Engine

Classes

Name

Description

Public class

ABlockingVolume

An invisible volume used to block other actors.

Public class

ABoxReflectionCapture

Actor used to capture the scene for reflection in a box shape

Public class

ABrush

Public class

ABrushShape

A brush that acts as a template for geometry mode modifiers like "Lathe".

Public class

ACullDistanceVolume

Public class

ADebugCameraController

Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules.

Public class

ADebugCameraHUD

HUD that displays info for the DebugCameraController view.

Public class

ADecalActor

DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry.

Public class

ADirectionalLight

Implements a directional light actor.

Public class

ADocumentationActor

Public class

AExponentialHeightFog

Implements an Actor for exponential height fog.

Public class

AGeneratedMeshAreaLight

Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects.

Public class

ALevelBounds

Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true

Public class

ALevelScriptActor

ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints.

Public class

ALevelStreamingVolume

Public class

ALight

Public class

ALocalHeightFog

Actor used to position a local fog volume in the scene.

Public class

ALODActor

LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference

Public class

AMeshMergeCullingVolume

A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes

Public class

ANavigationObjectBase

Public class

ANote

A sticky note.

Public class

APlanarReflection

Public class

APlaneReflectionCapture

Not yet implemented plane capture class

Public class

APlayerStartPIE

Player start for PIE - can be spawned during play.

Public class

APointLight

Public class

APostProcessVolume

For FPostprocessSettings

Public class

ARectLight

Public class

AReflectionCapture

Public class

ASceneCapture

Base class for all SceneCapture actors

Public class

ASceneCapture2D

Public class

ASceneCaptureCube

Public class

AServerStatReplicator

Class used to replicate server "stat net" data over.

Public class

ASkyLight

Public class

ASphereReflectionCapture

Actor used to capture the scene for reflection in a sphere shape.

Public class

ASplineMeshActor

SplineMeshActor is an actor with a SplineMeshComponent.

Public class

ASpotLight

Public class

AStaticMeshActor

StaticMeshActor is an instance of a UStaticMesh in the world.

Public class

ATargetPoint

Public class

ATextRenderActor

Public class

ATriggerBase

An actor used to generate collision events (begin/end overlap) in the level.

Public class

ATriggerBox

A box shaped trigger, used to generate overlap events in the level

Public class

ATriggerCapsule

A capsule shaped trigger, used to generate overlap events in the level

Public class

ATriggerSphere

A sphere shaped trigger, used to generate overlap events in the level

Public class

ATriggerVolume

Public class

AWindDirectionalSource

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

ConsiderListUpdateParams

The structure to pass to the OnConsiderListUpdate delegate

Public struct

FAckNetVisibilityTransaction

Internal struct used by APlayerController to call AckNetVisibilityTransaction on streaming level object

Public struct

FActorComponentTickFunction

Tick function that calls UActorComponent::ConditionalTick

Public struct

FActorDestructionInfo

Public struct

FActorFolderSet

Public struct

FActorInstanceHandle

Handle to a unique object. This may specify a full weigh actor or it may only specify the light weight instance that represents the same object.

Public struct

FActorPriority

Priority sortable list.

Public struct

FActorsInitializedParams

Public struct

FActorSpawnParameters

Struct of optional parameters passed to SpawnActor function(s).

Public struct

FActorSpawnUtils

World actors spawmning helper functions

Public struct

FActorTickFunction

Tick function that calls AActor::TickActor

Public struct

FAnimNodePoseWatch

Public struct

FAnimSlotDesc

Used to indicate each slot name and how many channels they have.

Public struct

FAnimUpdateRateParameters

Container for Animation Update Rate parameters.

Public struct

FAssetEditorOrbitCameraPosition

Public struct

FAssetManagerChunkInfo

Information about a package chunk, computed by the asset manager or read out of the cooked asset registry

Public struct

FAssetManagerRedirect

Simple structure for redirecting an old asset name/path to a new one

Public struct

FAssetManagerSearchRules

Rules for how to scan the asset registry for assets matching path and type descriptions

Public class

FAsyncPreRegisterDDCRequest

FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components

Public struct

FAttachmentTransformRules

Rules for attaching components

Public class

FAudioDeviceWorldDelegates

List of delegates for the world being registered to an audio device.

Public struct

FAutoCompleteNode

Node for storing an auto-complete tree based on each char in the command.

Public struct

FBaseAttenuationSettings

Base class for attenuation settings.

Public struct

FBaseComponentReference

Base class for the hard/soft component reference structs

Public struct

FBasedPosition

Struct for handling positions relative to a base actor, which is potentially moving

Public struct

FBlueprintComponentChangedPropertyInfo

A single changed Blueprint component property.

Public struct

FBlueprintComponentDelegateBinding

Entry for a delegate to assign after a blueprint has been instanced

Public struct

FBlueprintCookedComponentInstancingData

Cooked data for a Blueprint component template.

Public struct

FBlueprintDebugData

Public struct

FBlueprintInputActionDelegateBinding

Public struct

FBlueprintInputAxisDelegateBinding

Public struct

FBlueprintInputAxisKeyDelegateBinding

Public struct

FBlueprintInputDelegateBinding

Public struct

FBlueprintInputKeyDelegateBinding

Public struct

FBlueprintInputTouchDelegateBinding

Public struct

FBlueprintMacroCosmeticInfo

Cached 'cosmetic' information about a macro graph (this is transient and is computed at load)

Public struct

FBoneFilter

Public struct

FBoneMirrorExport

Public struct

FBoneMirrorInfo

Public struct

FBookmark2DJumpToSettings

Public struct

FBookmarkBaseJumpToSettings

Public struct

FBookmarkJumpToSettings

Public struct

FBPComponentClassOverride

Utility struct to store class overrides for components.

Public struct

FBPEditorBookmarkNode

Bookmark node info

Public struct

FBPInterfaceDescription

Struct containing information about what interfaces are implemented in this blueprint

Public struct

FBPVariableDescription

Struct indicating a variable in the generated class

Public struct

FBPVariableMetaDataEntry

One metadata entry for a variable

Public struct

FBuilderPoly

Internal state, not accessible to script.

