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Classes

Name

Description

Public struct

ADPCMFormatHeader

Public class

AEFConstantKeyLerp

Public class

AEFConstantKeyLerpShared

Base class for all Animation Encoding Formats using consistently-spaced key interpolation.

Public class

AEFPerTrackCompressionCodec

Decompression codec for the per-track compressor.

Public class

AEFVariableKeyLerp

Public class

AEFVariableKeyLerpShared

Base class for all Animation Encoding Formats using variably-spaced key interpolation.

Public class

AnimEncoding

Public class

AnimEncodingLegacyBase

This class serves as the base to AEFConstantKeyLerpShared, introducing the per-track serialization methods called by ByteSwapIn/ByteSwapOut and individual GetBoneAtomRotation / GetBoneAtomTranslation calls, which GetBoneAtom calls on Seq.TranslationCodec or Seq.RotationCodec.

Public struct

AsyncTraceData

Contains all Async Trace Result for one frame.

Public struct

AudioPluginUtilities

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

BoneTrackPair

Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone.

Public struct

ESkeletalMeshVertexFlags

Flags used when building vertex buffers.

Public struct

FActivatedReverb

Public struct

FActiveSound

Public class

FActiveSubtitle

A collection of subtitles, rendered at a certain priority.

Public struct

FActorComponentDuplicatedObjectData

Public struct

FActorComponentInstanceData

Base class for component instance cached data of a particular type.

Public class

FActorIterator

Actor iterator

that when Playing In Editor, this will find actors only in CurrentWorld

Public class

FActorIteratorState

Abstract base class for actor iteration.

Public class

FActorRange

Actor range for ranged-for support.

Public struct

FAdditionalStaticMeshIndexBuffers

Public class

FADPCMAudioInfo

Public class

FAllSurfaceFilter

TSurfaceIterator Surface filter that passes all surfaces.

Public class

FAllSurfaceLevelFilter

Level filters Level filter that passes all levels.

Public struct

FAlphaBlend

Alpha Blend class that supports different blend options as well as custom curves

Public class

FAnimationCompression_PerTrackUtils

This class contains helper methods for dealing with animations compressed with the per-track codec

Public class

FAnimationRuntime

In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy.

Public class

FAnimationUtils

A collection of useful functions for skeletal mesh animation.

Public struct

FAnimCurveType

In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton.

Public struct

FAnimPerturbationError

Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation

Public struct

FAnimTrailTypeDataPayload

AnimTrail payload

Public class

FAPEXClothUniformShaderParameters

Uniform buffer for APEX cloth.

Public struct

FASyncAudioChunkLoadResult

Struct used to store results of an async file load.

Public class

FAsyncAudioDecompressWorker

Asynchronous audio decompression

Public struct

FAsyncBufferFillData

Public class

FAsyncDistanceFieldTask

A task to build a distance field for a single mesh

Public class

FAsyncEncode

Public class

FAsyncRealtimeAudioTaskProxy

Public class

FAsyncRealtimeAudioTaskWorker

Public class

FAsyncStreamDerivedChunkWorker

Async worker to stream audio chunks from the derived data cache.

Public struct

FAttenuationFocusData

Attenuation focus system data computed per update per active sound

Public struct

FAttenuationListenerData

Struct used to cache listener attenuation vector math results

Public struct

FAttractorParticlePayload

AttractorParticle

Public class

FAudioChunkCache

Basic fixed-size LRU cache for retaining chunks of compressed audio data.

Public class

FAudioChunkHandle

This structure allows audio chunk data to be accessed, and guarantees that the chunk in question will not be deleted during it's lifecycle.

Public struct

FAudioClassInfo

Structure for collating info about sound classes

Public class

FAudioCommandFence

Audio fences.

Public class

FAudioDevice

Public class

FAudioDeviceHandle

Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope.

Public class

FAudioDeviceManager

Class for managing multiple audio devices.

Public class

FAudioDeviceManagerDelegates

List of delegates for the audio device manager.

Public struct

FAudioDeviceParams

Parameters passed into FAudioDeviceManager::RequestAudioDevice.

Public class

FAudioEffectsManager

Manager class to handle the interface to various audio effects

Public class

FAudioRadioEffect

Used to store and manipulate parameters related to a radio effect.

Public struct

FAudioReverbEffect

Public class

FAudioThread

Public struct

FAudioThreadSuspendContext

Suspends the audio thread for the duration of the lifetime of the object

Public struct

FAudioVirtualLoop

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FAutoRegister

Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension(Args).

Public struct

FBaseCompactPose

Public struct

FBaseParticle

Mappings for 'standard' particle data Only used when required.

Public struct

FBasePose

Public struct

FBaseTraceDatum

Base Async Trace Data Struct for both overlap and trace

Public class

FBatchedElementParameters

Custom parameters for batched element shaders.

Public class

FBatchedElements

Batched elements for later rendering.

Public struct

FBeam2TypeDataPayload

Public struct

FBeamParticleModifierPayloadData

Particle Beam Modifier Data Payload

Public struct

FBeamParticleSourceBranchPayloadData

Particle Source Branch Payload

Public struct

FBeamParticleSourceTargetPayloadData

Particle Source/Target Data Payload

Public struct

FBlendableEntry

Used to blend IBlendableInterface object data, the member act as a header for a following data block

Public class

FBlendableManager

Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread)

Public class

FBoneBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FBoneBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FBoneContainer

This is a native transient structure.

Public class

FBoneMatricesUniformShaderParameters

Public struct

FBoneReference

Public struct

FBoneTransform

Public struct

FBspNode

FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself.

Public struct

FBspSurf

FBspSurf One Bsp polygon.

Public class

FBSPSurfaceStaticLighting

Represents a BSP surface to the static lighting system.

Public class

FBufferVisualizationData

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FCachedAudioStreamingManager

This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches)

Public struct

FCachedAudioStreamingManagerParams

Public struct

FCachedGeometry

Public struct

FCachedSystemScalabilityCVars

Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed.

Public struct

FCameraOffsetParticlePayload

Camera offset particle payload

Public class

FCanvas

Encapsulates the canvas state.

Public class

FCanvasBaseRenderItem

Base interface for canvas items which can be batched for rendering

Public class

FCanvasBatchedElementRenderItem

Info needed to render a batched element set

Public class

FCanvasBorderItem

Resizable 3x3 border item.

Public class

FCanvasBoxItem

Public class

FCanvasItem

Public class

FCanvasItemTestbed

Public class

FCanvasLineItem

Line item.

Public class

FCanvasNGonItem

Public class

FCanvasShapedTextItem

Text item which can handle complex shaped text.

Public class

FCanvasTextItem

Text item with misc optional items such as shadow, centering etc.

Public class

FCanvasTextItemBase

Base item used for drawing text

Public class

FCanvasTileItem

'Tile' item can override size and UV .

Public class

FCanvasTileRendererItem

Info needed to render a single FTileRenderer

Public class

FCanvasTriangleItem

Public class

FCanvasTriangleRendererItem

Info needed to render a single FTriangleRenderer

Public class

FCanvasWordWrapper

Public struct

FChunkHeader

Public struct

FClipSMFace

Properties of a clipped static mesh face.

Public struct

FClipSMPolygon

Properties of a clipped static mesh polygon.

Public struct

FClipSMTriangle

Properties of a clipped static mesh triangle.

Public struct

FClipSMVertex

Temp vertex struct for one vert of a static mesh triangle.

Public class

FClothBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FClothBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FClothingSectionData

Public struct

FClothSimulEntry

Public struct

FCollisionNotifyInfo

One entry in the array of collision notifications pending execution at the end of the physics engine run.

Public struct

FCollisionObjectQueryParams

Structure that contains list of object types the query is intersted in.

Public struct

FCollisionParameters

Sets of Collision Parameters to run the async trace

Public struct

FCollisionQueryFlag

If ECollisionChannel entry has metadata of "TraceType = 1", they will be excluded by Collision Profile Any custom channel with bTraceType=true also will be excluded By default everything is object type

Public struct

FCollisionQueryParams

Structure that defines parameters passed into collision function

Public struct

FCollisionResponseParams

Structure that defines response container for the query. Advanced option.

Public class

FColoredMaterialRenderProxy

An material render proxy which overrides the material's Color vector parameter.

Public class

FColoredTexturedMaterialRenderProxy

An material render proxy which overrides the material's Color vector and Texture parameter (mixed together).

Public struct

FColorMaterialInput

Public class

FCommonViewportClient

Common functionality for game and editor viewport clients

Public struct

FCompactHeapPose

Public struct

FCompactPose

Public struct

FCompactPoseBoneIndexIterator

Public struct

FCompactPoseBoneIndexReverseIterator

Public struct

FCompareBoneTransformIndex

Comparison Operator for Sorting.

Public class

FComponentInstanceDataCache

Cache for component instance data.

Public struct

FComponentQueryParams

Structure when performing a collision query using a component's geometry

Public class

FComponentRecreateRenderStateContext

Destroys render state for a component and then recreates it when this object is destroyed

Public class

FComponentReregisterContext

Unregisters a component for the lifetime of this class.

Public class

FComponentReregisterContextBase

Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister

Public class

FComposableDistribution

Base class for composable distributions.

Public class

FComposableFloatDistribution

A composable floating point distribution.

Public class

FComposableVectorDistribution

Public class

FConsoleOutputDevice

An output device that forwards output to both the log and the console.

Public struct

FContentComparisonAssetInfo

Helper class containing information about UObject assets referenced.

Public class

FContentComparisonHelper

Helper class for performing the content comparison console command

Public struct

FConvexVolume

FConvexVolume

Public class

FCopyResidentBricksCS

Public class

FCopyResidentBrickSHCoefficientsCS

Public class

FCopyTexture2DCS

Public struct

FCreateTexture2DParameters

Parameters used for creating a Texture2D frmo a simple color buffer.

Public struct

FCSPose

Public class

FCubemapLayer

Class describing additional settings for cube map layers. Currently only supported by Oculus.

Public class

FCubemapTexturePropertiesPS

Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form.

Public class

FCubemapTexturePropertiesVS

A vertex shader for rendering a texture on a simple element.

Public class

FCurrentLevelSurfaceLevelFilter

Level filter that passes the current level.

Public struct

FCurveEvaluationOption

This is curve evaluation options for bone container

Public struct

FCustomPhysXPayload

Public struct

FCustomPhysXSyncActors

This interface allows plugins to sync between physx sim results and UE4 data.

Public struct

FCustomPrimitiveData

Custom primitive data payload.

Public struct

FCustomThunkTemplates

Public class

FCylinderLayer

Class describing additional settings for cylinder layers. Currently only supported by Oculus.

Public struct

FDDS10FileHeader

.DDS10 header

Public struct

FDDSFileHeader

.DDS header.

Public class

FDDSLoadHelper

Public struct

FDDSPixelFormatHeader

.DDS subheader.

Public class

FDebugDisplayInfo

Tracks what debug information we have switched on.

Public struct

FDebugDrawDelegateHelper

Public class

FDebugRenderSceneProxy

Public class

FDebugShadowRay

Public class

FDebugViewModeInterface

Public struct

FDecodeResult

Struct used to store the results of a decode operation.

Public class

FDefaultLightmapResourceClusterUniformBuffer

Public class

FDefaultMobileReflectionCaptureUniformBuffer

Public class

FDeferredDecalProxy

Encapsulates the data which is used to render a decal parallel to the game thread.

Public class

FDeferredUpdateResource

FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread)

Public class

FDelayAction

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FDelayedRendererAction

Callback for calling one action (typical use case: delay a clear until it's actually needed)

Public struct

FDeltaCheckpointData

Public struct

FDepecatedModelVertex

Public class

FDerivedAudioDataCompressor

Public struct

FDetailedTickStats

Helper struct for gathering detailed per object tick stats.

Public struct

FDiffResults

Collects the Diffs found for a node/object

Public struct

FDiffSingleResult

Result of a single difference found on graph or object

Public struct

FDisplayInternalsData

For r.DisplayInternals (allows for easy passing down data from main to render thread)

Public class

FDistanceFieldAsyncQueue

Class that manages asynchronous building of mesh distance fields.

Public class

FDistanceFieldDownsampling

Public struct

FDistanceFieldDownsamplingDataTask

Public class

FDistanceFieldVolumeData

Distance field data payload and output of the mesh build process.

Public class

FDistanceFieldVolumeTexture

Represents a distance field volume texture for a single UStaticMesh.

Public class

FDistanceFieldVolumeTextureAtlas

Global volume texture atlas that collects all static mesh resource distance fields.

Public struct

FDistributionLookupTable

Lookup table used to sample distributions at runtime.

Public class

FDummyMovablePointLightUniformBuffer

Dummy mobile movable point light uniform buffer.

Public class

FDummyViewport

Minimal viewport for assisting with taking screenshots (also used within a plugin)

Public struct

FDumpFPSChartToEndpoint

Prints the FPS chart summary to an endpoint.

Public struct

FDVRStreamingStatus

Interface(s) for platform feature modulesDefines the interface to platform's DVR and/or streaming system

Public struct

FDynamicAnimTrailEmitterData

Dynamic emitter data for AnimTrail emitters

Public struct

FDynamicBeam2EmitterData

Dynamic emitter data for Beam emitters

Public struct

FDynamicBeam2EmitterReplayData

Source data for Beam emitters

Public struct

FDynamicEmitterDataBase

Base class for all emitter types

Public struct

FDynamicEmitterReplayDataBase

Source data base class for all emitter types

Public class

FDynamicMeshBufferAllocator

This class provides the vertex/index allocator interface used by FDynamicMeshBuilder which is already implemented internally with caching in mind but can be customized if needed.

Public class

FDynamicMeshBuilder

A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface.

Public struct

FDynamicMeshBuilderSettings

Public struct

FDynamicMeshDrawOffset

Public struct

FDynamicMeshEmitterData

Dynamic emitter data for Mesh emitters

Public struct

FDynamicMeshEmitterReplayData

Source data for Mesh emitters

Public class

FDynamicMeshIndexBuffer16

Public class

FDynamicMeshIndexBuffer32

Index Buffer

Public struct

FDynamicMeshVertex

The vertex type used for dynamic meshes.

Public class

FDynamicParameter

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FDynamicPrimitiveResource

An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread.

Public class

FDynamicPrimitiveUniformBuffer

Public class

FDynamicResolutionHeuristicProxy

Render thread proxy that hold's the heuristic for dynamic resolution.

Public struct

FDynamicRibbonEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicRibbonEmitterReplayData

Source data for Ribbon emitters

Public struct

FDynamicSpriteEmitterData

Dynamic emitter data for sprite emitters

Public struct

FDynamicSpriteEmitterDataBase

Base class for Sprite emitters and other emitter types that share similar features.

Public struct

FDynamicSpriteEmitterReplayData

Source data for Sprite emitters

Public struct

FDynamicSpriteEmitterReplayDataBase

Source data base class for Sprite emitters

Public struct

FDynamicTrailsEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicTrailsEmitterReplayData

Source data for trail-type emitters

Public struct

FEdGraphEditAction

Struct containing information about what actions occurred on the graph

Public struct

FEditorSupportDelegates

FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code.

Public struct

FEmitterDynamicParameterPayload

DynamicParameter particle payload.

Public class

FEngineAnalytics

The public interface for the editor's analytics provider singleton.

Public class

FEngineFontServices

A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert)

Public class

FEngineModule

Implements the engine module.

Public class

FEngineService

Implements an application session service.

Public struct

FEngineShowFlags

ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily.

Public class

FEquirectLayer

Class describing additional settings for equirect layers. Currently only supported by Oculus.

Public class

FExportObjectInnerContext

Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects.

Public struct

FExpressionInput

FExpressionInput

Public struct

FExpressionOutput

FExpressionOutput

Public class

FExternalTextureRegistry

Stores a registry of external textures mapped to their GUIDs.

Public struct

FFactChunk

Public struct

FFilterData

Structure representing an individual preset in configuration (ini) files

Public class

FFinalPostProcessSettings

All blended postprocessing in one place, non lerpable data is stored in non merged form

Public struct

FFinalSkinVertex

Data for a single skinned skeletal mesh vertex

Public class

FFindInstancedReferenceSubobjectHelper

Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object.

Public struct

FFIRFilter

Public struct

FFIRFilterTimeBased

Public class

FFloatDistribution

Raw distribution from which one float can be looked up per entry.

Public struct

FFormatChunk

Public struct

FFourBox

Holds the min/max planes that make up a set of 4 bounding volumes.

Public class

FFourDistanceFieldSamples

Public class

FFrameEndSync

Special helper class for frame end sync.

Public struct

FFreezablePerPlatformFloat

Public struct

FFreezablePerPlatformInt

Public class

FFrozenSceneViewMatricesGuard

Public struct

FFullSubUVPayload

Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data...

Public class

FFXSystemInterface

The interface to an effects system.

Public class

FGameDelegates

Class to set and get game callbacks

Public class

FGenericDVRStreamingSystem

A generic implementation of the DVR/Streaming system, that doesn't support streaming

Public class

FGenericSaveGameSystem

A generic save game system that just uses IFileManager to save/load with normal files

Public class

FGenericVideoRecordingSystem

A generic implementation of the video recording system, that doesn't support recording

Public class

FGeometryCacheManualVertexFetchUniformBufferParameters

Public class

FGeometryCacheVertexFactoryUniformBufferParameters

Public struct

FGeometryCacheVertexFactoryUserData

The mesh batch element user data should point to an instance of this struct

Public class

FGeometryCacheVertexVertexFactory

Vertex factory for geometry caches.

Public struct

FGeometryCollectionVertexFactory

A vertex factory for Geometry Collections

Public class

FGeometryCollectionVertexFactoryShaderParameters

Public class

FGeomTools2D

Public class

FGestureRecognizer

Public class

FGlobalComponentRecreateRenderStateContext

Destroys render states for all components and then recreates them when this object is destroyed

Public class

FGlobalComponentReregisterContext

Removes all components from their scenes for the lifetime of the class.

Public struct

FGlobalFocusSettings

Setting for global focus scaling

Public class

FGlobalShaderTypeCompiler

Public class

FGPUBaseSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

FGPUBaseSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

FGPUSkinBatchElementUserData

Public class

FGPUSkinCache

Public class

FGPUSkinPassthroughVertexFactory

Vertex factory with vertex stream components for GPU-skinned streams, enabled for passthrough mode when vertices have been pre-skinned

Public struct

FGPUSortBuffers

The input buffers required for sorting on the GPU.

Public class

FGPUSortManager

A manager that handles different GPU sort tasks.

Public struct

FHardwareInfo

Public class

FHDRLoadHelper

http://radsite.lbl.gov/radiance/refer/Notes/picture_format.htmlhttp://paulbourke.net/dataformats/pic/ To load the HDR file image format.

Public class

FHeightfieldComponentDescription

Information about a heightfield gathered by the renderer for heightfield lighting.

Public struct

FHighResScreenshotConfig

Public class

FHitProxyConsumer

An interface to a hit proxy consumer.

Public class

FHitProxyId

Encapsulates a hit proxy ID.

Public class

FIdentityPrimitiveUniformBuffer

Primitive uniform buffer containing only identity transforms.

Public class

FIESLightProfileBatchedElementParameters

Public class

FIESLightProfilePS

Simple pixel shader that renders a IES light profile for the purposes of visualization.

Public class

FImageUtils

Class of static image utility functions.

Public class

FIndenter

Simple object to track scope indentation.

Public class

FIndexArrayView

An array view in to a static index buffer.

Public class

FInGameCycleCounter

Public struct

FInGameCycleHistory

Public class

FInGamePerformanceTracker

Helper class to track code timings.

Public class

FInGameScopedCycleCounter

Public struct

FInputKeyEventArgs

Public struct

FInstancedPropertyPath

Meant to represent a specific object property that is setup to reference a instanced sub-object.

Public struct

FInstancedSubObjRef

Can be used as a raw sub-object pointer, but also contains a FInstancedPropertyPath to identify the property that this sub-object is referenced by.

Public class

FInstancedViewUniformShaderParameters

Copy of the view uniform shader parameters associated with a view for instanced stereo.

Public class

FInternetAddrDemo

Public struct

FInterpEdInputData

Struct of data that is passed to the input interface.

Public class

FInterpEdInputInterface

Defines a set of functions that provide drag drop functionality for the interp editor classes.

Public class

FInterpTrackDrawParams

Parameters for drawing interp tracks, used by Matinee

Public class

FKCachedConvexData

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public class

FKCachedConvexDataElement

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public struct

FKCachedPerTriData

Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID)

Public class

FKConvexGeomRenderInfo

Public struct

FkDOPBuildCollisionTriangle

This structure is used during the build process.

Public struct

FKeyState

Public struct

FkHitResult

Public class

FLandscapeTextureAtlas

Public struct

FLatentResponse

The response to updating a latent action.

Public struct

FLeaf

FLeaf

Public struct

FLegacyAudioStreamingManager

Streaming manager dealing with audio.

Public class

FLegacyLightMap1D

A 1D array of incident lighting data.

Public struct

FLegacyQuantizedDirectionalLightSample

Public struct

FLegacyQuantizedSimpleLightSample

Public class

FLegacyScreenPercentageDriver

Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage.

