description: De-initialization step that occurs after device destroyed broadcast, but before removal from the device manager

code: void Deinitialize()


description: Enables the audio device to output debug audio to test audio device output.

module: Engine

code: virtual void EnableDebugAudioOutput()


description: Whether or not the platform disables caching of decompressed PCM data (i.e. to save memory on fixed memory platforms

code: virtual bool DisablePCMAudioCaching() const


description: Platform dependent call to destroy any effect related data

code: void DestroyEffect ( [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Optional fadeout and fade in of audio to avoid clicks when closing or opening/reusing audio device.

code: virtual void FadeOut()


description: Enables or Disables the radio effect.

code: void EnableRadioEffect ( bool bEnable )


description: Ctors


code: FAudioSpatializationInterfaceInfo &40; FName InPluginName, FAudioDevice &42; InAudioDevice, IAudioSpatializationFactory &42; InAudioSpatializationFactoryPtr &41;


className: FAudioSpatializationInterfaceInfo

bIsInitialized

type: uint8: 1

PluginName

type: FName

SpatializationPlugin

type: TAudioSpatializ...


className: FAudioVolumeSettings

code: struct FAudioVolumeSettings

bChanged

type: bool

InteriorSettings

type: FInteriorSettin...

Priority

type: float

ReverbSettings

type: FReverbSettings

SubmixOverrideSettings

type: TArray<FAudioV...


code: void SetLocation &40; FVector Location &41;


code: bool ShouldUseAttenuation&40;&41; const


code: FCreateComponentParams &40; AActor &42; Actor &41;


code: FCreateComponentParams &40; FAudioDevice &42; AudioDevice &41;


code: FCreateComponentParams &40; UWorld &42; World, AActor &42; Actor &41;


className: FCreateComponentParams

code: struct FCreateComponentParams

AttenuationSettings

type: USoundAttenuati...

AudioComponentClass

type: TSubclassOf<UA...

ConcurrencySet

type: TSet<USoundCon...


description: Finds the active sound for the specified audio component ID. This call cannot be called from the GameThread & AudioComponents can now execute multiple ActiveSound instances at once. Use 'SendCommandToActiveSounds' instead.

code: [FActiveSound](API\Runtime\Engine\FActiveSound) * FindActiveSound ( uint64 AudioComponentID )


description: Returns the index of the listener closest to the given sound transform

code: int32 FindClosestListenerIndex ( const FTransform & SoundTransform ) const


code: static int32 FindClosestListenerIndex ( const FTransform & SoundTransform, const [TArray](API\Runtime\Core\Containers\TArray)< [FListener](API\Runtime\Engine\FListener) > & InListeners )


code: int32 FindClosestListenerIndex ( const FVector & Position, float & OutSqDistance, bool AllowAttenuationOverrides ) const


description: Stop all the audio components and sources attached to the world. nullptr world means all components.

code: void Flush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldToFlush, bool bClearActivatedReverb )


description: Allows audio rendering command queue to flush during audio device flush.

code: virtual void FlushAudioRenderingCommands ( bool bPumpSynchronously )


description: Derived classes can override this method to do their own cleanup. Called at the end ofFAudioDevice::Flush()

code: virtual void FlushExtended ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldToFlush, bool bClearActivatedReverb )


className: FToggleSoloPtr

description: Handles all argument parsing for the solo commands in one place

code: typedef void(Audio::FAudioDebugger::*)([FName](API\Runtime\Core\UObject\FName) InName, bool bExclusive) FToggleSoloPtr


description: Gathers data about interior volumes affecting the active sound (called on audio thread)

code: void GatherInteriorData ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FActivatedReverb](API\Runtime\Engine\FActivatedReverb) > & GetActiveReverb() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FActiveSound](API\Runtime\Engine\FActiveSound) * > & GetActiveSounds() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & GetActiveWaveInstances() const


description: Returns the audio clock of the audio device. Not supported on all platforms.

code: double GetAudioClock() const


description: Returns an array of available audio devices names for the platform

code: virtual void GetAudioDeviceList ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutAudioDeviceNames ) const


description: Returns the audio device manager

code: static [FAudioDeviceManager](API\Runtime\Engine\FAudioDeviceManager) * GetAudioDeviceManager()


code: [FName](API\Runtime\Core\UObject\FName) GetAudioStateProperty ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName ) const


description: Return the audio stream time

code: virtual double GetAudioTime() const


code: void GetAudioVolumeSettings ( const uint32 WorldID, const FVector & Location, [FAudioVolumeSettings](API\Runtime\Engine\FAudioDevice\FAudioVolumeSettings) & OutSettings ) const


description: Get the current list of available spatialization plugins

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAvailableSpatializationPluginNames() const


description: Returns the azimuth angle of the sound relative to the sound's nearest listener. Used for 3d audio calculations.

code: void GetAzimuth ( const [FAttenuationListenerData](API\Runtime\Engine\FAttenuationListenerData) & OutListenerData, float & OutAzimuth, float & AbsoluteAzimuth ) const


description: Returns the buffer length of the audio device.

code: int32 GetBufferLength() const


description: Returns the currently applied reverb effect if there is one.

code: [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * GetCurrentReverbEffect() const


code: float GetCompressionDurationThreshold ( const [FSoundGroup](API\Runtime\Engine\Sound\FSoundGroup) & SoundGroup )


description: Returns the current source effect chain entries set dynamically from BP or elsewhere.

code: virtual bool GetCurrentSourceEffectChain ( const uint32 SourceEffectChainId, [TArray](API\Runtime\Core\Containers\TArray)< [FSourceEffectChainEntry](API\Runtime\Engine\Sound\FSourceEffectChainEntry) > & OutCurrentSourceEffectChainEntries )


description: Gets the default reverb and interior settings for the provided world. Returns true if settings with WorldID were located

code: bool GetDefaultAudioSettings ( uint32 WorldID, [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & OutReverbSettings, [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & OutInteriorSettings ) const


description: Returns the default reverb send level used for sources which have reverb applied but no attenuation settings.

code: float GetDefaultReverbSendLevel() const


description: Returns the current audio device update delta time.

code: float GetDeviceDeltaTime() const


description: Sets OutSqDistance to the distance from location to the appropriate listener representation, depending on calling thread. Returns true if listener position is valid, false if not (in which case, OutSqDistance is undefined).

code: bool GetDistanceSquaredToListener ( const FVector & Location, int32 ListenerIndex, float & OutSqDistance ) const


description: Sets OutSqDistance to the distance from location the closest listener, depending on calling thread. Returns true if listener position is valid, false if not (in which case, OutSqDistance is undefined).

code: bool GetDistanceSquaredToNearestListener ( const FVector & Location, float & OutSqDistance ) const


description: Returns the distance to the nearest listener from the given location

code: float GetDistanceToNearestListener ( const FVector & Location ) const


description: Return the pointer to the sound effects handler


code: const [FAudioEffectsManager](API\Runtime\Engine\FAudioEffectsManager) * GetEffects() const


description: Returns the focus factor of a sound based on its position and listener data.

code: float GetFocusFactor ( const float Azimuth, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & AttenuationSettings ) const


description: Returns the game's delta time

code: float GetGameDeltaTime() const


code: const [FGlobalFocusSettings](API\Runtime\Engine\FGlobalFocusSettings) & GetGlobalFocusSettings() const


description: Returns global pitch range

code: [TRange](API\Runtime\Core\Math\TRange)< float > GetGlobalPitchRange() const


code: const [FDynamicParameter](API\Runtime\Engine\FDynamicParameter) & GetGlobalPitchScale() const


description: Returns the listener attenuation override

code: const FVector & GetListenerAttenuationOverride() const


description: Returns the listener attenuation override for the specified listener

code: const FVector & GetListenerAttenuationOverride ( int32 ListenerIndex ) const


description:
Returns a position from the appropriate listener representation, depending on calling thread.
true if successful

code: bool GetListenerPosition ( int32 ListenerIndex, FVector & OutPosition, bool bAllowOverride ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FListener](API\Runtime\Engine\FListener) > & GetListeners() const


description: Returns the transform of the appropriate listener representation, depending on calling thread

code: bool GetListenerTransform ( int32 ListenerIndex, FTransform & OutTransform ) const


description:
Gets the direction of the given position vector transformed relative to listener.
The input position relative to the listener.

code: FVector GetListenerTransformedDirection ( const FVector & Position, float * OutDistance )


description: Returns the WorldID of the appropriate listener representation, depending on calling thread

code: bool GetListenerWorldID ( int32 ListenerIndex, uint32 & OutWorldID ) const


description: Low pass filter OneOverQ value

code: float GetLowPassFilterResonance() const


description: Returns the main audio device of the engine


description: Deprecated* GetMasterVolume has been deprecated. Please use GetPrimaryVolume instead.

code: float GetMasterVolume() const


code: virtual void GetMagnitudesForFrequencies ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InFrequencies, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutMagnitudes )


description: Returns the max channels used by the audio device.

code: int32 GetMaxChannels() const


description: Returns the maximum sources used by the audio device set on initialization, including the number of stopping voices reserved.

code: int32 GetMaxSources() const


description: Gets the max distance and focus factor of a sound.

code: void GetMaxDistanceAndFocusFactor ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & Location, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * AttenuationSettingsToApply, float & OutMaxDistance, float & OutFocusFactor )


description: Returns the global maximum distance used in the audio engine.

