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Engine

Interface Summary
CustomPropertyItemHandler Provides an interface for overriding the default behavior of routing and applying property values received from a custom editor property window item. Classes which implement this interface would also need to specify custom property item windows @see UnrealEd.CustomPropertyItemBindings Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
EditorLinkSelectionInterface 
Interface_NavigationHandle Interface for actors that use NavigationHandle - implementations of this interface describe what constraints and parameters to use when searching for a path across the nav mesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Interface_NavMeshPathObject Interface for path objects which need to interface with the navmesh - mostly provides a linkage from edges in the mesh to an object in the game. Useful for specifc edges which need special handling (e.g. ladders). This interface does not provide methods for altaring the mesh at runtime, for that see Interface_navMeshPathObstacle (which can be used in conjunction with this interface) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Interface_NavMeshPathObstacle Interface for (primarily) dynamic objects which should affect the navigation mesh at runtime. Used to split the navmesh poly with the shape provided. And then Interface_NavMeshPathObject will do the work for determining whether or not a path is valid IF you have PreserveInternalPolys returning TRUE. Otherwise those polys have been removed from the navmesh (e.g. a giant metal cube landing on the ground). Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Interface_NavMeshPathSwitch Interface for path objects which need to interface with the navmesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Interface_Speaker Interface for actors that can Speak Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
OnlineAccountInterface This interface provides account creation and enumeration functions  
OnlineCommunityContentInterface This interface deals with uploading, finding, and downloading of in game created binary data (screenshots, demo recordings, ghosts, etc.) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
OnlineContentInterface This interface provides accessors to the platform specific content system (ie downloadable content, etc)  
OnlineEventsInterface This interface deals with capturing gameplay events for logging with an online service  
OnlineGameInterface This interface deals with the online games. It creates, destroys, performs searches for online games. This interface is overloaded to provide custom matchmaking services  
OnlineNewsInterface This interface provides functions for reading game specific news and announcements  
OnlinePartyChatInterface This interface provides extended player functionality not supported by all platforms. The OnlineSubsystem will return NULL when requesting this interface on a platform where it is not supporeted.  
OnlinePlayerInterface This interface provides accessors to the platform specific player methods. NOTE: All players are referenced by their controller number, which is zero on the PC.  
OnlinePlayerInterfaceEx This interface provides extended player functionality not supported by all platforms. The OnlineSubsystem will return NULL when requesting this interface on a platform where it is not supporeted.  
OnlineStatsInterface This interface deals with reading & writing stats to the online subsytem.  
OnlineSuppliedUIInterface This interface provides accessors to platform-supplied UIs  
OnlineSystemInterface This interface provides accessors to the platform specific system methods, features that do not pertain to a single user but to the game as a whole.  
OnlineTitleFileInterface This interface provides accessors to the platform specific tile file downloading  
OnlineVoiceInterface This interface deals with voice over IP. It is responsible for registering, unregistering, and filtering talkers. It also handles special voice effects. This interface also provides hooks for accessing the raw data to perform operations on it, such as speech recognition, lip sync, etc.  
UIDataStorePublisher Provides an interface for working with objects which both retrieve and publish data using data stores. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStoreSubscriber Provides an interface for working with objects which retrieve data using data stores. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIListElementCellProvider Provides an interface for objects which provide data for list element cells. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIListElementProvider Provides an interface for providing a UIList with a collection of data through the UIListElement interface Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Class Summary
AccessControl 
Actor 
ActorComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAI Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. The base class of all ambient sound types  
ActorFactoryAmbientSoundMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSoundNonLoop Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSoundSimple Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSoundSimpleToggleable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryApexClothing 
ActorFactoryApexDestructible 
ActorFactoryArchetype Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryCoverLink Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDecal Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDecalMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDominantDirectionalLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDominantDirectionalLightMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDynamicSM Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryEmitter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryFogVolumeConstantDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryFogVolumeLinearHalfspaceDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryFogVolumeSphericalDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryFracturedStaticMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryInteractiveFoliage Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryLensFlare Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryMover Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPathNode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPhysicsAsset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPlayerStart Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPylon Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryRigidBody Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactorySkeletalMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactorySkeletalMeshCinematic Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactorySkeletalMeshMAT Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryStaticMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryTrigger Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ActorFactoryVehicle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Admin Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AdvancedReachSpec 
AICommandBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AICommandNodeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AICommandNodeRoot Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AIController 
AIGatherNodeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AISwitchablePylon 
AITree Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AITree_DMC_Base Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientOcclusionEffect AmbientOcclusionEffect - A screen space ambient occlusion implementation. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSoundMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSoundNonLoop Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSoundNonLoopingToggleable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSoundSimple Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AmbientSoundSimpleToggleable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm Baseclass for animation compression algorithms. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_Automatic Animation compression algorithm that is just a shell for trying the range of other compression schemes and pikcing the smallest result within a configurable error threshold. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_BitwiseCompressOnly Bitwise animation compression only; performs no key reduction. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_PerTrackCompression Keyframe reduction algorithm that removes keys which are linear interpolations of surrounding keys, as well as choosing the best bitwise compression for each track independently. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RemoveEverySecondKey Keyframe reduction algorithm that simply removes every second key. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RemoveLinearKeys Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RemoveTrivialKeys Removes trivial frames -- frames of tracks when position or orientation is constant over the entire animation -- from the raw animation data. If both position and rotation go down to a single frame, the time is stripped out as well. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RevertToRaw Reverts any animation compression, restoring the animation to the raw data. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimMetaData Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Definition of AnimMetaData class Warning: those are not instanced per AnimNodeSequence, they are solely attached to an AnimSequence. Therefore they can be affecting multiple nodes at the same time!  
AnimMetaData_SkelControl Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimMetaData_SkelControlKeyFrame Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeAdditiveBlending Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeAimOffset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlend Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByBase AnimNodeBlendByBase.uc Looks at the base of the Pawn that owns this node and blends accordingly. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByPhysics AnimNodeBlendByPhysics.uc Looks at the physics of the Pawn that owns this node and blends accordingly. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByPosture AnimNodeBlendByPosture.uc Looks at the posture of the Pawn that owns this node and blends accordingly. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByProperty AnimNodeBlendByProperty.uc Looks at a specific property of the Pawn and will blend between two inputs based on its value Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendBySpeed AnimNodeBlendBySpeed Blends between child nodes based on the owners speed and the defined constraints. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendDirectional Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendList Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendMultiBone Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendPerBone Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeCrossfader AnimNodeCrossfader This single node allows to crossfade between 2 animations through script control. A typical usage scenario would be to blend between 2 player idle animations. This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeMirror Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodePlayCustomAnim Gives code control to override an AnimTree branch, with a custom animation. . Normal branch is the normal tree branch (for example Human upper body). . Custom branch must be connected to an AnimNodeSequence. This node can then take over the upper body to play a cutom animation given various parameters. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeRandom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeScalePlayRate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeScaleRateBySpeed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeSequence Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeSequenceBlendBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This class encapsulates a common interface to extract multiple animation data and blend it.  
AnimNodeSequenceBlendByAim Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNodeSlot Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Slot for Matinee controlled Animation Trees. Each slot will be able to blend a defined number of channels (AnimNodeSequence connections).  
AnimNodeSynch Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Animation Node used to synch childs. Would be typically used to synch several walk/run/crouch cycles together. This node works by using the most relevant node in the final blend as the master node, to update all the others (slaves). This requires all cycles to be relatively synched (i.e. left foot is down on all cycles at 0.25% of the animation, regarless of its length).  
AnimNode_MultiBlendPerBone Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_CameraEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_ClothingMaxDistanceScale Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Footstep Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_ForceField Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Kismet Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_PawnMaterialParam AnimNotify_PawnMaterialParam Control MaterialInstanceConstant Scalar parameters through AnimNotifies Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_PlayFaceFXAnim Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Play a facial animation on a character.  
AnimNotify_PlayParticleEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Rumble Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Script The implmenting class (usually a pawn) needs to have a function named the same as the that is specified in the AnimNotify. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Scripted Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Sound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Trails Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. AnimNotify for having a Trails emitter spawn based on an animation.  
AnimNotify_ViewShake Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimObject Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimSequence One animation sequence of keyframes. Contains a number of tracks of data. The Outer of AnimSequence is expected to be its AnimSet. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimSet This is a set of AnimSequences All sequence have the same number of tracks, and they relate to the same bone names. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AnimTree Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ApexAsset This is the base class for ApexAssets  
ApexClothingAsset 
ApexComponentBase 
ApexDestructibleActorThis class defines a single instance of a destructible asset  
ApexDestructibleActorSpawnable 
ApexDestructibleAssetThis class fully describes an APEX destructible asset and associated propreties  
ApexDestructibleDamageParameters 
ApexDynamicComponent 
ApexGenericAssetThis class defines an Apex Generic Asset An Apex Generic asset is any APEX asset that is described purely as a data blob and does not have any factories associated with it.  