Public struct

FLevelNameAndTime

Public class

FLevelUtils

A set of static methods for common editor operations that operate on ULevel objects.

Public class

FLightCacheInterface

An interface to cached lighting for a specific mesh.

Public class

FLightingBuildOptions

A set of parameters specifying how static lighting is rebuilt.

Public class

FLightingDensityMaterialRenderProxy

An material render proxy which overrides the material's Color and Lightmap resolution vector parameter.

Public class

FLightInteraction

Information about an interaction between a light and a mesh.

Public class

FLightMap

The abstract base class of 1D and 2D light-maps.

Public class

FLightMap2D

A 2D array of incident lighting data.

Public class

FLightmapClusterResourceInput

Public struct

FLightMapCoefficients

The quantized coefficients for a single light-map texel.

Public class

FLightMapData2D

The raw data which is used to construct a 2D light-map.

Public class

FLightMapInteraction

Make sure at least one is defined Information about an interaction between a light and a mesh.

Public class

FLightmapResourceCluster

A bundle of lightmap resources which are referenced by multiple components.

Public class

FLightmapResourceClusterShaderParameters

Public struct

FLightmapSceneShaderData

Public struct

FLightParticlePayload

Public class

FLightRayIntersection

The result of an intersection between a light ray and the scene.

Public struct

FLightSample

Incident lighting for a single sample, as produced by a lighting build.

Public class

FLightSceneProxy

Encapsulates the data which is used to render a light by the rendering thread.

Public class

FLightShaderParameters

Shader paraneter structure for rendering lights.

Public struct

FLightVolumeOctreeSemantics

Public struct

FListener

Defines the properties of the listener

Public struct

FListenerProxy

Game thread representation of a listener

Public struct

FLoadedAudioChunk

Stores info about an audio chunk once it's been loaded

Public class

FLocalLightSceneProxy

The parts of the point light scene info that aren't dependent on the light policy type.

Public class

FLocalPlayerIterator

FLocalPlayerIterator - Iterates over local players in the game.

Public class

FLocalVertexFactory

A vertex factory which simply transforms explicit vertex attributes from local to world space.

Public class

FLocalVertexFactoryShaderParameters

Shader parameter class used by FLocalVertexFactory only - no derived classes.

Public class

FLocalVertexFactoryShaderParametersBase

Shader parameters for all LocalVertexFactory derived classes.

Public class

FLocalVertexFactoryUniformShaderParameters

Public struct

FLocationEmitterInstancePayload

ModuleLocationEmitter instance payload

Public struct

FLODBurstFired

Public struct

FLODMask

Computes the LOD to render for the list of static meshes in the given view.

Public struct

FMacroUVOverride

Public class

FMaterial

FMaterial serves 3 intertwined purposes: Represents a material to the material compilation process, and provides hooks for extensibility (CompileProperty, etc) Represents a material to the renderer, with functions to access material properties Stores a cached shader map, and other transient output from a compile, which is necessary with async shader compiling (when a material finishes async compilation, the shader map and compile errors need to be stored somewhere)

Public class

FMaterialAttributeDefinitionMap

Material property to attribute data mappings

Public class

FMaterialAttributeDefintion

Attribute data describing a material property

Public struct

FMaterialAttributesInput

Public struct

FMaterialCachedExpressionContext

Public struct

FMaterialCachedExpressionData

Public struct

FMaterialCachedParameterEntry

Public struct

FMaterialCachedParameters

Public class

FMaterialCompilationOutput

Stores outputs from the material compile that need to be saved.

Public class

FMaterialCompiler

The interface used to translate material expressions into executable code.

Public class

FMaterialCustomOutputAttributeDefintion

Attribute data describing a material property used for a custom output

Public class

FMaterialExpressionKey

Uniquely identifies a material expression output.

Public class

FMaterialExternalTextureParameterInfo

Public class

FMaterialFunctionCompileState

Function specific compiler state.

Public struct

FMaterialFunctionInfo

Stores information about a function that this material references, used to know when the material needs to be recompiled.

Public struct

FMaterialInput

FMaterialInput

Public struct

FMaterialParameterCollectionInfo

Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled.

Public class

FMaterialParameterCollectionInstanceResource

Rendering thread mirror of UMaterialParameterCollectionInstance.

Public class

FMaterialPreshaderData

Public struct

FMaterialProcessedSource

Public struct

FMaterialRenderContext

The context of a material being rendered.

Public class

FMaterialRenderProxy

A material render proxy used by the renderer.

Public class

FMaterialResource

Implementation of the FMaterial interface for a UMaterial or UMaterialInstance.

Public struct

FMaterialResourceLocOnDisk

Public class

FMaterialResourceMemoryWriter

Public class

FMaterialResourceProxyReader

Public class

FMaterialResourceWriteScope

Public class

FMaterialScalarParameterInfo

Public class

FMaterialShaderMap

The set of material shaders for a single material.

Public class

FMaterialShaderMapContent

Public class

FMaterialShaderMapId

Contains all the information needed to uniquely identify a FMaterialShaderMap.

Public struct

FMaterialShaderParameters

Public struct

FMaterialShaders

Public class

FMaterialShaderType

A shader meta type for material-linked shaders.

Public struct

FMaterialShaderTypes

Public class

FMaterialTextureParameterInfo

Public class

FMaterialUniformPreshaderHeader

Public class

FMaterialUpdateContext

This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread.

Public class

FMaterialVectorParameterInfo

Public class

FMaterialVirtualTextureStack

Public class

FMatineeDelegates

FMatineeDelegates Delegates used by matinee.

Public struct

FMatrix3x4

3x4 matrix of floating point values.

Public struct

FMeshBatch

A batch of mesh elements, all with the same material and vertex buffer

Public struct

FMeshBatchAndRelevance

A reference to a mesh batch that is added to the collector, together with some cached relevance flags.

Public struct

FMeshBatchElement

A batch mesh element definition.

Public struct

FMeshBoneInfo

This contains Reference-skeleton related info Bone transform is saved as FTransform array

Public class

FMeshBuilderOneFrameResources

Public class

FMeshElementCollector

Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes.

Public class

FMeshMaterialShaderMap

The shaders which the render the material on a mesh generated by a particular vertex factory type.

Public class

FMeshMaterialShaderType

A shader meta type for material-linked shaders which use a vertex factory.

Public struct

FMeshMotionBlurPayloadData

Public struct

FMeshParticleInstanceVertex

Per-particle data sent to the GPU.

Public struct

FMeshParticleInstanceVertexDynamicParameter

Public struct

FMeshParticleInstanceVertexPrevTransform

Public class

FMeshParticleUniformParameters

Uniform buffer for mesh particle vertex factories.

Public class

FMeshParticleVertexFactory

Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

Public struct

FMeshPose

Public struct

FMeshRotationPayloadData

Mesh rotation data payload

Public struct

FMeshToMeshVertData

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

Public struct

FMeshUVChannelInfo

The world size for each texcoord mapping. Used by the texture streaming.

Public class

FMipLevelBatchedElementParameters

Public class

FMobileDirectionalLightShaderParameters

The uniform shader parameters for a mobile directional light and its shadow.

Public class

FMobileMovablePointLightUniformShaderParameters

Movable point light uniform buffer for mobile.

Public class

FMobileReflectionCaptureShaderParameters

Public class

FModelElement

A set of BSP nodes which have the same material and relevant lights.

Public struct

FModelVertex

Public class

FModelVertexBuffer

A vertex buffer for a set of BSP nodes.

Public struct

FModuleLocationBoneSocketParticlePayload

ModuleLocationBoneSocket per-particle payload

Public class

FMoveWholeIndirectionTextureCS

Public class

FMultiComponentReregisterContext

Unregisters multiple components for the lifetime of this class.

Public struct

FMultiComponentReregisterPair

Pairing of UActorComponent and its UWorld.

Public struct

FNetworkDemoHeader

Public struct

FNodeGroup

A struct that contains a set of conodes that will be used in one mapping

Public struct

FNotifyBufferFinishedHooks

Public class

FNullDynamicParameterVertexBuffer

Public class

FOccluderElementsCollector

An interface used to collect primitive occluder geometry.

Public struct

FODSCRequestPayload

Public class

FOneFrameResource

Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases.

Public class

FOpusAudioInfo

Helper class to parse opus data

Public struct

FOrbitChainModuleInstancePayload

Chain-able Orbit module instance payload

Public struct

FOrientAndScaleRetargetingCachedData

Stores cached data for Orient and Scale bone translation retargeting

Public struct

FOutcode

Encapsulates the inside and/or outside state of an intersection test.

Public struct

FOverlapDatum

Overlap Data structure for async trace

Public struct

FOverlappingThresholds

Public struct

FOverlappingVerticesCustomVersion

Custom version for overlapping vertcies code

Public class

FOverrideSelectionColorMaterialRenderProxy

A material render proxy which overrides the selection color

Public struct

FParameterChannelNames

Public struct

FParticleAnimTrailEmitterInstance

Public struct

FParticleBeam2EmitterInstance

Public class

FParticleBeamTrailUniformParameters

Uniform buffer for particle beam/trail vertex factories.

Public struct

FParticleBeamTrailVertex

FParticleBeamTrailVertex.

Public struct

FParticleBeamTrailVertexDynamicParameter

FParticleBeamTrailVertexDynamicParameter.

Public class

FParticleBeamTrailVertexFactory

Beam/Trail particle vertex factory.

Public struct

FParticleCollisionInstancePayload

Collision module per instance payload

Public struct

FParticleCollisionPayload

Collision module particle payload

Public struct

FParticleDataContainer

Public class

FParticleDynamicData

Public class

FParticleEightTexCoordVertexBuffer

Public struct

FParticleEmitterBuildInfo

Public struct

FParticleEmitterInstance

Public struct

FParticleEventInstancePayload

General event instance payload.

Public class

FParticleIndexBuffer

Index buffer for drawing an individual sprite.

Public struct

FParticleMeshEmitterInstance

Public struct

FParticleOrder

Public class

FParticleOrderPool

Public struct

FParticleRandomSeedInstancePayload

Random-seed instance payload

Public class

FParticleResetContext

Helper class to reset and recreate all PSCs with specific templates on their next tick.

Public struct

FParticleRibbonEmitterInstance

Public class

FParticleScratchVertexBuffer

Scratch vertex buffer available for dynamic draw calls.

Public class

FParticleSortBuffers

Buffers in GPU memory used to sort particles.

Public struct

FParticleSpawnPerUnitInstancePayload

Payload for instances which use the SpawnPerUnit module.

Public struct

FParticleSpriteEmitterInstance

Public class

FParticleSpriteUniformParameters

Uniform buffer for particle sprite vertex factories.

Public struct

FParticleSpriteVertex

GPU Particle stats.

Public class

FParticleSpriteVertexFactory

Vertex factory for rendering particle sprites.

Public struct

FParticleSpriteVertexNonInstanced

Per-particle data sent to the GPU.

Public struct

FParticleSystemCustomVersion

Public class

FParticleSystemSceneProxy

Scene Proxies

Public class

FParticleTexCoordVertexBuffer

Vertex buffer containing texture coordinates for the four corners of a sprite.

Public struct

FParticleTrailsEmitterInstance_Base

Public struct

FParticleVertexDynamicParameter

FParticleSpriteVertexDynamicParameter.

Public class

FParticleVertexFactoryBase

Base class for particle vertex factories.

Public class

FPatchIndirectionTextureCS

Public class

FPendingLatentAction

A pending latent action.

Public struct

FPendingShaderMapCompileResults

Public class

FPerformanceTrackingChart

Chart for a single portion of gameplay (e.g., gameplay or in-game-shop or settings menu open) WARNING: If you add members here, you MUST also update AccumulateWith() as it accumulates each measure from another chart.

Public struct

FPerformanceTrackingSystem

Overall state of the built-in performance tracking.

Public class

FPerObjectProjectedShadowInitializer

Information needed to create a per-object projected shadow.

Public struct

FPerPlatformBool

FPerPlatformBool - bool property with per-platform overrides

Public struct

FPerPlatformFloat

FPerPlatformFloat - float property with per-platform overrides

Public struct

FPerPlatformInt

FPerPlatformInt - int32 property with per-platform overrides

Public class

FPhysCommandHandler

Container used for physics tasks that need to be deferred from GameThread.

Public class

FPhysicsDelegates

Set of delegates to allowing hooking different parts of the physics engine

Public class

FPhysicsReplication

Public struct

FPhysXCookHelper

Helper for physics cooking

Public struct

FPhysxUserData

PhysX user data

Public class

FPlanarReflectionRenderTarget

Public class

FPlanarReflectionSceneProxy

Public class

FPlatformCompressionUtilities

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FPlaybackPacket

Public class

FPrecomputedLightingUniformParameters

Public class

FPrecomputedLightVolume

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPrecomputedLightVolumeData

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPrecomputedVolumetricLightmap

Represents the Volumetric Lightmap for a specific ULevel.

Public class

FPrecomputedVolumetricLightmapData

Data for a Volumetric Lightmap, built during import from Lightmass.

Public class

FPreviewScene

Encapsulates a simple scene setup for preview or thumbnail rendering.

Public class

FPrimitiveComponentId

Class used to identify UPrimitiveComponents on the rendering thread without having to pass the pointer around, Which would make it easy for people to access game thread variables from the rendering thread.

Public class

FPrimitiveDrawInterface

The base interface used to query a primitive for its dynamic elements.

Public class

FPrimitiveSceneProxy

Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread.

Public struct

FPrimitiveSceneShaderData

Public class

FPrimitiveUniformShaderParameters

The uniform shader parameters associated with a primitive.

Public struct

FPrimitiveViewRelevance

The different types of relevance a primitive scene proxy can declare towards a particular scene view.

Public class

FProjectedShadowInitializer

A projected shadow transform.

Public class

FProxyMaterialCompiler

A proxy for the material compiler interface which by default passes all function calls unmodified.

Public class

FQuadLayer

Quad layer is the default layer shape and contains no additional settings

Public struct

FQualityLevels

Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels().

Public struct

FQuantizedDirectionalLightSample

The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1.

Public struct

FQuantizedLightmapData

Public class

FQuantizedShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's.

Public struct

FQuantizedSignedDistanceFieldShadowSample

Public struct

FQuantizedSimpleLightSample

The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1.

Public class

FQuatFixed32NoW

Public class

FQuatFixed48NoW

Public class

FQuatFloat32NoW

Public class

FQuatFloat96NoW

Public class

FQuatIntervalFixed32NoW

Public struct

FQueuedDemoPacket

Public struct

FQueueSubtitleParams

Public struct

FRawDistribution

Raw distribution used to quickly sample distributions at runtime.

Public class

FRawIndexBuffer

Public class

FRawIndexBuffer16or32

Public class

FRawStaticIndexBuffer

Public class

FRawStaticIndexBuffer16or32

Public class

FRawStaticIndexBuffer16or32Interface

Virtual interface for the FRawStaticIndexBuffer16or32 class

Public struct

FReadOnlyCVARCache

Cache of read-only console variables used by the scene renderer

Public struct

FRecomputeTangentCustomVersion

Custom serialization version for RecomputeTangent.

Public struct

FRectLightRayTracingData

Public class

FRectLightSceneProxy

Public struct

FReferenceSkeleton

Reference Skeleton

Public struct

FReferenceSkeletonModifier

Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.

Public class

FReflectionCaptureProxy

Represents a reflection capture to the renderer.

Public struct

FRefPoseOverride

Public class

FRemoveSubLevelBricksCS

Public class

FRenderAssetUpdate

This class provides a framework for loading and unloading the texture/mesh LODs.

Public struct

FRenderedTextureStats

Lightweight struct used to list the MIP levels of rendered assets.

Public class

FRenderTarget

A render target.

Public class

FRepActorsCheckpointParams

Public class

FReplayExternalData

Public class

FReplayHelper

Public struct

FReplicatedPhysicsTarget

Public struct

FRetargetSourceCachedData

Retargeting cached data for a specific Retarget Source

Public struct

FRibbonTypeDataPayload

Public struct

FRiffWaveHeader

Data used to parse the wave file formats

Public struct

FRigidBodyCollisionInfo

Information about a specific object involved in a rigid body collision

Public struct

FSampleChunk

Public struct

FSampleLoop

Public struct

FScalarMaterialInput

Public class

FSceneInterface

An interface to the private scene manager implementation of a scene.

Public class

FSceneView

A projection from scene space into a 2D screen region.

Public class

FSceneViewExtensionBase

Inherit from this class to make a view extension.

Public struct

FSceneViewExtensionContext

Contains information about the context in which this scene view extension will be used.

Public struct

FSceneViewExtensionIsActiveFunctor

Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame.

Public class

FSceneViewExtensions

Repository of all registered scene view extensions.

Public class

FSceneViewFamily

A set of views into a scene which only have different view transforms and owner actors.

Public class

FSceneViewFamilyContext

A view family which deletes its views when it goes out of scope.

Public struct

FSceneViewInitOptions

Construction parameters for a FSceneView.

Public struct

FSceneViewProjectionData

Projection data for a FSceneView.

Public struct

FSceneViewScreenPercentageConfig

Exposed screen percentage settings to ISceneViewFamilyScreenPercentage.

Public class

FSceneViewStateInterface

The scene manager's persistent view state.

Public class

FSceneViewStateReference

Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed.

Public struct

FScopeCycleCounterEmitter

Public class

FScopedConditionalWorldSwitcher

When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before

Public struct

FScopedDetailTickStats

Scoped helper structure for capturing tick time.

Public class

FScopedForceUnicodeInArchive

Public class

FScopedMaterialCompilerAttribute

Helper class to handle MaterialAttribute changes on the compiler stack.

Public class

FScopedSkeletalMeshPostEditChange

Helper to scope skeletal mesh post edit change.

Public class

FScopedStoreArchiveOffset

Helps track Offsets in an Archive before the actual size of the offset is known.

Public class

FScreenPS

A pixel shader for rendering a textured screen element.

Public class

FScreenPS_OSE

Public class

FScreenPSInvertAlpha

A pixel shader for rendering a textured screen element.

Public class

FScreenPSMipLevel

A pixel shader for rendering a textured screen element with mip maps.

Public class

FScreenPSsRGBSource

A pixel shader for rendering a textured screen element.

Public class

FScreenPSsRGBSourceMipLevel

A pixel shader for rendering a textured screen element with mip maps.

Public struct

FScreenshotRequest

Public struct

FScreenVertex

Public class

FScreenVertexDeclaration

The filter vertex declaration resource type.

Public class

FScreenVS

A vertex shader for rendering a textured screen element.

Public class

FSelectedActorExportObjectInnerContext

Public class

FSelectedActorIterator

Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to

Public class

FSelectedActorRange

Selected actor range for ranged-for support.

Public struct

FSelectedLightmapSample

Stores debug information for a lightmap sample.

Public class

FSelectedSurfaceFilter

TSelectedSurfaceIterator Surface filter that passes selected surfaces.

Public class

FSeparatingAxisPointCheck

FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon.

Public class

FShaderCommonCompileJob

Stores all of the common information used to compile a shader or pipeline.

Public class

FShaderCompileDistributedThreadRunnable_Interface

Public class

FShaderCompileFASTBuildThreadRunnable

Public class

FShaderCompileJob

Stores all of the input and output information used to compile a single shader.

Public class

FShaderCompileJobCollection

Public struct

FShaderCompileJobKey

Public class

FShaderCompilerStats

Public class

FShaderCompileThreadRunnable

Shader compiling thread This runs in the background while UE4 is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs.

Public class

FShaderCompileThreadRunnableBase

Public class

FShaderCompilingManager

Manager of asynchronous and parallel shader compilation.

Public class

FShaderJobCache

Public struct

FShaderMapCompileResults

Results for a single compiled shader map.

Public class

FShaderPipelineCompileJob

Public struct

FShaderPipelineCompileJobKey

Public struct

FShadingModelMaterialInput

Public class

FShadowCascadeSettings

Information about a single shadow cascade.

Public class

FShadowMap

The abstract base class of 1D and 2D shadow-maps.

Public class

FShadowMap2D

Public class

FShadowMapData2D

The raw data which is used to construct a 2D shadowmap.

Public class

FShadowMapInteraction

Information about the static shadowing information for a primitive.

Public class

FShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's.

Public class

FSharedPoolPolicyData

Shared data & implementation for the different types of pool

Public class

FSharedSamplerState

Public struct

FSignedDistanceFieldShadowSample

Public class

FSimpleElementAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture

Public class

FSimpleElementCollector

Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.

Public class

FSimpleElementColorChannelMaskPS

A pixel shader for rendering a texture with the ability to weight the colors for each channel.

Public class

FSimpleElementDistanceFieldGammaPS

A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element.

Public class

FSimpleElementGammaAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output

Public class

FSimpleElementGammaBasePS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementGammaPS

Public class

FSimpleElementHitProxyPS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementMaskedGammaBasePS

A pixel shader for rendering a masked texture on a simple element.

Public class

FSimpleElementMaskedGammaPS

Public class

FSimpleElementPS

Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible

Public struct

FSimpleElementVertex

The type used to store batched line vertices.

Public class

FSimpleElementVertexDeclaration

The simple element vertex declaration resource type.

