FApp

Provides information about the application.

Windows
MacOS
Linux

References

Module

Core

Header

/Engine/Source/Runtime/Core/Public/Misc/App.h

Include

#include "Misc/App.h"

Syntax

class FApp

Remarks

Provides information about the application.

Functions

Name Description

Public function Static

void

 

AuthorizeUser

(
    const FString& UserName
)

Add the specified user to the list of authorized session users.

Public function Static

bool

 

CanEverRender()

Checks whether this application can render anything.

Public function Static

bool

 

CanEverRenderAudio()

Checks whether this application can render audio.

Public function Static

void

 

DenyAllUsers()

Removes all authorized users.

Public function Static

void

 

DenyUser

(
    const FString& UserName
)

Remove the specified user from the list of authorized session users.

Public function Static

FString

 

GetBranchName()

Gets the name of the version control branch that this application was built from.

Public function Static

EBuildConfig...

 

GetBuildConfiguration()

Gets the application's build configuration, i.e. Debug or Shipping.

Public function Static

FString

 

GetBuildDate()

Gets the date at which this application was built.

Public function Static

EBuildTarget...

 

GetBuildTargetType()

Gets the target type of the current application (eg. client, server, etc...)

Public function Static

const TCHAR ...

 

GetBuildVersion()

Gets the unique version string for this build.

Public function Static

TOptional< F...

 

GetCurrentFrameTime()

Gets a frame number generated by the engine's timecode provider.

Public function Static

double

 

GetCurrentTime()

Gets current time in seconds.

Public function Static

double

 

GetDeltaTime()

Gets time delta in seconds.

Public function Static

int32

 

GetEngineIsPromotedBuild()

Gets the value of ENGINE_IS_PROMOTED_BUILD.

Public function Static

FString

 

GetEpicProductIdentifier()

Gets the identifier for the unreal engine

Public function Static

double

 

GetFixedDeltaTime()

Gets time step in seconds if a fixed delta time is wanted.

Public function Static

double

 

GetGameTime()

Gets overall game time in seconds.

Public function Static

FString

 

GetGraphicsRHI()

Gets the name of the graphics RHI currently in use.

Public function Static

double

 

GetIdleTime()

Gets idle time in seconds.

Public function Static

double

 

GetIdleTimeOvershoot()

Gets idle time overshoot in seconds (the time beyond the wait time we requested for the frame).

Public function Static

FGuid

 

GetInstanceId()

Gets the globally unique identifier of this application instance.

Public function Static

FString

 

GetInstanceName()

Gets the name of this application instance.

Public function Static

double

 

GetLastTime()

Gets previous value of CurrentTime.

Public function Static

FString

 

GetName()

Gets the name of the application, i.e. "UE4" or "Rocket".

Public function Static

const TCHAR ...

 

GetProjectName()

Gets the name of the current project.

Public function Static

FGuid

 

GetSessionId()

Gets the identifier of the session that this application is part of.

Public function Static

FString

 

GetSessionName()

Gets the name of the session that this application is part of, if any.

Public function Static

FString

 

GetSessionOwner()

Gets the name of the user who owns the session that this application is part of, if any.

Public function Static

FTimecode

 

GetTimecode()

Convert the current frame time into a readable timecode.

Public function Static

FFrameRate

 

GetTimecodeFrameRate()

Get the frame rate of the current frame time.

Public function Static

float

 

GetUnfocusedVolumeMultiplier()

Helper function to get UnfocusedVolumeMultiplier from config and store so it's not retrieved every frame

Public function Static

float

 

GetVolumeMultiplier()

Get Volume Multiplier

Public function Static

bool

 

HasProjectName()

Reports if the project name has been set

Public function Static

bool

 

HasVRFocus()

Gets VRFocus, which indicates that the application should continue to render Audio and Video as if it had window focus, even though it may not.

Public function Static

void

 

InitializeSession()

Initializes the application session.

Public function Static

void

 

InvalidateCurrentFrameTime()

Invalidate the current frame time. It will reset the TOptional.

Public function Static

bool

 

IsAuthorizedUser

(
    const FString& UserName
)

Check whether the specified user is authorized to interact with this session.

Public function Static

bool

 

IsBenchmarking()

Checks whether application is in benchmark mode.

Public function Static

bool

 

IsEngineInstalled()

Checks whether the engine components of this application have been installed.

Public function Static

bool

 

IsGame()

Checks whether this application is a game.

Public function Static

bool

 

IsInstalled()

Checks whether this application has been installed.

Public function Static

bool

 

IsProjectNameEmpty()

Reports if the project name is empty

Public function Static

bool

 

IsStandalone()

Checks whether this is a standalone application.

