className: UCameraShakeBase

description: Base class for a camera shake. A camera shake contains a root shake "pattern" which is the object that contains the actual logic driving how the camera is shaken. Keeping the two separate makes it possible to completely change how a shake works without having to create a completely different asset.

code: class UCameraShakeBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bSingleInstance

description: If true to only allow a single instance of this shake class to play at any given time.

ShakeScale

description: The overall scale to apply to the shake. Only valid when the shake is active.


description: Gets the shake pattern's parent shake

module: Engine

code: [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) * GetShakeInstance() const


description: Gets the shake pattern's parent shake

code: template<typename InstanceType> InstanceType * GetShakeInstance() const


description: Gets information about this shake pattern

code: void GetShakePatternInfo ( [FCameraShakeInfo](API\Runtime\Engine\Camera\FCameraShakeInfo) & OutInfo ) const


code: virtual void GetShakePatternInfoImpl &40; FCameraShakeInfo & OutInfo &41; const


description: Returns whether this shake pattern is finished

code: bool IsFinished() const


code: virtual bool IsFinishedImpl&40;&41; const


description: Scrubs the shake pattern to the given time, and apply the generated offset to the given result

code: void ScrubShakePattern ( const [FCameraShakeScrubParams](API\Runtime\Engine\Camera\FCameraShakeScrubParams) & Params, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & OutResult )


description: Called when the shake pattern starts

code: void StartShakePattern ( const [FCameraShakeStartParams](API\Runtime\Engine\Camera\FCameraShakeStartParams) & Params )


code: virtual void StartShakePatternImpl &40; const FCameraShakeStartParams & Params &41;


description: Called when the shake pattern is manually stopped

code: void StopShakePattern ( const [FCameraShakeStopParams](API\Runtime\Engine\Camera\FCameraShakeStopParams) & Params )


code: virtual void StopShakePatternImpl &40; const FCameraShakeStopParams & Params &41;


description: Call when the shake pattern is discard, either after naturally finishing or being stopped manually

code: void TeardownShakePattern()


description: Updates the shake pattern, which should add its generated offset to the given result

code: void UpdateShakePattern ( const [FCameraShakeUpdateParams](API\Runtime\Engine\Camera\FCameraShakeUpdateParams) & Params, [FCameraShakeUpdateResult](API\Runtime\Engine\Camera\FCameraShakeUpdateResult) & OutResult )


description: Constructor for a shake pattern

code: UCameraShakePattern ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


className: UCameraShakePattern

description: A shake "pattern" defines how a camera should be effectively shaken. Examples of shake patterns are sinewave oscillation, perlin noise, or FBX animation.

code: class UCameraShakePattern : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Starts a new camera shake originating from this source, and apply it on all player controllers

code: void StartCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > InCameraShake, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


description: Stops all currently active camera shakes that are originating from this source from all player controllers

code: void StopAllCameraShakes ( bool bImmediately )


description: Computes an attenuation factor from this source

code: float GetAttenuationFactor ( const FVector & Location ) const


description: Stops a camera shake originating from this source

code: void StopAllCameraShakesOfType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > InCameraShake, bool bImmediately )


code: UCameraShakeSourceComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCameraShakeSourceComponent

code: class UCameraShakeSourceComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

Attenuation

type: ECameraShakeAtt...

description: The attenuation profile for how camera shakes' intensity falls off with distance

bAutoStart

type: bool

CameraShake

type: TSubclassOf<UC...

EditorSpriteTexture

type: TObjectPtr<UTe...

description: Sprite to display in the editor.

EditorSpriteTextureScale

type: float

description: Sprite scaling for display in the editor.

InnerAttenuationRadius

description: Under this distance from the source, the camera shakes are at full intensity

OuterAttenuationRadius

description: Outside of this distance from the source, the camera shakes don't apply at all


className: CoarseMeshStreamingHandle

code: typedef int16 CoarseMeshStreamingHandle


description: Simulate an engine frame tick. Can be used by commandlets to tick various subsystems. If running with -AllowCommandletRendering, this will also tick rendering for the provided world scene(s).

code: namespace CommandletHelpers { void CommandletHelpers::TickEngine ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, double InDeltaTime ) }


description: Allows commandlets to override the default behavior and create a custom engine class for the commandlet. If the commandlet implements this function, it should fully initialize theUEngineobject as well. Commandlets should indicate that they have implemented this function by assigning the customUEngineto GEngine.

code: virtual void CreateCustomEngine ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


description: Parses a string into tokens, separating switches (beginning with - or /) from other parameters

code: static void ParseCommandLine ( const TCHAR * CmdLine, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches )


code: static void ParseCommandLine ( const TCHAR * CmdLine, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Switches, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & Params )


code: UCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCommandlet

description: To disable shader compiling during the run of the commandlet add "-NoShaderCompile" to the commandline. This would be added as data member setting except that the shader compiler is initialized before a commandlet is created so it cannot be queried soon enough.

code: class UCommandlet : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FastExit

type: uint32: 1

description: Whether to exit the process as soon as the commandlet completes, skipping the engine shutdown

HelpDescription

type: FString

description: Description of the commandlet's purpose

HelpParamDescriptions

type: TArray<FString...

description: The description of the parameter

HelpParamNames

description: The name of the parameter the commandlet takes

HelpUsage

description: Usage template to show for "ucc help"

HelpWebLink

description: Hyperlink for more info

IsServer

description: Whether to load objects required in server, client, and editor context.

LogToConsole

description: Whether to redirect standard log to the console

ShowErrorCount

description: Whether to show standard error and warning count on exit

ShowProgress

description: Whether to show cooking progress on tick

UseCommandletResultAsExitCode

type: uint32:  1

description: Whether to use the commandlet result as the exit code, even if errors were logged during the whole engine execution


description: Example: Plugin Enable NetcodeUnitTest Plugin Enable NetcodeUnitTest,NUTUnrealEngine

code: UPluginCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPluginCommandlet

code: class UPluginCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)

CmdLineSwitches

description: Parsed commandline switches

CmdLineTokens

description: Parsed commandline tokens


code: USmokeTestCommandlet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USmokeTestCommandlet

code: class USmokeTestCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported &40; TSubclassOf< UDataLayerInstance > DataLayerType &41; const


code: AHeterogeneousVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AHeterogeneousVolume

description: A placeable actor that represents a heterogeneous volume.

code: class AHeterogeneousVolume : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)


description: Returns SkyAtmosphereComponent subobject

code: [USkyAtmosphereComponent](API\Runtime\Engine\Components\USkyAtmosphereComponent) * GetComponent() const


code: ASkyAtmosphere ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ASkyAtmosphere

code: class ASkyAtmosphere : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)


code: AVolumetricCloud ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AVolumetricCloud

description: TODO address to the documentation.

code: class AVolumetricCloud : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)


description: Values for specifying bone space.

code: namespace EBoneSpaces { enum Type { WorldSpace, ComponentSpace, } }


code: namespace EAnimationMode { enum Type { AnimationBlueprint, AnimationSingleNode, AnimationCustomMode, } }


code: namespace EControllerAnalogStick { enum Type { CAS_LeftStick, CAS_RightStick, CAS_MAX, } }


description: Determines if a primitive component contains custom collision for navigation/AI

code: namespace EHasCustomNavigableGeometry { enum Type { No, Yes, EvenIfNotCollidable, DontExport, } }


description: This enum defines how you'd like to update bones to physics world. If bone is simulating, you don't have to waste time on updating bone transform from kinematic. But also sometimes you don't like fixed bones to be updated by animation data.

code: namespace EKinematicBonesUpdateToPhysics { enum Type { SkipSimulatingBones, SkipAllBones, } }


code: namespace EMeshComponentUpdateFlag { static EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered = 2; }


code: namespace EMeshComponentUpdateFlag { static EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones = 0; }


code: namespace EMeshComponentUpdateFlag { static EMeshComponentUpdateFlag::AlwaysTickPose = 1; }


code: namespace EMeshComponentUpdateFlag { static EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered = 3; }


code: namespace EPhysicsTransformUpdateMode { enum Type { SimulationUpatesComponentTransform, ComponentTransformIsKinematic, } }


description: Types of coordinate space accepted by the functions.