Public class

FSimpleElementVS

A vertex shader for rendering a texture on a simple element.

Public class

FSimpleLightArray

Data pertaining to a set of simple dynamic lights

Public class

FSimpleLightEntry

Data for a simple dynamic light.

Public class

FSimpleLightInstacePerViewIndexData

Index into the Per-view data for each instance.

Public class

FSimpleLightPerViewEntry

Data for a simple dynamic light which could change per-view.

Public struct

FSingleAnimationPlayData

Public class

FSinglePrimitiveStructured

Public class

FSixTriangleParticleIndexBuffer

Index buffer for drawing an individual sprite.

Public struct

FSkeletalMeshCustomVersion

Custom serialization version for SkeletalMesh types.

Public class

FSkeletalMeshMerge

Utility for merging a list of skeletal meshes into a single mesh.

Public class

FSkeletalMeshObject

Interface for mesh rendering data

Public struct

FSkeletalMeshOptimizationSettings

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

Public class

FSkeletalMeshSceneProxy

A skeletal mesh component scene proxy.

Public struct

FSkelMeshMergeSectionMapping

Info to map all the sections from a single source skeletal mesh to a final section entry int he merged skeletal mesh

Public struct

FSkelMeshMergeUVTransforms

Info to map all the sections about how to transform their UVs

Public class

FSkinnedMeshComponentRecreateRenderStateContext

Used to recreate all skinned mesh components for a given skeletal mesh

Public class

FSkyAtmosphereSceneProxy

Represents a USkyAtmosphereComponent to the rendering thread.

Public class

FSkyLightSceneProxy

Represents a USkyLightComponent to the rendering thread.

Public class

FSoundBuffer

Public struct

FSoundMixClassOverride

Public struct

FSoundMixState

Public struct

FSoundParseParameters

Struct used for gathering the final parameters to apply to a wave instance

Public class

FSoundSource

Public class

FSpeedTreeUniformParameters

Uniform buffer setup for SpeedTrees.

Public class

FSpeedTreeWind

SpeedTreeWind.h

Public struct

FStatHitchesData

Data needed to display perframe stat tracking when STAT HITCHES is enabled

Public struct

FStaticComponentMaskParameter

Holds the information for a static component mask parameter

Public struct

FStaticComponentMaskValue

Public class

FStaticLightingGlobalVolumeMapping

Represents an object which will use the global volumetric lightmap.

Public class

FStaticLightingMapping

A mapping between world-space surfaces and a static lighting cache.

Public class

FStaticLightingMesh

A mesh which is used for computing static lighting.

Public struct

FStaticLightingPrimitiveInfo

The info about an actor component which the static lighting system needs.

Public class

FStaticLightingTextureMapping

A mapping between world-space surfaces and static lighting cache textures.

Public struct

FStaticLightingVertex

The vertex data used to build static lighting.

Public struct

FStaticMaterialLayersParameter

Holds the information for a static material layers parameter

Public struct

FStaticMeshAreaWeightedSectionSampler

Public struct

FStaticMeshBuildVertex

The information used to build a static-mesh vertex.

Public class

FStaticMeshComponentRecreateRenderStateContext

FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope.

Public struct

FStaticMeshDataType

Public class

FStaticMeshInstanceData

The implementation of the static mesh instance data storage type.

Public class

FStaticMeshLODGroup

The LOD settings to use for a group of static meshes.

Public struct

FStaticMeshLODResources

Rendering resources needed to render an individual static mesh LOD.

Public class

FStaticMeshLODSettings

Per-group LOD settings for static meshes.

Public class

FStaticMeshOccluderData

This geometry is used to rasterize mesh for software occlusion Generated only for platforms that support ETargetPlatformFeatures::SoftwareOcclusion

Public class

FStaticMeshRenderData

FStaticMeshRenderData - All data needed to render a static mesh.

Public class

FStaticMeshSceneProxy

A static mesh component scene proxy.

Public struct

FStaticMeshSection

A set of static mesh triangles which are rendered with the same material.

Public struct

FStaticMeshSectionAreaWeightedTriangleSampler

Creates distribution for uniformly sampling a mesh section.

Public class

FStaticMeshSectionAreaWeightedTriangleSamplerBuffer

Represents GPU resource needed for area weighted uniform sampling of a mesh surface.

Public class

FStaticMeshStaticLightingMesh

Represents the triangles of one LOD of a static mesh primitive to the static lighting system.

Public class

FStaticMeshStaticLightingTextureMapping

Represents a static mesh primitive with texture mapped static lighting.

Public struct

FStaticMeshVertexBuffers

Public struct

FStaticMeshVertexFactories

Public struct

FStaticParameterBase

Base parameter properties

Public struct

FStaticParameterSet

Contains all the information needed to identify a single permutation of static parameters.

Public class

FStaticPrimitiveDrawInterface

An interface used to query a primitive for its static elements.

Public struct

FStaticSwitchParameter

Holds the information for a static switch parameter

Public struct

FStaticTerrainLayerWeightParameter

Holds the information for a static switch parameter

Public struct

FStatUnitData

Data needed to display perframe stat tracking when STAT UNIT is enabled

Public class

FStereoLayerPS

A pixel shader for rendering a transformed textured element.

Public class

FStereoLayerPS_Base

Public class

FStereoLayerPS_External

A pixel shader for rendering a transformed external texture element.

Public class

FStereoLayerVS

A vertex shader for rendering a transformed textured element.

Public struct

FStreamingManagerCollection

Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager.

Public struct

FStreamingViewInfo

Helper structure containing all relevant information for streaming.

Public struct

FStreamingWaveData

Contains everything that will be needed by a SoundWave that's streaming in data

Public class

FStripDataFlags

Helper class for serializing flags describing which data have been stripped (if any).

Public class

FStudioAnalytics

The public interface for the game studio to gather information about internal development metrics.

Public struct

FSubLevelStatus

SubLevel status information

Public class

FSubtitleManager

Subtitle manager. Handles prioritization and rendering of subtitles.

Public struct

FSystemResolution

Public class

FSystemSettings

Class that actually holds the current system settings

Public struct

FSystemSettingsData

Struct that holds the actual data for the system settings.

Public struct

FTemporalLODState

Struct to hold the temporal LOD state within a view state

Public struct

FTemporaryPlayInEditorIDOverride

Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary.

Public struct

FTextSizingParameters

General purpose data structure for grouping all parameters needed when sizing or wrapping a string

Public class

FTexture2DDynamicResource

A dynamic 2D texture resource.

Public struct

FTexture2DMipMap

A 2D texture mip-map.

Public class

FTextureLayout

An incremental texture space allocator.

Public class

FTextureLayout3d

An incremental texture space allocator.

Public class

FTextureRenderTarget2DArrayResource

FTextureRenderTarget2DArrayResource type for 2DArray render target textures.

Public class

FTextureRenderTarget2DResource

FTextureResource type for 2D render target textures.

Public class

FTextureRenderTargetCubeResource

FTextureResource type for cube render target textures.

Public class

FTextureRenderTargetResource

FTextureResource type for render target textures.

Public class

FTextureRenderTargetVolumeResource

FTextureRenderTargetVolumeResource type for Volume render target textures.

Public class

FTextureResource

The rendering resource which represents a texture.

Public class

FTickableGameObject

This class provides common registration for gamethread tickable objects.

Public class

FTickableObjectBase

Base class for tickable objects

Public struct

FTickStats

Helper structure encapsulating all information gathered.

Public class

FTickTaskManagerInterface

Interface for the tick task manager

Public struct

FTimerData

Public class

FTimerManager

Class to globally manage timers.

Public struct

FTimerUnifiedDelegate

Simple interface to wrap a timer delegate that can be either native or dynamic.

Public struct

FTraceDatum

Trace/Sweep Data structure for async trace

Public struct

FTraceHandle

Trace Data Structs that are used for Async TraceTrace Handle - unique ID struct that is returned once trace is requested for tracking purpose

Public struct

FTrailsBaseTypeDataPayload

Trails Base data payload

Public class

FTriangleRasterizer

FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel.

Public struct

FTriangleSOA

Stores 4 triangles in one struct (Struct Of Arrays).

Public struct

FUnconvertedWrapper

Base class for wrappers for unconverted BlueprintGeneratedClasses.

Public struct

FUniformBufferValue

Public struct

FUniformExpressionCache

Cached uniform expression values.

Public struct

FUniformExpressionCacheContainer

Public class

FUniformExpressionSet

Stores all uniform expressions for a material generated from a material translation.

Public class

FUniformParameterOverrides

Public class

FUpdateTexture2DSubresouceCS

Public class

FUpdateTexture3DSubresouceCS

Public class

FUserActivityTracking

Public struct

FUtilEdge2D

An edge in 2D space, used by these utility functions.

Public struct

FUtilEdge3D

An edge in 3D space, used by these utility functions.

Public struct

FUtilPoly2D

A polygon in 2D space, used by utility function.

Public struct

FUtilPoly2DSet

A set of 2D polygons, along with a transform for going into world space.

Public struct

FUtilTri2D

Triangle in 2D space.

Public struct

FUtilVertex2D

A triangle vertex in 2D space, with UV information.

Public struct

FVector2MaterialInput

Public struct

FVector3SOA

Stores XYZ from 4 vectors in one Struct Of Arrays.

Public class

FVector4Distribution

Raw distribution from which four floats can be looked up per entry.

Public struct

FVector4SOA

Stores XYZW from 4 vectors in one Struct Of Arrays.

Public class

FVectorDistribution

Raw distribution from which three floats can be looked up per entry.

Public class

FVectorFixed48

Public class

FVectorIntervalFixed32NoW

Public struct

FVectorMaterialInput

Public class

FVert

One vertex associated with a Bsp node's polygon.

Public struct

FVertexBufferAndSRV

Struct to pool the vertex buffer & SRV together

Public struct

FVideoRecordingParameters

Public class

FViewElementDrawer

An interface to a scene interaction.

Public struct

FViewMatrices

Public class

FViewport

Encapsulates the I/O of a viewport.

Public class

FViewportClient

An abstract interface to a viewport's client.

Public class

FViewportFrame

An interface to the platform-specific implementation of a UI frame for a viewport.

Public class

FViewUniformShaderParameters

The uniform shader parameters associated with a view.

Public struct

FVirtualBoneCompactPoseData

This is a native transient structure. Used to store virtual bone mappings for compact poses

Public struct

FVirtualBoneRefData

Cached Virtual Bone data from USkeleton.

Public class

FVirtualTexture2DResource

Public class

FVolumetricCloudSceneProxy

Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component.

Public struct

FVolumetricLightmapBasicBrickDataLayers

Public class

FVolumetricLightmapBrickAtlas

Public class

FVolumetricLightmapBrickData

Public struct

FVolumetricLightmapBrickTextureSet

Public class

FVolumetricLightmapDataLayer

Public struct

FWaveFormatInfo

The header of an wave formatted file

Public struct

FWaveInstance

Structure encapsulating all information required to play a USoundWave on a channel/source.

Public class

FWaveModInfo

Structure for in-memory interpretation and modification of WAVE sound structures.

Public struct

FWaveRequest

Contains a request to load chunks of a sound wave

Public class

FWholeSceneProjectedShadowInitializer

Information needed to create a whole scene projected shadow.

Public class

FWindData

Calculated wind data with support for accumulating other weighted wind data

Public class

FWindSourceSceneProxy

Represents a wind source component to the scene manager in the rendering thread.

Public class

FWorldInGamePerformanceTrackers

Collection of in game performance trackers for a world.

Public class

FWorldSceneViewExtension

Scene View Extension which is enabled for all Viewports/Scenes which have the same world.

Public struct

FWrappedStringElement

Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

Public struct

FZoneProperties

Public struct

FZoneSet

FZoneProperties

Public struct

HActor

Hit an actor.

Public struct

HBSPBrushVert

HBSPBrushVert

Public class

HHitProxy

Base class for detecting user-interface hits.

Public class

HHitProxyType

Represents a hit proxy class for runtime type checks.

Public struct

HInterpEdInputInterface

Input interface hit proxy

Public struct

HInterpTrackKeyHandleProxy

Public struct

HInterpTrackKeypointProxy

Public struct

HInterpTrackSubGroupKeypointProxy

Hit proxy for keyframes drawn directly subgroups and not tracks.

Public class

HModel

A hit proxy representing a UModel.

Public struct

HObject

Hit proxy class for UObject references.

Public struct

HStaticMeshVert

HStaticMeshVert

Public struct

HTranslucentActor

Hit an actor even with translucency.

Public struct

IAnimationStreamingManager

Interface to add functions specifically related to animation streaming

Public struct

IAudioStreamingManager

Interface to add functions specifically related to audio streaming

Public class

ICameraPhotography

Public class

ICameraPhotographyModule

The public interface of the CameraPhotographyModule

Public class

ICompressedAudioInfo

Interface class to decompress various types of audio data

Public class

ICustomStaticScreenPercentage

Public class

ICustomStaticScreenPercentageData

Used to deliver Screen percentage settings or other data.

Public class

IDestructibleInterface

Public class

IDeviceChangedListener

Interface to register a device changed listener to respond to audio device changes.

Public class

IDeviceProfileSelector

DeviceProfileSelector

Public class

IDeviceProfileSelectorModule

Device Profile Selector module

Public class

IDVRStreamingSystem

Public class

IDynamicResolutionState

Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic.

Public class

IEngineLoop

Public interface to FEngineLoop so we can call it from editor or editor code

Public class

IInterpolationIndexProvider

Interface used to provide interpolation indices for per bone blends

Public class

ILocalNotificationModule

Defines the interface of a module implementing a local notification server.

Public class

ILocalNotificationService

Interface for local notification modules

Public class

ILODSyncInterface

This is interface class for getting/setting LOD info by LODSyncComponent

Public class

IPerformanceDataConsumer

This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc...

Public class

IPIEPreviewDeviceModule

Public class

IPlatformFeaturesModule

Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class.

Public struct

IRenderAssetStreamingManager

Interface to add functions specifically related to texture/mesh streaming

Public class

ISaveGameSystem

Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one)

Public class

ISceneViewExtension

Public class

ISceneViewFamilyScreenPercentage

Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage.

Public class

IStereoLayers

Public class

IStereoLayerShape

Public class

IStereoRendering

Public class

IStereoRenderTargetManager

The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations.

Public class

IStreamedCompressedInfo

Default implementation of a streamed compressed audio format.

Public struct

IStreamingManager

Pure virtual base class of a streaming manager.

Public class

ISubmixBufferListener

Abstract interface for receiving audio data from a given submix.

Public class

IVideoRecordingSystem

Interface for platform video recording functionality

Public class

MCurve

A temporary curve that is going through the key-reduction process.

Public class

MKey

A key extracted from a track that may be reduced.

Public class

SFLOAT

For 1D curves, use this structure to allow selected operators on the float.

Public class

TActorIterator

Template actor iterator.

  1. Iterator types

Public class

TActorIteratorBase

Template class used to filter actors by certain characteristics

Public class

TActorRange

Template actor range for ranged-for support.

Public struct

TArrayCaster

Public class

TBasePlayerControllerIterator

PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers.

Public class

TComponentReregisterContext

Removes all components of the templated type from their scenes for the lifetime of the class.

Public class

TCopyDataCS

Public class

TCopyTexture2DCS

Public class

TCustomBoneIndexArray

Public struct

TCustomShowFlag

Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view.

Public class

TGPUSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

TGPUSkinMorphVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

TGPUSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

TkDOPCollisionCheck

Base struct for all collision checks.

Public struct

TkDOPLineCollisionCheck

This struct holds the information used to do a line check against the kDOP tree.

Public struct

TkDOPNode

Forward declarations.

Public struct

TkDOPTree

This is the tree of kDOPs that spatially divides the static mesh.

Public class

TMultipleInfluenceClothVertexFactory

Public struct

TPerPlatformProperty

TPerPlatformProperty - template parent class for per-platform properties Implements Serialize function to replace value at cook time, and backwards-compatible loading code for properties converted from simple types.

Public struct

TPlayerControllerIterator

Public class

TPreallocatedArrayProxy

Helper class that provides a basic interface for an inline and presized array within a contiguous memory block

Public class

TQuadTree

Public struct

TQuantizedLightSampleBulkData

Bulk data array of FQuantizedLightSamples

Public class

TRenderAssetUpdate

This class provides a framework for loading and unloading the texture/mesh LODs.

Public class

TRenderResourcePool

A resource pool that automatically handles render-thread resources

Public class

TResourcePool

A templated pool for resources that can only be freed at a 'safe' point in the frame.

Public class

TSelectedSurfaceIterator

Iterates over selected surfaces of the specified UWorld.

Public class

TStaticMeshVertexData

The implementation of the static mesh vertex data storage type.

Public class

TSurfaceIterator

Iterates over selected surfaces of the specified UWorld.

Public class

TSurfaceIteratorBase

TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld.

Public struct

TSwitchPair

Public struct

TTraceThreadData

Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64.

Public struct

TTraversalHistory

Tracks information about a traversal through the kDOP tree.

Public class

TUpdateTexture2DSubresouceCS

Public class

TVolumeLightingSample

Incident radiance stored for a point.

Public class

UActorComponentInstanceDataTransientOuter

Dummy class to use as an outer as we can instantiate a UObject since it is abstract class.

Public class

UAssetExportTask

Contains data for a group of assets to import

Public class

UDestructibleInterface

Public class

ULODSyncInterface

Public class

UModel

Public class

UObjectTraceWorldSubsystem

World subsystem used to track world info.

Public class

UReplayNetConnection

Public class

UReplaySubsystem

Public struct

WaveFormatHeader

Constants

Name

Description

GPointFilteringThreshold

GSmallNegativeNumber

( -0.0001f, -0.0001f, -0.0001f, -0.0001f )

GSmallNumber

( 0.0001f, 0.0001f, 0.0001f, 0.0001f )

GZeroVectorRegister

LogScale

LQ_LIGHTMAP_COEF_INDEX

The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients.

MAX_GPU_BONE_MATRICES_UNIFORMBUFFER

MAX_MOBILE_SHADOWCASCADES

MAX_NODES

UModel

MAX_NUM_LIGHTMAP_COEF

The maximum value between NUM_LQ_LIGHTMAP_COEF and NUM_HQ_LIGHTMAP_COEF.

MAX_PARTICLES_PER_INSTANCE

The number of sprites to support per-instanced draw.

MAX_POINTS

MAX_STATIC_TEXCOORDS

Constants.

MAX_TEXCOORDS

Constants.

MaxNumParameterCollectionsPerMaterial

Maximum number of parameter collections referenced by a material.

MIN_NETWORK_DEMO_VERSION

MIN_SUPPORTED_VERSION

NETWORK_DEMO_MAGIC

NETWORK_DEMO_METADATA_MAGIC

NETWORK_DEMO_METADATA_VERSION

NETWORK_DEMO_VERSION

NUM_HQ_LIGHTMAP_COEF

The number of directional coefficients which the lightmap stores for each light sample.

NUM_LQ_LIGHTMAP_COEF

The number of simple coefficients which the lightmap stores for each light sample.

NUM_STORED_LIGHTMAP_COEF

The number of coefficients that are stored for each light sample.

NumMaterialEditorOnlyParameterTypes

NumMaterialRuntimeParameterTypes

NumMaterialTextureParameterTypes

NumShaderCompileJobPriorities

NumShaderCompileJobTypes

Scalability::MaxResolutionScale

Maximum single axis scale for render resolution

Scalability::MinResolutionScale

Minimum single axis scale for render resolution

Scalability::OnScalabilitySettingsChanged

VectorNegativeOne

Typedefs

Name

Description

AnimationErrorStats

BoneTrackArray

DefaultSurfaceLevelFilter

The default level filter.

FArchivePos

The type we use to store offsets in the archive.

FAssignLayerChunkDelegate

FAssignLayerChunkMap

Delegate to assign a disc layer to a chunk

FAssignStreamingChunkDelegate

FAsyncAudioDecompress

FAsyncStreamDerivedChunkTask

Async task to stream chunks from the derived data cache.

FAudioComponentPtr

FCalculateCustomPhysics

Delegate for applying custom physics forces upon the body.

FCalculateCustomProjection

Delegate for applying custom physics projection upon the body.

FCookModificationDelegate

Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc

FCreateCustomFXSystemDelegate

FDebugDrawDelegate

FDeviceId

Typed identifier for Audio Device Id

FEdGraphEvent

FExtendedSaveGameInfoDelegate

A delegate for platforms that need extra information to flesh out save data information (name of an icon, for instance)

FGeometryCacheManualVertexFetchUniformBufferParametersRef

FGeometryCacheVertexFactoryUniformBufferParametersRef

FGetPackageDependenciesForManifestGeneratorDelegate

FGPUSortKeyGenDelegate

Callback used by the FGPUSortManager to make each client system initialize the sort keys for a specific sort batch.

FHandleDisconnectDelegate

Delegate to handle when a connection is disconnecting

FLightMapRef

A reference to a light-map.

FLightVolumeOctree

FMeshParticleUniformBufferRef

FOccluderIndexArray

FOccluderIndexArraySP

FOccluderVertexArray

Convenience typedefs for a software occlusion mesh elements

FOccluderVertexArraySP

FOnDeleteLODModelOverride

FOnGlobalShadersCompilation

Returns the delegate triggered when global shaders compilation jobs start.

