UEngine

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems.

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Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h

Include

#include "Engine/Engine.h"

Syntax

class UEngine :
    public UObject,
    public FExec

Remarks

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.

Variables

Name Description

Public variable

TArray< FClassR...

 

ActiveClassRedirects

Public variable

TArray< FGameNa...

 

ActiveGameNameRedirects

Deprecated rules for redirecting renamed objects, replaced by the CoreRedirects system

Public variable

TWeakObjectPtr<...

 

ActiveMatinee

The "outermost" active matinee, if any.

Protected variable

TSharedPtr< FPe...

 

ActivePerformanceChart

Active FPS chart (initialized by startfpschart, finalized by stopfpschart)

Protected variable

TArray< TShared...

 

ActivePerformanceDataConsumers

List of all active performance consumers

Public variable

TArray< FPlugin...

 

ActivePluginRedirects

Public variable

TArray< FStruct...

 

ActiveStructRedirects

Public variable

TArray< FString...

 

AdditionalFontNames

Sets additional fonts that will be loaded at startup and available using GetAdditionalFont.

Public variable

FSoftClassPath

 

AIControllerClassName

Sets the class to be used as the default AIController class for pawns.

Public variable

UMaterial *

 

ArrowMaterial

Material that 'fakes' lighting, used for arrows, widgets.

Public variable

FSoftObjectPath

 

ArrowMaterialName

Path of the material that 'fakes' lighting, used for arrows, widgets.

Public variable

UMaterialInstan...

 

ArrowMaterialYellow

Arrow material instance with yellow color.

Public variable

UAssetManager &...

 

AssetManager

A UObject spawned at initialization time to handle runtime asset loading and management

Public variable

FSoftClassPath

 

AssetManagerClassName

Sets the class to spawn as the global AssetManager, configurable per game.

Protected variable

FAudioDeviceMan...

 

AudioDeviceManager

The audio device manager

Public variable

TSubclassOf< cl...

 

AvoidanceManagerClass

Public variable

FSoftClassPath

 

AvoidanceManagerClassName

Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior.

Public variable

uint32: 1

 

bAllowMatureLanguage

Whether to play mature language sound nodes

Public variable

uint32: 1

 

bAllowMultiThreadedAnimationUpdate

Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads.

Public variable

uint32: 1

 

bCanBlueprintsTickByDefault

Controls whether Blueprint subclasses of actors or components can tick by default.

Public variable

uint32: 1

 

bCheckForMultiplePawnsSpawnedInAFrame

Whether we should check for more than N pawns spawning in a single frame.

Public variable

uint32: 1

 

bDisableAILogging

Determines whether AI logging should be processed or not

Public variable

FBeginStreaming...

 

BeginStreamingPauseDelegate

Public variable

uint32: 1

 

bEnableEditorPSysRealtimeLOD

Controls whether cascade particle system LODs are updated in real time, or use the set value

Public variable

uint32: 1

 

bEnableOnScreenDebugMessages

If true, then disable OnScreenDebug messages. Can be toggled in real-time.

Public variable

uint32: 1

 

bEnableOnScreenDebugMessagesDisplay

If true, then disable the display of OnScreenDebug messages (used when running)

Public variable

uint32

 

bEnableVisualLogRecordingOnStart

If true, the visual logger will start recording as soon as the engine starts

Public variable

uint32: 1

 

bForceDisableFrameRateSmoothing

Hook for external systems to transiently and forcibly disable framerate smoothing without stomping the original setting.

Public variable

bool

 

bGenerateDefaultTimecode

Generate a default timecode from the computer clock when there is no timecode provider.

Public variable

bool

 

bIsInitialized

For IsInitialized()

Public variable

uint32: 1

 

bLockReadOnlyLevels

True if the the user cannot modify levels that are read only.

Public variable

UTexture2D *...

 

BlueNoiseTexture

Tiled blue-noise texture

Public variable

FSoftObjectPath

 

BlueNoiseTextureName

Path of the tiled blue-noise texture

Public variable

UMaterial *

 

BoneWeightMaterial

Material used to render bone weights on skeletal meshes

Public variable

FSoftObjectPath

 

BoneWeightMaterialName

Path of the material used to render bone weights on skeletal meshes

Public variable

uint32: 1

 

bOptimizeAnimBlueprintMemberVariableAccess

Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM.

Public variable

uint32: 1

 

bPauseOnLossOfFocus

Whether to pause the game if focus is lost.

Public variable

uint32: 1

 

bRenderLightMapDensityGrayscale

If true, then render gray scale density.

Public variable

uint32: 1

 

bSmoothFrameRate

Whether to enable framerate smoothing.

Public variable

float

 

BSPSelectionHighlightIntensity

Used to alter the intensity level of the selection highlight on selected BSP surfaces

Public variable

uint32: 1

 

bStartedLoadMapMovie

True if the loading movie was started during LoadMap().

Public variable

uint32: 1

 

bSubtitlesEnabled

Flag for completely disabling subtitles for localized sounds.

Public variable

uint32: 1

 

bSubtitlesForcedOff

Flag for forcibly disabling subtitles even if you try to turn them back on they will be off

Public variable

uint32: 1

 

bSuppressMapWarnings

If true, then skip drawing map warnings on screen even in non (UE_BUILD_SHIPPING || UE_BUILD_TEST) builds

Public variable

uint32: 1

 

bUseFixedFrameRate

Whether to use a fixed framerate.

Public variable

FColor

 

C_AddWire

Public variable

FColor

 

C_BrushShape

Public variable

FColor

 

C_BrushWire

Public variable

FColor

 

C_BSPCollision

Public variable

FColor

 

C_NonSolidWire

Public variable

FColor

 

C_OrthoBackground

Public variable

FColor

 

C_ScaleBoxHi

Public variable

FColor

 

C_SemiSolidWire

Public variable

FColor

 

C_SubtractWire

Public variable

FColor

 

C_Volume

Public variable

FColor

 

C_VolumeCollision

Public variable

FColor

 

C_WireBackground

Public variable

FColor

 

C_WorldBox

Public variable

float

 

CameraRotationThreshold

Camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

Public variable

float

 

CameraTranslationThreshold

Camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

Public variable

UMaterial *

 

ClothPaintMaterial

Materials used to render cloth properties on skeletal meshes

Public variable

UMaterialInstan...

 

ClothPaintMaterialInstance

Public variable

FSoftObjectPath

 

ClothPaintMaterialName

Name of the material used to render cloth in the clothing tools

Public variable

UMaterial *

 

ClothPaintMaterialWireframe

Public variable

UMaterialInstan...

 

ClothPaintMaterialWireframeInstance

Public variable

FSoftObjectPath

 

ClothPaintMaterialWireframeName

Name of the material used to render cloth wireframe in the clothing tools

Public variable

TSubclassOf< cl...

 

ConsoleClass

Public variable

FSoftClassPath

 

ConsoleClassName

Sets the class to use for the game console summoned with ~

Public variable

UMaterial *

 

ConstraintLimitMaterial

Material used to render constraint limits

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialPrismatic

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialX

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialXAxis

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialY

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialYAxis

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialZ

Public variable

UMaterialInstan...

 

ConstraintLimitMaterialZAxis

Public variable

FSoftClassPath

 

CustomTimeStepClassName

Override how the Engine process the Framerate/Timestep.

Public variable

UMaterial *

 

DebugEditorMaterial

A material used to render debug meshes.

Public variable

FSoftObjectPath

 

DebugEditorMaterialName

A material used to render debug opaque material.

Public variable

UMaterial *

 

DebugMeshMaterial

A material used to render debug meshes.

Public variable

FSoftObjectPath

 

DebugMeshMaterialName

Path of the default material for debug mesh

Public variable

UTexture2D *...

 

DefaultBloomKernelTexture

Texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source

Public variable

FSoftObjectPath

 

DefaultBloomKernelTextureName

Path of the texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source

Public variable

FSoftClassPath

 

DefaultBlueprintBaseClassName

Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis

Public variable

UTexture2D *...

 

DefaultBokehTexture

Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras

Public variable

FSoftObjectPath

 

DefaultBokehTextureName

Path of the texture used to blur out of focus content, mimics the Bokeh shape of actual cameras

Public variable

UTexture2D *...

 

DefaultBSPVertexTexture

Texture used to render a vertex in the editor

Public variable

FSoftObjectPath

 

DefaultBSPVertexTextureName

Path of the texture used to render a vertex in the editor

Public variable

UTexture *

 

DefaultDiffuseTexture

A global default diffuse texture.

Public variable

FSoftObjectPath

 

DefaultDiffuseTextureName

Path of the global default diffuse texture.

Public variable

UPhysicalMateri...

 

DefaultPhysMaterial

PhysicalMaterial to use if none is defined for a particular object.

Public variable

FSoftObjectPath

 

DefaultPhysMaterialName

Path of the PhysicalMaterial to use if none is defined for a particular object.

Public variable

UTexture2D *...

