UnrealEngine.Framework A linear 32-bit floating-point RGBA color Initializes a new instance the linear color Initializes a new instance the linear color Initializes a new instance the linear color Initializes a new instance the linear color Initializes a new instance the linear color Gets or sets the component at the specified index Gets or sets the red component of the linear color Gets or sets the green component of the linear color Gets or sets the blue component of the linear color Gets or sets the alpha component of the linear color The black color The blue color The green color The grey color The red color The white color The yellow color Tests for equality between two objects Tests for inequality between two objects Adds two colors Subtracts two colors Multiplies two colors Divides two colors Implicitly casts color instance to a linear color Implicitly casts this instance to a string Adds two colors Subtracts two colors Multiplies two colors Divides two colors Performs a linear interpolation between two colors Converts the color into a linear color Converts the linear color into a three component vector Converts the linear color into a four component vector Creates an array containing the elements of the linear color Returns a string that represents this instance Returns a string that represents this instance Indicates equality of objects Indicates equality of objects Returns a hash code for the object Transform composed of location, rotation, and scale Initializes a new instance the transform Gets or sets the location component Gets or sets the rotation component Gets or sets the scale component Tests for equality between two objects Tests for inequality between two objects Implicitly casts this instance to a string Returns a string that represents this instance Returns a string that represents this instance Indicates equality of objects Indicates equality of objects Returns a hash code for the object A trace hit Returns the location in world space where the moving shape would end up against the impacted object if there was a hit Returns the location in world space of the actual contact of the trace shape with the impacted object Returns the normal of the hit in world space for the object that was swept Returns the normal of the hit in world space for the object that was hit by the sweep Returns the start location of the trace Returns the end location of the trace Returns the impact along trace direction between 0.0f and 1.0f if there was a hit, indicating time between and Returns the distance from to in world space Returns the distance along with that will result in moving out of penetration if is true and a penetration vector can be computed Returns true if the hit was a result of blocking collision Returns true if the trace started penetration Returns the owner actor of the component that was hit or null on failure Implicitly casts this instance to a string Returns a string that represents this instance Returns a string that represents this instance Tests for equality between two objects Tests for inequality between two objects Indicates equality of objects Indicates equality of objects Returns a hash code for the object A combined axis-aligned bounding box and bounding sphere with the same origin Returns the origin of the bounding box and sphere Returns the extent of the bounding box Returns the radius of the bounding sphere Tests for equality between two objects Tests for inequality between two objects Indicates equality of objects Indicates equality of objects Returns a hash code for the object A collision shape Returns the shape type Returns a box shape Returns a sphere shape Returns a capsule shape Tests for equality between two objects Tests for inequality between two objects Indicates equality of objects Indicates equality of objects Returns a hash code for the object Functionality to detect and diagnose unexpected or invalid runtime conditions during development, emitted if the assembly is built with the Debug configuration or if ASSERTIONS symbol is defined, signals a breakpoint to an attached debugger Logs an assertion if condition is true, and prints it on the screen Logs an assertion if condition is false, and prints it on the screen Logs an assertion if value is not `null`, and prints it on the screen Logs an assertion if value is `null`, and prints it on the screen Functionality to work with the command-line of the engine executable Returns the user arguments Overrides the arguments Appends the string to the arguments as it is without adding a space Functionality for debugging Logs a message in accordance to the specified level, omitted in builds with the Shipping configuration Creates a log file with the name of assembly if required and writes an exception to it, prints it on the screen, printing on the screen is omitted in builds with the Shipping configuration, but log file will persist Prints a debug message on the screen assigned to the key identifier, omitted in builds with the Shipping configuration Clears any existing debug messages, omitted in builds with the Shipping configuration Draws a debug box, omitted in builds with the Shipping configuration Draws a debug capsule, omitted in builds with the Shipping configuration Draws a debug cone, omitted in builds with the Shipping configuration Draws a debug cylinder, omitted in builds with the Shipping configuration Draws a debug sphere, omitted in builds with the Shipping configuration Draws a debug line, omitted in builds with the Shipping configuration Draws a debug point, omitted in builds with the Shipping configuration Flushes persistent debug lines, omitted in builds with the Shipping configuration Provides information about the application Returns true if the application can render anything Returns true if current build is meant for release to retail Returns true if current build is packaged for shipping Returns the project directory Returns the default language used by current platform Gets or sets the name of the current project Gets or sets the current volume multiplier Requests application exit Handles console commands and variables Returns true if a console command or variable has been registered Finds a console variable A console variable or null on failure Creates and registers a bool console variable, remains alive during the lifetime of the engine until unregistered The name of the variable Help text for the variable A default value If true, cannot be changed by the user from console A console variable or null on failure Creates and registers an integer console variable, remains alive during the lifetime of the engine until unregistered The name of the variable Help text for the variable A default value If true, cannot be changed by the user from console A console variable or null on failure Creates and registers a float console variable, remains alive during the lifetime of the engine until unregistered The name of the variable Help text for the variable A default value If true, cannot be changed by the user from console A console variable or null on failure Creates and registers a string console variable, remains alive during the lifetime of the engine until unregistered The name of the variable Help text for the variable A default value If true, cannot be changed by the user from console A console variable or null on failure Creates and registers the callback function for a console command that takes no arguments, remains alive during the lifetime of the engine until unregistered The name of the command Help text for the command The function to call when the command is executed If true, cannot be changed by the user from console Deletes and unregisters a console command or variable Functionality for management of engine systems Returns true if the game is running in split screen mode Returns true if the script is executing within the editor Returns true if the window has focus Returns true if the exit was requested Returns the current networking mode Networking functionality Incremented once per frame before the scene is being rendered Retrieves the current size of the viewport Returns the current size of the viewport Retrieves the current resolution of the screen Returns the current resolution of the screen Returns the current mode of the window Updates the timer between garbage collection such that at the next opportunity garbage collection will be run If true, all possible memory will be freed Requests a one frame delay of garbage collection Returns the current engine version Gets or sets max frames per second, overrides console variable Adds an engine defined action mapping, cannot be remapped Friendly name of action Key to bind in accordance with true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged true if one of the Alt keys must be down when the KeyEvent is received to be acknowledged true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged Adds an engine defined mapping between an axis and key, cannot be remapped Friendly name of axis Key to bind in accordance with Multiplier to use for the mapping when accumulating the axis value Sets the window title Functionality for access to the head-mounted display Returns true if the head-mounted display is connected and ready to use Gets or sets whether the head-mounted display is enabled Gets or sets whether the head-mounted display is in low or full persistence mode Returns the name of the device The top-level representation of a map or a sandbox in which actors and components will exist and rendered Returns the actor count Returns the frame delta time in seconds Returns time in seconds since the world was brought up for play, does not stop when the game pauses, not dilated or clamped Returns time in seconds since the world was brought up for play, it is stopped when the game pauses, it is dilated or clamped Returns the name of