Public struct

FCameraExposureSettings

Public struct

FCanvasIcon

Holds texture information with UV coordinates as well.

Public struct

FCanvasUVTri

Simple 2d triangle with UVs

Public struct

FChannelCloseInfo

Public struct

FChannelDefinition

Used to specify properties of a channel type

Public struct

FClassRedirect

Public struct

FClothingAssetData_Legacy

Legacy struct for handling back compat serialization.

Public struct

FClothPhysicsProperties_Legacy

Legacy object for back-compat loading, no longer used by clothing system

Public struct

FCollectionReference

Reference to an editor collection of assets. This allows an editor-only picker UI

Public struct

FCollisionEnabledMask

Public struct

FCollisionImpactData

Information about an overall collision, including contacts.

Public struct

FCollisionProfileName

Structure representing a collision profile name, this gets a special UI in the editor

Public struct

FCollisionProfilePrivateAccessor

Public struct

FCollisionResponseContainer

Container for indicating a set of collision channels that this object will collide with.

Public struct

FCollisionResponseTemplate

Structure for collision response templates.

Public struct

FColorGradePerRangeSettings

Public struct

FColorGradingSettings

Public struct

FCompareFActorPriority

Public struct

FComponentInstancedLightmapData

Helper struct to hold information about what components use what lightmap textures

Public struct

FComponentInstanceSharingData

Structure that maps a component to it's lighting/instancing specific data which must be the same between all instances that are bound to that component.

Public struct

FComponentKey

Public struct

FComponentOverrideRecord

Public struct

FComponentReference

Struct that allows for different ways to reference a component using TObjectPtr.

Public struct

FComponentSocketDescription

Info about a socket on a scene component

Public class

FCompressedVisibilityChunk

A chunk of compressed visibility data from multiple FPrecomputedVisibilityCell's.

Public class

FConstPawnIterator

Imitation iterator class that attempts to provide the basic interface that FConstPawnIterator previously did when a typedef of TArray<TWeakObjectPtr>::Iterator.

Public struct

FConstrainComponentPropName

Struct used to specify the property name of the component to constrain

Public class

FConstraintBrokenSignature

Dynamic delegate to use by components that want to route the broken-event into blueprints

Public class

FContentEncryptionConfig

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FConvolutionBloomSettings

Public struct

FCullDistanceSizePair

Helper structure containing size and cull distance pair.

Public struct

FCurveEdEntry

Information about a particule curve being viewed.

Public struct

FCurveEdTab

Public struct

FCurveTableRowHandle

Handle to a particular row in a table.

Public struct

FCustomChannelSetup

Structure for custom channel setup information.

Public struct

FCustomProfile

Structure for custom profiles.

Public struct

FDamageEvent

Event used by AActor::TakeDamage and related functions

Public struct

FDataTableCategoryHandle

Handle to a particular set of rows in a table

Public struct

FDataTableRowHandle

Handle to a particular row in a table

Public struct

FDebugCameraControllerSettingsViewModeIndex

Public struct

FDebugDisplayProperty

Debug property display functionality to interact with this, use "display", "displayall", "displayclear"

Public struct

FDebugFloatHistory

Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory.

Public struct

FDebuggingInfoForSingleFunction

Public struct

FDelayedIncomingPacket

Public struct

FDelayedPacket

An artificially lagged packet

Public struct

FDelegateArray

Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay.

Public struct

FDemoSavedRepObjectState

Public struct

FDepthFieldGlowInfo

Info for glow when using depth field rendering

Public struct

FDetachmentTransformRules

Rules for detaching components

Public struct

FDisconnectedClient

Information about disconnected client NetConnection's

Public struct

FDisplacementScaling

Public struct

FDisplayDebugManager

Public struct

FDistanceVisibleLevel

Helper structure which holds results of distance queries to a world composition

Public struct

FDropNoteInfo

Info about one note dropped in the map during PIE.

Public struct

FDynamicResolutionStateInfos

Information about the state of dynamic resolution.

Public struct

FDynamicTextureInstance

Serialized ULevel information about dynamic texture instances

Public struct

FEditedDocumentInfo

Public class

FEditorTickableLevelBounds

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FEncryptionKeyResponse

Public struct

FEndPhysicsTickFunction

Tick function that ends the physics tick

Public struct

FEventGraphFastCallPair

Public struct

FExposureSettings

Settings to allow designers to override the automatic expose

Public struct

FFastOverlapInfoCompare

Predicate for comparing FOverlapInfos when exact weak object pointer index/serial numbers should match, assuming one is not null and not invalid.

Public struct

FFieldRemapInfo

Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary

Public struct

FFilmStockSettings

Public struct

FFloatRK4SpringInterpolator

Public struct

FFontCharacter

This struct is serialized using native serialization so any changes to it require a package version bump.

Public struct

FFontImportOptionsData

Font import options

Public struct

FFontRenderInfo

Information used in font rendering

Public struct

FFractureEffect

Struct used to hold effects for destructible damage events

Public struct

FFullyLoadedPackagesInfo

Struct to help hold information about packages needing to be fully-loaded for DLC, etc.

Public struct

FGameInstancePIEParameters

Parameters used to initialize / start a PIE game instance.

Public struct

FGameInstancePIEResult

The result of a UGameInstance PIE operation.

Public struct

FGameNameRedirect

Public struct

FGaussianSumBloomSettings

Public struct

FGeomSelection

Selection information for geometry mode.

Public struct

FHardwareCursorReference

Public struct

FHitResult

Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.

Public struct

FHitResultNetSerializerConfig

Public struct

FHitResultNetSerializerNetSerializerInfo

Public struct

FHLODInstancingKey

Mesh/Material pair used as a key to insert/retrieve instances in the LODActor.

Public struct

FInstancedStaticMeshDataType

Public class

FInstancedStaticMeshRenderData

Public class

FInstancedStaticMeshSceneProxy

Public struct

FInstancedStaticMeshVertexFactory

A vertex factory for instanced static meshes

Public class

FInstancedStaticMeshVertexFactoryShaderParameters

Public class

FInstancedStaticMeshVertexFactoryUniformShaderParameters

Public class

FInstancedStaticMeshVFLooseUniformShaderParameters

Public struct

FInstancingUserData

Public struct

FIrisNetDriverConfig

Struct used to configure which NetDriver is started with Iris enabled or not Only one attribute out of the NetDriverDefinition, NetDriverName or NetDriverWildcardName should be set along with the bEnableIris property

Public struct

FKismetCompilerOptions

Public struct

FLatentActionInfo

Latent action info.

Public struct

FLatentActionManager

The latent action manager handles all pending latent actions for a single world.

Public struct

FLensBloomSettings

Public struct

FLensImperfectionSettings

Public struct

FLensSettings

Public struct

FLevelActorFoldersHelper

Public struct

FLevelCollection

Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels.

Public class

FLevelLegacyMapBuildData

Public struct

FLevelSimplificationDetails

Public struct

FLevelStreamingGCHelper

Helper structure encapsulating functionality used to defer marking actors and their components as pending kill till right before garbage collection by registering a callback.

Public class

FLevelStreamingLoadedStatus

Delegate signatures.

Public struct

FLevelStreamingStatus

Level streaming updates that should be applied immediately after committing the map change

Public class

FLevelStreamingVisibilityStatus

Public struct

FLevelViewportInfo

Saved editor viewport state information

Public class

FLightComponentLegacyMapBuildData

Public class

FLightComponentMapBuildData

Public struct

FLightingChannels

Specifies which lighting channels are relevant

Public struct

FLightmassDebugOptions

Debug options for Lightmass

Public struct

FLightmassDirectionalLightSettings

Directional light settings for Lightmass

Public struct

FLightmassLightSettings

Per-light settings for Lightmass

Public struct

FLightmassPointLightSettings

Point/spot settings for Lightmass

Public struct

FLightmassPrimitiveSettings

Per-object settings for Lightmass

Public struct

FLocalPlayerContext

A context object that binds to a LocalPlayer.

Public struct

FMaterialProxySettings

Public struct

FMaterialRemapIndex

Public struct

FMaterialShadingModelField

Wrapper for a bitfield of shading models.

Public struct

FMemberReference

: this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference

Public struct

FMeshApproximationSettings

Public struct

FMeshBuildSettings

Settings applied when building a mesh.

Public struct

FMeshDisplacementMap

Public struct

FMeshInstancingSettings

Mesh instance-replacement settings

Public class

FMeshMapBuildData

Public class

FMeshMapBuildLegacyData

Public struct

FMeshMergingSettings

Mesh merging settings

Public struct

FMeshNaniteSettings

Settings applied when building Nanite data.

Public struct

FMeshProxySettings

Public struct

FMeshReductionSettings

Settings used to reduce a mesh.

Public struct

FMeshSectionInfo

Per-section settings.

Public struct

FMeshSectionInfoMap

Map containing per-section settings for each section of each LOD.

Public struct

FMTDResult

Structure containing information about minimum translation direction (MTD)

Public struct

FMulticastRecordOptions

Public struct

FNamedNetDriver

Active and named net drivers instantiated from an FNetDriverDefinition The net driver will remain instantiated on this struct until it is destroyed

Public struct

FNetConnectionSettings

Help structs for temporarily setting network settings

Public class

FNetDelegates

Public struct

FNetDriverDefinition

Container for describing various types of netdrivers available to the engine The engine will try to construct a netdriver of a given type and, failing that, the fallback version.

Public struct

FNetDriverReplicationSystemConfig

Used to configure the replication system default values

Public class

FNetFieldExport

Public class

FNetFieldExportGroup

Public class

FNetGUIDCache

Public class

FNetGuidCacheObject

Stores an object with path associated with FNetworkGUID

Public struct

FNetLevelVisibilityState

Public struct

FNetSyncLoadReport

Struct used as the parameter to FOnSyncLoadDetected to report sync loads.

Public struct

FNetworkEmulationProfileDescription

Public class

FNetworkNotify

The net code uses this to send notifications.

Public struct

FNetworkObjectInfo

Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver.

Public struct

FNetworkObjectKeyFuncs

KeyFuncs to allow using the actor pointer as the comparison key in a set.

Public class

FNetworkObjectList

Stores the list of replicated actors for a given UNetDriver.

Public struct

FNodeToCodeAssociation

Public class

FOnCanvasRenderTargetUpdate

This delegate is assignable through Blueprint and has similar functionality to the above.

Public class

FOnLocalPlayerEvent

Public class

FOnPawnControllerChanged

Public class

FOnUserClickedBanner

Delegate called when user clicks on an banner ad.

Public class

FOnUserClosedAdvertisement

Delegate called when user closes an ad (after clicking on banner).

Public class

FOnUserInputDeviceConnectionChange

Public class

FOnUserInputDevicePairingChange

Public struct

FOptTexturePlatformData

Optional extra fields for texture platform data required by some platforms.

Public struct

FOverlapInfo

Overlap info consisting of the primitive and the body that is overlapping

Public struct

FOverlapResult

Structure containing information about one hit of an overlap test

Public class

FPackageMapAckState

Public struct

FPacketSimulationSettings

Holds the packet simulation settings in one place

Public struct

FParamRemapInfo

Helper struct to allow us to redirect pin name for node class

Public struct

FPawnIteratorObject

Wrapper object that tries to imitate the TWeakObjectPtr interface for the objects previously in the PawnList and iterated by FConstPawnIterator.

Public struct

FPendingAutoReceiveInputActor

Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created

Public struct

FPerInstanceLightmapData

Public struct

FPerInstanceRenderData

Public struct

FPerPlayerSplitscreenData

Structure to store splitscreen data.

Public class

FPlasticDeformationEventSignature

Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints

Public struct

FPlatformInterfaceData

Struct that encompasses the most common types of data.

Public class

FPlatformInterfaceDelegate

Generic platform interface delegate signature

Public struct

FPlatformInterfaceDelegateResult

Generic structure for returning most any kind of data from C++ to delegate functions

Public struct

FPluginRedirect

Public struct

FPointDamageEvent

Damage subclass that handles damage with a single impact location and source direction

Public struct

FPointerToUberGraphFrame

Public class

FPoly

A general-purpose polygon used by the editor.

