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Name |
Description |
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---|---|---|
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ADPCMFormatHeader |
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AEFConstantKeyLerp |
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AEFConstantKeyLerpShared |
Base class for all Animation Encoding Formats using consistently-spaced key interpolation. |
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AEFPerTrackCompressionCodec |
Decompression codec for the per-track compressor. |
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AEFVariableKeyLerp |
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AEFVariableKeyLerpShared |
Base class for all Animation Encoding Formats using variably-spaced key interpolation. |
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AnimEncoding |
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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. |
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AsyncTraceData |
Contains all Async Trace Result for one frame. |
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AudioPluginUtilities |
Copyright Epic Games, Inc. All Rights Reserved. |
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BoneTrackPair |
Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone. |
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ESkeletalMeshVertexFlags |
Flags used when building vertex buffers. |
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FActivatedReverb |
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FActiveSound |
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FActiveSubtitle |
A collection of subtitles, rendered at a certain priority. |
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FActorComponentDuplicatedObjectData |
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FActorComponentInstanceData |
Base class for component instance cached data of a particular type. |
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FActorFolderDesc |
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FActorFolderDescsContext |
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FActorIterator |
Actor iterator that when Playing In Editor, this will find actors only in CurrentWorld |
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FActorIteratorState |
Abstract base class for actor iteration. |
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FActorRange |
Actor range for ranged-for support. |
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FAdditionalStaticMeshIndexBuffers |
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FADPCMAudioInfo |
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FAllSurfaceFilter |
TSurfaceIterator Surface filter that passes all surfaces. |
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FAllSurfaceLevelFilter |
Level filters Level filter that passes all levels. |
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FAlphaBlend |
Alpha Blend class that supports different blend options as well as custom curves |
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FAlphaBlendArgs |
Alpha Blend construction arguments. Used for creation of an AlphaBlend. |
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FAnimationCompression_PerTrackUtils |
This class contains helper methods for dealing with animations compressed with the per-track codec |
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FAnimationRuntime |
In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. |
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FAnimationUtils |
A collection of useful functions for skeletal mesh animation. |
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FAnimCurveType |
In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton. |
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FAnimPerturbationError |
Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation |
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FAnimTrailTypeDataPayload |
AnimTrail payload |
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FAPEXClothUniformShaderParameters |
Uniform buffer for APEX cloth. |
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FAssetCompileData |
Copyright Epic Games, Inc. All Rights Reserved. |
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FAssetCompilingManager |
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FASyncAudioChunkLoadResult |
Struct used to store results of an async file load. |
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FAsyncAudioDecompressWorker |
Asynchronous audio decompression |
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FAsyncBufferFillData |
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FAsyncCardRepresentationTask |
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FAsyncCardRepresentationTaskWorker |
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FAsyncCompilationNotification |
Copyright Epic Games, Inc. All Rights Reserved. |
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FAsyncCompilationStandardCVars |
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FAsyncDistanceFieldTask |
A task to build a distance field for a single mesh |
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FAsyncDistanceFieldTaskWorker |
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FAsyncEncode |
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FAsyncRealtimeAudioTaskProxy |
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FAsyncRealtimeAudioTaskWorker |
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FAsyncStreamDerivedChunkWorker |
Async worker to stream audio chunks from the derived data cache. |
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FAttenuationFocusData |
Attenuation focus system data computed per update per active sound |
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FAttenuationListenerData |
Struct used to cache listener attenuation vector math results |
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FAttractorParticlePayload |
AttractorParticle |
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FAudioChunkCache |
Basic fixed-size LRU cache for retaining chunks of compressed audio data. |
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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. |
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FAudioClassInfo |
Structure for collating info about sound classes |
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FAudioCommandFence |
Audio fences. |
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FAudioDevice |
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FAudioDeviceHandle |
Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope. |
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FAudioDeviceManager |
Class for managing multiple audio devices. |
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FAudioDeviceManagerDelegates |
List of delegates for the audio device manager. |
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FAudioDeviceParams |
Parameters passed into FAudioDeviceManager::RequestAudioDevice. |
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FAudioEffectsManager |
Manager class to handle the interface to various audio effects |
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FAudioRadioEffect |
Used to store and manipulate parameters related to a radio effect. |
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FAudioReverbEffect |
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FAudioThread |
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FAudioThreadSuspendContext |
Suspends the audio thread for the duration of the lifetime of the object |
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FAudioVirtualLoop |
Copyright Epic Games, Inc. All Rights Reserved. |
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FAutoRegister |
Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension |
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FBaseCompactPose |
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FBaseParticle |
Mappings for 'standard' particle data Only used when required. |
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FBasePose |
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FBaseTraceDatum |
Base Async Trace Data Struct for both overlap and trace |
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FBatchedElementParameters |
Custom parameters for batched element shaders. |
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FBatchedElements |
Batched elements for later rendering. |
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FBeam2TypeDataPayload |
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FBeamParticleModifierPayloadData |
Particle Beam Modifier Data Payload |
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FBeamParticleSourceBranchPayloadData |
Particle Source Branch Payload |
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FBeamParticleSourceTargetPayloadData |
Particle Source/Target Data Payload |
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FBinnedTextureLayout |
A simple binned style atlas layout, which uses FTextureLayout as the bin allocator. |
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FBlendableEntry |
Used to blend IBlendableInterface object data, the member act as a header for a following data block |
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FBlendableManager |
Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread) |
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FBoneBufferPool |
A pool for vertex buffers with consistent usage, bucketed for efficiency. |
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FBoneBufferPoolPolicy |
The policy for pooling bone vertex buffers |
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FBoneContainer |
This is a native transient structure. |
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FBoneMatricesUniformShaderParameters |
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FBoneReference |
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FBoneTransform |
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FBspNode |
FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself. |
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FBspSurf |
FBspSurf One Bsp polygon. |
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FBSPSurfaceStaticLighting |
Represents a BSP surface to the static lighting system. |
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FBufferVisualizationData |
Copyright Epic Games, Inc. All Rights Reserved. |
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FCachedAudioStreamingManager |
This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches) |
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FCachedAudioStreamingManagerParams |
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FCachedGeometry |
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FCachedMovementBaseAsyncData |
Don't read into this part too much it needs to be changed. |
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FCachedSkeletonCurveMapping |
An array of cached curve remappings. |
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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. |
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FCacheKeyDummy |
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FCacheKeyProxy |
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FCameraOffsetParticlePayload |
Camera offset particle payload |
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FCanvas |
Encapsulates the canvas state. |
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FCanvasBaseRenderItem |