 

DefaultTexture

A global default texture.

Public variable

FSoftObjectPath

 

DefaultTextureName

Path of the global default texture that is used when no texture is specified.

Public variable

TArray< FString...

 

DeferredCommands

Array of deferred command strings/ execs that get executed at the end of the frame

Public variable

float

 

DisplayGamma

Current display gamma setting

Public variable

UMaterial *

 

EditorBrushMaterial

A material used to render the sides of the builder brush/volumes/etc.

Public variable

FSoftObjectPath

 

EditorBrushMaterialName

Path of the material used to render the sides of the builder brush/volumes/etc.

Public variable

UMaterial *

 

EmissiveMeshMaterial

A material used to render emissive meshes (e.g. light source surface).

Public variable

FSoftObjectPath

 

EmissiveMeshMaterialName

Path of the default material for emissive mesh

Public variable

FEndStreamingPa...

 

EndStreamingPauseDelegate

Public variable

IEngineLoop ...

 

EngineLoop

Engine loop, used for callbacks from the engine module into launch.

Public variable

TSharedPtr< cla...

 

EyeTrackingDevice

Reference to the HMD device that is attached, if any

Public variable

float

 

FixedFrameRate

The fixed framerate to use.

Public variable

FDirectoryPath

 

GameScreenshotSaveDirectory

The save directory for newly created screenshots

Public variable

UObject *

 

GameSingleton

A UObject spawned at initialization time to handle game-specific data

Public variable

FSoftClassPath

 

GameSingletonClassName

Sets the class for a global object spawned at startup to handle game-specific data.

Public variable

UGameUserSettin...

 

GameUserSettings

Global instance of the user game settings

Public variable

TSubclassOf< cl...

 

GameUserSettingsClass

Public variable

FSoftClassPath

 

GameUserSettingsClassName

Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay.

Public variable

UGameViewportCl...

 

GameViewport

The view port representing the current game instance. Can be 0 so don't use without checking.

Public variable

TSubclassOf< cl...

 

GameViewportClientClass

Public variable

FSoftClassPath

 

GameViewportClientClassName

Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior.

Public variable

float

 

GenerateDefaultTimecodeFrameDelay

Number of frames to subtract from generated default timecode.

Public variable

FFrameRate

 

GenerateDefaultTimecodeFrameRate

When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames).

Public variable

UMaterial *

 

GeomMaterial

A translucent material used to render things in geometry mode.

Public variable

FSoftObjectPath

 

GeomMaterialName

Path of the translucent material used to render things in geometry mode.

Public variable

UTexture2D *...

 

HighFrequencyNoiseTexture

Texture used to get random image grain values for post processing

Public variable

FSoftObjectPath

 

HighFrequencyNoiseTextureName

Path of the texture used to get random image grain values for post processing

Public variable

TArray< FLinear...

 

HLODColorationColors

The colors used to render LOD coloration.

Public variable

float

 

IdealLightMapDensity

Ideal lightmap density value for coloring.

Public variable

UMaterial *

 

InvalidLightmapSettingsMaterial

Material that renders a message about lightmap settings being invalid.

Public variable

FSoftObjectPath

 

InvalidLightmapSettingsMaterialName

Path of the material that renders a message about lightmap settings being invalid.

Public variable

FSoftObjectPath

 

LargeFontName

Sets the font used for large engine text

Public variable

UMaterial *

 

LevelColorationLitMaterial

Material used for visualizing level membership in lit view port modes.

Public variable

FString

 

LevelColorationLitMaterialName

Path of the material used for visualizing level membership in lit view port modes.

Public variable

UMaterial *

 

LevelColorationUnlitMaterial

Material used for visualizing level membership in unlit view port modes.

Public variable

FString

 

LevelColorationUnlitMaterialName

Path of the material used for visualizing level membership in unlit view port modes.

Public variable

TSubclassOf< cl...

 

LevelScriptActorClass

Public variable

FSoftClassPath

 

LevelScriptActorClassName

Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting

Public variable

TArray< FLinear...

 

LightComplexityColors

The colors used to render light complexity.

Public variable

FLinearColor

 

LightingOnlyBrightness

Color used for the lighting only render mode

Public variable

UMaterial *

 

LightingTexelDensityMaterial

Material used for visualizing lighting only w/ lightmap texel density.

Public variable

FString

 

LightingTexelDensityName

Path of the material used for visualizing lighting only w/ lightmap texel density.

Public variable

FLinearColor

 

LightMapDensitySelectedColor

The color to render selected objects in for LightMap Density view mode.

Public variable

UTexture2D *...

 

LightMapDensityTexture

Texture used to display LightMapDensity

Public variable

FSoftObjectPath

 

LightMapDensityTextureName

Path of the texture used to display LightMapDensity

Public variable

FLinearColor

 

LightMapDensityVertexMappedColor

The color to render vertex mapped objects in for LightMap Density view mode.

Public variable

TSubclassOf< cl...

 

LocalPlayerClass

Public variable

FSoftClassPath

 

LocalPlayerClassName

Sets the class to use for local players, which can be overridden to store game-specific information for a local player.

Public variable

TArray< FLinear...

 

LODColorationColors

The colors used to render LOD coloration.

Protected variable

FAudioDeviceHan...

 

MainAudioDeviceHandle

Audio device handle to the main audio device.

Public variable

float

 

MaxES3PixelShaderAdditiveComplexityCount

Public variable

int32

 

MaximumLoopIterationCount

Script maximum loop iteration count used as a threshold to warn users about script execution runaway

Public variable

float

 

MaxLightMapDensity

Maximum lightmap density value for coloring.

Public variable

float

 

MaxOcclusionPixelsFraction

Max screen pixel fraction where retesting when unoccluded is worth the GPU time.

Public variable

int32

 

MaxParticleResize

The maximum allowed size to a ParticleEmitterInstance::Resize call.

Public variable

int32

 

MaxParticleResizeWarn

If the resize request is larger than this, spew out a warning to the log

Public variable

float

 

MaxPixelShaderAdditiveComplexityCount

Complexity limits for the various complexity view mode combinations.

Public variable

FSoftObjectPath

 

MediumFontName

Sets the font used for medium engine text

Public variable

float

 

MinDesiredFrameRate

Minimum desired framerate setting, below this frame rate visual detail may be lowered

Public variable

UTexture2D *...

 

MiniFontTexture

Texture used to do font rendering in shaders

Public variable

FSoftObjectPath

 

MiniFontTextureName

Path of the texture used to do font rendering in shaders

Public variable

float

 

MinLightMapDensity

Minimum lightmap density value for coloring.

Public variable

TSubclassOf< cl...

 

NavigationSystemClass

Sets the class to use for NavigationSystem, which can be overridden to change game-specific navigation/AI behavior.

Public variable

FSoftClassPath

 

NavigationSystemClassName

Public variable

TSubclassOf< cl...

 

NavigationSystemConfigClass

Public variable

FSoftClassPath

 

NavigationSystemConfigClassName

Sets the Navigation System Config class, which can be overridden to change game-specific navigation/AI behavior.

Public variable

float

 

NearClipPlane

The distance of the camera's near clipping plane.

Public variable

float

 

NetClientTicksPerSecond

Number of times to tick each client per second

Public variable

TArray< FNetDri...

 

NetDriverDefinitions

A list of named UNetDriver definitions

Public variable

float

 

NetErrorLogInterval

Amount of time in seconds between network error logging

Public variable

FOnNetworkDDoSE...

 

NetworkDDoSEscalationEvent

Public variable

FOnNetworkFailu...

 

NetworkFailureEvent

Public variable

FOnNetworkLagSt...

 

NetworkLagStateChangedEvent

Protected variable

int32

 

NextWorldContextHandle

Public variable

int32

 

NumPawnsAllowedToBeSpawnedInAFrame

If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame.

Public variable

FEngineHitchDet...

 

OnHitchDetectedDelegate

Delegate called when FPS charting detects a hitch (it is not triggered if there are no active performance data consumers).

Public variable

FString

 

ParticleEventManagerClassPath

Sets the class to use to spawn a ParticleEventManager that can handle game-specific particle system behavior

Public variable

TArray< struct ...

 

PendingDroppedNotes

List of notes to place during Play in Editor

Public variable

UMaterial *

 

PhysicalMaterialMaskMaterial

A material used to render physical material mask on mesh.

Public variable

FSoftObjectPath

 

PhysicalMaterialMaskMaterialName

A material used to render physical material mask on mesh.

Public variable

TSubclassOf< cl...

 

PhysicsCollisionHandlerClass

Public variable

FSoftClassPath

 

PhysicsCollisionHandlerClassName

Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics.

Protected variable

TSharedPtr< IMe...

 

PortalRpcClient

Portal RPC client.

Protected variable

TSharedPtr< IPo...

 

PortalRpcLocator

Portal RPC server locator.

Public variable

FPostRenderDele...

 

PostRenderDelegate

Delegate called just after to rendering.

Public variable

UTexture2D *...