FOnGraphChanged

FOnPropertyChanged

Delegate for notification when property changed

FOnScalabilitySettingsChanged

FOnScreenshotCaptured

FOnScreenshotRequestProcessed

FOnSwitchWorldForPIE

Delegate for switching between PIE and Editor worlds without having access to them

FOverlapDelegate

This is Overlap Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

FParticleBeamTrailUniformBufferRef

FParticleBufferParamRef

FParticleShaderParamRef

FParticleSpriteUniformBufferRef

FPendingConnectionLostDelegate

Delegate called when a connection is lost, but there is no owning actor to handle it

FPendingShaderMapCompileResultsPtr

FPreCommitMapChangeDelegate

Delegate called before a map change at runtime

FRecalculatedMassProperties

Delegate for when the mass properties of a body instance have been re-calculated.

FReplayExternalDataArray

Using an indirect array here since FReplayExternalData stores an FBitReader, and it's not safe to store an FArchive directly in a TArray.

FSceneViewExtensionRef

FShaderCommonCompileJobPtr

FShaderMapFinalizeResults

Results for a single compiled and finalized shader map.

FShadowMapRef

A reference to a shadow-map.

FSimpleElementGammaPS_Linear

FSimpleElementGammaPS_SRGB

FSimpleElementMaskedGammaPS_Linear

FSimpleElementMaskedGammaPS_SRGB

FSingleNodeEvent

FSoundMixClassOverrideMap

FStaticMeshLODResourcesArray

FStaticMeshSectionAreaWeightedTriangleSamplerArray

FStaticMeshVertexFactoriesArray

FSubtitleManagerSetSubtitleText

HACK: Delegate for allowing displays to hijack subtitle text from the subtitle manager and get around the Canvas display

FTimerDelegate

FTraceDelegate

This is Trace/Sweep Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

FTransformArray

Array of FTransform using the game memory stack

FTransformArrayA2

FVideoRecordingFinalized

FVolumeLightingSample

FVolumeLightingSample2Band

FWebServerActionDelegate

MaterialAttributeBlendFunction

Custom attribute blend functions

StringStringMap

Using a TMap in the DECLARE_DELEGATE macro caused compiler problems (in clang anyway), a typedef solves it

TSceneViewExtensionIsActiveFunction

Convenience type definition of a function that gives an opinion of whether the scene view extension should be active in the given context for the current frame.

Enums

Name

Description

Public enum

EActorIteratorFlags

Iteration flags, specifies which types of levels and actors should be iterated

Public enum

EActorIteratorType

Type enum, used to represent the special End iterator

Public enum

EAlphaBlendOption

Public enum

EAsyncTraceType

Enum to indicate type of test to perfom

Public enum

EAudioChunkLoadResult

Public enum

EAudioDeviceScope

This enum is used in FAudioDeviceManager::RequestAudioDevice to map a given UWorld to an audio device.

Public enum

EAudioSpeakers

Channel definitions for multistream waves

Public enum

EAudioStreamingState

Lists possible states used by Thread-safe counter.

Public enum

EBasePassDrawListType

Public enum

EBlendModeFilter::Type

Public enum

EBspNodeFlags

Flags associated with a Bsp node.

Public enum

EBusSendType

Bus send types

Public enum

ECacheApplyPhase

At what point in the rerun construction script process is ApplyToActor being called for

Public enum

ECompiledMaterialProperty

Enum that contains entries for the ways that material properties need to be compiled.

Public enum

EComponentCreationMethod

Public enum

EConvertToAdditive

Different ways to create an additive animation

Public enum

EDataTableExportFlags

Public enum

EDDSCaps

Public enum

EDDSFlags

Public enum

EDDSPixelFormat

Public enum

EDebugState

Debug state of the audio system

Public enum

EDebugViewShaderMode

Enumeration for different Quad Overdraw visualization mode.

Public enum

EDeferredParamStrictness

When setting deferred scene resources whether to throw warnings when we fall back to defaults.

Public enum

EDiffType::Type

Differences are presented to the user in the order listed here, so put less important differences lower down

Public enum

EDrawDynamicFlags::Type

Public enum

EDynamicEmitterType

Dynamic particle emitter types

Public enum

EDynamicResolutionStateEvent

Game thread events for dynamic resolution state.

Public enum

EEdGraphActionType

This is the type of action that occurred on a given graph

Public enum

EFrameHitchType

What kind of hitch was detected (if any)

Public enum

EGameDelegates_SaveGame

Enum class with size so it can be forward declared.

Public enum

EGPUSortFlags

Different sort flags used to define constraint for FGPUSortManager tasks.

Public enum

EGPUSortTest

GPU sorting tests.

Public enum

EHitProxyPriority

The priority a hit proxy has when choosing between several hit proxies near the point the user clicked.

Public enum

EIndexBufferStride::Type

Desired stride when creating a static index buffer.

Public enum

EInGamePerfTrackers

In game performance trackers.

Public enum

EInGamePerfTrackerThreads

Public enum

ELightComponentType

Different light component types

Public enum

ELightInteractionType

The types of interactions between a light and a primitive.

Public enum

ELightMapInteractionType

The types of interactions between a light and a primitive.

Public enum

ELoopingMode

Public enum

EMaterialCommonBasis

The common bases of material

Public enum

EMaterialCompilerType

What type of compiler is this? Used by material expressions that select input based on compile context

Public enum

EMaterialDomain

Defines the domain of a material.

Public enum

EMaterialForceCastFlags

Public enum

EMaterialParameterType

Public enum

EMaterialPreshaderOpcode

Public enum

EMaterialProperty

EMaterialProperty

Public enum

EMaterialQualityLevel::Type

Quality levels that a material can be compiled for.

Public enum

EMaterialShaderMapUsage::Type

Usage options for a shader map.

Public enum

EMaterialShaderPrecompileMode

Public enum

EMaterialTextureParameterType

Must invalidate ShaderVersion.ush when changing

Public enum

EMaterialValueType

The types which can be used by materials.

Public enum

EMobileHDRMode

Public enum

ENetworkVersionHistory

Public enum

EngineUtils::EAssetToLoad

Public enum

EParticleDetailMode

Detail mode for scene component rendering.

Public enum

EParticleSignificanceLevel

A level of significance for a particle system.

Public enum

EParticleStates

Public enum

EParticleSystemInsignificanceReaction

Determines what a particle system will do when all of it's emitters become insignificant.

Public enum

EParticleVertexFactoryType

Enum identifying the type of a particle vertex factory.

Public enum

EPhysxUserDataType::Type

PhysX user data type

Public enum

EPolyFlags

Flags describing effects and properties of a Bsp polygon.

Public enum

EPreviousBoneTransformUpdateMode

Public enum

EPrimaryScreenPercentageMethod

Method used for primary screen percentage method.

Public enum

EPrimitiveIdMode

Public enum

EQueryMobilityType

Public enum

ERawDistributionOperation

Operation to perform when looking up a value.

Public enum

ERayTracingRenderMode

Public enum

ERealtimeAudioTaskType

Public enum

EReflectionCaptureShape::Type

Reflection capture shapes.

Public enum

ERemoveStreamingViews

Public enum

EReplayHeaderFlags

Public enum

ESceneTextureId

Like EPassInputId but can expose more e.g. GBuffer

Public enum

ESecondaryScreenPercentageMethod

Method used for second screen percentage method, that is a second spatial upscale pass at the very end, independent of screen percentage show flag.

Public enum

ESequencerState

Public enum

EShaderCompileJobPriority

Public enum

EShaderCompileJobType

Public enum

EShaderCompilerWorkerType

Public enum

EShadingPath

This file contains the various draw mesh macros that display draw calls inside of PIX.Colors that are defined for a particular mesh type Each event type will be displayed using the defined color

Public enum

EShadowMapInteractionType

Public enum

EShowFlagGroup

For FShowFlagData, order is not important, adding new elements requires updating some editor code

Public enum

EShowFlagInitMode

To customize the EngineShowFlags constructor

Public enum

EShowFlagShippingValue

Enum to control behavior of custom show flags in shipping builds.

Public enum

ESimpleElementBlendMode

Blend modes supported for simple element rendering

Public enum

ESkinVertexColorChannel

Name of vertex color channels

Public enum

ESortedActiveWaveGetType::Type

Public enum

ESoundMixState::Type

Current state of a SoundMix

Public enum

ESoundType

Public enum

EStereoscopicPass

Stereoscopic rendering passes. FULL implies stereoscopic rendering isn't enabled for this pass

Public enum

ETextureLayoutAspectRatio

Public enum

ETickableTickType

Enum used to convey whether a tickable object will always tick, conditionally tick, or never tick.

Public enum

ETimerStatus

Public enum

ETransformBlendMode::Type

Public enum

ETranslucencyVolumeCascade

Enumeration for currently used translucent lighting volume cascades

Public enum

EVertexColorViewMode::Type

Vertex Color view modes

Public enum

EVideoRecordingState

Represents the state of the video recorder

Public enum

EVirtualTextureUnpackType

Public enum

EWriteDemoFrameFlags

Public enum

GPUSkinBoneInfluenceType

Public enum

PhysCommand::Type

Public enum

Scalability::EQualityLevelBehavior

Public enum

SkeletalMeshOptimizationImportance

Enum specifying the importance of properties when simplifying skeletal meshes.

Public enum

SkeletalMeshOptimizationType

Enum specifying the reduction type to use when simplifying skeletal meshes with Simmplygon

Public enum

SkeletalMeshTerminationCriterion

Enum specifying the reduction type to use when simplifying skeletal meshes with internal tool

Functions

Name Description

Public function

ValueType &#...

 

AccessPrivateProperty

(
    void const* ContainerPtr,
    int32 PropertyOffset
)

Public function

ValueType &#...

 

AccessPrivateProperty

(
    void const* ContainerPtr,
    int32 PropertyOffset,
    int32 ElementSize,
    int32 ArrayIndex
)

Public function Static

void

 

ADPCM::GetAdaptationCoefficients

(
    T(&) OutAdaptationCoefficient1,
    T(&) OutAdaptationCoefficient2
)

Public function

bool

 

AllowDebugViewShaderMode

(
    EDebugViewShaderMode ShaderMode,
    EShaderPlatform Platform,
    ERHIFeatureLevel::Type FeatureLevel
)

Returns true if the shader mode can be enabled.

Public function

bool

 

AllowDebugViewVSDSHS

(
    EShaderPlatform Platform
)

Returns true if the vertex shader (and potential hull and domain) should be compiled on the given platform.

Public function

bool

 

AllowDitheredLODTransition

(
    ERHIFeatureLevel::Type FeatureLevel
)

Whether to allow dithered LOD transitions for a specific feature level.

Public function

bool

 

AllowHighQualityLightmaps

(
    const FStaticFeatureLevel FeatureLe...
)

Public function

T

 

AnimationCompressionUtils::Interpolate

(
    const T& A,
    const T& B,
    float Alpha
)

Helper template function to interpolate between two data types.

Public function

ValueType

 

AnimationCompressionUtils::UnalignedRead

(
    const void* Ptr
)

Public function

void

 

AnimationFormat_GetStats

(
    const FUECompressedAnimData& Compr...,
    int32& NumTransTracks,
    int32& NumRotTracks,
    int32& NumScaleTracks,
    int32& TotalNumTransKeys,
    int32& TotalNumRotKeys,
    int32& TotalNumScaleKeys,
    float& TranslationKeySize,
    float& RotationKeySize,
    float& ScaleKeySize,
    int32& OverheadSize,
    int32& NumTransTracksWithOneKey,
    int32& NumRotTracksWithOneKey,
    int32& NumScaleTracksWithOneKey
)

Extracts statistics about a given Animation Sequence

Public function

void

 

AnimationFormat_SetInterfaceLinks

(
    CompressedDataType& CompressedData
)

Sets the internal Animation Codec Interface Links within an Animation Sequence

Public function

FString

 

appGetStartupMap

(
    const TCHAR* CommandLine
)

This function will look at the given command line and see if we have passed in a map to load.

Public function

bool

 

appLineCheckTriangle

(
    const FVector4& Start,
    const FVector4& End,
    const FVector4& Dir,
    const FVector4& V0,
    const FVector4& V1,
    const FVector4& V2,
    const FVector4& Normal,
    float& IntersectionTime
)

Line vs triangle intersection test.

Public function Static

int32

 

appLineCheckTriangleSOA

(
    const FVector3SOA& Start,
    const FVector3SOA& End,
    const FVector3SOA& Dir,
    const FTriangleSOA& Triangle4,
    float& InOutIntersectionTime
)

Line vs triangle intersection test. Tests 1 line against 4 triangles at once.

Public function

void

 

ApplyViewMode

(
    EViewModeIndex ViewModeIndex,
    bool bPerspective,
    FEngineShowFlags& EngineShowFlags
)

Set ShowFlags and EngineShowFlags depending on view mode.

Public function

void

 

ApplyViewModeOverrides

(
    int32 ViewIndex,
    const FEngineShowFlags& EngineShow...,
    ERHIFeatureLevel::Type FeatureLevel,
    const FPrimitiveSceneProxy* Pr...,
    bool bSelected,
    FMeshBatch& Mesh,
    FMeshElementCollector& Collector
)

Public function

FGPUSpriteRe...

 

BeginCreateGPUSpriteResources

(
    const FGPUSpriteResourceData& InRe...
)

Allocates memory to hold GPU sprite resources and begins the resource initialization process.

Public function

void

 

BeginMeshDrawEvent

(
    FRHICommandList& RHICmdList,
    const FPrimitiveSceneProxy* Pr...,
    const FMeshBatch& Mesh,
    FDrawEvent& DrawEvent,
    bool ShowMaterialDrawEvent
)

Public function

void

 

BeginMeshDrawEvent_Inner

(
    FRHICommandList& RHICmdList,
    const FPrimitiveSceneProxy* Pr...,
    const FMeshBatch& Mesh,
    FDrawEvent& DrawEvent
)

True if we debug material names with SCOPED_DRAW_EVENT.

Public function

void

 

BeginRecompileGlobalShaders

(
    const TArray< const FShaderType...,
    const TArray< const FShaderPipeline...,
    EShaderPlatform ShaderPlatform,
    const ITargetPlatform* TargetP...
)

Begins recompiling the specified global shader types, and flushes their bound shader states.

Public function

void

 

BeginReleaseGPUSpriteResources

(
    FGPUSpriteResources* Resources
)

Begins the process of releasing GPU sprite resources.

Public function

void

 

BeginUpdateGPUSpriteResources

(
    FGPUSpriteResources* Resources,
    const FGPUSpriteResourceData& InRe...
)

Updates GPU sprite resources.

Public function

void

 

BlendCurves

(
    const TArrayView< const FBlendedCur...,
    const TArrayView< const float > Sou...,
    FBlendedCurve& OutCurve
)

Public function

void

 

BlendTransform

(
    const FTransform& Source,
    FTransform& Dest,
    const float BlendWeight
)

Public function

void

 

BuildConeVerts

(
    float Angle1,
    float Angle2,
    float Scale,
    float XOffset,
    uint32 NumSides,
    TArray< FDynamicMeshVertex >& OutV...,
    TArray< uint32 >& OutIndices
)

Public function

void

 

BuildCylinderVerts

(
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    float Radius,
    float HalfHeight,
    uint32 Sides,
    TArray< FDynamicMeshVertex >& OutV...,
    TArray< uint32 >& OutIndices
)

Public function

FString

 

BuildDistanceFieldDerivedDataKey

(
    const FString& InMeshKey
)

Public function

void

 

BuildPoseFromRawData

(
    const TArray< FRawAnimSequenceTrack...,
    const TArray< struct FTrackToSkelet...,
    FCompactPose& InOutPose,
    float InTime,
    EAnimInterpolationType Interpolatio...,
    int32 NumFrames,
    float SequenceLength,
    FName SourceName,
    const TArray< FTransform >& Retarg...
)

Public function

void

 

BuildPoseFromRawData

(
    const TArray< FRawAnimSequenceTrack...,
    const TArray< struct FTrackToSkelet...,
    FCompactPose& InOutPose,
    float InTime,
    EAnimInterpolationType Interpolatio...,
    int32 NumFrames,
    float SequenceLength,
    FName RetargetSource
)

Populate InOutPose based on raw animation data.

Public function

bool

 

CacheShadowDepthsFromPrimitivesUsingWPO()

Public function

FVector

 

CalcConeVert

(
    float Angle1,
    float Angle2,
    float AzimuthAngle
)

Public function

void

 

CalculateFPSTimings()

Calculate the average frame time by using the stats system.

Public function

bool

 

CanConnectMaterialValueTypes

(
    const uint32 InputType,
    const uint32 OutputType
)

Check whether a combination of EMaterialValueType flags can be connected

Public function

void

 

ClearDebugViewMaterials

(
    UMaterialInterface*
)

ClearDebugViewMaterials() should no longer be called

Public function

void

 

ClearForces_AssumesLocked

(
    FBodyInstance* BodyInstance,
    bool bAllowSubstepping
)

Clears all linear forces on the body

Public function

void

 

ClearTorques_AssumesLocked

(
    FBodyInstance* BodyInstance,
    bool bAllowSubstepping
)

Clears all torques on the body

Public function

bool

 

CompileDebugViewModeShaders

(
    EDebugViewShaderMode Mode,
    EMaterialQualityLevel::Type Quality...,
    ERHIFeatureLevel::Type FeatureLevel,
    bool bFullRebuild,
    bool bWaitForPreviousShaders,
    TSet< UMaterialInterface* >& ...,
    FSlowTask* ProgressTask
)

Parameters bFullRebuild and bWaitForPreviousShaders should no longer be used

Public function

bool

 

CompileDebugViewModeShaders

(
    EDebugViewShaderMode Mode,
    EMaterialQualityLevel::Type Quality...,
    ERHIFeatureLevel::Type FeatureLevel,
    TSet< UMaterialInterface* >& ...,
    FSlowTask* ProgressTask
)

Build Shaders to compute scales per texture.

Public function

void

 

CompileGlobalShaderMap

(
    EShaderPlatform Platform,
    const ITargetPlatform* TargetP...,
    bool bRefreshShaderMap
)

Public function

void

 

CompileGlobalShaderMap

(
    EShaderPlatform Platform,
    bool bRefreshShaderMap
)

Public function

void

 

CompileGlobalShaderMap

(
    ERHIFeatureLevel::Type InFeatureLev...,
    bool bRefreshShaderMap
)

Public function

void

 

CompileGlobalShaderMap

(
    bool bRefreshShaderMap
)

Public function

float

 

ComputeBoundsDrawDistance

(
    const float ScreenSize,
    const float SphereRadius,
    const FMatrix& ProjMatrix
)

Computes the draw distance of a given sphere bounds in the given view with the specified screen size.

Public function

float

 

ComputeBoundsScreenRadiusSquared

(
    const FVector4& Origin,
    const float SphereRadius,
    const FSceneView& View
)

Computes the screen radius squared of a given sphere bounds in the given view.

Public function

float

 

ComputeBoundsScreenRadiusSquared

(
    const FVector4& BoundsOrigin,
    const float SphereRadius,
    const FVector4& ViewOrigin,
    const FMatrix& ProjMatrix
)

Computes the screen radius squared of a given sphere bounds in the given view.

Public function

float

 

ComputeBoundsScreenSize

(
    const FVector4& Origin,
    const float SphereRadius,
    const FSceneView& View
)

Computes the screen size of a given sphere bounds in the given view.

Public function

float

 

ComputeBoundsScreenSize

(
    const FVector4& BoundsOrigin,
    const float SphereRadius,
    const FVector4& ViewOrigin,
    const FMatrix& ProjMatrix
)

Computes the screen size of a given sphere bounds in the given view.

Public function

FVector

 

ComputeBrickTextureCoordinate

(
    FVector IndirectionDataSourceCoordi...,
    FIntVector IndirectionBrickOffset,
    int32 IndirectionBrickSize,
    int32 BrickSize
)

Public function

FLODMask

 

ComputeFastLODForMeshes

(
    const TArray< float >& ScreenSizes,
    const FSceneView& View,
    const FVector4& Origin,
    float SphereRadius,
    int32 ForcedLODLevel,
    float& OutScreenRadiusSquared,
    float ScreenSizeScale,
    bool bDitheredLODTransition
)

Public function

FVector

 

ComputeIndirectionCoordinate

(
    FVector LookupPosition,
    const FBox& VolumeBounds,
    FIntVector IndirectionTextureDimens...
)

Public function

FLODMask

 

ComputeLODForMeshes

(
    const TArray< class FStaticMeshBatc...,
    const FSceneView& View,
    const FVector4& Origin,
    float SphereRadius,
    int32 ForcedLODLevel,
    float& OutScreenRadiusSquared,
    int8 CurFirstLODIdx,
    float ScreenSizeScale,
    bool bDitheredLODTransition
)

Public function

int8

 

ComputeStaticMeshLOD

(
    const FStaticMeshRenderData* R...,
    const FVector4& Origin,
    const float SphereRadius,
    const FSceneView& View,
    int32 MinLOD,
    float FactorScale
)

Computes the LOD level for the given static meshes render data in the given view.

