Components

Classes

Name

Description

Public struct

FActiveMorphTarget

Struct used to indicate one active morph target that should be applied to this USkeletalMesh when rendered.

Public class

FActorComponentActivatedSignature

Public class

FActorComponentDeactivateSignature

Public struct

FAnimationEvaluationContext

Public struct

FApexClothCollisionInfo

Used to define what type of objects cloth will react to.

Public class

FAsyncBuildInstanceBuffer

Public struct

FAudioComponentParam

Struct used for storing one per-instance named parameter for this AudioComponent.

Public struct

FBatchedMesh

Public class

FChildActorComponentInstanceData

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FClosestPointOnPhysicsAsset

Public class

FClothCollisionPrimitive

Public class

FClothingActor

A class to manage an APEX clothing actor

Public struct

FClothMorphTargetData

For storing precomputed cloth morph target data

Public struct

FClothSimulationContext

The data that cloth needs for simulation prep in parallel. These properties are accessible via double buffer.

Public struct

FClusterNode

Public class

FComponentBeginCursorOverSignature

Public class

FComponentBeginOverlapSignature

Delegate for notification of start of overlap with a specific component

Public class

FComponentBeginTouchOverSignature

Public class

FComponentEndCursorOverSignature

Public class

FComponentEndOverlapSignature

Delegate for notification of end of overlap with a specific component

Public class

FComponentEndTouchOverSignature

Public class

FComponentFractureSignature

WITH_PHYSX.

Public class

FComponentHitSignature

Delegate for notification of blocking collision against a specific component.

Public class

FComponentOnClickedSignature

Public class

FComponentOnInputTouchBeginSignature

Public class

FComponentOnInputTouchEndSignature

Public class

FComponentOnReleasedSignature

Public class

FComponentSleepSignature

Delegate for notification when a sleep event is fired by physics

Public class

FComponentWakeSignature

Delegate for notification when a wake event is fired by physics

Public struct

FDestructibleChunkInfo

Mapping info for destructible chunk user data.

Public struct

FDirectAttachChildrenAccessor

Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done immediately to fix up in light of the privatization steps

Public struct

FInputActionBinding

Binds a delegate to an action.

Public class

FInputActionHandlerDynamicSignature

Public struct

FInputActionUnifiedDelegate

Public struct

FInputAxisBinding

Binds a delegate to an axis mapping.

Public class

FInputAxisHandlerDynamicSignature

Public struct

FInputAxisKeyBinding

Binds a delegate to a raw float axis mapping.

Public struct

FInputAxisUnifiedDelegate

Unified delegate specialization for float axis events.

Public struct

FInputBinding

Base class for the different binding types.

Public struct

FInputGestureBinding

Binds a gesture to a function.

Public class

FInputGestureHandlerDynamicSignature

Public struct

FInputGestureUnifiedDelegate

Unified delegate specialization for gestureevents.

Public struct

FInputKeyBinding

Binds a delegate to a key chord.

Public struct

FInputTouchBinding

Binds a delegate to touch input.

Public class

FInputTouchHandlerDynamicSignature

Public struct

FInputTouchUnifiedDelegate

Unified delegate specialization for Touch events.

Public struct

FInputVectorAxisBinding

Binds a delegate to a raw vector axis mapping.

Public class

FInputVectorAxisHandlerDynamicSignature

Public struct

FInputVectorAxisUnifiedDelegate

Unified delegate specialization for vector axis events.

Public struct

FInstancedStaticMeshInstanceData

Public struct

FInstancedStaticMeshMappingInfo

Public struct

FInterpControlPoint

Public class

FOnAudioFinished

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FOnAudioPlaybackPercent

Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage.

Public class

FOnQueueSubtitles

Called when subtitles are sent to the SubtitleManager.

Public class

FOnTimelineEvent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FOnTimelineFloat

Signature of function to handle timeline float track

Public class

FOnTimelineLinearColor

Signature of function to handle linear color track

Public class

FOnTimelineVector

Signature of function to handle timeline vector track

Public struct

FOverlapInfo

Overlap info consisting of the primitive and the body that is overlapping

Public struct

FPaintedVertex

Cached vertex information at the time the mesh was painted.

