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Unreal Engine — Knowledge Base
🤖 Agent access: /wiki/unreal/llms.txt /wiki/unreal/llms-full.txt /wiki/unreal/index.json
The developer core of Unreal Engine 5.8 for engineers and agents building UE projects: programming with C++ and the reflection system, Blueprints visual scripting, the gameplay framework, AI, input and physics, the rendering feature set (Lumen, Nanite, materials, lighting), and the content/asset pipeline. Scope is the developer surface — not art tutorials, marketplace content, or the full C++/Blueprint API reference.
Master catalog — every page appears here.
Concepts
Editor & project basics
- unreal editor and projects — the editor, project & directory structure, plugins
- unreal terminology and conventions — core terms, units (1 uu = 1 cm), coordinate system
Programming
- programming with cpp — the gameplay class hierarchy, modules, live coding
- unreal reflection system — UCLASS/UPROPERTY/UFUNCTION macros & metadata specifiers
- actors and components — AActor lifecycle, components, attachment, spawning
- blueprints visual scripting — the Blueprint editor, graphs, variables, flow control
- blueprint communication — interfaces, event dispatchers, function libraries
Gameplay
- gameplay framework — GameMode/GameState, Controller, Pawn, PlayerState, GameInstance
- input system — input mappings and the player controller's role
- physics and collision — collision queries, traces, Chaos physics
- ai behavior trees — Behavior Trees, EQS, StateTree, AI debugging
- cameras and ui — cameras, view targets, UMG/HUD
Rendering
- lumen global illumination — dynamic global illumination & reflections
- nanite virtualized geometry — virtualized micropolygon geometry
- materials and substrate — the material graph, PBR inputs, Substrate
- lighting and shadows — lighting, Virtual Shadow Maps, the Path Tracer
Content
- content import pipeline — Interchange, FBX/glTF/USD/Alembic/Datasmith
- meshes and modeling — static & skeletal meshes, Modeling Mode, geometry scripting
Entities
- unreal engine — the engine as a platform
- unreal editor — the editor application
Syntheses
- blueprints vs cpp — Blueprints vs C++: which to use
- rendering feature map — Lumen vs Nanite vs Path Tracer vs Substrate
- choosing gameplay systems — GameMode/Pawn/Controller & AI system choices
XL edition (Pro)
Deeper per-item reference is available to Pro subscribers under this wiki's XL edition (not listed above): the full UPROPERTY/UFUNCTION/UCLASS reflection specifier tables, the C++ core types (FString/FName/FText, UObject & memory), the module/build system (.Build.cs, UHT, CLI args), Enhanced Input, gameplay tags & GAS, data assets/tables/registries, asset management, and networking & replication — 17 pages. Subscribe at /pro.
Statistics
- Total pages: 23
- Concepts: 18
- Entities: 2
- Summaries: 0
- Syntheses: 3
