Enums
Instead of passing numbers to methods or comparing numbers in Events callbacks, you can use the following Enums to do so. Examples:
-- Using Enums to figure out which StanceMode the Character is
Character.Subscribe("StanceModeChange", function(character, old_stance, new_stance)
if (new_stance == StanceMode.Standing) then
Console.Log("I'm Standing!")
elseif (new_stance == StanceMode.Crouching) then
Console.Log("I'm Crouching!")
end
end)
-- Using Enums to pass a Light Type to the constructor
local my_light = Light(Vector(-5, 0, 50), Rotator(), Color.RED, LightType.Point)
-- Using Enums to set the Character View Mode
character:SetViewMode(ViewMode.FPS)
The functions which use the Enums are still receiving numbers as parameters (as always), using Enums is just a facilitator.
All Enums​
API SourceAimMode​
Used by Characters to change the Aiming Mode while holding Weapons
Used by Character.GetWeaponAimMode, Character.SetWeaponAimMode, Character WeaponAimModeChange Event, Character WeaponAimModeChange Event.
| Label | Value | Description |
|---|---|---|
AimMode.None | 0 | Not aiming |
AimMode.ADS | 1 | Aiming down sights |
AimMode.ZoomedZoom | 2 | Aiming through a scope, zoomed in |
AimMode.Zoomed | 3 | Third person zoomed aim |
AimMode.ZoomedFar | 4 | Third person zoomed aim, farther away |
AnimationSlotType​
Which part of the Character body plays an Animation
Used by Character.PlayAnimation, Melee.AddAnimationCharacterUse.
| Label | Value | Description |
|---|---|---|
AnimationSlotType.FullBody | 0 | The whole body |
AnimationSlotType.UpperBody | 1 | From the waist up, keeping the legs animation |
AnimationSlotType.Head | 2 | Only the head |
AssetType​
Types of assets, used to filter assets from Asset Packs
Used by Assets.GetAssetPath, Assets.Precache.
| Label | Value | Description |
|---|---|---|
AssetType.Map | 2 | |
AssetType.StaticMesh | 4 | |
AssetType.SkeletalMesh | 8 | |
AssetType.Sound | 16 | |
AssetType.Animation | 32 | |
AssetType.Particle | 64 | |
AssetType.Material | 128 | |
AssetType.Blueprint | 256 | |
AssetType.Other | 32768 |
AttachmentRule​
How an Actor transform is handled when attaching it to another Actor
Used by Actor.AttachTo.
| Label | Value | Description |
|---|---|---|
AttachmentRule.KeepRelative | 0 | Will keep the current relative position/rotation if already attached. |
AttachmentRule.KeepWorld | 1 | Will calculate the new relative position/rotation so the Actor stays at the same position after being attached. |
AttachmentRule.SnapToTarget | 2 | Will set the Actor to the same position/rotation as the parent actor (or at the bone location) and reset its relative position/rotation to zero. |
AttenuationFunction​
How a 3D Sound volume fades with distance
Used by Sound Default Constructor, WebUI.SpawnSound.
| Label | Value | Description |
|---|---|---|
AttenuationFunction.Linear | 0 | Fades evenly with distance |
AttenuationFunction.Logarithmic | 1 | Fades quickly when close and slowly when far |
AttenuationFunction.Inverse | 2 | Fades very quickly near the source |
AttenuationFunction.LogReverse | 3 | Fades slowly when close and quickly when far |
AttenuationFunction.NaturalSound | 4 | Physically based falloff, the most realistic |
BlendMode​
How a drawing blends with what is already drawn
Used by Canvas.DrawBox, Canvas.DrawLine, Canvas.DrawMaterial, Canvas.DrawMaterialFromSceneCapture, Canvas.DrawMaterialFromWebUI, Canvas.DrawPolygon, Canvas.DrawRect, Canvas.DrawTexture.
| Label | Value | Description |
|---|---|---|
BlendMode.Opaque | 0 | Fully replaces the pixels, ignoring alpha |
BlendMode.Masked | 1 | Pixels are either fully visible or fully hidden |
BlendMode.Translucent | 2 | Blends using the alpha |
BlendMode.Additive | 3 | Adds its color to the existing pixels |
BlendMode.Modulate | 4 | Multiplies its color with the existing pixels |
BlendMode.MaskedDistanceField | 5 | |
BlendMode.MaskedDistanceFieldShadowed | 6 | |
BlendMode.TranslucentDistanceField | 7 | |
BlendMode.TranslucentDistanceFieldShadowed | 8 | |
BlendMode.AlphaComposite | 9 | |
BlendMode.AlphaHoldout | 10 | |
BlendMode.AlphaBlend | 11 | Standard alpha blending, recommended for images with transparency |
BlendMode.TranslucentAlphaOnly | 12 | |
BlendMode.TranslucentAlphaOnlyWriteAlpha | 13 |
CameraMode​
Which camera views a Player can switch between
Used by Character.GetCameraMode, Character.SetCameraMode.