the current level Gets or sets physics simulation for the world Performs the specified action on each actor in the world Returns the first actor in the world of the specified class, optionally with the specified name, this operation is slow and should be used with caution The name of the actor, may differ from the label in the editor The type of the actor An actor or null on failure Returns the first actor in the world of the specified class and tag, this operation is slow and should be used with caution The tag of the actor The type of the actor An actor or null on failure Returns the first actor in the world of the specified class and ID, this operation is slow and should be used with caution The ID of the actor The type of the actor An actor or null on failure Returns the first player controller A player controller or null if there is none Returns the current game mode instance which is always valid during gameplay on the server A game mode or null on failure Retrieves the current location of the world origin to a reference Returns the current location of the world origin Sets the callback function that is called when actors start overlapping Sets the callback function that is called when actors end overlapping Sets the callback function that is called when actors hit collisions Sets the callback function that is called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller Sets the callback function that is called when the mouse cursor is moved off an actor if mouse over events are enabled in the player controller Sets the callback function that is called when the mouse button is clicked while the mouse is over an actor if click events are enabled in the player controller Sets the callback function that is called when the mouse button is released while the mouse is over an actor if click events are enabled in the player controller Sets the callback function that is called when primitive components start overlapping Sets the callback function that is called when primitive components end overlapping Sets the callback function that is called when components hit collisions Sets the callback function that is called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller Sets the callback function that is called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller Sets the callback function that is called when the mouse button is clicked while the mouse is over a component if click events are enabled in the player controller Sets the callback function that is called when the mouse button is released while the mouse is over a component if click events are enabled in the player controller Sets the gravity applied to all objects in the world Sets world origin to the specified location true if the world origin was succesfuly shifted, or false if one of the levels are pending visibility update Travels to another level Traces a ray against the world using a specific channel true on success Traces a ray against the world using a specific profile true on success Traces a ray against the world using a specific channel and retrieves the first blocking hit true on success Traces a ray against the world using a specific channel and retrieves the first blocking hit with a bone name true on success Traces a ray against the world using a specific profile and retrieves the first blocking hit true on success Traces a ray against the world using a specific profile and retrieves the first blocking hit with a bone name true on success Sweeps a shape against the world using a specific profile true on success Sweeps a shape against the world using a specific profile true on success Sweeps a shape against the world using a specific profile and retrieves the first blocking hit true on success Sweeps a shape against the world using a specific profile and retrieves the first blocking hit with a bone name true on success Sweeps a shape against the world using a specific profile and retrieves the first blocking hit true on success Sweeps a shape against the world using a specific profile and retrieves the first blocking hit with a bone name true on success Tests the collision shape at the specified location using a specific channel to determine if any blocking or overlapping occurred true on success Tests the collision shape at the specified location using a specific profile to determine if any blocking or overlapping occurred true on success Tests the collision shape at the specified location using a specific channel to determine if any blocking occurred true on success Tests the collision shape at the specified location using a specific profile to determine if any blocking occurred true on success A representation of the asset Tests for equality between two objects Tests for inequality between two objects Returns true if the object is created Indicates equality of objects Indicates equality of objects Returns a hash code for the object Returns the name of the asset Returns the path to the asset An asset registry Initializes a new instance of the asset registry Returns true if the object is created Indicates equality of objects Returns a hash code for the object Checks whether the given path contain assets, optionally testing sub-paths Performs the specified action on each asset if any An asset that provides an intuitive node-based interface Returns true if the object is created Indicates equality of objects Returns a hash code for the object Finds and loads a blueprint by name A blueprint or null on failure Interface for console objects Returns true if the object is created Indicates equality of objects Returns a hash code for the object Returns true if the object is a bool Returns true if the object is an integer Returns true if the object is a float Returns true if the object is a string Interface for console variables Returns the value as a bool, also works on integers and floats Returns the value as an integer, shouldn't be used on strings Returns the value as a float, works on all types Returns the value as a string, works on all types Sets the value as a bool Sets the value as an integer Sets the value as a float Sets the value as a string Sets the callback function that is called when the console variable value changes The function to call when the value of variable is changed Clears callback function The base class of an object that can be placed or spawned in a level Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Returns true if the actor is spawned Returns true if the root component is Returns true if any component of the actor is overlapping any component of another one Performs the specified action on each component if any Performs the specified action on each attached actor if any Performs the specified action on each child actor with , including children of child if any Performs the specified action on each overlapping actor if any Returns the unique ID of the actor, reused by the engine, only unique while the actor is alive Returns the name of the actor Retrieves the value of the bool property Retrieves the value of the byte property true on success Retrieves the value of the short property true on success Retrieves the value of the integer property true on success Retrieves the value of the long property true on success Retrieves the value of the unsigned short property true on success Retrieves the value of the unsigned integer property true on success Retrieves the value of the unsigned long property true on success Retrieves the value of the float property true on success Retrieves the value of the double property true on success Retrieves the value of the enum property true on success Retrieves the value of the string property true on success Retrieves the value of the text property true on success Sets the value of the bool property Sets the value of the byte property true on success Sets the value of the short property true on success Sets the value of the integer property true on success Sets the value of the long property true on success Sets the value of the unsigned short property true on success Sets the value of the unsigned integer property true on success Sets the value of the unsigned long property true on success Sets the value of the float property true on success Sets the value of the double property true on success Sets the value of the enum property true on success Sets the value of the string property true on success Sets the value of the text property true on success Gets or sets the component that handles input for the actor, if enabled Gets the time when the actor was created relative to Gets or sets whether the all input on the stack below this actor will not be considered Indicates equality of objects Returns a hash code for the object Returns true if the actor is destroyed or already marked for destruction, false if indestructible Renames the actor Invokes a command, function, or an event with optional arguments Hides the actor Teleports an actor to a new location The target destination point The target rotation at the destination If true, shouldn't cause any notifications (used by AI pathfinding, for example) If true, should skip checking for positioning in the world or relative to other actors trying to slightly move the actor out true if the actor has been successfully moved Returns the distance from this actor to another one Returns the distance from this actor to another one, ignoring Z axis Retrieves the bounding box of all components of the actor If true, will only return the bounding box for components with enabled collision The center of the actor in world space Half the actor's size in 3D space Retrieves the point of view of the actor Returns the component of the actor if matches the specified type, optionally with the specified name The name of the component The type of the component A component or null on failure Returns the component of the actor