Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h |
Include |
#include "Engine/Engine.h" |
Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.
Name | Description | ||
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ActiveClassRedirects |
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ActiveGameNameRedirects |
Deprecated rules for redirecting renamed objects, replaced by the CoreRedirects system |
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TSharedPtr< FPe... |
ActivePerformanceChart |
Active FPS chart (initialized by startfpschart, finalized by stopfpschart) |
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ActivePerformanceDataConsumers |
List of all active performance consumers |
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ActivePluginRedirects |
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ActiveStructRedirects |
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AdditionalFontNames |
Sets additional fonts that will be loaded at startup and available using GetAdditionalFont. |
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AIControllerClassName |
Sets the class to be used as the default AIController class for pawns. |
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TObjectPtr< cla... |
ArrowMaterial |
Material that 'fakes' lighting, used for arrows, widgets. |
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ArrowMaterialName |
Path of the material that 'fakes' lighting, used for arrows, widgets. |
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TObjectPtr< cla... |
ArrowMaterialYellow |
Arrow material instance with yellow color. |
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TObjectPtr< cla... |
AssetManager |
A UObject spawned at initialization time to handle runtime asset loading and management |
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AssetManagerClassName |
Sets the class to spawn as the global AssetManager, configurable per game. |
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AudioDeviceManager |
The audio device manager |
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TSubclassOf< cl... |
AvoidanceManagerClass |
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AvoidanceManagerClassName |
Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior. |
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uint32: 1 |
bAllowMatureLanguage |
Whether to play mature language sound nodes |
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uint32: 1 |
bAllowMultiThreadedAnimationUpdate |
Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads. |
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uint32: 1 |
bCanBlueprintsTickByDefault |
Controls whether Blueprint subclasses of actors or components can tick by default. |
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uint32: 1 |
bCheckForMultiplePawnsSpawnedInAFrame |
Whether we should check for more than N pawns spawning in a single frame. |
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uint32: 1 |
bDisableAILogging |
Determines whether AI logging should be processed or not |
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FBeginStreaming... |
BeginStreamingPauseDelegate |
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uint32: 1 |
bEnableEditorPSysRealtimeLOD |
Controls whether cascade particle system LODs are updated in real time, or use the set value |
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uint32: 1 |
bEnableOnScreenDebugMessages |
If true, then disable OnScreenDebug messages. Can be toggled in real-time. |
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uint32: 1 |
bEnableOnScreenDebugMessagesDisplay |
If true, then disable the display of OnScreenDebug messages (used when running) |
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uint32 |
bEnableVisualLogRecordingOnStart |
If true, the visual logger will start recording as soon as the engine starts |
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uint32: 1 |
bForceDisableFrameRateSmoothing |
Hook for external systems to transiently and forcibly disable framerate smoothing without stomping the original setting. |
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bool |
bGenerateDefaultTimecode |
Generate a default timecode from the computer clock when there is no timecode provider. |
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bool |
bIsInitialized |
For IsInitialized() |
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uint32: 1 |
bLockReadOnlyLevels |
True if the the user cannot modify levels that are read only. |
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TObjectPtr< cla... |
BlueNoiseScalarTexture |
Tiled blue-noise texture |
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BlueNoiseScalarTextureName |
Path of the tiled blue-noise texture |
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TObjectPtr< cla... |
BlueNoiseVec2Texture |
Spatial-temporal blue noise texture with two channel output |
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BlueNoiseVec2TextureName |
Path of the tiled blue-noise texture |
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TObjectPtr< cla... |
BoneWeightMaterial |
Material used to render bone weights on skeletal meshes |
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BoneWeightMaterialName |
Path of the material used to render bone weights on skeletal meshes |
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uint32: 1 |
bOptimizeAnimBlueprintMemberVariableAccess |
Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM. |
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uint32: 1 |
bPauseOnLossOfFocus |
Whether to pause the game if focus is lost. |
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uint32: 1 |
bRenderLightMapDensityGrayscale |
If true, then render gray scale density. |
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uint32: 1 |
bSmoothFrameRate |
Whether to enable framerate smoothing. |
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float |
BSPSelectionHighlightIntensity |
Used to alter the intensity level of the selection highlight on selected BSP surfaces |
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uint32: 1 |
bStartedLoadMapMovie |
True if the loading movie was started during LoadMap(). |
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uint32: 1 |
bSubtitlesEnabled |
Flag for completely disabling subtitles for localized sounds. |
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uint32: 1 |
bSubtitlesForcedOff |
Flag for forcibly disabling subtitles even if you try to turn them back on they will be off |
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uint32: 1 |
bSuppressMapWarnings |
If true, then skip drawing map warnings on screen even in non (UE_BUILD_SHIPPING || UE_BUILD_TEST) builds |
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uint32: 1 |
bUseFixedFrameRate |
Whether to use a fixed framerate. |
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C_AddWire |
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C_BrushShape |
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C_BrushWire |
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C_BSPCollision |
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C_NonSolidWire |
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C_OrthoBackground |
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C_ScaleBoxHi |
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C_SemiSolidWire |
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C_SubtractWire |
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C_Volume |
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C_VolumeCollision |
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C_WireBackground |
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C_WorldBox |
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float |
CameraRotationThreshold |
Camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid) |
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float |
CameraTranslationThreshold |
Camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid) |
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TObjectPtr< cla... |
ClothPaintMaterial |
Materials used to render cloth properties on skeletal meshes |
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TObjectPtr< cla... |
ClothPaintMaterialInstance |
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ClothPaintMaterialName |
Name of the material used to render cloth in the clothing tools |
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TObjectPtr< cla... |
ClothPaintMaterialWireframe |
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TObjectPtr< cla... |
ClothPaintMaterialWireframeInstance |
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ClothPaintMaterialWireframeName |
Name of the material used to render cloth wireframe in the clothing tools |
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TSubclassOf< cl... |
ConsoleClass |
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ConsoleClassName |
Sets the class to use for the game console summoned with ~ |
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TObjectPtr< cla... |
ConstraintLimitMaterial |
Material used to render constraint limits |
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TObjectPtr< cla... |
ConstraintLimitMaterialPrismatic |
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TObjectPtr< cla... |
ConstraintLimitMaterialX |
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TObjectPtr< cla... |
ConstraintLimitMaterialXAxis |
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TObjectPtr< cla... |
ConstraintLimitMaterialY |
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TObjectPtr< cla... |
ConstraintLimitMaterialYAxis |
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TObjectPtr< cla... |
ConstraintLimitMaterialZ |
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TObjectPtr< cla... |
ConstraintLimitMaterialZAxis |
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CustomTimeStepClassName |
Override how the Engine process the Framerate/Timestep. |
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TObjectPtr< cla... |
DebugEditorMaterial |