| Label | Value | Description |
|---|---|---|
CameraMode.FPSTPS | 0 | Can switch between first and third person |
CameraMode.FPSOnly | 1 | First person only |
CameraMode.TPSOnly | 2 | Third person only |
CCDMode​
Continuous Collision Detection mode, which prevents fast objects from passing through others
Used by Prop Default Constructor.
| Label | Value | Description |
|---|---|---|
CCDMode.Auto | 0 | Automatically enables/disables depending on the Object size |
CCDMode.Disabled | 1 | Disables CCD |
CCDMode.Enabled | 2 | Enables CCD |
CollisionChannel​
Collision channels, used to filter what traces and collisions hit
| Label | Value | Description |
|---|---|---|
CollisionChannel.WorldStatic | 1 << 0 | WorldStatic Object Types |
CollisionChannel.WorldDynamic | 1 << 1 | WorldDynamic Object Types |
CollisionChannel.Pawn | 1 << 2 | Capsules (usually from Characters) |
CollisionChannel.PhysicsBody | 1 << 5 | Pickables and Props Meshes |
CollisionChannel.TracePrimitive | 1 << 16 | Primitive components used for traces |
CollisionChannel.Mesh | 1 << 17 | Character Mesh |
CollisionChannel.Water | 1 << 19 | Water Body |
CollisionChannel.Foliage | 1 << 20 | Foliage Meshes |
CollisionChannel.Vehicle | 1 << 22 | Vehicles Meshes |
CollisionChannel.All | (1 << 32) - 1 | All Objects |
CollisionType​
Collision profiles of an Actor
Used by Actor.GetCollision, Actor.SetCollision, Blueprint Default Constructor, Character Default Constructor, CharacterSimple Default Constructor, Grenade Default Constructor, InstancedStaticMesh Default Constructor, Melee Default Constructor, Prop Default Constructor, StaticMesh Default Constructor, VehicleWheeled Default Constructor, VehicleWater Default Constructor, Weapon Default Constructor.
| Label | Value | Description |
|---|---|---|
CollisionType.Normal | 0 | Blocks All |
CollisionType.StaticOnly | 1 | Only Blocks Static objects |
CollisionType.NoCollision | 2 | Doesn't Block anything |
CollisionType.IgnoreOnlyPawn | 3 | Blocks everything but Pawns (Characters) |
CollisionType.Auto | 4 | Automatically selects - usually will be Normal. On Props it will switch between Normal and IgnoreOnlyPawn depending on the Prop size |
ConstraintMotion​
How a physics constraint axis can move
Used by Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetLinearLimits, Cable.SetLinearLimits, Cable.SetLinearLimits.
| Label | Value | Description |
|---|---|---|
ConstraintMotion.Free | 0 | Keine Einschränkung um diese Achse. |
ConstraintMotion.Limited | 1 | Eingeschränkte Freiheit um diese Achse. Die Grenze für jede Bewegung wird individuell durch eine entsprechend benannte Grenzeigenschaft gesteuert. |
ConstraintMotion.Locked | 2 | Volle Einschränkung um diese Achse |
CursorType​
Mouse cursor shapes
Used by Input.GetMouseCursor, Input.SetMouseCursor, Viewport.SetHardwareCursor.
| Label | Value | Description |
|---|---|---|
CursorType.None | 0 | |
CursorType.Default | 1 | |
CursorType.TextEditBeam | 2 | |
CursorType.ResizeLeftRight | 3 | |
CursorType.ResizeUpDown | 4 | |
CursorType.ResizeSouthEast | 5 | |
CursorType.ResizeSouthWest | 6 | |
CursorType.CardinalCross | 7 | |
CursorType.Crosshairs | 8 | |
CursorType.Hand | 9 | |
CursorType.GrabHand | 10 | |
CursorType.GrabHandClosed | 11 | |
CursorType.SlashedCircle | 12 | |
CursorType.EyeDropper | 13 |
DamageType​
What caused some damage
Used by Damageable.ApplyDamage, Damageable Death Event, Damageable TakeDamage Event, Prop TakeDamage Event.
| Label | Value | Description |
|---|---|---|
DamageType.Shot | 0 | Shot by a Weapon |
DamageType.Explosion | 1 | An explosion, such as a Grenade |
DamageType.Punch | 2 | A punch |
DamageType.Fall | 3 | Falling from a high place |
DamageType.RunOverProp | 4 | Hit by a Prop |
DamageType.RunOverVehicle | 5 | Run over by a Vehicle |
DamageType.Melee | 6 | Hit by a Melee |
DamageType.Unknown | 7 | Anything else, such as scripted damage |
DatabaseEngine​
Database engines supported by the Database class
Used by Database Default Constructor.