Public struct

FPostProcessMaterialNode

Public struct

FPostProcessSettings

To be able to use struct PostProcessSettings.

Public struct

FPostProcessSettingsDebugInfo

Public struct

FPOV

Point Of View structure used in Camera calculations

Public class

FPrecomputedVisibilityBucket

A bucket of visibility cells that have the same spatial hash.

Public class

FPrecomputedVisibilityCell

A precomputed visibility cell, whose data is stored in FCompressedVisibilityChunk.

Public class

FPrecomputedVisibilityHandler

Handles operations on precomputed visibility data for a level.

Public class

FPrecomputedVolumeDistanceField

Volume distance field generated by Lightmass, used by image based reflections for shadowing.

Public struct

FPreviewMeshCollectionEntry

An entry in a preview mesh collection

Public struct

FPrimaryAssetCookRuleUnion

Merges CookRules from multiple managers to decide the final CookRule for an asset they manage.

Public struct

FPrimaryAssetRules

Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

Public struct

FPrimaryAssetRulesCustomOverride

Apply primary asset rules to groups of primary assets, using type + filter directory or string

Public struct

FPrimaryAssetRulesExplicitOverride

Structure defining overrides to rules

Public struct

FPrimaryAssetRulesOverride

Simple structure to allow overriding asset rules for a specific primary asset.

Public struct

FPrimaryAssetTypeInfo

Structure with publicly exposed information about an asset type.

Public struct

FPrimitiveMaterialInfo

Public struct

FPurchaseInfo

Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure

Public struct

FQueuedBunchObjectReference

Convenience type for holding onto references to objects while we have queued bunches referring to those objects.

Public struct

FQueuedControlMessage

A queued control channel message

Public class

FQueuedReplayTask

Public struct

FRadialDamageEvent

Damage subclass that handles damage with a source location and falloff radius

Public struct

FRadialDamageParams

Parameters used to compute radial damage

Public struct

FRedirector

This is used for redirecting an old name to new name, such as for collision profiles This is used for better UI in the editor

Public class

FReflectionCaptureData

Public class

FReflectionCaptureMapBuildData

Public class

FReflectionCaptureMapBuildLegacyData

Public struct

FRepAttachment

Handles attachment replication to clients.

Public struct

FReplicatedStaticActorDestructionInfo

Stored information about replicated static/placed actors that have been destroyed in a level.

Public struct

FReplicationFlags

Structure to hold and pass around transient flags used during replication.

Public struct

FRepMovement

Replicated movement data of our RootComponent.

Public struct

FResponseChannel

Describes response for a single collision response channel

Public struct

FRigidBodyContactInfo

Information about one contact between a pair of rigid bodies.

Public struct

FRigidBodyErrorCorrection

Rigid body error correction data

Public struct

FRigidBodyState

Describes the physical state of a rigid body.

Public struct

FRK4SpringConstants

Public struct

FRK4SpringInterpolator

Public struct

FRK4State

Public struct

FRK4StateDerivative

Public struct

FRollbackNetStartupActorInfo

Information about net startup actors that need to be rolled back by being destroyed and re-created

Public struct

FRotationConversionCache

Struct for caching Quat<->Rotator conversions.

Public class

FScopedIgnoreStaticActorDestruction

Public class

FScopedLevelCollectionContextSwitch

A helper RAII class to set the relevant context on a UWorld for a particular FLevelCollection within a scope.

Public class

FScopedLevelDirtiedImpl

Public class

FScopedMovementUpdate

FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates.

Public struct

FScopedNetConnectionSettings

Allows you to temporarily set connection settings within a scape.

Public struct

FScopedRepContext

Public struct

FScreenMessageString

On-screen debug message handling Helper struct for tracking on screen messages.

Public struct

FSCSAllNodesHelper

Helper struct to allow USCS_Node to manage USimpleConstructionScript's AllNodes array

Public class

FSeamlessTravelHandler

Class that encapsulates seamless world traveling

Public struct

FSectionInfo

Struct to store per section info used to populate data after (multiple) meshes are merged together

Public struct

FSectionReference

Public struct

FSkeletalMaterial

Public struct

FSkeletalMeshAreaWeightedTriangleSampler

Allows area weighted sampling of triangles on a skeletal mesh.

Public struct

FSkeletalMeshBuildParameters

Public struct

FSkeletalMeshBuildSettings

Settings applied when building a mesh.

Public struct

FSkeletalMeshClothBuildParams

Struct holding parameters needed when creating a new clothing asset or sub asset (LOD)

Public struct

FSkeletalMeshLODGroupSettings

Public struct

FSkeletalMeshLODInfo

Struct containing information for a particular LOD level, such as materials and info for when to use it.

Public struct

FSkeletalMeshSamplingBuiltData

Public struct

FSkeletalMeshSamplingInfo

Public struct

FSkeletalMeshSamplingLODBuiltData

Built data for sampling a the whole mesh at a particular LOD.

Public struct

FSkeletalMeshSamplingRegion

Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.

Public struct

FSkeletalMeshSamplingRegionBoneFilter

Filter to include or exclude bones and their associated triangles from a sampling region.

Public struct

FSkeletalMeshSamplingRegionBuiltData

Built data for sampling a single region of a skeletal mesh.

Public struct

FSkeletalMeshSamplingRegionMaterialFilter

Filter to include triangles in a sampling region based on their material.

Public class

FSkinnedAssetAsyncBuildScope

Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls.

Public struct

FSkinnedAssetAsyncBuildTask

Public class

FSkinnedAssetAsyncBuildWorker

Worker used to perform async static mesh compilation.

Public class

FSkinnedAssetBuildContext

Public class

FSkinnedAssetCompilationContext

Public class

FSkinnedAssetPostLoadContext

Public class

FSkinnedAsyncTaskContext

Public class

FSkyAtmosphereMapBuildData

Public struct

FSoftComponentReference

Struct that allows for different ways to reference a component using TSoftObjectPtr.