code: namespace ESplineCoordinateSpace { enum Type { Local, World, } }


code: namespace ESplineMeshAxis { enum Type { X, Y, Z, } }


description: Permitted spline point types for SplineComponent.

code: namespace ESplinePointType { enum Type { Linear, Curve, Constant, CurveClamped, CurveCustomTangent, } }


description: Does timeline play or reverse ?

code: namespace ETimelineDirection { enum Type { Forward, Backward, } }


className: FActorComponentActivatedSignature

code: struct FActorComponentActivatedSignature : public [TSparseDynamicDelegate< FActorComponentActivatedSignature_MCSignature, UActorComponent, FActorComponentActivatedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FActorComponentDeactivateSignature

code: struct FActorComponentDeactivateSignature : public [TSparseDynamicDelegate< FActorComponentDeactivateSignature_MCSignature, UActorComponent, FActorComponentDeactivateSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


code: static void Set ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ChildActor, [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * ParentComponent )


className: FActorParentComponentSetter

code: struct FActorParentComponentSetter


code: void Copy ( const [FAnimationEvaluationContext](API\Runtime\Engine\Components\FAnimationEvaluationContext) & Other )


className: FAnimationEvaluationContext

code: struct FAnimationEvaluationContext

AnimInstance

type: UAnimInstance&...

description: The anim instance we are evaluating.

bDoEvaluation

description: Are we evaluating this tick.

bDoInterpolation

description: Are we performing interpolation this tick.

bDuplicateToCacheBones

description: Are we storing data in cache bones this tick.

bDuplicateToCacheCurve

description: Duplicate the cache curves

bDuplicateToCachedAttributes

description: Duplicate the cached attributes

BoneSpaceTransforms

type: TArray< FTransf...

CachedCurve

type: FBlendedHeapCur...

ComponentSpaceTransforms

description: Evaluation data, swapped in from the component when we are running parallel eval.

Curve

description: Curve data, swapped in from the component when we are running parallel eval.

CustomAttributes

description: Attribute data, swapped in from the component when we are running parallel eval

PostProcessAnimInstance

description: The post process instance we are evaluating.

RootBoneTranslation

type: FVector

SkeletalMesh

type: USkeletalMesh&...

description: The SkeletalMesh we are evaluating for.


code: FBatchedLine ( const FVector & InStart, const FVector & InEnd, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, float InLifeTime, float InThickness, uint8 InDepthPriority, uint32 InBatchID )


className: FBatchedLine

code: struct FBatchedLine

Color

type: FLinearColor


description: MeshVerts - linear array of world space vertex positions MeshIndices - array of indices into MeshVerts. Each triplet is a tri. i.e. [0,1,2] is first tri, [3,4,5] is 2nd tri, etc

code: FBatchedMesh ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > const & InMeshVerts, [TArray](API\Runtime\Core\Containers\TArray)< int32 > const & InMeshIndices, [FColor](API\Runtime\Core\Math\FColor) const & InColor, uint8 InDepthPriority, float LifeTime, uint32 InBatchID )


className: FBatchedMesh

code: struct FBatchedMesh

type: FColor

MeshIndices

type: TArray< int32 >

MeshVerts

type: TArray< FVector...


code: FBatchedPoint ( const FVector & InPosition, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, float InPointSize, float InLifeTime, uint8 InDepthPriority, uint32 InBatchID )


className: FBatchedPoint

code: struct FBatchedPoint


className: FCachedKeyToActionInfo

description: Struct that exists to store runtime cache to make key to action lookups faster.

code: struct FCachedKeyToActionInfo

AnyKeyToActionMap

type: TArray<TShared...

description: Keep the AnyKey to action map separately as we don't want to have query the map to find it every time.

KeyMapBuiltForIndex

description: What index of the player input's key mappings was the map built for.

KeyToActionMap

type: TMap<FKey,TAr...

description: Reverse lookup map to speed up evaluation of action bindings.

PlayerInput

type: TWeakObjectPtr<...

description: Which PlayerInput object this has been built for


className: FChildActorAttachedActorInfo

code: struct FChildActorAttachedActorInfo

RelativeTransform

type: FTransform

SocketName

type: FName


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


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FChildActorComponentInstanceData()


code: FChildActorComponentInstanceData ( const class [UChildActorComponent](API\Runtime\Engine\Components\UChildActorComponent) * Component )


className: FChildActorComponentInstanceData

code: struct FChildActorComponentInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

ActorInstanceData

type: TSharedPtr<FAc...

description: The saved properties for the ChildActor itself.

AttachedActors

type: TArray<FChildA...

ChildActorClass

type: TSubclassOf<AA...

description: The class of the child actor when the instance data cache was stored.

ChildActorGUID

type: FGuid

description: Keep track of the child actor GUID to reuse it when reinstancing

ChildActorName

description: The name of the spawned child actor so it (attempts to) remain constant across construction script reruns.

ComponentInstanceData

type: TSharedPtr<FCo...

description: The component instance data cache for the ChildActor spawned by this component.


className: FClosestPointOnPhysicsAsset

code: struct FClosestPointOnPhysicsAsset

BoneName

description: The name of the bone associated with the closest body

ClosestWorldPosition

description: The closest point in world space

Distance

type: float

description: The distance of the closest point and the original world position.

Normal

description: The normal associated with the surface of the closest body


code: FClusterNode ( const [FClusterNode_DEPRECATED](API\Runtime\Engine\Components\FClusterNode_DEPRECATED) & OldNode )


description: Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one.

code: struct FClusterNode_DEPRECATED


className: FComponentBeginCursorOverSignature

code: struct FComponentBeginCursorOverSignature : public [TSparseDynamicDelegate< FComponentBeginCursorOverSignature_MCSignature, UPrimitiveComponent, FComponentBeginCursorOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentBeginOverlapSignature

code: struct FComponentBeginOverlapSignature : public [TSparseDynamicDelegate< FComponentBeginOverlapSignature_MCSignature, UPrimitiveComponent, FComponentBeginOverlapSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentBeginTouchOverSignature

code: struct FComponentBeginTouchOverSignature : public [TSparseDynamicDelegate< FComponentBeginTouchOverSignature_MCSignature, UPrimitiveComponent, FComponentBeginTouchOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentEndCursorOverSignature

code: struct FComponentEndCursorOverSignature : public [TSparseDynamicDelegate< FComponentEndCursorOverSignature_MCSignature, UPrimitiveComponent, FComponentEndCursorOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


code: struct FComponentCollisionSettingsChangedSignature : public [TSparseDynamicDelegate< FComponentCollisionSettingsChangedSignature_MCSignature, UPrimitiveComponent, FComponentCollisionSettingsChangedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentEndOverlapSignature

code: struct FComponentEndOverlapSignature : public [TSparseDynamicDelegate< FComponentEndOverlapSignature_MCSignature, UPrimitiveComponent, FComponentEndOverlapSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentEndTouchOverSignature

code: struct FComponentEndTouchOverSignature : public [TSparseDynamicDelegate< FComponentEndTouchOverSignature_MCSignature, UPrimitiveComponent, FComponentEndTouchOverSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentHitSignature

code: struct FComponentHitSignature : public [TSparseDynamicDelegate< FComponentHitSignature_MCSignature, UPrimitiveComponent, FComponentHitSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentOnClickedSignature

code: struct FComponentOnClickedSignature : public [TSparseDynamicDelegate< FComponentOnClickedSignature_MCSignature, UPrimitiveComponent, FComponentOnClickedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentOnInputTouchEndSignature

code: struct FComponentOnInputTouchEndSignature : public [TSparseDynamicDelegate< FComponentOnInputTouchEndSignature_MCSignature, UPrimitiveComponent, FComponentOnInputTouchEndSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentOnInputTouchBeginSignature

code: struct FComponentOnInputTouchBeginSignature : public [TSparseDynamicDelegate< FComponentOnInputTouchBeginSignature_MCSignature, UPrimitiveComponent, FComponentOnInputTouchBeginSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentOnReleasedSignature

code: struct FComponentOnReleasedSignature : public [TSparseDynamicDelegate< FComponentOnReleasedSignature_MCSignature, UPrimitiveComponent, FComponentOnReleasedSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentPhysicsStateChanged

code: struct FComponentPhysicsStateChanged : public [TSparseDynamicDelegate< FComponentPhysicsStateChanged_MCSignature, UPrimitiveComponent, FComponentPhysicsStateChangedInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FComponentSleepSignature

code: struct FComponentSleepSignature : public [TSparseDynamicDelegate< FComponentSleepSignature_MCSignature, UPrimitiveComponent, FComponentSleepSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


code: FComponentSync ( const [FName](API\Runtime\Core\UObject\FName) & InName, ESyncOption InSyncOption )


className: FComponentSync

code: struct FComponentSync

SyncOption

type: ESyncOption


className: FComponentWakeSignature

code: struct FComponentWakeSignature : public [TSparseDynamicDelegate< FComponentWakeSignature_MCSignature, UPrimitiveComponent, FComponentWakeSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FDirectAttachChildrenAccessor

description: Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done immediately to fix up in light of the privatization steps

code: struct FDirectAttachChildrenAccessor


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


className: FEngineShowFlagsSetting

code: struct FEngineShowFlagsSetting

Enabled

type: bool

ShowFlagName

type: FString


description:
Compares twoFEquirectPropsfor equality.
true if the are equal, false otherwise.

