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Engine.EngineTypes

Extends
Object
Modifiers
native abstract config ( Engine )

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.

Core.Object
|   
+-- Engine.EngineTypes

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EBlendMode
BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate, BLEND_SoftMasked, BLEND_AlphaComposite, BLEND_DitheredTranslucent
ELightingBuildQuality
Quality_Preview, Quality_Medium, Quality_High, Quality_Production, Quality_NoGlobalIllumination
EMaterialLightingModel
MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom, MLM_Anisotropic
EMaterialTessellationMode
MTM_NoTessellation, MTM_FlatTessellation, MTM_PNTriangles
EMobileAmbientOcclusionSource
MAOS_Disabled, MAOS_VertexColorRed, MAOS_VertexColorGreen, MAOS_VertexColorBlue, MAOS_VertexColorAlpha,
EMobileEmissiveColorSource
MECS_EmissiveTexture, MECS_BaseTexture, MECS_Constant,
EMobileEnvironmentBlendMode
MEBM_Add, MEBM_Lerp
EMobileSpecularMask
MSM_Constant, MSM_Luminance, MSM_DiffuseRed, MSM_DiffuseGreen, MSM_DiffuseBlue, MSM_DiffuseAlpha, MSM_MaskTextureRGB
EMobileTexCoordsSource
MTCS_TexCoords0, MTCS_TexCoords1, MTCS_TexCoords2, MTCS_TexCoords3,
EMobileTextureBlendFactorSource
MTBFS_VertexColor, MTBFS_MaskTexture,
EMobileTextureTransformTarget
MTTT_BaseTexture, MTTT_DetailTexture
EMobileValueSource
MVS_Constant, MVS_VertexColorRed, MVS_VertexColorGreen, MVS_VertexColorBlue, MVS_VertexColorAlpha, MVS_BaseTextureRed, MVS_BaseTextureGreen, MVS_BaseTextureBlue, MVS_BaseTextureAlpha, MVS_MaskTextureRed, MVS_MaskTextureGreen, MVS_MaskTextureBlue, MVS_MaskTextureAlpha, MVS_NormalTextureAlpha,
EPathFindingError
PATHERROR_STARTPOLYNOTFOUND, PATHERROR_GOALPOLYNOTFOUND, PATHERROR_ANCHORPYLONNOTFOUND, PATHERROR_NOPATHFOUND, PATHERROR_COMPUTEVALIDFINALDEST_FAIL, PATHERROR_GETNEXTMOVELOCATION_FAIL,
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
DominantShadowInfo
WorldToLight, LightToWorld, LightSpaceImportanceBounds, ShadowMapSizeX, ShadowMapSizeY
LightMapRef
Reference
LightmassDebugOptions
bDebugMode, bStatsEnabled, bGatherBSPSurfacesAcrossComponents, CoplanarTolerance, bUseDeterministicLighting, bUseImmediateImport, bImmediateProcessMappings, bSortMappings, bDumpBinaryFiles, bDebugMaterials, bPadMappings, bDebugPaddings, bOnlyCalcDebugTexelMappings, bUseRandomColors, bColorBordersGreen, bColorByExecutionTime, ExecutionTimeDivisor, bInitialized
LightmassDirectionalLightSettings
LightSourceAngle
LightmassLightSettings
IndirectLightingScale, IndirectLightingSaturation, ShadowExponent
LightmassPointLightSettings
LightSourceRadius
LightmassPrimitiveSettings
bUseTwoSidedLighting, bShadowIndirectOnly, bUseEmissiveForStaticLighting, EmissiveLightFalloffExponent, EmissiveLightExplicitInfluenceRadius, EmissiveBoost, DiffuseBoost, SpecularBoost, FullyOccludedSamplesFraction
LocalizedSubtitle
LanguageExt, Subtitles, bMature, bManualWordWrap
MaterialReferenceList
TargetMaterial, AffectedMaterialRefs, AffectedPPChainMaterialRefs
PostProcessMaterialRef
Effect
PrimitiveMaterialRef
Primitive, MaterialIndex
RootMotionCurve
AnimName, Curve, MaxCurveTime
SubtitleCue
Text, Time
SwarmDebugOptions
bDistributionEnabled, bForceContentExport, bInitialized
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Enumerations Detail

EBlendMode Source code

enum EBlendMode
{
BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive, BLEND_Modulate, BLEND_SoftMasked, BLEND_AlphaComposite, BLEND_DitheredTranslucent
};
Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.