ApexStaticComponent  
ApexStaticDestructibleComponent This is the base class for static destructible components  
ArrowComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AudioComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AudioDevice Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AutoLadder 
AutoNavMeshPathObstacleUnregister this object's sole purpose is to bind the lifetime of itself with that of a pathobstacle.. such that when this object is garbage collected the path obstacle is unregistered. Only the object implementing Interface_navMeshpathObstacle should reference this, so that the lifetime of this object is direclty coupled with that object Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
AutoTestManager 
BlockingVolume 
BlurEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Blur post process effect  
BookMark 
BookMark2D Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Simple class to store 2D camera information.  
BroadcastHandler 
Brush 
BrushComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
BrushShape 
Camera Camera: defines the Point of View of a player in world space. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CameraActor 
CameraAnim CameraAnim: defines a pre-packaged animation to be played on a camera. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CameraAnimInst CameraAnim: defines a pre-packaged animation to be played on a camera. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CameraConeComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CameraModifier Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CameraModifier_CameraShake Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Camera modifier that provides support for code-based oscillating camera shakes.  
CameraShake Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Object that encapsulates parameters for defining a camera shake. a code-driven (oscillating) screen shake.  
Canvas 
CeilingReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CheatManager 
ClipPadEntry 
CodecMovie Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CodecMovieFallback Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ColorScaleVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Console 
Controller 
CoverGroup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CoverGroupRenderingComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CoverLink Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CoverMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CoverReplicatorthis handles replicating cover changes to a client can't use variable replication on the CoverLinks because the slots list is a dynamic array also, that could potentially be a whole lot of channels if LDs mess with a lot of cover via Kismet, so this is more efficient  
CoverSlipReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CrowdAgentBase This is the base class for crowd agents. Allows us to interact with it in the Engine module. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CrowdPopulationManagerBase This is the base class for crowd population managers. Needed so can have a reference in the WorldInfo. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CullDistanceVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
CurveEdPresetCurve 
CylinderComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DamageType DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any DamageType! Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DataStoreClient Creates and manages all globally accessible persistent data stores. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DebugCameraController 
DebugCameraHUD 
DebugCameraInput 
DecalActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DecalActorBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DecalActorMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DecalComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DecalManager Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DecalMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DefaultPhysicsVolume 
DirectionalLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DirectionalLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DirectionalLightToggleable Toggleable version of DirectionalLight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatConstant Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatConstantCurve Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatParameterBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatParticleParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatSoundParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatUniform Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionFloatUniformCurve Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorConstant Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorConstantCurve Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorParameterBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorParticleParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorUniform Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DistributionVectorUniformCurve Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DMC_Base Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DMC_Prototype Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DmgType_Crushed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DmgType_Fell Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DmgType_Suicided Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DmgType_Telefragged Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DOFAndBloomEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Depth of Field post process effect  
DOFBloomMotionBlurEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DOFEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Depth of Field post process effect  
DominantDirectionalLight Dominant version of DirectionalLight that generates static shadow maps. There can only be one! Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantDirectionalLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantDirectionalLightMovable Version of DominantDirectionalLight that can be rotated in game and doesn't generate precomputed lighting or shadowing. There can only be one dominant directional light in a given level. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantPointLight Dominant version of PointLight that generates static shadowmaps. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantPointLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantSpotLight Dominant version of SpotLight that generates static shadowmaps. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DominantSpotLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DoorMarkerused to mark a door; handles the usability of paths through it and any special actions needed to open it  
DownloadableContentEnumerator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This object is responsible for the enumeration of downloadable content bundles  
DownloadableContentManager Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This object is responsible for the installation and removal of downloadable content  
DrawBoxComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawCapsuleComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawConeComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawCylinderComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawFrustumComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawLightConeComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawLightRadiusComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawPylonRadiusComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawQuadComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawSoundRadiusComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DrawSphereComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DroppedPickup 
DynamicAnchora dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving along a perfectly normal NavigationPoint connected to the network just like any other. DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use.  
DynamicBlockingVolume This is a movable blocking volume. It can be moved by matinee, being based on dynamic objects, etc.  
DynamicCameraActor 
DynamicLightEnvironmentComponent This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DynamicPhysicsVolume This is a movable physics volume. It can be moved by matinee, being based on dynamic objects, etc.  
DynamicPylon 
DynamicSMActor 
DynamicSMActor_Spawnable Concrete version of DynamicSMActor for spawning mid-game. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
DynamicTriggerVolume This is a movable trigger volume. It can be moved by matinee, being based on dynamic objects, etc.  
EdCoordSystem 
Emitter 
EmitterCameraLensEffectBase Base class for Camera Lens Effects. Needed so we can have AnimNotifies be able to show camera effects in a nice drop down Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
EmitterPool this class manages a pool of ParticleSystemComponents it is meant to be used for single shot effects spawned during gameplay to reduce object overhead that would otherwise be caused by spawning dozens of Emitters Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
EmitterSpawnable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Engine 
EngineTypes Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This will hold all of our enums and types and such that we need to use in multiple files where the enum can'y be mapped to a specific file.  
EnvironmentVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to define certain gameplay areas, and has optional support for interacting with the NavMesh (To block some types of enemies from pathing through it).  
ExponentialHeightFog Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ExponentialHeightFogComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FacebookIntegration Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This is the base class for Facebook integration (each platform has a subclass  
FaceFXAnimSet Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FaceFXAsset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FailedConnect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FileLog Opens a file on disk for logging purposes. Spawn one, then call OpenLog() with the desired file name, output using Logf(), and then finally call CloseLog(), or destroy the FileLog actor. This functionality has been moved to the new FileWriter class. Stubs have been left here for compatibility Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FileWriter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This is a simple class that allows for secure writing of output files from within Script. The directory to which it writes files is determined by the file type member variable.  
FloorToCeilingReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FluidInfluenceActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FluidInfluenceComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FluidSurfaceActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FluidSurfaceActorMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FluidSurfaceComponent Utility component for drawing an interactive body of fluid. Origin is at the component location.  
FogVolumeConeDensityComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeConeDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeConstantDensityComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeConstantDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeDensityComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeLinearHalfspaceDensityComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeLinearHalfspaceDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeSphericalDensityComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FogVolumeSphericalDensityInfo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Font A font object, containing information about a set of glyphs. The glyph bitmaps are stored in the contained textures, while the font database only contains the coordinates of the individual glyph. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FontImportOptions Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForcedReachSpec 
ForceFeedbackManager This class handles various waveform activities. It manages the waveform data that is being played on any given gamepad at any given time. It is called by the player controller to start/stop/pause a waveform for a given gamepad. It is queried by the Viewport to get the current rumble state information to apply that to the gamepad. It does this by evaluating the function defined in the waveform sample data. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForceFeedbackWaveform This class manages the waveform data for a forcefeedback device, specifically for the xbox gamepads. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForceFieldShape Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForceFieldShapeBox Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForceFieldShapeCapsule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ForceFieldShapeSphere Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FracturedBaseComponent FracturedBaseComponent.uc - Declaration of the base fractured component which handles rendering with a dynamic index buffer. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FracturedSkinnedMeshComponent FracturedSkinnedMeshComponent.uc - Uses skinning to draw detached parts with as few sections as possible. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FracturedSMActorSpawnable 
FracturedStaticMeshActor 
FracturedStaticMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FracturedStaticMeshPart 
FractureManager Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
FractureMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
GameEngine 
GameInfo 
GameMessage Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
GameplayEvents Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Gameplay event interface  
GameplayEventsHandler Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Interface for processing events as they are read out of the game stats stream  
GameplayEventsReader Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Streams gameplay events recorded during a session to disk  
GameplayEventsWriter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Streams gameplay events recorded during a session to disk  
GameReplicationInfo 
GameUISceneClient UISceneClient used when playing a game. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
GameViewportClient A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running. Responsibilities: propagating input events to the global interactions list Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
GeneratedMeshAreaLight GeneratedMeshAreaLight - A light type that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
GenericParamListStatEntry Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Goal_AtActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Goal_Null Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal eval will not stop until its out of paths, and will simply return the node with the least cost  
GravityVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
HeightFog Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
HeightFogComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
HUD 
ImageBasedReflectionComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ImageReflection An actor which specifies a reflection primitive used by materials that use image based reflections. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ImageReflectionComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ImageReflectionSceneCapture An actor which specifies a reflection primitive used by materials that use image based reflections. This actor also captures the scene in a texture at lighting build time and uses that texture for image reflections. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ImageReflectionShadowPlane An actor which specifies a reflection plane used to render dynamic shadows for image reflections. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ImageReflectionShadowPlaneComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Info Info, the root of all information holding classes. Doesn't have any movement / collision related code. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InGameAdManager Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This object is responsible for the display and callbacks associated with handling ingame advertisements  
IniLocPatcher This class reads a set of files from Live/NP servers and uses it to update the game.  