A material used to render debug meshes. |
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DebugEditorMaterialName |
A material used to render debug opaque material. |
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TObjectPtr< cla... |
DebugMeshMaterial |
A material used to render debug meshes. |
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DebugMeshMaterialName |
Path of the default material for debug mesh |
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TObjectPtr< cla... |
DefaultBloomKernelTexture |
Texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source |
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DefaultBloomKernelTextureName |
Path of the texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source |
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DefaultBlueprintBaseClassName |
Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis |
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TObjectPtr< cla... |
DefaultBokehTexture |
Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras |
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DefaultBokehTextureName |
Path of the texture used to blur out of focus content, mimics the Bokeh shape of actual cameras |
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TObjectPtr< cla... |
DefaultBSPVertexTexture |
Texture used to render a vertex in the editor |
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DefaultBSPVertexTextureName |
Path of the texture used to render a vertex in the editor |
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TObjectPtr< cla... |
DefaultDestructiblePhysMaterial |
PhysicalMaterial to use if none is defined for a Destructible object. |
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DefaultDestructiblePhysMaterialName |
Path of the PhysicalMaterial to use if none is defined for a particular object. |
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TObjectPtr< cla... |
DefaultDiffuseTexture |
A global default diffuse texture. |
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DefaultDiffuseTextureName |
Path of the global default diffuse texture. |
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TObjectPtr< cla... |
DefaultFilmGrainTexture |
Texture used to film grain by default. |
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DefaultFilmGrainTextureName |
Path of the texture used by film grain by default. |
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TObjectPtr< cla... |
DefaultFlattenMaterial |
Materials used when flattening materials |
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DefaultFlattenMaterialName |
A material used to flatten materials. |
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TObjectPtr< cla... |
DefaultHLODFlattenMaterial |
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DefaultHLODFlattenMaterialName |
A material used to flatten materials to VT textures. |
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TObjectPtr< cla... |
DefaultLandscapeFlattenMaterial |
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DefaultLandscapeFlattenMaterialName |
A material used to flatten materials to VT textures, with the normals being in world space. |
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TObjectPtr< cla... |
DefaultPhysMaterial |
PhysicalMaterial to use if none is defined for a particular object. |
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DefaultPhysMaterialName |
Path of the PhysicalMaterial to use if none is defined for a particular object. |
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TObjectPtr< cla... |
DefaultTexture |
A global default texture. |
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DefaultTextureName |
Path of the global default texture that is used when no texture is specified. |
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DeferredCommands |
Array of deferred command strings/ execs that get executed at the end of the frame |
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float |
DisplayGamma |
Current display gamma setting |
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TObjectPtr< cla... |
EditorBrushMaterial |
A material used to render the sides of the builder brush/volumes/etc. |
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EditorBrushMaterialName |
Path of the material used to render the sides of the builder brush/volumes/etc. |
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TObjectPtr< cla... |
EmissiveMeshMaterial |
A material used to render emissive meshes (e.g. light source surface). |
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EmissiveMeshMaterialName |
Path of the default material for emissive mesh |
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FEndStreamingPa... |
EndStreamingPauseDelegate |
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IEngineLoop ... |
EngineLoop |
Engine loop, used for callbacks from the engine module into launch. |
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TSharedPtr< cla... |
EyeTrackingDevice |
Reference to the HMD device that is attached, if any |
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float |
FixedFrameRate |
The fixed framerate to use. |
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GameScreenshotSaveDirectory |
The save directory for newly created screenshots |
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TObjectPtr< UOb... |
GameSingleton |
A UObject spawned at initialization time to handle game-specific data |
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GameSingletonClassName |
Sets the class for a global object spawned at startup to handle game-specific data. |
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TObjectPtr< cla... |
GameUserSettings |
Global instance of the user game settings |
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TSubclassOf< cl... |
GameUserSettingsClass |
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GameUserSettingsClassName |
Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay. |
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TObjectPtr< cla... |
GameViewport |
The view port representing the current game instance. Can be 0 so don't use without checking. |
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TSubclassOf< cl... |
GameViewportClientClass |
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GameViewportClientClassName |
Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior. |
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float |
GenerateDefaultTimecodeFrameDelay |
Number of frames to subtract from generated default timecode. |
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GenerateDefaultTimecodeFrameRate |
When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames). |
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TObjectPtr< cla... |
GeomMaterial |
A translucent material used to render things in geometry mode. |
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GeomMaterialName |
Path of the translucent material used to render things in geometry mode. |
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TObjectPtr< cla... |
GlintTexture |
Stable glint BSDF texture |
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TObjectPtr< cla... |
GlintTexture2 |
Stable glint BSDF texture with more variety to cover slope space and avoid circular artifact |
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GlintTexture2Name |
Path of the glint BSDF texture 2 |
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GlintTextureName |
Path of the glint BSDF texture |
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GPUSkinCacheVisualizationExcludedColor |
The visualization color when sk mesh not using skin cache. |
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GPUSkinCacheVisualizationHighMemoryColor |
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float |
GPUSkinCacheVisualizationHighMemoryThresholdInMB |
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GPUSkinCacheVisualizationIncludedColor |
The visualization color when sk mesh using skin cache. |
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GPUSkinCacheVisualizationLowMemoryColor |
The memory visualization colors of skin cache |
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float |
GPUSkinCacheVisualizationLowMemoryThresholdInMB |
The memory visualization threshold in MB for a skin cache entry |
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GPUSkinCacheVisualizationMidMemoryColor |
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GPUSkinCacheVisualizationRayTracingLODOffsetColors |
The visualization colors of ray tracing LOD index offset from raster LOD |
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GPUSkinCacheVisualizationRecomputeTangentsColor |
The visualization color when sk mesh using recompute tangents. |
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TObjectPtr< cla... |
HighFrequencyNoiseTexture |
Texture used to get random image grain values for post processing |
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HighFrequencyNoiseTextureName |
Path of the texture used to get random image grain values for post processing |
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HLODColorationColors |
The colors used to render LOD coloration. |
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float |
IdealLightMapDensity |
Ideal lightmap density value for coloring. |
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TObjectPtr< cla... |
InvalidLightmapSettingsMaterial |
Material that renders a message about lightmap settings being invalid. |
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InvalidLightmapSettingsMaterialName |
Path of the material that renders a message about lightmap settings being invalid. |
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IrisNetDriverConfigs |
A list of Iris NetDriverConfigs |
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LargeFontName |
Sets the font used for large engine text |
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TObjectPtr< cla... |
LevelColorationLitMaterial |
Material used for visualizing level membership in lit view port modes. |
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LevelColorationLitMaterialName |