if matches the specified type and tag The tag of the component The type of the component A component or null on failure Returns the component of the actor if matches the specified type and ID The ID of the component The type of the component A component or null on failure Returns the root component of the actor if matches the specified type A component or null on failure Sets the root component, the actor should be the owner of the component true if successful Sets the lifespan of the actor, when it expires the actor will be destroyed, if requested lifespan set to zero, the timer is cleared and the actor will remain alive Lifespan time in seconds Sets for non-pawn actors handled by a Sets the collision detection of the actor Adds a tag to the actor that can be used for grouping and categorizing Removes a tag from the actor Indicates whether the actor has a tag Registers an event notification for the actor Unregisters an event notification for the actor Defines the game being played, instantiated only on the server Gets or sets whether the game perform seamless map travels which loads in the background and doesn't disconnect clients Swaps player controllers The base class of actors that used to generate collision events A box shaped trigger with used to generate overlap events Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor A capsule shaped trigger with used to generate overlap events Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor A sphere shaped trigger with used to generate overlap events Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor The base class of actors that can be possessed by players or AI Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Returns true if the pawn is possesed by a Returns true if the pawn is possesed by a Gets or sets the automatic possession type by an AI controller Gets or sets the player index for automatic possession by a player controller Gets or sets whether yaw will be updated to match the controller's control rotation yaw, if controlled by a Gets or sets whether pitch will be updated to match the controller's control rotation pitch, if controlled by a Gets or sets whether roll will be updated to match the controller's control rotation roll, if controlled by a Retrieves vector direction of gravity Returns vector direction of gravity Returns the AI controller or null on failure Returns the player controller or null on failure Adds yaw (turn) input to the controller, if it's a local Adds pitch (look up) input to the controller, if it's a local Adds roll input to the controller, if it's a local Adds movement input along the given world direction vector (usually normalized) Direction in world space to apply input Scale to apply to input, 0.5f applies half the normal value, while -1.0 would reverse the direction If true, always add the input, ignoring the result of Represents a character that have a mesh, collision, and built-in movement logic Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Returns true if the character is currently crouched Returns true if the character can crouch Returns true if the character can jump Triggers jump if a jump button is pressed Updates jump input state after checking input Launches the character using the specified velocity Starts the character crouching on the next update Stops the character crouching on the next update Starts the character jumping on the next update Stops the character from jumping on the next update Sets the callback function that is called when the character landing after falling Non-physical actors that can possess a to control its actions Returns true if look input is ignored Returns true if movement input is ignored Returns true if the controller is a Returns the controller's pawn or null on failure Returns the character or null on failure Returns the actor the controller is looking at or null on failure Retrieves the control rotation which is a full aim rotation Returns the control rotation which is a full aim rotation Retrieves the target rotation of the pawn Returns the target rotation of the pawn Checks line to center and top of other actor The actor whose visibility is being checked Eye position visibility is being checked from, if is passed in, uses current view target's eye position Used only in implementation true if controller's can see other actor Sets the control rotation which is a full aim rotation Sets the initial location and rotation of the controller, as well as the control rotation Locks or unlocks look input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using Locks or unlocks movement input, consecutive calls stack up and require the same amount of calls to undo, or can all be undone using Stops ignoring look input by resetting the ignore look input state Stops ignoring move input by resetting the ignore move input state Handles attaching the controller to the specified pawn Relinquishes control of the pawn The base class of controllers for an AI-controlled Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Gets or sets whether strafing allowed during movement Clears focus for the given priority, will clear focal point as a result Retrieves the final position that controller should be looking at Returns the final position that controller should be looking at Sets focal point for the given priority as absolute position or offset from base Returns the focused actor or null on failure Sets focus actor for the given priority, will set focal point as a result An actor that is used by human players to control a Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Returns true if game is currently paused Gets or sets whether the mouse cursor should be displayed Gets or sets whether click events should be generated Gets or sets whether the mouse over events should be generated Retrieves the X and Y screen coordinates of the mouse cursor true if successful Returns the player representation or null on failure Returns the input manager or null on failure Retrieves the first blocking hit from the position on the screen true on success Retrieves the first blocking hit under the mouse cursor true on success Positions the mouse cursor in screen space, in pixels Executes the command on the object, DumpConsoleCommands command can be used to list all available variables and commands A command to execute, string of commands optionally separated by a | symbol Pauses a local game true on success Sets the view target An actor to set as view target Sets the view target blending with variable control An actor to set as view target Time taken to blend Exponent, used by certain to control the shape of the curve The blending type If true, lock outgoing view target to last frame's camera position for the remainder of the blend Adds yaw (turn) input Adds pitch (look up) input Adds roll input An editable 3D volume placed in a level, different types of volumes perform different functions Returns true if a point or sphere overlaps the volume An actor that is used to trigger events Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor An actor that is used for post-processing manipulations Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Gets or sets whether the volume is enabled Gets or sets the world space radius around the volume that is used for blending if not unbound Gets or sets the blend weight, 0.0f indicates no effect, 1.0f indicates full effect Gets or sets whether the volume covers the whole world or only the area inside its bounds Gets or sets the priority of the volume A representation of the level-wide logic defined in the level blueprint A sound actor that can be placed in a level Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor A light actor that can be placed in a level Simulates light that is being emitted from a source that is infinitely far away Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Emits light in all directions from the light bulb's tungsten filament Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Emits light into the scene from a rectangular plane with a defined width and height Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor Emits light from a single point in a cone shape Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor The base class of playable sound objects Returns true if the object is created Indicates equality of objects Returns a hash code for the object Returns the duration of a sound object in seconds A playable sound object for raw wave files Finds and loads a sound wave by name A sound wave or null on failure Gets or sets whether the sound wave will be looped if played directly The base class of animation assets that can be played and evaluated to produce a pose Returns true if the object is created Indicates equality of objects Returns a hash code for the object The base class of animation sequences A single animation asset that can be played Finds and loads an animation sequence by name An animation sequence or null on failure The base class of animation composites A single animation asset that can combine and selectively play animations Finds and loads an animation montage by name An animation montage or null on failure An animation instance representation Returns true if the object is created Retrieves the value of the bool property Retrieves the value of the byte property true on success Retrieves the value of the short property true on success Retrieves the value of the integer property true on success Retrieves the value of the long property true on success Retrieves the value of the unsigned short property true on success Retrieves the value of the unsigned integer property true on success Retrieves the value of the unsigned long property true on success Retrieves the value of the float property true on success Retrieves the value of the double property true on success Retrieves the value of the enum