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Version: bleeding-edge ๐Ÿฉธ

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)
info

The functions which use the Enums are still receiving numbers as parameters (as always), using Enums is just a facilitator.

All Enumsโ€‹

๐Ÿง‘โ€๐Ÿ’ปAPI Source

AimModeโ€‹

Used by Characters to change the Aiming Mode while holding Weapons

Used by Character.GetWeaponAimMode, Character.SetWeaponAimMode, Character WeaponAimModeChange Event, Character WeaponAimModeChange Event.

LabelValueDescription
AimMode.None0Not aiming
AimMode.ADS1Aiming down sights
AimMode.ZoomedZoom2Aiming through a scope, zoomed in
AimMode.Zoomed3Third person zoomed aim
AimMode.ZoomedFar4Third person zoomed aim, farther away

AnimationSlotTypeโ€‹

Which part of the Character body plays an Animation

Used by Character.PlayAnimation, Melee.AddAnimationCharacterUse.

LabelValueDescription
AnimationSlotType.FullBody0The whole body
AnimationSlotType.UpperBody1From the waist up, keeping the legs animation
AnimationSlotType.Head2Only the head

AssetTypeโ€‹

Types of assets, used to filter assets from Asset Packs
๐Ÿ’กTIP
This Enum supports Bitwise Operations!

Used by Assets.GetAssetPath, Assets.Precache.

LabelValueDescription
AssetType.Map2
AssetType.StaticMesh4
AssetType.SkeletalMesh8
AssetType.Sound16
AssetType.Animation32
AssetType.Particle64
AssetType.Material128
AssetType.Blueprint256
AssetType.Other32768

AttachmentRuleโ€‹

How an Actor transform is handled when attaching it to another Actor

Used by Actor.AttachTo.

LabelValueDescription
AttachmentRule.KeepRelative0Will keep the current relative position/rotation if already attached.
AttachmentRule.KeepWorld1Will calculate the new relative position/rotation so the Actor stays at the same position after being attached.
AttachmentRule.SnapToTarget2Will 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.

AttenuationFunctionโ€‹

How a 3D Sound volume fades with distance

Used by Sound Default Constructor, WebUI.SpawnSound.

LabelValueDescription
AttenuationFunction.Linear0Fades evenly with distance
AttenuationFunction.Logarithmic1Fades quickly when close and slowly when far
AttenuationFunction.Inverse2Fades very quickly near the source
AttenuationFunction.LogReverse3Fades slowly when close and quickly when far
AttenuationFunction.NaturalSound4Physically based falloff, the most realistic

BlendModeโ€‹

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.

LabelValueDescription
BlendMode.Opaque0Fully replaces the pixels, ignoring alpha
BlendMode.Masked1Pixels are either fully visible or fully hidden
BlendMode.Translucent2Blends using the alpha
BlendMode.Additive3Adds its color to the existing pixels
BlendMode.Modulate4Multiplies its color with the existing pixels
BlendMode.MaskedDistanceField5
BlendMode.MaskedDistanceFieldShadowed6
BlendMode.TranslucentDistanceField7
BlendMode.TranslucentDistanceFieldShadowed8
BlendMode.AlphaComposite9
BlendMode.AlphaHoldout10
BlendMode.AlphaBlend11Standard alpha blending, recommended for images with transparency
BlendMode.TranslucentAlphaOnly12
BlendMode.TranslucentAlphaOnlyWriteAlpha13

CameraModeโ€‹

Which camera views a Player can switch between

Used by Character.GetCameraMode, Character.SetCameraMode.

LabelValueDescription
CameraMode.FPSTPS0Can switch between first and third person
CameraMode.FPSOnly1First person only
CameraMode.TPSOnly2Third person only

CCDModeโ€‹

Continuous Collision Detection mode, which prevents fast objects from passing through others

Used by Prop Default Constructor.