code: static float GetMaxWorldDistance()


description: Gets the current audio debug state

code: EDebugState GetMixDebugState() const


description: Returns the number of active sound sources

code: virtual int32 GetNumActiveSources() const


description: Returns the number of buffers the audio device keeps queued.

code: int32 GetNumBuffers() const


description: Returns the number of free sources.

code: int32 GetNumFreeSources() const


code: virtual void GetPhasesForFrequencies ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InFrequencies, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutPhases )


description: Allow platforms to optionally specify low-level audio platform settings.

code: virtual FAudioPlatformSettings GetPlatformSettings&40;&41; const


code: float GetPlatformAudioHeadroom() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [USoundMix](API\Runtime\Engine\Sound\USoundMix) * > & GetPrevPassiveSoundMixModifiers() const


description: Returns the volume that combines transient master volume and theFApp::GetVolumeMultiplier()value

code: float GetPrimaryVolume() const


description: Returns the quality settings used by the default audio settings.

code: static const [FAudioQualitySettings](API\Runtime\Engine\Sound\FAudioQualitySettings) & GetQualityLevelSettings()


description: Deprecated* GetRuntimeFormat is now deprecated. Please call SoundWave::GetRuntimeFormat() instead

code: [FName](API\Runtime\Core\UObject\FName) GetRuntimeFormat ( const [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave ) const


description: Returns the sample rate used by the audio device.

code: float GetSampleRate() const


description: Iterate over the active AudioComponents for wave instances that could be playing.Indexof first wave instance that can have a source attached

code: int32 GetSortedActiveWaveInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances, const [ESortedActiveWaveGetType::Type](API\Runtime\Engine\ESortedActiveWaveGetType__Type) GetType )


description:
Gets the current properties of a sound class, if the sound class hasn't been registered, then it returns nullptr
sound class properties if it exists

code: [FSoundClassProperties](API\Runtime\Engine\Sound\FSoundClassProperties) * GetSoundClassCurrentProperties ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


description: Returns the parameters which are dynamic from the given sound class.

code: [FSoundClassDynamicProperties](API\Runtime\Engine\Sound\FSoundClassDynamicProperties) * GetSoundClassDynamicProperties ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


description: Deprecated* Direct access of SoundClasses is no longer allowed. Instead you should use the SoundMixClassOverride system

code: const [TMap](API\Runtime\Core\Containers\TMap)< [USoundClass](API\Runtime\Engine\Sound\USoundClass) *, [FSoundClassProperties](API\Runtime\Engine\Sound\FSoundClassProperties) > & GetSoundClassPropertyMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [USoundMix](API\Runtime\Engine\Sound\USoundMix) *, [FSoundMixState](API\Runtime\Engine\FSoundMixState) > & GetSoundMixModifiers() const


description: Return the spatialization plugin interface.


code: [FSoundSource](API\Runtime\Engine\FSoundSource) * GetSoundSource ( [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance ) const


description: Deprecated* Use GetDistanceSquaredToListener to check against a specific Listener

code: float GetSquaredDistanceToListener ( const FVector & Location, const FTransform & ListenerTransform ) const


description: Get a Subsystem of specified type

code: template<typename TSubsystemClass> TSubsystemClass * GetSubsystem() const


description: Get a Subsystem of specified type from the provided AudioDeviceHandle returns nullptr if the Subsystem cannot be found or the AudioDeviceHandle is invalid

code: template<typename TSubsystemClass> static TSubsystemClass * GetSubsystem ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & InHandle )


description: Gets all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. Do not hold onto this Array reference unless you are sure the lifetime is less than that of the audio device

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetSubsystemArray() const


description: Get a Subsystem of specified type

code: [UAudioEngineSubsystem](API\Runtime\Engine\Subsystems\UAudioEngineSubsystem) * GetSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAudioEngineSubsystem](API\Runtime\Engine\Subsystems\UAudioEngineSubsystem) > SubsystemClass ) const


code: [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * GetTestComponent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Deprecated* GetTransientMasterVolume has been deprecated. Please use GetTransientPrimaryVolume instead.

code: float GetTransientMasterVolume() const


code: float GetTransientPrimaryVolume() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) *, [FSoundSource](API\Runtime\Engine\FSoundSource) * > & GetWaveInstanceSourceMap() const


description: Handle pausing/unpausing of sources when entering or leaving pause mode, or global pause (like device suspend)

code: void HandlePause ( bool bGameTicking, bool bGlobalPause )


description: Whether this SoundWave has an associated info class to decompress it

code: virtual bool HasCompressedAudioInfoClass ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave )


description: Basic initialization of the platform agnostic layer of the audio system

code: bool Init ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID, int32 InMaxSources, int32 BufferSizeOverride, int32 NumBuffersOverride )


description: Initialized audio buses marked as default that are to be enabled for the duration of the application.

code: virtual void InitDefaultAudioBuses()


description: Platform dependent call to init effect data on a sound source

code: void * InitEffect ( [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Starts up any platform specific hardware/APIs

code: virtual bool InitializeHardware()


description: Create our subsystem collection root object and initialize subsystems

code: void InitializeSubsystemCollection()


description: Set up the sound class hierarchy

code: void InitSoundClasses()


code: virtual void InitSoundEffectPresets()


description: Set up the initial sound sources Allows us to initialize sound source early on, allowing for render callback hookups for iOS Audio.

code: void InitSoundSources()


description: Initializes sound submixes.

code: virtual void InitSoundSubmixes()


description: When the set of Audio volumes have changed invalidate the cached values of active sounds


code: virtual bool IsAudioBusActive ( uint32 InAudioBusId ) const


description: Returns if baked analysis querying is enabled.


description: Check if any background music or sound is playing through the audio device


description: Whether or not HRTF is disabled.

code: bool IsHRTFDisabled() const


description: Whether the device was initialized.

code: bool IsInitialized() const


description: Whether or not HRTF spatialization is enabled for all.

code: bool IsHRTFEnabledForAll() const


description: Whether or not there's a modulation plugin enabled.

code: bool IsModulationPluginEnabled() const


code: virtual bool IsNonRealtime() const


description: Whether or not there's an occlusion plugin enabled.

code: bool IsOcclusionPluginEnabled() const


code: static bool IsOcclusionPluginLoaded()


description: Whether the provided ActiveSound is currently pending to stop

code: bool IsPendingStop ( [FActiveSound](API\Runtime\Engine\FActiveSound) * ActiveSound )


description: Whether or not there's a reverb plugin enabled.

code: bool IsReverbPluginEnabled() const


code: static bool IsReverbPluginLoaded()


description: Whether or not there's a spatialization plugin enabled.


description: Returns if stopping voices is enabled.

code: bool IsStoppingVoicesEnabled() const


description: Whether device is using listener attenuation override or not.


description: Returns if the specific listener is using an attenuation override position.

code: bool IsUsingListenerAttenuationOverride ( int32 ListenerIndex ) const


code: static bool LegacyReverbDisabled()


description: Checks to see if a coordinate is within a distance of any listener

code: bool LocationIsAudible ( const FVector & Location, const float MaxDistance ) const


description: Checks to see if a coordinate is within a distance of the given listener

code: bool LocationIsAudible ( const FVector & Location, const FTransform & ListenerTransform, const float MaxDistance ) const


description: Checks to see if a coordinate is within a distance of a specific listener

code: bool LocationIsAudible ( const FVector & Location, int32 ListenerIndex, const float MaxDistance ) const


description: Notify that a pending async occlusion trace finished on the active sound.

code: void NotifyActiveSoundOcclusionTraceDone ( [FActiveSound](API\Runtime\Engine\FActiveSound) * ActiveSound, bool bIsOccluded )


code: void NotifyAudioDevicePostRender ( const [FAudioDeviceRenderInfo](API\Runtime\Engine\FAudioDeviceRenderInfo) & InInfo )


description: Notifies subsystems an active sound has been added (called on audio thread)

code: void NotifyAddActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


code: void NotifyAudioDevicePreRender ( const [FAudioDeviceRenderInfo](API\Runtime\Engine\FAudioDeviceRenderInfo) & InInfo )


description: Notifies subsystems an active sound is about to be deleted (called on audio thread) - Deprecated, see NotifyPendingDeleteInternal

code: void NotifyPendingDelete ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


description: Notifies subsystems an active sound is about to be deleted (called on audio thread)

code: void NotifyPendingDeleteInternal ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


description: Deals with anything audio related that should happen when PIE starts

code: void OnBeginPIE ( const bool bIsSimulating )


description: Called afterFAudioDevicecreation and init

code: void OnDeviceCreated ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID )


description: Called beforeFAudioDeviceteardown

code: void OnDeviceDestroyed ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID )


description: Deals with anything audio related that should happen when PIE ends

code: void OnEndPIE ( const bool bIsSimulating )


description: This is overridden inAudio::FMixerDeviceto propogate listener information to the audio thread.

code: virtual void OnListenerUpdated ( const [TArray](API\Runtime\Core\Containers\TArray)< [FListener](API\Runtime\Engine\FListener) > & InListeners )


description: Pauses the active sound for the specified audio component

code: void PauseActiveSound ( uint64 AudioComponentID, const bool bInIsPaused )


description: Plays a sound at the given location without creating an audio component.

