枚举
与其向方法传递数字或在事件回调函数中比较数字,不如使用以下枚举来实现。示例:
-- 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)
使用枚举的函数仍然接收数字作为参数(一如既往),使用枚举只是一种便利措施。
所有枚举
API SourceAimMode
角色在持枪时用于改变瞄准模式
Used by Character.GetWeaponAimMode, Character.SetWeaponAimMode, Character WeaponAimModeChange Event, Character WeaponAimModeChange Event.
| Label | Value | Description |
|---|---|---|
AimMode.None | 0 | 未瞄准 |
AimMode.ADS | 1 | 机瞄瞄准 |
AimMode.ZoomedZoom | 2 | 开镜瞄准,放大 |
AimMode.Zoomed | 3 | 第三人称放大瞄准 |
AimMode.ZoomedFar | 4 | 第三人称放大瞄准,较远距离 |
AnimationSlotType
角色身体的哪个部位播放动画
Used by Character.PlayAnimation, Melee.AddAnimationCharacterUse.
| Label | Value | Description |
|---|---|---|
AnimationSlotType.FullBody | 0 | 全身 |
AnimationSlotType.UpperBody | 1 | 腰部以上,保留腿部动画 |
AnimationSlotType.Head | 2 | 仅头部 |
AssetType
资产类型,用于从资产包中筛选资产
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
将 Actor 附加到另一个 Actor 时如何处理其变换
Used by Actor.AttachTo.
| Label | Value | Description |
|---|---|---|
AttachmentRule.KeepRelative | 0 | 如果已经附加,将保持当前的相对位置/旋转。 |
AttachmentRule.KeepWorld | 1 | 将计算新的相对位置/旋转,使 Actor 在附加后保持在相同的位置。 |
AttachmentRule.SnapToTarget | 2 | 将 Actor 设为与父 Actor 相同的位置/旋转(或在骨骼位置),并将其相对位置/旋转重置为零。 |
AttenuationFunction
3D 声音音量如何随距离衰减
Used by Sound Default Constructor, WebUI.SpawnSound.
| Label | Value | Description |
|---|---|---|
AttenuationFunction.Linear | 0 | 随距离均匀衰减 |
AttenuationFunction.Logarithmic | 1 | 近处衰减快,远处衰减慢 |
AttenuationFunction.Inverse | 2 | 在声源附近极快衰减 |
AttenuationFunction.LogReverse | 3 | 近处衰减慢,远处衰减快 |
AttenuationFunction.NaturalSound | 4 | 基于物理的衰减,最为逼真 |
BlendMode
绘制内容如何与已绘制内容进行混合
Used by Canvas.DrawBox, Canvas.DrawLine, Canvas.DrawMaterial, Canvas.DrawMaterialFromSceneCapture, Canvas.DrawMaterialFromWebUI, Canvas.DrawPolygon, Canvas.DrawRect, Canvas.DrawTexture.
| Label | Value | Description |
|---|---|---|
BlendMode.Opaque | 0 | 完全替换像素,忽略 Alpha 通道 |
BlendMode.Masked | 1 | 像素要么完全可见,要么完全隐藏 |
BlendMode.Translucent | 2 | 使用 Alpha 通道进行混合 |
BlendMode.Additive | 3 | 将颜色与已有像素相加 |
BlendMode.Modulate | 4 | 将颜色与已有像素相乘 |
BlendMode.MaskedDistanceField | 5 | |
BlendMode.MaskedDistanceFieldShadowed | 6 | |
BlendMode.TranslucentDistanceField | 7 | |
BlendMode.TranslucentDistanceFieldShadowed | 8 | |
BlendMode.AlphaComposite | 9 | |
BlendMode.AlphaHoldout | 10 | |
BlendMode.AlphaBlend | 11 | 标准 Alpha 混合,推荐用于包含透明度的图像 |
BlendMode.TranslucentAlphaOnly | 12 | |
BlendMode.TranslucentAlphaOnlyWriteAlpha | 13 |
CameraMode
玩家可以在哪些相机视角之间切换
Used by Character.GetCameraMode, Character.SetCameraMode.
| Label | Value | Description |
|---|---|---|
CameraMode.FPSTPS | 0 | 可在第一人称和第三人称之间切换 |
CameraMode.FPSOnly | 1 | 仅第一人称 |
CameraMode.TPSOnly | 2 | 仅第三人称 |
CCDMode
连续碰撞检测模式,可防止高速移动的物体穿透其他物体
Used by Prop Default Constructor.