Input 
InstancedStaticMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Interaction Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InteractiveFoliageActor 
InteractiveFoliageComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpActor Dynamic static mesh actor intended to be used with Matinee replaces movers Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpActor_ForCinematic This actor is meant to be used by Matinee for all of the usage scenerios where you have an invisible InterpActor moving around some track that the camera is eventually attached to. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpCurveEdSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpData InterpData Actual interpolation data, containing keyframe tracks, event tracks etc. This does not contain any Actor references or state, so can safely be stored in packages, shared between multiple Actors/SeqAct_Interps etc.  
InterpFilter InterpFilter.uc: Filter class for filtering matinee groups. By default no groups are filtered. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpFilter_Classes InterpFilter_Classes.uc: Filter class for filtering matinee groups. Used by the matinee editor to filter groups to specific classes of attached actors. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpFilter_Custom InterpFilter_Custom.uc: Filter class for filtering matinee groups. Used by the matinee editor to let users organize tracks/groups. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpGroup 
InterpGroupAI 
InterpGroupDirector 
InterpGroupInst 
InterpGroupInstAI Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpGroupInstDirector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrack Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Abstract base class for a track of interpolated data. Contains the actual data. The Outer of an InterpTrack is the InterpGroup.  
InterpTrackAnimControl 
InterpTrackAudioMaster Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackBoolProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackColorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackColorScale 
InterpTrackDirector 
InterpTrackEvent 
InterpTrackFaceFX 
InterpTrackFade 
InterpTrackFloatBase 
InterpTrackFloatMaterialParam 
InterpTrackFloatParticleParam 
InterpTrackFloatProp 
InterpTrackHeadTracking 
InterpTrackInst 
InterpTrackInstAnimControl 
InterpTrackInstAudioMaster Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstBoolProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstColorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstColorScale 
InterpTrackInstDirector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstEvent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFaceFX 
InterpTrackInstFade Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatMaterialParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatParticleParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstHeadTracking Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstLinearColorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstMorphWeight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstMove Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstParticleReplay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstProperty Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSkelControlScale Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSlomo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstToggle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstVectorMaterialParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstVectorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstVisibility Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackLinearColorBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackLinearColorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackMorphWeight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackMove 
InterpTrackMoveAxis 
InterpTrackParticleReplay 
InterpTrackSkelControlScale Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackSlomo Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackSound 
InterpTrackToggle 
InterpTrackVectorBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackVectorMaterialParam 
InterpTrackVectorProp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
InterpTrackVisibility 
Inventory 
InventoryManager 
JsonObject Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This is a generic JSON object in unrealscript  
K2Connector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2GraphBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Bool Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Exec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Float Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Int Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Object Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Rotator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_String Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Input_Vector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2NodeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_Code Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_Event Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_ForLoop Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_Func Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_FuncBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_FuncPure Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_Func_NewComp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_IfElse Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Node_MemberVar Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Output Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
K2Output_Object Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KActorFromStatic Version of KActor that can be dynamically spawned and destroyed during gameplay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KActorSpawnable Version of KActor that can be dynamically spawned and destroyed during gameplay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KAsset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KAssetSpawnable Version of KAsset that can be dynamically spawned and destroyed during gameplay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Keypoint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KillZDamageType Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
KismetBookMark Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Simple class to represent bookmarks in Kismet.  
KMeshProps Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Ladder 
LadderReachSpec 
LadderVolume 
Landscape Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LandscapeComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LandscapeHeightfieldCollisionComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LensFlare Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LensFlareComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LensFlareSource LensFlare source actor class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelGridVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelGridVolumeRenderingComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreaming LevelStreaming Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreamingAlwaysLoaded LevelStreamingAlwaysLoaded @documentation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreamingDistance LevelStreamingDistance Distance based streaming implementation. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreamingKismet LevelStreamingKismet Kismet triggerable streaming implementation. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreamingPersistent LevelStreamingPersistent @documentation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LevelStreamingVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to affect level streaming in the game and level visibility in the editor.  
LiftCenter 
LiftExit 
Light Abstract Light Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LightEnvironmentComponent This is used by the scene management to isolate lights and primitives. For lighting and actor or component use a DynamicLightEnvironmentComponent. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LightFunction Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LightmappedSurfaceCollection Collection of surfaces in a single static lighting mapping. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LightmassCharacterIndirectDetailVolume 
LightmassImportanceVolume 
LightmassLevelSettings Persistent level settings for Lightmass  
LightmassPrimitiveSettingsObject Primitive settings for Lightmass  
LightVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to associate lights with volumes.  
LineBatchComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
LocalMessage 
LocalPlayer 
MantleReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MapInfocontains game-specific map data, attached to the WorldInfo  
MassiveLODOverrideVolume 
Material Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialEffect If they are bShowInGame they are still evaluated and will take up GPU time even if their effects are not seen. So for MaterialEffects that are in your Post Process Chain you will want to manage them by toggling bShowInGame for when you see them if they are not always evident. (e.g. you press a button to go into "see invis things" mode which has some expensive and cool looking material. You want to toggle that on the button press and not have it on all the time) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpression Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAbs Absolute value material expression for user-defined materials Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAdd Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAntialiasedTextureMask Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAppendVector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionBumpOffset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCameraVector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCameraWorldPosition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCeil Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionClamp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionComment Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionComponentMask Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCompound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. A compound material expression representing several material expressions collapsed into one node. An editor-only concept; this node does not generate shader code.  
MaterialExpressionConstant Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant2Vector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant3Vector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant4Vector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstantBiasScale Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstantClamp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCosine Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCrossProduct Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCustom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCustomTexture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasBlend Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasedAlpha Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasedBlend Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthOfFieldFunction Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDeriveNormalZ Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDesaturation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDestColor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDestDepth Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDivide Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDotProduct Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDynamicParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. A material expression that routes particle emitter parameters to the material.  
MaterialExpressionFlipBookSample Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFloor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFluidNormal Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFmod Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFoliageImpulseDirection Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFoliageNormalizedRotationAxisAndAngle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFontSample Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFontSampleParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFrac Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFresnel Allows the artists to quickly set up a Fresnel term. Returns: pow(1 - max(Normal dot Camera,0),Exponent)  
MaterialExpressionIf Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareIntensity Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareOcclusion Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareRadialDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareRayDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareSourceDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLightmapUVs Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. A material expression that routes LightmapUVs to the material.  
MaterialExpressionLightmassReplace Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLightVector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLinearInterpolate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshEmitterDynamicParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshEmitterVertexColor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshSubUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshSubUVBlend Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMultiply Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionNormalize Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionObjectOrientation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionObjectRadius Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionObjectWorldPosition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionOcclusionPercentage Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionOneMinus Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPanner Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionParticleMacroUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This UV node generates texture coordinates in view space centered on the particle system's MacroUVPosition, with tiling controlled by the particle system's MacroUVRadius. It is useful for mapping a 'macro' noise texture in a continuous manner onto all particles of a particle system.  
MaterialExpressionParticleSubUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPerInstanceRandom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPixelDepth Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPower Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionReflectionVector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionRotateAboutAxis Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionRotator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionScalarParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSceneDepth Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSceneTexture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionScreenPosition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSine Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSphereMask Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSquareRoot Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionStaticComponentMaskParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionStaticSwitchParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSubtract Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTerrainLayerCoords Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTerrainLayerWeight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureCoordinate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSample Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameter2D Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterCube Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterMeshSubUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterMeshSubUVBlend Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterMovie Movie texture paramater for material instance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterNormal Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterSubUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTransform Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTransformPosition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTwoSidedSign Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionVectorParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionVertexColor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionWindDirectionAndSpeed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionWorldNormal Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionWorldPosition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialInstance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialInstanceActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Utility class designed to allow you to connect a MaterialInterface to a Matinee action.  
