className: AWorldSettings

description: Actor containing all script accessible world properties.

code: class AWorldSettings : public [AInfo](API\Runtime\Engine\GameFramework\AInfo), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AISystemClass

type: TSoftClassPtr< ...

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

BaseNavmeshDataLayers

description: A list of runtime data layers that should be included in the base navmesh.

bEnableAISystem

description: If set to false AI system will not get created. Use it to disable all AI-related activity on a map

bEnableWorldBoundsChecks

description: DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks

bEnableWorldComposition

description: Enables tools for composing a tiled world.

bEnableWorldOriginRebasing

description: World origin will shift to a camera position when camera goes far away from current origin

bForceNoPrecomputedLighting

description: Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed.

bGenerateSingleClusterForLevel

description: If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels)

bGlobalGravitySet

description: If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ

bHideEnableStreamingWarning

description: If set to true, this hide the streaming disabled warning available in the viewport

bHighPriorityLoading

description: When this flag is set, more time is allocated to background loading (replicated)

bHighPriorityLoadingLocal

description: Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations

bIncludeGridSizeInNameForFoliageActors

description: Whether Foliage actors of this world contain their grid size in their name.

description: Whether partitioned actors of this world contain their grid size in their name.

bMinimizeBSPSections

description: Causes the BSP build to generate as few sections as possible.

bPlaceCellsOnlyAlongCameraTracks

description: Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.

bPrecomputeVisibility

description: Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level.

bReuseAddressAndPort

description: Whether to configure the listening socket to allow reuse of the address and port.

BroadphaseSettings

type: FBroadphaseSett...

bUseClientSideLevelStreamingVolumes

description: Enables client-side streaming volumes instead of server-side.

bWorldGravitySet

description: If set to true, when we call GetGravityZ we assume WorldGravityZ has already been initialized and skip the lookup of DefaultGravityZ and GlobalGravityZ

CinematicTimeDilation

description: Additional time dilation used by Sequencer slomo track.

DefaultAmbientZoneSettings

type: FInteriorSettin...

description: Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass.

DefaultBaseSoundMix

type: TObjectPtr< cla...

description: Default Base SoundMix.

DefaultColorScale

type: FVector

description: Default color scale for the level

DefaultGameMode

description: GAMEMODE SETTINGS The default GameMode to use when starting this map in the game.

description: Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.

DefaultPhysicsVolumeClass

description: Level specific default physics volume

DefaultPlacementGridSize

description: Default size of the grid for placed elements from the editor

DefaultReverbSettings

type: FReverbSettings

description: AUDIO SETTINGS Default reverb settings used by audio volumes.

DefaultWorldPartitionSettings

type: FWorldPartition...

DemoPlayTimeDilation

description: Additional TimeDilation used to control demo playback speed.

description: Controls the intensity of self-shadowing from capsule indirect shadows.

GameNetworkManagerClass

description: Class of GameNetworkManager to spawn for network games

GlobalDistanceFieldViewDistance

description: Distance from the camera that the global distance field should cover.

GlobalGravityZ

description: Optional level specific gravity override set by level designer

HierarchicalLODSetup

type: TArray< struct ...

description: Hierarchical LOD Setup

HLODBakingTransform

type: FTransform

description: Specify the transform to apply to the source meshes when building HLODs.

HLODSetupAsset

description: If set overrides the level settings and global project settings

InstancedFoliageGridSize

description: Size of the grid for instanced foliage actors, only used for partitioned worlds

KillZ

description: Any actor falling below this level gets destroyed

KillZDamageType

type: TSubclassOf<UD...

description: The type of damage inflicted when a actor falls below KillZ.

LevelInstancePivotOffset

description: Additional transform applied when applying LevelStreaming Transform to LevelInstance

LightmassSettings

type: FLightmassWorld...

description: LIGHTMASS RELATED SETTINGS

MaxGlobalTimeDilation

description: Highest acceptable global time dilation.

MaxUndilatedFrameTime

description: Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.

MinGlobalTimeDilation

description: Lowest acceptable global time dilation.

MinUndilatedFrameTime

description: Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.

NaniteSettings

type: FNaniteSettings

description: NANITE SETTINGS

NavigationDataBuilderLoadingCellSize

description: Loading cell size used when building navigation data iteratively.

NavigationDataChunkGridSize

description: Size of the grid for navigation data chunk actors

NavigationSystemConfig

type: TObjectPtr<UNa...

description: Holds parameters for NavigationSystem's creation.

NavigationSystemConfigOverride

description: Overrides NavigationSystemConfig.

OverrideBaseMaterial

type: TSoftObjectPtr<...

description: If set overrides the project-wide base material used for Proxy Materials

PackedLightAndShadowMapTextureSize

description: RENDERING SETTINGS Maximum size of textures for packed light and shadow maps

PauserPlayerState

description: If paused, PlayerState of person pausing the game.

PhysicsCollisionHandlerClass

description: Optional level specific collision handler

ReplicationViewers

description: Valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client)

TimeDilation

description: Normally 1 - scales real time passage.

VisibilityAggressiveness

type: TEnumAsByte< en...

description: Determines how aggressive precomputed visibility should be.

VisibilityCellSize

description: PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y.

WorldGravityZ

description: Current gravity actually being used

WorldPartition

type: TObjectPtr<UWo...

WorldToMeters

description: Scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)


module: Engine

code: namespace EDynamicForceFeedbackAction { enum Type { Start, Update, Stop, } }


description: A bitmask of supported features that a hardware device has.

code: namespace EHardwareDeviceSupportedFeatures { enum Type { Unspecified = 0x00000000, Keypress = 0x00000001, Pointer = 0x00000002, Gamepad = 0x00000004, Touch = 0x00000008, Camera = 0x00000010, MotionTracking = 0x00000020, Lights = 0x00000040, TriggerHaptics = 0x00000080, ForceFeedback = 0x00000100, AudioBasedVibrations = 0x00000200, Acceleration = 0x00000400, Virtual = 0x00000800, Microphone = 0x00001000, Orientation = 0x00002000, CustomA = 0x01000000, CustomB = 0x02000000, CustomC = 0x04000000, CustomD = 0x08000000, All = 0x7FFFFFFF, } }


code: bool operator== ( const [FActiveDeviceProperty](API\Runtime\Engine\GameFramework\FActiveDeviceProperty) & Other ) const


code: bool operator!= ( const [FActiveDeviceProperty](API\Runtime\Engine\GameFramework\FActiveDeviceProperty) & Other ) const


className: FActivateDevicePropertyParams

description: Parameters for theUInputDeviceSubsystem::ActivateDevicePropertyfunction

code: struct FActivateDevicePropertyParams

bIgnoreTimeDilation

type: uint8:  1

description: If true, then this device property will ignore dilated delta time and use the Applications delta time instead

bLooping

description: If true, then the input device property will not be removed after it's evaluation time has completed.

bPlayWhilePaused

description: If true, then this device property will be played even if the game world is paused.

DeviceId

type: FInputDeviceId

description: The Input Device that should receive the device property.

UserId

type: FPlatformUserId

description: The Platform User whose device's should receive the device property


className: FActiveDeviceProperty

description: Contains a pointer to an active device property and keeps track of how long it has been evaluated for

code: struct FActiveDeviceProperty

bHasBeenAppliedAtLeastOnce

description: This is set to true when this device property has been applied.

DeviceId

description: The input device id that should receive this property.

EvaluatedDuration

type: double

description: How long this property has been evaluated for. DeltaTime is added to this on tick

PlatformUser

description: The platform user that is actively receiving this device property

Property

type: TWeakObjectPtr<...

description: The active device property

PropertyHandle

type: FInputDevicePro...

description: The handle of this active property.


description: Activates all the device properties with the input device subsystem.

code: void ActivateDeviceProperties()


description: Gets the current values at the stored play time.

code: void GetValues ( [FForceFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FForceFeedbackValues) & Values ) const


description: Reset any device properties that may need to be after the duration of this effect has ended.

code: void ResetDeviceProperties()


description: Updates the final force feedback values based on this effect. Returns true if the effect should continue playing, false if it is finished.

code: bool Update ( float DeltaTime, [FForceFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FForceFeedbackValues) & Values )


code: FActiveForceFeedbackEffect ( [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * InEffect, [FForceFeedbackParameters](API\Runtime\Engine\GameFramework\FForceFeedbackParameters) InParameters, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) InPlatformUser )


className: FActiveForceFeedbackEffect

code: struct FActiveForceFeedbackEffect

ActiveDeviceProperties

type: TSet<FInputDev...

description: Array of device properties that have been activated by this force feedback effect

bActivatedDeviceProperties

type: bool

description: Set to true after this force feedback effect has activated it's device properties

ForceFeedbackEffect

type: TObjectPtr< cla...

Parameters

type: FForceFeedbackP...

