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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.

ValueDescription
LightType.PointA point light that emits in all directions.
LightType.SpotA spotlight with a focused cone shape.
LightType.RectA rectangular area light (like a panel).

TraceMode

Flags that customize trace behavior in raycasting and overlap queries.

ValueDescription
TraceMode.DrawDebugVisually draws the trace line.
TraceMode.TraceComplexTraces against complex (per-poly) collision.
TraceMode.ReturnPhysicalMaterialIncludes surface material info in results.
TraceMode.ReturnEntityIncludes any hit entity reference.
TraceMode.ReturnNamesReturns Actor, Component, and Bone names.
TraceMode.ReturnUVReturns UV coordinate of the hit point.

CollisionChannel

Channels used to filter collision and trace checks.

ValueDescription
CollisionChannel.WorldStaticStatic map geometry (e.g., buildings, terrain).
CollisionChannel.WorldDynamicMovable objects and props.
CollisionChannel.PawnCharacter capsule collisions.
CollisionChannel.PhysicsBodyPhysics-enabled bodies and pickable items.
CollisionChannel.MeshCharacter skeletal mesh.
CollisionChannel.VehicleVehicle hitboxes and physics.
CollisionChannel.WaterWater bodies or volumes.
CollisionChannel.FoliageGrass, bushes, and other foliage.

AttachmentRule

Rules that define how objects attach and maintain transforms.

ValueDescription
AttachmentRule.KeepRelativeKeeps relative transform when attaching.
AttachmentRule.KeepWorldMaintains world transform.
AttachmentRule.SnapToTargetSnaps directly to target's transform.

DetachmentRule

Rules that define how objects detach and maintain transforms.

ValueDescription
DetachmentRule.KeepRelativeKeeps relative transform when detaching.
DetachmentRule.KeepWorldMaintains world transform.

ConstraintMotion

Used in physics constraints to restrict axis movement.

ValueDescription
ConstraintMotion.FreeAxis is fully free.
ConstraintMotion.LimitedAxis is restricted to a range.
ConstraintMotion.LockedAxis is completely locked.

WeatherType

Predefined weather presets compatible with Ultra Dynamic Sky. Use with SetWeather(...) to apply different weather conditions.

ValueDescription
WeatherType.ClearSkiesNo clouds or weather effects.
WeatherType.PartlyCloudyScattered clouds with sunlight.
WeatherType.CloudyOvercast sky, no rain.
WeatherType.OvercastDense cloud cover, darker lighting.
WeatherType.FoggyLow visibility due to fog.
WeatherType.RainLightLight rain effect.
WeatherType.RainSteady moderate rainfall.
WeatherType.RainThunderstormHeavy rain with thunder and lightning.
WeatherType.SnowLightLight snowfall.
WeatherType.SnowNormal snow accumulation.
WeatherType.SnowBlizzardStrong snowstorm with wind.
WeatherType.SandDustCalmLight sand/dust in the air.
WeatherType.SandDustStormHeavy dust storm conditions.

NotificationType

Controls the style of in-game notification popups.

ValueDescription
NotificationType.SuccessGreen success notification with a tick.
NotificationType.ErrorRed error notification with a cross.
NotificationType.InfoBlue information notification with an info symbol.
NotificationType.UpdateTurquoise download update notification.

FontType

Built-in engine fonts available for use with TextBlock:SetFont(...) or other UI elements.

ValueDescription
FontType.RobotoStandard sans-serif font.
FontType.RobotoMonoMonospaced version of Roboto, good for code and numeric text.
FontType.RobotoDistanceFieldDistance field version for scalable text.

TriggerType

Shape types used when creating Trigger volumes.

ValueDescription
TriggerType.SphereSpherical trigger volume.
TriggerType.BoxBox-shaped trigger volume.
TriggerType.CapsuleCapsule-shaped trigger, ideal for characters.

AnimationSlotType

Specifies which animation slot group to play animations in on a Character.