LabelValueDescription
CCDMode.Auto0Automatically enables/disables depending on the Object size
CCDMode.Disabled1Disables CCD
CCDMode.Enabled2Enables CCD

CollisionChannelโ€‹

Collision channels, used to filter what traces and collisions hit
๐Ÿ’กTIP
This Enum supports Bitwise Operations!
LabelValueDescription
CollisionChannel.WorldStatic1 << 0WorldStatic Object Types
CollisionChannel.WorldDynamic1 << 1WorldDynamic Object Types
CollisionChannel.Pawn1 << 2Capsules (usually from Characters)
CollisionChannel.PhysicsBody1 << 5Pickables and Props Meshes
CollisionChannel.TracePrimitive1 << 16Primitive components used for traces
CollisionChannel.Mesh1 << 17Character Mesh
CollisionChannel.Water1 << 19Water Body
CollisionChannel.Foliage1 << 20Foliage Meshes
CollisionChannel.Vehicle1 << 22Vehicles Meshes
CollisionChannel.All(1 << 32) - 1All Objects

CollisionTypeโ€‹

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.

LabelValueDescription
CollisionType.Normal0Blocks All
CollisionType.StaticOnly1Only Blocks Static objects
CollisionType.NoCollision2Doesn't Block anything
CollisionType.IgnoreOnlyPawn3Blocks everything but Pawns (Characters)
CollisionType.Auto4Automatically selects - usually will be Normal. On Props it will switch between Normal and IgnoreOnlyPawn depending on the Prop size

ConstraintMotionโ€‹

How a physics constraint axis can move

Used by Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetLinearLimits, Cable.SetLinearLimits, Cable.SetLinearLimits.

LabelValueDescription
ConstraintMotion.Free0No constraint around this axis.
ConstraintMotion.Limited1Limited freedom around this axis. The limit for each Motion is controlled individually by a correspondingly named Limit property.
ConstraintMotion.Locked2Full constraint around this axis

CursorTypeโ€‹

Mouse cursor shapes

Used by Input.GetMouseCursor, Input.SetMouseCursor, Viewport.SetHardwareCursor.

LabelValueDescription
CursorType.None0
CursorType.Default1
CursorType.TextEditBeam2
CursorType.ResizeLeftRight3
CursorType.ResizeUpDown4
CursorType.ResizeSouthEast5
CursorType.ResizeSouthWest6
CursorType.CardinalCross7
CursorType.Crosshairs8
CursorType.Hand9
CursorType.GrabHand10
CursorType.GrabHandClosed11
CursorType.SlashedCircle12
CursorType.EyeDropper13

DamageTypeโ€‹

What caused some damage

Used by Damageable.ApplyDamage, Damageable Death Event, Damageable TakeDamage Event, Prop TakeDamage Event.

LabelValueDescription
DamageType.Shot0Shot by a Weapon
DamageType.Explosion1An explosion, such as a Grenade
DamageType.Punch2A punch
DamageType.Fall3Falling from a high place
DamageType.RunOverProp4Hit by a Prop
DamageType.RunOverVehicle5Run over by a Vehicle
DamageType.Melee6Hit by a Melee
DamageType.Unknown7Anything else, such as scripted damage

DatabaseEngineโ€‹

Database engines supported by the Database class

Used by Database Default Constructor.

LabelValueDescription
DatabaseEngine.SQLite0
DatabaseEngine.MySQL1
DatabaseEngine.PostgreSQL2

DifferentialTypeโ€‹

Which wheels receive the engine torque

Used by VehicleWheeled.SetDifferentialSetup.

LabelValueDescription
DifferentialType.Undefined0Not configured
DifferentialType.AllWheelDrive1All wheels
DifferentialType.FrontWheelDrive2Only the front wheels
DifferentialType.RearWheelDrive3Only the rear wheels

FallingModeโ€‹

The airborne state of a Character

Used by Character.GetFallingMode, Character FallingModeChange Event, Character FallingModeChange Event.

LabelValueDescription
FallingMode.None0Not falling
FallingMode.Jumping1Going up after a jump
FallingMode.Falling4Falling
FallingMode.HighFalling5Falling from a height that will cause damage
FallingMode.Parachuting6Parachute deployed
FallingMode.SkyDiving7Skydiving before opening the parachute

FontTypeโ€‹

Built-in fonts

Used by Canvas.DrawText, Text3D.SetFont, Text3D Default Constructor.

LabelValueDescription
FontType.Roboto0
FontType.GothicA11
FontType.PoiretOne2
FontType.Oswald3
FontType.Roboto_Mono4
FontType.OpenSans5

GaitModeโ€‹

The movement speed state of a Character

Used by Character.GetGaitMode, Character.SetGaitMode, Character GaitModeChange Event, Character GaitModeChange Event.

