GameFramework

Classes

Name

Description

Public class

AActor

Actor is the base class for an Object that can be placed or spawned in a level.

Public class

ACharacter

Characters are Pawns that have a mesh, collision, and built-in movement logic.

Public class

ADefaultPawn

DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement.

Public class

ADefaultPhysicsVolume

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

Public class

AGameMode

GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game.

Public class

AGameModeBase

The GameModeBase defines the game being played.

Public class

AGameNetworkManager

Handles game-specific networking management (cheat detection, bandwidth management, etc.).

Public class

AGameSession

Acts as a game-specific wrapper around the session interface.

Public class

AGameState

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

Public class

AGameStateBase

GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase.

Public class

AHUD

Base class of the heads-up display.

Public class

AInfo

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

Public class

AKillZVolume

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

Public class

APainCausingVolume

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

Public class

APawn

Pawn is the base class of all actors that can be possessed by players or AI.

Public class

APhysicsVolume

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

Public class

APlayerController

PlayerControllers are used by human players to control Pawns.

Public class

APlayerState

A PlayerState is created for every player on a server (or in a standalone game).

Public class

ASpectatorPawn

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

Public class

AVolume

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

Public class

AWheeledVehicle

WheeledVehicle is the base wheeled vehicle pawn actor.

Public class

AWorldSettings

Actor containing all script accessible world properties.

Public class

FActorBeginCursorOverSignature

Public class

FActorBeginOverlapSignature

Public class

FActorBeginTouchOverSignature

Public class

FActorDestroyedSignature

Public class

FActorEndCursorOverSignature

Public class

FActorEndOverlapSignature

Public class

FActorEndPlaySignature

Public class

FActorEndTouchOverSignature

Public class

FActorHitSignature

Public class

FActorOnClickedSignature

Public class

FActorOnInputTouchBeginSignature

Public class

FActorOnInputTouchEndSignature

Public class

FActorOnReleasedSignature

Public struct

FBasedMovementInfo

Struct to hold information about the "base" object the character is standing on.

Public struct

FCharacterMovementComponentPostPhysicsTickFunction

Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent

Public class

FCharacterMovementUpdatedSignature

Public class

FCharacterReachedApexSignature

Public class

FCharacterReplaySample

Public struct

FClientAdjustment

ClientAdjustPosition replication (event called at end of frame by server)

Public struct

FDebugTraceInfo

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

Public struct

FDynamicForceFeedbackDetails

Public struct

FFindFloorResult

Data about the floor for walking movement, used by CharacterMovementComponent.

Public struct

FForceFeedbackEffectHistoryEntry

Used to display the force feedback history of what was played most recently.

Public class

FGameModeEvents

GameModeBase events, particularly for use by plugins

Public struct

FHierarchicalSimplification

Public class

FHUDHitBox

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

Public struct

FInputActionKeyMapping

Defines a mapping between an action and key

Public struct

FInputAxisConfigEntry

Configurable properties for control axes.

Public struct

FInputAxisKeyMapping

Defines a mapping between an axis and key

Public struct

FInputAxisProperties

Configurable properties for control axes, used to transform raw input into game ready values.

Public struct

FInputModeDataBase

Abstract base class for Input Mode structures

Public struct

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.

Public struct

FInputModeGameOnly

Data structure used to setup an input mode that allows only the player input / player controller to respond to user input.

Public struct

FInputModeUIOnly

Data structure used to setup an input mode that allows only the UI to respond to user input.

Public struct

FKeyBind

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

Public class

FLandedSignature

Public struct

FLightmassWorldInfoSettings

Public struct

FMarkActorIsBeingDestroyed

Public class

FMovementModeChangedSignature

Public struct

FNetViewer

Stores information on a viewer that actors need to be checked against for relevancy

Public class

FNetworkPredictionData_Client_Character

Public class

FNetworkPredictionData_Server_Character

Public class

FOnGameUserSettingsUINeedsUpdate

Public struct

FRepRootMotionMontage

Replicated data when playing a root motion montage.

Public struct

FRootMotionServerToLocalIDMapping

Structure for mapping RootMotionSource server IDs to those on this client

Public struct

FRootMotionSource

Generalized source of Root Motion to a CharacterMovementComponent.

Public struct

FRootMotionSource_ConstantForce

ConstantForce applies a fixed force to the target

Public struct

FRootMotionSource_JumpForce

JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)

Public struct

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)

Public struct

FRootMotionSource_MoveToForce

MoveToForce moves the target to a given fixed location in world space over the duration

Public struct

FRootMotionSource_RadialForce

RadialForce applies a force pulling or pushing away from a given world location to the target

Public struct

FRootMotionSourceGroup

Group of Root Motion Sources that are applied

Public struct

FRootMotionSourceSettings

Structure for RootMotionSource option flags (used for convenience instead of having to manually manipulate flag bitfields)

Public struct

FRootMotionSourceStatus

Structure for RootMotionSource status flags (used for convenience instead of having to manually manipulate flag bitfields)

Public class

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.

Public class

FSimpleReticle

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

Public struct

FSimulatedRootMotionReplicatedMove

Public class

FTakeAnyDamageSignature

Delegate signatures.

Public struct

FUniqueNetIdRepl

Wrapper for opaque type FUniqueNetId

Public struct

PingAvgData

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

Public class

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.

Public class

UCharacterMovementComponent

Public class

UFloatingPawnMovement

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

Public class

UInputSettings

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

Public class

UMovementComponent

MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick.

Public class

UNavMovementComponent

NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.

Public class

UPawnMovementComponent

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

Public class

UPlayerInput

Object within PlayerController that processes player input.

Public class

UProjectileMovementComponent

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

Public class

URotatingMovementComponent

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

Public class

USpectatorPawnMovement

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

Enums

Functions

Name Description

Public function

bool

 

MovementBaseUtility::UseRelativeLocation

(
    const UPrimitiveComponent * Mov...
)

Determine if we should use relative positioning when based on a component (because it may move).

Public function

bool

 

MovementBaseUtility::UseRelativePosition

(
    const UPrimitiveComponent * Mov...
)

Deprecated function.