Public function

int8

 

ComputeTemporalStaticMeshLOD

(
    const FStaticMeshRenderData* R...,
    const FVector4& Origin,
    const float SphereRadius,
    const FSceneView& View,
    int32 MinLOD,
    float FactorScale,
    int32 SampleIndex
)

Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples

Public function

FMeshParticl...

 

ConstructMeshParticleVertexFactory

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Public function

FMeshParticl...

 

ConstructMeshParticleVertexFactory

(
    EParticleVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...,
    int32 InDynamicVertexStride,
    int32 InDynamicParameterVertexStrid...
)

Public function

T

 

ConstructTInlineValue

(
    UScriptStruct* Struct
)

Public function

T

 

ConvertFromLinearColor

(
    const FLinearColor& InColor
)

Public function

FLinearColor

 

ConvertToLinearColor

(
    T InColor
)

Public function

void

 

ConvertToMultilineToolTip

(
    const FString& InToolTip,
    const int32 TargetLineLength,
    TArray< FString >& OutToolTip
)

Parses a string into multiple lines, for use with tooltips.

Public function

void

 

CopyUIntBufferToTargets

(
    FRHICommandListImmediate& RHICmdLi...,
    ERHIFeatureLevel::Type FeatureLevel,
    FRHIShaderResourceView* Source...,
    FRHIUnorderedAccessView*const ...,
    int32* TargetSizes,
    int32 StartingOffset,
    int32 NumTargets
)

Copy one uint buffer into several overlapping targets.

Public function

FBox2D

 

CreateFBox2D

(
    FVector2D InMin,
    FVector2D InMax,
    bool InIsValid
)

Common includes.

Public function

TUniformBuff...

 

CreateLocalVFUniformBuffer

(
    const FLocalVertexFactory* Ver...,
    uint32 LODLightmapDataIndex,
    FColorVertexBuffer* OverrideCo...,
    int32 BaseVertexIndex,
    int32 PreSkinBaseVertexIndex
)

Public function

TUniformBuff...

 

CreatePrimitiveUniformBufferImmediate

(
    const FMatrix& LocalToWorld,
    const FBoxSphereBounds& WorldBound...,
    const FBoxSphereBounds& LocalBound...,
    const FBoxSphereBounds& PreSkinned...,
    bool bReceivesDecals,
    bool bDrawsVelocity,
    float LpvBiasMultiplier
)

Public function

void

 

CropUnmappedTexels

(
    const TMappingData& MappingData,
    int32 SizeX,
    int32 SizeY,
    FIntRect& CroppedRect
)

Calculates the minimum rectangle that encompasses all mapped texels.

Public function

FString

 

DataTableUtils::AssignStringToProperty

(
    const FString& InString,
    const FProperty* InProp,
    uint8* InData
)

Util to assign a value (given as a string) to a struct property.

Public function

FString

 

DataTableUtils::AssignStringToPropertyDirect

(
    const FString& InString,
    const FProperty* InProp,
    uint8* InData
)

Util to assign a value (given as a string) to a struct property.

Public function

TArray< FStr...

 

DataTableUtils::GetColumnDataAsString

(
    const UDataTable* InTable,
    const FName& PropertyName,
    const EDataTableExportFlags InDTExp...
)

Output each row for a specific column/property in the table (doesn't include the title)

Public function

FText

 

DataTableUtils::GetPropertyDisplayName

(
    const FProperty* Prop,
    const FString& DefaultName
)

Util to get the localized display name of a given property.

Public function

FString

 

DataTableUtils::GetPropertyExportName

(
    const FProperty* Prop,
    const EDataTableExportFlags InDTExp...
)

Util to get the friendly display unlocalized name of a given property for export to files.

Public function

void

 

DataTableUtils::GetPropertyImportNames

(
    const FProperty* Prop,
    TArray< FString >& OutResult
)

Util to get the all variants for export names for backwards compatibility.

Public function

TArray< FStr...

 

DataTableUtils::GetPropertyImportNames

(
    const FProperty* Prop
)

Util to get the all variants for export names for backwards compatibility.

Public function

FString

 

DataTableUtils::GetPropertyValueAsString

(
    const FProperty* InProp,
    const uint8* InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

FString

 

DataTableUtils::GetPropertyValueAsStringDirect

(
    const FProperty* InProp,
    const uint8* InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

FText

 

DataTableUtils::GetPropertyValueAsText

(
    const FProperty* InProp,
    const uint8* InData
)

Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

Public function

FText

 

DataTableUtils::GetPropertyValueAsTextDirect

(
    const FProperty* InProp,
    const uint8* InData
)

Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

Public function

TArray< FNam...

 

DataTableUtils::GetStructPropertyNames

(
    UStruct* InStruct
)

Util to get all property names from a struct.

Public function

bool

 

DataTableUtils::IsSupportedTableProperty

(
    const FProperty* InProp
)

Util to see if this property is supported in a row struct.

Public function

FName

 

DataTableUtils::MakeValidName

(
    const FString& InString
)

Util that removes invalid chars and then make an FName.

Public function

void

 

DecompressRotation

(
    FQuat& Out,
    const uint8*restrict TopOfSt...,
    const uint8*
restrict KeyData
)

Handy Template Decompressors Templated Rotation Decompressor.

Public function

void

 

DecompressScale

(
    FVector& Out,
    const uint8*restrict TopOfSt...,
    const uint8*
restrict KeyData
)

Templated Scale Decompressor. Generates a unique decompressor per known quantization format

Public function

void

 

DecompressTranslation

(
    FVector& Out,
    const uint8*restrict TopOfSt...,
    const uint8*
restrict KeyData
)

Templated Translation Decompressor. Generates a unique decompressor per known quantization format

Public function

void

 

DeferredPhysResourceCleanup()

Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc)

Public function

class

 

deprecated

(
    "No longer used"" Please update you...,
    otherwise your project will no long...
)

Helps manage packets, and any associations with streaming levels or exported GUIDs / fields.

Public function

bool

 

DoesMaterialUseTexture

(
    const UMaterialInterface* Mate...,
    const UTexture* CheckTexture
)

Check whether the specified texture is needed to render the material instance.

Public function

bool

 

DoesPlatformSupportDistanceFieldAO

(
    EShaderPlatform Platform
)

Public function

bool

 

DoesPlatformSupportDistanceFields

(
    const FStaticShaderPlatform Platfor...
)

Public function

bool

 

DoesPlatformSupportDistanceFieldShadowing

(
    EShaderPlatform Platform
)

Public function

void

 

DoMaterialAttributeReorder

(
    FExpressionInput* Input,
    int32 UE4Ver,
    int32 RenderObjVer
)

TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant.

Public function

void

 

DrawArc

(
    FPrimitiveDrawInterface* PDI,
    const FVector Base,
    const FVector X,
    const FVector Y,
    const float MinAngle,
    const float MaxAngle,
    const float Radius,
    const int32 Sections,
    const FLinearColor& Color,
    uint8 DepthPriority
)

Draws an arc using lines.

Public function

void

 

DrawBox

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& BoxToWorld,
    const FVector& Radii,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Public function

void

 

DrawBoxOverlap

(
    const UWorld* InWorld,
    const FVector& Pos,
    const FVector& Extent,
    const FQuat& Rot,
    TArray< struct FOverlapResult >& O...,
    float Lifetime
)

Draw box overlap results

Public function

void

 

DrawBoxSweeps

(
    const UWorld* InWorld,
    const FVector& Start,
    const FVector& End,
    const FVector& Extent,
    const FQuat& Rot,
    const TArray< FHitResult >& Hits,
    float Lifetime
)

Draw box sweep results

Public function

void

 

DrawCapsuleOverlap

(
    const UWorld* InWorld,
    const FVector& Pos,
    const float HalfHeight,
    const float Radius,
    const FQuat& Rot,
    TArray< struct FOverlapResult >& O...,
    float Lifetime
)

Draw capsule overlap results

Public function

void

 

DrawCapsuleSweeps

(
    const UWorld* InWorld,
    const FVector& Start,
    const FVector& End,
    float HalfHeight,
    float Radius,
    const FQuat& Rotation,
    const TArray< FHitResult >& Hits,
    float Lifetime
)

Draw capsule sweep results

Public function

void

 

DrawCircle

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FLinearColor& Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a circle using lines.

Public function

void

 

DrawCircle

(
    const UWorld* InWorld,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FColor& Color,
    float Radius,
    int32 NumSides,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a circle using user define axis and radius

Public function

void

 

DrawCone

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& ConeToWorld,
    float Angle1,
    float Angle2,
    uint32 NumSides,
    bool bDrawSideLines,
    const FLinearColor& SideLineColor,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Public function

void

 

DrawConnectedArrow

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& ArrowToWorld,
    const FLinearColor& Color,
    float ArrowHeight,
    float ArrowWidth,
    uint8 DepthPriority,
    float Thickness,
    int32 NumSpokes
)

Draws a directional arrow with connected spokes.

Public function

void

 

DrawCoordinateSystem

(
    FPrimitiveDrawInterface* PDI,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    uint8 DepthPriority,
    float Thickness
)

Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis).

Public function

void

 

DrawCoordinateSystem

(
    FPrimitiveDrawInterface* PDI,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    const FLinearColor& InColor,
    uint8 DepthPriority,
    float Thickness
)

Draws a coordinate system with a fixed color.

Public function

void

 

DrawCylinder

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Start,
    const FVector& End,
    float Radius,
    int32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Draws a cylinder along the axis from Start to End.

Public function

void

 

DrawCylinder

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    float Radius,
    float HalfHeight,
    uint32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Public function

void

 

DrawCylinder

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& CylToWorld,
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    float Radius,
    float HalfHeight,
    uint32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Public function

void

 

DrawDashedLine

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Start,
    const FVector& End,
    const FLinearColor& Color,
    float DashSize,
    uint8 DepthPriority,
    float DepthBias
)

Draws a dashed line.

Public function

void

 

DrawDebug2DDonut

(
    const UWorld* InWorld,
    const FMatrix& TransformMatrix,
    float InnerRadius,
    float OuterRadius,
    int32 Segments,
    const FColor& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw Debug 2D donut

Public function

void

 

DrawDebugAltCone

(
    const UWorld* InWorld,
    FVector const& Origin,
    FRotator const& Rotation,
    float Length,
    float AngleWidth,
    float AngleHeight,
    FColor const& DrawColor,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Used by gameplay when defining a cone by a vertical and horizontal dot products.

Public function

void

 

DrawDebugBox

(
    const UWorld* InWorld,
    FVector const& Center,
    FVector const& Extent,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug box

Public function

void

 

DrawDebugBox

(
    const UWorld* InWorld,
    FVector const& Center,
    FVector const& Extent,
    const FQuat& Rotation,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug box with rotation

Public function

void

 

DrawDebugCamera

(
    const UWorld* InWorld,
    FVector const& Location,
    FRotator const& Rotation,
    float FOVDeg,
    float Scale,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw a debug camera shape. FOV is full angle in degrees.

Public function

void

 

DrawDebugCanvas2DBox

(
    UCanvas* Canvas,
    const FBox2D& Box,
    const FLinearColor& LineColor,
    const float& LineThickness
)

Public function

void

 

DrawDebugCanvas2DCircle

(
    UCanvas* Canvas,
    const FVector2D& Center,
    float Radius,
    int32 NumSides,
    const FLinearColor& LineColor,
    const float& LineThickness
)

Public function

void

 

DrawDebugCanvas2DLine

(
    UCanvas* Canvas,
    const FVector2D& StartPosition,
    const FVector2D& EndPosition,
    const FLinearColor& LineColor,
    const float& LineThickness
)

Public function

void

 

DrawDebugCanvas2DLine

(
    UCanvas* Canvas,
    const FVector& Start,
    const FVector& End,
    const FLinearColor& LineColor
)

Draws a 2D line on a canvas

Public function

void

 

DrawDebugCanvasCircle

(
    UCanvas* Canvas,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    FColor Color,
    float Radius,
    int32 NumSides
)

Draws a circle using lines.

Public function

void

 

DrawDebugCanvasLine

(
    UCanvas* Canvas,
    const FVector& Start,
    const FVector& End,
    const FLinearColor& LineColor
)

Draws a line on a canvas.

Public function

void

 

DrawDebugCanvasWireCone

(
    UCanvas* Canvas,
    const FTransform& Transform,
    float ConeRadius,
    float ConeAngle,
    int32 ConeSides,
    FColor Color
)

Draws a wireframe cone

Public function

void

 

DrawDebugCanvasWireSphere

(
    UCanvas* Canvas,
    const FVector& Base,
    FColor Color,
    float Radius,
    int32 NumSides
)

Draws a sphere using circles.

Public function

void

 

DrawDebugCapsule

(
    const UWorld* InWorld,
    FVector const& Center,
    float HalfHeight,
    float Radius,
    const FQuat& Rotation,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a capsule using the LineBatcher

Public function

void

 

DrawDebugCircle

(
    const UWorld* InWorld,
    const FMatrix& TransformMatrix,
    float Radius,
    int32 Segments,
    const FColor& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness,
    bool bDrawAxis
)

Draw Debug Circle

Public function

void

 

DrawDebugCircle

(
    const UWorld* InWorld,
    FVector Center,
    float Radius,
    int32 Segments,
    const FColor& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness,
    FVector YAxis,
    FVector ZAxis,
    bool bDrawAxis
)

Draw Debug Circle

Public function

void

 

DrawDebugCone

(
    const UWorld* InWorld,
    FVector const& Origin,
    FVector const& Direction,
    float Length,
    float AngleWidth,
    float AngleHeight,
    int32 NumSides,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug cone. AngleWidth and AngleHeight are given in radians

Public function

void

 

DrawDebugCoordinateSystem

(
    const UWorld* InWorld,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw Debug coordinate system

Public function

void

 

DrawDebugCrosshairs

(
    const UWorld* InWorld,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    const FColor& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw Debug crosshair

Public function

void

 

DrawDebugCylinder

(
    const UWorld* InWorld,
    FVector const& Start,
    FVector const& End,
    float Radius,
    int32 Segments,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug cylinder

Public function

void

 

DrawDebugDirectionalArrow

(
    const UWorld* InWorld,
    FVector const& LineStart,
    FVector const& LineEnd,
    float ArrowSize,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw directional arrow

Public function

void

 

DrawDebugFloatHistory

(
    UWorld const& WorldRef,
    FDebugFloatHistory const& FloatHis...,
    FTransform const& DrawTransform,
    FVector2D const& DrawSize,
    FColor const& DrawColor,
    bool const& bPersistent,
    float const& LifeTime,
    uint8 const& DepthPriority
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.

Public function

void

 

DrawDebugFloatHistory

(
    UWorld const& WorldRef,
    FDebugFloatHistory const& FloatHis...,
    FVector const& DrawLocation,
    FVector2D const& DrawSize,
    FColor const& DrawColor,
    bool const& bPersistent,
    float const& LifeTime,
    uint8 const& DepthPriority
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.

Public function

void

 

DrawDebugFrustum

(
    const UWorld* InWorld,
    const FMatrix& FrustumToWorld,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Public function

void

 

DrawDebugLine

(
    const UWorld* InWorld,
    FVector const& LineStart,
    FVector const& LineEnd,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug line

Public function

void

 

DrawDebugMesh

(
    const UWorld* InWorld,
    TArray< FVector > const& Verts,
    TArray< int32 > const& Indices,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Public function

void

 

DrawDebugPoint

(
    const UWorld* InWorld,
    FVector const& Position,
    float Size,
    FColor const& PointColor,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw a debug point

Public function

void

 

DrawDebugSolidBox

(
    const UWorld* InWorld,
    FBox const& Box,
    FColor const& Color,
    const FTransform& Transform,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a solid box.

Public function

void

 

DrawDebugSolidBox

(
    const UWorld* InWorld,
    FVector const& Center,
    FVector const& Extent,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a Debug box from (Center, Extent) with no rotation (axis-aligned)

Public function

void

 

DrawDebugSolidBox

(
    const UWorld* InWorld,
    FVector const& Center,
    FVector const& Extent,
    FQuat const& Rotation,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a Debug box from (Center, Extent) with specified Rotation

Public function

void

 

DrawDebugSolidPlane

(
    const UWorld* InWorld,
    FPlane const& P,
    FVector const& Loc,
    float Size,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Loc is an anchor point in the world to guide which part of the infinite plane to draw.

Public function

void

 

DrawDebugSolidPlane

(
    const UWorld* InWorld,
    FPlane const& P,
    FVector const& Loc,
    FVector2D const& Extents,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Public function

void

 

DrawDebugSphere

(
    const UWorld* InWorld,
    FVector const& Center,
    float Radius,
    int32 Segments,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug sphere

Public function

void

 

DrawDebugString

(
    const UWorld* InWorld,
    FVector const& TextLocation,
    const FString& Text,
    AActor* TestBaseActor,
    FColor const& TextColor,
    float Duration,
    bool bDrawShadow,
    float FontScale
)

Public function

void

 

DrawDirectionalArrow

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& ArrowToWorld,
    const FLinearColor& InColor,
    float Length,
    float ArrowSize,
    uint8 DepthPriority,
    float Thickness
)

Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld).

Public function

void

 

DrawDisc

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    FColor Color,
    float Radius,
    int32 NumSides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

Draws a circle using triangles.

Public function

void

 

DrawFlatArrow

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    FColor Color,
    float Length,
    int32 Width,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    float Thickness
)

Draws a flat arrow with an outline.

Public function

void

 

DrawFrustumWireframe

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& WorldToFrustum,
    FColor Color,
    uint8 DepthPriority
)

Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space.

Public function

void

 

DrawLineTraces

(
    const UWorld* InWorld,
    const FVector& Start,
    const FVector& End,
    const TArray< FHitResult >& Hits,
    float Lifetime
)

Draw line trace results

Public function

void

 

DrawOrientedWireBox

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FVector& Z,
    FVector Extent,
    const FLinearColor& Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws an oriented box.

Public function

void

 

DrawPlane10x10

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& ObjectToWorld,
    float Radii,
    FVector2D UVMin,
    FVector2D UVMax,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority
)

10x10 tessellated plane at x=-1..1 y=-1...1 z=0

Public function

void

 

DrawSphere

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Center,
    const FRotator& Orientation,
    const FVector& Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling
)

Public function

void

 

DrawSphereOverlap

(
    const UWorld* InWorld,
    const FVector& Pos,
    const float Radius,
    TArray< struct FOverlapResult >& O...,
    float Lifetime
)

Draw sphere overlap results

Public function

void

 

DrawSphereSweeps

(
    const UWorld* InWorld,
    const FVector& Start,
    const FVector& End,
    const float Radius,
    const TArray< FHitResult >& Hits,
    float Lifetime
)

Draw sphere sweep results

Public function

void

 

DrawStatsHUD

(
    UWorld* InWorld,
    FViewport* Viewport,
    FCanvas* Canvas,
    UCanvas* CanvasObject,
    TArray< struct FDebugDisplayPropert...,
    const FVector& ViewLocation,
    const FRotator& ViewRotation
)

Renders stats

Renders stats

Public function

void

 

DrawTriangle

(
    FPrimitiveDrawInterface* PDI,
    const FVector& A,
    const FVector& B,
    const FVector& C,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriorityGroup
)

Draw simple triangle with material

Public function

void

 

DrawUVs

(
    FViewport* InViewport,
    FCanvas* InCanvas,
    int32 InTextYPos,
    const int32 LODLevel,
    int32 UVChannel,
    TArray< FVector2D > SelectedEdgeTex...,
    FStaticMeshRenderData* StaticM...,
    FSkeletalMeshLODRenderData* Sk...
)

Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!)

Public function

void

 

DrawWireBox

(
    FPrimitiveDrawInterface* PDI,
    const FBox& Box,
    const FLinearColor& Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe box.

Public function

void

 

DrawWireBox

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& Matrix,
    const FBox& Box,
    const FLinearColor& Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

void

 

DrawWireCapsule

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FVector& Z,
    const FLinearColor& Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe capsule.

Public function

void

 

DrawWireChoppedCone

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FVector& Z,
    const FLinearColor& Color,
    float Radius,
    float TopRadius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority
)

Draws a wireframe chopped cone (cylinder with independent top and bottom radius).

Public function

void

 

DrawWireCone

(
    FPrimitiveDrawInterface* PDI,
    TArray< FVector >& Verts,
    const FTransform& Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    const FLinearColor& Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

void

 

DrawWireCone

(
    FPrimitiveDrawInterface* PDI,
    TArray< FVector >& Verts,
    const FMatrix& Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    const FLinearColor& Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe cone

Public function

void

 

DrawWireCylinder

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FVector& X,
    const FVector& Y,
    const FVector& Z,
    const FLinearColor& Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe cylinder.

Public function

void

 

DrawWireDiamond

(
    FPrimitiveDrawInterface* PDI,
    const FMatrix& DiamondMatrix,
    float Size,
    const FLinearColor& InColor,
    uint8 DepthPriority,
    float Thickness
)

Draws a wireframe diamond.

Public function

void

 

DrawWireSphere

(
    FPrimitiveDrawInterface* PDI,
    const FTransform& Transform,
    const FLinearColor& Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

void

 

DrawWireSphere

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FLinearColor& Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a sphere using circles.