 

PreIntegratedSkinBRDFTexture

Texture used for pre-integrated skin shading

Public variable

FSoftObjectPath

 

PreIntegratedSkinBRDFTextureName

Path of the texture used for pre-integrated skin shading

Public variable

FPreRenderDeleg...

 

PreRenderDelegate

Delegate called just prior to rendering.

Public variable

UMaterial *

 

PreviewShadowsIndicatorMaterial

Material that renders a message about preview shadows being used.

Public variable

FSoftObjectPath

 

PreviewShadowsIndicatorMaterialName

Path of the material that renders a message about preview shadows being used.

Public variable

float

 

PrimitiveProbablyVisibleTime

The amount of time a primitive is considered to be probably visible after it was last actually visible.

Public variable

TArray< FLinear...

 

QuadComplexityColors

The colors used to render quad complexity.

Public variable

UMaterial *

 

RemoveSurfaceMaterial

Material used to indicate that the associated BSP surface should be removed.

Public variable

FSoftObjectPath

 

RemoveSurfaceMaterialName

Path of the material used to indicate that the associated BSP surface should be removed.

Public variable

float

 

RenderLightMapDensityColorScale

The scale factor when rendering color density.

Public variable

float

 

RenderLightMapDensityGrayscaleScale

The scale factor when rendering gray scale density.

Protected variable

float

 

RunningAverageDeltaTime

Public variable

TArray< FString...

 

RuntimeServerActors

Runtime-modified list of server actors, allowing plugins to use serveractors, without permanently adding them to config files

Public variable

float

 

SelectionHighlightIntensity

Used to alter the intensity level of the selection highlight on selected objects

Public variable

float

 

SelectionHighlightIntensityBillboards

Used to alter the intensity level of the selection highlight on selected billboard objects

Public variable

TArray< FString...

 

ServerActors

A configurable list of actors that are automatically spawned upon server startup (just prior to InitGame)

Protected variable

TSharedPtr< FTy...

 

ServiceDependencies

Holds a type container for service dependencies.

Protected variable

TSharedPtr< IPo...

 

ServiceLocator

Holds registered service instances.

Public variable

UMaterial *

 

ShadedLevelColorationLitMaterial

Material used for visualizing level membership in lit view port modes.

Public variable

FString

 

ShadedLevelColorationLitMaterialName

Path of the material used for visualizing level membership in lit view port modes.

Public variable

UMaterial *

 

ShadedLevelColorationUnlitMaterial

Material used for visualizing level membership in unlit view port modes.

Public variable

FString

 

ShadedLevelColorationUnlitMaterialName

Path of the material used for visualizing level membership in unlit view port modes.

Public variable

TArray< FLinear...

 

ShaderComplexityColors

The colors used to render shader complexity.

Public variable

FSoftObjectPath

 

SmallFontName

Sets the font used for small engine text, used for most debug displays

Public variable

FFloatRange

 

SmoothedFrameRateRange

Range of framerates in which smoothing will kick in

Public variable

TArray< struct ...

 

StatColorMappings

Colors used to display specific profiling stats

Public variable

TArray< FLinear...

 

StationaryLightOverlapColors

The colors used to render stationary light overlap.

Public variable

TSharedPtr< cla...

 

StereoRenderingDevice

Reference to the stereoscopic rendering interface, if any

Public variable

TArray< FLinear...

 

StreamingAccuracyColors

The colors used for texture streaming accuracy debug view modes.

Public variable

float

 

StreamingDistanceFactor

Fudge factor for tweaking the distance based miplevel determination

Public variable

FSoftObjectPath

 

SubtitleFontName

Sets the font used by the default Subtitle Manager

Public variable

FSoftClassPath

 

TimecodeProviderClassName

Set TimecodeProvider when the engine is started.

Public variable

FSoftObjectPath

 

TinyFontName

Sets the font used for the smallest engine text

Public variable

FString

 

TransitionDescription

The current transition description text.

Public variable

FString

 

TransitionGameMode

The gamemode for the destination map

Public variable

ETransitionType

 

TransitionType

The state of the current map transition.

Public variable

FOnTravelFailur...

 

TravelFailureEvent

Public variable

UMaterial *

 

VertexColorMaterial

Material used to visualize vertex colors as emissive

Public variable

FString

 

VertexColorMaterialName

Path of the material used to visualize vertex colors as emissive

Public variable

UMaterial *

 

VertexColorViewModeMaterial_AlphaAsColor

Material for visualizing vertex colors on meshes in the scene (alpha channel as color)

Public variable

UMaterial *

 

VertexColorViewModeMaterial_BlueOnly

Material for visualizing vertex colors on meshes in the scene (blue only)

Public variable

UMaterial *

 

VertexColorViewModeMaterial_ColorOnly

Material for visualizing vertex colors on meshes in the scene (color only, no alpha)

Public variable

UMaterial *

 

VertexColorViewModeMaterial_GreenOnly

Material for visualizing vertex colors on meshes in the scene (green only)

Public variable

UMaterial *

 

VertexColorViewModeMaterial_RedOnly

Material for visualizing vertex colors on meshes in the scene (red only)

Public variable

FString

 

VertexColorViewModeMaterialName_AlphaAsColor

Path of the material for visualizing vertex colors on meshes in the scene (alpha channel as color)

Public variable

FString

 

VertexColorViewModeMaterialName_BlueOnly

Path of the material for visualizing vertex colors on meshes in the scene (blue only)

Public variable

FString

 

VertexColorViewModeMaterialName_ColorOnly

Path of the material for visualizing vertex colors on meshes in the scene (color only, no alpha)

Public variable

FString

 

VertexColorViewModeMaterialName_GreenOnly

Path of the material for visualizing vertex colors on meshes in the scene (green only)

Public variable

FString

 

VertexColorViewModeMaterialName_RedOnly

Path of the material for visualizing vertex colors on meshes in the scene (red only)

Public variable

TSharedPtr< FSc...

 

ViewExtensions

Extensions that can modify view parameters on the render thread.

Public variable

UTexture *

 

WeightMapPlaceholderTexture

Texture used as a placeholder for terrain weight-maps to give the material the correct texture format.

Public variable

FSoftObjectPath

 

WeightMapPlaceholderTextureName

Path of the texture used as a placeholder for terrain weight-maps to give the material the correct texture format.

Public variable

UMaterial *

 

WireframeMaterial

The material used to render wireframe meshes.

Public variable

FString

 

WireframeMaterialName

Path of the material used to render wireframe meshes in the editor and debug tools.

Protected variable

FWorldAddedEven...

 

WorldAddedEvent

Broadcasts when a world is added.

Protected variable

FWorldDestroyed...

 

WorldDestroyedEvent

Broadcasts when a world is destroyed.

Protected variable

TIndirectArray<...

 

WorldList

Public variable

TSubclassOf< cl...

 

WorldSettingsClass

Public variable

FSoftClassPath

 

WorldSettingsClassName

Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world.

Public variable

TSharedPtr< cla...

 

XRSystem

Reference to the VR/AR/MR tracking system that is attached, if any

Constructors

Name Description

Public function

UEngine

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddEngineStat

(
    const FName& InCommandName,
    const FName& InCategoryName,
    const FText& InDescriptionString,
    FEngineStatRender InRenderFunc,
    FEngineStatToggle InToggleFunc,
    const bool bInIsRHS
)

Allows external systems to add a new simple engine stat function.

Public function

void

 

AddNewPendingStreamingLevel

(
    UWorld* InWorld,
    FName PackageName,
    bool bNewShouldBeLoaded,
    bool bNewShouldBeVisible,
    int32 LODIndex
)

Public function

void

 

AddOnScreenDebugMessage

(
    int32 Key,
    float TimeToDisplay,
    FColor DisplayColor,
    const FString& DebugMessage,
    bool bNewerOnTop,
    const FVector2D& TextScale
)

Add a FString to the On-screen debug message system.

Public function

void

 

AddOnScreenDebugMessage

(
    uint64 Key,
    float TimeToDisplay,
    FColor DisplayColor,
    const FString& DebugMessage,
    bool bNewerOnTop,
    const FVector2D& TextScale
)

Add a FString to the On-screen debug message system.

Public function

void

 

AddPerformanceDataConsumer

Register a performance data consumer with the engine; it will be passed performance information each frame

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function

void

 

AddTextureStreamingSlaveLoc

(
    FVector InLoc,
    float BoostFactor,
    bool bOverrideLocation,
    float OverrideDuration
)

Adds a world location as a secondary view location for purposes of texture streaming.

Public function Virtual Const

bool

 

AllowSelectTranslucent()

Public function Virtual Const

bool

 

AreEditorAnalyticsEnabled()

Public function Virtual

int32

 

BeginTransaction

(
    const TCHAR* TransactionContex...,
    const FText& Description,
    UObject* PrimaryObject
)

Public function

void

 

BlockTillLevelStreamingCompleted

(
    UWorld* InWorld
)

Updates level streaming state using active game players view and blocks until all sub-levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes.