| Label | Value | Description |
|---|---|---|
DatabaseEngine.SQLite | 0 | |
DatabaseEngine.MySQL | 1 | |
DatabaseEngine.PostgreSQL | 2 |
DifferentialType​
Which wheels receive the engine torque
Used by VehicleWheeled.SetDifferentialSetup.
| Label | Value | Description |
|---|---|---|
DifferentialType.Undefined | 0 | Not configured |
DifferentialType.AllWheelDrive | 1 | All wheels |
DifferentialType.FrontWheelDrive | 2 | Only the front wheels |
DifferentialType.RearWheelDrive | 3 | Only the rear wheels |
FallingMode​
The airborne state of a Character
Used by Character.GetFallingMode, Character FallingModeChange Event, Character FallingModeChange Event.
| Label | Value | Description |
|---|---|---|
FallingMode.None | 0 | Not falling |
FallingMode.Jumping | 1 | Going up after a jump |
FallingMode.Falling | 4 | Falling |
FallingMode.HighFalling | 5 | Falling from a height that will cause damage |
FallingMode.Parachuting | 6 | Parachute deployed |
FallingMode.SkyDiving | 7 | Skydiving before opening the parachute |
FontType​
Built-in fonts
Used by Canvas.DrawText, Text3D.SetFont, Text3D Default Constructor.
| Label | Value | Description |
|---|---|---|
FontType.Roboto | 0 | |
FontType.GothicA1 | 1 | |
FontType.PoiretOne | 2 | |
FontType.Oswald | 3 | |
FontType.Roboto_Mono | 4 | |
FontType.OpenSans | 5 |
GaitMode​
The movement speed state of a Character
Used by Character.GetGaitMode, Character.SetGaitMode, Character GaitModeChange Event, Character GaitModeChange Event.
| Label | Value | Description |
|---|---|---|
GaitMode.None | 0 | Not moving |
GaitMode.Walking | 1 | Walking or running |
GaitMode.Sprinting | 2 | Sprinting |
GizmoAlignSpace​
Which space a Gizmo is aligned to
Used by Gizmo.SetAlignSpace.
| Label | Value | Description |
|---|---|---|
GizmoAlignSpace.Local | 0 | Aligned to the object rotation |
GizmoAlignSpace.World | 1 | Aligned to the world axes |
GizmoTransformMode​
Which transformation a Gizmo edits
Used by Gizmo.SetTransformMode.
| Label | Value | Description |
|---|---|---|
GizmoTransformMode.Translation | 0 | |
GizmoTransformMode.Rotation | 1 | |
GizmoTransformMode.Scale | 2 |
GrabMode​
Whether a Prop can be grabbed by Characters
Used by Prop.GetGrabMode, Prop.SetGrabMode, Prop Default Constructor.
| Label | Value | Description |
|---|---|---|
GrabMode.Disabled | 0 | Disables grabbing |
GrabMode.Auto | 1 | Automatically enables/disables depending on the Prop size |
GrabMode.Enabled | 2 | Enables grabbing |
HandlingMode​
How a Character holds a Pickable, which defines the animations used
Used by Pickable.GetHandlingMode, Melee Default Constructor, Weapon.SetHandlingMode.
| Label | Value | Description |
|---|---|---|
HandlingMode.SingleHandedWeapon | 0 | |
HandlingMode.DoubleHandedWeapon | 1 | |
HandlingMode.SingleHandedMelee | 2 | |
HandlingMode.DoubleHandedMelee | 3 | |
HandlingMode.Throwable | 4 | Grenades and other throwables |
HandlingMode.Torch | 5 | A light source held in one hand |
HandlingMode.Barrel | 6 | Heavy objects carried in front with both hands |
HandlingMode.Box | 7 | Boxes carried with both hands |
HighlightMode​
When an Actor highlight is visible
Used by Client.SetHighlightColor.
| Label | Value | Description |
|---|---|---|
HighlightMode.Always | 0 | Always visible |
HighlightMode.OnlyHidden | 1 | Only when occluded by other objects (x-ray) |
HighlightMode.OnlyVisible | 2 | Only when not occluded |
HTTPMethod​
HTTP defines a set of request methods to indicate the desired action to be performed for a given resource. Read more here.
