Unreal engine type prefixes

Unreal engine type prefixes

Getting Started

Have you ever wondered about the different type prefixes in Unreal Engine? Like, what’s the different between ASomething, FSomething, ESomething and so on? I know I did when I decided to learn Unreal Engine.

Below is a simple table that defines when to use what prefix.

PrefixUse caseExample
AUse for AActor derived classes. These define that the class is an actor that can be placed within a worldABuilding, AWeaponPickup, AJumpPad
UUse for UObject derived classes that aren’t actorsUInventoryPlugin, USoundSettings, USkillsSaveGame
EUse for enumsEStateEnum, EBossType, ECraftingType
TUse for template functionsTObjectPtr<T>, TWeaPtr<T>, TCustomTemplate<T>
IUse for interfacesIInteractable, IPickupable, INotifyReceiver
F*Use for structs (and others)FPickupDefinition, FSegmentDefinition, FCustomzationOption

* The F prefix actually stands for float, as in Floating Point. It’s a fun story that Dark-Veil explains on the Unreal Engine forum.