Public struct

FSoftWorldReference

A simple wrapper type to enable content-defined structs to hold soft references to UWorld assets

Public struct

FSpecularProfileStruct

Struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine.

Public struct

FSplitscreenData

Structure containing all the player splitscreen datas per splitscreen configuration.

Public struct

FStartPhysicsTickFunction

Tick function that starts the physics tick

Public struct

FStatColorMapEntry

Public struct

FStatColorMapping

Public class

FStaticLightingMesh_InstancedStaticMesh

A static lighting mesh class that transforms the points by the per-instance transform of an InstancedStaticMeshComponent

Public class

FStaticLightingTextureMapping_InstancedStaticMesh

Represents a static mesh primitive with texture mapped static lighting.

Public struct

FStaticMaterial

Public class

FStaticMeshAsyncBuildScope

Any thread implicated in the static mesh build must have a valid scope to be granted access to protected properties without causing any stalls.

Public struct

FStaticMeshAsyncBuildTask

Public class

FStaticMeshAsyncBuildWorker

Worker used to perform async static mesh compilation.

Public class

FStaticMeshBuildContext

Public class

FStaticMeshCompilationContext

Public class

FStaticMeshInstanceBuffer

A vertex buffer of positions.

Public struct

FStaticMeshOptimizationSettings

Old optimization settings.

Public class

FStaticMeshPostLoadContext

Public struct

FStaticMeshSourceModel

Source model from which a renderable static mesh is built.

Public class

FStaticShadowDepthMapData

Public struct

FStrataMaterialInfo

Gather information from the Substrate material graph to setup material for runtime.

Public struct

FStreamableHandle

A handle to a synchronous or async load.

Public struct

FStreamableHandleContextDataBase

Base struct to hold type tag data for TStreamableHandleContextData.

Public struct

FStreamableManager

A native class for managing streaming assets in and keeping them in memory.

Public struct

FStreamableTextureInstance

Structure containing all information needed for determining the screen space size of an object/ texture instance.

Public struct

FStreamingLevelPrivateAccessor

Public struct

FStreamingLevelsToConsider

Public struct

FStreamingRenderAssetPrimitiveInfo

Information about a streaming texture/mesh that a primitive uses for rendering.

Public struct

FStreamingTextureBuildInfo

This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials.

Public class

FStreamingTextureLevelContext

Context used to resolve FStreamingTextureBuildInfo to FStreamingRenderAssetPrimitiveInfo The context make sure that build data and each texture is only processed once per component (with constant time).

Public class

FStreamLevelAction

Stream Level Action.

Public struct

FStructRedirect

Public struct

FSubsurfaceProfileStruct

Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.

Public class

FSubsurfaceProfileTexture

Render thread

Public struct

FSubtitleCue

A line of subtitle text and the time at which it should be displayed.

Public struct

FSwarmDebugOptions

Debug options for Swarm

Public struct

FTableRowBase

Base class for all table row structs to inherit from.

Public struct

FTexture2DDynamicCreateInfo

Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized.

Public struct

FTextureFormatSettings

Collection of values that contribute to pixel format chosen for texture

Public struct

FTextureLODGroup

LOD settings for a single texture group.

Public struct

FTexturePlatformData

Platform-specific data used by the texture resource at runtime.

Public struct

FTextureSource

Texture source data management.

Public struct

FTextureSourceBlock

Public struct

FTextureSourceColorSettings

Public struct

FTickFunction

Abstract Base class for all tick functions.

Public struct

FTickPrerequisite

This is small structure to hold prerequisite tick functions

Public class

FTimerDynamicDelegate

Public struct

FTimerHandle

Unique handle that can be used to distinguish timers that have identical delegates.

Public struct

FTitleSafeZoneArea

Max/Recommended screen viewable extents as a percentage

Public struct

FTTEventTrack

Structure storing information about one event track

Public struct

FTTFloatTrack

Structure storing information about one float interpolation track

Public struct

FTTLinearColorTrack

Structure storing information about one color interpolation track

Public struct

FTTPropertyTrack

Public struct

FTTTrackBase

Public struct

FTTTrackId

Public struct

FTTVectorTrack

Structure storing information about one vector interpolation track

Public struct

FUpdateTimelineCachedNames

Helper class that gives external implementations permission to update cached names.

Public struct

FURL

URL structure.

Public struct

FUserActivity

The description of a user activity

Public class

FUserStructOnScopeIgnoreDefaults

Wrapper for StructOnScope that tells it to ignore default values

Public struct

FVectorRK4SpringInterpolator

Public class

FViewportDisplayCallback

Public struct

FViewportDisplayDelegate

Wrapper to allow multiple delegate types to be held in one container for the subsystem

Public struct

FWalkableSlopeOverride

Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable.

Public struct

FWeightedBlendable

Public struct

FWeightedBlendables

For easier detail customization, needed?

Public struct

FWorldAsyncTraceState

This encapsulate World's async trace functionality.

Public struct

FWorldCachedViewInfo

Public struct

FWorldCompositionTile

Helper structure which holds information about level package which participates in world composition

Public struct

FWorldContext

FWorldContext A context for dealing with UWorlds at the engine level.

Public class

FWorldDelegates

World delegates

Public struct

FWorldInitializationValues

Struct containing a collection of optional parameters for initialization of a World.

Public struct

FWorldNotifyStreamingLevelLoading

Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded

Public struct

FWorldPartitionEvents

Helper class allows UWorldPartition to broadcast UWorld events

Public struct

FWrittenChannelsRecord

Record of channels with data written into each outgoing packet.

Public class

IBlendableInterface

Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume

Public class

IImportantToggleSettingInterface

Public struct

ITextureStreamingContainer

Interface for texture streaming container

Public struct

TFixedCompressedFloatDetails

Public class

TSimpleRingBuffer

Public struct

TStreamableHandleContextData

Templated struct that provides type tags (no RTTI) for internal data used on StreamableHandle Type IDs are not stable across multiple processes, so should never be directly serialized or stored.

Public struct

TStreamableHandleContextDataTypeIDStorage

Struct to hold a TStreamableHandleContextDataTypeID that is invalid until assigned.

