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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Async/TaskGraphFwd.h"#include "UObject/ObjectMacros.h"#include "UObject/Object.h"#include "UObject/Class.h"#include "UObject/WeakObjectPtr.h"#include "Misc/CoreMisc.h"#include "Net/Core/Connection/NetEnums.h"#include <atomic>#include "EngineBaseTypes.generated.h"Go to the source code of this file.
Classes | |
| struct | FTickPrerequisite |
| struct | FTickFunction |
| struct | TStructOpsTypeTraits< FTickFunction > |
| struct | FActorTickFunction |
| struct | TStructOpsTypeTraits< FActorTickFunction > |
| struct | FActorComponentTickFunction |
| struct | TStructOpsTypeTraits< FActorComponentTickFunction > |
| struct | FURL |
| class | UViewModeUtils |
| struct | FExposureSettings |
| class | UEngineBaseTypes |
Namespaces | |
| namespace | ENetworkLagState |
| namespace | ETravelFailure |
| namespace | EDemoPlayFailure |
Enumerations | |
| enum | EInputEvent : int { IE_Pressed =0 , IE_Released =1 , IE_Repeat =2 , IE_DoubleClick =3 , IE_Axis =4 , IE_MAX =5 } |
| enum class | EMouseCaptureMode : uint8 { NoCapture , CapturePermanently , CapturePermanently_IncludingInitialMouseDown , CaptureDuringMouseDown , CaptureDuringRightMouseDown } |
| enum class | EMouseLockMode : uint8 { DoNotLock , LockOnCapture , LockAlways , LockInFullscreen } |
| enum | ELevelTick { LEVELTICK_TimeOnly = 0 , LEVELTICK_ViewportsOnly = 1 , LEVELTICK_All = 2 , LEVELTICK_PauseTick = 3 } |
| enum | ETickingGroup : int { UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , UMETA =(DisplayName="Pre Physics") , TG_MAX } |
| enum | ENetworkLagState::Type : int { ENetworkLagState::NotLagging , ENetworkLagState::Lagging } |
| enum | ETravelFailure::Type : int { ETravelFailure::NoLevel , ETravelFailure::LoadMapFailure , ETravelFailure::InvalidURL , ETravelFailure::PackageMissing , ETravelFailure::PackageVersion , ETravelFailure::NoDownload , ETravelFailure::TravelFailure , ETravelFailure::CheatCommands , ETravelFailure::PendingNetGameCreateFailure , ETravelFailure::CloudSaveFailure , ETravelFailure::ServerTravelFailure , ETravelFailure::ClientTravelFailure } |
| enum | ETravelType : int { TRAVEL_Absolute , TRAVEL_Partial , TRAVEL_Relative , TRAVEL_MAX } |
| enum | ENetMode : int { NM_Standalone , NM_DedicatedServer , NM_ListenServer , NM_Client , NM_MAX } |
| enum | EViewModeIndex : int { VMI_BrushWireframe = 0 UMETA(DisplayName = "Wireframe") , VMI_Wireframe = 1 UMETA(DisplayName = "CSG Wireframe") , VMI_Unlit = 2 UMETA(DisplayName = "Unlit") , VMI_Lit = 3 UMETA(DisplayName = "Lit") , VMI_Lit_DetailLighting = 4 UMETA(DisplayName = "Detail Lighting") , VMI_LightingOnly = 5 UMETA(DisplayName = "Lighting Only") , VMI_LightComplexity = 6 UMETA(DisplayName = "Light Complexity") , VMI_ShaderComplexity = 8 UMETA(DisplayName = "Shader Complexity") , VMI_LightmapDensity = 9 UMETA(DisplayName = "Lightmap Density") , VMI_LitLightmapDensity = 10 UMETA(DisplayName = "Lit Lightmap Density") , VMI_ReflectionOverride = 11 UMETA(DisplayName = "Reflections") , VMI_VisualizeBuffer = 12 UMETA(DisplayName = "Buffer Visualization") , VMI_StationaryLightOverlap = 14 UMETA(DisplayName = "Stationary Light Overlap") , VMI_CollisionPawn = 15 UMETA(DisplayName = "Player Collision") , VMI_CollisionVisibility = 16 UMETA(DisplayName = "Visibility Collision") , VMI_LODColoration = 18 UMETA(DisplayName = "Mesh LOD Coloration") , VMI_QuadOverdraw = 19 UMETA(DisplayName = "Quad Overdraw") , VMI_PrimitiveDistanceAccuracy = 20 UMETA(DisplayName = "Primitive Distance") , VMI_MeshUVDensityAccuracy = 21 UMETA(DisplayName = "Mesh UV Density") , VMI_ShaderComplexityWithQuadOverdraw = 22 UMETA(DisplayName = "Shader Complexity & Quads") , VMI_HLODColoration = 23 UMETA(DisplayName = "Hierarchical LOD Coloration") , VMI_GroupLODColoration = 24 UMETA(DisplayName = "Group LOD Coloration") , VMI_MaterialTextureScaleAccuracy = 25 UMETA(DisplayName = "Material Texture Scales") , VMI_RequiredTextureResolution = 26 UMETA(DisplayName = "Required Texture Resolution") , VMI_PathTracing = 27 UMETA(DisplayName = "Path Tracing") , VMI_RayTracingDebug = 28 UMETA(DisplayName = "Ray Tracing Debug") , VMI_VisualizeNanite = 29 UMETA(DisplayName = "Nanite Visualization") , VMI_VisualizeVirtualTexture = 30 UMETA(DisplayName = "Virtual Texture Visualization") , VMI_VisualizeLumen = 31 UMETA(DisplayName = "Lumen Visualization") , VMI_VisualizeVirtualShadowMap = 32 UMETA(DisplayName = "Virtual Shadow Map Visualization") , VMI_VisualizeGPUSkinCache = 33 UMETA(DisplayName = "GPU Skin Cache Visualization") , VMI_VisualizeSubstrate = 34 UMETA(DisplayName = "Substrate Visualization") , VMI_VisualizeGroom = 35 UMETA(DisplayName = "Groom Visualization") , VMI_LWCComplexity = 36 UMETA(DisplayName = "Material LWC Function Usage") , VMI_Lit_Wireframe = 37 UMETA(DisplayName = "Lit Wireframe") , VMI_VisualizeActorColoration = 38 UMETA(DisplayName = "Actor Coloration Visualization") , VMI_ShadowCasters = 39 UMETA(DisplayName = "Shadow Casters Visualization") , VMI_Clay = 40 UMETA(DisplayName = "Clay") , VMI_Zebra = 41 UMETA(DisplayName = "Zebra") , VMI_FrontBackFace = 42 UMETA(DisplayName = "Front/Back Face") , VMI_RandomColor = 43 UMETA(DisplayName = "Random") , UMETA =(DisplayName="Pre Physics") , VMI_Unknown = 255 UMETA(DisplayName = "Unknown") } |