MaterialInstanceConstant Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialInstanceTimeVarying When adding new functionality to this you will (sadly) need to touch a number of places: MaterialInstanceTimeVarying.uc for the actual data that will be used in the game MaterialEditorInstanceTimeVarying.uc for the editor property dialog that will be used to edit the data you just added MaterialInstanceTimeVaryingHelpers.h void UMaterialEditorInstanceTimeVarying::CopyToSourceInstance() template< typename MI_TYPE, typename ARRAY_TYPE > (this copies void UpdateParameterValueOverTimeValues( MaterialInstanceTimeVaryingEditor.cpp void UMaterialEditorInstanceTimeVarying::RegenerateArrays() (each of the different types when it sets each param (ughh!)) MaterialInstanceTimeVarying.cpp void UMaterialInstanceTimeVarying::Set___ (to set the default values) MaterialInstanceConstant.cpp static void UpdateMICResources(UMaterialInstanceTimeVarying* Instance) (to send the data over to the rendering thread (if it needs it) (hopefully most data can be encapsulated in the 'struct native ParameterValueOverTime' which all of the specialized data structs derrive from MaterialInstance.h struct FTimeVaryingDataTypeBase BaseEditior.ini need to look at the [UnrealEd.CustomPropertyItemBindings] and add a new entry for any new types that you create (i.e. if you want a specialized PropertySheet view/editing) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialInstanceTimeVaryingActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MaterialInterface Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MatineeActor 
MatineePawn MatineePawn - used only to preview in Matinee Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MeshComponentFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ModelComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeMultiPose Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodePose Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeightBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeightByBoneAngle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeightByBoneRotation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphTarget Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphTargetSet Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MorphWeightSequence Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MotionBlurEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
MultiFont Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. A font class that stores multiple font pages for different resolutions  
MusicTrackDataStructures Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Mutator 
NavigationHandle 
NavigationPoint 
NavMeshBoundsVolume this volume only blocks the path builder - it has no gameplay collision Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoalFilter_MinPathDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoalFilter_NotNearOtherAI Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoalFilter_OutOfViewFrom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoalFilter_OutSideOfDotProductWedge Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoalFilter_PolyEncompassesAI Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal will throw out polygons which can't fully fit the entity searching this is useful for open-ended path searches (e.g. find any poly outside of a radius) because an edge may support the entity allowing the traversal to enter a polygon, but the entity might not necessarily fully fit inside the polygon, even though he could move through it  
NavMeshGoal_At Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoal_ClosestActorInList Given a list of actors we're interested in, will find the closest one to us (closest path distance) accomplished by seeding the working set with start nodes for all the actors Usage: needs to go last in the GoalList as this does DetermineFinalGoal need to pass in a out_DestActor to the call to FindPath() as that will have the specific actor (the returned GoalPoint is is the center of the poly (which could have N goals on it) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshGoal_Filter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. -this is a helper base class which is for filters that are meant to be used in conjunction with NavMshGoal_GenericFilterContainer these goals should only answer this question "is this a valid final goal or not?" and do nothing else.  
NavMeshGoal_GenericFilterContainer Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal eval will not stop until its out of paths, and will simply return the node with the least cost  
NavMeshGoal_Null Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal eval will not stop until its out of paths, and will simply return the node with the least cost  
NavMeshGoal_PolyEncompassesAI Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal will throw out polygons which can't fully fit the entity searching this is useful for open-ended path searches (e.g. find any poly outside of a radius) because an edge may support the entity allowing the traversal to enter a polygon, but the entity might not necessarily fully fit inside the polygon, even though he could move through it  
NavMeshGoal_Random Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. this goal eval will not stop until its out of paths, and will return one of the nodes traversed at random  
NavMeshGoal_WithinDistanceEnvelope Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshObstacle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPathConstraint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPathGoalEvaluator This can have state. This is the primary difference between GoalEvaluators and PathContraints. Additionally, once the Goal's EvaluateGoal returns TRUE that path search will end. A goal is a great place to have EvaluateGoal aggregate all of the possible "goals" that have passed the constraints. At some point (time based, search space based) EvaluateGoal will return TRUE and then DetermineFinalGoal will be called which one can then do final evaluation of the valid (from the path constraints) goals. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPath_AlongLine Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPath_EnforceTwoWayEdges Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. only allows edges which have a corresponding edge back (filters out one-way situations)  
NavMeshPath_MinDistBetweenSpecsOfType Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. penalizes specs of a certain class if they are within a set distance of another mantle in the predecessor chain  
NavMeshPath_SameCoverLink only allows polys that contain cover from the specified CoverLink Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPath_Toward Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPath_WithinDistanceEnvelope Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshPath_WithinTraversalDist Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NavMeshRenderingComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Note 
NxCylindricalForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxCylindricalForceFieldCapsule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxForceFieldComponent Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxForceFieldCylindricalComponent Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxForceFieldGeneric Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxForceFieldGenericComponent Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxForceFieldRadial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxForceFieldRadialComponent Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxForceFieldSpawnable Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxForceFieldTornado Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxForceFieldTornadoComponent Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.  
NxGenericForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxGenericForceFieldBox Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxGenericForceFieldBrush Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxGenericForceFieldCapsule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxRadialCustomForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxRadialForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxTornadoAngularForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxTornadoAngularForceFieldCapsule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxTornadoForceField Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
NxTornadoForceFieldCapsule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ObjectReferencer Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Helper class to force object references for various reasons.  
OnlineGameplayEvents Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Holds the gameplay events that were captured in a session  
OnlineGameSearch Holds the base settings for an online game search  
OnlineGameSettings Holds the base configuration settings for an online game  
OnlineMatchmakingStats Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Holds the matchmaking stats when searching for sessions. These can be converted to XML and uploaded to MCP.  
OnlinePlayerStorage This class holds the data used in reading/writing online player data. The online player data is stored by an external service.  
OnlinePlaylistGameTypeProvider Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Per object config provider that exposes dynamic playlists to the UI system  
OnlinePlaylistProvider Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Per object config provider that exposes dynamic playlists to the UI system  
OnlineProfileSettings This class holds the data used in reading/writing online profile settings. Online profile settings are stored by an external service.  
OnlineRecentPlayersList This class holds a list of players met online that the players on this PC/console encountered. It does not persist the list. Both parties and individuals are tracked with the individuals containing all party members. Note that it only holds the unique ids of the players.  
OnlineStats Base class for stats read and write objects. Contains common structures and methods used by both read and write objects.  
OnlineStatsRead Stats class that holds the read request definitions and the resulting data  
OnlineStatsWrite Stats class that accumulates the stats data before submitting it to the online subsytem for storage.  
OnlineSubsystem This class holds a set of online interfaces that game code uses to talk with the platform layer's services. The set of services are implemented as interface pointers so that we can mix & match services at run time. This also allows licensees the ability to use part of our base services and provide custom implmentations of others.  