Base interface for canvas items which can be batched for rendering |
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FCanvasBatchedElementRenderItem |
Info needed to render a batched element set |
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FCanvasBorderItem |
Resizable 3x3 border item. |
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FCanvasBoxItem |
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FCanvasItem |
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FCanvasItemTestbed |
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FCanvasLineItem |
Line item. |
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FCanvasNGonItem |
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FCanvasRenderContext |
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FCanvasRenderThreadScope |
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FCanvasShapedTextItem |
Text item which can handle complex shaped text. |
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FCanvasTextItem |
Text item with misc optional items such as shadow, centering etc. |
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FCanvasTextItemBase |
Base item used for drawing text |
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FCanvasTileItem |
'Tile' item can override size and UV . |
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FCanvasTileRendererItem |
Info needed to render a single FTileRenderer |
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FCanvasTriangleItem |
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FCanvasTriangleRendererItem |
Info needed to render a single FTriangleRenderer |
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FCanvasWordWrapper |
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FCardRepresentationAsyncQueue |
Class that manages asynchronous building of mesh distance fields. |
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FCardRepresentationData |
Card representation payload and output of the mesh build process. |
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FCardRepresentationDataId |
Unique id per card representation data instance. |
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FCharacterAsyncInput |
Data and implementation that lives on movement component's character owner. |
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FCharacterAsyncOutput |
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FCharacterMovementComponentAsyncCallback |
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FCharacterMovementComponentAsyncInput |
Contains all input and implementation required to run async character movement. |
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FCharacterMovementComponentAsyncOutput |
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FCharacterMovementGTInputs |
This contains inputs from GT that are applied to async sim state before simulation. |
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FChunkHeader |
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FClipSMFace |
Properties of a clipped static mesh face. |
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FClipSMPolygon |
Properties of a clipped static mesh polygon. |
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FClipSMTriangle |
Properties of a clipped static mesh triangle. |
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FClipSMVertex |
Temp vertex struct for one vert of a static mesh triangle. |
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FClothBufferIndexMapping |
Structure to store the buffer offsets to the section's cloth deformer mapping data. |
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FClothBufferPool |
A pool for vertex buffers with consistent usage, bucketed for efficiency. |
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FClothBufferPoolPolicy |
The policy for pooling bone vertex buffers |
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FClothingSectionData |
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FClothSimulEntry |
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FCollisionNotifyInfo |
One entry in the array of collision notifications pending execution at the end of the physics engine run. |
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FCollisionObjectQueryParams |
Structure that contains list of object types the query is intersted in. |
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FCollisionParameters |
Sets of Collision Parameters to run the async trace |
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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 |
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FCollisionQueryParams |
Structure that defines parameters passed into collision function |
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FCollisionResponseParams |
Structure that defines response container for the query. Advanced option. |
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FColoredMaterialRenderProxy |
An material render proxy which overrides the material's Color vector parameter. |
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FColoredTexturedMaterialRenderProxy |
An material render proxy which overrides the material's Color vector and Texture parameter (mixed together). |
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FColorMaterialInput |
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FCommonViewportClient |
Common functionality for game and editor viewport clients |
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FCompactHeapPose |
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FCompactPose |
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FCompactPoseBoneIndexIterator |
Iterator for compact pose indices |
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FCompactPoseBoneIndexReverseIterator |
Reverse iterator for compact pose indices |
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FCompareBoneTransformIndex |
Comparison Operator for Sorting. |
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FComponentInstanceDataCache |
Cache for component instance data. |
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FComponentQueryParams |
Structure when performing a collision query using a component's geometry |
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FComponentRecreateRenderStateContext |
Destroys render state for a component and then recreates it when this object is destroyed |
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FComponentReregisterContext |
Unregisters a component for the lifetime of this class. |
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FComponentReregisterContextBase |
Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister |
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FComposableDistribution |
Base class for composable distributions. |
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FComposableFloatDistribution |
A composable floating point distribution. |
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FComposableVectorDistribution |
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FConsoleOutputDevice |
An output device that forwards output to both the log and the console. |
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FContentComparisonAssetInfo |
Helper class containing information about UObject assets referenced. |
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FContentComparisonHelper |
Helper class for performing the content comparison console command |
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FConvexVolume |
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FCopyBatchId |
Batch ID - organisation/batching strategy determined by client systems via compilation |
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FCopyResidentBricksCS |
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FCopyResidentBrickSHCoefficientsCS |
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FCopyTexture2DCS |
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FCreateTexture2DParameters |
Parameters used for creating a Texture2D frmo a simple color buffer. |
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FCSPose |
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FCubemapLayer |
Class describing additional settings for cube map layers. Currently only supported by Oculus. |
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FCubemapTexturePropertiesPS |
Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form. |
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FCubemapTexturePropertiesVS |
A vertex shader for rendering a texture on a simple element. |
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FCurrentLevelSurfaceLevelFilter |
Level filter that passes the current level. |
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FCurveEvaluationOption |
This is curve evaluation options for bone container |
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FCustomPhysXPayload |
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FCustomPhysXSyncActors |
This interface allows plugins to sync between physx sim results and Unreal Engine data. |
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FCustomPrimitiveData |
Custom primitive data payload. |
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FCustomThunkTemplates |
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FCylinderLayer |
Class describing additional settings for cylinder layers. Currently only supported by Oculus. |
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FDDS10FileHeader |
.DDS10 header |
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FDDSFileHeader |
.DDS header. |
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FDDSLoadHelper |
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FDDSPixelFormatHeader |
.DDS subheader. |
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FDebugDisplayInfo |
Tracks what debug information we have switched on. |
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FDebugDrawDelegateHelper |
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FDebugRenderSceneProxy |
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FDebugShaderPipelineInfo |
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FDebugShaderTypeInfo |
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FDebugShadowRay |
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FDebugViewModeInterface |
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FDecodeResult |
Struct used to store the results of a decode operation. |
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FDefaultLightmapResourceClusterUniformBuffer |
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FDefaultMobileReflectionCaptureUniformBuffer |
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FDeferredDecalProxy |
Encapsulates the data which is used to render a decal parallel to the game thread. |
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FDeferredUpdateResource |
FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread) |
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FDelayAction |
Copyright Epic Games, Inc. All Rights Reserved. |
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FDelayedRendererAction |
Callback for calling one action (typical use case: delay a clear until it's actually needed) |
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FDelayUntilNextTickAction |
FDelayUntilNextTickAction A simple delay action; triggers on the next update. |
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FDeltaCheckpointData |
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FDepecatedModelVertex |
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FDerivedAudioDataCompressor |
