| Ability | Defines a of action (ie walk, crawl or jump) that can be performed during navigation and pathfinding. |
| Action | A single action connected to an Animation. |
| ActionClip | A node attached to an ActionLayer that allows you to control motions or the current machine state of that same layer. |
| ActionController | Structure allowing you to connect Controller to an Object or a Scene. |
| ActionLayer | Manage multiple machine state for a specific working set of ActionClip. It is usually used to separate/categorize the state of a specific type (such as UpperBody, LowerBody, LeftArm, RightArm etc...) defined within a Controller. |
| AdaptiveMesh | AdaptiveMeshes have pre-defined LODs generated procedurally; each LOD contains the necessary information to adjust the mesh topology either based on the number of pixels on displayed screen or by setting a triangle ratio. |
| AnchorConstraint | Point to point constraint for SoftBody. |
| AngularJointConstraint | SoftBody constraint that controls its angular motion |
| Animation | Base structure that allows you to manipulate Action. |
| Application | Module containing I/O functionalities, events definition as well as other enumerations globally used by the core. |
| Armature | Specify a mask to exclude or include on bones and joints while playing an Action. |
| Asset | The base structure for all global resources. |
| AudioEffect | Asset used to simulate acoustic and psychoacoustic effects found in the real worlk by modulating presetted frequencies of the final audio output. |
| AudioFilter | Asset capabale to attenuates various sound frequencies. |
| AudioPreset | Allows you to snapshot the current settings and parameters of a working set of sounds, effect or sounds and effects. Once saved the preset can be restored or interpolated. |
| BallConstraint | Point to point constraint attached to a RigidBody. |
| Bone | Structure used by SkeletalMesh to interact with its associated Skeleton limbs. |
| Camera | Base data structure that handle drawing either in 2d or 3d as well as on screen or off screen via a frame buffer. |
| Channel | Structure that manage the state, settings and various properties of an active Curve. |
| ClipGroup | Consolidate multiple ActionClip into a single group. |
| Collider | An invisible shape attached to a PhysicObject that will be used during physics simulation. |
| CollisionLayer | A place holder to consolidate multiple physic objects. |
| ColorBand | Gradient like Texture where each color key can be set along a band. |
| ColorVector | Type of Texture that uses Curve to control each color component. |
| Comment | Rectangular bounds that allows you consolidate multiple nodes. |
| Connection | Allow agents to jump from one point to another on a navigation Map. |
| Constraint | Transformation constraint applied on the matrix of an Object. |
| Controller | Allow you to create machine states to transition between existing Skeleton Action. |
| Cubemap | Six separate square textures to represent the reflections on an object from its environment. |
| Curve | Generic structure to store Keyframe data and playback settings. |
| Distribution | Generic interface to spread numbers. |
| DynamicMesh | Type of mesh that have a dynamic topology that changes at runtime. |
| EnergyField | Generic attractors for Object and Particles. |
| Entity | An Asset that creates a prefab Object. |
| FixedConstraint | Act as a single, static attachment point RigidConstraint. |
| Font | Additional data attached to a Texture to handle bitmap based fonts. |
| Fracture | An asset that defines how a Mesh should break. |
| FracturedMesh | Special type of Mesh Object that can be destroyed. |
| FrameBuffer | Redirect render results directly to a Texture. |
| GenericConstraint | All-in-one rigid body constraint. |
| Geometry | Foundation of all Mesh; allowing you to manipulate primitives and vertex data. |
| Graphics | Generic constants and enumerants used by the graphics APIs. |
| Handler | Manage the scripting threads associated to a resource. |
| HingeConstraint | Rigid Body physics constraint allowing you to simulate hinges such as the one found on door and windows. |
| LightSource | Type of Object that handles common light settings. |
| LinearJointConstraint | Constraint a SoftBody linear movements. |
| LvmThread | Provides a stand-alone environment to run a Script asset. |
| Map | Structure that specify the walkable areas acessible for a specific agent. |
| Material | Define the substance to apply on triangles in order to draw them on screen. |
| Mesh | Storage for vertex data. |
| MorphTarget | Interface that allows you to deform/combine Mesh at runtime. |
| Navigation | Base module that enables navigation and pathfinding operations for a Scene. |
| NodeBlock | Single node entry that allows you to form a NodeTree. |
| NodeGroup | Structure to classify multiple NodeBlock. |
| NodeList | Manage a list of options used by a NodeValue. |
| NodeTree | Architecture of NodeBlock used for visual coding. |
| Object | Basic entity that can represents cameras, static geometries, dynamic geometries, skeletal meshes, sounds, lights, occluders, 3d texts or a particle systems. |