ParticleEmitter 
ParticleEventManager Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleLightEnvironmentComponent Light environment class used by particle systems. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleLODLevel ParticleLODLevel Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModule Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAcceleration Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAccelerationBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAccelerationOverLifetime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorLine Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorParticle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorPoint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamBase ParticleModuleBeamBase The base class for all Beam modules. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamModifier ParticleModuleBeamModifier This module implements a single modifier for a beam emitter. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamNoise ParticleModuleBeamNoise This module implements noise for a beam emitter. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamSource ParticleModuleBeamSource This module implements a single source for a beam emitter. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamTarget ParticleModuleBeamTarget This module implements a single target for a beam emitter. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCameraBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCameraOffset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCollision Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCollisionBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorByParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorOverLife Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorScaleOverDensity 
ParticleModuleColorScaleOverLife ParticleModuleColorScaleOverLife The base class for all Beam modules. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColor_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventGenerator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventReceiverBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventReceiverKillParticles Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventReceiverSpawn Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleEventSendToGame Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillBox Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillHeight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLifetime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLifetimeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLifetime_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationBoneSocket Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationDirect ParticleModuleLocationDirect Sets the location of particles directly. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationEmitter 
ParticleModuleLocationEmitterDirect 
ParticleModuleLocationPrimitiveBase 
ParticleModuleLocationPrimitiveCylinder 
ParticleModuleLocationPrimitiveCylinder_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationPrimitiveSphere 
ParticleModuleLocationPrimitiveSphere_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationSkelVertSurface Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocation_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMaterialBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMaterialByParameter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRateMultiplyLife Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRateOverLife Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRate_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotation_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrbit Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrbitBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrientationAxisLock Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrientationBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleParameterBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleParameterDynamic Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleParameterDynamic_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRequired Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationOverLifetime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRateBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRateMultiplyLife Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRate_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotation_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSize Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeMultiplyLife Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeMultiplyVelocity Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeScale Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeScaleByTime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSize_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSourceMovement Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSpawn Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSpawnBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSpawnPerUnit Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleStoreSpawnTime With this you can store the exact time a particle system was spawned. This is useful for additional effects based off the time when the parent effect's particles were spawned. You need to the spawn time because the RelativeTime is for when that specific particle system will die. Due to having random durations you are not guarenteed for that value to represent the order in which the individual particles were spawned. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleStoreSpawnTimeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUV Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVDirect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVMovie Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVSelect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailBase ParticleModuleTrailBase Provides the base class for Trail emitter modules Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailSource ParticleModuleTrailSource This module implements a single source for a Trail emitter. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailSpawn ParticleModuleTrailSpawn The trail spawn module. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailTaper ParticleModuleTrailTaper Trail taper module Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataAnimTrail ParticleModuleTypeDataAnimTrail Provides the base data for animation-based trail emitters. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataApex 
ParticleModuleTypeDataBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataBeam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataBeam2 Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataMeshPhysX 
ParticleModuleTypeDataPhysX 
ParticleModuleTypeDataRibbon ParticleModuleTypeDataRibbon Provides the base data for ribbon (drop trail) emitters. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataTrail Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataTrail2 ParticleModuleTypeDataTrail2 Provides the base data for trail emitters. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberBase ParticleModuleUberBase Base-class for 'uber' modules, which combine other modules together. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberLTISIVCL ParticleModuleUberLTISIVCL Uber-module replacing the following classes: LT - Lifetime IS - Initial Size IV - Initial Velocity CL - Color over Life Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberLTISIVCLIL ParticleModuleUberLTISIVCLIL Uber-module replacing the following classes: LT - Lifetime IS - Initial Size IV - Initial Velocity CL - Color over Life IL - Initial Location Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberLTISIVCLILIRSSBLIRR ParticleModuleUberLTISIVCLILIRSSBLIRR Uber-module replacing the following classes: LT - Lifetime IS - Initial Size IV - Initial Velocity CL - Color over Life IL - Initial Location IR - Initial Rotation SSBL - Scale Size By Life IRR - Initial Rotation Rate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberRainDrops ParticleModuleUberRainDrops Uber-module replacing the following classes: LT - Lifetime IS - Initial Size IV - Initial Velocity COL - Color Over Life PC - Primitive Cylinder (optional) IL - Initial Location Intended for use in the Rain particle system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberRainImpacts ParticleModuleUberRainImpacts Uber-module replacing the following classes: LT - Lifetime IS - Initial Size IMR - Initial Mesh Rotation SBL - Size By Life PC - Primitive Cylinder COL - Color Over Life Intended for use in the Rain particle system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberRainSplashA ParticleModuleUberRainSplashA Uber-module replacing the following classes: LT - Lifetime IS - Initial Size COL - Color Over Life Intended for use in the Rain particle system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberRainSplashB ParticleModuleUberRainSplashB Uber-module replacing the following classes: LT - Lifetime IS - Initial Size COL - Color Over Life SBL - Size By Life IRR - Initial Rotation Rate Intended for use in the Rain particle system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocity Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityInheritParent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityOverLifetime Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocity_Seeded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleSpriteEmitter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleSystem Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleSystemComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ParticleSystemReplay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PathBlockingVolume this volume only blocks the path builder - it has no gameplay collision Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PathConstraint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PathGoalEvaluator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PathNode 
PathNode_Dynamic 
PathRenderingComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PathTargetPoint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Path_AlongLine Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Path_AvoidInEscapableNodes Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. - this constraint will throw out nodes which the pathing bot could get to, but not get away from. Normally this is not necessary as you're usually pathing somewhere so a node which you can't get out of is thrown out by A*, but if you're doing some sort of generic search (ie. for a node in range of something) you could end up with a node the bot can't escape from, thus causing him to be forever stuck.. this constraint will prevent that from happening  
Path_MinDistBetweenSpecsOfType Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. penalizes specs of a certain class if they are within a set distance of another mantle in the predecessor chain  
Path_TowardGoal Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Path_TowardPoint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Path_WithinDistanceEnvelope Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Path_WithinTraversalDist Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Pawn 
PBRuleNodeAlternate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeComment Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeCorner Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeCycle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeEdgeAngle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeEdgeMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeExtractTopBottom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeLODQuad Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeOcclusion Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeQuad Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeRandom Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeRepeat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeSize Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeSplit Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeSubRuleset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeTransform Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeVariation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PBRuleNodeWindowWall Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PhysicalMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PhysicalMaterialPropertyBase This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has. Individual games should derive their own MyGamPhysicalMaterialProperty. Then inside that object you can either have a bunch of properties or have it point to your game specific objects. (e.g. You have have impact sounds and impact effects for all of the weapons in your game. So you have an .uc object which contains the data needed per material type and then you have your MyGamePhysicalMaterialProperty point to that. ) class MyGamePhysicalMaterialProperty extends PhysicalMaterialPropertyBase editinlinenew; var() editinline MyGameSpecificImpactEffects ImpactEffects; var() editinline MyGameSpecificImpactSounds ImpactSounds; Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PhysicsAsset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PhysicsAssetInstance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PhysicsLODVerticalEmitter 
PhysicsVolume 
PhysXParticleSystem 
PickupFactory 
Player 
PlayerController 
PlayerInput 
PlayerManagerInteraction Responsible for routing input events from the GameViewportClient to the appropriate player. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PlayerReplicationInfo 
PlayerStart 
PointLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PointLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PointLightMovable Movable version of PointLight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PointLightToggleable Toggleable version of PointLight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PortalMarkerthis Actor marks PortalTeleporters on the navigation network  
PortalTeleporter Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PortalVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to define areas of a map by portal  
PostProcessChain Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PostProcessEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. A PostProcessEffect operates on an input render target and writes to an output target These effects can be chained together in a PostProcessChain Derive your own effects from this class  
PostProcessVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to affect post process settings in the game and editor.  
PotentialClimbWatcher Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrecomputedVisibilityOverrideVolume 
PrecomputedVisibilityVolume 
Prefab Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrefabInstance An Actor representing an instance of a Prefab in a level. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrefabSequence Sequence for a PrefabInstance. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrefabSequenceContainer Special sequence class which acts as a container for any sequences of PrefabInstance actors. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrimitiveComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
PrimitiveComponentFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ProcBuilding Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ProcBuildingRuleset Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ProcBuilding_SimpleLODActor 
Projectile 
ProscribedReachSpec 
Pylon 
PylonSeed These are useful when you have a space that wasn't explored by a pylon but it safely enclosed in the pylon (e.g. a ledge that a mantle check didn't explore properly but should be able to have jump down edges) but you don't feel it's necessary to add a whole new pylon/navmesh/heavyweight thing it's just an exploration hint for the path generator or mesh generator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RadialBlurActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RadialBlurComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_BodyInstance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_BodySetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_BSJointActor 
RB_BSJointSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintActor 
RB_ConstraintActorSpawnableRB_ConstraintActor spawnable during gameplay  
RB_ConstraintDrawComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintInstance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintSetup 
RB_CylindricalForceActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. DO NOT USE, try the NxForceField classes instead!  
RB_DistanceJointSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_ForceFieldExcludeVolume 
RB_Handle 
RB_HingeActor 
RB_HingeSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_LineImpulseActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_PrismaticActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_PrismaticSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_PulleyJointActor 
RB_PulleyJointSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_RadialForceActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. DO NOT USE, try the NxForceField classes instead!  
RB_RadialImpulseActor 
RB_RadialImpulseComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_SkelJointSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_Spring Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_StayUprightSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RB_Thruster Base one of these on an Actor using PHYS_RigidBody and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ReachSpec 
ReplicationInfo 
ReverbVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Used to affect reverb settings in the game and editor.  