Public class

FPhysicsVolumeChanged

Public struct

FPreCulledStaticMeshSection

Public class

FPrimitiveComponentInstanceData

Component instance cached data base class for primitive components.

Public struct

FReflectionCaptureEncodedHDRDerivedData

Public class

FReflectionCaptureFullHDR

Public class

FRenderStateRecreator

Public struct

FSceneCaptureViewInfo

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FSceneComponentInstanceData

Component instance cached data base class for scene components.

Public class

FScopedMovementUpdate

FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates.

Public class

FScopedPreventAttachedComponentMove

Utility for temporarily changing the behavior of a SceneComponent to use absolute transforms, and then restore it to the behavior at the start of the scope.

Public struct

FSkeletalMeshComponentClothTickFunction

Tick function that prepares and simulates cloth

Public struct

FSkeletalMeshComponentEndPhysicsTickFunction

Tick function that does post physics work on skeletal mesh component.

Public struct

FSkelMeshComponentLODInfo

LOD specific setup for the skeletal mesh component.

Public class

FSkyTextureCubeResource

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FSplineCurves

Public struct

FSplineMeshParams

Structure that holds info about spline, passed to renderer to deform UStaticMesh .

Public struct

FSplinePoint

Public struct

FSpriteCategoryInfo

Information about the sprite category

Public struct

FStaticMeshComponentLODInfo

Public class

FStaticShadowDepthMap

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FTransformUpdated

Public struct

HInstancedStaticMeshInstance

InstancedStaticMeshInstance hit proxy

Public struct

TInputUnifiedDelegate

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UActorComponent

ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors.

Public class

UAudioComponent

AudioComponent is used to play a Sound

Public class

UBoxComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UCapsuleComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UChildActorComponent

A component that spawns an Actor when registered, and destroys it when unregistered.

Public class

UDecalComponent

A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model.

Public class

UDirectionalLightComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UDrawSphereComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UHierarchicalInstancedStaticMeshComponent

Public class

UInstancedStaticMeshComponent

A component that efficiently renders multiple instances of the same StaticMesh.

Public class

UInterpToMovementComponent

Move the root component between a series of points over a given time *

Public class

UMeshComponent

MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles.

Public class

UPoseableMeshComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UPrimitiveComponent

PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.

Public class

USceneComponent

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.

Public class

UShapeComponent

ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc).

Public class

USkeletalMeshComponent

SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.

Public class

USkinnedMeshComponent

Skinned mesh component that supports bone skinned mesh rendering.

Public class

USphereComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

USplineComponent

A spline component is a spline shape which can be used for other purposes (e.g. animating objects).

Public class

USplineMeshComponent

A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline.

Public class

UStaticMeshComponent

StaticMeshComponent is used to create an instance of a UStaticMesh .

Public class

UStereoLayerComponent

A geometry layer within the stereo rendered viewport.

Public class

USubDSurfaceComponent

Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

Public class

UTextRenderComponent

Renders text in the world with given font.

Public class

UVectorFieldComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UWindDirectionalSourceComponent

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Enums

Name

Description

Public enum

EAnimationMode::Type

Public enum

EBoneSpaces::Type

Values for specifying bone space.

Public enum

EHasCustomNavigableGeometry::Type

Public enum

EKinematicBonesUpdateToPhysics::Type

#if WITH_CLOTH_COLLISION_DETECTION

Public enum

EMeshComponentUpdateFlag::Type

Skinned Mesh Update Flag based on rendered or not.

Public enum

EPhysicsTransformUpdateMode::Type

Public enum

EScopedUpdate::Type

Enum that controls the scoping behavior of FScopedMovementUpdate .

Public enum

ESplineCoordinateSpace::Type

Types of coordinate space accepted by the functions.

Public enum

ESplineMeshAxis::Type

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public enum

ESplinePointType::Type

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.