Name |
Description |
|
---|---|---|
|
ADPCMFormatHeader |
|
|
AEFConstantKeyLerp |
|
|
AEFConstantKeyLerpShared |
Base class for all Animation Encoding Formats using consistently-spaced key interpolation. |
|
AEFPerTrackCompressionCodec |
Decompression codec for the per-track compressor. |
|
AEFVariableKeyLerp |
|
|
AEFVariableKeyLerpShared |
Base class for all Animation Encoding Formats using variably-spaced key interpolation. |
|
AnimEncoding |
|
|
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. |
|
AsyncTraceData |
Contains all Async Trace Result for one frame. |
|
AudioPluginUtilities |
Copyright Epic Games, Inc. All Rights Reserved. |
|
BoneTrackPair |
Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone. |
|
ESkeletalMeshVertexFlags |
Flags used when building vertex buffers. |
|
FActivatedReverb |
|
|
FActiveSound |
|
|
FActiveSubtitle |
A collection of subtitles, rendered at a certain priority. |
|
FActorComponentDuplicatedObjectData |
|
|
FActorComponentInstanceData |
Base class for component instance cached data of a particular type. |
|
FActorIterator |
Actor iterator that when Playing In Editor, this will find actors only in CurrentWorld |
|
FActorIteratorState |
Abstract base class for actor iteration. |
|
FActorRange |
Actor range for ranged-for support. |
|
FAdditionalStaticMeshIndexBuffers |
|
|
FADPCMAudioInfo |
|
|
FAllSurfaceFilter |
TSurfaceIterator Surface filter that passes all surfaces. |
|
FAllSurfaceLevelFilter |
Level filters Level filter that passes all levels. |
|
FAlphaBlend |
Alpha Blend class that supports different blend options as well as custom curves |
|
FAnimationCompression_PerTrackUtils |
This class contains helper methods for dealing with animations compressed with the per-track codec |
|
FAnimationRuntime |
In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. |
|
FAnimationUtils |
A collection of useful functions for skeletal mesh animation. |
|
FAnimCurveType |
In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton. |
|
FAnimPerturbationError |
Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation |
|
FAnimTrailTypeDataPayload |
AnimTrail payload |
|
FAPEXClothUniformShaderParameters |
Uniform buffer for APEX cloth. |
|
FASyncAudioChunkLoadResult |
Struct used to store results of an async file load. |
|
FAsyncAudioDecompressWorker |
Asynchronous audio decompression |
|
FAsyncBufferFillData |
|
|
FAsyncDistanceFieldTask |
A task to build a distance field for a single mesh |
|
FAsyncEncode |
|
|
FAsyncRealtimeAudioTaskProxy |
|
|
FAsyncRealtimeAudioTaskWorker |
|
|
FAsyncStreamDerivedChunkWorker |
Async worker to stream audio chunks from the derived data cache. |
|
FAttenuationFocusData |
Attenuation focus system data computed per update per active sound |
|
FAttenuationListenerData |
Struct used to cache listener attenuation vector math results |
|
FAttractorParticlePayload |
AttractorParticle |
|
FAudioChunkCache |
Basic fixed-size LRU cache for retaining chunks of compressed audio data. |
|
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. |
|
FAudioClassInfo |
Structure for collating info about sound classes |
|
FAudioCommandFence |
Audio fences. |
|
FAudioDevice |
|
|
FAudioDeviceHandle |
Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope. |
|
FAudioDeviceManager |
Class for managing multiple audio devices. |
|
FAudioDeviceManagerDelegates |
List of delegates for the audio device manager. |
|
FAudioDeviceParams |
Parameters passed into FAudioDeviceManager::RequestAudioDevice. |
|
FAudioEffectsManager |
Manager class to handle the interface to various audio effects |
|
FAudioRadioEffect |
Used to store and manipulate parameters related to a radio effect. |
|
FAudioReverbEffect |
|
|
FAudioThread |
|
|
FAudioThreadSuspendContext |
Suspends the audio thread for the duration of the lifetime of the object |
|
FAudioVirtualLoop |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FAutoRegister |
Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension |
|
FBaseCompactPose |
|
|
FBaseParticle |
Mappings for 'standard' particle data Only used when required. |
|
FBasePose |
|
|
FBaseTraceDatum |
Base Async Trace Data Struct for both overlap and trace |
|
FBatchedElementParameters |
Custom parameters for batched element shaders. |
|
FBatchedElements |
Batched elements for later rendering. |
|
FBeam2TypeDataPayload |
|
|
FBeamParticleModifierPayloadData |
Particle Beam Modifier Data Payload |
|
FBeamParticleSourceBranchPayloadData |
Particle Source Branch Payload |
|
FBeamParticleSourceTargetPayloadData |
Particle Source/Target Data Payload |
|
FBlendableEntry |
Used to blend IBlendableInterface object data, the member act as a header for a following data block |
|
FBlendableManager |
Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread) |
|
FBoneBufferPool |
A pool for vertex buffers with consistent usage, bucketed for efficiency. |
|
FBoneBufferPoolPolicy |
The policy for pooling bone vertex buffers |
|
FBoneContainer |
This is a native transient structure. |
|
FBoneMatricesUniformShaderParameters |
|
|
FBoneReference |
|
|
FBoneTransform |
|
|
FBspNode |
FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself. |
|
FBspSurf |
FBspSurf One Bsp polygon. |
|
FBSPSurfaceStaticLighting |
Represents a BSP surface to the static lighting system. |
|
FBufferVisualizationData |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FCachedAudioStreamingManager |
This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches) |
|
FCachedAudioStreamingManagerParams |
|
|
FCachedGeometry |
|
|
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. |
|
FCameraOffsetParticlePayload |
Camera offset particle payload |
|
FCanvas |
Encapsulates the canvas state. |
|
FCanvasBaseRenderItem |
Base interface for canvas items which can be batched for rendering |
|
FCanvasBatchedElementRenderItem |
Info needed to render a batched element set |
|
FCanvasBorderItem |
Resizable 3x3 border item. |
|
FCanvasBoxItem |
|
|
FCanvasItem |
|
|
FCanvasItemTestbed |
|
|
FCanvasLineItem |
Line item. |
|
FCanvasNGonItem |
|
|
FCanvasShapedTextItem |
Text item which can handle complex shaped text. |
|
FCanvasTextItem |
Text item with misc optional items such as shadow, centering etc. |
|
FCanvasTextItemBase |
Base item used for drawing text |
|
FCanvasTileItem |
'Tile' item can override size and UV . |
|
FCanvasTileRendererItem |
Info needed to render a single FTileRenderer |
|
FCanvasTriangleItem |
|
|
FCanvasTriangleRendererItem |
Info needed to render a single FTriangleRenderer |
|
FCanvasWordWrapper |
|
|
FChunkHeader |
|
|
FClipSMFace |
Properties of a clipped static mesh face. |
|
FClipSMPolygon |
Properties of a clipped static mesh polygon. |
|
FClipSMTriangle |
Properties of a clipped static mesh triangle. |
|
FClipSMVertex |
Temp vertex struct for one vert of a static mesh triangle. |
|
FClothBufferPool |
A pool for vertex buffers with consistent usage, bucketed for efficiency. |
|
FClothBufferPoolPolicy |
The policy for pooling bone vertex buffers |
|
FClothingSectionData |
|
|
FClothSimulEntry |
|
|
FCollisionNotifyInfo |
One entry in the array of collision notifications pending execution at the end of the physics engine run. |
|
FCollisionObjectQueryParams |
Structure that contains list of object types the query is intersted in. |
|
FCollisionParameters |
Sets of Collision Parameters to run the async trace |
|
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 |
|
FCollisionQueryParams |
Structure that defines parameters passed into collision function |
|
FCollisionResponseParams |
Structure that defines response container for the query. Advanced option. |
|
FColoredMaterialRenderProxy |
An material render proxy which overrides the material's Color vector parameter. |
|
FColoredTexturedMaterialRenderProxy |
An material render proxy which overrides the material's Color vector and Texture parameter (mixed together). |
|
FColorMaterialInput |
|
|
FCommonViewportClient |
Common functionality for game and editor viewport clients |
|
FCompactHeapPose |
|
|
FCompactPose |
|
|
FCompactPoseBoneIndexIterator |
|
|
FCompactPoseBoneIndexReverseIterator |
|
|
FCompareBoneTransformIndex |
Comparison Operator for Sorting. |
|
FComponentInstanceDataCache |
Cache for component instance data. |
|
FComponentQueryParams |
Structure when performing a collision query using a component's geometry |
|
FComponentRecreateRenderStateContext |
Destroys render state for a component and then recreates it when this object is destroyed |
|
FComponentReregisterContext |
Unregisters a component for the lifetime of this class. |
|
FComponentReregisterContextBase |
Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister |
|
FComposableDistribution |
Base class for composable distributions. |
|
FComposableFloatDistribution |
A composable floating point distribution. |
|
FComposableVectorDistribution |
|
|
FConsoleOutputDevice |
An output device that forwards output to both the log and the console. |
|
FContentComparisonAssetInfo |
Helper class containing information about UObject assets referenced. |
|
FContentComparisonHelper |
Helper class for performing the content comparison console command |
|
FConvexVolume |
|
|
FCopyResidentBricksCS |
|
|
FCopyResidentBrickSHCoefficientsCS |
|
|
FCopyTexture2DCS |
|
|
FCreateTexture2DParameters |
Parameters used for creating a Texture2D frmo a simple color buffer. |
|
FCSPose |
|
|
FCubemapLayer |
Class describing additional settings for cube map layers. Currently only supported by Oculus. |
|
FCubemapTexturePropertiesPS |
Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form. |
|
FCubemapTexturePropertiesVS |
A vertex shader for rendering a texture on a simple element. |
|
FCurrentLevelSurfaceLevelFilter |
Level filter that passes the current level. |
|
FCurveEvaluationOption |
This is curve evaluation options for bone container |
|
FCustomPhysXPayload |
|
|
FCustomPhysXSyncActors |
This interface allows plugins to sync between physx sim results and UE4 data. |
|
FCustomPrimitiveData |
Custom primitive data payload. |
|
FCustomThunkTemplates |
|
|
FCylinderLayer |
Class describing additional settings for cylinder layers. Currently only supported by Oculus. |
|
FDDS10FileHeader |
.DDS10 header |
|
FDDSFileHeader |
.DDS header. |
|
FDDSLoadHelper |
|
|
FDDSPixelFormatHeader |
.DDS subheader. |
|
FDebugDisplayInfo |
Tracks what debug information we have switched on. |
|
FDebugDrawDelegateHelper |
|
|
FDebugRenderSceneProxy |
|
|
FDebugShadowRay |
|
|
FDebugViewModeInterface |
|
|
FDecodeResult |
Struct used to store the results of a decode operation. |
|
FDefaultLightmapResourceClusterUniformBuffer |
|
|
FDefaultMobileReflectionCaptureUniformBuffer |
|
|
FDeferredDecalProxy |
Encapsulates the data which is used to render a decal parallel to the game thread. |
|
FDeferredUpdateResource |
FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread) |
|
FDelayAction |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FDelayedRendererAction |
Callback for calling one action (typical use case: delay a clear until it's actually needed) |
|
FDeltaCheckpointData |
|
|
FDepecatedModelVertex |
|
|
FDerivedAudioDataCompressor |
|
|
FDetailedTickStats |
Helper struct for gathering detailed per object tick stats. |
|
FDiffResults |
Collects the Diffs found for a node/object |
|
FDiffSingleResult |
Result of a single difference found on graph or object |
|
FDisplayInternalsData |
For r.DisplayInternals (allows for easy passing down data from main to render thread) |
|
FDistanceFieldAsyncQueue |
Class that manages asynchronous building of mesh distance fields. |
|
FDistanceFieldDownsampling |
|
|
FDistanceFieldDownsamplingDataTask |
|
|
FDistanceFieldVolumeData |
Distance field data payload and output of the mesh build process. |
|
FDistanceFieldVolumeTexture |
Represents a distance field volume texture for a single UStaticMesh. |
|
FDistanceFieldVolumeTextureAtlas |
Global volume texture atlas that collects all static mesh resource distance fields. |
|
FDistributionLookupTable |
Lookup table used to sample distributions at runtime. |
|
FDummyMovablePointLightUniformBuffer |
Dummy mobile movable point light uniform buffer. |
|
FDummyViewport |
Minimal viewport for assisting with taking screenshots (also used within a plugin) |
|
FDumpFPSChartToEndpoint |
Prints the FPS chart summary to an endpoint. |
|
FDVRStreamingStatus |
Interface(s) for platform feature modulesDefines the interface to platform's DVR and/or streaming system |
|
FDynamicAnimTrailEmitterData |
Dynamic emitter data for AnimTrail emitters |
|
FDynamicBeam2EmitterData |
Dynamic emitter data for Beam emitters |
|
FDynamicBeam2EmitterReplayData |
Source data for Beam emitters |
|
FDynamicEmitterDataBase |
Base class for all emitter types |
|
FDynamicEmitterReplayDataBase |
Source data base class for all emitter types |
|
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. |
|
FDynamicMeshBuilder |
A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface. |
|
FDynamicMeshBuilderSettings |
|
|
FDynamicMeshDrawOffset |
|
|
FDynamicMeshEmitterData |
Dynamic emitter data for Mesh emitters |
|
FDynamicMeshEmitterReplayData |
Source data for Mesh emitters |
|
FDynamicMeshIndexBuffer16 |
|
|
FDynamicMeshIndexBuffer32 |
Index Buffer |
|
FDynamicMeshVertex |
The vertex type used for dynamic meshes. |
|
FDynamicParameter |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FDynamicPrimitiveResource |
An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread. |
|
FDynamicPrimitiveUniformBuffer |
|
|
FDynamicResolutionHeuristicProxy |
Render thread proxy that hold's the heuristic for dynamic resolution. |
|
FDynamicRibbonEmitterData |
Dynamic emitter data for Ribbon emitters |
|
FDynamicRibbonEmitterReplayData |
Source data for Ribbon emitters |
|
FDynamicSpriteEmitterData |
Dynamic emitter data for sprite emitters |
|
FDynamicSpriteEmitterDataBase |
Base class for Sprite emitters and other emitter types that share similar features. |
|
FDynamicSpriteEmitterReplayData |
Source data for Sprite emitters |
|
FDynamicSpriteEmitterReplayDataBase |
Source data base class for Sprite emitters |
|
FDynamicTrailsEmitterData |
Dynamic emitter data for Ribbon emitters |
|
FDynamicTrailsEmitterReplayData |
Source data for trail-type emitters |
|
FEdGraphEditAction |
Struct containing information about what actions occurred on the graph |
|
FEditorSupportDelegates |
FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code. |
|
FEmitterDynamicParameterPayload |
DynamicParameter particle payload. |
|
FEngineAnalytics |
The public interface for the editor's analytics provider singleton. |
|
FEngineFontServices |
A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert) |
|
FEngineModule |
Implements the engine module. |
|
FEngineService |
Implements an application session service. |
|
FEngineShowFlags |
ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. |
|
FEquirectLayer |
Class describing additional settings for equirect layers. Currently only supported by Oculus. |
|
FExportObjectInnerContext |
Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects. |
|
FExpressionInput |
|
|
FExpressionOutput |
|
|
FExternalTextureRegistry |
Stores a registry of external textures mapped to their GUIDs. |
|
FFactChunk |
|
|
FFilterData |
Structure representing an individual preset in configuration (ini) files |
|
FFinalPostProcessSettings |
All blended postprocessing in one place, non lerpable data is stored in non merged form |
|
FFinalSkinVertex |
Data for a single skinned skeletal mesh vertex |
|
FFindInstancedReferenceSubobjectHelper |
Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object. |
|
FFIRFilter |
|
|
FFIRFilterTimeBased |
|
|
FFloatDistribution |
Raw distribution from which one float can be looked up per entry. |
|
FFormatChunk |
|
|
FFourBox |
Holds the min/max planes that make up a set of 4 bounding volumes. |
|
FFourDistanceFieldSamples |
|
|
FFrameEndSync |
Special helper class for frame end sync. |
|
FFreezablePerPlatformFloat |
|
|
FFreezablePerPlatformInt |
|
|
FFrozenSceneViewMatricesGuard |
|
|
FFullSubUVPayload |
Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data... |
|
FFXSystemInterface |
The interface to an effects system. |
|
FGameDelegates |
Class to set and get game callbacks |
|
FGenericDVRStreamingSystem |
A generic implementation of the DVR/Streaming system, that doesn't support streaming |
|
FGenericSaveGameSystem |
A generic save game system that just uses IFileManager to save/load with normal files |
|
FGenericVideoRecordingSystem |
A generic implementation of the video recording system, that doesn't support recording |
|
FGeometryCacheManualVertexFetchUniformBufferParameters |
|
|
FGeometryCacheVertexFactoryUniformBufferParameters |
|
|
FGeometryCacheVertexFactoryUserData |
The mesh batch element user data should point to an instance of this struct |
|
FGeometryCacheVertexVertexFactory |
Vertex factory for geometry caches. |
|
FGeometryCollectionVertexFactory |
A vertex factory for Geometry Collections |
|
FGeometryCollectionVertexFactoryShaderParameters |
|
|
FGeomTools2D |
|
|
FGestureRecognizer |
|
|
FGlobalComponentRecreateRenderStateContext |
Destroys render states for all components and then recreates them when this object is destroyed |
|
FGlobalComponentReregisterContext |
Removes all components from their scenes for the lifetime of the class. |
|
FGlobalFocusSettings |
Setting for global focus scaling |
|
FGlobalShaderTypeCompiler |
|
|
FGPUBaseSkinAPEXClothVertexFactory |
Vertex factory with vertex stream components for GPU-skinned and morph target streams |
|
FGPUBaseSkinVertexFactory |
Vertex factory with vertex stream components for GPU skinned vertices |
|
FGPUSkinBatchElementUserData |
|
|
FGPUSkinCache |
|
|
FGPUSkinPassthroughVertexFactory |
Vertex factory with vertex stream components for GPU-skinned streams, enabled for passthrough mode when vertices have been pre-skinned |
|
FGPUSortBuffers |
The input buffers required for sorting on the GPU. |
|
FGPUSortManager |
A manager that handles different GPU sort tasks. |
|
FHardwareInfo |
|
|
FHDRLoadHelper |
http://radsite.lbl.gov/radiance/refer/Notes/picture_format.htmlhttp://paulbourke.net/dataformats/pic/ To load the HDR file image format. |
|