ELightingBuildQuality Source code

enum ELightingBuildQuality
{
Quality_Preview, Quality_Medium, Quality_High, Quality_Production, Quality_NoGlobalIllumination
};
Lighting build quality enumeration

EMaterialLightingModel Source code

enum EMaterialLightingModel
{
MLM_Phong, MLM_NonDirectional, MLM_Unlit, MLM_SHPRT, MLM_Custom, MLM_Anisotropic
};

EMaterialTessellationMode Source code

enum EMaterialTessellationMode
{
MTM_NoTessellation, MTM_FlatTessellation, MTM_PNTriangles
};

EMobileAmbientOcclusionSource Source code

enum EMobileAmbientOcclusionSource
{
MAOS_Disabled, MAOS_VertexColorRed, MAOS_VertexColorGreen, MAOS_VertexColorBlue, MAOS_VertexColorAlpha,
};

EMobileEmissiveColorSource Source code

enum EMobileEmissiveColorSource
{
MECS_EmissiveTexture, MECS_BaseTexture, MECS_Constant,
};
Possible sources for mobile emissive color

EMobileEnvironmentBlendMode Source code

enum EMobileEnvironmentBlendMode
{
MEBM_Add, MEBM_Lerp
};
Possible environment map blend modes

EMobileSpecularMask Source code

enum EMobileSpecularMask
{
MSM_Constant, MSM_Luminance, MSM_DiffuseRed, MSM_DiffuseGreen, MSM_DiffuseBlue, MSM_DiffuseAlpha, MSM_MaskTextureRGB
};
Lerp between base color and environment color

EMobileTexCoordsSource Source code

enum EMobileTexCoordsSource
{
MTCS_TexCoords0, MTCS_TexCoords1, MTCS_TexCoords2, MTCS_TexCoords3,
};
Possible vertex texture coordinate sets that may used to sample textures on mobile platforms

EMobileTextureBlendFactorSource Source code

enum EMobileTextureBlendFactorSource
{
MTBFS_VertexColor, MTBFS_MaskTexture,
};
Possible options for blend factor source for blending between textures

EMobileTextureTransformTarget Source code

enum EMobileTextureTransformTarget
{
MTTT_BaseTexture, MTTT_DetailTexture
};

EMobileValueSource Source code

enum EMobileValueSource
{
MVS_Constant, MVS_VertexColorRed, MVS_VertexColorGreen, MVS_VertexColorBlue, MVS_VertexColorAlpha, MVS_BaseTextureRed, MVS_BaseTextureGreen, MVS_BaseTextureBlue, MVS_BaseTextureAlpha, MVS_MaskTextureRed, MVS_MaskTextureGreen, MVS_MaskTextureBlue, MVS_MaskTextureAlpha, MVS_NormalTextureAlpha,
};
Possible sources for mask values and such

EPathFindingError Source code

enum EPathFindingError
{
PATHERROR_STARTPOLYNOTFOUND, PATHERROR_GOALPOLYNOTFOUND, PATHERROR_ANCHORPYLONNOTFOUND, PATHERROR_NOPATHFOUND, PATHERROR_COMPUTEVALIDFINALDEST_FAIL, PATHERROR_GETNEXTMOVELOCATION_FAIL,
};


Structures Detail

DominantShadowInfo Source code

struct DominantShadowInfo
{
var box LightSpaceImportanceBounds;
var Matrix LightToWorld;
var int ShadowMapSizeX;
var int ShadowMapSizeY;
var Matrix WorldToLight;
};

LightSpaceImportanceBounds:
Bounding box of the area that the DominantLightShadowMap entries are stored for, in the coordinate space defined by WorldToLight.
LightToWorld:
Inverse of WorldToLight
ShadowMapSizeX:
Dimensions of DominantLightShadowMap
WorldToLight:
Transform from world space to the coordinate space that the DominantLightShadowMap entries are stored in.