Path of the material used for visualizing level membership in lit view port modes. |
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TObjectPtr< cla... |
LevelColorationUnlitMaterial |
Material used for visualizing level membership in unlit view port modes. |
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LevelColorationUnlitMaterialName |
Path of the material used for visualizing level membership in unlit view port modes. |
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TSubclassOf< cl... |
LevelScriptActorClass |
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LevelScriptActorClassName |
Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting |
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LightComplexityColors |
The colors used to render light complexity. |
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LightingOnlyBrightness |
Color used for the lighting only render mode |
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TObjectPtr< cla... |
LightingTexelDensityMaterial |
Material used for visualizing lighting only w/ lightmap texel density. |
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LightingTexelDensityName |
Path of the material used for visualizing lighting only w/ lightmap texel density. |
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LightMapDensitySelectedColor |
The color to render selected objects in for LightMap Density view mode. |
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TObjectPtr< cla... |
LightMapDensityTexture |
Texture used to display LightMapDensity |
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LightMapDensityTextureName |
Path of the texture used to display LightMapDensity |
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LightMapDensityVertexMappedColor |
The color to render vertex mapped objects in for LightMap Density view mode. |
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TSubclassOf< cl... |
LocalPlayerClass |
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LocalPlayerClassName |
Sets the class to use for local players, which can be overridden to store game-specific information for a local player. |
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LODColorationColors |
The colors used to render LOD coloration. |
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MainAudioDeviceHandle |
Audio device handle to the main audio device. |
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float |
MaxES3PixelShaderAdditiveComplexityCount |
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int32 |
MaximumLoopIterationCount |
Script maximum loop iteration count used as a threshold to warn users about script execution runaway |
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float |
MaxLightMapDensity |
Maximum lightmap density value for coloring. |
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float |
MaxOcclusionPixelsFraction |
Max screen pixel fraction where retesting when unoccluded is worth the GPU time. |
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int32 |
MaxParticleResize |
The maximum allowed size to a ParticleEmitterInstance::Resize call. |
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int32 |
MaxParticleResizeWarn |
If the resize request is larger than this, spew out a warning to the log |
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float |
MaxPixelShaderAdditiveComplexityCount |
Complexity limits for the various complexity view mode combinations. |
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MediumFontName |
Sets the font used for medium engine text |
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float |
MinDesiredFrameRate |
Minimum desired framerate setting, below this frame rate visual detail may be lowered |
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TObjectPtr< cla... |
MiniFontTexture |
Texture used to do font rendering in shaders |
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MiniFontTextureName |
Path of the texture used to do font rendering in shaders |
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float |
MinLightMapDensity |
Minimum lightmap density value for coloring. |
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TObjectPtr< cla... |
NaniteHiddenSectionMaterial |
Material used for removing Nanite mesh sections from rasterization. |
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NaniteHiddenSectionMaterialName |
Path of the material used for removing Nanite mesh sections from rasterization. |
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TSubclassOf< cl... |
NavigationSystemClass |
Sets the class to use for NavigationSystem, which can be overridden to change game-specific navigation/AI behavior. |
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NavigationSystemClassName |
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TSubclassOf< cl... |
NavigationSystemConfigClass |
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NavigationSystemConfigClassName |
Sets the Navigation System Config class, which can be overridden to change game-specific navigation/AI behavior. |
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float |
NearClipPlane |
The distance of the camera's near clipping plane. |
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float |
NetClientTicksPerSecond |
Number of times to tick each client per second |
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NetDriverDefinitions |
A list of named UNetDriver definitions |
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float |
NetErrorLogInterval |
Amount of time in seconds between network error logging |
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NetworkDDoSEscalationEvent |
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NetworkFailureEvent |
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NetworkLagStateChangedEvent |
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int32 |
NextWorldContextHandle |
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int32 |
NumPawnsAllowedToBeSpawnedInAFrame |
If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame. |
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FEngineHitchDet... |
OnHitchDetectedDelegate |
Delegate called when FPS charting detects a hitch (it is not triggered if there are no active performance data consumers). |
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FBrowseURL |
OnOverrideBrowseURL |
Delegate for overriding the method Browse in the part that parses an URL and loads specified level or creates PendingNetGame. |
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FPendingLevelUp... |
OnOverridePendingNetGameUpdate |
Delegate for overriding the method TickWorldTravel in the part that controls the state of PendingNetGame Parameter are the same as those passed to the calling method Browse |
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ParticleEventManagerClassPath |
Sets the class to use to spawn a ParticleEventManager that can handle game-specific particle system behavior |
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TArray< struct ... |
PendingDroppedNotes |
List of notes to place during Play in Editor |
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TObjectPtr< cla... |
PhysicalMaterialMaskMaterial |
A material used to render physical material mask on mesh. |
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PhysicalMaterialMaskMaterialName |
A material used to render physical material mask on mesh. |
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TSubclassOf< cl... |
PhysicsCollisionHandlerClass |
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PhysicsCollisionHandlerClassName |
Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics. |
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TSharedPtr< IMe... |
PortalRpcClient |
Portal RPC client. |
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TSharedPtr< IPo... |
PortalRpcLocator |
Portal RPC server locator. |
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TObjectPtr< cla... |
PreIntegratedSkinBRDFTexture |
Texture used for pre-integrated skin shading |
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PreIntegratedSkinBRDFTextureName |
Path of the texture used for pre-integrated skin shading |
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TObjectPtr< cla... |
PreviewShadowsIndicatorMaterial |
Material that renders a message about preview shadows being used. |
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PreviewShadowsIndicatorMaterialName |
Path of the material that renders a message about preview shadows being used. |
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float |
PrimitiveProbablyVisibleTime |
The amount of time a primitive is considered to be probably visible after it was last actually visible. |
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QuadComplexityColors |
The colors used to render quad complexity. |
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TObjectPtr< cla... |
RemoveSurfaceMaterial |
Material used to indicate that the associated BSP surface should be removed. |
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RemoveSurfaceMaterialName |
Path of the material used to indicate that the associated BSP surface should be removed. |
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float |
RenderLightMapDensityColorScale |
The scale factor when rendering color density. |
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float |
RenderLightMapDensityGrayscaleScale |
The scale factor when rendering gray scale density. |
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float |
RunningAverageDeltaTime |
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RuntimeServerActors |
Runtime-modified list of server actors, allowing plugins to use serveractors, without permanently adding them to config files |
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float |
SelectionHighlightIntensity |
Used to alter the intensity level of the selection highlight on selected objects |
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float |
SelectionHighlightIntensityBillboards |
Used to alter the intensity level of the selection highlight on selected billboard objects |