FHeightfieldComponentDescription |
Information about a heightfield gathered by the renderer for heightfield lighting. |
|
FHighResScreenshotConfig |
|
|
FHitProxyConsumer |
An interface to a hit proxy consumer. |
|
FHitProxyId |
Encapsulates a hit proxy ID. |
|
FIdentityPrimitiveUniformBuffer |
Primitive uniform buffer containing only identity transforms. |
|
FIESLightProfileBatchedElementParameters |
|
|
FIESLightProfilePS |
Simple pixel shader that renders a IES light profile for the purposes of visualization. |
|
FImageUtils |
Class of static image utility functions. |
|
FIndenter |
Simple object to track scope indentation. |
|
FIndexArrayView |
An array view in to a static index buffer. |
|
FInGameCycleCounter |
|
|
FInGameCycleHistory |
|
|
FInGamePerformanceTracker |
Helper class to track code timings. |
|
FInGameScopedCycleCounter |
|
|
FInputKeyEventArgs |
|
|
FInstancedPropertyPath |
Meant to represent a specific object property that is setup to reference a instanced sub-object. |
|
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. |
|
FInstancedViewUniformShaderParameters |
Copy of the view uniform shader parameters associated with a view for instanced stereo. |
|
FInternetAddrDemo |
|
|
FInterpEdInputData |
Struct of data that is passed to the input interface. |
|
FInterpEdInputInterface |
Defines a set of functions that provide drag drop functionality for the interp editor classes. |
|
FInterpTrackDrawParams |
Parameters for drawing interp tracks, used by Matinee |
|
FKCachedConvexData |
Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
|
FKCachedConvexDataElement |
Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
|
FKCachedPerTriData |
Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID) |
|
FKConvexGeomRenderInfo |
|
|
FkDOPBuildCollisionTriangle |
This structure is used during the build process. |
|
FKeyState |
|
|
FkHitResult |
|
|
FLandscapeTextureAtlas |
|
|
FLatentResponse |
The response to updating a latent action. |
|
FLeaf |
|
|
FLegacyAudioStreamingManager |
Streaming manager dealing with audio. |
|
FLegacyLightMap1D |
A 1D array of incident lighting data. |
|
FLegacyQuantizedDirectionalLightSample |
|
|
FLegacyQuantizedSimpleLightSample |
|
|
FLegacyScreenPercentageDriver |
Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage. |
|
FLevelNameAndTime |
|
|
FLevelUtils |
A set of static methods for common editor operations that operate on ULevel objects. |
|
FLightCacheInterface |
An interface to cached lighting for a specific mesh. |
|
FLightingBuildOptions |
A set of parameters specifying how static lighting is rebuilt. |
|
FLightingDensityMaterialRenderProxy |
An material render proxy which overrides the material's Color and Lightmap resolution vector parameter. |
|
FLightInteraction |
Information about an interaction between a light and a mesh. |
|
FLightMap |
The abstract base class of 1D and 2D light-maps. |
|
FLightMap2D |
A 2D array of incident lighting data. |
|
FLightmapClusterResourceInput |
|
|
FLightMapCoefficients |
The quantized coefficients for a single light-map texel. |
|
FLightMapData2D |
The raw data which is used to construct a 2D light-map. |
|
FLightMapInteraction |
Make sure at least one is defined Information about an interaction between a light and a mesh. |
|
FLightmapResourceCluster |
A bundle of lightmap resources which are referenced by multiple components. |
|
FLightmapResourceClusterShaderParameters |
|
|
FLightmapSceneShaderData |
|
|
FLightParticlePayload |
|
|
FLightRayIntersection |
The result of an intersection between a light ray and the scene. |
|
FLightSample |
Incident lighting for a single sample, as produced by a lighting build. |
|
FLightSceneProxy |
Encapsulates the data which is used to render a light by the rendering thread. |
|
FLightShaderParameters |
Shader paraneter structure for rendering lights. |
|
FLightVolumeOctreeSemantics |
|
|
FListener |
Defines the properties of the listener |
|
FListenerProxy |
Game thread representation of a listener |
|
FLoadedAudioChunk |
Stores info about an audio chunk once it's been loaded |
|
FLocalLightSceneProxy |
The parts of the point light scene info that aren't dependent on the light policy type. |
|
FLocalPlayerIterator |
FLocalPlayerIterator - Iterates over local players in the game. |
|
FLocalVertexFactory |
A vertex factory which simply transforms explicit vertex attributes from local to world space. |
|
FLocalVertexFactoryShaderParameters |
Shader parameter class used by FLocalVertexFactory only - no derived classes. |
|
FLocalVertexFactoryShaderParametersBase |
Shader parameters for all LocalVertexFactory derived classes. |
|
FLocalVertexFactoryUniformShaderParameters |
|
|
FLocationEmitterInstancePayload |
ModuleLocationEmitter instance payload |
|
FLODBurstFired |
|
|
FLODMask |
Computes the LOD to render for the list of static meshes in the given view. |
|
FMacroUVOverride |
|
|
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) |
|
FMaterialAttributeDefinitionMap |
Material property to attribute data mappings |
|
FMaterialAttributeDefintion |
Attribute data describing a material property |
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FMaterialAttributesInput |
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FMaterialCachedExpressionContext |
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FMaterialCachedExpressionData |
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FMaterialCachedParameterEntry |
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FMaterialCachedParameters |
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FMaterialCompilationOutput |
Stores outputs from the material compile that need to be saved. |
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FMaterialCompiler |
The interface used to translate material expressions into executable code. |
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FMaterialCustomOutputAttributeDefintion |
Attribute data describing a material property used for a custom output |
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FMaterialExpressionKey |
Uniquely identifies a material expression output. |
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FMaterialExternalTextureParameterInfo |
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FMaterialFunctionCompileState |
Function specific compiler state. |
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FMaterialFunctionInfo |
Stores information about a function that this material references, used to know when the material needs to be recompiled. |
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FMaterialInput |
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FMaterialParameterCollectionInfo |
Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled. |
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FMaterialParameterCollectionInstanceResource |
Rendering thread mirror of UMaterialParameterCollectionInstance. |
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FMaterialPreshaderData |
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FMaterialProcessedSource |
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FMaterialRenderContext |
The context of a material being rendered. |
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FMaterialRenderProxy |
A material render proxy used by the renderer. |
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FMaterialResource |
Implementation of the FMaterial interface for a UMaterial or UMaterialInstance. |
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FMaterialResourceLocOnDisk |
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FMaterialResourceMemoryWriter |
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FMaterialResourceProxyReader |
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FMaterialResourceWriteScope |
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FMaterialScalarParameterInfo |
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FMaterialShaderMap |
The set of material shaders for a single material. |
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FMaterialShaderMapContent |
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FMaterialShaderMapId |
Contains all the information needed to uniquely identify a FMaterialShaderMap. |
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FMaterialShaderParameters |
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FMaterialShaders |
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FMaterialShaderType |
A shader meta type for material-linked shaders. |
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FMaterialShaderTypes |
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FMaterialTextureParameterInfo |
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FMaterialUniformPreshaderHeader |
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FMaterialUpdateContext |
This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread. |
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FMaterialVectorParameterInfo |
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FMaterialVirtualTextureStack |
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FMatineeDelegates |
FMatineeDelegates Delegates used by matinee. |
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FMatrix3x4 |
3x4 matrix of floating point values. |
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FMeshBatch |
A batch of mesh elements, all with the same material and vertex buffer |
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FMeshBatchAndRelevance |
A reference to a mesh batch that is added to the collector, together with some cached relevance flags. |
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FMeshBatchElement |
A batch mesh element definition. |
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FMeshBoneInfo |
This contains Reference-skeleton related info Bone transform is saved as FTransform array |
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FMeshBuilderOneFrameResources |
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FMeshElementCollector |
Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes. |
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FMeshMaterialShaderMap |
The shaders which the render the material on a mesh generated by a particular vertex factory type. |
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FMeshMaterialShaderType |
A shader meta type for material-linked shaders which use a vertex factory. |
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FMeshMotionBlurPayloadData |
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FMeshParticleInstanceVertex |
Per-particle data sent to the GPU. |
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FMeshParticleInstanceVertexDynamicParameter |
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FMeshParticleInstanceVertexPrevTransform |
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FMeshParticleUniformParameters |
Uniform buffer for mesh particle vertex factories. |
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FMeshParticleVertexFactory |
Vertex factory for rendering instanced mesh particles with out dynamic parameter support. |
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FMeshPose |
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FMeshRotationPayloadData |
Mesh rotation data payload |
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FMeshToMeshVertData |
A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer) |
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FMeshUVChannelInfo |
The world size for each texcoord mapping. Used by the texture streaming. |
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FMipLevelBatchedElementParameters |
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FMobileDirectionalLightShaderParameters |
The uniform shader parameters for a mobile directional light and its shadow. |
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FMobileMovablePointLightUniformShaderParameters |
Movable point light uniform buffer for mobile. |
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FMobileReflectionCaptureShaderParameters |
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FModelElement |
A set of BSP nodes which have the same material and relevant lights. |
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FModelVertex |
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FModelVertexBuffer |
A vertex buffer for a set of BSP nodes. |
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FModuleLocationBoneSocketParticlePayload |
ModuleLocationBoneSocket per-particle payload |
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FMoveWholeIndirectionTextureCS |
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FMultiComponentReregisterContext |
Unregisters multiple components for the lifetime of this class. |
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FMultiComponentReregisterPair |
Pairing of UActorComponent and its UWorld. |
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FNetworkDemoHeader |
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FNodeGroup |
A struct that contains a set of conodes that will be used in one mapping |
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FNotifyBufferFinishedHooks |
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FNullDynamicParameterVertexBuffer |
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FOccluderElementsCollector |
An interface used to collect primitive occluder geometry. |
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FODSCRequestPayload |
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FOneFrameResource |
Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases. |
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FOpusAudioInfo |
Helper class to parse opus data |
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FOrbitChainModuleInstancePayload |
Chain-able Orbit module instance payload |
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FOrientAndScaleRetargetingCachedData |
Stores cached data for Orient and Scale bone translation retargeting |
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FOutcode |
Encapsulates the inside and/or outside state of an intersection test. |
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FOverlapDatum |
Overlap Data structure for async trace |
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FOverlappingThresholds |
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FOverlappingVerticesCustomVersion |
Custom version for overlapping vertcies code |
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FOverrideSelectionColorMaterialRenderProxy |
A material render proxy which overrides the selection color |
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FParameterChannelNames |
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FParticleAnimTrailEmitterInstance |
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FParticleBeam2EmitterInstance |
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FParticleBeamTrailUniformParameters |
Uniform buffer for particle beam/trail vertex factories. |
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FParticleBeamTrailVertex |
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FParticleBeamTrailVertexDynamicParameter |
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FParticleBeamTrailVertexFactory |
Beam/Trail particle vertex factory. |
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FParticleCollisionInstancePayload |
Collision module per instance payload |
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FParticleCollisionPayload |
Collision module particle payload |
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FParticleDataContainer |
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FParticleDynamicData |
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FParticleEightTexCoordVertexBuffer |
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FParticleEmitterBuildInfo |
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FParticleEmitterInstance |
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FParticleEventInstancePayload |
General event instance payload. |
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FParticleIndexBuffer |
Index buffer for drawing an individual sprite. |
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FParticleMeshEmitterInstance |
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FParticleOrder |
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FParticleOrderPool |
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FParticleRandomSeedInstancePayload |
Random-seed instance payload |
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FParticleResetContext |
Helper class to reset and recreate all PSCs with specific templates on their next tick. |
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FParticleRibbonEmitterInstance |
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FParticleScratchVertexBuffer |
Scratch vertex buffer available for dynamic draw calls. |
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FParticleSortBuffers |
Buffers in GPU memory used to sort particles. |
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FParticleSpawnPerUnitInstancePayload |
Payload for instances which use the SpawnPerUnit module. |
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FParticleSpriteEmitterInstance |
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FParticleSpriteUniformParameters |
Uniform buffer for particle sprite vertex factories. |
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FParticleSpriteVertex |
GPU Particle stats. |
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FParticleSpriteVertexFactory |
Vertex factory for rendering particle sprites. |
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FParticleSpriteVertexNonInstanced |
Per-particle data sent to the GPU. |
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FParticleSystemCustomVersion |
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FParticleSystemSceneProxy |
Scene Proxies |
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FParticleTexCoordVertexBuffer |
Vertex buffer containing texture coordinates for the four corners of a sprite. |