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


description: ComparesFEquirectPropswith anUStereoLayerShapeEquirecttrue if the are equal, false otherwise.

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


code: FEquirectProps ( FBox2D InLeftUVRect, FBox2D InRightUVRect, FVector2D InLeftScale, FVector2D InRightScale, FVector2D InLeftBias, FVector2D InRightBias, float Radius )


className: FEquirectProps

description: Properties for equirect layers

code: struct FEquirectProps

LeftBias

description: Left eye's texture coordinate bias after mapping to 2D.

LeftScale

description: Left eye's texture coordinate scale after mapping to 2D.

LeftUVRect

description: Left source texture UVRect, specifying portion of input texture corresponding to left eye.

Radius

description: Sphere radius.

RightBias

description: Right eye's texture coordinate bias after mapping to 2D.

RightScale

description: Right eye's texture coordinate scale after mapping to 2D.

RightUVRect

description: Right source texture UVRect, specifying portion of input texture corresponding to right eye.


description: Clamp to valid ranges. This might be different from the UI clamp.

code: void ClampToValidRanges()


className: FExponentialHeightFogData

description: Data for an individual fog line integral. This is the data which is not shared between fogs when multiple fogs are set up on a singleUExponentialHeightFogComponent

code: struct FExponentialHeightFogData

FogDensity

description: Global density factor for this fog.

FogHeightFalloff

description: Height density factor, controls how the density increases as height decreases.

FogHeightOffset

description: Height offset, relative to the actor position Z.


description: Update the number of active morph targets.

code: void UpdateNumActiveMorphTargets()


className: FExternalMorphSet

description: An external morph target set. External morph targets are managed by systems outside of the skinned meshes.

code: struct FExternalMorphSet

MorphBuffers

type: FMorphTargetVer...

description: The GPU compressed morph buffers.

Name

description: A name for this set, useful for debugging.


description: Set all weights to 0. Optionally set the NumActiveMorphTargets to zero as well.

code: void ZeroWeights ( bool bZeroNumActiveMorphTargets )


className: FExternalMorphSetWeights

description: The weight data for a specific external morph set.

code: struct FExternalMorphSetWeights

ActiveWeightThreshold

description: The treshold used to determine if a morph target is active or not.

description: The debug name.

NumActiveMorphTargets

description: The number of active morph targets.

Weights

type: TArray< float >

description: The weights, which can also be negative and go beyond 1.0 or -1.0.


description: Check if we have active morph targets or not.

code: bool HasActiveMorphs() const


description: Reset the morph target sets.

code: void Reset()


description: Update the number of active morph targets for all sets.


className: FExternalMorphWeightData

description: The morph target weight data for all external morph target sets.

code: struct FExternalMorphWeightData

MorphSets

type: TMap< int32,FE...

description: The map with a collection of morph sets. Each set can contains multiple morph targets.

NumActiveMorphTargets

description: The number of active morph targets.


code: void AddActiveComponent ( [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * ForceFeedbackComponent )


code: void DrawDebug ( const FVector Location, [FDisplayDebugManager](API\Runtime\Engine\Engine\FDisplayDebugManager) & DisplayDebugManager, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId ) const


code: static [FForceFeedbackManager](API\Runtime\Engine\Components\FForceFeedbackManager) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bCreateIfMissing )


className: PerWorldForceFeedbackManagers

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FForceFeedbackManager](API\Runtime\Engine\Components\FForceFeedbackManager) * > PerWorldForceFeedbackManagers;


code: void RemoveActiveComponent ( [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * ForceFeedbackComponent )


code: void Update ( FVector Location, [FForceFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FForceFeedbackValues) & Values, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId ) const


className: FForceFeedbackManager

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

code: class FForceFeedbackManager : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject), private [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: FGetActionsBoundToKey

code: struct FGetActionsBoundToKey


description: Indicates GenerateNewHandle was called

code: bool IsValid()


code: bool operator== ( const [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & Rhs )


code: FInputActionBinding ( const [FName](API\Runtime\Core\UObject\FName) InActionName, const EInputEvent InKeyEvent )


className: FInputActionBinding

description: Binds a delegate to an action.

code: struct FInputActionBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

ActionDelegate

type: FInputActionUni...

description: The delegate bound to the action

KeyEvent

type: TEnumAsByte< EI...

description: Key event to bind it to, e.g. pressed, released, double click


className: FInputActionHandlerDynamicSignature


code: template<class UserClass> void BindDelegate ( UserClass * Object, typename FInputActionHandlerWithKeySignature::template TMethodPtr< UserClass > Func )


description: Binds a native delegate and unbinds any bound dynamic delegate

code: template<class UserClass> void BindDelegate ( UserClass * Object, typename FInputActionHandlerSignature::template TMethodPtr< UserClass > Func )


description: Binds a dynamic delegate and unbinds any bound native delegate

code: void BindDelegate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FName](API\Runtime\Core\UObject\FName) FuncName )


code: template<class DelegateType, class UserClass, typename... VarTypes> void BindDelegate ( UserClass * Object, typename DelegateType::template TMethodPtr< UserClass > Func, VarTypes... Vars )


className: EBoundDelegate

code: enum EBoundDelegate { Unbound, Delegate, DelegateWithKey, DynamicDelegate, }


description: Execute function for the action unified delegate.

code: void Execute ( const [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Returns a reference to the native delegate and unbinds any bound dynamic delegate


description: Returns the object bound to either the native or dynamic delegate as a raw, untyped pointer. If you're looking for a boundUObject, preferGetUObject().

code: const void * GetObject() const


description: Returns theUObjectbound to either the native or dynamic delegate (if either is aUFunctionorUObjectdelegate)

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


description: Returns if either the native or dynamic delegate is bound

code: bool IsBound() const


description: Returns if either the native or dynamic delegate is bound to an object

code: bool IsBoundToObject ( void const * Object ) const


description: Unbinds any bound delegates

code: void Unbind()


code: FInputActionUnifiedDelegate ( FInputActionHandlerSignature D )


code: FInputActionUnifiedDelegate ( FInputActionHandlerWithKeySignature D )


code: FInputActionUnifiedDelegate ( [FInputActionHandlerDynamicSignature](API\Runtime\Engine\Components\FInputActionHandlerDynamicSignat-) D )


className: FInputActionUnifiedDelegate

code: struct FInputActionUnifiedDelegate


code: FInputAxisBinding ( const [FName](API\Runtime\Core\UObject\FName) InAxisName )


className: FInputAxisBinding

description: Binds a delegate to an axis mapping.

code: struct FInputAxisBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

AxisDelegate

type: FInputAxisUnifi...

description: The delegate bound to the axis.

AxisName

description: The axis mapping being bound to.

AxisValue

description: The value of the axis as calculated during the most recentUPlayerInput::ProcessInputStackif the InputComponent was in the stack, otherwise all values should be 0.


className: FInputAxisHandlerDynamicSignature

code: class FInputAxisHandlerDynamicSignature


code: FInputAxisKeyBinding ( const [FKey](API\Runtime\InputCore\FKey) InAxisKey )


className: FInputAxisKeyBinding

description: Binds a delegate to a raw float axis mapping.

code: struct FInputAxisKeyBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

AxisDelegate

description: The delegate bound to the axis.

