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Enums

LightType

Specifies which type of light actor to spawn when using the `Light(...)` API
NameDescription
LightType.PointA point light that emits in all directions
LightType.SpotA spotlight with a focused cone shape.
LightType.RectA rectangular area light (like a panel).

TraceMode

Flags that customize trace behavior in raycasting and overlap queries
NameDescription
TraceMode.DrawDebugVisually draws the trace line.
TraceMode.TraceComplexTraces against complex (per-poly) collision
TraceMode.ReturnPhysicalMaterialIncludes surface material info in results.
TraceMode.ReturnEntityIncludes any hit entity reference.
TraceMode.ReturnNamesReturns Actor, Component, and Bone names.
TraceMode.ReturnUVReturns UV coordinate of the hit point.

CollisionChannel

Channels used to filter collision and trace checks
NameDescription
CollisionChannel.WorldStaticStatic map geometry (e.g., buildings, terrain)
CollisionChannel.WorldDynamicMovable objects and props.
CollisionChannel.PawnCharacter capsule collisions.
CollisionChannel.PhysicsBodyPhysics-enabled bodies and pickable items.
CollisionChannel.MeshCharacter skeletal mesh.
CollisionChannel.WaterWater bodies or volumes.
CollisionChannel.FoliageGrass, bushes, and other foliage.
CollisionChannel.VehicleVehicle hitboxes and physics.

AttachmentRule

Rules that define how objects attach and maintain transforms
NameDescription
AttachmentRule.KeepRelativeKeeps relative transform when attaching
AttachmentRule.KeepWorldMaintains world transform.
AttachmentRule.SnapToTargetSnaps directly to target's transform.

DetachmentRule

Rules that define how objects detach and maintain transforms
NameDescription
DetachmentRule.KeepRelativeKeeps relative transform when detaching
DetachmentRule.KeepWorldMaintains world transform.

ConstraintMotion

Used in physics constraints to restrict axis movement
NameDescription
ConstraintMotion.FreeAxis is fully free.
ConstraintMotion.LimitedAxis is restricted to a range
ConstraintMotion.LockedAxis is completely locked.

WeatherType

Predefined weather presets compatible with Ultra Dynamic Sky. Use with `SetWeather(...)` to apply different weather conditions
NameDescription
WeatherType.ClearSkiesNo clouds or weather effects.
WeatherType.PartlyCloudyScattered clouds with sunlight.
WeatherType.CloudyOvercast sky, no rain.
WeatherType.OvercastDense cloud cover, darker lighting.
WeatherType.FoggyLow visibility due to fog.
WeatherType.RainLightLight rain effect.
WeatherType.RainSteady moderate rainfall.
WeatherType.RainThunderstormHeavy rain with thunder and lightning
WeatherType.SnowLightLight snowfall.
WeatherType.SnowNormal snow accumulation.
WeatherType.SnowBlizzardStrong snowstorm with wind.
WeatherType.SandDustCalmLight sand/dust in the air.
WeatherType.SandDustStormHeavy dust storm conditions.

NotificationType

Controls where on the screen a UI notification appears
NameDescription
NotificationType.SuccessGreen success notification with a tick
NotificationType.ErrorRed error notification with a cross
NotificationType.InfoBlue information notification with an info symbol
NotificationType.UpdateTurqoise download update notification

FontType

Built-in engine fonts available for use with `TextBlock:SetFont(...)` or other UI elements
NameDescription
FontType.RobotoStandard sans-serif font.
FontType.RobotoMonoMonospaced version of Roboto, good for code and numeric text
FontType.RobotoDistanceFieldDistance field version for scalable text.

TriggerType

Shape types used when creating trigger volumes (e.g., proximity or overlap detectors)
NameDescription
TriggerType.SphereSpherical trigger volume.
TriggerType.BoxBox-shaped trigger volume.
TriggerType.CapsuleCapsule-shaped trigger, ideal for characters

AnimationSlotType

Specifies which animation slot group to play animations in
NameDescription
AnimationSlotType.FullBodyPlays in the full-body slot, overriding all movement
AnimationSlotType.UpperBodyPlays only in the upper-body slot, allowing legs to animate independently

BlendMode

Specifies how a material blends with the background
NameDescription
BlendMode.OpaqueNo transparency. Fully solid
BlendMode.MaskedHard cutoff using an opacity mask
BlendMode.TranslucentSmooth transparency
BlendMode.AdditiveAdds light values to background — good for effects
BlendMode.ModulateMultiplies source and dest — rarely used
BlendMode.MaskedDistanceFieldUsed with distance field materials for cutouts
BlendMode.MaskedDistanceFieldShadowedSame as above but allows shadows
BlendMode.TranslucentDistanceFieldTranslucent with distance field
BlendMode.TranslucentDistanceFieldShadowedTranslucent + distance field + shadows
BlendMode.AlphaCompositeComposites using alpha channels
BlendMode.AlphaHoldoutUses alpha to mask out content
BlendMode.AlphaBlendBlends two materials using alpha
BlendMode.TranslucentAlphaOnlyWrites only alpha
BlendMode.TranslucentAlphaOnlyWriteAlphaWrites only alpha, not color

CCDMode

Controls Continuous Collision Detection for moving objects
NameDescription
CCDMode.AutoAutomatically enables CCD when needed
CCDMode.DisabledDisables CCD entirely
CCDMode.EnabledForces CCD for this object

CollisionType

Defines general collision behavior when spawning or simulating actors
NameDescription
CollisionType.NormalStandard collision based on channel settings
CollisionType.StaticOnlyOnly collides with static objects
CollisionType.NoCollisionIgnores all collisions
CollisionType.IgnoreOnlyPawnIgnores player and NPCs, but collides with everything else
CollisionType.AutoChooses the best setting automatically

AttenuationFunction

Defines how audio or light falloff behaves over distance
NameDescription
AttenuationFunction.LinearLinear drop-off
AttenuationFunction.LogarithmicLogarithmic curve, most natural
AttenuationFunction.InverseSlower drop-off near the source
AttenuationFunction.LogReverseReverse-log for unusual effects
AttenuationFunction.NaturalSoundOptimized for spatialized audio

AttenuationShape

Defines the shape of a sound or light attenuation volume
NameDescription
AttenuationShape.SphereOmnidirectional sphere
AttenuationShape.CapsuleCapsule shape, elongated along one axis
AttenuationShape.BoxBox-shaped volume
AttenuationShape.ConeDirectional cone shape

DoorType

Defines the shape of a sound or light attenuation volume
NameDescription
DoorType.ClassicStandard
DoorType.SwingingCapsule shape, elongated along one axis
DoorType.SlidingSliding door, like store doors
DoorType.GarageGarage-like door, based on the sliding door

Capture Sources

Specifies what render data the scene capture should output to its render target

Capture SourceDescription
SceneCaptureSource.FinalColorLDRFinal color with tone mapping (most common)
SceneCaptureSource.FinalColorHDRFinal color without tone mapping
SceneCaptureSource.SceneColorHDRScene color before post-processing
SceneCaptureSource.SceneDepthScene depth buffer
SceneCaptureSource.DeviceDepthDevice depth buffer
SceneCaptureSource.NormalWorld space normals
SceneCaptureSource.BaseColorBase color only

XrayState

Specifies the current Xray interaction state for a target actor

Xray StateDescription
XrayState.NoneNo Xray interaction active
XrayState.BeginFocusPlayer has started focusing on the target
XrayState.EndFocusPlayer has stopped focusing on the target
XrayState.RevealPlayer has released Xray key whilst target is in focus
XrayState.CancelXray interaction has been cancelled