Enums Reference
This page lists all enumeration types available in the HELIX API. Enums are used as parameters in many class methods to specify modes, types, and behaviors.
LightType
Specifies which type of light actor to spawn when using the Light(...) API.
| Value | Description |
|---|---|
LightType.Point | A point light that emits in all directions. |
LightType.Spot | A spotlight with a focused cone shape. |
LightType.Rect | A rectangular area light (like a panel). |
TraceMode
Flags that customize trace behavior in raycasting and overlap queries.
| Value | Description |
|---|---|
TraceMode.DrawDebug | Visually draws the trace line. |
TraceMode.TraceComplex | Traces against complex (per-poly) collision. |
TraceMode.ReturnPhysicalMaterial | Includes surface material info in results. |
TraceMode.ReturnEntity | Includes any hit entity reference. |
TraceMode.ReturnNames | Returns Actor, Component, and Bone names. |
TraceMode.ReturnUV | Returns UV coordinate of the hit point. |
CollisionChannel
Channels used to filter collision and trace checks.
| Value | Description |
|---|---|
CollisionChannel.WorldStatic | Static map geometry (e.g., buildings, terrain). |
CollisionChannel.WorldDynamic | Movable objects and props. |
CollisionChannel.Pawn | Character capsule collisions. |
CollisionChannel.PhysicsBody | Physics-enabled bodies and pickable items. |
CollisionChannel.Mesh | Character skeletal mesh. |
CollisionChannel.Vehicle | Vehicle hitboxes and physics. |
CollisionChannel.Water | Water bodies or volumes. |
CollisionChannel.Foliage | Grass, bushes, and other foliage. |
AttachmentRule
Rules that define how objects attach and maintain transforms.
| Value | Description |
|---|---|
AttachmentRule.KeepRelative | Keeps relative transform when attaching. |
AttachmentRule.KeepWorld | Maintains world transform. |
AttachmentRule.SnapToTarget | Snaps directly to target's transform. |
DetachmentRule
Rules that define how objects detach and maintain transforms.
| Value | Description |
|---|---|
DetachmentRule.KeepRelative | Keeps relative transform when detaching. |
DetachmentRule.KeepWorld | Maintains world transform. |
ConstraintMotion
Used in physics constraints to restrict axis movement.
| Value | Description |
|---|---|
ConstraintMotion.Free | Axis is fully free. |
ConstraintMotion.Limited | Axis is restricted to a range. |
ConstraintMotion.Locked | Axis is completely locked. |
WeatherType
Predefined weather presets compatible with Ultra Dynamic Sky. Use with SetWeather(...) to apply different weather conditions.
| Value | Description |
|---|---|
WeatherType.ClearSkies | No clouds or weather effects. |
WeatherType.PartlyCloudy | Scattered clouds with sunlight. |
WeatherType.Cloudy | Overcast sky, no rain. |
WeatherType.Overcast | Dense cloud cover, darker lighting. |
WeatherType.Foggy | Low visibility due to fog. |
WeatherType.RainLight | Light rain effect. |
WeatherType.Rain | Steady moderate rainfall. |
WeatherType.RainThunderstorm | Heavy rain with thunder and lightning. |
WeatherType.SnowLight | Light snowfall. |
WeatherType.Snow | Normal snow accumulation. |
WeatherType.SnowBlizzard | Strong snowstorm with wind. |
WeatherType.SandDustCalm | Light sand/dust in the air. |
WeatherType.SandDustStorm | Heavy dust storm conditions. |
NotificationType
Controls the style of in-game notification popups.
| Value | Description |
|---|---|
NotificationType.Success | Green success notification with a tick. |
NotificationType.Error | Red error notification with a cross. |
NotificationType.Info | Blue information notification with an info symbol. |
NotificationType.Update | Turquoise download update notification. |
FontType
Built-in engine fonts available for use with TextBlock:SetFont(...) or other UI elements.
| Value | Description |
|---|---|
FontType.Roboto | Standard sans-serif font. |
FontType.RobotoMono | Monospaced version of Roboto, good for code and numeric text. |
FontType.RobotoDistanceField | Distance field version for scalable text. |
TriggerType
Shape types used when creating Trigger volumes.
| Value | Description |
|---|---|
TriggerType.Sphere | Spherical trigger volume. |
TriggerType.Box | Box-shaped trigger volume. |
TriggerType.Capsule | Capsule-shaped trigger, ideal for characters. |
AnimationSlotType
Specifies which animation slot group to play animations in on a Character.
