Components

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Classes

Name

Description

Public class

ASkyAtmosphere

A placeable actor that simulates sky and light scattering in the atmosphere.

Public struct

FActiveMorphTarget

Struct used to indicate one active morph target that should be applied to this USkeletalMesh when rendered.

Public struct

FActorComponentActivatedSignature

Public struct

FActorComponentDeactivateSignature

Public struct

FAnimationEvaluationContext

Public struct

FAudioComponentParam

Struct used for storing one per-instance named parameter for this AudioComponent.

Public struct

FBatchedLine

Public struct

FBatchedMesh

Public struct

FBatchedPoint

Public struct

FCachedKeyToActionInfo

Struct that exists to store runtime cache to make key to action lookups faster.

Public struct

FChildActorAttachedActorInfo

Public struct

FChildActorComponentInstanceData

Public struct

FClosestPointOnPhysicsAsset

Public struct

FClusterNode

Public struct

FClusterNode_DEPRECATED

Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one.

Public struct

FComponentBeginCursorOverSignature

Public struct

FComponentBeginOverlapSignature

Public struct

FComponentBeginTouchOverSignature

Public struct

FComponentCollisionSettingsChangedSignature

Public struct

FComponentEndCursorOverSignature

Public struct

FComponentEndOverlapSignature

Public struct

FComponentEndTouchOverSignature

Public struct

FComponentHitSignature

Public struct

FComponentOnClickedSignature

Public struct

FComponentOnInputTouchBeginSignature

Public struct

FComponentOnInputTouchEndSignature

Public struct

FComponentOnReleasedSignature

Public struct

FComponentSleepSignature

Public struct

FComponentWakeSignature

Public struct

FDirectAttachChildrenAccessor

Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done immediately to fix up in light of the privatization steps

Public struct

FEngineShowFlagsSetting

Public struct

FEquirectProps

Properties for equirect layers

Public struct

FExponentialHeightFogData

Data for an individual fog line integral.

Public class

FForceFeedbackManager

Public struct

FGetActionsBoundToKey

Public struct

FInputActionBinding

Binds a delegate to an action.

Public class

FInputActionHandlerDynamicSignature

Public struct

FInputActionUnifiedDelegate

Public struct

FInputAxisBinding

Binds a delegate to an axis mapping.

Public class

FInputAxisHandlerDynamicSignature

Public struct

FInputAxisKeyBinding

Binds a delegate to a raw float axis mapping.

Public struct

FInputAxisUnifiedDelegate

Unified delegate specialization for float axis events.

Public struct

FInputBinding

Base class for the different binding types.

Public struct

FInputGestureBinding

Binds a gesture to a function.

Public class

FInputGestureHandlerDynamicSignature

Public struct

FInputGestureUnifiedDelegate

Unified delegate specialization for gestureevents.

Public struct

FInputKeyBinding

Binds a delegate to a key chord.

Public struct

FInputTouchBinding

Binds a delegate to touch input.

Public class

FInputTouchHandlerDynamicSignature

Public struct

FInputTouchUnifiedDelegate

Unified delegate specialization for Touch events.

Public struct

FInputVectorAxisBinding

Binds a delegate to a raw vector axis mapping.

Public class

FInputVectorAxisHandlerDynamicSignature

Public struct

FInputVectorAxisUnifiedDelegate

Unified delegate specialization for vector axis events.

Public struct

FInstancedStaticMeshComponentInstanceData

Helper class used to preserve lighting/selection state across blueprint reinstancing

Public struct

FInstancedStaticMeshInstanceData

Public struct

FInstancedStaticMeshLightMapInstanceData

Used to store lightmap data during RerunConstructionScripts

Public struct

FInstancedStaticMeshMappingInfo

Public struct

FInstanceUpdateCmdBuffer

Public struct

FInterpControlPoint

Public class

FLineBatcherSceneProxy

Represents a LineBatchComponent to the scene manager.

Public struct

FLinkedInstancesAdapter

Public struct

FMaterialSpriteElement

Public class

FOnAnimInitialized

Public class

FOnAudioFinished

Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

Public class

FOnAudioMultiEnvelopeValue

Called while a sound plays and returns the sound's average and max envelope value (using an envelope follower in the audio renderer per wave instance).

Public class

FOnAudioPlaybackPercent

Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage.

Public class

FOnAudioSingleEnvelopeValue

Called while a sound plays and returns the sound's envelope value (using an envelope follower in the audio renderer).

Public class

FOnBoneTransformsFinalized

Public class

FOnForceFeedbackFinished

Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early

Public class

FOnQueueSubtitles

Called when subtitles are sent to the SubtitleManager.