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FParticleTrailsEmitterInstance_Base |
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FParticleVertexDynamicParameter |
FParticleSpriteVertexDynamicParameter. |
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FParticleVertexFactoryBase |
Base class for particle vertex factories. |
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FPatchIndirectionTextureCS |
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FPendingLatentAction |
A pending latent action. |
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FPendingShaderMapCompileResults |
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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. |
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FPerformanceTrackingSystem |
Overall state of the built-in performance tracking. |
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FPerObjectProjectedShadowInitializer |
Information needed to create a per-object projected shadow. |
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FPerPlatformBool |
FPerPlatformBool - bool property with per-platform overrides |
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FPerPlatformFloat |
FPerPlatformFloat - float property with per-platform overrides |
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FPerPlatformInt |
FPerPlatformInt - int32 property with per-platform overrides |
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FPhysCommandHandler |
Container used for physics tasks that need to be deferred from GameThread. |
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FPhysicsDelegates |
Set of delegates to allowing hooking different parts of the physics engine |
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FPhysicsReplication |
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FPhysXCookHelper |
Helper for physics cooking |
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FPhysxUserData |
PhysX user data |
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FPlanarReflectionRenderTarget |
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FPlanarReflectionSceneProxy |
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FPlatformCompressionUtilities |
Copyright Epic Games, Inc. All Rights Reserved. |
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FPlaybackPacket |
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FPrecomputedLightingUniformParameters |
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FPrecomputedLightVolume |
Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
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FPrecomputedLightVolumeData |
Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
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FPrecomputedVolumetricLightmap |
Represents the Volumetric Lightmap for a specific ULevel. |
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FPrecomputedVolumetricLightmapData |
Data for a Volumetric Lightmap, built during import from Lightmass. |
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FPreviewScene |
Encapsulates a simple scene setup for preview or thumbnail rendering. |
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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. |
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FPrimitiveDrawInterface |
The base interface used to query a primitive for its dynamic elements. |
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FPrimitiveSceneProxy |
Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. |
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FPrimitiveSceneShaderData |
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FPrimitiveUniformShaderParameters |
The uniform shader parameters associated with a primitive. |
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FPrimitiveViewRelevance |
The different types of relevance a primitive scene proxy can declare towards a particular scene view. |
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FProjectedShadowInitializer |
A projected shadow transform. |
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FProxyMaterialCompiler |
A proxy for the material compiler interface which by default passes all function calls unmodified. |
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FQuadLayer |
Quad layer is the default layer shape and contains no additional settings |
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FQualityLevels |
Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels(). |
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FQuantizedDirectionalLightSample |
The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1. |
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FQuantizedLightmapData |
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FQuantizedShadowSignedDistanceFieldData2D |
A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's. |
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FQuantizedSignedDistanceFieldShadowSample |
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FQuantizedSimpleLightSample |
The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1. |
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FQuatFixed32NoW |
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FQuatFixed48NoW |
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FQuatFloat32NoW |
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FQuatFloat96NoW |
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FQuatIntervalFixed32NoW |
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FQueuedDemoPacket |
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FQueueSubtitleParams |
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FRawDistribution |
Raw distribution used to quickly sample distributions at runtime. |
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FRawIndexBuffer |
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FRawIndexBuffer16or32 |
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FRawStaticIndexBuffer |
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FRawStaticIndexBuffer16or32 |
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FRawStaticIndexBuffer16or32Interface |
Virtual interface for the FRawStaticIndexBuffer16or32 class |
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FReadOnlyCVARCache |
Cache of read-only console variables used by the scene renderer |
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FRecomputeTangentCustomVersion |
Custom serialization version for RecomputeTangent. |
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FRectLightRayTracingData |
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FRectLightSceneProxy |
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FReferenceSkeleton |
Reference Skeleton |
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FReferenceSkeletonModifier |
Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid. |
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FReflectionCaptureProxy |
Represents a reflection capture to the renderer. |
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FRefPoseOverride |
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FRemoveSubLevelBricksCS |
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FRenderAssetUpdate |
This class provides a framework for loading and unloading the texture/mesh LODs. |
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FRenderedTextureStats |
Lightweight struct used to list the MIP levels of rendered assets. |
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FRenderTarget |
A render target. |
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FRepActorsCheckpointParams |
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FReplayExternalData |
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FReplayHelper |
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FReplicatedPhysicsTarget |
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FRetargetSourceCachedData |
Retargeting cached data for a specific Retarget Source |
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FRibbonTypeDataPayload |
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FRiffWaveHeader |
Data used to parse the wave file formats |
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FRigidBodyCollisionInfo |
Information about a specific object involved in a rigid body collision |
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FSampleChunk |
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FSampleLoop |
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FScalarMaterialInput |
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FSceneInterface |
An interface to the private scene manager implementation of a scene. |
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FSceneView |
A projection from scene space into a 2D screen region. |
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FSceneViewExtensionBase |
Inherit from this class to make a view extension. |
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FSceneViewExtensionContext |
Contains information about the context in which this scene view extension will be used. |
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FSceneViewExtensionIsActiveFunctor |
Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame. |
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FSceneViewExtensions |
Repository of all registered scene view extensions. |
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FSceneViewFamily |
A set of views into a scene which only have different view transforms and owner actors. |
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FSceneViewFamilyContext |
A view family which deletes its views when it goes out of scope. |
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FSceneViewInitOptions |
Construction parameters for a FSceneView. |
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FSceneViewProjectionData |
Projection data for a FSceneView. |
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FSceneViewScreenPercentageConfig |
Exposed screen percentage settings to ISceneViewFamilyScreenPercentage. |
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FSceneViewStateInterface |
The scene manager's persistent view state. |
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FSceneViewStateReference |
Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed. |
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FScopeCycleCounterEmitter |
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FScopedConditionalWorldSwitcher |
When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before |
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FScopedDetailTickStats |
Scoped helper structure for capturing tick time. |
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FScopedForceUnicodeInArchive |
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FScopedMaterialCompilerAttribute |
Helper class to handle MaterialAttribute changes on the compiler stack. |
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FScopedSkeletalMeshPostEditChange |
Helper to scope skeletal mesh post edit change. |
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FScopedStoreArchiveOffset |
Helps track Offsets in an Archive before the actual size of the offset is known. |
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FScreenPS |
A pixel shader for rendering a textured screen element. |
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FScreenPS_OSE |
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FScreenPSInvertAlpha |
A pixel shader for rendering a textured screen element. |
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FScreenPSMipLevel |
A pixel shader for rendering a textured screen element with mip maps. |
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FScreenPSsRGBSource |
A pixel shader for rendering a textured screen element. |
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FScreenPSsRGBSourceMipLevel |
A pixel shader for rendering a textured screen element with mip maps. |
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FScreenshotRequest |
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FScreenVertex |
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FScreenVertexDeclaration |
The filter vertex declaration resource type. |
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FScreenVS |
A vertex shader for rendering a textured screen element. |
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FSelectedActorExportObjectInnerContext |
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FSelectedActorIterator |
Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to |
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FSelectedActorRange |
Selected actor range for ranged-for support. |
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FSelectedLightmapSample |
Stores debug information for a lightmap sample. |
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FSelectedSurfaceFilter |
TSelectedSurfaceIterator Surface filter that passes selected surfaces. |
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FSeparatingAxisPointCheck |
FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon. |
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FShaderCommonCompileJob |
Stores all of the common information used to compile a shader or pipeline. |
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FShaderCompileDistributedThreadRunnable_Interface |
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FShaderCompileFASTBuildThreadRunnable |
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FShaderCompileJob |
Stores all of the input and output information used to compile a single shader. |
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FShaderCompileJobCollection |
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FShaderCompileJobKey |
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FShaderCompilerStats |
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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. |
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FShaderCompileThreadRunnableBase |
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FShaderCompilingManager |
Manager of asynchronous and parallel shader compilation. |
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FShaderJobCache |
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FShaderMapCompileResults |
Results for a single compiled shader map. |
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FShaderPipelineCompileJob |
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FShaderPipelineCompileJobKey |
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FShadingModelMaterialInput |
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FShadowCascadeSettings |
Information about a single shadow cascade. |
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FShadowMap |
The abstract base class of 1D and 2D shadow-maps. |
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FShadowMap2D |
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FShadowMapData2D |
The raw data which is used to construct a 2D shadowmap. |
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FShadowMapInteraction |
Information about the static shadowing information for a primitive. |
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FShadowSignedDistanceFieldData2D |
A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's. |
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FSharedPoolPolicyData |
Shared data & implementation for the different types of pool |
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FSharedSamplerState |
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FSignedDistanceFieldShadowSample |
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FSimpleElementAlphaOnlyPS |
Simple pixel shader that just reads from an alpha-only texture |
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FSimpleElementCollector |
Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements. |
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FSimpleElementColorChannelMaskPS |
A pixel shader for rendering a texture with the ability to weight the colors for each channel. |
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FSimpleElementDistanceFieldGammaPS |
A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element. |
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FSimpleElementGammaAlphaOnlyPS |
Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output |
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FSimpleElementGammaBasePS |
A pixel shader for rendering a texture on a simple element. |
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FSimpleElementGammaPS |
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FSimpleElementHitProxyPS |
A pixel shader for rendering a texture on a simple element. |
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FSimpleElementMaskedGammaBasePS |
A pixel shader for rendering a masked texture on a simple element. |
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FSimpleElementMaskedGammaPS |
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FSimpleElementPS |
Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible |
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FSimpleElementVertex |
The type used to store batched line vertices. |
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FSimpleElementVertexDeclaration |
The simple element vertex declaration resource type. |
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FSimpleElementVS |
A vertex shader for rendering a texture on a simple element. |
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FSimpleLightArray |
Data pertaining to a set of simple dynamic lights |
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FSimpleLightEntry |
Data for a simple dynamic light. |
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FSimpleLightInstacePerViewIndexData |
Index into the Per-view data for each instance. |
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FSimpleLightPerViewEntry |
Data for a simple dynamic light which could change per-view. |
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FSingleAnimationPlayData |
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FSinglePrimitiveStructured |
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FSixTriangleParticleIndexBuffer |
Index buffer for drawing an individual sprite. |
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FSkeletalMeshCustomVersion |
Custom serialization version for SkeletalMesh types. |
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FSkeletalMeshMerge |
Utility for merging a list of skeletal meshes into a single mesh. |
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FSkeletalMeshObject |
Interface for mesh rendering data |
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FSkeletalMeshOptimizationSettings |
FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. |
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FSkeletalMeshSceneProxy |
A skeletal mesh component scene proxy. |
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FSkelMeshMergeSectionMapping |
Info to map all the sections from a single source skeletal mesh to a final section entry int he merged skeletal mesh |
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FSkelMeshMergeUVTransforms |
Info to map all the sections about how to transform their UVs |
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FSkinnedMeshComponentRecreateRenderStateContext |
Used to recreate all skinned mesh components for a given skeletal mesh |
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FSkyAtmosphereSceneProxy |
Represents a USkyAtmosphereComponent to the rendering thread. |
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FSkyLightSceneProxy |
Represents a USkyLightComponent to the rendering thread. |
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FSoundBuffer |
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FSoundMixClassOverride |
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FSoundMixState |
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FSoundParseParameters |
Struct used for gathering the final parameters to apply to a wave instance |
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FSoundSource |
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FSpeedTreeUniformParameters |
Uniform buffer setup for SpeedTrees. |
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FSpeedTreeWind |
SpeedTreeWind.h |
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FStatHitchesData |
Data needed to display perframe stat tracking when STAT HITCHES is enabled |
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FStaticComponentMaskParameter |
Holds the information for a static component mask parameter |
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FStaticComponentMaskValue |
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FStaticLightingGlobalVolumeMapping |
Represents an object which will use the global volumetric lightmap. |
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FStaticLightingMapping |
A mapping between world-space surfaces and a static lighting cache. |
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FStaticLightingMesh |
A mesh which is used for computing static lighting. |
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FStaticLightingPrimitiveInfo |
The info about an actor component which the static lighting system needs. |
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FStaticLightingTextureMapping |
A mapping between world-space surfaces and static lighting cache textures. |
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FStaticLightingVertex |
The vertex data used to build static lighting. |
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FStaticMaterialLayersParameter |
Holds the information for a static material layers parameter |
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FStaticMeshAreaWeightedSectionSampler |
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FStaticMeshBuildVertex |
The information used to build a static-mesh vertex. |
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FStaticMeshComponentRecreateRenderStateContext |
FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. |
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FStaticMeshDataType |
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FStaticMeshInstanceData |
The implementation of the static mesh instance data storage type. |
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FStaticMeshLODGroup |
The LOD settings to use for a group of static meshes. |
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FStaticMeshLODResources |
Rendering resources needed to render an individual static mesh LOD. |
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FStaticMeshLODSettings |
Per-group LOD settings for static meshes. |
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FStaticMeshOccluderData |
This geometry is used to rasterize mesh for software occlusion Generated only for platforms that support ETargetPlatformFeatures::SoftwareOcclusion |
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FStaticMeshRenderData |
FStaticMeshRenderData - All data needed to render a static mesh. |
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FStaticMeshSceneProxy |
A static mesh component scene proxy. |
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FStaticMeshSection |
A set of static mesh triangles which are rendered with the same material. |
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FStaticMeshSectionAreaWeightedTriangleSampler |
Creates distribution for uniformly sampling a mesh section. |
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FStaticMeshSectionAreaWeightedTriangleSamplerBuffer |
Represents GPU resource needed for area weighted uniform sampling of a mesh surface. |
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FStaticMeshStaticLightingMesh |
Represents the triangles of one LOD of a static mesh primitive to the static lighting system. |
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FStaticMeshStaticLightingTextureMapping |
Represents a static mesh primitive with texture mapped static lighting. |
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FStaticMeshVertexBuffers |
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FStaticMeshVertexFactories |
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FStaticParameterBase |
Base parameter properties |
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FStaticParameterSet |
Contains all the information needed to identify a single permutation of static parameters. |
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FStaticPrimitiveDrawInterface |
An interface used to query a primitive for its static elements. |
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FStaticSwitchParameter |
Holds the information for a static switch parameter |
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FStaticTerrainLayerWeightParameter |
Holds the information for a static switch parameter |
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FStatUnitData |
Data needed to display perframe stat tracking when STAT UNIT is enabled |
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FStereoLayerPS |
A pixel shader for rendering a transformed textured element. |
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FStereoLayerPS_Base |
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FStereoLayerPS_External |
A pixel shader for rendering a transformed external texture element. |
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FStereoLayerVS |
A vertex shader for rendering a transformed textured element. |
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FStreamingManagerCollection |
Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager. |
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FStreamingViewInfo |
Helper structure containing all relevant information for streaming. |
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FStreamingWaveData |
Contains everything that will be needed by a SoundWave that's streaming in data |
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FStripDataFlags |
Helper class for serializing flags describing which data have been stripped (if any). |
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FStudioAnalytics |
The public interface for the game studio to gather information about internal development metrics. |
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FSubLevelStatus |
SubLevel status information |
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FSubtitleManager |
Subtitle manager. Handles prioritization and rendering of subtitles. |
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FSystemResolution |
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FSystemSettings |
Class that actually holds the current system settings |
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FSystemSettingsData |
Struct that holds the actual data for the system settings. |
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FTemporalLODState |
Struct to hold the temporal LOD state within a view state |
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FTemporaryPlayInEditorIDOverride |
Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary. |
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FTextSizingParameters |
General purpose data structure for grouping all parameters needed when sizing or wrapping a string |
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FTexture2DDynamicResource |
A dynamic 2D texture resource. |
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FTexture2DMipMap |
A 2D texture mip-map. |
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FTextureLayout |
An incremental texture space allocator. |
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FTextureLayout3d |
An incremental texture space allocator. |
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FTextureRenderTarget2DArrayResource |
FTextureRenderTarget2DArrayResource type for 2DArray render target textures. |
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FTextureRenderTarget2DResource |
FTextureResource type for 2D render target textures. |
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FTextureRenderTargetCubeResource |
FTextureResource type for cube render target textures. |
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FTextureRenderTargetResource |
FTextureResource type for render target textures. |
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FTextureRenderTargetVolumeResource |
FTextureRenderTargetVolumeResource type for Volume render target textures. |
|
FTextureResource |
The rendering resource which represents a texture. |
|
FTickableGameObject |
This class provides common registration for gamethread tickable objects. |
|
FTickableObjectBase |
Base class for tickable objects |
|
FTickStats |
Helper structure encapsulating all information gathered. |
|
FTickTaskManagerInterface |
Interface for the tick task manager |
|
FTimerData |
|
|
FTimerManager |
Class to globally manage timers. |
|
FTimerUnifiedDelegate |
Simple interface to wrap a timer delegate that can be either native or dynamic. |
|
FTraceDatum |
Trace/Sweep Data structure for async trace |
|
FTraceHandle |
Trace Data Structs that are used for Async TraceTrace Handle - unique ID struct that is returned once trace is requested for tracking purpose |
|
FTrailsBaseTypeDataPayload |
Trails Base data payload |
|
FTriangleRasterizer |
FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel. |
|
FTriangleSOA |
Stores 4 triangles in one struct (Struct Of Arrays). |
|
FUnconvertedWrapper |
Base class for wrappers for unconverted BlueprintGeneratedClasses. |
|
FUniformBufferValue |
|
|
FUniformExpressionCache |
Cached uniform expression values. |
|
FUniformExpressionCacheContainer |
|
|
FUniformExpressionSet |
Stores all uniform expressions for a material generated from a material translation. |
|
FUniformParameterOverrides |
|
|
FUpdateTexture2DSubresouceCS |
|
|
FUpdateTexture3DSubresouceCS |
|
|
FUserActivityTracking |
|
|
FUtilEdge2D |
An edge in 2D space, used by these utility functions. |
|
FUtilEdge3D |
An edge in 3D space, used by these utility functions. |
|
FUtilPoly2D |
A polygon in 2D space, used by utility function. |
|
FUtilPoly2DSet |
A set of 2D polygons, along with a transform for going into world space. |
|
FUtilTri2D |
Triangle in 2D space. |
|
FUtilVertex2D |
A triangle vertex in 2D space, with UV information. |
|
FVector2MaterialInput |
|
|
FVector3SOA |
Stores XYZ from 4 vectors in one Struct Of Arrays. |
|
FVector4Distribution |
Raw distribution from which four floats can be looked up per entry. |
|
FVector4SOA |
Stores XYZW from 4 vectors in one Struct Of Arrays. |
|
FVectorDistribution |
Raw distribution from which three floats can be looked up per entry. |
|
FVectorFixed48 |
|
|
FVectorIntervalFixed32NoW |
|
|
FVectorMaterialInput |
|
|
FVert |
One vertex associated with a Bsp node's polygon. |
|
FVertexBufferAndSRV |
Struct to pool the vertex buffer & SRV together |
|
FVideoRecordingParameters |
|
|
FViewElementDrawer |
An interface to a scene interaction. |
|
FViewMatrices |
|
|
FViewport |
Encapsulates the I/O of a viewport. |
|
FViewportClient |
An abstract interface to a viewport's client. |
|
FViewportFrame |
An interface to the platform-specific implementation of a UI frame for a viewport. |
|
FViewUniformShaderParameters |
The uniform shader parameters associated with a view. |
|
FVirtualBoneCompactPoseData |
This is a native transient structure. Used to store virtual bone mappings for compact poses |
|
FVirtualBoneRefData |
Cached Virtual Bone data from USkeleton. |
|
FVirtualTexture2DResource |
|
|
FVolumetricCloudSceneProxy |
Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. |
|
FVolumetricLightmapBasicBrickDataLayers |
|
|
FVolumetricLightmapBrickAtlas |
|
|
FVolumetricLightmapBrickData |
|
|
FVolumetricLightmapBrickTextureSet |
|
|
FVolumetricLightmapDataLayer |
|
|
FWaveFormatInfo |
The header of an wave formatted file |
|
FWaveInstance |
Structure encapsulating all information required to play a USoundWave on a channel/source. |
|
FWaveModInfo |
Structure for in-memory interpretation and modification of WAVE sound structures. |
|
FWaveRequest |
Contains a request to load chunks of a sound wave |
|
FWholeSceneProjectedShadowInitializer |
Information needed to create a whole scene projected shadow. |
|
FWindData |
Calculated wind data with support for accumulating other weighted wind data |
|
FWindSourceSceneProxy |
Represents a wind source component to the scene manager in the rendering thread. |
|
FWorldInGamePerformanceTrackers |
Collection of in game performance trackers for a world. |
|
FWorldSceneViewExtension |
Scene View Extension which is enabled for all Viewports/Scenes which have the same world. |
|
FWrappedStringElement |
Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping. |
|
FZoneProperties |
|
|
FZoneSet |
|
|
HActor |
Hit an actor. |
|
HBSPBrushVert |
|
|
HHitProxy |
Base class for detecting user-interface hits. |
|
HHitProxyType |
Represents a hit proxy class for runtime type checks. |
|
HInterpEdInputInterface |
Input interface hit proxy |
|
HInterpTrackKeyHandleProxy |
|
|
HInterpTrackKeypointProxy |
|
|
HInterpTrackSubGroupKeypointProxy |
Hit proxy for keyframes drawn directly subgroups and not tracks. |
|
HModel |
A hit proxy representing a UModel. |
|
HObject |
Hit proxy class for UObject references. |
|
HStaticMeshVert |
|
|
HTranslucentActor |
Hit an actor even with translucency. |
|
IAnimationStreamingManager |
Interface to add functions specifically related to animation streaming |
|
IAudioStreamingManager |
Interface to add functions specifically related to audio streaming |
|
ICameraPhotography |
|
|
ICameraPhotographyModule |
The public interface of the CameraPhotographyModule |
|
ICompressedAudioInfo |
Interface class to decompress various types of audio data |
|
ICustomStaticScreenPercentage |
|
|
ICustomStaticScreenPercentageData |
Used to deliver Screen percentage settings or other data. |
|
IDestructibleInterface |
|
|
IDeviceChangedListener |
Interface to register a device changed listener to respond to audio device changes. |
|
IDeviceProfileSelector |
DeviceProfileSelector |
|
IDeviceProfileSelectorModule |
Device Profile Selector module |
|
IDVRStreamingSystem |
|
|
IDynamicResolutionState |
Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic. |
|
IEngineLoop |
Public interface to FEngineLoop so we can call it from editor or editor code |
|
IInterpolationIndexProvider |
Interface used to provide interpolation indices for per bone blends |
|
ILocalNotificationModule |
Defines the interface of a module implementing a local notification server. |
|
ILocalNotificationService |
Interface for local notification modules |
|
ILODSyncInterface |
This is interface class for getting/setting LOD info by LODSyncComponent |
|
IPerformanceDataConsumer |
This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc... |
|
IPIEPreviewDeviceModule |
|
|
IPlatformFeaturesModule |
Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class. |
|
IRenderAssetStreamingManager |
Interface to add functions specifically related to texture/mesh streaming |
|
ISaveGameSystem |
Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one) |
|
ISceneViewExtension |
|
|
ISceneViewFamilyScreenPercentage |
Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage. |
|
IStereoLayers |
|
|
IStereoLayerShape |
|
|
IStereoRendering |
|
|
IStereoRenderTargetManager |
The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations. |
|
IStreamedCompressedInfo |
Default implementation of a streamed compressed audio format. |
|
IStreamingManager |
Pure virtual base class of a streaming manager. |
|
ISubmixBufferListener |
Abstract interface for receiving audio data from a given submix. |
|
IVideoRecordingSystem |
Interface for platform video recording functionality |
|
MCurve |
A temporary curve that is going through the key-reduction process. |
|
MKey |
A key extracted from a track that may be reduced. |
|
SFLOAT |
For 1D curves, use this structure to allow selected operators on the float. |
|
TActorIterator |
Template actor iterator.
|
|
TActorIteratorBase |
Template class used to filter actors by certain characteristics |
|
TActorRange |
Template actor range for ranged-for support. |
|
TArrayCaster |
|
|
TBasePlayerControllerIterator |
PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers. |
|
TComponentReregisterContext |
Removes all components of the templated type from their scenes for the lifetime of the class. |
|
TCopyDataCS |
|
|
TCopyTexture2DCS |
|
|
TCustomBoneIndexArray |
|
|
TCustomShowFlag |
Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view. |
|
TGPUSkinAPEXClothVertexFactory |
Vertex factory with vertex stream components for GPU-skinned and morph target streams |
|
TGPUSkinMorphVertexFactory |
Vertex factory with vertex stream components for GPU-skinned and morph target streams |
|
TGPUSkinVertexFactory |
Vertex factory with vertex stream components for GPU skinned vertices |
|
TkDOPCollisionCheck |
Base struct for all collision checks. |
|
TkDOPLineCollisionCheck |
This struct holds the information used to do a line check against the kDOP tree. |
|
TkDOPNode |
Forward declarations. |
|
TkDOPTree |
This is the tree of kDOPs that spatially divides the static mesh. |
|
TMultipleInfluenceClothVertexFactory |
|
|
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. |
|
TPlayerControllerIterator |
|
|
TPreallocatedArrayProxy |
Helper class that provides a basic interface for an inline and presized array within a contiguous memory block |
|
TQuadTree |
|
|
TQuantizedLightSampleBulkData |
Bulk data array of FQuantizedLightSamples |
|
TRenderAssetUpdate |
This class provides a framework for loading and unloading the texture/mesh LODs. |
|
TRenderResourcePool |
A resource pool that automatically handles render-thread resources |
|
TResourcePool |
A templated pool for resources that can only be freed at a 'safe' point in the frame. |
|
TSelectedSurfaceIterator |
Iterates over selected surfaces of the specified UWorld. |
|
TStaticMeshVertexData |
The implementation of the static mesh vertex data storage type. |
|
TSurfaceIterator |
Iterates over selected surfaces of the specified UWorld. |
|
TSurfaceIteratorBase |
TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld. |
|
TSwitchPair |
|
|
TTraceThreadData |
Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64. |
|
TTraversalHistory |
Tracks information about a traversal through the kDOP tree. |
|
TUpdateTexture2DSubresouceCS |
|
|
TVolumeLightingSample |
Incident radiance stored for a point. |
|
UActorComponentInstanceDataTransientOuter |
Dummy class to use as an outer as we can instantiate a UObject since it is abstract class. |
|
UAssetExportTask |
Contains data for a group of assets to import |
|
UDestructibleInterface |
|
|
ULODSyncInterface |
|
|
UModel |
|
|
UObjectTraceWorldSubsystem |
World subsystem used to track world info. |
|
UReplayNetConnection |
|
|
UReplaySubsystem |
|
|
WaveFormatHeader |
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 |
|
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 |
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. |
Name |
Description |
|
---|---|---|
|
EActorIteratorFlags |
Iteration flags, specifies which types of levels and actors should be iterated |
|
EActorIteratorType |
Type enum, used to represent the special End iterator |
|
EAlphaBlendOption |
|
|
EAsyncTraceType |
Enum to indicate type of test to perfom |
|
EAudioChunkLoadResult |
|
|
EAudioDeviceScope |
This enum is used in FAudioDeviceManager::RequestAudioDevice to map a given UWorld to an audio device. |
|
EAudioSpeakers |
Channel definitions for multistream waves |
|
EAudioStreamingState |
Lists possible states used by Thread-safe counter. |
|
EBasePassDrawListType |
|
|
EBlendModeFilter::Type |
|
|
EBspNodeFlags |
Flags associated with a Bsp node. |
|
EBusSendType |
Bus send types |
|
ECacheApplyPhase |
At what point in the rerun construction script process is ApplyToActor being called for |
|
ECompiledMaterialProperty |
Enum that contains entries for the ways that material properties need to be compiled. |
|
EComponentCreationMethod |
|
|
EConvertToAdditive |
Different ways to create an additive animation |
|
EDataTableExportFlags |
|
|
EDDSCaps |
|
|
EDDSFlags |
|
|
EDDSPixelFormat |
|
|
EDebugState |
Debug state of the audio system |
|
EDebugViewShaderMode |
Enumeration for different Quad Overdraw visualization mode. |
|
EDeferredParamStrictness |
When setting deferred scene resources whether to throw warnings when we fall back to defaults. |
|
EDiffType::Type |
Differences are presented to the user in the order listed here, so put less important differences lower down |
|
EDrawDynamicFlags::Type |
|
|
EDynamicEmitterType |
Dynamic particle emitter types |
|
EDynamicResolutionStateEvent |
Game thread events for dynamic resolution state. |
|
EEdGraphActionType |
This is the type of action that occurred on a given graph |
|
EFrameHitchType |
What kind of hitch was detected (if any) |
|
EGameDelegates_SaveGame |
Enum class with size so it can be forward declared. |
|
EGPUSortFlags |
Different sort flags used to define constraint for FGPUSortManager tasks. |
|
EGPUSortTest |
GPU sorting tests. |
|
EHitProxyPriority |
The priority a hit proxy has when choosing between several hit proxies near the point the user clicked. |
|
EIndexBufferStride::Type |
Desired stride when creating a static index buffer. |
|
EInGamePerfTrackers |
In game performance trackers. |
|
EInGamePerfTrackerThreads |
|
|
ELightComponentType |
Different light component types |
|
ELightInteractionType |
The types of interactions between a light and a primitive. |
|
ELightMapInteractionType |
The types of interactions between a light and a primitive. |
|
ELoopingMode |
|
|
EMaterialCommonBasis |
The common bases of material |
|
EMaterialCompilerType |
What type of compiler is this? Used by material expressions that select input based on compile context |
|
EMaterialDomain |
Defines the domain of a material. |
|
EMaterialForceCastFlags |
|
|
EMaterialParameterType |
|
|
EMaterialPreshaderOpcode |
|
|
EMaterialProperty |
EMaterialProperty |
|
EMaterialQualityLevel::Type |
Quality levels that a material can be compiled for. |
|
EMaterialShaderMapUsage::Type |
Usage options for a shader map. |
|
EMaterialShaderPrecompileMode |
|
|
EMaterialTextureParameterType |
Must invalidate ShaderVersion.ush when changing |
|
EMaterialValueType |
The types which can be used by materials. |
|
EMobileHDRMode |
|
|
ENetworkVersionHistory |
|
|
EngineUtils::EAssetToLoad |
|
|
EParticleDetailMode |
Detail mode for scene component rendering. |
|
EParticleSignificanceLevel |
A level of significance for a particle system. |
|
EParticleStates |
|
|
EParticleSystemInsignificanceReaction |
Determines what a particle system will do when all of it's emitters become insignificant. |
|
EParticleVertexFactoryType |
Enum identifying the type of a particle vertex factory. |
|
EPhysxUserDataType::Type |
PhysX user data type |
|
EPolyFlags |
Flags describing effects and properties of a Bsp polygon. |
|
EPreviousBoneTransformUpdateMode |
|
|
EPrimaryScreenPercentageMethod |
Method used for primary screen percentage method. |
|
EPrimitiveIdMode |
|
|
EQueryMobilityType |
|
|
ERawDistributionOperation |
Operation to perform when looking up a value. |
|
ERayTracingRenderMode |
|
|
ERealtimeAudioTaskType |
|
|
EReflectionCaptureShape::Type |
Reflection capture shapes. |
|
ERemoveStreamingViews |
|
|
EReplayHeaderFlags |
|
|
ESceneTextureId |
Like EPassInputId but can expose more e.g. GBuffer |
|
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. |
|
ESequencerState |
|
|
EShaderCompileJobPriority |
|
|
EShaderCompileJobType |
|
|
EShaderCompilerWorkerType |
|
|
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 |
|
EShadowMapInteractionType |
|
|
EShowFlagGroup |
For FShowFlagData, order is not important, adding new elements requires updating some editor code |
|
EShowFlagInitMode |
To customize the EngineShowFlags constructor |
|
EShowFlagShippingValue |
Enum to control behavior of custom show flags in shipping builds. |
|
ESimpleElementBlendMode |
Blend modes supported for simple element rendering |
|
ESkinVertexColorChannel |
Name of vertex color channels |
|
ESortedActiveWaveGetType::Type |
|
|
ESoundMixState::Type |
Current state of a SoundMix |
|
ESoundType |
|
|
EStereoscopicPass |
Stereoscopic rendering passes. FULL implies stereoscopic rendering isn't enabled for this pass |
|
ETextureLayoutAspectRatio |
|
|
ETickableTickType |
Enum used to convey whether a tickable object will always tick, conditionally tick, or never tick. |
|
ETimerStatus |
|
|
ETransformBlendMode::Type |
|
|
ETranslucencyVolumeCascade |
Enumeration for currently used translucent lighting volume cascades |
|
EVertexColorViewMode::Type |
Vertex Color view modes |
|
EVideoRecordingState |
Represents the state of the video recorder |
|
EVirtualTextureUnpackType |
|
|
EWriteDemoFrameFlags |
|
|
GPUSkinBoneInfluenceType |
|
|
PhysCommand::Type |
|
|
Scalability::EQualityLevelBehavior |
|
|
SkeletalMeshOptimizationImportance |
Enum specifying the importance of properties when simplifying skeletal meshes. |
|
SkeletalMeshOptimizationType |
Enum specifying the reduction type to use when simplifying skeletal meshes with Simmplygon |
|
SkeletalMeshTerminationCriterion |
Enum specifying the reduction type to use when simplifying skeletal meshes with internal tool |
Name | Description | ||
---|---|---|---|
|
ValueType &#... |
AccessPrivateProperty |
|
|
ValueType &#... |
AccessPrivateProperty |
|
|
ADPCM::GetAdaptationCoefficients ( |
||
|
AllowDebugViewShaderMode ( |
Returns true if the shader mode can be enabled. |
|
|
AllowDebugViewVSDSHS ( |
Returns true if the vertex shader (and potential hull and domain) should be compiled on the given platform. |
|
|
AllowDitheredLODTransition ( |
Whether to allow dithered LOD transitions for a specific feature level. |
|
|
AllowHighQualityLightmaps ( |
||
|
T |
AnimationCompressionUtils::Interpolate ( |
Helper template function to interpolate between two data types. |
|
ValueType |
AnimationCompressionUtils::UnalignedRead ( |
|
|
AnimationFormat_GetStats ( |
Extracts statistics about a given Animation Sequence |
|
|
AnimationFormat_SetInterfaceLinks ( |
Sets the internal Animation Codec Interface Links within an Animation Sequence |
|
|
appGetStartupMap ( |
This function will look at the given command line and see if we have passed in a map to load. |
|
|
appLineCheckTriangle |
Line vs triangle intersection test. |
|
|
appLineCheckTriangleSOA ( |
Line vs triangle intersection test. Tests 1 line against 4 triangles at once. |
|
|
ApplyViewMode ( |
Set ShowFlags and EngineShowFlags depending on view mode. |
|
|
ApplyViewModeOverrides ( |
||
|
FGPUSpriteRe... |
BeginCreateGPUSpriteResources ( |
Allocates memory to hold GPU sprite resources and begins the resource initialization process. |
|
BeginMeshDrawEvent ( |
||
|
BeginMeshDrawEvent_Inner ( |
True if we debug material names with SCOPED_DRAW_EVENT. |
|
|
BeginRecompileGlobalShaders ( |
Begins recompiling the specified global shader types, and flushes their bound shader states. |
|
|
BeginReleaseGPUSpriteResources ( |
Begins the process of releasing GPU sprite resources. |
|
|
BeginUpdateGPUSpriteResources ( |
Updates GPU sprite resources. |
|
|
BlendCurves ( |
||
|
BlendTransform ( |
||
|
BuildConeVerts ( |
||
|
BuildCylinderVerts |
||
|
BuildDistanceFieldDerivedDataKey ( |
||
|
BuildPoseFromRawData ( |
||
|
BuildPoseFromRawData ( |
Populate InOutPose based on raw animation data. |
|
|
CacheShadowDepthsFromPrimitivesUsingWPO() |
||
|
CalcConeVert ( |
||
|
CalculateFPSTimings() |
Calculate the average frame time by using the stats system. |
|
|
CanConnectMaterialValueTypes |
Check whether a combination of EMaterialValueType flags can be connected |
|
|
ClearDebugViewMaterials |
ClearDebugViewMaterials() should no longer be called |
|
|
ClearForces_AssumesLocked ( |
Clears all linear forces on the body |
|
|
ClearTorques_AssumesLocked ( |
Clears all torques on the body |
|
|
CompileDebugViewModeShaders ( |
Parameters bFullRebuild and bWaitForPreviousShaders should no longer be used |
|
|
CompileDebugViewModeShaders ( |
Build Shaders to compute scales per texture. |
|
|
CompileGlobalShaderMap ( |
||
|
CompileGlobalShaderMap ( |
||
|
CompileGlobalShaderMap ( |
||
|
CompileGlobalShaderMap ( |
||
|
float |
ComputeBoundsDrawDistance ( |
Computes the draw distance of a given sphere bounds in the given view with the specified screen size. |
|
float |
ComputeBoundsScreenRadiusSquared ( |
Computes the screen radius squared of a given sphere bounds in the given view. |
|
float |
ComputeBoundsScreenRadiusSquared |
Computes the screen radius squared of a given sphere bounds in the given view. |
|
float |
ComputeBoundsScreenSize ( |
Computes the screen size of a given sphere bounds in the given view. |
|
float |
ComputeBoundsScreenSize |
Computes the screen size of a given sphere bounds in the given view. |
|
ComputeBrickTextureCoordinate ( |
||
|
ComputeFastLODForMeshes ( |
||
|
ComputeIndirectionCoordinate ( |
||
|
ComputeLODForMeshes |
||
|
ComputeStaticMeshLOD ( |
Computes the LOD level for the given static meshes render data in the given view. |
|
|
ComputeTemporalStaticMeshLOD ( |
Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples |
|
|
FMeshParticl... |
ConstructMeshParticleVertexFactory ( |
|
|
FMeshParticl... |
ConstructMeshParticleVertexFactory ( |
|
|
T |
ConstructTInlineValue ( |
|
|
T |
ConvertFromLinearColor ( |
|
|
ConvertToLinearColor ( |
||
|
ConvertToMultilineToolTip |
Parses a string into multiple lines, for use with tooltips. |
|
|
CopyUIntBufferToTargets ( |
Copy one uint buffer into several overlapping targets. |
|
|
CreateFBox2D |
Common includes. |
|
|
TUniformBuff... |
CreateLocalVFUniformBuffer ( |
|
|
TUniformBuff... |
CreatePrimitiveUniformBufferImmediate ( |
|
|
CropUnmappedTexels |
Calculates the minimum rectangle that encompasses all mapped texels. |
|
|
DataTableUtils::AssignStringToProperty |
Util to assign a value (given as a string) to a struct property. |
|
|
DataTableUtils::AssignStringToPropertyDirect |
Util to assign a value (given as a string) to a struct property. |
|
|
DataTableUtils::GetColumnDataAsString ( |
Output each row for a specific column/property in the table (doesn't include the title) |
|
|
DataTableUtils::GetPropertyDisplayName |
Util to get the localized display name of a given property. |
|
|
DataTableUtils::GetPropertyExportName ( |
Util to get the friendly display unlocalized name of a given property for export to files. |
|
|
DataTableUtils::GetPropertyImportNames |
Util to get the all variants for export names for backwards compatibility. |
|
|
DataTableUtils::GetPropertyImportNames ( |
Util to get the all variants for export names for backwards compatibility. |
|
|
DataTableUtils::GetPropertyValueAsString ( |
Util to get a property as a string. |
|
|
DataTableUtils::GetPropertyValueAsStringDirect ( |
Util to get a property as a string. |
|
|
DataTableUtils::GetPropertyValueAsText |
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). |
|
|
DataTableUtils::GetPropertyValueAsTextDirect |
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). |
|
|
DataTableUtils::GetStructPropertyNames ( |
Util to get all property names from a struct. |
|
|
DataTableUtils::IsSupportedTableProperty ( |
Util to see if this property is supported in a row struct. |
|
|
DataTableUtils::MakeValidName ( |
Util that removes invalid chars and then make an FName. |
|
|
DecompressRotation |
Handy Template Decompressors Templated Rotation Decompressor. |
|
|
DecompressScale |
Templated Scale Decompressor. Generates a unique decompressor per known quantization format |
|
|
DecompressTranslation |
Templated Translation Decompressor. Generates a unique decompressor per known quantization format |
|
|
DeferredPhysResourceCleanup() |
Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc) |
|
|
class |
deprecated ( |
Helps manage packets, and any associations with streaming levels or exported GUIDs / fields. |
|
DoesMaterialUseTexture ( |
Check whether the specified texture is needed to render the material instance. |
|
|
DoesPlatformSupportDistanceFieldAO ( |
||
|
DoesPlatformSupportDistanceFields ( |
||
|
DoesPlatformSupportDistanceFieldShadowing ( |
||
|
DoMaterialAttributeReorder ( |
TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant. |
|
|
DrawArc ( |
Draws an arc using lines. |
|
|
DrawBox ( |
||
|
DrawBoxOverlap |
Draw box overlap results |
|
|
DrawBoxSweeps |
Draw box sweep results |
|
|
DrawCapsuleOverlap ( |
Draw capsule overlap results |
|
|
DrawCapsuleSweeps |
Draw capsule sweep results |
|
|
DrawCircle ( |
Draws a circle using lines. |
|
|
DrawCircle |
Draw a circle using user define axis and radius |
|
|
DrawCone ( |
||
|
DrawConnectedArrow ( |
Draws a directional arrow with connected spokes. |
|
|
DrawCoordinateSystem ( |
Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis). |
|
|
DrawCoordinateSystem ( |
Draws a coordinate system with a fixed color. |
|
|
DrawCylinder ( |
Draws a cylinder along the axis from Start to End. |
|
|
DrawCylinder ( |
||
|
DrawCylinder ( |
||
|
DrawDashedLine ( |
Draws a dashed line. |
|
|
DrawDebug2DDonut |
Draw Debug 2D donut |
|
|
DrawDebugAltCone |
Used by gameplay when defining a cone by a vertical and horizontal dot products. |
|
|
DrawDebugBox |
Draw a debug box |
|
|
DrawDebugBox |
Draw a debug box with rotation |
|
|
DrawDebugCamera |
Draw a debug camera shape. FOV is full angle in degrees. |
|
|
DrawDebugCanvas2DBox ( |
||
|
DrawDebugCanvas2DCircle ( |
||
|
DrawDebugCanvas2DLine ( |
||
|
DrawDebugCanvas2DLine ( |
Draws a 2D line on a canvas |
|
|
DrawDebugCanvasCircle |
Draws a circle using lines. |
|
|
DrawDebugCanvasLine ( |
Draws a line on a canvas. |
|
|
DrawDebugCanvasWireCone ( |
Draws a wireframe cone |
|
|
DrawDebugCanvasWireSphere |
Draws a sphere using circles. |
|
|
DrawDebugCapsule |
Draw a capsule using the LineBatcher |
|
|
DrawDebugCircle |
Draw Debug Circle |
|
|
DrawDebugCircle |
Draw Debug Circle |
|
|
DrawDebugCone |
Draw a debug cone. AngleWidth and AngleHeight are given in radians |
|
|
DrawDebugCoordinateSystem |
Draw Debug coordinate system |
|
|
DrawDebugCrosshairs |
Draw Debug crosshair |
|
|
DrawDebugCylinder |
Draw a debug cylinder |
|
|
DrawDebugDirectionalArrow |
Draw directional arrow |
|
|
DrawDebugFloatHistory ( |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. |
|
|
DrawDebugFloatHistory |
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. |
|
|
DrawDebugFrustum |
||
|
DrawDebugLine |
Draw a debug line |
|
|
DrawDebugMesh |
||
|
DrawDebugPoint |
Draw a debug point |
|
|
DrawDebugSolidBox |
Draw a solid box. |
|
|
DrawDebugSolidBox |
Draw a Debug box from (Center, Extent) with no rotation (axis-aligned) |
|
|
DrawDebugSolidBox |
Draw a Debug box from (Center, Extent) with specified Rotation |
|
|
DrawDebugSolidPlane |
Loc is an anchor point in the world to guide which part of the infinite plane to draw. |
|
|
DrawDebugSolidPlane |
||
|
DrawDebugSphere |
Draw a debug sphere |
|
|
DrawDebugString |
||
|
DrawDirectionalArrow ( |
Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld). |
|
|
DrawDisc ( |
Draws a circle using triangles. |
|
|
DrawFlatArrow ( |
Draws a flat arrow with an outline. |
|
|
DrawFrustumWireframe ( |
Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space. |
|
|
DrawLineTraces ( |
Draw line trace results |
|
|
DrawOrientedWireBox ( |
Draws an oriented box. |
|
|
DrawPlane10x10 ( |
10x10 tessellated plane at x=-1..1 y=-1...1 z=0 |
|
|
DrawSphere ( |
||
|
DrawSphereOverlap ( |
Draw sphere overlap results |
|
|
DrawSphereSweeps ( |
Draw sphere sweep results |
|
|
DrawStatsHUD |
Renders stats Renders stats |
|
|
DrawTriangle ( |
Draw simple triangle with material |
|
|
DrawUVs ( |
Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!) |
|
|
DrawWireBox ( |
Draws a wireframe box. |
|
|
DrawWireBox ( |
||
|
DrawWireCapsule ( |
Draws a wireframe capsule. |
|
|
DrawWireChoppedCone ( |
Draws a wireframe chopped cone (cylinder with independent top and bottom radius). |
|
|
DrawWireCone ( |
||
|
DrawWireCone ( |
Draws a wireframe cone |
|
|
DrawWireCylinder ( |
Draws a wireframe cylinder. |
|
|
DrawWireDiamond ( |
Draws a wireframe diamond. |
|
|
DrawWireSphere ( |
||
|
DrawWireSphere ( |
Draws a sphere using circles. |
|
|
DrawWireSphereAutoSides ( |
Draws a sphere using circles, automatically calculating a reasonable number of sides |
|
|
DrawWireSphereAutoSides ( |
||
|
DrawWireSphereCappedCone ( |
Draws a wireframe cone with a arcs on the cap |
|
|
DrawWireStar ( |
Draws a axis-aligned 3 line star. |
|
|
DumpComponents ( |
Debug spew for components |
|
|
DumpComponentsToString ( |
Debug spew for object's components, returned as an FString. |
|
|
DumpMaterialStats ( |
Dump material stats for a given platform. |
|
|
DumpObject |
Debug spew for an object |
|
|
DumpObjectToString ( |
Debug spew for an object, returned as an FString. |
|
|
UClass * |
DynamicMetaCast |
|
|
EngineShowFlagOrthographicOverride ( |
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. |
|
|
EngineShowFlagOverride ( |
Call each view rendering after game [engine] show flags for rendering a view have been set. |
|
|
EngineUtils::FindOrLoadAssetsByPath ( |
Loads all the assets found in the specified path and subpaths |
|
|
EnumToByte ( |
||
|
const TCHAR ... |
ESoundMixState::GetString ( |
|
|
ExportProperties ( |
Exports the property values for the specified object as text to the output device. |
|
|
FGeomTools::Buid2DPolysFromEdges ( |
Given a set of edges, find the set of closed polygons created by them. |
|
|
FGeomTools::ClipMeshWithPlane ( |
Take the input mesh and cut it with supplied plane, creating new verts etc. |
|
|
FGeomTools::GeneratePlanarFitPolyUVs ( |
Does a simple planar map using the bounds of this 2D polygon. |
|
|
FGeomTools::GeneratePlanarTilingPolyUVs ( |
Applies tiling UVs to the verts of this polygon |
|
|
FGeomTools::GetClippableStaticMeshTriangles ( |
Extracts the triangles from a static-mesh as clippable triangles. |
|
|
FGeomTools::PointInTriangle |
Util to see if P lies within triangle created by A, B and C. |
|
|
FGeomTools::ProjectEdges ( |
Take a set of 3D Edges and project them onto the supplied plane. |
|
|
FGeomTools::RemoveRedundantTriangles ( |
Given a set of triangles, remove those which share an edge and could be collapsed into one triangle. |
|
|
FGeomTools::Split2DPolysWithPlane ( |
Split 2D polygons with a 3D plane. |
|
|
FClipSMPolyg... |
FGeomTools::Transform2DPolygonToSMPolygon ( |
Transform triangle from 2D to 3D static-mesh triangle. |
|
FGeomTools::TriangulatePoly ( |
Given a polygon, decompose into triangles and append to OutTris. |
|
|
FGeomTools::VectorsOnSameSide |
Given three direction vectors, indicates if A and B are on the same 'side' of Vec. |
|
|
FilteredVolumeLookup ( |
||
|
VoxelDataTyp... |
FilteredVolumeLookupReconverted ( |
|
|
FindBodyBox |
||
|
FindBodyTransform |
||
|
FindLowKeyIndex |
Utility function to find the key before the specified search value. |
|
|
EViewModeInd... |
FindViewMode ( |
Find the view mode that first to the set show flags (to be backward compatible, can be removed on day). |
|
FinishRecompileGlobalShaders() |
Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders. |
|
|
FlushDebugStrings ( |
||
|
FlushPersistentDebugLines ( |
Flush persistent lines |
|
|
FlushResourceStreaming() |
Helper function to flush resource streaming. |
|
|
T * |
FMatineeUtils::GetPropertyAddress |
Gets the address (typed) of a property to modify |
|
FObjectEditorUtils::GetTypedWeakObjectPtrs |
Helper function to convert the input for GetActions to a list that can be used for delegates |
|
|
FObjectEditorUtils::MigratePropertyValue |
Copy the value of a property from source object to a destination object. |
|
|
FObjectEditorUtils::SetPropertyValue ( |
Set the value on an UObject using reflection. |
|
|
FArchive ... |
FShaderCompileUtilities::CreateFileHelper ( |
|
|
FShaderCompileUtilities::DeleteFileHelper ( |
||
|
FShaderCompileUtilities::DoReadTaskResults ( |
||
|
FShaderCompileUtilities::DoWriteTasks ( |
||
|
FShaderCompileUtilities::ExecuteShaderCompileJob ( |
Execute the specified (single or pipeline) shader compile job. |
|
|
FShaderCompileUtilities::MoveFileHelper |
||
|
FUNC_DECLARE_DELEGATE ( |
This is used to add more flexibility to Post Processing, so that users can subscribe to any after Post Porocessing Pass events. |
|
|
GetAllDefaultTextureFormats ( |
Returns all the texture formats which can be returned by GetDefaultTextureFormatName |
|
|
UClass * |
GetAudioPluginCustomSettingsClass ( |
|
|
GetBlendModeString ( |
Converts an EBlendMode to a string description. |
|
|
GetBoxMesh ( |
||
|
FBufferVisua... |
GetBufferVisualizationData() |
|
|
const FCache... |
GetCachedScalabilityCVars() |
|
|
GetCapsuleMesh ( |
||
|
GetCDKeyHash() |
||
|
GetCDKeyResponse ( |
||
|
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. |
|
GetConeMesh ( |
||
|
GetCylinderMesh ( |
Draws a cylinder along the axis from Start to End. |
|
|
GetCylinderMesh ( |
||
|
GetCylinderMesh ( |
||
|
GetDefaultPrecomputedLightingParameters |
||
|
GetDefaultTextureFormatName ( |
Gets the name of a format for the given LayerIndex |
|
|
GetDefaultTextureFormatNamePerLayer ( |
Gets an array of format names for each layer in the texture |
|
|
T * |
GetDefaultValueSafe ( |
|
|
FMobileMovab... |
GetDummyMovablePointLightUniformShaderParameters() |
|
|
GetDynamicValueFromPayload ( |
Helper function for retrieving the dynamic payload of a particle. |
|
|
Memory inher... |
GetEntryIndex() |
|
|
GetGlobalShaderMapDDCKey() |
||
|
GetGPUSortPassCount ( |
Get the number of passes we will need to make in order to sort |
|
|
GetHalfSphereMesh |
||
|
FHighResScre... |
GetHighResScreenshotConfig() |
|
|
GetHighResScreenShotInput |
||
|
FPrimitiveUn... |
GetIdentityPrimitiveParameters() |
|
|
GetLightmapClusterResourceParameters ( |
||
|
const FScene... |
GetLODView ( |
Will return the view to use taking into account VR which has 2 views |
|
GetMaterialQualityLevelFName ( |
||
|
GetMaterialQualityLevelName ( |
Creates a string that represents the given quality level. |
|
|
GetMaterialShaderMapDDCKey() |
||
|
GetMaterialValueTypeDescriptions |
Given a combination of EMaterialValueType flags, get text descriptions of all types |
|
|
GetMemoryString ( |
||
|
EMobileHDRMo... |
GetMobileHDRMode() |
|
|
FMobileMovab... |
GetMovablePointLightUniformShaderParameters |
Initializes the movable point light uniform shader parameters. |
|
GetNumActorsInWorld ( |
||
|
FOnGlobalSha... |
GetOnGlobalShaderCompilation() |
|
|
GetOrientedHalfSphereMesh ( |
||
|
GetOutdatedShaderTypes ( |
||
|
GetParticleBaseSize ( |
||
|
GetParticleSizeWithUVFlipInSign ( |
||
|
GetPrecomputedLightingParameters ( |
||
|
FPrimitiveUn... |
GetPrimitiveUniformShaderParameters ( |
Initializes the primitive uniform shader parameters. |
|
FPrimitiveUn... |
GetPrimitiveUniformShaderParameters ( |
Initializes the primitive uniform shader parameters. |
|
GetRayTracingMaskFromMaterial ( |
||
|
IRendererMod... |
GetRendererModule() |
Accessor that gets the renderer module and caches the result. |
|
GetSelectionColor ( |
Given a base color and a selection state, returns a color which accounts for the selection state. |
|
|
GetShadingModelFieldString ( |
Converts an FMaterialShadingModelField to a string description, base on the passed in delegate. |
|
|
GetShadingModelFieldString ( |
Converts an FMaterialShadingModelField to a string description, base on a default function. |
|
|
enum EShader... |
GetShadingModelString ( |
Converts an EMaterialShadingModel to a string description. |
|
GetSphereMesh ( |
||
|
GetSphereMesh |
||
|
UFont * |
GetStatsFont() |
Stats objects for EngineInput stat HUD stat Static mesh tris rendered Skeletal stats Unit times |
|
GetSubLevelsStatus ( |
Gathers SubLevels status from a provided world |
|
|
GetTypeHash ( |
||
|
GetTypeHash ( |
||
|
GetUsedMaterialsInWorld ( |
Get the list of all material used in a world |
|
|
GetUseSubsurfaceProfileShadingModelMask() |
||
|
GetViewFrustumBounds ( |
Creates a convex volume bounding the view frustum for a view-projection matrix. |
|
|
GetViewFrustumBounds ( |
Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override. |
|
|
const TCHAR ... |
GetViewModeName ( |
|
|
GetViewportScreenShot |
||
|
GetViewSelectionColor ( |
||
|
Memory inher... |
GetWeights() |
|
|
GlobalBeginCompileShader ( |
Enqueues a shader compile job with GShaderCompilingManager. |
|
|
GPUSkinCacheNeedsDuplicatedVertices() |
||
|
DesiredType ... |
HitProxyCast ( |
Dynamically cast a HHitProxy object type-safely. |
|
InitGamePhys() |
||
|
InitializeSharedSamplerStates() |
Initializes the shared sampler states. |
|
|
IsAllowedExpressionType |
Returns whether the given expression class is allowed. |
|
|
IsAltDown ( |
||
|
IsAssetStreamingSuspended() |
||
|
IsAudioPluginEnabled ( |
Queries if a plugin of the given type is enabled. |
|
|
IsCompatibleWithHairStrands ( |
||
|
IsCompatibleWithHairStrands ( |
||
|
IsCtrlDown ( |
Shortcuts for checking the state of both left&right variations of control keys. |
|
|
IsGlobalShaderMapComplete ( |
Returns whether all global shader types containing the substring are complete and ready for rendering. |
|
|
IsGPUSkinCacheAvailable ( |
Can the skin cache be used (ie shaders added, etc) |
|
|
IsHairStrandsGeometrySupported ( |
Helper functions for hair strands shaders. |
|
|
IsMobileColorsRGB() |
||
|
IsMobileHDR() |
True if HDR is enabled for the mobile renderer. |
|
|
IsRichView ( |
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. |
|
|
IsShiftDown ( |
||
|
IsSpatializationCVarEnabled() |
Accessor for our Spatialization enabled CVar. |
|
|
IsSubsurfaceShadingModel ( |
||
|
IsTexelDebuggingEnabled() |
||
|
IsTexelMapped ( |
Checks if a lightmap texel is mapped or not. |
|
|
IsTranslucentBlendMode ( |
||
|
IsValid ( |
||
|
IsValid ( |
||
|
IsValidRef ( |
Helper function to test whether the buffer is valid. |
|
|
const TCHAR ... |
LexToString ( |
|
|
LexToString ( |
||
|
LineCheckWithTriangle |
Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle |
|
|
LoadVorbisLibraries() |
Loads vorbis dlls |
|
|
MaterialDomainString ( |
||
|
MaterialRenderingRequiresAdjacencyInformation_RenderingThread ( |
Returns true if the Material and Vertex Factory combination require adjacency information. |
|
|
MaterialSettingsRequireAdjacencyInformation_GameThread ( |
Returns true if the Material and Vertex Factory combination require adjacency information. |
|
|
MatineeKeyReduction::IsEquivalent ( |
Float-float comparison that allows for a certain error in the floating point values due to floating-point operations never being exact. |
|
|
VoxelDataTyp... |
NearestVolumeLookup ( |
|
|
NativeType &... |
NoNativeCast |
|
|
NormalsEqual ( |
||
|
NormalsEqual |
Returns true if the specified normal vectors are about equal |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
Needed for VMI_Wireframe and VMI_BrushWireframe |
|
|
NSLOCTEXT ( |
Draws un-occluded shadow frustums in wireframe |
|
|
NSLOCTEXT ( |
For the Editor |
|
|
NSLOCTEXT ( |
Draw lines to lights affecting this mesh if its selected. |
|
|
NSLOCTEXT ( |
Displays large clickable icons on static mesh vertices, only needed for the editor |
|
|
NSLOCTEXT ( |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Draws Volumes |
|
|
NSLOCTEXT ( |
If this is a game viewport, needed? |
|
|
NSLOCTEXT ( |
Render objects with colors based on what the level they belong to |
|
|
NSLOCTEXT ( |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Collision drawing |
|
|
NSLOCTEXT ( |
Collision blocking visibility against complex |
|
|
NSLOCTEXT ( |
Collision blocking pawn against simple collision |
|
|
NSLOCTEXT ( |
Render objects with colors based on the property values |
|
|
NSLOCTEXT ( |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
|
|
NSLOCTEXT ( |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) |
|
|
NSLOCTEXT ( |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
If the builder brush (editor) is getting rendered |
|
|
NSLOCTEXT ( |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Draw billboard components |
|
|
NSLOCTEXT ( |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines |
|
|
NSLOCTEXT ( |
Needed for VMI_LightComplexity |
|
|
NSLOCTEXT ( |
Needed for VMI_ShaderComplexity, render world colored by shader complexity |
|
|
NSLOCTEXT ( |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap |
|
|
NSLOCTEXT ( |
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. |
|
|
NSLOCTEXT ( |
Render streaming bounding volumes for the currently selected texture |
|
|
NSLOCTEXT ( |
Render joint limits |
|
|
NSLOCTEXT ( |
Render mass debug data |
|
|
NSLOCTEXT ( |
Draws camera frustums |
|
|
NSLOCTEXT ( |
Draw sound actor radii |
|
|
NSLOCTEXT ( |
Draw force feedback radii |
|
|
NSLOCTEXT ( |
Colors BSP based on model component association |
|
|
NSLOCTEXT ( |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Show the usual material light interaction |
|
|
NSLOCTEXT ( |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles |
|
|
NSLOCTEXT ( |
To show the grid in editor (grey lines and red dots) |
|
|
NSLOCTEXT ( |
To show the snap in editor (only for editor view ports, red dots) |
|
|
NSLOCTEXT ( |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. |
|
|
NSLOCTEXT ( |
Complex cover rendering |
|
|
NSLOCTEXT ( |
Spline rendering |
|
|
NSLOCTEXT ( |
Selection rendering, could be useful in game as well |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
Render the PostProcess Material |
|
|
NSLOCTEXT ( |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
|
|
NSLOCTEXT ( |
Render safe frames bars |
|
|
NSLOCTEXT ( |
Visualize screen quads |
|
|
NSLOCTEXT ( |
Visualize the overhead of material quads |
|
|
NSLOCTEXT ( |
Visualize the accuracy of the primitive distance computed for texture streaming |
|
|
NSLOCTEXT ( |
Visualize the accuracy of the mesh UV density computed for texture streaming |
|
|
NSLOCTEXT ( |
Visualize the accuracy of CPU material texture scales when compared to the GPU values |
|
|
NSLOCTEXT ( |
Outputs the material texture scales. |
|
|
NSLOCTEXT ( |
Compare the required texture resolution to the actual resolution. |
|
|
NSLOCTEXT ( |
If WidgetComponents should be rendered in the scene |
|
|
NSLOCTEXT ( |
Draw the bones of all skeletal meshes |
|
|
NSLOCTEXT ( |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport |
|
|
NSLOCTEXT ( |
Visualize HLOD Coloration |
|
|
NSLOCTEXT ( |
If media planes should be shown |
|
|
NSLOCTEXT ( |
Visualize Occlusion Query bounding meshes |
|
|
NSLOCTEXT ( |
RHI_RAYTRACING begin. |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
Enable the SkyAtmosphere visualization to be drawn on screen |
|
|
NSLOCTEXT ( |
Shows a full-screen calibration color post process material defined in renderer config |
|
|
NSLOCTEXT ( |
Shows a full-screen calibration grayscale post process material defined in renderer config |
|
|
NSLOCTEXT ( |
Shows a full-screen calibration custom post process material defined in renderer config |
|
|
NSLOCTEXT ( |
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. |
|
|
NSLOCTEXT ( |
Visualize volumetric cloud conservative density. |
|
|
NSLOCTEXT ( |
If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater. |
|
|
NSLOCTEXT ( |
If this is a vr editing viewport, needed? |
|
|
NSLOCTEXT ( |
Visualize LOD Coloration |
|
|
NSLOCTEXT ( |
Visualize the senses configuration of AIs' PawnSensingComponent |
|
|
NSLOCTEXT ( |
Visualize the Shading Models, mostly or debugging and profiling |
|
|
NSLOCTEXT ( |
Render safe frames |
|
|
NSLOCTEXT ( |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). |
|
|
NSLOCTEXT ( |
Show the current mask being used by the highres screenshot capture |
|
|
NSLOCTEXT ( |
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering |
|
|
NSLOCTEXT ( |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well |
|
|
NSLOCTEXT ( |
To disable precomputed visibility |
|
|
NSLOCTEXT ( |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Visualize Light Propagation Volume, for developer (by default off): |
|
|
NSLOCTEXT ( |
Visualize preview shadow indicator |
|
|
NSLOCTEXT ( |
Visualize precomputed visibility cells |
|
|
NSLOCTEXT ( |
Visualize volumetric lightmap used for GI on dynamic objects |
|
|
NSLOCTEXT ( |
Visualize volume lighting samples used for GI on dynamic objects |
|
|
NSLOCTEXT ( |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Visualization of distance field AO |
|
|
NSLOCTEXT ( |
Mesh Distance fields |
|
|
NSLOCTEXT ( |
Global Distance field |
|
|
NSLOCTEXT ( |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that |
|
|
NSLOCTEXT ( |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Visualize screen space reflections, for developer (by default off): |
|
|
NSLOCTEXT ( |
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling |
|
|
NSLOCTEXT ( |
Special: Allows to hide objects in the editor, is evaluated per primitive |
|
|
NSLOCTEXT ( |
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor |
|
|
NSLOCTEXT ( |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Highlight materials that indicate performance issues or show unrealistic materials |
|
|
NSLOCTEXT ( |
Depth of Field |
|
|
NSLOCTEXT ( |
Visualize vector fields. |
|
|
NSLOCTEXT ( |
Color correction after tone mapping |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Directional Lights |
|
|
NSLOCTEXT ( |
Allows to disable all direct lighting (does not affect indirect light) |
|
|
NSLOCTEXT ( |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. |
|
|
NSLOCTEXT ( |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. |
|
|
NSLOCTEXT ( |
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. |
|
|
NSLOCTEXT ( |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. |
|
|
NSLOCTEXT ( |
Like bloom dirt mask |
|
|
NSLOCTEXT ( |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Fine film grain |
|
|
NSLOCTEXT ( |
Darkens the screen borders (Camera artifact and artistic effect) |
|
|
NSLOCTEXT ( |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer |
|
|
NSLOCTEXT ( |
Image based lens flares (Simulate artifact of reflections within a camera system) |
|
|
NSLOCTEXT ( |
Display a histogram of the scene HDR color |
|
|
NSLOCTEXT ( |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) |
|
|
NSLOCTEXT ( |
Allow to see the foliage bounds used in the occlusion test |
|
|
NSLOCTEXT ( |
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing |
|
|
NSLOCTEXT ( |
Helper to tweak depth of field |
|
|
NSLOCTEXT ( |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) |
|
|
NSLOCTEXT ( |
Show Physical Material Masks |
|
|
NSLOCTEXT ( |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Show Vertex Colors |
|
|
NSLOCTEXT ( |
Hardware Tessellation (DX11 feature) |
|
|
NSLOCTEXT ( |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Used by gameplay debugging components to debug-draw on screen |
|
|
NSLOCTEXT ( |
Whether to draw navigation data |
|
|
NSLOCTEXT ( |
Calls debug drawing for whatever LogVisualizer wants to draw |
|
|
NSLOCTEXT ( |
Calls debug drawing for AIs |
|
|
NSLOCTEXT ( |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Whether to apply volumetric lightmap lighting, when present. |
|
|
NSLOCTEXT ( |
If Screen Space Subsurface Scattering visualization is enabled |
|
|
NSLOCTEXT ( |
If Screen Space Subsurface Scattering enabled |
|
|
NSLOCTEXT ( |
If Capsule shadows are enabled. |
|
|
NSLOCTEXT ( |
If RTDF shadows are enabled. |
|
|
NSLOCTEXT ( |
If Screen space contact shadows are enabled. |
|
|
NSLOCTEXT ( |
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
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 |
|
|
NSLOCTEXT ( |
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 |
|
|
NSLOCTEXT ( |
Post processing color fringe (chromatic aberration) |
|
|
NSLOCTEXT ( |
Post processing filmic tone curve and expand gamut |
|
|
NSLOCTEXT ( |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
If Screen Percentage should be applied. |
|
|
NSLOCTEXT ( |
Render Post process (screen space) distortion/refraction |
|
|
NSLOCTEXT ( |
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 |
|
|
NSLOCTEXT ( |
Visualize pixels that are outside of their object's bounding box (content error). |
|
|
NSLOCTEXT ( |
Whether to display the scene's diffuse. |
|
|
NSLOCTEXT ( |
Whether to display the scene's specular, including reflections. |
|
|
NSLOCTEXT ( |
Outline around selected objects in the editor |
|
|
NSLOCTEXT ( |
Helper to tweak motion blur settings |
|
|
OnSetCVarFromIniEntry |
||
|
constexpr bo... |
operator! |
|
|
constexpr bo... |
operator! |
|
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
constexpr bo... |
operator! ( |
|
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
operator!= ( |
||
|
constexpr ER... |
operator& ( |
|
|
constexpr EW... |
operator& ( |
|
|
constexpr FA... |
operator& |
|
|
constexpr EG... |
operator& ( |
|
|
constexpr EA... |
operator& ( |
|
|
constexpr ED... |
operator& ( |
|
|
EWriteDemoFr... |
operator&= ( |
|
|
EReplayHeade... |
operator&= ( |
|
|
EGPUSortFlag... |
operator&= ( |
|
|
EActorIterat... |
operator&= ( |
|
|
EDataTableEx... |
operator&= ( |
|
|
FAnimationRu... |
operator&= |
|
|
constexpr EW... |
operator^ ( |
|
|
constexpr ED... |
operator^ ( |
|
|
constexpr EA... |
operator^ ( |
|
|
constexpr FA... |
operator^ |
|
|
constexpr EG... |
operator^ ( |
|
|
constexpr ER... |
operator^ ( |
|
|
EDataTableEx... |
operator^= ( |
|
|
FAnimationRu... |
operator^= |
|
|
EActorIterat... |
operator^= ( |
|
|
EReplayHeade... |
operator^= ( |
|
|
EGPUSortFlag... |
operator^= ( |
|
|
EWriteDemoFr... |
operator^= ( |
|
|
constexpr EA... |
operator| ( |