LabelValueDescription
GaitMode.None0Not moving
GaitMode.Walking1Walking or running
GaitMode.Sprinting2Sprinting

GizmoAlignSpaceโ€‹

Which space a Gizmo is aligned to

Used by Gizmo.SetAlignSpace.

LabelValueDescription
GizmoAlignSpace.Local0Aligned to the object rotation
GizmoAlignSpace.World1Aligned to the world axes

GizmoTransformModeโ€‹

Which transformation a Gizmo edits

Used by Gizmo.SetTransformMode.

LabelValueDescription
GizmoTransformMode.Translation0
GizmoTransformMode.Rotation1
GizmoTransformMode.Scale2

GrabModeโ€‹

Whether a Prop can be grabbed by Characters

Used by Prop.GetGrabMode, Prop.SetGrabMode, Prop Default Constructor.

LabelValueDescription
GrabMode.Disabled0Disables grabbing
GrabMode.Auto1Automatically enables/disables depending on the Prop size
GrabMode.Enabled2Enables grabbing

HandlingModeโ€‹

How a Character holds a Pickable, which defines the animations used

Used by Pickable.GetHandlingMode, Melee Default Constructor, Weapon.SetHandlingMode.

LabelValueDescription
HandlingMode.SingleHandedWeapon0
HandlingMode.DoubleHandedWeapon1
HandlingMode.SingleHandedMelee2
HandlingMode.DoubleHandedMelee3
HandlingMode.Throwable4Grenades and other throwables
HandlingMode.Torch5A light source held in one hand
HandlingMode.Barrel6Heavy objects carried in front with both hands
HandlingMode.Box7Boxes carried with both hands

HighlightModeโ€‹

When an Actor highlight is visible

Used by Client.SetHighlightColor.

LabelValueDescription
HighlightMode.Always0Always visible
HighlightMode.OnlyHidden1Only when occluded by other objects (x-ray)
HighlightMode.OnlyVisible2Only when not occluded

HTTPMethodโ€‹

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.

LabelValueDescription
HTTPMethod.GET0The GET method requests a representation of the specified resource. Requests using GET should only retrieve data.
HTTPMethod.POST1The POST method submits an entity to the specified resource, often causing a change in state or side effects on the server.
HTTPMethod.PUT2The PUT method replaces all current representations of the target resource with the request payload.
HTTPMethod.HEAD3The HEAD method asks for a response identical to a GET request, but without the response body.
HTTPMethod.DELETE4The DELETE method deletes the specified resource.
HTTPMethod.PATCH5The PATCH method applies partial modifications to a resource.
HTTPMethod.OPTIONS6The OPTIONS method describes the communication options for the target resource.

ImageFormatโ€‹

Image file formats

Used by SceneCapture.EncodeToBase64, SceneCapture.EncodeToBase64Async.

LabelValueDescription
ImageFormat.JPEG0
ImageFormat.PNG1
ImageFormat.BMP2

InputEventโ€‹

Whether a key was pressed or released

Used by Input.Bind, Input.InputKey, Input.Unbind.

LabelValueDescription
InputEvent.Pressed0
InputEvent.Released1

KeyboardLayoutโ€‹

Keyboard layouts

Used by Input.GetKeyboardLayout.

LabelValueDescription
KeyboardLayout.Unknown0
KeyboardLayout.QWERTY1
KeyboardLayout.AZERTY2
KeyboardLayout.QWERTZ3

KeyModifierโ€‹

Modifier keys held during a key event
๐Ÿ’กTIP
This Enum supports Bitwise Operations!

Used by Input.GetModifierKeys.

LabelValueDescription
KeyModifier.None0
KeyModifier.LeftShiftDown1 << 0
KeyModifier.RightShiftDown1 << 1
KeyModifier.LeftControlDown1 << 2
KeyModifier.RightControlDown1 << 3
KeyModifier.LeftAltDown1 << 4
KeyModifier.RightAltDown1 << 5
KeyModifier.LeftCommandDown1 << 6
KeyModifier.RightCommandDown1 << 7
KeyModifier.CapsLocked1 << 8

LightProfileโ€‹

IES light profiles, shaping how a Light spreads

Used by Light.SetTextureLightProfile.