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ServerActors |
A configurable list of actors that are automatically spawned upon server startup (just prior to InitGame) |
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TSharedPtr< FTy... |
ServiceDependencies |
Holds a type container for service dependencies. |
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TSharedPtr< IPo... |
ServiceLocator |
Holds registered service instances. |
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TObjectPtr< cla... |
ShadedLevelColorationLitMaterial |
Material used for visualizing level membership in lit view port modes. |
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ShadedLevelColorationLitMaterialName |
Path of the material used for visualizing level membership in lit view port modes. |
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TObjectPtr< cla... |
ShadedLevelColorationUnlitMaterial |
Material used for visualizing level membership in unlit view port modes. |
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ShadedLevelColorationUnlitMaterialName |
Path of the material used for visualizing level membership in unlit view port modes. |
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ShaderComplexityColors |
The colors used to render shader complexity. |
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TObjectPtr< cla... |
SimpleVolumeEnvTexture |
Simple volume environment LUT texture |
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SimpleVolumeEnvTextureName |
Path of the simple volume environment LUT texture |
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TObjectPtr< cla... |
SimpleVolumeTexture |
Simple volume LUT texture |
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SimpleVolumeTextureName |
Path of the simple volume LUT texture |
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SmallFontName |
Sets the font used for small engine text, used for most debug displays |
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SmoothedFrameRateRange |
Range of framerates in which smoothing will kick in |
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TArray< struct ... |
StatColorMappings |
Colors used to display specific profiling stats |
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StationaryLightOverlapColors |
The colors used to render stationary light overlap. |
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TSharedPtr< cla... |
StereoRenderingDevice |
Reference to the stereoscopic rendering interface, if any |
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StreamingAccuracyColors |
The colors used for texture streaming accuracy debug view modes. |
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SubtitleFontName |
Sets the font used by the default Subtitle Manager |
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TObjectPtr< cla... |
TexturePaintingMaskMaterial |
A material used to render the debug texture painting mask on mesh. |
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TexturePaintingMaskMaterialName |
A material used to render the debug texture painting mask on mesh. |
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TimecodeProviderClassName |
Set TimecodeProvider when the engine is started. |
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TinyFontName |
Sets the font used for the smallest engine text |
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TransitionDescription |
The current transition description text. |
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TransitionGameMode |
The gamemode for the destination map |
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ETransitionType |
TransitionType |
The state of the current map transition. |
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TravelFailureEvent |
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bool |
UseGrassVarityPerQualityLevels |
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bool |
UseSkeletalMeshMinLODPerQualityLevels |
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bool |
UseStaticMeshMinLODPerQualityLevels |
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TObjectPtr< cla... |
VertexColorMaterial |
Material used to visualize vertex colors as emissive |
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VertexColorMaterialName |
Path of the material used to visualize vertex colors as emissive |
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TObjectPtr< cla... |
VertexColorViewModeMaterial_AlphaAsColor |
Material for visualizing vertex colors on meshes in the scene (alpha channel as color) |
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TObjectPtr< cla... |
VertexColorViewModeMaterial_BlueOnly |
Material for visualizing vertex colors on meshes in the scene (blue only) |
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TObjectPtr< cla... |
VertexColorViewModeMaterial_ColorOnly |
Material for visualizing vertex colors on meshes in the scene (color only, no alpha) |
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TObjectPtr< cla... |
VertexColorViewModeMaterial_GreenOnly |
Material for visualizing vertex colors on meshes in the scene (green only) |
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TObjectPtr< cla... |
VertexColorViewModeMaterial_RedOnly |
Material for visualizing vertex colors on meshes in the scene (red only) |
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VertexColorViewModeMaterialName_AlphaAsColor |
Path of the material for visualizing vertex colors on meshes in the scene (alpha channel as color) |
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VertexColorViewModeMaterialName_BlueOnly |
Path of the material for visualizing vertex colors on meshes in the scene (blue only) |
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VertexColorViewModeMaterialName_ColorOnly |
Path of the material for visualizing vertex colors on meshes in the scene (color only, no alpha) |
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VertexColorViewModeMaterialName_GreenOnly |
Path of the material for visualizing vertex colors on meshes in the scene (green only) |
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VertexColorViewModeMaterialName_RedOnly |
Path of the material for visualizing vertex colors on meshes in the scene (red only) |
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TSharedPtr< FSc... |
ViewExtensions |
Extensions that can modify view parameters on the render thread. |
|
TObjectPtr< cla... |
WeightMapPlaceholderTexture |
Texture used as a placeholder for terrain weight-maps to give the material the correct texture format. |
|
WeightMapPlaceholderTextureName |
Path of the texture used as a placeholder for terrain weight-maps to give the material the correct texture format. |
|
|
TObjectPtr< cla... |
WireframeMaterial |
The material used to render wireframe meshes. |
|
WireframeMaterialName |
Path of the material used to render wireframe meshes in the editor and debug tools. |
|
|
WorldAddedEvent |
Broadcasts when a world is added. |
|
|
WorldDestroyedEvent |
Broadcasts when a world is destroyed. |
|
|
TIndirectArray<... |
WorldList |
|
|
TSubclassOf< cl... |
WorldSettingsClass |
|
|
WorldSettingsClassName |
Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world. |
|
|
TSharedPtr< cla... |
XRSystem |
Reference to the VR/AR/MR tracking system that is attached, if any |
Name | Description | |
---|---|---|
|
UEngine ( |
Name | Description | ||
---|---|---|---|
|
void |
AddEngineStat ( |
Allows external systems to add a new simple engine stat function. |
|
void |
AddNewPendingStreamingLevel |
|
|
void |
AddOnScreenDebugMessage |
Add a FString to the On-screen debug message system. |
|
void |
AddOnScreenDebugMessage |
Add a FString to the On-screen debug message system. |
|
void |
AddPerformanceDataConsumer |
Register a performance data consumer with the engine; it will be passed performance information each frame |
|
void |
AddReferencedObjects ( |
|
|
void |
AddTextureStreamingLoc ( |
Adds a world location as a secondary view location for purposes of texture streaming. |
|
bool |
AllowSelectTranslucent() |
|
|
bool |
AreEditorAnalyticsEnabled() |
|
|
int32 |
BeginTransaction |
|
|
void |
BlockTillLevelStreamingCompleted ( |
Updates level streaming state using active game players view and blocks until all sub-levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. |
|
void |
BroadcastActorFolderAdded ( |
Called by internal engine systems after actor folder is added |
|
void |
BroadcastActorFolderRemoved ( |
Called by internal engine systems after actor folder is removed |
|
void |
BroadcastActorFoldersUpdated ( |
Called by internal engine systems after a level has finished updating its actor folder list |
|
void |
BroadcastActorsMoved |
Called when actors have been translated, rotated, or scaled by the editor |
|
void |
BroadcastEditorClose() |
Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
|
void |
BroadcastLevelActorAdded ( |
Called by internal engine systems after a level actor has been added |
|
void |
BroadcastLevelActorAttached |
Called by internal engine systems after a level actor has been attached |
|
void |
BroadcastLevelActorDeleted ( |
Called by internal engine systems after level actors have changed to notify other subsystems |
|
void |
BroadcastLevelActorDetached |
Called by internal engine systems after a level actor has been detached |
|
void |
BroadcastLevelActorFolderChanged |
Called by internal engine systems after a level actor's folder has been changed |
|
void |
BroadcastLevelActorListChanged() |
Called by internal engine systems after a world's actor list changes in a way not specifiable through other LevelActor__Events to notify other subsystems |
|
void |
BroadcastLevelActorOuterChanged |
Called by internal engine systems after level actors have changed outer |
|
void |
BroadcastLevelActorRequestRename ( |
Called by internal engine systems after a level actor has been requested to be renamed |
|
void |
BroadcastLevelComponentRequestRename ( |
Called by internal engine systems after a level actor has been requested to be renamed |
|
void |
BroadcastNetworkDDosSEscalation ( |
Called by internal engine systems after network burst or DDoS is detected |
