Class Summary |
AccessControl | |
Actor | |
ActorComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactory |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryAI |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryAmbientSound |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
The base class of all ambient sound types
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ActorFactoryAmbientSoundMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryAmbientSoundNonLoop |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryAmbientSoundSimple |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryAmbientSoundSimpleToggleable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryApexClothing | |
ActorFactoryApexDestructible | |
ActorFactoryArchetype |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryCoverLink |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryDecal |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryDecalMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryDominantDirectionalLight |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryDominantDirectionalLightMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryDynamicSM |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryEmitter |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryFogVolumeConstantDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryFogVolumeLinearHalfspaceDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryFogVolumeSphericalDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryFracturedStaticMesh |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryInteractiveFoliage |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryLensFlare |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryLight |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryMover |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryPathNode |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryPhysicsAsset |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryPlayerStart |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryPylon |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryRigidBody |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactorySkeletalMesh |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactorySkeletalMeshCinematic |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactorySkeletalMeshMAT |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryStaticMesh |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryTrigger |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ActorFactoryVehicle |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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Admin |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AdvancedReachSpec | |
AICommandBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AICommandNodeBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AICommandNodeRoot |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AIController | |
AIGatherNodeBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AISwitchablePylon | |
AITree |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AITree_DMC_Base |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientOcclusionEffect |
AmbientOcclusionEffect - A screen space ambient occlusion implementation.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSound |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSoundMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSoundNonLoop |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSoundNonLoopingToggleable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSoundSimple |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AmbientSoundSimpleToggleable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimationCompressionAlgorithm |
Baseclass for animation compression algorithms.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AnimationCompressionAlgorithm_BitwiseCompressOnly |
Bitwise animation compression only; performs no key reduction.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AnimationCompressionAlgorithm_RemoveEverySecondKey |
Keyframe reduction algorithm that simply removes every second key.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
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AnimationCompressionAlgorithm_RevertToRaw |
Reverts any animation compression, restoring the animation to the raw data.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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!
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AnimMetaData_SkelControl |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimMetaData_SkelControlKeyFrame |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNode |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeAdditiveBlending |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeAimOffset |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlend |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlendBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
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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.
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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.
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AnimNodeBlendBySpeed |
AnimNodeBlendBySpeed
Blends between child nodes based on the owners speed and the defined constraints.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlendDirectional |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlendList |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlendMultiBone |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeBlendPerBone |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AnimNodeMirror |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AnimNodeRandom |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeScalePlayRate |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeScaleRateBySpeed |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeSequence |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNodeSequenceBlendBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This class encapsulates a common interface to extract multiple animation data and blend it.
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AnimNodeSequenceBlendByAim |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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).
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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).
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AnimNode_MultiBlendPerBone |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_CameraEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_ClothingMaxDistanceScale |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_Footstep |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_ForceField |
Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
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AnimNotify_Kismet |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_PawnMaterialParam |
AnimNotify_PawnMaterialParam
Control MaterialInstanceConstant Scalar parameters through AnimNotifies
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_PlayFaceFXAnim |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Play a facial animation on a character.
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AnimNotify_PlayParticleEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_Rumble |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AnimNotify_Scripted |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_Sound |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimNotify_Trails |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
AnimNotify for having a Trails emitter spawn based on an animation.
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AnimNotify_ViewShake |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AnimObject |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
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AnimTree |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ApexAsset |
This is the base class for ApexAssets
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ApexClothingAsset | |
ApexComponentBase | |
ApexDestructibleActor | This class defines a single instance of a destructible asset |
ApexDestructibleActorSpawnable | |
ApexDestructibleAsset | This class fully describes an APEX destructible asset and associated propreties |
ApexDestructibleDamageParameters | |
ApexDynamicComponent | |
ApexGenericAsset | This 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.
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ApexStaticComponent |
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ApexStaticDestructibleComponent |
This is the base class for static destructible components
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ArrowComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AudioComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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AudioDevice |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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AutoTestManager | |
BlockingVolume | |
BlurEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Blur post process effect
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BookMark | |
BookMark2D |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Simple class to store 2D camera information.
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BroadcastHandler | |
Brush | |
BrushComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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BrushShape | |
Camera |
Camera: defines the Point of View of a player in world space.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CameraActor | |
CameraAnim |
CameraAnim: defines a pre-packaged animation to be played on a camera.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CameraAnimInst |
CameraAnim: defines a pre-packaged animation to be played on a camera.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CameraConeComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CameraModifier |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CameraModifier_CameraShake |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Camera modifier that provides support for code-based oscillating camera shakes.
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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.