code: void PlaySoundAtLocation ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [UWorld](API\Runtime\Engine\Engine\UWorld) * World, float VolumeMultiplier, float PitchMultiplier, float StartTime, const FVector & Location, const FRotator & Rotation, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > * Params, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor )


description: Whether play when silent is enabled for all sounds associated with this audio device

code: bool PlayWhenSilentEnabled() const


description: Pop a SoundMix from the Audio Device's list.

code: void PopSoundMixModifier ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix, bool bIsPassive )


description: Precaches the passed in sound node wave object.

code: virtual void Precache ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, bool bSynchronous, bool bTrackMemory, bool bForceFullDecompression )


description: Precaches all existing sounds. Called when audio setup is complete

code: void PrecacheStartupSounds()


description: Push a SoundMix onto the Audio Device's list.

code: void PushSoundMixModifier ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix, bool bIsPassive, bool bIsRetrigger )


description: Registers a third party listener-observer to this audio device.

code: void RegisterPluginListener ( const TAudioPluginListenerPtr PluginListener )


description:
Registers a sound class with the audio device
sound class properties if it exists

code: void RegisterSoundClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


description: Registers the sound submix

code: virtual void RegisterSoundSubmix ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix, bool bInit )


description: Registers the submix buffer listener with the given submix. A nullptr for SoundSubmix will register the listener with the master submix.

code: virtual void RegisterSubmixBufferListener ( [ISubmixBufferListener](API\Runtime\Engine\ISubmixBufferListener) * InSubmixBufferListener, [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * SoundSubmix )


description: Removes an active sound from the active sounds array

code: void RemoveActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) * ActiveSound )


code: void RemoveAudioVolumeProxy ( uint32 AudioVolumeID )


code: bool RemovePostRenderDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InHandle )


code: bool RemovePreRenderDelegate ( const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InHandle )


description: Removes a sound mix - called when SoundMix is unloaded

code: void RemoveSoundMix ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix )


code: virtual void RemoveSpectralAnalysisDelegate ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [FOnSubmixSpectralAnalysisBP](API\Runtime\Engine\Sound\FOnSubmixSpectralAnalysisBP) & OnSubmixSpectralAnalysisBP )


description: Resets all interpolating values to defaults.

code: void ResetInterpolation()


description: Resume any context related objects

code: virtual void ResumeContext()


description: Attempts to retrigger a provided loop

code: void RetriggerVirtualLoop ( [FAudioVirtualLoop](API\Runtime\Engine\FAudioVirtualLoop) & VirtualLoop )


description: Performs an operation on all active sounds requested to execute by an audio component

code: void SendCommandToActiveSounds ( uint64 InAudioComponentID, [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([FActiveSound](API\Runtime\Engine\FActiveSound) &)> InFunc, const [TStatId](API\Runtime\Core\Stats\TStatId) InStatId )


code: void SetAudioStateProperty ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName, const [FName](API\Runtime\Core\UObject\FName) & PropertyValue )


description: Sets a new sound mix and applies it to all appropriate sound classes

code: void SetBaseSoundMix ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix )


description: Set whether a given Audio Component ID should be allowed to have multiple associated Active Sounds

code: void SetCanHaveMultipleActiveSounds ( uint64 AudioComponentID, bool InCanHaveMultipleActiveSounds )


description: Set and initialize the current Spatialization plugin (by name)

code: bool SetCurrentSpatializationPlugin ( [FName](API\Runtime\Core\UObject\FName) PluginName )


description: Sets the default reverb and interior settings for the provided world

code: void SetDefaultAudioSettings ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & DefaultReverbSettings, const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & DefaultInteriorSettings )


code: void SetDeviceMuted ( bool bMuted )


code: void SetGlobalFocusSettings ( const [FGlobalFocusSettings](API\Runtime\Engine\FGlobalFocusSettings) & NewFocusSettings )


description: Sets the Sound Mix that should be active by default

code: void SetDefaultBaseSoundMix ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix )


code: void SetGlobalPitchModulation ( float PitchScale, float TimeSec )


code: void SetHRTFDisabled ( bool InIsHRTFDisabled )


code: void SetHRTFEnabledForAll ( bool InbHRTFEnabledForAll )


description: Sets the details about the listener

code: void SetListener ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, int32 InListenerIndex, const FTransform & ListenerTransform, float InDeltaSeconds )


description: Sets an override for the listener to do attenuation calculations.

code: void SetListenerAttenuationOverride ( const FVector AttenuationPosition )


description: Sets an override position for the specified listener to do attenuation calculations.

code: void SetListenerAttenuationOverride ( int32 ListenerIndex, const FVector AttenuationPosition )


description: Sets the maximum number of channels dynamically. Can't raise the cap over the initial value but can lower it

code: void SetMaxChannels ( int32 InMaxChannels )


description: Sets the maximum number of channels dynamically by scaled percentage.

code: void SetMaxChannelsScaled ( float InScaledChannelCount )


code: void SetPlatformAudioHeadroom ( float PlatformHeadRoom )


code: void SetMixDebugState ( EDebugState DebugState )


description: Overrides the attenuation scale used on a sound class.

code: void SetSoundClassDistanceScale ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass, float DistanceScale, float TimeSec )


code: void SetSoundMixModifiers ( const [TMap](API\Runtime\Core\Containers\TMap)< [USoundMix](API\Runtime\Engine\Sound\USoundMix) *, [FSoundMixState](API\Runtime\Engine\FSoundMixState) > & InSoundMixModifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [USoundMix](API\Runtime\Engine\Sound\USoundMix) * > & InPrevPassiveSoundMixModifiers, [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InDefaultBaseSoundMix )


description: Sets a sound class override in the given sound mix.

code: void SetSoundMixClassOverride ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMix, [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass, float Volume, float Pitch, float FadeInTime, bool bApplyToChildren )


code: void SetSpatializationInterfaceEnabled ( bool InbSpatializationInterfaceEnabled )


description: Set whether or not a submix is auto-disabled.

code: virtual void SetSubmixAutoDisable ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, bool bInAutoDisable )


description: Set what the auto-disable time is.

code: virtual void SetSubmixAutoDisableTime ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InDisableTime )


description: Set the wet-dry level of the given submix

code: virtual void SetSubmixDryLevel ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InDryLevel )


description: Sets a submix effect chain override for the given submix

code: virtual void SetSubmixEffectChainOverride ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, const [TArray](API\Runtime\Core\Containers\TArray)< FSoundEffectSubmixPtr > & InSubmixEffectChain, float InCrossfadeTime )


code: virtual void SetSubmixModulationBaseLevels ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InVolumeModBase, float InWetModBase, float InDryModBase )


code: virtual void SetSubmixWetDryLevel ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InOutputVolume, float InWetLevel, float InDryLevel )


code: virtual void SetSubmixOutputVolume ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InOutputVolume )


code: virtual void SetSubmixWetLevel ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InWetLevel )


description: Deprecated* SetTransientMasterVolume has been deprecated. Please use SetTransientPrimaryVolume instead.

code: void SetTransientMasterVolume ( float TransientPrimaryVolume )


code: void SetTransientPrimaryVolume ( float TransientPrimaryVolume )


description: Set whether or not we force the use of attenuation for non-game worlds (as by default we only care about game worlds)

code: void SetUseAttenuationForNonGameWorlds ( bool bInUseAttenuationForNonGameWorlds )


description: Returns true if a sound wave should be decompressed.

code: bool ShouldUseRealtimeDecompression ( bool bForceFullDecompression, const [FSoundGroup](API\Runtime\Engine\Sound\FSoundGroup) & SoundGroup, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, float CompressedDurationThreshold ) const


description: Shutdown all audio buses marked as default.


description:
Checks if the given sound would be audible.
True if the sound is audible, false otherwise.

code: bool SoundIsAudible &40; const FActiveSound & NewActiveSound &41;


description:
Checks if the given sound would be audible.
Returns true if the sound is audible, false otherwise.

code: bool SoundIsAudible ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FVector & Location, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * AttenuationSettingsToApply, float MaxDistance, float FocusFactor ) const


code: virtual void StartAudioBus ( uint32 InAudioBusId, int32 InNumChannels, bool bInIsAutomatic )


description: This is called by aUSoundSubmixto start envelope following on a submix isntance on this device.

code: virtual void StartEnvelopeFollowing ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix )


description: This is called by aUSoundSubmixto start recording a submix instance on this device.

code: virtual void StartRecording ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, float ExpectedRecordingDuration )


description: Start and/or update any sources that have a high enough priority to play

code: void StartSources ( [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances, int32 FirstActiveIndex, bool bGameTicking )


code: virtual void StartSpectrumAnalysis ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [FSoundSpectrumAnalyzerSettings](API\Runtime\Engine\Sound\FSoundSpectrumAnalyzerSettings) & InSettings )


description: Removes the active sound for the specified audio component

code: void StopActiveSound ( uint64 AudioComponentID )


description: (Deprecated in favor of AddSoundToStop). Stops the active sound

code: void StopActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) * ActiveSound )


description: Stops all game sounds (and possibly UI) sounds

code: virtual void StopAllSounds ( bool bShouldStopUISounds )


description: This is called by aUSoundSubmixwhen we stop envelope following a submix instance on this device.

code: virtual void StopEnvelopeFollowing ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix )


code: virtual void StopAudioBus ( uint32 InAudioBusId )


description: This is called by aUSoundSubmixwhen we stop recording a submix on this device.