PlatformUser

description: The platform user that should receive this effect

PlayTime

type: float


className: FActorBeginCursorOverSignature

code: struct FActorBeginCursorOverSignature : public [TSparseDynamicDelegate< FActorBeginCursorOverSignature_MCSignature, AActor, FActorBeginCursorOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorBeginOverlapSignature

code: struct FActorBeginOverlapSignature : public [TSparseDynamicDelegate< FActorBeginOverlapSignature_MCSignature, AActor, FActorBeginOverlapSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorBeginTouchOverSignature

code: struct FActorBeginTouchOverSignature : public [TSparseDynamicDelegate< FActorBeginTouchOverSignature_MCSignature, AActor, FActorBeginTouchOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorDestroyedSignature

code: struct FActorDestroyedSignature : public [TSparseDynamicDelegate< FActorDestroyedSignature_MCSignature, AActor, FActorDestroyedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorEndCursorOverSignature

code: struct FActorEndCursorOverSignature : public [TSparseDynamicDelegate< FActorEndCursorOverSignature_MCSignature, AActor, FActorEndCursorOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorEndOverlapSignature

code: struct FActorEndOverlapSignature : public [TSparseDynamicDelegate< FActorEndOverlapSignature_MCSignature, AActor, FActorEndOverlapSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorEndPlaySignature

code: struct FActorEndPlaySignature : public [TSparseDynamicDelegate< FActorEndPlaySignature_MCSignature, AActor, FActorEndPlaySignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorEndTouchOverSignature

code: struct FActorEndTouchOverSignature : public [TSparseDynamicDelegate< FActorEndTouchOverSignature_MCSignature, AActor, FActorEndTouchOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorHitSignature

code: struct FActorHitSignature : public [TSparseDynamicDelegate< FActorHitSignature_MCSignature, AActor, FActorHitSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FGuidMapper

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FGuid](API\Runtime\Core\Misc\FGuid)(const [FGuid](API\Runtime\Core\Misc\FGuid) &)> FGuidMapper


code: [FGuid](API\Runtime\Core\Misc\FGuid) MapGuid ( [FName](API\Runtime\Core\UObject\FName) InPackageName, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: void RegisterGuidMapper ( [FName](API\Runtime\Core\UObject\FName) InPackageName, const [FGuidMapper](API\Runtime\Core\GenericPlatform\TFunction) & InGuidMapper )


code: void UnregisterGuidMapper ( [FName](API\Runtime\Core\UObject\FName) InPackageName )


className: FActorInstanceGuidMapper

code: class FActorInstanceGuidMapper


className: FActorLastRenderTime

description: Helper struct that allowsUPrimitiveComponentandFPrimitiveSceneInfowrite to the Actor's LastRenderTime member

code: struct FActorLastRenderTime


className: FActorOnClickedSignature

code: struct FActorOnClickedSignature : public [TSparseDynamicDelegate< FActorOnClickedSignature_MCSignature, AActor, FActorOnClickedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorOnInputTouchBeginSignature

code: struct FActorOnInputTouchBeginSignature : public [TSparseDynamicDelegate< FActorOnInputTouchBeginSignature_MCSignature, AActor, FActorOnInputTouchBeginSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorOnInputTouchEndSignature

code: struct FActorOnInputTouchEndSignature : public [TSparseDynamicDelegate< FActorOnInputTouchEndSignature_MCSignature, AActor, FActorOnInputTouchEndSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorOnReleasedSignature

code: struct FActorOnReleasedSignature : public [TSparseDynamicDelegate< FActorOnReleasedSignature_MCSignature, AActor, FActorOnReleasedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorOnPackagingModeChanged

code: class FActorOnPackagingModeChanged : public TBaseMulticastDelegate_TwoParams< void, AActor *, bool >


className: FAssignActorDataLayer

code: struct FAssignActorDataLayer


description: Check if the server and local frames are valid

code: bool IsValid() const


className: FAsyncPhysicsTimestamp

code: struct FAsyncPhysicsTimestamp


className: FAudioBasedVibrationData

code: struct FAudioBasedVibrationData

Sound

type: TObjectPtr<USo...

description: The sound to play on the gamepad.


description: Is location relative?

code: bool HasRelativeLocation() const


description: Is rotation relative or absolute? It can only be relative if location is also relative.

code: bool HasRelativeRotation() const


description: Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in).

code: bool IsBaseUnresolved() const


className: FBasedMovementInfo

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

code: struct FBasedMovementInfo

BaseID

description: Unique (within a reasonable timespan) ID of the base component.

BoneName

type: FName

description: Bone name on component, for skeletal meshes.

bRelativeRotation

description: Whether rotation is relative to the base or absolute.

bServerHasBaseComponent

description: Whether the server says that there is a base. On clients, the component may not have resolved yet.

bServerHasVelocity

description: Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero.

Location

description: Location relative to MovementBase.

MovementBase

type: TObjectPtr<UPr...

description: Component we are based on

Rotation

type: FRotator

description: Rotation: relative to MovementBase ifHasRelativeRotation()is true, absolute otherwise.


className: FBroadphaseSettings

description: Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type

code: struct FBroadphaseSettings

bUseMBPOnClient

description: Whether to use MBP (Multi Broadphase Pruning

bUseMBPOuterBounds

description: Whether to have MBP grid over concentrated inner bounds with loose outer bounds

MBPBounds

type: FBox

description: Total bounds for MBP, must cover the game world or collisions are disabled for out of bounds actors

MBPNumSubdivs

description: Number of times to subdivide the MBP bounds, final number of regions is MBPNumSubdivs^2

MBPOuterBounds

description: Total bounds for MBP, should cover absolute maximum bounds of the game world where physics is required


description: Function used to describe this tick for active tick reporting.

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


description: Tick function that callsUCharacterMovementComponent::PostPhysicsTickComponent

code: struct FCharacterMovementComponentPostPhysicsTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Target

type: UCharacterMovem...

description: CharacterMovementComponent that is the target of this tick


code: struct FCharacterMovementComponentPrePhysicsTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)


className: FCharacterMovementUpdatedSignature


code: [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) * GetRootMotionSourceGroup ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovement ) const


description: Serialize theFClientAdjustmentdata and other internal flags.

code: virtual bool Serialize ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovement, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap )


description: Copy theFClientAdjustmentand set a few flags relevant to that data.

code: virtual void ServerFillResponseData ( const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovement, const [FClientAdjustment](API\Runtime\Engine\GameFramework\FClientAdjustment) & PendingAdjustment )


code: FCharacterMoveResponseDataContainer()


code: FCharacterMoveResponsePackedBits()


className: FCharacterMoveResponseDataContainer

description: Response from the server to the client about a move that is being acknowledged. Internally it mainly copies theFClientAdjustmentfrom theUCharacterMovementComponentindicating the response, as well as setting a few relevant flags about the response and serializing the response to and from anFArchivefor handling the variable-size payload over the network.

ClientAdjustment

type: FClientAdjustme...

description: Client adjustment. All data other than bAckGoodMove and TimeStamp is only valid if this is a correction (not an ack).


className: FCharacterMoveResponsePackedBits

description: Structure used internally to handle serialization ofFCharacterMoveResponseDataContainerover the network.

code: struct FCharacterMoveResponsePackedBits : public [FCharacterNetworkSerializationPackedBits](API\Runtime\Engine\GameFramework\FCharacterNetworkSerializationPa-)


code: struct FCharacterNetworkSerializationPackedBitsNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)

MaxAllowedDataBits

description: Value used to sanity check incoming data so that we do not over-allocate dynamic memory.


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


description: UCharacterMovementComponent::AllocateNewMove()

code: virtual void ClientFillNetworkMoveData ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) & ClientMove, [ENetworkMoveType](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData\ENetworkMoveType) MoveType )


className: ENetworkMoveType

code: enum ENetworkMoveType { NewMove, PendingMove, OldMove, }


description: UCharacterMovementComponent::CallServerMovePacked

code: virtual bool Serialize ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovement, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap, [ENetworkMoveType](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData\ENetworkMoveType) MoveType )


code: virtual ~FCharacterNetworkMoveData()


className: FCharacterNetworkMoveData

description: FCharacterNetworkMoveDataContainer

code: struct FCharacterNetworkMoveData

MovementBase

type: UPrimitiveCompo...

NetworkMoveType

type: ENetworkMoveTyp...

description: Indicates whether this was the latest new move, a pending/dual move, or old important move.


description: Passes through calls to ClientFillNetworkMoveData on eachFCharacterNetworkMoveDatamatching the client moves. Note that ClientNewMove will never be null, but others may be.

code: virtual void ClientFillNetworkMoveData ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientNewMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientPendingMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * ClientOldMove )


code: [FCharacterNetworkMoveData](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData) * GetNewMoveData() const


code: [FCharacterNetworkMoveData](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData) * GetOldMoveData() const


code: [FCharacterNetworkMoveData](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData) * GetPendingMoveData() const


description: Default constructor. Sets data storage (NewMoveData, PendingMoveData, OldMoveData) to point to default data members. Override those pointers to instead point to custom data if you want to use derived classes.

code: FCharacterNetworkMoveDataContainer()


description: Serialize movement data. Passes Serialize calls to eachFCharacterNetworkMoveDataas applicable, based on bHasPendingMove and bHasOldMove.

code: virtual bool Serialize ( [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovement, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap )


className: FCharacterNetworkMoveDataContainer

description: UCharacterMovementComponent::SetNetworkMoveDataContainer()

bDisableCombinedScopedMove

description: True if we want to disable a scoped move around both dual moves (optional from bEnableServerDualMoveScopedMovementUpdates), typically set if bForceNoCombine was true which can indicate an important change in moves.

bHasOldMove

description: Optional "old move" data, for redundant important old moves not yet ack'd.

bHasPendingMove

description: Optional pending data used in "dual moves".

