| ASC |
UAbilitySystemComponent — GAS hub on a Pawn |
| BLAS / TLAS |
Bottom / Top Level Acceleration Structure (DXR BVH) |
| BP |
Blueprint |
| CEF |
Chromium Embedded Framework (UE's Web Browser) |
| CMC |
UCharacterMovementComponent |
| CVar |
Console variable (r.Foo.Bar) |
| DXR |
DirectX Raytracing |
| EUW |
Editor Utility Widget |
| FBIK |
Full Body Inverse Kinematics |
| GAS |
Gameplay Ability System |
| GBuffer |
Geometry buffer (deferred rendering) |
| HISM |
Hierarchical Instanced Static Mesh |
| HLOD |
Hierarchical Level of Detail (proxy meshes at distance) |
| HMD |
Head-Mounted Display |
| ICVFX |
In-Camera Visual Effects (LED-wall virtual production) |
| IR |
Impulse Response (audio convolution reverb input) |
| ISM |
Instanced Static Mesh |
| MDL |
NVIDIA Material Definition Language |
| MID |
Material Instance Dynamic |
| MIC |
Material Instance Constant |
| NDI |
Network Device Interface (NewTek video over LAN) |
| NRD |
NVIDIA Real-time Denoiser |
| OFPA |
One File Per Actor (World Partition storage format) |
| OIDN |
Open Image Denoise (Intel) |
| PCG |
Procedural Content Generation |
| PVS |
Potentially Visible Set (precomputed visibility) |
| RT |
Ray Tracing or Render Target (context-dependent) |
| RVT |
Runtime Virtual Texture |
| SVT |
Streaming Virtual Texture or Sparse Volume Texture (context-dependent) |
| TSR |
Temporal Super Resolution (UE's built-in upscaler) |
| UBA |
Unreal Build Accelerator |
| UPROPERTY |
C++ macro marking a class member as reflected |
| UFUNCTION |
C++ macro marking a member function as reflected |
| VSM |
Virtual Shadow Maps |
| VT |
Virtual Texture (umbrella for SVT + RVT) |
| WP |
World Partition |
| WPO |
World Position Offset (vertex displacement) |