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Engine

Interface Summary
CustomPropertyItemHandler Provides an interface for overriding the default behavior of routing and applying property values received from a custom editor property window item. Classes which implement this interface would also need to specify custom property item windows @see UnrealEd.CustomPropertyItemBindings Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
OnlineAccountInterface This interface provides account creation and enumeration functions  
OnlineContentInterface This interface provides accessors to the platform specific content system (ie downloadable content, etc)  
OnlineGameInterface This interface deals with the online games. It creates, destroys, performs searches for online games. This interface is overloaded to provide custom matchmaking services  
OnlineNewsInterface This interface provides functions for reading game specific news and announcements  
OnlinePlayerInterface This interface provides accessors to the platform specific player methods. NOTE: All players are referenced by their controller number, which is zero on the PC.  
OnlinePlayerInterfaceEx This interface provides extended player functionality not supported by all platforms. The OnlineSubsystem will return NULL when requesting this interface on a platform where it is not supporeted.  
OnlineStatsInterface This interface deals with reading & writing stats to the online subsytem.  
OnlineSystemInterface This interface provides accessors to the platform specific system methods, features that do not pertain to a single user but to the game as a whole.  
OnlineVoiceInterface This interface deals with voice over IP. It is responsible for registering, unregistering, and filtering talkers. It also handles special voice effects. This interface also provides hooks for accessing the raw data to perform operations on it, such as speech recognition, lip sync, etc.  
UIDataStorePublisher Provides an interface for working with objects which both retrieve and publish data using data stores. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStoreSubscriber Provides an interface for working with objects which retrieve data using data stores. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEventContainer Provides an interface for objects which can contain collections of UIEvents. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIListElementCellProvider Provides an interface for objects which provide data for list element cells. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIListElementProvider Provides an interface for providing a UIList with a collection of data through the UIListElement interface Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISettingsClient Provides an interface for exposing properties and metadata to a SessionSettingsProvider. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStringRenderer Provides an interface for working with widgets that render strings in some way. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyleResolver Provides an interface for dealing with non-widgets that have UIStyleReferences which need to be resolved when the widget's style is resolved. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Class Summary
AccessControl 
Actor 
ActorComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAI Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSound Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryAmbientSoundSimple Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryArchetype Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryCoverLink Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDecal Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryDynamicSM Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryEmitter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryLensFlare Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryLight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryMover Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPathNode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPhysicsAsset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryPlayerStart Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryRigidBody Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactorySkeletalMesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactorySkeletalMeshMAT Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryStaticMesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryTrigger Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ActorFactoryVehicle Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Admin Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AdvancedReachSpec 
AIController 
AmbientSound 
AmbientSoundNonLoop 
AmbientSoundSimple 
AmbientSoundSimpleToggleable Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimatedCamera Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm Baseclass for animation compression algorithms. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_BitwiseCompressOnly Bitwise animation compression only; performs no key reduction. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RemoveEverySecondKey Keyframe reduction algorithm that simply removes every second key. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RemoveTrivialKeys Removes trivial frames -- frames of tracks when position or orientation is constant over the entire animation -- from the raw animation data. If both position and rotation go down to a single frame, the time is stripped out as well. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimationCompressionAlgorithm_RevertToRaw Reverts any animation compression, restoring the animation to the raw data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeAimOffset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlend Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByBase AnimNodeBlendByBase.uc Looks at the base of the Pawn that owns this node and blends accordingly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByPhysics AnimNodeBlendByPhysics.uc Looks at the physics of the Pawn that owns this node and blends accordingly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendByPosture AnimNodeBlendByPosture.uc Looks at the posture of the Pawn that owns this node and blends accordingly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendBySpeed AnimNodeBlendBySpeed Blends between child nodes based on the owners speed and the defined constraints. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendDirectional Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendList Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendMultiBone Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeBlendPerBone Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeCrossfader AnimNodeCrossfader This single node allows to crossfade between 2 animations through script control. A typical usage scenario would be to blend between 2 player idle animations. This blend requires 2 AnimNodeSequence as childs, you cannot connect 2 blends nor any other node types. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeMirror Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodePlayCustomAnim Gives code control to override an AnimTree branch, with a custom animation. . Normal branch is the normal tree branch (for example Human upper body). . Custom branch must be connected to an AnimNodeSequence. This node can then take over the upper body to play a cutom animation given various parameters. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeRandom Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeScalePlayRate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeScaleRateBySpeed Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeSequence Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeSequenceBlendBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. This class encapsulates a common interface to extract multiple animation data and blend it.  
AnimNodeSequenceBlendByAim Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNodeSlot Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Slot for Matinee controlled Animation Trees. Each slot will be able to blend a defined number of channels (AnimNodeSequence connections).  
AnimNodeSynch Copyright 1998-2008 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).  
AnimNotify Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Footstep Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNotify_PlayFaceFXAnim Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Play a facial animation on a character.  
AnimNotify_Script Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Scripted Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNotify_Sound Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimNotify_ViewShake Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimSequence One animation sequence of keyframes. Contains a number of tracks of data. The Outer of AnimSequence is expected to be its AnimSet. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimSet This is a set of AnimSequences All sequence have the same number of tracks, and they relate to the same bone names. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AnimTree Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ArrowComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AudioComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AudioDevice Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
AutoLadder 
BlockingVolume 
BloomEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
BookMark 
BroadcastHandler 
Brush 
BrushComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Camera Camera: defines the Point of View of a player in world space. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CameraActor 
CameraAnim CameraAnim: defines a pre-packaged animation to be played on a camera. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CameraAnimInst CameraAnim: defines a pre-packaged animation to be played on a camera. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CameraConeComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CameraMode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CameraModifier Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Canvas 
CeilingReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CheatManager 
ClipMarker Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Clip markers for brush clipping mode. 2 or 3 of these are placed in a level to define a clipping plane. These should NOT be manually added to the level -- the editor automatically adds and deletes them as necessary.  