Public class

FOnTimelineEvent

Signature of function to handle a timeline 'event'

Public class

FOnTimelineFloat

Signature of function to handle timeline float track

Public class

FOnTimelineLinearColor

Signature of function to handle linear color track

Public class

FOnTimelineVector

Signature of function to handle timeline vector track

Public struct

FOverlapInfo

Overlap info consisting of the primitive and the body that is overlapping

Public struct

FPaintedVertex

Cached vertex information at the time the mesh was painted.

Public struct

FPhysicsVolumeChanged

Public struct

FPrecomputedLightInstanceData

Used to store lightmap data during RerunConstructionScripts

Public struct

FPrecomputedSkyLightInstanceData

Used to store lightmap data during RerunConstructionScripts

Public struct

FPreCulledStaticMeshSection

Public struct

FPrimitiveComponentInstanceData

Component instance cached data base class for primitive components.

Public class

FRegisterComponentContext

Public struct

FRendererStencilMaskEvaluation

Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses.

Public class

FRenderStateRecreator

Public struct

FSceneCaptureViewInfo

View state needed to create a scene capture renderer

Public struct

FSceneComponentInstanceData

Component instance cached data base class for scene components.

Public class

FScopedMovementUpdate

FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates.

Public class

FScopedPreventAttachedComponentMove

Utility for temporarily changing the behavior of a SceneComponent to use absolute transforms, and then restore it to the behavior at the start of the scope.

Public struct

FSkeletalMeshComponentClothTickFunction

Tick function that prepares and simulates cloth

Public struct

FSkeletalMeshComponentEndPhysicsTickFunction

Tick function that does post physics work on skeletal mesh component.

Public struct

FSkelMeshComponentLODInfo

LOD specific setup for the skeletal mesh component.

Public struct

FSkelMeshRefPoseOverride

Struct used to store per-component ref pose override

Public struct

FSkelMeshSkinWeightInfo

Vertex skin weight info supplied for a component override.

Public class

FSkyTextureCubeResource

A cubemap texture resource that knows how to upload the capture data from a sky capture.

Public struct

FSplineCurves

Public struct

FSplineInstanceData

Used to store spline data during RerunConstructionScripts

Public struct

FSplineMeshInstanceData

Used to store spline mesh data during RerunConstructionScripts

Public struct

FSplineMeshParams

Structure that holds info about spline, passed to renderer to deform UStaticMesh.

Public struct

FSplinePoint

Public struct

FSplinePositionLinearApproximation

A single point in linear approximation of a spline

Public struct

FSpriteCategoryInfo

Information about the sprite category, used for visualization in the editor

Public struct

FStaticMeshComponentInstanceData

Public struct

FStaticMeshComponentLODInfo

Public struct

FStaticMeshVertexColorLODData

Vertex data stored per-LOD

Public class

FStaticShadowDepthMap

A texture containing depth values of static objects that was computed during the lighting build.

Public struct

FTentDistribution

Public struct

FTimeline

Public struct

FTimelineEventEntry

Struct that contains one entry for an 'event' during the timeline

Public struct

FTimelineFloatTrack

Struct that contains one entry for each vector interpolation performed by the timeline

Public struct

FTimelineLinearColorTrack

Struct that contains one entry for each linear color interpolation performed by the timeline

Public struct

FTimelineVectorTrack

Struct that contains one entry for each vector interpolation performed by the timeline

Public class

FTransformUpdated

Public struct

HInstancedStaticMeshInstance

InstancedStaticMeshInstance hit proxy

Public struct

TInputUnifiedDelegate

Utility delegate class to allow binding to either a C++ function or a blueprint script delegate

Public class

UActorComponent

ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors.

Public class

UApplicationLifecycleComponent

Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc).

Public class

UArrowComponent

A simple arrow rendered using lines. Useful for indicating which way an object is facing.

Public class

UAudioComponent

AudioComponent is used to play a Sound

Public class

UBillboardComponent

A 2d texture that will be rendered always facing the camera.

Public class

UBoxComponent

A box generally used for simple collision. Bounds are rendered as lines in the editor.

Public class

UBoxReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

Public class

UBrushComponent

A brush component defines a shape that can be modified within the editor.

Public class

UCapsuleComponent

A capsule generally used for simple collision. Bounds are rendered as lines in the editor.

Public class

UChildActorComponent

A component that spawns an Actor when registered, and destroys it when unregistered.

Public class

UDecalComponent

A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model.

Public class

UDirectionalLightComponent

A light component that has parallel rays.

Public class

UDrawFrustumComponent

Utility component for drawing a view frustum.