LabelValueDescription
LightProfile.None0
LightProfile.Arrow_Star1
LightProfile.Arrow_Up2
LightProfile.Beam_013
LightProfile.Beam_024
LightProfile.Beam_035
LightProfile.Beam_046
LightProfile.Beam_057
LightProfile.Beam_068
LightProfile.Beam_079
LightProfile.Beam_0810
LightProfile.Beam_LED_0111
LightProfile.Beam_LED_0212
LightProfile.Beam_LED_0313
LightProfile.Beam_LED_0414
LightProfile.Beam_LED_0515
LightProfile.Beam_LED_0616
LightProfile.Beam_LED_0717
LightProfile.Bow18
LightProfile.Capped_0119
LightProfile.Capped_0220
LightProfile.Shattered_0121
LightProfile.Shattered_0222
LightProfile.Shattered_0323
LightProfile.Shattered_0424
LightProfile.Shattered_0525
LightProfile.SpotLight_0126
LightProfile.SpotLight_0227
LightProfile.SpotLight_0328
LightProfile.SpotLight_0429
LightProfile.Spreadout_0130
LightProfile.Spreadout_0231
LightProfile.Spreadout_0332
LightProfile.Spreadout_0433
LightProfile.Star_Bow34
LightProfile.Star_Burst_0135
LightProfile.Star_Burst_0236
LightProfile.Star_Burst_0337
LightProfile.Star_Burst_0438
LightProfile.Star_Burst_0539
LightProfile.Star_Burst_0640
LightProfile.Star_Burst_0741
LightProfile.Star_Burst_0842
LightProfile.Star_X_0143
LightProfile.Star_X_0244
LightProfile.Wall_Boomerang45
LightProfile.Wall_Inverted_V46
LightProfile.Wall_Star_T47
LightProfile.Wing_648
LightProfile.Wing_V_0149
LightProfile.Wing_V_0250

LightTypeโ€‹

Shapes of a Light

Used by Light Default Constructor.

LabelValueDescription
LightType.Point0
LightType.Spot1
LightType.Rect2

LogTypeโ€‹

Types of log messages, which define their color and filter

Used by Console LogEntry Event.

LabelValueDescription
LogType.Display0
LogType.Warning1
LogType.Error2
LogType.Debug3
LogType.Verbose4
LogType.Scripting5Messages printed by scripts
LogType.ScriptingWarn6Warnings printed by scripts
LogType.ScriptingError7Errors raised by scripts
LogType.Chat8Chat messages
LogType.WebUI9Messages logged from WebUI JavaScript
LogType.Success10
LogType.Fatal11

NativeWidgetโ€‹

Unreal UMG widget types that can be spawned with the Widget class

Used by Widget Native Widget Constructor.

LabelValueDescription
NativeWidget.Border0
NativeWidget.Button1
NativeWidget.CheckBox2
NativeWidget.Image3
NativeWidget.ProgressBar4
NativeWidget.RichTextBlock5
NativeWidget.Slider6
NativeWidget.Text7
NativeWidget.ComboBox8
NativeWidget.EditableText9
NativeWidget.EditableTextMultiLine10
NativeWidget.SpinBox11
NativeWidget.TextBox12
NativeWidget.TextBoxMultiLine13
NativeWidget.CanvasPanel14
NativeWidget.GridPanel15
NativeWidget.HorizontalBox16
NativeWidget.Overlay17
NativeWidget.ScaleBox18
NativeWidget.ScrollBox19
NativeWidget.SizeBox20
NativeWidget.UniformGridPanel21
NativeWidget.VerticalBox22
NativeWidget.WrapBox23
NativeWidget.BackgroundBlur24

NotificationTypeโ€‹

Styles of the built-in notifications

Used by Client.ShowNotification.

LabelValueDescription
NotificationType.Info0
NotificationType.Warning1
NotificationType.Error2
NotificationType.Fatal3
NotificationType.Success4

PackageTypeโ€‹

Types of packages
๐Ÿ’กTIP
This Enum supports Bitwise Operations!

Used by Client.GetPackages, Server.GetPackages.

LabelValueDescription
PackageType.Script1Script package
PackageType.GameMode2Game-mode package, only one can be loaded
PackageType.LoadingScreen4Loading screen package
PackageType.Map16Map package
PackageType.CModule32C Module package
PackageType.All-1All types

Reliabilityโ€‹

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.