ClipPadEntry 
CodecMovie Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CodecMovieFallback Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ColorScaleVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Console 
ConsoleEntry Temporary widget for representing the region that displays the text currently being typed into the console Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Controller 
CoverGroup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CoverGroupRenderingComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CoverLink Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CoverMeshComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CoverReplicatorthis handles replicating cover changes to a client can't use variable replication on the CoverLinks because the slots list is a dynamic array also, that could potentially be a whole lot of channels if LDs mess with a lot of cover via Kismet, so this is more efficient  
CoverSlipReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CoverSlotMarker Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CullDistanceVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CurrentGameDataStore Provides data about the current game. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CurrentWeaponDataProvider Provides data about the weapon currently being used by the owning player. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
CurveEdPresetCurve 
CylinderComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DamageType DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking damage from any DamageType! Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DataStoreClient Creates and manages all globally accessible persistent data stores. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DebugCameraController 
DebugCameraHUD 
DebugCameraInput 
DebugManager 
DecalActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DecalComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DecalLifetime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DecalLifetimeAge Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DecalManager Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DecalMaterial Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DefaultPhysicsVolume 
DialogueManager Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DirectionalLight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DirectionalLightComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DirectionalLightToggleable Toggleable version of DirectionalLight. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatConstant Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatConstantCurve Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatParameterBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatParticleParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatSoundParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatUniform Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionFloatUniformCurve Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorConstant Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorConstantCurve Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorParameterBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorParticleParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorUniform Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DistributionVectorUniformCurve Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DmgType_Crushed Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DmgType_Fell Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DmgType_Suicided Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DmgType_Telefragged Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DOFAndBloomEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Depth of Field post process effect  
DOFEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Depth of Field post process effect  
DoorMarkerused to mark a door; handles the usability of paths through it and any special actions needed to open it  
DrawBoxComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawCapsuleComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawConeComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawCylinderComponent 
DrawFrustumComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawLightConeComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawLightRadiusComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawQuadComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawSoundRadiusComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DrawSphereComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DroppedPickup 
DynamicAnchora dynamic anchor is a NavigationPoint temporarily added to the navigation network during gameplay, when the AI is trying to get on the network but there is no directly reachable NavigationPoint available. It tries to find something else that is reachable (for example, part of a ReachSpec) and places one of these there and connects it to the network. Doing it this way allows us to handle these situations without any special high-level code; as far as script is concerned, the AI is moving along a perfectly normal NavigationPoint connected to the network just like any other. DynamicAnchors handle destroying themselves and cleaning up any connections when they are no longer in use.  
DynamicBlockingVolume This is a movable blocking volume. It can be moved by matinee, being based on dynamic objects, etc.  
DynamicCameraActor 
DynamicLightEnvironmentComponent This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
DynamicPhysicsVolume This is a movable physics volume. It can be moved by matinee, being based on dynamic objects, etc.  
DynamicSMActor 
DynamicSMActor_SpawnableConcrete version of DynamicSMActor for spawning mid-game.  
DynamicTriggerVolume This is a movable trigger volume. It can be moved by matinee, being based on dynamic objects, etc.  
EdCoordSystem 
Emitter 
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 1998-2008 Epic Games, Inc. All Rights Reserved.  
EmitterSpawnable Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Engine 
FaceFXAnimSet Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FaceFXAsset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FailedConnect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FileLog Opens a file on disk for logging purposes. Spawn one, then call OpenLog() with the desired file name, output using Logf(), and then finally call CloseLog(), or destroy the FileLog actor. This functionality has been moved to the new FileWriter class. Stubs have been left here for compatibility Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FileWriter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. This is a simple class that allows for secure writing of output files from within Script. The directory to which it writes files is determined by the file type member variable.  
FloorToCeilingReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeConeDensityComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeConeDensityInfo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeConstantDensityComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeConstantDensityInfo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeDensityComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeDensityInfo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeLinearHalfspaceDensityComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeLinearHalfspaceDensityInfo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeSphericalDensityComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FogVolumeSphericalDensityInfo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FoliageComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
FoliageFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Font Copyright 1998-2008 Epic Games, Inc. 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.  
FontImportOptions Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
ForceFeedbackWaveform This class manages the waveform data for a forcefeedback device, specifically for the xbox gamepads. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
GameEngine 
GameInfo 
GameInfoDataProvider Provides information about the current game. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
GameMessage Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
GameReplicationInfo 
GameRules 
GameUISceneClient UISceneClient used when playing a game. Copyright 1998-2008 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 PIE window running. Responsibilities: propagating input events to the global interactions list Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
GravityVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
HeightFog Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
HeightFogComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
HUD 
Info Info, the root of all information holding klasses. Doesn't have any movement / collision related code. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Input 
Interaction Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InternetInfo 
InterpActordynamic static mesh actor intended to be used with Matinee replaces movers Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpCurveEdSetup Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpGroup 
InterpGroupDirector 
InterpGroupInst 
InterpGroupInstDirector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrack Copyright 1998-2008 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 
InterpTrackColorProp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackColorScale 
InterpTrackDirector 
InterpTrackEvent 
InterpTrackFaceFX 
InterpTrackFade 
InterpTrackFloatBase 
InterpTrackFloatMaterialParam 
InterpTrackFloatParticleParam 
InterpTrackFloatProp 
InterpTrackInst 
InterpTrackInstAnimControl 
InterpTrackInstColorProp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstColorScale 
InterpTrackInstDirector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstEvent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFaceFX 
InterpTrackInstFade Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatMaterialParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatParticleParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstFloatProp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstMorphWeight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstMove Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstProperty Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSkelControlScale Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSlomo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstSound Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstToggle Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstVectorMaterialParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackInstVectorProp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackMorphWeight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackMove 
InterpTrackSkelControlScale Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackSlomo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackSound 
InterpTrackToggle 
InterpTrackVectorBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InterpTrackVectorMaterialParam 
InterpTrackVectorProp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Inventory 
InventoryDataProvider Provides data about an instance of an inventory item. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
InventoryManager 
KActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
KActorSpawnable Version of KActor that can be dynamically spawned and destroyed during gameplay Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
KAsset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
KAssetSpawnable Version of KAsset that can be dynamically spawned and destroyed during gameplay Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Keypoint Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
KillZDamageType Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
KMeshProps Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Ladder 
LadderReachSpec 
LadderVolume 
LensFlare Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LensFlareComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LensFlareSource LensFlare source actor class. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
LevelStreamingDistance LevelStreamingDistance Distance based streaming implementation. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LevelStreamingKismet LevelStreamingKismet Kismet triggerable streaming implementation. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LevelStreamingPersistent LevelStreamingPersistent @documentation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LevelStreamingVolume Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
LightComponent Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
LightFunction Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LightVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Used to associate lights with volumes.  
LineBatchComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
LocalMessage 
LocalPlayer 
MantleReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MapInfocontains game-specific map data, attached to the WorldInfo  
Material Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpression Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAbs Absolute value material expression for user-defined materials Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAdd Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionAppendVector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionBumpOffset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCameraVector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCameraWorldPosition Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCeil Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionClamp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionComment Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionComponentMask Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCompound Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant2Vector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant3Vector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstant4Vector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionConstantClamp Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCosine Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionCrossProduct Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasBlend Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasedAlpha Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDepthBiasedBlend Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDesaturation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDestColor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDestDepth Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDivide Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionDotProduct Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFlipBookSample Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFloor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFontSample Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFontSampleParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionFrac Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareIntensity Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareOcclusion Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareRadialDistance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareRayDistance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLensFlareSourceDistance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLightVector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionLinearInterpolate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshEmitterVertexColor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMeshSubUV Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionMultiply Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionNormalize Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionOneMinus Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPanner Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionParticleSubUV Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPixelDepth Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionPower Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionReflectionVector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionRotator Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionScalarParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSceneDepth Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSceneTexture Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionScreenPosition Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSine Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSquareRoot Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionStaticComponentMaskParameter Copyright 2004-2006 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionStaticSwitchParameter Copyright 2004-2007 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionSubtract Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureCoordinate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSample Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameter2D Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterCube Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTextureSampleParameterMovie Movie texture paramater for material instance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTransform Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionTransformPosition Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionVectorParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialExpressionVertexColor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialInstance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialInstanceActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Utility class designed to allow you to connect a MaterialInterface to a Matinee action.  
MaterialInstanceConstant Copyright 1998-2008 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 void UMaterialEditorInstanceTimeVarying::CopyToSourceInstance() template< typename MI_TYPE, typename ARRAY_TYPE > (this copies void UpdateParameterValueOverTimeValues( void UMaterialEditorInstanceTimeVarying::RegenerateArrays() the various void UMaterialInstanceTimeVarying::Set (to set the defaul values) static void UpdateMICResources(UMaterialInstanceTimeVarying* Instance) (to send the data over to the rendering thread (if it needs it) Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MaterialInterface Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MatineeActor 
MeshComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MeshComponentFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ModelComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphNodeBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphNodePose Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphNodeWeightBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphTarget Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphTargetSet Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MorphWeightSequence Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MotionBlurEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
MultiFont Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. A font class that stores multiple font pages for different resolutions  
MusicTrackDataStructures Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Mutator 
NavigationPoint 
Note 
Objective Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ObjectReferencer Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Helper class to force object references for various reasons.  
OnlineGameSearch Holds the base settings for an online game search  
OnlineGameSettings Holds the base configuration settings for an online game  
OnlineProfileSettings This class holds the data used in reading/writing online profile settings. Online profile settings are stored by an external service.  
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 
ParticleLODLevel ParticleLODLevel Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModule Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAcceleration Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAccelerationBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAccelerationOverLifetime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorLine Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorParticle Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleAttractorPoint Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamBase ParticleModuleBeamBase The base class for all Beam modules. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamModifier ParticleModuleBeamModifier This module implements a single modifier for a beam emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamNoise ParticleModuleBeamNoise This module implements noise for a beam emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamSource ParticleModuleBeamSource This module implements a single source for a beam emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleBeamTarget ParticleModuleBeamTarget This module implements a single target for a beam emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCollision Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleCollisionBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorByParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorOverLife Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleColorScaleOverLife ParticleModuleColorScaleOverLife The base class for all Beam modules. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillBox Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleKillHeight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLifetime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLifetimeBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationDirect ParticleModuleLocationDirect Sets the location of particles directly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleLocationEmitter 
ParticleModuleLocationEmitterDirect 
ParticleModuleLocationPrimitiveBase 
ParticleModuleLocationPrimitiveCylinder 
ParticleModuleLocationPrimitiveSphere 
ParticleModuleMaterialBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMaterialByParameter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshMaterial Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleMeshRotationRateMultiplyLife Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrbit Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrbitBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrientationAxisLock Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleOrientationBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRequired Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationOverLifetime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRateBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleRotationRateMultiplyLife Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSize Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeMultiplyLife Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeMultiplyVelocity Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSizeScale Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSpawnBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSpawnPerUnit Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUV Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVDirect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleSubUVSelect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailBase ParticleModuleTrailBase Provides the base class for Trail emitter modules Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailSource ParticleModuleTrailSource This module implements a single source for a Trail emitter. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailSpawn ParticleModuleTrailSpawn The trail spawn module. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTrailTaper ParticleModuleTrailTaper Trail taper module Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataBeam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataBeam2 Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataMesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataMeshNxFluid Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataNxFluid Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataTrail Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleTypeDataTrail2 ParticleModuleTypeDataTrail2 Provides the base data for trail emitters. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleUberBase ParticleModuleUberBase Base-class for 'uber' modules, which combine other modules together. Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocity Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityInheritParent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleModuleVelocityOverLifetime Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleSpriteEmitter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleSystem Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ParticleSystemComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PathNode 
PathRenderingComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Pawn 
PhysicalMaterial Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
PhysicsAsset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PhysicsAssetInstance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PhysicsVolume 
PickupDataProvider Provides data about an instance of a pickup, such as health, ammo, powerups, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PickupFactory 
Player 
PlayerController 
PlayerDataProvider Provides information about a player. There will be a data store for each player in the game. The PlayerDataProvider associated with the owning player will be accessible via the 'PlayerOwner' tag. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PlayerInput 
PlayerManagerInteraction Responsible for routing input events from the GameViewportClient to the appropriate player. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PlayerOwnerDataProvider Provides information about the owning player. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PlayerOwnerDataStore Provides the UI with all data associated with the player which owns this viewport. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PlayerReplicationInfo 
PlayerSettingsProvider Base class for data providers which provide the UI with with read/write access to settings which are configurable per-player, such as input, display, audio, and general preferences. Each local player in the game receives its own set of unique PlayerSettingsProviders. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PlayerStart 
PointLight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PointLightComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PointLightMovable Movable version of PointLight. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PointLightToggleable Toggleable version of PointLight. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PolyMarker 
PortalMarkerthis Actor marks PortalTeleporters on the navigation network  
PortalTeleporter Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PortalVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Used to define areas of a map by portal  
PostProcessChain Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PostProcessEffect Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved. Used to affect post process settings in the game and editor.  
PotentialClimbWatcher Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PowerupDataProvider Provides data about a powerup currently in inventory. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Prefab Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PrefabInstance An Actor representing an instance of a Prefab in a level. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PrimitiveComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
PrimitiveComponentFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Projectile 
ProscribedReachSpec 
RB_BodyInstance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_BodySetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_BSJointActor 
RB_BSJointSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintActor 
RB_ConstraintActorSpawnableRB_ConstraintActor spawnable during gameplay  
RB_ConstraintDrawComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintInstance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_ConstraintSetup 
RB_CylindricalForceActor 
RB_DistanceJointSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_ForceFieldExcludeVolume 
RB_Handle 
RB_HingeActor 
RB_HingeSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_LineImpulseActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_PrismaticActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_PrismaticSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_PulleyJointActor 
RB_PulleyJointSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_RadialForceActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_RadialImpulseActor 
RB_RadialImpulseComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_SkelJointSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_Spring Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_StayUprightSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RB_Thruster 
ReachSpec 
ReplicationInfo 
ReverbVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Used to affect reverb settings in the game and editor.  
