Engine

Filters

Classes

Name

Description

Public struct

ADPCMFormatHeader

Public class

AEFConstantKeyLerp

Public class

AEFConstantKeyLerpShared

Base class for all Animation Encoding Formats using consistently-spaced key interpolation.

Public class

AEFPerTrackCompressionCodec

Decompression codec for the per-track compressor.

Public class

AEFVariableKeyLerp

Public class

AEFVariableKeyLerpShared

Base class for all Animation Encoding Formats using variably-spaced key interpolation.

Public struct

AnimationErrorStats

A set of error statistics for an animation, gathered by FAnimationUtils::ComputeCompressionError

Public class

AnimEncoding

Public class

AnimEncodingLegacyBase

This class serves as the base to AEFConstantKeyLerpShared , introducing the per-track serialization methods called by ByteSwapIn/ByteSwapOut and individual GetBoneAtomRotation / GetBoneAtomTranslation calls, which GetBoneAtom calls on Seq.TranslationCodec or Seq.RotationCodec.

Public struct

AsyncTraceData

Contains all Async Trace Result for one frame.

Public struct

BoneTrackPair

Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone.

Public struct

EAudioPlugin

Enumeration of audio plugin types

Public struct

FActivatedReverb

Public struct

FActiveSound

Public class

FActiveSubtitle

A collection of subtitles, rendered at a certain priority.

Public class

FActorComponentInstanceData

Base class for component instance cached data of a particular type.

Public class

FActorIterator

Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld

Public class

FActorIteratorState

Iterator for the editor that loops through all selected actors.

Public class

FActorRange

Actor range for ranged-for support.

Public class

FADPCMAudioInfo

Public class

FAllSurfaceFilter

TSurfaceIterator Surface filter that passes all surfaces.

Public class

FAllSurfaceLevelFilter

============================================================================= SurfaceIterators.h: Model surface iterators.

Public struct

FAlphaBlend

Alpha Blend class that supports different blend options as well as custom curves

Public class

FAnimationCompression_PerTrackUtils

This class contains helper methods for dealing with animations compressed with the per-track codec

Public class

FAnimationRuntime

In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy.

Public class

FAnimationUtils

A collection of useful functions for skeletal mesh animation.

Public struct

FAnimPerturbationError

Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation

Public struct

FAnimTrailTypeDataPayload

AnimTrail payload

Public class

FAPEXClothUniformShaderParameters

Uniform buffer for APEX cloth (for now) buffer limitation is up to 64kb.

Public struct

FASyncAudioChunkLoadResult

Struct used to store results of an async file load.

Public class

FAsyncAudioDecompressWorker

Asynchronous audio decompression

Public struct

FAsyncBufferFillData

Async Fill Organizational Structure

Public class

FAsyncDistanceFieldTask

A task to build a distance field for a single mesh

Public class

FAsyncEncode

Public class

FAsyncRealtimeAudioTaskProxy

Public class

FAsyncRealtimeAudioTaskWorker

Public class

FAsyncStreamDerivedChunkWorker

Async worker to stream audio chunks from the derived data cache.

Public class

FAsyncStreamDerivedMipWorker

Async worker to stream mips from the derived data cache.

Public struct

FAttenuationFocusData

Public struct

FAttenuationListenerData

Struct used to cache listener attenuation vector math results

Public struct

FAttractorParticlePayload

AttractorParticle

Public struct

FAudioClassInfo

Structure for collating info about sound classes

Public class

FAudioCommandFence

Audio fences.

Public class

FAudioDevice

Public class

FAudioDeviceManager

Class for managing multiple audio devices.

Public class

FAudioEffectsManager

Manager class to handle the interface to various audio effects

Public struct

FAudioPluginSourceInputData

Public struct

FAudioPluginSourceOutputData

Public class

FAudioRadioEffect

Used to store and manipulate parameters related to a radio effect.

Public class

FAudioReverbEffect

Public struct

FAudioStats

Public struct

FAudioStreamingManager

Streaming manager dealing with audio.

Public class

FAudioThread

Public struct

FAudioThreadSuspendContext

Suspends the audio thread for the duration of the lifetime of the object

Public struct

FBaseCompactPose

Public struct

FBaseParticle

FBaseParticle

Public struct

FBasePose

Public struct

FBaseTraceDatum

Base Async Trace Data Struct for both overlap and trace

Public class

FBatchedElementParameters

Custom parameters for batched element shaders.

Public class

FBatchedElements

Batched elements for later rendering.

Public struct

FBeam2TypeDataPayload

Public struct

FBeamParticleModifierPayloadData

Particle Beam Modifier Data Payload

Public struct

FBeamParticleSourceBranchPayloadData

Particle Source Branch Payload

Public struct

FBeamParticleSourceTargetPayloadData

Particle Source/Target Data Payload

Public struct

FBlendableEntry

Used to blend IBlendableInterface object data, the member act as a header for a following data block

Public class

FBlendableManager

Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread)

Public class

FBoneBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FBoneBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FBoneContainer

This is a native transient structure.

Public class

FBoneData

Encapsulates commonly useful data about bones.

Public class

FBoneDataVertexBuffer

For motion blur skinning

Public struct

FBoneIndexBase

Public struct

FBoneIndexPair

A pair of bone indices

Public struct

FBoneIndexWithOperators

Public class

FBoneMatricesUniformShaderParameters

Public struct

FBoneReference

Public struct

FBoneTransform

Public struct

FBoneVertInfo

Contains the vertices that are most dominated by that bone.

Public class

FBoxCenterAndExtent

An unquantized bounding box.

Public struct

FBspNode

62 bytes

Public struct

FBspSurf

FBspSurf One Bsp polygon.

Public class

FBSPSurfaceStaticLighting

Represents a BSP surface to the static lighting system.

Public class

FBufferVisualizationData

Public class

FBuiltinSamplersParameters

Public class

FBuiltinSamplersUniformBuffer

Public struct

FCachedSystemScalabilityCVars

Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed.

Public struct

FCameraOffsetParticlePayload

Camera offset particle payload

Public class

FCanvas

Encapsulates the canvas state.

Public class

FCanvasBaseRenderItem

Base interface for canvas items which can be batched for rendering

Public class

FCanvasBatchedElementRenderItem

Info needed to render a batched element set

Public class

FCanvasBorderItem

Resizable 3x3 border item.

Public class

FCanvasBoxItem

Public class

FCanvasItem

Public class

FCanvasItemTestbed

Public class

FCanvasLineItem

Line item.

Public class

FCanvasNGonItem

Public class

FCanvasShapedTextItem

Text item which can handle complex shaped text.

Public class

FCanvasTextItem

Text item with misc optional items such as shadow, centering etc.

Public class

FCanvasTextItemBase

Base item used for drawing text

Public class

FCanvasTileItem

'Tile' item can override size and UV .

Public class

FCanvasTileRendererItem

Info needed to render a single FTileRenderer

Public class

FCanvasTriangleItem

Public class

FCanvasTriangleRendererItem

Info needed to render a single FTriangleRenderer

Public class

FCanvasWordWrapper

Public struct

FChunkHeader

Declares a struct to store the info for a chunk header

Public struct

FClipSMFace

Properties of a clipped static mesh face.

Public struct

FClipSMPolygon

Properties of a clipped static mesh polygon.

Public struct

FClipSMTriangle

Properties of a clipped static mesh triangle.

Public struct

FClipSMVertex

Temp vertex struct for one vert of a static mesh triangle.

Public class

FClothBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FClothBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FClothingSectionData

Public struct

FCollisionNotifyInfo

One entry in the array of collision notifications pending execution at the end of the physics engine run.

Public struct

FCollisionObjectQueryParams

Structure that contains list of object types the query is intersted in.

Public struct

FCollisionParameters

Sets of Collision Parameters to run the async trace

Public struct

FCollisionQueryFlag

If ECollisionChannel entry has metadata of "TraceType = 1", they will be excluded by Collision Profile Any custom channel with bTraceType=true also will be excluded By default everything is object type

Public struct

FCollisionQueryParams

Structure that defines parameters passed into collision function

Public struct

FCollisionResponseParams

Structure that defines response container for the query. Advanced option.

Public struct

FCollisionShape

Collision Shapes that supports Sphere, Capsule, Box, or Line

Public class

FColoredMaterialRenderProxy

An material render proxy which overrides the material's Color vector parameter.

Public struct

FColorMaterialInput

Public class

FCommonViewportClient

Common functionality for game and editor viewport clients

Public struct

FCompactHeapPose

Public struct

FCompactPose

Public struct

FCompactPoseBoneIndex

Public struct

FCompactPoseBoneIndexIterator

Public struct

FCompactPoseBoneIndexReverseIterator

Public struct

FCompareBoneTransformIndex

Comparison Operator for Sorting.

Public class

FComponentInstanceDataCache

Cache for component instance data.

Public struct

FComponentQueryParams

Structure when performing a collision query using a component's geometry

Public class

FComponentRecreateRenderStateContext

Destroys render state for a component and then recreates it when this object is destroyed

Public class

FComponentReregisterContext

Unregisters a component for the lifetime of this class.

Public class

FComponentReregisterContextBase

Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister

Public class

FComposableDistribution

If WITH_EDITORONLY_DATA

Public class

FComposableFloatDistribution

A composable floating point distribution.

Public class

FComposableVectorDistribution

Public class

FConsoleOutputDevice

An output device that forwards output to both the log and the console.

Public struct

FConstraintBrokenDelegateData

Public struct

FContentComparisonAssetInfo

Helper class containing information about UObject assets referenced.

Public class

FContentComparisonHelper

Helper class for performing the content comparison console command

Public class

FConvexCollisionIndexBuffer

Public class

FConvexCollisionVertexBuffer

Public class

FConvexCollisionVertexFactory

Public struct

FConvexVolume

FConvexVolume

Public class

FCopyTexture2DCS

Public struct

FCreateTexture2DParameters

Parameters used for creating a Texture2D frmo a simple color buffer.

Public class

FCreateTextureTask

Task to create a texture asynchronously.

Public struct

FCSPose

Public class

FCubemapTexturePropertiesPS

Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form.

Public class

FCubemapTexturePropertiesVS

A vertex shader for rendering a texture on a simple element.

Public class

FCurrentLevelSurfaceLevelFilter

Level filter that passes the current level.

Public struct

FCustomThunkTemplates

Public struct

FDDSFileHeader

.DDS header.

Public class

FDDSLoadHelper

Public struct

FDDSPixelFormatHeader

.DDS subheader.

Public class

FDebugDisplayInfo

Tracks what debug information we have switched on.

Public struct

FDebugDrawDelegateHelper

Public class

FDebugRenderSceneProxy

Public class

FDebugShadowRay

Public class

FDeferredDecalProxy

Encapsulates the data which is used to render a decal parallel to the game thread.

Public class

FDeferredUpdateResource

FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread)

Public class

FDelayAction

FDelayAction A simple delay action; counts down and triggers it's output link when the time remaining falls to zero

Public class

FDelayedRendererAction

Callback for calling one action (typical use case: delay a clear until it's actually needed)

Public class

FDerivedAudioDataCompressor

Public struct

FDetailedTickStats

Helper struct for gathering detailed per object tick stats.

Public struct

FDisplayInternalsData

For r.DisplayInternals (allows for easy passing down data from main to render thread)

Public class

FDistanceFieldAsyncQueue

Class that manages asynchronous building of mesh distance fields.

Public class

FDistanceFieldVolumeData

Distance field data payload and output of the mesh build process.

Public class

FDistanceFieldVolumeTexture

Represents a distance field volume texture for a single UStaticMesh .

Public class

FDistanceFieldVolumeTextureAtlas

Global volume texture atlas that collects all static mesh resource distance fields.

Public struct

FDistributionLookupTable

Lookup table used to sample distributions at runtime.

Public struct

FDrawEventRHIExecute

Public class

FDummyViewport

Minimal viewport for assisting with taking screenshots (also used within a plugin)

Public struct

FDVRStreamingStatus

*** TODO: Consider renaming to remove the DVR aspect, since this doesn't do anything with recording

Public struct

FDynamicAnimTrailEmitterData

Dynamic emitter data for AnimTrail emitters

Public struct

FDynamicBeam2EmitterData

Dynamic emitter data for Beam emitters

Public struct

FDynamicBeam2EmitterReplayData

Source data for Beam emitters

Public struct

FDynamicEmitterDataBase

Base class for all emitter types

Public struct

FDynamicEmitterReplayDataBase

Source data base class for all emitter types

Public class

FDynamicMeshBuilder

A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface .

Public struct

FDynamicMeshEmitterData

Dynamic emitter data for Mesh emitters

Public struct

FDynamicMeshEmitterReplayData

Source data for Mesh emitters

Public struct

FDynamicMeshVertex

The vertex type used for dynamic meshes.

Public class

FDynamicParameter

Simple class that wraps the math involved with interpolating a parameter over time based on audio device update time.

Public class

FDynamicPrimitiveResource

An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread.

Public struct

FDynamicRibbonEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicRibbonEmitterReplayData

Source data for Ribbon emitters

Public struct

FDynamicSpriteEmitterData

Dynamic emitter data for sprite emitters

Public struct

FDynamicSpriteEmitterDataBase

Base class for Sprite emitters and other emitter types that share similar features.

Public struct

FDynamicSpriteEmitterReplayData

Source data for Sprite emitters

Public struct

FDynamicSpriteEmitterReplayDataBase

Source data base class for Sprite emitters

Public struct

FDynamicTrailsEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicTrailsEmitterReplayData

Source data for trail-type emitters

Public struct

FEdGraphEditAction

Struct containing information about what actions occurred on the graph

Public struct

FEditorSupportDelegates

FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code.

Public struct

FEmitterDynamicParameterPayload

DynamicParameter particle payload.

Public class

FEncodedSimpleElement

Public class

FEngineAnalytics

The public interface for the engine's analytics provider singleton.

Public class

FEngineFontServices

A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert)

Public class

FEngineModule

Implements the engine module.

Public class

FEngineService

Implements an application session service.

Public struct

FEngineShowFlags

ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily.

Public class

FExponentialHeightFogShaderParameters

============================================================================= FogRendering.h:

Public class

FExportObjectInnerContext

============================================================================= UnrealExporter.h: Exporter class definition.

Public struct

FExpressionInput

FExpressionInput

Public struct

FExpressionOutput

FExpressionOutput

Public struct

FFactChunk

Public struct

FFilterData

Public class

FFinalPostProcessSettings

All blended postprocessing in one place, non lerpable data is stored in non merged form

Public struct

FFinalSkinVertex

Data for a single skinned skeletal mesh vertex

Public class

FFindInstancedReferenceSubobjectHelper

Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object.

Public struct

FFIRFilter

============================================================================= InterpFilter.h

Public struct

FFIRFilterTimeBased

Public class

FFloatDistribution

Type safe distributions.

Public struct

FFormatChunk

Public struct

FFourBox

Holds the min/max planes that make up a set of 4 bounding volumes.

Public class

FFourDistanceFieldSamples

Public class

FFrameEndSync

Frame end sync object implementation.

Public class

FFrozenSceneViewMatricesGuard

Public struct

FFullSubUVPayload

Particle trail stats Beam particle stats Helper structures for payload data...

Public class

FFXSystemInterface

The interface to the FX system runtime.

The interface to an effects system.

Public class

FGameDelegates

Class to set and get game callbacks

Public class

FGenericDVRStreamingSystem

A generic implementation of the DVR/Streaming system, that doesn't support streaming

Public class

FGenericSaveGameSystem

A generic save game system that just uses IFileManager to save/load with normal files

Public class

FGenericVideoRecordingSystem

A generic implementation of the video recording system, that doesn't support recording

Public class

FGestureRecognizer

============================================================================= GestureRecognizer - handles detecting when gestures happen

Public class

FGlobalComponentRecreateRenderStateContext

Destroys render states for all components and then recreates them when this object is destroyed

Public class

FGlobalComponentReregisterContext

Removes all components from their scenes for the lifetime of the class.

Public struct

FGlobalFocusSettings

Setting for global focus scaling

Public class

FGlobalShaderTypeCompiler

Public class

FGPUBaseSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

FGPUBaseSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

FGPUSkinBatchElementUserData

Public class

FGPUSkinCache

Public class

FGPUSkinPassthroughVertexFactory

Vertex factory with vertex stream components for GPU-skinned streams, enabled for passthrough mode when vertices have been pre-skinned

Public struct

FHardwareInfo

Public class

FHeightfieldComponentDescription

Information about a heightfield gathered by the renderer for heightfield lighting.

Public class

FHeightFogShaderParameters

Encapsulates parameters needed to calculate height fog in a vertex shader.

Public struct

FHighResScreenshotConfig

Public class

FHitProxyConsumer

An interface to a hit proxy consumer.

Public class

FHitProxyId

Encapsulates a hit proxy ID.

Public class

FIdentityPrimitiveUniformBuffer

Primitive uniform buffer containing only identity transforms.

Public class

FIESLightProfileBatchedElementParameters

Public class

FIESLightProfilePS

Simple pixel shader that renders a IES light profile for the purposes of visualization.

Public class

FImageUtils

Class of static image utility functions.

Public class

FIncomingTextureArrayDataEntry

Stores information about a UTexture2D so the rendering thread can access it, Even though the UTexture2D may have changed by the time the rendering thread gets around to it.

Public class

FIndenter

Simple object to track scope indentation.

Public class

FIndexArrayView

An array view in to a static index buffer.

Public class

FInGameCycleCounter

Public struct

FInGameCycleHistory

Public class

FInGamePerformanceTracker

Helper class to track code timings.

Public class

FInGameScopedCycleCounter

Public struct

FInstancedPropertyPath

Meant to represent a specific object property that is setup to reference a instanced sub-object.

Public struct

FInstancedSubObjRef

Can be used as a raw sub-object pointer, but also contains a FInstancedPropertyPath to identify the property that this sub-object is referenced by.

Public class

FInstancedViewUniformShaderParameters

Copy of the view uniform shader parameters associated with a view for instanced stereo.