Used by HTTP.Request, HTTP.RequestAsync.
| Label | Value | Description |
|---|---|---|
HTTPMethod.GET | 0 | The GET method requests a representation of the specified resource. Requests using GET should only retrieve data. |
HTTPMethod.POST | 1 | The POST method submits an entity to the specified resource, often causing a change in state or side effects on the server. |
HTTPMethod.PUT | 2 | The PUT method replaces all current representations of the target resource with the request payload. |
HTTPMethod.HEAD | 3 | The HEAD method asks for a response identical to a GET request, but without the response body. |
HTTPMethod.DELETE | 4 | The DELETE method deletes the specified resource. |
HTTPMethod.PATCH | 5 | The PATCH method applies partial modifications to a resource. |
HTTPMethod.OPTIONS | 6 | The OPTIONS method describes the communication options for the target resource. |
ImageFormat​
Image file formats
Used by SceneCapture.EncodeToBase64, SceneCapture.EncodeToBase64Async.
| Label | Value | Description |
|---|---|---|
ImageFormat.JPEG | 0 | |
ImageFormat.PNG | 1 | |
ImageFormat.BMP | 2 |
InputEvent​
Whether a key was pressed or released
Used by Input.Bind, Input.InputKey, Input.Unbind.
| Label | Value | Description |
|---|---|---|
InputEvent.Pressed | 0 | |
InputEvent.Released | 1 |
KeyboardLayout​
Keyboard layouts
Used by Input.GetKeyboardLayout.
| Label | Value | Description |
|---|---|---|
KeyboardLayout.Unknown | 0 | |
KeyboardLayout.QWERTY | 1 | |
KeyboardLayout.AZERTY | 2 | |
KeyboardLayout.QWERTZ | 3 |
KeyModifier​
Modifier keys held during a key event
Used by Input.GetModifierKeys.
| Label | Value | Description |
|---|---|---|
KeyModifier.None | 0 | |
KeyModifier.LeftShiftDown | 1 << 0 | |
KeyModifier.RightShiftDown | 1 << 1 | |
KeyModifier.LeftControlDown | 1 << 2 | |
KeyModifier.RightControlDown | 1 << 3 | |
KeyModifier.LeftAltDown | 1 << 4 | |
KeyModifier.RightAltDown | 1 << 5 | |
KeyModifier.LeftCommandDown | 1 << 6 | |
KeyModifier.RightCommandDown | 1 << 7 | |
KeyModifier.CapsLocked | 1 << 8 |
LightProfile​
IES light profiles, shaping how a Light spreads
Used by Light.SetTextureLightProfile.
| Label | Value | Description |
|---|---|---|
LightProfile.None | 0 | |
LightProfile.Arrow_Star | 1 | |
LightProfile.Arrow_Up | 2 | |
LightProfile.Beam_01 | 3 | |
LightProfile.Beam_02 | 4 | |
LightProfile.Beam_03 | 5 | |
LightProfile.Beam_04 | 6 | |
LightProfile.Beam_05 | 7 | |
LightProfile.Beam_06 | 8 | |
LightProfile.Beam_07 | 9 | |
LightProfile.Beam_08 | 10 | |
LightProfile.Beam_LED_01 | 11 | |
LightProfile.Beam_LED_02 | 12 | |
LightProfile.Beam_LED_03 | 13 | |
LightProfile.Beam_LED_04 | 14 | |
LightProfile.Beam_LED_05 | 15 | |
LightProfile.Beam_LED_06 | 16 | |
LightProfile.Beam_LED_07 | 17 | |
LightProfile.Bow | 18 | |
LightProfile.Capped_01 | 19 | |
LightProfile.Capped_02 | 20 | |
LightProfile.Shattered_01 | 21 | |
LightProfile.Shattered_02 | 22 | |
LightProfile.Shattered_03 | 23 | |
LightProfile.Shattered_04 | 24 | |
LightProfile.Shattered_05 | 25 | |
LightProfile.SpotLight_01 | 26 | |
LightProfile.SpotLight_02 | 27 | |
LightProfile.SpotLight_03 | 28 | |
LightProfile.SpotLight_04 | 29 | |
LightProfile.Spreadout_01 | 30 | |
LightProfile.Spreadout_02 | 31 | |
LightProfile.Spreadout_03 | 32 | |
LightProfile.Spreadout_04 | 33 | |
LightProfile.Star_Bow | 34 | |
LightProfile.Star_Burst_01 | 35 | |
LightProfile.Star_Burst_02 | 36 | |
LightProfile.Star_Burst_03 | 37 | |
LightProfile.Star_Burst_04 | 38 | |
LightProfile.Star_Burst_05 | 39 | |
LightProfile.Star_Burst_06 | 40 | |
LightProfile.Star_Burst_07 | 41 | |
LightProfile.Star_Burst_08 | 42 | |
LightProfile.Star_X_01 | 43 | |
LightProfile.Star_X_02 | 44 | |
LightProfile.Wall_Boomerang | 45 | |
LightProfile.Wall_Inverted_V | 46 | |
LightProfile.Wall_Star_T | 47 | |
LightProfile.Wing_6 | 48 | |
LightProfile.Wing_V_01 | 49 | |
LightProfile.Wing_V_02 | 50 |
LightType​
Shapes of a Light
Used by Light Default Constructor.
| Label | Value | Description |
|---|---|---|
LightType.Point | 0 | |
LightType.Spot | 1 | |
LightType.Rect | 2 |
LogType​
Types of log messages, which define their color and filter
Used by Console LogEntry Event.