|
void |
BroadcastNetworkFailure ( |
Called by internal engine systems after a network failure has occurred |
|
void |
BroadcastNetworkLagStateChanged ( |
Called by internal engine systems after network lag has been detected |
|
void |
BroadcastOnActorMoved ( |
Called by internal engine systems after an actor has been moved to notify other subsystems |
|
void |
BroadcastOnActorMoving ( |
Called by internal engine systems when an actor is being moved to notify other subsystems |
|
void |
BroadcastOnComponentTransformChanged ( |
Called by SceneComponent PropagateTransformUpdate to nofify of any component transform change |
|
void |
BroadcastPostEditorTick ( |
Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
|
void |
BroadcastTravelFailure ( |
Called by internal engine systems after a travel failure has occurred |
|
EBrowseRetur... |
Browse ( |
Browse to a specified URL, relative to the current one. |
|
void |
BrowseToDefaultMap ( |
|
|
void |
CancelAllPending() |
Cancel pending level. |
|
void |
CancelPending ( |
|
|
void |
CancelPending ( |
|
|
void |
CancelPending ( |
|
|
void |
CancelPendingMapChange ( |
Cancels pending map change. |
|
void |
CancelPendingMapChange ( |
Cancels pending map change. |
|
void |
CancelTransaction ( |
|
|
bool |
CanTransact() |
|
|
void |
ChangeDynamicResolutionStateAtNextFrame ( |
Override dynamic resolution state for next frame. |
|
void |
CheckAndHandleStaleWorldObjectReferences ( |
Finds any World(s) and related objects that are still referenced after being destroyed by LoadMap and logs which objects are holding the references. |
|
void |
CleanupGameViewport() |
Clean up the GameViewport |
|
void |
CleanupPackagesToFullyLoad ( |
Removes the PerMapPackages from the RootSet |
|
void |
ClearDebugDisplayProperties() |
Clear out the debug properties array that is storing values to show on the screen |
|
void |
ClearOnScreenDebugMessages() |
Clear any existing debug messages |
|
bool |
CommitMapChange ( |
Finalizes the pending map change that was being kicked off by PrepareMapChange. |
|
bool |
CommitMapChange ( |
|
|
void |
ConditionalCollectGarbage() |
Collect garbage once per frame driven by World ticks |
|
void |
ConditionalCommitMapChange ( |
Commit map change if requested and map change is pending. Called every frame. |
|
void |
ConditionalCommitMapChange ( |
|
|
void |
ConditionallyLoadPreIntegratedSkinBRDFTexture() |
Conditionally load this texture for a platform. Always loaded in Editor |
|
void |
CopyPropertiesForUnrelatedObjects ( |
|
|
double |
CorrectNegativeTimeDelta ( |
Allows games to correct the negative delta |
|
bool |
CreateNamedNetDriver ( |
Creates a UNetDriver and associates a name with it. |
|
bool |
CreateNamedNetDriver |
Creates a UNetDriver and associates a name with it. |
|
UNetDriver &... |
CreateNetDriver |
Creates a UNetDriver with an engine assigned name |
|
FWorldContex... |
CreateNewWorldContext ( |
|
|
UWorld * |
CreatePIEWorldByDuplication ( |
This should only ever be called for a EditorEngine. |
|
void |
CreateStartupAnalyticsAttributes ( |
|
|
void |
DelayGarbageCollection() |
Requests a one frame delay of Garbage Collection |
|
void |
DestroyNamedNetDriver ( |
Destroys a UNetDriver based on its name. |
|
void |
DestroyNamedNetDriver |
Destroys a UNetDriver based on its name. |
|
void |
DestroyWorldContext ( |
|
|
float |
DrawOnscreenDebugMessages |
UE_BUILD_SHIPPING. |
|
void |
EmitDynamicResolutionEvent ( |
Emit an event for dynamic resolution if not already done. |
|
void |
EnableScreenSaver ( |
Enables or disables the ScreenSaver (PC only) |
|
int32 |
EndTransaction() |
|
|
void |
ExecEngineStat ( |
Wrapper for firing a simple stat exec. |
|
bool |
Experimental_ShouldPreDuplicateMap ( |
If this function returns true, the DynamicSourceLevels collection will be duplicated for the given map. |
|
ULocalPlayer... |
FindFirstLocalPlayerFromControllerId ( |
Returns the first ULocalPlayer that matches the given ControllerId. |
|
ULocalPlayer... |
FindFirstLocalPlayerFromPlatformUserId ( |
Returns the first ULocalPlayer that matches the given platform user id, or the first player if the id is invalid This will search across all world contexts. |
|
UNetDriver &... |
FindNamedNetDriver ( |
Finds a UNetDriver based on its name. |
|
UNetDriver &... |
FindNamedNetDriver |
Finds a UNetDriver based on its name. |
|
void |
FocusNextPIEWorld ( |
|
|
void |
ForceGarbageCollection ( |
Updates the timer between garbage collection such that at the next opportunity garbage collection will be run. |
|
UGameViewpor... |
GameViewportForWorld ( |
|
|
FAudioDevice... |
GetActiveAudioDevice() |
|
|
UFont * |
GetAdditionalFont ( |
Gets the specified additional font. Returns the specified additional font. |
|
void |
GetAllLocalPlayerControllers ( |
Gets all local players associated with the engine. |
|
FAudioDevice... |
GetAudioDeviceManager() |
|
|
void |
GetAverageUnitTimes ( |
Returns the average game/render/gpu/total time since this function was last called |
|
UWorld * |
GetCurrentPlayWorld ( |
Tries to find the currently active primary Game or Play in Editor world, returning null if it is ambiguous. |
|
UEngineCusto... |
GetCustomTimeStep() |
Get the custom time step that control the Engine Framerate/Timestep |
|
ULocalPlayer... |
GetDebugLocalPlayer() |
Returns the first ULocalPlayer that should be used for debug purposes. |
|
ERHIFeatureL... |
GetDefaultWorldFeatureLevel() |
The feature used to create new worlds, by default. |
|
float |
GetDisplayGamma() |
Returns the current display gamma value |
|
void |
GetDynamicResolutionCurrentStateInfos ( |
Queries informations about the current state dynamic resolution. |
|
IDynamicReso... |
GetDynamicResolutionState() |
Get's global dynamic resolution state |
|
bool |
GetDynamicResolutionUserSetting() |
Get the user setting for dynamic resolution. |
|
TSubsystemCl... |
GetEngineSubsystem() |
Get an Engine Subsystem of specified type |
|
const TArray... |
GetEngineSubsystemArray() |
Get all Engine Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. |
|
UEngineSubsy... |
GetEngineSubsystemBase ( |
Get an Engine Subsystem of specified type |
|
ULocalPlayer... |
GetFirstGamePlayer ( |
Return the first ULocalPlayer in the GamePlayers array. |
|
ULocalPlayer... |
GetFirstGamePlayer ( |
Return the first ULocalPlayer in the GamePlayers array. |
|
ULocalPlayer... |
GetFirstGamePlayer ( |
Return the first ULocalPlayer in the GamePlayers array. |
|
APlayerContr... |
GetFirstLocalPlayerController ( |
Find a Local Player Controller, which may not exist at all if this is a server. |
|
GetFrameTimeDisplayColor ( |
Returns the display color for a given frame time (based on t.TargetFrameTimeThreshold and t.UnacceptableFrameTimeThreshold) |
|
|
ULocalPlayer... |
GetGamePlayer ( |
Return the ULocalPlayer with the given index. |
|
ULocalPlayer... |
GetGamePlayer ( |
Return the ULocalPlayer with the given index. |
|
const TArray... |
GetGamePlayers ( |
|
|
const TArray... |
GetGamePlayers ( |
|
|
UGameUserSet... |
GetGameUserSettings() |
Returns the global instance of the game user settings class. |
|
const UGameU... |
GetGameUserSettings() |
Returns the global instance of the game user settings class. |
|
TSharedPtr< ... |
GetGameViewportWidget() |
Returns the GameViewport widget |
|
int32 |
GetGlobalFunctionCallspace |
Called from GetFunctionCallspace on specific objects to check for authority/cosmetic function tags using global state |
|
uint32 |
GetGlobalNetTravelCount() |
|
|
const FLinea... |
GetHoveredMaterialColor() |
|
|
UFont * |
GetLargeFont() |
Gets the engine's default large font. Returns the engine's default large font |
|
ULocalPlayer... |
GetLocalPlayerFromControllerId ( |
Retrieves the LocalPlayer for the player which has the ControllerId specified |
|
ULocalPlayer... |
GetLocalPlayerFromControllerId ( |
Retrieves the LocalPlayer for the player which has the ControllerId specified |
|
ULocalPlayer... |
GetLocalPlayerFromInputDevice ( |
|
|
ULocalPlayer... |
GetLocalPlayerFromInputDevice ( |
|
|
ULocalPlayer... |
GetLocalPlayerFromPlatformUserId ( |
Returns the first LocalPlayer that matches the given platform user id |
|
TArray< clas... |
GetLocalPlayerIterator ( |
Return a reference to the GamePlayers array. |
|
TArray< clas... |
GetLocalPlayerIterator ( |
Return a reference to the GamePlayers array. |
|
FAudioDevice... |
GetMainAudioDevice() |
|
|
uint32 |
GetMainAudioDeviceID() |
|
|
FAudioDevice... |
GetMainAudioDeviceRaw() |
|
|
bool |
GetMapBuildCancelled() |
Returns whether or not the map build in progressed was canceled by the user. |
|
GetMapChangeFailureDescription ( |
||
|
GetMapChangeFailureDescription ( |
Returns the failure description in case of a failed map change request. |
|
|
float |
GetMaxFPS() |
Get max fps. |
|
float |
GetMaxTickRate ( |
Get tick rate limiter. Get tick rate limitor. |
|
UFont * |
GetMediumFont() |
Gets the engine's default medium font. |
|
ENetMode |
GetNetMode ( |
Virtual ENetMode GetNetMode(FName NetDriverName = NAME_GameNetDriver) const; |
|
UGameViewpor... |
GetNextPIEViewport ( |
|
|
int32 |
GetNumGamePlayers ( |
Return the number of entries in the GamePlayers array |
|
int32 |
GetNumGamePlayers ( |
Return the number of entries in the GamePlayers array |
|
FPostRenderD... |
GetPostRenderDelegateEx() |
|
|
FPreRenderDe... |
GetPreRenderDelegateEx() |
|
|
bool |
GetPreviewPlatformName ( |
Return the ini platform name the current preview platform, or false if there is no preview platform. |
|
bool |
GetPropertyColorationColor |
Computes a color to use for property coloration for the given object. |
|
const FLinea... |
GetSelectedMaterialColor() |
Get the color to use for object selection |
|
const FLinea... |
GetSelectionOutlineColor() |
|
|
TSharedRef< ... |
GetServiceLocator() |
Get a locator for Portal services. |
|
UFont * |
GetSmallFont() |
Gets the engine's default small font |
|
int32 |
GetSpriteCategoryIndex ( |
Get the index of the provided sprite category |
|
bool |
GetStatValueColoration |
Uses StatColorMappings to find a color for this stat's value. |
|
const FLinea... |
GetSubduedSelectionOutlineColor() |
|
|
UFont * |
GetSubtitleFont() |
Gets the engine's default subtitle font. Returns the engine's default subtitle font |