ReverbVolumeToggleable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RigidBodyBase 
Route Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
RouteRenderingComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SavedMove 
SaveGameSummary SaveGameSummary Helper object embedded in save games containing information about saved map. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Scene 
SceneCapture2DActor SceneCapture2DActor Place this actor in the level to capture it to a render target texture. Uses a 2D scene capture component Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCapture2DComponent SceneCapture2DComponent Allows a scene capture to a 2D texture render target Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCapture2DHitMaskComponent SceneCapture2DHitMaskComponent Allows owner's skeletal mesh capture to a 2D texture render target with mask information Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureActor SceneCaptureActor Base class for actors that want to capture the scene using a scene capture component Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureComponent SceneCaptureComponent Base class for scene recording components Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureCubeMapActor SceneCaptureCubeMapActor Place this actor in the level iot capture it to a cube map render target texture. Uses a Cube map scene capture component Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureCubeMapComponent SceneCaptureCubeMapComponent Allows a scene capture to up to 6 2D texture render targets Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCapturePortalActor SceneCapturePortalActor Place this actor in a level to capture the scene to a texture target using a SceneCapturePortalComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCapturePortalComponent SceneCapturePortalComponent Captures the scene as if viewed through a portal to a 2D texture render target. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureReflectActor SceneCaptureReflectActor Place this actor in a level to capture the reflected/clipped scene to a texture target using a SceneCaptureReflectComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SceneCaptureReflectComponent SceneCaptureReflectComponent Captures the reflection of the current view to a 2D texture render target. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Scout 
ScriptedTexture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AccessObjectList An AccessObjectList Action is used to access the contents of an ObjectListVar. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ActivateRemoteEvent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ActorFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ActorFactoryEx Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AddFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AddInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AddRemoveFaceFXAnimSet Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AIAbortMoveToActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AIMoveToActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AndGate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ApplySoundNode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AssignController Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AttachToActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_AttachToEvent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CameraFade Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CameraLookAt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CameraShake Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CastToFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CastToInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ChangeCollision Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_CommitMapChange SeqAct_CommitMapChange Kismet action commiting pending map change Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ConsoleCommand Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ControlMovieTexture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ConvertToString Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Delay Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_DelaySwitch Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Destroy Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_DivideFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_DivideInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_DrawText Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_FinishSequence Upon activation this action triggers the associated output link of the owning Sequence. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_FlyThroughHasEnded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ForceFeedback Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ForceGarbageCollection Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Gate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetDistance Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetLocationAndRotation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetProperty Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetVectorComponents Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetVelocity Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_GiveInventory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Interp Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_IsInObjectList A IsInObjectList Action is used to test whether an object is in the referenced object list or not. The default is to check for all objects in the list. If the CheckForAllObjects is unchecked then if ANY of the objects attached to Object(s)ToTest are found, then we will set "In List" to hot Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Latent This is a basic action that supports latent execution on actors. It will remain active by default until all targeted actors have either finished the latent behavior, or have been destroyed. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelStreaming SeqAct_LevelStreaming Kismet action exposing loading and unloading of levels. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelStreamingBase SeqAct_LevelStreamingBase Base Kismet action exposing loading and unloading of levels. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelVisibility SeqAct_LevelVisibility Kismet action exposing associating/ dissociating of levels. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Log Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_MITV_Activate Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ModifyCover Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ModifyHealth Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ModifyObjectList A ModifyObjectList Action is used to manipulate an ObjectListVar or a set of ObjectListVars. Basically, a ModifyObjectList Action should be thought of as the operations that can be done to a set of ObjectLists. You have the Action point to a set of ObjectLists and then you use the normal kismet firing of events to cause the Action to affect the Lists. The action provides a number of actions: Add: This will add objects that are being referenced to the List(s) Remove: This will remove objects that are being referenced from the List(s) Empty: This will remove all objects in the List(s) Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. @todo - this should be a conditional  
SeqAct_MultiLevelStreaming SeqAct_MultiLevelStreaming Kismet action exposing loading and unloading of multiple levels at once. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_MultiplyFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_MultiplyInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ParticleEventGenerator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlayCameraAnim Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlayFaceFXAnim Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlayMusicTrack Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlaySound Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Possess Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_PrepareMapChange SeqAct_PrepareMapChange Kismet action exposing kicking off async map changes Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ProjectileFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_RandomSwitch Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_RangeSwitch Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. @todo - this should be a conditional  
SeqAct_SetApexClothingParam 
SeqAct_SetBlockRigidBody Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetBool Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetCameraTarget Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetDamageInstigator sets who gets credit for damage caused by the Target Actor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetDOFParams Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetLocation Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstScalarParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstTexParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstVectorParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMesh Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMotionBlurParams Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetObject Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetParticleSysParam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetPhysics Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetRigidBodyIgnoreVehicles Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetSequenceVariable Base class for all sequence actions that are capable of changing the value of a SequenceVariable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetSkelControlTarget Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetSoundMode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetString Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetVector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetVectorComponents Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetVelocity Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_StreamInTextures Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SubtractFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_SubtractInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Switch Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Teleport Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Timer Simple action that records the amount of time elapsed between activating the first link "Start" and the second link "Stop". Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Toggle Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleAffectedByHitEffects Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleCinematicMode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleConstraintDrive Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleGodMode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleHidden Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleHUD Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleInput Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_Trace Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_UpdatePhysBonesFromAnim Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqAct_WaitForLevelsVisible SeqAct_WaitForLevelsVisible Kismet action exposing associating/ dissociating of levels. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareBool Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareObject Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_GetServerType Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_Increment Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IncrementFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsAlive Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsBenchmarking Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsConsole Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsInCombat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsLoggedInUsed to determine how many players are currently logged in  
SeqCond_IsPIE Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsSameTeam Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_MatureLanguage Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_ShowGore Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchBase Base class for all condition sequence objects which act as switch constructs. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchClass Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchObject Base class for all switch condition ops which use an object value for branching. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchPlatform Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_AIReachedRouteActor Event triggered by AI when an actor along a route is reached. Firing the event at the proper time should be handled by game code. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_AISeeEnemy Event which is triggered by the AI code when an NPC sees an enemy pawn. Originator: the pawn associated with the NPC Insigator: the enemy PC that has been spotted. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_AnimNotify Activated when an AnimNotify_Kismet is fired on this actor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Console Event which is activated when the user a console command. Originator: the PlayerController for the player that typed the console command Instigator: the pawn of the player that typed the console command. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_ConstraintBroken Event which is activated by the physics system when a joint is broken. Originator: the actor that owns the join which was broken Instigator: the Actor that owns the joint which was broken. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Death Event which is activated by the gameplay code when a pawn dies. Originator: either the Pawn that died or the Controller for that Pawn Instigator: the pawn that died. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Destroyed Event which is activated when an actor is destroyed. Originator: the Actor that was destroyed. Instigator: the Actor that was destroyed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_GetInventory Event which is activated by gameplay code when a new item is added to a controller's inventory list. Orignator: the pawn that owns the InventoryList that the item was added to Instigator: the inventory item that was added. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_HitWall Activated when an actor hits a wall Originator: the actor that owns this event Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_LevelBeginning Event which is activated by the engine when the level starts at the beginning and can be NOT activated by the gameplay code if, for instance, you are loading a savegame in the middle of the level and don't want beginning of map actions to happen. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_LevelLoaded Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. This event will be fired when a level is loaded and made visible. It is primarily used for notifying when a sublevel is associated with the world.  