LightMapRef Source code

struct LightMapRef
{
var native private const pointer Reference;
};


LightmassDebugOptions Source code

struct LightmassDebugOptions
{
var(EngineTypes) bool bColorBordersGreen;
var(EngineTypes) bool bColorByExecutionTime;
var(EngineTypes) bool bDebugMaterials;
var(EngineTypes) bool bDebugMode;
var(EngineTypes) bool bDebugPaddings;
var(EngineTypes) bool bDumpBinaryFiles;
var(EngineTypes) bool bGatherBSPSurfacesAcrossComponents;
var(EngineTypes) bool bImmediateProcessMappings;
var bool bInitialized;
var(EngineTypes) bool bOnlyCalcDebugTexelMappings;
var(EngineTypes) bool bPadMappings;
var(EngineTypes) bool bSortMappings;
var(EngineTypes) bool bStatsEnabled;
var(EngineTypes) bool bUseDeterministicLighting;
var(EngineTypes) bool bUseImmediateImport;
var(EngineTypes) bool bUseRandomColors;
var(EngineTypes) float CoplanarTolerance;
var(EngineTypes) float ExecutionTimeDivisor;
};
Debug options for Lightmass
bColorBordersGreen:
If TRUE, a green border will be placed around the edges of mappings
bColorByExecutionTime:
If TRUE, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)
bDebugMaterials:
If TRUE, Lightmass will write out BMPs for each generated material property sample to \ScreenShots\Materials.
bDebugMode:
If FALSE, UnrealLightmass.exe is launched automatically (default) If TRUE, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.
bDebugPaddings:
If TRUE, will fill padding of mappings with a color rather than the sampled edges. Means nothing if bPadMappings is not enabled...
bDumpBinaryFiles:
If TRUE, the generate coefficients will be dumped to binary files.
bGatherBSPSurfacesAcrossComponents:
If TRUE, BSP surfaces split across model components are joined into 1 mapping
bImmediateProcessMappings:
If TRUE, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work.
bOnlyCalcDebugTexelMappings:
If TRUE, only the mapping containing a debug texel will be calculated, all others will be set to white
bPadMappings:
If TRUE, Lightmass will pad the calculated mappings to reduce/eliminate seams.
bSortMappings:
If TRUE, Lightmass will sort mappings by texel cost.
bStatsEnabled:
If TRUE, all participating Lightmass agents will report back detailed stats to the log.
bUseDeterministicLighting:
If TRUE, deterministic lighting mode will be used.
bUseImmediateImport:
If TRUE, Lightmass will import mappings immediately as they complete. It will not process them, however.
bUseRandomColors:
If TRUE, color lightmaps a random color
CoplanarTolerance:
The tolerance level used when gathering BSP surfaces.
ExecutionTimeDivisor:
The amount of time that will be count as full red when bColorByExecutionTime is enabled

LightmassDirectionalLightSettings Source code

struct LightmassDirectionalLightSettings extends LightmassLightSettings
{
var(Directional) float LightSourceAngle;
};
Direcitonal light settings for Lightmass
LightSourceAngle:
Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.

LightmassLightSettings Source code

struct LightmassLightSettings
{
var(General) float IndirectLightingSaturation<UIMin=0.0|UIMax=4.0>;
var(General) float IndirectLightingScale<UIMin=0.0|UIMax=4.0>;
var(General) float ShadowExponent<UIMin=0.1|UIMax=4.0>;
};
Per-light settings for Lightmass
IndirectLightingSaturation:
0 will be completely desaturated, 1 will be unchanged
IndirectLightingScale:
Scale factor for the indirect lighting
ShadowExponent:
Controls the falloff of shadow penumbras

LightmassPointLightSettings Source code

struct LightmassPointLightSettings extends LightmassLightSettings
{
var(Point) float LightSourceRadius<UIMin=8.0|UIMax=1024.0>;
};
Point/spot settings for Lightmass
LightSourceRadius:
The radius of the light's emissive surface, not the light's influence.