Route Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
RouteRenderingComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SavedMove 
SaveGameSummary SaveGameSummary Helper object embedded in save games containing information about saved map. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCapture2DComponent SceneCapture2DComponent Allows a scene capture to a 2D texture render target Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCaptureActor SceneCaptureActor Base class for actors that want to capture the scene using a scene capture component Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCaptureComponent SceneCaptureComponent Base class for scene recording components Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCaptureCubeMapComponent SceneCaptureCubeMapComponent Allows a scene capture to up to 6 2D texture render targets Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCapturePortalComponent SceneCapturePortalComponent Captures the scene as if viewed through a portal to a 2D texture render target. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneCaptureReflectComponent SceneCaptureReflectComponent Captures the reflection of the current view to a 2D texture render target. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SceneDataStore This data store class is used for providing access to data that should only have the lifetime of the current scene. Each scene has its own SceneDataStore, which is capable of containing an arbitrary number of data elements, configurable by the designer using the UI editor. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ScoreBoard 
Scout 
ScriptConsoleEntry Example of how to setup a complex widget which contains child widgets in unrealscript. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ScriptedTexture 
SeqAct_ActivateRemoteEvent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ActorFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ActorFactoryEx Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AddFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AddInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AIAbortMoveToActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AIMoveToActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ApplySoundNode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AssignController Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AttachToActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_AttachToEvent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CameraLookAt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CastToFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CastToInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CauseDamage Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CauseDamageRadial Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ChangeCollision Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_CommitMapChange SeqAct_CommitMapChange Kismet action commiting pending map change Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ConsoleCommand Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ControlMovieTexture 
SeqAct_CrossFadeMusicTracks Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Delay Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_DelaySwitch Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Destroy Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_DivideFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_DivideInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_FinishSequence Upon activation this action triggers the associated output link of the owning Sequence. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ForceFeedback Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ForceGarbageCollection Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ForceMaterialMipsResident SeqAct_WaitForLevelsVisible Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Gate Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetDistance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetProperty Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_GetVelocity Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_GiveInventory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_HealDamage 
SeqAct_Interp Copyright 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelStreaming SeqAct_LevelStreaming Kismet action exposing loading and unloading of levels. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelStreamingBase SeqAct_LevelStreamingBase Base Kismet action exposing loading and unloading of levels. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_LevelVisibility SeqAct_LevelVisibility Kismet action exposing associating/ dissociating of levels. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Log Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_MakeNoiseCauses target actor to make a noise that AI will hear  
SeqAct_ModifyCover Copyright 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_MultiplyFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_MultiplyInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlayCameraAnim Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlayFaceFXAnim Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_PlaySound Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Possess Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_PrepareMapChange SeqAct_PrepareMapChange Kismet action exposing kicking off async map changes Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_RandomSwitch Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_RangeSwitch Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - this should be a conditional  
SeqAct_SetBlockRigidBody Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetBool Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetCameraTarget Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetDamageInstigatorsets who gets credit for damage caused by the Target Actor  
SeqAct_SetDOFParams Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMaterial Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstScalarParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstTexParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMatInstVectorParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMotionBlurParams Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetMusicTrack Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetObject Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetParticleSysParam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetPhysics Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetRigidBodyIgnoreVehicles Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetSkeletalMesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetStaticMesh Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetString Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SetVector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SubtractFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_SubtractInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Switch Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Teleport Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Toggle Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleAffectedByHitEffects Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleCinematicMode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleDynamicChannel Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleGodMode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleHidden Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleHUD Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_ToggleInput Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_Trace Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_UpdateDynamicCover Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqAct_WaitForLevelsVisible SeqAct_WaitForLevelsVisible Kismet action exposing associating/ dissociating of levels. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareBool Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_CompareObject Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_GetServerType Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_Increment Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_IncrementFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsInCombat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_IsLoggedInUsed to determine how many players are currently logged in  
SeqCond_IsSameTeam Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchBase Base class for all condition sequence objects which act as switch constructs. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
SeqCond_SwitchClass Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqCond_SwitchName Base class for all switch condition ops which use a name value for branching. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
SeqCond_SwitchObject Base class for all switch condition ops which use an object value for branching. Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqEvent_LevelLoaded Copyright 1998-2008 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_LevelReset Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqEvent_LevelStartup Event which is activated by GameInfo.StartMatch when the match begins. Originator: current WorldInfo Instigator: None Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqEvent_Moverevent that encapsulates basic mover functionality such as activating when a player gets on/off, automatically reversing direction after a delay, and handling hitting other actors in transit the Originator of this event should be the mover (InterpActor or subclass), which notifies us when things we might care about happen Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqEvent_PickupStatusChangeevent that is triggered when a PickupFactory's status changes  
SeqEvent_PlayerSpawned Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqEvent_SequenceActivated Activated once a sequence is activated by another operation. Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SequenceAction This is an op that by default performs a behavior on any targeted objects. Copyright 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SequenceObject Base class for all Kismet related objects. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SequenceOp Base class of any sequence object that can be executed, such as SequenceAction, SequenceCondtion, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SequenceVariable Base class for all variables used by SequenceOps. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Bool Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_External Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Float Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Int Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_MusicTrack Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_MusicTrackBank Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Name Sequence variable for holding a name value. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
SeqVar_Named 
SeqVar_Object Copyright 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Player Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_RandomFloat Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_RandomInt Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_String Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_UIRange This class allows designers to manipulate UIRangeData values. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SeqVar_Vector Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SessionSettingsProvider Provides the UI with read/write access to settings which affect gameplay, such as gameinfo, mutator, and maplist settings. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - make this class also expose a copy of all settings as an array called "Settings" so that the UI can autogenerate lists of menu options, ala GUIMultiOptionList in UT2004. @fixme - not ready for use yet!  
SessionSettingsProvider_GameInfo Provides the UI with read/write access to settings from the GameInfo class. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Settings Base class for any type of settings that can be manipulated by the UI  
SettingsProfile Used to copy data from any Settings class derivative, and store it in a .ini file; Primarily used by the instant action and host game menus, to save game settings values  
ShadowMap2D Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ShadowMapTexture2D Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkelControlFootPlacement 
SkelControlLimb 
SkelControlLookAt 
SkelControlSingleBone Simple controller that replaces or adds to the translation/rotation of a single bone. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkelControlSpline 
SkelControlTrail Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Allows a chain of bones to 'trail' behind its head.  
