UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EngineBaseTypes.h File Reference
#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 TCHARENetworkLagState::ToString (ENetworkLagState::Type LagType)
 
const TCHARETravelFailure::ToString (ETravelFailure::Type FailureType)
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAREDemoPlayFailure::ToString (EDemoPlayFailure::Type FailureType)
 

Enumeration Type Documentation

◆ EInputEvent

Enumerator
IE_Pressed 
IE_Released 
IE_Repeat 
IE_DoubleClick 
IE_Axis 
IE_MAX 

◆ ELevelTick

Type of tick we wish to perform on the level

Enumerator
LEVELTICK_TimeOnly 

Update the level time only.

LEVELTICK_ViewportsOnly 

Update time and viewports.

LEVELTICK_All 

Update all.

LEVELTICK_PauseTick 

Delta time is zero, we are paused. Components don't tick.

◆ EMouseCaptureMode

enum class EMouseCaptureMode : uint8
strong
Enumerator
NoCapture 

Do not capture the mouse at all

CapturePermanently 

Capture the mouse permanently when the viewport is clicked, and consume the initial mouse down that caused the capture so it isn't processed by player input

CapturePermanently_IncludingInitialMouseDown 

Capture the mouse permanently when the viewport is clicked, and allow player input to process the mouse down that caused the capture

CaptureDuringMouseDown 

Capture the mouse during a mouse down, releases on mouse up

CaptureDuringRightMouseDown 

Capture only when the right mouse button is down, not any of the other mouse buttons

◆ EMouseLockMode

enum class EMouseLockMode : uint8
strong
Enumerator
DoNotLock 

Do not lock the mouse cursor to the viewport

LockOnCapture 

Only lock the mouse cursor to the viewport when the mouse is captured

LockAlways 

Always lock the mouse cursor to the viewport

LockInFullscreen 

Lock the cursor if we're in fullscreen

◆ ENetMode

enum ENetMode : int

The network mode the game is currently running.

See also
https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Overview/
Enumerator
NM_Standalone 

Standalone: a game without networking, with one or more local players. Still considered a server because it has all server functionality.

NM_DedicatedServer 

Dedicated server: server with no local players.

NM_ListenServer 

Listen server: a server that also has a local player who is hosting the game, available to other players on the network.

NM_Client 

Network client: client connected to a remote server. Note that every mode less than this value is a kind of server, so checking NetMode < NM_Client is always some variety of server.

NM_MAX 

◆ ETickingGroup

Determines which ticking group a tick function belongs to.

Enumerator
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.

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.

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.

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.

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.

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.

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.

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.

TG_MAX 

◆ ETravelType

Enumerator
TRAVEL_Absolute 

Absolute URL.

TRAVEL_Partial 

Partial (carry name, reset server).

TRAVEL_Relative 

Relative URL.

TRAVEL_MAX 

◆ EViewModeIndex

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