| Label | Value | Description |
|---|---|---|
CCDMode.Auto | 0 | 根据对象大小自动启用/禁用 |
CCDMode.Disabled | 1 | 禁用 CCD |
CCDMode.Enabled | 2 | 启用 CCD |
CollisionChannel
碰撞通道,用于过滤跟踪和碰撞所击中的对象
| Label | Value | Description |
|---|---|---|
CollisionChannel.WorldStatic | 1 << 0 | WorldStatic 对象类型 |
CollisionChannel.WorldDynamic | 1 << 1 | WorldDynamic 对象类型 |
CollisionChannel.Pawn | 1 << 2 | 碰撞胶囊体(通常来自角色) |
CollisionChannel.PhysicsBody | 1 << 5 | 可拾取物与道具网格体 |
CollisionChannel.TracePrimitive | 1 << 16 | 用于跟踪的图元组件 |
CollisionChannel.Mesh | 1 << 17 | 角色网格体 |
CollisionChannel.Water | 1 << 19 | 水体 |
CollisionChannel.Foliage | 1 << 20 | 植被网格体 |
CollisionChannel.Vehicle | 1 << 22 | 载具网格体 |
CollisionChannel.All | (1 << 32) - 1 | 所有对象 |
CollisionType
Actor 的碰撞配置文件
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 | 阻挡一切 |
CollisionType.StaticOnly | 1 | 仅阻挡静态对象 |
CollisionType.NoCollision | 2 | 皆不阻挡 |
CollisionType.IgnoreOnlyPawn | 3 | 阻挡除 Pawn(角色)以外的一切 |
CollisionType.Auto | 4 | 自动选择 - 通常为 Normal。在道具上,它会根据道具大小在 Normal 和 IgnoreOnlyPawn 之间切换 |
ConstraintMotion
物理约束轴的移动方式
Used by Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetAngularLimits, Cable.SetLinearLimits, Cable.SetLinearLimits, Cable.SetLinearLimits.
| Label | Value | Description |
|---|---|---|
ConstraintMotion.Free | 0 | 绕此轴无约束。 |
ConstraintMotion.Limited | 1 | 绕此轴的自由度受限。每个运动的限制由对应的同名 Limit 属性独立控制。 |
ConstraintMotion.Locked | 2 | 绕此轴完全约束 |
CursorType
鼠标光标形状
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
造成伤害的来源
Used by Damageable.ApplyDamage, Damageable Death Event, Damageable TakeDamage Event, Prop TakeDamage Event.
| Label | Value | Description |
|---|---|---|
DamageType.Shot | 0 | 被武器击中 |
DamageType.Explosion | 1 | 爆炸,如手榴弹 |
DamageType.Punch | 2 | 出拳 |
DamageType.Fall | 3 | 从高处摔落 |
DamageType.RunOverProp | 4 | 被道具击中 |
DamageType.RunOverVehicle | 5 | 被载具碾压 |
DamageType.Melee | 6 | 被近战武器击中 |
DamageType.Unknown | 7 | 其他任何原因,如脚本的伤害 |
DatabaseEngine
Database 类支持的数据库引擎
Used by Database Default Constructor.
| Label | Value | Description |
|---|---|---|
DatabaseEngine.SQLite | 0 | |
DatabaseEngine.MySQL | 1 | |
DatabaseEngine.PostgreSQL | 2 |
DifferentialType
哪些车轮接收发动机扭矩
Used by VehicleWheeled.SetDifferentialSetup.
| Label | Value | Description |
|---|---|---|
DifferentialType.Undefined | 0 | 未配置 |
DifferentialType.AllWheelDrive | 1 | 所有车轮 |
DifferentialType.FrontWheelDrive | 2 | 仅前轮 |
DifferentialType.RearWheelDrive | 3 | 仅后轮 |
FallingMode
角色的滞空状态
Used by Character.GetFallingMode, Character FallingModeChange Event, Character FallingModeChange Event.
| Label | Value | Description |
|---|---|---|
FallingMode.None | 0 | 未下落 |
FallingMode.Jumping | 1 | 跳跃后上升中 |
FallingMode.Falling | 4 | 下落中 |
FallingMode.HighFalling | 5 | 从会造成伤害的高度摔落 |
FallingMode.Parachuting | 6 | 降落伞已打开 |
FallingMode.SkyDiving | 7 | 开伞前俯冲中 |
FontType
内置字体
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
角色的移动速度状态
Used by Character.GetGaitMode, Character.SetGaitMode, Character GaitModeChange Event, Character GaitModeChange Event.