AxisKey

type: FKey

description: The axis being bound to.

description: The value of the axis as calculated during the most recentUPlayerInput::ProcessInputStackif the InputComponent containing the binding was in the stack, otherwise the value will be 0.


description: Execute function for the axis unified delegate.

code: void Execute ( const float AxisValue ) const


className: FInputAxisUnifiedDelegate

description: Unified delegate specialization for float axis events.

code: struct FInputAxisUnifiedDelegate : public [TInputUnifiedDelegate< FInputAxisHandlerSignature, FInputAxisHandlerDynamicSignature >](API\Runtime\Engine\Components\TInputUnifiedDelegate)


className: FInputBinding

description: Base class for the different binding types.

code: struct FInputBinding

bConsumeInput

type: uint8: 1

description: Whether the binding should consume the input or allow it to pass to another component

bExecuteWhenPaused

description: Whether the binding should execute while paused


code: FInputGestureBinding ( const [FKey](API\Runtime\InputCore\FKey) InGestureKey )


className: FInputGestureBinding

description: Binds a gesture to a function.

code: struct FInputGestureBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

GestureDelegate

type: FInputGestureUn...

description: The delegate bound to the gesture events

GestureKey

description: The gesture being bound to.

GestureValue

description: Value parameter, meaning is dependent on the gesture.


className: FInputGestureHandlerDynamicSignature


description: Execute function for the gesture unified delegate.

code: void Execute ( const float Value ) const


className: FInputGestureUnifiedDelegate

description: Unified delegate specialization for gestureevents.

code: struct FInputGestureUnifiedDelegate : public [TInputUnifiedDelegate< FInputGestureHandlerSignature, FInputGestureHandlerDynamicSignature >](API\Runtime\Engine\Components\TInputUnifiedDelegate)


code: FInputKeyBinding ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) InChord, const EInputEvent InKeyEvent )


className: FInputKeyBinding

description: Binds a delegate to a key chord.

code: struct FInputKeyBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

Chord

type: FInputChord

description: Input Chord to bind to

KeyDelegate

description: The delegate bound to the key chord

KeyEvent

description: Key event to bind it to (e.g. pressed, released, double click)


code: FInputTouchBinding ( const enum EInputEvent InKeyEvent )


className: FInputTouchBinding

description: Binds a delegate to touch input.

code: struct FInputTouchBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

TouchDelegate

type: FInputTouchUnif...

description: The delegate bound to the touch events


className: FInputTouchHandlerDynamicSignature


description: Execute function for the touch unified delegate.

code: void Execute ( const [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, const FVector Location ) const


className: FInputTouchUnifiedDelegate

description: Unified delegate specialization for Touch events.

code: struct FInputTouchUnifiedDelegate : public [TInputUnifiedDelegate< FInputTouchHandlerSignature, FInputTouchHandlerDynamicSignature >](API\Runtime\Engine\Components\TInputUnifiedDelegate)


code: FInputVectorAxisBinding ( const [FKey](API\Runtime\InputCore\FKey) InAxisKey )


className: FInputVectorAxisBinding

description: Binds a delegate to a raw vector axis mapping.

code: struct FInputVectorAxisBinding : public [FInputBinding](API\Runtime\Engine\Components\FInputBinding)

AxisDelegate

type: FInputVectorAxi...

description: The delegate bound to the axis.

AxisKey

description: The axis being bound to.

AxisValue

type: FVector

description: The value of the axis as calculated during the most recentUPlayerInput::ProcessInputStackif the InputComponent containing the binding was in the stack, otherwise the value will be (0,0,0).


className: FInputVectorAxisHandlerDynamicSignature


code: void Execute ( const FVector AxisValue ) const


className: FInputVectorAxisUnifiedDelegate

description: Unified delegate specialization for vector axis events.

code: struct FInputVectorAxisUnifiedDelegate : public [TInputUnifiedDelegate< FInputVectorAxisHandlerSignature, FInputVectorAxisHandlerDynamicSignature >](API\Runtime\Engine\Components\TInputUnifiedDelegate)


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


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FInstancedStaticMeshComponentInstanceData ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent )


description: Helper class used to preserve lighting/selection state across blueprint reinstancing

code: struct FInstancedStaticMeshComponentInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

AdditionalRandomSeeds

type: TArray<FInstan...

description: Additional random seeds

CachedStaticLighting

type: FInstancedStati...

description: Static lighting info.

InstancingRandomSeed

description: The cached random seed

SelectedInstances

type: TBitArray

description: The cached selected instances

StaticMesh

type: TObjectPtr<USt...

description: Mesh being used by component


code: FInstancedStaticMeshInstanceData()


code: FInstancedStaticMeshInstanceData ( const FMatrix & InTransform )


className: FInstancedStaticMeshInstanceData

code: struct FInstancedStaticMeshInstanceData

Transform

type: FMatrix


description: Used to store lightmap data during RerunConstructionScripts

MapBuildDataIds

type: TArray<FGuid>

description: Guid from LODData

type: FTransform

description: Transform of component


className: FInstancedStaticMeshMappingInfo

code: struct FInstancedStaticMeshMappingInfo

Mapping

type: FStaticLighting...


className: FInstancedStaticMeshRandomSeed

code: struct FInstancedStaticMeshRandomSeed


code: FInterpControlPoint ( FVector InPosition, bool bIsRelative )


className: FInterpControlPoint

code: struct FInterpControlPoint

bPositionIsRelative

type: bool

description: Is the location relative to the root components initial location.

DistanceToNext

type: float

PositionControlPoint

description: The position of the point.


className: FIsRootComponentChanged

code: struct FIsRootComponentChanged : public [TSparseDynamicDelegate< FIsRootComponentChanged_MCSignature, USceneComponent, FIsRootComponentChangedInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


code: static void AddLinkedInstance ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: static void RemoveLinkedInstance ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


code: static void ResetLinkedInstance ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent )


className: FLinkedInstancesAdapter

code: struct FLinkedInstancesAdapter


className: FLODMappingData

code: struct FLODMappingData

InverseMapping

type: TArray< int32 >


className: FMaterialSpriteElement

code: struct FMaterialSpriteElement

BaseSizeX

description: The base width of the sprite, multiplied with the DistanceToSizeCurve.

BaseSizeY

description: The base height of the sprite, multiplied with the DistanceToSizeCurve.

bSizeIsInScreenSpace

type: uint32: 1

description: Whether the size is defined in screen-space or world-space.

DistanceToOpacityCurve

type: TObjectPtr<UCu...

description: A curve that maps distance on the X axis to the sprite opacity on the Y axis.

DistanceToSizeCurve

description: A curve that maps distance on the X axis to the sprite size on the Y axis.

Material

type: TObjectPtr< cla...

description: The material that the sprite is rendered with.


className: FOnAnimInitialized

code: class FOnAnimInitialized


className: FOnAudioFinished

description: Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

code: class FOnAudioFinished


className: FOnAudioMultiEnvelopeValue

description: Called while a sound plays and returns the sound's average and max envelope value (using an envelope follower in the audio renderer per wave instance). This only works in the audio mixer.

code: class FOnAudioMultiEnvelopeValue


className: FOnAudioPlaybackPercent

description: Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

code: class FOnAudioPlaybackPercent


className: FOnAudioPlayStateChanged

description: Called when sound's PlayState changes.

code: class FOnAudioPlayStateChanged


className: FOnAudioSingleEnvelopeValue

description: Called while a sound plays and returns the sound's envelope value (using an envelope follower in the audio renderer). This only works in the audio mixer.

code: class FOnAudioSingleEnvelopeValue


className: FOnAudioVirtualizationChanged

description: Called when sound becomes virtualized or realized (resumes playback from virtualization).

code: class FOnAudioVirtualizationChanged


className: FOnBoneTransformsFinalized

code: class FOnBoneTransformsFinalized


className: FOnForceFeedbackFinished

description: Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early

code: class FOnForceFeedbackFinished


className: FOnQueueSubtitles

description: Called when subtitles are sent to the SubtitleManager. Set this delegate if you want to hijack the subtitles for other purposes

code: class FOnQueueSubtitles


className: FOnTimelineEvent

description: Signature of function to handle a timeline 'event'

code: class FOnTimelineEvent


className: FOnTimelineFloat

description: Signature of function to handle timeline float track

code: class FOnTimelineFloat


className: FOnTimelineLinearColor

description: Signature of function to handle linear color track

code: class FOnTimelineLinearColor


className: FOnTimelineVector

description: Signature of function to handle timeline vector track

code: class FOnTimelineVector


className: FPaintedVertex

description: Cached vertex information at the time the mesh was painted.

code: struct FPaintedVertex

Color

type: FColor


className: FPhysicsVolumeChanged

code: struct FPhysicsVolumeChanged : public [TSparseDynamicDelegate< FPhysicsVolumeChanged_MCSignature, USceneComponent, FPhysicsVolumeChangedInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


code: FPoseWatchDynamicData ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent )


className: FPoseWatchDynamicData

code: struct FPoseWatchDynamicData

PoseWatches

type: TArray<FAnimNo...


