Enums
LightType
| Name | Description |
|---|---|
LightType.Point | A point light that emits in all directions |
LightType.Spot | A spotlight with a focused cone shape. |
LightType.Rect | A rectangular area light (like a panel). |
TraceMode
| Name | Description |
|---|---|
TraceMode.DrawDebug | Visually draws the trace line. |
TraceMode.TraceComplex | Traces against complex (per-poly) collision |
TraceMode.ReturnPhysicalMaterial | Includes surface material info in results. |
TraceMode.ReturnEntity | Includes any hit entity reference. |
TraceMode.ReturnNames | Returns Actor, Component, and Bone names. |
TraceMode.ReturnUV | Returns UV coordinate of the hit point. |
CollisionChannel
| Name | Description |
|---|---|
CollisionChannel.WorldStatic | Static map geometry (e.g., buildings, terrain) |
CollisionChannel.WorldDynamic | Movable objects and props. |
CollisionChannel.Pawn | Character capsule collisions. |
CollisionChannel.PhysicsBody | Physics-enabled bodies and pickable items. |
CollisionChannel.Mesh | Character skeletal mesh. |
CollisionChannel.Water | Water bodies or volumes. |
CollisionChannel.Foliage | Grass, bushes, and other foliage. |
CollisionChannel.Vehicle | Vehicle hitboxes and physics. |
AttachmentRule
| Name | Description |
|---|---|
AttachmentRule.KeepRelative | Keeps relative transform when attaching |
AttachmentRule.KeepWorld | Maintains world transform. |
AttachmentRule.SnapToTarget | Snaps directly to target's transform. |
DetachmentRule
| Name | Description |
|---|---|
DetachmentRule.KeepRelative | Keeps relative transform when detaching |
DetachmentRule.KeepWorld | Maintains world transform. |
ConstraintMotion
| Name | Description |
|---|---|
ConstraintMotion.Free | Axis is fully free. |
ConstraintMotion.Limited | Axis is restricted to a range |
ConstraintMotion.Locked | Axis is completely locked. |
WeatherType
| Name | Description |
|---|---|
WeatherType.ClearSkies | No clouds or weather effects. |
WeatherType.PartlyCloudy | Scattered clouds with sunlight. |
WeatherType.Cloudy | Overcast sky, no rain. |
WeatherType.Overcast | Dense cloud cover, darker lighting. |
WeatherType.Foggy | Low visibility due to fog. |
WeatherType.RainLight | Light rain effect. |
WeatherType.Rain | Steady moderate rainfall. |
WeatherType.RainThunderstorm | Heavy rain with thunder and lightning |
WeatherType.SnowLight | Light snowfall. |
WeatherType.Snow | Normal snow accumulation. |
WeatherType.SnowBlizzard | Strong snowstorm with wind. |
WeatherType.SandDustCalm | Light sand/dust in the air. |
WeatherType.SandDustStorm | Heavy dust storm conditions. |
NotificationType
| Name | Description |
|---|---|
NotificationType.Success | Green success notification with a tick |
NotificationType.Error | Red error notification with a cross |
NotificationType.Info | Blue information notification with an info symbol |
NotificationType.Update | Turqoise download update notification |
FontType
| Name | Description |
|---|---|
FontType.Roboto | Standard sans-serif font. |
FontType.RobotoMono | Monospaced version of Roboto, good for code and numeric text |
FontType.RobotoDistanceField | Distance field version for scalable text. |
TriggerType
| Name | Description |
|---|---|
TriggerType.Sphere | Spherical trigger volume. |
TriggerType.Box | Box-shaped trigger volume. |
TriggerType.Capsule | Capsule-shaped trigger, ideal for characters |
AnimationSlotType
| Name | Description |
|---|---|
AnimationSlotType.FullBody | Plays in the full-body slot, overriding all movement |
AnimationSlotType.UpperBody | Plays only in the upper-body slot, allowing legs to animate independently |
BlendMode
| Name | Description |
|---|---|
BlendMode.Opaque | No transparency. Fully solid |
BlendMode.Masked | Hard cutoff using an opacity mask |
BlendMode.Translucent | Smooth transparency |
BlendMode.Additive | Adds light values to background — good for effects |
BlendMode.Modulate | Multiplies source and dest — rarely used |
BlendMode.MaskedDistanceField | Used with distance field materials for cutouts |
BlendMode.MaskedDistanceFieldShadowed | Same as above but allows shadows |
BlendMode.TranslucentDistanceField | Translucent with distance field |
BlendMode.TranslucentDistanceFieldShadowed | Translucent + distance field + shadows |
BlendMode.AlphaComposite | Composites using alpha channels |
BlendMode.AlphaHoldout | Uses alpha to mask out content |
BlendMode.AlphaBlend | Blends two materials using alpha |
BlendMode.TranslucentAlphaOnly | Writes only alpha |
BlendMode.TranslucentAlphaOnlyWriteAlpha | Writes only alpha, not color |
CCDMode
| Name | Description |
|---|---|
CCDMode.Auto | Automatically enables CCD when needed |
CCDMode.Disabled | Disables CCD entirely |
CCDMode.Enabled | Forces CCD for this object |
CollisionType
| Name | Description |
|---|---|
CollisionType.Normal | Standard collision based on channel settings |
CollisionType.StaticOnly | Only collides with static objects |
CollisionType.NoCollision | Ignores all collisions |
CollisionType.IgnoreOnlyPawn | Ignores player and NPCs, but collides with everything else |
CollisionType.Auto | Chooses the best setting automatically |
AttenuationFunction
| Name | Description |
|---|---|
AttenuationFunction.Linear | Linear drop-off |
AttenuationFunction.Logarithmic | Logarithmic curve, most natural |
AttenuationFunction.Inverse | Slower drop-off near the source |
AttenuationFunction.LogReverse | Reverse-log for unusual effects |
AttenuationFunction.NaturalSound | Optimized for spatialized audio |
AttenuationShape
| Name | Description |
|---|---|
AttenuationShape.Sphere | Omnidirectional sphere |
AttenuationShape.Capsule | Capsule shape, elongated along one axis |
AttenuationShape.Box | Box-shaped volume |
AttenuationShape.Cone | Directional cone shape |
DoorType
| Name | Description |
|---|---|
DoorType.Classic | Standard |
DoorType.Swinging | Capsule shape, elongated along one axis |
DoorType.Sliding | Sliding door, like store doors |
DoorType.Garage | Garage-like door, based on the sliding door |
Capture Sources
Specifies what render data the scene capture should output to its render target
| Capture Source | Description |
|---|---|
SceneCaptureSource.FinalColorLDR | Final color with tone mapping (most common) |
SceneCaptureSource.FinalColorHDR | Final color without tone mapping |
SceneCaptureSource.SceneColorHDR | Scene color before post-processing |
SceneCaptureSource.SceneDepth | Scene depth buffer |
SceneCaptureSource.DeviceDepth | Device depth buffer |
SceneCaptureSource.Normal | World space normals |
SceneCaptureSource.BaseColor | Base color only |
XrayState
Specifies the current Xray interaction state for a target actor
| Xray State | Description |
|---|---|
XrayState.None | No Xray interaction active |
XrayState.BeginFocus | Player has started focusing on the target |
XrayState.EndFocus | Player has stopped focusing on the target |
XrayState.Reveal | Player has released Xray key whilst target is in focus |
XrayState.Cancel | Xray interaction has been cancelled |