| Label | Value | Description |
|---|---|---|
GaitMode.None | 0 | 未移动 |
GaitMode.Walking | 1 | 行走或跑步 |
GaitMode.Sprinting | 2 | 疾跑 |
GizmoAlignSpace
Gizmo 对齐到的空间类型
Used by Gizmo.SetAlignSpace.
| Label | Value | Description |
|---|---|---|
GizmoAlignSpace.Local | 0 | 与物体的旋转对齐 |
GizmoAlignSpace.World | 1 | 与世界坐标轴对齐 |
GizmoTransformMode
Gizmo 编辑的变换类型
Used by Gizmo.SetTransformMode.
| Label | Value | Description |
|---|---|---|
GizmoTransformMode.Translation | 0 | |
GizmoTransformMode.Rotation | 1 | |
GizmoTransformMode.Scale | 2 |
GrabMode
角色是否可以抓取该道具
Used by Prop.GetGrabMode, Prop.SetGrabMode, Prop Default Constructor.
| Label | Value | Description |
|---|---|---|
GrabMode.Disabled | 0 | 禁用抓取 |
GrabMode.Auto | 1 | 根据道具大小自动启用/禁用 |
GrabMode.Enabled | 2 | 启用抓取 |
HandlingMode
角色如何持拿可拾取物(决定所使用的动画)
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 | 手榴弹及其他投掷物 |
HandlingMode.Torch | 5 | 单手持有的光源 |
HandlingMode.Barrel | 6 | 双手在体前抱持的重物 |
HandlingMode.Box | 7 | 双手搬运的箱子 |
HighlightMode
Actor 高亮何时可见
Used by Client.SetHighlightColor.
| Label | Value | Description |
|---|---|---|
HighlightMode.Always | 0 | 始终可见 |
HighlightMode.OnlyHidden | 1 | 仅在被其他物体遮挡时可见(透视) |
HighlightMode.OnlyVisible | 2 | 仅在未被遮挡时可见 |
HTTPMethod
HTTP 定义了一组请求方法,用以指示针对给定资源要执行的期望操作。欲了解更多信息,请在此进一步阅读。
Used by HTTP.Request, HTTP.RequestAsync.
| Label | Value | Description |
|---|---|---|
HTTPMethod.GET | 0 | GET 方法请求特定资源的表示形式。使用 GET 的请求应该只用于检索数据。 |
HTTPMethod.POST | 1 | POST 方法将实体提交给指定的资源,通常会导致服务器上的状态更改或副作用。 |
HTTPMethod.PUT | 2 | PUT 方法用请求有效负载替换目标资源的所有当前表示形式。 |
HTTPMethod.HEAD | 3 | HEAD 方法要求一个与 GET 请求相同的响应,但没有响应体。 |
HTTPMethod.DELETE | 4 | DELETE 方法删除指定的资源。 |
HTTPMethod.PATCH | 5 | PATCH 方法对资源应用部分修改。 |
HTTPMethod.OPTIONS | 6 | OPTIONS 方法描述目标资源的通信选项。 |
ImageFormat
图像文件格式
Used by SceneCapture.EncodeToBase64, SceneCapture.EncodeToBase64Async.
| Label | Value | Description |
|---|---|---|
ImageFormat.JPEG | 0 | |
ImageFormat.PNG | 1 | |
ImageFormat.BMP | 2 |
InputEvent
按键是按下还是松开
Used by Input.Bind, Input.InputKey, Input.Unbind.
| Label | Value | Description |
|---|---|---|
InputEvent.Pressed | 0 | |
InputEvent.Released | 1 |
KeyboardLayout
键盘布局
Used by Input.GetKeyboardLayout.
| Label | Value | Description |
|---|---|---|
KeyboardLayout.Unknown | 0 | |
KeyboardLayout.QWERTY | 1 | |
KeyboardLayout.AZERTY | 2 | |
KeyboardLayout.QWERTZ | 3 |
KeyModifier
按键事件时按住的修饰键
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 光源描述文件,控制光源散射形状
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
光源形状
Used by Light Default Constructor.