|
float |
GetTimeBetweenGarbageCollectionPasses ( |
Returns GetTimeBetweenGarbageCollectionPasses but tweaked if its an idle server or not |
|
float |
GetTimeBetweenGarbageCollectionPasses() |
Returns the current desired time between garbage collection passes (not the time remaining) |
|
UTimecodePro... |
GetTimecodeProvider() |
Get the TimecodeProvider that control the Engine's Timecode. |
|
UFont * |
GetTinyFont() |
Gets the engine's default tiny font. |
|
const FWorld... |
GetWorldContextFromGameViewport ( |
|
|
FWorldContex... |
GetWorldContextFromGameViewport ( |
|
|
FWorldContex... |
GetWorldContextFromGameViewportChecked ( |
|
|
const FWorld... |
GetWorldContextFromGameViewportChecked ( |
|
|
const FWorld... |
GetWorldContextFromHandle ( |
|
|
FWorldContex... |
GetWorldContextFromHandle ( |
|
|
const FWorld... |
GetWorldContextFromHandleChecked ( |
|
|
FWorldContex... |
GetWorldContextFromHandleChecked ( |
|
|
FWorldContex... |
GetWorldContextFromPendingNetGame ( |
|
|
const FWorld... |
GetWorldContextFromPendingNetGame ( |
|
|
const FWorld... |
GetWorldContextFromPendingNetGameChecked ( |
|
|
FWorldContex... |
GetWorldContextFromPendingNetGameChecked ( |
|
|
FWorldContex... |
GetWorldContextFromPendingNetGameNetDriver ( |
|
|
const FWorld... |
GetWorldContextFromPendingNetGameNetDriver ( |
|
|
const FWorld... |
GetWorldContextFromPendingNetGameNetDriverChecked ( |
|
|
FWorldContex... |
GetWorldContextFromPendingNetGameNetDriverChecked ( |
|
|
FWorldContex... |
GetWorldContextFromPIEInstance ( |
|
|
const FWorld... |
GetWorldContextFromPIEInstance ( |
|
|
FWorldContex... |
GetWorldContextFromPIEInstanceChecked ( |
|
|
const FWorld... |
GetWorldContextFromPIEInstanceChecked ( |
|
|
FWorldContex... |
GetWorldContextFromWorld ( |
|
|
const FWorld... |
GetWorldContextFromWorld ( |
|
|
const FWorld... |
GetWorldContextFromWorldChecked ( |
|
|
FWorldContex... |
GetWorldContextFromWorldChecked ( |
|
|
const TIndir... |
GetWorldContexts() |
|
|
UWorld * |
GetWorldFromContextObject ( |
Obtain a world object pointer from an object with has a world context. |
|
UWorld * |
GetWorldFromContextObjectChecked ( |
Obtain a world object pointer from an object with has a world context. |
|
bool |
HandleAnimSeqStatsCommand ( |
|
|
void |
HandleBrowseToDefaultMapFailure ( |
Attempts to gracefully handle a failure to travel to the default map. |
|
bool |
HandleCeCommand ( |
|
|
bool |
HandleConfigHashCommand ( |
|
|
bool |
HandleConfigMemCommand ( |
|
|
bool |
HandleContentComparisonCommand ( |
|
|
bool |
HandleCountDisabledParticleItemsCommand ( |
|
|
bool |
HandleCrackURLCommand ( |
|
|
bool |
HandleDebugCommand ( |
|
|
bool |
HandleDeferCommand ( |
|
|
bool |
HandleDirCommand ( |
|
|
bool |
HandleDisableAllScreenMessagesCommand ( |
|
|
void |
HandleDisconnect ( |
The proper way to disconnect a given World and NetDriver. |
|
bool |
HandleDisconnectCommand ( |
|
|
bool |
HandleDumpAllocatorStats ( |
|
|
bool |
HandleDumpAvailableResolutionsCommand ( |
|
|
bool |
HandleDumpConsoleCommandsCommand ( |
Compile in Debug, Development, and Test. |
|
bool |
HandleDumpGPUCommand ( |
|
|
bool |
HandleDumpLevelScriptActorsCommand ( |
|
|
bool |
HandleDumpMaterialStatsCommand ( |
|
|
bool |
HandleDumpParticleCountsCommand ( |
|
|
bool |
HandleDumpShaderCompileStatsCommand ( |
|
|
bool |
HandleDumpShaderStatsCommand ( |
|
|
bool |
HandleDumpTicksCommand ( |
|
|
bool |
HandleEnableAllScreenMessagesCommand ( |
|
|
bool |
HandleFlushLogCommand ( |
Exec command handlers |
|
bool |
HandleFreezeAllCommand ( |
|
|
bool |
HandleFreezeRenderingCommand ( |
|
|
bool |
HandleFreezeStreamingCommand ( |
|
|
bool |
HandleGameVerCommand ( |
|
|
bool |
HandleGammaCommand ( |
|
|
bool |
HandleGetIniCommand ( |
|
|
bool |
HandleHeapCheckCommand ( |
|
|
bool |
HandleHotReloadCommand ( |
Compile in Debug or Development. |
|
bool |
HandleKismetEventCommand ( |
|
|
bool |
HandleListAnimsCommand ( |
|
|
bool |
HandleListLoadedPackagesCommand ( |
|
|
bool |
HandleListParticleSystemsCommand ( |
|
|
bool |
HandleListSkeletalMeshesCommand ( |
|
|
bool |
HandleListSpawnedActorsCommand ( |
|
|
bool |
HandleListStaticMeshesCommand ( |
|
|
bool |
HandleListTexturesCommand ( |
|
|
bool |
HandleLogoutStatLevelsCommand ( |
|
|
bool |
HandleMemCommand ( |
|
|
bool |
HandleMemReportCommand ( |
|
|
bool |
HandleMemReportDeferredCommand ( |
|
|
bool |
HandleMergeMeshCommand ( |
|
|
void |
HandleNetworkFailure ( |
Notification of network error messages, allows the engine to handle the failure |
|
void |
HandleNetworkLagStateChanged ( |
Notification of network lag state change messages. |
|
bool |
HandleObjCommand ( |
|
|
bool |
HandleOpenCommand ( |
|
|
bool |
HandleParticleMeshUsageCommand ( |
|
|
bool |
HandleProfileCommand ( |
|
|
bool |
HandleProfileGPUCommand ( |
Only compile in when STATS is set. |
|
bool |
HandleProfileGPUHitchesCommand ( |
|
|
bool |
HandleRecompileGlobalShadersCommand ( |
|
|
bool |
HandleRecompileShadersCommand ( |
|
|
bool |
HandleReconnectCommand ( |
|
|
bool |
HandleRemoteTextureStatsCommand ( |
|
|
bool |
HandleShaderComplexityCommand ( |
|
|
bool |
HandleShowLogCommand ( |
|
|
bool |
HandleSkeletalMeshReportCommand ( |
|
|
bool |
HandleStartFPSChartCommand ( |
|
|
bool |
HandleStatCommand ( |
|
|
bool |
HandleStopFPSChartCommand ( |
|
|
bool |
HandleStopMovieCaptureCommand ( |
|
|
bool |
HandleStreamMapCommand ( |
|
|
bool |
HandleTestslateGameUICommand ( |
|
|
bool |
HandleToggleAllScreenMessagesCommand ( |
|
|
bool |
HandleToggleAsyncComputeCommand ( |
|
|
bool |
HandleTogglegtPsysLODCommand ( |
|
|
bool |
HandleToggleOnscreenDebugMessageDisplayCommand ( |
|
|
bool |
HandleToggleOnscreenDebugMessageSystemCommand ( |
|
|
bool |
HandleToggleRenderingThreadCommand ( |
|
|
bool |
HandleTrackParticleRenderingStatsCommand ( |
|
|
bool |
HandleTravelCommand ( |
|
|
void |
HandleTravelFailure ( |
Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure |
|
bool |
HandleViewnamesCommand ( |
|
|
bool |
HasMultipleLocalPlayers ( |
|
|
void |
IncrementGlobalNetTravelCount() |
|
|
void |
Init ( |
Initialize the game engine. |
|
void |
InitializeAudioDeviceManager() |
Initialize the audio device manager |
|
bool |
InitializeEyeTrackingDevice() |
Detects and initializes any attached eye-tracking devices |
|
bool |
InitializeHMDDevice() |
Detects and initializes any attached HMD devices |
|
void |
InitializeObjectReferences() |
Loads all Engine object references from their corresponding config entries. |
|
void |
InitializePortalServices() |
Initialize Portal services. |
|
void |
InitializeRunningAverageDeltaTime() |
Initializes the running average delta to some good initial framerate. |
|
bool |
IsAllowedFramerateSmoothing() |
Whether we're allowed to do frame rate smoothing |
|
bool |
IsAutosaving() |
|
|
bool |
IsControllerIdUsingPlatformUserId() |
If true, we're running in a backward compatible mode where FPlatformUserId and ControllerId are the same. |
|
bool |
IsEditor() |
|
|
bool |
IsEngineStat ( |
Check to see if the specified stat name is a simple stat. |
|
bool |
IsInitialized() |
|
|
bool |
IsPreparingMapChange ( |
|
|
bool |
IsPreparingMapChange ( |
Returns whether we are currently preparing for a map change or not. |
|
bool |
IsPropertyColorationColorFeatureActivated() |
|
|
bool |
IsReadyForMapChange ( |
|
|
bool |
IsReadyForMapChange ( |
Returns whether the prepared map change is ready for commit having called. |
|
bool |
IsRenderingSuspended() |
Whether the application should avoid rendering anything to give GPU resources to other applications |
|
bool |
IsSettingUpPlayWorld() |
Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World NOTE: hope this goes away once PIE and regular game triggering are not that separate code paths |
|
bool |
IsStereoscopic3D ( |
|
|
bool |
IsVanillaProduct() |
|
|
bool |
IsWorldDuplicate ( |
Helper function that returns true if InWorld is the outer of a level in a collection of type DynamicDuplicatedLevels. |
|
FURL & |
LastURLFromWorld ( |
|
|
void |
LoadBlueNoiseTexture() |
Delay loading this texture until it is needed by the renderer. |
|
void |
LoadDefaultBloomTexture() |
Delay loading this texture until it is needed by the renderer. |
|
void |
LoadDefaultFilmGrainTexture() |
Delay loading this texture until it is needed by the renderer. |
|
void |
LoadGlintTextures() |
Delay loading the glint texture until it is needed by the renderer. |
|
bool |
LoadMap ( |
|
|
void |
LoadMapRedrawViewports() |
Called to allow overloading by child engines |
|
void |
LoadPackagesFully |
Loads the PerMapPackages for the given map, and adds them to the RootSet |
|
void |
LoadSimpleVolumeTextures() |
Delay loading the SimpleVolume texture until it is needed by the renderer. |
|
void |
LogPerformanceCapture |
Logs performance capture for use in automation analytics |
|
bool |
MakeSureMapNameIsValid ( |
Makes sure map name is a long package name. |
|
void |
MovePendingLevel ( |
|
|
bool |
NetworkRemapPath ( |
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bool |
NetworkRemapPath ( |
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void |
NotifyToolsOfObjectReplacement |
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FActorFolder... |
OnActorFolderAdded() |
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FActorFolder... |
OnActorFolderRemoved() |
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FActorFolder... |
OnActorFoldersUpdatedEvent() |
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FOnActorMove... |
OnActorMoved() |
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FOnActorMovi... |
OnActorMoving() |
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FOnActorsMov... |
OnActorsMoved() |
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FOnComponent... |
OnComponentTransformChanged() |
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FSimpleMulti... |
OnCustomTimeStepChanged() |
Return custom time step changed event. |
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FEditorClose... |
OnEditorClose() |
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FLevelActorA... |
OnLevelActorAdded() |
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FLevelActorA... |
OnLevelActorAttached() |