Public struct

FInstanceStream

FStaticMeshInstanceData

Public struct

FInterpEdInputData

Struct of data that is passed to the input interface.

Public class

FInterpEdInputInterface

Defines a set of functions that provide drag drop functionality for the interp editor classes.

Public class

FInterpTrackDrawParams

Parameters for drawing interp tracks, used by Matinee

Public class

FKCachedConvexData

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public class

FKCachedConvexDataElement

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public struct

FKCachedPerTriData

Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID)

Public class

FKConvexGeomRenderInfo

Public struct

FkDOPBuildCollisionTriangle

This structure is used during the build process.

Public struct

FKeyState

============================================================================= KeyState - contains details about a key's state and recent events

Public struct

FkHitResult

Public struct

FLatentResponse

The response to updating a latent action.

Public struct

FLeaf

FLeaf

Public class

FLegacyLightMap1D

A 1D array of incident lighting data.

Public struct

FLegacyQuantizedDirectionalLightSample

Public struct

FLegacyQuantizedSimpleLightSample

Public class

FLevelUtils

A set of static methods for common editor operations that operate on ULevel objects.

Public class

FLightCacheInterface

An interface to cached lighting for a specific mesh.

Public class

FLightingBuildOptions

A set of parameters specifying how static lighting is rebuilt.

Public class

FLightingDensityMaterialRenderProxy

An material render proxy which overrides the material's Color and Lightmap resolution vector parameter.

Public class

FLightInteraction

Information about an interaction between a light and a mesh.

Public class

FLightMap

The abstract base class of 1D and 2D light-maps.

Public class

FLightMap2D

A 2D array of incident lighting data.

Public struct

FLightMapCoefficients

The quantized coefficients for a single light-map texel.

Public class

FLightMapData2D

The raw data which is used to construct a 2D light-map.

Public class

FLightMapInteraction

Make sure at least one is defined Information about an interaction between a light and a mesh.

Public struct

FLightParticlePayload

Public class

FLightRayIntersection

The result of an intersection between a light ray and the scene.

Public struct

FLightSample

Incident lighting for a single sample, as produced by a lighting build.

Public class

FLightSceneProxy

Encapsulates the data which is used to render a light by the rendering thread.

Public struct

FLightVolumeOctreeSemantics

Public struct

FListener

Defines the properties of the listener

Public struct

FLoadedAudioChunk

Stores info about an audio chunk once it's been loaded

Public class

FLocalPlayerIterator

FLocalPlayerIterator - Iterates over local players in the game.

Public class

FLocalVertexFactory

============================================================================= LocalVertexFactory.h: Local vertex factory definitions.

Public class

FLocalVertexFactoryShaderParameters

Shader parameters for LocalVertexFactory.

Public struct

FLocationEmitterInstancePayload

ModuleLocationEmitter instance payload

Public struct

FLODBurstFired

Public struct

FLODMask

Computes the LOD to render for the list of static meshes in the given view.

Public struct

FLogCategoryLogQuadTree

Public struct

FMacroUVOverride

Public class

FMaterial

FMaterial serves 3 intertwined purposes: Represents a material to the material compilation process, and provides hooks for extensibility (CompileProperty, etc) Represents a material to the renderer, with functions to access material properties Stores a cached shader map, and other transient output from a compile, which is necessary with async shader compiling (when a material finishes async compilation, the shader map and compile errors need to be stored somewhere)

Public class

FMaterialAttributeDefinitionMap

Material property to attribute data mappings

Public class

FMaterialAttributeDefintion

Attribute data describing a material property

Public struct

FMaterialAttributesInput

Public class

FMaterialCompilationOutput

Stores outputs from the material compile that need to be saved.

Public class

FMaterialCompiler

The interface used to translate material expressions into executable code.

Public class

FMaterialCustomOutputAttributeDefintion

Attribute data describing a material property used for a custom output

Public class

FMaterialExpressionKey

Uniquely identifies a material expression output.

Public class

FMaterialFunctionCompileState

Function specific compiler state.

Public struct

FMaterialInput

FMaterialInput

Public class

FMaterialParameterCollectionInstanceResource

Rendering thread mirror of UMaterialParameterCollectionInstance .

Public struct

FMaterialRenderContext

The context of a material being rendered.

Public class

FMaterialRenderProxy

A material render proxy used by the renderer.

Public class

FMaterialResource

Implementation of the FMaterial interface for a UMaterial or UMaterialInstance .

Public class

FMaterialShaderMap

The set of material shaders for a single material.

Public class

FMaterialShaderMapId

Contains all the information needed to uniquely identify a FMaterialShaderMap .

Public class

FMaterialShaderType

A shader meta type for material-linked shaders.

Public class

FMaterialUniformExpression

Represents an expression which only varies with uniform inputs.

Public class

FMaterialUniformExpressionTexture

A texture expression.

Public class

FMaterialUniformExpressionType

Represents a subclass of FMaterialUniformExpression .

Public class

FMaterialUpdateContext

This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread.

Public class

FMatineeDelegates

FMatineeDelegates Delegates used by matinee.

Public struct

FMeshBatch

A batch of mesh elements, all with the same material and vertex buffer

Public struct

FMeshBatchAndRelevance

A reference to a mesh batch that is added to the collector, together with some cached relevance flags.

Public struct

FMeshBatchElement

A batch mesh element definition.

Public struct

FMeshBoneInfo

This contains Reference-skeleton related info Bone transform is saved as FTransform array

Public class

FMeshElementCollector

Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes.

Public struct

FMeshFace

Public class

FMeshMaterialShaderMap

The shaders which the render the material on a mesh generated by a particular vertex factory type.

Public class

FMeshMaterialShaderType

A shader meta type for material-linked shaders which use a vertex factory.

Public struct

FMeshMotionBlurPayloadData

Public struct

FMeshParticleInstanceVertex

Per-particle data sent to the GPU.

Public struct

FMeshParticleInstanceVertexDynamicParameter

Public struct

FMeshParticleInstanceVertexPrevTransform

Public class

FMeshParticleUniformParameters

Uniform buffer for mesh particle vertex factories.

Public class

FMeshParticleVertexFactory

Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

Public class

FMeshParticleVertexFactoryEmulatedInstancing

Public struct

FMeshPose

Public struct

FMeshPoseBoneIndex

Public struct

FMeshRotationPayloadData

Mesh rotation data payload

Public struct

FMeshToMeshVertData

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

Public struct

FMeshUVChannelInfo

The world size for each texcoord mapping. Used by the texture streaming.

Public struct

FMeshWedge

USkeletalMesh .

Public class

FMipLevelBatchedElementParameters

Public class

FMipMapDataEntry

Stores information about a mip map, used by FTexture2DArrayResource to mirror game thread data.

Public class

FMobileDirectionalLightShaderParameters

The uniform shader parameters for a mobile directional light and its shadow.

Public class

FModelElement

A set of BSP nodes which have the same material and relevant lights.

Public struct

FModelVertex

Public class

FModelVertexBuffer

A vertex buffer for a set of BSP nodes.

Public struct

FModuleLocationBoneSocketParticlePayload

ModuleLocationBoneSocket per-particle payload

Public struct

FModuleLocationVertSurfaceInstancePayload

ModuleLocationVertSurface instance payload

Public struct

FModuleLocationVertSurfaceParticlePayload

ModuleLocationVertSurface per-particle payload - only used if updating each frame

Public struct

FMonoscopicFarFieldParameters

Parameters defining monoscopic far field VR rendering.

Public class

FMorphTargetVertexInfoBuffers

Public struct

FMotionBlurInfo

Helper structure for storing motion blur information for a primitive

Public class

FMotionBlurInfoData

Stored in the scene, can be shared for multiple views

Public class

FMultiComponentReregisterContext

Unregisters multiple components for the lifetime of this class.

Public struct

FMultiComponentReregisterPair

Pairing of UActorComponent and its UWorld .

Public class

FMultiSizeIndexContainer

Skeletal mesh index buffers are 16 bit by default and 32 bit when called for.

Public struct

FMultiSizeIndexContainerData

Public struct

FNiagaraMeshInstanceVertex

Per-particle data sent to the GPU.

Public struct

FNiagaraMeshInstanceVertexDynamicParameter

Public struct

FNiagaraMeshInstanceVertexPrevTransform

Public class

FNiagaraMeshUniformParameters

Uniform buffer for mesh particle vertex factories.

Public class

FNiagaraMeshVertexFactory

Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

Public class

FNiagaraMeshVertexFactoryEmulatedInstancing

Public class

FNiagaraRibbonUniformParameters

Uniform buffer for particle beam/trail vertex factories.

Public struct

FNiagaraRibbonVertex

FParticleBeamTrailVertex .

Public struct

FNiagaraRibbonVertexDynamicParameter

FParticleBeamTrailVertexDynamicParameter .

Public class

FNiagaraRibbonVertexFactory

Beam/Trail particle vertex factory.

Public class

FNiagaraSpriteUniformParameters

Uniform buffer for particle sprite vertex factories.

Public class

FNiagaraSpriteVertexFactory

Vertex factory for rendering particle sprites.

Public class

FNiagaraVertexFactoryBase

Base class for particle vertex factories.

Public struct

FNodeGroup

A struct that contains a set of conodes that will be used in one mapping

Public struct

FNotifyBufferFinishedHooks

Public class

FNullDynamicParameterVertexBuffer

Public class

FOctreeChildNodeRef

A reference to a child of an octree node.

Public class

FOctreeChildNodeSubset

A subset of an octree node's children that intersect a bounding box.

Public class

FOctreeElementId

============================================================================= GenericOctreePublic.h: Generic octree definition.

Public class

FOctreeNodeContext

The context of an octree node, derived from the traversal of the tree.

Public class

FOneFrameResource

Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases.

Public class

FOpusAudioInfo

Helper class to parse opus data

Public struct

FOrbitChainModuleInstancePayload

Chain-able Orbit module instance payload

Public struct

FOutcode

============================================================================= ConvexVolume.h: Convex volume definitions.

Public struct

FOverlapDatum

Overlap Data structure for async trace

Public class

FOverrideSelectionColorMaterialRenderProxy

A material render proxy which overrides the selection color

Public struct

FParticleAnimTrailEmitterInstance

FParticleAnimTrailEmitterInstance .

Public struct

FParticleBeam2EmitterInstance

ParticleBeam2EmitterInstance

Public class

FParticleBeamTrailUniformParameters

Uniform buffer for particle beam/trail vertex factories.

Public struct

FParticleBeamTrailVertex

FParticleBeamTrailVertex .

Public struct

FParticleBeamTrailVertexDynamicParameter

FParticleBeamTrailVertexDynamicParameter .

Public class

FParticleBeamTrailVertexFactory

Beam/Trail particle vertex factory.

Public struct

FParticleCollisionInstancePayload

Collision module per instance payload

Public struct

FParticleCollisionPayload

Collision module particle payload

Public struct

FParticleDataContainer

Public class

FParticleDynamicData

Particle dynamic data This is a copy of the particle system data needed to render the system in another thread.

Public struct

FParticleEmitterBuildInfo

Information compiled from modules to build runtime emitter data.

Public struct

FParticleEmitterInstance

FParticleEmitterInstance

Public struct

FParticleEventInstancePayload

General event instance payload.

Public struct

FParticleMeshEmitterInstance

ParticleMeshEmitterInstance

Public struct

FParticleOrder

Particle Sorting Helper

Public class

FParticleOrderPool

Particle order helper class

Public struct

FParticleRandomSeedInstancePayload

Random-seed instance payload

Public class

FParticleResetContext

Helper class to reset and recreate all PSCs with specific templates on their next tick.

Public struct

FParticleRibbonEmitterInstance

Public struct

FParticleSpawnPerUnitInstancePayload

Payload for instances which use the SpawnPerUnit module.

Public struct

FParticleSpriteEmitterInstance

ParticleSpriteEmitterInstance

Public class

FParticleSpriteUniformParameters

Uniform buffer for particle sprite vertex factories.

Public struct

FParticleSpriteVertex

Regardless of if it is actually performed on other threads or not

Public class

FParticleSpriteVertexFactory

Vertex factory for rendering particle sprites.

Public struct

FParticleSpriteVertexNonInstanced

Per-particle data sent to the GPU.

Public class

FParticleSystemOcclusionSceneProxy

Public class

FParticleSystemSceneProxy

Scene Proxies

Public struct

FParticleTrailsEmitterInstance_Base

FParticleRibbonEmitterInstance .

Public struct

FParticleVertexDynamicParameter

FParticleSpriteVertexDynamicParameter.

Public class

FParticleVertexFactoryBase

Base class for particle vertex factories.

Public class

FParticleVertexFactoryPool

Public class

FPendingLatentAction

A pending latent action.

Public class

FPerformanceTrackingChart

FPerformanceTrackingChart .

Public struct

FPerformanceTrackingSystem

FFineGrainedPerformanceTracker.

Public class

FPerObjectProjectedShadowInitializer

Information needed to create a per-object projected shadow.

Public class

FPhysCommandHandler

Container used for physics tasks that need to be deferred from GameThread.

Public class

FPhysicsDelegates

Set of delegates to allowing hooking different parts of the physics engine

Public class

FPhysScene

WITH PHYSX.

Public struct

FPhysSceneShaderInfo

Struct used for passing info to the PhysX shader

Public class

FPhysXSceneReadLock

Scoped scene read lock - we use this instead of PxSceneReadLock because it handles NULL scene

Public class

FPhysXSceneWriteLock

Scoped scene write lock - we use this instead of PxSceneReadLock because it handles NULL scene

Public struct

FPhysXSupport

Public struct

FPhysxUserData

PhysX user data

Public class

FPlanarReflectionRenderTarget

Public class

FPlanarReflectionSceneProxy

Public class

FPrecomputedLightVolume

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPrecomputedLightVolumeData

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPreviewScene

Encapsulates a simple scene setup for preview or thumbnail rendering.

Public class

FPrimitiveComponentId

Class used to identify UPrimitiveComponents on the rendering thread without having to pass the pointer around, Which would make it easy for people to access game thread variables from the rendering thread.

Public class

FPrimitiveDrawInterface

The base interface used to query a primitive for its dynamic elements.

Public class

FPrimitiveSceneProxy

Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread.

Public class

FPrimitiveUniformShaderParameters

The uniform shader parameters associated with a primitive.

Public struct

FPrimitiveViewRelevance

The different types of relevance a primitive scene proxy can declare towards a particular scene view.

Public class

FProjectedShadowInitializer

A projected shadow transform.

Public class

FProxyMaterialCompiler

A proxy for the material compiler interface which by default passes all function calls unmodified.

Public struct

FQualityLevels

Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels().

Public struct

FQuantizedDirectionalLightSample

The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1.

Public struct

FQuantizedLightmapData

Public class

FQuantizedShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample 's.

Public struct

FQuantizedSignedDistanceFieldShadowSample

Public struct

FQuantizedSimpleLightSample

The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1.

Public class

FQuatFixed32NoW

Public class

FQuatFixed48NoW

Public class

FQuatFloat32NoW

Public class

FQuatFloat96NoW

Public class

FQuatIntervalFixed32NoW

Public struct

FQueueSubtitleParams

Public struct

FRawDistribution

Raw distribution used to quickly sample distributions at runtime.

Public class

FRawIndexBuffer

Public class

FRawIndexBuffer16or32

Public class

FRawStaticIndexBuffer

Public class

FRawStaticIndexBuffer16or32

Public class

FRawStaticIndexBuffer16or32Interface

Virtual interface for the FRawStaticIndexBuffer16or32 class

Public struct

FReadOnlyCVARCache

Cache of read-only console variables used by the scene renderer

Public struct

FReferenceSkeleton

Reference Skeleton

Public struct

FReferenceSkeletonModifier

Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.

Public class

FReflectionCaptureProxy

Represents a reflection capture to the renderer.

Public struct

FRefPoseOverride

Public class

FRenderQueryPool

A pool of render (e.g. occlusion/timer) queries which are allocated individually, and returned to the pool as a group.

Public class

FRenderTarget

A render target.

Public struct

FRibbonTypeDataPayload

Public struct

FRiffWaveHeader

Data used to parse the wave file formats

Public struct

FRigidBodyCollisionInfo

If WITH_APEX

Public struct

FSampleChunk

Public struct

FSampleLoop

Public struct

FScalarMaterialInput

Public class

FSceneInterface

An interface to the private scene manager implementation of a scene.

Public class

FSceneView

A projection from scene space into a 2D screen region.

Public class

FSceneViewFamily

A set of views into a scene which only have different view transforms and owner actors.

Public class

FSceneViewFamilyContext

A view family which deletes its views when it goes out of scope.

Public struct

FSceneViewInitOptions

Construction parameters for a FSceneView .

Public struct

FSceneViewProjectionData

Projection data for a FSceneView .

Public class

FSceneViewStateInterface

The scene manager's persistent view state.

Public class

FSceneViewStateReference

Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface 's when needed.

Public struct

FScopeCycleCounterEmitter

Public class

FScopedConditionalWorldSwitcher

When created, tells the viewport client to set the appropriate GWorld When destroyed, tells the viewport client to reset the GWorld back to what it was

Public struct

FScopedDetailTickStats

Scoped helper structure for capturing tick time.

Public class

FScopedMaterialCompilerAttribute

Helper class to handle MaterialAttribute changes on the compiler stack.

Public class

FScreenPS

A pixel shader for rendering a textured screen element.

Public struct

FScreenshotRequest

Public struct

FScreenVertex

============================================================================= ScreenRendering.h: Screen rendering definitions.

Public class

FScreenVertexDeclaration

The filter vertex declaration resource type.

Public class

FScreenVS

A vertex shader for rendering a textured screen element.

Public class

FSelectedActorIterator

Selected actor iterator

Public class

FSelectedActorRange

Selected actor range for ranged-for support.

Public struct

FSelectedLightmapSample

Stores debug information for a lightmap sample.

Public class

FSelectedSurfaceFilter

TSelectedSurfaceIterator Surface filter that passes selected surfaces.

Public class

FSeparatingAxisPointCheck

FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon.