Public function Const

void

 

BroadcastActorsMoved

(
    TArray< AActor* >& Actors
)

Called when actors have been translated, rotated, or scaled by the editor

Public function

void

 

BroadcastEditorClose()

Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone)

Public function

void

 

BroadcastLevelActorAdded

(
    AActor* InActor
)

Called by internal engine systems after a level actor has been added

Public function

void

 

BroadcastLevelActorAttached

(
    AActor* InActor,
    const AActor* InParent
)

Called by internal engine systems after a level actor has been attached

Public function

void

 

BroadcastLevelActorDeleted

(
    AActor* InActor
)

Called by internal engine systems after level actors have changed to notify other subsystems

Public function

void

 

BroadcastLevelActorDetached

(
    AActor* InActor,
    const AActor* InParent
)

Called by internal engine systems after a level actor has been detached

Public function

void

 

BroadcastLevelActorFolderChanged

(
    const AActor* InActor,
    FName OldPath
)

Called by internal engine systems after a level actor's folder has been changed

Public function

void

 

BroadcastLevelActorListChanged()

Called by internal engine systems after a world's actor list changes in a way not specifiable through other LevelActor__Events to notify other subsystems

Public function

void

 

BroadcastLevelActorOuterChanged

(
    AActor* InActor,
    UObject* InOldOuter
)

Called by internal engine systems after level actors have changed outer

Public function

void

 

BroadcastLevelActorRequestRename

(
    const AActor* InActor
)

Called by internal engine systems after a level actor has been requested to be renamed

Public function

void

 

BroadcastLevelComponentRequestRename

(
    const UActorComponent* InCompo...
)

Called by internal engine systems after a level actor has been requested to be renamed

Public function

void

 

BroadcastNetworkDDosSEscalation

(
    UWorld* World,
    UNetDriver* NetDriver,
    FString SeverityCategory
)

Called by internal engine systems after network burst or DDoS is detected

Public function

void

 

BroadcastNetworkFailure

(
    UWorld* World,
    UNetDriver* NetDriver,
    ENetworkFailure::Type FailureType,
    const FString& ErrorString
)

Called by internal engine systems after a network failure has occurred

Public function

void

 

BroadcastNetworkLagStateChanged

(
    UWorld* World,
    UNetDriver* NetDriver,
    ENetworkLagState::Type LagType
)

Called by internal engine systems after network lag has been detected

Public function

void

 

BroadcastOnActorMoved

(
    AActor* Actor
)

Called by internal engine systems after an actor has been moved to notify other subsystems

Public function

void

 

BroadcastOnActorMoving

(
    AActor* Actor
)

Called by internal engine systems when an actor is being moved to notify other subsystems

Public function

void

 

BroadcastOnComponentTransformChanged

(
    USceneComponent* InComponent,
    ETeleportType InTeleport
)

Called by SceneComponent PropagateTransformUpdate to nofify of any component transform change

Public function

void

 

BroadcastPostEditorTick

(
    float DeltaSeconds
)

Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone)

Public function

void

 

BroadcastTravelFailure

(
    UWorld* InWorld,
    ETravelFailure::Type FailureType,
    const FString& ErrorString
)

Called by internal engine systems after a travel failure has occurred

Public function Virtual

EBrowseRetur...

 

Browse

(
    FWorldContext& WorldContext,
    FURL URL,
    FString& Error
)

Browse to a specified URL, relative to the current one.

Public function

void

 

BrowseToDefaultMap

(
    FWorldContext& WorldContext
)

Public function Virtual

void

 

CancelAllPending()

Cancel pending level.

Protected function Virtual

void

 

CancelPending

(
    UNetDriver* PendingNetGameDriv...
)

Public function Virtual

void

 

CancelPending

(
    UWorld* InWorld,
    UPendingNetGame* NewPendingNet...
)

Protected function Virtual

void

 

CancelPending

(
    FWorldContext& WorldContext
)

Public function

void

 

CancelPendingMapChange

(
    UWorld* InWorld
)

Cancels pending map change.

Protected function

void

 

CancelPendingMapChange

(
    FWorldContext& Context
)

Cancels pending map change.

Public function Virtual

void

 

CancelTransaction

(
    int32 Index
)

Public function

void

 

ChangeDynamicResolutionStateAtNextFrame

(
    TSharedPtr< class IDynamicResolutio...
)

Override dynamic resolution state for next frame.

Public function

void

 

CleanupGameViewport()

Clean up the GameViewport

Public function

void

 

CleanupPackagesToFullyLoad

(
    FWorldContext& Context,
    EFullyLoadPackageType FullyLoadType,
    const FString& Tag
)

Removes the PerMapPackages from the RootSet

Public function

void

 

ClearDebugDisplayProperties()

Clear out the debug properties array that is storing values to show on the screen

Public function

void

 

ClearOnScreenDebugMessages()

Clear any existing debug messages

Protected function

bool

 

CommitMapChange

(
    FWorldContext& Context
)

Finalizes the pending map change that was being kicked off by PrepareMapChange.

Public function

bool

 

CommitMapChange

(
    UWorld* InWorld
)

Public function

void

 

ConditionalCollectGarbage()

Collect garbage once per frame driven by World ticks

Public function

void

 

ConditionalCommitMapChange

(
    UWorld* InWorld
)

Protected function

void

 

ConditionalCommitMapChange

(
    FWorldContext& WorldContext
)

Commit map change if requested and map change is pending. Called every frame.

Public function Static

void

 

CopyPropertiesForUnrelatedObjects

(
    UObject* OldObject,
    UObject* NewObject,
    FCopyPropertiesForUnrelatedObjectsP...
)

Public function Virtual

double

 

CorrectNegativeTimeDelta

(
    double DeltaRealTime
)

Allows games to correct the negative delta

Public function

bool

 

CreateNamedNetDriver

(
    UPendingNetGame* PendingNetGam...,
    FName NetDriverName,
    FName NetDriverDefinition
)

Creates a UNetDriver and associates a name with it.

Public function

bool

 

CreateNamedNetDriver

(
    UWorld* InWorld,
    FName NetDriverName,
    FName NetDriverDefinition
)

Creates a UNetDriver and associates a name with it.

Public function

UNetDriver &...

 

CreateNetDriver

(
    UWorld* InWorld,
    FName NetDriverDefinition
)

Creates a UNetDriver with an engine assigned name

Public function

FWorldContex...

 

CreateNewWorldContext

(
    EWorldType::Type WorldType
)

Public function Virtual

UWorld *

 

CreatePIEWorldByDuplication

(
    FWorldContext& Context,
    UWorld* InWorld,
    FString& PlayWorldMapName
)

This should only ever be called for a EditorEngine.

Public function Virtual Const

void

 

CreateStartupAnalyticsAttributes

(
    TArray< struct FAnalyticsEventAttri...
)

Public function

void

 

DelayGarbageCollection()

Requests a one frame delay of Garbage Collection

Public function

void

 

DestroyNamedNetDriver

(
    UPendingNetGame* PendingNetGam...,
    FName NetDriverName
)

Destroys a UNetDriver based on its name.

Public function

void

 

DestroyNamedNetDriver

(
    UWorld* InWorld,
    FName NetDriverName
)

Destroys a UNetDriver based on its name.

Public function Virtual

void

 

DestroyWorldContext

(
    UWorld* InWorld
)

Public function

float

 

DrawOnscreenDebugMessages

(
    UWorld* World,
    FViewport* Viewport,
    FCanvas* Canvas,
    UCanvas* CanvasObject,
    float MessageX,
    float MessageY
)

UE_BUILD_SHIPPING.

Public function

void

 

EmitDynamicResolutionEvent

Emit an event for dynamic resolution if not already done.

Public function

void

 

EnableScreenSaver

(
    bool bEnable
)

Enables or disables the ScreenSaver (PC only)

Public function Virtual

int32

 

EndTransaction()

Public function

void

 

ExecEngineStat

(
    UWorld* World,
    FCommonViewportClient* Viewpor...,
    const TCHAR* InName
)

Wrapper for firing a simple stat exec.

Public function Virtual Const

bool

 

Experimental_ShouldPreDuplicateMap

(
    const FName MapName
)

If this function returns true, the DynamicSourceLevels collection will be duplicated for the given map.

Public function Const

ULocalPlayer...

 

FindFirstLocalPlayerFromControllerId

(
    int32 ControllerId
)

Returns the first ULocalPlayer that matches the given ControllerId.

Public function

UNetDriver &...

 

FindNamedNetDriver

(
    const UWorld* InWorld,
    FName NetDriverName
)

Finds a UNetDriver based on its name.

Public function

UNetDriver &...

 

FindNamedNetDriver

(
    const UPendingNetGame* InPendi...,
    FName NetDriverName
)

Finds a UNetDriver based on its name.

Public function Virtual

void

 

FocusNextPIEWorld

(
    UWorld* CurrentPieWorld,
    bool previous
)

Public function

void

 

ForceGarbageCollection

(
    bool bFullPurge
)

Updates the timer between garbage collection such that at the next opportunity garbage collection will be run.