SkelControlWheel 
SkeletalMesh Contains the shared data that is used by all SkeletalMeshComponents (instances). Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActor Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorMAT Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Advanced version of SkeletalMeshActor which uses an AnimTree instead of having a single AnimNodeSequence defined in its defaultproperties  
SkeletalMeshActorMATSpawnable Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshActorSpawnable Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkeletalMeshSocket Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkyLight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkyLightComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SkyLightToggleable Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SlotToSlotReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundCue Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNode Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeAmbient Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeAmbientNonLoop Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeAttenuation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeConcatenator Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeDelay Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
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 Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeLooping Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeMature Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundNodeWave::bMature=TRUE should be played.  
SoundNodeMixer Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeModulator Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeModulatorContinuous NOTE: If you have a looping sound the PlaybackTime will keep increasing. And PlaybackTime is what is used to get values from the Distributions. So the Modulation will work the first time through but subsequent times will not work for distributions with have a "size" to them. In short using a SoundNodeModulatorContinuous for looping sounds is not advised. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeOscillator Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeRandom Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SoundNodeWave Sound node that contains sample data  
SoundNodeWaveParam Sound node that takes a runtime parameter for the wave to play  
SpeechRecognition Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SpeedTree 
SpeedTreeActor 
SpeedTreeActorFactory 
SpeedTreeComponent 
SpeedTreeComponentFactory 
SpotLight Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SpotLightComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SpotLightMovable Movable version of SpotLight. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SpotLightToggleable Toggleable version of SpotLight. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SpriteComponent Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved  
StaticMeshActor 
StaticMeshActorBase Base class for static actors which contain StaticMeshComponents. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved  
StaticMeshComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
StaticMeshComponentFactory Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Surface Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SVehicle 
SVehicleSimBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SVehicleSimCar Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SVehicleSimTank Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SVehicleWheel Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
SwatTurnReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TargetPoint Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TeamDataProvider Provides data about an instance of the TeamInfo class in the game. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TeamInfo 
Teleporter 
TeleportReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Terrain Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TerrainComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TerrainLayerSetup Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TerrainMaterial Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TerrainWeightMapTexture Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Texture Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Texture2D Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Texture2DComposite Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TextureCube Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TextureFlipBook TextureFlipBook FlipBook texture support base class. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TextureMovie TextureMovie Movie texture support base class. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TextureRenderTarget TextureRenderTarget Base for all render target texture resources Copyright 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
Trigger An actor used to generate collision events (touch/untouch), and interactions events (ue) as inputs into the scripting system. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
TriggerStreamingLevel This volume is used to control which levels are loaded/unloaded during gameplay.  
TriggerVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
Trigger_Dynamic 
Trigger_LOS Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UberPostProcessEffect Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Uber post process effect  
UIAction Abstract base class for UI actions. Actions perform tasks for widgets, in response to some external event. Actions are created by programmers and are bound to widget events by designers using the UI editor. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ActivateLevelEvent Allows designers to activate remote events in the current level. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ActivatePage Activates a tab page in a tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_ActivateState This action changes (or appends) the UIState specified by NewState for the widgets associated with the Target variable link. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_AddDataField This action allows designers to add additional fields to Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ApplyScrolling This action allows designers to scroll widgets (which support scrolling) up or down. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_ChangeState Base class for actions that change widget states. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ChangeVisibility This action changes the visibility of a widget Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_CloseScene Closes a scene. If no scene is specified and bAutoTargetOwner is true for this action, closes the owner scene. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ConsoleCommand UI-specific version of the ConsoleCommand action, which is capable of automatically attaching to the owning widget. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_CreateOnlineGame This action creates an online game based upon the settings object that is bound to the UI widget  
UIAction_DataStore Base class for all actions that manipulate data store bindings. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_DataStoreField This is the base class for all actions which interact with specific fields from a data provider. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_DeactivateState This action changes (or removes) the UIState specified by StateName for the widgets associated with the Target variable link. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_EnablePage Enables or disables a tab button and tab page in a tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_FindOnlineGames This action creates an online game based upon the settings object that is bound to the UI widget  
UIAction_FindPageByCaption Finds the tab page whose button has the specified caption or data store binding value. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_FindPageByIndex Finds the tab page at a particular index in the tab control's Pages array. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_GetActivePage Returns the tab control's currently active page. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_GetCellValue This action allows designers to retrieve data associated with a specific cell in a UIList element. This action's Targets array should be linked to UIList objects. This action builds a markup string that can be used to access the data in a single cell of a UIListElementCellProvider using the values assigned to CollectionIndex and CellFieldName, and writes both the resulting markup string and the actual value to the output varable links. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetDatafieldValue This class allows designers to retrieve the value of data fields from a data store. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetLastFocused This action gets the widget that was last focused for a specified parent.  
UIAction_GetListIndex This action retrieves the index and value of the item at the index for the list that activated this action. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetListItemCount This action retrieves the number of elements in a list. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetLoggedInPlayerCount This action returns the number of players logged in. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetNATType This action gets the NAT type of the current network system. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetPageCount Provides access to the number of pages in the tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_GetPageReference Base class for all actions which return a reference to a UITabPage. Each child class uses a different search mechanism. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_GetPrivilegeLevel This action retrieves the privilege level for a user. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetProgressBarValue This action retrieves the current value of the progressbar which is the target of this action. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_GetTextValue This action is used to retrieve the value from widgets that support string data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_GetValue Base class for all actions which access to widget properties. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_InsertPage Adds a new page to a tab control at the specified location. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_JoinOnlineGame This action joins an online game based upon the search object that is bound to the UI list  
UIAction_MoveListItem Action for moving elements within a UIList. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_OpenScene Opens a new scene. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_PlaySound This class allows the PlaySound action to be used in the UI. The only change in this class is to force the Target array to be a player variable. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_PlayUISoundCue This class allows the designer to play a sound cue using a UISoundCue alias name. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_PublishValue This action instructs the owning widget to save its current value to the data store it's bound to. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_RefreshBindingValue This action instructs the owning widget to refresh and reapply the value of a data store binding. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_RefreshStats This action tells the stats data store to resubmit its read request  
UIAction_RemovePage Removes an existing tab page from a tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_ReplacePage Replaces a tab page with a different tab page. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAction_SaveProfileSettings This action joins an online game based upon the search object that is bound to the UI list  
