Engine

Filters

Classes

Name

Description

Public class

AEFConstantKeyLerp

Public class

AEFConstantKeyLerpShared

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

AEFPerTrackCompressionCodec

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

AEFVariableKeyLerp

Public class

AEFVariableKeyLerpShared

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FAdvancedPreviewScene

Public class

FAllSurfaceFilter

TSurfaceIterator Surface filter that passes all surfaces.

Public class

FAllSurfaceLevelFilter

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 struct

FApexClothBoneSphereData

A structure for holding bone sphere ( one of the APEX cloth collision volumes data )

Public struct

FApexClothCollisionVolumeData

A structure for holding the APEX cloth collision volumes data

Public struct

FApexClothPhysToRenderVertData

A structure for holding the APEX cloth physical-to-render mapping data

Public class

FAPEXClothUniformShaderParameters

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

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 class

FAudioRadioEffect

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

Public class

FAudioReverbEffect

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 class

FAVIWriter

Class responsible for writing frames out to an AVI file

Public struct

FAVIWriterOptions

Creation options for the AVI writer

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

FBoneTransform

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

FCapturedFrame

Data structure representing a captured frame

Public struct

FCapturedFrames

Container for managing captured frames.

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

FClothSimulData

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

FColorVertexBuffer

A vertex buffer of colors. needs to match FColorVertexBuffer_Mirror in unreal script

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 class

FDummyViewport

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

Public struct

FDVRStreamingStatus

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FExportObjectInnerContext

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FExpressionInput

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FExpressionOutput

FExpressionOutput

Public struct

FFilterData

Public class

FFinalPostProcessSettings

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FFinalSkinVertex

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FFIRFilterTimeBased

Public class

FFloatDistribution

Type safe distributions.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FGlobalBoundShaderState

Public struct

FGlobalBoundShaderStateArgs

Public class

FGlobalBoundShaderStateResource

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FGlobalBoundShaderStateWorkArea

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

FGlobalShader

FGlobalShader

Public struct

FGlobalShaderBackupData

Container for Backup/RestoreGlobalShaderMap functions.

Public class

FGlobalShaderMapId

Class that encapsulates logic to create a DDC key for the global shader map.

Public class

FGlobalShaderType

A shader meta type for the simplest shaders; shaders which are not material or vertex factory linked.

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 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

FGPUSkinVertexColor

A structure for holding a skeletal mesh vertex color

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.

Public class

FInGamePerformanceTracker

Helper class to track code timings.

Public class

FInGameScopedCycleCounter

Public struct

FInstancedPropertyPath

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FkHitResult

Public struct

FLatentResponse

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FMeshMotionBlurPayloadData

Public struct

FMeshParticleInstanceVertex

Per-particle data sent to the GPU.

Public struct

FMeshParticleInstanceVertexDynamicParameter

Public struct

FMeshParticleInstanceVertexPrevTransform

Public class

FMeshParticleUniformParameters

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

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 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

FNodeGroup

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

Public struct

FNotifyBufferFinishedHooks

Public class

FNullDynamicParameterVertexBuffer

Public class

FNULLPS

An internal dummy pixel shader to use when the user calls RHISetPixelShader(NULL).

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FPlanarReflectionSceneProxy

Public struct

FPositionVertex

A vertex that stores just position.

Public class

FPositionVertexBuffer

A vertex buffer of positions.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FPrimitiveViewRelevance

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FRawIndexBuffer16or32

Public class

FRawStaticIndexBuffer

Public class

FRawStaticIndexBuffer16or32

Public class

FRawStaticIndexBuffer16or32Interface

Virtual interface for the FRawStaticIndexBuffer16or32 class

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

FRigidBodyCollisionInfo

WITH_APEX_CLOTHING.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 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

FSkeletalMeshVertexAPEXClothBuffer

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

Public class

FSkeletalMeshVertexBuffer

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

Public class

FSkeletalMeshVertexColorBuffer

A vertex buffer for holding skeletal mesh per vertex color 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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 class

FStaticMeshStaticLightingMesh

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FStaticMeshStaticLightingTextureMapping

Represents a static mesh primitive with texture mapped static lighting.

Public class

FStaticMeshVertexBuffer

Vertex buffer for a static mesh LOD

Public class

FStaticMeshVertexDataInterface

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

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FTextureLayout3d

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Base class for tickable objects

Public struct

FTickStats

Tick/ update stats helper for profiling.

Public class

FTickTaskManagerInterface

Interface for the tick task manager

Public class

FTileRenderer

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

FTrailsBaseTypeDataPayload

Trails Base data payload

Public class

FTriangleRasterizer

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FTriangleRenderer

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

FUpdateTexture3DSubresouceCS

Public class

FUserActivityTracking

Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.

Public struct

FUtilEdge2D

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

Public struct

FUtilEdge3D

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

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 class

FWholeSceneProjectedShadowInitializer

Information needed to create a whole scene projected shadow.

