My program doesn't have bugs. It just develops random features.

UE3:Object (UDK)

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UDK Object
Package: 
Core
Direct subclasses:
Actor, ActorFactory, AnimationCompressionAlgorithm, AnimMetaData, AnimNodeEditInfo, AnimNotify, AnimObject, AnimSequence, AnimSet, BookMark, BrowserManager, BrushBuilder, CameraAnim, CameraAnimInst, CameraModifier, CameraShake, Canvas, CascadeOptions, CheatManager, ClientBeaconAddressResolver, ClipPadEntry, CodecMovie, Commandlet, Component, CurveEdOptions, CurveEdPresetBase, CurveEdPresetCurve, CustomPropertyItemBindings, DamageType, DebugManager, EdCoordSystem, EditorUserSettings, EngineTypes, FaceFXAnimSet, FaceFXAsset, Font, FontImportOptions, ForceFeedbackManager, ForceFeedbackWaveform, ForceFieldShape, GameAICommand, GameCameraBase, GameCrowdAgentBehavior, GameCrowdGroup, GameExplosion, GameplayEvents, GameStatsDatabase, GameStatsVisitorImpl, GameThirdPersonCameraMode, GameTypes, GameViewportClient, GameWaveForms, GenericBrowserType, GeomModifier, IniLocPatcher, Interface, InterpCurveEdSetup, InterpEdOptions, InterpFilter, InterpGroup, InterpGroupInst, InterpTrack, InterpTrackHelper, InterpTrackInst, KismetBindings, KMeshProps, LensFlare, LensFlareEditorOptions, LensFlareEditorPropertyWrapper, LevelStreaming, LightFunction, LightingChannelsObject, LightmappedSurfaceCollection, LightmassLevelSettings, LightmassOptionsObject, LightmassPrimitiveSettingsObject, LocalMessage, MapInfo, MaterialEditorInstanceConstant, MaterialEditorInstanceTimeVarying, MaterialEditorOptions, MaterialExpression, MCPBase, MorphTarget, MorphTargetSet, MorphWeightSequence, MusicTrackDataStructures, NavigationHandle, NavMeshPathConstraint, NavMeshPathGoalEvaluator, ObjectReferencer, OnlineGameInterfaceImpl, OnlineGameplayEvents, OnlinePlayerStorage, OnlinePlaylistManager, OnlineRecentPlayersList, OnlineStats, OnlineSubsystem, ParticleEmitter, ParticleLODLevel, ParticleModule, ParticleModuleEventSendToGame, ParticleSystem, ParticleSystemReplay, PartyBeacon, PathConstraint, PathGoalEvaluator, PBRuleNodeBase, PhATSimOptions, PhysicalMaterial, PhysicalMaterialPropertyBase, PhysicsAsset, PhysicsAssetInstance, PhysicsLODVerticalDestructible, PhysicsLODVerticalEmitter, PhysXDestructible, PhysXDestructibleAsset, PhysXDestructibleStructure, PhysXFractureOptions, PhysXParticleSystem, Player, PostProcessChain, PostProcessEffect, Prefab, PrimitiveComponentFactory, ProcBuildingRuleset, RB_BodyInstance, RB_ConstraintInstance, RB_ConstraintSetup, ReachSpec, SavedMove, SaveGameSummary, Scene, SequenceObject, SequenceObjectHelper, Settings, ShadowMap2D, SkeletalMesh, SkeletalMeshSocket, SoundClass, SoundCue, SoundMode, SoundNode, SoundNodeHelper, SpeechRecognition, SpeedTree, StaticMeshMode_Options, Subsystem, Surface, TerrainEditOptions, TerrainLayerSetup, TerrainMaterial, ThumbnailLabelRenderer, ThumbnailManager, ThumbnailRenderer, UIRoot, UISceneManager, UnrealEdKeyBindings, UnrealEdOptions, UnrealEdTypes, UTCharFamilyAssetStore, UTCharInfo, UTFamilyInfo, UTMapMusicInfo, UTOfficialContent, UTPawnSoundGroup, UTTypes, WaveFormBase, WebApplication, WebRequest, WebResponse, StaticMesh, Field, Model, CascadeConfiguration, GameExplosionContent, GameSpecialMove, MeshBeacon
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, U2, U2XMP, UT2004, UT3