code: virtual [Audio::FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & StopRecording ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, float & OutNumChannels, float & OutSampleRate )


description: Stop any playing sounds that are using a particular SoundWave

code: void StopSoundsUsingResource ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, [TArray](API\Runtime\Core\Containers\TArray)< [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * > * StoppedComponents )


code: virtual void StopSpectrumAnalysis ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix )


description: Stop sources that need to be stopped, and touch the ones that need to be kept alive Stop sounds that are too low in priority to be played

code: void StopSources ( [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances, int32 FirstActiveIndex )


description: Stops any sound sources which are using the given buffer.

code: void StopSourcesUsingBuffer ( [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * SoundBuffer )


description: Whether this device supports realtime decompression of sound waves (i.e. DTYPE_RealTime)

code: virtual bool SupportsRealtimeDecompression() const


description: Suspend/resume all sounds (global pause for device suspend/resume, etc.)

code: void Suspend ( bool bGameTicking )


description: Suspend any context related objects

code: virtual void SuspendContext()


description: Tears down the audio device

code: void Teardown()


description: Shuts down any platform specific hardware/APIs

code: virtual void TeardownHardware()


description: Disables ActiveSound from responding to calls from its associated AudioComponent.

code: void UnlinkActiveSoundFromComponent ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & InActiveSound )


description: Unregisters a third party listener-observer to this audio device.

code: void UnregisterPluginListener ( const TAudioPluginListenerPtr PluginListener )


description: Unregisters the sound submix

code: virtual void UnregisterSoundSubmix ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix )


description: Unregisters a sound class

code: void UnregisterSoundClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass )


description: Unregisters the submix buffer listener with the given submix. A nullptr for SoundSubmix will unregister the listener with the master submix.

code: virtual void UnregisterSubmixBufferListener ( [ISubmixBufferListener](API\Runtime\Engine\ISubmixBufferListener) * InSubmixBufferListener, [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * SoundSubmix )


description: The audio system's main "Tick" function

code: void Update ( bool bGameTicking )


description: Update the active sound playback time. This is done here to do after all audio is updated.

code: void UpdateActiveSoundPlaybackTime ( bool bIsTimeTicking )


code: void UpdateAudioVolumeProxy ( const [FAudioVolumeProxy](API\Runtime\Engine\Sound\FAudioVolumeProxy) & Proxy )


description: Sets the update delta time for the audio frame

code: virtual void UpdateDeviceDeltaTime()


description: Platform dependent call to update the sound output with new parameters The audio system's main "Tick" function

code: void * UpdateEffect ( [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Update called on game thread.

code: virtual void UpdateGameThread()


description: Lets the platform any tick actions

code: virtual void UpdateHardware()


description: Updates timing information for hardware.

code: virtual void UpdateHardwareTiming()


description: Updates the source effect chain. Only implemented in audio mixer.

code: virtual void UpdateSourceEffectChain ( const uint32 SourceEffectChainId, const [TArray](API\Runtime\Core\Containers\TArray)< [FSourceEffectChainEntry](API\Runtime\Engine\Sound\FSourceEffectChainEntry) > & SourceEffectChain, const bool bPlayEffectChainTails )


description: Deprecated* UpdateSubmixModulationSettings taking single modulators is deprecated. Use the overload that allows for modulator sets

code: virtual void UpdateSubmixModulationSettings ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InOutputModulation, [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InWetLevelModulation, [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InDryLevelModulation )


description: Updates the submix properties of any playing submix instances. Allows editor to make changes to submix properties and hear them propagate live.

code: virtual void UpdateSubmixProperties ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSubmix )


code: virtual void UpdateSubmixModulationSettings ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) >> & InOutputModulation, const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) >> & InWetLevelModulation, const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) >> & InDryLevelModulation )


code: void UpdateVirtualLoops ( bool bForceUpdate )


description: Check for errors and output a human readable string

code: virtual bool ValidateAPICall ( const TCHAR * Function, uint32 ErrorCode )


description: Constructor

code: FAudioDevice()


description: Gets a pointer to the audio device.

code: [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDevice() const


className: FAudioDevice

code: class FAudioDevice : public [FExec](API\Runtime\Core\Misc\FExec)

AudioClock

type: double

description: The audio clock from the audio hardware. Not supported on all platforms.

type: uint8:  1

description: Whether or not we allow center channel panning (audio mixer only feature.)

bAudioMixerModuleLoaded

description: Whether or not the audio mixer module is being used by this device.

bDisableAudioCaching

description: HACK: Temporarily disable audio caching.

bIsAudioDeviceHardwareInitialized

description: Whether or not the lower-level audio device hardware initialized.

bIsBakedAnalysisEnabled

description: If baked analysis querying is enabled.

bOcclusionIsExternalSend

description: Whether or not various audio plugin interfaces are external sends.

CurrentSpatializationInterfaceInfoPtr

type: FAudioSpatializ...

description: 3rd party audio spatialization interface.

DeviceCreatedHandle

type: FDelegateHandle

description: Handle for our device created delegate.

DeviceDestroyedHandle

description: Handle for our device destroyed delegate.

DeviceID

description: The handle for this audio device used in the audio device manager.

Effects

type: FAudioEffectsMa...

description: Interface to audio effects processing

FreeSources

type: TArray<FSoundS...

ListenerProxies

type: TArray<FListen...

description: Game thread cache of listener transforms.

Listeners

description: Audio thread representation of listeners.

ModulationInterface

type: TAudioModulatio...

description: 3rd party modulation interface

NumPrecacheFrames

description: The number of frames to precache.

NumStoppingSources

description: The number of sources to reserve for stopping sounds.

OcclusionInterface

type: TAudioOcclusion...

description: 3rd party occlusion interface.

OnAudioDevicePostRender

type: FOnAudioDeviceP...

description: Callback as audio device has just finished rendering a buffer.

OnAudioDevicePreRender

description: Callback as audio device is about to render a buffer.

PlatformSettings

type: FAudioPlatformS...

description: The platform specific audio settings.

PluginInitializationParams

type: FAudioPluginIni...

description: Cached parameters passed to the initialization of various audio plugins

PluginListeners

type: TArray< TAudioP...

description: 3rd party listener observers registered to this audio device.

RenderStateCallbackListCritSec

type: FCriticalSectio...

ReverbPluginInterface

type: TAudioReverbPtr

description: 3rd party reverb interface.

SampleRate

description: The sample rate of all the audio devices

SourceDataOverridePluginInterface

type: TAudioSourceDat...

description: 3rd party source data override interface.

SpatializationInterfaces

type: TArray<FAudioS...


description: Returns world set when handle was created.

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > GetWorld() const


description: Returns the device ID for the audio device referenced by this handle.


description: Checks whether this points to a valid AudioDevice.

code: bool IsValid() const


code: const [FAudioDevice](API\Runtime\Engine\FAudioDevice) * operator->() const


className: FAudioDeviceHandle::operator bool

code: operator bool() const


code: namespace operator Audio { operator Audio::FDeviceId() const }


code: [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & operator= ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & Other )


code: [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & operator= ( [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) && Other )


code: bool operator== ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & Other ) const


code: bool operator== ( const [FAudioDevice](API\Runtime\Engine\FAudioDevice) *& Other ) const


code: bool operator== ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) *& Other ) const


code: bool operator== ( const [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) & Other ) const


description: These are convenience operators to use anFAudioDeviceHandlelike an FAudioDevice* or anAudio::FDeviceId. For safety, we still require explicit casting to an FAudioDevice* to ensure ownership isn't lost due to programmer error.

code: const [FAudioDevice](API\Runtime\Engine\FAudioDevice) & operator*() const


description: Resets handle to invalid state.

code: void Reset()


code: FAudioDeviceHandle ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & Other )


code: FAudioDeviceHandle ( [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) && Other )


description: This constructor should only be called byFAudioDeviceManager.

code: FAudioDeviceHandle &40; FAudioDevice &42; InDevice, Audio::FDeviceId InID, UWorld &42; InWorld &41;


className: FAudioDeviceHandle

description: Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope.

code: class FAudioDeviceHandle


description: Tracks objects in the active audio devices.

code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Creates the main audio device.

code: bool CreateMainAudioDevice()


code: static [FAudioDeviceManager](API\Runtime\Engine\FAudioDeviceManager) * Get()


description: Frees the given sound wave resource from the device manager

code: void FreeResource ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave )


description: Returns a ptr to the active audio device. If there is no active device then it will return the main audio device.


description: Returns a strong handle to the audio device associated with the given device ID. if the device ID is invalid returns an invalid, zeroed handle.

code: [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) GetAudioDevice ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID )


code: static [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDeviceFromWorldContext ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Returns the currently used audio device module for this platform. returns nullptr ifInitialize()has not been called yet.


description: Returns a raw ptr to the audio device associated with the handle. If the handle is invalid then a NULL device ptr will be returned.

code: [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDeviceRaw ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID )


code: const [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDeviceRaw ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID ) const


description: Returns all the audio devices managed by device manager.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAudioDevice](API\Runtime\Engine\FAudioDevice) * > GetAudioDevices() const


code: [Audio::FAudioFormatSettings](API\Runtime\Engine\Sound\FAudioFormatSettings) & GetAudioFormatSettings() const


description: Frees the sound buffer from the device manager.

code: void FreeBufferResource ( [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * SoundBuffer )


code: static [Audio::FMixerDevice](API\Runtime\AudioMixer\FMixerDevice) * GetAudioMixerDeviceFromWorldContext ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Get the audio debugger instance


description: Get the audio debugger instance

code: const [Audio::FAudioDebugger](API\Runtime\Engine\Audio\FAudioDebugger) & GetDebugger() const


description: Get, reset, or set a sound cue trim

code: float GetDynamicSoundVolume ( ESoundType SoundType, const [FName](API\Runtime\Core\UObject\FName) & SoundName ) const


description: Returns the handle to the main audio device.

code: const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & GetMainAudioDeviceHandle() const


code: [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetMainAudioDeviceRaw() const


description: Returns the current number of active audio devices.

code: uint8 GetNumActiveAudioDevices() const


description: Returns the number of worlds (e.g. PIE viewports) using the main audio device.


description: Retrieves the sound buffer for the given resource id

code: [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * GetSoundBufferForResourceID ( uint32 ResourceID )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UWorld](API\Runtime\Engine\Engine\UWorld) * > GetWorldsUsingAudioDevice ( const [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) & InID ) const


description: Initialize the audio device manager. Return true if successfully initialized.

code: static bool Initialize()


description: Initializes the sound class for all active devices.

code: void InitSoundClasses()


description: Initialize all sound effect presets.

code: void InitSoundEffectPresets()


description: Initializes the sound mixes for all active devices.

code: void InitSoundSubmixes()


description: Gets whether or not non-realtime devices should play their audio.


description: Gets whether or not all devices should play their audio.

code: bool IsPlayAllDeviceAudio() const


description: Returns whether the audio device handle is valid (i.e. points to an actual audio device instance)

code: bool IsValidAudioDevice ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) DeviceID ) const


description: Iterates over all managed audio devices

code: void IterateOverAllDevices ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([Audio::FDeviceId](API\Runtime\Engine\FDeviceId), [FAudioDevice](API\Runtime\Engine\FAudioDevice) *)> ForEachDevice )


description: Iterates over all managed audio devices

code: void IterateOverAllDevices ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([Audio::FDeviceId](API\Runtime\Engine\FDeviceId), const [FAudioDevice](API\Runtime\Engine\FAudioDevice) *)> ForEachDevice ) const


description: Is debug visualization of 3d sounds enabled

code: bool IsVisualizeDebug3dEnabled() const


description: Registers the Sound Class for all active devices.

code: void RegisterSoundClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass )


description: Registers the Sound Mix for all active devices.

code: void RegisterSoundSubmix ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix )


description: Registers the world with the provided device Id

code: void RegisterWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) DeviceId )


description: Removes sound mix from all audio devices

code: void RemoveSoundMix ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix )


description: Removes the sound buffer for the given resource id

code: void RemoveSoundBufferForResourceID ( uint32 ResourceID )


description: Creates or requests an audio device instance internally and returns a handle to the audio device. This audio device is guaranteed to be alive as long as the returned handle is in scope.

code: [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) RequestAudioDevice ( const [FAudioDeviceParams](API\Runtime\Engine\FAudioDeviceParams) & InParams )


description: Reset all sound cue trims

code: void ResetAllDynamicSoundVolumes()


code: void ResetDynamicSoundVolume ( ESoundType SoundType, const [FName](API\Runtime\Core\UObject\FName) & SoundName )


description: Sets which audio device is the active audio device.

code: void SetActiveDevice ( uint32 InAudioDeviceHandle )


description: Sets the device associated with the given world.

code: void SetAudioDevice ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InDeviceID )


description: Sets an audio device to be solo'd

code: void SetSoloDevice ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) InAudioDeviceHandle )


code: void SetDynamicSoundVolume ( ESoundType SoundType, const [FName](API\Runtime\Core\UObject\FName) & SoundName, float Volume )


className: Singleton

code: static [FAudioDeviceManager](API\Runtime\Engine\FAudioDeviceManager) * Singleton = nullptr;


description: Stops sounds using the given resource on all audio devices.

code: void StopSoundsUsingResource ( class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave, [TArray](API\Runtime\Core\Containers\TArray)< [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * > * StoppedComponents )


description: Stops using the given sound buffer. Called before freeing the buffer

code: void StopSourcesUsingBuffer ( [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * Buffer )


description: Toggles playing audio for all active PIE sessions (and all devices).

code: void TogglePlayAllDeviceAudio()


description: Toggles 3d visualization of 3d sounds on/off

code: void ToggleVisualize3dDebug()


description: Links up the resource data indices for looking up and cleaning up.

code: void TrackResource ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave, [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * Buffer )


description: Unregisters the Sound Class for all active devices.

code: void UnregisterSoundClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass )


code: void UnregisterSoundSubmix ( const [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix )


description: Unregisters the world from the provided device Id

code: void UnregisterWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) DeviceId )


description: Updates all active audio devices

code: void UpdateActiveAudioDevices ( bool bGameTicking )


description: Updates this submix for any changes made. Broadcasts to all submix instances.

code: void UpdateSubmix ( [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * SoundSubmix )


description: Updates source effect chain on all sources currently using the source effect chain.

code: void UpdateSourceEffectChain ( const uint32 SourceEffectChainId, const [TArray](API\Runtime\Core\Containers\TArray)< [FSourceEffectChainEntry](API\Runtime\Engine\Sound\FSourceEffectChainEntry) > & SourceEffectChain, const bool bPlayEffectChainTails )


description: Constructor

code: FAudioDeviceManager()


description: Destructor

code: ~FAudioDeviceManager()


className: FAudioDeviceManager

description: Class for managing multiple audio devices.

code: class FAudioDeviceManager

Buffers

type: TArray<FSoundB...

description: Array of all created buffers

WaveBufferMap

type: TMap< int32,FS...

description: Look up associating aUSoundWave's resource ID with sound buffers


description: This delegate is called whenever an entirely new audio device is created.

code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FOnAudioDeviceCreated, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) )


description: This delegate is called whenever an audio device is destroyed.

code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FOnAudioDeviceDestroyed, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) )


className: FAudioDeviceParams

description: Parameters passed intoFAudioDeviceManager::RequestAudioDevice.

code: struct FAudioDeviceParams

AssociatedWorld

type: UWorld*

description: Optional world parameter. This allows tools to surface information about which worlds are being rendered through which audio devices.

AudioModule

type: IAudioDeviceMod...

description: Use this to force this audio device to use a specific audio module. If nullptr, uses the default audio module.

bIsNonRealtime

type: bool

description: Set this to true to get a handle to a non realtime audio renderer.

BufferSizeOverride

description: Buffer size override.

NumBuffersOverride

description: Num buffers override.

Scope

type: EAudioDeviceSco...

description: This should be set to EAudioDeviceScope::Unique if you'd like to force a new device to be created from scratch, or use EAudioDeviceScope::Shared to use an existing device if possible.


className: FAudioDeviceManagerDelegates

description: List of delegates for the audio device manager.

code: class FAudioDeviceManagerDelegates


code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: FAudioDeviceRenderInfo

code: struct FAudioDeviceRenderInfo


description: If there is an active SoundMix, clear it and any EQ settings it applied

code: void ClearMixSettings()


description: Platform dependent call to destroy any effect related data

code: void DestroyEffect ( [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Gets the SoundMix currently controlling EQ.

code: [USoundMix](API\Runtime\Engine\Sound\USoundMix) * GetCurrentEQMix() const


code: [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * GetCurrentReverbEffect() const


description: Sets up default reverb and eq settings

code: void InitAudioEffects()


description: Platform dependent call to init effect data on a sound source

code: virtual void * InitEffect ( [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Resets all interpolating values to defaults.

code: void ResetInterpolation()


description: Calls the platform specific code to set the parameters that define EQ

code: virtual void SetEQEffectParameters ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InEffectParameters )


description: Sets new EQ mix if necessary. Otherwise interpolates to the current settings and calls SetEffect to handle the platform specific aspect.

code: void SetMixSettings ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * Mix, bool bIgnorePriority, bool bForce )


description: Calls the platform-specific code to set the parameters that define a radio effect.

code: virtual void SetRadioEffectParameters ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InEffectParameters )


description: Calls the platform specific code to set the parameters that define reverb

code: virtual void SetReverbEffectParameters ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InEffectParameters )


description: Sets new reverb mode if necessary. Otherwise interpolates to the current settings and calls SetEffect to handle the platform specific aspect.

code: void SetReverbSettings ( const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & ReverbSettings, bool bForce )


description: Feed in new settings to the audio effect system

code: void Update()


description: Platform dependent call to update the sound output with new parameters

code: virtual void * UpdateEffect ( class [FSoundSource](API\Runtime\Engine\FSoundSource) * Source )


description: Converts and volume (0.0f to 1.0f) to a deciBel value

code: int64 VolumeToDeciBels ( float Volume )


description: Converts and volume (0.0f to 1.0f) to a MilliBel value (a Hundredth of a deciBel)

code: int64 VolumeToMilliBels ( float Volume, int32 MaxMilliBels )


description: Clear out any reverb and EQ settings

code: FAudioEffectsManager ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * Device )


description: Constructor (default).

code: FAudioRadioEffect()


className: FAudioEffectsManager

description: Manager class to handle the interface to various audio effects

code: class FAudioEffectsManager

AudioDevice

type: FAudioDevice&#...

CurrentEQEffect

type: FAudioEQEffect

CurrentEQMix

type: USoundMix*

CurrentReverbAsset

type: TObjectPtr<URe...

