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Glossary

Term Meaning
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)