description: whether the element is currently the focus for the default user

code: bool IsFocused() const


description: whether the element is currently the focus for the specified user

module: AutomationDriver

code: bool IsFocused ( uint32 UserIndex ) const


description: whether the element believes it is currently being hovered by the cursor

code: bool IsHovered() const


description: whether the element is currently interactable; the element must be on screen

code: bool IsInteractable() const


description: whether the element is scrollable; an element is considered scrollable if it has any scrollable descendants

code: bool IsScrollable() const


description: is true if the element is scrollable and at the end position

code: bool IsScrolledToEnd() const


description: whether the element is currently visible; the element must be on screen

code: bool IsVisible() const


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for pressing the specified character. The character will not be released, nor will their be repeat character events issued for holding the character.
whether the press was successful

code: bool Press ( TCHAR Character )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for pressing the specified key. The key will not be released, nor will their be repeat key events issued for holding the key.
whether the press was successful

code: bool Press ( [FKey](API\Runtime\InputCore\FKey) Key )


description: is true if the element is scrollable and at the beginning position

code: bool IsScrolledToBeginning() const


description:
Moves the cursor over the element, then triggers the series of events to invoke mouse input for pressing the specified button. The button will not be released.
whether the press was successful

code: bool Press ( [EMouseButtons::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseButtons__Type) MouseButton )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N. They will not be released.
whether the press chord was successful

code: bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 )


code: bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character )


code: bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 )


code: bool PressChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for releasing the specified character. The character will not be pressed if it is not currently being pressed.
whether the release was successful

code: bool Release ( TCHAR Character )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for releasing the specified key. The key will not be pressed if it is not currently being pressed.
whether the release was successful

code: bool Release ( [FKey](API\Runtime\InputCore\FKey) Key )


description:
Moves the cursor over the element, then triggers the series of events to invoke mouse input for releasing the specified button. The button will not be pressed if it is not currently pressed.
whether the release was successful

code: bool Release ( [EMouseButtons::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseButtons__Type) MouseButton )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from N to 1. They will not be pressed if if not currently being pressed.
whether the release chord was successful

code: bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 )


code: bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character )


code: bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 )


code: bool ReleaseChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character )


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta. Most average user scrolling is limited to a range of -5 to 5.
whether the scroll by delta was successful

code: bool ScrollBy ( float Delta )


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll, scrolling the element until it reaches the beginning
whether the scroll to beginning was successful

code: bool ScrollToBeginning()


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta amount, scrolling the element until it reaches the beginning
whether the scroll to beginning was successful

code: bool ScrollToBeginning ( float Amount )


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll until the specified locator is locates the desired element or the beginning is reached
whether the scroll to beginning until was successful

code: bool ScrollToBeginningUntil ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & DesiredElementLocator )


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll by the specified delta amount, scrolling the element until it reaches the end
whether the scroll to end was successful

code: bool ScrollToEnd ( float Amount )


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll, scrolling the element until it reaches the beginning
whether the scroll to end was successful

code: bool ScrollToEnd()


description:
Moves the cursor over the element, then triggers the series of events to invoke a mouse wheel scroll until the specified locator is locates the desired element or the end is reached
whether the scroll to end until was successful

code: bool ScrollToEndUntil ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & DesiredElementLocator )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for each character specified. Not all control and modifier keys are supported with this method of typing.
whether the type was successful

code: bool Type ( const TCHAR * Text )


code: bool Type ( [FString](API\Runtime\Core\Containers\FString) Text )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for the specified character.
whether the type was successful

code: bool Type ( [FKey](API\Runtime\InputCore\FKey) Key )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for the specified key. Not all control and modifier keys are supported with this method of typing.
whether the type was successful

code: bool Type ( TCHAR Character )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for each key specified.
whether the type was successful

code: bool Type ( const [TArray](API\Runtime\Core\Containers\TArray)< [FKey](API\Runtime\InputCore\FKey) > & Keys )


description:
Moves focus to the element, then triggers the series of events to invoke keyboard input for each argument in order from 1 to N and then releasing those keys in order from N to 1 Chord typing is intended to ease the to execution keyboard shortcuts, such as, CTRL + SHIFT + S
whether the type chord was successful

code: bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2 )


code: bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, TCHAR Character )


code: bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, [FKey](API\Runtime\InputCore\FKey) Key3 )


code: bool TypeChord ( [FKey](API\Runtime\InputCore\FKey) Key1, [FKey](API\Runtime\InputCore\FKey) Key2, TCHAR Character )


className: IDriverElement

description: Represents the API for a potential application element

code: class IDriverElement : public [IElementLocator](API\Developer\AutomationDriver\IElementLocator)


description: the elements discovered by the locator at this current moment; calling this multiple times may return different elements