Public class

UDrawSphereComponent

A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

Public class

UExponentialHeightFogComponent

Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

Public class

UForceFeedbackComponent

ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

Public class

UHierarchicalInstancedStaticMeshComponent

Public class

UInputComponent

Implement an Actor component for input bindings.

Public class

UInstancedStaticMeshComponent

A component that efficiently renders multiple instances of the same StaticMesh.

Public class

UInterpToMovementComponent

Move the root component between a series of points over a given time *

Public class

ULightComponent

Public class

ULightComponentBase

Public class

ULightmassPortalComponent

Public class

ULineBatchComponent

The line batch component buffers and draws lines (and some other line-based shapes) in a scene.

Public class

ULocalLightComponent

A light component which emits light from a single point equally in all directions.

Public class

UMaterialBillboardComponent

A 2d material that will be rendered always facing the camera.

Public class

UMeshComponent

MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles.

Public class

UModelComponent

ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object.

Public class

UPawnNoiseEmitterComponent

PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn.

Public class

UPlanarReflectionComponent

UPlanarReflectionComponent

Public class

UPlaneReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

Public class

UPlatformEventsComponent

Component to handle receiving notifications from the OS about platform events.

Public class

UPointLightComponent

A light component which emits light from a single point equally in all directions.

Public class

UPoseableMeshComponent

UPoseableMeshComponent that allows bone transforms to be driven by blueprint.

Public class

UPostProcessComponent

PostProcessComponent.

Public class

UPrimitiveComponent

PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data.

Public class

URectLightComponent

A light component which emits light from a rectangle.

Public class

UReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

Public class

URuntimeVirtualTextureComponent

Component used to place a URuntimeVirtualTexture in the world.

Public class

USceneCaptureComponent

-> will be exported to EngineDecalClasses.h

Public class

USceneCaptureComponent2D

Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target.

Public class

USceneCaptureComponentCube

Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.

Public class

USceneComponent

A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities.

Public class

UShapeComponent

ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc).

Public class

USkeletalMeshComponent

SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset.

Public class

USkinnedMeshComponent

Skinned mesh component that supports bone skinned mesh rendering.

Public class

USkyAtmosphereComponent

Public class

USkyLightComponent

Public class

USphereComponent

A sphere generally used for simple collision. Bounds are rendered as lines in the editor.

Public class

USphereReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

Public class

USplineComponent

A spline component is a spline shape which can be used for other purposes (e.g. animating objects).

Public class

USplineMeshComponent

A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline.

Public class

USplineMetadata

Public class

USpotLightComponent

A spot light component emits a directional cone shaped light (Eg a Torch).

Public class

UStaticMeshComponent

StaticMeshComponent is used to create an instance of a UStaticMesh.

Public class

UStereoLayerComponent

A geometry layer within the stereo rendered viewport.

Public class

UStereoLayerShape

Public class

UStereoLayerShapeCubemap

Public class

UStereoLayerShapeCylinder

Public class

UStereoLayerShapeEquirect

Public class

UStereoLayerShapeQuad

Public class

UTextRenderComponent

Renders text in the world with given font.

Public class

UTimelineComponent

TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes.

Public class

UVectorFieldComponent

A Component referencing a vector field.

Public class

UWindDirectionalSourceComponent

Component that provides a directional wind source. Only affects SpeedTree assets.

Constants

Typedefs

Name

Description

FActorComponentGlobalCreatePhysicsSignature

FActorComponentGlobalDestroyPhysicsSignature

FInputActionHandlerSignature

Delegate signature for action events.

FInputActionHandlerWithKeySignature

FInputAxisHandlerSignature

Delegate signature for axis handlers.

FInputGestureHandlerSignature

Delegate signature for gesture handlers.

FInputTouchHandlerSignature

Delegate signature for touch handlers.

FInputVectorAxisHandlerSignature

Delegate signature for vector axis handlers. : "Value" to pass to the axis.

FOnAnimUpdateRateParamsCreated

FOnAudioFinishedNative

Shadow delegate declaration for above

FOnAudioMultiEnvelopeValueNative

Shadow delegate declaration for above

FOnAudioPlaybackPercentNative

Shadow delegate declaration for above

FOnAudioSingleEnvelopeValueNative

Shadow delegate declaration for above

FOnSkelMeshTeleported

FOnSkelMeshTeleportedMultiCast

FOnTimelineEventStatic

Static version of delegate to handle a timeline 'event'

FOnTimelineFloatStatic

Static version of timeline delegate for a float track

FOnTimelineLinearColorStatic

Static version of timeline delegate for a linear color track

FOnTimelineVectorStatic

Static version of timeline delegate for a vector track

TInlineOverlapInfoArray

TOverlapArrayView

Type

Enums

Name

Description

Public enum

EAllowKinematicDeferral

Enum for indicating whether kinematic updates can be deferred

Public enum

EAnimationMode::Type

Public enum

EAnimCurveType

Public enum

EAudioComponentPlayState

Enum describing the audio component play state.