NewMoveData

type: FCharacterNetwo...


code: [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * GetPackageMap() const


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap, bool & bOutSuccess )


description: Intermediate data stream used for network serialization of Character RPC data. This is basically an array of bits that is packed/unpacked via NetSerialize into custom data structs on the sending and receiving ends.

DataBits

type: TBitArray< TInl...

description: TInlineAllocator used withTBitArraytakes the number of 32-bit dwords, but the define is in number of bits, so convert here by dividing by 32.


className: FCharacterReachedApexSignature

code: class FCharacterReachedApexSignature


className: FCharacterReplaySample

code: class FCharacterReplaySample

Acceleration

type: FVector


className: FCharacterServerMovePackedBits

description: Structure used internally to handle serialization ofFCharacterNetworkMoveDataContainerover the network.

code: struct FCharacterServerMovePackedBits : public [FCharacterNetworkSerializationPackedBits](API\Runtime\Engine\GameFramework\FCharacterNetworkSerializationPa-)


className: FClientAdjustment

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

code: struct FClientAdjustment


className: FClientReceiveData

description: Handles the many pieces of data passed into Client Receive

code: struct FClientReceiveData

LocalPC

type: TObjectPtr<APl...

description: Always need to be here

MessageString

type: FString

OptionalObject

type: TObjectPtr<UOb...


className: FDebugTextInfo

description: RemoveDebugText() and DrawDebugTextList()

code: struct FDebugTextInfo

bAbsoluteLocation

type: uint32: 1

description: Whether the offset should be treated as absolute world location of the string

bDrawShadow

description: Whether to draw a shadow for the text

bKeepAttachedToActor

description: If the actor moves does the text also move with it?

DebugText

description: Text to display

Duration

description: Duration used to lerp desired offset

Font

type: TObjectPtr<UFo...

description: The Font which to display this as. Will Default to GetSmallFont()

FontScale

description: Scale to apply to font when rendering

OrigActorLocation

description: When we first spawn store off the original actor location for use with bKeepAttachedToActor

SrcActor

type: TObjectPtr<AAc...

description: AActorrelated to text item

SrcActorDesiredOffset

description: Desired offset to interpolate to

SrcActorOffset

description: Offset from SrcActor.Location to apply

TextColor

type: FColor

description: Text color

TimeRemaining

description: Time remaining for the debug text, -1.f == infinite


className: FDeviceColorData

description: Data required for setting the Input Device Color

code: struct FDeviceColorData

bEnable

type: bool

description: True if the light should be enabled at all

bResetAfterCompletion

description: If true, the light color will be reset to "off" after this property has been evaluated.

LightColor

description: The color to set the light on


className: FDeviceColorCurveData

code: struct FDeviceColorCurveData

bResetAfterCompletion

description: If true, the light color will be reset to "off" after the curve values are finished evaluating.

DeviceColorCurve

type: TObjectPtr<UCu...

description: The color the device light should be


className: FDeviceTriggerBaseData

code: struct FDeviceTriggerBaseData

AffectedTriggers

type: EInputDeviceTri...

description: Which trigger this property should effect

bResetUponCompletion

description: True if the triggers should be reset after the duration of this device property


className: FDeviceTriggerTriggerResistanceData

StartPosition

description: The position that the trigger should start providing resistance

StartStrengh

description: How strong the resistance is


className: FDeviceTriggerFeedbackData

code: struct FDeviceTriggerFeedbackData

FeedbackPositionCurve

description: What position on the trigger that the feedback should be applied to over time (1-9)

FeedbackStrenghCurve

description: How strong the feedback is over time (1-8)


className: FDeviceTriggerTriggerVibrationData

VibrationAmplitudeCurve

description: The amplitude of the vibration

VibrationFrequencyCurve

description: The frequency of the vibration


code: void Update ( [FForceFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FForceFeedbackValues) & Values ) const


className: FDebugTraceInfo

description: CheatManager Object within playercontroller that manages development "cheat" commands only spawned in single player mode No cheat manager is created in shipping builds. Debug Trace info for capturing

code: struct FDebugTraceInfo

bInsideOfObject

description: This is when blocked and penetrating

CapsuleHalfHeight

type: float

description: Half collision capsule height.

CapsuleRadius

description: Half collision capsule radius.

HitImpactNormalEnd

description: Hit ImpactNormal End.

HitLocation

description: Hit Location.

HitNormalEnd

description: Hit Normal End.

HitNormalStart

description: Hit Normal Start.

LineTraceEnd

description: Line Trace End.

LineTraceStart

description: Line Trace Start.


className: FDynamicForceFeedbackDetails

code: struct FDynamicForceFeedbackDetails


className: FForceFeedbackAttenuationSettings

description: The struct for defining the properties used when determining attenuation for a force feedback effect

code: struct FForceFeedbackAttenuationSettings : public [FBaseAttenuationSettings](API\Runtime\Engine\Engine\FBaseAttenuationSettings)


description: A wrapper struct for setting channel details on a per-platform basis

ChannelDetails

type: TArray<FForceF...


className: FForceFeedbackParameters

description: This structure is used to pass arguments to ClientPlayForceFeedback() client RPC function

code: struct FForceFeedbackParameters

Tag

type: FName


className: FGameModeInitializedEvent

description: GameMode initialization has occurred

code: class FGameModeInitializedEvent : public TBaseMulticastDelegate_OneParam< void, AGameModeBase * >


className: FGameModeLogoutEvent

description: Note that this is called before performing any cleanup of the specifiedAController

code: class FGameModeLogoutEvent : public TBaseMulticastDelegate_TwoParams< void, AGameModeBase *, AController * >


className: FGameModeMatchStateSetEvent

description: Match state has changed via SetMatchState()

code: class FGameModeMatchStateSetEvent : public TBaseMulticastDelegate_OneParam< void, FName >


className: FForceFeedbackChannelDetails

code: struct FForceFeedbackChannelDetails

bAffectsLeftLarge

description: Please note the final channel mapping depends on the software and hardware capabilities of the platform used to run the engine or the game.

Curve

type: FRuntimeFloatCu...


className: FGameModePostLoginEvent

description: This is called after the player has finished initialization

code: class FGameModePostLoginEvent : public TBaseMulticastDelegate_TwoParams< void, AGameModeBase *, APlayerController * >


className: FGameModePreLoginEvent

description: Client pre login event, triggered when a client first contacts a server

code: class FGameModePreLoginEvent : public TBaseMulticastDelegate_ThreeParams< void, AGameModeBase *, const FUniqueNetIdRepl &, FString & >


className: DefaultGamepad

description: Hardware device ID that represents a default, generic, gamepad.

code: static [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) DefaultGamepad = { TEXT("DefaultGamepad"), TEXT("Gamepad"), EHardwareDevicePrimaryType::Gamepad, EHardwareDeviceSupportedFeatures::Type::Gamepad };


className: FGameModeEvents

description: GameModeBase events, particularly for use by plugins

code: class FGameModeEvents


className: DefaultKeyboardAndMouse

description: Hardware device ID that represents a keyboard and mouse. This is what will be set when an Input Event'sFKeyis not a gamepad key.

code: static [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) DefaultKeyboardAndMouse = { TEXT("DefaultKeyboardAndMouse"), TEXT("KBM"), EHardwareDevicePrimaryType::KeyboardAndMouse, EHardwareDeviceSupportedFeatures::Type::Keypress | EHardwareDeviceSupportedFeatures::Type::Pointer };


className: DefaultMobileTouch

description: Hardware device id that represents a default, generic, mobile touch input (tablet, phone, etc)

code: static [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) DefaultMobileTouch = { TEXT("DefaultMobileTouch"), TEXT("MobileTouch"), EHardwareDevicePrimaryType::Touch, EHardwareDeviceSupportedFeatures::Type::Touch };


description: Returns true if this hardware device has ALL of the given supported feature flags

code: bool HasAllSupportedFeatures ( const [EHardwareDeviceSupportedFeatures::Type](API\Runtime\Engine\GameFramework\EHardwareDeviceSupportedFeatures-) FlagsToCheck ) const


description: Returns true if this hardware device has ANY of the given supported feature flags

code: bool HasAnySupportedFeatures ( const [EHardwareDeviceSupportedFeatures::Type](API\Runtime\Engine\GameFramework\EHardwareDeviceSupportedFeatures-) FlagsToCheck ) const


className: Invalid

description: An Invalid Hardware Device Identifier.

code: static [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) Invalid = { NAME_None, NAME_None, EHardwareDevicePrimaryType::Unspecified, EHardwareDeviceSupportedFeatures::Type::Unspecified };


description: Returns true if this hardware device Identifier has valid names

code: bool IsValid() const


code: bool operator== ( const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & Other ) const


code: bool operator!= ( const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & Other ) const


description: Returns a string containing the Input Class Name and HardwareDeviceIdentifier properties concatenated together.


code: FHardwareDeviceIdentifier ( const [FName](API\Runtime\Core\UObject\FName) InClassName, const [FName](API\Runtime\Core\UObject\FName) InHardwareDeviceIdentifier, EHardwareDevicePrimaryType InPrimaryType, [EHardwareDeviceSupportedFeatures::Type](API\Runtime\Engine\GameFramework\EHardwareDeviceSupportedFeatures-) Flags )


className: FHardwareDeviceIdentifier

description: An identifier that can be used to determine what input devices are available based on theFInputDeviceScope. These mappings should match aFInputDeviceScopethat is used by anIInputDevice

code: struct FHardwareDeviceIdentifier

HardwareDeviceIdentifier

description: The name of this hardware device.