Functions | |
| const TCHAR * | ENetworkLagState::ToString (ENetworkLagState::Type LagType) |
| const TCHAR * | ETravelFailure::ToString (ETravelFailure::Type FailureType) |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAR * | EDemoPlayFailure::ToString (EDemoPlayFailure::Type FailureType) |
| enum EInputEvent : int |
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The network mode the game is currently running.
| enum ETickingGroup : int |
Determines which ticking group a tick function belongs to.
| enum ETravelType : int |
| enum EViewModeIndex : int |
Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor
| Enumerator | |
|---|---|
| VMI_BrushWireframe | Wireframe w/ brushes. |
| VMI_Wireframe | Wireframe w/ BSP. |
| VMI_Unlit | Unlit. |
| VMI_Lit | Lit. |
| VMI_Lit_DetailLighting | |
| VMI_LightingOnly | Lit wo/ materials. |
| VMI_LightComplexity | Colored according to light count. |
| VMI_ShaderComplexity | Colored according to shader complexity. |
| VMI_LightmapDensity | Colored according to world-space LightMap texture density. |
| VMI_LitLightmapDensity | Colored according to light count - showing lightmap texel density on texture mapped objects. |
| VMI_ReflectionOverride | |
| VMI_VisualizeBuffer | |
| VMI_StationaryLightOverlap | Colored according to stationary light overlap. |
| VMI_CollisionPawn | |
| VMI_CollisionVisibility | |
| VMI_LODColoration | Colored according to the current LOD index. |
| VMI_QuadOverdraw | Colored according to the quad coverage. |
| VMI_PrimitiveDistanceAccuracy | Visualize the accuracy of the primitive distance computed for texture streaming. |
| VMI_MeshUVDensityAccuracy | Visualize the accuracy of the mesh UV densities computed for texture streaming. |
| VMI_ShaderComplexityWithQuadOverdraw | Colored according to shader complexity, including quad overdraw. |
| VMI_HLODColoration | Colored according to the current HLOD index. |
| VMI_GroupLODColoration | Group item for LOD and HLOD coloration |
| VMI_MaterialTextureScaleAccuracy | Visualize the accuracy of the material texture scales used for texture streaming. |
| VMI_RequiredTextureResolution | Compare the required texture resolution to the actual resolution. |
| VMI_PathTracing | Run path tracing pipeline |
| VMI_RayTracingDebug | Run ray tracing debug pipeline |
| VMI_VisualizeNanite | Visualize various aspects of Nanite |
| VMI_VisualizeVirtualTexture | Compare the required texture resolution to the actual resolution. |
| VMI_VisualizeLumen | Visualize Lumen debug views |
| VMI_VisualizeVirtualShadowMap | Visualize virtual shadow map |
| VMI_VisualizeGPUSkinCache | Visualize Skin Cache. |
| VMI_VisualizeSubstrate | Visualize Substrate debug views |
| VMI_VisualizeGroom | Visualize Groom debug views |
| VMI_LWCComplexity | |
| VMI_Lit_Wireframe | Lit Wireframe. |
| VMI_VisualizeActorColoration | Visualize Actor Coloration. |
| VMI_ShadowCasters | Visualize Shadow Casters |
| VMI_Clay | Displays using clay material to evaluate surface curvature and smoothness. |
| VMI_Zebra | Displays simulated light reflections using stripes to evaluate surface curvature and smoothness. |
| VMI_FrontBackFace | Highlights front-facing and back-facing polygons differently to evaluate face normals. |
| VMI_RandomColor | Assigns random colors to individual elements or components to improve visual distinction between overlapping or adjacent parts. |
| UMETA | Any item that needs to be executed before physics simulation starts. Special tick group that starts physics simulation. Any item that can be run in parallel with our physics simulation work. Special tick group that ends physics simulation. Any item that needs rigid body and cloth simulation to be complete before being executed. Any item that needs the update work to be done before being ticked. Catchall for anything demoted to the end. Special tick group that is not actually a tick group. After every tick group this is repeatedly re-run until there are no more newly spawned items to run. |
| VMI_Unknown | |