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