InputClassName

description: The name of the Input Class that uses this hardware device.

PrimaryDeviceType

type: EHardwareDevice...

description: The generic type that this hardware identifies as. This can be used to easily determine behaviors

SupportedFeaturesMask

description: Flags that represent this hardware device's traits


className: FHardwareInputDeviceChanged

description: Delegate called when a user changed the hardware they are using for input.

code: class FHardwareInputDeviceChanged


description: Retrieve the correct material proxy settings based on the simplification method.


description: Handles deprecated properties

code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FHierarchicalSimplification

code: struct FHierarchicalSimplification

ApproximateSettings

type: FMeshApproximat...

description: Approximate settings, used if SimplificationMethod is Approximate

bAllowSpecificExclusion

type: uint8:  1

bOnlyGenerateClustersForVolumes

type: uint8: 1

description: Only generate clusters for HLOD volumes

bReusePreviousLevelClusters

description: Will reuse the clusters generated for the previous (lower) HLOD level

DesiredBoundRadius

description: Desired Bounding Radius for clustering - this is not guaranteed but used to calculate filling factor for auto clustering

DesiredFillingPercentage

description: Desired Filling Percentage for clustering - this is not guaranteed but used to calculate filling factor for auto clustering

MergeSetting

type: FMeshMergingSet...

description: Merge settings, used if SimplificationMethod is Merge

MinNumberOfActorsToBuild

description: Min number of actors to build LODActor

ProxySetting

type: FMeshProxySetti...

description: Simplification settings, used if SimplificationMethod is Simplify

SimplificationMethod

type: EHierarchicalSi...

TransitionScreenSize

description: The screen radius an mesh object should reach before swapping to the LOD actor, once one of parent displays, it won't draw any of children.


description: Should other boxes be processed if this box is clicked.

code: const bool ConsumesInput() const


description: Debug render for this hitbox.

code: void Draw ( class [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor ) const


description:
Are the given coordinates within this hitbox.
true if coordinates are within this hitbox.

code: bool Contains ( FVector2D InCoords ) const


description: Get the name of this hitbox.

code: const [FName](API\Runtime\Core\UObject\FName) & GetName() const


description: Get the priority of this hitbox.

code: const int32 GetPriority() const


description: Constructor for a hitbox.

code: FHUDHitBox ( FVector2D InCoords, FVector2D InSize, const [FName](API\Runtime\Core\UObject\FName) & InName, bool bInConsumesInput, int32 InPriority )


className: FHUDHitBox

description: GetHitBoxWithName()

code: class FHUDHitBox


code: bool operator== ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & Other ) const


code: FInputActionKeyMapping ( const [FName](API\Runtime\Core\UObject\FName) InActionName, const [FKey](API\Runtime\InputCore\FKey) InKey, const bool bInShift, const bool bInCtrl, const bool bInAlt, const bool bInCmd )


className: FInputActionKeyMapping

code: struct FInputActionKeyMapping

ActionName

description: Friendly name of action, e.g "jump"

bAlt

description: True if one of the Alt keys must be down when the KeyEvent is received to be acknowledged

bCmd

description: True if one of the Cmd keys must be down when the KeyEvent is received to be acknowledged

bCtrl

description: True if one of the Ctrl keys must be down when the KeyEvent is received to be acknowledged

bShift

description: True if one of the Shift keys must be down when the KeyEvent is received to be acknowledged

Key

type: FKey

description: Key to bind it to.


code: bool operator< ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & Other ) const


code: bool operator== ( const [FInputActionSpeechMapping](API\Runtime\Engine\GameFramework\FInputActionSpeechMapping) & Other ) const


code: bool operator< ( const [FInputActionSpeechMapping](API\Runtime\Engine\GameFramework\FInputActionSpeechMapping) & Other ) const


code: FInputActionSpeechMapping ( const [FName](API\Runtime\Core\UObject\FName) InActionName, const [FName](API\Runtime\Core\UObject\FName) InSpeechKeyword )


className: FInputActionSpeechMapping

code: struct FInputActionSpeechMapping


className: FInputAxisConfigEntry

description: Configurable properties for control axes.

code: struct FInputAxisConfigEntry

AxisKeyName

description: Axis Key these properties apply to

AxisProperties

type: FInputAxisPrope...

description: Properties for the Axis Key


code: bool operator== ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & Other ) const


code: bool operator< ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & Other ) const


code: FInputAxisKeyMapping ( const [FName](API\Runtime\Core\UObject\FName) InAxisName, const [FKey](API\Runtime\InputCore\FKey) InKey, const float InScale )


className: FInputAxisKeyMapping

code: struct FInputAxisKeyMapping

AxisName

description: Friendly name of axis, e.g "MoveForward"

Key

description: Key to bind it to.

Scale

description: Multiplier to use for the mapping when accumulating the axis value


className: FInputAxisProperties

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

code: struct FInputAxisProperties

bInvert

description: Inverts reported values for this axis

DeadZone

description: What the dead zone of the axis is. For control axes such as analog sticks.

Exponent

description: For applying curves to [0..1] axes, e.g. analog sticks

Sensitivity

description: Scaling factor to multiply raw value by.


className: InvalidHandle

description: An invalid Input Device Property handle


description: Returns true if this handle is valid

code: bool IsValid() const


code: bool operator== ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) & Other ) const


code: bool operator!= ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) & Other ) const


description: Private constructor because we don't want any other users to make a valid device property handle.

code: FInputDevicePropertyHandle &40; uint32 InternalID &41;


className: FInputDevicePropertyHandle

description: A handle to an active input device property that is being used by the InputDeviceSubsytem.

code: struct FInputDevicePropertyHandle


description: Get the delta of the given axis for 1D axis

code: double Get1DAxisDelta() const


description: Get the delta of the given axis for 2D axis

code: FVector2D Get2DAxisDelta() const


description: Get the delta of the given axis for 3D axis

code: FVector Get3DAxisDelta() const


description: Returns true if the Key used for this input is a gamepad key

code: bool IsGamepad() const


code: FInputKeyParams ( [FKey](API\Runtime\InputCore\FKey) InKey, enum EInputEvent InEvent, FVector InDelta, bool bGamepadOverride, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice )


code: FInputKeyParams ( [FKey](API\Runtime\InputCore\FKey) InKey, enum EInputEvent InEvent, double InDelta, bool bGamepadOverride, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice )


code: FInputKeyParams ( [FKey](API\Runtime\InputCore\FKey) InKey, double InDelta, float InDeltaTime, int32 InNumSamples, bool bGamepadOverride, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice )


code: FInputKeyParams ( [FKey](API\Runtime\InputCore\FKey) InKey, FVector InDelta, float InDeltaTime, int32 InNumSamples, bool bGamepadOverride, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice )


className: FInputKeyParams

description: Paramaters to be considered when callingUPlayerInput::InputKey.

code: struct FInputKeyParams

bIsGamepadOverride

description: If set to true, treat this input event as if it were from a gamepad, whether theFKeyis a gamepad key or not.