UIAction_Scene Base class for all actions that manipulate scenes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetBoolValue This action allows designers to change the value of a widget that contains boolean data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetControllerId Changes the ControllerId for the player that owns the widgets in the targets array. This action's logic is executed by a handler function. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetDatafieldValue This class allows designers to change the value of a data field in a data store. Whichever object Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetDatastoreBinding Changes the datastore binding for a widget. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetFocus This action gives focus to a widget in the scene. When giving focus to a widget not contained within the same scene, the scene containing that widget will become the focused scene. If the scene which contains the widget is not loaded, the scene containing the Target widget is opened. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetLabelText Changes the value of a label's text Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetListIndex This action allows designers to change the index of a UIList. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetProgressBarValue Changes the current value of a UIProgressBar Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_SetValue Base class for all actions which modify the value of widgets that can contain data (checkboxes, editboxes, lists, etc.) Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowAchievementsUI This action tells the online subsystem to show the achievements ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowContentMarketplaceUI This action tells the online subsystem to show the marketplace ui for content Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowDeviceSelectionUI This action tells the online subsystem to show the marketplace ui for content Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowFeedbackUI This action tells the online subsystem to show the feedback ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowFriendInviteUI This action tells the online subsystem to show the friends invite ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowFriendsUI This action tells the online subsystem to show the friends ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowGamercardForServerHost This action shows the gamercard of the player that create the online game that is currently selected in the UI list  
UIAction_ShowGamerCardUI This action tells the online subsystem to show the gamer card ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowKeyboardUI This action tells the online subsystem to show the keyboard input ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowLoginUI This action tells the online subsystem to show the login ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowMembershipMarketplaceUI This action tells the online subsystem to show the marketplace ui for memberships Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowMessagesUI This action tells the online subsystem to show the messages ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_ShowPlayersUI This action tells the online subsystem to show the players ui Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAction_TabControl Base class for all actions which operate on UITabControl, UITabButton, or UITabPage. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIAnimation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIAnimationSeq Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIButton Base class for all widget types which act as buttons. Buttons trigger events when they are clicked on or activated using the keyboard. This basic button contains only a background image. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UICheckbox A button that has two (and possibly three, in the future) state - checked and unchecked. @todo - implement support for 3 check states (checked, unchecked, partially checked) @todo - implement data store binding Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComboBox A complex widget which contains a list, a button for toggling the visibility of the list, and an editbox for displaying the currently selected item when the list is not visible. Also supports rendering a caption to left, right, above, or below the editbox. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIComponent Base class for all UI component classes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_AutoAlignment This component when present in a widget is supposed add ability to auto align its children widgets in a specified fashion Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ContextMenuListPresenter Custom list presenter class for the UIContextMenu. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIComp_DrawCaption This string rendering component is used in cases where the string should only be rendered within a small portion of the widget's bounds, such as when rendering a caption for a complex widget or as some sort of overlay/tool tip. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIComp_DrawComponents Copyright 2004-2005 Epic Games, Inc. All Rights Reserved. +Added support for pulsing and fading the drawing components. It adds an UpdateFade() function that will return the current fade value giving the deltatime. The child is responsible for called SetOpacity() passing in whatever value is included. This is possibly a temporary solution  
UIComp_DrawImage This component encapsulates rendering a UITexture for widgets. It is responsible for managing any image formatting data that is required for a particular widget (thus inappropriate for storage in UIStyles). The style used for rendering the ImageRef is defined by whichever widget owns this component. It is the widget's responsibility to call ApplyImageStyle when the widget receives a call to OnStyleResolved for the UIStyleReference which is intended to be used as the style for this image. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_DrawString This component handles rendering UIStrings for widgets. It is responsible for managing any formatting data that is specific to each widget instance (thus inappropriate for storage in UIStyles). Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_DrawStringEditbox This specialized version of UIComp_DrawString handles rendering UIStrings for editboxes. The responsibilities specific to rendering text in editboxes are: 1. A caret must be rendered at the appropriate location in the string 2. Ensuring that the text surrounding the caret is always visible 3. Tracking the text that was typed by the user independently from the data source that the owning widget is bound to. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - register this component with the data store for the caret image node so that it receives the refreshdatastore callback  
UIComp_DrawStringSlider This specialized version of UIComp_DrawString handles rendering the value caption for UISliders. The responsibilities specific to rendering slider captions are: @todo Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_Event Provides a list of events that a widget can process. The outer for a UIComp_Event MUST be a UIScreenObject. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ListComponentBase Base class for all UIList-related component classes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ListElementSorter Handles information about a collection of list elements are sorted. Responsible for invoking the UISortableItem on each element to allow the element to perform the comparison. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ListPresenter Resonsible for how the data associated with this list is presented. Updates the list's operating parameters (CellHeight, CellWidth, etc.) according to the presentation type for the data contained by this list. Routes render messages from the list to the individual elements, adding any additional data necessary for the element to understand how to render itself. For example, a listdata component might add that the element being rendered is the currently selected element, so that the element can adjust the way it renders itself accordingly. For a tree-type list, the listdata component might add whether the element being drawn is currently open, has children, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ListPresenterCascade This component presents list data in a cascading (aka context menus with submenus) fashion. @todo - not yet implemented Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIComp_ListPresenterTree This component presents list data in a tree view format. @todo - not yet implemented Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UICond_SwitchWidget This sequence object provides a fast way to activate different actions based on the value of an object variable containing which references a UIScreenObject. Automatically generates a unique OutputLink for each widget value added by the designer. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIConfigProvider Base class for data providers which provide data retrieved from the engine's config cache. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIContainer Base class for all widgets which act as containers or grouping boxes for other widgets. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIContextMenu Displays a list of options for the user to choose from. Invoked when the user right-clicks on a widget which supports context menus, and the list of available options are context sensitive. Items can be either static (using static data providers) or modified at runtime. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UICustomSkin A UISkin that contains purely cosmetic style changes. In addition to replacing styles inherited from base styles, this class can also remap the styles for individual widgets to point to an entirely different style. Copyright 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataProvider_OnlineClanMates This class is responsible for retrieving the clan mates list from the online subsystem and populating the UI with that data.  
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_OnlinePlayerDataBase This class is responsible for retrieving the friends list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlinePlayers This class is responsible for retrieving the players list from the online subsystem and populating the UI with that data.  
UIDataProvider_OnlineProfileSettings This class is responsible for mapping properties in an OnlineGameSettings object to something that the UI system can consume.  
UIDataProvider_OnlineProfileSettingsArray This class is responsible for exposing string settings as arrays to the ui  
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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Color Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Fonts This data store class is responsible for parsing and applying inline font changes. Copyright 1998-2008 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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  

UIDataStore_Gamma This class is responsible for exposing the Gamma setting to the UI  
UIDataStore_Images This virtual data store is used to resolve references to materials or textures. Copyright 1998-2008 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_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_PlayerSettings This class provides the UI with access to player settings providers. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Registry Provides a general purpose global storage area for game or configuration data.  
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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStore_SessionSettings This class provides the UI with access to game session settings providers. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @fixme - not ready for use yet!  