Public function Const

UGameViewpor...

 

GameViewportForWorld

(
    const UWorld* InWorld
)

Public function

FAudioDevice...

 

GetActiveAudioDevice()

Public function Static

UFont *

 

GetAdditionalFont

(
    int32 AdditionalFontIndex
)

Gets the specified additional font.

Returns the specified additional font.

Public function

void

 

GetAllLocalPlayerControllers

(
    TArray< APlayerController* >&...
)

Gets all local players associated with the engine.

Public function

FAudioDevice...

 

GetAudioDeviceManager()

Public function

void

 

GetAverageUnitTimes

(
    TArray< float >& AverageTimes
)

Returns the average game/render/gpu/total time since this function was last called

Public function Const

UWorld *

 

GetCurrentPlayWorld

(
    UWorld* PossiblePlayWorld
)

Tries to find the currently active primary Game or Play in Editor world, returning null if it is ambiguous.

Public function Const

UEngineCusto...

 

GetCustomTimeStep()

Get the custom time step that control the Engine Framerate/Timestep

Public function

ULocalPlayer...

 

GetDebugLocalPlayer()

Returns the first ULocalPlayer that should be used for debug purposes.

Public function Virtual Const

ERHIFeatureL...

 

GetDefaultWorldFeatureLevel()

The feature used to create new worlds, by default.

Public function Const

float

 

GetDisplayGamma()

Returns the current display gamma value

Public function Const

void

 

GetDynamicResolutionCurrentStateInfos

(
    FDynamicResolutionStateInfos& OutI...
)

Queries informations about the current state dynamic resolution.

Public function

IDynamicReso...

 

GetDynamicResolutionState()

Get's global dynamic resolution state

Public function Const

bool

 

GetDynamicResolutionUserSetting()

Get the user setting for dynamic resolution.

Public function Const

TSubsystemCl...

 

GetEngineSubsystem()

Get an Engine Subsystem of specified type

Public function Const

const TArray...

 

GetEngineSubsystemArray()

Get all Engine Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

Public function Const

UEngineSubsy...

 

GetEngineSubsystemBase

(
    TSubclassOf< UEngineSubsystem > Sub...
)

Get an Engine Subsystem of specified type

Public function

ULocalPlayer...

 

GetFirstGamePlayer

(
    UWorld* InWorld
)

Return the first ULocalPlayer in the GamePlayers array.

Public function

ULocalPlayer...

 

GetFirstGamePlayer

(
    const UGameViewportClient* InV...
)

Return the first ULocalPlayer in the GamePlayers array.

Public function

ULocalPlayer...

 

GetFirstGamePlayer

(
    UPendingNetGame* PendingNetGam...
)

Return the first ULocalPlayer in the GamePlayers array.

Public function

APlayerContr...

 

GetFirstLocalPlayerController

(
    const UWorld* InWorld
)

Find a Local Player Controller, which may not exist at all if this is a server.

Public function Const

FColor

 

GetFrameTimeDisplayColor

(
    float FrameTimeMS
)

Returns the display color for a given frame time (based on t.TargetFrameTimeThreshold and t.UnacceptableFrameTimeThreshold)

Public function

ULocalPlayer...

 

GetGamePlayer

(
    UWorld* InWorld,
    int32 InPlayer
)

Return the ULocalPlayer with the given index.

Public function

ULocalPlayer...

 

GetGamePlayer

(
    const UGameViewportClient* InV...,
    int32 InPlayer
)

Return the ULocalPlayer with the given index.

Public function Const

const TArray...

 

GetGamePlayers

(
    const UGameViewportClient* Vie...
)

Public function Const

const TArray...

 

GetGamePlayers

(
    UWorld* World
)

Public function

UGameUserSet...

 

GetGameUserSettings()

Returns the global instance of the game user settings class.

Public function Const

const UGameU...

 

GetGameUserSettings()

Returns the global instance of the game user settings class.

Public function Virtual Const

TSharedPtr< ...

 

GetGameViewportWidget()

Returns the GameViewport widget

Public function

int32

 

GetGlobalFunctionCallspace

(
    UFunction* Function,
    UObject* FunctionTarget,
    FFrame* Stack
)

Called from GetFunctionCallspace on specific objects to check for authority/cosmetic function tags using global state

Public function Const

const FLinea...

 

GetHoveredMaterialColor()

Public function Static

UFont *

 

GetLargeFont()

Gets the engine's default large font.

Returns the engine's default large font

Public function Const

ULocalPlayer...

 

GetLocalPlayerFromControllerId

(
    UWorld* InWorld,
    const int32 ControllerId
)

Retrieves the LocalPlayer for the player which has the ControllerId specified

Public function Const

ULocalPlayer...

 

GetLocalPlayerFromControllerId

(
    const UGameViewportClient* InV...,
    const int32 ControllerId
)

Retrieves the LocalPlayer for the player which has the ControllerId specified

Public function

TArray< clas...

 

GetLocalPlayerIterator

(
    UWorld* World
)

Return a reference to the GamePlayers array.

Public function

TArray< clas...

 

GetLocalPlayerIterator

(
    const UGameViewportClient* Vie...
)

Return a reference to the GamePlayers array.

Public function

FAudioDevice...

 

GetMainAudioDevice()

Public function Const

uint32

 

GetMainAudioDeviceID()

Public function

FAudioDevice...

 

GetMainAudioDeviceRaw()

Public function Virtual Const

bool

 

GetMapBuildCancelled()

Returns whether or not the map build in progressed was canceled by the user.

Protected function

FString

 

GetMapChangeFailureDescription

(
    FWorldContext& Context
)

Returns the failure description in case of a failed map change request.

Public function

FString

 

GetMapChangeFailureDescription

(
    UWorld* InWorld
)

Public function Virtual Const

float

 

GetMaxFPS()

Get max fps.

Public function Virtual Const

float

 

GetMaxTickRate

(
    float DeltaTime,
    bool bAllowFrameRateSmoothing
)

Get tick rate limiter.

Get tick rate limitor.

Public function Static

UFont *

 

GetMediumFont()

Gets the engine's default medium font.

Public function Const

ENetMode

 

GetNetMode

(
    const UWorld* World
)

Virtual ENetMode GetNetMode(FName NetDriverName = NAME_GameNetDriver) const;

Public function Virtual

UGameViewpor...

 

GetNextPIEViewport

(
    UGameViewportClient* CurrentVi...
)

Public function

int32

 

GetNumGamePlayers

(
    const UGameViewportClient* InV...
)

Return the number of entries in the GamePlayers array

Public function

int32

 

GetNumGamePlayers

(
    UWorld* InWorld
)

Return the number of entries in the GamePlayers array

Public function

FPostRenderD...

 

GetPostRenderDelegate()

Public function

FPreRenderDe...

 

GetPreRenderDelegate()

Public function Virtual Const

bool

 

GetPreviewPlatformName

(
    FName& PlatformGroupName,
    FName& VanillaPlatformName
)

Return the platform group name and vanilla platform name the current preview platform, or false if there is no preview platform.

Public function Virtual

bool

 

GetPropertyColorationColor

(
    UObject* Object,
    FColor& OutColor
)

Computes a color to use for property coloration for the given object.

Public function Const

const FLinea...

 

GetSelectedMaterialColor()

Get the color to use for object selection

Public function Const

const FLinea...

 

GetSelectionOutlineColor()

Public function

TSharedRef< ...

 

GetServiceLocator()

Get a locator for Portal services.

Public function Static

UFont *

 

GetSmallFont()

Gets the engine's default small font

Public function Virtual

int32

 

GetSpriteCategoryIndex

(
    const FName& InSpriteCategory
)

Get the index of the provided sprite category

Public function

bool

 

GetStatValueColoration

(
    const FString& StatName,
    float Value,
    FColor& OutColor
)

Uses StatColorMappings to find a color for this stat's value.

Public function Const

const FLinea...

 

GetSubduedSelectionOutlineColor()

Public function Static

UFont *

 

GetSubtitleFont()

Gets the engine's default subtitle font.

Returns the engine's default subtitle font

Public function Const

float

 

GetTimeBetweenGarbageCollectionPasses()

Returns the current desired time between garbage collection passes (not the time remaining)

Public function Const

UTimecodePro...

 

GetTimecodeProvider()

Get the TimecodeProvider that control the Engine's Timecode.

Public function Static

UFont *

 

GetTinyFont()

Gets the engine's default tiny font.

Public function

FWorldContex...

 

GetWorldContextFromGameViewport

(
    const UGameViewportClient* InV...
)

Public function Const

const FWorld...

 

GetWorldContextFromGameViewport

(
    const UGameViewportClient* InV...
)

Public function

FWorldContex...

 

GetWorldContextFromGameViewportChecked

(
    const UGameViewportClient* InV...
)

Public function Const

const FWorld...