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FDetailedTickStats |
Helper struct for gathering detailed per object tick stats. |
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FDiffResults |
Collects the Diffs found for a node/object |
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FDiffSingleResult |
Result of a single difference found on graph or object |
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FDisplayInternalsData |
For r.DisplayInternals (allows for easy passing down data from main to render thread) |
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FDistanceFieldAsyncQueue |
Class that manages asynchronous building of mesh distance fields. |
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FDistanceFieldDownsampling |
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FDistanceFieldDownsamplingDataTask |
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FDistanceFieldVolumeData |
Distance field data payload and output of the mesh build process. |
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FDistributionLookupTable |
Lookup table used to sample distributions at runtime. |
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FDummyMovablePointLightUniformBuffer |
Dummy mobile movable point light uniform buffer. |
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FDummyViewport |
Minimal viewport for assisting with taking screenshots (also used within a plugin) |
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FDumpFPSChartToEndpoint |
Prints the FPS chart summary to an endpoint. |
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FDVRStreamingStatus |
Interface(s) for platform feature modulesDefines the interface to platform's DVR and/or streaming system |
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FDynamicAnimTrailEmitterData |
Dynamic emitter data for AnimTrail emitters |
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FDynamicBeam2EmitterData |
Dynamic emitter data for Beam emitters |
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FDynamicBeam2EmitterReplayData |
Source data for Beam emitters |
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FDynamicEmitterDataBase |
Base class for all emitter types |
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FDynamicEmitterReplayDataBase |
Source data base class for all emitter types |
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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. |
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FDynamicMeshBuilder |
A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface. |
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FDynamicMeshBuilderSettings |
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FDynamicMeshDrawOffset |
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FDynamicMeshEmitterData |
Dynamic emitter data for Mesh emitters |
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FDynamicMeshEmitterReplayData |
Source data for Mesh emitters |
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FDynamicMeshIndexBuffer16 |
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FDynamicMeshIndexBuffer32 |
Index Buffer |
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FDynamicMeshVertex |
The vertex type used for dynamic meshes. |
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FDynamicParameter |
Copyright Epic Games, Inc. All Rights Reserved. |
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FDynamicPrimitiveResource |
An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread. |
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FDynamicPrimitiveUniformBuffer |
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FDynamicResolutionHeuristicProxy |
Render thread proxy that hold's the heuristic for dynamic resolution. |
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FDynamicRibbonEmitterData |
Dynamic emitter data for Ribbon emitters |
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FDynamicRibbonEmitterReplayData |
Source data for Ribbon emitters |
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FDynamicSpriteEmitterData |
Dynamic emitter data for sprite emitters |
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FDynamicSpriteEmitterDataBase |
Base class for Sprite emitters and other emitter types that share similar features. |
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FDynamicSpriteEmitterReplayData |
Source data for Sprite emitters |
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FDynamicSpriteEmitterReplayDataBase |
Source data base class for Sprite emitters |
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FDynamicTrailsEmitterData |
Dynamic emitter data for Ribbon emitters |
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FDynamicTrailsEmitterReplayData |
Source data for trail-type emitters |
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FEdGraphEditAction |
Struct containing information about what actions occurred on the graph |
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FEditorSupportDelegates |
FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code. |
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FEmitterDynamicParameterPayload |
DynamicParameter particle payload. |
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FEngineAnalytics |
The public interface for the editor's analytics provider singleton. |
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FEngineFontServices |
A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert) |
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FEngineModule |
Implements the engine module. |
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FEngineService |
Implements an application session service. |
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FEngineShowFlags |
ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. |
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FEquirectLayer |
Class describing additional settings for equirect layers. Currently only supported by Oculus. |
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FExportObjectInnerContext |
Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects. |
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FExpressionInput |
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FExpressionOutput |
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FExternalPackageHelper |
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FExternalTextureRegistry |
Stores a registry of external textures mapped to their GUIDs. |
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FFactChunk |
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FFilterData |
Structure representing an individual preset in configuration (ini) files |
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FFinalPostProcessSettings |
All blended postprocessing in one place, non lerpable data is stored in non merged form |
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FFinalSkinVertex |
Data for a single skinned skeletal mesh vertex |
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FFindFloorResult |
Data about the floor for walking movement, used by CharacterMovementComponent. |
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FFindInstancedReferenceSubobjectHelper |
Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object. |
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FFIRFilterTimeBased |
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FFloatDistribution |
Raw distribution from which one float can be looked up per entry. |
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FFolder |
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FFormatChunk |
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FFourBox |
Holds the min/max planes that make up a set of 4 bounding volumes. |
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FFourDistanceFieldSamples |
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FFrameEndSync |
Special helper class for frame end sync. |
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FFreezablePerPlatformFloat |
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FFreezablePerPlatformInt |
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FFrozenSceneViewMatricesGuard |
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FFullSubUVPayload |
Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data... |
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FFXSystemInterface |
The interface to an effects system. |
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FGameDelegates |
Class to set and get game callbacks |
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FGCBoneLooseParameters |
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FGenericDVRStreamingSystem |
A generic implementation of the DVR/Streaming system, that doesn't support streaming |
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FGenericSaveGameSystem |
A generic save game system that just uses IFileManager to save/load with normal files |
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FGenericVideoRecordingSystem |
A generic implementation of the video recording system, that doesn't support recording |
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FGeometryCacheManualVertexFetchUniformBufferParameters |
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FGeometryCacheVertexFactoryUniformBufferParameters |
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FGeometryCacheVertexFactoryUserData |
The mesh batch element user data should point to an instance of this struct |
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FGeometryCacheVertexVertexFactory |
Vertex factory for geometry caches. |
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FGeometryCollectionVertexFactory |
A vertex factory for Geometry Collections |
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FGeometryCollectionVertexFactoryShaderParameters |
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FGeometryCollectionVertexFactoryUniformShaderParameters |
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FGeomTools2D |
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FGestureRecognizer |
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FGlobalComponentRecreateRenderStateContext |
Destroys render states for all components or for a provided list of components and then recreates them when this object is destroyed |
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FGlobalComponentReregisterContext |
Removes all components from their scenes for the lifetime of the class. |
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FGlobalFocusSettings |
Setting for global focus scaling |
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FGlobalShaderTypeCompiler |
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FGPUBaseSkinAPEXClothVertexFactory |
Vertex factory with vertex stream components for GPU-skinned and morph target streams |
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FGPUBaseSkinVertexFactory |
Vertex factory with vertex stream components for GPU skinned vertices |
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FGPUSceneWriteDelegateParams |
Specifies the point during scene rendering that GPU Scene can be written to The parameters passed to the GPUScene writer delegate |
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FGPUSkinAPEXClothDataType |
Stream component data bound to Apex cloth vertex factory |
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FGPUSkinBatchElementUserData |
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FGPUSkinCache |
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FGPUSkinDataType |
Stream component data bound to GPU skinned vertex factory |
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FGPUSkinMorphDataType |
Stream component data bound to morph vertex factory |
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FGPUSkinPassthroughVertexFactory |
Vertex factory with vertex stream components for GPU-skinned streams, enabled for passthrough mode when vertices have been pre-skinned |
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FGPUSortBuffers |
The input buffers required for sorting on the GPU. |
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FGPUSortManager |
A manager that handles different GPU sort tasks. |
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FGrowOnlySpanAllocator |
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FHardwareInfo |
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FHDRLoadHelper |
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FHeightfieldComponentDescription |
Information about a heightfield gathered by the renderer for heightfield lighting. |
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FHierarchicalInstancedStaticMeshDelegates |
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FHighResScreenshotConfig |
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FHitProxyConsumer |
An interface to a hit proxy consumer. |
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FHitProxyId |
Encapsulates a hit proxy ID. |
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FHMDSceneViewExtension |
Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal. |
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FIdentityPrimitiveUniformBuffer |
Primitive uniform buffer containing only identity transforms. |
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FIESLightProfileBatchedElementParameters |
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FIESLightProfilePS |
Simple pixel shader that renders a IES light profile for the purposes of visualization. |
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FImageUtils |
Class of static image utility functions. |
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FIndenter |
Simple object to track scope indentation. |
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FIndexArrayView |
An array view in to a static index buffer. |
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FInGameCycleCounter |
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FInGameCycleHistory |
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FInGamePerformanceTracker |
Helper class to track code timings. |
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FInGameScopedCycleCounter |
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FInputKeyEventArgs |
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FInstancedPropertyPath |
Meant to represent a specific object property that is setup to reference a instanced sub-object. |
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FInstancedStaticMeshDelegates |
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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 |
Copy of the view uniform shader parameters associated with a view for instanced stereo. |
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FInstanceSceneShaderData |
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FInstanceUpdateCmdBuffer |
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FInternetAddrDemo |
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FInterpEdInputData |
Struct of data that is passed to the input interface. |
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FInterpEdInputInterface |
Defines a set of functions that provide drag drop functionality for the interp editor classes. |
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FInterpTrackDrawParams |
Parameters for drawing interp tracks, used by Matinee |
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FKCachedConvexData |
Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
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FKCachedConvexDataElement |
Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
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FKCachedPerTriData |
Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID) |
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FKConvexGeomRenderInfo |
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FkDOPBuildCollisionTriangle |
This structure is used during the build process. |
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FKeyState |
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FkHitResult |
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FLandscapeTextureAtlas |
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FLatentResponse |
The response to updating a latent action. |
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FLeaf |
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FLegacyAudioStreamingManager |
Streaming manager dealing with audio. |
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FLegacyLightMap1D |
A 1D array of incident lighting data. |
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FLegacyQuantizedDirectionalLightSample |
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FLegacyQuantizedSimpleLightSample |
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FLegacyScreenPercentageDriver |
Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage. |
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FLevelNameAndTime |
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FLevelUtils |
A set of static methods for common editor operations that operate on ULevel objects. |
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FLightCacheInterface |
An interface to cached lighting for a specific mesh. |
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FLightingBuildOptions |
A set of parameters specifying how static lighting is rebuilt. |
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FLightingDensityMaterialRenderProxy |
An material render proxy which overrides the material's Color and Lightmap resolution vector parameter. |
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FLightInteraction |
Information about an interaction between a light and a mesh. |
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FLightMap |
The abstract base class of 1D and 2D light-maps. |
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FLightMap2D |
A 2D array of incident lighting data. |
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FLightmapClusterResourceInput |
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FLightMapCoefficients |
The quantized coefficients for a single light-map texel. |
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FLightMapData2D |
The raw data which is used to construct a 2D light-map. |
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FLightMapInteraction |
Make sure at least one is defined Information about an interaction between a light and a mesh. |
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FLightmapResourceCluster |
A bundle of lightmap resources which are referenced by multiple components. |
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FLightmapResourceClusterShaderParameters |
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FLightmapSceneShaderData |
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FLightParticlePayload |
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FLightRayIntersection |
The result of an intersection between a light ray and the scene. |
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FLightSample |
Incident lighting for a single sample, as produced by a lighting build. |
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FLightSceneProxy |
Encapsulates the data which is used to render a light by the rendering thread. |
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FLightShaderParameters |
Shader paraneter structure for rendering lights. |
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FLightVolumeOctreeSemantics |
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FListener |
Defines the properties of the listener |
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FListenerProxy |
Game thread representation of a listener |
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FLoadedAudioChunk |
Stores info about an audio chunk once it's been loaded |
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FLocalLightSceneProxy |
The parts of the point light scene info that aren't dependent on the light policy type. |
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FLocalPlayerIterator |
FLocalPlayerIterator - Iterates over local players in the game. |
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FLocalVertexFactory |
A vertex factory which simply transforms explicit vertex attributes from local to world space. |
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FLocalVertexFactoryShaderParameters |
Shader parameter class used by FLocalVertexFactory only - no derived classes. |
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FLocalVertexFactoryShaderParametersBase |
Shader parameters for all LocalVertexFactory derived classes. |
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FLocalVertexFactoryUniformShaderParameters |
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FLocationEmitterInstancePayload |
ModuleLocationEmitter instance payload |
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FLODBurstFired |
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FLODMask |
Computes the LOD to render for the list of static meshes in the given view. |
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FLumenCardBuildData |
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FLumenCardBuildDebugData |
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FLumenCardOBB |
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FMacroUVOverride |
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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) |
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FMaterialAttributeDefinitionMap |
Material property to attribute data mappings |
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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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FMaterialCachedParameterEditorInfo |
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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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FMaterialCompileTargetParameters |
Fully describes a material compilation target |
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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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FMaterialHLSLGenerator |
MaterialHLSLGenerator is a bridge between a material, and HLSLTree. |
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FMaterialHLSLTree |
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FMaterialInput |
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FMaterialInstanceCachedData |
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FMaterialNumericParameterInfo |
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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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FMaterialParameterMetadata |
Holds a value, along with editor-only metadata that describes that value |
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FMaterialParameterValue |
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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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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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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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FMeshBatchDynamicPrimitiveData |
Dynamic primitive/instance data for a mesh batch element. |
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FMeshBatchElement |
A batch mesh element definition. |
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FMeshBatchElementDynamicIndexBuffer |
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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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FMeshCardsBuildData |
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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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FNaniteVisualizationData |
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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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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. |
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FObjectCacheContextScope |
A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed. |
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FObjectCacheEventSink |
Copyright Epic Games, Inc. All Rights Reserved. |
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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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FPerQualityLevelInt |
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FPerQualityLevelProperty |
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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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FPrimitiveInstance |
TODO: Rename to FInstanceSceneData. |
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FPrimitiveInstanceDynamicData |
TODO: Rename to FInstanceDynamicData. |
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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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FPrimitiveUniformShaderParametersBuilder |
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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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FPropertyAccessCopy |
A property copy, represents a one-to-many copy operation. |
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FPropertyAccessCopyBatch |
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FPropertyAccessIndirection |
Runtime-generated access node. |
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FPropertyAccessIndirectionChain |
A single property access list. This is a list of FPropertyAccessIndirection. |
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FPropertyAccessLibrary |
A library of property paths used within a specific context (e.g. a class) |
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FPropertyAccessPath |
A property access path. |
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FPropertyAccessSegment |
A segment of a 'property path' used to access an object's properties from another location. |
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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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FRelativeViewMatrices |
Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU |
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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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FRootMotionAsyncData |
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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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FSceneProxy |
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FSceneProxyBase |
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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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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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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. |
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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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FShaderRecompileData |
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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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FSkeletalMeshCompilingManager |
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FSkeletalMeshCustomVersion |
Custom serialization version for SkeletalMesh types. |
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FSkeletalMeshDeformerHelpers |
Functions that expose some functionality of FSkeletalMeshObject required by MeshDeformer systems. |
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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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FSkeletonRemappingCurve |
A scoped curve remapping. |
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FSkelMeshMergeMeshUVTransforms |
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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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FSkelMeshMergeUVTransformMapping |
Info to map all the sections about how to transform their UVsInfo to map all the sections about how to transform their UVs |
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FSkelMeshRefPoseOverride |
Struct used to store per-component ref pose override |
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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 |
|
FSoundSource |
|
|
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 |
|
|
FStaticMeshAreaWeightedSectionSampler |
|
|
FStaticMeshBuildVertex |
The information used to build a static-mesh vertex. |
|
FStaticMeshCompilingManager |
|
|
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. |
|
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. |
|
FStrataMaterialInput |
|
|
FStrataRegisteredSharedLocalBasis |
|
|
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). |
|
FStudioAnalytics |
The public interface for the game studio to gather information about internal development metrics. |
|
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. |
|
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 |
|
|
FUniformExpressionCache |
Cached uniform expression values. |
|
FUniformExpressionCacheContainer |
|
|
FUniformExpressionSet |
Stores all uniform expressions for a material generated from a material translation. |
|
FUniformParameterOverrides |
|
|
FUpdatedComponentAsyncInput |
Represents the UpdatedComponent's state and implementation. |
|
FUpdatedComponentAsyncOutput |
|
|
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. |
|
FViewShaderParameters |
|
|
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 |
|
|
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. |
|
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. |
|
IActiveSoundUpdateInterface |
|
|
IAnimationStreamingManager |
Interface to add functions specifically related to animation streaming |
|
IAssetCompilingManager |
|
|
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. |
|
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 |
|
|
ISceneViewFamilyExtention |
Generic plugin extension that have a lifetime of the FSceneViewFamily |
|
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 |
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. |
|
TCompilableAsyncTask |
|
|
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. |
|
TMaterialHLSLGeneratorType |
|
|
TMultipleInfluenceClothVertexFactory |
|
|
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. |
|
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. |
|
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 import |
|
UDestructibleInterface |
|
|
ULODSyncInterface |
|
|
UModel |
|
|
UObjectTraceWorldSubsystem |
World subsystem used to track world info. |
|
UReplayNetConnection |
|
|
UReplaySubsystem |
|
|
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 |
---|---|
GPointFilteringThreshold |
|
GPrimIDDynamicFlag |
Flag used to mark a primtive ID as dynamic, and thus needing translation (by adding the offset from the dynamic primitive collector). |
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 |
256 works for real uniform buffers, emulated UB can support up to 75 |
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 |
|
NumMaterialParameterTypes |
|
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 |
|
CoarseMeshStreamingHandle |
|
DefaultSurfaceLevelFilter |
The default level filter. |
FArchivePos |
The type we use to store offsets in the archive. |
FAssetPostCompileEvent |
|
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. |
FCookedEditorPackageManagerFactoryDelegate |
Delegate to allow game to use a custom ICookedEditorPackageManager class |
FCookModificationDelegate |
|
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) |
FGCBoneLooseParametersRef |
|
FGeometryCacheManualVertexFetchUniformBufferParametersRef |
|
FGeometryCacheVertexFactoryUniformBufferParametersRef |
|
FGeometryCollectionVertexFactoryUniformShaderParametersRef |
|
FGetPackageDependenciesForManifestGeneratorDelegate |
|
FGPUSceneWriteDelegate |
Delegate used by GPUScene to stage writing to the GPUScene primitive and instance data buffers via the GPU |
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 |
|
FModifyCookDelegate |
Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc |
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. |
FRotator |
|
FRotator3d |
|
FRotator3f |
|
FSceneViewExtensionRef |
|
FShaderCommonCompileJobPtr |
|
FShaderMapFinalizeResults |
Results for a single compiled and finalized shader map. |
FShadowMapRef |
A reference to a shadow-map. |
FSharedISourceBufferListenerPtr |
|
FSimpleElementGammaPS_Linear |
|
FSimpleElementGammaPS_SRGB |
|
FSimpleElementMaskedGammaPS_Linear |
|
FSimpleElementMaskedGammaPS_SRGB |
|
FSingleNodeEvent |
|
FSoundMixClassOverrideMap |
|
FSoundWaveProxyPtr |
|
FSoundWaveProxyPtr |
|
FStaticMeshLODResourcesArray |
|
FStaticMeshSectionAreaWeightedTriangleSamplerArray |
|
FStaticMeshVertexFactoriesArray |
|
FSubtitleManagerSetSubtitleText |
HACK: Delegate for allowing displays to hijack subtitle text from the subtitle manager and get around the Canvas display |
FSupportedQualityLevelArray |
|
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 |
|
FViewTargetChangedDelegate |
Delegate to inform those interested that a view target has changed. |
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 |
|
|
EAntiAliasingMethod |
Used by rendering project settings. |
|
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. |
|
ECompiledPartialDerivativeVariation |
Enum that contains entries for the ways that material properties can be compiled with partial derivative calculations. |
|
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. |
|
EGPUSkinCacheEntryMode |
|
|
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 |
|
|
EMaterialGetParameterValueFlags |
|
|
EMaterialNewScopeFlag |
|
|
EMaterialParameterType |
|
|
EMaterialProperty |
EMaterialProperty |
|
EMaterialQualityLevel::Type |
Quality levels that a material can be compiled for. |
|
EMaterialSetParameterValueFlags |
|
|
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 |
|
|
EPropertyAccessCopyBatch |
The various types of property copy. |
|
EPropertyAccessCopyType |
|
|
EPropertyAccessIndirectionType |
The type of an indirection. |
|
EPropertyAccessObjectType |
For object nodes, we need to know what type of object we are looking at so we can cast appropriately. |
|
EPropertyAccessSegmentFlags |
Flags for a segment of a property access path. |
|
EQueryMobilityType |
|
|
ERawDistributionOperation |
Operation to perform when looking up a value. |
|
ERayTracingPrimitiveFlags |
|
|
ERealtimeAudioTaskType |
|
|
EReflectionCaptureShape::Type |