property true on success Retrieves the value of the string property true on success Retrieves the value of the text property true on success Sets the value of the bool property Sets the value of the byte property true on success Sets the value of the short property true on success Sets the value of the integer property true on success Sets the value of the long property true on success Sets the value of the unsigned short property true on success Sets the value of the unsigned integer property true on success Sets the value of the unsigned long property true on success Sets the value of the float property true on success Sets the value of the double property true on success Sets the value of the enum property true on success Sets the value of the string property true on success Sets the value of the text property true on success Indicates equality of objects Returns a hash code for the object Invokes a command, function, or an event with optional arguments Returns the current active animation montage or null on failure Returns true if the animation montage is active and playing Returns the current play rate of the animation montage Returns the current position of the animation montage Returns the current blend time of the animation montage Returns the name of the current animation montage section Sets the current play rate of the animation montage Sets the current position of the animation montage Sets the next section after Plays the animation montage The length of the animation montage in seconds, or 0.0f if failed to play Pauses the animation montage Resumes the paused animation montage Stops the animation montage, if is null stops all active montages Makes the animation montage jump to a named section Makes the animation montage jump to the end of a named section A player representation Returns true if the object is created Indicates equality of objects Returns a hash code for the object Returns the player controller or null on failure An input manager of Returns true if the object is created Indicates equality of objects Returns a hash code for the object Returns true if a key is pressed Returns the time a key was pressed Retrieves mouse sensitivity Returns mouse sensitivity Sets mouse sensitivity Adds a player-specific action mapping Friendly name of action Key to bind in accordance with true if one of the Shift keys must be down when the KeyEvent is received to be acknowledged true if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged true if one of the Alt keys must be down when the KeyEvent is received to be acknowledged true if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged Adds a player-specific mapping between an axis and key Friendly name of axis Key to bind in accordance with Multiplier to use for the mapping when accumulating the axis value Removes a player-specific action mapping Removes a player-specific mapping between an axis and key A font object that is used to draw text Returns true if the object is created Indicates equality of objects Returns a hash code for the object Finds and loads a font by name A font or null on failure Retrieves height and width for a string A render asset that can be streamed at runtime Returns true if the object is created Indicates equality of objects Returns a hash code for the object A piece of geometry that consists of a static set of polygons A basic cone A basic cylinder A basic cube A basic plane A basic sphere Finds and loads a static mesh by name A static mesh or null on failure A geometry bound to a hierarchical skeleton of bones which can be animated Finds and loads a skeletal mesh by name A skeletal mesh or null on failure A representation of the surface of an object A texture asset Creates a texture asset from a raw PNG, JPEG, BMP, or EXR image file Creates a texture asset from a raw PNG, JPEG, BMP, or EXR image buffer Finds and loads a texture by name A texture or null on failure Returns true if the runtime texture has an alpha channel that is not completely white Retrieves size of the texture Returns size of the texture Returns the pixel format The base class of components that define reusable behavior and can be added to different types of actors Returns true if the object is created Returns the unique ID of the component, reused by the engine, only unique while the component is alive Returns the name of the component Retrieves the value of the bool property Retrieves the value of the byte property true on success Retrieves the value of the short property true on success Retrieves the value of the integer property true on success Retrieves the value of the long property true on success Retrieves the value of the unsigned short property true on success Retrieves the value of the unsigned integer property true on success Retrieves the value of the unsigned long property true on success Retrieves the value of the float property true on success Retrieves the value of the double property true on success Retrieves the value of the enum property true on success Retrieves the value of the string property true on success Retrieves the value of the text property true on success Sets the value of the bool property Sets the value of the byte property true on success Sets the value of the short property true on success Sets the value of the integer property true on success Sets the value of the long property true on success Sets the value of the unsigned short property true on success Sets the value of the unsigned integer property true on success Sets the value of the unsigned long property true on success Sets the value of the float property true on success Sets the value of the double property true on success Sets the value of the enum property true on success Sets the value of the string property true on success Sets the value of the text property true on success Indicates equality of objects Returns a hash code for the object Renames the component Invokes a command, function, or an event with optional arguments Unregisters the component, removes it from its outer actor's components array and marks for pending kill Promotes the child component in the hierarchy during the destruction Returns true if the component's owner is selected in the editor Editor functionality Returns the component's owner actor of the specified class An actor or null on failure Adds a tag to the component that can be used for grouping and categorizing Removes a tag from the component Indicates whether the component has a tag An input component is a transient component that enables an actor to bind various forms of input events to delegate functions Indicates whether the component has any input bindings Returns the number of action bindings Gets or sets whether any components lower on the input stack should be allowed to receive input Gets or sets the priority of the input component when pushed in to the stack Removes all action bindings Binds the callback function to an action defined in the project settings, or by using and The name of the action The type of input behavior The function to call when the input is triggered If true, executes even if the game is paused Binds the callback function to an axis defined in the project settings, or by using and The name of the axis The function to call while tracking axis If true, executes even if the game is paused Removes the action binding An abstract component that defines functionality for moving a Gets or sets whether the movement will be constrained to a plane Gets or sets whether the updated component will be snapped to the plane when first is attached, if plane constraints are enabled Gets or sets whether should be skipped if the updated component was not recently rendered Gets or sets the plane constraint axis Returns true if it's in physics volume with water flag Retrieves the current velocity of updated component Returns the current velocity of updated component Retrieves the normal of the plane that constrains movement, enforced if the plane constraint is enabled Returns the normal of the plane that constrains movement, enforced if the plane constraint is enabled Retrieves the plane constraint origin Returns the plane constraint origin Returns gravity that affects the component Returns maximum speed of the component in current movement mode Sets the current velocity of updated component Sets the normal of the plane that constrains movement, enforced if the plane constraint is enabled Sets the origin of the plane that constrains movement, enforced if the plane constraint is enabled Sets the plane that constrains movement computed from the forward and up vectors, enforced if the plane constraint is enabled Returns true if the current velocity is exceeding the given max speed within a small error tolerance Stops movement immediately, zeroes velocity, usually zeros acceleration for components with acceleration Constrains a direction vector to the plane constraint, if enabled Constrains a location vector to the plane constraint, if enabled Constrains a normal vector (of unit length) to the plane constraint, if enabled A component that performs continuous rotation at a specific rotation rate Creates the component attached to an actor The actor to attach the component to The name of the component Gets or sets whether rotation is applied in local or world space Retrieves translation of pivot point around which the component rotates, relative to the current rotation Returns translation of pivot point around which the component rotates, relative to the current rotation Retrieves yaw, pitch, and roll rotation rate of the component Returns yaw, pitch, and roll rotation rate of the component Sets translation of pivot point around which the component rotates, relative to the current rotation Sets yaw, pitch, and roll rotation rate of the component The base class of components that can be transformed or