| Label | Value | Description |
|---|---|---|
LogType.Display | 0 | |
LogType.Warning | 1 | |
LogType.Error | 2 | |
LogType.Debug | 3 | |
LogType.Verbose | 4 | |
LogType.Scripting | 5 | Messages printed by scripts |
LogType.ScriptingWarn | 6 | Warnings printed by scripts |
LogType.ScriptingError | 7 | Errors raised by scripts |
LogType.Chat | 8 | Chat messages |
LogType.WebUI | 9 | Messages logged from WebUI JavaScript |
LogType.Success | 10 | |
LogType.Fatal | 11 |
NativeWidget​
Unreal UMG widget types that can be spawned with the Widget class
Used by Widget Native Widget Constructor.
| Label | Value | Description |
|---|---|---|
NativeWidget.Border | 0 | |
NativeWidget.Button | 1 | |
NativeWidget.CheckBox | 2 | |
NativeWidget.Image | 3 | |
NativeWidget.ProgressBar | 4 | |
NativeWidget.RichTextBlock | 5 | |
NativeWidget.Slider | 6 | |
NativeWidget.Text | 7 | |
NativeWidget.ComboBox | 8 | |
NativeWidget.EditableText | 9 | |
NativeWidget.EditableTextMultiLine | 10 | |
NativeWidget.SpinBox | 11 | |
NativeWidget.TextBox | 12 | |
NativeWidget.TextBoxMultiLine | 13 | |
NativeWidget.CanvasPanel | 14 | |
NativeWidget.GridPanel | 15 | |
NativeWidget.HorizontalBox | 16 | |
NativeWidget.Overlay | 17 | |
NativeWidget.ScaleBox | 18 | |
NativeWidget.ScrollBox | 19 | |
NativeWidget.SizeBox | 20 | |
NativeWidget.UniformGridPanel | 21 | |
NativeWidget.VerticalBox | 22 | |
NativeWidget.WrapBox | 23 | |
NativeWidget.BackgroundBlur | 24 |
NotificationType​
Styles of the built-in notifications
Used by Client.ShowNotification.
| Label | Value | Description |
|---|---|---|
NotificationType.Info | 0 | |
NotificationType.Warning | 1 | |
NotificationType.Error | 2 | |
NotificationType.Fatal | 3 | |
NotificationType.Success | 4 |
PackageType​
Types of packages
Used by Client.GetPackages, Server.GetPackages.
| Label | Value | Description |
|---|---|---|
PackageType.Script | 1 | Script package |
PackageType.GameMode | 2 | Game-mode package, only one can be loaded |
PackageType.LoadingScreen | 4 | Loading screen package |
PackageType.Map | 16 | Map package |
PackageType.CModule | 32 | C Module package |
PackageType.All | -1 | All types |
Reliability​
Delivery guarantee of a network message
Used by Entity.BroadcastRemoteEvent, Entity.BroadcastRemoteInRadiusEvent, Entity.CallRemoteEvent, Entity.CallRemoteEvent, Entity.CallRemotePlayersEvent, Events.BroadcastRemote, Events.BroadcastRemoteDimension, Events.BroadcastRemoteInRadius, Events.BroadcastRemoteInRadiusDimension, Events.CallRemote, Events.CallRemote, Events.CallRemotePlayers.
| Label | Value | Description |
|---|---|---|
Reliability.Unreliable | 0 | Sendet die Nachricht unzuverlässig. Die Nachricht kann verloren gehen (ohne erneute Übertragung) oder in einer anderen Reihenfolge als gesendet empfangen werden, ist aber günstiger und schneller als zuverlässig. Verwende es für Ereignisse, die flüchtig und nicht entscheidend für das Gameplay sind. |
Reliability.Reliable | 1 | Sendet die Nachricht zuverlässig. Dies garantiert, dass sie gesendet und in der richtigen Reihenfolge empfangen wird, ist aber teurer als unzuverlässig. Verwende es, wenn du sicherstellen möchtest, dass das Ereignis auf der anderen Seite empfangen wird. |
SkyMode​
Cloud and sky rendering presets
Used by Sky.SetSkyMode.
| Label | Value | Description |
|---|---|---|
SkyMode.VolumetricClouds | 0 | Uses a 3D Volumetric Cloud layer |
SkyMode.StaticClouds | 1 | Designed to mimic the look of the volumetric clouds but as a static cloud texture. Much lower performance cost than volumetric clouds. |
SkyMode.DynamicClouds2D | 2 | Uses simple 2D dynamic clouds |
SkyMode.NoClouds | 3 | Disables all forms of dynamic clouds |
SkyMode.VolumetricAurora | 4 | Trades clouds for a full 3D volumetric aurora, much more convincing than the 2D effect. |
SkyMode.Space | 5 | Turns off all sky color, atmospheric scattering, clouds, etc. Specifically for environments which are set in outer space with no planet/ground beneath the camera. |
SoundLoopMode​
Whether a Sound loops
Used by Sound Default Constructor.