LabelValueDescription
Reliability.Unreliable0Send the message unreliably, the message may be lost (with no retransmission) or received in a different order than it was sent, but is cheaper and faster to use than reliable. Use it for sending events that are transient and non critical for gameplay
Reliability.Reliable1Send the message reliably, this is guaranteed to be sent and received in order, but is more expensive to use than unreliable. Use it when you want to make sure the event is received by the other side

SkyModeโ€‹

Cloud and sky rendering presets

Used by Sky.SetSkyMode.

LabelValueDescription
SkyMode.VolumetricClouds0Uses a 3D Volumetric Cloud layer
SkyMode.StaticClouds1Designed to mimic the look of the volumetric clouds but as a static cloud texture. Much lower performance cost than volumetric clouds.
SkyMode.DynamicClouds2D2Uses simple 2D dynamic clouds
SkyMode.NoClouds3Disables all forms of dynamic clouds
SkyMode.VolumetricAurora4Trades clouds for a full 3D volumetric aurora, much more convincing than the 2D effect.
SkyMode.Space5Turns off all sky color, atmospheric scattering, clouds, etc. Specifically for environments which are set in outer space with no planet/ground beneath the camera.

SoundLoopModeโ€‹

Whether a Sound loops

Used by Sound Default Constructor.

LabelValueDescription
SoundLoopMode.Default0Default value defined in the asset
SoundLoopMode.Forever1Overrides it to make it loop forever
SoundLoopMode.Never2Overrides it to make it play once

SoundTypeโ€‹

Categories of Sounds, used to apply the user's volume settings

Used by Sound.GetSoundType, Sound Default Constructor.

LabelValueDescription
SoundType.SFX0Sound effects
SoundType.Music1Music
SoundType.UI2User interface sounds
SoundType.Ambient3Ambient sounds

SpawnModeโ€‹

Used when spawning Entities to control when they finish spawning and are sent to clients, so several configs can be set at once without wasting networking and performance on partially spawned Entities

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.

LabelValueDescription
SpawnMode.Immediate0Finishes spawning right away when calling the constructor
SpawnMode.AfterConstructor1Keeps the spawn deferred. An Inherited Class finishes it automatically when its Constructor returns, otherwise it behaves like SpawnMode.Manual for non-inherited classes
SpawnMode.Manual2Keeps the spawn deferred until you call FinishSpawn() yourself

StanceModeโ€‹

The posture of a Character

Used by Character.GetStanceMode, Character.SetStanceMode, Character StanceModeChange Event, Character StanceModeChange Event.

LabelValueDescription
StanceMode.None0No stance
StanceMode.Standing1Standing
StanceMode.Crouching2Crouching
StanceMode.Proning3Lying prone

SteeringTypeโ€‹

How the front wheels steer

Used by VehicleWheeled.SetSteeringSetup.

LabelValueDescription
SteeringType.SingleAngle0Both wheels steer by the same amount
SteeringType.AngleRatio1Outer wheels on corner steer less than the inner ones by set ratio
SteeringType.Ackermann2Ackermann steering principle is applied

SurfaceTypeโ€‹

Physical surface types, used for footsteps, impacts and particles

Used by Melee.SetImpactSound.

LabelValueDescription
SurfaceType.Default0
SurfaceType.Carpet1
SurfaceType.Concrete2
SurfaceType.Grass3
SurfaceType.Gravel4
SurfaceType.Ground5
SurfaceType.MetalLight6
SurfaceType.Plastic7
SurfaceType.Sand8
SurfaceType.Snow9
SurfaceType.Water10
SurfaceType.WoodLight11
SurfaceType.Flesh12
SurfaceType.MetalHeavy13
SurfaceType.WoodHeavy14
SurfaceType.Ice15
SurfaceType.Mud16
SurfaceType.Rock17
SurfaceType.Thump18
SurfaceType.Glass19
SurfaceType.Rubber20
SurfaceType.Air21

SuspensionSweepShapeโ€‹

Shape used to detect the ground under each wheel

Used by VehicleWheeled.SetWheel.

LabelValueDescription
SuspensionSweepShape.Raycast0Use ray to determine suspension length to ground - fastest
SuspensionSweepShape.Spherecast1Use sphere to determine suspension length to ground
SuspensionSweepShape.Shapecast2Use wheel collision shape to determine suspension length to ground - Slowest

SwimmingModeโ€‹

The swimming state of a Character

Used by Character.GetSwimmingMode, Character SwimmingModeChange Event, Character SwimmingModeChange Event.