SeqEvent_LevelStartup Event which is activated by GameInfo.StartMatch when the match begins. Originator: current WorldInfo Instigator: None Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_LOS Event which is activated when some pawn has a line of sight to an LOS trigger. Originator: the trigger that owns this event Instigator: the Pawn of the Player that saw the LOS trigger which owns this event Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Moverevent that encapsulates basic mover functionality such as activating when a player gets on/off, automatically reversing direction after a delay, and handling hitting other actors in transit the Originator of this event should be the mover (InterpActor or subclass), which notifies us when things we might care about happen Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_ParticleEvent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_PickupStatusChangeevent that is triggered when a PickupFactory's status changes  
SeqEvent_PlayerSpawned Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_ProjectileLanded Event which is activated by gameplay code when a projectile lands. Originator: the Pawn that owns this event. Instigator: a projectile actor which was fired by the Pawn that owns this event Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_RemoteEvent Activated by the ActivateRemoteEvent action. Originator: current WorldInfo Instigator: the actor that is assigned [in editor] as the ActivateRemoteEvent action's Instigator Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_RigidBodyCollision Activated when an receives the OnRigidBodyCollision notification from the physics system. Originator: the actor that was just sitting there Instigator: the actor that did the colliding Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_SeeDeath Despite the name, seem to be activated anytime a pawn is killed in the game. Originator: the pawn that owns this event Instigator: the pawn that was killed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_SequenceActivated Activated once a sequence is activated by another operation. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_TakeDamage Activated when a certain amount of damage is taken. Allows the designer to define how much and which types of damage should be be required (or ignored). Originator: the actor that was damaged Instigator: the actor that did the damaging Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Touch Activated when an actor touches another actor. Will be called on both actors, first on the actor that was originally touched, then on the actor that did the touching Originator: the actor that owns this event Instigator: the actor that was touched Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Used Activated when a "usable" actor (such as a trigger) is used. Originator: the usable actor that was used Instigator: The pawn associated with the player did the using Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Sequence Container object for all sequence objects, also responsible for execution of objects. Can contain nested Sequence objects as well. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceAction This is an op that by default performs a behavior on any targeted objects. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceCondition Base class of any sequence operation that acts as a conditional statement, such as simple boolean expression. When a SequenceCondition is activated, the values for each variable linked to this conditional are retrieved. The appropriate output link (which is specific to each conditional type) is then activated based on the value of the those variables. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceEvent class SequenceEvent Sequence event is a representation of any event that is used to instigate a sequence. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceFrame This class is used for rendering a box around a group of kismet objects in the kismet editor, for organization and clarity. Corresponds to a "comment box" in the kismet editor. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceFrameWrapped This is a version of the comment box which wraps the comment text within the box region. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceObject Base class for all Kismet related objects. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceOp Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SequenceVariable Base class for all variables used by SequenceOps. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Bool Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Byte This sequence variable type allows designers to manipulate byte values. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Character Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_External Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Float Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Group Represents a set of actors based on Actor.Group vs GroupName. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Int Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Name Sequence variable for holding a name value. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Named 
SeqVar_Object Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_ObjectList An ObjectList Var is derived from the SeqVar_Object Variable so it may be used by Actions as if it were just another ObjectVar. For Actions that modify a pointed to ObjectVar Kismet object when in fact they are pointing to an ObjectList, the behavior will be semi undefined and probably will not do what they expect. For Actions that take a set of pointed to ObjectVars and then do an action TO the actual UObject (e.g. an ExampleGamePawn), then the ObjectList will return the set of Objects it has and the action will just work. Also, SeqVar_ObjectList objects are not persistent. ObjectLists (for now) are meant to be runtime list storage. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_ObjectVolume An ObjectVolume will replace the normal object references with anything contained within the assigned volume at runtime, allowing designers to quickly reference large areas. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Player Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_RandomFloat Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_RandomInt Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_String Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Union This class is used for linking variables of different types. It contains a variable of each supported type and can be connected to most types of variables links. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SeqVar_Vector Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Settings Base class for any type of settings that can be manipulated by the UI  
ShadowMap2D Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ShadowMapTexture2D Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControlBase Abstract base class for a skeletal controller. A SkelControl is a module that can modify the position or orientation of a set of bones in a skeletal mesh in some programmtic way. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControlFootPlacement 
SkelControlHandlebars 
SkelControlLimb 
SkelControlLookAt Controller that rotates a single bone to 'look at' a given target. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControlSingleBone Simple controller that replaces or adds to the translation/rotation of a single bone. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControlSpline 
SkelControlTrail Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Allows a chain of bones to 'trail' behind its head.  
SkelControlWheel 
SkelControl_CCD_IK CCD IK or "Cyclic-Coordinate Descent Inverse kinematics" Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControl_Multiply Simple controller for multiplication node. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkelControl_TwistBone Simple controller for Twist/Roll bones. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMesh Contains the shared data that is used by all SkeletalMeshComponents (instances). Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorBasedOnExtremeContent This is an actor which can be used to change its material based on whether Extreme Content is on or not Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorMAT Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Advanced version of SkeletalMeshCinematicActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties  
SkeletalMeshActorMATSpawnable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorMATWalkable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorSpawnable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshCinematicActor Version of SkeletalMeshActor intended to be used in cinematics, when SkeletalMeshActorMAT is too heavyweight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshSocket Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkyLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkyLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SkyLightToggleable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SlotToSlotReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SoundClass Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SoundCue Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SoundMode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SoundNode Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SoundNodeAmbient Defines the parameters for an in world looping ambient sound e.g. a wind sound  
SoundNodeAmbientNonLoop Defines the parameters for an in world non looping ambient sound e.g. a car driving by  
SoundNodeAmbientNonLoopToggle Defines the parameters for an in world non looping ambient sound e.g. a car driving by  
SoundNodeAttenuation Defines how a sounds changes volume with distance to the listener  
SoundNodeConcatenator A node to play sounds sequentially WARNING: these are not seamless  
SoundNodeConcatenatorRadio A node to play sounds sequentially WARNING: these are not seamless  
SoundNodeDelay Defines a delay  
SoundNodeDistanceCrossFade SoundNodeDistanceCrossFade This node's purpose is to play different sounds based on the distance to the listener. The node mixes between the N different sounds which are valid for the distance. One should think of a SoundNodeDistanceCrossFade as Mixer node which determines the set of nodes to "mix in" based on their distance to the sound. Example: You have a gun that plays a fire sound. At long distances you want a different sound than if you were up close. So you use a SoundNodeDistanceCrossFade which will calculate the distance a listener is from the sound and play either: short distance, long distance, mix of short and long sounds. A SoundNodeDistanceCrossFade differs from an SoundNodeAttenuation in that any sound is only going be played if it is within the MinRadius and MaxRadius. So if you want the short distance sound to be heard by people close to it, the MinRadius should probably be 0 The volume curve for a SoundNodeDistanceCrossFade will look like this: Volume (of the input) FadeInDistance.Max --> _________________ <-- FadeOutDistance.Min / \ / \ / \ FadeInDistance.Min -->/ \ <-- FadeOutDistance.Max  
SoundNodeLooping Defines how a sound loops; either indefinitely, or for a set number of times  
SoundNodeMature This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundNodeWave::bMature=TRUE should be played.  
SoundNodeMixer Defines how concurrent sounds are mixed together  
SoundNodeModulator Defines a random volume and pitch modification when a sound starts  
SoundNodeModulatorContinuous Defines a random volume and pitch modification as a sound plays  
SoundNodeOscillator Defines how a sound oscillates  
SoundNodeRandom Selects sounds from a random set  
SoundNodeWave Sound node that contains sample data  
SoundNodeWaveParam Sound node that takes a runtime parameter for the wave to play  
SoundNodeWaveStreaming This class provides a simple adapter between the audio device and code that wants to produce an ongoing stream of audio data. You feed data to this class through its QueueAudio() method, and it will slowly feed it to the audio device as more sound data is needed for playback.  
SpeechRecognition Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpeedTree 
SpeedTreeActor 
SpeedTreeActorFactory 
SpeedTreeComponent 
SpeedTreeComponentFactory 
SphericalHarmonicLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SplineActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SplineComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SplineLoftActor Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SplineLoftActorMovable Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SplineMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpotLight Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpotLightComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpotLightMovable Movable version of SpotLight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpotLightToggleable Toggleable version of SpotLight. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SpriteComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticLightCollectionActor This is a special type of actor used as the container for a large number of LightComponents on the console. This actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces multiple normal static Light actors in content which has been cooked for the a console platform, becoming the owner for those Light's LightComponent. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticMeshActor 
StaticMeshActorBase Base class for static actors which contain StaticMeshComponents. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticMeshActorBasedOnExtremeContent This is an actor which can be used to change its material based on whether Extreme Content is on or not We need to subclass Actor instead of StaticMeshActorBase in order to get PostBeginPlay() called on us Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticMeshCollectionActor This is a special type of actor used as the container for a large number of StaticMeshComponents on the console. This actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces multiple normal StaticMeshActors in content which has been cooked for the a console platform, becoming the owner for those StaticMeshActors' StaticMeshComponent. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticMeshComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StaticMeshComponentFactory Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
StringsTag Translates tags of the form via the localization system.  
Surface Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SVehicle 
SVehicleSimBase Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SVehicleSimCar Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SVehicleSimTank Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SVehicleWheel Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
SwatTurnReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TargetPoint Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TeamInfo 
Teleporter 
TeleportReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Terrain Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TerrainComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TerrainLayerSetup Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TerrainMaterial Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TerrainWeightMapTexture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TestSplittingVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Texture Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Texture2D Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Texture2DComposite Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Texture2DDynamic Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureCube Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureFlipBook TextureFlipBook FlipBook texture support base class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureMovie TextureMovie Movie texture support base class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureRenderTarget TextureRenderTarget Base for all render target texture resources Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureRenderTarget2D TextureRenderTarget2D 2D render target texture resource. This can be used as a target for rendering as well as rendered as a regular 2D texture resource. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TextureRenderTargetCube TextureRenderTargetCube Cube render target texture resource. This can be used as a target for rendering as well as rendered as a regular cube texture resource. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TranslationContext A TranslationContext is part of the system for managing translation tags in localization text. This system handles text with special tags. E.g.: Press to look at point of interest. A TranslationContext provides information that cannot be deduced from the text alone. In the example above player1 and player2 might have different buttons mapped to the POI action; a per-player context helps translate based on the player's controller setup.  