CurrentReverbEffect

type: FAudioReverbEff...

CurrentReverbSettings

type: FReverbSettings


className: FAudioRadioEffect

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

code: class FAudioRadioEffect : public [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters)


description: Get interpolated reverb parameters

code: virtual bool Interpolate ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InStart, const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InEnd )


code: [FAudioReverbEffect](API\Runtime\Engine\FAudioReverbEffect) & operator= ( class [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * InReverbEffect )


description: Prints effect parameters.

code: virtual void PrintSettings() const


description: Default settings for a null reverb effect

code: FAudioReverbEffect()


description: Construct generic reverb settings based in the I3DL2 standards

code: FAudioReverbEffect ( float InRoom, float InRoomHF, float InRoomRolloffFactor, float InDecayTime, float InDecayHFRatio, float InReflections, float InReflectionsDelay, float InReverb, float InReverbDelay, float InDiffusion, float InDensity, float InAirAbsorption, bool bInBypassEarlyReflections, bool bInBypassLateReflections )


className: FAudioReverbEffect

code: struct FAudioReverbEffect : public [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters)

AirAbsorptionGainHF

type: float

Density

description: Platform agnostic parameters that define a reverb effect. Min < Default < Max

Time

type: double

description: Time when this reverb was initiated or completed faded in

Volume

description: Overall volume of effect


className: bUseThreadedAudio

description: Whether to run with an audio thread

code: static bool bUseThreadedAudio = false;


className: CurrentAudioThreadStatId

description: Stat id of the currently executing audio thread command.


description: Retrieves the current audio thread stat id. Useful for reporting when an audio thread command stalls or deadlocks.


code: static void GetLongestTaskInfo ( [FString](API\Runtime\Core\Containers\FString) & OutLongestTask, double & OutLongestTaskTimeMs )


code: static bool IsUsingThreadedAudio()


className: LongestAudioThreadTimeMsec

code: static double LongestAudioThreadTimeMsec = 0.0;


className: PreGC

description: GC callback handles.


description: Processes all enqueued audio thread commands.

code: static void ProcessAllCommands()


code: static void ResetAudioThreadTimers()


className: ResumeEvent

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Tasks::FTaskEvent](API\Runtime\Core\Tasks\FTaskEvent) > ResumeEvent;


description: Execute a command on the audio thread. If it's safe the command will execute immediately.

code: static void RunCommandOnAudioThread ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> InFunction, const [TStatId](API\Runtime\Core\Stats\TStatId) InStatId )


description: Execute a (presumably audio) command on the game thread. If GIsAudioThreadRunning is false the command will execute immediately

code: static void RunCommandOnGameThread ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> InFunction, const [TStatId](API\Runtime\Core\Stats\TStatId) InStatId )


code: static void SetUseThreadedAudio ( bool bInUseThreadedAudio )


description: Starts the audio thread.

code: static void StartAudioThread()


description: Stops the audio thread.

code: static void StopAudioThread()


className: SuspendCount

code: static int32 SuspendCount { 0 };


className: FAudioThreadSuspendContext

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

code: struct FAudioThreadSuspendContext


description: Overrides the update interval to the provided length

code: void CalculateUpdateInterval()


description: Returns the internally-managed active sound


code: const [FActiveSound](API\Runtime\Engine\FActiveSound) & GetActiveSound() const


description: Returns the time the sound has been virtualized

code: float GetTimeVirtualized() const


description: Returns the wait interval being observed before next update

code: float GetUpdateInterval() const


description: Whether the virtual loop system is enabled or not

code: static bool IsEnabled()


description: Updates the loop and checks if ready to play (or 'realize'). Returns whether or not the sound is ready to be realized.

code: bool Update ( float DeltaTime, bool bForceUpdate )


description: Check to see if listener move is far enough such that a check for virtual loop realization is necessary

code: static bool ShouldListenerMoveForceUpdate ( const FTransform & LastTransform, const FTransform & CurrentTransform )


description: Takes aggregate update delta and updates focus so that realization check can test if ready to play.

code: void UpdateFocusData ( float DeltaTime )


description: Checks if provided active sound is available to be virtualized. If so, returns new active sound ready to be added to virtual loop management by parent audio device.

code: static bool Virtualize ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & InActiveSound, bool bDoRangeCheck, [FAudioVirtualLoop](API\Runtime\Engine\FAudioVirtualLoop) & OutVirtualLoop )


code: static bool Virtualize ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & InActiveSound, [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice, bool bDoRangeCheck, [FAudioVirtualLoop](API\Runtime\Engine\FAudioVirtualLoop) & OutVirtualLoop )


className: FAudioVirtualLoop

description: Class that tracks virtualized looping active sounds that are eligible to revive re-trigger as long as no stop request is received from the game thread.

code: struct FAudioVirtualLoop


className: FAutoRegister

description: No constructors are accessible with public or protected access.

code: class FAutoRegister


description: Delete an existing save game, blocking until complete

code: virtual bool DeleteGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex )


description: Delete the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void DeleteGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback )


description: Return true if the named savegame exists (probably not useful with NativeUI

code: virtual bool DoesSaveGameExist ( const TCHAR * Name, const int32 UserIndex )


description: Asyncronous save functions

code: virtual void DoesSaveGameExistAsync ( const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncExistsCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncExistsCallback) Callback )


description: Syncronous save functions

code: virtual [ESaveExistsResult](API\Runtime\Engine\ISaveGameSystem\ESaveExistsResult) DoesSaveGameExistWithResult ( const TCHAR * Name, const int32 UserIndex )


description: Gets a list of all known saves. This isn't possible on all platforms.

code: virtual bool GetSaveGameNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FoundSaves, const int32 UserIndex )


description: Gets a list of all known saves if the platform supports it. Default implementatino runs blocking version on a background thread

code: virtual void GetSaveGameNamesAsync ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncGetNamesCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncGetNamesCallback) Callback )


code: [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InternalDeleteGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< bool > OutResult )


description: Internal async helpers that require implementation. NB. OutResult will be null for async calls

code: [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InternalDoesSaveGameExistAsync ( const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncExistsCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncExistsCallback) Callback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ESaveExistsResult](API\Runtime\Engine\ISaveGameSystem\ESaveExistsResult) > OutResult )


code: [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InternalGetSaveGameNamesAsync ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >> FoundSaves, [FSaveGameAsyncGetNamesCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncGetNamesCallback) Callback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< bool > OutResult )


code: [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InternalLoadGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> Data, [FSaveGameAsyncLoadCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncLoadCompleteCallba-) Callback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< bool > OutResult )


description: Loads the game, blocking until complete

code: virtual bool LoadGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


code: [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) InternalSaveGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> Data, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< bool > OutResult )


description: Load the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void LoadGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncLoadCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncLoadCompleteCallba-) Callback )


description: Saves the game, blocking until complete. Platform may useFGameDelegatesto get more information from the game

code: virtual bool SaveGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Saves the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void SaveGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> Data, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback )


description: Specializations can override this

code: virtual void WaitForAsyncTask ( [UE::Tasks::FTask](API\Runtime\Core\Tasks\FTask) AsyncSaveTask )


className: FBaseAsyncSaveGameSystem

description: Helper base class for async-compatible save games

code: class FBaseAsyncSaveGameSystem : public [ISaveGameSystem](API\Runtime\Engine\ISaveGameSystem)


className: Allocator

code: typedef InAllocator Allocator


description: Returns true if any bone rotation contains NaN or Inf.

code: bool ContainsNaN() const


code: void CopyAndAssignBoneContainer ( [FBoneContainer](API\Runtime\Engine\FBoneContainer) & NewBoneContainer )


description: Copy bone transform from SrcPose to this.

code: template<typename OtherAllocator> void CopyBonesFrom ( const [FBaseCompactPose](API\Runtime\Engine\FBaseCompactPose)< OtherAllocator > & SrcPose )


code: template<typename OtherAllocator> void CopyBonesFrom ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform, OtherAllocator > & SrcPoseBones )


code: void CopyBonesFrom ( const [FBaseCompactPose](API\Runtime\Engine\FBaseCompactPose)< [Allocator](API\Runtime\Engine\FBaseCompactPose\Allocator) > & SrcPose )


code: template<typename OtherAllocator> void CopyBonesTo ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform, OtherAllocator > & DestPoseBones )


code: const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & GetBoneContainer() const


description: Returns the bone index for the parent bone.

code: [BoneIndexType](API\Runtime\Engine\FBaseCompactPose\BoneIndexType) GetParentBoneIndex ( const [BoneIndexType](API\Runtime\Engine\FBaseCompactPose\BoneIndexType) & BoneIndex ) const


description: Returns the ref pose for the supplied bone.

code: const FTransform & GetRefPose ( const [BoneIndexType](API\Runtime\Engine\FBaseCompactPose\BoneIndexType) & BoneIndex ) const


code: void InitFrom ( const [FBaseCompactPose](API\Runtime\Engine\FBaseCompactPose) & SrcPose )


code: void InitFrom ( [FBaseCompactPose](API\Runtime\Engine\FBaseCompactPose) && SrcPose )


description: Returns true if all bone rotations are normalized

code: bool IsNormalized() const


code: void MoveBonesFrom ( [FBaseCompactPose](API\Runtime\Engine\FBaseCompactPose)< [Allocator](API\Runtime\Engine\FBaseCompactPose\Allocator) > & SrcPose )


description: Moves transform data out of the supplied InTransforms. InTransform will be left empty.