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 1998-2008 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 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDataStore_Strings This datastore provides the UI with access to localized strings. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDynamicDataProvider Provides data about a particular instance of an actor in the game. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIDynamicFieldProvider This data provider class allows adding and removing data fields at runtime. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEditBox This basic widget allows the user to type text into an input field. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - auto-complete @todo - multi-line support @todo - add property to control whether change notifications are sent while the user is typing text (vs. only when the user presses enter or something).  
UIEditboxString This specialized version of UIString is used in editboxes. UIEditboxString is different from UIString in that it is aware of the first character that should be visible in the editbox, and ensures that the string's nodes only contain text that falls within the editboxes bounding region, without affecting the data store binding associated with each individual node. @todo UIString is supposed to support persistence, so that designers can override the extents for individual nodes in the string, so this class should not be marked transient Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent Abstract base class for UI events. A UIEvent is some event that a widget can respond to. It could be an input event such as a button press, or a system event such as receiving data from a remote system. UIEvents are generally not bound to a particular type of widget; programmers choose which events are available to widgets, and artists decide which events to implement. Features: Able to execute multiple actions when the event is called. Able to operate on multiple widgets simultaneously. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_CheckValueChanged This event is activated when a checkbox is checked or unchecked. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_ComboboxValueChanged This event is activated when the value of a UIComboBox is changed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_Initialized This event is activated when Initialize() is called on a UIScreenObject. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_ListIndexChanged This event is activated when the index of a UIList is changed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_MetaObject This object is a event that draw connections for all other UI Event objects, it allows the user to bind/remove input events. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_NumericOptionListValueChanged This event is activated when the value of a UIComboBox is changed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_OnClick This event is activated when an object that responds to mouse clicks is clicked on. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_OnDoubleClick This event is activated when an object that responds to mouse clicks receives a double-click input event. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_OnEnterState This event is activated when a widget enters a new state. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_OnLeaveState This event is activated when a widget leaves its current state. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_OptionListValueChanged This event is activated when the value of a UIComboBox is changed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_ProcessInput This specialized UIEvent responds to input key events generated by the system. Unlike other event classes, this event class executes different actions depending on the input key that caused the event to be activated. Widgets must contain a UIEvent_ProcessInput in their list of implemented events in order to process input events. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_ProgressBarValueChanged This event is activated when the value of a UIProgressBar changes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_Scene Base class for all events implemented by scenes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_SceneActivated This event is activated when a scene is opened. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_SceneDeactivated This event is activated when a scene is closed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_SliderValueChanged This event is activated when the value of a UISlider changes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_State Abstract base class for events which are implemented by UIStates. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_SubmitData Base class for events which are activated when some widget that contains data wishes to publish that data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_SubmitListData This event is activated the user "clicks" or otherwise chooses a list item. The Activator for this event should be a UIList object. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIEvent_SubmitTextData This event is activated when a control that contains text data submits the string value. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_TabControl Base class for all events activated by a UITabControl, UITabButton, or UITabPage. For this event class and its children, the EventActivator is the TabPage which generated this event. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_TabPageActivated Activated when a new UITabPage becomes the ActivePage of a tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_TabPageEnabled Activated when a tab page and tab button are enabled or disabled. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_TabPageInserted Class description Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_TabPageRemoved Class description Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIEvent_TextValueChanged This event is activated when the value of a UIEditbox changes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIEvent_ValueChanged Base class for events which are activated when some widget that contains data changes the value of that data (checkboxes, editboxes, lists, etc.) Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this event  
UIFrameBox More configurable image widget that allows the user to specify 9 image components to have a background box that scales properly while maintaining the aspect ratio of its corners. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIGameInfoSummary Provides information about the static resources available for a particular gametype. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIImage A simple widget for displaying images in the UI. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIInputConfiguration Simple container class for storing the UI system's input mappings. An instance of this class is never actually created, since it is only used as a storage location for UI input mappings. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIInteraction Controls the UI system. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UILabel A simple widget for displaying text in the UI. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UILabelButton This UIButton displays a label on the button. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UILayerBase An abstract base class that is used to allow UIScenes to reference the UILayer object which contains this scene's editor layer data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIList The "container" component of the UI system's list functionality, which is composed fo three components: data source, container widget, and formatter. The UIList acts as the conduit for list data to the UI. UIList knows nothing about the type of data it contains. It is responsible for tracking the number of elements it has, the size of each cell, handling input (including tracking which elements are selected, changing the selected element, etc.), adding and removing elements from the list, and passing data back and forth between the data source and the presenter components. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIListString This specialized version of UIString is used in list cells. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIMeshWidget Class description Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UINumericEditBox This widget allows the user to type numeric text into an input field. The value of the text in the input field can be incremented and decremented through the buttons associated with this widget. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - selection highlight support  
UINumericEditBoxButton This widget is a simple extension of the UIButton class with minor changes made specificly for its application in the UINumericEditBox class. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UINumericOptionList Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Widget which looks like a UIOptionList but contains a numeric range for its data instead of a list of strings  
UIObject Base class for all UI widgets. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIOptionList Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Option widget that works similar to a read only combobox.  
UIOptionListBase Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Base class for a widget that wants to display a list of strings, one at a time, and to increment and decrement that list via buttons.  