Reflection capture shapes. |
|
ERemoveStreamingViews |
|
|
EReplayHeaderFlags |
|
|
ESceneTextureId |
Like EPassInputId but can expose more e.g. GBuffer |
|
EScreenPercentageMode |
Mode for the computation of the screen percentage (r.ScreenPercentage.Mode). |
|
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. |
|
EShrinkCapsuleExtent |
Enum used to control GetPawnCapsuleExtent behavior. |
|
ESimpleElementBlendMode |
Blend modes supported for simple element rendering |
|
ESkinVertexColorChannel |
Name of vertex color channels, used by recompute tangents |
|
ESkinVertexFactoryMode |
|
|
ESortedActiveWaveGetType::Type |
|
|
ESoundMixState::Type |
Current state of a SoundMix |
|
ESoundType |
|
|
EStereoscopicEye |
Helper enum to identify eye view indices. |
|
EStereoscopicPass |
Stereoscopic rendering passes. |
|
ETextureEncodeEffort |
For encoders that support it (i.e. Oodle), this controls how much time to spend on finding better encoding. |
|
ETextureEncodeSpeed |
Certain settings can be changed to facilitate how fast a texture build takes. |
|
ETextureEncodeSpeedOverride |
Enum that allows for not overriding what the existing setting is - all the other values have the same meaning as ETextureEncodeSpeed |
|
ETextureLayoutAspectRatio |
|
|
ETextureUniversalTiling |
Enum values must match exactly with OodleTex_RDO_UniversalTiling |
|
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 |
|
|
ODSCRecompileCommand |
|
|
PhysCommand::Type |
|
|
QualityLevelProperty::EQualityLevels |
|
|
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 |
|
|
ActorsReferencesUtils::GetActorReferences ( |
Gather direct references to actors from the root object. |
|
|
ActorsReferencesUtils::GetExternalActorReferences ( |
Gather direct references to external actors from the root object. |
|
|
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 ( |
||
|
BEGIN_SHADER_PARAMETER_STRUCT ( |
Include in shader parameters struct for shaders that modify GPU-Scene instances |
|
|
BeginCacheMeshCardRepresentation ( |
||
|
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 ( |
||
|
BlendCurves ( |
||
|
BlendTransform ( |
||
|
BuildCardRepresentationDerivedDataKey ( |
||
|
BuildConeVerts ( |
||
|
BuildCylinderVerts |
||
|
BuildDistanceFieldDerivedDataKey ( |
||
|
BuildPoseFromRawData ( |
BuildPoseFromRawData has been deprecated, use BuildPoseFromRawData signature with RetargetTransforms parameter |
|
|
BuildPoseFromRawData ( |
BuildPoseFromRawData has been deprecated, use UE::Anim::BuildPoseFromModel |
|
|
CacheShadowDepthsFromPrimitivesUsingWPO() |
||
|
CalcConeVert ( |
||
|
float |
CalculateFilteredOutput() |
|
|
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 |
||
|
ComputeShadowCullingVolume |
||
|
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. |
|
|
FInterpCurve... |
CreateFInterpCurvePointFloat ( |
|
|
FInterpCurve... |
CreateFInterpCurvePointLinearColor ( |
|
|
FInterpCurve... |
CreateFInterpCurvePointQuat ( |
|
|
FInterpCurve... |
CreateFInterpCurvePointTwoVectors |
|
|
FInterpCurve... |
CreateFInterpCurvePointVector ( |
|
|
FInterpCurve... |
CreateFInterpCurvePointVector2D ( |
|
|
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. |
|
|
const TCHAR ... |
DebugViewShaderModeToString ( |
|
|
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 ( |
http://radsite.lbl.gov/radiance/refer/Notes/picture_format.htmlhttp://paulbourke.net/dataformats/pic/ To load the HDR file image format. |
|
DoesMaterialUseTexture ( |
Check whether the specified texture is needed to render the material instance. |
|
|
DoesPlatformSupportDistanceFieldAO ( |
||
|
DoesPlatformSupportDistanceFields ( |
||
|
DoesPlatformSupportDistanceFieldShadowing ( |
||
|
DoesProjectSupportDistanceFields() |
||
|
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 |
Draw a circle using user define axis and radius |
|
|
DrawCircle ( |
Draws a circle using lines. |
|
|
DrawCone ( |
||
|
DrawConnectedArrow ( |
Draws a directional arrow with connected spokes. |
|
|
DrawCoordinateSystem ( |
Draws a coordinate system with a fixed color. |
|
|
DrawCoordinateSystem ( |
Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis). |
|
|
DrawCylinder ( |
||
|
DrawCylinder ( |
||
|
DrawCylinder ( |
Draws a cylinder along the axis from Start to End. |
|
|
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 with rotation |
|
|
DrawDebugBox |
Draw a debug box |
|
|
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 |
|
|
DrawDebugCircleArc |
Draw Debug Circle Arc |
|
|
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 DrawLocation for the location in the world, rotation will face camera of first player. |
|
|
DrawDebugFloatHistory ( |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. |
|
|
DrawDebugFrustum |
||
|
DrawDebugLine |
Draw a debug line |
|
|
DrawDebugMesh |
||
|
DrawDebugPoint |
Draw a debug point |
|
|
DrawDebugSolidBox |
Draw a Debug box from (Center, Extent) with no rotation (axis-aligned) |
|
|
DrawDebugSolidBox |
Draw a Debug box from (Center, Extent) with specified Rotation |
|
|
DrawDebugSolidBox |
Draw a solid box. |
|
|
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 ( |
||
|
DrawWireBox ( |
Draws a wireframe box. |
|
|
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. |
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FilteredVolumeLookup ( |
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VoxelDataTyp... |
FilteredVolumeLookupReconverted ( |
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FindBodyBox |
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FindBodyTransform |
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FindLowKeyIndex |
Utility function to find the key before the specified search value. |
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EViewModeInd... |
FindViewMode ( |
Find the view mode that first to the set show flags (to be backward compatible, can be removed on day). |
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FinishRecompileGlobalShaders() |
Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders. |
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FlushDebugStrings ( |
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FlushPersistentDebugLines ( |
Flush persistent lines |
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FlushResourceStreaming() |
Helper function to flush resource streaming. |
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T * |
FMatineeUtils::GetPropertyAddress |
Gets the address (typed) of a property to modify |
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FObjectEditorUtils::GetTypedWeakObjectPtrs |
Helper function to convert the input for GetActions to a list that can be used for delegates |
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FObjectEditorUtils::MigratePropertyValue |
Copy the value of a property from source object to a destination object. |
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FObjectEditorUtils::SetPropertyValue ( |
Set the value on an UObject using reflection. |
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FShaderCompileUtilities::AppendGBufferDDCKeyString ( |
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FShaderCompileUtilities::ApplyDerivedDefines ( |
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FShaderCompileUtilities::ApplyFetchEnvironment ( |
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FShaderCompileUtilities::ApplyFetchEnvironment ( |
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FShaderCompileUtilities::ApplyFetchEnvironment ( |
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FShaderCompileUtilities::ApplyFetchEnvironment ( |
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FShaderCompileUtilities::ApplyModifyEnvironment ( |
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FArchive ... |
FShaderCompileUtilities::CreateFileHelper ( |
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FShaderCompileUtilities::DeleteFileHelper ( |
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FShaderCompileUtilities::DoReadTaskResults ( |
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FShaderCompileUtilities::DoWriteTasks ( |
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FShaderCompileUtilities::ExecuteShaderCompileJob ( |
Execute the specified (single or pipeline) shader compile job. |
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FShaderCompileUtilities::FetchGBufferInfoAndWriteAutogen ( |
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FGBufferPara... |
FShaderCompileUtilities::FetchGBufferParamsPipeline ( |
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FGBufferPara... |
FShaderCompileUtilities::FetchGBufferParamsRuntime ( |
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FShaderCompileUtilities::GenerateBrdfHeaders ( |
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FShaderCompileUtilities::GenerateBrdfHeaders ( |
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FShaderCompileUtilities::MoveFileHelper |
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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. |
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GetAllDefaultTextureFormats ( |
Returns all the texture formats which can be returned by GetDefaultTextureFormatName |
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UClass * |
GetAudioPluginCustomSettingsClass ( |
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GetBlendModeString ( |
Converts an EBlendMode to a string description. |
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GetBoxMesh ( |
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FBufferVisua... |
GetBufferVisualizationData() |
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const FCache... |
GetCachedScalabilityCVars() |
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GetCapsuleMesh ( |
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GetCDKeyHash() |
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GetCDKeyResponse ( |
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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. |
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GetConeMesh ( |
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GetCylinderMesh ( |
Draws a cylinder along the axis from Start to End. |
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GetCylinderMesh |
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GetCylinderMesh ( |
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EAntiAliasin... |
GetDefaultAntiAliasingMethod ( |
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GetDefaultMSAACount ( |
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GetDefaultPrecomputedLightingParameters |
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GetDefaultTextureFormatName |
Gets the name of a format for the given LayerIndex |
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GetDefaultTextureFormatNamePerLayer |
Gets an array of format names for each layer in the texture |
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T * |
GetDefaultValueSafe ( |
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FMobileMovab... |
GetDummyMovablePointLightUniformShaderParameters() |
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GetDynamicValueFromPayload ( |
Helper function for retrieving the dynamic payload of a particle. |
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Memory inher... |
GetEntryIndex() |
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float |
GetFilteredData ( |
FFIRFilter is no longer used or supported |
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GetGlobalShaderMapDDCKey() |
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GetGPUSortPassCount ( |
Get the number of passes we will need to make in order to sort |