attached, but has no rendering or collision capabilities Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if the component is attached to the supplied component Returns true if the component is attached to the actor Returns true if the component is visible in the current context Returns true if the a socket with the given name exists Returns true if the component has any sockets Returns true if another scene component can be attached as a child Performs the specified action on each attached child component if any Attaches the component to another component, optionally at a named socket true if successful Detaches the component from a parent Activates the component Deactivates the component Recalculates the value of the component to world transform Adds a delta to the location of the component in its local reference frame Adds a delta to the rotation of the component in its local reference frame Adds a delta to the translation of the component relative to its parent Adds a delta to the rotation of the component relative to its parent Adds a delta to the transform of the component in its local reference frame, scale is unchanged Adds a delta to the location of the component in world space Adds a delta to the rotation of the component in world space Adds a delta to the transform of the component in world space, scale is unchanged Returns the name of a socket the component is attached to Retrieves calculated bounds of the component Retrieves location of a socket in world space Returns location of a socket in world space Retrieves rotation of a socket in world space Returns rotation of a socket in world space Retrieves velocity of the component, or the velocity of the physics body if simulating physics Returns velocity of the component, or the velocity of the physics body if simulating physics Retrieves location of the component in world space Returns location of the component in world space Returns rotation of the component in world space Returns rotation of the component in world space Retrieves scale of the component in world space Returns scale of the component in world space Returns the transform which assigned to the component Returns the transform which assigned to the component Retrieves the forward X unit direction vector from the component in world space Returns the forward X unit direction vector from the component in world space Retrieves the right Y unit direction vector from the component in world space Returns the right Y unit direction vector from the component in world space Retrieves the up Z unit direction vector from the component in world space Returns the up Z unit direction vector from the component in world space Sets how often the component is allowed to move at runtime Sets the visibility of the component Sets the location of the component relative to its parent Sets the rotation of the component relative to its parent Sets the transform of the component relative to its parent Sets the location of the component in world space Sets the rotation of the component in world space Sets the scale of the component world space Sets the transform of the component in world space A component that is used to play a sound Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if the sound playing any audio Gets or sets whether the audio is paused Sets the sound object Plays the audio Stops the audio Smoothly starts the audio, can be used instead of Duration to reach The percentage of calculated volume to fade to Fading start time Curve to adjust audio volume Smoothly stops the audio, can be used instead of Duration to reach he percentage of calculated volume to fade to Curve to adjust audio volume Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Gets or sets whether black bars will be added if the destination view has a different aspect ratio than the camera requested Gets or sets the aspect ratio if set to true Gets or sets the horizontal field of view (in degrees) in perspective mode (ignored in orthographic mode) Gets or sets the far plane distance of the orthographic view (in world units) Gets or sets the near plane distance of the orthographic view (in world units) Gets or sets the desired width of the orthographic view (in world units) Gets or sets whether the camera's orientation and position is locked to the head-mounted display Sets the projection mode A component that automatically spawns and destroys a child actor Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Gets the child actor An actor or null on failure Sets the child actor An actor or null on failure A component that maintains its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if the collision test displacement being applied Gets or sets whether draw markers at the camera target (in green) and the lagged position (in yellow) if the camera location lag is enabled Gets or sets whether the collision test is enabled using and to prevent camera clipping into level Gets or sets whether the camera lags behind target position to smooth its movement Gets or sets whether the camera lags behind target rotation to smooth its movement Gets or sets whether the sub-step camera damping so that it handles fluctuating frame rates well Gets or sets whether the component should inherit yaw from the parent component, has no effect if using absolute rotation Gets or sets whether the component should inherit pitch from the parent component, has no effect if using absolute rotation Gets or sets whether the component should inherit roll from the parent component, has no effect if using absolute rotation Gets or sets a max distance the camera target may lag behind the current location Gets or sets a max time step used when sub-stepping camera lag Gets or sets how quickly the camera reaches a target position Gets or sets how quickly еру camera reaches a target rotation Gets or sets the collision channel of the query probe ( by default) Gets or sets how big should be the query probe sphere Gets or sets the natural length of the spring arm when there are no collisions Gets or sets if the component should use the view/control rotation of the pawn Retrieves offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired Returns offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired Retrieves offset at the start of the spring arm in world space Returns offset at the start of the spring arm in world space Retrieves the unfixed camera position Returns the unfixed camera position Retrieves the desired rotation for the spring arm, before the rotation constraints such as , , or are enforced Returns the desired rotation for the spring arm, before the rotation constraints such as , , or are enforced Retrieves the target inherited rotation Returns the target inherited rotation Sets offset at the end of the spring arm, can be used instead of the relative offset of the attached component to ensure the line trace works as desired Sets offset at the start of the spring arm in world space A component that is used for post-processing manipulations Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Gets or sets whether the volume is enabled Gets or sets the world space radius around the volume that is used for blending if not unbound Gets or sets the blend weight, 0.0f indicates no effect, 1.0f indicates full effect Gets or sets whether the volume covers the whole world or only the area inside its bounds Gets or sets the priority of the volume An abstract component that contains or generates some sort of geometry, generally to be rendered or used as collision data Returns true if the component is affected by gravity, always returns false if physics simulation is disabled for the component Returns true if the component is overlapping another component Performs the specified action on each overlapping component if any Returns approximate mass in kilograms Gets or sets whether the component should cast a shadow Gets or sets the component visibility when the view actor is the component's owner Gets or sets whether the component would not be visible when the view actor is the component's owner, directly or indirectly Gets or sets whether the component should ignore radial forces Gets or sets whether the component should ignore radial impulses Gets or sets the angular damping of the component Gets or sets the linear damping of the component Returns number of material elements in the primitive Adds an angular impulse in degrees to a rigid body Magnitude and direction of the impulse to apply, the direction is the axis of rotation If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in velocity instead of a physical force (the mass will have no effect) Adds an angular impulse in radians to a rigid body Magnitude and direction of the impulse to apply, the direction is the axis of rotation If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in velocity instead of a physical force (the mass will have no effect) Adds a force to a rigid body Force vector to apply, magnitude indicates strength of force If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in acceleration instead of a physical force (the mass will have no effect) Adds a force to a rigid body at a specific location, optionally in local space Force vector to apply, magnitude indicates strength of force A point in world or local space to apply the force at If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, applies force in local space instead of world space Adds an impulse to a rigid body Magnitude and direction of the impulse to apply If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in velocity instead of a physical force (the mass will have no effect) Adds an impulse to a rigid body at a specific location Magnitude and direction of the impulse to apply A point in world space to apply the impulse at If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body Adds a force to all rigid