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 class

GPUSkinCacheBonesUniformShaderParameters

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

IAudioSpatializationAlgorithm

IAudioSpatializationAlgorithm

Public class

IAudioSpatializationPlugin

The public interface of the MotionControlsModule

Public struct

IAudioStreamingManager

Interface to add functions specifically related to audio streaming

Public class

ICameraPhotography

Public class

ICameraPhotographyModule

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

IDeviceProfileSelectorModule

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

IPerformanceDataConsumer

IPerformanceDataConsumer .

Public class

IPlatformFeaturesModule

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

ISaveGameSystem

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

ISceneViewExtension

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

ISimEventCallbackFactory

Interface for the creation of customized simulation event callbacks.

Public class

IStereoLayers

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

IStereoRendering

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public struct

TDrawEvent

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

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 struct

TStaticMeshFullVertex

All information about a static-mesh vertex with a variable number of texture coordinates.

Public struct

TStaticMeshVertexTangentDatum

Public struct

TStaticMeshVertexTangentTypeSelector

Public struct

TStaticMeshVertexUVsDatum

Public struct

TStaticMeshVertexUVsTypeSelector

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

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public class

UModel

Public struct

VJointPos

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

Public struct

VTriangle

Textured triangle.

Constants

Enums

Name

Description

Public enum

EBlendModeFilter::Type

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public enum

ECollisionShape::Type

Types of Collision Shapes that are used by Trace

Public enum

EDrawDynamicFlags::Type

Public enum

EIndexBufferStride::Type

Desired stride when creating a static index buffer.

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

EngineUtils::EAssetToLoad

Public enum

EPhysxUserDataType::Type

PhysX user data type

Public enum

EReflectionCaptureShape::Type

Reflection capture shapes.

Public enum

ESortedActiveWaveGetType::Type

Public enum

ESoundMixState::Type

Current state of a SoundMix

Public enum

ETransformBlendMode::Type

Templated Transform Blend Functionality.

Public enum

EVertexColorViewMode::Type

Vertex Color view modes

Public enum

PhysCommand::Type

Public enum

Scalability::EQualityLevelBehavior

Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

Public enum

SleepEvent::Type

Functions

Name Description

Public function

ENGINE_APIFS ...

 

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_APIFS ...

 

DataTableUtils::AssignStringToSingleProperty

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

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

Public function

ENGINE_APIFS ...

 

DataTableUtils::GetPropertyDisplayName

(
    const UProperty * Prop,
    const FString & DefaultName
)

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

Public function

ENGINE_APIFS ...

 

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_APITA ...

 

DataTableUtils::GetPropertyImportNames

(
    const UProperty * Prop
)

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

Public function

ENGINE_APIFS ...

 

DataTableUtils::GetPropertyValueAsString

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

Util to get a property as a string.

Public function

ENGINE_APIFT ...

 

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_APIFS ...

 

DataTableUtils::GetSinglePropertyValueAsString

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

Util to get a property as a string.

Public function

ENGINE_APIFT ...

 

DataTableUtils::GetSinglePropertyValueAsText

(
    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_APITA ...

 

DataTableUtils::GetStructPropertyNames

(
    UStruct * InStruct
)

Util to get all property names from a struct.

Public function

ENGINE_API b...

 

DataTableUtils::IsSupportedTableProperty

(
    const UProperty * InProp
)

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

Public function

ENGINE_APIFN ...

 

DataTableUtils::MakeValidName

(
    const FString & InString
)

Util that removes invalid chars and then make an FName .

Public function

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

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 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 v...

 

FGeomTools::GeneratePlanarFitPolyUVs

(
    FUtilPoly2D & Polygon
)

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

Public function

ENGINE_API v...

 

FGeomTools::GeneratePlanarTilingPolyUVs

(
    FUtilPoly2D & Polygon,
    float TileSize
)

Applies tiling UVs to the verts of this polygon

Public function

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 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 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 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 v...

 

FGeomTools::Split2DPolysWithPlane

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

Split 2D polygons with a 3D plane.

Public function

ENGINE_APIFC ...

 

FGeomTools::Transform2DPolygonToSMPolygon

(
    const FUtilPoly2D & InTri,
    const FMatrix & InMatrix
)

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

Public function

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 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

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_APIFS ...

 

FObjectEditorUtils::GetCategory

(
    const UProperty * InProperty
)

Gets the category this property belongs to.

Category name of the given property.

Public function

ENGINE_APIFN ...

 

FObjectEditorUtils::GetCategoryFName

(
    const UProperty * InProperty
)

Gets the FName of the category this property belongs to.

Public function

ENGINE_APIFT ...

 

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 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

int32

 

SkinningTools::GetRigidInfluenceIndex()

Returns the bone weight index to use for rigid skinning

Bone weight index to use

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)

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

float

 

GPUCollisionDepthBounds

Depth bounds for GPU collision checks.

Public variable

int32

 

GPUSpawnWarningThreshold

Warning threshold for spawning of GPU particles.

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

TAutoConsoleVar ...

 

TestGPUSort

Specify a sorting test to run.

Public variable

int32

 

VisualizeGPUSimulation

Visualize GPU particle simulation.