Public class

FShaderCommonCompileJob

Stores all of the common information used to compile a shader or pipeline.

Public class

FShaderCompileJob

Stores all of the input and output information used to compile a single shader.

Public class

FShaderCompileThreadRunnable

Shader compiling thread This runs in the background while UE4 is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs.

Public class

FShaderCompileThreadRunnableBase

Public class

FShaderCompileXGEThreadRunnable

Public class

FShaderCompilingManager

Manager of asynchronous and parallel shader compilation.

Public struct

FShaderMapCompileResults

Results for a single compiled shader map.

Public struct

FShaderMapFinalizeResults

Results for a single compiled and finalized shader map.

Public class

FShaderPipelineCompileJob

Public class

FShadowCascadeSettings

Information about a single shadow cascade.

Public class

FShadowMap

The abstract base class of 1D and 2D shadow-maps.

Public class

FShadowMap2D

Public class

FShadowMapData2D

The raw data which is used to construct a 2D shadowmap.

Public class

FShadowMapInteraction

Information about the static shadowing information for a primitive.

Public class

FShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample 's.

Public class

FSharedPoolPolicyData

Shared data & implementation for the different types of pool

Public class

FSharedSamplerState

Public struct

FSignedDistanceFieldShadowSample

Public class

FSimpleElementAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture

Public class

FSimpleElementCollector

Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.

Public class

FSimpleElementColorChannelMaskPS

A pixel shader for rendering a texture with the ability to weight the colors for each channel.

Public class

FSimpleElementDistanceFieldGammaPS

A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element.

Public class

FSimpleElementGammaAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output

Public class

FSimpleElementGammaBasePS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementGammaPS

Public class

FSimpleElementHitProxyPS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementMaskedGammaBasePS

A pixel shader for rendering a masked texture on a simple element.

Public class

FSimpleElementMaskedGammaPS

Public class

FSimpleElementPS

Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible

Public struct

FSimpleElementVertex

The type used to store batched line vertices.

Public class

FSimpleElementVertexDeclaration

The simple element vertex declaration resource type.

Public class

FSimpleElementVS

============================================================================== SimpleElementShaders.h: Definitions for simple element shaders.

Public class

FSimpleLightArray

Data pertaining to a set of simple dynamic lights

Public class

FSimpleLightEntry

Data for a simple dynamic light.

Public class

FSimpleLightInstacePerViewIndexData

Index into the Per-view data for each instance.

Public class

FSimpleLightPerViewEntry

Data for a simple dynamic light which could change per-view.

Public struct

FSimulationScratchBuffer

Buffers used as scratch space for PhysX to avoid allocations during simulation

Public struct

FSingleAnimationPlayData

Public class

FSkeletalMeshComponentRecreateRenderStateContext

Used to recreate all skeletal mesh components for a given skeletal mesh

Public class

FSkeletalMeshMerge

Utility for merging a list of skeletal meshes into a single mesh.

Public class

FSkeletalMeshObject

Interface for mesh rendering data

Public class

FSkeletalMeshResource

Resources required to render a skeletal mesh.

Public class

FSkeletalMeshSceneProxy

A skeletal mesh component scene proxy.

Public class

FSkeletalMeshVertexBuffer

Vertex buffer with static lod chunk vertices for use with GPU skinning

Public class

FSkeletalMeshVertexClothBuffer

A vertex buffer for holding skeletal mesh per APEX cloth information only.

Public class

FSkeletalMeshVertexDataInterface

An interface to the skel-mesh vertex data storage type.

Public struct

FSkeletonPoseBoneIndex

Public struct

FSkelMeshExtraInfluenceImportData

Data needed for importing an extra set of vertex influences

Public struct

FSkelMeshMergeSectionMapping

Info to map all the sections from a single source skeletal mesh to a final section entry int he merged skeletal mesh

Public struct

FSkelMeshMergeUVTransforms

Info to map all the sections about how to transform their UVs

Public struct

FSkelMeshSection

A set of skeletal mesh triangles which use the same material

Public struct

FSkinMatrix3x4

For final bone matrices - this needs to move out of ifdef due to APEX using it

Public class

FSkyLightSceneProxy

Represents a USkyLightComponent to the rendering thread.

Public struct

FSoftSkinVertex

FSoftSkinVertex

Public class

FSoundBuffer

FSoundBuffer .

Public struct

FSoundMixClassOverride

Public struct

FSoundMixState

Public struct

FSoundParseParameters

Struct used for gathering the final parameters to apply to a wave instance

Public class

FSoundSource

FSoundSource .

Public struct

FSpatializationParams

FSpatializationParams Struct for retrieving parameters needed for computing spatialization and occlusion plugins.

Public class

FSpeedTreeUniformParameters

Uniform buffer setup for SpeedTrees.

Public class

FSpeedTreeWind

SpeedTree v6.2.2 wind class rewritten for use inside UE4 with no other dependencies.

Public struct

FStatHitchesData

Data needed to display perframe stat tracking when STAT HITCHES is enabled

Public class

FStaticComponentMaskParameter

Holds the information for a static component mask parameter

Public class

FStaticLightingMapping

A mapping between world-space surfaces and a static lighting cache.

Public class

FStaticLightingMesh

A mesh which is used for computing static lighting.

Public struct

FStaticLightingPrimitiveInfo

The info about an actor component which the static lighting system needs.

Public class

FStaticLightingTextureMapping

A mapping between world-space surfaces and static lighting cache textures.

Public struct

FStaticLightingVertex

The vertex data used to build static lighting.

Public class

FStaticLODModel

All data to define a certain LOD model for a skeletal mesh.

Public struct

FStaticMeshAreaWeightedSectionSampler

Public struct

FStaticMeshBuildVertex

The information used to build a static-mesh vertex.

Public class

FStaticMeshComponentRecreateRenderStateContext

FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope.

Public class

FStaticMeshInstanceData

The implementation of the static mesh instance data storage type.

Public class

FStaticMeshLODGroup

The LOD settings to use for a group of static meshes.

Public struct

FStaticMeshLODResources

Rendering resources needed to render an individual static mesh LOD.

Public class

FStaticMeshLODSettings

Per-group LOD settings for static meshes.

Public class

FStaticMeshRenderData

FStaticMeshRenderData - All data needed to render a static mesh.

Public class

FStaticMeshSceneProxy

A static mesh component scene proxy.

Public struct

FStaticMeshSection

A set of static mesh triangles which are rendered with the same material.

Public struct

FStaticMeshSectionAreaWeightedTriangleSampler

Creates distribution for uniformly sampling a mesh section.

Public class

FStaticMeshStaticLightingMesh

Represents the triangles of one LOD of a static mesh primitive to the static lighting system.

Public class

FStaticMeshStaticLightingTextureMapping

Represents a static mesh primitive with texture mapped static lighting.

Public class

FStaticParameterSet

Contains all the information needed to identify a single permutation of static parameters.

Public class

FStaticPrimitiveDrawInterface

An interface used to query a primitive for its static elements.

Public class

FStaticSwitchParameter

Holds the information for a static switch parameter

Public class

FStaticTerrainLayerWeightParameter

Holds the information for a static switch parameter

Public struct

FStatUnitData

Data needed to display perframe stat tracking when STAT UNIT is enabled

Public class

FStereoLayerPS

A pixel shader for rendering a transformed textured element.

Public class

FStereoLayerVS

============================================================================= ScreenRendering.h: Screen rendering definitions.

Public struct

FStreamingManagerCollection

Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager.

Public struct

FStreamingViewInfo

Helper structure containing all relevant information for streaming.

Public struct

FStreamingWaveData

Contains everything that will be needed by a SoundWave that's streaming in data

Public class

FStripDataFlags

Helper class for serializing flags describing which data have been stripped (if any).

Public struct

FSubLevelStatus

SubLevel status information

Public class

FSubtitleManager

Subtitle manager. Handles prioritization and rendering of subtitles.

Public struct

FSystemResolution

Public class

FSystemSettings

Class that actually holds the current system settings

Public struct

FSystemSettingsData

============================================================================= SystemSettings.cpp: Unreal engine HW compat scalability system.

Public struct

FTemporalLODState

Struct to hold the temporal LOD state within a view state

Public struct

FTextSizingParameters

General purpose data structure for grouping all parameters needed when sizing or wrapping a string

Public class

FTexture2DArrayResource

Represents a 2D Texture Array to the renderer.

Public class

FTexture2DDynamicResource

A dynamic 2D texture resource.

Public struct

FTexture2DMipMap

A 2D texture mip-map.

Public class

FTexture2DResource

FTextureResource implementation for streamable 2D textures.

Public class

FTextureArrayDataEntry

Stores information about a single texture in FTexture2DArrayResource .

Public class

FTextureLayout

============================================================================= TextureLayout.h: Texture space allocation.

Public class

FTextureLayout3d

============================================================================= TextureLayout3d.h: Texture space allocation.

Public class

FTextureRenderTarget2DResource

FTextureResource type for 2D render target textures.

Public class

FTextureRenderTargetCubeResource

FTextureResource type for cube render target textures.

Public class

FTextureRenderTargetResource

FTextureResource type for render target textures.

Public class

FTextureResource

The rendering resource which represents a texture.

Public class

FTickableGameObject

This class provides common registration for gamethread tickable objects.

Public class

FTickableObjectBase

============================================================================= Tickable.h: Interface for tickable objects.

Public struct

FTickStats

Tick/ update stats helper for profiling.

Public class

FTickTaskManagerInterface

Interface for the tick task manager

Public class

FTileRenderer

Public struct

FTimerData

Public class

FTimerManager

Class to globally manage timers.

Public struct

FTimerUnifiedDelegate

Simple interface to wrap a timer delegate that can be either native or dynamic.

Public struct

FTraceDatum

Trace/Sweep Data structure for async trace

Public struct

FTraceHandle

Trace Data Structs that are used for Async Trace Trace Handle - unique ID struct that is returned once trace is requested for tracking purpose

Public struct

FTrailsBaseTypeDataPayload

Trails Base data payload

Public class

FTriangleRasterizer

============================================================================= Raster.h: Generic triangle rasterization code.

Public class

FTriangleRenderer

Public struct

FTriangleSOA

Stores 4 triangles in one struct (Struct Of Arrays).

Public struct

FUnconvertedWrapper

Base class for wrappers for unconverted BlueprintGeneratedClasses.

Public struct

FUniformExpressionCache

Cached uniform expression values.

Public class

FUniformExpressionSet

Stores all uniform expressions for a material generated from a material translation.

Public class

FUpdateTexture2DSubresouceCS

Public class

FUpdateTexture3DSubresouceCS

Public class

FUserActivityTracking

Public struct

FUtilEdge2D

An edge in 2D space, used by these utility functions.

Public struct

FUtilEdge3D

An edge in 3D space, used by these utility functions.

Public struct

FUtilPoly2D

A polygon in 2D space, used by utility function.

Public struct

FUtilPoly2DSet

A set of 2D polygons, along with a transform for going into world space.

Public struct

FUtilTri2D

Triangle in 2D space.

Public struct

FUtilVertex2D

A triangle vertex in 2D space, with UV information.

Public struct

FVector2MaterialInput

Public struct

FVector3SOA

Stores XYZ from 4 vectors in one Struct Of Arrays.

Public class

FVector4Distribution

Raw distribution from which four floats can be looked up per entry.

Public struct

FVector4SOA

Stores XYZW from 4 vectors in one Struct Of Arrays.

Public class

FVectorDistribution

Raw distribution from which three floats can be looked up per entry.

Public class

FVectorFixed48

Public class

FVectorIntervalFixed32NoW

Public struct

FVectorMaterialInput

Public class

FVert

One vertex associated with a Bsp node's polygon.

Public struct

FVertexBufferAndSRV

Struct to pool the vertex buffer & SRV together

Public struct

FVertInfluence

Public class

FViewElementDrawer

An interface to a scene interaction.

Public struct

FViewMatrices

Public class

FViewport

Encapsulates the I/O of a viewport.

Public class

FViewportClient

An abstract interface to a viewport's client.

Public class

FViewportFrame

An interface to the platform-specific implementation of a UI frame for a viewport.

Public class

FViewUniformShaderParameters

The uniform shader parameters associated with a view.

Public struct

FVirtualBoneCompactPoseData

This is a native transient structure. Used to store virtual bone mappings for compact poses

Public struct

FVirtualBoneRefData

Cached Virtual Bone data from USkeleton .

Public struct

FWaveFormatInfo

The header of an wave formatted file

Public struct

FWaveInstance

Structure encapsulating all information required to play a USoundWave on a channel/source.

Public class

FWaveModInfo

FWaveModInfo .

Public struct

FWaveRequest

Contains a request to load chunks of a sound wave

Public struct

FWeightedRandomSampler

============================================================================= WeightedRandomSampler.h: Helper class for randomly sampling from N entries with non uniform weighting/probability.

Public class

FWholeSceneProjectedShadowInitializer

Information needed to create a whole scene projected shadow.

Public class

FWindData

Calculated wind data with support for accumulating other weighted wind data

Public class

FWindSourceSceneProxy

Represents a wind source component to the scene manager in the rendering thread.

Public class

FWorldInGamePerformanceTrackers

Collection of in game performance trackers for a world.

Public struct

FWrappedStringElement

Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

Public struct

FZoneProperties

Public struct

FZoneSet

FZoneProperties

Public struct

HActor

Hit an actor.

Public struct

HBSPBrushVert

HBSPBrushVert

Public class

HHitProxy

Base class for detecting user-interface hits.

Public class

HHitProxyType

Represents a hit proxy class for runtime type checks.

Public struct

HInterpEdInputInterface

============================================================================= InterpolationHitProxy.h

Public struct

HInterpTrackKeyHandleProxy

Public struct

HInterpTrackKeypointProxy

Public struct

HInterpTrackSubGroupKeypointProxy

Hit proxy for keyframes drawn directly subgroups and not tracks.

Public class

HModel

A hit proxy representing a UModel .

Public struct

HObject

Hit proxy class for UObject references.

Public struct

HStaticMeshVert

HStaticMeshVert

Public struct

HTranslucentActor

Hit an actor even with translucency.

Public class

IAudioDeviceModule

Interface for audio device modulesDefines the interface of a module implementing an audio device and associated classes.

Public class

IAudioListenerObserver

Override this and create it to receive listener changes.

Public class

IAudioOcclusion

Public class

IAudioPlugin

The public interface of an audio plugin. Plugins that extend core features of the audio engine.

Public class

IAudioReverb

Public class

IAudioSpatialization

IAudioSpatialization

Public struct

IAudioStreamingManager

Interface to add functions specifically related to audio streaming

Public class

ICameraPhotography

Public class

ICameraPhotographyModule

The public interface of the CameraPhotographyModule

Public class

ICompressedAudioInfo

Interface class to decompress various types of audio data

Public class

IDeviceChangedListener

Interface to register a device changed listener to respond to audio device changes.

Public class

IDeviceProfileSelector

============================================================================= IDeviceProfileSelector.h: Declares the IDeviceProfileSelector interface.

Public class

IDeviceProfileSelectorModule

============================================================================= IDeviceProfileSelectorModule.h: Declares the IDeviceProfileSelectorModule interface.

Public class

IDVRStreamingSystem

Public class

IEngineLoop

Public interface to FEngineLoop so we can call it from editor or editor code

Public class

IInterpolationIndexProvider

Interface used to provide interpolation indices for per bone blends

Public class

ILocalNotificationModule

Defines the interface of a module implementing a local notification server.

Public class

ILocalNotificationService

Interface for local notification modules

Public class

IPerformanceDataConsumer

IPerformanceDataConsumer .

Public class

IPlatformFeaturesModule

Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class.

Public class

ISaveGameSystem

Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one)

Public class

ISceneViewExtension

Public class

ISimEventCallbackFactory

Interface for the creation of customized simulation event callbacks.

Public class

IStereoLayers

============================================================================= IStereoLayers.h: Abstract interface for adding in stereoscopically projected layers on top of the world

Public class

IStereoRendering

Public class

IStreamedCompressedInfo

Default implementation of a streamed compressed audio format.

Public struct

IStreamingManager

Pure virtual base class of a streaming manager.

Public struct

ITextureStreamingManager

Interface to add functions specifically related to texture streaming

Public class

IVideoRecordingSystem

Interface for platform video recording functionality

Public class

MCurve

A temporary curve that is going through the key-reduction process.

Public class

MKey

A key extracted from a track that may be reduced.

Public class

SFLOAT

For 1D curves, use this structure to allow selected operators on the float.

Public class

TActorIterator

Template actor iterator.

Public class

TActorIteratorBase

Template class used to filter actors by certain characteristics

Public class

TActorRange

Template actor range for ranged-for support.

Public struct

TArrayCaster

Public class

TBasePlayerControllerIterator

PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers.

Public class

TComponentReregisterContext

Removes all components of the templated type from their scenes for the lifetime of the class.

Public class

TCopyDataCS

Public class

TCustomBoneIndexArray

Public struct

TDrawEvent

Class that logs draw events based upon class scope. Draw events can be seen in PIX

Public class

TGPUSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

TGPUSkinMorphVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public struct

TGPUSkinVertexBase

Base vertex data for GPU skinned skeletal meshes make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public class

TGPUSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

TGPUSkinVertexFloat16Uvs

16 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public struct

TGPUSkinVertexFloat32Uvs

32 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public struct

TkDOPCollisionCheck

Base struct for all collision checks.

Public struct

TkDOPLineCollisionCheck

This struct holds the information used to do a line check against the kDOP tree.

Public struct

TkDOPNode

Forward declarations.

Public struct

TkDOPTree

This is the tree of kDOPs that spatially divides the static mesh.

Public class

TOctree

An octree.

Public struct

TPlayerControllerIterator

Public class

TPreallocatedArrayProxy

Helper class that provides a basic interface for an inline and presized array within a contiguous memory block

Public class

TQuadTree

Public struct

TQuantizedLightSampleBulkData

Bulk data array of FQuantizedLightSamples

Public class

TRenderResourcePool

A resource pool that automatically handles render-thread resources

Public class

TResourcePool

============================================================================= Resource.h: Template for pooling resources using buckets.