LabelValueDescription
SwimmingMode.None0Not swimming
SwimmingMode.Surface1Swimming on the surface
SwimmingMode.Underwater2Diving underwater

Text3DAlignCameraโ€‹

How a Text3D rotates relative to the camera

Used by Text3D Default Constructor.

LabelValueDescription
Text3DAlignCamera.Unaligned0Keeps its own rotation
Text3DAlignCamera.AlignCameraRotation1Rotates to match the camera rotation
Text3DAlignCamera.FaceCamera2Always faces the camera location

Text3DBevelTypeโ€‹

Shapes of the bevel of the Text3D letters

Used by Text3D.SetGlyphSettings.

LabelValueDescription
Text3DBevelType.Linear0
Text3DBevelType.HalfCircle1
Text3DBevelType.Convex2
Text3DBevelType.Concave3
Text3DBevelType.OneStep4
Text3DBevelType.TwoSteps5
Text3DBevelType.Engraved6

Text3DHorizontalAlignmentโ€‹

Horizontal alignment of a Text3D

Used by Text3D.SetTextSettings.

LabelValueDescription
Text3DHorizontalAlignment.Left0
Text3DHorizontalAlignment.Center1
Text3DHorizontalAlignment.Right2

Text3DVerticalAlignmentโ€‹

Vertical alignment of a Text3D

Used by Text3D.SetTextSettings.

LabelValueDescription
Text3DVerticalAlignment.FirstLine0Aligned to the first line of text
Text3DVerticalAlignment.Top1
Text3DVerticalAlignment.Center2
Text3DVerticalAlignment.Bottom3

TextRenderHorizontalAlignmentโ€‹

Horizontal alignment of a TextRender

Used by TextRender.SetAlignment, TextRender Default Constructor.

LabelValueDescription
TextRenderHorizontalAlignment.Left0
TextRenderHorizontalAlignment.Center1
TextRenderHorizontalAlignment.Right2

TextRenderRenderingTypeโ€‹

How a TextRender is rendered

Used by TextRender Default Constructor.

LabelValueDescription
TextRenderRenderingType.Lit0Affected by the scene lighting
TextRenderRenderingType.Unlit1Ignores lighting, always fully bright
TextRenderRenderingType.UnlitCameraAligned2Unlit and always facing the camera
TextRenderRenderingType.UnlitCameraAlignedDepth3Unlit, facing the camera and occluded by the scene

TextRenderVerticalAlignmentโ€‹

Vertical alignment of a TextRender

Used by TextRender.SetAlignment, TextRender Default Constructor.

LabelValueDescription
TextRenderVerticalAlignment.Top0
TextRenderVerticalAlignment.Center1
TextRenderVerticalAlignment.Bottom2
TextRenderVerticalAlignment.QuadTop3Aligned to the top of the text quad

TraceModeโ€‹

Options of a Trace, which define what it returns and how it is performed
๐Ÿ’กTIP
This Enum supports Bitwise Operations!
LabelValueDescription
TraceMode.DrawDebug1 << 0Whether to draw a 3D line representing the ray
TraceMode.TraceComplex1 << 1Whether should trace against complex collision
TraceMode.ReturnPhysicalMaterial1 << 2Whether want to include the physical material in the results (adds SurfaceType to result)
TraceMode.ReturnEntity1 << 3Whether want to return the Entity hit (adds Entity to result)
TraceMode.ReturnNames1 << 4Whether should return names (adds ActorName, ComponentName and BoneName to result)
TraceMode.ReturnUV1 << 5Whether want to trace and return UV information (adds UV to result)
TraceMode.TraceOnlyVisibility1 << 6Whether should only trace for objects that don't ignore visibility collision channel
TraceMode.ReturnItem1 << 7Whether should return extra data about item that was hit (hit primitive specific - usually the instanced index) (adds Item to result)

TriggerTypeโ€‹

Shapes of a Trigger

Used by Trigger Default Constructor.

LabelValueDescription
TriggerType.Sphere0
TriggerType.Box1

ViewModeโ€‹

Camera views of a Character

Used by Character.GetViewMode, Character.SetViewMode, Character ViewModeChange Event, Character ViewModeChange Event.

