Enums
LightType
Specifies which type of light actor to spawn when using the Light(...) API
| Name |
Description |
LightType.Point |
A point light that emits in all directions |
LightType.Spot |
A spotlight with a focused cone shape. |
LightType.Rect |
A rectangular area light (like a panel). |
TraceMode
Flags that customize trace behavior in raycasting and overlap queries
| Name |
Description |
TraceMode.DrawDebug |
Visually draws the trace line. |
TraceMode.TraceComplex |
Traces against complex (per-poly) collision |
TraceMode.ReturnPhysicalMaterial |
Includes surface material info in results. |
TraceMode.ReturnEntity |
Includes any hit entity reference. |
TraceMode.ReturnNames |
Returns Actor, Component, and Bone names. |
TraceMode.ReturnUV |
Returns UV coordinate of the hit point. |
CollisionChannel
Channels used to filter collision and trace checks
| Name |
Description |
CollisionChannel.WorldStatic |
Static map geometry (e.g., buildings, terrain) |
CollisionChannel.WorldDynamic |
Movable objects and props. |
CollisionChannel.Pawn |
Character capsule collisions. |
CollisionChannel.PhysicsBody |
Physics-enabled bodies and pickable items. |
CollisionChannel.Mesh |
Character skeletal mesh. |
CollisionChannel.Water |
Water bodies or volumes. |
CollisionChannel.Foliage |
Grass, bushes, and other foliage. |
CollisionChannel.Vehicle |
Vehicle hitboxes and physics. |
AttachmentRule
Rules that define how objects attach and maintain transforms
| Name |
Description |
AttachmentRule.KeepRelative |
Keeps relative transform when attaching |
AttachmentRule.KeepWorld |
Maintains world transform. |
AttachmentRule.SnapToTarget |
Snaps directly to target's transform. |
ConstraintMotion
Used in physics constraints to restrict axis movement
| Name |
Description |
ConstraintMotion.Free |
Axis is fully free. |
ConstraintMotion.Limited |
Axis is restricted to a range |
ConstraintMotion.Locked |
Axis is completely locked. |
WeatherType
Predefined weather presets compatible with Ultra Dynamic Sky. Use with SetWeather(...) to apply different weather conditions
| Name |
Description |
WeatherType.ClearSkies |
No clouds or weather effects. |
WeatherType.PartlyCloudy |
Scattered clouds with sunlight. |
WeatherType.Cloudy |
Overcast sky, no rain. |
WeatherType.Overcast |
Dense cloud cover, darker lighting. |
WeatherType.Foggy |
Low visibility due to fog. |
WeatherType.RainLight |
Light rain effect. |
WeatherType.Rain |
Steady moderate rainfall. |
WeatherType.RainThunderstorm |
Heavy rain with thunder and lightning |
WeatherType.SnowLight |
Light snowfall. |
WeatherType.Snow |
Normal snow accumulation. |
WeatherType.SnowBlizzard |
Strong snowstorm with wind. |
WeatherType.SandDustCalm |
Light sand/dust in the air. |
WeatherType.SandDustStorm |
Heavy dust storm conditions. |
NotificationPosition
Controls where on the screen a UI notification appears
| Name |
Description |
NotificationPosition.Center |
Center of the screen |
NotificationPosition.TopLeft |
Top-left corner. |
NotificationPosition.TopRight |
Top-right corner. |
NotificationPosition.BottomLeft |
Bottom-left corner. |
NotificationPosition.BottomRight |
Bottom-right corner. |
FontType
Built-in engine fonts available for use with TextBlock:SetFont(...) or other UI elements
| Name |
Description |
FontType.Roboto |
Standard sans-serif font. |
FontType.RobotoMono |
Monospaced version of Roboto, good for code and numeric text |
FontType.RobotoDistanceField |
Distance field version for scalable text. |
TriggerType
Shape types used when creating trigger volumes (e.g., proximity or overlap detectors)
| Name |
Description |
TriggerType.Sphere |
Spherical trigger volume. |
TriggerType.Box |
Box-shaped trigger volume. |
TriggerType.Capsule |
Capsule-shaped trigger, ideal for characters |
AnimationSlotType
Specifies which animation slot group to play animations in
| Name |
Description |
AnimationSlotType.FullBody |
Plays in the full-body slot, overriding all movement |
AnimationSlotType.UpperBody |
Plays only in the upper-body slot, allowing legs to animate independently |
BlendMode
Specifies how a material blends with the background
| Name |
Description |
BlendMode.Opaque |
No transparency. Fully solid |
BlendMode.Masked |
Hard cutoff using an opacity mask |
BlendMode.Translucent |
Smooth transparency |
BlendMode.Additive |
Adds light values to background — good for effects |
BlendMode.Modulate |
Multiplies source and dest — rarely used |
BlendMode.MaskedDistanceField |
Used with distance field materials for cutouts |
BlendMode.MaskedDistanceFieldShadowed |
Same as above but allows shadows |
BlendMode.TranslucentDistanceField |
Translucent with distance field |
BlendMode.TranslucentDistanceFieldShadowed |
Translucent + distance field + shadows |
BlendMode.AlphaComposite |
Composites using alpha channels |
BlendMode.AlphaHoldout |
Uses alpha to mask out content |
BlendMode.AlphaBlend |
Blends two materials using alpha |
BlendMode.TranslucentAlphaOnly |
Writes only alpha |
BlendMode.TranslucentAlphaOnlyWriteAlpha |
Writes only alpha, not color |
CCDMode
Controls Continuous Collision Detection for moving objects
| Name |
Description |
CCDMode.Auto |
Automatically enables CCD when needed |
CCDMode.Disabled |
Disables CCD entirely |
CCDMode.Enabled |
Forces CCD for this object |
CollisionType
Defines general collision behavior when spawning or simulating actors
| Name |
Description |
CollisionType.Normal |
Standard collision based on channel settings |
CollisionType.StaticOnly |
Only collides with static objects |
CollisionType.NoCollision |
Ignores all collisions |
CollisionType.IgnoreOnlyPawn |
Ignores player and NPCs, but collides with everything else |
CollisionType.Auto |
Chooses the best setting automatically |
AttenuationFunction
Defines how audio or light falloff behaves over distance
| Name |
Description |
AttenuationFunction.Linear |
Linear drop-off |
AttenuationFunction.Logarithmic |
Logarithmic curve, most natural |
AttenuationFunction.Inverse |
Slower drop-off near the source |
AttenuationFunction.LogReverse |
Reverse-log for unusual effects |
AttenuationFunction.NaturalSound |
Optimized for spatialized audio |
AttenuationShape
Defines the shape of a sound or light attenuation volume
| Name |
Description |
AttenuationShape.Sphere |
Omnidirectional sphere |
AttenuationShape.Capsule |
Capsule shape, elongated along one axis |
AttenuationShape.Box |
Box-shaped volume |
AttenuationShape.Cone |
Directional cone shape |
DoorType
Defines the shape of a sound or light attenuation volume
| Name |
Description |
DoorType.Classic |
Standard |
DoorType.Swinging |
Capsule shape, elongated along one axis |
DoorType.Sliding |
Box-shaped volume |
DoorType.Garage |
Directional cone shape |