Delta

type: FVector

description: The Delta that the given key/axis has been changed by

DeltaTime

description: The time between the previous frame and the current one

Event

type: enum EInputEven...

description: The event that has caused a Button key to be considered

InputDevice

type: FInputDeviceId

description: The input device that has triggered this input

Key

description: The key that has been pressed

NumSamples

description: The number of samples to be taken into account with theFKeyState::SampleCountAccumulator


description: Derived classes override this function to apply the necessary settings for the desired input mode

code: void ApplyInputMode ( class [FReply](API\Runtime\SlateCore\Input\FReply) & SlateOperations, class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) & GameViewportClient ) const


description: Returns the name of this input mode for debug display when you call the "showdebug input" command.

code: virtual const [FString](API\Runtime\Core\Containers\FString) & GetDebugDisplayName() const


description: Utility functions for derived classes.

code: void SetFocusAndLocking ( [FReply](API\Runtime\SlateCore\Input\FReply) & SlateOperations, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidgetToFocus, bool bLockMouseToViewport, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SViewport](API\Runtime\Slate\Widgets\SViewport) > InViewportWidget ) const


code: virtual bool ShouldFlushInputOnViewportFocus() const


className: FInputModeDataBase

description: Abstract base class for Input Mode structures

code: struct FInputModeDataBase


code: virtual void ApplyInputMode ( [FReply](API\Runtime\SlateCore\Input\FReply) & SlateOperations, class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) & GameViewportClient ) const


description: Whether to hide the cursor during temporary mouse capture caused by a mouse down

code: [FInputModeGameAndUI](API\Runtime\Engine\GameFramework\FInputModeGameAndUI) & SetHideCursorDuringCapture ( bool InHideCursorDuringCapture )


description: Sets the mouse locking behavior of the viewport

code: [FInputModeGameAndUI](API\Runtime\Engine\GameFramework\FInputModeGameAndUI) & SetLockMouseToViewportBehavior ( EMouseLockMode InMouseLockMode )


description: Widget to focus

code: [FInputModeGameAndUI](API\Runtime\Engine\GameFramework\FInputModeGameAndUI) & SetWidgetToFocus ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidgetToFocus )


className: FInputModeGameAndUI

description: Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

code: struct FInputModeGameAndUI : public [FInputModeDataBase](API\Runtime\Engine\GameFramework\FInputModeDataBase)

bHideCursorDuringCapture

type: bool

MouseLockMode

type: EMouseLockMode

WidgetToFocus

type: TSharedPtr<SWi...


description: Whether the mouse down that causes capture should be consumed, and not passed to player input processing

code: [FInputModeGameOnly](API\Runtime\Engine\GameFramework\FInputModeGameOnly) & SetConsumeCaptureMouseDown ( bool InConsumeCaptureMouseDown )


className: FInputModeGameOnly

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

code: struct FInputModeGameOnly : public [FInputModeDataBase](API\Runtime\Engine\GameFramework\FInputModeDataBase)


code: [FInputModeUIOnly](API\Runtime\Engine\GameFramework\FInputModeUIOnly) & SetLockMouseToViewportBehavior ( EMouseLockMode InMouseLockMode )


description: Widget to focus

code: [FInputModeUIOnly](API\Runtime\Engine\GameFramework\FInputModeUIOnly) & SetWidgetToFocus ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InWidgetToFocus )


className: FInputModeUIOnly

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

code: struct FInputModeUIOnly : public [FInputModeDataBase](API\Runtime\Engine\GameFramework\FInputModeDataBase)


className: FInstigatedAnyDamageSignature

code: class FInstigatedAnyDamageSignature


className: FKeyBind

description: Struct containing mappings for legacy method of binding keys to exec commands.

code: struct FKeyBind

Alt

description: Whether the alt key needs to be held when the key event occurs

bIgnoreAlt

description: Whether the alt key must not be held when the key event occurs

bIgnoreCmd

description: Whether the command key must not be held when the key event occurs

bIgnoreCtrl

description: Whether the control key must not be held when the key event occurs

bIgnoreShift

description: Whether the shift key must not be held when the key event occurs

Cmd

description: Whether the command key needs to be held when the key event occurs

Command

type: FString

description: The command to execute when the key is pressed/released

Control

description: Whether the control key needs to be held when the key event occurs

Key

description: The key to be bound to the command

Shift

description: Whether the shift key needs to be held when the key event occurs


className: FLandedSignature

code: class FLandedSignature


description: Add a manager to the subsystem, thread safe.

code: bool AddManager ( [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * Manager )


className: FLightmassWorldInfoSettings

code: struct FLightmassWorldInfoSettings

bCompressLightmaps

description: Whether to compress lightmap textures.

bGenerateAmbientOcclusionMaterialMask

description: Whether to generate textures storing the AO computed by Lightmass.

bUseAmbientOcclusion

description: If true, AmbientOcclusion will be enabled.

bVisualizeAmbientOcclusion

description: If true, override normal direct and indirect lighting with just the AO term.

bVisualizeMaterialDiffuse

description: If true, override normal direct and indirect lighting with just the exported diffuse term.

DiffuseBoost

type: float

description: Scales the diffuse contribution of all materials in the scene.

DirectIlluminationOcclusionFraction

description: How much of the AO to apply to direct lighting.

EmissiveBoost

description: Scales the emissive contribution of all materials in the scene.

EnvironmentColor

type: FColor

description: Represents a constant color light surrounding the upper hemisphere of the level, like a sky.

EnvironmentIntensity

description: Scales EnvironmentColor to allow independent color and brightness controls.

FullyOccludedSamplesFraction

description: Fraction of samples taken that must be occluded in order to reach full occlusion.

IndirectIlluminationOcclusionFraction

description: How much of the AO to apply to indirect lighting.

IndirectLightingQuality

description: Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it.

IndirectLightingSmoothness

description: Smoothness factor to apply to indirect lighting.

MaxOcclusionDistance

description: Maximum distance for an object to cause occlusion on another object.

NumIndirectLightingBounces

description: Number of light bounces to simulate for point / spot / directional lights, starting from the light source.

NumSkyLightingBounces

description: Number of skylight and emissive bounces to simulate.

OcclusionExponent

description: Higher exponents increase contrast.

StaticLightingLevelScale

description: Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm).

VolumeLightingMethod

type: TEnumAsByte< en...

description: Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume

VolumeLightSamplePlacementScale

description: Scales the distances at which volume lighting samples are placed.

VolumetricLightmapDetailCellSize

description: Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units.

VolumetricLightmapMaximumBrickMemoryMb

description: Maximum amount of memory to spend on Volumetric Lightmap Brick data.

description: Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing.


description: Helper that converts a position (world space) into a coordinate for the LWI grid.

code: static FInt32Vector3 ConvertPositionToCoord ( const FVector & InPosition )


description: Returns a handle to a new light weight instance that represents an object of type ActorClass.

code: [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) CreateNewLightWeightInstance ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, [FLWIData](API\Runtime\Engine\GameFramework\FLWIData) * InitData, [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * Layer, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Deletes the instance identified by Handle

code: void DeleteInstance ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Returns the actor specified by Handle. This may require loading and creating the actor object.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * FetchActor ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Returns an object that implements the interface I for Handle.

code: template<typename I> I * FetchInterfaceObject ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Returns the class of the instance manager best suited to support instances of type ActorClass.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindBestInstanceManagerClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


description: Returns the instance manager that handles the given handle.

code: [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * FindLightWeightInstanceManager ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


description: Returns the instance manager that handles actors of type ActorClass in level Level

code: [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * FindLightWeightInstanceManager ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * Layer, [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


description: Returns the instance manager that handles actors of type ActorClass in level Level.

code: [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * FindLightWeightInstanceManager ( [UClass](API\Runtime\CoreUObject\UObject\UClass) & ActorClass, [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const FVector & InPos, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer ) const


description: Returns the instance manager that handles instances of type Class that live in Level

code: [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * FindOrAddLightWeightInstanceManager ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Returns the instance manager that handles instances of type Class that live in Level.

code: [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * FindOrAddLightWeightInstanceManager ( [UClass](API\Runtime\CoreUObject\UObject\UClass) & ActorClass, [UWorld](API\Runtime\Engine\Engine\UWorld) & World, const FVector & InPos, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayer )


description: Returns the class of the actor specified by Handle.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorClass ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


code: static [FLightWeightInstanceSubsystem](API\Runtime\Engine\GameFramework\FLightWeightInstanceSubsystem) & Get()


className: GetFunctionCS

code: static FCriticalSection GetFunctionCS;


description: Returns the actor specified by Handle if it exists. Returns nullptr if it doesn't.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor_NoCreate ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevel ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


code: FVector GetLocation ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Returns the light weight instance manager at indexIndex.

code: const [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * GetManagerAt ( int32 Index ) const


description: Returns the index associated with Manager.

code: int32 GetManagerIndex ( const [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * Manager ) const


code: [FString](API\Runtime\Core\Containers\FString) GetName ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle )


description: Returns true if the object represented by Handle is in InLevel.

code: bool IsInLevel ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Returns true if the handle can return an object that implements the interface U.

code: template<typename U> bool IsInterfaceSupported ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) const


className: LWISubsystem

description: Application singleton

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FLightWeightInstanceSubsystem](API\Runtime\Engine\GameFramework\FLightWeightInstanceSubsystem), ESPMode::ThreadSafe > LWISubsystem;


description: Remove a manager from the subsystem, thread safe.

code: bool RemoveManager ( [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * Manager )


className: FLightWeightInstanceSubsystem

code: struct FLightWeightInstanceSubsystem


className: FLWIData

description: Used for initializing light weight instances.