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Canvas | |
CeilingReachSpec |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CheatManager | |
ClipPadEntry | |
CodecMovie |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CodecMovieFallback |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ColorScaleVolume |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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Console | |
Controller | |
CoverGroup |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CoverGroupRenderingComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CoverLink |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CoverMeshComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CoverReplicator | this 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
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CoverSlipReachSpec |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
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CullDistanceVolume |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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CurveEdPresetCurve | |
CylinderComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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DataStoreClient |
Creates and manages all globally accessible persistent data stores.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DebugCameraController | |
DebugCameraHUD | |
DebugCameraInput | |
DecalActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DecalActorBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DecalActorMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DecalComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DecalManager |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DecalMaterial |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DefaultPhysicsVolume | |
DirectionalLight |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DirectionalLightComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DirectionalLightToggleable |
Toggleable version of DirectionalLight.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatConstant |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatConstantCurve |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatParameterBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatParticleParameter |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatSoundParameter |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatUniform |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionFloatUniformCurve |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorConstant |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorConstantCurve |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorParameterBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorParticleParameter |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorUniform |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DistributionVectorUniformCurve |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DMC_Base |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DMC_Prototype |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DmgType_Crushed |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DmgType_Fell |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DmgType_Suicided |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DmgType_Telefragged |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DOFAndBloomEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Depth of Field post process effect
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DOFBloomMotionBlurEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DOFEffect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Depth of Field post process effect
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DominantDirectionalLight |
Dominant version of DirectionalLight that generates static shadow maps.
There can only be one!
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DominantDirectionalLightComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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DominantPointLight |
Dominant version of PointLight that generates static shadowmaps.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DominantPointLightComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DominantSpotLight |
Dominant version of SpotLight that generates static shadowmaps.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DominantSpotLightComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DoorMarker | used 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
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DownloadableContentManager |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This object is responsible for the installation and removal of
downloadable content
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DrawBoxComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawCapsuleComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawConeComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawCylinderComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawFrustumComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawLightConeComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawLightRadiusComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawPylonRadiusComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawQuadComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawSoundRadiusComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DrawSphereComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DroppedPickup | |
DynamicAnchor | a 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.
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DynamicBlockingVolume |
This is a movable blocking volume. It can be moved by matinee, being based on
dynamic objects, etc.
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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.
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DynamicPhysicsVolume |
This is a movable physics volume. It can be moved by matinee, being based on
dynamic objects, etc.
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DynamicPylon | |
DynamicSMActor | |
DynamicSMActor_Spawnable |
Concrete version of DynamicSMActor for spawning mid-game.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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DynamicTriggerVolume |
This is a movable trigger volume. It can be moved by matinee, being based on
dynamic objects, etc.
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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.
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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.
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EmitterSpawnable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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).
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ExponentialHeightFog |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ExponentialHeightFogComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FacebookIntegration |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class for Facebook integration (each platform has a subclass
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FaceFXAnimSet |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FaceFXAsset |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FailedConnect |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
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FloorToCeilingReachSpec |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FluidInfluenceActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FluidInfluenceComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FluidSurfaceActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FluidSurfaceActorMovable |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FluidSurfaceComponent |
Utility component for drawing an interactive body of fluid.
Origin is at the component location.
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FogVolumeConeDensityComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeConeDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeConstantDensityComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeConstantDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeDensityComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeLinearHalfspaceDensityComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeLinearHalfspaceDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeSphericalDensityComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FogVolumeSphericalDensityInfo |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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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.
|
MapInfo | contains 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.
|
PortalMarker | this 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_ConstraintActorSpawnable | RB_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_IsLoggedIn | Used 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_Mover | event 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_PickupStatusChange | event 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.
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UIGameInfoSummary |
Provides information about the static resources available for a particular gametype.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIInteraction |
Controls the UI system.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIManager |
Class that manages the UI for the game
Replaces UISceneClient
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIMapSummary |
Provides information about the static resources available for a particular map.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIPropertyDataProvider |
Base class for data providers which provide data pulled directly from member UProperties.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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UIResourceDataProvider |
Base class for data providers which provide data for static game resources.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIRoot |
Base class for all classes that handle interacting with the user.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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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.
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UISoundTheme |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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UIWeaponSummary |
Provides information about the static resources associated with a single weapon class.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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Vehicle | |
Volume | |
VolumePathNode | |
VolumeTimer |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WallTransReachSpec |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WaterVolume | d
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Games should create placeable subclasses of WaterVolume for use in game levels.
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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.
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Weapon |
Base Weapon implementation.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WindDirectionalSource |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WindDirectionalSourceComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WindPointSource |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WindPointSourceComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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WorldInfo |
WorldInfo
Actor containing all script accessible world properties.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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ZoneInfo | |