code: void MoveBonesFrom ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform, [Allocator](API\Runtime\Engine\FBaseCompactPose\Allocator) > && InTransforms )


description: Moves transform data out of this to the supplied InTransforms. Bones will be left empty.

code: void MoveBonesTo ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform, [Allocator](API\Runtime\Engine\FBaseCompactPose\Allocator) > & InTransforms )


description: Normalizes all rotations in this pose.

code: void NormalizeRotations()


className: RangedForBoneIndexFwd

description: BoneIndexIteration.


description: Sets every bone transform to Identity.

code: void ResetToAdditiveIdentity()


description: Sets this pose to its ref pose.

code: void ResetToRefPose()


description: Sets this pose to the supplied BoneContainers ref pose.

code: void ResetToRefPose ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


code: void SetBoneContainer ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * InBoneContainer )


className: FBaseCompactPose

code: template<typename InAllocator> struct FBaseCompactPose : public [FBasePose< FCompactPoseBoneIndex, InAllocator >](API\Runtime\Engine\FBasePose)

BoneContainer

type: constFBoneCont...

description: Reference to our BoneContainer.


className: FBaseParticle

description: Mappings for 'standard' particle data Only used when required.

code: struct FBaseParticle

BaseColor

type: FLinearColor

description: 16 bytes

BaseSize

description: 16 bytes

BaseVelocity

description: 16 bytes

Color

description: 16 bytes

Location

type: FVector

OldLocation

description: 48 bytes

RelativeTime

description: 16 bytes

Size

description: 16 bytes

Velocity

description: 16 bytes


code: FRangedForReverseSupport &40; const PoseType & InPose &41;


className: FRangedForReverseSupport

code: template<typename PoseType, typename IterType> struct FRangedForReverseSupport

Pose

type: const PoseType ...


code: FRangedForSupport &40; const PoseType & InPose &41;


className: FRangedForSupport

description: BoneIndexIteration.

code: template<typename PoseType, typename IterType> struct FRangedForSupport


code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform, InAllocator > & GetBones() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< FTransform > GetMutableBones()


code: bool IsValidIndex ( const BoneIndexType & BoneIndex ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform, InAllocator > && MoveBones()


code: FTransform & operator[] ( const BoneIndexType & BoneIndex )


code: const FTransform & operator[] ( const BoneIndexType & BoneIndex ) const


className: FBasePose

code: template<class BoneIndexType, typename InAllocator> struct FBasePose

Bones

type: TArray< FTransf...


description: Set functions for each Shape type

code: void Set ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InCollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Param, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & InResponseParam, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & InObjectQueryParam, ECollisionChannel Channel, uint32 InUserData, int32 FrameCounter )


className: FBaseTraceDatum

description: Contains basic data that will need for handling trace such as World, Collision parameters and so on.

code: struct FBaseTraceDatum

CollisionParams

type: FCollisionParam...

description: Collection of collision parameters

FrameNumber

description: Framecount when requested is made

PhysWorld

type: TWeakObjectPtr<...

description: Physics World this trace will run in

TraceChannel

type: ECollisionChann...

description: Collsion Trace Channel that this trace is running

UserData

description: User data


description: Binds vertex and pixel shaders for this element

code: void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float InGamma, const FMatrix & ColorWeights, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


className: FBatchedElementParameters

description: Custom parameters for batched element shaders. Derive from this class to implement your shader bindings.

code: class FBatchedElementParameters : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)


description: Adds a line to the batch. Note only SE_BLEND_Opaque will be used for batched line rendering.

code: void AddLine ( const FVector & Start, const FVector & End, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, float Thickness, float DepthBias, bool bScreenSpace )


description: Adds a point to the batch. Note only SE_BLEND_Opaque will be used for batched point rendering.

code: void AddPoint ( const FVector & Position, float Size, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


description: Reserves space in line vertex array

code: void AddReserveLines ( int32 NumLines, bool bDepthBiased, bool bThickLines )


description: Reserves space in triangle arrays

code: void AddReserveTriangles ( int32 NumMeshTriangles, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode )


description: Reserves space in mesh vertex array

code: void AddReserveVertices ( int32 NumMeshVerts )


description: Adds a sprite to the batch.

code: void AddSprite ( const FVector & Position, float SizeX, float SizeY, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, float U, float UL, float V, float VL, uint8 BlendMode, float OpacityMaskRefVal )


description: Adds a translucent line to the batch.

code: void AddTranslucentLine ( const FVector & Start, const FVector & End, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, float Thickness, float DepthBias, bool bScreenSpace )


description: Adds a triangle to the batch.

code: void AddTriangle ( int32 V0, int32 V1, int32 V2, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, EBlendMode BlendMode )


description: Adds a triangle to the batch.

code: void AddTriangle ( int32 V0, int32 V1, int32 V2, [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) * BatchedElementParameters, ESimpleElementBlendMode BlendMode )


description: Adds a triangle to the batch.

code: void AddTriangle ( int32 V0, int32 V1, int32 V2, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & GlowInfo )


description: Adds a triangle to the batch. Extensive version where all parameters can be passed in.

code: void AddTriangleExtensive ( int32 V0, int32 V1, int32 V2, [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) * BatchedElementParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & GlowInfo )


description: This is for compatibility but should be avoided since it's slower due to conversions.

code: int32 AddVertex ( const FVector4 & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


description: Clears any batched elements

code: void Clear()


description: Adds a mesh vertex to the batch.

code: int32 AddVertexf ( const FVector4f & InPosition, const FVector2f & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


description: Creates a proxyFSceneViewfor operations that are not tied directly to a scene but still require batched elements to be drawn.

code: static [FSceneView](API\Runtime\Engine\FSceneView) CreateProxySceneView ( const FMatrix & ProjectionMatrix, const FIntRect & ViewRect )


description: Draws the batch

code: bool Draw ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FSceneView](API\Runtime\Engine\FSceneView) & View, bool bHitTesting, float Gamma, [EBlendModeFilter::Type](API\Runtime\Engine\EBlendModeFilter__Type) Filter ) const


description:
Helper function to return the amount of memory allocated by this class
number of bytes allocated by this container

code: uint32 GetAllocatedSize() const


code: void EnableMobileHDREncoding ( bool bInEnableHDREncoding )


description: Reserves space in index array for a mesh element

code: void ReserveTriangles ( int32 NumMeshTriangles, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode )


description: Constructor

code: FBatchedElements()


description: Reserves space in mesh vertex array for at least this many total verts.

code: void ReserveVertices ( int32 NumMeshVerts )


className: FBatchedElements

description: Batched elements for later rendering.

code: class FBatchedElements


description: Helper functions.

code: void UpdatePosition ( FVector & Value )


code: void UpdateStrength ( float & Value )


code: void UpdateTangent ( FVector & Value, bool bAbsolute )


className: FBeamParticleModifierPayloadData

description: Particle Beam Modifier Data Payload

code: struct FBeamParticleModifierPayloadData

bModifyPosition

type: uint32: 1


className: FBeamParticleSourceTargetPayloadData

description: Particle Source/Target Data Payload


description: Allocates an element from the atlas layout. Returns true if allocation succeeds. Note: Sort allocations by descending size for best packing.

code: bool AddElement ( FIntPoint ElementSize, FIntPoint & OutElementMin )


description: Removes an element which was previously added.

code: void RemoveElement ( FIntRect Element )


code: FBinnedTextureLayout ( FIntPoint InMaxSize, int32 InBinSizeTexels )


className: FBinnedTextureLayout

description: A simple binned style atlas layout, which usesFTextureLayoutas the bin allocator. Binning greatly reduces fragmentation over time with many allocations of different sizes and lifetimes, but ties up free memory in other bins. Binning also greatly reduces theFTextureLayouttree depth, and therefore allocation cost. Best results when the number of unique allocation sizes are small.

code: class FBinnedTextureLayout


className: FBlendableEntry

description: Used to blendIBlendableInterfaceobject data, the member act as a header for a following data block

code: struct FBlendableEntry

Weight

description: Weight 0..1, 0 to disable this entry


description: Used to blend multiple blendables of the given type with lerp into one final one

code: template<class T> T & GetSingleFinalData()


description: Use to pickup the on final blendable that was generated by blending 0-n blendables of the given type

code: template<class T> const T & GetSingleFinalDataConst() const


description:
Find next that has the given type, O(n), n is number of elements after the given one or all if started with 0
0 if no further one of that type was found

code: template<class T> T * IterateBlendables ( [FBlendableEntry](API\Runtime\Engine\FBlendableEntry) *& InIterator ) const


code: template<class T> T * PushBlendableData ( float InWeight, const T & InData )


className: FBoneAxisDrawConfig

code: struct FBoneAxisDrawConfig

bDraw

type: bool


className: FBlendableManager

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

code: class FBlendableManager


className: FBeamParticleSourceBranchPayloadData

description: Particle Source Branch Payload


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


className: FBoneBufferPool

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

code: class FBoneBufferPool : public [TRenderResourcePool< FVertexBufferAndSRV, FBoneBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >](API\Runtime\Engine\TRenderResourcePool)


className: CullAfterFramesNum

code: enum { CullAfterFramesNum = FSharedPoolPolicyData::CullAfterFramesNum }


description: Creates the resource

code: [FVertexBufferAndSRV](API\Runtime\Engine\FVertexBufferAndSRV) CreateResource ( [FSharedPoolPolicyData::CreationArguments](API\Runtime\Engine\FSharedPoolPolicyData\CreationArguments) Args )


description: Frees the resource

code: void FreeResource ( [FVertexBufferAndSRV](API\Runtime\Engine\FVertexBufferAndSRV) Resource )


description:
Gets the arguments used to create resource
The arguments used to create the buffer.