| Value | Description |
|---|---|
AnimationSlotType.FullBody | Plays in the full-body slot, overriding all movement. |
AnimationSlotType.UpperBody | Plays only in the upper-body slot, allowing legs to animate independently. |
BlendMode
Specifies how a material blends with the background.
| Value | Description |
|---|---|
BlendMode.Opaque | No transparency. Fully solid. |
BlendMode.Masked | Hard cutoff using an opacity mask. |
BlendMode.Translucent | Smooth transparency. |
BlendMode.Additive | Adds light values to background -- good for effects. |
BlendMode.Modulate | Multiplies source and dest -- rarely used. |
BlendMode.MaskedDistanceField | Used with distance field materials for cutouts. |
BlendMode.MaskedDistanceFieldShadowed | Same as above but allows shadows. |
BlendMode.TranslucentDistanceField | Translucent with distance field. |
BlendMode.TranslucentDistanceFieldShadowed | Translucent + distance field + shadows. |
BlendMode.AlphaComposite | Composites using alpha channels. |
BlendMode.AlphaHoldout | Uses alpha to mask out content. |
BlendMode.AlphaBlend | Blends two materials using alpha. |
BlendMode.TranslucentAlphaOnly | Writes only alpha. |
BlendMode.TranslucentAlphaOnlyWriteAlpha | Writes only alpha, not color. |
CCDMode
Controls Continuous Collision Detection for moving objects.
| Value | Description |
|---|---|
CCDMode.Auto | Automatically enables CCD when needed. |
CCDMode.Disabled | Disables CCD entirely. |
CCDMode.Enabled | Forces CCD for this object. |
CollisionType
Defines general collision behavior when spawning or simulating actors.
| Value | Description |
|---|---|
CollisionType.Normal | Standard collision based on channel settings. |
CollisionType.StaticOnly | Only collides with static objects. |
CollisionType.NoCollision | Ignores all collisions. |
CollisionType.IgnoreOnlyPawn | Ignores players and NPCs, but collides with everything else. |
CollisionType.Auto | Chooses the best setting automatically. |
AttenuationFunction
Defines how audio or light falloff behaves over distance.
| Value | Description |
|---|---|
AttenuationFunction.Linear | Linear drop-off. |
AttenuationFunction.Logarithmic | Logarithmic curve, most natural. |
AttenuationFunction.Inverse | Slower drop-off near the source. |
AttenuationFunction.LogReverse | Reverse-log for unusual effects. |
AttenuationFunction.NaturalSound | Optimized for spatialized audio. |
AttenuationShape
Defines the shape of a sound or light attenuation volume.
| Value | Description |
|---|---|
AttenuationShape.Sphere | Omnidirectional sphere. |
AttenuationShape.Capsule | Capsule shape, elongated along one axis. |
AttenuationShape.Box | Box-shaped volume. |
AttenuationShape.Cone | Directional cone shape. |
DoorType
Defines door animation types.
| Value | Description |
|---|---|
DoorType.Classic | Standard door. |
DoorType.Swinging | Double-swing door. |
DoorType.Sliding | Sliding door, like store doors. |
DoorType.Garage | Garage-like door, based on the sliding door. |
SceneCaptureSource
Specifies what render data a scene capture outputs to its render target.
| Value | Description |
|---|---|
SceneCaptureSource.FinalColorLDR | Final color with tone mapping (most common). |
SceneCaptureSource.FinalColorHDR | Final color without tone mapping. |
SceneCaptureSource.SceneColorHDR | Scene color before post-processing. |
SceneCaptureSource.SceneDepth | Scene depth buffer. |
SceneCaptureSource.DeviceDepth | Device depth buffer. |
SceneCaptureSource.Normal | World space normals. |
SceneCaptureSource.BaseColor | Base color only. |
XrayState
Specifies the current X-ray interaction state for a target actor.
| Value | Description |
|---|---|
XrayState.None | No X-ray interaction active. |
XrayState.BeginFocus | Player has started focusing on the target. |
XrayState.EndFocus | Player has stopped focusing on the target. |
XrayState.Reveal | Player has released X-ray key whilst target is in focus. |
XrayState.Cancel | X-ray interaction has been cancelled. |