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GetHalfSphereMesh |
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FHighResScre... |
GetHighResScreenshotConfig() |
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GetHighResScreenShotInput |
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FPrimitiveUn... |
GetIdentityPrimitiveParameters() |
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float |
GetInterpolationCoefficient ( |
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GetLightmapClusterResourceParameters ( |
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const FScene... |
GetLODView ( |
Will return the view to use taking into account VR which has 2 views |
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GetMaterialQualityLevelFName ( |
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GetMaterialQualityLevelName ( |
Creates a string that represents the given quality level. |
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GetMaterialShaderMapDDCKey() |
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GetMaterialValueTypeDescriptions |
Given a combination of EMaterialValueType flags, get text descriptions of all types |
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GetMemoryString ( |
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EMobileHDRMo... |
GetMobileHDRMode() |
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FMobileMovab... |
GetMovablePointLightUniformShaderParameters ( |
Initializes the movable point light uniform shader parameters. |
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FNaniteVisua... |
GetNaniteVisualizationData() |
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GetNumActorsInWorld ( |
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FOnGlobalSha... |
GetOnGlobalShaderCompilation() |
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GetOrientedHalfSphereMesh ( |
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GetOutdatedShaderTypes ( |
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GetParticleBaseSize ( |
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GetParticleSizeWithUVFlipInSign ( |
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GetPrecomputedLightingParameters ( |
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GetRayTracingMaskFromMaterial ( |
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IRendererMod... |
GetRendererModule() |
Accessor that gets the renderer module and caches the result. |
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GetSelectionColor ( |
Given a base color and a selection state, returns a color which accounts for the selection state. |
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UE::Shader::... |
GetShaderValueType ( |
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GetShadingModelFieldString ( |
Converts an FMaterialShadingModelField to a string description, base on the passed in delegate. |
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GetShadingModelFieldString ( |
Converts an FMaterialShadingModelField to a string description, base on a default function. |
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enum EShader... |
GetShadingModelString ( |
Converts an EMaterialShadingModel to a string description. |
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GetSphereMesh ( |
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GetSphereMesh |
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UFont * |
GetStatsFont() |
Stats objects for EngineInput stat HUD stat Static mesh tris rendered Skeletal stats Unit times |
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float |
GetStep() |
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GetSubLevelsStatus ( |
Gathers SubLevels status from a provided world |
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GetTypeHash ( |
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|
GetTypeHash ( |
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GetUsedMaterialsInWorld ( |
Get the list of all material used in a world |
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GetUseSubsurfaceProfileShadingModelMask() |
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|
GetViewFrustumBounds ( |
Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override. |
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GetViewFrustumBounds ( |
Creates a convex volume bounding the view frustum for a view-projection matrix. |
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GetViewFrustumBounds ( |
Creates a convex volume bounding the view frustum for a view-projection matrix. |
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const TCHAR ... |
GetViewModeName ( |
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GetViewportScreenShot |
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|
GetViewSelectionColor ( |
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Memory inher... |
GetWeights() |
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GlobalBeginCompileShader ( |
Enqueues a shader compile job with GShaderCompilingManager. |
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GlobalBeginCompileShader ( |
Enqueues a shader compile job with GShaderCompilingManager. |
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GPUSkinCacheNeedsDuplicatedVertices() |
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|
DesiredType ... |
HitProxyCast ( |
Dynamically cast a HHitProxy object type-safely. |
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InitGamePhys() |
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|
InitializeSharedSamplerStates() |
Initializes the shared sampler states. |
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|
IsAllowedExpressionType |
Returns whether the given expression class is allowed. |
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IsAltDown ( |
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|
IsAssetStreamingSuspended() |
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|
IsAudioPluginEnabled ( |
Queries if a plugin of the given type is enabled. |
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|
IsCompatibleWithHairStrands ( |
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|
IsCompatibleWithHairStrands ( |
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|
IsCtrlDown ( |
Shortcuts for checking the state of both left&right variations of control keys. |
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IsFloatNumericType ( |
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|
IsGlobalShaderMapComplete ( |
Returns whether all global shader types containing the substring are complete and ready for rendering. |
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IsGPUSkinCacheAvailable ( |
Can the skin cache be used (ie shaders added, etc) |
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|
IsHairStrandsGeometrySupported ( |
Helper functions for hair strands shaders. |
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|
IsLWCType ( |
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|
IsMobileColorsRGB() |
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|
IsMobileHDR() |
True if HDR is enabled for the mobile renderer. |
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|
IsMobilePropagateAlphaEnabled ( |
True if Alpha Propagate is enabled for the mobile renderer. |
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IsNumericType ( |
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|
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. |
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|
IsShaderJobCacheDDCEnabled() |
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|
IsShiftDown ( |
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|
IsSpatializationCVarEnabled() |
Accessor for our Spatialization enabled CVar. |
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|
IsStaticMaterialParameter ( |
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|
IsSubsurfaceShadingModel ( |
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|
IsTemporalAccumulationBasedMethod ( |
Returns whether the anti-aliasing method use a temporal accumulation |
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|
IsTexelDebuggingEnabled() |
||
|
IsTexelMapped ( |
Checks if a lightmap texel is mapped or not. |
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|
IsTranslucentBlendMode ( |
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|
IsValid() |
||
|
IsValid ( |
||
|
IsValid ( |
||
|
IsValidRef ( |
Helper function to test whether the buffer is valid. |
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|
const TCHAR ... |
LexToString ( |
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|
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 |
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|
LoadGlobalShadersForRemoteRecompile ( |
Serializes a global shader map to an archive (used with recompiling shaders for a remote console) |
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|
LoadVorbisLibraries() |
Loads vorbis dlls |
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|
EMaterialVal... |
MakeLWCType ( |
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|
EMaterialVal... |
MakeNonLWCType ( |
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|
MaterialDomainString ( |
||
|
MatineeKeyReduction::IsEquivalent ( |
Float-float comparison that allows for a certain error in the floating point values due to floating-point operations never being exact. |
|
|
MeshCardRepresentation::GetDebugSurfelDirection() |
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|
MeshCardRepresentation::GetGrowIterations() |
||
|
MeshCardRepresentation::GetMaxSurfelDistanceXY() |
||
|
MeshCardRepresentation::GetMaxSurfelDistanceZ() |
||
|
float |
MeshCardRepresentation::GetMinDensity() |
|
|
float |
MeshCardRepresentation::GetNormalTreshold() |
|
|
MeshCardRepresentation::GetSeedIterations() |
||
|
VoxelDataTyp... |
NearestVolumeLookup ( |
|
|
NativeType &... |
NoNativeCast |
|
|
NormalsEqual |
Returns true if the specified normal vectors are about equal |
|
|
NormalsEqual ( |
||
|
NSLOCTEXT ( |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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|
NSLOCTEXT ( |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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|
NSLOCTEXT ( |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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|
NSLOCTEXT ( |
If the builder brush (editor) is getting rendered |
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|
NSLOCTEXT ( |
If this is a game viewport, needed? |
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|
NSLOCTEXT ( |
Collision drawing |
|
|
NSLOCTEXT ( |
Collision blocking visibility against complex |
|
|
NSLOCTEXT ( |
Collision blocking pawn against simple collision |
|
|
NSLOCTEXT ( |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Render the PostProcess Material |
|
|
NSLOCTEXT ( |
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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|
NSLOCTEXT ( |
Render safe frames bars |
|
|
NSLOCTEXT ( |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Render safe frames |
|
|
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 |
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|
NSLOCTEXT ( |
Selection rendering, could be useful in game as well |
|
|
NSLOCTEXT ( |
Grey out actors which do not belong to the currently edited LevelInstance |
|
|
NSLOCTEXT ( |
Used to determine whether there are any editing LevelInstances to enable the post processing pass |
|
|
NSLOCTEXT ( |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
|
|
NSLOCTEXT ( |
Render objects with colors based on the property values |
|
|
NSLOCTEXT ( |