| Label | Value | Description |
|---|---|---|
SoundLoopMode.Default | 0 | Default value defined in the asset |
SoundLoopMode.Forever | 1 | Overrides it to make it loop forever |
SoundLoopMode.Never | 2 | Overrides it to make it play once |
SoundType​
Categories of Sounds, used to apply the user's volume settings
Used by Sound.GetSoundType, Sound Default Constructor.
| Label | Value | Description |
|---|---|---|
SoundType.SFX | 0 | Sound effects |
SoundType.Music | 1 | Music |
SoundType.UI | 2 | User interface sounds |
SoundType.Ambient | 3 | Ambient sounds |
SpawnMode​
Wird beim Erzeugen von Entitäten verwendet, um zu steuern, wann sie fertig erzeugt und an Clients gesendet werden, sodass mehrere Konfigurationen auf einmal gesetzt werden können, ohne Netzwerk- und Leistungsressourcen für teilweise erzeugte Entitäten zu verschwenden
Used by Entity.SetSpawnMode, Cable Default Constructor, Character Default Constructor, CharacterSimple Default Constructor, Grenade Default Constructor, InstancedStaticMesh Default Constructor, Light Default Constructor, Melee Default Constructor, Particle Default Constructor, Prop Default Constructor, StaticMesh Default Constructor, VehicleWheeled Default Constructor, VehicleWater Default Constructor, Weapon Default Constructor.
| Label | Value | Description |
|---|---|---|
SpawnMode.Immediate | 0 | SchlieĂźt die Erzeugung sofort beim Aufruf des Konstruktors ab |
SpawnMode.AfterConstructor | 1 | Keeps the spawn deferred. An Inherited Class finishes it automatically when its Constructor returns, otherwise it behaves like SpawnMode.Manual for non-inherited classes |
SpawnMode.Manual | 2 | Hält die Erzeugung zurück, bis du selbst FinishSpawn() aufrufst |
StanceMode​
The posture of a Character
Used by Character.GetStanceMode, Character.SetStanceMode, Character StanceModeChange Event, Character StanceModeChange Event.
| Label | Value | Description |
|---|---|---|
StanceMode.None | 0 | No stance |
StanceMode.Standing | 1 | Standing |
StanceMode.Crouching | 2 | Crouching |
StanceMode.Proning | 3 | Lying prone |
SteeringType​
How the front wheels steer
Used by VehicleWheeled.SetSteeringSetup.
| Label | Value | Description |
|---|---|---|
SteeringType.SingleAngle | 0 | Both wheels steer by the same amount |
SteeringType.AngleRatio | 1 | Outer wheels on corner steer less than the inner ones by set ratio |
SteeringType.Ackermann | 2 | Ackermann steering principle is applied |
SurfaceType​
Physical surface types, used for footsteps, impacts and particles
Used by Melee.SetImpactSound.
| Label | Value | Description |
|---|---|---|
SurfaceType.Default | 0 | |
SurfaceType.Carpet | 1 | |
SurfaceType.Concrete | 2 | |
SurfaceType.Grass | 3 | |
SurfaceType.Gravel | 4 | |
SurfaceType.Ground | 5 | |
SurfaceType.MetalLight | 6 | |
SurfaceType.Plastic | 7 | |
SurfaceType.Sand | 8 | |
SurfaceType.Snow | 9 | |
SurfaceType.Water | 10 | |
SurfaceType.WoodLight | 11 | |
SurfaceType.Flesh | 12 | |
SurfaceType.MetalHeavy | 13 | |
SurfaceType.WoodHeavy | 14 | |
SurfaceType.Ice | 15 | |
SurfaceType.Mud | 16 | |
SurfaceType.Rock | 17 | |
SurfaceType.Thump | 18 | |
SurfaceType.Glass | 19 | |
SurfaceType.Rubber | 20 | |
SurfaceType.Air | 21 |
SuspensionSweepShape​
Shape used to detect the ground under each wheel
Used by VehicleWheeled.SetWheel.
| Label | Value | Description |
|---|---|---|
SuspensionSweepShape.Raycast | 0 | Use ray to determine suspension length to ground - fastest |
SuspensionSweepShape.Spherecast | 1 | Use sphere to determine suspension length to ground |
SuspensionSweepShape.Shapecast | 2 | Use wheel collision shape to determine suspension length to ground - Slowest |
SwimmingMode​
The swimming state of a Character
Used by Character.GetSwimmingMode, Character SwimmingModeChange Event, Character SwimmingModeChange Event.
| Label | Value | Description |
|---|---|---|
SwimmingMode.None | 0 | Not swimming |
SwimmingMode.Surface | 1 | Swimming on the surface |
SwimmingMode.Underwater | 2 | Diving underwater |
Text3DAlignCamera​
How a Text3D rotates relative to the camera
Used by Text3D Default Constructor.