LightmassPrimitiveSettings Source code

struct LightmassPrimitiveSettings
{
var(EngineTypes) bool bShadowIndirectOnly;
var(EngineTypes) bool bUseEmissiveForStaticLighting;
var(EngineTypes) bool bUseTwoSidedLighting;
var(EngineTypes) float DiffuseBoost;
var(EngineTypes) float EmissiveBoost;
var(EngineTypes) float EmissiveLightExplicitInfluenceRadius;
var(EngineTypes) float EmissiveLightFalloffExponent;
var(EngineTypes) float FullyOccludedSamplesFraction;
var float SpecularBoost;
};
Per-object settings for Lightmass
bShadowIndirectOnly:
If TRUE, this object will only shadow indirect lighting.
bUseEmissiveForStaticLighting:
If TRUE, allow using the emissive for static lighting.
bUseTwoSidedLighting:
If TRUE, this object will be lit as if it receives light from both sides of its polygons.
DiffuseBoost:
Scales the diffuse contribution of all materials applied to this object.
EmissiveBoost:
Scales the emissive contribution of all materials applied to this object.
EmissiveLightExplicitInfluenceRadius:
Direct lighting influence radius. The default is 0, which means the influence radius should be automatically generated based on the emissive light brightness. Values greater than 0 override the automatic method.
EmissiveLightFalloffExponent:
Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.
FullyOccludedSamplesFraction:
Fraction of samples taken that must be occluded in order to reach full occlusion.
SpecularBoost:
Scales the specular contribution of all materials applied to this object.

LocalizedSubtitle Source code

struct LocalizedSubtitle
{
var bool bManualWordWrap;
var bool bMature;
var string LanguageExt;
var array<SubtitleCue> Subtitles;
};
A subtitle localized to a specific language.
bManualWordWrap:
TRUE if the subtitles have been split manually.
bMature:
TRUE if this sound is considered to contain mature content.
LanguageExt:
The 3-letter language for this subtitle
Subtitles:
Subtitle cues. If empty, use SoundNodeWave's SpokenText as the subtitle. Will often be empty, as the contents of the subtitle is commonly identical to what is spoken.

MaterialReferenceList Source code

struct MaterialReferenceList
{
var edithide array<PrimitiveMaterialRef> AffectedMaterialRefs;
var edithide array<PostProcessMaterialRef> AffectedPPChainMaterialRefs;
var(EngineTypes) MaterialInterface TargetMaterial;
};
used by matinee material parameter tracks to hold material references to modify

PostProcessMaterialRef Source code

struct PostProcessMaterialRef
{
var MaterialEffect Effect;
};
reference to a specific material in a MaterialEffect

PrimitiveMaterialRef Source code

struct PrimitiveMaterialRef
{
var int MaterialIndex;
var PrimitiveComponent Primitive;
};
reference to a specific material in a PrimitiveComponent

RootMotionCurve Source code

struct RootMotionCurve
{
var(EngineTypes) Name AnimName;
var(EngineTypes) InterpCurveVector Curve;
var(EngineTypes) float MaxCurveTime;
};
Contains precomputed curve of root motion for a particular animation
AnimName:
Name of the animation this curve is associated with
Curve:
List of vectors offset from the start of the curve
MaxCurveTime:
The max input value of the curve

SubtitleCue Source code

struct SubtitleCue
{
var(EngineTypes) localized string Text;
var(EngineTypes) localized float Time;
};
A line of subtitle text and the time at which it should be displayed.
Text:
The text too appear in the subtitle.
Time:
The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line.

SwarmDebugOptions Source code

struct SwarmDebugOptions
{
var(EngineTypes) bool bDistributionEnabled;
var(EngineTypes) bool bForceContentExport;
var bool bInitialized;
};
Debug options for Swarm
bDistributionEnabled:
If TRUE, Swarm will distribute jobs. If FALSE, only the local machine will execute the jobs.
bForceContentExport:
If TRUE, Swarm will force content to re-export rather than using the cached version. If FALSE, Swarm will attempt to use the cached version.



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Creation time: ti 22-3-2011 19:56:48.704 - Created with UnCodeX