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FPrecomputedLightInstanceData ( const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * SourceComponent )


className: FPrecomputedLightInstanceData

description: Used to store lightmap data during RerunConstructionScripts

code: struct FPrecomputedLightInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

LightGuid

type: FGuid


code: FPrecomputedSkyLightInstanceData()


code: FPrecomputedSkyLightInstanceData ( const [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * SourceComponent )


className: FPrecomputedSkyLightInstanceData

code: struct FPrecomputedSkyLightInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

ProcessedSkyTexture

type: TRefCountPtr<F...

description: This has to be refcounted to keep it alive during the handoff without doing a deep copy.


code: bool operator() ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & Info )


code: FPredicateOverlapHasDifferentActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Owner )


className: FPredicateOverlapHasDifferentActor

description: Predicate to determine if an overlap isNOTwith a certainAActor.


code: FPredicateOverlapHasSameActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Owner )


className: FPredicateOverlapHasSameActor

description: Predicate to determine if an overlap is with a certainAActor.

code: struct FPredicateOverlapHasSameActor


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


code: const FTransform & GetComponentTransform() const


description: Replaces any references to old instances during Actor reinstancing

code: virtual void FindAndReplaceInstances ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OldToNewInstanceMap )


code: FPrimitiveComponentInstanceData ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * SourceComponent )


className: FPrimitiveComponentInstanceData

description: Component instance cached data base class for primitive components. Stores a list of instance components attached to the

code: struct FPrimitiveComponentInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)


code: void AddPrimitive ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent )


code: FRegisterComponentContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FRegisterComponentContext

code: class FRegisterComponentContext


code: static EStencilMask ToStencilMask ( const ERendererStencilMask InEnum )


className: FRendererStencilMaskEvaluation

description: Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses.

code: struct FRendererStencilMaskEvaluation


code: FRenderStateRecreator ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InActorComponent )


className: FRenderStateRecreator

code: class FRenderStateRecreator


className: FSceneCaptureMemorySize

description: Editor only structure for gathering memory size

code: struct FSceneCaptureMemorySize : public [FThreadSafeRefCountedObject](API\Runtime\Core\Templates\FThreadSafeRefCountedObject)


className: FSceneCaptureViewInfo

description: View state needed to create a scene capture renderer

code: struct FSceneCaptureViewInfo

StereoPass

type: EStereoscopicPa...

ViewLocation

type: FVector

ViewRect

type: FIntRect

ViewRotation

type: FRotator


code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


code: virtual bool ContainsData() const


code: FSceneComponentInstanceData ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * SourceComponent )


code: virtual ~FSceneComponentInstanceData()


className: FSceneComponentInstanceData

description: Component instance cached data base class for scene components. Stores a list of instance components attached to the

code: struct FSceneComponentInstanceData : public [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData)

AttachedInstanceComponents

type: TMap<TObjectPt...


description: FScopedPreventAttachedComponentMoveimplementation

code: FScopedPreventAttachedComponentMove ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


code: ~FScopedPreventAttachedComponentMove()


className: FScopedPreventAttachedComponentMove

description: Utility for temporarily changing the behavior of a SceneComponent to use absolute transforms, and then restore it to the behavior at the start of the scope.

code: class FScopedPreventAttachedComponentMove : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description: Function used to describe this tick for active tick reporting.

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph.


description: Abstract function to execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FSkeletalMeshComponentClothTickFunction

description: Tick function that prepares and simulates cloth

code: struct FSkeletalMeshComponentClothTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Target

type: USkeletalMeshCo...


description: Tick function that does post physics work on skeletal mesh component. This executes in EndPhysics (after physics is done)

code: struct FSkeletalMeshComponentEndPhysicsTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)


code: bool BeginReleaseOverrideVertexColors()


code: bool BeginReleaseOverrideSkinWeights()


code: void EndReleaseOverrideVertexColors()


code: void EndReleaseOverrideSkinWeights()


className: FSkelMeshComponentLODInfo

description: LOD specific setup for the skeletal mesh component.

code: struct FSkelMeshComponentLODInfo

HiddenMaterials

type: TArray< bool >

description: Material corresponds to section. To show/hide each section, use this.

OverrideProfileSkinWeights

type: FSkinWeightVert...

description: Vertex buffer used to override skin weights from one of the profiles

OverrideVertexColors

type: FColorVertexBuf...

description: Vertex buffer used to override vertex colors


className: FSkelMeshSkinWeightInfo

description: Vertex skin weight info supplied for a component override.

code: struct FSkelMeshSkinWeightInfo

Bones

description: Indexof bones that influence this vertex

Weights

description: Influence of each bone on this vertex


description: Reference counting.

code: void AddRef()


description: PVS-Studio notices that the implementation of GetSizeX is identical to this one and warns us. In this case, it is intentional, so we disable the warning:

code: virtual uint32 GetSizeY() const


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void SetupParameters ( int32 InSize, int32 InNumMips, EPixelFormat InFormat )


code: virtual ~FSkyTextureCubeResource()


className: FSkyTextureCubeResource

description: A cubemap texture resource that knows how to upload the capture data from a sky capture.

code: class FSkyTextureCubeResource : public [FTexture](API\Runtime\RenderCore\FTexture), private [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)


description: Returns the length of the specified spline segment up to the parametric value given

code: float GetSegmentLength ( const int32 Index, const float Param, bool bClosedLoop, const FVector & Scale3D ) const


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


description: Returns total length along this spline

code: float GetSplineLength() const


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


description: Update the spline's internal data according to the passed-in params

code: void UpdateSpline ( bool bClosedLoop, bool bStationaryEndpoints, int32 ReparamStepsPerSegment, bool bLoopPositionOverride, float LoopPosition, const FVector & Scale3D )


className: FSplineCurves

code: struct FSplineCurves

Position

type: FInterpCurveVec...

description: Spline built from position data.

ReparamTable

type: FInterpCurveFlo...

description: Input: distance along curve, output: parameter that puts you there.

Rotation

type: FInterpCurveQua...

description: Spline built from rotation data.

Scale

description: Spline built from scale data.


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FSplineInstanceData ( const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SourceComponent )


className: FSplineInstanceData

description: Used to store spline data during RerunConstructionScripts

code: struct FSplineInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

bSplineHasBeenEdited

type: bool

SplineCurves

type: FSplineCurves


code: FSplineMeshInstanceData ( const [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * SourceComponent )


code: virtual ~FSplineMeshInstanceData()


className: FSplineMeshInstanceData

description: Used to store spline mesh data during RerunConstructionScripts

code: struct FSplineMeshInstanceData : public [FStaticMeshComponentInstanceData](API\Runtime\Engine\Components\FStaticMeshComponentInstanceData)


className: FSplineMeshParams

description: Structure that holds info about spline, passed to renderer to deformUStaticMesh. Also used by Lightmass, so be sure to update Lightmass::FSplineMeshParams and the static lighting code if this changes!

code: struct FSplineMeshParams

EndOffset

description: Ending offset of the mesh from the spline, in component space.

EndPos

description: End location of spline, in component space.

EndRoll

type: float

description: Roll around spline applied at end, in radians.

EndScale

description: X and Y scale applied to mesh at end of spline.

EndTangent

description: End tangent of spline, in component space.

StartOffset

description: Starting offset of the mesh from the spline, in component space.

StartPos

description: Start location of spline, in component space.

StartRoll

description: Roll around spline applied at start, in radians.