Public function Static

bool

 

IsThisInstance

(
    const FGuid& InInstanceId
)

Check whether the given instance ID identifies this instance.

Public function Static

bool

 

IsUnattended()

Checks whether this application runs unattended.

Public function Static

void

 

PrintStartupLogMessages()

Print all initial startup logging

Public function Static

void

 

SetBenchmarking

(
    bool bVal
)

Sets application benchmarking mode.

Public function Static

void

 

SetCurrentFrameTime

(
    FQualifiedFrameTime InFrameTime
)

Sets the current frame time.

Public function Static

void

 

SetCurrentTime

(
    double Seconds
)

Sets current time in seconds.

Public function Static

void

 

SetDeltaTime

(
    double Seconds
)

Sets time delta in seconds.

Public function Static

void

 

SetFixedDeltaTime

(
    double Seconds
)

Sets time step in seconds if a fixed delta time is wanted.

Public function Static

void

 

SetGameTime

(
    double Seconds
)

Sets overall game time in seconds.

Public function Static

void

 

SetGraphicsRHI

(
    FString RHIString
)

Sets the Graphics RHI currently in use

Public function Static

void

 

SetHasVRFocus

(
    bool bInHasVRFocus
)

Sets VRFocus, which indicates that the application should continue to render Audio and Video as if it had window focus, even though it may not.

Public function Static

void

 

SetIdleTime

(
    double Seconds
)

Sets idle time in seconds.

Public function Static

void

 

SetIdleTimeOvershoot

(
    double Seconds
)

Sets idle time overshoot in seconds (the time beyond the wait time we requested for the frame).

Public function Static

void

 

SetProjectName

(
    const TCHAR* InProjectName
)

Sets the name of the current project.

Public function Static

void

 

SetSessionName

(
    const FString& NewName
)

Set a new session name.

Public function Static

void

 

SetSessionOwner

(
    const FString& NewOwner
)

Set a new session owner.

Public function Static

void

 

SetUnfocusedVolumeMultiplier

(
    float InVolumeMultiplier
)

Sets the Unfocused Volume Multiplier

Public function Static

void

 

SetUseFixedTimeStep

(
    bool bVal
)

Enables or disabled usage of fixed time step.

Public function Static

void

 

SetUseVRFocus

(
    bool bInUseVRFocus
)

Sets if VRFocus should be used.

Public function Static

void

 

SetVolumeMultiplier

(
    float InVolumeMultiplier
)

Set Volume Multiplier

Public function Static

bool

 

ShouldUseThreadingForPerformance()

Checks whether the application should run multi-threaded for performance critical features.

Public function Static

void

 

UpdateLastTime()

Updates Last time to CurrentTime.

Public function Static

bool

 

UseFixedTimeStep()

Gets whether we want to use a fixed time step or not.

Public function Static

bool

 

UseVRFocus()

Gets if VRFocus should be used

Constants

Name

Description

bHasVRFocus

Holds a flag indicating if app has focus in side the VR headset

bIsBenchmarking

Holds a flag Whether we are in benchmark mode or not.

bUseDropFrameFormatWhenSupported

Holds if we should generate a drop frame timecode when the frame rate does support it.

bUseFixedSeed

If the random seed started with a constant or on time, can be affected by -FIXEDSEED or -BENCHMARK

bUseFixedTimeStep

Holds a flag whether we want to use a fixed time step or not.

bUseVRFocus

Holds a flag indicating if VRFocus should be used

CurrentFrameTime

Holds the current frame time and framerate.

CurrentTime

Holds current time.

DeltaTime

Holds current delta time in seconds.

FixedDeltaTime

Holds time step if a fixed delta time is wanted.

GameTime

Holds overall game time.

GraphicsRHI

Holds the name the graphics RHI currently in use

IdleTime

Holds time we spent sleeping in UpdateTimeAndHandleMaxTickRate() if our frame time was smaller than one allowed by target FPS.

IdleTimeOvershoot

Holds the amount of IdleTime that was LONGER than we tried to sleep.

InstanceId

Holds the instance identifier.

LastTime

Holds previous value of CurrentTime.

SessionId

Holds the session identifier.

SessionName

Holds the session name.

SessionOwner

Holds the name of the user that launched session.

SessionUsers

List of authorized session users.

Standalone

Holds a flag indicating whether this is a standalone session.

UnfocusedVolumeMultiplier

Read from config to define the volume when app loses focus

VolumeMultiplier

Use to affect the app volume when it loses focus

Deprecated Functions

Name Description

Public function Static

void

 

SetTimecodeAndFrameRate

(
    FTimecode InTimecode,
    FFrameRate InTimecodeFrameRate
)

Please use SetQualifiedFrameTime

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss