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. |
|
ALocationVolume |
A volume representing a location in the world |
|
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. |
|
ComputeTaskExecutionGroup |
Core execution group names for use in IComputeTaskWorker::SubmitWork(). |
|
ErrorCorrectionData |
|
|
FActivatedReverb |
|
|
FActiveSound |
|
|
FActiveSubtitle |
A collection of subtitles, rendered at a certain priority. |
|
FActorComponentInstanceData |
Base class for component instance cached data of a particular type. |
|
FActorComponentInstanceSourceInfo |
|
|
FActorDeferredScriptManager |
|
|
FActorFolderDesc |
|
|
FActorFolderDescsContext |
|
|
FActorInstanceData |
Per instance data to be persisted for a given actor |
|
FActorIterator |
Actor iterator Note 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. |
|
FActorRootComponentReconstructionData |
Internal struct used to store information about an actor's components during reconstruction |
|
FActorTransactionAnnotation |
Internal struct to track currently active transactions |
|
FActorTransactionAnnotationData |
|
|
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 |
|
FAlphaBlendArgs |
Alpha Blend construction arguments. Used for creation of an AlphaBlend. |
|
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. |
|
FAssetCompileData |
|
|
FAssetCompilingManager |
|
|
FASyncAudioChunkLoadResult |
Struct used to store results of an async file load. |
|
FAsyncAudioDecompressWorker |
Asynchronous audio decompression |
|
FAsyncBufferFillData |
|
|
FAsyncCardRepresentationTask |
|
|
FAsyncCardRepresentationTaskWorker |
|
|
FAsyncCompilationNotification |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FAsyncCompilationStandardCVars |
|
|
FAsyncDistanceFieldTask |
A task to build a distance field for a single mesh |
|
FAsyncDistanceFieldTaskWorker |
|
|
FAsyncEncode |
|
|
FAsyncPhysicsDesiredState |
Final computed desired state passed into the physics sim |
|
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. |
|
FAudioDeviceRenderInfo |
|
|
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 |
|
FBaseAsyncSaveGameSystem |
Helper base class for async-compatible save games |
|
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 |
|
FBinnedTextureLayout |
A simple binned style atlas layout, which uses FTextureLayout as the bin allocator. |
|
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 |
The output of some geometry caching system. |
|
FCachedMovementBaseAsyncData |
Don't read into this part too much it needs to be changed. |
|
FCachedSkeletonCurveMapping |
An array of cached curve remappings. |
|
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. |
|
FCacheKeyDummy |
|
|
FCacheKeyProxy |
|
|
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 |
|
|
FCanvasRenderContext |
|
|
FCanvasRenderThreadScope |
|
|
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 |
|
|
FCardRepresentationAsyncQueue |
Class that manages asynchronous building of mesh distance fields. |
|
FCardRepresentationData |
Card representation payload and output of the mesh build process. |
|
FCardRepresentationDataId |
Unique id per card representation data instance. |
|
FCharacterAsyncInput |
Data and implementation that lives on movement component's character owner. |
|
FCharacterAsyncOutput |
|
|
FCharacterMovementComponentAsyncCallback |
|
|
FCharacterMovementComponentAsyncInput |
Contains all input and implementation required to run async character movement. |
|
FCharacterMovementComponentAsyncOutput |
|
|
FCharacterMovementGTInputs |
This contains inputs from GT that are applied to async sim state before simulation. |
|
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. |
|
FClothBufferIndexMapping |
Structure to store the buffer offsets to the section's cloth deformer mapping data. |
|
FClothBufferPool |
A pool for vertex buffers with consistent usage, bucketed for efficiency. |
|
FClothBufferPoolPolicy |
The policy for pooling bone vertex buffers |
|
FClothCollisionSource |
Helper struct used to store info about a cloth collision source |
|
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. |
|
FColorMaterialInput |
|
|
FCommonViewportClient |
Common functionality for game and editor viewport clients |
|
FCompactHeapPose |
|
|
FCompactPose |
|
|
FCompactPoseBoneIndexIterator |
Iterator for compact pose indices |
|
FCompactPoseBoneIndexReverseIterator |
Reverse iterator for compact pose indices |
|
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 |
|
|
FCopyBatchId |
Batch ID - organisation/batching strategy determined by client systems via compilation |
|
FCopyResidentBricksCS |
|
|
FCopyResidentBrickSHCoefficientsCS |
|
|
FCreateTexture2DParameters |
Parameters used for creating a Texture2D from 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 Unreal Engine data. |
|
FCustomPrimitiveData |
Custom primitive data payload. |
|
FCustomThunkTemplates |
|
|
FCylinderLayer |
Class describing additional settings for cylinder layers. Currently only supported by Oculus. |
|
FDataCacheDuplicatedObjectData |
|
|
FDDS10FileHeader |
.DDS10 header |
|
FDDSFileHeader |
.DDS header. |
|
FDDSLoadHelper |
|
|
FDDSPixelFormatHeader |
.DDS subheader. |
|
FDebugDisplayInfo |
Tracks what debug information we have switched on. |
|
FDebugDrawDelegateHelper |
|
|
FDebugRenderSceneProxy |
|
|
FDebugShaderPipelineInfo |
|
|
FDebugShaderTypeInfo |
|
|
FDebugShadowRay |
|
|
FDebugViewModeInterface |
|
|
FDecodeResult |
Struct used to store the results of a decode operation. |
|
FDefaultLightmapResourceClusterUniformBuffer |
|
|
FDefaultMobileReflectionCaptureUniformBuffer |
|
|
FDefaultWorkingColorSpaceUniformBuffer |
|
|
FDeferredDecalProxy |
Encapsulates the data which is used to render a decal parallel to the game thread. |
|
FDeferredDecalUpdateParams |
|
|
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) |
|
FDelayUntilNextTickAction |
FDelayUntilNextTickAction A simple delay action; triggers on the next update. |
|
FDeltaCheckpointData |
|
|
FDepecatedModelVertex |
|
|
FDerivedAudioDataCompressor |
|
|
FDetailedTickStats |
Helper struct for gathering detailed per object tick stats. |
|
FDiffableObject |
|
|
FDiffableObjectArchetypeCache |
Optional cache for requests to get the diffable state for a given archetype object |
|
FDiffableObjectDataWriter |
Core archive to write a diffable object to the buffer. |
|
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. |
|
FDistributionLookupTable |
Lookup table used to sample distributions at runtime. |
|
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 holds 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. |
|
FEmitData |
|
|
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. |
|
FExpressionExternalInput |
|
|
FExpressionFunctionCall |
|
|
FExpressionInput |
|
|
FExpressionMaterialLayers |
|
|
FExpressionNoise |
|
|
FExpressionOutput |
|
|
FExpressionParameter |
|
|
FExpressionSceneTexture |
|
|
FExpressionShadingModel |
|
|
FExpressionTextureSample |
|
|
FExpressionTextureSize |
|
|
FExpressionVertexInterpolator |
Mechanics of passing values from PS->VS are specific to material shaders, to VertexInterpolator is included in the Material module Possible that parts of this could be moved to the common HLSLTree module, if interpolators are needed by another system |
|
FExternalInputDescription |
|
|
FExternalPackageHelper |
|
|
FExternalTextureRegistry |
Stores a registry of external textures mapped to their GUIDs. |
|
FFactChunk |
|
|
FFieldCookedMetaDataStore |
Cooked meta-data for a FField. |
|
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 |
|
FFindFloorResult |
Data about the floor for walking movement, used by CharacterMovementComponent. |
|
FFindInstancedReferenceSubobjectHelper |
Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object. |
|
FFIRFilterTimeBased |
|
|
FFloatDistribution |
Raw distribution from which one float can be looked up per entry. |
|
FFolder |
|
|
FFoliageOcclusionResults |
|
|
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 |
|
FGameTime |
Contains all the timings of a gaming frame, to handle pause and time dilation (for instance bullet time) of the world. |
|
FGCBoneLooseParameters |
|
|
FGenerateObjectDiffOptions |
|
|
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 |
|
|
FGeometryCollectionVertexFactoryUniformShaderParameters |
|
|
FGeomTools2D |
|
|
FGestureRecognizer |
|
|
FGetDiffableObjectOptions |
|
|
FGlobalComponentRecreateRenderStateContext |
Destroys render states for all components or for a provided list of 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 |
|
FGPUSceneWriteDelegateParams |
The parameters passed to the GPUScene writer delegate |
|
FGPUSceneWriterParameters |
Include in shader parameters struct for shaders that modify GPU-Scene instances |
|
FGPUSkinAPEXClothDataType |
Stream component data bound to Apex cloth vertex factory |
|
FGPUSkinCache |
|
|
FGPUSkinCacheVisualizationData |
|
|
FGPUSkinDataType |
Stream component data bound to GPU skinned vertex factory |
|
FGPUSkinPassthroughVertexFactory |
Vertex factory with vertex stream components for GPU-skinned streams. |
|
FGPUSortBuffers |
The input buffers required for sorting on the GPU. |
|
FGPUSortManager |
A manager that handles different GPU sort tasks. |
|
FGroomVisualizationData |
|
|
FGrowOnlySpanAllocator |
|
|
FHardwareInfo |
|
|
FHDRLoadHelper |
|
|
FHeightfieldComponentDescription |
Information about a heightfield gathered by the renderer for heightfield lighting. |
|
FHierarchicalInstancedStaticMeshDelegates |
|
|
FHierarchicalStaticMeshSceneProxy |
|
|
FHighResScreenshotConfig |
|
|
FHitProxyConsumer |
An interface to a hit proxy consumer. |
|
FHitProxyId |
Encapsulates a hit proxy ID. |
|
FHMDSceneViewExtension |
Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal. |
|
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 |
|
|
FInstanceCacheDataBase |
Base class for instance cached data of a particular type. |
|
FInstancedPropertyPath |
Meant to represent a specific object property that is setup to reference a instanced sub-object. |
|
FInstancedStaticMeshDelegates |
|
|
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. |
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FInstancedViewUniformShaderParameters |
|
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FInstanceDynamicData |
|
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FInstanceSceneData |
|
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FInstanceSceneShaderData |
|
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FInstanceUpdateCmdBuffer |
|
|
FInternetAddrDemo |
|
|
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 |
|
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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. |
|
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. |
|
FLightRenderParameters |
Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU |
|
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. |
|
FLocalVertexFactoryLooseParameters |
|
|
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. |
|
FLumenCardBuildData |
|
|
FLumenCardBuildDebugData |
|
|
FLumenVisualizationData |
|
|
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) |
|
FMaterialAttributesInput |
|
|
FMaterialAudit |
|
|
FMaterialAuditEntry |
|
|
FMaterialCachedExpressionContext |
|
|
FMaterialCachedExpressionData |
|
|
FMaterialCachedExpressionEditorOnlyData |
|
|
FMaterialCachedHLSLTree |
|
|
FMaterialCachedParameterEditorEntry |
|
|
FMaterialCachedParameterEditorInfo |
|
|
FMaterialCachedParameterEntry |
|
|
FMaterialCompilationOutput |
Stores outputs from the material compile that need to be saved. |
|
FMaterialCompiler |
The interface used to translate material expressions into executable code. |
|
FMaterialCompileTargetParameters |
Fully describes a material compilation target |
|
FMaterialConnectionKey |
|
|
FMaterialExpressionKey |
Uniquely identifies a material expression output. |
|
FMaterialExpressionSettings |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FMaterialExternalTextureParameterInfo |
|
|
FMaterialFunctionCompileState |
Function specific compiler state. |
|
FMaterialFunctionInfo |
Stores information about a function that this material references, used to know when the material needs to be recompiled. |
|
FMaterialHLSLGenerator |
MaterialHLSLGenerator is a bridge between a material, and HLSLTree. |
|
FMaterialInput |
|
|
FMaterialNumericParameterInfo |
|
|
FMaterialParameterCollectionInfo |
Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled. |
|
FMaterialParameterCollectionInstanceResource |
Rendering thread mirror of UMaterialParameterCollectionInstance. |
|
FMaterialParameterInfo |
|
|
FMaterialParameterMetadata |
Holds a value, along with editor-only metadata that describes that value |
|
FMaterialParameterValue |
|
|
FMaterialProcessedSource |
|
|
FMaterialPSOPrecacheParams |
|
|
FMaterialRenderContext |
The context of a material being rendered. |
|
FMaterialResource |
Implementation of the FMaterial interface for a UMaterial or UMaterialInstance. |
|
FMaterialResourceLocOnDisk |
|
|
FMaterialResourceMemoryWriter |
|
|
FMaterialResourceProxyReader |
|
|
FMaterialResourceWriteScope |
|
|
FMaterialShaderMap |
The set of material shaders for a single material. |
|
FMaterialShaderMapContent |
|
|
FMaterialShaderMapId |
Contains all the information needed to uniquely identify a FMaterialShaderMap. |
|
FMaterialShaderParameters |
|
|
FMaterialShaders |
|
|
FMaterialShaderType |
A shader meta type for material-linked shaders. |
|
FMaterialShaderTypes |
|
|
FMaterialTextureParameterInfo |
|
|
FMaterialTextureValue |
|
|
FMaterialUniformPreshaderField |
|
|
FMaterialUniformPreshaderHeader |
|
|
FMaterialUpdateContext |
This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread. |
|
FMaterialVirtualTextureStack |
|
|
FMatrix3x4 |
3x4 matrix of floating point values. |
|
FMemoryImageMaterialParameterInfo |
|
|
FMeshBatch |
A batch of mesh elements, all with the same material and vertex buffer |
|
FMeshBatchAndRelevance |
A reference to a mesh batch that is added to the collector, together with some cached relevance flags. |
|
FMeshBatchDynamicPrimitiveData |
Dynamic primitive/instance data for a mesh batch element. |
|
FMeshBatchElement |
A batch mesh element definition. |
|
FMeshBatchElementDynamicIndexBuffer |
|
|
FMeshBoneInfo |
This contains Reference-skeleton related info Bone transform is saved as FTransform array |
|
FMeshBudgetProjectSettingsUtils |
|
|
FMeshBuilderOneFrameResources |
|
|
FMeshCardsBuildData |
|
|
FMeshElementCollector |
Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes. |
|
FMeshMaterialShaderMap |
The shaders which the render the material on a mesh generated by a particular vertex factory type. |
|
FMeshMaterialShaderType |
A shader meta type for material-linked shaders which use a vertex factory. |
|
FMeshMotionBlurPayloadData |
|
|
FMeshParticleInstanceVertex |
Per-particle data sent to the GPU. |
|
FMeshParticleInstanceVertexDynamicParameter |
|
|
FMeshParticleInstanceVertexPrevTransform |
|
|
FMeshParticleUniformParameters |
Uniform buffer for mesh particle vertex factories. |
|
FMeshParticleVertexFactory |
Vertex factory for rendering instanced mesh particles with out dynamic parameter support. |
|
FMeshPose |
|
|
FMeshRotationPayloadData |
Mesh rotation data payload |
|
FMeshToMeshVertData |
A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer) |
|
FMeshUVChannelInfo |
The world size for each texcoord mapping. Used by the texture streaming. |
|
FMipLevelBatchedElementParameters |
|
|
FMobileDirectionalLightShaderParameters |
The uniform shader parameters for a mobile directional light and its shadow. |
|
FMobileMovableLocalLightShadowParameters |
Movable local light shadow parameters for mobile deferred. |
|
FMobileReflectionCaptureShaderParameters |
|
|
FMobileSceneTextureUniformParameters |
|
|
FModelElement |
A set of BSP nodes which have the same material and relevant lights. |
|
FModelVertex |
|
|
FModelVertexBuffer |
A vertex buffer for a set of BSP nodes. |
|
FModuleLocationBoneSocketParticlePayload |
ModuleLocationBoneSocket per-particle payload |
|
FMoveWholeIndirectionTextureCS |
|
|
FMultiComponentReregisterContext |
Unregisters multiple components for the lifetime of this class. |
|
FMultiComponentReregisterPair |
Pairing of UActorComponent and its UWorld. |
|
FNameFuncs |
|
|
FNaniteVertexFactory |
TODO: Heavy work in progress and experiment (do not use!) vertex factory that performs Nanite base pass material shading with compute shaders instead of vertex and pixel shaders. |
|
FNaniteVisualizationData |
|
|
FNetworkDemoHeader |
|
|
FNodeGroup |
A struct that contains a set of conodes that will be used in one mapping |
|
FNoiseParameters |
|
|
FNotifyBufferFinishedHooks |
|
|
FNullDynamicParameterVertexBuffer |
|
|
FObjectCacheContext |
Context containing a lazy initialized ObjectIterator cache along with some useful reverse lookup tables that can be used during heavy scene updates of async asset compilation. |
|
FObjectCacheContextScope |
A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed. |
|
FObjectCacheEventSink |
|
|
FObjectCookedMetaDataStore |
Cooked meta-data for a UObject. |
|
FODSCRequestPayload |
|
|
FOneFrameResource |
Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases. |
|
FOpusAudioInfo |
Helper class to parse opus data |
|
FOrbitChainModuleInstancePayload |
Chain-able Orbit module instance payload |
|
FOrientAndScaleRetargetingCachedData |
Stores cached data for Orient and Scale bone translation retargeting |
|
FOutcode |
Encapsulates the inside and/or outside state of an intersection test. |
|
FOverlapDatum |
Overlap Data structure for async trace |
|
FOverlappingThresholds |
|
|
FOverlappingVerticesCustomVersion |
Custom version for overlapping vertcies code |
|
FOverridableReplayVersionData |
Can be used to override Version Data in a Replay's Header either Right Before Writing a Replay Header or Right After Reading a Replay Header. |
|
FParameterChannelNames |
|
|
FParticleAnimTrailEmitterInstance |
|
|
FParticleBeam2EmitterInstance |
|
|
FParticleBeamTrailUniformParameters |
Uniform buffer for particle beam/trail vertex factories. |
|
FParticleBeamTrailVertex |
|
|
FParticleBeamTrailVertexDynamicParameter |
|
|
FParticleBeamTrailVertexFactory |
Beam/Trail particle vertex factory. |
|
FParticleCollisionInstancePayload |
Collision module per instance payload |
|
FParticleCollisionPayload |
Collision module particle payload |
|
FParticleDataContainer |
|
|
FParticleDynamicData |
|
|
FParticleEightTexCoordVertexBuffer |
|
|
FParticleEmitterBuildInfo |
|
|
FParticleEmitterInstance |
|
|
FParticleEventInstancePayload |
General event instance payload. |
|
FParticleIndexBuffer |
Index buffer for drawing an individual sprite. |
|
FParticleMeshEmitterInstance |
|
|
FParticleOrder |
|
|
FParticleOrderPool |
|
|
FParticleRandomSeedInstancePayload |
Random-seed instance payload |
|
FParticleResetContext |
Helper class to reset and recreate all PSCs with specific templates on their next tick. |
|
FParticleRibbonEmitterInstance |
|
|
FParticleScratchVertexBuffer |
Scratch vertex buffer available for dynamic draw calls. |
|
FParticleSortBuffers |
Buffers in GPU memory used to sort particles. |
|
FParticleSpawnPerUnitInstancePayload |
Payload for instances which use the SpawnPerUnit module. |
|
FParticleSpriteEmitterInstance |
|
|
FParticleSpriteUniformParameters |
Uniform buffer for particle sprite vertex factories. |
|
FParticleSpriteVertex |
GPU Particle stats. |
|
FParticleSpriteVertexFactory |
Vertex factory for rendering particle sprites. |
|
FParticleSpriteVertexNonInstanced |
Per-particle data sent to the GPU. |
|
FParticleSystemCustomVersion |
|
|
FParticleSystemSceneProxy |
Scene Proxies |
|
FParticleTexCoordVertexBuffer |
Vertex buffer containing texture coordinates for the four corners of a sprite. |
|
FParticleTrailsEmitterInstance_Base |
|
|
FParticleVertexDynamicParameter |
FParticleSpriteVertexDynamicParameter. |
|
FParticleVertexFactoryBase |
Base class for particle vertex factories. |
|
FPatchIndirectionTextureCS |
|
|
FPendingLatentAction |
A pending latent action. |
|
FPendingShaderMapCompileResults |
|
|
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. |
|
FPerformanceTrackingSystem |
Overall state of the built-in performance tracking. |
|
FPerObjectProjectedShadowInitializer |
Information needed to create a per-object projected shadow. |
|
FPerPlatformBool |
FPerPlatformBool - bool property with per-platform overrides |
|
FPerPlatformFloat |
FPerPlatformFloat - float property with per-platform overrides |
|
FPerPlatformFrameRate |
FPerPlatformFrameRate - FFrameRate property with per-platform overrides |
|
FPerPlatformInt |
FPerPlatformInt - int32 property with per-platform overrides |
|
FPerQualityLevelFloat |
|
|
FPerQualityLevelInt |
|
|
FPerQualityLevelProperty |
|
|
FPersistentObjectRef |
This type is necessary because the blueprint system is destroying and creating CDOs at edit time (usually on compile, but also on load), but also stores user entered data in the CDO. |
|
FPhysCommandHandler |
Container used for physics tasks that need to be deferred from GameThread. |
|
FPhysicsDelegates |
Set of delegates to allowing hooking different parts of the physics engine |
|
FPhysicsReplication |
|
|
FPhysxUserData |
PhysX user data |
|
FPlanarReflectionRenderTarget |
|
|
FPlanarReflectionSceneProxy |
|
|
FPlatformCompressionUtilities |
|
|
FPlaybackPacket |
|
|
FPrecacheStats |
Collect stats for different cache hit states |
|
FPrecacheUsageData |
Track precache stats in total, per mesh pass type and per vertex factory type |
|
FPrecomputedLightingUniformParameters |
|
|
FPrecomputedLightVolume |
Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
|
FPrecomputedLightVolumeData |
Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
|
FPrecomputedVolumetricLightmap |
Represents the Volumetric Lightmap for a specific ULevel. |
|
FPrecomputedVolumetricLightmapData |
Data for a Volumetric Lightmap, built during import from Lightmass. |
|
FPreCulledStaticMeshSection |
|
|
FPreviewScene |
Encapsulates a simple scene setup for preview or thumbnail rendering. |
|
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. |
|
FPrimitiveDrawInterface |
The base interface used to query a primitive for its dynamic elements. |
|
FPrimitiveSceneProxy |
Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. |
|
FPrimitiveSceneShaderData |
|
|
FPrimitiveUniformShaderParameters |
The uniform shader parameters associated with a primitive. |
|
FPrimitiveUniformShaderParametersBuilder |
|
|
FPrimitiveViewRelevance |
The different types of relevance a primitive scene proxy can declare towards a particular scene view. |
|
FProcessAsyncTaskParams |
|
|
FProjectedShadowInitializer |
A projected shadow transform. |
|
FPropertyAccessCopy |
A property copy, represents a one-to-many copy operation. |
|
FPropertyAccessCopyBatch |
|
|
FPropertyAccessIndirection |
Runtime-generated access node. |
|
FPropertyAccessIndirectionChain |
A single property access list. This is a list of FPropertyAccessIndirection. |
|
FPropertyAccessLibrary |
A library of property paths used within a specific context (e.g. a class) |
|
FPropertyAccessPath |
A property access path. |
|
FPropertyAccessSegment |
A segment of a 'property path' used to access an object's properties from another location. |
|
FPropertyPairsMap |
A simple name/value pairs map |
|
FProxyMaterialCompiler |
A proxy for the material compiler interface which by default passes all function calls unmodified. |
|
FPSOCollectorCreateManager |
Manages all create functions of the globally defined IPSOCollectors |
|
FPSOPrecacheData |
Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors |
|
FPSOPrecacheParams |
Parameters which are needed to collect all possible PSOs used by the PSO collectors |
|
FPSOPrecacheVertexFactoryData |
Wraps vertex factory data used during PSO precaching - optional element list ID can be used if manual vertex fetch is not possible for the given vertex factory type |
|
FPSOPrecacheVertexFactoryDataPerMaterialIndex |
|
|
FQuadLayer |
Quad layer is the default layer shape and contains no additional settings |
|
FQualityLevels |
Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels(). |
|
FQuantizedDirectionalLightSample |
The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1. |
|
FQuantizedLightmapData |
|
|
FQuantizedShadowSignedDistanceFieldData2D |
A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's. |
|
FQuantizedSignedDistanceFieldShadowSample |
|
|
FQuantizedSimpleLightSample |
The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1. |
|
FQuatFixed32NoW |
|
|
FQuatFixed48NoW |
|
|
FQuatFloat32NoW |
|
|
FQuatFloat96NoW |
|
|
FQuatIntervalFixed32NoW |
|
|
FQueuedDemoPacket |
|
|
FQueueSubtitleParams |
|
|
FRawDistribution |
Raw distribution used to quickly sample distributions at runtime. |
|
FRawIndexBuffer |
|
|
FRawIndexBuffer16or32 |
|
|
FRawStaticIndexBuffer |
|
|
FRawStaticIndexBuffer16or32 |
|
|
FRawStaticIndexBuffer16or32Interface |
Virtual interface for the FRawStaticIndexBuffer16or32 class |
|
FRayTracingDynamicGeometryUpdateParams |
|
|
FRayTracingMaterialGatheringContext |
|
|
FRayTracingMeshResourceCollector |
Collector used to gather resources for the material mesh batches. |
|
FReadOnlyCVARCache |
Cache of read-only console variables used by the scene renderer |
|
FRecomputeTangentCustomVersion |
Custom serialization version for RecomputeTangent. |
|
FRectLightRayTracingData |
|
|
FRectLightSceneProxy |
|
|
FReferenceSkeleton |
Reference Skeleton |
|
FReferenceSkeletonModifier |
Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid. |
|
FReflectionCaptureProxy |
Represents a reflection capture to the renderer. |
|
FRefPoseOverride |
|
|
FRegisterPSOCollectorCreateFunction |
Helper class used to register/unregister the IPSOCollector to the manager at static startup time |
|
FRelativeViewMatrices |
Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU |
|
FRemoveSubLevelBricksCS |
|
|
FRenderAssetUpdate |
This class provides a framework for loading and unloading the texture/mesh LODs. |
|
FRenderedTextureStats |
Lightweight struct used to list the MIP levels of rendered assets. |
|
FRenderTarget |
A render target. |
|
FRepActorsCheckpointParams |
|
|
FReplayCustomVersion |
|
|
FReplayExternalData |
|
|
FReplayHelper |
|
|
FReplayResultHandler |
|
|
FReplicatedPhysicsTarget |
|
|
FRepMovementNetSerializerConfig |
|
|
FResourceMeshInfo |
|
|
FRetargetSourceCachedData |
Retargeting cached data for a specific Retarget Source |
|
FRibbonTypeDataPayload |
|
|
FRiffWaveHeader |
Data used to parse the wave file formats |
|
FRigidBodyCollisionInfo |
Information about a specific object involved in a rigid body collision |
|
FRootMotionAsyncData |
|
|
FSampleChunk |
|
|
FSampleLoop |
|
|
FScalarMaterialInput |
|
|
FSceneInterface |
An interface to the private scene manager implementation of a scene. |
|
FSceneProxy |
|
|
FSceneProxyBase |
|
|
FSceneTexturesConfig |
Struct containing the scene texture configuration used to create scene textures. |
|
FSceneTexturesConfigInitSettings |
|
|
FSceneTextureShaderParameters |
|
|
FSceneTextureUniformParameters |
A uniform buffer containing common scene textures used by materials or global shaders. |
|
FSceneView |
A projection from scene space into a 2D screen region. |
|
FSceneViewExtensionBase |
Inherit from this class to make a view extension. |
|
FSceneViewExtensionContext |
Contains information about the context in which this scene view extension will be used. |
|
FSceneViewExtensionIsActiveFunctor |
Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame. |
|
FSceneViewExtensions |
Repository of all registered scene view extensions. |
|
FSceneViewFamily |
A set of views into a scene which only have different view transforms and owner actors. |
|
FSceneViewFamilyContext |
A view family which deletes its views when it goes out of scope. |
|
FSceneViewInitOptions |
Construction parameters for a FSceneView. |
|
FSceneViewProjectionData |
Projection data for a FSceneView. |
|
FSceneViewStateInterface |
The scene manager's persistent view state. |
|
FSceneViewStateReference |
Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed. |
|
FScopeCycleCounterEmitter |
|
|
FScopedConditionalWorldSwitcher |
When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before |
|
FScopedDetailTickStats |
Scoped helper structure for capturing tick time. |
|
FScopedForceUnicodeInArchive |
|
|
FScopedMaterialCompilerAttribute |
Helper class to handle MaterialAttribute changes on the compiler stack. |
|
FScopedSkeletalMeshPostEditChange |
Helper to scope skeletal mesh post edit change. |
|
FScopedStoreArchiveOffset |
Helps track Offsets in an Archive before the actual size of the offset is known. |
|
FScreenFromSlice0PS |
A pixel shader for rendering a textured screen element, taking only the first slice of the array |
|
FScreenMessageWriter |
Helper class to write a line of texts on screen |
|
FScreenPS |
A pixel shader for rendering a textured screen element. |
|
FScreenPS_OSE |
|
|
FScreenPSInvertAlpha |
A pixel shader for rendering a textured screen element. |
|
FScreenPSMipLevel |
A pixel shader for rendering a textured screen element with mip maps. |
|
FScreenPSsRGBSource |
A pixel shader for rendering a textured screen element. |
|
FScreenPSsRGBSourceMipLevel |
A pixel shader for rendering a textured screen element with mip maps. |
|
FScreenshotRequest |
|
|
FScreenVertex |
|
|
FScreenVertexDeclaration |
The filter vertex declaration resource type. |
|
FScreenVS |
A vertex shader for rendering a textured screen element. |
|
FSelectedActorExportObjectInnerContext |
|
|
FSelectedActorIterator |
Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to |
|
FSelectedActorRange |
Selected actor range for ranged-for support. |
|
FSelectedLightmapSample |
Stores debug information for a lightmap sample. |
|
FSelectedSurfaceFilter |
TSelectedSurfaceIterator Surface filter that passes selected surfaces. |
|
FSeparatingAxisPointCheck |
FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon. |
|
FSerializedObject |
|
|
FSerializedObjectData |
|
|
FSerializedObjectDataReader |
Core archive to read a transaction object from the buffer. |
|
FSerializedObjectDataWriter |
Core archive to write a transaction object to the buffer. |
|
FSerializedObjectDataWriterCommon |
Core archive to write a transaction object to the buffer. |
|
FSerializedObjectInfo |
|
|
FSerializedTaggedData |
|
|
FShaderCommonCompileJob |
Stores all of the common information used to compile a shader or pipeline. |
|
FShaderCompileDistributedThreadRunnable_Interface |
|
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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 UE 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. |
|
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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FShaderRecompileData |
|
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FShaderStateUsage |
|
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FShadingModelMaterialInput |
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|
FShadowCascadeSettings |
Information about a single shadow cascade. |
|
FShadowMap |
The abstract base class of 1D and 2D shadow-maps. |
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FShadowMap2D |
|
|
FShadowMapData2D |
The raw data which is used to construct a 2D shadowmap. |
|
FShadowMapInteraction |
Information about the static shadowing information for a primitive. |
|
FShadowSignedDistanceFieldData2D |
A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's. |
|
FSharedPoolPolicyData |
Shared data & implementation for the different types of pool |
|
FSharedSamplerState |
|
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FSignedDistanceFieldShadowSample |
|
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FSimpleAudioInfoFactory |
|
|
FSimpleElementAlphaOnlyPS |
Simple pixel shader that just reads from an alpha-only texture |
|
FSimpleElementCollector |
Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements. |
|
FSimpleElementColorChannelMaskPS |
A pixel shader for rendering a texture with the ability to weight the colors for each channel. |
|
FSimpleElementDistanceFieldGammaPS |
A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element. |
|
FSimpleElementGammaAlphaOnlyPS |
Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output |
|
FSimpleElementGammaBasePS |
A pixel shader for rendering a texture on a simple element. |
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FSimpleElementGammaPS |
|
|
FSimpleElementHitProxyPS |
A pixel shader for rendering a texture on a simple element. |
|
FSimpleElementMaskedGammaBasePS |
A pixel shader for rendering a masked texture on a simple element. |
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FSimpleElementMaskedGammaPS |
|
|
FSimpleElementPS |
Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible |
|
FSimpleElementVertex |
The type used to store batched line vertices. |
|
FSimpleElementVertexDeclaration |
The simple element vertex declaration resource type. |
|
FSimpleElementVS |
A vertex shader for rendering a texture on a simple element. |
|
FSimpleLightArray |
Data pertaining to a set of simple dynamic lights |
|
FSimpleLightEntry |
Data for a simple dynamic light. |
|
FSimpleLightInstacePerViewIndexData |
Index into the Per-view data for each instance. |
|
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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FSkelDebugDrawConfig |
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|
FSkeletalMeshCustomVersion |
Custom serialization version for SkeletalMesh types. |
|
FSkeletalMeshDeformerHelpers |
Functions that expose some internal functionality of FSkeletalMeshObject required by MeshDeformer systems. |
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FSkeletalMeshMerge |
Utility for merging a list of skeletal meshes into a single mesh. |
|
FSkeletalMeshObject |
Interface for mesh rendering data |
|
FSkeletalMeshOptimizationSettings |
FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. |
|
FSkeletalMeshSceneProxy |
A skeletal mesh component scene proxy. |
|
FSkeletonRemappingCurve |
A scoped curve remapping. |
|
FSkelMeshMergeMeshUVTransforms |
|
|
FSkelMeshMergeSectionMapping |
Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh |
|
FSkelMeshMergeUVTransformMapping |
Info to map all the sections about how to transform their UVsInfo to map all the sections about how to transform their UVs |
|
FSkelMeshRefPoseOverride |
Struct used to store per-component ref pose override |
|
FSkinBatchVertexFactoryUserData |
|
|
FSkinnedAssetCompilingManager |
|
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FSkinnedMeshComponentRecreateRenderStateContext |
Used to recreate all skinned mesh components for a given skeletal mesh |
|
FSkyAtmosphereSceneProxy |
Represents a USkyAtmosphereComponent to the rendering thread. |
|
FSkyLightSceneProxy |
Represents a USkyLightComponent to the rendering thread. |
|
FSoundBuffer |
|
|
FSoundMixClassOverride |
|
|
FSoundMixState |
|
|
FSoundParseParameters |
Struct used for gathering the final parameters to apply to a wave instance |
|
FSoundSource |
|
|
FSoundWaveCompilingManager |
|
|
FSourceMeshDataForDerivedDataTask |
Source mesh data. |
|
FSpanAllocator |
Allocator for spans from some range that is allowed to grow and shrink to accomodate the allocations. |
|
FSparseDistanceFieldMip |
|
|
FSpeedTreeUniformParameters |
Uniform buffer setup for SpeedTrees. |
|
FSpeedTreeWind |
SpeedTreeWind.h |
|
FStatHitchesData |
Data needed to display perframe stat tracking when STAT HITCHES is enabled |
|
FStaticComponentMaskParameter |
Holds the information for a static component mask parameter |
|
FStaticComponentMaskValue |
|
|
FStaticLightingGlobalVolumeMapping |
Represents an object which will use the global volumetric lightmap. |
|
FStaticLightingMapping |
A mapping between world-space surfaces and a static lighting cache. |
|
FStaticLightingMesh |
A mesh which is used for computing static lighting. |
|
FStaticLightingPrimitiveInfo |
The info about an actor component which the static lighting system needs. |
|
FStaticLightingTextureMapping |
A mapping between world-space surfaces and static lighting cache textures. |
|
FStaticLightingVertex |
The vertex data used to build static lighting. |
|
FStaticMaterialLayersParameter |
|
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FStaticMeshAreaWeightedSectionSampler |
|
|
FStaticMeshBudgetInfo |
|
|
FStaticMeshBuildVertex |
The information used to build a static-mesh vertex. |
|
FStaticMeshCompilingManager |
|
|
FStaticMeshComponentLODInfo |
|
|
FStaticMeshComponentRecreateRenderStateContext |
FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. |
|
FStaticMeshDataType |
|
|
FStaticMeshInstanceData |
The implementation of the static mesh instance data storage type. |
|
FStaticMeshLODGroup |
The LOD settings to use for a group of static meshes. |
|
FStaticMeshLODResources |
Rendering resources needed to render an individual static mesh LOD. |
|
FStaticMeshLODSettings |
Per-group LOD settings for static meshes. |
|
FStaticMeshRenderData |
FStaticMeshRenderData - All data needed to render a static mesh. |
|
FStaticMeshSceneProxy |
A static mesh component scene proxy. |
|
FStaticMeshSection |
A set of static mesh triangles which are rendered with the same material. |
|
FStaticMeshSectionAreaWeightedTriangleSampler |
Creates distribution for uniformly sampling a mesh section. |
|
FStaticMeshSectionAreaWeightedTriangleSamplerBuffer |
Represents GPU resource needed for area weighted uniform sampling of a mesh surface. |
|
FStaticMeshSectionArray |
|
|
FStaticMeshStaticLightingMesh |
Represents the triangles of one LOD of a static mesh primitive to the static lighting system. |
|
FStaticMeshStaticLightingTextureMapping |
Represents a static mesh primitive with texture mapped static lighting. |
|
FStaticMeshVertexBuffers |
|
|
FStaticMeshVertexFactories |
|
|
FStaticParameterBase |
Base parameter properties |
|
FStaticParameterSet |
Contains all the information needed to identify a single permutation of static parameters. |
|
FStaticParameterSetEditorOnlyData |
|
|
FStaticParameterSetRuntimeData |
|
|
FStaticPrimitiveDrawInterface |
An interface used to query a primitive for its static elements. |
|
FStaticResolutionFractionHeuristic |
Heuristic to automatically compute a default resolution fraction based user settings and display information. |
|
FStaticSwitchParameter |
Holds the information for a static switch parameter |
|
FStaticTerrainLayerWeightParameter |
Stores information that maps a terrain layer to a particular weightmap index Despite the name, these are not actually material parameters. |
|
FStatUnitData |
Data needed to display perframe stat tracking when STAT UNIT is enabled |
|
FStepDownResult |
Struct updated by StepUp() to return result of final step down, if applicable. |
|
FStereoLayerPS |
A pixel shader for rendering a transformed textured element. |
|
FStereoLayerPS_Base |
|
|
FStereoLayerPS_External |
A pixel shader for rendering a transformed external texture element. |
|
FStereoLayerVS |
A vertex shader for rendering a transformed textured element. |
|
FStrataCompilationConfig |
|
|
FStrataMaterialInput |
|
|
FStrataOperator |
|
|
FStrataRegisteredSharedLocalBasis |
|
|
FStrataVisualizationData |
|
|
FStreamingManagerCollection |
Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager. |
|
FStreamingViewInfo |
Helper structure containing all relevant information for streaming. |
|
FStreamingWaveData |
Contains everything that will be needed by a SoundWave that's streaming in data |
|
FStripDataFlags |
Helper class for serializing flags describing which data have been stripped (if any). |
|
FStructCookedMetaDataStore |
Cooked meta-data for a UStruct, including its nested FProperty data. |
|
FStudioAnalytics |
The public interface for the game studio to gather information about internal development metrics. |
|
FSubLevelActorDetails |
SubLevel Actor breakdown information |
|
FSubLevelStatus |
SubLevel status information |
|
FSubtitleManager |
Subtitle manager. Handles prioritization and rendering of subtitles. |
|
FSystemResolution |
|
|
FSystemSettings |
Class that actually holds the current system settings |
|
FSystemSettingsData |
Struct that holds the actual data for the system settings. |
|
FTemporalLODState |
Struct to hold the temporal LOD state within a view state |
|
FTemporaryPlayInEditorIDOverride |
Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary. |
|
FTextSizingParameters |
General purpose data structure for grouping all parameters needed when sizing or wrapping a string |
|
FTexture2DDynamicResource |
A dynamic 2D texture resource. |
|
FTexture2DMipMap |
A 2D texture mip-map. |
|
FTextureCompilingManager |
|
|
FTextureEditorCustomEncode |
Separate type so that the engine can check for custom encoding set in the texture editor module without needing to depend on it. |
|
FTextureLayout |
An incremental texture space allocator. |
|
FTextureLayout3d |
An incremental texture space allocator. |
|
FTextureReferenceReplacer |
Replaces the RHI reference of one texture with another. |
|
FTextureRenderTarget2DArrayResource |
FTextureRenderTarget2DArrayResource type for 2DArray render target textures. |
|
FTextureRenderTarget2DResource |
FTextureResource type for 2D render target textures. |
|
FTextureRenderTargetCubeResource |
FTextureResource type for cube render target textures. |
|
FTextureRenderTargetResource |
FTextureResource type for render target textures. |
|
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 Trace Trace 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 |
|
|
FUniformExpressionSet |
Stores all uniform expressions for a material generated from a material translation. |
|
FUniformParameterOverrides |
|
|
FUpdatedComponentAsyncInput |
Represents the UpdatedComponent's state and implementation. |
|
FUpdatedComponentAsyncOutput |
|
|
FUpdateTexture2DSubresourceCS |
|
|
FUpdateTexture3DSubresourceCS |
|
|
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 |
|
FVertexInterpolator |
|
|
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. |
|
FViewShaderParameters |
|
|
FViewUniformShaderParameters |
|
|
FVirtualBoneCompactPoseData |
This is a native transient structure. Used to store virtual bone mappings for compact poses |
|
FVirtualBoneRefData |
Cached Virtual Bone data from USkeleton. |
|
FVirtualShadowMapVisualizationData |
|
|
FVirtualTexture2DResource |
|
|
FVolumetricCloudSceneProxy |
Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. |
|
FVolumetricLightmapBasicBrickDataLayers |
|
|
FVolumetricLightmapBrickAtlas |
|
|
FVolumetricLightmapBrickData |
|
|
FVolumetricLightmapBrickTextureSet |
|
|
FVolumetricLightmapDataLayer |
|
|
FVTStackEntry |
|
|
FWaveCue |
Data representing a cue in a wave file. |
|
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. |
|
FWorkingColorSpaceShaderParameters |
Global working color space shader parameters (color space conversion matrices). |
|
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. |
|
HModel |
A hit proxy representing a UModel. |
|
HObject |
Hit proxy class for UObject references. |
|
HStaticMeshVert |
|
|
HTranslucentActor |
Hit an actor even with translucency. |
|
IActiveSoundUpdateInterface |
|
|
IAnimationStreamingManager |
