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Glossary

This glossary lists important Unity and Unreal terms used across the guide.

Term Engine Meaning
Actor Unreal A level-placeable or spawnable gameplay object.
AIController Unreal A controller that possesses and directs AI pawns.
Blackboard Unreal Shared AI working memory used by Behaviour Trees.
Blueprint Unreal A reflected asset class that can define components, defaults, and visual scripting logic.
Character Unreal A Pawn subclass with built-in character movement support.
Component Both A reusable part that adds behaviour, data, or structure to another object.
Controller Unreal An object that possesses and directs a Pawn.
Data Asset Unreal An asset used to store structured data, often as a designer-editable alternative to code-only data containers.
Delegate Unreal Unreal's callback and event binding system.
Details Panel Unreal The editor panel used to inspect and edit reflected properties.
Enhanced Input Unreal Unreal Engine 5's modern input framework.
FName Unreal A lightweight name type used for identifiers and lookups.
FString Unreal Unreal's general-purpose string type.
FText Unreal Unreal's user-facing text type, designed for localisation.
GameMode Unreal The server-side class that defines rules, default classes, and match flow.
GameObject Unity A scene object that holds components.
GameState Unreal A replicated class that stores shared match state for clients.
Garbage Collection Unreal Engine-managed cleanup of unreachable UObject instances.
Level Unreal A map asset that contains placed actors and world content.
Mapping Context Unreal A group of input bindings in Enhanced Input.
MonoBehaviour Unity The base class commonly used for Unity gameplay scripts.
Pawn Unreal A possessable Actor, usually controlled by a player or AI controller.
Perforce Both A version-control system commonly used by larger Unreal teams.
PlayerController Unreal The class that represents player input and possession logic.
PlayerState Unreal A replicated class that stores per-player match data.
Reflection Unreal The engine system that exposes C++ classes, properties, and functions to the editor, Blueprints, serialization, and networking.
Scene Unity A collection of GameObjects loaded together.
Soft Reference Unreal An asset reference that can be loaded later instead of forcing an immediate hard dependency.
TArray Unreal Unreal's dynamic array template.
TObjectPtr Unreal A UE5 pointer wrapper commonly used for reflected UObject member references.
UFUNCTION Unreal A macro that exposes a function to Unreal systems such as Blueprints or RPCs.
UHT Unreal Unreal Header Tool, which processes reflected headers before C++ compilation.
UMG Unreal Unreal Motion Graphics, Unreal's main runtime UI system.
UObject Unreal The base class for many engine-managed objects.
UPROPERTY Unreal A macro that exposes a member variable to Unreal systems.
World Unreal The runtime world context that owns actors and gameplay state.