StartScale

description: X and Y scale applied to mesh at start of spline.

StartTangent

description: Start tangent of spline, in component space.


description: Default constructor

code: FSplinePoint()


description: Constructor taking a point position

code: FSplinePoint ( float InInputKey, const FVector & InPosition )


description: Constructor taking a point position and type, and optionally rotation and scale

code: FSplinePoint ( float InInputKey, const FVector & InPosition, [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) InType, const FRotator & InRotation, const FVector & InScale )


description: Constructor taking a point position and tangent, and optionally rotation and scale

code: FSplinePoint ( float InInputKey, const FVector & InPosition, const FVector & InArriveTangent, const FVector & InLeaveTangent, const FRotator & InRotation, const FVector & InScale, [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) InType )


className: FSplinePoint

code: struct FSplinePoint

Type

type: TEnumAsByte<ES...


description: Build a linear approximation to the passed-in spline curves.

code: static void Build ( const [FSplineCurves](API\Runtime\Engine\Components\FSplineCurves) & InCurves, [TArray](API\Runtime\Core\Containers\TArray)< [FSplinePositionLinearApproximation](API\Runtime\Engine\Components\FSplinePositionLinearApproximati-) > & OutPoints, float InDensity )


code: FSplinePositionLinearApproximation ( const FVector & InPosition, float InSplineParam )


className: FSplinePositionLinearApproximation

description: A single point in linear approximation of a spline

Position

description: Position on the spline

SplineParam

description: Param of the spline at this position


className: FSpriteCategoryInfo

description: Information about the sprite category, used for visualization in the editor

code: struct FSpriteCategoryInfo

Category

type: FName

description: Sprite category that the component belongs to

Description

type: FText

description: Localized description of the sprite category

DisplayName

description: Localized name of the sprite category


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


description: Add vertex color data for a specified LOD before RerunConstructionScripts is called

code: void AddVertexColorData ( const struct [FStaticMeshComponentLODInfo](API\Runtime\Engine\FStaticMeshComponentLODInfo) & LODInfo, uint32 LODIndex )


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Re-apply vertex color data after RerunConstructionScripts is called

code: bool ApplyVertexColorData ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent ) const


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FStaticMeshComponentInstanceData()


code: FStaticMeshComponentInstanceData ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * SourceComponent )


className: FStaticMeshComponentInstanceData

code: struct FStaticMeshComponentInstanceData : public [FPrimitiveComponentInstanceData](API\Runtime\Engine\Components\FPrimitiveComponentInstanceData)

CachedStaticLighting

type: TArray<FGuid>

description: Used to store lightmap data during RerunConstructionScripts

MaterialStreamingRelativeBoxes

type: TArray< uint32 ...

description: Texture streaming editor data (for viewmodes)

StaticMesh

type: TObjectPtr< cla...

description: Mesh being used by component

StreamingTextureData

type: TArray<FStream...

description: Texture streaming build data

VertexColorLODs

type: TArray<FStatic...

description: Array of cached vertex colors for each LOD


description: Check whether this contains valid data

code: bool IsValid() const


className: FStaticMeshVertexColorLODData

description: Vertex data stored per-LOD

code: struct FStaticMeshVertexColorLODData

LODIndex

description: Indexof the LOD that this data came from

PaintedVertices

type: TArray<FPainte...

description: Copy of painted vertex data

VertexBufferColors

type: TArray<FColor...

description: Copy of vertex buffer colors


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FTentDistribution

code: struct FTentDistribution


className: FStaticShadowDepthMap

description: A texture containing depth values of static objects that was computed during the lighting build. Used by Stationary lights to shadow translucency.

code: class FStaticShadowDepthMap : public [FTexture](API\Runtime\RenderCore\FTexture)

Data

type: constFStaticSh...


description: Add a callback event to the timeline

code: void AddEvent ( float Time, [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) EventFunc )


description: Add a float interpolation to the timeline. Use a non-serializeable delegate.

code: void AddInterpFloat ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * FloatCurve, FOnTimelineFloatStatic InterpFunc )


description: Add a float interpolation to the timeline

code: void AddInterpFloat ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * FloatCurve, [FOnTimelineFloat](API\Runtime\Engine\Components\FOnTimelineFloat) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Add a linear color interpolation to the timeline. Use a non-serializeable delegate.

code: void AddInterpLinearColor ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * LinearColorCurve, FOnTimelineLinearColorStatic InterpFunc )


description: Add a linear color interpolation to the timeline

code: void AddInterpLinearColor ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * LinearColorCurve, [FOnTimelineLinearColor](API\Runtime\Engine\Components\FOnTimelineLinearColor) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Add a vector interpolation to the timeline. Use a non-serializeable delegate.

code: void AddInterpVector ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * VectorCurve, FOnTimelineVectorStatic InterpFunc )


description: Add a vector interpolation to the timeline

code: void AddInterpVector ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * VectorCurve, [FOnTimelineVector](API\Runtime\Engine\Components\FOnTimelineVector) InterpFunc, [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Get all curves used by the Timeline

code: void GetAllCurves ( [TSet](API\Runtime\Core\Containers\TSet)< class [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) * > & InOutCurves ) const


description: Get the current playback position of the Timeline

code: float GetPlaybackPosition() const


description: Get the current play rate for this timeline

code: float GetPlayRate() const


description: Get length of the timeline divided by the play rate

code: float GetScaledTimelineLength() const


description: Helper function to get to the timeline direction enum

code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetTimelineDirectionEnum()


description: Get length of the timeline

code: float GetTimelineLength() const


description: Get whether we are looping or not

code: bool IsLooping() const


description: Get whether this timeline is playing or not.

code: bool IsPlaying() const


description: Get whether we are reversing or not

code: bool IsReversing() const


description: Start playback of timeline

code: void Play()


description: Start playback of timeline from the start

code: void PlayFromStart()


description: Start playback of timeline in reverse

code: void Reverse()


description: Start playback of timeline in reverse from the end

code: void ReverseFromEnd()


description: Set the delegate to call when timeline is finished

code: void SetDirectionPropertyName ( [FName](API\Runtime\Core\UObject\FName) InDirectionPropertyName )


description: Update a certain float track's curve

code: void SetFloatCurve ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * NewFloatCurve, [FName](API\Runtime\Core\UObject\FName) FloatTrackName )


description: Update a certain linear color track's curve

code: void SetLinearColorCurve ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * NewLinearColorCurve, [FName](API\Runtime\Core\UObject\FName) LinearColorTrackName )


description: True means we whould loop, false means we should not.

code: void SetLooping ( bool bNewLooping )


description: Set the new playback position time to use

code: void SetNewTime ( float NewTime )


description: Sets the new play rate for this timeline

code: void SetPlayRate ( float NewRate )


description: Jump to a position in the timeline. If bFireEvents is true, event functions will fire, otherwise will not.

code: void SetPlaybackPosition ( float NewPosition, bool bFireEvents, bool bFireUpdate )


description: Optionally provide an object to automatically update properties on

code: void SetPropertySetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewPropertySetObject )


code: void SetTimelineFinishedFunc ( [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) NewTimelineFinishedFunc )


description: Set the static delegate to call when timeline is finished

code: void SetTimelineFinishedFunc ( FOnTimelineEventStatic NewTimelineFinishedFunc )


description: Set the length of the timeline

code: void SetTimelineLength ( float NewLength )


description: Sets the timeline length mode

code: void SetTimelineLengthMode ( ETimelineLengthMode NewMode )


description: Set the delegate to call after each timeline tick

code: void SetTimelinePostUpdateFunc ( [FOnTimelineEvent](API\Runtime\Engine\Components\FOnTimelineEvent) NewTimelinePostUpdateFunc )


description: Update a certain vector track's curve

code: void SetVectorCurve ( [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * NewVectorCurve, [FName](API\Runtime\Core\UObject\FName) VectorTrackName )


description: Stop playback of timeline

code: void Stop()


description: Advance the timeline, if playing, firing delegates

code: void TickTimeline ( float DeltaTime )


className: FTimelineEventEntry

description: Struct that contains one entry for an 'event' during the timeline

code: struct FTimelineEventEntry

EventFunc

type: FOnTimelineEven...

description: Function to execute when Time is reached

Time

description: Time at which event should fire


className: FTimelineFloatTrack

description: Struct that contains one entry for each vector interpolation performed by the timeline

code: struct FTimelineFloatTrack

FloatCurve

description: Float curve to be evaluated

FloatProperty

type: FFloatProperty...

description: Cached float property pointer

FloatPropertyName

description: Name of property that we should update from this curve

InterpFunc

type: FOnTimelineFloa...

description: Function that the output from ValueCurve will be passed to

InterpFuncStatic

description: Static version ofFOnTimelineFloat, for use with non-UObjects

TrackName

description: Name of track, usually set in Timeline Editor. Used by SetInterpFloatCurve function.


className: FTimelineLinearColorTrack

description: Struct that contains one entry for each linear color interpolation performed by the timeline

code: struct FTimelineLinearColorTrack

InterpFunc

type: FOnTimelineLine...