code: struct FLWIData

Transform

type: FTransform


className: FMarkActorIsBeingDestroyed

description: No constructors are accessible with public or protected access.

code: struct FMarkActorIsBeingDestroyed


className: FMovementModeChangedSignature

code: class FMovementModeChangedSignature


className: FNaniteSettings

code: struct FNaniteSettings


code: uint32 GetTransactionIndex() const


code: uint32 IncrementTransactionIndex()


className: InvalidTransactionIndex

code: enum { InvalidTransactionIndex = 0U }


className: InvalidTransactionId

code: enum { InvalidTransactionId = 0U }


className: IsClientTransactionMask

code: enum { IsClientTransactionMask = 0x80000000U }


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap, bool & bOutSuccess )


code: void SetIsClientInstigator ( bool bValue )


code: bool operator== ( const [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) & Other ) const


code: void SetTransactionIndex ( uint32 TransactionIndex )


className: ValueMask

code: enum { ValueMask = ~IsClientTransactionMask }


code: FNetLevelVisibilityTransactionId()


code: FNetLevelVisibilityTransactionId &40; uint32 LevelVisibilityTransactionIndex, bool bIsClientInstigator &41;


className: FNetLevelVisibilityTransactionId

description: This structure is used to to identify NetLevelVisibility transactions between server and client

code: struct FNetLevelVisibilityTransactionId


description: For use by replication graph, connection likely null

code: FNetViewer ( [AController](API\Runtime\Engine\GameFramework\AController) * InController )


code: FNetViewer ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, float DeltaSeconds )


className: FNetViewer

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

code: struct FNetViewer

Connection

type: TObjectPtr<UNe...

InViewer

type: TObjectPtr< cla...

description: The "controlling net object" associated with this view (typically player controller)

ViewDir

description: Direction the viewer is looking

ViewLocation

description: Where the viewer is looking from

ViewTarget

description: The actor that is being directly viewed, usually a pawn. Could also be the net actor of consequence


description: Ack a given move. This move will become LastAckedMove, SavedMoves will be adjusted to only contain unAcked moves.

code: void AckMove ( int32 AckedMoveIndex, [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovementComponent )


description: Allows references to be considered during GC

code: virtual void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) const


description: Allocate a new saved move. Subclasses should override this if they want to use a custom move class.

code: virtual FSavedMovePtr AllocateNewMove()


description: Tries to pull a pooled move off the free move list, otherwise allocates a new move. Returns NULL if the limit on saves moves is hit.

code: virtual FSavedMovePtr CreateSavedMove()


description: Return a move to the free move pool. Assumes that 'Move' will no longer be referenced by anything but possibly the FreeMoves list. Clears PendingMove if 'Move' is PendingMove.

code: virtual void FreeMove ( const FSavedMovePtr & Move )


description: Finds SavedMove index for given TimeStamp. Returns INDEX_NONE if not found (move has been already Acked or cleared).

code: int32 GetSavedMoveIndex ( float TimeStamp ) const


description:
Update CurentTimeStamp from passed in DeltaTime. It will measure the accuracy between passed in DeltaTime and how Server will calculate its DeltaTime. If inaccuracy is too high, it will reset CurrentTimeStamp to maintain a high level of accuracy.
DeltaTime to use for Client's physics simulation prior to replicate move to server.

code: float UpdateTimeStampAndDeltaTime ( float DeltaTime, [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & CharacterOwner, class [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & CharacterMovementComponent )


code: FNetworkPredictionData_Client_Character ( const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & ClientMovement )


code: class FNetworkPredictionData_Client_Character : public [FNetworkPredictionData_Client](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Client), protected [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

bUpdatePosition

type: uint32: 1

ClientUpdateRealTime

description: Timestamp of last time it sent a servermove() to the server.

CurrentTimeStamp

description: Current TimeStamp for sending new Moves to the Server.

DebugForcedPacketLossTimerStart

description: Used for simulated packet loss in development builds.

FreeMoves

type: TArray< FSavedM...

LastAckedMove

type: FSavedMovePtr

LastCorrectionDelta

description: Used for remembering how much time has passed between server corrections

LastCorrectionTime

description: Used to track time of last correction

LastReceivedAckRealTime

description: Last World timestamp (undilated, real time) at which we received a server ack for a move.

LastSmoothLocation

description: Values used for visualization and debugging of simulated net corrections

MaxClientSmoothingDeltaTime

description: Max time delta between server updates over which client smoothing is allowed to interpolate.

MaxMoveDeltaTime

description: Max delta time for a given move, in real seconds Based off ofAGameNetworkManager::MaxMoveDeltaTimeconfig setting, but can be modified per actor if needed.

MaxSmoothNetUpdateDist

description: Copied value fromUCharacterMovementComponent::NetworkMaxSmoothUpdateDistance.

MeshRotationOffset

type: FQuat

description: Component space offset of the mesh. Used for rotation smoothing in net games.

MeshRotationTarget

description: Target for mesh rotation interpolation.

MeshTranslationOffset

description: World space offset of the mesh.

NoSmoothNetUpdateDist

description: Copied value fromUCharacterMovementComponent::NetworkNoSmoothUpdateDistance.

OriginalMeshRotationOffset

description: Used for rotation smoothing in net games (only used by linear smoothing).

OriginalMeshTranslationOffset

description: Mesh smoothing variables (for network smoothing)Used for position smoothing in net games

ReplaySamples

type: TArray<FCharac...

description: Array of replay samples that we use to interpolate between to get smooth location/rotation/velocity/ect

SmoothingClientTimeStamp

type: double

description: Used to track the client time as we try to match the server.

SmoothingServerTimeStamp

description: Used to track the timestamp of the last server move.

SmoothNetUpdateRotationTime

description: How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server.

SmoothNetUpdateTime

description: How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.


description: Returns base time delta to use for a ServerMove, default calculation (no time discrepancy resolution)

code: float GetBaseServerMoveDeltaTime ( float ClientTimeStamp, float ActorTimeDilation ) const


description: Returns time delta to use for the current ServerMove(). Takes into account time discrepancy resolution if active.

code: float GetServerMoveDeltaTime ( float ClientTimeStamp, float ActorTimeDilation ) const


code: FNetworkPredictionData_Server_Character ( const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & ServerMovement )


code: class FNetworkPredictionData_Server_Character : public [FNetworkPredictionData_Server](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Server), protected [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

bForceClientUpdate

description: Force client update on the next ServerMoveHandleClientError() call.

bResolvingTimeDiscrepancy

description: True if currently in the process of resolving time discrepancy

CurrentClientTimeStamp

description: Timestamp from the client of most recent ServerMove() processed for this player.

LastReceivedClientTimeStamp

description: Timestamp from the client of most recent ServerMove() received for this player, including rejected requests.

LastUpdateTime

description: Last time server updated client with a move correction

LifetimeRawTimeDiscrepancy

description: Accumulated timestamp difference between autonomous client and server for tracking long-term trends

PendingAdjustment

type: FClientAdjustme...

ServerAccumulatedClientTimeStamp

description: Timestamp of total elapsed client time.

ServerTimeStampLastServerMove

description: Server clock time when last server move was received from client (does NOT include forced moves on server)

TimeDiscrepancy

description: Current time discrepancy between client-reported moves and time passed on the server.

description: When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode where we bound move deltas by Server Deltas.

description: When bResolvingTimeDiscrepancy is true, we are in time discrepancy resolution mode whose output is this value (to be used as the DeltaTime for current ServerMove)

WorldCreationTime

description: Creation time of this prediction data, used to contextualize LifetimeRawTimeDiscrepancy


className: FOnAsyncHandleSaveGame

code: class FOnAsyncHandleSaveGame


className: FOnGameUserSettingsUINeedsUpdate

code: class FOnGameUserSettingsUINeedsUpdate


className: FOnPlayerStatePawnSet

code: class FOnPlayerStatePawnSet


className: FOnLocalPlayerSaveGameLoaded

code: class FOnLocalPlayerSaveGameLoaded


className: FOnPossessedPawnChanged

code: class FOnPossessedPawnChanged


className: FPawnControllerChangedSignature

code: struct FPawnControllerChangedSignature : public [TSparseDynamicDelegate< FPawnControllerChangedSignature_MCSignature, APawn, FPawnControllerChangedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FPawnRestartedSignature

code: struct FPawnRestartedSignature : public [TSparseDynamicDelegate< FPawnRestartedSignature_MCSignature, APawn, FPawnRestartedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


description:
Add a filter reason for an id to this player's mutelist
true if it's the first reason to block voice from user

code: bool AddVoiceBlockReason ( const FUniqueNetIdPtr & PlayerId, EVoiceBlockReasons VoiceBlockReason )


description: Server muting based on gameplay rules

code: void GameplayMutePlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & MuteId )


description: Server unmuting all players muted based on gameplay rules

code: void GameplayUnmuteAllPlayers ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC )


description: Server unmuting based on gameplay rules

code: void GameplayUnmutePlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UnmuteId )


description:
Is a given player currently muted
true if the playerid is muted, false otherwise

code: bool IsPlayerMuted ( const class [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId )


description:
Remove a filter reason for an id from this player's mutelist
true if it's the last reason blocking voice from user

code: bool RemoveVoiceBlockReason ( const FUniqueNetIdPtr & PlayerId, EVoiceBlockReasons VoiceBlockReason )


description: Tell the server to block a given player

code: void ServerBlockPlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & BlockId )


description: Tell the server to mute a given player

code: void ServerMutePlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & MuteId )


description: Tell the server to unblock a given player

code: void ServerUnblockPlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UnblockId )


description: Tell the server to unmute a given player

code: void ServerUnmutePlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwningPC, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UnmuteId )


className: FPlayerMuteList

description: Container responsible for managing the mute state of a player controller at the gameplay level (VoiceInterface handles actual muting)

code: struct FPlayerMuteList

bHasVoiceHandshakeCompleted

type: bool

description: Has server and client handshake completed

VoicePacketFilterMap

type: TUniqueNetIdMap...