| Label | Value | Description |
|---|---|---|
LightType.Point | 0 | |
LightType.Spot | 1 | |
LightType.Rect | 2 |
LogType
日志消息类型(决定其颜色和过滤规则)
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 | 脚本打印的消息 |
LogType.ScriptingWarn | 6 | 脚本打印的警告 |
LogType.ScriptingError | 7 | 脚本引发的错误 |
LogType.Chat | 8 | 聊天消息 |
LogType.WebUI | 9 | WebUI JavaScript 打印的日志消息 |
LogType.Success | 10 | |
LogType.Fatal | 11 |
NativeWidget
可通过 Widget 类生成的虚幻 UMG 控件类型
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
内置通知的样式
Used by Client.ShowNotification.
| Label | Value | Description |
|---|---|---|
NotificationType.Info | 0 | |
NotificationType.Warning | 1 | |
NotificationType.Error | 2 | |
NotificationType.Fatal | 3 | |
NotificationType.Success | 4 |
PackageType
包类型
Used by Client.GetPackages, Server.GetPackages.
| Label | Value | Description |
|---|---|---|
PackageType.Script | 1 | 脚本包 |
PackageType.GameMode | 2 | 游戏模式包,只能同时加载一个 |
PackageType.LoadingScreen | 4 | 加载屏幕包 |
PackageType.Map | 16 | 地图包 |
PackageType.CModule | 32 | C 模块包 |
PackageType.All | -1 | 所有类型 |
Reliability
网络消息的传输可靠性保证
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 | 以不可靠的方式发送消息,消息可能会丢失(无重传机制)或接收顺序与发送顺序不一致。但相比可靠传输,其开销更小、速度更快。适用于发送对游戏玩法不关键的短暂且非核心的事件 |
Reliability.Reliable | 1 | 以可靠的方式发送消息,保证消息能够按顺序发送和接收,但开销比不可靠传输更大。当你想确保事件一定能被对方接收到时使用此方式 |
SkyMode
云朵和天空渲染预设
Used by Sky.SetSkyMode.
| Label | Value | Description |
|---|---|---|
SkyMode.VolumetricClouds | 0 | 使用 3D 体积云层 |
SkyMode.StaticClouds | 1 | 旨在模拟体积云的外观,但采用静态云贴图。性能开销远低于体积云。 |
SkyMode.DynamicClouds2D | 2 | 使用简单的 2D 动态云 |
SkyMode.NoClouds | 3 | 禁用所有形式的动态云 |
SkyMode.VolumetricAurora | 4 | 将云替换为全 3D 体积极光,比 2D 效果更逼真。 |
SkyMode.Space | 5 | 关闭所有天空颜色、大气散射、云层等。专门用于设置在外太空中、且相机下方没有行星/地面的环境。 |
SoundLoopMode
声音是否循环
Used by Sound Default Constructor.
| Label | Value | Description |
|---|---|---|
SoundLoopMode.Default | 0 | 资产中定义的默认值 |
SoundLoopMode.Forever | 1 | 覆盖资产设置,使其无限循环 |
SoundLoopMode.Never | 2 | 覆盖资产设置,使其仅播放一次 |
SoundType
声音类别,用于应用用户的音量设置
Used by Sound.GetSoundType, Sound Default Constructor.
| Label | Value | Description |
|---|---|---|
SoundType.SFX | 0 | 音效 |
SoundType.Music | 1 | 音乐 |
SoundType.UI | 2 | 用户界面音效 |
SoundType.Ambient | 3 | 环境音效 |
SpawnMode
用于在生成实体时控制何时完成生成并同步至客户端,从而能够一次性完成多项配置,避免将网络带宽和性能浪费在处于半生成状态的实体上
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 | 调用构造函数时立即完成生成 |
SpawnMode.AfterConstructor | 1 | 保持延迟生成。继承类会在其构造函数返回时自动完成生成;对于非继承类,其行为与 SpawnMode.Manual 相同 |
SpawnMode.Manual | 2 | 保持延迟生成,直到手动调用 FinishSpawn() |
StanceMode
角色的姿势
Used by Character.GetStanceMode, Character.SetStanceMode, Character StanceModeChange Event, Character StanceModeChange Event.
| Label | Value | Description |
|---|---|---|
StanceMode.None | 0 | 无姿势 |
StanceMode.Standing | 1 | 站立 |
StanceMode.Crouching | 2 | 下蹲 |
StanceMode.Proning | 3 | 卧倒 |
SteeringType
前轮转向方式
Used by VehicleWheeled.SetSteeringSetup.
