Actor Component Lifecycle
Identifies which UActorComponent lifecycle hook a feature should initialize or tear down on.
Changes related to the v0.1.0 release.
View all tagsIdentifies which UActorComponent lifecycle hook a feature should initialize or tear down on.
A utility class providing core functions and operations for Actors.
A runtime object pool that efficiently manages a collection of spawned AActors.
An interface that defines the contract between an AActor and the FNActorPool.
A UDataAsset that serves as a collection of preconfigured FNActorPoolSettings.
A Blueprint-compatible struct that defines configuration parameters for managing object pooling inside of a FNActorPool.
A fundamental spawning component which will interact with the NActorPoolSubsystem to periodically spawn defined AActors in predefined distributions (shapes).
A centralized management system that provides UWorld-specific access to AActor pooling functionality, acting as the primary interface for creating, managing, and accessing multiple FNActorPools.
A collection of utility methods for working with actors, accessible from C++ only.
Provides various functions for generating points inside or on the surface of an arc using different random generation strategies.
A collection of templated utility methods for working with TArrays.
An opinionated set of validation for UBlueprints.
Native utility methods for working with FBoxSphereBounds and AVolumes.
Provides various functions for generating points inside or on the surface of the FBox using different random generation strategies.
A collection of utility methods for working with FBoxes.
Bit flags identifying the Unreal build configurations a feature should be available in.
16-wind compass direction enum and conversion helpers.
Rotation expressed as three ENCardinalDirection components (Roll, Pitch, Yaw).
An extension on the UMG UCheckBox which adds functionality to set its value without broadcasting / triggering events, or so we thought.
Provides various functions for generating points in the plane of a circle using different random generation strategies.
A collection of color values used throughout the NEXUS modules.
An extension on the UMG UComboBoxString which adds functionality to set its selected option or index without broadcasting / triggering events.
A selection of colored material instances useful for prototyping and simple tests.
An abstract class designed to encompass work to be completed at some level of delay from the time of its creation.
Delayed editor task that forces the Details panel to reload its property customizations.
A wrapper around the UDetailsView class that exposes the otherwise-protected OnPropertyValueChanged delegate to native callers.
The six axis-aligned directions in Unreal's left-handed coordinate system, plus FVector lookup helpers.
A double-precision inclusive range [Minimum, Maximum].
Blueprint-exposed wrappers around FNDoubleRange's sampling API.
A set of functionality made to extend DrawDebug commands.
An enumerated list of fixed reference identifiers used as keys for dynamic references.
A component which registers and unregisters the owning AActor with the UNDynamicRefSubsystem for future query.
A locator system that maintains a map that organizes actors into predefined categories.
Hit-proxy that represents an edge — a pair of indexed endpoints — rendered by a component visualizer.
Editor command bindings used by the NexusCoreEditor to inject help, bug-report, and documentation menu items.
A collection of default values to use within the Nexus Editor modules.
An editor-focused IInputProcessor tracking the state of standard modifier keys and other defined keys.
Blueprint-exposed editor helpers backed by FNEditorUtils.
Project-level NEXUS editor settings (updates channel, update-check cadence).
Slate style set for the NexusCoreEditor module.
Per-user NEXUS editor preferences persisted outside project config.
A utility methods collection for the Unreal Editor.
A single-precision inclusive range [Minimum, Maximum].
Blueprint-exposed wrappers around FNFloatRange's sampling API.
A collection of non-cryptographic hashing utilities.
Hit-proxy that identifies an individual indexed element rendered by a component visualizer.
A 32-bit integer inclusive range [Minimum, Maximum].
Blueprint-exposed wrappers around FNIntegerRange's sampling API.
A kill plane implementation built to automatically pool properly configured AActor upon overlap.
A utility class providing Blueprint-callable level/map operations.
A collection of native utility methods for working with levels and level instances.
Mersenne Twister based FRandomStream-like API with some extras.
A set of utility functions related to accessing meta-information from graphs, nodes, classes, etc. accessed natively.
A scoped helper that captures a UObject snapshot at construction and logs the diff at destruction.
A scoped wall-clock timer that logs its elapsed duration when it falls out of scope.
A handful of methods meant to support the building logic that works in multiplayer scenarios.
A captured, point-in-time record of the UObjects alive in the global object array.
The result of diffing two FNObjectSnapshots.
A single row within an FNObjectSnapshot, summarising one UObject at the moment of capture.
Entry points for capturing and comparing UObject snapshots.
Provides various functions for generating points inside or on the surface of the FOrientedBox using different random generation strategies.
A specialized AActor base-class designed to work seamlessly with a FNActorPool.
An action to find and resolve UPoseAssets that are out-of-date with their source animation.
Lightweight pairing of an FVector position and an FRotator rotation.
A collection of random number generators.
Lightweight CPU-side mesh representation used by ProcGen and blockout tools.
Provides various functions for generating points the plane of a rectangle using different random generation strategies.
Helpers for producing and converting seeds used by FNMersenneTwister.
Provides the canonical container/category names every NEXUS plugin registers its settings under.
An extension on the UMG USlider which adds functionality to set its value without broadcasting / triggering events.
Provides various functions for generating points inside or on the surface of a sphere using different random generation strategies.
An extension on the UMG USpinBox which adds functionality to set its value without broadcasting / triggering events.
Provides various functions for generating points along a USplineComponent spline using different random generation strategies.
A minimal, non-UObject carrier used by unit tests that need a simple, stack-allocatable payload.
A scoped test-aware timer that integrates with the Low-Level Test framework.
Helpers that standardise how NEXUS tests set up and tear down worlds and measure performance.
A component that builds a network-synchronized UTextRenderComponent between clients.
An enumeration representing a boolean value with a default option, plus a utility class for stringification.
Geometric helpers for working with individual triangles in 3D space.
Delayed editor task that checks the configured channel for a newer NEXUS release.
A collection of utility methods for working with FVectors.