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	<id>https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=Type_tree</id>
	<title>Type tree - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=Type_tree"/>
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	<updated>2026-05-05T16:48:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=Type_tree&amp;diff=261&amp;oldid=prev</id>
		<title>AnteroFB: Created page with &quot;= Type Tree = Type Tree *The Type Tree can be found from &#039;&#039;&#039;View → Type tree.&#039;&#039;&#039;  **You may also use hotkeys &#039;&#039;&#039;CTRL+F3&#039;&#039;&#039; *The Type Tree...&quot;</title>
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		<updated>2018-06-15T07:30:13Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Type Tree = &lt;a href=&quot;/index.php/File:Type_tree.PNG&quot; title=&quot;File:Type tree.PNG&quot;&gt;thumb|right|Type Tree&lt;/a&gt; *The Type Tree can be found from &amp;#039;&amp;#039;&amp;#039;View → Type tree.&amp;#039;&amp;#039;&amp;#039;  **You may also use hotkeys &amp;#039;&amp;#039;&amp;#039;CTRL+F3&amp;#039;&amp;#039;&amp;#039; *The Type Tree...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Type Tree =&lt;br /&gt;
[[File:type_tree.PNG|thumb|right|Type Tree]]&lt;br /&gt;
*The Type Tree can be found from &amp;#039;&amp;#039;&amp;#039;View → Type tree.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
**You may also use hotkeys &amp;#039;&amp;#039;&amp;#039;CTRL+F3&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*The Type Tree contains &amp;#039;&amp;#039;&amp;#039;every&amp;#039;&amp;#039;&amp;#039; type available in the editor.  &lt;br /&gt;
*You can search the type tree using the &amp;#039;&amp;#039;&amp;#039;search&amp;#039;&amp;#039;&amp;#039; function located on top of the Type Tree window (if you know the name or part of the name of the type).&lt;br /&gt;
*By opening the &amp;#039;&amp;#039;&amp;#039;Properties window&amp;#039;&amp;#039;&amp;#039; (hotkey CTRL+P) you&amp;#039;ll be able to open up every type&amp;#039;s properties for learning about its features.&lt;br /&gt;
&lt;br /&gt;
== AbstractCraftingWindow ==&lt;br /&gt;
&lt;br /&gt;
[[File:abstract_crafting_window_2.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractFont ==&lt;br /&gt;
*All the available fonts in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:abstract_font.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractItem ==&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;AbstractItem&amp;#039;&amp;#039;&amp;#039; Contains three subcategories, these are the items, that can be set as loots to lootable containers.&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;CraftingMaterial:&amp;#039;&amp;#039;&amp;#039; All crafting materials (Shadwen).&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Recipe:&amp;#039;&amp;#039;&amp;#039; All schematics for craftable items (Shadwen).&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; All weapons and distracting tools, including already crafted items and bombs (Shadwen). &lt;br /&gt;
&lt;br /&gt;
[[File:abstract_item.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractManagerInstance ==&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;AbstractManagerInstance&amp;#039;&amp;#039;&amp;#039; contains all the different managers in editor.&lt;br /&gt;
**Managers help you to keep track on every entity/character/object/feature etc. set on your level.&lt;br /&gt;
**You may, for example check the the types and total amount of every guard existing on your level by opening GameGuardManager&amp;#039;s properties (properties window hotkeys CTRL+P) and expanding the GuardUHs property. &lt;br /&gt;
&lt;br /&gt;
[[File:abstract_manager_instance.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractMaterial ==&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;AbstractMaterial&amp;#039;&amp;#039;&amp;#039; section contains:&lt;br /&gt;
*GameMaterials&lt;br /&gt;
*PhysicsMaterials&lt;br /&gt;
&lt;br /&gt;
[[File:abstract_material.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractNavigationMeshType ==&lt;br /&gt;
&lt;br /&gt;
*All the NavigationMesh types in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:abstract_nav_mesh.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractParticleType ==&lt;br /&gt;
&lt;br /&gt;
*All the different particle types in editor.&lt;br /&gt;
[[File:abstract_particle.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== AbstractSounds ==&lt;br /&gt;
&lt;br /&gt;
[[File:abstract_sound_all.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== BaseWidget ==&lt;br /&gt;
&lt;br /&gt;
[[File:base_widget.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== ComponentBase ==&lt;br /&gt;
&lt;br /&gt;
*If you wish to see all the available components, they can be found under &amp;#039;&amp;#039;&amp;#039;ComponentBase&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
**Components are the (invisible) parts you add to objects etc. on your level. &lt;br /&gt;
**Components enable intended abilities/features. &lt;br /&gt;
**In other words, components can&amp;#039;t be physically dragged to the level from the Type Tree.&lt;br /&gt;
**You can check the component&amp;#039;s features by opening their properties (CTRL+P).&lt;br /&gt;
&lt;br /&gt;
[[File:component_base_1.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:component_base_2.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== InstanceBase (Entities) ==&lt;br /&gt;
*Under &amp;#039;&amp;#039;&amp;#039;InstanceBase -&amp;gt; Entity&amp;#039;&amp;#039;&amp;#039; you&amp;#039;ll be able to find all the &amp;#039;&amp;#039;&amp;#039;entities&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;objects&amp;#039;&amp;#039;&amp;#039; (CollisionHelpers, Prefabs, art models, effects, Event entities, Checkpoint entities, Respawn points, Trigger areas etc.) that can be dragged to your level. &lt;br /&gt;
&lt;br /&gt;
[[File:instance_base_full.PNG|400px]]&lt;br /&gt;
&lt;br /&gt;
== SceneBase ==&lt;br /&gt;
&lt;br /&gt;
[[File:scene_base.PNG|400px]]&lt;/div&gt;</summary>
		<author><name>AnteroFB</name></author>
	</entry>
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