ValueDescription
AnimationSlotType.FullBodyPlays in the full-body slot, overriding all movement.
AnimationSlotType.UpperBodyPlays only in the upper-body slot, allowing legs to animate independently.

BlendMode

Specifies how a material blends with the background.

ValueDescription
BlendMode.OpaqueNo transparency. Fully solid.
BlendMode.MaskedHard cutoff using an opacity mask.
BlendMode.TranslucentSmooth transparency.
BlendMode.AdditiveAdds light values to background -- good for effects.
BlendMode.ModulateMultiplies source and dest -- rarely used.
BlendMode.MaskedDistanceFieldUsed with distance field materials for cutouts.
BlendMode.MaskedDistanceFieldShadowedSame as above but allows shadows.
BlendMode.TranslucentDistanceFieldTranslucent with distance field.
BlendMode.TranslucentDistanceFieldShadowedTranslucent + distance field + shadows.
BlendMode.AlphaCompositeComposites using alpha channels.
BlendMode.AlphaHoldoutUses alpha to mask out content.
BlendMode.AlphaBlendBlends two materials using alpha.
BlendMode.TranslucentAlphaOnlyWrites only alpha.
BlendMode.TranslucentAlphaOnlyWriteAlphaWrites only alpha, not color.

CCDMode

Controls Continuous Collision Detection for moving objects.

ValueDescription
CCDMode.AutoAutomatically enables CCD when needed.
CCDMode.DisabledDisables CCD entirely.
CCDMode.EnabledForces CCD for this object.

CollisionType

Defines general collision behavior when spawning or simulating actors.

ValueDescription
CollisionType.NormalStandard collision based on channel settings.
CollisionType.StaticOnlyOnly collides with static objects.
CollisionType.NoCollisionIgnores all collisions.
CollisionType.IgnoreOnlyPawnIgnores players and NPCs, but collides with everything else.
CollisionType.AutoChooses the best setting automatically.

AttenuationFunction

Defines how audio or light falloff behaves over distance.

ValueDescription
AttenuationFunction.LinearLinear drop-off.
AttenuationFunction.LogarithmicLogarithmic curve, most natural.
AttenuationFunction.InverseSlower drop-off near the source.
AttenuationFunction.LogReverseReverse-log for unusual effects.
AttenuationFunction.NaturalSoundOptimized for spatialized audio.

AttenuationShape

Defines the shape of a sound or light attenuation volume.

ValueDescription
AttenuationShape.SphereOmnidirectional sphere.
AttenuationShape.CapsuleCapsule shape, elongated along one axis.
AttenuationShape.BoxBox-shaped volume.
AttenuationShape.ConeDirectional cone shape.

DoorType

Defines door animation types.

ValueDescription
DoorType.ClassicStandard door.
DoorType.SwingingDouble-swing door.
DoorType.SlidingSliding door, like store doors.
DoorType.GarageGarage-like door, based on the sliding door.

SceneCaptureSource

Specifies what render data a scene capture outputs to its render target.

ValueDescription
SceneCaptureSource.FinalColorLDRFinal color with tone mapping (most common).
SceneCaptureSource.FinalColorHDRFinal color without tone mapping.
SceneCaptureSource.SceneColorHDRScene color before post-processing.
SceneCaptureSource.SceneDepthScene depth buffer.
SceneCaptureSource.DeviceDepthDevice depth buffer.
SceneCaptureSource.NormalWorld space normals.
SceneCaptureSource.BaseColorBase color only.

XrayState

Specifies the current X-ray interaction state for a target actor.

ValueDescription
XrayState.NoneNo X-ray interaction active.
XrayState.BeginFocusPlayer has started focusing on the target.
XrayState.EndFocusPlayer has stopped focusing on the target.
XrayState.RevealPlayer has released X-ray key whilst target is in focus.
XrayState.CancelX-ray interaction has been cancelled.