| Label | Value | Description |
|---|---|---|
Text3DAlignCamera.Unaligned | 0 | Keeps its own rotation |
Text3DAlignCamera.AlignCameraRotation | 1 | Rotates to match the camera rotation |
Text3DAlignCamera.FaceCamera | 2 | Always faces the camera location |
Text3DBevelType​
Shapes of the bevel of the Text3D letters
Used by Text3D.SetGlyphSettings.
| Label | Value | Description |
|---|---|---|
Text3DBevelType.Linear | 0 | |
Text3DBevelType.HalfCircle | 1 | |
Text3DBevelType.Convex | 2 | |
Text3DBevelType.Concave | 3 | |
Text3DBevelType.OneStep | 4 | |
Text3DBevelType.TwoSteps | 5 | |
Text3DBevelType.Engraved | 6 |
Text3DHorizontalAlignment​
Horizontal alignment of a Text3D
Used by Text3D.SetTextSettings.
| Label | Value | Description |
|---|---|---|
Text3DHorizontalAlignment.Left | 0 | |
Text3DHorizontalAlignment.Center | 1 | |
Text3DHorizontalAlignment.Right | 2 |
Text3DVerticalAlignment​
Vertical alignment of a Text3D
Used by Text3D.SetTextSettings.
| Label | Value | Description |
|---|---|---|
Text3DVerticalAlignment.FirstLine | 0 | Aligned to the first line of text |
Text3DVerticalAlignment.Top | 1 | |
Text3DVerticalAlignment.Center | 2 | |
Text3DVerticalAlignment.Bottom | 3 |
TextRenderHorizontalAlignment​
Horizontal alignment of a TextRender
Used by TextRender.SetAlignment, TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderHorizontalAlignment.Left | 0 | |
TextRenderHorizontalAlignment.Center | 1 | |
TextRenderHorizontalAlignment.Right | 2 |
TextRenderRenderingType​
How a TextRender is rendered
Used by TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderRenderingType.Lit | 0 | Affected by the scene lighting |
TextRenderRenderingType.Unlit | 1 | Ignores lighting, always fully bright |
TextRenderRenderingType.UnlitCameraAligned | 2 | Unlit and always facing the camera |
TextRenderRenderingType.UnlitCameraAlignedDepth | 3 | Unlit, facing the camera and occluded by the scene |
TextRenderVerticalAlignment​
Vertical alignment of a TextRender
Used by TextRender.SetAlignment, TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderVerticalAlignment.Top | 0 | |
TextRenderVerticalAlignment.Center | 1 | |
TextRenderVerticalAlignment.Bottom | 2 | |
TextRenderVerticalAlignment.QuadTop | 3 | Aligned to the top of the text quad |
TraceMode​
Options of a Trace, which define what it returns and how it is performed
| Label | Value | Description |
|---|---|---|
TraceMode.DrawDebug | 1 << 0 | Whether to draw a 3D line representing the ray |
TraceMode.TraceComplex | 1 << 1 | Whether should trace against complex collision |
TraceMode.ReturnPhysicalMaterial | 1 << 2 | Whether want to include the physical material in the results (adds SurfaceType to result) |
TraceMode.ReturnEntity | 1 << 3 | Whether want to return the Entity hit (adds Entity to result) |
TraceMode.ReturnNames | 1 << 4 | Whether should return names (adds ActorName, ComponentName and BoneName to result) |
TraceMode.ReturnUV | 1 << 5 | Whether want to trace and return UV information (adds UV to result) |
TraceMode.TraceOnlyVisibility | 1 << 6 | Whether should only trace for objects that don't ignore visibility collision channel |
TraceMode.ReturnItem | 1 << 7 | Whether should return extra data about item that was hit (hit primitive specific - usually the instanced index) (adds Item to result) |
TriggerType​
Shapes of a Trigger
Used by Trigger Default Constructor.
| Label | Value | Description |
|---|---|---|
TriggerType.Sphere | 0 | |
TriggerType.Box | 1 |
ViewMode​
Camera views of a Character
Used by Character.GetViewMode, Character.SetViewMode, Character ViewModeChange Event, Character ViewModeChange Event.
| Label | Value | Description |
|---|---|---|
ViewMode.FPS | 0 | First Person View |
ViewMode.TPS1 | 1 | Third Person Close View |
ViewMode.TPS2 | 2 | Third Person Medium View |
ViewMode.TPS3 | 3 | Third Person Far View |
ViewMode.TopDown | 4 | Top Down View |
VOIPSetting​
Whether a Player can talk and listen on a VOIP channel
Used by Player.SetVOIPGlobalAllChannelsSetting, Player.SetVOIPGlobalChannelSetting, Player.SetVOIPLocalSetting, Player VOIPGlobalChannelSettingChange Event, Player VOIPGlobalChannelSettingChange Event, Player VOIPLocalSettingChange Event, Player VOIPLocalSettingChange Event.