bodies in the component, originating from the supplied world-space location Origin of the force in world space Radius within which to apply the force Strength of the force to apply If true, the force will lose its strength linearly If true, is taken as a change in acceleration instead of a physical force (the mass will have no effect) Adds an impulse to all rigid bodies in the component, originating from the supplied world-space location Origin of the impulse in world space Radius within which to apply the impulse Strength of the impulse to apply If true, the force will lose its strength linearly If true, is taken as a change in acceleration instead of a physical force (the mass will have no effect) Adds a torque in degrees to a rigid body Torque to apply, direction is axis of rotation and magnitude is strength of the torque If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in acceleration instead of a physical force (the mass will have no effect) Adds a torque in radians to a rigid body Torque to apply, direction is axis of rotation and magnitude is strength of the torque If applied to , the name of the body to apply an angular impulse to, or null to indicate the root body If true, is taken as a change in acceleration instead of a physical force (the mass will have no effect) Retrieves the linear velocity of a single body Returns the linear velocity of a single body Retrieves the linear velocity of a point on a single body Returns the linear velocity of a point on a single body Retrieves the angular velocity in degrees of a single body Returns the angular velocity in degrees of a single body Retrieves the angular velocity in radians of a single body Returns the angular velocity in radians of a single body Returns the material at the specified element index or null on failure Retrieves distance to closest collision More than 0.0f if successful, equals to 0.0f if a point is inside the geometry, less than 0.0f if the primitive does not have collision or if the geometry not supported Retrieves squared distance to closest collision true if a distance to the body was found and has been populated Sets the material applied to an element of the mesh The element to access the material of A material Sets whether the component should generate overlap events when it's overlaps other components Sets whether the component should generate hit events when it's collides with other components Sets the mass in kilograms of a rigid body Sets the center of mass of a single body Sets the linear velocity of a single body Sets the angular velocity in degrees of a single body Sets the angular velocity in radians of a single body Sets the maximum angular velocity in degrees of a single body Sets the maximum angular velocity in radians of a single body Sets whether a single body should use physics simulation, or should be kinematic, if the component is currently attached to something, beginning simulation will detach it Sets whether the component is affected by gravity, applies only to components with enabled physics simulation Sets the collision mode of the component Sets the collision channel of the component Sets the collision profile name of the component Sets the collision response to channel of the component Sets the collision response to all channels of the component Sets whether to ignore collision of all components of a specified actor during the movement Sets whether to ignore collision of a specified component during the movement Clears the list of actors that ignored during the movement Clears the list of components that ignored during the movement Creates a dynamic material instance for the specified element index, the parent of the instance is set to the material being replaced The index of the skin to replace the material for, if invalid, the material is unchanged and null is returned A material instance or null on failure Registers an event notification for the primitive component Unregisters an event notification for the primitive component An abstract component that is represented by a simple geometrical shape Gets or sets whether the shape will be used for navigation as a dynamic modifier instead of using regular collision data Gets or sets the color of the shape A box generally used for simple collision Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Retrieves the box extents scaled by the component scale Returns the box extents scaled by the component scale Retrieves the box extent ignoring the component scale Returns the box extent ignoring the component scale Sets the box extent size, unscaled before the component scale is applied Sets the box extent size without triggering a render or physics update A sphere generally used for simple collision Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns the sphere radius scaled by the component scale Returns the sphere radius ignoring the component scale Returns the scale of the shape Sets the sphere radius, unscaled before the component scale is applied Sets the sphere radius without triggering a render or physics update A capsule generally used for simple collision Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns the capsule radius scaled by the component scale Returns the capsule radius ignoring the component scale Returns the scale of the shape Retrieves the capsule radius and half-height scaled by the component scale Retrieves the capsule radius and half-height ignoring the component scale Sets the capsule radius, unscaled before the component scale is applied Sets the capsule size, unscaled before the component scale is applied Sets the capsule size without triggering a render or physics update An abstract component that is an instance of a renderable collection of triangles Returns true if the given slot name is valid Returns a material index the given a slot name Renders text in the world Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Sets the font of the component Sets the text of the component Sets the text material of the component Sets the text render color of the component Sets the herizontal alignment Sets the horizontal spacing adjustment Sets the vertical alignment Sets the vertical spacing adjustment Sets the text scale Sets the world size of the text The base class of light components Returns the total energy that the light emits Gets or sets whether the light should cast shadows A component that represents light Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Sets the intensity of the light Sets the light color A component that represents directional light Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component A component that represents a physical motion controller in 3D space Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if the component has a valid tracked device this frame Gets or sets whether to render a model associated with the set hand Gets or sets whether render transforms within the motion controller hierarchy will be updated a second time immediately before rendering Gets or sets the current tracking source Sets the tracking motion source Sets the player index which the motion controller should automatically follow Sets the custom display mesh that attached to the motion controller Sets the display model source A component that is used to create an instance of a static mesh, a piece of geometry that consists of a static set of polygons Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Retrieves local bounds of the mesh Returns the static mesh used by this instance or null on failure Returns true if the mesh was set A component that efficiently renders multiple instances of the same Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns the number of instances in the component Retrieves the transform of the specified instance Adds an instance to the component using the transform that will be applied at instantiation Adds multiple instances to the component using the transforms that will be applied at instantiation Updates the transform for the specified instance The index of the instance to update The new transform to apply If true, the new transform is interpreted as a world space transform, otherwise it is interpreted as local space If the render state is marked as dirty the change should be visible immediately, consider setting it to true only during the update of the last instance in a batch Whether the instance's physics should be moved normally, or teleported (moved instantly, ignoring velocity) true if successful Updates the transform for an array of instances The starting index of the instances to update The new transforms to apply If true, the new transforms are interpreted as a world space transforms, otherwise it is interpreted as local space If the render state is marked as dirty the change should be visible immediately Whether the instances physics should be moved normally, or teleported (moved instantly, ignoring velocity) true if successful Removes the specified instance Clears all instances being rendered by the component A component that efficiently renders multiple instances of the same with different level of detail Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Gets or sets whether the collision should be disabled A component that supports bone skinned mesh rendering Returns the number of bones in the skeleton Returns the index of a bone by name Returns the name of a bone by index Retrieves the transform of a bone by index Returns the transform of a bone by index Sets the skeletal mesh A component that is used to create an instance of an animated asset Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if playing animation Returns the animation instance that is driving the class or null on failure Sets the animation to play Sets the animation mode Sets the animation blueprint Plays the animation Plays the animation asset Stops the animation Represents a