 

GetWorldContextFromGameViewportChecked

(
    const UGameViewportClient* InV...
)

Public function Const

const FWorld...

 

GetWorldContextFromHandle

(
    const FName WorldContextHandle
)

Public function

FWorldContex...

 

GetWorldContextFromHandle

(
    const FName WorldContextHandle
)

Public function Const

const FWorld...

 

GetWorldContextFromHandleChecked

(
    const FName WorldContextHandle
)

Public function

FWorldContex...

 

GetWorldContextFromHandleChecked

(
    const FName WorldContextHandle
)

Public function

FWorldContex...

 

GetWorldContextFromPendingNetGame

(
    const UPendingNetGame* InPendi...
)

Public function Const

const FWorld...

 

GetWorldContextFromPendingNetGame

(
    const UPendingNetGame* InPendi...
)

Public function Const

const FWorld...

 

GetWorldContextFromPendingNetGameChecked

(
    const UPendingNetGame* InPendi...
)

Public function

FWorldContex...

 

GetWorldContextFromPendingNetGameChecked

(
    const UPendingNetGame* InPendi...
)

Public function Const

const FWorld...

 

GetWorldContextFromPendingNetGameNetDriver

(
    const UNetDriver* InPendingNet...
)

Public function

FWorldContex...

 

GetWorldContextFromPendingNetGameNetDriver

(
    const UNetDriver* InPendingNet...
)

Public function

FWorldContex...

 

GetWorldContextFromPendingNetGameNetDriverChecked

(
    const UNetDriver* InPendingNet...
)

Public function Const

const FWorld...

 

GetWorldContextFromPendingNetGameNetDriverChecked

(
    const UNetDriver* InPendingNet...
)

Public function Const

const FWorld...

 

GetWorldContextFromPIEInstance

(
    const int32 PIEInstance
)

Public function

FWorldContex...

 

GetWorldContextFromPIEInstance

(
    const int32 PIEInstance
)

Public function

FWorldContex...

 

GetWorldContextFromPIEInstanceChecked

(
    const int32 PIEInstance
)

Public function Const

const FWorld...

 

GetWorldContextFromPIEInstanceChecked

(
    const int32 PIEInstance
)

Public function

FWorldContex...

 

GetWorldContextFromWorld

(
    const UWorld* InWorld
)

Public function Const

const FWorld...

 

GetWorldContextFromWorld

(
    const UWorld* InWorld
)

Public function

FWorldContex...

 

GetWorldContextFromWorldChecked

(
    const UWorld* InWorld
)

Public function Const

const FWorld...

 

GetWorldContextFromWorldChecked

(
    const UWorld* InWorld
)

Public function Const

const TIndir...

 

GetWorldContexts()

Public function Const

UWorld *

 

GetWorldFromContextObject

(
    const UObject* Object,
    EGetWorldErrorMode ErrorMode
)

Obtain a world object pointer from an object with has a world context.

Public function Const

UWorld *

 

GetWorldFromContextObjectChecked

(
    const UObject* Object
)

Obtain a world object pointer from an object with has a world context.

Public function

bool

 

HandleAnimSeqStatsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Protected function Virtual

void

 

HandleBrowseToDefaultMapFailure

(
    FWorldContext& Context,
    const FString& TextURL,
    const FString& Error
)

Attempts to gracefully handle a failure to travel to the default map.

Public function

bool

 

HandleCeCommand

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleConfigHashCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleConfigMemCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleContentComparisonCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleCountDisabledParticleItemsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleCrackURLCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDebugCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDeferCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDirCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDisableAllScreenMessagesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

void

 

HandleDisconnect

(
    UWorld* InWorld,
    UNetDriver* NetDriver
)

The proper way to disconnect a given World and NetDriver.

Public function Virtual

bool

 

HandleDisconnectCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleDumpAllocatorStats

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpAvailableResolutionsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpConsoleCommandsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Compile in Debug, Development, and Test.

Public function

bool

 

HandleDumpLevelScriptActorsCommand

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpMaterialStatsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpParticleCountsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpShaderStatsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleDumpTicksCommand

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleEnableAllScreenMessagesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleFlushLogCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec command handlers

Public function

bool

 

HandleFreezeAllCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleFreezeRenderingCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleFreezeStreamingCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleGameVerCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleGammaCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleGetIniCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleHeapCheckCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleHotReloadCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Compile in Debug or Development.

Public function

bool

 

HandleKismetEventCommand

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListAnimsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListLoadedPackagesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListParticleSystemsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListSkeletalMeshesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListSpawnedActorsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleListStaticMeshesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleListTexturesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleLogoutStatLevelsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleMemCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleMemReportCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleMemReportDeferredCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleMergeMeshCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function Virtual

void

 

HandleNetworkFailure

(
    UWorld* World,
    UNetDriver* NetDriver,
    ENetworkFailure::Type FailureType,
    const FString& ErrorString
)

Notification of network error messages, allows the engine to handle the failure

Public function Virtual

void

 

HandleNetworkLagStateChanged

(
    UWorld* World,
    UNetDriver* NetDriver,
    ENetworkLagState::Type LagType
)

Notification of network lag state change messages.

Public function

bool

 

HandleObjCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function Virtual

bool

 

HandleOpenCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleParticleMeshUsageCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleProfileCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleProfileGPUCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Only compile in when STATS is set.

Public function

bool

 

HandleProfileGPUHitchesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleRecompileGlobalShadersCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleRecompileShadersCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function Virtual

bool

 

HandleReconnectCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleRemoteTextureStatsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleShaderComplexityCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleShowLogCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleStartFPSChartCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleStatCommand

(
    UWorld* World,
    FCommonViewportClient* Viewpor...,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleStopFPSChartCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleStopMovieCaptureCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function Virtual

bool

 

HandleStreamMapCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function

bool

 

HandleTestslateGameUICommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleAllScreenMessagesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleAsyncComputeCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleTogglegtPsysLODCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleOnscreenDebugMessageDisplayCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleOnscreenDebugMessageSystemCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleToggleRenderingThreadCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function

bool

 

HandleTrackParticleRenderingStatsCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function Virtual

bool

 

HandleTravelCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UWorld* InWorld
)

Public function Virtual

void

 

HandleTravelFailure

(
    UWorld* InWorld,
    ETravelFailure::Type FailureType,
    const FString& ErrorString
)

Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure

Public function

bool

 

HandleViewnamesCommand

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Public function Virtual

void

 

Init

(
    IEngineLoop* InEngineLoop
)

Initialize the game engine.

Protected function Virtual

void

 

InitializeAudioDeviceManager()

Initialize the audio device manager

Protected function Virtual

bool

 

InitializeEyeTrackingDevice()

Detects and initializes any attached eye-tracking devices

Protected function Virtual

bool

 

InitializeHMDDevice()

Detects and initializes any attached HMD devices

Protected function Virtual

void

 

InitializeObjectReferences()

Loads all Engine object references from their corresponding config entries.

Protected function Virtual

void

 

InitializePortalServices()

Initialize Portal services.

Protected function Virtual

void

 

InitializeRunningAverageDeltaTime()

Initializes the running average delta to some good initial framerate.

Public function Virtual Const

bool

 

IsAllowedFramerateSmoothing()

Whether we're allowed to do frame rate smoothing

Public function Virtual Const

bool

 

IsAutosaving()

Public function

bool

 

IsEditor()

Public function

bool

 

IsEngineStat

(
    const FString& InName
)

Check to see if the specified stat name is a simple stat.

Public function Virtual Const

bool

 

IsInitialized()

Protected function

bool

 

IsPreparingMapChange

(
    FWorldContext& Context
)

Returns whether we are currently preparing for a map change or not.

Public function

bool

 

IsPreparingMapChange

(
    UWorld* InWorld
)

Public function

bool

 

IsReadyForMapChange

(
    UWorld* InWorld
)

Protected function

bool

 

IsReadyForMapChange

(
    FWorldContext& Context
)

Returns whether the prepared map change is ready for commit having called.

Public function Virtual Const

bool

 

IsSettingUpPlayWorld()

Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World

Public function Virtual

bool

 

IsSplitScreen

(
    UWorld* InWorld
)

Public function

bool

 

IsStereoscopic3D

(
    FViewport* InViewport
)

Public function Const

bool

 

IsVanillaProduct()

Protected function

bool

 

IsWorldDuplicate

(
    const UWorld*const InWorld
)

Helper function that returns true if InWorld is the outer of a level in a collection of type DynamicDuplicatedLevels.

Public function

FURL &

 

LastURLFromWorld

(
    UWorld* World
)

Public function Virtual

bool

 

LoadMap

(
    FWorldContext& WorldContext,
    FURL URL,
    UPendingNetGame* Pending,
    FString& Error
)

Public function Virtual

void

 

LoadMapRedrawViewports()

Called to allow overloading by child engines

Public function

void

 

LoadPackagesFully

(
    UWorld* InWorld,
    EFullyLoadPackageType FullyLoadType,
    const FString& Tag
)

Loads the PerMapPackages for the given map, and adds them to the RootSet

Public function

void

 

LogPerformanceCapture

(
    UWorld* World,
    const FString& MapName,
    const FString& MatineeName,
    float EventTime
)

Logs performance capture for use in automation analytics

Public function

bool

 

MakeSureMapNameIsValid

(
    FString& InOutMapName
)

Makes sure map name is a long package name.