TranslatorTag A TranslatorTag is part of the system that translates text with embedded tags. E.g.: Press to look at point of interest. In this example, 'Controller' is a tag, and we want it to process GBA_POI. The Controller TranslatorTag would look up the controls for the associated player and return a text representation of the control. See TranslationContext for more info.  
Trigger An actor used to generate collision events (touch/untouch), and interactions events (ue) as inputs into the scripting system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TriggeredPath a path that opens and closes via some trigger, usually Kismet controlled this differs from triggering a normal NavigationPoint in that the AI considers these to always be traversible, but may need to do something before using them, whereas normal NavigationPoints are considered off limits when Kismet toggles them off Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
TriggerStreamingLevel This volume is used to control which levels are loaded/unloaded during gameplay.  
TriggerVolume Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Trigger_Dynamic Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Trigger_LOS Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UberPostProcessEffect Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Uber post process effect  
UICharacterSummary Provides information about the static resources associated with a single character class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIConfigFileProvider This datastore provides access to a list of data providers which provide data for any file which is handled by the engine's config cache system, such as .ini and .int files. There is one ConfigFileProvider for each ini/int file, and contains a list of providers for sections in that file. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIConfigProvider Base class for data providers which provide data retrieved from the engine's config cache. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIConfigSectionProvider This datastore provides access to a single section in a config/loc file. Provides read/write access to the keys stored in this section. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataProvider Base class for all classes which provide data stores with data about specific instances of a particular data type. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataProvider_MenuItem Provides all required information for dynmically generating a widget to be placed into a scene. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataProvider_OnlineFriendMessages This class is responsible for retrieving the friends list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlineFriends This class is responsible for retrieving the friends list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlinePartyChatList This class is responsible for retrieving the party chat member list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlinePlayerDataBase This class is responsible for retrieving the friends list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlinePlayerStorage This class is responsible for mapping properties in an OnlineGameSettings object to something that the UI system can consume.  
UIDataProvider_OnlinePlayerStorageArray This class is responsible for exposing string settings as arrays to the ui  
UIDataProvider_OnlineProfileSettings This class is responsible for mapping properties in an OnlineGameSettings object to something that the UI system can consume.  
UIDataProvider_PlayerAchievements This class is responsible for providing access to information about the achievements available to the player Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataProvider_Settings This class is responsible for mapping properties in an Settings object to something that the UI system can consume.  
UIDataProvider_SettingsArray This class is responsible for exposing string settings as arrays to the ui  
UIDataStore Base for classes which provide data to the UI subsystem. A data store is how the UI references data in the game. Data stores allow the UI to reference game data in a safe manner, since they encapsulate lifetime management. A data store can be either persistent, in which case it is attached directly to the UIInteraction object and is available to all widgets, or it can be temporary, in which case it is attached to the current scene and is only accessible to the widgets contained by that scene. Persistent data stores might track information such as UI data for all gametypes or characters. Temporary data stores might track stuff like the name that was entered into some UI value widget. Data stores can provide static information, such as the names of all gametypes, or dynamic information, such as the name of the current gametype. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_DynamicResource This data store can be used for cases where both static and dynamic information about a particular game concept must be displayed together. For example, this data store could be used to display a list of levels which have been unlocked by the player. The information about the levels themselves would probably be exposed by a UIResourceDataProvider, but resource data providers cannot provide data about the player's progress since they are static by nature. The player's progress must come from something like a profile data provider that can provide information about which of the levels have been unlocked. This data store brings these two types of information together in order to provide a combination of static and dynamic information about a game resource from a single location. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Fonts This data store class is responsible for parsing and applying inline font changes. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_GameResource Game resource data stores provide access to available game resources, such as the available gametypes, maps, or mutators The data for each type of game resource is provided through a data provider and is specified in the .ini file for that data provider class type using the PerObjectConfig paradigm. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_GameState Tracks all data about the current game state, such as players, objectives, time remaining, current scores, etc. Game data stores can be nested, in that a GameState data store can contain references to other game state data stores. This is useful for isolating the weapon data store associated with a particular player, for example. Game data stores are further divided into two components:

Game state data providers: Provides state and static data about a particular instance of a data source, such as a player, weapon, pickup, or game objective. Data providers can generally not be referenced directly by the UI. Instead, they are normally accessed through a game state data store, such as the game state data store associated with the owning player, or the current game info instance. Game state data stores: Acts as the first layer between the game and the UI. Each data store contains a collection of game state data providers, which provide the data for instances of a game object Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  

UIDataStore_InputAlias This datastore provides aliases for input keys. These aliases allow gameplay code to be decoupled from actual input key names (which can change based on platform or language) by storing the association between a gameplay concept or event (such as "Jump") with the name of the input key which should trigger that event (such as LeftMouseButton) in a way that can be easily customized for different platforms and/or languages, without the need to touch gameplay code. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_MenuItems This data store provides information for automatically generating lists of widgets given a collection of metadata provided by the UIDataProvider_MenuItem class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_OnlineGameSearch This class is responsible for mapping properties in an OnlineGameSearch object to something that the UI system can consume. It exposes two things DesiredSettings and SearchResults. DesiredSettings is just publishes the properties/string settings of an online game settings and SearchResults is the set of games found by the search. NOTE: Each game needs to derive at least one class from this one in order to expose the game's specific search class(es)  
UIDataStore_OnlineGameSettings This class is responsible for mapping properties in an OnlineGameSettings object to something that the UI system can consume. NOTE: Each game needs to derive at least one class from this one in order to expose the game's specific settings class(es)  
UIDataStore_OnlinePlayerData This class is responsible for retrieving the friends list from the online subsystem and populating the UI with that data.  
UIDataStore_OnlinePlaylists Data store provides access to available playlist resources The data for each playlist is provided through a data provider and is specified in the .ini file for that data provider class type using the PerObjectConfig paradigm. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_OnlineStats This class is responsible for mapping properties in an OnlineStatsRead class to the UI. It maintains a set of different read objects that are switched between at run time. This allows you to show leaderboards by age (one week, month, year, etc.) from the same UI by having this data store just use different query objects NOTE: Each game needs to derive at least one class from this one in order to expose the game's specific stats class(es)  
UIDataStore_Registry Provides a general purpose global storage area for game or configuration data. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Remote Provides the UI with access to data received from remote machines across a network. One usage of this type of data store would be for a server browser, where game and player data about internet game sessions is retrieved from the master server. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Settings Base class for all settings data stores. Settings data stores provide the UI with access to the game-specific or global configurable settings. A settings data store may expose such data as a gametype's configured MaxPlayers, GoalScore, etc, or user-specific data such as the the user's configured button layout. Settings data stores are also responsible for publishing user selections to the appropriate persistent location so that these values are used by the gameplay code when the game is played Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_StringAliasMap This datastore allows games to map aliases to strings that may change based on the current platform or language setting. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_StringBase Base class for all string data stores. String data stores provide the game with access to strings in various forms, such as localized strings, input key button names, or lists of strings for use by the online subsystem. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Strings This datastore provides the UI with access to localized strings. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDynamicDataProvider Provides data about a particular instance of an actor in the game. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIDynamicFieldProvider This data provider class allows adding and removing data fields at runtime. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIGameInfoSummary Provides information about the static resources available for a particular gametype. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIInteraction Controls the UI system. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIManager Class that manages the UI for the game Replaces UISceneClient Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIMapSummary Provides information about the static resources available for a particular map. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIPropertyDataProvider Base class for data providers which provide data pulled directly from member UProperties. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIResourceCombinationProvider Base class for all data providers which provide additional dynamic information about a specific static data provider instance. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIResourceDataProvider Base class for data providers which provide data for static game resources. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIRoot Base class for all classes that handle interacting with the user. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UISceneClient Serves as the interface between a UIScene and scene owners. Provides scenes with all data necessary for operation and routes rendering to the scenes. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UISoundTheme Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
UIWeaponSummary Provides information about the static resources associated with a single weapon class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Vehicle 
Volume 
VolumePathNode 
VolumeTimer Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WallTransReachSpec Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WaterVolumed Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Games should create placeable subclasses of WaterVolume for use in game levels.  
WaveFormBase This class is the base class for waveforms that can be played via AnimNotify_Rumble or any of the other PlayWaveform functions that exist Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
Weapon Base Weapon implementation. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WindDirectionalSource Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WindDirectionalSourceComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WindPointSource Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WindPointSourceComponent Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
WorldInfo WorldInfo Actor containing all script accessible world properties. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.  
ZoneInfo 

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Creation time: ti 22-3-2011 19:56:46.608 - Created with UnCodeX