Public function

void

 

DrawWireSphereAutoSides

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Base,
    const FLinearColor& Color,
    float Radius,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a sphere using circles, automatically calculating a reasonable number of sides

Public function

void

 

DrawWireSphereAutoSides

(
    FPrimitiveDrawInterface* PDI,
    const FTransform& Transform,
    const FLinearColor& Color,
    float Radius,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

void

 

DrawWireSphereCappedCone

(
    FPrimitiveDrawInterface* PDI,
    const FTransform& Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    int32 ArcFrequency,
    int32 CapSegments,
    const FLinearColor& Color,
    uint8 DepthPriority
)

Draws a wireframe cone with a arcs on the cap

Public function

void

 

DrawWireStar

(
    FPrimitiveDrawInterface* PDI,
    const FVector& Position,
    float Size,
    const FLinearColor& Color,
    uint8 DepthPriority
)

Draws a axis-aligned 3 line star.

Public function

void

 

DumpComponents

(
    UObject* Object
)

Debug spew for components

Public function

FString

 

DumpComponentsToString

(
    UObject* Object
)

Debug spew for object's components, returned as an FString.

Public function

void

 

DumpMaterialStats

(
    EShaderPlatform Platform
)

Dump material stats for a given platform.

Public function

void

 

DumpObject

(
    const TCHAR* Label,
    UObject* Object
)

Debug spew for an object

Public function

FString

 

DumpObjectToString

(
    UObject* Object
)

Debug spew for an object, returned as an FString.

Public function

UClass *

 

DynamicMetaCast

(
    const UClass* DesiredClass,
    UClass* SourceClass
)

Public function

void

 

EngineShowFlagOrthographicOverride

(
    bool bIsPerspective,
    FEngineShowFlags& EngineShowFlags
)

Call each view rendering after game [engine] show flags for rendering a view have been set; disables effects that will not work in an orthographic projection due to shader limitations.

Public function

void

 

EngineShowFlagOverride

(
    EShowFlagInitMode ShowFlagInitMode,
    EViewModeIndex ViewModeIndex,
    FEngineShowFlags& EngineShowFlags,
    bool bCanDisableTonemapper
)

Call each view rendering after game [engine] show flags for rendering a view have been set.

Public function

bool

 

EngineUtils::FindOrLoadAssetsByPath

(
    const FString& Path,
    TArray< UObject* >& OutAssets,
    EAssetToLoad Type
)

Loads all the assets found in the specified path and subpaths

Public function

uint8

 

EnumToByte

(
    TEnumAsByte< TEnum > Val
)

Public function Static

const TCHAR ...

 

ESoundMixState::GetString

(
    ESoundMixState::Type InType
)

Public function

void

 

ExportProperties

(
    const FExportObjectInnerContext...,
    FOutputDevice& Out,
    UClass* ObjectClass,
    uint8* Object,
    int32 Indent,
    UClass* DiffClass,
    uint8* Diff,
    UObject* Parent,
    uint32 PortFlags,
    UObject* ExportRootScope
)

Exports the property values for the specified object as text to the output device.

Public function

void

 

FGeomTools::Buid2DPolysFromEdges

(
    TArray< FUtilPoly2D >& OutPolys,
    const TArray< FUtilEdge2D >& InEdg...,
    const FColor& VertColor
)

Given a set of edges, find the set of closed polygons created by them.

Public function

void

 

FGeomTools::ClipMeshWithPlane

(
    TArray< FClipSMTriangle >& OutTris,
    TArray< FUtilEdge3D >& OutClipEdge...,
    const TArray< FClipSMTriangle >& I...,
    const FPlane& Plane
)

Take the input mesh and cut it with supplied plane, creating new verts etc.

Public function

void

 

FGeomTools::GeneratePlanarFitPolyUVs

(
    FUtilPoly2D& Polygon
)

Does a simple planar map using the bounds of this 2D polygon.

Public function

void

 

FGeomTools::GeneratePlanarTilingPolyUVs

(
    FUtilPoly2D& Polygon,
    float TileSize
)

Applies tiling UVs to the verts of this polygon

Public function

void

 

FGeomTools::GetClippableStaticMeshTriangles

(
    TArray< FClipSMTriangle >& OutClip...,
    const UStaticMesh* StaticMesh
)

Extracts the triangles from a static-mesh as clippable triangles.

Public function

bool

 

FGeomTools::PointInTriangle

(
    const FVector& A,
    const FVector& B,
    const FVector& C,
    const FVector& P,
    const float InsideTriangleDotProduc...
)

Util to see if P lies within triangle created by A, B and C.

Public function

void

 

FGeomTools::ProjectEdges

(
    TArray< FUtilEdge2D >& Out2DEdges,
    FMatrix& ToWorld,
    const TArray< FUtilEdge3D >& In3DE...,
    const FPlane& InPlane
)

Take a set of 3D Edges and project them onto the supplied plane.

Public function

void

 

FGeomTools::RemoveRedundantTriangles

(
    TArray< FClipSMTriangle >& Tris
)

Given a set of triangles, remove those which share an edge and could be collapsed into one triangle.

Public function

void

 

FGeomTools::Split2DPolysWithPlane

(
    FUtilPoly2DSet& PolySet,
    const FPlane& Plane,
    const FColor& ExteriorVertColor,
    const FColor& InteriorVertColor
)

Split 2D polygons with a 3D plane.

Public function

FClipSMPolyg...

 

FGeomTools::Transform2DPolygonToSMPolygon

(
    const FUtilPoly2D& InTri,
    const FMatrix& InMatrix
)

Transform triangle from 2D to 3D static-mesh triangle.

Public function

bool

 

FGeomTools::TriangulatePoly

(
    TArray< FClipSMTriangle >& OutTris,
    const FClipSMPolygon& InPoly,
    bool bKeepColinearVertices
)

Given a polygon, decompose into triangles and append to OutTris.

Public function

bool

 

FGeomTools::VectorsOnSameSide

(
    const FVector& Vec,
    const FVector& A,
    const FVector& B,
    const float SameSideDotProductEpsil...
)

Given three direction vectors, indicates if A and B are on the same 'side' of Vec.

Public function

FLinearColor

 

FilteredVolumeLookup

(
    FVector Coordinate,
    FIntVector DataDimensions,
    const VoxelDataType* Data
)

Public function

VoxelDataTyp...

 

FilteredVolumeLookupReconverted

(
    FVector Coordinate,
    FIntVector DataDimensions,
    const VoxelDataType* Data
)

Public function

FBox

 

FindBodyBox

(
    AActor* Actor,
    FName BoneName
)

Public function

FTransform

 

FindBodyTransform

(
    AActor* Actor,
    FName BoneName
)

Public function

int32

 

FindLowKeyIndex

(
    const TABLE_TYPE* FrameTable,
    int32 NumKeys,
    int32 SearchFrame,
    int32 KeyEstimate
)

Utility function to find the key before the specified search value.

Public function

EViewModeInd...

 

FindViewMode

(
    const FEngineShowFlags& EngineShow...
)

Find the view mode that first to the set show flags (to be backward compatible, can be removed on day).

Public function

void

 

FinishRecompileGlobalShaders()

Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders.

Public function

void

 

FlushDebugStrings

(
    const UWorld* InWorld
)

Public function

void

 

FlushPersistentDebugLines

(
    const UWorld* InWorld
)

Flush persistent lines

Public function

void

 

FlushResourceStreaming()

Helper function to flush resource streaming.

Public function

T *

 

FMatineeUtils::GetPropertyAddress

(
    UObject* BaseObject,
    FName InPropName,
    FProperty*& OutProperty,
    UObject*& OutPropertyOwner
)

Gets the address (typed) of a property to modify

Public function Static

TArray< TWea...

 

FObjectEditorUtils::GetTypedWeakObjectPtrs

(
    const TArray< UObject* >& InO...
)

Helper function to convert the input for GetActions to a list that can be used for delegates

Public function

bool

 

FObjectEditorUtils::MigratePropertyValue

(
    SourceType* SourceObject,
    FName SourcePropertyName,
    DestinationType* DestinationOb...,
    FName DestinationPropertyName
)

Copy the value of a property from source object to a destination object.

Public function

bool

 

FObjectEditorUtils::SetPropertyValue

(
    ObjectType* Object,
    FName PropertyName,
    ValueType Value
)

Set the value on an UObject using reflection.

Public function

FArchive ...

 

FShaderCompileUtilities::CreateFileHelper

(
    const FString& Filename
)

Public function

void

 

FShaderCompileUtilities::DeleteFileHelper

(
    const FString& Filename
)

Public function

void

 

FShaderCompileUtilities::DoReadTaskResults

(
    const TArray< FShaderCommonCompileJ...,
    FArchive& OutputFile
)

Public function

bool

 

FShaderCompileUtilities::DoWriteTasks

(
    const TArray< FShaderCommonCompileJ...,
    FArchive& TransferFile,
    bool bUseRelativePaths
)

Public function

void

 

FShaderCompileUtilities::ExecuteShaderCompileJob

(
    FShaderCommonCompileJob& Job
)

Execute the specified (single or pipeline) shader compile job.

Public function

void

 

FShaderCompileUtilities::MoveFileHelper

(
    const FString& To,
    const FString& From
)

Public function

 

FUNC_DECLARE_DELEGATE

(
    FAfterPassCallbackDelegate,
    FScreenPassTexture,
    FRDGBuilder&,
    const FSceneView&,
    const FPostProcessMaterialInputs&
)

This is used to add more flexibility to Post Processing, so that users can subscribe to any after Post Porocessing Pass events.

Public function

void

 

GetAllDefaultTextureFormats

(
    const ITargetPlatform* TargetP...,
    TArray< FName >& OutFormats,
    bool bSupportDX11TextureFormats
)

Returns all the texture formats which can be returned by GetDefaultTextureFormatName

Public function

UClass *

 

GetAudioPluginCustomSettingsClass

(
    EAudioPlugin PluginType
)

Public function

FString

 

GetBlendModeString

(
    EBlendMode BlendMode
)

Converts an EBlendMode to a string description.

Public function

void

 

GetBoxMesh

(
    const FMatrix& BoxToWorld,
    const FVector& Radii,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

FBufferVisua...

 

GetBufferVisualizationData()

Public function

const FCache...

 

GetCachedScalabilityCVars()

Public function

void

 

GetCapsuleMesh

(
    const FVector& Origin,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    const FLinearColor& Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

FString

 

GetCDKeyHash()

Public function

FString

 

GetCDKeyResponse

(
    const TCHAR* Challenge
)

Public function

const TArray...

 

GetCompressedAudioFormatsToBuild()

Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

Public function

void

 

GetConeMesh

(
    const FMatrix& LocalToWorld,
    float AngleWidth,
    float AngleHeight,
    uint32 NumSides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

void

 

GetCylinderMesh

(
    const FVector& Start,
    const FVector& End,
    float Radius,
    int32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Draws a cylinder along the axis from Start to End.

Public function

void

 

GetCylinderMesh

(
    const FMatrix& CylToWorld,
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    float Radius,
    float HalfHeight,
    uint32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

void

 

GetCylinderMesh

(
    const FVector& Base,
    const FVector& XAxis,
    const FVector& YAxis,
    const FVector& ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

void

 

GetDefaultPrecomputedLightingParameters

Public function

FName

 

GetDefaultTextureFormatName

(
    const ITargetPlatform* TargetP...,
    const UTexture* Texture,
    int32 LayerIndex,
    const FConfigFile& EngineSettings,
    bool bSupportDX11TextureFormats,
    bool bSupportCompressedVolumeTextur...,
    int32 BlockSize
)

Gets the name of a format for the given LayerIndex

Public function

void

 

GetDefaultTextureFormatNamePerLayer

(
    TArray< FName >& OutFormatNames,
    const ITargetPlatform* TargetP...,
    const UTexture* Texture,
    const FConfigFile& EngineSettings,
    bool bSupportDX11TextureFormats,
    bool bSupportCompressedVolumeTextur...,
    int32 BlockSize
)

Gets an array of format names for each layer in the texture

Public function

T *

 

GetDefaultValueSafe

(
    UClass* Class
)

Public function

FMobileMovab...

 

GetDummyMovablePointLightUniformShaderParameters()

Public function

void

 

GetDynamicValueFromPayload

(
    int32 InDynamicPayloadOffset,
    const FBaseParticle& InParticle,
    FVector4& OutDynamicData
)

Helper function for retrieving the dynamic payload of a particle.

Public function

Memory inher...

 

GetEntryIndex()

Public function

FString

 

GetGlobalShaderMapDDCKey()

Public function

int32

 

GetGPUSortPassCount

(
    uint32 KeyMask
)

Get the number of passes we will need to make in order to sort

Public function

void

 

GetHalfSphereMesh

(
    const FVector& Center,
    const FVector& Radii,
    int32 NumSides,
    int32 NumRings,
    float StartAngle,
    float EndAngle,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector& Collector,
    bool bUseSelectionOutline,
    HHitProxy* HitProxy
)

Public function

FHighResScre...

 

GetHighResScreenshotConfig()

Public function

bool

 

GetHighResScreenShotInput

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    uint32& OutXRes,
    uint32& OutYRes,
    float& OutResMult,
    FIntRect& OutCaptureRegion,
    bool& OutShouldEnableMask,
    bool& OutDumpBufferVisualizationTa...,
    bool& OutCaptureHDR,
    FString& OutFilenameOverride,
    bool& OutUseDateTimeAsFileName
)

Public function

FPrimitiveUn...

 

GetIdentityPrimitiveParameters()

Public function

void

 

GetLightmapClusterResourceParameters

Public function

const FScene...

 

GetLODView

(
    const FSceneView& InView
)

Will return the view to use taking into account VR which has 2 views

Public function

FName

 

GetMaterialQualityLevelFName

(
    EMaterialQualityLevel::Type InMater...
)

Public function

void

 

GetMaterialQualityLevelName

(
    EMaterialQualityLevel::Type InMater...,
    FString& OutName
)

Creates a string that represents the given quality level.

Public function

FString

 

GetMaterialShaderMapDDCKey()

Public function

void

 

GetMaterialValueTypeDescriptions

(
    const uint32 MaterialValueType,
    TArray< FText >& OutDescriptions
)

Given a combination of EMaterialValueType flags, get text descriptions of all types

Public function

FString

 

GetMemoryString

(
    const double Value,
    const bool bAutoType
)

Public function

EMobileHDRMo...

 

GetMobileHDRMode()

Public function

FMobileMovab...

 

GetMovablePointLightUniformShaderParameters

(
    const FVector4& LightPositionAndIn...,
    const FVector4& LightColorAndFallo...,
    const FVector4& SpotLightDirection...,
    const FVector4& SpotLightAnglesAnd...,
    const FVector4& SpotLightShadowSha...,
    const FVector4& SpotLightShadowmap...,
    const FMatrix& SpotLightShadowWorl...
)

Initializes the movable point light uniform shader parameters.

Public function

int32

 

GetNumActorsInWorld

(
    UWorld* InWorld
)

Public function

FOnGlobalSha...

 

GetOnGlobalShaderCompilation()

Public function

void

 

GetOrientedHalfSphereMesh

(
    const FVector& Center,
    const FRotator& Orientation,
    const FVector& Radii,
    int32 NumSides,
    int32 NumRings,
    float StartAngle,
    float EndAngle,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector& Collector,
    bool bUseSelectionOutline,
    HHitProxy* HitProxy
)

Public function

void

 

GetOutdatedShaderTypes

(
    TArray< const FShaderType* >&...,
    TArray< const FShaderPipelineType&...,
    TArray< const FVertexFactoryType&#...
)

Public function

FVector

 

GetParticleBaseSize

(
    const FBaseParticle& Particle,
    bool bKeepFlipScale
)

Public function

FVector2D

 

GetParticleSizeWithUVFlipInSign

(
    const FBaseParticle& Particle,
    const FVector2D& ScaledSize
)

Public function

void

 

GetPrecomputedLightingParameters

(
    ERHIFeatureLevel::Type FeatureLevel,
    FPrecomputedLightingUniformParamete...,
    const FLightCacheInterface* LC...
)

Public function

FPrimitiveUn...

 

GetPrimitiveUniformShaderParameters

(
    const FMatrix& LocalToWorld,
    const FMatrix& PreviousLocalToWorl...,
    FVector ActorPosition,
    const FBoxSphereBounds& WorldBound...,
    const FBoxSphereBounds& LocalBound...,
    bool bReceivesDecals,
    bool bHasDistanceFieldRepresentatio...,
    bool bHasCapsuleRepresentation,
    bool bUseSingleSampleShadowFromStat...,
    bool bUseVolumetricLightmap,
    bool bDrawsVelocity,
    uint32 LightingChannelMask,
    float LpvBiasMultiplier,
    uint32 LightmapDataIndex,
    int32 SingleCaptureIndex,
    bool bOutputVelocity,
    bool bCastContactShadow
)

Initializes the primitive uniform shader parameters.

Public function

FPrimitiveUn...

 

GetPrimitiveUniformShaderParameters

(
    const FMatrix& LocalToWorld,
    const FMatrix& PreviousLocalToWorl...,
    FVector ActorPosition,
    const FBoxSphereBounds& WorldBound...,
    const FBoxSphereBounds& LocalBound...,
    const FBoxSphereBounds& PreSkinned...,
    bool bReceivesDecals,
    bool bHasDistanceFieldRepresentatio...,
    bool bHasCapsuleRepresentation,
    bool bUseSingleSampleShadowFromStat...,
    bool bUseVolumetricLightmap,
    bool bDrawsVelocity,
    uint32 LightingChannelMask,
    float LpvBiasMultiplier,
    uint32 LightmapDataIndex,
    int32 SingleCaptureIndex,
    bool bOutputVelocity,
    const FCustomPrimitiveData* Cu...,
    bool bCastContactShadow
)

Initializes the primitive uniform shader parameters.

Public function

uint8

 

GetRayTracingMaskFromMaterial

(
    const EBlendMode BlendMode
)

Public function

IRendererMod...

 

GetRendererModule()

Accessor that gets the renderer module and caches the result.

Public function

FLinearColor

 

GetSelectionColor

(
    const FLinearColor& BaseColor,
    bool bSelected,
    bool bHovered,
    bool bUseOverlayIntensity
)

Given a base color and a selection state, returns a color which accounts for the selection state.

Public function

FString

 

GetShadingModelFieldString

(
    FMaterialShadingModelField ShadingM...,
    const FShadingModelToStringDelegate...,
    const FString& Delimiter
)

Converts an FMaterialShadingModelField to a string description, base on the passed in delegate.

Public function

FString

 

GetShadingModelFieldString

(
    FMaterialShadingModelField ShadingM...
)

Converts an FMaterialShadingModelField to a string description, base on a default function.

Public function

enum EShader...

 

GetShadingModelString

(
    EMaterialShadingModel ShadingModel
)

Converts an EMaterialShadingModel to a string description.

Public function

void

 

GetSphereMesh

(
    const FVector& Center,
    const FVector& Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector& Collector
)

Public function

void

 

GetSphereMesh

(
    const FVector& Center,
    const FVector& Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy* Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector& Collector,
    bool bUseSelectionOutline,
    HHitProxy* HitProxy
)

Public function

UFont *

 

GetStatsFont()

Stats objects for EngineInput stat HUD stat Static mesh tris rendered Skeletal stats Unit times

Public function

TArray< FSub...

 

GetSubLevelsStatus

(
    UWorld* InWorld
)

Gathers SubLevels status from a provided world

Public function

uint32

 

GetTypeHash

(
    FWaveInstance* A
)

Public function

int32

 

GetTypeHash

(
    const FAudioChunkCache::FChunkKey&...
)

Public function

bool

 

GetUsedMaterialsInWorld

(
    UWorld* InWorld,
    OUTTSet< UMaterialInterface* >...,
    FSlowTask* Task
)

Get the list of all material used in a world

Public function

uint32

 

GetUseSubsurfaceProfileShadingModelMask()

Public function

void

 

GetViewFrustumBounds

(
    FConvexVolume& OutResult,
    const FMatrix& ViewProjectionMatri...,
    bool bUseNearPlane
)

Creates a convex volume bounding the view frustum for a view-projection matrix.

Public function

void

 

GetViewFrustumBounds

(
    FConvexVolume& OutResult,
    const FMatrix& ViewProjectionMatri...,
    const FPlane& InFarPlane,
    bool bOverrideFarPlane,
    bool bUseNearPlane
)

Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override.

Public function

const TCHAR ...

 

GetViewModeName

(
    EViewModeIndex ViewModeIndex
)

Public function

bool

 

GetViewportScreenShot

(
    FViewport* Viewport,
    TArray< FColor >& Bitmap,
    const FIntRect& ViewRect
)

Public function

FLinearColor

 

GetViewSelectionColor

(
    const FLinearColor& BaseColor,
    const FSceneView& View,
    bool bSelected,
    bool bHovered,
    bool bUseOverlayIntensity,
    bool bIndividuallySelected
)

Public function

Memory inher...