spline shape Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Returns true if the spline is a closed loop Gets or sets the duration of the spline in seconds Returns the number of spline points Returns the number of spline segments Returns the type of a spline point Retrieves the tangent at the given distance along the length of the spline Returns the tangent at the given distance along the length of the spline Retrieves the tangent at the spline point Returns the tangent at the spline point Retrieves the tangent at the given time from 0.0f to the spline duration Returns the tangent at the given time from 0.0f to the spline duration Retrieves the transform at the given distance along the length of the spline Returns the transform at the given distance along the length of the spline Retrieves the transform at the spline point Returns the transform at the spline point Retrieves the arrive tangent at the spline point Returns the arrive tangent at the spline point Retrieves the default up vector of the spline Returns the default up vector of the spline Retrieves a unit direction vector of the spline tangent at the given distance along the length of the spline Returns a unit direction vector of the spline tangent at the given distance along the length of the spline Retrieves a unit direction vector at the spline point Returns a unit direction vector at the spline point Retrieves a unit direction vector of the spline tangent at the given time from 0.0f to the spline duration Returns a unit direction vector of the spline tangent at the given time from 0.0f to the spline duration Returns the distance along the spline at the spline point Retrieves the leave tangent at the spline point Returns the leave tangent at the spline point Retrieves the location and tangent at the spline point Retrieves the location at the given distance along the length of the spline Returns the location at the given distance along the length of the spline Retrieves the location at the spline point Returns the location at the spline point Retrieves the location at the given time from 0.0f to the spline duration Returns the location at the given time from 0.0f to the spline duration Retrieves a unit direction vector corresponding to the spline's right vector at the given distance along the length of the spline Retrieves a unit direction vector corresponding to the spline's right vector at the given distance along the length of the spline Retrieves the spline's right vector at the spline point Returns the spline's right vector at the spline point Retrieves the spline's right vector at the given time from 0.0f to the spline duration Returns the spline's right vector at the given time from 0.0f to the spline duration Returns the spline's roll in degrees at the given distance along the length of the spline Returns the spline's roll in degrees at the spline point Returns the spline's roll in degrees at the given time from 0.0f to the spline duration Retrieves a rotation corresponding to the spline's rotation at the given distance along the length of the spline Returns a rotation corresponding to the spline's rotation at the given distance along the length of the spline Retrieves a spline's rotation at the spline point Returns a spline's rotation at the spline point Retrieves a rotation corresponding to the spline's position and direction at the given time from 0.0f to the spline duration Returns a rotation corresponding to the spline's position and direction at the given time from 0.0f to the spline duration Retrieves the spline's scale at the given distance along the length of the spline Returns the spline's scale at the given distance along the length of the spline Retrieves the spline's scale at the spline point Returns the spline's scale at the spline point Retrieves the spline's scale at the given time from 0.0f to the spline duration Returns the spline's scale at the given time from 0.0f to the spline duration Returns the total length along the spline Retrieves the spline's transform at the given time from 0.0f to the spline duration Returns the spline's transform at the given time from 0.0f to the spline duration Retrieves a unit direction vector corresponding to the spline's up vector at the given distance along the length of the spline Returns a unit direction vector corresponding to the spline's up vector at the given distance along the length of the spline Retrieves the spline's up vector at the spline point Returns the spline's up vector at the spline point Retrieves the spline's up vector at the given time from 0.0f to the spline duration Returns the spline's up vector at the given time from 0.0f to the spline duration Sets the type of a spline point Sets whether the spline is a closed loop Sets the default up vector of the spline Sets an existing point to a new location Sets the tangent at a given spline point Sets the tangents at a given spline point Sets the up vector at a given spline point Adds a point to the spline Adds a point to the spline at the specified index Clears all the points in the spline Returns a unit direction vector of the spline tangent closest to the location in world space Returns a point of the spline closest to the location in world space Returns a unit direction vector corresponding to the spline's up vector closest to the location in world space Returns a unit direction vector corresponding to the spline's right vector closest to the location in world space Returns the spline's roll in degrees closest to the location in world space Returns the spline's scale closest to the location in world space Returns a tangent of the spline closest to the location in world space Returns a transform closest to the location in world space Removes a point at the specified index from the spline Updates the spline A component that emits a radial force or impulse that can affect physics objects and destructible objects Creates the component attached to an actor and optionally sets it as the root, first component will be set as the root automatically The actor to attach the component to The name of the component If true, sets the component as the root The blueprint class to use as a base class, should be equal to the exact type of the component Gets or sets whether to apply the force or impulse to any physics objects that are part of the actor which owns the component Gets or sets whether the impulse will ignore the mass of objects and will always result in a fixed velocity change Gets or sets whether the force or impulse should lose its strength linearly Gets or sets the force strength Gets or sets the impulse strength Gets or sets the radius within the force or impulse will be applied Adds a collision channel that will be affected by the radial force Fires a single impulse The base class of materials that can be applied to meshes Returns true if the object is created Indicates equality of objects Returns a hash code for the object Returns true if the material is two sided An asset which can be applied to a mesh to control the visual look Finds and loads a material by name A material or null on failure Returns true if the material is one of the default materials An abstract instance of the material Returns true if the material instance is a child of another Material Returns the parent material or null on failure A dynamic instance of the material Removes all parameter values Sets the texture parameter value Sets the vector parameter value Sets the scalar parameter value Defines the log level for an output log message Logs are printed to console and log files Logs are printed to console and log files with the yellow color Logs are printed to console and log files with the red color Logs are printed to console and log files then crashes the application even if logging is disabled Defines rules for attaching components Keeps current relative transform as the relative transform to the new parent Automatically calculates the relative transform such that the attached component maintains the same world transform Snaps location and rotation to the attach point, calculates the relative scale so that the final world scale of the component remains the same Snaps the entire transform to target, including scale Defines rules for detaching components Keeps current relative transform as the relative transform to the previous parent Automatically calculates the relative transform such that the detached component maintains the same world transform Defines teleportation types of physics body Don't teleport physics body Teleport physics body so that velocity remains the same and no collision occurs Teleport physics body and reset physics state completely Defines how to update transform during movement Default update Don't update the underlying physics The update is coming as a result of the parent updating Only update child transform if attached to parent via a socket Defines focus priority for AI Defines actor events Called when actors start overlapping Called when actors stop overlapping Called when actors hit collisions Called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller Called when the mouse cursor is moved off an actor if mouse over events are enabled in the player controller Called when the mouse button is clicked while the mouse is over an actor if click events are enabled in the player controller Called when the mouse button is released while the mouse is over an actor if click events are enabled in the player controller Defines component events Called when components start overlapping Called when components stop overlapping Called when components hit collisions Called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller Called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller Called when the mouse button is clicked while the mouse is over a component if click events are enabled in the player