Interface to add functions specifically related to animation streaming |
|
IAssetCompilingManager |
|
|
IAudioInfoFactory |
|
|
IAudioInfoFactoryRegistry |
|
|
IAudioStreamingManager |
Interface to add functions specifically related to audio streaming |
|
ICameraPhotography |
|
|
ICameraPhotographyModule |
The public interface of the CameraPhotographyModule |
|
ICompilable |
|
|
ICompressedAudioInfo |
Interface class to decompress various types of audio data |
|
IComputeTaskWorker |
Interface for a compute task worker. |
|
IDeformableInterface |
|
|
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. |
|
IEngineAnalyticsConfigOverride |
Interface for allowing changes to engine analytics configuration intended for use by internal tools. |
|
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. |
|
IPSOCollector |
Interface class implemented by the mesh pass processor to collect all possible PSOs |
|
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 |
|
|
ISceneViewFamilyExtention |
Generic plugin extension that have a lifetime of the FSceneViewFamily |
|
ISceneViewFamilyExtentionData |
Generic plugin extension that have a lifetime of the FSceneViewFamily that can contain arbitrary data to passdown from game thread to render thread. |
|
ISceneViewFamilyScreenPercentage |
Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage. |
|
ISourceBufferListener |
Interface for listening to source buffers being rendered. |
|
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 |
Copyright Epic Games, Inc. All Rights Reserved. |
|
IVideoRecordingSystem |
Interface for platform video recording functionality |
|
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. |
|
TCompilableAsyncTask |
|
|
TComponentReregisterContext |
Removes all components of the templated type from their scenes for the lifetime of the class. |
|
TCopyDataCS |
|
|
TCustomShowFlag |
Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view. |
|
TGetKeyType |
|
|
TGPUSkinAPEXClothVertexFactory |
Vertex factory with vertex stream components for GPU-skinned and morph target streams |
|
TGPUSkinVertexFactory |
Vertex factory with vertex stream components for GPU skinned vertices |
|
TIsCompatibleRangeIndexType |
IndexType is compatible with RangeType::IndexType if they are the same or if RangeType doesn't have an index type. |
|
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. |
|
TLumenCardOBB |
|
|
TMaterialHLSLGeneratorType |
|
|
TMaterialRecursionGuard |
|
|
TObjectCacheIterator |
Class to abstract implementation details of the containers used inside the object cache so they can be changed later if needed without API changes. |
|
TOverrideVoidReturnInvoker |
Wraps invocation of a function that can return a value or not. |
|
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 |
|
TRangeIndexType |
TRangeIndexType extracts RangeType::IndexType if it exists, otherwise void. |
|
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. |
|
TTypedIndexRange |
|
|
TUpdateTexture2DSubresourceCS |
|
|
TVolumeLightingSample |
Incident radiance stored for a point. |
|
UActiveSoundUpdateInterface |
Interface for modifying active sounds during their update |
|
UActorComponentInstanceDataTransientOuter |
Dummy class to use as an outer as we can instantiate a UObject since it is abstract class. |
|
UActorFolder |
|
|
UAssetExportTask |
Contains data for a group of assets to export |
|
UClassCookedMetaData |
Cooked meta-data for a UClass, including its nested FProperty and UFunction data. |
|
UDeformableInterface |
|
|
UDestructibleInterface |
|
|
UEnumCookedMetaData |
Cooked meta-data for a UEnum. |
|
ULODSyncInterface |
|
|
UMeshBudgetProjectSettings |
|
|
UModel |
|
|
UObjectTraceWorldSubsystem |
World subsystem used to track world info. |
|
UPluginBlueprintLibrary |
A function library of utilities for querying information about plugins. |
|
UReplayNetConnection |
|
|
UReplaySubsystem |
|
|
UStructCookedMetaData |
Cooked meta-data for a UScriptStruct, including its nested FProperty data. |
|
UTextureEncodingProjectSettings |
Encoding can either use the "Final" or "Fast" speeds, for supported encoders (e.g. Oodle) These settings have no effect on encoders that don't support encode speed |
|
UTextureEncodingUserSettings |
|
|
WaveFormatHeader |
Name |
Description |
---|---|
Scalability::MaxResolutionScale |
Maximum single axis scale for render resolution |
Scalability::MinResolutionScale |
Minimum single axis scale for render resolution |
SkeletalDebugRendering::NumConeSides |
|
SkeletalDebugRendering::NumSphereSides |
|
UE::HLSLTree::Material::MaxNumTexCoords |
Name |
Description |
---|---|
CoarseMeshStreamingHandle |
|
FDeviceId |
Typed identifier for Audio Device Id |
FOnScalabilitySettingsChanged |
|
KeyFuncs |
|
TTypedIndexArray |
|
TTypedIndexArrayView |
|
VertexFactoryCountTableType |
Name |
Description |
|
---|---|---|
|
EBlendModeFilter::Type |
|
|
EBoneDrawMode::Type |
|
|
EDiffType::Category |
Differences found within a graph or object |
|
EDiffType::Type |
Differences are presented to the user in the order listed here, so put less important differences lower down |
|
EDrawDynamicFlags::Type |
|
|
EIndexBufferStride::Type |
Desired stride when creating a static index buffer. |
|
EMaterialQualityLevel::Type |
Quality levels that a material can be compiled for. |
|
EMaterialShaderMapUsage::Type |
Usage options for a shader map. |
|
EngineUtils::EAssetToLoad |
|
|
EPhysxUserDataType::Type |
PhysX user data type |
|
EReflectionCaptureShape::Type |
Reflection capture shapes. |
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ESortedActiveWaveGetType::Type |
|
|
ESoundMixState::Type |
Current state of a SoundMix |
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ETransformBlendMode::Type |
|
|
EVertexColorViewMode::Type |
Vertex Color view modes |
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Nanite::EFilterFlags |
Note: Keep NANITE_FILTER_FLAGS_NUM_BITS in sync. |
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PhysCommand::Type |
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Scalability::EQualityLevelBehavior |
|
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UE::HLSLTree::Material::EExternalInput |
|
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UE::Transaction::DiffUtil::EGetDiffableObjectMode |
Name | Description | ||
---|---|---|---|
|
ActorsReferencesUtils::GetActorReferences ( |
Gather direct references to actors from the root object. |
|
|
ActorsReferencesUtils::GetExternalActorReferences ( |
Gather direct references to external actors from the root object. |
|
|
void |
ADPCM::GetAdaptationCoefficients |
|
|
AnimationCompressionUtils::Interpolate |
Helper template function to interpolate between two data types. |
|
|
ValueType |
AnimationCompressionUtils::UnalignedRead ( |
|
|
void |
Audio::Analytics::RecordEvent_Usage ( |
|
|
CookedMetaDa... |
CookedMetaDataUtil::FindCookedMetaData ( |
|
|
CookedMetaDa... |
CookedMetaDataUtil::NewCookedMetaData ( |
|
|
void |
CookedMetaDataUtil::PurgeCookedMetaData ( |
|
|
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. |
|
|
void |
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. |
|
|
bool |
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. |
|
|
bool |
EngineUtils::FindOrLoadAssetsByPath ( |