LinearColorCurve

description: Float curve to be evaluated

LinearColorProperty

type: FStructProperty...

description: Cached linear color struct property pointer

description: Name of track, usually set in Timeline Editor. Used by SetInterpLinearColorCurve function.


className: FTransformUpdated

code: class FTransformUpdated : public TBaseMulticastDelegate_ThreeParams< void, USceneComponent *, EUpdateTransformFlags, ETeleportType >


className: FTimelineVectorTrack

code: struct FTimelineVectorTrack

InterpFunc

type: FOnTimelineVect...

InterpFuncStatic

description: Static version ofFOnTimelineVector, for use with non-UObjects

TrackName

description: Name of track, usually set in Timeline Editor. Used by SetInterpVectorCurve function.

VectorCurve

description: Vector curve to be evaluated

VectorProperty

description: Cached vector struct property pointer


className: FVertexOffsetUsage

code: struct FVertexOffsetUsage


description: InstancedStaticMeshInstance hit proxy

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


description: Override to change the mouse based on what it is hovering over.


description: Get the element handle associated with this hit proxy, if any.


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HInstancedStaticMeshInstance ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent, int32 InInstanceIndex )


className: HInstancedStaticMeshInstance

description: InstancedStaticMeshInstance hit proxy

code: struct HInstancedStaticMeshInstance : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Component

type: TObjectPtr<UIn...


description: Binds a native delegate and unbinds any bound dynamic delegate

code: template<class UserClass> void BindDelegate ( UserClass * Object, typename DelegateType::template TMethodPtr< UserClass > Func )


description: Binds a dynamic delegate and unbinds any bound native delegate

code: void BindDelegate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FName](API\Runtime\Core\UObject\FName) FuncName )


description: Returns a const reference to the Function Delegate.

code: const DelegateType & GetDelegate() const


description: Returns a reference to the native delegate and unbinds any bound dynamic delegate


description: Returns a const reference to the Dynamic Function Delegate.

code: const DynamicDelegateType & GetDynamicDelegate() const


description: Returns if either the native or dynamic delegate is bound

code: bool IsBound() const


description: Returns if either the native or dynamic delegate is bound to an object

code: bool IsBoundToObject ( void const * Object ) const


description: Unbinds any bound delegates

code: void Unbind()


className: UnboundDelegate

code: static const DelegateType UnboundDelegate;


className: UnboundDynamicDelegate

code: static const DynamicDelegateType UnboundDynamicDelegate;


code: TInputUnifiedDelegate ( DelegateType D )


code: TInputUnifiedDelegate ( DynamicDelegateType D )


className: TInputUnifiedDelegate

description: Utility delegate class to allow binding to either a C++ function or a blueprint script delegate

code: template<class DelegateType, class DynamicDelegateType> struct TInputUnifiedDelegate

FuncDelegate

type: TSharedPtr< Del...

description: Holds the delegate to call.

FuncDynDelegate

type: TSharedPtr< Dyn...

description: Holds the dynamic delegate to call.


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FSkeletalMeshComponentClothTickFunction > : public [TStructOpsTypeTraitsBase2< FSkeletalMeshComponentClothTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FSkeletalMeshComponentEndPhysicsTickFunction > : public [TStructOpsTypeTraitsBase2< FSkeletalMeshComponentEndPhysicsTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Give a readable name for this component, including asset name if applicable

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


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


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


description: Register a SubObject that will get replicated along with the actor component. The subobject needs to be manually removed from the list before it gets deleted.

code: void AddReplicatedSubObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject, ELifetimeCondition NetCondition )


description: Make this component tick after PrerequisiteActor

code: virtual void AddTickPrerequisiteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PrerequisiteActor )


description: Make this component tick after PrerequisiteComponent.

code: virtual void AddTickPrerequisiteComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * PrerequisiteComponent )


description: Check whether the component class allows reregistration during ReregisterAllComponents

code: bool AllowReregistration() const


className: AllUCSModifiedProperties

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *, [TArray](API\Runtime\Core\Containers\TArray)< [FSimpleMemberReference](API\Runtime\Engine\EdGraph\FSimpleMemberReference) > > AllUCSModifiedProperties;


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: Override this function to implement custom logic to be executed every physics step. Only executes if the component is registered, and also bAsyncPhysicsTick must be set to true.

code: virtual void AsyncPhysicsTickComponent ( float DeltaTime, float SimTime )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Call the actor's function remotely

code: virtual bool CallRemoteFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Can this component potentially influence navigation

code: bool CanEverAffectNavigation() const


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: If we belong to a world, clear the request to do a deferred update.

code: void ClearNeedEndOfFrameUpdate()


description: Clears the component's UCS modified properties

code: void ClearUCSModifiedProperties()


description: See if this component contains the supplied tag

code: bool ComponentHasTag ( [FName](API\Runtime\Core\UObject\FName) Tag ) const


description: Returns true if this actor is contained by TestLevel.

code: bool ComponentIsInLevel ( const class [ULevel](API\Runtime\Engine\Engine\ULevel) * TestLevel ) const


description: See if this component is in the persistent level

code: bool ComponentIsInPersistentLevel ( bool bIncludeLevelStreamingPersistent ) const


className: ComponentTemplateNameSuffix

description: Suffix used to identify template component instances

code: static const [FString](API\Runtime\Core\Containers\FString) ComponentTemplateNameSuffix;


description: Create any physics engine information for this component

code: void CreatePhysicsState ( bool bAllowDeferral )


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Defers the call to SetAsyncPhysicsTickEnabled(false) to the next async tick. This allows you to remove the async physics tick callback within the async physics tick safely.

code: void DeferRemoveAsyncPhysicsTick()


description: Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Shut down any physics engine structure for this component

code: void DestroyPhysicsState()


description: Stop replicating a subobject and tell actor channels to delete the replica of this subobject next time the Actor gets replicated Note it is up to the caller to delete the local object on the authority. If you are using the legacy subobject replication method (ReplicateSubObjects() aka bReplicateUsingRegisteredSubObjectList=false) make sure the subobject doesn't get replicated there either.

code: void DestroyReplicatedSubObjectOnRemotePeers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Initializes the list of properties that are modified by the UserConstructionScript

code: void DetermineUCSModifiedProperties()


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


className: FOnMarkRenderStateDirty

code: typedef TMulticastDelegate_OneParam< void, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) & > FOnMarkRenderStateDirty


code: virtual bool ForceActorNonSpatiallyLoaded() const


description: Add properties to the component owner's actor desc.

code: virtual void GetActorDescProperties ( [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & PropertyPairsMap ) const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: UTypedElementHierarchyInterface.

code: virtual void GetComponentChildElements ( [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


description: Returns true if this type of component can ever replicate, override to disable the default behavior

code: virtual bool GetComponentClassCanReplicate() const


description: Return theULevelthat this Component is part of.

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetComponentLevel() const


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed

code: float GetComponentTickInterval() const


description: If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). If this returns an empty pointer, then the preview will default to a viewport using theFMinimalViewInfodata fromGetEditorPreviewInfo().