description: Map of player ids and a bitfield containing filter reasons.


description: Clear root motion sources and root motion montage

code: void Clear()


description: Is Valid - animation root motion only

code: bool HasRootMotion() const


className: FRepRootMotionMontage

description: Replicated data when playing a root motion montage.

code: struct FRepRootMotionMontage

Acceleration

description: Acceleration

AnimMontage

type: TObjectPtr<UAn...

description: AnimMontage providing Root Motion

AuthoritativeRootMotion

type: FRootMotionSour...

description: State of Root Motion Sources on Authority

bIsActive

description: Whether this has useful/active data.

bRelativePosition

description: Additional replicated flag, if MovementBase can't be resolved on the client.

bRelativeRotation

description: Whether rotation is relative or absolute.

LinearVelocity

description: Velocity

Location

description: Location

MovementBase

type: TObjectPtr<UPr...

description: Movement Relative to Base

MovementBaseBoneName

type: FName

description: Bone on the MovementBase, if a skeletal mesh.

Position

description: Track position of Montage

Rotation

type: FRotator

description: Rotation


className: FRootMotionFinishVelocitySettings

description: Struct for RootMotion Finish Velocity options.

ClampVelocity

type: float

description: Clamp Velocity if Move == ClampVelocity.

Mode

type: ERootMotionFini...

description: Mode, see ERootMotionFinishVelocityMode.

SetVelocity

type: FVector

description: Set Velocity if Mode == SetVelocity.


code: FRootMotionFinishVelocitySettings()


description: Given CurrentTimeStamp, returns whether this mapping is still valid (has expired yet)

code: bool IsStillValid ( float CurrentTimeStamp )


code: FRootMotionServerToLocalIDMapping()


className: FRootMotionServerToLocalIDMapping

description: Structure for mapping RootMotionSource server IDs to those on this client


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


code: virtual void AddReferencedObjects ( class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Checks if this source has timed out and marks for removal if necessary

code: virtual void CheckTimeOut()


description: newly allocated copy of thisFRootMotionSource. Must be overridden by child classes.

code: virtual [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Clone() const


description: the Duration - the length of this root motion - < 0 for infinite (to be removed manually)

code: float GetDuration() const


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


description: the StartTime - time this source should start (in character movement client time)

code: float GetStartTime() const


description: the CurrentTime - amount of time elapsed so far for this source

code: float GetTime() const


description: True when this RootMotionSource should be affecting root motion

code: virtual bool IsActive() const


description: whether the start time has been set

code: bool IsStartTimeValid() const


description: whether this source will be removed when CurrentTime reaches Duration

code: virtual bool IsTimeOutEnabled() const


description:
Should be overridden by child classes, as default implementation only contains basic equivalency checks
Whether this is the same RootMotionSource as Other. This is used for networking when clients receive RootMotionSource data from the server and need to decide which local RootMotionSource to compare and apply the corrections to. This is required due to RootMotionSources in general being added independently on server and clients, not needing to know about each other by default.

code: virtual bool Matches ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


code: virtual bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Checks that itMatches()and has the same state (time, track position, etc.)

code: virtual bool MatchesAndHasSameState ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


description: Examples:

code: virtual void PrepareRootMotion ( float SimulationTime, float MovementTickTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent )


description: Set the CurrentTime of this source. Use this setter so that sources based on duration can get correctly marked for end

code: virtual void SetTime ( float NewTime )


code: virtual [FString](API\Runtime\Core\Containers\FString) ToSimpleString() const


description:
Mainly for server correction purposes - update this Source's state from another's, usually the authoritative state from the server's version of the Source
Whether the update was sucessful or not. Note that failure to update denotes a complete failure, and the Source will then be marked for removal. We need to remove since we don't have a way of reverting partial updates depending on where the update failed.

code: virtual bool UpdateStateFrom ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * SourceToTakeStateFrom, bool bMarkForSimulatedCatchup )


className: FRootMotionSource

description: Character movement controlled by splines/curves in-editor instead of requiring animation tweaks

code: struct FRootMotionSource

AccumulateMode

type: ERootMotionAccu...

description: Accumulation mode for this source (whether or not to additively apply this root motion or override completely)

bInLocalSpace

description: True when this RootMotionSource is contributing local space accumulation (false for world space)

bNeedsSimulatedCatchup

description: True when this RootMotionSource has been marked for simulated catchup - this Simulated version of the Source needs to catch up to where it was before being corrected by authoritative version.

bSimulatedNeedsSmoothing

description: True when this RootMotionSource is running on a SimulatedProxy and has marked itself as needing location/rotation smoothing.

CurrentTime

description: Time elapsed so far for this source

Duration

description: The length of this root motion - < 0 for infinite (to be removed manually)

FinishVelocityParams

type: FRootMotionFini...

description: Finish Velocity Parameters

InstanceName

description: This name allows us to find the source later so that we can end it.

LocalID

description: ID local to this client or server instance.

PreviousTime

description: The last Time entry we had before the lastSetTime()- used for simulated catchup

Priority

description: Priority of this source relative to other sources - higher number being the highest priority/first applied.

RootMotionParams

type: FRootMotionMove...

description: Root Motion generated by this Source

Settings

description: Settings of this source

StartTime

description: Time this source should start (in character movement client time) This is used to handle cases of inconsistent tick times (ServerMoves ticking for 1 second when root motion should have only applied for the last 0.1 seconds, or root motion source ending halfway through a 0.5 second tick)

Status

description: Status of this source


description: Helper function for accumulating additive velocity into InOutVelocity

code: void AccumulateAdditiveRootMotionVelocity ( float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent, FVector & InOutVelocity ) const


description: Helper function for accumulating override velocity into InOutVelocity

code: void AccumulateOverrideRootMotionVelocity ( float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent, FVector & InOutVelocity ) const


description: Accumulates contributions for velocity into InOutVelocity for a given type of root motion from this group

code: void AccumulateRootMotionVelocity ( ERootMotionAccumulateMode RootMotionType, float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent, FVector & InOutVelocity ) const


code: void AccumulateRootMotionVelocityFromSource ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) & RootMotionSource, float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent, FVector & InOutVelocity ) const


description: Exposes references to GC system

code: void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) const


description:
Apply a RootMotionSource to this Group
LocalID for this RMS

code: uint16 ApplyRootMotionSource ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > SourcePtr )


description: Applies a reset to the start time for each root motion when the time stamp is reset

code: void ApplyTimeStampReset ( float DeltaTime )


code: void CleanUpInvalidRootMotion ( float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent )


description: Clear the contents to return it to "empty"

code: void Clear()


description: Removes any Sources without a valid ID

code: void CullInvalidSources()


description: Get rotation output of current override root motion source, returns true if OutRotation was filled

code: bool GetOverrideRootMotionRotation ( float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent, FQuat & OutRotation ) const


description: Get a RootMotionSource from this Group by name

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > GetRootMotionSource ( [FName](API\Runtime\Core\UObject\FName) InstanceName )


description: Get a RootMotionSource from this Group by ID

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > GetRootMotionSourceByID ( uint16 RootMotionSourceID )


description: true if we have Root Motion from any source to use in PerformMovement() physics.

code: bool HasActiveRootMotionSources() const


description: true if any axis of velocity has additive velocity applied by root motion sources

code: bool HasAdditiveVelocity() const


description: true if Velocity will be overridden by root motion sources that do not affect Z velocity (matching animation root motion behavior)


description: true if Velocity will be overridden by root motion sources, meaning we can skip all normal movement-based velocity calculations

code: bool HasOverrideVelocity() const


description: true if we have Root Motion accumulated from sources to use in PerformMovement() physics. Not valid outside of the scope of that function. Since RootMotion is extracted and used in it.