controller Called when the mouse button is released while the mouse is over a component if click events are enabled in the player controller Defines the animation mode Defines the player index that will be used to pass input Defines the projection mode for a camera Defines the collision mode No collision Used for spatial queries (raycasts, sweeps, and overlaps) Used for physics simulation (rigid bodies, and constraints) Can be used for both spatial queries and physics simulation Defines the collision shape type Defines how often a component is allowed to move Movable objects can be moved and changed Static objects cannot be moved or changed - Allows baked lighting - Fastest rendering A stationary light will only have its shadowing and bounced lighting from static geometry baked by Lightmass, all other lighting will be dynamic Defines coordinate space Defines the spline point type Defines the window mode Defines the type of fade to adjust audio volume Defines the possession type for AI pawn that will be automatically possed by an AI controller Disabled and not possesses AI Only possess by an AI controller if a pawn is placed in the world Only possess by an AI controller if a pawn is spawned after the world has loaded Pawn is automatically possessed by an AI controller whenever it's created Defines how to blend when changing view targets A simple linear interpolation A slight ease in and ease out, but amount of ease cannot be tweaked Immediately accelerates, but smoothly decelerates into the target, ease amount can be controlled Smoothly accelerates, but does not decelerate into the target, ease amount can be controlled Smoothly accelerates and decelerates, ease amount can be controlled The game's camera system has already performed the blending, the engine shouldn't blend at all Defines collision channels Defines collision response types Defines the controller hands for tracking Defines the horizontal text aligment type Defines the vertical text aligment type Defines behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis will not be possible Lock movement to a user-defined axis Lock movement in the X axis Lock movement in the Y axis Lock movement in the Z axis Use the global physics project setting Defines input behavior type Key pressed Key released Key repeating Key double clicked Axis activated Defines the networking mode A game without networking, with one or more local players A server with no local players A server that also has a local player who is hosting the game, available to other players on the network A client connected to a server Defines the pixel format A representation of the engine's object reference Tests for equality between two objects Tests for inequality between two objects Returns true if the object is created Returns the unique ID of the object, reused by the engine, only unique while the object is alive Returns the name of the object Indicates equality of objects Indicates equality of objects Returns a hash code for the object Converts the object reference to the actor of the specified class An actor or null on failure Converts the object reference to the component of the specified class A component or null on failure A representation of the engine's actor reference Tests for equality between two objects Tests for inequality between two objects Returns true if the actor is spawned Returns the unique ID of the object, reused by the engine, only unique while the object is alive Returns the name of the object Indicates equality of objects Indicates equality of objects Returns a hash code for the object Converts the actor reference to the actor of the specified class An actor or null on failure A representation of the engine's component reference Tests for equality between two objects Tests for inequality between two objects Returns true if the object is created Returns the unique ID of the object, reused by the engine, only unique while the object is alive Returns the name of the object Indicates equality of objects Indicates equality of objects Returns a hash code for the object Converts the component reference to the component of the specified class A component or null on failure Delegate for action events Delegate for axis events Delegate for console variable events Delegate for console command events Delegate for actor overlap events Delegate for actor hit events Delegate for actor cursor events Delegate for actor key events Delegate for component overlap events Delegate for component hit events Delegate for component cursor events Delegate for component key events Delegate for character landing events Provides additional static constants and methods for mathematical functions that are lack in , , and Degrees-to-radians conversion constant Radians-to-degrees conversion constant Returns the dot product of two float values Clamps value between 0.0d and 1.0d Returns the fractional part of a float value Calculates the shortest difference between the two given angles given in degrees Returns the next power of two Returns the previous power of two Performs smooth (Cubic Hermite) interpolation between 0.0d and 1.0d Value between 0.0d and 1.0d indicating interpolation amount Performs a smoother interpolation between 0.0d and 1.0d with 1st and 2nd order derivatives of zero at endpoints >Value between 0.0d and 1.0d indicating interpolation amount Loops the value so that it is never larger than length and never smaller than 0.0d Interpolates between two values linearly Value to interpolate from Value to interpolate to Interpolation amount Interpolates between two values linearly, but makes sure the values calculated correctly when they wrap around 360 degrees Value to interpolate from Value to interpolate to Interpolation amount Inverse-interpolates between two values linearly Value to interpolate from Value to interpolate to Interpolation amount Creates framerate-independent dampened motion between two values Value to damp from Value to damp to Smoothing factor Time since last damp Returns the vector moved towards a target Returns the vector moved towards a target, but makes sure the values calculated correctly when they wrap around 360 degrees Returns the dot product of two float values Clamps value between 0.0f and 1.0f Returns the fractional part of a float value Calculates the shortest difference between the two given angles given in degrees Returns the next power of two Returns the previous power of two Performs smooth (Cubic Hermite) interpolation between 0.0f and 1.0f Value between 0.0f and 1.0f indicating interpolation amount Performs a smoother interpolation between 0.0f and 1.0f with 1st and 2nd order derivatives of zero at endpoints >Value between 0.0f and 1.0f indicating interpolation amount Loops the value so that it is never larger than length and never smaller than 0.0f Interpolates between two values linearly Value to interpolate from Value to interpolate to Interpolation amount Interpolates between two values linearly, but makes sure the values calculated correctly when they wrap around 360 degrees Value to interpolate from Value to interpolate to Interpolation amount Inverse-interpolates between two values linearly Value to interpolate from Value to interpolate to Interpolation amount Creates framerate-independent dampened motion between two values Value to damp from Value to damp to Smoothing factor Time since last damp Returns the vector moved towards a target Returns the vector moved towards a target, but makes sure the values calculated correctly when they wrap around 360 degrees Returns the length of the vector Returns the squared length of the vector Returns the refraction vector The incident vector The normal vector The refraction index Returns the vector perpendicular to the specified vector Returns the unsigned angle in degrees Returns a copy of vector with clamped magnitude Creates framerate-independent dampened motion between two values Value to damp from Value to damp to Smoothing factor Time since last damp Returns the vector moved towards a target Returns the length of the vector Returns the squared length of the vector Returns the refraction vector The incident vector The normal vector The refraction index Returns the unsigned angle in degrees Returns the signed angle in degrees Returns a copy of vector with clamped magnitude Creates framerate-independent dampened motion between two values Value to damp from Value to damp to Smoothing factor Time since last damp Returns the vector moved towards a target Projects a vector onto another vector Projects a vector onto a plane defined by a normal orthogonal to the plane Returns the length of the vector Returns the squared length of the vector Returns the refraction vector The incident vector The normal vector The refraction index Returns a rotation which rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis Returns a rotation which rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis Returns the unsigned angle in degrees Returns a rotation which rotates angle degrees around axis Returns a rotation which rotates from to Creates framerate-independent dampened motion between two values Value to damp from Value to damp to Smoothing factor Time since last damp Returns a rotation which rotated towards a target Returns a rotation from the given yaw, pitch, and roll, in radians Key codes Platform-specific Gamepad Virtual key codes used for input axis button press/release emulation Gestures PS4 Steam Controller Xbox Android Google Daydream HTC Vive Microsoft Mixed Reality Oculus Go Oculus Touch Valve Index A camera viewpoint that can be placed in a level Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor The base class of brushes for level construction Spawns the actor in the world The name of the actor The blueprint class to use as a base class, should be equal to the exact type of the actor