Public class

UActorChannel

A channel for exchanging actor and its subobject's properties and RPCs.

Public class

UActorContainer

Actor container class used to duplicate actors during cells streaming in PIE.

Public class

UAssetManager

A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference

Public class

UAssetManagerSettings

Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

Public class

UAssetUserData

Object that can be subclassed to store custom data on Unreal asset objects.

Public class

UAutoDestroySubsystem

The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true.

Public class

UBlendableInterface

Dummy class needed to support Cast(Object).

Public class

UBlueprint

Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.

Public class

UBlueprintCore

Public class

UBlueprintGeneratedClass

Public class

UBookMark

A camera position the current level.

Public class

UBookMark2D

Simple class to store 2D camera information.

Public class

UBookmarkBase

Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene.

Public class

UBrushBuilder

Base class of UnrealEd brush builders.

Public class

UCancellableAsyncAction

Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code.

Public class

UCanvas

A drawing canvas.

Public class

UCanvasRenderTarget2D

CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly.

Public class

UChannel

Base class of communication channels.

Public class

UChildConnection

Represents a secondary split screen connection that reroutes calls to the parent connection.

Public class

UCloudStorageBase

Base class for the various platform interface classes.

Public class

UCollisionProfile

Set up and modify collision settings.

Public class

UComponentDelegateBinding

Public class

UCompositeCurveTable

Curve table composed of a stack of other curve tables.

Public class

UCompositeDataTable

Data table composed of a stack of other data tables.

Public class

UConsole

A basic command line console that accepts most commands.

Public class

UControlChannel

A channel for exchanging connection control messages.

Public class

UCurveTable

Imported spreadsheet table as curves.

Public class

UDataAsset

Create a simple asset that stores data related to a particular system in an instance of this class.

Public class

UDataTable

Imported spreadsheet table.

Public class

UDebugCameraControllerSettings

Default debug camera controller settings.

Public class

UDemoNetConnection

Simulated network connection for recording and playing back game sessions.

Public class

UDemoNetDriver

Simulated network driver for recording and playing back game sessions.

Public class

UDemoPendingNetGame

Public class

UDEPRECATED_Breakpoint

Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs

Public class

UDPICustomScalingRule

Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings.

Public class

UDynamicBlueprintBinding

Public class

UEngine

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems.

Public class

UEngineBaseTypes

Public class

UEngineCustomTimeStep

A CustomTimeStep control the Engine Framerate/Timestep.

Public class

UEngineTypes

Utility class for engine types

Public class

UFont

A font object, for use by Slate, UMG, and Canvas.

Public class

UFontFace

A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType.

Public class

UFontImportOptions

Holds options for importing fonts.

Public class

UGameEngine

Engine that manages core systems that enable a game.

Public class

UGameInstance

GameInstance: high-level manager object for an instance of the running game.

Public class

UGameViewportClient

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems.

Public class

UGarbageCollectionSettings

Implements the settings for garbage collection.

Public class

UHLODProxy

This asset acts as a proxy to a static mesh for ALODActors to display

Public class

UImportantToggleSettingInterface

ImportantToogleSettingInterface.h

Public class

UInGameAdManager

Public class

UInheritableComponentHandler

Public class

UInputActionDelegateBinding

Public class

UInputAxisDelegateBinding

Public class

UInputAxisKeyDelegateBinding

Public class

UInputDelegateBinding

Public class

UInputKeyDelegateBinding

Public class

UInputTouchDelegateBinding

Public class

UInputVectorAxisDelegateBinding

Public class

UInterpCurveEdSetup

Public class

UIntSerialization

Public class

ULevel

The level object.

Public class

ULevelActorContainer

Root object for all level actors

Public class

ULevelScriptBlueprint

A level blueprint is a specialized type of blueprint.

Public class

ULevelStreaming

Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory.

Public class

ULevelStreamingAlwaysLoaded

LevelStreamingAlwaysLoaded

Public class

ULevelStreamingDynamic

LevelStreamingDynamic

Dynamically controlled streaming implementation.

Public class

ULevelStreamingPersistent

LevelStreamingPersistent

Public class

ULightMapTexture2D

Public class

ULocalPlayer

Each player that is active on the current client/listen server has a LocalPlayer.

Public class

UMapBuildDataRegistry

Public class

UMeshSimplificationSettings

Public class

UMicroTransactionBase

Public class

UNetConnection

Public class

UNetDriver

Public class

UNetworkSettings

Network settings.

Public class

UObjectLibrary

Class that holds a library of Objects

Public class

UObjectReferencer

Helper class to force object references for various reasons.

Public class

UPackageMapClient

Public class

UPendingNetGame

Public class

UPlatformInterfaceBase

Public class

UPlatformInterfaceWebResponse

This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses

Public class

UPlayer

Public class

UPolys

Public class

UPoseWatch

Public class

UPoseWatchElement

Public class

UPoseWatchFolder

Public class

UPoseWatchPoseElement

Public class

UPreviewMeshCollection

A simple collection of skeletal meshes used for in-editor preview

Public class

UPrimaryAssetLabel

A seed file that is created to mark referenced assets as part of this primary asset

Public class

UPrimaryDataAsset

A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager.

Public class

UProxyLODMeshSimplificationSettings

Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system).

Public class

URendererOverrideSettings

Public class

URendererSettings

Rendering settings.

Public class

UReplicationConnectionDriver

Class/interface for replication extension that is per connection.

Public class

UReplicationDriver

Public class

URuntimeOptionsBase

URuntimeOptionsBase: Base class designed to be subclassed in your game.

Public class

UScene

Public class

UScriptViewportClient

Base class for FViewportClients that are also UObjects

Public class

USCS_Node

Public class

UShadowMapTexture2D

Public class

USimpleConstructionScript

Public class

USimulatedClientNetConnection

A fake connection that will absorb traffic and auto ack every packet.

Public class

USkeletalMesh

SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh.

Public class

USkeletalMeshEditorData

Contains the shared data that is used by all SkeletalMeshComponents (instances).