Public class

TScreenVSForGS

Public class

TSelectedSurfaceIterator

Iterates over selected surfaces of the specified UWorld .

Public class

TSkeletalMeshVertexData

The implementation of the skeletal mesh vertex data storage type.

Public class

TStaticMeshVertexData

The implementation of the static mesh vertex data storage type.

Public class

TSurfaceIterator

Iterates over selected surfaces of the specified UWorld .

Public class

TSurfaceIteratorBase

TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld .

Public struct

TSwitchPair

Public struct

TTraceThreadData

Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64.

Public struct

TTraversalHistory

Tracks information about a traversal through the kDOP tree.

Public class

TVolumeLightingSample

Incident radiance stored for a point.

Public class

UModel

Public class

UOcclusionPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

Public class

UPhysicsSerializer

Public class

UReverbPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

Public class

USpatializationPluginSourceSettingsBase

This is a class which should be overridden to provide users with settings to use for individual sounds

Public struct

VJointPos

A bone: an orientation, and a position, all relative to their parent.

Public struct

VTriangle

Textured triangle.

Public struct

WaveFormatHeader

Constants

Name

Description

EAudioMixerChannel::MaxSupportedChannel

ERequestedAudioStats::DebugSounds

ERequestedAudioStats::LongSoundNames

ERequestedAudioStats::SoundCues

ERequestedAudioStats::SoundMixes

ERequestedAudioStats::Sounds

ERequestedAudioStats::SoundWaves

GSmallNegativeNumber

( -0.0001f, -0.0001f, -0.0001f, -0.0001f )

GSmallNumber

Extern const VectorRegister GSmallNegativeNumber;

GZeroVectorRegister

Extern const VectorRegister GSmallNumber;

LogQuadTree

LQ_LIGHTMAP_COEF_INDEX

The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients.

MAX_GPU_BONE_MATRICES_UNIFORMBUFFER

MAX_MOBILE_SHADOWCASCADES

MAX_NODES

UModel

MAX_NUM_LIGHTMAP_COEF

The maximum value between NUM_LQ_LIGHTMAP_COEF and NUM_HQ_LIGHTMAP_COEF.

MAX_POINTS

MAX_STATIC_TEXCOORDS

Constants.

MAX_TEXCOORDS

Constants.

MaxNumParameterCollectionsPerMaterial

============================================================================= ParameterCollection.h:

NUM_HQ_LIGHTMAP_COEF

The number of directional coefficients which the lightmap stores for each light sample.

NUM_LQ_LIGHTMAP_COEF

The number of simple coefficients which the lightmap stores for each light sample.

NUM_STORED_LIGHTMAP_COEF

The number of coefficients that are stored for each light sample.

Scalability::MaxResolutionScale

Maximum single axis scale for render resolution

Scalability::MinResolutionScale

Minimum single axis scale for render resolution

VectorNegativeOne

Typedefs

Name

Description

BoneTrackArray

DefaultSurfaceLevelFilter

The default level filter.

FAssignLayerChunkDelegate

FAssignLayerChunkMap

Delegate to assign a disc layer to a chunk

FAssignStreamingChunkDelegate

FAsyncAudioDecompress

FAsyncCreateTextureTask

Async task to create a texture.

FAsyncStreamDerivedChunkTask

Async task to stream chunks from the derived data cache.

FAsyncStreamDerivedMipTask

Async task to stream mips from the derived data cache.

FBoneIndexType

FCookModificationDelegate

Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc

FDebugDrawDelegate

FEdGraphEvent

FExtendedSaveGameInfoDelegate

A delegate for platforms that need extra information to flesh out save data information (name of an icon, for instance)

FGetPackageDependenciesForManifestGeneratorDelegate

FHandleDisconnectDelegate

Delegate to handle when a connection is disconnecting

FInstanceStream16

FInstanceStream32

FLightMapRef

A reference to a light-map.

FLightVolumeOctree

FMeshParticleUniformBufferRef

FNiagaraMeshUniformBufferRef

FNiagaraRibbonUniformBufferRef

FNiagaraSpriteUniformBufferRef

FOnGraphChanged

FOnPropertyChanged

Delegate for notification when property changed

FOnSwitchWorldForPIE

Delegate for switching between PIE and Editor worlds without having access to them

FOverlapDelegate

This is Overlap Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

FParticleBeamTrailUniformBufferRef

FParticleSpriteUniformBufferRef

FPreCommitMapChangeDelegate

Delegate called before a map change at runtime

FShadowMapRef

A reference to a shadow-map.

FSimpleElementGammaPS_Linear

FSimpleElementGammaPS_SRGB

FSimpleElementMaskedGammaPS_Linear

FSimpleElementMaskedGammaPS_SRGB

FSingleNodeEvent

FSoundMixClassOverrideMap

FTimerDelegate

FTraceDelegate

This is Trace/Sweep Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

FTransformArray

Array of FTransform using the game memory stack

FTransformArrayA2

FVolumeLightingSample

FVolumeLightingSample2Band

FWebServerActionDelegate

MaterialAttributeBlendFunction

WITH_EDITORONLY_DATA.

StringStringMap

Using a TMap in the DECLARE_DELEGATE macro caused compiler problems (in clang anyway), a typedef solves it

Enums

Name

Description

Public enum

EActorIteratorType

Public enum

EAlphaBlendOption

Public enum

EAsyncTraceType

Enum to indicate type of test to perfom

Public enum

EAudioMixerChannel::Type

Enumeration values represent sound file or speaker channel types.

Public enum

EAudioSpeakers

Audio stats Channel definitions for multistream waves

Public enum

EAudioStreamingState

Lists possible states used by Thread-safe counter.

Public enum

EBasePassDrawListType

Public enum

EBlendModeFilter::Type

Public enum

EBspNodeFlags

Flags associated with a Bsp node.

Public enum

ECacheApplyPhase

At what point in the rerun construction script process is ApplyToActor being called for

Public enum

ECollisionShape::Type

Types of Collision Shapes that are used by Trace

Public enum

ECompiledMaterialProperty

Enum that contains entries for the ways that material properties need to be compiled.

Public enum

EConvertToAdditive

Different ways to create an additive animation

Public enum

ECustomSortAlternateIndexMode

Which set of indices to select for TRISORT_CustomLeftRight sections.

Public enum

EDataTableExportFlags

Public enum

EDDSCaps

Public enum

EDDSFlags

Public enum

EDDSPixelFormat

Public enum

EDebugState

Debug state of the audio system

Public enum

EDebugViewShaderMode

Enumeration for different Quad Overdraw visualization mode.

Public enum

EDeferredParamStrictness

When setting deferred scene resources whether to throw warnings when we fall back to defaults.

Public enum

EDrawDynamicFlags::Type

Public enum

EDynamicEmitterType

Particle Dynamic Data

Public enum

EDynamicPrimitiveType

Base streaming classes.

Public enum

EEdGraphActionType

This is the type of action that occurred on a given graph

Public enum

EFrameHitchType

What kind of hitch was detected (if any)

Public enum

EGameDelegates_SaveGame

Enum class with size so it can be forward declared.

Public enum

EHitProxyPriority

The priority a hit proxy has when choosing between several hit proxies near the point the user clicked.

Public enum

EIndexBufferStride::Type

Desired stride when creating a static index buffer.

Public enum

EInGamePerfTrackers

In game performance trackers.

Public enum

EInGamePerfTrackerThreads

Public enum

EKCollisionPrimitiveType

Enum to indicate types of simple shapes

Public enum

ELightComponentType

Different light component types

Public enum

ELightInteractionType

The types of interactions between a light and a primitive.

Public enum

ELightMapInteractionType

The types of interactions between a light and a primitive.

Public enum

ELoopingMode

Public enum

EMaterialCommonBasis

The common bases of material

Public enum

EMaterialDomain

Defines the domain of a material.

Public enum

EMaterialForceCastFlags

Public enum

EMaterialProperty

EMaterialProperty

Public enum

EMaterialQualityLevel::Type

Quality levels that a material can be compiled for.

Public enum

EMaterialShaderMapUsage::Type

Usage options for a shader map.

Public enum

EMaterialValueType

The types which can be used by materials.

Public enum

EMonoscopicFarFieldMode

Public enum

EngineUtils::EAssetToLoad

Public enum

ENiagaraVertexFactoryType

Enum identifying the type of a particle vertex factory.

Public enum

EParticleSignificanceLevel

A level of significance for a particle system.

Public enum

EParticleStates

Particle State Flags

Public enum

EParticleSystemInsignificanceReaction

Determines what a particle system will do when all of it's emitters become insignificant.

Public enum

EParticleVertexFactoryType

Enum identifying the type of a particle vertex factory.

Public enum

EPhysxUserDataType::Type

PhysX user data type

Public enum

EPixelFormat

Public enum

EPolyFlags

Flags describing effects and properties of a Bsp polygon.

Public enum

EQueryMobilityType

Public enum

ERawDistributionOperation

Operation to perform when looking up a value.

Public enum

ERealtimeAudioTaskType

Public enum

EReflectionCaptureShape::Type

Reflection capture shapes.

Public enum

ERemoveStreamingViews

Public enum

EShadingPath

Public enum

EShadowMapInteractionType

Public enum

EShowFlagGroup

============================================================================= ShowFlags.h: Show Flag Definitions.

Public enum

EShowFlagInitMode

To customize the EngineShowFlags constructor

Public enum

ESimpleElementBlendMode

Blend modes supported for simple element rendering

Public enum

ESortedActiveWaveGetType::Type

Public enum

ESoundMixState::Type

Current state of a SoundMix

Public enum

ETextureStreamingState

Thread-safe counter indicating the texture streaming state.

Public enum

ETimerStatus

Public enum

ETransformBlendMode::Type

Templated Transform Blend Functionality.

Public enum

ETranslucencyVolumeCascade

Enumeration for currently used translucent lighting volume cascades

Public enum

EVertexColorViewMode::Type

Vertex Color view modes

Public enum

EVideoRecordingState

Represents the state of the video recorder

Public enum

PhysCommand::Type

Public enum

Scalability::EQualityLevelBehavior

=================================================================================== Scalability.h: Manager class for handling scalability settings

Public enum

SleepEvent::Type

Functions

Name Description

Public function

ValueType &#...

 

AccessPrivateProperty

(
    void const* ContainerPtr,
    int32 PropertyOffset
)

Public function

ValueType &#...

 

AccessPrivateProperty

(
    void const* ContainerPtr,
    int32 PropertyOffset,
    int32 ElementSize,
    int32 ArrayIndex
)

Public function Static

void

 

ADPCM::GetAdaptationCoefficients

(
    T(&) OutAdaptationCoefficient1,
    T(&) OutAdaptationCoefficient2
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AllowDebugViewPS

(
    EDebugViewShaderMode ShaderMode,
    EShaderPlatform Platform
)

Returns true if the specified shadermode is available for the given shader platform.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AllowDebugViewShaderMode

(
    EDebugViewShaderMode ShaderMode
)

Returns true if the shader mode can be enabled.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AllowDebugViewVSDSHS

(
    EShaderPlatform Platform
)

Returns true if the vertex shader (and potential hull and domain) should be compiled on the given platform.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AllowHighQualityLightmaps

(
    ERHIFeatureLevel::Type FeatureLevel
)

Public function

void

 

AnimationFormat_GetAnimationPose

(
    FTransformArray & Atoms,
    const BoneTrackArray & RotationTrac...,
    const BoneTrackArray & TranslationT...,
    const BoneTrackArray & ScaleTracks,
    const UAnimSequence & Seq,
    float Time
)

Extracts an array of BoneAtoms from an Animation Sequence representing an entire pose of the skeleton.

Public function

void

 

AnimationFormat_GetBoneAtom

(
    FTransform & OutAtom,
    const UAnimSequence & Seq,
    int32 TrackIndex,
    float Time
)

Extracts a single BoneAtom from an Animation Sequence.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

AnimationFormat_GetStats

(
    const UAnimSequence * Seq,
    int32 & NumTransTracks,
    int32 & NumRotTracks,
    int32 & NumScaleTracks,
    int32 & TotalNumTransKeys,
    int32 & TotalNumRotKeys,
    int32 & TotalNumScaleKeys,
    float& TranslationKeySize,
    float& RotationKeySize,
    float& ScaleKeySize,
    int32 & OverheadSize,
    int32 & NumTransTracksWithOneKey,
    int32 & NumRotTracksWithOneKey,
    int32 & NumScaleTracksWithOneKey
)

Extracts statistics about a given Animation Sequence

Public function

void

 

AnimationFormat_SetInterfaceLinks

(
    UAnimSequence & Seq
)

Sets the internal Animation Codec Interface Links within an Animation Sequence

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

appGetAllPotentialStartupPackageNames

(
    TArray < FString >& PackageNames,
    const FString & EngineConfigFilenam...,
    bool bIsCreatingHashes
)

Get a list of all packages that may be needed at startup, and could be loaded async in the background when doing seek free loading

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

appGetStartupMap

(
    const TCHAR * CommandLine
)

This function will look at the given command line and see if we have passed in a map to load.

Public function

bool

 

appLineCheckTriangle

(
    const FVector4 & Start,
    const FVector4 & End,
    const FVector4 & Dir,
    const FVector4 & V0,
    const FVector4 & V1,
    const FVector4 & V2,
    const FVector4 & Normal,
    float& IntersectionTime
)

Line vs triangle intersection test.

true if the line intersected the triangle

Public function

int32

 

appLineCheckTriangleSOA

(
    const FVector3SOA & Start,
    const FVector3SOA & End,
    const FVector3SOA & Dir,
    const FTriangleSOA & Triangle4,
    float& InOutIntersectionTime
)

Line vs triangle intersection test.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ApplyViewMode

(
    EViewModeIndex ViewModeIndex,
    bool bPerspective,
    FEngineShowFlags & EngineShowFlags
)

Set ShowFlags and EngineShowFlags depending on view mode.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ApplyViewModeOverrides

(
    int32 ViewIndex,
    const FEngineShowFlags & EngineShow...,
    ERHIFeatureLevel::Type FeatureLevel,
    const FPrimitiveSceneProxy * Pr...,
    bool bSelected,
    FMeshBatch & Mesh,
    FMeshElementCollector & Collector
)

Public function

FGPUSpriteRe...

 

BeginCreateGPUSpriteResources

(
    const FGPUSpriteResourceData & InRe...
)

FX resource management.

Public function

void

 

BeginMeshDrawEvent

(
    FRHICommandList & RHICmdList,
    const FPrimitiveSceneProxy * Pr...,
    const FMeshBatch & Mesh,
    TDrawEvent < FRHICommandList >& Dra...
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BeginMeshDrawEvent_Inner

(
    FRHICommandList & RHICmdList,
    const FPrimitiveSceneProxy * Pr...,
    const FMeshBatch & Mesh,
    TDrawEvent < FRHICommandList >& Dra...
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BeginRecompileGlobalShaders

(
    const TArray < FShaderType * >&...,
    const TArray < const FShaderPipeline ...,
    EShaderPlatform ShaderPlatform
)

Begins recompiling the specified global shader types, and flushes their bound shader states.

Public function

void

 

BeginReleaseGPUSpriteResources

(
    FGPUSpriteResources* Resources
)

Begins the process of releasing GPU sprite resources.

Public function

void

 

BeginUpdateGPUSpriteResources

(
    FGPUSpriteResources* Resources,
    const FGPUSpriteResourceData & InRe...
)

Updates GPU sprite resources.

Public function

void

 

BlendCurves

(
    const TArrayView < const FBlendedCur ...,
    const TArrayView < const float > Sou...,
    FBlendedCurve & OutCurve
)

Public function

void

 

BlendTransform

(
    const FTransform & Source,
    FTransform & Dest,
    const float BlendWeight
)

Public function

void

 

BuildConeVerts

(
    float Angle1,
    float Angle2,
    float Scale,
    float XOffset,
    int32 NumSides,
    TArray < FDynamicMeshVertex >& OutV...,
    TArray < int32 >& OutIndices
)

Public function

void

 

BuildCylinderVerts

(
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    TArray < FDynamicMeshVertex >& OutV...,
    TArray < int32 >& OutIndices
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

BuildDistanceFieldDerivedDataKey

(
    const FString & InMeshKey
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CacheOptimizeSortStrip

(
    uint32 * Indices,
    int32 NumIndices
)

Reorder the indices within a connected strip for cache efficiency

Public function

bool

 

CacheShadowDepthsFromPrimitivesUsingWPO()

Public function

void

 

CalculateFPSTimings()

Calculate the average frame time by using the stats system.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CanConnectMaterialValueTypes

(
    uint32 InputType,
    uint32 OutputType
)

Check whether a combination of EMaterialValueType flags can be connected

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CompileDebugViewModeShaders

(
    EDebugViewShaderMode Mode,
    EMaterialQualityLevel::Type Quality...,
    ERHIFeatureLevel::Type FeatureLevel,
    bool bFullRebuild,
    bool bWaitForPreviousShaders,
    TSet < UMaterialInterface * >& ...,
    FSlowTask & ProgressTask
)

Build Shaders to compute scales per texture.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CompileGlobalShaderMap

(
    ERHIFeatureLevel::Type InFeatureLev...,
    bool bRefreshShaderMap
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CompileGlobalShaderMap

(
    EShaderPlatform Platform,
    bool bRefreshShaderMap
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CompileGlobalShaderMap

(
    bool bRefreshShaderMap
)

Public function

float [ENGINE](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeBoundsDrawDistance

(
    const float ScreenSize,
    const float SphereRadius,
    const FMatrix & ProjMatrix
)

Computes the draw distance of a given sphere bounds in the given view with the specified screen size.

Public function

float [ENGINE](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeBoundsScreenRadiusSquared

(
    const FVector4 & Origin,
    const float SphereRadius,
    const FSceneView & View
)

Computes the screen radius squared of a given sphere bounds in the given view.