Public enum

EAudioFaderCurve

Type of fade to use when adjusting the audio component's volume.

Public enum

EBoneSpaces::Type

Values for specifying bone space.

Public enum

EBoneVisibilityStatus

Bone Visibility.The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1

Public enum

ECanBeCharacterBase

Determines whether a Character can attempt to step up onto a component when they walk in to it.

Public enum

EClothMassMode

Public enum

EControllerAnalogStick::Type

Public enum

EDetailMode

Detail mode for scene component rendering, corresponds with the integer value of UWorld::GetDetailMode()

Public enum

EHasCustomNavigableGeometry::Type

Determines if a primitive component contains custom collision for navigation/AI

Public enum

EHorizTextAligment

Public enum

EInterpToBehaviourType

Controls the movement behaviour

Public enum

EKinematicBonesUpdateToPhysics::Type

This enum defines how you'd like to update bones to physics world.

Public enum

EMoveComponentFlags

MoveComponent options, stored as bitflags

Public enum

EPhysBodyOp

PhysicsBody options when bone is hidden

Public enum

EPhysicsTransformUpdateMode::Type

Public enum

EReflectionSourceType

Public enum

ERelativeTransformSpace

The space for the transform

Public enum

ERendererStencilMask

Exposed enum to parallel RHI's EStencilMask and show up in the editor.

Public enum

ESceneCapturePrimitiveRenderMode

Public enum

EScopedUpdate::Type

Enum that controls the scoping behavior of FScopedMovementUpdate.

Public enum

EShapeBodySetupHelper

Public enum

ESkyAtmosphereTransformMode

Public enum

ESkyLightSourceType

Public enum

ESplineCoordinateSpace::Type

Types of coordinate space accepted by the functions.

Public enum

ESplineMeshAxis::Type

Public enum

ESplinePointType::Type

Permitted spline point types for SplineComponent.

Public enum

EStereoLayerShape

The shape to use for the stereo layer.

Public enum

EStereoLayerType

Used by IStereoLayer

Public enum

ETemperatureSeverityType

Copyright Epic Games, Inc.

Public enum

ETimelineDirection::Type

Does timeline play or reverse ?

Public enum

ETimelineLengthMode

Whether or not the timeline should be finished after the specified length, or the last keyframe in the tracks

Public enum

EUpdateTransformFlags

Information about how to update transform when something is moved

Public enum

EVerticalTextAligment

Public enum

EVisibilityBasedAnimTickOption

Skinned Mesh Animation Tick option based on rendered or not.

Public enum

EWindSourceType

Functions

Name Description

Public function

ESplinePoint...

 

ConvertInterpCurveModeToSplinePointType

(
    EInterpCurveMode InterpCurveMode
)

Public function

EInterpCurve...

 

ConvertSplinePointTypeToInterpCurveMode

(
    ESplinePointType::Type SplinePointT...
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentBeginOverlapSignature_MCS...,
    FComponentBeginOverlapSignature_Del...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    AActor*,
    UPrimitiveComponent*,
    int32,
    bool,
    const FHitResult&
)

Delegate for notification of start of overlap with a specific component

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentHitSignature_MCSignature,
    FComponentHitSignature_DelegateWrap...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    AActor*,
    UPrimitiveComponent*,
    FVector,
    const FHitResult&
)

Delegate for notification of blocking collision against a specific component.

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentEndOverlapSignature_MCSig...,
    FComponentEndOverlapSignature_Deleg...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    AActor*,
    UPrimitiveComponent*,
    int32
)

Delegate for notification of end of overlap with a specific component

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentEndTouchOverSignature_MCS...,
    FComponentEndTouchOverSignature_Del...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    UPrimitiveComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentBeginTouchOverSignature_M...,
    FComponentBeginTouchOverSignature_D...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    UPrimitiveComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentOnInputTouchEndSignature...,
    FComponentOnInputTouchEndSignature
...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    UPrimitiveComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentOnInputTouchBeginSignatur...,
    FComponentOnInputTouchBeginSignatur...,
    FUNC_CONCAT(FUNC_CONCAT(ETouchIndex...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    ETouchIndex::Type,
    UPrimitiveComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentOnReleasedSignature_MCSig...,
    FComponentOnReleasedSignature_Deleg...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    FKey
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentOnClickedSignature_MCSign...,
    FComponentOnClickedSignature_Delega...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    FKey
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentSleepSignature_MCSignatur...,
    FComponentSleepSignature_DelegateWr...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    FName
)