Public class

USkeletalMeshLODSettings

Public class

USkeletalMeshSimplificationSettings

Controls the selection of the system used to simplify skeletal meshes.

Public class

USkeletalMeshSocket

Public class

USkinnedAsset

Public class

USpecularProfile

Specular profile asset, can be specified at a material.

Public class

UStaticMesh

A StaticMesh is a piece of geometry that consists of a static set of polygons.

Public class

UStaticMeshDescriptionBulkData

UObject wrapper for FMeshDescriptionBulkData

Public class

UStaticMeshSocket

Public class

UStreamableRenderAsset

Public class

UStreamingSettings

Streaming settings.

Public class

USubsurfaceProfile

Subsurface Scattering profile asset, can be specified at the material.

Public class

USystemTimeTimecodeProvider

Converts the current system time to timecode, relative to a provided frame rate.

Public class

UTexture

Public class

UTexture2D

Public class

UTexture2DArray

Public class

UTexture2DDynamic

Note : UTexture2DDynamic derives directly from UTexture not from UTexture2DUTexture2DDynamic is a base for textures that don't have a TextureSource

Public class

UTextureAllMipDataProviderFactory

UTextureAllMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider.

Public class

UTextureCube

Public class

UTextureCubeArray

Public class

UTextureLightProfile

Public class

UTextureLODSettings

Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group.

Public class

UTextureMipDataProviderFactory

UTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider.

Public class

UTextureRenderTarget

TextureRenderTarget

Base for all render target texture resources

Public class

UTextureRenderTarget2D

TextureRenderTarget2D

Public class

UTextureRenderTarget2DArray

TextureRenderTarget2DArray

Public class

UTextureRenderTargetCube

TextureRenderTargetCube

Public class

UTextureRenderTargetVolume

TextureRenderTargetVolume

Public class

UTimecodeProvider

A class responsible of fetching a timecode from a source.

Public class

UTimelineTemplate

Public class

UTwitterIntegrationBase

Public class

UUserDefinedEnum

An Enumeration is a list of named values.

Public class

UUserDefinedStruct

Public class

UUserInterfaceSettings

User Interface settings that control Slate and UMG.

Public class

UViewModeUtils

Class containing a static util function to help with EViewModeIndex

Public class

UViewportStatsSubsystem

The Viewport Stats Subsystem offers the ability to add messages to the current viewport such as "LIGHTING NEEDS TO BE REBUILT" and "BLUEPRINT COMPILE ERROR".

Public class

UVoiceChannel

Public class

UVolumeTexture

Public class

UWorld

The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.

Public class

UWorldComposition

WorldComposition represents world structure:

Public class

UWorldProxy

Proxy class that allows verification on GWorld accesses.

Enums

Name

Description

Public enum

EAcceptConnection::Type

Accepting connection response codes

Public enum

EAlphaChannelMode::Type

Enumerates available options for alpha channel through post processing.

Public enum

EAttachLocation::Type

Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead

Public enum

EAttenuationShape::Type

Public enum

EAutoExposureMethodUI::Type

Used by FPostProcessSettings AutoExposure

Public enum

EAutoReceiveInput::Type

Specifies which player index will pass input to this actor/component

Public enum

EBrowseReturnVal::Type

Return values for UEngine::Browse.

Public enum

ECastRayTracedShadow::Type

Ray Tracing Shadows type.

Public enum

EClearSceneOptions::Type

Enumerates ways to clear a scene.

Public enum

EClientLoginState::Type

If this connection is from a client, this is the current login state of this connection/login attempt

Public enum

ECollisionEnabled::Type

Enum used to describe what type of collision is enabled on a body.

Public enum

EComponentMobility::Type

Describes how often this component is allowed to move.

Public enum

EComponentSocketType::Type

Type of a socket on a scene component.

Public enum

ECompositingSampleCount::Type

Enumerates available compositing sample counts.

Public enum

ECustomDepthStencil::Type

Enumerates available options for custom depth.

Public enum

EDefaultBackBufferPixelFormat::Type

Used by GetDefaultBackBufferPixelFormat

Public enum

EDocumentationActorType::Type

Public enum

EDynamicGlobalIlluminationMethod::Type

Note: Must match r.DynamicGlobalIlluminationMethod, this is used in URendererSettings.

Public enum

EEarlyZPass::Type

Enumerates available options for early Z-passes.

Public enum

EEndPlayReason::Type

Specifies why an actor is being deleted/removed from a level

Public enum

EFixedFoveationLevels::Type

Enumerates VRS Fixed-foveation levels

Public enum

EGBufferFormat::Type

Enumerates available GBufferFormats.

Public enum

EKismetCompileType::Type

Type of compilation.

Public enum

ELandscapeCullingPrecision::Type

Public enum

ELumenSoftwareTracingMode::Type

Public enum

EMeshFeatureImportance::Type

The importance of a mesh feature when automatically generating mesh LODs.

Public enum

EMobileAntiAliasingMethod::Type

Public enum

EMobileFloatPrecisionMode::Type

The default float precision for material's pixel shaders on mobile devices

Public enum

EMobilePixelProjectedReflectionQuality::Type

Public enum

EMobilePlanarReflectionMode::Type

Public enum

EMobileShadingPath::Type

Public enum

ENetworkLagState::Type

Public enum

EParticleCollisionMode::Type

Specifies how particle collision is computed for GPU particles

Public enum

EPhysicalMaterialMaskColor::Type

Types of valid physical material mask colors which may be associated with a physical material

Public enum

EProxyNormalComputationMethod::Type

Public enum

EReflectionMethod::Type

Note: Must match r.ReflectionMethod, this is used in URendererSettings.

Public enum

ERigidBodyFlags::Type

Describes extra state about a specific rigid body

Public enum

EScopedUpdate::Type

Enum that controls the scoping behavior of FScopedMovementUpdate.

Public enum

EShaderCompressionFormat::Type

Enumerates supported shader compression formats.

Public enum

EShadowMapMethod::Type

Note: Must match r.Shadow.Virtual.Enable, this is used in URendererSettings.