Public function

float [ENGINE](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeBoundsScreenSize

(
    const FVector4 & BoundsOrigin,
    const float SphereRadius,
    const FVector4 & ViewOrigin,
    const FMatrix & ProjMatrix
)

Computes the screen size of a given sphere bounds in the given view.

Public function

float [ENGINE](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeBoundsScreenSize

(
    const FVector4 & Origin,
    const float SphereRadius,
    const FSceneView & View
)

Computes the screen size of a given sphere bounds in the given view.

Public function

FLODMask [ENGI](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeLODForMeshes

(
    const TIndirectArray < class FStatic...,
    const FSceneView & View,
    const FVector4 & Origin,
    float SphereRadius,
    int32 ForcedLODLevel,
    float ScreenSizeScale
)

Public function

int8 [ENGINE_A](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeStaticMeshLOD

(
    const FStaticMeshRenderData * R...,
    const FVector4 & Origin,
    const float SphereRadius,
    const FSceneView & View,
    int32 MinLOD,
    float FactorScale
)

Computes the LOD level for the given static meshes render data in the given view.

Public function

int8 [ENGINE_A](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ComputeTemporalStaticMeshLOD

(
    const FStaticMeshRenderData * R...,
    const FVector4 & Origin,
    const float SphereRadius,
    const FSceneView & View,
    int32 MinLOD,
    float FactorScale,
    int32 SampleIndex
)

Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples

Public function

FMeshParticl ...

 

ConstructMeshParticleVertexFactory

(
    EParticleVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...,
    int32 InDynamicVertexStride,
    int32 InDynamicParameterVertexStrid...
)

Public function

FMeshParticl ...

 

ConstructMeshParticleVertexFactory()

Public function

FNiagaraMesh ...

 

ConstructNiagaraMeshVertexFactory

(
    ENiagaraVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...,
    int32 InDynamicVertexStride,
    int32 InDynamicParameterVertexStrid...
)

Public function

FNiagaraMesh ...

 

ConstructNiagaraMeshVertexFactory()

Public function

T

 

ConstructTInlineValue

(
    UScriptStruct * Struct
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ConvertToMultilineToolTip

(
    const FString & InToolTip,
    int32 TargetLineLength,
    TArray < FString >& OutToolTip
)

Parses a string into multiple lines, for use with tooltips.

Public function

FBox2D

 

CreateFBox2D

(
    FVector2D InMin,
    FVector2D InMax,
    bool InIsValid
)

Common includes.

Public function

TUniformBuff ...

 

CreatePrimitiveUniformBufferImmediate

(
    const FMatrix & LocalToWorld,
    const FBoxSphereBounds & WorldBound...,
    const FBoxSphereBounds & LocalBound...,
    bool bReceivesDecals,
    bool bUseEditorDepthTest,
    float LpvBiasMultiplier
)

Public function

void

 

CropUnmappedTexels

(
    const TMappingData& MappingData,
    int32 SizeX,
    int32 SizeY,
    FIntRect & CroppedRect
)

Calculates the minimum rectangle that encompasses all mapped texels.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::AssignStringToProperty

(
    const FString & InString,
    const UProperty * InProp,
    uint8 * InData
)

Util to assign a value (given as a string) to a struct property.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::AssignStringToPropertyDirect

(
    const FString & InString,
    const UProperty * InProp,
    uint8 * InData
)

Util to assign a value (given as a string) to a struct property.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::GetPropertyDisplayName

(
    const UProperty * Prop,
    const FString & DefaultName
)

Util to get the friendly display name of a given property.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::GetPropertyExportName

(
    const UProperty * Prop,
    const EDataTableExportFlags InDTExp...
)

Util to get the friendly display unlocalized name of a given property for export to files.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TA ...

 

DataTableUtils::GetPropertyImportNames

(
    const UProperty * Prop
)

Util to get the all variants for export names for backwards compatibility.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::GetPropertyValueAsString

(
    const UProperty * InProp,
    uint8 * InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DataTableUtils::GetPropertyValueAsStringDirect

(
    const UProperty * InProp,
    uint8 * InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FT ...

 

DataTableUtils::GetPropertyValueAsText

(
    const UProperty * InProp,
    uint8 * InData
)

Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FT ...

 

DataTableUtils::GetPropertyValueAsTextDirect

(
    const UProperty * InProp,
    uint8 * InData
)

Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TA ...

 

DataTableUtils::GetStructPropertyNames

(
    UStruct * InStruct
)

Util to get all property names from a struct.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

DataTableUtils::IsSupportedTableProperty

(
    const UProperty * InProp
)

Util to see if this property is supported in a row struct.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FN ...

 

DataTableUtils::MakeValidName

(
    const FString & InString
)

Util that removes invalid chars and then make an FName .

Public function

void

 

DecompressRotation

(
    FQuat & Out,
    const uint8 *restrict TopOfSt...,
    const uint8 *
restrict KeyData
)

Handy Template Decompressors Templated Rotation Decompressor.

Public function

void

 

DecompressScale

(
    FVector & Out,
    const uint8 *restrict TopOfSt...,
    const uint8 *
restrict KeyData
)

Templated Scale Decompressor.

Public function

void

 

DecompressTranslation

(
    FVector & Out,
    const uint8 *restrict TopOfSt...,
    const uint8 *
restrict KeyData
)

Templated Translation Decompressor.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

DoesMaterialUseTexture

(
    const UMaterialInterface * Mate...,
    const UTexture * CheckTexture
)

Check whether the specified texture is needed to render the material instance.

Public function

bool

 

DoesPlatformSupportDistanceFieldShadowing

(
    EShaderPlatform Platform
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DoMaterialAttributeReorder

(
    FExpressionInput * Input,
    int32 UE4Ver
)

TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawArc

(
    FPrimitiveDrawInterface * PDI,
    const FVector Base,
    const FVector X,
    const FVector Y,
    const float MinAngle,
    const float MaxAngle,
    const float Radius,
    const int32 Sections,
    const FLinearColor & Color,
    uint8 DepthPriority
)

Draws an arc using lines.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawBox

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & BoxToWorld,
    const FVector & Radii,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawBoxOverlap

(
    const UWorld * InWorld,
    const FVector & Pos,
    const FVector & Extent,
    const FQuat & Rot,
    TArray < struct FOverlapResult >& O...,
    float Lifetime
)

Draw box overlap results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawBoxSweeps

(
    const UWorld * InWorld,
    const FVector & Start,
    const FVector & End,
    const FVector & Extent,
    const FQuat & Rot,
    const TArray < FHitResult >& Hits,
    float Lifetime
)

Draw box sweep results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCapsuleOverlap

(
    const UWorld * InWorld,
    const FVector & Pos,
    const float HalfHeight,
    const float Radius,
    const FQuat & Rot,
    TArray < struct FOverlapResult >& O...,
    float Lifetime
)

Draw capsule overlap results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCapsuleSweeps

(
    const UWorld * InWorld,
    const FVector & Start,
    const FVector & End,
    float HalfHeight,
    float Radius,
    const FQuat & Rotation,
    const TArray < FHitResult >& Hits,
    float Lifetime
)

Draw capsule sweep results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCircle

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    const FLinearColor & Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a circle using lines.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCone

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & ConeToWorld,
    float Angle1,
    float Angle2,
    int32 NumSides,
    bool bDrawSideLines,
    const FLinearColor & SideLineColor,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawConnectedArrow

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & ArrowToWorld,
    const FLinearColor & Color,
    float ArrowHeight,
    float ArrowWidth,
    uint8 DepthPriority,
    float Thickness,
    int32 NumSpokes
)

Draws a directional arrow with connected spokes.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCoordinateSystem

(
    FPrimitiveDrawInterface * PDI,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    uint8 DepthPriority,
    float Thickness
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCylinder

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCylinder

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & CylToWorld,
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawCylinder

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Start,
    const FVector & End,
    float Radius,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Draws a cylinder along the axis from Start to End.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDashedLine

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Start,
    const FVector & End,
    const FLinearColor & Color,
    float DashSize,
    uint8 DepthPriority,
    float DepthBias
)

Draws a dashed line.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebug2DDonut

(
    const UWorld * InWorld,
    const FMatrix & TransformMatrix,
    float InnerRadius,
    float OuterRadius,
    int32 Segments,
    const FColor & Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw Debug 2D donut

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugAltCone

(
    const UWorld * InWorld,
    FVector const& Origin,
    FRotator const& Rotation,
    float Length,
    float AngleWidth,
    float AngleHeight,
    FColor const& DrawColor,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Used by gameplay when defining a cone by a vertical and horizontal dot products.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugBox

(
    const UWorld * InWorld,
    FVector const& Center,
    FVector const& Extent,
    const FQuat & Rotation,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug box with rotation

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugBox

(
    const UWorld * InWorld,
    FVector const& Center,
    FVector const& Extent,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug box

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCamera

(
    const UWorld * InWorld,
    FVector const& Location,
    FRotator const& Rotation,
    float FOVDeg,
    float Scale,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw a debug camera shape. FOV is full angle in degrees.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvas2DCircle

(
    UCanvas * Canvas,
    const FVector2D & Center,
    float Radius,
    int32 NumSides,
    const FLinearColor & LineColor,
    const float& LineThickness
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvas2DLine

(
    UCanvas * Canvas,
    const FVector2D & StartPosition,
    const FVector2D & EndPosition,
    const FLinearColor & LineColor,
    const float& LineThickness
)

Canvas 2D

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvas2DLine

(
    UCanvas * Canvas,
    const FVector & Start,
    const FVector & End,
    const FLinearColor & LineColor
)

Debug draw canvas operations.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvasCircle

(
    UCanvas * Canvas,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    FColor Color,
    float Radius,
    int32 NumSides
)

Draws a circle using lines.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvasLine

(
    UCanvas * Canvas,
    const FVector & Start,
    const FVector & End,
    const FLinearColor & LineColor
)

Draws a line on a canvas.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvasWireCone

(
    UCanvas * Canvas,
    const FTransform & Transform,
    float ConeRadius,
    float ConeAngle,
    int32 ConeSides,
    FColor Color
)

Draws a wireframe cone

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCanvasWireSphere

(
    UCanvas * Canvas,
    const FVector & Base,
    FColor Color,
    float Radius,
    int32 NumSides
)

Draws a sphere using circles.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCapsule

(
    const UWorld * InWorld,
    FVector const& Center,
    float HalfHeight,
    float Radius,
    const FQuat & Rotation,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a capsule using the LineBatcher

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCircle

(
    const UWorld * InWorld,
    FVector Center,
    float Radius,
    int32 Segments,
    const FColor & Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness,
    FVector YAxis,
    FVector ZAxis,
    bool bDrawAxis
)

Draw Debug Circle

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCircle

(
    const UWorld * InWorld,
    const FMatrix & TransformMatrix,
    float Radius,
    int32 Segments,
    const FColor & Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness,
    bool bDrawAxis
)

Draw Debug Circle

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCone

(
    const UWorld * InWorld,
    FVector const& Origin,
    FVector const& Direction,
    float Length,
    float AngleWidth,
    float AngleHeight,
    int32 NumSides,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug cone. AngleWidth and AngleHeight are given in radians

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCoordinateSystem

(
    const UWorld * InWorld,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw Debug coordinate system

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCrosshairs

(
    const UWorld * InWorld,
    FVector const& AxisLoc,
    FRotator const& AxisRot,
    float Scale,
    const FColor & Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw Debug crosshair

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugCylinder

(
    const UWorld * InWorld,
    FVector const& Start,
    FVector const& End,
    float Radius,
    int32 Segments,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug cylinder

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugDirectionalArrow

(
    const UWorld * InWorld,
    FVector const& LineStart,
    FVector const& LineEnd,
    float ArrowSize,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw directional arrow

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugFloatHistory

(
    UWorld const& WorldRef,
    FDebugFloatHistory const& FloatHis...,
    FTransform const& DrawTransform,
    FVector2D const& DrawSize,
    FColor const& DrawColor,
    bool const& bPersistent,
    float const& LifeTime,
    uint8 const& DepthPriority
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugFloatHistory

(
    UWorld const& WorldRef,
    FDebugFloatHistory const& FloatHis...,
    FVector const& DrawLocation,
    FVector2D const& DrawSize,
    FColor const& DrawColor,
    bool const& bPersistent,
    float const& LifeTime,
    uint8 const& DepthPriority
)

Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugFrustum

(
    const UWorld * InWorld,
    const FMatrix & FrustumToWorld,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugLine

(
    const UWorld * InWorld,
    FVector const& LineStart,
    FVector const& LineEnd,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug line

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugMesh

(
    const UWorld * InWorld,
    TArray < FVector > const& Verts,
    TArray < int32 > const& Indices,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugPoint

(
    const UWorld * InWorld,
    FVector const& Position,
    float Size,
    FColor const& PointColor,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority
)

Draw a debug point

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSolidBox

(
    const UWorld * InWorld,
    FVector const& Center,
    FVector const& Extent,
    FQuat const& Rotation,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a Debug box from (Center, Extent) with specified Rotation

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSolidBox

(
    const UWorld * InWorld,
    FVector const& Center,
    FVector const& Extent,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a Debug box from (Center, Extent) with no rotation (axis-aligned)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSolidBox

(
    const UWorld * InWorld,
    FBox const& Box,
    FColor const& Color,
    const FTransform & Transform,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Draw a solid box.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSolidPlane

(
    const UWorld * InWorld,
    FPlane const& P,
    FVector const& Loc,
    FVector2D const& Extents,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSolidPlane

(
    const UWorld * InWorld,
    FPlane const& P,
    FVector const& Loc,
    float Size,
    FColor const& Color,
    bool bPersistent,
    float LifeTime,
    uint8 DepthPriority
)

Loc is an anchor point in the world to guide which part of the infinite plane to draw.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugSphere

(
    const UWorld * InWorld,
    FVector const& Center,
    float Radius,
    int32 Segments,
    FColor const& Color,
    bool bPersistentLines,
    float LifeTime,
    uint8 DepthPriority,
    float Thickness
)

Draw a debug sphere

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDebugString

(
    const UWorld * InWorld,
    FVector const& TextLocation,
    const FString & Text,
    AActor * TestBaseActor,
    FColor const& TextColor,
    float Duration,
    bool bDrawShadow
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDirectionalArrow

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & ArrowToWorld,
    const FLinearColor & InColor,
    float Length,
    float ArrowSize,
    uint8 DepthPriority,
    float Thickness
)

Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawDisc

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    FColor Color,
    float Radius,
    int32 NumSides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

Draws a circle using triangles.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawFlatArrow

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    FColor Color,
    float Length,
    int32 Width,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    float Thickness
)

Draws a flat arrow with an outline.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawFrustumWireframe

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & WorldToFrustum,
    FColor Color,
    uint8 DepthPriority
)

Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawLineTraces

(
    const UWorld * InWorld,
    const FVector & Start,
    const FVector & End,
    const TArray < FHitResult >& Hits,
    float Lifetime
)

Draw line trace results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawOrientedWireBox

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    const FVector & Z,
    FVector Extent,
    const FLinearColor & Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws an oriented box.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawPlane10x10

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & ObjectToWorld,
    float Radii,
    FVector2D UVMin,
    FVector2D UVMax,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority
)

10x10 tessellated plane at x=-1..1 y=-1...1 z=0

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawSphere

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Center,
    const FVector & Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawSphereOverlap

(
    const UWorld * InWorld,
    const FVector & Pos,
    const float Radius,
    TArray < struct FOverlapResult >& O...,
    float Lifetime
)

Draw sphere overlap results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawSphereSweeps

(
    const UWorld * InWorld,
    const FVector & Start,
    const FVector & End,
    const float Radius,
    const TArray < FHitResult >& Hits,
    float Lifetime
)

Draw sphere sweep results

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawStatsHUD

(
    UWorld * InWorld,
    FViewport * Viewport,
    FCanvas * Canvas,
    UCanvas * CanvasObject,
    TArray < struct FDebugDisplayPropert ...,
    const FVector & ViewLocation,
    const FRotator & ViewRotation
)

Renders stats

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawUVs

(
    FViewport * InViewport,
    FCanvas * InCanvas,
    int32 InTextYPos,
    const int32 LODLevel,
    int32 UVChannel,
    TArray < FVector2D > SelectedEdgeTex...,
    FStaticMeshRenderData * StaticM...,
    FStaticLODModel * SkeletalMeshR...
)

Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireBox

(
    FPrimitiveDrawInterface * PDI,
    const FBox & Box,
    const FLinearColor & Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Line drawing utility functions.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireBox

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & Matrix,
    const FBox & Box,
    const FLinearColor & Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireCapsule

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    const FVector & Z,
    const FLinearColor & Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe capsule.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireChoppedCone

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    const FVector & Z,
    const FLinearColor & Color,
    float Radius,
    float TopRadius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority
)

Draws a wireframe chopped cone (cylinder with independent top and bottom radius).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireCone

(
    FPrimitiveDrawInterface * PDI,
    TArray < FVector >& Verts,
    const FTransform & Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    const FLinearColor & Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireCone

(
    FPrimitiveDrawInterface * PDI,
    TArray < FVector >& Verts,
    const FMatrix & Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    const FLinearColor & Color,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe cone

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireCylinder

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FVector & X,
    const FVector & Y,
    const FVector & Z,
    const FLinearColor & Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a wireframe cylinder.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireDiamond

(
    FPrimitiveDrawInterface * PDI,
    const FMatrix & DiamondMatrix,
    float Size,
    const FLinearColor & InColor,
    uint8 DepthPriority,
    float Thickness
)

Draws a wireframe diamond.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireSphere

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FLinearColor & Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a sphere using circles.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireSphere

(
    FPrimitiveDrawInterface * PDI,
    const FTransform & Transform,
    const FLinearColor & Color,
    float Radius,
    int32 NumSides,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireSphereAutoSides

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Base,
    const FLinearColor & Color,
    float Radius,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Draws a sphere using circles, automatically calculating a reasonable number of sides

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireSphereAutoSides

(
    FPrimitiveDrawInterface * PDI,
    const FTransform & Transform,
    const FLinearColor & Color,
    float Radius,
    uint8 DepthPriority,
    float Thickness,
    float DepthBias,
    bool bScreenSpace
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireSphereCappedCone

(
    FPrimitiveDrawInterface * PDI,
    const FTransform & Transform,
    float ConeLength,
    float ConeAngle,
    int32 ConeSides,
    int32 ArcFrequency,
    int32 CapSegments,
    const FLinearColor & Color,
    uint8 DepthPriority
)

Draws a wireframe cone with a arcs on the cap

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DrawWireStar

(
    FPrimitiveDrawInterface * PDI,
    const FVector & Position,
    float Size,
    const FLinearColor & Color,
    uint8 DepthPriority
)

Draws a axis-aligned 3 line star.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DumpComponents

(
    UObject * Object
)

Debug spew for components

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DumpComponentsToString

(
    UObject * Object
)

Debug spew for object's components, returned as an FString .