code: bool HasRootMotionToApply() const


description: true if any axis of velocity is modified by root motion sources

code: bool HasVelocity() const


description: Serialize the root motion sources and their states for this group

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess, uint8 MaxNumRootMotionSourcesToSerialize )


description: Gets whether any active root motion source has been marked to need NetworkSmoothing as a SimulatedProxy

code: bool NeedsSimulatedSmoothing() const


description: Helper function for serializing array of root motion sources

code: static void NetSerializeRMSArray ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > > & RootMotionSourceArray, uint8 MaxNumRootMotionSourcesToSerialize )


description: Copy operator - deep copy so it can be used for archiving/saving off moves

code: [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & operator= ( const [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & Other )


description: Comparison operator - needs matching Sources along with identical states in those sources

code: bool operator== ( const [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & Other ) const


description: Generates root motion by accumulating transforms through current root motion sources.

code: void PrepareRootMotion ( float DeltaTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & InMoveComponent, bool bForcePrepareAll )


description: Remove a RootMotionSource from this Group by ID

code: void RemoveRootMotionSourceByID ( uint16 RootMotionSourceID )


description: Remove a RootMotionSource from this Group by name

code: void RemoveRootMotionSource ( [FName](API\Runtime\Core\UObject\FName) InstanceName )


description: Sets the StartTime of all pending root motion sources to be at least this time, can be used on servers to match client-side start times

code: void SetPendingRootMotionSourceMinStartTimes ( float NewStartTime )


description:
Update contained Sources to state in matching sources from other group. Used for correcting root motion state when receiving authoritative state from server.
whether it successfully updated state

code: void UpdateStateFrom ( const [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & GroupToTakeStateFrom, bool bMarkForSimulatedCatchup )


description: Comparison operator

code: bool operator!= ( const [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & Other ) const


className: FRootMotionSourceGroup

description: Group of Root Motion Sources that are applied

code: struct FRootMotionSourceGroup

bHasAdditiveSources

type: uint8: 1

description: Whether this group has additive root motion sources

bHasOverrideSources

description: Whether this group has override root motion sources that have IgnoreZAccumulate flag

bIsAdditiveVelocityApplied

description: True when we had additive velocity applied last tick, checked to know if we should restore LastPreAdditiveVelocity before a Velocity computation

LastAccumulatedSettings

description: Aggregate Settings of the last group of accumulated sources

LastPreAdditiveVelocity

description: Saved off pre-additive-applied Velocity, used for being able to reliably add/remove additive velocity from currently computed Velocity (otherwise we would be removing additive velocity that no longer exists, like if you run into a wall and your Velocity becomes 0 - subtracting the velocity that we added heading into the wall last tick would make you go backwards. With this method we override that resulting Velocity due to obstructions

PendingAddRootMotionSources

type: TArray<TShared...

description: Root Motion Sources to be added next frame

RootMotionSources

description: Root Motion Sources currently applied in this Group


code: bool HasFlag ( ERootMotionSourceSettingsFlags Flag ) const


description: Accumulate settings with one another.

code: [FRootMotionSourceSettings](API\Runtime\Engine\GameFramework\FRootMotionSourceSettings) & operator+= ( const [FRootMotionSourceSettings](API\Runtime\Engine\GameFramework\FRootMotionSourceSettings) & Other )


code: void SetFlag ( ERootMotionSourceSettingsFlags Flag )


code: void UnSetFlag ( ERootMotionSourceSettingsFlags Flag )


className: FRootMotionSourceSettings

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

code: struct FRootMotionSourceSettings


code: bool HasFlag ( ERootMotionSourceStatusFlags Flag ) const


code: void UnSetFlag ( ERootMotionSourceStatusFlags Flag )


code: void SetFlag ( ERootMotionSourceStatusFlags Flag )


className: FRootMotionSourceStatus

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

code: struct FRootMotionSourceStatus


code: virtual void AddReferencedObjects ( class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: newly allocated copy of thisFRootMotionSource. Must be overridden by child classes.

code: virtual [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Clone() const


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


description:
Should be overridden by child classes, as default implementation only contains basic equivalency checks
Whether this is the same RootMotionSource as Other. This is used for networking when clients receive RootMotionSource data from the server and need to decide which local RootMotionSource to compare and apply the corrections to. This is required due to RootMotionSources in general being added independently on server and clients, not needing to know about each other by default.

code: virtual bool Matches ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


description: Checks that itMatches()and has the same state (time, track position, etc.)

code: virtual bool MatchesAndHasSameState ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


code: virtual bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Examples:

code: virtual void PrepareRootMotion ( float SimulationTime, float MovementTickTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent )


code: virtual [FString](API\Runtime\Core\Containers\FString) ToSimpleString() const


description:
Mainly for server correction purposes - update this Source's state from another's, usually the authoritative state from the server's version of the Source
Whether the update was sucessful or not. Note that failure to update denotes a complete failure, and the Source will then be marked for removal. We need to remove since we don't have a way of reverting partial updates depending on where the update failed.

code: virtual bool UpdateStateFrom ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * SourceToTakeStateFrom, bool bMarkForSimulatedCatchup )


description: ConstantForce applies a fixed force to the target

code: struct FRootMotionSource_ConstantForce : public [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource)

StrengthOverTime

type: TObjectPtr<UCu...


code: FVector GetPathOffset ( float MoveFraction ) const


code: FVector GetRelativeLocation ( float MoveFraction ) const


description: whether this source will be removed when CurrentTime reaches Duration

code: virtual bool IsTimeOutEnabled() const


code: virtual ~FRootMotionSource_JumpForce()


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

code: struct FRootMotionSource_JumpForce : public [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource)


code: FVector GetPathOffsetInWorldSpace ( const float MoveFraction ) const


code: void SetTargetLocation ( FVector NewTargetLocation )


description: Set the CurrentTime of this source. Use this setter so that sources based on duration can get correctly marked for end

code: virtual void SetTime ( float NewTime )


description: MoveToDynamicForce moves the target to a given location in world space over the duration, where the end location is dynamic and can change during the move (meant to be used for things like moving to a moving target)

code: struct FRootMotionSource_MoveToDynamicForce : public [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource)

TargetLocation

description: Dynamically-changing location of target, which may be altered while this movement is ongoing.


code: virtual void AddReferencedObjects ( class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Clone() const


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetScriptStruct() const


code: virtual bool Matches ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


code: virtual bool MatchesAndHasSameState ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Other ) const


code: virtual bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Examples:

code: virtual void PrepareRootMotion ( float SimulationTime, float MovementTickTime, const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) & MoveComponent )


code: virtual [FString](API\Runtime\Core\Containers\FString) ToSimpleString() const


code: virtual bool UpdateStateFrom ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * SourceToTakeStateFrom, bool bMarkForSimulatedCatchup )


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

code: struct FRootMotionSource_MoveToForce : public [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource)


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

code: struct FRootMotionSource_RadialForce : public [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource)

LocationActor

type: TObjectPtr<AAc...


description: Allows references to be considered during GC

code: virtual void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector ) const


description: Returns true if this move can be combined with NewMove for replication without changing any behavior

code: virtual bool CanCombineWith ( const FSavedMovePtr & NewMove, [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * InCharacter, float MaxDelta ) const


description: Clear saved move properties, so it can be re-used.

code: virtual void Clear()


description: Combine this move with an older move and update relevant state.

code: virtual void CombineWith ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * OldMove, [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * InCharacter, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, const FVector & OldStartLocation )


className: CompressedFlags

description: Bit masks used byGetCompressedFlags()to encode movement information.

code: enum CompressedFlags { FLAG_JumpPressed = 0x01, FLAG_WantsToCrouch = 0x02, FLAG_Reserved_1 = 0x04, FLAG_Reserved_2 = 0x08, FLAG_Custom_0 = 0x10, FLAG_Custom_1 = 0x20, FLAG_Custom_2 = 0x40, FLAG_Custom_3 = 0x80, }


className: EPostUpdateMode

code: enum EPostUpdateMode { PostUpdate_Record, PostUpdate_Replay, }


description: Returns a byte containing encoded special movement information (jumping, crouching, etc.)

code: virtual uint8 GetCompressedFlags() const


description: Packs control rotation for network transport

code: virtual void GetPackedAngles ( uint32 & YawAndPitchPack, uint8 & RollPack ) const


description: Returns starting position if we were to revert the move, either absolute StartLocation, or StartRelativeLocation offset from MovementBase's current location (since we want to try to move forward at this time).

code: virtual FVector GetRevertedLocation() const


description: Returns true if this move is an "important" move that should be sent again if not acked by the server

code: virtual bool IsImportantMove ( const FSavedMovePtr & LastAckedMove ) const


description: Compare current control rotation with stored starting data

code: virtual bool IsMatchingStartControlRotation ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC ) const


code: [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) & operator= ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) & )


code: [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) & operator= ( [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) && )


description: Set the properties describing the final position, etc. of the moved pawn.

code: virtual void PostUpdate ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * C, [EPostUpdateMode](API\Runtime\Engine\GameFramework\FSavedMove_Character\EPostUpdateMode) PostUpdateMode )


description: Called before ClientUpdatePosition uses this SavedMove to make a predictive correction

code: virtual void PrepMoveFor ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * C )