Public enum

ESplitScreenType::Type

Various data declarations relating to split screen on a GameViewportClient

Public enum

ETexturePowerOfTwoSetting::Type

Options for texture padding mode.

Public enum

ETranslucentSortPolicy::Type

Enumerates available options for the translucency sort policy.

Public enum

ETravelFailure::Type

Types of server travel failures broadcast by the engine

Public enum

EVelocityOutputPass::Type

Enumerates available options for velocity pass.

Public enum

EVertexDeformationOutputsVelocity::Type

Enumerates available options for Vertex Deformation Outputs Velocity.

Public enum

EWorkingColorSpace::Type

Public enum

EWorldType::Type

Specifies the goal/source of a UWorld object

Public enum

UE::Net::ENetUpgradeSource

The source of a net upgrade message

Functions

Name Description

Public function

const TCHAR ...

 

EAcceptConnection::ToString

(
    EAcceptConnection::Type EnumVal
)

Public function

const TCHAR ...

 

EClientLoginState::ToString

(
    const EClientLoginState::Type EnumV...
)

Public function

PRAGMA_DISAB...

 

EDemoPlayFailure::ToString

(
    EDemoPlayFailure::Type FailureType
)

EDemoPlayFailure is now deprecated

Public function

const TCHAR ...

 

ENetworkLagState::ToString

(
    ENetworkLagState::Type LagType
)

Public function

const TCHAR ...

 

ETravelFailure::ToString

(
    ETravelFailure::Type FailureType
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::AreEqual

(
    FVector A,
    FVector B,
    float ErrorTolerance
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::AreEqual

(
    float A,
    float B,
    float ErrorTolerance
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::IsValidValue

(
    FVector Value,
    float MaxAbsoluteValue
)

Public function Static

bool

 

FRK4SpringInterpolatorUtils::IsValidValue

(
    float Value,
    float MaxAbsoluteValue
)

Public function Static

const FStrin...

 

NSSkeletalMeshSourceFileLabels::GeoAndSkinningMetaDataValue()

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::GeoAndSkinningText()

Public function Static

const FStrin...

 

NSSkeletalMeshSourceFileLabels::GeometryMetaDataValue()

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::GeometryText()

Public function Static

FName

 

NSSkeletalMeshSourceFileLabels::GetSkeletalMeshLastImportContentTypeMetadataKey()

Public function Static

const FStrin...

 

NSSkeletalMeshSourceFileLabels::SkinningMetaDataValue()

Public function Static

FText

 

NSSkeletalMeshSourceFileLabels::SkinningText()

Public function

FColor

 

PoseWatchUtil::ChoosePoseWatchColor()

Returns a new random color

Public function

FText

 

PoseWatchUtil::FindUniqueNameInParent

(
    TParent* InParent,
    const TItem* InItem
)

Public function

TSet< UPoseW...

 

PoseWatchUtil::GetChildrenPoseWatchFoldersOf

(
    const UPoseWatchFolder* Folder,
    const UAnimBlueprint* AnimBlue...
)

Gets all pose watches folders that are parented to Folder, if Folder is nullptr then gets orphans

Public function

TSet< UPoseW...

 

PoseWatchUtil::GetChildrenPoseWatchOf

(
    const UPoseWatchFolder* Folder,
    const UAnimBlueprint* AnimBlue...
)

Gets all pose watches that are parented to Folder, if Folder is nullptr then gets orphans

Public function Static

T

 

RK4Integrator::Accelerate

(
    const FRK4State< T >& InCurrentSta...,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...
)

Public function Static

FRK4StateDer...

 

RK4Integrator::Evaluate

(
    const FRK4State< T >& InCurrentSta...,
    const FRK4StateDerivative< T >& In...,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...,
    const float& InDeltaTime
)

Public function Static

void

 

RK4Integrator::Integrate

(
    FRK4State< T >& InCurrentState,
    const T& InTargetPosition,
    const FRK4SpringConstants& InSprin...,
    const float& InDeltaTime
)

Public function

int32

 

SpecularProfileAtlas::AddOrUpdateProfile

(
    const USpecularProfile* InProf...,
    const FGuid& InGuid,
    const FSpecularProfileStruct InSett...,
    const FTextureReference* InTex...
)

Profile - Initializes or updates the contents of the specular profile texture.

Public function

float

 

SpecularProfileAtlas::GetSpecularProfileId

(
    const USpecularProfile* In
)

Profile - Returns the specular profile ID for a given Specular Profile object.

Public function

FName

 

SpecularProfileAtlas::GetSpecularProfileParameterName

(
    const USpecularProfile* InProf...
)

Profile - Returns the specular profile ID shader parameter name.

Public function

FRHITexture ...

 

SpecularProfileAtlas::GetSpecularProfileTextureAtlas()

Atlas - Returns the specular profile texture if it exists, or null.

Public function

FRHITexture ...

 

SpecularProfileAtlas::GetSpecularProfileTextureAtlasWithFallback()

Atlas - Returns the specular profile texture if it exists, or black.

Public function

void

 

SpecularProfileAtlas::UpdateSpecularProfileTextureAtlas

(
    FRDGBuilder& GraphBuilder,
    EShaderPlatform ShaderPlatform
)

Atlas - Initializes or updates the contents of the specular profile texture.

Public function

bool

 

UE::Net::Private::LegacyReadPackedVector

(
    FVector3f& Value,
    FArchive& Ar
)

ScaleFactor is multiplied before send and divided by post receive.

Public function Static

bool

 

UE::TextureDefines::IsHDR

(
    ETextureSourceFormat Format
)

Public function Static

bool

 

UE::TextureDefines::IsHDR

(
    TextureCompressionSettings Compress...
)

Public function Static

bool

 

UE::TextureDefines::IsUncompressed

(
    TextureCompressionSettings Compress...
)

Public function Static

bool

 

UE::TextureDefines::ShouldUseGreyScaleEditorVisualization

(
    TextureCompressionSettings Compress...
)

Variables

Name Description

Public variable

constexpr int32

 

NumBitsForJitterClockTimeInHeader

Number of bits to use in the packet header for sending the milliseconds on the clock when the packet is sent

Public variable

const FName

 

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