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DumpMaterialStats

(
    EShaderPlatform Platform
)

Dump material stats for a given platform.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

DumpObject

(
    const TCHAR * Label,
    UObject * Object
)

Debug spew for an object

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

DumpObjectToString

(
    UObject * Object
)

Debug spew for an object, returned as an FString .

Public function

UClass *

 

DynamicMetaCast

(
    const UClass * DesiredClass,
    UClass * SourceClass
)

Public function

const TCHAR ...

 

EAudioMixerChannel::ToString

(
    EAudioMixerChannel::Type InType
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

EngineShowFlagOrthographicOverride

(
    bool bIsPerspective,
    FEngineShowFlags & EngineShowFlags
)

Call each view rendering after game [engine] show flags for rendering a view have been set; disables effects that will not work in an orthographic projection due to shader limitations.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

EngineShowFlagOverride

(
    EShowFlagInitMode ShowFlagInitMode,
    EViewModeIndex ViewModeIndex,
    FEngineShowFlags & EngineShowFlags,
    FName CurrentBufferVisualizationMod...,
    bool bIsSplitScreen
)

Call each view rendering after game [engine] show flags for rendering a view have been set.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

EngineUtils::FindOrLoadAssetsByPath

(
    const FString & Path,
    TArray < UObject * >& OutAssets,
    EAssetToLoad Type
)

Loads all the assets found in the specified path and subpaths

Public function

uint8

 

EnumToByte

(
    TEnumAsByte < TEnum > Val
)

Public function Static

const TCHAR ...

 

ESoundMixState::GetString

(
    ESoundMixState::Type InType
)

Public function

bool

 

ExecPhysCommands

(
    const TCHAR * Cmd,
    FOutputDevice * Ar,
    UWorld * InWorld
)

Public function

bool

 

ExecuteOnPxRigidActorReadOnly

(
    const FBodyInstance * BI,
    const LambdaType& Func,
    int32 SceneType
)

Utility functions for obtaining locks and executing lambda. This indirection is needed for vs2012 but should be inlined.

Public function

bool

 

ExecuteOnPxRigidBodyReadOnly

(
    const FBodyInstance * BI,
    const LambdaType& Func
)

Public function

bool

 

ExecuteOnPxRigidBodyReadWrite

(
    const FBodyInstance * BI,
    const LambdaType& Func
)

Public function

bool

 

ExecuteOnPxRigidDynamicReadOnly

(
    const FBodyInstance * BI,
    const LambdaType& Func
)

Public function

bool

 

ExecuteOnPxRigidDynamicReadWrite

(
    const FBodyInstance * BI,
    const LambdaType& Func
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ExportProperties

(
    const FExportObjectInnerContext ...,
    FOutputDevice & Out,
    UClass * ObjectClass,
    uint8 * Object,
    int32 Indent,
    UClass * DiffClass,
    uint8 * Diff,
    UObject * Parent,
    uint32 PortFlags,
    UObject * ExportRootScope
)

Exports the property values for the specified object as text to the output device.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::Buid2DPolysFromEdges

(
    TArray < FUtilPoly2D >& OutPolys,
    const TArray < FUtilEdge2D >& InEdg...,
    const FColor & VertColor
)

Given a set of edges, find the set of closed polygons created by them.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::ClipMeshWithPlane

(
    TArray < FClipSMTriangle >& OutTris,
    TArray < FUtilEdge3D >& OutClipEdge...,
    const TArray < FClipSMTriangle >& I...,
    const FPlane & Plane
)

Take the input mesh and cut it with supplied plane, creating new verts etc.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::GeneratePlanarFitPolyUVs

(
    FUtilPoly2D & Polygon
)

Does a simple planar map using the bounds of this 2D polygon.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::GeneratePlanarTilingPolyUVs

(
    FUtilPoly2D & Polygon,
    float TileSize
)

Applies tiling UVs to the verts of this polygon

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::GetClippableStaticMeshTriangles

(
    TArray < FClipSMTriangle >& OutClip...,
    const UStaticMesh * StaticMesh
)

Extracts the triangles from a static-mesh as clippable triangles.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

FGeomTools::PointInTriangle

(
    const FVector & A,
    const FVector & B,
    const FVector & C,
    const FVector & P
)

Util to see if P lies within triangle created by A, B and C.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::ProjectEdges

(
    TArray < FUtilEdge2D >& Out2DEdges,
    FMatrix & ToWorld,
    const TArray < FUtilEdge3D >& In3DE...,
    const FPlane & InPlane
)

Take a set of 3D Edges and project them onto the supplied plane.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::RemoveRedundantTriangles

(
    TArray < FClipSMTriangle >& Tris
)

Given a set of triangles, remove those which share an edge and could be collapsed into one triangle.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FGeomTools::Split2DPolysWithPlane

(
    FUtilPoly2DSet & PolySet,
    const FPlane & Plane,
    const FColor & ExteriorVertColor,
    const FColor & InteriorVertColor
)

Split 2D polygons with a 3D plane.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FC ...

 

FGeomTools::Transform2DPolygonToSMPolygon

(
    const FUtilPoly2D & InTri,
    const FMatrix & InMatrix
)

Transform triangle from 2D to 3D static-mesh triangle.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

FGeomTools::TriangulatePoly

(
    TArray < FClipSMTriangle >& OutTris,
    const FClipSMPolygon & InPoly,
    bool bKeepColinearVertices
)

Given a polygon, decompose into triangles and append to OutTris.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

FGeomTools::VectorsOnSameSide

(
    const FVector & Vec,
    const FVector & A,
    const FVector & B
)

Given three direction vectors, indicates if A and B are on the same 'side' of Vec.

Public function

FBox

 

FindBodyBox

(
    AActor * Actor,
    FName BoneName
)

Public function

FTransform

 

FindBodyTransform

(
    AActor * Actor,
    FName BoneName
)

Public function

int32

 

FindLowKeyIndex

(
    const TABLE_TYPE* FrameTable,
    int32 NumKeys,
    int32 SearchFrame,
    int32 KeyEstimate
)

Utility function to find the key before the specified search value.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)EV ...

 

FindViewMode

(
    const FEngineShowFlags & EngineShow...
)

Find the view mode that first to the set show flags (to be backward compatible, can be removed on day).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FinishRecompileGlobalShaders()

Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FlushDebugStrings

(
    const UWorld * InWorld
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FlushPersistentDebugLines

(
    const UWorld * InWorld
)

Flush persistent lines

Public function

void

 

FlushResourceStreaming()

Helper function to flush resource streaming.

Public function

T *

 

FMatineeUtils::GetPropertyAddress

(
    UObject * BaseObject,
    FName InPropName,
    UProperty *& OutProperty,
    UObject *& OutPropertyOwner
)

Gets the address (typed) of a property to modify

The typed address

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

FObjectEditorUtils::GetCategory

(
    const UProperty * InProperty
)

Gets the category this property belongs to.

Category name of the given property.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FN ...

 

FObjectEditorUtils::GetCategoryFName

(
    const UProperty * InProperty
)

Gets the FName of the category this property belongs to.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FT ...

 

FObjectEditorUtils::GetCategoryText

(
    const UProperty * InProperty
)

Gets the category this property belongs to.

Category name of the given property.

Public function Static

TArray < TWea ...

 

FObjectEditorUtils::GetTypedWeakObjectPtrs

(
    const TArray < UObject * >& InO...
)

Helper function to convert the input for GetActions to a list that can be used for delegates

Public function

bool

 

FObjectEditorUtils::MigratePropertyValue

(
    SourceType* SourceObject,
    FName SourcePropertyName,
    DestinationType* DestinationOb...,
    FName DestinationPropertyName
)

Copy the value of a property from source object to a destination object.

Public function

bool

 

FObjectEditorUtils::SetPropertyValue

(
    ObjectType* Object,
    FName PropertyName,
    ValueType Value
)

Set the value on an UObject using reflection.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllDefaultTextureFormats

(
    const ITargetPlatform * TargetP...,
    TArray < FName >& OutFormats,
    bool bSupportDX11TextureFormats
)

Returns all the texture formats which can be returned by GetDefaultTextureFormatName

Public function

FString

 

GetBlendModeString

(
    EBlendMode BlendMode
)

Converts an EBlendMode to a string description.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetBoxMesh

(
    const FMatrix & BoxToWorld,
    const FVector & Radii,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FB ...

 

GetBufferVisualizationData()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetCachedScalabilityCVars()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetCapsuleMesh

(
    const FVector & Origin,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    const FLinearColor & Color,
    float Radius,
    float HalfHeight,
    int32 NumSides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

FString

 

GetCDKeyHash()

============================================================================= CDKey.h: CD Key validation

Public function

FString

 

GetCDKeyResponse

(
    const TCHAR * Challenge
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetCompressedAudioFormatsToBuild()

Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetConeMesh

(
    const FMatrix & LocalToWorld,
    float AngleWidth,
    float AngleHeight,
    int32 NumSides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)in ...

 

GetConnectedTriangleSets

(
    int32 NumTriangles,
    const uint32 * Indices,
    TArray < uint32 >& OutTriSet
)

Group triangles into connected strips

the maximum set number of any triangle.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetCylinderMesh

(
    const FVector & Start,
    const FVector & End,
    float Radius,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Draws a cylinder along the axis from Start to End.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetCylinderMesh

(
    const FMatrix & CylToWorld,
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetCylinderMesh

(
    const FVector & Base,
    const FVector & XAxis,
    const FVector & YAxis,
    const FVector & ZAxis,
    float Radius,
    float HalfHeight,
    int32 Sides,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FN ...

 

GetDefaultTextureFormatName

(
    const ITargetPlatform * TargetP...,
    const UTexture * Texture,
    const FConfigFile & EngineSettings,
    bool bSupportDX11TextureFormats
)

Public function

T *

 

GetDefaultValueSafe

(
    UClass * Class
)

Public function

void

 

GetDynamicValueFromPayload

(
    int32 InDynamicPayloadOffset,
    const FBaseParticle & InParticle,
    FVector4 & OutDynamicData
)

Helper function for retrieving the dynamic payload of a particle.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

GetGlobalShaderMapDDCKey()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetHalfSphereMesh

(
    const FVector & Center,
    const FVector & Radii,
    int32 NumSides,
    int32 NumRings,
    float StartAngle,
    float EndAngle,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector & Collector,
    bool bUseSelectionOutline,
    HHitProxy * HitProxy
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FH ...

 

GetHighResScreenshotConfig()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetHighResScreenShotInput

(
    const TCHAR * Cmd,
    FOutputDevice & Ar,
    uint32 & OutXRes,
    uint32 & OutYRes,
    float& OutResMult,
    FIntRect & OutCaptureRegion,
    bool& OutShouldEnableMask,
    bool& OutDumpBufferVisualizationTa...,
    bool& OutCaptureHDR
)

Public function

int32

 

GetIntFromComp

(
    const FBoneIndexBase & InComp
)

Public function

int32

 

GetIntFromComp

(
    const int32 InComp
)

Public function

void

 

GetMaterialQualityLevelName

(
    EMaterialQualityLevel::Type InMater...,
    FString & OutName
)

Creates a string that represents the given quality level.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

GetMaterialShaderMapDDCKey()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetMaterialValueTypeDescriptions

(
    uint32 MaterialValueType,
    TArray < FText >& OutDescriptions
)

Given a combination of EMaterialValueType flags, get text descriptions of all types

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)in ...

 

GetNumActorsInWorld

(
    UWorld * InWorld
)

!(UE_BUILD_SHIPPING || UE_BUILD_TEST)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetOrientedHalfSphereMesh

(
    const FVector & Center,
    const FRotator & Orientation,
    const FVector & Radii,
    int32 NumSides,
    int32 NumRings,
    float StartAngle,
    float EndAngle,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector & Collector,
    bool bUseSelectionOutline,
    HHitProxy * HitProxy
)

Public function

FVector

 

GetParticleBaseSize

(
    const FBaseParticle & Particle,
    bool bKeepFlipScale
)

Public function

FVector2D

 

GetParticleSizeWithUVFlipInSign

(
    const FBaseParticle & Particle,
    const FVector2D & ScaledSize
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

GetPhysXSceneFromIndex

(
    int32 InSceneIndex
)

If WITH_APEX

Public function

FPrimitiveUn ...

 

GetPrimitiveUniformShaderParameters

(
    const FMatrix & LocalToWorld,
    FVector ActorPosition,
    const FBoxSphereBounds & WorldBound...,
    const FBoxSphereBounds & LocalBound...,
    bool bReceivesDecals,
    bool bHasDistanceFieldRepresentatio...,
    bool bHasCapsuleRepresentation,
    bool bUseSingleSampleShadowFromStat...,
    bool bUseEditorDepthTest,
    uint32 LightingChannelMask,
    float LpvBiasMultiplier
)

Initializes the primitive uniform shader parameters.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)IR ...

 

GetRendererModule()

Accessor that gets the renderer module and caches the result.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FL ...

 

GetSelectionColor

(
    const FLinearColor & BaseColor,
    bool bSelected,
    bool bHovered,
    bool bUseOverlayIntensity
)

Given a base color and a selection state, returns a color which accounts for the selection state.

Public function

FString

 

GetShadingModelString

(
    EMaterialShadingModel ShadingModel
)

Converts an EMaterialShadingModel to a string description.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetSphereMesh

(
    const FVector & Center,
    const FVector & Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector & Collector
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetSphereMesh

(
    const FVector & Center,
    const FVector & Radii,
    int32 NumSides,
    int32 NumRings,
    const FMaterialRenderProxy * Ma...,
    uint8 DepthPriority,
    bool bDisableBackfaceCulling,
    int32 ViewIndex,
    FMeshElementCollector & Collector,
    bool bUseSelectionOutline,
    HHitProxy * HitProxy
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)UF ...

 

GetStatsFont()

The font to use for rendering stats display.

Public function

TArray < FSub ...

 

GetSubLevelsStatus

(
    UWorld * InWorld
)

Gathers SubLevels status from a provided world

Public function

uint32

 

GetTypeHash

(
    FWaveInstance * A
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetUsedMaterialsInWorld

(
    UWorld * InWorld,
    OUT TSet < UMaterialInterface * ...,
    FSlowTask & Task
)

Get the list of all material used in a world

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetViewFrustumBounds

(
    FConvexVolume & OutResult,
    const FMatrix & ViewProjectionMatri...,
    bool bUseNearPlane
)

Creates a convex volume bounding the view frustum for a view-projection matrix.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetViewFrustumBounds

(
    FConvexVolume & OutResult,
    const FMatrix & ViewProjectionMatri...,
    const FPlane & InFarPlane,
    bool bOverrideFarPlane,
    bool bUseNearPlane
)

Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override.

Public function

const TCHAR ...

 

GetViewModeName

(
    EViewModeIndex ViewModeIndex
)

0 if outside of the range, e.g. TEXT("LightingOnly") for EVM_LightingOnly

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetViewportScreenShot

(
    FViewport * Viewport,
    TArray < FColor >& Bitmap,
    const FIntRect & ViewRect
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FL ...

 

GetViewSelectionColor

(
    const FLinearColor & BaseColor,
    const FSceneView & View,
    bool bSelected,
    bool bHovered,
    bool bUseOverlayIntensity,
    bool bIndividuallySelected
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GlobalBeginCompileShader

(
    const FString & DebugGroupName,
    FVertexFactoryType * VFType,
    FShaderType * ShaderType,
    const FShaderPipelineType * Sha...,
    const TCHAR * SourceFilename,
    const TCHAR * FunctionName,
    FShaderTarget Target,
    FShaderCompileJob * NewJob,
    TArray < FShaderCommonCompileJob ...,
    bool bAllowDevelopmentShaderCompile
)

Enqueues a shader compile job with GShaderCompilingManager.

Public function

DesiredType ...

 

HitProxyCast

(
    HHitProxy * Src
)

Dynamically cast a HHitProxy object type-safely.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

InitGamePhys()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

InitializeSharedSamplerStates()

Initializes the shared sampler states.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsAllowedExpressionType

(
    UClass * Class,
    bool bMaterialFunction
)

If WITH_EDITOR

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsAltDown

(
    FViewport * Viewport
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsAudioPluginEnabled

(
    EAudioPlugin::Type PluginType
)

Queries if a plugin of the given type is enabled.

Audio stats

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsCtrlDown

(
    FViewport * Viewport
)

Shortcuts for checking the state of both left&right variations of control keys.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsGlobalShaderMapComplete

(
    const TCHAR * TypeNameSubstring
)

Returns whether all global shader types containing the substring are complete and ready for rendering.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsGPUSkinCacheAvailable()

Can the skin cache be used (ie shaders added, etc)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsMobileHDR()

HAS_GPU_STATS.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsMobileHDR32bpp()

True if the mobile renderer is emulating HDR in a 32bpp render target.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsMobileHDRMosaic()

True if the mobile renderer is emulating HDR with mosaic.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsRichView

(
    const FSceneViewFamily & ViewFamily
)

Returns true if the given view is "rich", and all primitives should be forced down the dynamic drawing path so that ApplyViewModeOverrides can implement the rich view feature.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsShiftDown

(
    FViewport * Viewport
)

Public function

bool

 

IsSubsurfaceShadingModel

(
    EMaterialShadingModel ShadingModel
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsTexelDebuggingEnabled()

Public function

bool

 

IsTexelMapped

(
    const TArray < FLightMapCoefficients ...,
    int32 X,
    int32 Y,
    int32 Pitch
)

Checks if a lightmap texel is mapped or not.

true if the texel is mapped

Public function

bool

 

IsTranslucentBlendMode

(
    enum EBlendMode BlendMode
)

True if BlendMode is translucent (should be part of the translucent rendering).