Constants

MaxInt

Value: 0x7fffffff


Pi

Value: 3.1415926535897932


RadToDeg

Value: 57.295779513082321600

180 / Pi

DegToRad

Value: 0.017453292519943296

Pi / 180

UnrRotToRad

Value: 0.00009587379924285

Pi / 32768

RadToUnrRot

Value: 10430.3783504704527

32768 / Pi

INDEX_NONE

Value: -1


AspectRatio4x3

Value: 1.33333


AspectRatio5x4

Value: 1.25


AspectRatio16x9

Value: 1.77778


InvAspectRatio4x3

Value: 0.75


InvAspectRatio5x4

Value: 0.8


InvAspectRatio16x9

Value: 0.56249


Properties

Property group 'Object'

Name

Type: name

Modifiers: native, const, editconst


ObjectArchetype

Type: Object

Modifiers: native, const, editconst


Internal variables

Class

Type: Class

Modifiers: native, const, editconst


HashNext

Type: pointer

Modifiers: native, private, const, editconst


HashOuterNext

Type: pointer

Modifiers: native, private, const, editconst


Linker

Type: Object

Modifiers: native, private, const, editconst, noexport


LinkerIndex

Type: pointer

Modifiers: native, private, const, editconst, noexport


NetIndex

Type: int

Modifiers: native, private, const, editconst, noexport


ObjectFlags

Type: qword

Modifiers: native, private, const, editconst

This needs to be 8-byte aligned in 32-bit!

ObjectInternalInteger

Type: int

Modifiers: native, private, const, editconst, noexport


Outer

Type: Object

Modifiers: native, const, editconst


StateFrame

Type: pointer

Modifiers: native, private, const, editconst


VfTableObject

Type: pointer

Modifiers: native, private, const, editconst, noexport


Enums

AlphaBlendType

Various ways to interpolate TAlphaBlend.

ABT_Linear 
ABT_Cubic 
ABT_Sinusoidal 
ABT_EaseInOutExponent2 
ABT_EaseInOutExponent3 
ABT_EaseInOutExponent4 
ABT_EaseInOutExponent5 

EAutomatedRunResult

These are the types of PerfMem RunResults you the system understands and can achieve. They are stored in the table as we will get "valid" numbers but we ran OOM. We want to list the numbers in the OOM case because there is probably something that jumped up to cause the OOM (e.g. vertex lighting).

ARR_Unknown 
ARR_OOM 
ARR_Passed 

EAxis

AXIS_NONE 
= 0
AXIS_X 
= 1
AXIS_Y 
= 2
AXIS_BLANK 
= 3. Need this because AXIS enum is used as bitfield in C++...
AXIS_Z 
4

EDebugBreakType

Different modes for the DebugBreak() method.

DEBUGGER_NativeOnly 
DEBUGGER_ScriptOnly 
not yet implemented
DEBUGGER_Both 
not yet implemented

EInputEvent

IE_Pressed 
IE_Released 
IE_Repeat 
IE_DoubleClick 
IE_Axis 

EInterpCurveMode

CIM_Linear 
CIM_CurveAuto 
CIM_Constant 
CIM_CurveUser 
CIM_CurveBreak 
CIM_CurveAutoClamped 

EInterpMethodType

IMT_UseFixedTangentEvalAndNewAutoTangents 
IMT_UseFixedTangentEval 
IMT_UseBrokenTangentEval 

ETickingGroup

Determines which ticking group an Actor/Component belongs to

TG_PreAsyncWork 
Any item that needs to be updated before asynchronous work is done
TG_DuringAsyncWork 
Any item that can be run in parallel of our async work
TG_PostAsyncWork 
Any item that needs the async work to be done before being updated
TG_PostUpdateWork 
Any item that needs the update work to be done before being ticked

Structs

See Object structs.

Functions

See Object functions.

Operators

See Object operators.