 

GetWeights()

Public function

void

 

GlobalBeginCompileShader

(
    const FString& DebugGroupName,
    const FVertexFactoryType* VFTy...,
    const FShaderType* ShaderType,
    const FShaderPipelineType* Sha...,
    int32 PermutationId,
    const TCHAR* SourceFilename,
    const TCHAR* FunctionName,
    FShaderTarget Target,
    FShaderCompilerInput& Input,
    bool bAllowDevelopmentShaderCompile,
    const FString& DebugDescription,
    const FString& DebugExtension
)

Enqueues a shader compile job with GShaderCompilingManager.

Public function

bool

 

GPUSkinCacheNeedsDuplicatedVertices()

Public function

DesiredType ...

 

HitProxyCast

(
    HHitProxy* Src
)

Dynamically cast a HHitProxy object type-safely.

Public function

bool

 

InitGamePhys()

Public function

void

 

InitializeSharedSamplerStates()

Initializes the shared sampler states.

Public function

bool

 

IsAllowedExpressionType

(
    const UClass*const Class,
    const bool bMaterialFunction
)

Returns whether the given expression class is allowed.

Public function

bool

 

IsAltDown

(
    FViewport* Viewport
)

Public function

bool

 

IsAssetStreamingSuspended()

Public function

bool

 

IsAudioPluginEnabled

(
    EAudioPlugin PluginType
)

Queries if a plugin of the given type is enabled.

Public function

bool

 

IsCompatibleWithHairStrands

(
    const FMaterial* Material,
    const ERHIFeatureLevel::Type Featur...
)

Public function

bool

 

IsCompatibleWithHairStrands

(
    EShaderPlatform Platform,
    const FMaterialShaderParameters& P...
)

Public function

bool

 

IsCtrlDown

(
    FViewport* Viewport
)

Shortcuts for checking the state of both left&right variations of control keys.

Public function

bool

 

IsGlobalShaderMapComplete

(
    const TCHAR* TypeNameSubstring
)

Returns whether all global shader types containing the substring are complete and ready for rendering.

Public function

bool

 

IsGPUSkinCacheAvailable

(
    EShaderPlatform Platform
)

Can the skin cache be used (ie shaders added, etc)

Public function

bool

 

IsHairStrandsGeometrySupported

(
    const EShaderPlatform Platform
)

Helper functions for hair strands shaders.

Public function

bool

 

IsMobileColorsRGB()

Public function

bool

 

IsMobileHDR()

True if HDR is enabled for the mobile renderer.

Public function

bool

 

IsRichView

(
    const FSceneViewFamily& ViewFamily
)

Returns true if the given view is "rich", and all primitives should be forced down the dynamic drawing path so that ApplyViewModeOverrides can implement the rich view feature.

Public function

bool

 

IsShiftDown

(
    FViewport* Viewport
)

Public function

bool

 

IsSpatializationCVarEnabled()

Accessor for our Spatialization enabled CVar.

Public function

bool

 

IsSubsurfaceShadingModel

(
    FMaterialShadingModelField ShadingM...
)

Public function

bool

 

IsTexelDebuggingEnabled()

Public function

bool

 

IsTexelMapped

(
    const TArray< FLightMapCoefficients...,
    int32 X,
    int32 Y,
    int32 Pitch
)

Checks if a lightmap texel is mapped or not.

Public function

bool

 

IsTranslucentBlendMode

(
    enum EBlendMode BlendMode
)

Public function

bool

 

IsValid

(
    const FScriptInterface& Test
)

Public function

bool

 

IsValid

(
    const FWeakObjectPtr& Test
)

Public function

bool

 

IsValidRef

(
    const FVertexBufferAndSRV& Buffer
)

Helper function to test whether the buffer is valid.

Public function

const TCHAR ...

 

LexToString

(
    EReplayHeaderFlags Flag
)

Public function

FString

 

LexToString

(
    EMaterialQualityLevel::Type Quality...
)

Public function

bool

 

LineCheckWithTriangle

(
    FHitResult& Result,
    const FVector& V1,
    const FVector& V2,
    const FVector& V3,
    const FVector& Start,
    const FVector& End,
    const FVector& Direction
)

Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle

Public function

void

 

LoadVorbisLibraries()

Loads vorbis dlls

Public function

FString

 

MaterialDomainString

(
    EMaterialDomain MaterialDomain
)

Public function

bool

 

MaterialRenderingRequiresAdjacencyInformation_RenderingThread

(
    UMaterialInterface* Material,
    const FVertexFactoryType* Vert...,
    const FStaticFeatureLevel InFeature...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function

bool

 

MaterialSettingsRequireAdjacencyInformation_GameThread

(
    UMaterialInterface* Material,
    const FVertexFactoryType* Vert...,
    const FStaticFeatureLevel InFeature...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function Static

bool

 

MatineeKeyReduction::IsEquivalent

(
    float a,
    float b,
    float Tolerance
)

Float-float comparison that allows for a certain error in the floating point values due to floating-point operations never being exact.

Public function

VoxelDataTyp...

 

NearestVolumeLookup

(
    FVector Coordinate,
    FIntVector DataDimensions,
    const VoxelDataType* Data
)

Public function

NativeType &...

 

NoNativeCast

(
    UClass* NoNativeClass,
    UObject* Object
)

Public function

bool

 

NormalsEqual

(
    const FVector& V1,
    const FVector& V2,
    const FOverlappingThresholds& Over...
)

Public function

bool

 

NormalsEqual

(
    const FVector& V1,
    const FVector& V2
)

Returns true if the specified normal vectors are about equal

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LandscapeSF",
    "Landscape"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StaticMeshesSF",
    "Static Meshes"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MaterialsSF",
    "Materials"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "WireframeSF",
    "Wireframe"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShadowFrustumsSF",
    "Shadow Frustums"
)

Needed for VMI_Wireframe and VMI_BrushWireframe

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PivotSF",
    "Pivot"
)

Draws un-occluded shadow frustums in wireframe

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightInfluencesSF",
    "Light Influences"
)

For the Editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PropertyColorationSF",
    "Property Coloration"
)

Draw lines to lights affecting this mesh if its selected.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPTrianglesSF",
    "BSP Triangles"
)

Displays large clickable icons on static mesh vertices, only needed for the editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightRadiusSF",
    "Light Radius"
)

Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "FogSF",
    "Fog"
)

Draws Volumes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumesSF",
    "Volumes"
)

If this is a game viewport, needed?

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GameSF",
    "Game"
)

Render objects with colors based on what the level they belong to

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LevelColorationSF",
    "Level Coloration"
)

Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPSF",
    "BSP"
)

Collision drawing

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionWireFrame",
    "Collision"
)

Collision blocking visibility against complex

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionVisibility",
    "Visibility"
)

Collision blocking pawn against simple collision

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HitProxiesSF",
    "Hit Proxies"
)

Render objects with colors based on the property values

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionPawn",
    "Pawn"
)

Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BoundsSF",
    "Bounds"
)

Draws each hit proxy in the scene with a different color, for now only available in the editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SelectionSF",
    "Selection"
)

Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedGrassSF",
    "Grass"
)

Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DynamicShadowsSF",
    "Dynamic Shadows"
)

Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ParticlesSF",
    "Particle Sprites"
)

Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "NiagaraSF",
    "Niagara Renderers"
)

If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SkeletalMeshesSF",
    "Skeletal Meshes"
)

If the builder brush (editor) is getting rendered

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BuilderBrushSF",
    "Builder Brush"
)

Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TranslucencySF",
    "Translucency"
)

Draw billboard components

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BillboardSpritesSF",
    "Billboard Sprites"
)

Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LODSF",
    "LOD Parenting"
)

Needed for VMI_LightComplexity

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightComplexitySF",
    "Light Complexity"
)

Needed for VMI_ShaderComplexity, render world colored by shader complexity

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShaderComplexitySF",
    "Shader Complexity"
)

Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StationaryLightOverlapSF",
    "Stationary Light Overlap"
)

Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightMapDensitySF",
    "Light Map Density"
)

Render streaming bounding volumes for the currently selected texture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StreamingBoundsSF",
    "Streaming Bounds"
)

Render joint limits

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ConstraintsSF",
    "Constraints"
)

Render mass debug data

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MassPropertiesSF",
    "Mass Properties"
)

Draws camera frustums

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraFrustumsSF",
    "Camera Frustums"
)

Draw sound actor radii

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AudioRadiusSF",
    "Audio Radius"
)

Draw force feedback radii

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ForceFeedbackSF",
    "Force Feedback Radius"
)

Colors BSP based on model component association

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPSplitSF",
    "BSP Split"
)

Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BrushesSF",
    "Brushes"
)

Show the usual material light interaction

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightingSF",
    "Lighting"
)

Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "EditorSF",
    "Editor"
)

Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LargeVerticesSF",
    "Large Vertices"
)

To show the grid in editor (grey lines and red dots)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GridSF",
    "Grid"
)

To show the snap in editor (only for editor view ports, red dots)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SnapSF",
    "Snap"
)

In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshEdgesSF",
    "Mesh Edges"
)

Complex cover rendering

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CoverSF",
    "Cover"
)

Spline rendering

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SplinesSF",
    "Splines"
)

Selection rendering, could be useful in game as well

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ModeWidgetsSF",
    "Mode Widgets"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightShaftsSF",
    "Light Shafts"
)

Render the PostProcess Material

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HighResScreenshotMaskSF",
    "High Res Screenshot Mask"
)

Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AtmosphereSF",
    "Atmosphere"
)

Render safe frames bars

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeHLODColoration",
    "Visualize HLOD Coloration"
)

Visualize screen quads

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "QuadOverdrawSF",
    "Quad Overdraw"
)

Visualize the overhead of material quads

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShaderComplexityWithQuadOverdraw",
    "Shader Complexity With Quad Overdr...
)

Visualize the accuracy of the primitive distance computed for texture streaming

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrimitiveDistanceAccuracy",
    "Primitive Distance Accuracy"
)

Visualize the accuracy of the mesh UV density computed for texture streaming

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshUVDensityAccuracy",
    "Mesh UV Densities Accuracy"
)

Visualize the accuracy of CPU material texture scales when compared to the GPU values

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MaterialTextureScaleAccuracy",
    "Material Texture Scales Accuracy"
)

Outputs the material texture scales.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OutputMaterialTextureScales",
    "Output Material Texture Scales"
)

Compare the required texture resolution to the actual resolution.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RequiredTextureResolution",
    "Required Texture Resolution"
)

If WidgetComponents should be rendered in the scene

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "WidgetComponentsSF",
    "Widget Components"
)

Draw the bones of all skeletal meshes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BoneSF",
    "Bones"
)

Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLODColoration",
    "Visualize LOD Coloration"
)

Visualize HLOD Coloration

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ServerDrawDebugSF",
    "Dedicated Server Debug Drawing"
)

If media planes should be shown

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VREditSF",
    "VR Editing"
)

Visualize Occlusion Query bounding meshes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeOcclusionQueries",
    "Visualize Occlusion Queries"
)

RHI_RAYTRACING begin.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PathTracing",
    "Path tracing"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RayTracingDebug",
    "Ray tracing debug"
)

Enable the SkyAtmosphere visualization to be drawn on screen

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSkyAtmosphereSF",
    "Sky Atmosphere"
)

Shows a full-screen calibration color post process material defined in renderer config

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeCalibrationColorSF",
    "Visualize Calibration Color"
)

Shows a full-screen calibration grayscale post process material defined in renderer config

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeCalibrationGrayscaleSF",
    "Visualize Calibration Grayscale"
)

Shows a full-screen calibration custom post process material defined in renderer config

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeCalibrationCustomSF",
    "Visualize Calibration Custom"
)

Draw in the main pass the primitives that would normally only contribute to runtime virtual textures.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VirtualTexturePrimitivesSF",
    "Virtual Texture Primitives"
)

Visualize volumetric cloud conservative density.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeVolumetricCloudConservati...,
    "Volumetric Cloud Conservative Dens...
)

If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MediaPlanesSF",
    "Media Planes"
)

If this is a vr editing viewport, needed?

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSenses",
    "Senses"
)

Visualize LOD Coloration

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeShadingModels",
    "Shading Models"
)

Visualize the senses configuration of AIs' PawnSensingComponent

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSSR",
    "Screen Space Reflections"
)

Visualize the Shading Models, mostly or debugging and profiling

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraAspectRatioBarsSF",
    "Camera Aspect Ratio Bars"
)

Render safe frames

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraSafeFramesSF",
    "Camera Safe Frames"
)

Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TextRenderSF",
    "Render (3D) Text"
)

Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RenderingSF",
    "Any Rendering"
)

Show the current mask being used by the highres screenshot capture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HISMClusterTreeSF",
    "HISM/Foliage Cluster Tree"
)

Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HMDDistortionSF",
    "HMD Distortion"
)

Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StereoRenderingSF",
    "Stereoscopic Rendering"
)

Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DistanceCulledPrimitivesSF",
    "Distance Culled Primitives"
)

To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLightCullingSF",
    "Light Culling"
)

To disable precomputed visibility

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrecomputedVisibilitySF",
    "Precomputed Visibility"
)

Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SkyLightingSF",
    "Sky Lighting"
)

Visualize Light Propagation Volume, for developer (by default off):

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLPVSF",
    "Light Propagation Volume"
)

Visualize preview shadow indicator

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PreviewShadowIndicatorSF",
    "Preview Shadows Indicator"
)

Visualize precomputed visibility cells

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrecomputedVisibilityCellsSF",
    "Precomputed Visibility Cells"
)

Visualize volumetric lightmap used for GI on dynamic objects

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeVolumetricLightmapSF",
    "Volumetric Lightmap"
)

Visualize volume lighting samples used for GI on dynamic objects

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumeLightingSamplesSF",
    "Volume Lighting Samples"
)

Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "Paper2DSpritesSF",
    "Paper 2D Sprites"
)

Visualization of distance field AO

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeDistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

Mesh Distance fields

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshDistanceFieldsSF",
    "Mesh DistanceFields"
)

Global Distance field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GlobalDistanceFieldSF",
    "Global DistanceField"
)

Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenSpaceAOSF",
    "Screen Space Ambient Occlusion"
)

Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumetricFogSF",
    "Volumetric Fog"
)

Visualize screen space reflections, for developer (by default off):

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PostProcessMaterialSF",
    "Post Process Material"
)

Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HISMOcclusionBoundsSF",
    "HISM/Foliage Occlusion Bounds"
)

Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DeferredLightingSF",
    "DeferredLighting"
)

Special: Allows to hide objects in the editor, is evaluated per primitive

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedStaticMeshesSF",
    "Instanced Static Meshes"
)

Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MotionBlurSF",
    "Motion Blur"
)

Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GBufferHintsSF",
    "GBuffer Hints (material attributes...
)

MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DepthOfFieldSF",
    "Depth Of Field"
)

Highlight materials that indicate performance issues or show unrealistic materials

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VectorFieldsSF",
    "Vector Fields"
)

Depth of Field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ColorGradingSF",
    "Color Grading"
)

Visualize vector fields.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RectLightsSF",
    "Rect Lights"
)

Color correction after tone mapping

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SpotLightsSF",
    "Spot Lights"
)

Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PointLightsSF",
    "Point Lights"
)

Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DirectionalLightsSF",
    "Directional Lights"
)

Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DirectLightingSF",
    "Direct Lighting"
)

Allows to disable lighting from Directional Lights

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeBufferSF",
    "Buffer Visualization"
)

Allows to disable all direct lighting (does not affect indirect light)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ReflectionOverrideSF",
    "Reflections"
)

Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightingOnlyOverrideSF",
    "Lighting Only"
)

Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OverrideDiffuseAndSpecularSF",
    "Override Diffuse And Specular"
)

Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OnScreenDebugSF",
    "On Screen Debug"
)

Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DecalsSF",
    "Decals"
)

Like bloom dirt mask

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AmbientOcclusionSF",
    "Ambient Occlusion"
)

Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GrainSF",
    "Grain"
)

Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VignetteSF",
    "Vignette"
)

Fine film grain

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GlobalIlluminationSF",
    "Global Illumination"
)

Darkens the screen borders (Camera artifact and artistic effect)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LensFlaresSF",
    "Lens Flares"
)

Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeHDRSF",
    "HDR (Eye Adaptation)"
)

Image based lens flares (Simulate artifact of reflections within a camera system)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "EyeAdaptationSF",
    "Eye Adaptation"
)

Display a histogram of the scene HDR color

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AmbientCubemapSF",
    "Ambient Cubemap"
)

Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TemporalAASF",
    "Temporal AA (instead FXAA)"
)

E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AntiAliasingSF",
    "Anti-aliasing"
)

Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TonemapperSF",
    "Tonemapper"
)

Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BloomSF",
    "Bloom"
)

HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedFoliageSF",
    "Foliage"
)

Allow to see the foliage bounds used in the occlusion test

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CompositeEditorPrimitivesSF",
    "Composite Editor Primitives"
)

Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TestImageSF",
    "Test Image"
)

Helper to tweak depth of field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraImperfectionsSF",
    "Camera Imperfections"
)

To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VertexColorsSF",
    "Vertex Colors"
)

Show Physical Material Masks

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TessellationSF",
    "Tessellation"
)

Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeDOFSF",
    "Depth of Field Layers"
)

Show Vertex Colors

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightFunctionsSF",
    "Light Functions"
)

Hardware Tessellation (DX11 feature)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GameplayDebugSF",
    "Gameplay Debug"
)

LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "NavigationSF",
    "Navigation"
)

Used by gameplay debugging components to debug-draw on screen

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisLogSF",
    "Log Visualizer"
)

Whether to draw navigation data

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DebugAISF",
    "AI Debug"
)

Calls debug drawing for whatever LogVisualizer wants to draw

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "IndirectLightingCacheSF",
    "Indirect Lighting Cache"
)

Calls debug drawing for AIs

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumetricLightmapSF",
    "Volumetric Lightmap"
)

If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSSSSF",
    "Subsurface Scattering (Screen Spac...
)

Whether to apply volumetric lightmap lighting, when present.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SubsurfaceScatteringSF",
    "Subsurface Scattering (Screen Spac...
)

If Screen Space Subsurface Scattering visualization is enabled

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CapsuleShadows",
    "Capsule Shadows"
)

If Screen Space Subsurface Scattering enabled

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RayTracedDistanceFieldShadows",
    "Distance Field Shadows"
)

If Capsule shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ContactShadows",
    "Screen Space Contact Shadows"
)

If RTDF shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenSpaceReflectionsSF",
    "Screen Space Reflections"
)

If Screen space contact shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TexturedLightProfilesSF",
    "Textured Light Profiles (IES Textu...
)

LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ToneCurveSF",
    "Tone Curve"
)

If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RefractionSF",
    "Refraction"
)

Usually set in game or when previewing Matinee but not in editor, used for motion blur or any kind of rendering features that rely on the former frame

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraInterpolationSF",
    "Camera Interpolation"
)

Post processing color fringe (chromatic aberration)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SceneColorFringeSF",
    "Scene Color Fringe"
)

Post processing filmic tone curve and expand gamut

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SelectionOutlineSF",
    "Selection Outline"
)

If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SeparateTranslucencySF",
    "Separate Translucency"
)

If Screen Percentage should be applied.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PhysicalMaterialMasksSF",
    "Physical Material Masks"
)

Render Post process (screen space) distortion/refraction

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeMotionBlurSF",
    "Motion Blur"
)

Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ReflectionEnvironmentSF",
    "Reflection Environment"
)

Visualize pixels that are outside of their object's bounding box (content error).

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeOutOfBoundsPixelsSF",
    "Out of Bounds Pixels"
)

Whether to display the scene's diffuse.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DiffuseSF",
    "Diffuse"
)

Whether to display the scene's specular, including reflections.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SpecularSF",
    "Specular"
)

Outline around selected objects in the editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenPercentageSF",
    "Screen Percentage"
)

Helper to tweak motion blur settings

Public function

void

 

OnSetCVarFromIniEntry

(
    const TCHAR* IniFile,
    const TCHAR* Key,
    const TCHAR* Value,
    uint32 SetBy,
    bool bAllowCheating
)

Public function

constexpr bo...

 

operator!

(
    EDataTableExportFlags E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EGPUSortFlags E
)

Public function

constexpr bo...

 

operator!

(
    EReplayHeaderFlags E
)

Public function

constexpr bo...

 

operator!

(
    EWriteDemoFrameFlags E
)

Public function

constexpr bo...

 

operator!

(
    EActorIteratorFlags E
)

Public function

bool

 

operator!=

(
    const FShaderCompileJobKey& Lhs,
    const FShaderCompileJobKey& Rhs
)

Public function

bool

 

operator!=

(
    const FShaderPipelineCompileJobKey ...,
    const FShaderPipelineCompileJobKey ...
)

Public function

bool

 

operator!=

(
    const FMaterialVirtualTextureStack ...,
    const FMaterialVirtualTextureStack ...
)

Public function

bool

 

operator!=

(
    const FScreenVertex& a,
    const FScreenVertex& b
)

Public function

constexpr ER...

 

operator&

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

constexpr EW...

 

operator&

(
    EWriteDemoFrameFlags Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

constexpr FA...

 

operator&

Public function

constexpr EG...

 

operator&

(
    EGPUSortFlags Lhs,
    EGPUSortFlags Rhs
)

Public function

constexpr EA...

 

operator&

(
    EActorIteratorFlags Lhs,
    EActorIteratorFlags Rhs
)

Public function

constexpr ED...

