📄️ Ability
Ability holds the local player's unlockable abilities: the grappling hook, tethers, the wingsuit, the parachute and so on. Use it to take gear away from players (for example no wingsuit in a race) or to give it back.
📄️ Action and InputAction
Action holds the character acts of Just Cause 4: the events that drive a character's animation and behavior graph (jump, crouch, ragdoll, enter a vehicle, open the parachute, ...). InputAction holds the names of player input actions (what a button press means to the game, like "jump"). Use Action to make the local character do something, and InputAction to read or block the local player's input.
📄️ Bone
Bone holds the bones of a character's skeleton: the body parts (head, hands, feet, spine, ...) and the helper points the game attaches things to (weapons, the grappling hook, the parachute). Use it to get where a body part of a player is, for example to draw a name tag above the head.
📄️ CameraShakeType
CameraShakeType picks how a camera shake moves the camera: by shifting it or by rotating it, and relative to the world or to where the camera looks.
📄️ CharacterAttachedEffect
CharacterAttachedEffect holds the visual effects the game attaches to a character's body: the near-death screen effect, catching fire, splashing water, snow falling off, wingsuit trails, hoverboard effects and more. Use it to play one of them on a player.
📄️ ForcePulseCategory and ForcePulseTuning
A force pulse is the physical push of an explosion ForcePulseTuning picks one of the game's built-in explosion tunings, and ForcePulseCategory picks the kind of explosion, which decides how strongly it pushes.
📄️ GameState
GameState holds the states of the game's startup and front-end flow, from launching to playing in the world. Use it to tell whether the world is loaded.
📄️ PfxLayer
PfxLayer holds the game's physics collision layers. Every physics body is in one layer, and a raycast is done with a filter layer that decides which bodies it can hit. Use it to pick what Physics.Raycast sees: only the static world, everything physical, only vehicles, and so on.
📄️ RoadGraphType
RoadGraphType holds the kinds of routes in the game's road graph (the network of roads, sea lanes, flight paths, footpaths and railways the AI travels on). Use it to ask the road graph for one kind of route only, and to tell what kind a returned route is.
📄️ WaterBoxStyle
WaterBoxStyle picks how a water box (a block of water you spawn in the world, like a pool or a flood) is fitted to the terrain around it.