Unreal engine type prefixes
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.
| Prefix | Use case | Example |
|---|---|---|
A | Use for AActor derived classes. These define that the class is an actor that can be placed within a world | ABuilding, AWeaponPickup, AJumpPad |
U | Use for UObject derived classes that aren’t actors | UInventoryPlugin, USoundSettings, USkillsSaveGame |
E | Use for enums | EStateEnum, EBossType, ECraftingType |
T | Use for template functions | TObjectPtr<T>, TWeaPtr<T>, TCustomTemplate<T> |
I | Use for interfaces | IInteractable, IPickupable, INotifyReceiver |
F* | Use for structs (and others) | FPickupDefinition, FSegmentDefinition, FCustomzationOption |
* The
Fprefix actually stands forfloat, as in Floating Point. It’s a fun story that Dark-Veil explains on the Unreal Engine forum.