 

GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch

When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes.

Public variable

float

 

GLevelStreamingUnregisterComponentsTimeLimit

Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame).

Public variable

FUObjectAnnotat...

 

GLevelsWithLegacyBuildData

Public variable

FUObjectAnnotat...

 

GLightComponentsWithLegacyBuildData

Public variable

uint32

 

GNetOutBytes

Public variable

int32

 

GNumClientConnections

Public variable

int32

 

GNumClientUpdateLevelVisibility

Public variable

int32

 

GNumReplicateActorCalls

Public variable

int32

 

GNumSaturatedConnections

Public variable

int32

 

GNumSharedSerializationHit

Public variable

int32

 

GNumSharedSerializationMiss

Public variable

float

 

GPriorityAsyncLoadingExtraTime

Additional time to spend asynchronous loading during a high priority load.

Public variable

float

 

GPriorityLevelStreamingActorsUpdateExtraTime

Additional time to spend on actor registration steps during a high priority load.

Public variable

bool

 

GReceiveRPCTimingEnabled

Public variable

FUObjectAnnotat...

 

GReflectionCapturesWithLegacyBuildData

Public variable

double

 

GReplicateActorTimeSeconds

Public variable

bool

 

GReplicateActorTimingEnabled

Public variable

double

 

GReplicationGatherPrioritizeTimeSeconds

Public variable

double

 

GServerReplicateActorTimeSeconds

Public variable

TGlobalResource...

 

GSubsurfaceProfileTextureObject

Lives on the render thread

Public variable

int32

 

GTextureRenderTarget2DMaxSizeX

Public variable

int32

 

GTextureRenderTarget2DMaxSizeY

Public variable

int32

 

GUseBackgroundLevelStreaming

Whether to allow background level streaming.

Public variable

UWorldProxy

 

GWorld

Global UWorld pointer.

Public variable

const int

 

MAX_STRING_SERIALIZE_SIZE

Constant for all buffers that are reading from the network.

Public variable

const FName

 

Playing

Public variable

const EWorldTyp...

 

Preview

EWorldType::Preview is deprecated. Please use either EWorldType::EditorPreview or EWorldType::GamePreview

Public variable

int32

 

RK4_SPRING_INTERPOLATOR_MAX_ITER

Public variable

float

 

RK4_SPRING_INTERPOLATOR_UPDATE_RATE

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