| Label | Value | Description |
|---|---|---|
SteeringType.SingleAngle | 0 | 两侧车轮的转向角度相同 |
SteeringType.AngleRatio | 1 | 转弯时外侧车轮的转向角度按设定比例小于内侧车轮 |
SteeringType.Ackermann | 2 | 应用阿克曼转向原理 |
SurfaceType
物理表面类型,用于脚步声、撞击和粒子
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
用于检测每个车轮下方地面的形状
Used by VehicleWheeled.SetWheel.
| Label | Value | Description |
|---|---|---|
SuspensionSweepShape.Raycast | 0 | 使用射线测定悬挂至地面的长度 - 最快 |
SuspensionSweepShape.Spherecast | 1 | 使用球体测定悬挂至地面的长度 |
SuspensionSweepShape.Shapecast | 2 | 使用车轮碰撞形状测定悬挂至地面的长度 - 最慢 |
SwimmingMode
角色的游泳状态
Used by Character.GetSwimmingMode, Character SwimmingModeChange Event, Character SwimmingModeChange Event.
| Label | Value | Description |
|---|---|---|
SwimmingMode.None | 0 | 未游泳 |
SwimmingMode.Surface | 1 | 在水面游泳 |
SwimmingMode.Underwater | 2 | 潜入水下 |
Text3DAlignCamera
Text3D 相对于相机的旋转方式
Used by Text3D Default Constructor.
| Label | Value | Description |
|---|---|---|
Text3DAlignCamera.Unaligned | 0 | 保持自身的旋转量 |
Text3DAlignCamera.AlignCameraRotation | 1 | 旋转以匹配相机旋转 |
Text3DAlignCamera.FaceCamera | 2 | 始终面向相机位置 |
Text3DBevelType
Text3D 字符的斜角形状
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
Text3D 的水平对齐方式
Used by Text3D.SetTextSettings.
| Label | Value | Description |
|---|---|---|
Text3DHorizontalAlignment.Left | 0 | |
Text3DHorizontalAlignment.Center | 1 | |
Text3DHorizontalAlignment.Right | 2 |
Text3DVerticalAlignment
Text3D 的垂直对齐方式
Used by Text3D.SetTextSettings.
| Label | Value | Description |
|---|---|---|
Text3DVerticalAlignment.FirstLine | 0 | 与第一行文本对齐 |
Text3DVerticalAlignment.Top | 1 | |
Text3DVerticalAlignment.Center | 2 | |
Text3DVerticalAlignment.Bottom | 3 |
TextRenderHorizontalAlignment
TextRender 的水平对齐方式
Used by TextRender.SetAlignment, TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderHorizontalAlignment.Left | 0 | |
TextRenderHorizontalAlignment.Center | 1 | |
TextRenderHorizontalAlignment.Right | 2 |
TextRenderRenderingType
TextRender 的渲染方式
Used by TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderRenderingType.Lit | 0 | 受场景光照影响 |
TextRenderRenderingType.Unlit | 1 | 忽略光照,始终保持最高亮度 |
TextRenderRenderingType.UnlitCameraAligned | 2 | 不亮且始终面向相机 |
TextRenderRenderingType.UnlitCameraAlignedDepth | 3 | 不亮、面向相机,但会被场景遮挡 |
TextRenderVerticalAlignment
TextRender 的垂直对齐方式
Used by TextRender.SetAlignment, TextRender Default Constructor.
| Label | Value | Description |
|---|---|---|
TextRenderVerticalAlignment.Top | 0 | |
TextRenderVerticalAlignment.Center | 1 | |
TextRenderVerticalAlignment.Bottom | 2 | |
TextRenderVerticalAlignment.QuadTop | 3 | 与文本 Quad 顶部对齐 |
TraceMode
跟踪选项,定义其返回内容和执行方式
| Label | Value | Description |
|---|---|---|
TraceMode.DrawDebug | 1 << 0 | 是否绘制代表射线的 3D 线条 |
TraceMode.TraceComplex | 1 << 1 | 是否应对复杂碰撞进行追踪 |
TraceMode.ReturnPhysicalMaterial | 1 << 2 | 是否要在结果中包含物理材质(将 SurfaceType 添加到结果中) |
TraceMode.ReturnEntity | 1 << 3 | 是否要返回命中的实体(将 Entity 添加到结果中) |
TraceMode.ReturnNames | 1 << 4 | 是否应该返回名称(将 ActorName、ComponentName 和 BoneName 添加到结果中) |
TraceMode.ReturnUV | 1 << 5 | 是否要追踪并返回 UV 信息(将 UV 添加到结果中) |
TraceMode.TraceOnlyVisibility | 1 << 6 | 是否只对未忽略可见性碰撞通道的对象进行追踪 |
TraceMode.ReturnItem | 1 << 7 | 是否应该返回关于被命中物品的额外数据(特定于命中图元 - 通常是实例索引)(将 Item 添加到结果中) |
TriggerType
触发器的形状
Used by Trigger Default Constructor.