LabelValueDescription
ViewMode.FPS0First Person View
ViewMode.TPS11Third Person Close View
ViewMode.TPS22Third Person Medium View
ViewMode.TPS33Third Person Far View
ViewMode.TopDown4Top Down View

VOIPSettingโ€‹

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.

LabelValueDescription
VOIPSetting.None0Can neither talk nor listen
VOIPSetting.ListenOnly1Can only listen
VOIPSetting.SpeakOnly2Can only talk
VOIPSetting.Both3Can talk and listen

WeatherTypeโ€‹

Weather presets of the Sky

Used by Sky.ChangeWeather, Sky.GetWeather.

LabelValueDescription
WeatherType.ClearSkies1
WeatherType.Cloudy2
WeatherType.Foggy3
WeatherType.Overcast4
WeatherType.PartlyCloudy5
WeatherType.Rain6
WeatherType.RainLight7
WeatherType.RainThunderstorm8
WeatherType.SandDustCalm9
WeatherType.SandDustStorm10
WeatherType.Snow11
WeatherType.SnowBlizzard12
WeatherType.SnowLight13

WebUIKeyTypeโ€‹

Types of keyboard events sent to a WebUI

Used by WebUI.SendKeyEvent.

LabelValueDescription
WebUIKeyType.Down0Key pressed
WebUIKeyType.Up1Key released
WebUIKeyType.Char2Character typed

WebUIModifierโ€‹

Modifier keys and flags of a WebUI input event
๐Ÿ’กTIP
This Enum supports Bitwise Operations!

Used by WebUI.SendKeyEvent, WebUI.SendMouseClickEvent, WebUI.SendMouseMoveEvent.

LabelValueDescription
WebUIModifier.None0
WebUIModifier.CapsLockOn1 << 0
WebUIModifier.ShiftDown1 << 1
WebUIModifier.ControlDown1 << 2
WebUIModifier.AltDown1 << 3
WebUIModifier.LeftMouseButton1 << 4
WebUIModifier.MiddleMouseButton1 << 5
WebUIModifier.RightMouseButton1 << 6
WebUIModifier.CommandDown1 << 7
WebUIModifier.NumLockOn1 << 8
WebUIModifier.IsKeyPad1 << 9
WebUIModifier.IsLeft1 << 10
WebUIModifier.IsRight1 << 11
WebUIModifier.AltgrDown1 << 12
WebUIModifier.IsRepeat1 << 13

WebUIMouseTypeโ€‹

Mouse buttons for WebUI input events

Used by WebUI.SendMouseClickEvent.

LabelValueDescription
WebUIMouseType.Left0
WebUIMouseType.Right1
WebUIMouseType.Middle2

WidgetHorizontalAlignmentโ€‹

Horizontal alignment of a Widget in its slot

Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.

LabelValueDescription
WidgetHorizontalAlignment.Fill0
WidgetHorizontalAlignment.Left1
WidgetHorizontalAlignment.Center2
WidgetHorizontalAlignment.Right3

WidgetSizeRuleโ€‹

How a Widget is sized in a Box container slot

Used by Widget.SetSlotSize.

LabelValueDescription
WidgetSizeRule.Automatic0Uses the widget desired size
WidgetSizeRule.Fill1Fills the available space

WidgetSpaceโ€‹

Whether a Widget3D is rendered in the world or on the screen

Used by Widget.SpawnWidget3D.

LabelValueDescription
WidgetSpace.World0The widget is rendered in the world as mesh, it can be occluded like any other mesh in the world
WidgetSpace.Screen1The widget is rendered in the screen, completely outside of the world, never occluded

WidgetVerticalAlignmentโ€‹

Vertical alignment of a Widget in its slot

Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.

LabelValueDescription
WidgetVerticalAlignment.Fill0
WidgetVerticalAlignment.Top1
WidgetVerticalAlignment.Center2
WidgetVerticalAlignment.Bottom3

WidgetVisibilityโ€‹

Visibility of a WebUI or Widget

Used by WebUI.GetVisibility, WebUI.SetVisibility, WebUI Default Constructor, Widget.GetVisibility, Widget.SetVisibility.

LabelValueDescription
WidgetVisibility.Hidden0Not rendered and not interactable
WidgetVisibility.Visible1Rendered and interactable
WidgetVisibility.VisibleNotHitTestable2Rendered but ignores the mouse