Delegate for notification when a sleep event is fired by physics

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentWakeSignature_MCSignature,
    FComponentWakeSignature_DelegateWra...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*,
    FName
)

Delegate for notification when a wake event is fired by physics

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorComponentActivatedSignature_M...,
    FActorComponentActivatedSignature_D...,
    FUNC_CONCAT(FUNC_CONCAT(UActorCompo...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UActorComponent*,
    bool
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FPhysicsVolumeChanged_MCSignature,
    FPhysicsVolumeChanged_DelegateWrapp...,
    FUNC_CONCAT(FUNC_CONCAT(class APhys...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    APhysicsVolume*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentEndCursorOverSignature_MC...,
    FComponentEndCursorOverSignature_De...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentCollisionSettingsChangedS...,
    FComponentCollisionSettingsChangedS...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*
)

Delegate for notification when collision settings change.

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FActorComponentDeactivateSignature...,
    FActorComponentDeactivateSignature
...,
    FUNC_CONCAT(FUNC_CONCAT(UActorCompo...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UActorComponent*
)

Public function

CURRENT_FILE...

 

FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

(
    FWeakObjectPtr,
    FComponentBeginCursorOverSignature...,
    FComponentBeginCursorOverSignature
...,
    FUNC_CONCAT(FUNC_CONCAT(UPrimitiveC...,
    FUNC_CONCAT(FUNC_CONCAT(*this, ...,
    void,
    UPrimitiveComponent*
)

Public function

void

 

GenerateEncodedHDRData

(
    const TArray< uint8 >& FullHDRData,
    int32 CubemapSize,
    float Brightness,
    TArray< uint8 >& OutEncodedHDRData
)

Public function

float

 

GetRectLightBarnDoorMaxAngle()

Public function

void

 

GetTypedSkinnedTangentBasis

(
    const USkinnedMeshComponent* S...,
    const FSkelMeshRenderSection& Sect...,
    const FStaticMeshVertexBuffers& St...,
    const FSkinWeightVertexBuffer& Ski...,
    const int32 VertIndex,
    const TArray< FMatrix >& RefToLoca...,
    FVector& OutTangentX,
    FVector& OutTangentZ
)

Simple, CPU evaluation of a vertex's skinned tangent basis

Public function

FVector

 

GetTypedSkinnedVertexPosition

(
    const USkinnedMeshComponent* S...,
    const FSkelMeshRenderSection& Sect...,
    const FPositionVertexBuffer& Posit...,
    const FSkinWeightVertexBuffer& Ski...,
    const int32 VertIndex,
    const TArray< FMatrix >& RefToLoca...
)

Simple, CPU evaluation of a vertex's skinned position helper function

Public function

constexpr bo...

 

operator!

(
    EUpdateTransformFlags Value
)

Public function

EMoveCompone...

 

operator&

(
    EMoveComponentFlags Arg1,
    EMoveComponentFlags Arg2
)

Public function

constexpr EU...

 

operator&

(
    EUpdateTransformFlags Left,
    EUpdateTransformFlags Right
)

Public function

void

 

operator&=

(
    EMoveComponentFlags& Dest,
    EMoveComponentFlags Arg
)

Public function

constexpr EU...

 

operator|

(
    EUpdateTransformFlags Left,
    EUpdateTransformFlags Right
)

Public function

EMoveCompone...

 

operator|

(
    EMoveComponentFlags Arg1,
    EMoveComponentFlags Arg2
)

Public function

void

 

operator|=

(
    EMoveComponentFlags& Dest,
    EMoveComponentFlags Arg
)

Public function

constexpr EU...

 

operator~

(
    EUpdateTransformFlags Value
)

Public function

EUpdateTrans...

 

SkipPhysicsToEnum

(
    bool bSkipPhysics
)

Converts legacy bool into the SkipPhysicsUpdate bitflag

Public function

void

 

UpdateAllPrimitiveSceneInfosForScenes

(
    TSet< FSceneInterface* > Scene...
)

Public function

void

 

UpdateAllPrimitiveSceneInfosForSingleComponent

(
    UActorComponent* InComponent,
    TSet< FSceneInterface* >*...
)

Variables

Name Description

Public variable

FUObjectAnnotat...

 

GSelectedComponentAnnotation

Annotation for component selection.

Public variable

 

STATCAT_Advanced

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