Draw lines to lights affecting this mesh if its selected. |
|
|
NSLOCTEXT ( |
For the Editor |
|
|
NSLOCTEXT ( |
Draws un-occluded shadow frustums in wireframe |
|
|
NSLOCTEXT ( |
Needed for VMI_Wireframe and VMI_BrushWireframe |
|
|
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 ( |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Draws Volumes |
|
|
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 ( |
Render objects with colors based on what the level they belong to |
|
|
NSLOCTEXT ( |
Spline rendering |
|
|
NSLOCTEXT ( |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. |
|
|
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 ( |
Special: Allows to hide objects in the editor, is evaluated per primitive |
|
|
NSLOCTEXT ( |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles |
|
|
NSLOCTEXT ( |
Displays large clickable icons on static mesh vertices, only needed for the editor |
|
|
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 ( |
Complex cover rendering |
|
|
NSLOCTEXT ( |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). |
|
|
NSLOCTEXT ( |
Enable the SkyAtmosphere visualization to be drawn on screen |
|
|
NSLOCTEXT ( |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
|
|
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 ( |
Compare the required mip level to the resident virtual texture mip level. |
|
|
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 ( |
If media planes should be shown |
|
|
NSLOCTEXT ( |
If this is a vr editing viewport, needed? |
|
|
NSLOCTEXT ( |
Visualize Occlusion Query bounding meshes |
|
|
NSLOCTEXT ( |
Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. |
|
|
NSLOCTEXT ( |
RHI_RAYTRACING begin. |
|
|
NSLOCTEXT ( |
Visualize the accuracy of the mesh UV density computed for texture streaming |
|
|
NSLOCTEXT ( |
||
|
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 ( |
Visualise information about the post processes stacked on screen |
|
|
NSLOCTEXT ( |
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. |
|
|
NSLOCTEXT ( |
Visualize volumetric cloud conservative density. |
|
|
NSLOCTEXT ( |
Debug the Strata material buffer content |
|
|
NSLOCTEXT ( |
||
|
NSLOCTEXT ( |
Debug the Strata material buffer content |
|
|
NSLOCTEXT ( |
If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater. |
|
|
NSLOCTEXT ( |
Debug the Virtual Texture System |
|
|
NSLOCTEXT ( |
Debug DVR Streaming System System |
|
|
NSLOCTEXT ( |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Show the current mask being used by the highres screenshot capture |
|
|
NSLOCTEXT ( |
Visualize the accuracy of the primitive distance computed for texture streaming |
|
|
NSLOCTEXT ( |
Visualize screen quads |
|
|
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 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 ( |
Visualize the overhead of material quads |
|
|
NSLOCTEXT ( |
Physics field |
|
|
NSLOCTEXT ( |
Lumen Scene |
|
|
NSLOCTEXT ( |
Visualization of Lumen indirect diffuse |
|
|
NSLOCTEXT ( |
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes |
|
|
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 ( |
Lumen GI |
|
|
NSLOCTEXT ( |
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Visualize screen space reflections, for developer (by default off): |
|
|
NSLOCTEXT ( |
Visualize the Shading Models, mostly or debugging and profiling |
|
|
NSLOCTEXT ( |
Visualize the senses configuration of AIs' PawnSensingComponent |
|
|
NSLOCTEXT ( |
Visualize LOD Coloration |
|
|
NSLOCTEXT ( |
Visualize HLOD Coloration |
|
|
NSLOCTEXT ( |
Global Distance field |
|
|
NSLOCTEXT ( |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Helper to tweak local expsoure settings |
|
|
NSLOCTEXT ( |
Allow to see where each instance is in each ISM Component |
|
|
NSLOCTEXT ( |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. |
|
|
NSLOCTEXT ( |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. |
|
|
NSLOCTEXT ( |
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. |
|
|
NSLOCTEXT ( |
Allows to disable all direct lighting (does not affect indirect light) |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Directional Lights |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Color correction after tone mapping |
|
|
NSLOCTEXT ( |
Visualize vector fields. |
|
|
NSLOCTEXT ( |
Depth of Field |
|
|
NSLOCTEXT ( |
MotionBlur, for now only camera motion blur, 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 ( |
When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded |
|
|
NSLOCTEXT ( |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing |
|
|
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 ( |
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
|
NSLOCTEXT ( |
Local Exposure, 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) |
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NSLOCTEXT ( |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) |
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NSLOCTEXT ( |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Image based lens flares (Simulate artifact of reflections within a camera system) |
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NSLOCTEXT ( |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer |
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NSLOCTEXT ( |
Darkens the screen borders (Camera artifact and artistic effect) |
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NSLOCTEXT ( |
Fine film grain |
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NSLOCTEXT ( |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Display a histogram of the scene HDR color |
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NSLOCTEXT ( |
Helper to tweak depth of field |
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NSLOCTEXT ( |
Highlight materials that indicate performance issues or show unrealistic materials |
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NSLOCTEXT ( |
Show Physical Material Masks |
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NSLOCTEXT ( |
If Screen Space Subsurface Scattering visualization is enabled |
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NSLOCTEXT ( |
Whether to apply volumetric lightmap lighting, when present. |
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NSLOCTEXT ( |
Show Vertex Colors |
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NSLOCTEXT ( |
Calls debug drawing for AIs |
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NSLOCTEXT ( |
Calls debug drawing for whatever LogVisualizer wants to draw |
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NSLOCTEXT ( |
Whether to draw navigation data |
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NSLOCTEXT ( |
If Screen Space Subsurface Scattering enabled |
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NSLOCTEXT ( |
Used by gameplay debugging components to debug-draw on screen |
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NSLOCTEXT ( |
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Draws Nanite meshes |
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NSLOCTEXT ( |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Allow to see the foliage bounds used in the occlusion test |
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NSLOCTEXT ( |
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling |
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NSLOCTEXT ( |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If Capsule shadows are enabled. |
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NSLOCTEXT ( |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If Screen space contact shadows are enabled. |
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NSLOCTEXT ( |
Render Post process (screen space) distortion/refraction |
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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 |
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NSLOCTEXT ( |
If RTDF shadows are enabled. |
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NSLOCTEXT ( |
Post processing filmic tone curve and expand gamut |
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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 |
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NSLOCTEXT ( |
If Screen Percentage should be applied. |
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NSLOCTEXT ( |
Helper to tweak motion blur settings |
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NSLOCTEXT ( |
Post processing color fringe (chromatic aberration) |
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NSLOCTEXT ( |
Visualize pixels that are outside of their object's bounding box (content error). |
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NSLOCTEXT ( |
Whether to display the scene's diffuse. |
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NSLOCTEXT ( |
Whether to display the scene's specular, including reflections. |
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NSLOCTEXT ( |
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NSLOCTEXT ( |
Outline around selected objects in the editor |
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NSLOCTEXT ( |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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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 |
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OnSetCVarFromIniEntry |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! ( |
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constexpr bo... |
operator! |
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constexpr bo... |
operator! |
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operator!= ( |
||
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operator!= ( |
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operator!= ( |
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operator!= ( |
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operator!= ( |
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constexpr EW... |
operator& ( |
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constexpr ER... |
operator& ( |
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constexpr EP... |
operator& |
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constexpr ER... |
operator& ( |
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constexpr EM... |
operator& |
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constexpr EM... |
operator& |
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constexpr EG... |
operator& ( |
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constexpr FG... |
operator& |
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constexpr EA... |
operator& ( |
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constexpr ED... |
operator& ( |
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constexpr FA... |
operator& |
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constexpr EM... |
operator& ( |
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FAnimationRu... |
operator&= |
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EActorIterat... |
operator&= ( |
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FGPUSkinPass... |
operator&= |
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EGPUSortFlag... |
operator&= ( |
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EMaterialGet... |
operator&= |
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EMaterialNew... |
operator&= ( |
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EWriteDemoFr... |
operator&= ( |
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EReplayHeade... |
operator&= ( |
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EDataTableEx... |
operator&= ( |
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