| Label | Value | Description |
|---|---|---|
VOIPSetting.None | 0 | Can neither talk nor listen |
VOIPSetting.ListenOnly | 1 | Can only listen |
VOIPSetting.SpeakOnly | 2 | Can only talk |
VOIPSetting.Both | 3 | Can talk and listen |
WeatherType​
Weather presets of the Sky
Used by Sky.ChangeWeather, Sky.GetWeather.
| Label | Value | Description |
|---|---|---|
WeatherType.ClearSkies | 1 | |
WeatherType.Cloudy | 2 | |
WeatherType.Foggy | 3 | |
WeatherType.Overcast | 4 | |
WeatherType.PartlyCloudy | 5 | |
WeatherType.Rain | 6 | |
WeatherType.RainLight | 7 | |
WeatherType.RainThunderstorm | 8 | |
WeatherType.SandDustCalm | 9 | |
WeatherType.SandDustStorm | 10 | |
WeatherType.Snow | 11 | |
WeatherType.SnowBlizzard | 12 | |
WeatherType.SnowLight | 13 |
WebUIKeyType​
Types of keyboard events sent to a WebUI
Used by WebUI.SendKeyEvent.
| Label | Value | Description |
|---|---|---|
WebUIKeyType.Down | 0 | Key pressed |
WebUIKeyType.Up | 1 | Key released |
WebUIKeyType.Char | 2 | Character typed |
WebUIModifier​
Modifier keys and flags of a WebUI input event
Used by WebUI.SendKeyEvent, WebUI.SendMouseClickEvent, WebUI.SendMouseMoveEvent.
| Label | Value | Description |
|---|---|---|
WebUIModifier.None | 0 | |
WebUIModifier.CapsLockOn | 1 << 0 | |
WebUIModifier.ShiftDown | 1 << 1 | |
WebUIModifier.ControlDown | 1 << 2 | |
WebUIModifier.AltDown | 1 << 3 | |
WebUIModifier.LeftMouseButton | 1 << 4 | |
WebUIModifier.MiddleMouseButton | 1 << 5 | |
WebUIModifier.RightMouseButton | 1 << 6 | |
WebUIModifier.CommandDown | 1 << 7 | |
WebUIModifier.NumLockOn | 1 << 8 | |
WebUIModifier.IsKeyPad | 1 << 9 | |
WebUIModifier.IsLeft | 1 << 10 | |
WebUIModifier.IsRight | 1 << 11 | |
WebUIModifier.AltgrDown | 1 << 12 | |
WebUIModifier.IsRepeat | 1 << 13 |
WebUIMouseType​
Mouse buttons for WebUI input events
Used by WebUI.SendMouseClickEvent.
| Label | Value | Description |
|---|---|---|
WebUIMouseType.Left | 0 | |
WebUIMouseType.Right | 1 | |
WebUIMouseType.Middle | 2 |
WidgetHorizontalAlignment​
Horizontal alignment of a Widget in its slot
Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.
| Label | Value | Description |
|---|---|---|
WidgetHorizontalAlignment.Fill | 0 | |
WidgetHorizontalAlignment.Left | 1 | |
WidgetHorizontalAlignment.Center | 2 | |
WidgetHorizontalAlignment.Right | 3 |
WidgetSizeRule​
How a Widget is sized in a Box container slot
Used by Widget.SetSlotSize.
| Label | Value | Description |
|---|---|---|
WidgetSizeRule.Automatic | 0 | Uses the widget desired size |
WidgetSizeRule.Fill | 1 | Fills the available space |
WidgetSpace​
Whether a Widget3D is rendered in the world or on the screen
Used by Widget.SpawnWidget3D.
| Label | Value | Description |
|---|---|---|
WidgetSpace.World | 0 | The widget is rendered in the world as mesh, it can be occluded like any other mesh in the world |
WidgetSpace.Screen | 1 | The widget is rendered in the screen, completely outside of the world, never occluded |
WidgetVerticalAlignment​
Vertical alignment of a Widget in its slot
Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.
| Label | Value | Description |
|---|---|---|
WidgetVerticalAlignment.Fill | 0 | |
WidgetVerticalAlignment.Top | 1 | |
WidgetVerticalAlignment.Center | 2 | |
WidgetVerticalAlignment.Bottom | 3 |
WidgetVisibility​
Visibility of a WebUI or Widget
Used by WebUI.GetVisibility, WebUI.SetVisibility, WebUI Default Constructor, Widget.GetVisibility, Widget.SetVisibility.
| Label | Value | Description |
|---|---|---|
WidgetVisibility.Hidden | 0 | Not rendered and not interactable |
WidgetVisibility.Visible | 1 | Rendered and interactable |
WidgetVisibility.VisibleNotHitTestable | 2 | Rendered but ignores the mouse |