code: [FSharedPoolPolicyData::CreationArguments](API\Runtime\Engine\FSharedPoolPolicyData\CreationArguments) GetCreationArguments ( const [FVertexBufferAndSRV](API\Runtime\Engine\FVertexBufferAndSRV) & Resource )


className: NumPoolBuckets

code: enum { NumPoolBuckets = FSharedPoolPolicyData::NumPoolBucketSizes }


className: NumToDrainPerFrame

code: enum { NumToDrainPerFrame = FSharedPoolPolicyData::NumToDrainPerFrame }


description: Destructor

code: virtual ~FBoneBufferPool()


className: FBoneBufferPoolPolicy

description: The policy for pooling bone vertex buffers

code: class FBoneBufferPoolPolicy : public [FSharedPoolPolicyData](API\Runtime\Engine\FSharedPoolPolicyData)


description: Returns true if bone is child of for current asset.

code: bool BoneIsChildOf ( const int32 BoneIndex, const int32 ParentBoneIndex ) const


code: bool BoneIsChildOf ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & ParentBoneIndex ) const


description: Deprecated* Please use CacheRequiredAnimCurves with a FCurveFilterSettings.

code: void CacheRequiredAnimCurveUids ( const [FCurveEvaluationOption](API\Runtime\Engine\FCurveEvaluationOption) & CurveEvalOption )


description: Cache required Anim Curves

code: void CacheRequiredAnimCurves ( const [UE::Anim::FCurveFilterSettings](API\Runtime\Engine\FCurveFilterSettings) & InCurveFilterSettings )


description: Returns true of RequiredBonesArray contains this bone index.

code: bool Contains ( FBoneIndexType NewIndex ) const


className: NumSafeFrames

code: enum { NumSafeFrames = FSharedPoolPolicyData::NumSafeFrames }


code: FRangedForReverseSupport &40; const FBoneContainer & InBoneContainer &41;


className: FRangedForReverseSupport

code: template<typename IterType> struct FRangedForReverseSupport


description: Fill the supplied buffer with the compact pose reference pose.

code: template<typename ArrayType> void FillWithCompactRefPose ( ArrayType & OutTransforms ) const


code: FRangedForSupport &40; const FBoneContainer & InBoneContainer &41;


className: FRangedForSupport

code: template<typename IterType> struct FRangedForSupport


description: Returns array of the size of compact pose, mapping to mesh pose index returns Required Bone Indices Array

code: const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & GetBoneIndicesArray() const


description: Returns Bone Switch Array. BitMask for RequiredBoneIndex array.

code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetBoneSwitchArray() const


description: Get the LOD that we calculated required bones when regenerated

code: int32 GetCalculatedForLOD() const


description: DEPRECATED - Ideally should use GetCompactPoseIndexFromSkeletonPoseIndex due to raw int32 here.

code: [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) GetCompactPoseIndexFromSkeletonIndex ( const int32 SkeletonIndex ) const


description:
Map skeleton bone index to compact pose index
the compact pose bone index for the specified skeleton pose bone index. Returns an invalid index if the compact pose does not include the specified skeleton bone.

code: [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) GetCompactPoseIndexFromSkeletonPoseIndex ( const [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) & SkeletonIndex ) const


code: const int32 GetCompactPoseNumBones() const


description: Get flags to apply to curves (built from metadata)

code: const [UE::Anim::FBulkCurveFlags](API\Runtime\Engine\Animation\FBulkCurveFlags) & GetCurveFlags() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & GetCompactPoseParentBoneArray() const


description: Get filter used for filtering by LOD/bone

code: const [UE::Anim::FCurveFilter](API\Runtime\Engine\Animation\FCurveFilter) & GetCurveFilter() const


description: Get Depth between bones for current asset.

code: int32 GetDepthBetweenBones ( const int32 BoneIndex, const int32 ParentBoneIndex ) const


description: Get Asset this BoneContainer was made for. Typically a SkeletalMesh, but could also be aUSkeleton.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAsset() const


description: Number of Bones in RefPose for current asset. This is NOT the number of bones in RequiredBonesArray, but the TOTAL number of bones in the RefPose of the current Asset!

code: const int32 GetNumBones() const


description: True if retargeting is disabled for debugging.

code: bool GetDisableRetargeting() const


description: Get ParentBoneIndex for current Asset.

code: int32 GetParentBoneIndex ( const int32 BoneIndex ) const


description:
Map skeleton bone index to mesh index
the mesh pose bone index for the specified skeleton pose bone index. Returns an invalid index if the mesh does not include the specified skeleton bone.

code: [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) GetMeshPoseIndexFromSkeletonPoseIndex ( const [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) & SkeletonIndex ) const


description: Curve remapping.

code: const [FCachedSkeletonCurveMapping](API\Runtime\Engine\FCachedSkeletonCurveMapping) & GetOrCreateCachedCurveMapping ( const [FSkeletonRemapping](API\Runtime\Engine\Animation\FSkeletonRemapping) * SkeletonRemapping )


description: Get ParentBoneIndex for current Asset.

code: [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) GetParentBoneIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex ) const


description: Get BoneIndex for BoneName for current Asset.

code: int32 GetPoseBoneIndexForBoneName ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


description: Access to Asset's RefSkeleton.

code: const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetReferenceSkeleton() const


description: Const accessor to PoseToSkeletonBoneIndexArray.

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > const & GetPoseToSkeletonBoneIndexArray() const


description: Pointer to RefPoseArray for current Asset.

code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetRefPoseArray() const


code: const FTransform & GetRefPoseTransform ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex ) const


code: const [FRetargetSourceCachedData](API\Runtime\Engine\FRetargetSourceCachedData) & GetRetargetSourceCachedData ( const [FName](API\Runtime\Core\UObject\FName) & InRetargetSource ) const


code: const [FRetargetSourceCachedData](API\Runtime\Engine\FRetargetSourceCachedData) & GetRetargetSourceCachedData ( const [FName](API\Runtime\Core\UObject\FName) & InSourceName, const [FSkeletonRemapping](API\Runtime\Engine\Animation\FSkeletonRemapping) & InRemapping, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InRetargetTransforms ) const


description: Get SkeletalMesh Asset this BoneContainer was made for. Could be NULL if Asset is a Skeleton.

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshAsset() const


description: Get Skeleton Asset. Could either be the SkeletalMesh's Skeleton, or the Skeleton this BoneContainer was made for. Is non NULL is BoneContainer is valid.

code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeletonAsset ( bool bEvenIfUnreachable ) const


description: DEPRECATED - Ideally should use GetSkeletonPoseIndexFromCompactPoseIndex due to raw int32 here.

code: int32 GetSkeletonIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex ) const


description:
Map compact bone index to skeleton index
the skeleton pose bone index for the specified compact pose bone index. Ensures and returns an invalid index if the skeleton does not include the specified compact pose bone.

code: [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) GetSkeletonPoseIndexFromCompactPoseIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex ) const


description:
Map mesh bone index to skeleton index
the skeleton pose bone index for the specified mesh pose bone index. Ensures and returns an invalid index if the skeleton does not include the specified mesh bone.

code: [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) GetSkeletonPoseIndexFromMeshPoseIndex ( const [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) & MeshIndex ) const


description: Const accessor to SkeletonToPoseBoneIndexArray.

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > const & GetSkeletonToPoseBoneIndexArray() const


description: Deprecated* GetUIDToArrayLookupTable is deprecated, it is no longer used.

code: [TArray](API\Runtime\Core\Containers\TArray)< uint16 > const & GetUIDToArrayLookupTable() const


description: Deprecated* GetUIDToArrayIndexLookupTableValidCount is deprecated, it is no longer used.


description: Deprecated* GetUIDToArrayLookupTableBackup is deprecated, it is no longer used.

code: [TArray](API\Runtime\Core\Containers\TArray)< [SmartName::UID_Type](API\Runtime\Engine\UID_Type) > const & GetUIDToArrayLookupTableBackup() const


description: Deprecated* GetUIDToCurveTypeLookupTable is deprecated, please access from the SmartNameMapping directly viaGetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName)

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAnimCurveType](API\Runtime\Engine\Animation\FAnimCurveType) > const & GetUIDToCurveTypeLookupTable() const


description: Deprecated* GetUIDToNameLookupTable is deprecated, please access from the SmartNameMapping directly viaGetSkeletonAsset()->GetSmartNameContainer(USkeleton::AnimCurveMappingName)

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > const & GetUIDToNameLookupTable() const


description: SerialNumber

code: uint16 GetSerialNumber() const


description: Returns virutal bone cached data

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FVirtualBoneCompactPoseData](API\Runtime\Engine\FVirtualBoneCompactPoseData) > & GetVirtualBoneCompactPoseData() const


code: void InitializeTo ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InRequiredBoneIndexArray, const [UE::Anim::FCurveFilterSettings](API\Runtime\Engine\FCurveFilterSettings) & InCurveFilterSettings, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InAsset )