Protected function Virtual

void

 

MovePendingLevel

(
    FWorldContext& Context
)

Public function Virtual

bool

 

NetworkRemapPath

(
    UNetConnection* Connection,
    FString& Str,
    bool bReading
)

Public function Virtual

bool

 

NetworkRemapPath

(
    UPendingNetGame* PendingNetGam...,
    FString& Str,
    bool bReading
)

Public function Virtual

void

 

NotifyToolsOfObjectReplacement

(
    const TMap< UObject*, UObject ...
)

Public function

FOnActorMove...

 

OnActorMoved()

Public function

FOnActorMovi...

 

OnActorMoving()

Public function

FOnActorsMov...

 

OnActorsMoved()

Public function

FOnComponent...

 

OnComponentTransformChanged()

Public function

FSimpleMulti...

 

OnCustomTimeStepChanged()

Return custom time step changed event.

Public function

FEditorClose...

 

OnEditorClose()

Public function

FLevelActorA...

 

OnLevelActorAdded()

Public function

FLevelActorA...

 

OnLevelActorAttached()

Public function

FLevelActorD...

 

OnLevelActorDeleted()

Public function

FLevelActorD...

 

OnLevelActorDetached()

Public function

FLevelActorF...

 

OnLevelActorFolderChanged()

Public function

FLevelActorL...

 

OnLevelActorListChanged()

Public function

FLevelActorO...

 

OnLevelActorOuterChanged()

Public function

FLevelActorR...

 

OnLevelActorRequestRename()

Public function

FLevelCompon...

 

OnLevelComponentRequestRename()

Public function Virtual

void

 

OnLostFocusPause

(
    bool EnablePause
)

Pauses / un-pauses the game-play when focus of the game's window gets lost / gained.

Public function Virtual Const

bool

 

OnlyLoadEditorVisibleLevelsInPIE()

Public function

FOnNetworkDD...

 

OnNetworkDDoSEscalation()

Event triggered when network burst or DDoS is detected

Public function

FOnNetworkFa...

 

OnNetworkFailure()

Event triggered after a network failure of any kind has occurred

Public function

FOnNetworkLa...

 

OnNetworkLagStateChanged()

Event triggered after network lag is being experienced or lag has ended

Public function

FPostEditorT...

 

OnPostEditorTick()

Public function

bool

 

OnScreenDebugMessageExists

(
    uint64 Key
)

Retrieve the message for the given key

Public function

FSimpleMulti...

 

OnTimecodeProviderChanged()

Return timecode provider changed event.

Public function

FOnTravelFai...

 

OnTravelFailure()

Event triggered after a server travel failure of any kind has occurred

Public function

FWorldAddedE...

 

OnWorldAdded()

Return the world added event.

Public function

FWorldContex...

 

OnWorldContextDestroyed()

Return the world context destroyed event.

Public function

FWorldDestro...

 

OnWorldDestroyed()

Return the world destroyed event.

Public function

void

 

OverrideSelectedMaterialColor

(
    const FLinearColor& OverrideColor
)

Sets an override color to use instead of the user setting

Public function

void

 

ParseCommandline()

Called at startup, in the middle of FEngineLoop::Init.

Public function

void

 

PauseDynamicResolution()

Pause dynamic resolution for this frame.

Public function

UPendingNetG...

 

PendingNetGameFromWorld

(
    UWorld* InWorld
)

Public function

void

 

PerformanceCapture

(
    UWorld* World,
    const FString& MapName,
    const FString& MatineeName,
    float EventTime
)

Capture screenshots and performance metrics

Protected function

bool

 

PerformError

(
    const TCHAR* Cmd,
    FOutputDevice& Out
)

Requests that the engine intentionally performs an invalid operation.

Public function

void

 

PerformGarbageCollectionAndCleanupActors()

Interface to allow WorldSettings to request immediate garbage collection

Public function Virtual

void

 

PreExit()

Called at shutdown, just before the exit purge.

Public function Virtual Const

bool

 

PreferToStreamLevelsInPIE()

Public function Static

void

 

PreGarbageCollect()

Public function

bool

 

PrepareMapChange

(
    UWorld* InWorld,
    const TArray< FName >& LevelNames
)

Protected function

bool

 

PrepareMapChange

(
    FWorldContext& WorldContext,
    const TArray< FName >& LevelNames
)

Prepares the engine for a map change by pre-loading level packages in the background.

Protected function Virtual

void

 

ProcessToggleFreezeCommand

(
    UWorld* InWorld
)

Handles freezing/unfreezing of rendering

Protected function Virtual

void

 

ProcessToggleFreezeStreamingCommand

(
    UWorld* InWorld
)

Handles frezing/unfreezing of streaming

Protected function Virtual

void

 

RecordHMDAnalytics()

Record EngineAnalytics information for attached HMD devices.

Public function Virtual

void

 

RedrawViewports

(
    bool bShouldPresent
)

Public function

void

 

RegisterBeginStreamingPauseRenderingDelegate

Delegate handling when streaming pause begins.

Public function

void

 

RegisterEndStreamingPauseRenderingDelegate

(
    FEndStreamingPauseDelegate* In...
)

Delegate handling when streaming pause ends.

Public function

void

 

ReinitializeCustomTimeStep()

Causes the current custom time step to be shut down and then reinitialized.

Public function

void

 

ReinitializeTimecodeProvider()

Causes the current timecode provider to be shut down and then reinitialized.

Public function Virtual

void

 

ReleaseAudioDeviceManager()

Public function Virtual

void

 

RemapGamepadControllerIdForPIE

(
    UGameViewportClient* InGameVie...,
    int32& ControllerId
)

Public function

void

 

RemoveEngineStat

(
    const FName& InCommandName
)

Public function

void

 

RemoveOnScreenDebugMessage

(
    uint64 Key
)

Remove the message for the given key.

Public function

void

 

RemovePerformanceDataConsumer

Remove a previously registered performance data consumer

Public function

void

 

RenderEngineStats

(
    UWorld* World,
    FViewport* Viewport,
    FCanvas* Canvas,
    int32 LHSX,
    int32& InOutLHSY,
    int32 RHSX,
    int32& InOutRHSY,
    const FVector* ViewLocation,
    const FRotator* ViewRotation
)

Function to render all the simple stats

Public function Virtual

void

 

ResetPIEAudioSetting

(
    UWorld* CurrentPieWorld
)

Public function

void

 

RestoreSelectedMaterialColor()

Restores the selected material color back to the user setting

Public function

void

 

ResumeDynamicResolution()

Resume dynamic resolution for this frame.

Public function

FSeamlessTra...

 

SeamlessTravelHandlerForWorld

(
    UWorld* World
)

Public function

void

 

SetAverageUnitTimes

(
    float FrameTime,
    float RenderThreadTime,
    float GameThreadTime,
    float GPUFrameTime,
    float RHITFrameTime
)

Updates the values used to calculate the average game/render/gpu/total time

Public function

void

 

SetClientTravel

(
    UPendingNetGame* PendingNetGam...,
    const TCHAR* NextURL,
    ETravelType InTravelType
)

Public function

void

 

SetClientTravel

(
    UWorld* InWorld,
    const TCHAR* NextURL,
    ETravelType InTravelType
)

Public function

void

 

SetClientTravelFromPendingGameNetDriver

(
    UNetDriver* PendingGameNetDriv...,
    const TCHAR* NextURL,
    ETravelType InTravelType
)

Public function

bool

 

SetCustomTimeStep

(
    UEngineCustomTimeStep* InCusto...
)

Set the custom time step that will control the Engine Framerate/Timestep.

Public function

void

 

SetDynamicResolutionUserSetting

(
    bool Enable
)

Set the user setting for dynamic resolution.

Public function

void

 

SetEngineStat

(
    UWorld* World,
    FCommonViewportClient* Viewpor...,
    const FString& InName,
    const bool bShow
)

Set the state of the specified stat.

Public function

void

 

SetEngineStats

(
    UWorld* World,
    FCommonViewportClient* Viewpor...,
    const TArray< FString >& InNames,
    const bool bShow
)

Set the state of the specified stats (

array processed in reverse order when !bShow).

Public function

void

 

SetFlashIndicatorLatencyMarker

(
    uint64 FrameNumber
)

Public function

void

 

SetInputSampleLatencyMarker

(
    uint64 FrameNumber
)

Protected function

void

 

SetIsVanillaProduct

(
    bool bInIsVanillaProduct
)

Public function Virtual

void

 

SetMapBuildCancelled

(
    bool InCancelled
)

Sets the flag that states whether or not the map build was canceled.