| Label | Value | Description |
|---|---|---|
TriggerType.Sphere | 0 | |
TriggerType.Box | 1 |
ViewMode
角色的相机视角
Used by Character.GetViewMode, Character.SetViewMode, Character ViewModeChange Event, Character ViewModeChange Event.
| Label | Value | Description |
|---|---|---|
ViewMode.FPS | 0 | 第一人称视角 |
ViewMode.TPS1 | 1 | 第三人称近距离视角 |
ViewMode.TPS2 | 2 | 第三人称中距离视角 |
ViewMode.TPS3 | 3 | 第三人称远距离视角 |
ViewMode.TopDown | 4 | 俯视视角 |
VOIPSetting
玩家是否可在语音频道讲话及收听
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 | 无法讲话也无法收听 |
VOIPSetting.ListenOnly | 1 | 仅可收听 |
VOIPSetting.SpeakOnly | 2 | 仅可讲话 |
VOIPSetting.Both | 3 | 可讲话也可收听 |
WeatherType
天空的天气预设
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
发送至 WebUI 的键盘事件类型
Used by WebUI.SendKeyEvent.
| Label | Value | Description |
|---|---|---|
WebUIKeyType.Down | 0 | 按键按下 |
WebUIKeyType.Up | 1 | 按键松开 |
WebUIKeyType.Char | 2 | 字符键入 |
WebUIModifier
WebUI 输入事件的修饰键和标识
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
用于 WebUI 输入事件的鼠标按键
Used by WebUI.SendMouseClickEvent.
| Label | Value | Description |
|---|---|---|
WebUIMouseType.Left | 0 | |
WebUIMouseType.Right | 1 | |
WebUIMouseType.Middle | 2 |
WidgetHorizontalAlignment
控件在其槽位中的水平对齐方式
Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.
| Label | Value | Description |
|---|---|---|
WidgetHorizontalAlignment.Fill | 0 | |
WidgetHorizontalAlignment.Left | 1 | |
WidgetHorizontalAlignment.Center | 2 | |
WidgetHorizontalAlignment.Right | 3 |
WidgetSizeRule
控件在盒体容器槽位中的尺寸规则
Used by Widget.SetSlotSize.
| Label | Value | Description |
|---|---|---|
WidgetSizeRule.Automatic | 0 | 使用控件的期望尺寸 |
WidgetSizeRule.Fill | 1 | 填满可用空间 |
WidgetSpace
Widget3D 渲染在世界空间还是屏幕空间
Used by Widget.SpawnWidget3D.
| Label | Value | Description |
|---|---|---|
WidgetSpace.World | 0 | 控件在世界中被渲染为网格体,它可以像世界中的任何其他网格体一样被遮挡 |
WidgetSpace.Screen | 1 | 控件在屏幕上渲染,完全独立于世界之外,绝不会被遮挡 |
WidgetVerticalAlignment
控件在其槽位中的垂直对齐方式
Used by Widget.SetSlotAlignment, Viewport.SetBrandingBarSettings.
| Label | Value | Description |
|---|---|---|
WidgetVerticalAlignment.Fill | 0 | |
WidgetVerticalAlignment.Top | 1 | |
WidgetVerticalAlignment.Center | 2 | |
WidgetVerticalAlignment.Bottom | 3 |
WidgetVisibility
WebUI 或控件的可见性
Used by WebUI.GetVisibility, WebUI.SetVisibility, WebUI Default Constructor, Widget.GetVisibility, Widget.SetVisibility.
| Label | Value | Description |
|---|---|---|
WidgetVisibility.Hidden | 0 | 不渲染且不可交互 |
WidgetVisibility.Visible | 1 | 渲染且可交互 |
WidgetVisibility.VisibleNotHitTestable | 2 | 渲染但忽略鼠标 |