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FLevelActorD... |
OnLevelActorDeleted() |
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FLevelActorD... |
OnLevelActorDetached() |
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FLevelActorF... |
OnLevelActorFolderChanged() |
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FLevelActorL... |
OnLevelActorListChanged() |
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FLevelActorO... |
OnLevelActorOuterChanged() |
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FLevelActorR... |
OnLevelActorRequestRename() |
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FLevelCompon... |
OnLevelComponentRequestRename() |
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void |
OnLostFocusPause ( |
Pauses / un-pauses the game-play when focus of the game's window gets lost / gained. |
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bool |
OnlyLoadEditorVisibleLevelsInPIE() |
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FOnNetworkDD... |
OnNetworkDDoSEscalation() |
Event triggered when network burst or DDoS is detected |
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FOnNetworkFa... |
OnNetworkFailure() |
Event triggered after a network failure of any kind has occurred |
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FOnNetworkLa... |
OnNetworkLagStateChanged() |
Event triggered after network lag is being experienced or lag has ended |
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FPostEditorT... |
OnPostEditorTick() |
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bool |
OnScreenDebugMessageExists ( |
Retrieve the message for the given key |
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FSimpleMulti... |
OnTimecodeProviderChanged() |
Return timecode provider changed event. |
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FOnTravelFai... |
OnTravelFailure() |
Event triggered after a server travel failure of any kind has occurred |
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FWorldAddedE... |
OnWorldAdded() |
Return the world added event. |
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FWorldContex... |
OnWorldContextDestroyed() |
Return the world context destroyed event. |
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FWorldDestro... |
OnWorldDestroyed() |
Return the world destroyed event. |
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void |
OverrideSelectedMaterialColor ( |
Sets an override color to use instead of the user setting |
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void |
ParseCommandline() |
Called at startup, in the middle of FEngineLoop::Init. |
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void |
PauseDynamicResolution() |
Pause dynamic resolution for this frame. |
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UPendingNetG... |
PendingNetGameFromWorld ( |
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void |
PerformanceCapture |
Capture screenshots and performance metrics |
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bool |
PerformError ( |
Requests that the engine intentionally performs an invalid operation. |
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void |
PerformGarbageCollectionAndCleanupActors() |
Interface to allow WorldSettings to request immediate garbage collection |
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void |
PostCreatePIEWorld ( |
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void |
PreExit() |
Called at shutdown, just before the exit purge. |
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bool |
PreferToStreamLevelsInPIE() |
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void |
PreGarbageCollect() |
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bool |
PrepareMapChange ( |
Prepares the engine for a map change by pre-loading level packages in the background. |
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bool |
PrepareMapChange |
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void |
ProcessToggleFreezeCommand ( |
Handles freezing/unfreezing of rendering |
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void |
ProcessToggleFreezeStreamingCommand ( |
Handles frezing/unfreezing of streaming |
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void |
RecordHMDAnalytics() |
Record EngineAnalytics information for attached HMD devices. |
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void |
RedrawViewports ( |
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void |
RegisterBeginStreamingPauseRenderingDelegate ( |
Delegate handling when streaming pause begins. |
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void |
RegisterEndStreamingPauseRenderingDelegate ( |
Delegate handling when streaming pause ends. |
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void |
ReinitializeCustomTimeStep() |
Causes the current custom time step to be shut down and then reinitialized. |
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void |
ReinitializeTimecodeProvider() |
Causes the current timecode provider to be shut down and then reinitialized. |
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void |
ReleaseAudioDeviceManager() |
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void |
RemapGamepadControllerIdForPIE ( |
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void |
RemoveEngineStat ( |
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void |
RemoveOnScreenDebugMessage ( |
Remove the message for the given key. |
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void |
RemovePerformanceDataConsumer |
Remove a previously registered performance data consumer |
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void |
RenderEngineStats |
Function to render all the simple stats |
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int32 |
RenderNamedEventsEnabled ( |
Function to render text indicating whether named events are enabled. |
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void |
ResetPIEAudioSetting ( |
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void |
RestoreSelectedMaterialColor() |
Restores the selected material color back to the user setting |
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void |
ResumeDynamicResolution() |
Resume dynamic resolution for this frame. |
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FSeamlessTra... |
SeamlessTravelHandlerForWorld ( |
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void |
SendWorldEndOfFrameUpdates() |
Dispatches EndOfFrameUpdates for all UWorlds |
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void |
SetAverageUnitTimes ( |
Updates the values used to calculate the average game/render/gpu/total time |
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void |
SetClientTravel ( |
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void |
SetClientTravel ( |
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void |
SetClientTravelFromPendingGameNetDriver ( |
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bool |
SetCustomTimeStep ( |
Set the custom time step that will control the Engine Framerate/Timestep. |
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void |
SetDynamicResolutionUserSetting ( |
Set the user setting for dynamic resolution. |
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void |
SetEngineStat ( |
Set the state of the specified stat. |
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void |
SetEngineStats ( |
Set the state of the specified stats (note: array processed in reverse order when !bShow). |
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void |
SetFlashIndicatorLatencyMarker ( |
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void |
SetInputSampleLatencyMarker ( |
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void |
SetIsVanillaProduct ( |
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void |
SetMapBuildCancelled ( |
Sets the flag that states whether or not the map build was canceled. |
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void |
SetMaxFPS ( |
Set max fps. Overrides console variable. |
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void |
SetPresentLatencyMarkerEnd ( |
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void |
SetPresentLatencyMarkerStart ( |
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void |
SetPriorityAndAffinityOnGameThread() |
Set priority and affinity on game thread either from ini file or from FPlatformAffinity::GetGameThreadPriority() |
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void |
SetRenderSubmitLatencyMarkerEnd ( |
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void |
SetRenderSubmitLatencyMarkerStart ( |
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void |
SetSelectedMaterialColor ( |
Sets the selected material color. |
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void |
SetSelectionOutlineColor ( |
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void |
SetShouldCommitPendingMapChange ( |
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void |
SetSimulationLatencyMarkerEnd ( |
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void |
SetSimulationLatencyMarkerStart ( |
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void |
SetSubduedSelectionOutlineColor ( |
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bool |
SetTimecodeProvider ( |
Set the timecode provider that will control the Engine's timecode. |
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void |
SetTimeUntilNextGarbageCollection ( |
Updates the timer (as a one-off) that is used to trigger garbage collection; this should only be used for things like performance tests, using it recklessly can dramatically increase memory usage and cost of the eventual GC. |
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bool |
ShouldAbsorbAuthorityOnlyEvent() |
Returns true if the global context is client-only and authority only events should always be ignored. |
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bool |
ShouldAbsorbCosmeticOnlyEvent() |
Returns true if the global context is dedicated server and cosmetic only events should always be ignored. |
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bool |
ShouldCommitPendingMapChange ( |