|
|
constexpr ED... |
operator| ( |
|
|
constexpr EG... |
operator| ( |
|
|
constexpr FA... |
operator| |
|
|
constexpr EW... |
operator| ( |
|
|
constexpr ER... |
operator| ( |
|
|
FAnimationRu... |
operator|= |
|
|
EDataTableEx... |
operator|= ( |
|
|
EActorIterat... |
operator|= ( |
|
|
EGPUSortFlag... |
operator|= ( |
|
|
EReplayHeade... |
operator|= ( |
|
|
EWriteDemoFr... |
operator|= ( |
|
|
constexpr EW... |
operator~ ( |
|
|
constexpr ER... |
operator~ ( |
|
|
constexpr EG... |
operator~ ( |
|
|
constexpr EA... |
operator~ ( |
|
|
constexpr ED... |
operator~ |
|
|
constexpr FA... |
operator~ |
|
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
operator== ( |
||
|
PadMemoryReader ( |
Skips a specified number of bytes in the memory reader to maintain alignment |
|
|
PadMemoryWriter ( |
Pads a specified number of bytes to the memory writer to maintain alignment |
|
|
ParseWaveFormatHeader ( |
||
|
Particle_SetColorFromVector ( |
||
|
PhysSingleThreadedMode() |
Return true if we should be running in single threaded mode, ala dedicated server |
|
|
PointsEqual |
Returns true if the specified points are about equal |
|
|
PointsEqual ( |
||
|
ProcessCompiledGlobalShaders ( |
Called by the shader compiler to process completed global shader jobs. |
|
|
ProcessCookOnTheFlyShaders |
Handles serializing in MeshMaterialMaps from a CookOnTheFly command and applying them to the in-memory shadermaps. |
|
|
RecompileChangedShadersForPlatform ( |
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 |
|
|
RecompileGlobalShaders() |
Forces a recompile of the global shaders. |
|
|
RecompileShaders ( |
Implementation of the 'recompileshaders' console command. |
|
|
RecompileShadersForRemote |
Recompiles global shaders |
|
|
RemapPaintedVertexColors ( |
Remaps painted vertex colors when the renderable mesh has changed. |
|
|
RequiresAdjacencyInformation ( |
Returns true if the Material and Vertex Factory combination require adjacency information. |
|
|
ResetCachedRendererModule() |
Clears the cached renderer module reference. |
|
|
ResumeRenderAssetStreaming() |
||
|
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. |
|
|
SampleIndirectionTexture ( |
||
|
SampleIndirectionTextureWithSubLevel ( |
||
|
SaveGlobalShaderFile ( |
Saves the global shader map as a file for the target platform. |
|
|
SerializeWaveFile |
Utility to serialize raw PCM data into a wave file. |
|
|
SetCompressedAudioFormatsToBuild ( |
Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones. |
|
|
const TCHAR ... |
ShaderCompileJobPriorityToString |
|
|
ShouldCompileDebugViewModeShader ( |
||
|
ShouldIncludeMaterialInDefaultOpaquePass ( |
||
|
ShouldUseBackgroundPoolFor_FAsyncRealtimeAudioTask() |
||
|
SHOWFLAG_ALWAYS_ACCESSIBLE ( |
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 |
|
|
SkinningTools::GetRigidInfluenceIndex() |
Returns the bone weight index to use for rigid skinning |
|
|
SortGPUBuffers ( |
Sort a buffer on the GPU. |
|
|
StringSize |
Render string using both a font and a material. |
|
|
SupportsCachingMeshDrawCommands ( |
Returns if specified mesh command can be cached, or needs to be recreated every frame. |
|
|
SupportsCachingMeshDrawCommands ( |
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. |
|
|
SupportsGPUParticles ( |
Returns true if the shader platform supports GPU particles. |
|
|
SuspendRenderAssetStreaming() |
||
|
TermGamePhys() |
||
|
TestGPUSort ( |
Test that GPU sorting works. |
|
|
TextureLayoutTools::ComputeDifferenceArray |
Computes the difference between two value arrays (templated) |
|
|
double |
TextureLayoutTools::ComputeRootMeanSquareDeviation ( |
Computes the mean square root deviation for a set of values (templated) |
|
ValueType & |
TSwitchValue ( |
|
|
ValueType & |
TSwitchValue ( |
|
|
UpdateDebugViewModeShaders() |
UpdateDebugViewModeShaders() should no longer be called |
|
|
UpdateMaterialShaderCompilingStats ( |
Called for every material shader to update the appropriate stats. |
|
|
UpdatePlayInEditorWorldDebugString ( |
Update the debugging aid GPlayInEditorContextString based on the current world context (does nothing in WITH_EDITOR=0 builds) |
|
|
UseSubsurfaceProfile ( |
||
|
UVsEqual |
||
|
UVsEqual ( |
||
|
VerifyGlobalShaders ( |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. |
|
|
VerifyGlobalShaders ( |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. |
|
|
VirtualTextureUtils::CheckAndReportInvalidUsage |
Function that will test if the passed in texture is VT. |
|
|
WaitForShaderCompilation |
Name | Description | ||
---|---|---|---|
|
bAllowAsyncTick |
True if we allow async ticks |
|
|
bAllowCulling |
True if emitters can be culled. |
|
|
bAllowGPUParticles |
True if GPU particles are allowed. |
|
|
bAllowGPUSorting |
True if GPU emitters are permitted to sort. |
|
|
bFreezeGPUSimulation |
True if GPU particle simulation is frozen. |
|
|
bFreezeParticleSimulation |
True if particle simulation is frozen. |
|
|
Clamp_WorldGroupSettings |
Sampler state using Clamp addressing and taking filter mode from the world texture group. |
|
|
const int32[ACF... |
CompressedRotationNum |
Number of swapped chunks per element. |
|
const int32[ACF... |
CompressedRotationStrides |
Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size. |
|
const int32[ACF... |
CompressedScaleNum |
Number of swapped chunks per element. |
|
const int32[ACF... |
CompressedScaleStrides |
Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size. |
|
const int32[ACF... |
CompressedTranslationNum |
Number of swapped chunks per element. |
|
const int32[ACF... |
CompressedTranslationStrides |
Each CompresedTranslationData track's ByteStream will be byte swapped in chunks of this size. |
|
DefaultCollisionChannel |
||
|
const int32 |
DefaultQualityLevel |
|
|
GAllowLightmapPadding |
Whether to allow padding around mappings. |
|
|
FConsoleShaderP... |
GConsoleShaderPrecompilers |
The shader precompilers for each platform. |
|
GCustomStaticScreenPercentage |
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GDefaultLightmapResourceClusterUniformBuffer |
Global uniform buffer containing the default precomputed lighting data. |
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GDefaultMaterialParameterCollectionInstances |
Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource. |
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GDefaultMobileReflectionCaptureUniformBuffer |
Global uniform buffer containing the default reflection data used in mobile renderer. |
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GDisallowNetworkTravel |
Copyright Epic Games, Inc. |
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GDistanceFieldAsyncQueue |
Global build queue. |
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GDistanceFieldVolumeTextureAtlas |
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GDoAsyncLoadingWhileWaitingForVSync |
Syncs the game thread with the render thread. |
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GDummyMovablePointLightUniformBuffer |
Global primitive uniform buffer resource containing identity transformations. |
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GEnableGPUSkinCache |
Is it actually enabled? |
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GGPUFrameTime |
The GPU time taken to render the last frame. |
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GHeightFieldTextureAtlas |
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GHFVisibilityTextureAtlas |
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GIdentityPrimitiveBuffer |
Default Primitive data buffer. |
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GIdentityPrimitiveUniformBuffer |
Global primitive uniform buffer resource containing identity transformations. |
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GLightingBuildQuality |
The quality level of the current lighting build |
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GLightmassDebugOptions |
Debug options for Lightmass |
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const int32 |
GMaxPlanarReflectionViews |
Currently we support at most 2 views for each planar reflection, one view per stereo pass Must match FPlanarReflectionUniformParameters. |
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GNullDynamicParameterVertexBuffer |
The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component. |
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GParticleEightTexCoordVertexBuffer |
Global particle texture coordinate vertex buffer. |
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GParticleIndexBuffer |
Global particle index buffer. |
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GParticleOrderPool |
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GParticleScratchVertexBuffer |
The global scratch vertex buffer. |
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const int32 |
GParticleScratchVertexBufferSize |
The size of the scratch vertex buffer. |
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GParticleTexCoordVertexBuffer |
Global particle texture coordinate vertex buffer. |
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GPhysCommandHandler |
Pointer to PhysX Command Handler |
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float |
GPUCollisionDepthBounds |
Depth bounds for GPU collision checks. |
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GPUSpawnWarningThreshold |
Warning threshold for spawning of GPU particles. |
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GScreenVertexDeclaration |
Vertex declaration for screen-space rendering. |
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GShaderCompilerStats |
The global shader compiling stats |
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GShaderCompilingManager |
The global shader compiling thread manager. |
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GShowMaterialDrawEvents |
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GSimpleElementVertexDeclaration |
The simple element vertex declaration. |
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GSixTriangleParticleIndexBuffer |
Global particle index buffer. |
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GStatProcessingViewportClient |
Tracks the viewport client that should process the stat command, can be NULL |
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GSystemResolution |
System resolution instance |
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GSystemSettings |
Global system settings accessor Global accessor |
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GTexelSelectionColor |
The color to set selected texels to |
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GTilePrimitiveBuffer |
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GUnbuiltHLODCount |
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GUseBilinearLightmaps |
Whether to use bilinear filtering on lightmaps |
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GVertexColorViewMode |
Global vertex color view mode setting when SHOW_VertexColors show flag is set |
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GVolumetricLightmapBrickAtlas |
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MaxCPUParticlesPerEmitter |
Maximum number of CPU particles to allow per-emitter. |
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MaxGPUParticlesSpawnedPerFrame |
Maximum number of GPU particles to spawn per-frame. |
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MaxParticleTilePreAllocation |
Maximum tile preallocation for GPU particles. |
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const FName |
NAME_DeviceType |
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const FName |
NAME_RHI |
Hardware entry lookups |
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const FName |
NAME_TextureFormat |
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float |
ParticleSlackGPU |
Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles. |
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const int32 |
PDM_DefaultValue |
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const uint8[ACF... |
PerTrackNumComponentTable |
Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits) |
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SFG_Advanced |
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SFG_Developer |
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SFG_Hidden |
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SFG_LightingComponents |
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SFG_LightingFeatures |
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SFG_LightTypes |
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SFG_Normal |
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SFG_PostProcess |
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SFG_Transient |
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SFG_Visualize |
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STATCAT_Advanced |
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STATCAT_Advanced |
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STATCAT_Advanced |
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STATCAT_Advanced |
Audio thread API. |
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STATCAT_Advanced |
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STATCAT_Advanced |
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STATCAT_Advanced |
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TestGPUSort |
Specify a sorting test to run. |
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Memory |
use |
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VisualizeGPUSimulation |
Visualize GPU particle simulation. |
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Wrap_WorldGroupSettings |
Sampler state using Wrap addressing and taking filter mode from the world texture group. |