Public function

bool

 

IsValid

(
    const FScriptInterface & Test
)

Public function

bool

 

IsValid

(
    const FWeakObjectPtr & Test
)

Public function

bool

 

IsValidRef

(
    const FVertexBufferAndSRV & Buffer
)

Helper function to test whether the buffer is valid.

Public function

bool

 

LineCheckWithTriangle

(
    FHitResult & Result,
    const FVector & V1,
    const FVector & V2,
    const FVector & V3,
    const FVector & Start,
    const FVector & End,
    const FVector & Direction
)

Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle

Public function

void

 

ListAwakeRigidBodies

(
    bool bIncludeKinematic,
    UWorld * world
)

WITH_PHYSX.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

LoadPhysXModules()

PhysX library imports.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

LoadVorbisLibraries()

Loads vorbis dlls

Public function

 

LOCTEXT

(
    "NavigationSF",
    "Navigation"
)

Used by gameplay debugging components to debug-draw on screen

Public function

 

LOCTEXT

(
    "TestImageSF",
    "Test Image"
)

Helper to tweak depth of field

Public function

 

LOCTEXT

(
    "VisualizeDOFSF",
    "Depth of Field Layers"
)

Helper to tweak depth of field

Public function

 

LOCTEXT

(
    "VisualizeAdaptiveDOFSF",
    "Adaptive Depth of Field"
)

Show Vertex Colors

Public function

 

LOCTEXT

(
    "VertexColorsSF",
    "Vertex Colors"
)

Render Post process (screen space) distortion/refraction

Public function

 

LOCTEXT

(
    "RefractionSF",
    "Refraction"
)

Usually set in game or when previewing Matinee but not in editor, used for motion blur or any kind of rendering features that rely on the former frame

Public function

 

LOCTEXT

(
    "CameraInterpolationSF",
    "Camera Interpolation"
)

Post processing color fringe (chromatic aberration)

Public function

 

LOCTEXT

(
    "SceneColorFringeSF",
    "Scene Color Fringe"
)

If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

Public function

 

LOCTEXT

(
    "SeparateTranslucencySF",
    "Separate Translucency"
)

If Screen Percentage should be applied (upscaling), useful to disable it in editor, SHOWFLAG_ALWAYS_ACCESSIBLE for now because some VR code is using it

Public function

 

LOCTEXT

(
    "ScreenPercentageSF",
    "Screen Percentage"
)

Helper to tweak motion blur settings

Public function

 

LOCTEXT

(
    "CompositeEditorPrimitivesSF",
    "Composite Editor Primitives"
)

Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing

Public function

 

LOCTEXT

(
    "ReflectionEnvironmentSF",
    "Reflection Environment"
)

Visualize pixels that are outside of their object's bounding box (content error).

Public function

 

LOCTEXT

(
    "VisualizeOutOfBoundsPixelsSF",
    "Out of Bounds Pixels"
)

Whether to display the scene's diffuse.

Public function

 

LOCTEXT

(
    "DiffuseSF",
    "Diffuse"
)

Whether to display the scene's specular, including reflections.

Public function

 

LOCTEXT

(
    "SpecularSF",
    "Specular"
)

Outline around selected objects in the editor

Public function

 

LOCTEXT

(
    "SelectionOutlineSF",
    "Selection Outline"
)

If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "ScreenSpaceReflectionsSF",
    "Screen Space Reflections"
)

If Screen space contact shadows are enabled.

Public function

 

LOCTEXT

(
    "ContactShadows",
    "Screen Space Contact Shadows"
)

If Screen Space Subsurface Scattering enabled

Public function

 

LOCTEXT

(
    "SubsurfaceScatteringSF",
    "Subsurface Scattering (Screen Spac...
)

If Screen Space Subsurface Scattering visualization is enabled

Public function

 

LOCTEXT

(
    "VisualizeSSSSF",
    "Subsurface Scattering (Screen Spac...
)

If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "IndirectLightingCacheSF",
    "Indirect Lighting Cache"
)

Calls debug drawing for AIs

Public function

 

LOCTEXT

(
    "DebugAISF",
    "AI Debug"
)

Calls debug drawing for whatever LogVisualizer wants to draw

Public function

 

LOCTEXT

(
    "VisLogSF",
    "Log Visualizer"
)

Whether to draw navigation data

Public function

 

LOCTEXT

(
    "GameplayDebugSF",
    "Gameplay Debug"
)

LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "VisualizeMotionBlurSF",
    "Motion Blur"
)

Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "CameraSafeFramesSF",
    "Camera Safe Frames"
)

Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "LightFunctionsSF",
    "Light Functions"
)

Hardware Tessellation (DX11 feature)

Public function

 

LOCTEXT

(
    "CoverSF",
    "Cover"
)

Spline rendering

Public function

 

LOCTEXT

(
    "SplinesSF",
    "Splines"
)

Selection rendering, could be useful in game as well

Public function

 

LOCTEXT

(
    "SelectionSF",
    "Selection"
)

Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)

Public function

 

LOCTEXT

(
    "ModeWidgetsSF",
    "Mode Widgets"
)

Public function

 

LOCTEXT

(
    "BoundsSF",
    "Bounds"
)

Draws each hit proxy in the scene with a different color, for now only available in the editor

Public function

 

LOCTEXT

(
    "HitProxiesSF",
    "Hit Proxies"
)

Render objects with colors based on the property values

Public function

 

LOCTEXT

(
    "PropertyColorationSF",
    "Property Coloration"
)

Draw lines to lights affecting this mesh if its selected.

Public function

 

LOCTEXT

(
    "LightInfluencesSF",
    "Light Influences"
)

For the Editor

Public function

 

LOCTEXT

(
    "PivotSF",
    "Pivot"
)

Draws un-occluded shadow frustums in wireframe

Public function

 

LOCTEXT

(
    "ShadowFrustumsSF",
    "Shadow Frustums"
)

Needed for VMI_Wireframe and VMI_BrushWireframe

Public function

 

LOCTEXT

(
    "WireframeSF",
    "Wireframe"
)

Public function

 

LOCTEXT

(
    "MaterialsSF",
    "Materials"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "StaticMeshesSF",
    "Static Meshes"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "LandscapeSF",
    "Landscape"
)

Public function

 

LOCTEXT

(
    "LightRadiusSF",
    "Light Radius"
)

Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "FogSF",
    "Fog"
)

Draws Volumes

Public function

 

LOCTEXT

(
    "VolumesSF",
    "Volumes"
)

If this is a game viewport, needed?

Public function

 

LOCTEXT

(
    "GameSF",
    "Game"
)

Render objects with colors based on what the level they belong to

Public function

 

LOCTEXT

(
    "LevelColorationSF",
    "Level Coloration"
)

Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "BSPSF",
    "BSP"
)

Collision drawing

Public function

 

LOCTEXT

(
    "CollisionWireFrame",
    "Collision"
)

Collision blocking visibility against complex

Public function

 

LOCTEXT

(
    "CollisionVisibility",
    "Visibility"
)

Collision blocking pawn against simple collision

Public function

 

LOCTEXT

(
    "CollisionPawn",
    "Pawn"
)

Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "LightShaftsSF",
    "Light Shafts"
)

Render the PostProcess Material

Public function

 

LOCTEXT

(
    "PostProcessMaterialSF",
    "Post Process Material"
)

Render Atmospheric scattering (Atmospheric Fog), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "AtmosphereSF",
    "Atmospheric Fog"
)

Render safe frames bars

Public function

 

LOCTEXT

(
    "CameraAspectRatioBarsSF",
    "Camera Aspect Ratio Bars"
)

Render safe frames

Public function

 

LOCTEXT

(
    "MeshEdgesSF",
    "Mesh Edges"
)

Complex cover rendering

Public function

 

LOCTEXT

(
    "SnapSF",
    "Snap"
)

In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.

Public function

 

LOCTEXT

(
    "GridSF",
    "Grid"
)

To show the snap in editor (only for editor view ports, red dots)

Public function

 

LOCTEXT

(
    "LargeVerticesSF",
    "Large Vertices"
)

To show the grid in editor (grey lines and red dots)

Public function

 

LOCTEXT

(
    "TessellationSF",
    "Tessellation"
)

Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "InstancedStaticMeshesSF",
    "Instanced Static Meshes"
)

Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "InstancedFoliageSF",
    "Foliage"
)

Allow to see the foliage bounds used in the occlusion test

Public function

 

LOCTEXT

(
    "FoliageOcclusionBoundsSF",
    "Foliage Occlusion Bounds"
)

Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "InstancedGrassSF",
    "Grass"
)

Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DynamicShadowsSF",
    "Dynamic Shadows"
)

Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "ParticlesSF",
    "Particles Sprite"
)

If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "SkeletalMeshesSF",
    "Skeletal Meshes"
)

If the builder brush (editor) is getting rendered

Public function

 

LOCTEXT

(
    "BuilderBrushSF",
    "Builder Brush"
)

Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "TranslucencySF",
    "Translucency"
)

Draw billboard components

Public function

 

LOCTEXT

(
    "BillboardSpritesSF",
    "Billboard Sprites"
)

Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines

Public function

 

LOCTEXT

(
    "LODSF",
    "LOD Parenting"
)

Needed for VMI_LightComplexity

Public function

 

LOCTEXT

(
    "LightComplexitySF",
    "Light Complexity"
)

Needed for VMI_ShaderComplexity, render world colored by shader complexity

Public function

 

LOCTEXT

(
    "TexturedLightProfilesSF",
    "Textured Light Profiles (IES Textu...
)

LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "ShaderComplexitySF",
    "Shader Complexity"
)

Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

Public function

 

LOCTEXT

(
    "LightMapDensitySF",
    "Light Map Density"
)

Render streaming bounding volumes for the currently selected texture

Public function

 

LOCTEXT

(
    "StreamingBoundsSF",
    "Streaming Bounds"
)

Render joint limits

Public function

 

LOCTEXT

(
    "ConstraintsSF",
    "Constraints"
)

Render mass debug data

Public function

 

LOCTEXT

(
    "MassPropertiesSF",
    "Mass Properties"
)

Draws camera frustums

Public function

 

LOCTEXT

(
    "CameraFrustumsSF",
    "Camera Frustums"
)

Draw sound actor radii

Public function

 

LOCTEXT

(
    "AudioRadiusSF",
    "Audio Radius"
)

Draw force feedback radii

Public function

 

LOCTEXT

(
    "ForceFeedbackSF",
    "Force Feedback Radius"
)

Colors BSP based on model component association

Public function

 

LOCTEXT

(
    "BSPSplitSF",
    "BSP Split"
)

Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "BrushesSF",
    "Brushes"
)

Show the usual material light interaction

Public function

 

LOCTEXT

(
    "LightingSF",
    "Lighting"
)

Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DeferredLightingSF",
    "DeferredLighting"
)

Special: Allows to hide objects in the editor, is evaluated per primitive

Public function

 

LOCTEXT

(
    "EditorSF",
    "Editor"
)

Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

Public function

 

LOCTEXT

(
    "BSPTrianglesSF",
    "BSP Triangles"
)

Displays large clickable icons on static mesh vertices, only needed for the editor

Public function

 

LOCTEXT

(
    "StationaryLightOverlapSF",
    "Stationary Light Overlap"
)

Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w.

Public function

 

LOCTEXT

(
    "MotionBlurSF",
    "Motion Blur"
)

Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor

Public function

 

LOCTEXT

(
    "RenderingSF",
    "Any Rendering"
)

Do not make it FIXED_IN_SHIPPING, used by Oculus plugin.

Public function

 

LOCTEXT

(
    "DepthOfFieldSF",
    "Depth Of Field"
)

Highlight materials that indicate performance issues or show unrealistic materials

Public function

 

LOCTEXT

(
    "VisualizeLPVSF",
    "Light Propagation Volume"
)

Visualize preview shadow indicator

Public function

 

LOCTEXT

(
    "PreviewShadowIndicatorSF",
    "Preview Shadows Indicator"
)

Visualize precomputed visibility cells

Public function

 

LOCTEXT

(
    "PrecomputedVisibilityCellsSF",
    "Precomputed Visibility Cells"
)

Visualize volume lighting samples used for GI on dynamic objects

Public function

 

LOCTEXT

(
    "VolumeLightingSamplesSF",
    "Volume Lighting Samples"
)

Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "Paper2DSpritesSF",
    "Paper 2D Sprites"
)

Visualization of distance field AO

Public function

 

LOCTEXT

(
    "VisualizeDistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

Visualization of distance field GI

Public function

 

LOCTEXT

(
    "VisualizeDistanceFieldGISF",
    "Distance Field Global Illumination...
)

Mesh Distance fields

Public function

 

LOCTEXT

(
    "MeshDistanceFieldsSF",
    "Mesh DistanceFields"
)

Global Distance field

Public function

 

LOCTEXT

(
    "GlobalDistanceFieldSF",
    "Global DistanceField"
)

Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that

Public function

 

LOCTEXT

(
    "ScreenSpaceAOSF",
    "Screen Space Ambient Occlusion"
)

Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

Distance field GI

Public function

 

LOCTEXT

(
    "DistanceFieldGISF",
    "Distance Field Global Illumination...
)

SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "GBufferHintsSF",
    "GBuffer Hints (material attributes...
)

MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "VisualizeSSR",
    "Screen Space Reflections"
)

Visualize the Shading Models, mostly or debugging and profiling

Public function

 

LOCTEXT

(
    "VisualizeShadingModels",
    "Shading Models"
)

Visualize the senses configuration of AIs' PawnSensingComponent

Public function

 

LOCTEXT

(
    "VisualizeSenses",
    "Senses"
)

Visualize the bloom, for developer (by default off):

Public function

 

LOCTEXT

(
    "VisualizeBloom",
    "Bloom"
)

Visualize LOD Coloration

Public function

 

LOCTEXT

(
    "VisualizeLODColoration",
    "Visualize LOD Coloration"
)

Visualize HLOD Coloration

Public function

 

LOCTEXT

(
    "VisualizeHLODColoration",
    "Visualize HLOD Coloration"
)

Visualize screen quads

Public function

 

LOCTEXT

(
    "QuadOverdrawSF",
    "Quad Overdraw"
)

Visualize the overhead of material quads

Public function

 

LOCTEXT

(
    "ShaderComplexityWithQuadOverdraw",
    "Shader Complexity With Quad Overdr...
)

Visualize the accuracy of the primitive distance computed for texture streaming

Public function

 

LOCTEXT

(
    "PrimitiveDistanceAccuracy",
    "Primitive Distance Accuracy"
)

Visualize the accuracy of the mesh UV density computed for texture streaming

Public function

 

LOCTEXT

(
    "MeshUVDensityAccuracy",
    "Mesh UV Densities Accuracy"
)

Visualize the accuracy of CPU material texture scales when compared to the GPU values

Public function

 

LOCTEXT

(
    "MaterialTextureScaleAccuracy",
    "Material Texture Scales Accuracy"
)

Outputs the material texture scales.

Public function

 

LOCTEXT

(
    "OutputMaterialTextureScales",
    "Output Material Texture Scales"
)

Compare the required texture resolution to the actual resolution.

Public function

 

LOCTEXT

(
    "RequiredTextureResolution",
    "Required Texture Resolution"
)

If WidgetComponents should be rendered in the scene

Public function

 

LOCTEXT

(
    "TextRenderSF",
    "Render (3D) Text"
)

Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).

Public function

 

LOCTEXT

(
    "SkyLightingSF",
    "Sky Lighting"
)

Visualize Light Propagation Volume, for developer (by default off):

Public function

 

LOCTEXT

(
    "PrecomputedVisibilitySF",
    "Precomputed Visibility"
)

Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "VolumetricFogSF",
    "Volumetric Fog"
)

Visualize screen space reflections, for developer (by default off):

Public function

 

LOCTEXT

(
    "DistanceCulledPrimitivesSF",
    "Distance Culled Primitives"
)

To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well

Public function

 

LOCTEXT

(
    "VisualizeLightCullingSF",
    "Light Culling"
)

To disable precomputed visibility

Public function

 

LOCTEXT

(
    "ColorGradingSF",
    "Color Grading"
)

Visualize vector fields.

Public function

 

LOCTEXT

(
    "SpotLightsSF",
    "Spot Lights"
)

Color correction after tone mapping

Public function

 

LOCTEXT

(
    "PointLightsSF",
    "Point Lights"
)

Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DirectionalLightsSF",
    "Directional Lights"
)

Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DirectLightingSF",
    "Direct Lighting"
)

Allows to disable lighting from Directional Lights

Public function

 

LOCTEXT

(
    "VisualizeBufferSF",
    "Buffer Visualization"
)

Allows to disable all direct lighting (does not affect indirect light)

Public function

 

LOCTEXT

(
    "ReflectionOverrideSF",
    "Reflections"
)

Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.

Public function

 

LOCTEXT

(
    "OverrideDiffuseAndSpecularSF",
    "Override Diffuse And Specular"
)

Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.

Public function

 

LOCTEXT

(
    "OnScreenDebugSF",
    "On Screen Debug"
)

Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.