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bool |
ShouldDoAsyncEndOfFrameTasks() |
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bool |
ShouldDrawBrushWireframe ( |
Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool. |
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EGarbageColl... |
ShouldForceGarbageCollection() |
Allows derived classes to force garbage collection based on various factors (low on available UObject slots / other resources) |
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bool |
ShouldShutdownWorldNetDriver() |
Returns true if BROWSE should shuts down the current network driver. |
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bool |
ShouldThrottleCPUUsage() |
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void |
ShutdownAllNetDrivers() |
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void |
ShutdownHMD() |
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void |
ShutdownWorldNetDriver ( |
Shutdown any relevant net drivers |
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void |
SpawnServerActors ( |
Spawns all of the registered server actors |
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void |
Start() |
Start the game, separate from the initialize call to allow for post initialize configuration before the game starts. |
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void |
StartFPSChart ( |
Starts the FPS chart data capture (if another run is already active then this command is ignored except to change the active label). |
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void |
StopFPSChart ( |
Stops the FPS chart data capture (if no run is active then this command is ignored). |
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void |
SwapControllerId ( |
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void |
SwapPlatformUserId ( |
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void |
Tick ( |
Update everything. |
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void |
TickDeferredCommands() |
Executes the deferred commands |
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void |
TickPerformanceMonitoring ( |
Calculates information about the previous frame and passes it to all active performance data consumers. |
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void |
TickWorldTravel ( |
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void |
TriggerStreamingDataRebuild() |
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void |
TrimMemory() |
Attempts to reclaim any idle memory by performing a garbage collection and broadcasting FCoreDelegates::OnMemoryTrim. |
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void |
UpdateRunningAverageDeltaTime ( |
Updates the running average delta time Compute tick rate limitor. |
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void |
UpdateTimeAndHandleMaxTickRate() |
Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate. |
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void |
UpdateTimecode() |
Update FApp::Timecode. |
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void |
UpdateTransitionType ( |
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bool |
UseSound() |
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void |
WorldAdded ( |
Needs to be called when a world is added to broadcast messages. |
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void |
WorldDestroyed ( |
Needs to be called when a world is destroyed to broadcast messages. |
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bool |
WorldHasValidContext ( |
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bool |
WorldIsPIEInNewViewport ( |
Name | Description | ||
---|---|---|---|
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void |
FinishDestroy() |
Called to finish destroying the object. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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bool |
Exec_Dev ( |
Implementation of Exec that is only called in non-shipping targets |
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bool |
Exec_Editor ( |
Implementation of Exec that is only called in editor |
Name |
Description |
|
---|---|---|
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FActorFolderAddedEvent |
Editor-only event triggered when an actor folder is added to the world |
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FActorFolderRemovedEvent |
Editor-only event triggered when an actor folder is removed from the world |
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FActorFoldersUpdatedEvent |
Editor-only event triggered when actor folders are updated for a level |
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FCopyPropertiesForUnrelatedObjectsParams |
Makes a strong effort to copy everything possible from and old object to a new object of a different class, used for blueprint to update things after a recompile. |
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FEditorCloseEvent |
Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
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FErrorsAndWarningsCollector |
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FLevelActorAddedEvent |
Editor-only event triggered when actors are added to the world |
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FLevelActorAttachedEvent |
Editor-only event triggered when actors are attached in the world |
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FLevelActorDeletedEvent |
Editor-only event triggered when actors are deleted from the world |
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FLevelActorDetachedEvent |
Editor-only event triggered when actors are detached in the world |
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FLevelActorFolderChangedEvent |
Editor-only event triggered when actors' folders are changed |
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FLevelActorListChangedEvent |
Editor-only event triggered when the actor list of the world has changed |
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FLevelActorOuterChangedEvent |
Editor-only event triggered when actors outer changes |
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FLevelActorRequestRenameEvent |
Editor-only event triggered when actors are being requested to be renamed |
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FLevelComponentRequestRenameEvent |
Editor-only event triggered when actors are being requested to be renamed |
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FOnActorMovedEvent |
Editor-only event triggered after an actor is moved, rotated or scaled (AActor::PostEditMove) |
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FOnActorMovingEvent |
Editor-only event triggered when an actor is being moved, rotated or scaled (AActor::PostEditMove) |
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FOnActorsMovedEvent |
Editor-only event triggered after actors are moved, rotated or scaled by an editor system |
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FOnComponentTransformChangedEvent |
Editor-only event triggered when any component transform is changed |
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FOnNetworkDDoSEscalation |
Network burst or DDoS detected. Used for triggering analytics, mostly |
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FOnNetworkFailure |
Error message event relating to network failures |
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FOnNetworkLagStateChanged |
Network lag detected. |
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FOnNewStatRegistered |
Delegate we fire every time a new stat has been registered. |
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FOnTravelFailure |
Error message event relating to server travel failures |
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FPostEditorTick |
Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
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FWorldAddedEvent |
Triggered when a world is added. |
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FWorldContextDestroyedEvent |
Triggered when a world context is destroyed. |
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FWorldDestroyedEvent |
Triggered when a world is destroyed. |
Name |
Description |
---|---|
FEngineStatRender |
Typedef int32(UEngine::* EngineStatRender)(UWorld* World, FViewport* Viewport, FCanvas* Canvas, int32 X, int32 Y, const FVector* ViewLocation, const FRotator* ViewRotation); |
FEngineStatToggle |
Typedef bool (UEngine::* EngineStatToggle)(UWorld* World, FCommonViewportClient* ViewportClient, const TCHAR* Stream); |
Name |
Description |
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NewStatDelegate |
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
bShouldGenerateLowQualityLightmaps_DEPRECATED |
Whether or not the LQ lightmaps should be generated during lighting rebuilds. |
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float |
StreamingDistanceFactor |
This setting is no longer used. |
Name | Description | ||
---|---|---|---|
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void |
AddTextureStreamingSlaveLoc ( |
This is deprecated to follow inclusive naming rules. Use AddTextureStreamingLoc() instead. |
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void |
FindAndPrintStaleReferencesToObject ( |
Please use FReferenceChainSearch::FindAndPrintStaleReferencesToObject |
|
FindAndPrintStaleReferencesToObject ( |
Please use FReferenceChainSearch::FindAndPrintStaleReferencesToObject |
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|
FindAndPrintStaleReferencesToObjects ( |
Please use FReferenceChainSearch::FindAndPrintStaleReferencesToObjects |
|
|
GetPackageGuid ( |
UPackage::Guid has not been used by the engine for a long time and UEngine::GetPackageGuid will be removed. |
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|
FPostRenderD... |
GetPostRenderDelegate() |
Please use GetPostRenderDelegateEx(). |
|
FPreRenderDe... |
GetPreRenderDelegate() |
Please use GetPreRenderDelegateEx(). |
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bool |
IsSplitScreen ( |
IsSplitScreen was only ever checking if there are more than one local player. Use HasMultipleLocalPlayers instead. |