Loads all the assets found in the specified path and subpaths |
|
const TCHAR ... |
ESoundMixState::GetString ( |
|
|
void |
FGeomTools::Buid2DPolysFromEdges ( |
Given a set of edges, find the set of closed polygons created by them. |
|
void |
FGeomTools::ClipMeshWithPlane ( |
Take the input mesh and cut it with supplied plane, creating new verts etc. |
|
void |
FGeomTools::GeneratePlanarFitPolyUVs ( |
Does a simple planar map using the bounds of this 2D polygon. |
|
void |
FGeomTools::GeneratePlanarTilingPolyUVs ( |
Applies tiling UVs to the verts of this polygon |
|
void |
FGeomTools::GetClippableStaticMeshTriangles ( |
Extracts the triangles from a static-mesh as clippable triangles. |
|
bool |
FGeomTools::PointInTriangle ( |
Util to see if P lies within triangle created by A, B and C. |
|
void |
FGeomTools::ProjectEdges ( |
Take a set of 3D Edges and project them onto the supplied plane. |
|
void |
FGeomTools::RemoveRedundantTriangles ( |
Given a set of triangles, remove those which share an edge and could be collapsed into one triangle. |
|
void |
FGeomTools::Split2DPolysWithPlane ( |
Split 2D polygons with a 3D plane. |
|
FClipSMPolyg... |
FGeomTools::Transform2DPolygonToSMPolygon ( |
Transform triangle from 2D to 3D static-mesh triangle. |
|
bool |
FGeomTools::TriangulatePoly ( |
Given a polygon, decompose into triangles and append to OutTris. |
|
bool |
FGeomTools::VectorsOnSameSide ( |
Given three direction vectors, indicates if A and B are on the same 'side' of Vec. |
|
FObjectEditorUtils::GetTypedWeakObjectPtrs |
Helper function to convert the input for GetActions to a list that can be used for delegates |
|
|
bool |
FObjectEditorUtils::MigratePropertyValue |
Copy the value of a property from source object to a destination object. |
|
bool |
FObjectEditorUtils::SetPropertyValue ( |
Set the value on an UObject using reflection. |
|
void |
FShaderCompileUtilities::AppendGBufferDDCKeyString ( |
|
|
void |
FShaderCompileUtilities::ApplyDerivedDefines ( |
|
|
void |
FShaderCompileUtilities::ApplyFetchEnvironment ( |
|
|
void |
FShaderCompileUtilities::ApplyFetchEnvironment ( |
|
|
void |
FShaderCompileUtilities::ApplyFetchEnvironment ( |
|
|
void |
FShaderCompileUtilities::ApplyFetchEnvironment ( |
|
|
void |
FShaderCompileUtilities::ApplyModifyEnvironment ( |
|
|
FArchive ... |
FShaderCompileUtilities::CreateFileHelper ( |
|
|
void |
FShaderCompileUtilities::DeleteFileHelper ( |
|
|
void |
FShaderCompileUtilities::DoReadTaskResults |
|
|
bool |
FShaderCompileUtilities::DoWriteTasks ( |
|
|
void |
FShaderCompileUtilities::ExecuteShaderCompileJob ( |
Execute the specified (single or pipeline) shader compile job. |
|
EGBufferLayo... |
FShaderCompileUtilities::FetchGBufferLayout ( |
|
|
FGBufferPara... |
FShaderCompileUtilities::FetchGBufferParamsPipeline ( |
|
|
FGBufferPara... |
FShaderCompileUtilities::FetchGBufferParamsRuntime ( |
|
|
void |
FShaderCompileUtilities::GenerateBrdfHeaders ( |
|
|
void |
FShaderCompileUtilities::GenerateBrdfHeaders ( |
|
|
void |
FShaderCompileUtilities::MoveFileHelper |
|
|
void |
FShaderCompileUtilities::WriteGBufferInfoAutogen ( |
|
|
void |
InstancedViewParametersUtils::CopyIntoInstancedViewParameters ( |
|
|
int32 |
MeshCardRepresentation::GetDebugSurfelDirection() |
|
|
float |
MeshCardRepresentation::GetMinDensity() |
Generation config. |
|
float |
MeshCardRepresentation::GetNormalTreshold() |
|
|
bool |
MeshCardRepresentation::IsDebugMode() |
Debugging. |
|
void |
Nanite::AuditMaterials ( |
|
|
void |
Nanite::FixupMaterials ( |
|
|
bool |
Nanite::IsSupportedBlendMode ( |
|
|
bool |
Nanite::IsSupportedBlendMode ( |
|
|
bool |
Nanite::IsSupportedBlendMode ( |
|
|
bool |
Nanite::IsSupportedBlendMode ( |
|
|
bool |
Nanite::IsSupportedMaterialDomain ( |
|
|
bool |
Nanite::IsWorldPositionOffsetSupported() |
|
|
constexpr bo... |
Nanite::operator! ( |
|
|
constexpr EF... |
Nanite::operator& ( |
|
|
EFilterFlags... |
Nanite::operator&= ( |
|
|
constexpr EF... |
Nanite::operator^ ( |
|
|
EFilterFlags... |
Nanite::operator^= ( |
|
|
constexpr EF... |
Nanite::operator| ( |
|
|
EFilterFlags... |
Nanite::operator|= ( |
|
|
constexpr EF... |
Nanite::operator~ ( |
|
|
void |
PSOCollectorStats::AddComputeShaderToCache ( |
Add compute shader to cache for validation & state tracking |
|
void |
PSOCollectorStats::AddPipelineStateToCache ( |
Add PSO initializer to cache for validation & state tracking |
|
EPSOPrecache... |
PSOCollectorStats::CheckComputeShaderInCache ( |
Is the requested compute shader precached |
|
EPSOPrecache... |
PSOCollectorStats::CheckPipelineStateInCache ( |
Is the requested graphics PSO initializer precached (only PSO relevant data is checked) |
|
int32 |
PSOCollectorStats::IsPrecachingValidationEnabled() |
|
|
int32 |
SkinningTools::GetRigidInfluenceIndex() |
Returns the bone weight index to use for rigid skinning |
|
void |
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) |
|
void |
UE::HLSLTree::AppendHash ( |
|
|
void |
UE::HLSLTree::AppendHash ( |
|
|
void |
UE::HLSLTree::AppendHash ( |
|
|
FExternalInp... |
UE::HLSLTree::Material::GetExternalInputDescription ( |
|
|
bool |
UE::HLSLTree::Material::IsTexCoord ( |
|
|
bool |
UE::HLSLTree::Material::IsTexCoord_Ddx ( |
|
|
bool |
UE::HLSLTree::Material::IsTexCoord_Ddy ( |
|
|
EExternalInp... |
UE::HLSLTree::Material::MakeInputTexCoord ( |
|
|
void |
VirtualTextureUtils::CheckAndReportInvalidUsage |
Function that will test if the passed in texture is VT. |
Name | Description | ||
---|---|---|---|
|
int32 |
bAllowAsyncTick |
True if we allow async ticks |
|
int32 |
bAllowCulling |
True if emitters can be culled. |
|
int32 |
bAllowGPUParticles |
True if GPU particles are allowed. |
|
int32 |
bAllowGPUSorting |
True if GPU emitters are permitted to sort. |
|
constexpr int32 |
BandSizeInVoxels |
Trade off between SDF memory and number of steps required to find intersection. |
|
int32 |
bFreezeGPUSimulation |
True if GPU particle simulation is frozen. |
|
int32 |
bFreezeParticleSimulation |
True if particle simulation is frozen. |
|
constexpr int32 |
BrickSize |
Half voxel border around brick for trilinear filtering. |
|
const int32 |
DefaultQualityLevel |
|
|
constexpr EPixe... |
DistanceFieldFormat |
|
|
float |
GPUCollisionDepthBounds |
Depth bounds for GPU collision checks. |
|
int32 |
GPUSpawnWarningThreshold |
Warning threshold for spawning of GPU particles. |
|
constexpr uint3... |
InvalidBrickIndex |
|
|
int32 |
LogPhysicsReplicationHardSnaps |
|
|
int32 |
MaxCPUParticlesPerEmitter |
Maximum number of CPU particles to allow per-emitter. |
|
int32 |
MaxGPUParticlesSpawnedPerFrame |
Maximum number of GPU particles to spawn per-frame. |
|
constexpr uint3... |
MaxIndirectionDimension |
Must match LoadDFAssetData. |
|
int32 |
MaxParticleTilePreAllocation |
Maximum tile preallocation for GPU particles. |
|
constexpr int32 |
MeshDistanceFieldObjectBorder |
One voxel border around object for handling gradient. |
|
constexpr int32 |
NumMips |
|
|
OnScalabilitySettingsChanged |
||
|
float |
ParticleSlackGPU |
Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles. |
|
TestGPUSort |
Specify a sorting test to run. |
|
|
constexpr int32 |
UniqueDataBrickSize |
|
|
int32 |
VisualizeGPUSimulation |
Visualize GPU particle simulation. |