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomEditorPreviewWidget()


description: Return the custom HLODBuilder class that should be used to generate HLODs for components of this type. Allows the HLOD system to include whatever is needed to represent a component at a distance. For example, this is currently used to build custom HLODs for landscape streaming proxies. This could be used to generate fake lights, represent custom FX at a distance, or even to insert externally generated HLODs.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetCustomHLODBuilderClass() const


description:
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). Used for PIP preview windows.
True if the component overrides this, and fills out the view info output.

code: virtual bool GetEditorPreviewInfo ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewOut )


description:
Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions
bitmask representing all callspaces that apply to thisUFunctionin the given context

code: virtual int32 GetFunctionCallspace ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


description: Returns whether replication is enabled or not.

code: bool GetIsReplicated() const


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Tracks whether the component has been added to one of the world's end of frame update lists


description: IsNetMode()

code: ENetMode GetNetMode() const


description: Follow the Outer chain to get theAActorthat 'Owns' this component

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwner() const


description: Templated version ofGetOwner(), will return nullptr if cast fails

code: template<class T> T * GetOwner() const


description: Get the network role of the Owner, or ROLE_None if there is no owner.

code: ENetRole GetOwnerRole() const


description: This exists so subclasses don't need to have direct access to the bReplicates property so it can be made private later.

code: static const [FName](API\Runtime\Core\UObject\FName) GetReplicatesPropertyName()


description: Returns a readable name for this component, including the asset name if applicableBydefault this appends a space plusAdditionalStatObject()

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReadableName() const


description: Returns the rendering scene associated with this component

code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetScene() const


description: Returns the replication condition for the component. Only works if the actor owning the component has bReplicateUsingRegisteredSubObjectList enabled.

code: virtual ELifetimeCondition GetReplicationCondition() const


code: virtual FBox GetStreamingBounds() const


description: Returns the list of properties that are modified by the UserConstructionScript

code: void GetUCSModifiedProperties ( [TSet](API\Runtime\Core\Containers\TSet)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & ModifiedProperties ) const


description: Returns the UCS serialization index. This can be an expensive operation in the editor if you are dealing with a component that was saved before this information was present and it needs to be calculated.

code: int32 GetUCSSerializationIndex() const


description: Getter for the cached world pointer, will return null if the component is not actually spawned in a level

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


className: GlobalCreatePhysicsDelegate

description: Create component physics state global delegate.


className: GlobalDestroyPhysicsDelegate

description: Destroy component physics state global delegate.


description: Makes sure navigation system has up to date information regarding component's navigation relevancy and if it can affect navigation at all

code: void HandleCanEverAffectNavigationChange ( bool bForceUpdate )


description: Indicates that OnCreatedComponent has been called, but OnDestroyedComponent has not yet

code: bool HasBeenCreated() const


description: Indicates that InitializeComponent has been called, but UninitializeComponent has not yet

code: bool HasBeenInitialized() const


description: Indicates that BeginPlay has been called, but EndPlay has not yet

code: bool HasBegunPlay() const


description: Used to check thatDestroyPhysicsState()is working correctly

code: virtual bool HasValidPhysicsState() const


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Invalidate lighting cache with default options.

code: void InvalidateLightingCache()


description: Called when this actor component has moved, allowing it to discard statically cached lighting information.

code: virtual void InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly )


description: Returns whether the component is active or not

code: bool IsActive() const


description: Returns whether the component is in the process of being destroyed.

code: bool IsBeingDestroyed() const


description: Returns whether this component has tick enabled or not

code: virtual bool IsComponentTickEnabled() const


description: Returns true if instances of this component are created by either the user or simple construction script


description: True if this component can be modified when it was inherited from a parent actor class

code: bool IsEditableWhenInherited() const


description: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

code: virtual bool IsNameStableForNetworking() const


description: Override to specify that a component is relevant to the navigation system

code: virtual bool IsNavigationRelevant() const


description: Test whether net mode is the given mode. In optimized non-editor builds this can be more efficient thanGetNetMode()because it can check the static build flags without considering PIE.

code: bool IsNetMode ( ENetMode Mode ) const


description: Returns true if this component was owned by a net startup actor during level load.

code: bool IsNetStartupComponent() const


description: Returns true if we are replicating and this client is not authoritative

code: bool IsNetSimulating() const


description: See if the owning Actor is currently running the UCS


description: Returns whether the component's owner is selected in the editor

code: bool IsOwnerSelected() const


description: Returns true if the physics 'state' (e.g. physx bodies) are created for this component

code: bool IsPhysicsStateCreated() const


description: Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

code: virtual bool IsReadyForOwnerToAutoDestroy() const


description: Indicates that ReadyForReplication has been called

code: bool IsReadyForReplication() const


description: See if this component is currently registered

code: bool IsRegistered() const


description: Is this component's instance data in need of sending to the renderer?

code: bool IsRenderInstancesDirty() const


description: Returns true if the render 'state' (e.g. scene proxy) is created for this component

code: bool IsRenderStateCreated() const


description: Is this component in need of its whole state being sent to the renderer?

code: bool IsRenderStateDirty() const


description: Is this component's transform in need of sending to the renderer?

code: bool IsRenderTransformDirty() const


description: Tells if the object is registered to be replicated by this actor component.

code: bool IsReplicatedSubObjectRegistered ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject ) const


description: Test the selection state of aUObjecttrue if the object is selected, false otherwise.

code: virtual bool IsSelectedInEditor() const


description: IsSupportedForNetworking means an object can be referenced over the network

code: virtual bool IsSupportedForNetworking() const


description: Returns if this component is replicating subobjects via the registration list or via the virtual ReplicateSubObjects method. Note: the owning actor of this component must also have it's bReplicateUsingRegisteredSubObjectList flag set to true.


description: Returns true if this component is only used for visualization, usually a sprite or text

code: bool IsVisualizationComponent() const


description: Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.

code: void K2_DestroyComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Called during component creation to mark this component as editor only


description: If we belong to a world, mark this for a deferred update, otherwise do it now.

code: void MarkForNeededEndOfFrameRecreate()


code: void MarkForNeededEndOfFrameUpdate()


description: Indicate that dynamic data for this component needs to be sent at the end of the frame.

code: void MarkRenderDynamicDataDirty()


description: Marks the instances as dirty - changes to instance transforms/custom data will be sent to the render thread at the end of the frame

code: void MarkRenderInstancesDirty()


description: Mark the render state as dirty - will be sent to the render thread at the end of the frame.

code: void MarkRenderStateDirty()


className: MarkRenderStateDirtyEvent

description: Called When render state is marked dirty


description: Marks the transform as dirty - will be sent to the render thread at the end of the frame

code: void MarkRenderTransformDirty()


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Convenience method for testing whether or not we are still be constructed / initialized.

code: bool NeedsInitialization() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. If false, this object will still get loaded if NeedsLoadForServer/Client are true
true if this object should always be loaded for games running in editor builds

code: virtual bool NeedsLoadForEditorGame() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


description: Called on each component when the Actor's bEnableCollisionChanged flag changes


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: We're using the same API asIInterface_ActorSubobject, but not using it directly as a size and performance optimization.

code: void OnCreatedFromReplication()


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: Allows components to handle an EOF update happening mid tick. Can be used to block on in-flight async tasks etc. This should ensure the the component's tick is complete so that it's render update is correct.


description: Allows components to wait on outstanding tasks prior to sending EOF update data. Executed on Game Thread and may await tasks.

code: virtual void OnPreEndOfFrameSync()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Handles replication of active state, handles ticking by default but should be overridden as needed

code: virtual void OnRep_IsActive()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called when a component is created (not loaded). This can happen in the editor or during gameplay

code: virtual void OnComponentCreated()


description: Convenience method for testing whether or not our owner is still being constructed / initialized.

code: bool OwnerNeedsInitialization() const


description: Called after ApplyToComponent has run.

code: virtual void PostApplyToComponent()


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Called on the component right before replication occurs

code: virtual void PreReplication ( [IRepChangedPropertyTracker](API\Runtime\CoreUObject\UObject\IRepChangedPropertyTracker) & ChangedPropertyTracker )


description: ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. Called after InitializeComponent but before BeginPlay. From there it will only be set false when the component is destroyed. This is where you want to register your replicated subobjects if you already possess some. A component can get replicated beforeHasBegunPlay()is true if inside a tick or inBeginPlay()an RPC is called on it. Requires component to be registered, initialized and set to replicate.

code: virtual void ReadyForReplication()


description: Event called every async physics tick if bAsyncPhysicsTickEnabled is true

code: void ReceiveAsyncPhysicsTick ( float DeltaSeconds, float SimSeconds )


description: Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.

code: void ReceiveBeginPlay()