UIOptionListButton A special button used by the UIOptionListBase class for incrementing or decrementing the current position of the list's label Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIPanel Base class for all containers which need a background image. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIPrefab This widget class is a container for widget archetypes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Known issues: - copy/paste operations aren't propagated to UIPrefabInstances - [FIXED] changes to parent/child relationships aren't propagated to UIPrefabInstances, including adding/removing/reparenting - [FIXED] changes to custom input events (UUIEvent_MetaObject - WxDlgUIEvent_MetaObject) don't perform any change tracking/propagation - [FIXED] changes to PlayerInputMask don't seem to propagate correctly - need support for specifying "input alias => raw input key" mappings for widget archetypes (UIInputAliasStateMap/UIInputAliasClassMap/UIInputConfiguration) - reformatting doesn't occur for instanced UIList widgets or widgets which have UIComp_DrawString components (either when placing or updating). - modifying docking relationships using the docking editor doesn't propagate changes to instances. - most changes made through kismet editor (adding new seq. objects, removing objects, etc.) aren't propagated to instances at all  
UIPrefabInstance This widget class is a container for widgets which are instances of a UIPrefab. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIPrefabScene This is a special type of scene used for allowing UIPrefabs to be opened for edit in the UI editor. It is created on demand and is never saved into a package. It only allows a single child widget to be added which must be a UIPrefab object. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIProgressBar Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIPropertyDataProvider Base class for data providers which provide data pulled directly from member UProperties. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIResourceDataProvider Base class for data providers which provide data for static game resources. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIRoot Base class for all classes that handle interacting with the user. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISafeRegionPanel Panel class that locks its position and size to match the safe region for the viewport. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIScene Outermost container for a group of widgets. The relationship between UIScenes and widgets is very similar to the relationship between maps and the actors placed in a map, in that all UIObjects must be contained by a UIScene. Widgets cannot be rendered directly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISceneClient Serves as the interface between a UIScene and scene owners. Provides scenes with all data necessary for operation and routes rendering to the scenes. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIScreenObject Base class for all UI entities which can appear onscreen Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIScriptConsoleScene Example of how to setup a scene in unrealscript. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIScrollbar This component when integrated into a widget allows for scrolling the contents of the widget, i.e. UIList. UIScrollbar has built-in functionality to autoposition itself within the owner widget depending on its orientation Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIScrollbarButton A special button used by the UIScrollbar class for incrementing or decrementing the current position of the scrollbar's marker button. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIScrollbarMarkerButton A special button used as the marker in the UIScrollbar class. It processes input axis events while in the pressed state and sends notifications to the owning scrollbar widget. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UIScrollFrame This widget defines a region in which its child widgets can be placed. If any of its children lay outside of its defined region then a scroll bar will be made visible to allow the region to be scrolled to the outside widgets. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISequence Specialization type of sequence used to store the events associated with a single widget. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISettingsProvider Base class for data providers which provide settings data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UISkin Represents a collection of UIStyles.

When a style is created, it is assigned a persistent STYLE_ID. All styles for a particular widget are stored in a single unreal package file. The root object for this package is a UISkin object. The resources required by the style may also be stored in the skin file, or they might be located in another package.

A game UI is required to have at least one UISkin package that will serve as the default skin. Only one UISkin can be active at a time, and all custom UISkins are based on the default UISkin. Custom UISkins may decide to override a style completely by creating a new style that has the same STYLE_ID as the skin to be replaced, and placing that skin into the StyleLookupTable under that STYLE_ID. Any styles which aren't specifically overridden in the custom UISkin are inherited from the default skin. By default, widgets will automatically be mapped to the customized version of the UIStyle contained in the custom UISkin, but the user may choose to assign a completely different style to a particular widget. This only changes the style of that widget for that skin set and any UISkin that is based on the custom UISkin. Custom UISkins can be hierarchical, in that custom UISkins can be based on other custom UISkins. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  

UISlider This widget presents the user with an interface for choosing a value within a certain range. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @todo - make rendering the caption optional @todo - hook up data store resolution  
UIState Modifies the behavior, appearance, available events, or actions for a single widget. Every widget has at last two UIStates - enabled and disabled, but can have as many as necessary. Other common widget states might be focused, active, pressed, dragging (i.e. drag-n-drop), or selected. Examples of things a UIState may do include replacing the widget's image or changing the appearance of the widget in some other fashion, such as brightening, adding a bevel, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStateSequence UISequence used to contain sequence objects which are associated with a particular UIState. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIState_Active Represents the "active" widget state. This state indicates that the widget is currently being moused over or is otherwise selected without necessarily having focus. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIState_Disabled Represents the "disabled" widget state. Disabled widgets cannot respond to input or recieve focus. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIState_Enabled Default widget state. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIState_Focused Represents the "focused" widget state. Focused widgets recieve the first chance to process input events. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIState_Pressed Activated when a widget that responds to mouse button clicks receives a button down event, and is deactivated when the widget receives the corresonding button up event. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. @note: native because C++ code activates this state  
UIState_TargetedTab A state very similar to focused, but only supports the UITabButton class. Used by the tab control when previewing other tab pages to indicate which tab button's page is currently visible. @note: native only because UITabButton references this class in native code. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIString UIString is the core renderable entity for all data that is presented by the UI. UIStrings are divided into one or more UIStringNodes, where each node corresponds to either normal text or markup data. Markup data is defined as text that will be replaced by some data retrieved from a data store, referenced by DataStoreName:PropertyName. Markup can change the current style: , can enable or disable a style attribute: , or it can indicate that the markup should be replaced by the value of the property from the data store specified in the markup: . UIStrings dynamically generate UIStringNodes by parsing the input text. For example, passing the following string to a UIString generates 7 tokens: "The name specified '' is not available. Press to continue or to cancel." The tokens generated correspond to: (0)="The name specified '" (1)=" " (2)="' is not available. Press " (3)="" (4)=" to continue or " (5)="" (6)=" to cancel." The source text for a UIString must be specified outside of the UIString itself. There is no such thing as a stand-alone UIString. When used in a label, for example, the property which contains the text which will be used in the label is specified by the UILabel. This value may contain references to other data sources using markup, but UIStrings cannot be bound to a data store by themselves. When used in a list, the element cell will be responsible for giving the UIString its source text. @todo UIString is supposed to support persistence, so that designers can override the extents for individual nodes in the string, so it should not be marked transient Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyle Contains a mapping of UIStyle_Data to the UIState each style is associated with. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyle_Combo Contains a reference to style data from either existing style, or custom defined UIStyle_Data. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyle_Data Contains information about how to present and format a widget's appearance. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyle_Image Contains information about how to present and format an image's appearance Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIStyle_Text Contains information about how to present and format text Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UITabButton This widget is used by the UITabControl. It is always associated with a UITabPage. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UITabControl This widget manages a collection of panels. Only one panel can be active at a time. Each panel is associated with a tab, which is displayed in a row across one edge of the tab control. Users select the tab corresponding to the panel they wish to interact with by clicking with the mouse or using the keyboard/gamepad to activate neighboring panels. A UITabControl is composed of two main areas - the "tab region" and the "client region". The tab region is where the tabs are rendered, while the client region is where the currently active panel is rendered. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UITabPage This widget is used by the UITabControl as a container for the widgets to be displayed when a tab is activated in the tab control. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
UITexture Acts as the raw interface for providing a texture or material to the UI. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIToggleButton This button is identical to UIButton, with the exception that pressing this button toggles its pressed state, rather than only remaining in the pressed state while the mouse/key is depressed. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
UIToolTip This specialized label is used for rendering tooltips in the UI. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved  
Vehicle 
Volume 
VolumePathNode 
VolumeTimer Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WallTransReachSpec Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WaterVolume Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Games should create placeable subclasses of WaterVolume for use in game levels.  
Weapon Base Weapon implementation. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WeaponDataProvider Provides data about a weapon inventory item. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WindDirectionalSource Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WindDirectionalSourceComponent Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
WorldInfo WorldInfo Actor containing all script accessible world properties. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.  
ZoneInfo 

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