Public function Virtual

void

 

SetMaxFPS

(
    const float MaxFPS
)

Set max fps. Overrides console variable.

Public function

void

 

SetPresentLatencyMarkerEnd

(
    uint64 FrameNumber
)

Public function

void

 

SetPresentLatencyMarkerStart

(
    uint64 FrameNumber
)

Public function

void

 

SetRenderSubmitLatencyMarkerEnd

(
    uint64 FrameNumber
)

Public function

void

 

SetRenderSubmitLatencyMarkerStart

(
    uint64 FrameNumber
)

Public function

void

 

SetSelectedMaterialColor

(
    const FLinearColor& InSelectedMate...
)

Sets the selected material color.

Public function

void

 

SetSelectionOutlineColor

(
    const FLinearColor& InSelectionOut...
)

Public function

void

 

SetShouldCommitPendingMapChange

(
    UWorld* InWorld,
    bool NewShouldCommitPendingMapChang...
)

Public function

void

 

SetSimulationLatencyMarkerEnd

(
    uint64 FrameNumber
)

Public function

void

 

SetSimulationLatencyMarkerStart

(
    uint64 FrameNumber
)

Public function

void

 

SetSubduedSelectionOutlineColor

(
    const FLinearColor& InSubduedSelec...
)

Public function

bool

 

SetTimecodeProvider

(
    UTimecodeProvider* InTimecodeP...
)

Set the timecode provider that will control the Engine's timecode.

Public function

void

 

SetTimeUntilNextGarbageCollection

(
    float MinTimeUntilNextPass
)

Updates the timer (as a one-off) that is used to trigger garbage collection; this should only be used for things like performance tests, using it recklessly can dramatically increase memory usage and cost of the eventual GC.

Public function

bool

 

ShouldAbsorbAuthorityOnlyEvent()

Returns true if the global context is client-only and authority only events should always be ignored.

Public function

bool

 

ShouldAbsorbCosmeticOnlyEvent()

Returns true if the global context is dedicated server and cosmetic only events should always be ignored.

Public function Const

bool

 

ShouldCommitPendingMapChange

(
    const UWorld* InWorld
)

Public function Virtual Const

bool

 

ShouldDoAsyncEndOfFrameTasks()

Public function Virtual

bool

 

ShouldDrawBrushWireframe

(
    AActor* InActor
)

Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.

Protected function Virtual

bool

 

ShouldShutdownWorldNetDriver()

Returns true if BROWSE should shuts down the current network driver.

Public function Virtual Const

bool

 

ShouldThrottleCPUUsage()

Public function

void

 

ShutdownAllNetDrivers()

Public function

void

 

ShutdownHMD()

Public function

void

 

ShutdownWorldNetDriver

(
    UWorld*
)

Shutdown any relevant net drivers

Public function Virtual

void

 

SpawnServerActors

(
    UWorld* World
)

Spawns all of the registered server actors

Public function Virtual

void

 

Start()

Start the game, separate from the initialize call to allow for post initialize configuration before the game starts.

Public function Virtual

void

 

StartFPSChart

(
    const FString& Label,
    bool bRecordPerFrameTimes
)

Starts the FPS chart data capture (if another run is already active then this command is ignored except to change the active label).

Public function Virtual

void

 

StopFPSChart

(
    const FString& MapName
)

Stops the FPS chart data capture (if no run is active then this command is ignored).

Public function Const

void

 

SwapControllerId

(
    ULocalPlayer* NewPlayer,
    const int32 CurrentControllerId,
    const int32 NewControllerID
)

Public function Virtual

void

 

Tick

(
    float DeltaSeconds,
    bool bIdleMode
)

Update everything.

Public function

void

 

TickDeferredCommands()

Executes the deferred commands

Public function

void

 

TickPerformanceMonitoring

(
    float DeltaSeconds
)

Calculates information about the previous frame and passes it to all active performance data consumers.

Public function Virtual

void

 

TickWorldTravel

(
    FWorldContext& WorldContext,
    float DeltaSeconds
)

Public function Virtual

void

 

TriggerStreamingDataRebuild()

Public function Static

void

 

TrimMemory()

Attempts to reclaim any idle memory by performing a garbage collection and broadcasting FCoreDelegates::OnMemoryTrim.

Public function Virtual

void

 

UpdateRunningAverageDeltaTime

(
    float DeltaTime,
    bool bAllowFrameRateSmoothing
)

Updates the running average delta time

Compute tick rate limitor.

Public function Virtual

void

 

UpdateTimeAndHandleMaxTickRate()

Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate.

Public function

void

 

UpdateTimecode()

Update FApp::Timecode.

Public function

void

 

UpdateTransitionType

(
    UWorld* CurrentWorld
)

Public function Virtual Const

bool

 

UseSound()

Public function Virtual

void

 

VerifyLoadMapWorldCleanup()

Verify any remaining World(s) are valid after LoadMap destroys a world

Public function Virtual

void

 

WorldAdded

(
    UWorld* World
)

Needs to be called when a world is added to broadcast messages.

Public function Virtual

void

 

WorldDestroyed

(
    UWorld* InWorld
)

Needs to be called when a world is destroyed to broadcast messages.

Protected function

bool

 

WorldHasValidContext

(
    UWorld* InWorld
)

Public function Virtual

bool

 

WorldIsPIEInNewViewport

(
    UWorld* InWorld
)

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Exec handler

Classes

Name

Description

Public struct

FCopyPropertiesForUnrelatedObjectsParams

Makes a strong effort to copy everything possible from and old object to a new object of a different class, used for blueprint to update things after a recompile.

Public class

FEditorCloseEvent

Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone)

Public class

FLevelActorAddedEvent

Editor-only event triggered when actors are added to the world

Public class

FLevelActorAttachedEvent

Editor-only event triggered when actors are attached in the world

Public class

FLevelActorDeletedEvent

Editor-only event triggered when actors are deleted from the world

Public class

FLevelActorDetachedEvent

Editor-only event triggered when actors are detached in the world

Public class

FLevelActorFolderChangedEvent

Editor-only event triggered when actors' folders are changed

Public class

FLevelActorListChangedEvent

Editor-only event triggered when the actor list of the world has changed

Public class

FLevelActorOuterChangedEvent

Editor-only event triggered when actors outer changes

Public class

FLevelActorRequestRenameEvent

Editor-only event triggered when actors are being requested to be renamed

Public class

FLevelComponentRequestRenameEvent

Editor-only event triggered when actors are being requested to be renamed

Public class

FOnActorMovedEvent

Editor-only event triggered after an actor is moved, rotated or scaled (AActor::PostEditMove)

Public class

FOnActorMovingEvent

Editor-only event triggered when an actor is being moved, rotated or scaled (AActor::PostEditMove)

Public class

FOnActorsMovedEvent

Editor-only event triggered after actors are moved, rotated or scaled by an editor system

Public class

FOnComponentTransformChangedEvent

Editor-only event triggered when any component transform is changed

Public class

FOnNetworkDDoSEscalation

Network burst or DDoS detected. Used for triggering analytics, mostly

Public class

FOnNetworkFailure

Error message event relating to network failures

Public class

FOnNetworkLagStateChanged

Network lag detected.

Public class

FOnNewStatRegistered

Delegate we fire every time a new stat has been registered.

Public class

FOnTravelFailure

Error message event relating to server travel failures

Public class

FPostEditorTick

Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone)

Public class

FWorldAddedEvent

Triggered when a world is added.

Public class

FWorldContextDestroyedEvent

Triggered when a world context is destroyed.

Public class

FWorldDestroyedEvent

Triggered when a world is destroyed.

Typedefs

Name

Description

FEngineStatRender

Typedef int32(UEngine::* EngineStatRender)(UWorld* World, FViewport* Viewport, FCanvas* Canvas, int32 X, int32 Y, const FVector* ViewLocation, const FRotator* ViewRotation);

FEngineStatToggle

Typedef bool (UEngine::* EngineStatToggle)(UWorld* World, FCommonViewportClient* ViewportClient, const TCHAR* Stream);

Constants

Name

Description

NewStatDelegate

Deprecated Variables

Name Description

Public variable

uint32: 1

 

bShouldGenerateLowQualityLightmaps_DEPRECATED

Whether or not the LQ lightmaps should be generated during lighting rebuilds.

Deprecated Functions

Name Description

Public function Static

FGuid

 

GetPackageGuid

(
    FName PackageName,
    bool bForPIE
)

UPackage::Guid has not been used by the engine for a long time and UEngine::GetPackageGuid will be removed.

Public function Const

UWorld *

 

GetWorldFromContextObject

(
    const UObject* Object,
    bool bChecked
)

GetWorldFromContextObject(Object) and GetWorldFromContextObject(Object, boolean) are replaced by GetWorldFromContextObject(Object, Enum) or GetWorldFromContextObjectChecked(Object)

Public function Virtual

bool

 

NetworkRemapPath

(
    UNetDriver* Driver,
    FString& Str,
    bool bReading
)

Please use NetworkRemapPath that takes a connection instead.

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