| ObjectGrid | Partition an ObjectGroup into ObjectCell. |
| ObjectGroup | Structure that allows you to consolidate multiple Object into one group. |
| ObjectCell | Representation of a single cell in a ObjectGrid. |
| Obstacle | Dynamic navigation obstacle that can affect one or multiple Map. |
| Occluder | An invisible Mesh that is used to run occlusion queries on GPU. |
| ParticleData | Particle data types definition. |
| ParticleEmitter | Emit particles at a specific point on within a shape. |
| ParticleModifier | Building block to implement particles behaviors. |
| ParticleNetwork | A reusable Asset that defines how Particles attached to a ParticleSystem behave. |
| Particles | Access active particles properties and data arrays. |
| ParticleSystem | A type of Object that allows you to launch particles in space using an existing ParticleNetwork Asset. |
| Path | A re-usable Asset that consists of a tri-dimensional curve made of controls points. |
| PhysicMaterial | Asset that controls the surface properties of a PhysicObject. |
| PhysicObject | Component to add physics to an Object. |
| PinConstraint | Type of SoftConstraint that allows you to pin a specific node in space restricting its movement. |
| Pose | Interface allowing you to manipulate the active pose(s) of a SkeletalMesh. |
| Probe | Render a Scene from a different point of view and store the result in a Texture or Cubemap. |
| Profiler | List of all Profiler mode available. |
| Ray | A type of Object that allows you to raycast a Scene, a Map or a physic World. |
| Region | Shape in space that detects when an Object enter, leave or overlap its bounds. |
| RenderLayer | Structure that defines a render pass. |
| RigidBody | Component that allows your PhysicObject to respond to rigid body physics. |
| RigidConstraint | Base structure that maintains the properties of a specific RigidConstraintType. |
| Route | Type of Object that are use to place an existing Path in space; or to dynamically compute one (Map). |
| Sampler | Handles the various visual settings and parameters of a Texture Asset. |
| Scene | A single level where you can place objects to create your worlds. |
| Script | Asset used to store user code and logic. |
| Sensor | Act as a radar detecting the neighbors of an Object. |
| Sequence | A sequence is an Animation component that allows you to create cinematic-like cutscenes at runtime. |
| Shader | Asset used to write GPU shader code. |
| Shard | Access the properties of a destructed fragment of a FracturedMesh |
| SkeletalMesh | Type of Object that allows realtime deformation driven by a Skeleton. |
| Skeleton | Hierarchy of joints allowing you drive the various actions of a SkeletalMesh. |
| SliderConstraint | Type of RigidConstraint that allows rigid bodies to slide along a wire. |
| Socket | API that allows TCP/IP and UDP communication to create customized server/client protocols. |
| SoftBody | Component that allows a DynamicMesh to respond to soft body physics. |
| SoftConstraint | Base structure that maintains the properties of a specific SoftConstraintType. |
| Sound | Access settings and configuration structure as well as definition used by the Sound FX subsystem (Sfx). |
| SoundBuffer | Re-usable Asset that provides static or streamed binary audio data to SoundSource. |
| SoundGroup | Creates a virtual folder to store multiple SoundSource Object. |
| SoundSource | Object component to emit sounds. |
| StaticMesh | Base class optimized to handle static Mesh with or without muliple level of details. |
| Stream | Provide an interface to interact with text and binary streams. |
| Strip | Single piece of an Animation Sequence that based on its underlying StripGroupType will dictate its behaviors. |
| StripFolder | Allows you to manage the StripGroup and StripSection of your Sequence. |
| StripGroup | Re-group a serie of Strip that share similar behavior based on the StripGroupType of the group. |
| StripSection | Provide a mechanism to group multiple Strip in a section that can be manipulated independently. |
| Texmap | Interface allowing you to access, tweak and modify ray texel data associated to an existing Texture Asset. |
| Text | Type of Object that allows you to render either 2D or 3D text; statically or dynamically. |
| Texture | Asset that provides a interface to texture between the core and the GPU. |
| Track | Re-usable Curve Asset. |
| Transition | Component that allow your machine state to jump from one state to another based on condition or set of conditions. |
| TwistConstraint | RigidConstraint that preserve the PhysicObject within the bounds of a cone. |
| Utility | Asset that allows you to create utilities to use within the editor sand box. |
| Variable | Control the settings and value of a Variable. |
| Video | Texture component that allows video playback. |
| VideoBuffer | This type of Asset contain video stream data that can be used in conjunction with a Video component to provides real-time Video playback. |
| World | Controls the various settings and properties of the physics world. |
| Zone | Interface allowing you to create areas on an existing Map that requires Ability to traverse. |
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