 

operator&

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

EWriteDemoFr...

 

operator&=

(
    EWriteDemoFrameFlags& Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

EReplayHeade...

 

operator&=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EGPUSortFlag...

 

operator&=

(
    EGPUSortFlags& Lhs,
    EGPUSortFlags Rhs
)

Public function

EActorIterat...

 

operator&=

(
    EActorIteratorFlags& Lhs,
    EActorIteratorFlags Rhs
)

Public function

EDataTableEx...

 

operator&=

(
    EDataTableExportFlags& Lhs,
    EDataTableExportFlags Rhs
)

Public function

FAnimationRu...

 

operator&=

Public function

constexpr EW...

 

operator^

(
    EWriteDemoFrameFlags Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

constexpr ED...

 

operator^

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

constexpr EA...

 

operator^

(
    EActorIteratorFlags Lhs,
    EActorIteratorFlags Rhs
)

Public function

constexpr FA...

 

operator^

Public function

constexpr EG...

 

operator^

(
    EGPUSortFlags Lhs,
    EGPUSortFlags Rhs
)

Public function

constexpr ER...

 

operator^

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EDataTableEx...

 

operator^=

(
    EDataTableExportFlags& Lhs,
    EDataTableExportFlags Rhs
)

Public function

FAnimationRu...

 

operator^=

Public function

EActorIterat...

 

operator^=

(
    EActorIteratorFlags& Lhs,
    EActorIteratorFlags Rhs
)

Public function

EReplayHeade...

 

operator^=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EGPUSortFlag...

 

operator^=

(
    EGPUSortFlags& Lhs,
    EGPUSortFlags Rhs
)

Public function

EWriteDemoFr...

 

operator^=

(
    EWriteDemoFrameFlags& Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

constexpr EA...

 

operator|

(
    EActorIteratorFlags Lhs,
    EActorIteratorFlags Rhs
)

Public function

constexpr ED...

 

operator|

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

constexpr EG...

 

operator|

(
    EGPUSortFlags Lhs,
    EGPUSortFlags Rhs
)

Public function

constexpr FA...

 

operator|

Public function

constexpr EW...

 

operator|

(
    EWriteDemoFrameFlags Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

constexpr ER...

 

operator|

(
    EReplayHeaderFlags Lhs,
    EReplayHeaderFlags Rhs
)

Public function

FAnimationRu...

 

operator|=

Public function

EDataTableEx...

 

operator|=

(
    EDataTableExportFlags& Lhs,
    EDataTableExportFlags Rhs
)

Public function

EActorIterat...

 

operator|=

(
    EActorIteratorFlags& Lhs,
    EActorIteratorFlags Rhs
)

Public function

EGPUSortFlag...

 

operator|=

(
    EGPUSortFlags& Lhs,
    EGPUSortFlags Rhs
)

Public function

EReplayHeade...

 

operator|=

(
    EReplayHeaderFlags& Lhs,
    EReplayHeaderFlags Rhs
)

Public function

EWriteDemoFr...

 

operator|=

(
    EWriteDemoFrameFlags& Lhs,
    EWriteDemoFrameFlags Rhs
)

Public function

constexpr EW...

 

operator~

(
    EWriteDemoFrameFlags E
)

Public function

constexpr ER...

 

operator~

(
    EReplayHeaderFlags E
)

Public function

constexpr EG...

 

operator~

(
    EGPUSortFlags E
)

Public function

constexpr EA...

 

operator~

(
    EActorIteratorFlags E
)

Public function

constexpr ED...

 

operator~

(
    EDataTableExportFlags E
)

Public function

constexpr FA...

 

operator~

Public function

bool

 

operator==

(
    const FDiffSingleResult& LHS,
    const FDiffSingleResult& RHS
)

Public function

bool

 

operator==

(
    const FScreenVertex& a,
    const FScreenVertex& b
)

Public function

bool

 

operator==

(
    const FShaderCompileJobKey& Lhs,
    const FShaderCompileJobKey& Rhs
)

Public function

bool

 

operator==

(
    const FShaderPipelineCompileJobKey ...,
    const FShaderPipelineCompileJobKey ...
)

Public function

void

 

PadMemoryReader

(
    FMemoryReader* MemoryReader,
    uint8*& TrackData,
    const int32 Alignment
)

Skips a specified number of bytes in the memory reader to maintain alignment

Public function

void

 

PadMemoryWriter

(
    FMemoryWriter* MemoryWriter,
    uint8*& TrackData,
    const int32 Alignment
)

Pads a specified number of bytes to the memory writer to maintain alignment

Public function

bool

 

ParseWaveFormatHeader

(
    const uint8* InSrcBufferData,
    uint32 InSrcBufferDataSize,
    FWaveFormatInfo& OutHeader
)

Public function

void

 

Particle_SetColorFromVector

(
    const FVector& InColorVec,
    const float InAlpha,
    FLinearColor& OutColor
)

Public function

bool

 

PhysSingleThreadedMode()

Return true if we should be running in single threaded mode, ala dedicated server

Public function

bool

 

PointsEqual

(
    const FVector& V1,
    const FVector& V2,
    bool bUseEpsilonCompare
)

Returns true if the specified points are about equal

Public function

bool

 

PointsEqual

(
    const FVector& V1,
    const FVector& V2,
    const FOverlappingThresholds& Over...
)

Public function

void

 

ProcessCompiledGlobalShaders

(
    const TArray< FShaderCommonCompileJ...
)

Called by the shader compiler to process completed global shader jobs.

Public function

void

 

ProcessCookOnTheFlyShaders

(
    bool bReloadGlobalShaders,
    const TArray< uint8 >& MeshMateria...,
    const TArray< FString >& Materials...
)

Handles serializing in MeshMaterialMaps from a CookOnTheFly command and applying them to the in-memory shadermaps.

Public function

bool

 

RecompileChangedShadersForPlatform

(
    const FString& PlatformName
)

Recompiles global shaders and material shaders rebuilds global shaders and also clears the cooked platform data for all materials if there is a global shader change detected can be slow

Public function

void

 

RecompileGlobalShaders()

Forces a recompile of the global shaders.

Public function

bool

 

RecompileShaders

(
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

Implementation of the 'recompileshaders' console command.

Public function

void

 

RecompileShadersForRemote

(
    const FString& PlatformName,
    EShaderPlatform ShaderPlatform,
    const FString& OutputDirectory,
    const TArray< FString >& Materials...,
    const TArray< FODSCRequestPayload >...,
    TArray< uint8 >* MeshMaterialM...,
    TArray< FString >* ModifiedFil...,
    bool bCompileChangedShaders
)

Recompiles global shaders

Public function

void

 

RemapPaintedVertexColors

(
    const TArray< FPaintedVertex >& In...,
    const FColorVertexBuffer* InOv...,
    const FPositionVertexBuffer& OldPo...,
    const FStaticMeshVertexBuffer& Old...,
    const FPositionVertexBuffer& NewPo...,
    const FStaticMeshVertexBuffer*...,
    TArray< FColor >& OutOverrideColor...
)

Remaps painted vertex colors when the renderable mesh has changed.

Public function

bool

 

RequiresAdjacencyInformation

(
    UMaterialInterface* Material,
    const FVertexFactoryType* Vert...,
    const FStaticFeatureLevel InFeature...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function

void

 

ResetCachedRendererModule()

Clears the cached renderer module reference.

Public function

void

 

ResumeRenderAssetStreaming()

Public function

bool

 

RHISupportsGPUParticles()

Returns true if the current RHI supports GPU particles Unlike other RHI* functions which are static, it actually returns true if the RHI on the current hardware is able to support GPU particles.

Public function

void

 

SampleIndirectionTexture

(
    FVector IndirectionDataSourceCoordi...,
    FIntVector IndirectionTextureDimens...,
    const uint8* IndirectionTextur...,
    FIntVector& OutIndirectionBrickOff...,
    int32& OutIndirectionBrickSize
)

Public function

void

 

SampleIndirectionTextureWithSubLevel

(
    FVector IndirectionDataSourceCoordi...,
    FIntVector IndirectionTextureDimens...,
    const uint8* IndirectionTextur...,
    const TArray< uint8 >& CPUSubLevel...,
    FIntVector& OutIndirectionBrickOff...,
    int32& OutIndirectionBrickSize,
    int32& OutSubLevelIndex
)

Public function

FString

 

SaveGlobalShaderFile

(
    EShaderPlatform Platform,
    FString SavePath,
    ITargetPlatform* TargetPlatfor...
)

Saves the global shader map as a file for the target platform.

Public function

void

 

SerializeWaveFile

(
    TArray< uint8 >& OutWaveFileData,
    const uint8* InPCMData,
    const int32 NumBytes,
    const int32 NumChannels,
    const int32 SampleRate
)

Utility to serialize raw PCM data into a wave file.

Public function

void

 

SetCompressedAudioFormatsToBuild

(
    const TCHAR* Platform
)

Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

Public function

const TCHAR ...

 

ShaderCompileJobPriorityToString

Public function

bool

 

ShouldCompileDebugViewModeShader

(
    EDebugViewShaderMode ShaderMode,
    const FMeshMaterialShaderPermutatio...
)

Public function

bool

 

ShouldIncludeMaterialInDefaultOpaquePass

(
    const FMaterial& Material
)

Public function

bool

 

ShouldUseBackgroundPoolFor_FAsyncRealtimeAudioTask()

Public function

 

SHOWFLAG_ALWAYS_ACCESSIBLE

(
    PostProcessing,
    [SFG_Hidden](API\Runtime\Engine\SFG_Hidden),
    NSLOCTEXT("UnrealEd","PostProcessin...
)

Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

int32

 

SkinningTools::GetRigidInfluenceIndex()

Returns the bone weight index to use for rigid skinning

Public function

int32

 

SortGPUBuffers

(
    FRHICommandListImmediate& RHICmdLi...,
    FGPUSortBuffers SortBuffers,
    int32 BufferIndex,
    uint32 KeyMask,
    int32 Count,
    ERHIFeatureLevel::Type FeatureLevel
)

Sort a buffer on the GPU.

Public function

void

 

StringSize

(
    const UFont* Font,
    int32& XL,
    int32& YL,
    const TCHAR* Text
)

Render string using both a font and a material.

Public function

bool

 

SupportsCachingMeshDrawCommands

(
    const FMeshBatch& MeshBatch
)

Returns if specified mesh command can be cached, or needs to be recreated every frame.

Public function

bool

 

SupportsCachingMeshDrawCommands

(
    const FMeshBatch& MeshBatch,
    ERHIFeatureLevel::Type FeatureLevel
)

Returns if specified mesh command can be cached, or needs to be recreated every frame; this is a slightly slower version used for materials with external textures that need invalidating their PSOs.

Public function

bool

 

SupportsGPUParticles

(
    EShaderPlatform Platform
)

Returns true if the shader platform supports GPU particles.

Public function

void

 

SuspendRenderAssetStreaming()

Public function

void

 

TermGamePhys()

Public function

void

 

TestGPUSort

(
    EGPUSortTest TestToRun,
    ERHIFeatureLevel::Type FeatureLevel
)

Test that GPU sorting works.

Public function

void

 

TextureLayoutTools::ComputeDifferenceArray

(
    const ValueType* ValuesA,
    const ValueType* ValuesB,
    const int32 ValueCount,
    TArray< double >& OutValueDifferen...
)

Computes the difference between two value arrays (templated)

Public function

double

 

TextureLayoutTools::ComputeRootMeanSquareDeviation

(
    const ValueType* Values,
    const int32 ValueCount
)

Computes the mean square root deviation for a set of values (templated)

Public function

ValueType &

 

TSwitchValue

(
    const IndexType& CurrentIndex,
    ValueType& DefaultValue,
    int OptionsNum
)

Public function

ValueType &

 

TSwitchValue

(
    const IndexType& CurrentIndex,
    ValueType& DefaultValue,
    int OptionsNum,
    Head HeadOption,
    Tail... TailOptions
)

Public function

void

 

UpdateDebugViewModeShaders()

UpdateDebugViewModeShaders() should no longer be called

Public function

void

 

UpdateMaterialShaderCompilingStats

(
    const FMaterial* Material
)

Called for every material shader to update the appropriate stats.

Public function

void

 

UpdatePlayInEditorWorldDebugString

(
    const FWorldContext* WorldCont...
)

Update the debugging aid GPlayInEditorContextString based on the current world context (does nothing in WITH_EDITOR=0 builds)

Public function

bool

 

UseSubsurfaceProfile

(
    FMaterialShadingModelField ShadingM...
)

Public function

bool

 

UVsEqual

(
    const FVector2D& V1,
    const FVector2D& V2
)

Public function

bool

 

UVsEqual

(
    const FVector2D& V1,
    const FVector2D& V2,
    const FOverlappingThresholds& Over...
)

Public function

void

 

VerifyGlobalShaders

(
    EShaderPlatform Platform,
    const ITargetPlatform* TargetP...,
    bool bLoadedFromCacheFile,
    const TArray< const FShaderType...,
    const TArray< const FShaderPipeline...
)

Makes sure all global shaders are loaded and/or compiled for the passed in platform.

Public function

void

 

VerifyGlobalShaders

(
    EShaderPlatform Platform,
    bool bLoadedFromCacheFile,
    const TArray< const FShaderType...,
    const TArray< const FShaderPipeline...
)

Makes sure all global shaders are loaded and/or compiled for the passed in platform.

Public function

void

 

VirtualTextureUtils::CheckAndReportInvalidUsage

(
    const UObject* Owner,
    const FName& PropertyName,
    const UTexture* Texture
)

Function that will test if the passed in texture is VT.

Public function

bool

 

WaitForShaderCompilation

(
    const FText& Message,
    FSlowTask* ProgressTask
)

Variables

Name Description

Public variable

int32

 

bAllowAsyncTick

True if we allow async ticks

Public variable

int32

 

bAllowCulling

True if emitters can be culled.

Public variable

int32

 

bAllowGPUParticles

True if GPU particles are allowed.

Public variable

int32

 

bAllowGPUSorting

True if GPU emitters are permitted to sort.

Public variable

int32

 

bFreezeGPUSimulation

True if GPU particle simulation is frozen.

Public variable

int32

 

bFreezeParticleSimulation

True if particle simulation is frozen.

Public variable

FSharedSamplerS...

 

Clamp_WorldGroupSettings

Sampler state using Clamp addressing and taking filter mode from the world texture group.

Public variable

const int32[ACF...

 

CompressedRotationNum

Number of swapped chunks per element.

Public variable

const int32[ACF...

 

CompressedRotationStrides

Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size.

Public variable

const int32[ACF...

 

CompressedScaleNum

Number of swapped chunks per element.

Public variable

const int32[ACF...

 

CompressedScaleStrides

Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size.

Public variable

const int32[ACF...

 

CompressedTranslationNum

Number of swapped chunks per element.

Public variable

const int32[ACF...

 

CompressedTranslationStrides

Each CompresedTranslationData track's ByteStream will be byte swapped in chunks of this size.

Public variable

ECollisionChann...

 

DefaultCollisionChannel

Public variable

const int32

 

DefaultQualityLevel

Public variable

bool

 

GAllowLightmapPadding

Whether to allow padding around mappings.

Public variable

FConsoleShaderP...

 

GConsoleShaderPrecompilers

The shader precompilers for each platform.

Public variable

ICustomStaticSc...

 

GCustomStaticScreenPercentage

Public variable

TGlobalResource...

 

GDefaultLightmapResourceClusterUniformBuffer

Global uniform buffer containing the default precomputed lighting data.

Public variable

TMultiMap< FGui...

 

GDefaultMaterialParameterCollectionInstances

Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource.

Public variable

TGlobalResource...

 

GDefaultMobileReflectionCaptureUniformBuffer

Global uniform buffer containing the default reflection data used in mobile renderer.

Public variable

bool

 

GDisallowNetworkTravel

Copyright Epic Games, Inc.

Public variable

FDistanceFieldA...

 

GDistanceFieldAsyncQueue

Global build queue.

Public variable

TGlobalResource...

 

GDistanceFieldVolumeTextureAtlas

Public variable

int32

 

GDoAsyncLoadingWhileWaitingForVSync

Syncs the game thread with the render thread.

Public variable

TGlobalResource...

 

GDummyMovablePointLightUniformBuffer

Global primitive uniform buffer resource containing identity transformations.

Public variable

int32

 

GEnableGPUSkinCache

Is it actually enabled?

Public variable

uint32

 

GGPUFrameTime

The GPU time taken to render the last frame.

Public variable

TGlobalResource...

 

GHeightFieldTextureAtlas

Public variable

TGlobalResource...

 

GHFVisibilityTextureAtlas

Public variable

TGlobalResource...

 

GIdentityPrimitiveBuffer

Default Primitive data buffer.

Public variable

TGlobalResource...

 

GIdentityPrimitiveUniformBuffer

Global primitive uniform buffer resource containing identity transformations.

Public variable

ELightingBuildQ...

 

GLightingBuildQuality

The quality level of the current lighting build

Public variable

FLightmassDebug...

 

GLightmassDebugOptions

Debug options for Lightmass

Public variable

const int32

 

GMaxPlanarReflectionViews

Currently we support at most 2 views for each planar reflection, one view per stereo pass Must match FPlanarReflectionUniformParameters.

Public variable

TGlobalResource...

 

GNullDynamicParameterVertexBuffer

The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component.

Public variable

TGlobalResource...

 

GParticleEightTexCoordVertexBuffer

Global particle texture coordinate vertex buffer.

Public variable

TGlobalResource...

 

GParticleIndexBuffer

Global particle index buffer.

Public variable

FParticleOrderP...

 

GParticleOrderPool

Public variable

TGlobalResource...

 

GParticleScratchVertexBuffer

The global scratch vertex buffer.

Public variable

const int32

 

GParticleScratchVertexBufferSize

The size of the scratch vertex buffer.

Public variable

TGlobalResource...

 

GParticleTexCoordVertexBuffer

Global particle texture coordinate vertex buffer.

Public variable

FPhysCommandHan...

 

GPhysCommandHandler

Pointer to PhysX Command Handler

Public variable

float

 

GPUCollisionDepthBounds

Depth bounds for GPU collision checks.

Public variable

int32

 

GPUSpawnWarningThreshold

Warning threshold for spawning of GPU particles.

Public variable

TGlobalResource...

 

GScreenVertexDeclaration

Vertex declaration for screen-space rendering.

Public variable

FShaderCompiler...

 

GShaderCompilerStats

The global shader compiling stats

Public variable

FShaderCompilin...

 

GShaderCompilingManager

The global shader compiling thread manager.

Public variable

int32

 

GShowMaterialDrawEvents

Public variable

TGlobalResource...

 

GSimpleElementVertexDeclaration

The simple element vertex declaration.

Public variable

TGlobalResource...

 

GSixTriangleParticleIndexBuffer

Global particle index buffer.

Public variable

FCommonViewport...

 

GStatProcessingViewportClient

Tracks the viewport client that should process the stat command, can be NULL

Public variable

FSystemResoluti...

 

GSystemResolution

System resolution instance

Public variable

FSystemSettings

 

GSystemSettings

Global system settings accessor

Global accessor

Public variable

FColor

 

GTexelSelectionColor

The color to set selected texels to

Public variable

TGlobalResource...

 

GTilePrimitiveBuffer

Public variable

int32

 

GUnbuiltHLODCount

Public variable

bool

 

GUseBilinearLightmaps

Whether to use bilinear filtering on lightmaps

Public variable

EVertexColorVie...

 

GVertexColorViewMode

Global vertex color view mode setting when SHOW_VertexColors show flag is set

Public variable

TGlobalResource...

 

GVolumetricLightmapBrickAtlas

Public variable

int32

 

MaxCPUParticlesPerEmitter

Maximum number of CPU particles to allow per-emitter.

Public variable

int32

 

MaxGPUParticlesSpawnedPerFrame

Maximum number of GPU particles to spawn per-frame.

Public variable

int32

 

MaxParticleTilePreAllocation

Maximum tile preallocation for GPU particles.

Public variable

const FName

 

NAME_DeviceType

Public variable

const FName

 

NAME_RHI

Hardware entry lookups

Public variable

const FName

 

NAME_TextureFormat

Public variable

float

 

ParticleSlackGPU

Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles.

Public variable

const int32

 

PDM_DefaultValue

Public variable

const uint8[ACF...

 

PerTrackNumComponentTable

Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits)

Public variable

 

SFG_Advanced

Public variable

 

SFG_Developer

Public variable

 

SFG_Hidden

Public variable

 

SFG_LightingComponents

Public variable

 

SFG_LightingFeatures

Public variable

 

SFG_LightTypes

Public variable

 

SFG_Normal

Public variable

 

SFG_PostProcess

Public variable

 

SFG_Transient

Public variable

 

SFG_Visualize

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Audio thread API.

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

TAutoConsoleVar...

 

TestGPUSort

Specify a sorting test to run.

Public variable

Memory

 

use

Public variable

int32

 

VisualizeGPUSimulation

Visualize GPU particle simulation.

Public variable

FSharedSamplerS...

 

Wrap_WorldGroupSettings

Sampler state using Wrap addressing and taking filter mode from the world texture group.

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