Public function

 

LOCTEXT

(
    "CameraImperfectionsSF",
    "Camera Imperfections"
)

To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)

Public function

 

LOCTEXT

(
    "AmbientOcclusionSF",
    "Ambient Occlusion"
)

Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "GrainSF",
    "Grain"
)

Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "DecalsSF",
    "Decals"
)

Like bloom dirt mask

Public function

 

LOCTEXT

(
    "GlobalIlluminationSF",
    "Global Illumination"
)

Darkens the screen borders (Camera artifact and artistic effect)

Public function

 

LOCTEXT

(
    "StereoRenderingSF",
    "Stereoscopic Rendering"
)

Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "HMDDistortionSF",
    "HMD Distortion"
)

Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering

Public function

 

LOCTEXT

(
    "HighResScreenshotMaskSF",
    "High Res Screenshot Mask"
)

Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

Public function

 

LOCTEXT

(
    "BloomSF",
    "Bloom"
)

HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)

Public function

 

LOCTEXT

(
    "VignetteSF",
    "Vignette"
)

Fine film grain

Public function

 

LOCTEXT

(
    "AntiAliasingSF",
    "Anti-aliasing"
)

Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "TonemapperSF",
    "Tonemapper"
)

Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "AmbientCubemapSF",
    "Ambient Cubemap"
)

Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "EyeAdaptationSF",
    "Eye Adaptation"
)

Display a histogram of the scene HDR color

Public function

 

LOCTEXT

(
    "VisualizeHDRSF",
    "HDR (Eye Adaptation)"
)

Image based lens flares (Simulate artifact of reflections within a camera system)

Public function

 

LOCTEXT

(
    "LensFlaresSF",
    "Lens Flares"
)

Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer

Public function

 

LOCTEXT

(
    "TemporalAASF",
    "Temporal AA (instead FXAA)"
)

E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

LOCTEXT

(
    "VectorFieldsSF",
    "Vector Fields"
)

Depth of Field

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

MaterialRenderingRequiresAdjacencyInformation_RenderingThread

(
    UMaterialInterface * Material,
    const FVertexFactoryType * Vert...,
    ERHIFeatureLevel::Type InFeatureLev...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

MaterialSettingsRequireAdjacencyInformation_GameThread

(
    UMaterialInterface * Material,
    const FVertexFactoryType * Vert...,
    ERHIFeatureLevel::Type InFeatureLev...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function Static

bool

 

MatineeKeyReduction::IsEquivalent

(
    float a,
    float b,
    float Tolerance
)

Float-float comparison that allows for a certain error in the floating point values due to floating-point operations never being exact.

Public function Static

const FName

 

NAME_DeviceType

(
    "DeviceType"
)

Public function Static

const FName

 

NAME_RHI

(
    "RHI"
)

============================================================================= HardwareInfo.h: Declares the hardware info class

Public function Static

const FName

 

NAME_TextureFormat

(
    "TextureFormat"
)

Public function

NativeType &...

 

NoNativeCast

(
    UClass * NoNativeClass,
    UObject * Object
)

Public function

bool

 

NormalsEqual

(
    const FVector & V1,
    const FVector & V2
)

Returns true if the specified normal vectors are about equal

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

OnSetCVarFromIniEntry

(
    const TCHAR * IniFile,
    const TCHAR * Key,
    const TCHAR * Value,
    uint32 SetBy,
    bool bAllowCheating
)

Public function

constexpr bo...

 

operator!

(
    EDataTableExportFlags E
)

Public function

constexpr ED ...

 

operator&

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

EDataTableEx ...

 

operator&=

(
    EDataTableExportFlags & Lhs,
    EDataTableExportFlags Rhs
)

Public function

constexpr ED ...

 

operator^

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

EDataTableEx ...

 

operator^=

(
    EDataTableExportFlags & Lhs,
    EDataTableExportFlags Rhs
)

Public function

constexpr ED ...

 

operator|

(
    EDataTableExportFlags Lhs,
    EDataTableExportFlags Rhs
)

Public function

EDataTableEx ...

 

operator|=

(
    EDataTableExportFlags & Lhs,
    EDataTableExportFlags Rhs
)

Public function

constexpr ED ...

 

operator~

(
    EDataTableExportFlags E
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FV ...

 

P2U4BaryCoord

(
    const PxVec3& PVec
)

Convert PhysX Barycentric Vec3 to FVector4

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

P2UMatrix

(
    const PxMat44& PMat
)

Convert PhysX PxMat44 to Unreal FMatrix

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FP ...

 

P2UPlane

(
    const PxReal P
)

Convert PhysX plane def to Unreal FPlane

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FP ...

 

P2UPlane

(
    const PxPlane& Plane
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FQ ...

 

P2UQuat

(
    const PxQuat& PQuat
)

Convert PhysX PxQuat to Unreal FQuat

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FT ...

 

P2UTransform

(
    const PxTransform& PTM
)

Convert PhysX PxTransform to Unreal PxTransform

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FV ...

 

P2UVector

(
    const PxVec4& PVec
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FV ...

 

P2UVector

(
    const PxVec3& PVec
)

Convert PhysX PxVec3 to Unreal FVector

Public function

void

 

PadMemoryReader

(
    FMemoryReader * MemoryReader,
    uint8 *& TrackData,
    const int32 Alignment
)

Skips a specified number of bytes in the memory reader to maintain alignment

Public function

void

 

PadMemoryWriter

(
    FMemoryWriter * MemoryWriter,
    uint8 *& TrackData,
    const int32 Alignment
)

Pads a specified number of bytes to the memory writer to maintain alignment

Public function

bool [ENGINE_](API\Runtime\Engine\AI\Navigation\ENGINE_API)...

 

ParseWaveFormatHeader

(
    const uint8 * InSrcBufferData,
    uint32 InSrcBufferDataSize,
    FWaveFormatInfo & OutHeader
)

Public function

void

 

Particle_SetColorFromVector

(
    const FVector & InColorVec,
    const float InAlpha,
    FLinearColor & OutColor
)

Helper functions.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ParticleVertexFactoryPool_FreePool()

Function to free up the resources in the ParticleVertexFactoryPool Should only be called at application exit

Public function

bool

 

PhysSingleThreadedMode()

Return true if we should be running in single threaded mode, ala dedicated server

Public function

bool

 

PointsEqual

(
    const FVector & V1,
    const FVector & V2,
    bool bUseEpsilonCompare
)

============================================================================= MeshBuild.h: Contains commonly used functions and classes for building mesh data into engine usable form.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ProcessCompiledGlobalShaders

(
    const TArray < FShaderCommonCompileJ ...
)

Called by the shader compiler to process completed global shader jobs.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

PTransform2UMatrix

(
    const PxTransform& PTM
)

Convert PhysX PxTransform to Unreal FMatrix

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

RecompileChangedShadersForPlatform

(
    const FString & PlatformName
)

Recompiles global shaders and material shaders rebuilds global shaders and also clears the cooked platform data for all materials if there is a global shader change detected can be slow

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

RecompileGlobalShaders()

Forces a recompile of the global shaders.

Public function

bool

 

RecompileShaders

(
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Implementation of the 'recompileshaders' console command.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

RecompileShadersForRemote

(
    const FString & PlatformName,
    EShaderPlatform ShaderPlatform,
    const FString & OutputDirectory,
    const TArray < FString >& Materials...,
    const TArray < uint8 >& SerializedS...,
    TArray < uint8 >* MeshMaterialM...,
    TArray < FString >* ModifiedFil...,
    bool bCompileChangedShaders
)

Recompiles global shaders

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

RemapPaintedVertexColors

(
    const TArray < FPaintedVertex >& In...,
    const FColorVertexBuffer & InOverri...,
    const FPositionVertexBuffer & OldPo...,
    const FStaticMeshVertexBuffer & Old...,
    const FPositionVertexBuffer & NewPo...,
    const FStaticMeshVertexBuffer *...,
    TArray < FColor >& OutOverrideColor...
)

Remaps painted vertex colors when the renderable mesh has changed.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

RequiresAdjacencyInformation

(
    UMaterialInterface * Material,
    const FVertexFactoryType * Vert...,
    ERHIFeatureLevel::Type InFeatureLev...
)

Returns true if the Material and Vertex Factory combination require adjacency information.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ResetCachedRendererModule()

Clears the cached renderer module reference.

Public function

bool

 

RHISupportsGPUParticles()

Returns true if the current RHI supports GPU particles

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FS ...

 

SaveGlobalShaderFile

(
    EShaderPlatform Platform,
    FString SavePath,
    ITargetPlatform * TargetPlatfor...
)

Saves the global shader map as a file for the target platform.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

SetCompressedAudioFormatsToBuild

(
    const TCHAR * Platform
)

Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

Public function

void

 

SetOctreeMemoryUsage

(
    TOctree < ElementType, OctreeSemanti...,
    int32 NewSize
)

Public function

bool

 

ShouldRenderFog

(
    const FSceneViewFamily & Family
)

Public function

 

SHOWFLAG_ALWAYS_ACCESSIBLE

(
    PostProcessing,
    [SFG_Hidden](API\Runtime\Engine\SFG_Hidden),
    LOCTEXT ("PostProcessingSF","Post-pr...
)

Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

int32

 

SkinningTools::GetRigidInfluenceIndex()

Returns the bone weight index to use for rigid skinning

Bone weight index to use

Public function

void

 

SortTriangles_CenterRadialDistance

(
    FVector SortCenter,
    int32 NumTriangles,
    const FSoftSkinVertex * Vertice...,
    uint32 * Indices
)

Sort connected strips by distance from the center of each strip to the specified center position.

Public function

void

 

SortTriangles_CenterRadialDistance

(
    int32 NumTriangles,
    const FSoftSkinVertex * Vertice...,
    uint32 * Indices
)

Sort connected strips by distance from the center of each strip to the center of all vertices.

Public function

void

 

SortTriangles_MergeContiguous

(
    int32 NumTriangles,
    int32 NumVertices,
    const FSoftSkinVertex * Vertice...,
    uint32 * Indices
)

Sort triangles by merging contiguous strips but otherwise retaining draw order

Public function

void

 

SortTriangles_None

(
    int32 NumTriangles,
    const FSoftSkinVertex * Vertice...,
    uint32 * Indices
)

Remove all sorting and reset the index buffer order to that which is optimal in terms of cache efficiency.

Public function

void

 

SortTriangles_Random

(
    int32 NumTriangles,
    const FSoftSkinVertex * Vertice...,
    uint32 * Indices
)

Sort triangles randomly (for testing)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

StringSize

(
    const UFont * Font,
    int32 & XL,
    int32 & YL,
    const TCHAR * Text
)

Render string using both a font and a material.

Public function

bool

 

SupportsGPUParticles

(
    EShaderPlatform Platform
)

Returns true if the shader platform supports GPU particles.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

TermGamePhys()

Public function

void

 

TextureLayoutTools::ComputeDifferenceArray

(
    const ValueType* ValuesA,
    const ValueType* ValuesB,
    const int32 ValueCount,
    TArray < double >& OutValueDifferen...
)

Computes the difference between two value arrays (templated)

Public function

double

 

TextureLayoutTools::ComputeRootMeanSquareDeviation

(
    const ValueType* Values,
    const int32 ValueCount
)

Computes the mean square root deviation for a set of values (templated)

Public function Static

const TCHAR ...

 

TriangleSortOptionToString

(
    ETriangleSortOption Option
)

Helper to convert the above enum to string

Public function

ValueType &

 

TSwitchValue

(
    const IndexType& CurrentIndex,
    ValueType& DefaultValue,
    int OptionsNum
)

Public function

ValueType &

 

TSwitchValue

(
    const IndexType& CurrentIndex,
    ValueType& DefaultValue,
    int OptionsNum,
    Head HeadOption,
    Tail... TailOptions
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PMatrix

(
    const FMatrix & UTM
)

Convert Unreal FMatrix to PhysX PxMat44

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PPlane

(
    const FPlane & Plane
)

Convert Unreal FPlane to PhysX plane def

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PQuat

(
    const FQuat & UQuat
)

Convert Unreal FQuat to PhysX PxTransform

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PTransform

(
    const FTransform & UTransform
)

Convert Unreal FTransform to PhysX PxTransform

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PVector

(
    const FVector4 & UVec
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

U2PVector

(
    const FVector & UVec
)

Inlines

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) P...

 

UMatrix2PTransform

(
    const FMatrix & UTM
)

Convert Unreal FMatrix to PhysX PxTransform

Public function

void

 

UnloadPhysXModules()

Unload the required modules for PhysX

Public function

void

 

UpdateMaterialShaderCompilingStats

(
    const FMaterial * Material
)

Called for every material shader to update the appropriate stats.

Public function

bool

 

UVsEqual

(
    const FVector2D & V1,
    const FVector2D & V2
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

VerifyGlobalShaders

(
    EShaderPlatform Platform,
    bool bLoadedFromCacheFile
)

Makes sure all global shaders are loaded and/or compiled for the passed in platform.

Variables

Name Description

Public variable

int32

 

bAllowAsyncTick

True if we allow async ticks

Public variable

int32

 

bAllowCulling

True if emitters can be culled.

Public variable

int32

 

bAllowGPUSorting

True if GPU emitters are permitted to sort.

Public variable

int32

 

bFreezeGPUSimulation

True if GPU particle simulation is frozen.

Public variable

int32

 

bFreezeParticleSimulation

True if particle simulation is frozen.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FShar ...

 

Clamp_WorldGroupSettings

Sampler state using Clamp addressing and taking filter mode from the world texture group.

Public variable

const int32 [ACF...

 

CompressedRotationNum

Number of swapped chunks per element.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) cons...

 

CompressedRotationStrides

Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size.

Public variable

const int32 [ACF...

 

CompressedScaleNum

Number of swapped chunks per element.

Public variable

const int32 [ACF...

 

CompressedScaleStrides

Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size.

Public variable

const int32 [ACF...

 

CompressedTranslationNum

Number of swapped chunks per element.

Public variable

const int32 [ACF...

 

CompressedTranslationStrides

!WITH_EDITORONLY_DATA

Public variable

ECollisionChann ...

 

DefaultCollisionChannel

Default being the 0. That isn't invalid, but ObjectQuery param overrides this

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

Public variable

 

ENGINE_API

#include "Sound/SoundConcurrency.h"

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) bool

 

GAllowLightmapPadding

Whether to allow padding around mappings.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TGlob ...

 

GBuiltinSamplersUniformBuffer

Public variable

FConsoleShaderP...

 

GConsoleShaderPrecompilers

The shader precompilers for each platform.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TMap <...

 

GDefaultMaterialParameterCollectionInstances

Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource .

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) bool

 

GDisableAnimationRecompression

Control animation recompression upon load.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) bool

 

GDisallowNetworkTravel

Engine global defines when set, disallows all network travel (pending level rejects all client travel attempts)

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FDist ...

 

GDistanceFieldAsyncQueue

Global build queue.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TGlob ...

 

GDistanceFieldVolumeTextureAtlas

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)int32

 

GEnableGPUSkinCache

Is it actually enabled?

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)uint3 ...

 

GGPUFrameTime

The GPU time taken to render the last frame. Same metric as FPlatformTime::Cycles().

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TGlob ...

 

GIdentityPrimitiveUniformBuffer

Global primitive uniform buffer resource containing identity transformations.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)ELigh ...

 

GLightingBuildQuality

10000.0; //2000.0f;

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FLigh ...

 

GLightmassDebugOptions

Debug options for Lightmass

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) floa...

 

GNegativeOneOneTable

The float table {-1.0f,1.0f}

Public variable

TGlobalResource ...

 

GNullDynamicParameterVertexBuffer

The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component.

Public variable

FParticleOrderP ...

 

GParticleOrderPool

Public variable

FParticleVertex ...

 

GParticleVertexFactoryPool

Particle vertex factory pool.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) clas...

 

GPhysCommandHandler

Pointer to PhysX Command Handler

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) clas...

 

GPhysXAllocator

Pointer to PhysX allocator

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) PxCo...

 

GPhysXCooking

Pointer to PhysX cooking object

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) PxPh...

 

GPhysXSDK

WITH_APEX.

Public variable

float

 

GPUCollisionDepthBounds

Depth bounds for GPU collision checks.

Public variable

int32

 

GPUSpawnWarningThreshold

Warning threshold for spawning of GPU particles.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TGlob ...

 

GScreenVertexDeclaration

============================================================================= ScreenRendering.cpp: Screen rendering implementation.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FShad ...

 

GShaderCompilingManager

The global shader compiling thread manager.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)int32

 

GShowMaterialDrawEvents

True if we debug material names with SCOPED_DRAW_EVENT.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)TGlob ...

 

GSimpleElementVertexDeclaration

The simple element vertex declaration.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) clas...

 

GStatProcessingViewportClient

Tracks the viewport client that should process the stat command, can be NULL

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FSyst ...

 

GSystemResolution

System resolution instance

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FSyst ...

 

GSystemSettings

Global system settings accessor

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FColo ...

 

GTexelSelectionColor

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) bool

 

GUseBilinearLightmaps

Whether to use bilinear filtering on lightmaps

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)EVert ...

 

GVertexColorViewMode

Global vertex color view mode setting when SHOW_VertexColors show flag is set

Public variable

int32

 

MaxCPUParticlesPerEmitter

Maximum number of CPU particles to allow per-emitter.

Public variable

int32

 

MaxGPUParticlesSpawnedPerFrame

Maximum number of GPU particles to spawn per-frame.

Public variable

int32

 

MaxParticleTilePreAllocation

Maximum tile preallocation for GPU particles.

Public variable

float

 

ParticleSlackGPU

Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) cons...

 

PerTrackNumComponentTable

Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits)

Public variable

 

SFG_Advanced

Public variable

 

SFG_Developer

Public variable

 

SFG_Hidden

Public variable

 

SFG_LightingComponents

Public variable

 

SFG_LightingFeatures

Public variable

 

SFG_LightTypes

Public variable

 

SFG_Normal

Public variable

 

SFG_PostProcess

Public variable

 

SFG_Visualize

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Public variable

 

STATCAT_Advanced

Audio thread API.

Public variable

 

STATCAT_Advanced

Public variable

TAutoConsoleVar ...

 

TestGPUSort

Specify a sorting test to run.

Public variable

int32

 

VisualizeGPUSimulation

Visualize GPU particle simulation.

Public variable

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FShar ...

 

Wrap_WorldGroupSettings

Sampler state using Wrap addressing and taking filter mode from the world texture group.