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDriverElement](API\Developer\AutomationDriver\IDriverElement), ESPMode::ThreadSafe > > GetElements()


className: IDriverElementCollection

description: Represents a potential collection of elements

code: class IDriverElementCollection


description: the sequence of actions this driver sequence represents; any actions called on this are queued for execution on the next Perform call


description: Executes all the actions that have been queued for this sequence.

code: bool Perform()


className: IDriverSequence

description: Represents a sequence of actions that can be performed as a single unit by the automation driver associted with this sequence

code: class IDriverSequence


description: Attempts to locate a specific element or set of elements in the application

code: void Locate ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< IApplicationElement >> & OutElements ) const


description: a string only to be used for debugging and logging purposes that represents this locator


className: IElementLocator

description: Represents an object whose sole purpose is to discover one or more application elements

code: class IElementLocator


description: Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> & Function, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [FDriverWaitConditionDelegate](API\Developer\AutomationDriver\FDriverWaitConditionDelegate) & Delegate, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses The lambda is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> & Function, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified condition returns true or if the specified timeout timespan elapses The delegate is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Condition ( const [FDriverWaitConditionDelegate](API\Developer\AutomationDriver\FDriverWaitConditionDelegate) & Delegate, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers elements or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementExists ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementExists ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers interactable elements or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsInteractable ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers interactable elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsInteractable ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the beginning or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToBeginning ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the beginning or if the specified timeout timespan elapses The element locator is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToBeginning ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the end or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToEnd ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers a scrollable element whose scroll position is at the end or if the specified timeout timespan elapses The element locator is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsScrolledToEnd ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers visible elements or if the specified timeout timespan elapses

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsVisible ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which completes it's wait only if the specified element locator discovers visible elements or if the specified timeout timespan elapses; The element locator is only re-evaluated at the specified wait interval

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) ElementIsVisible ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IElementLocator](API\Developer\AutomationDriver\IElementLocator), ESPMode::ThreadSafe > & ElementLocator, [FWaitInterval](API\Developer\AutomationDriver\FWaitInterval) Interval, [FWaitTimeout](API\Developer\AutomationDriver\FWaitTimeout) Timeout )


description: Creates a new wait delegate which drives its state off the result of the specified lambda

code: static [FDriverWaitDelegate](API\Developer\AutomationDriver\FDriverWaitDelegate) Lambda ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FDriverWaitResponse](API\Developer\AutomationDriver\FDriverWaitResponse)(const [FTimespan](API\Runtime\Core\Misc\FTimespan) &)> & Value )


className: Until

description: Represents a collection of fluent helper functions designed to make accessing and creating driver wait delegates easier

code: class Until


className: FOnAutomationWindowModuleShutdown

description: Delegate to call when the automation window module is shutdown.

module: AutomationWindow

code: typedef TBaseDelegate_NoParams< void > FOnAutomationWindowModuleShutdown


description:
Creates a Automation Window widget.
New Automation Test window widget

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateAutomationWindow ( const [IAutomationControllerManagerRef](API\Developer\AutomationController\IAutomationControllerManagerRef) & AutomationController, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISessionManager](API\Runtime\SessionServices\ISessionManager) > & SessionManager )


description:
Store a pointer to the AutomationWindowTab.
a weak pointer to the automation tab.

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GetAutomationWindowTab()


description:
Gets a delegate that is invoked when the automation window module shuts down.
The delegate.


description: Store a pointer to the AutomationWindowTab.

code: void SetAutomationWindowTab ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > AutomationWindowTab )


className: IAutomationWindowModule

description: Automation Window module

code: class IAutomationWindowModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Virtual destructor.

code: ~IAutomationWindowModule()


module: BSPUtils

code: FBspIndexedPoint ( const FVector & InPoint, int32 InIndex )


className: FBspIndexedPoint

code: struct FBspIndexedPoint

Point

type: FVector


code: static int32 bspAddNode ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iParent, enum [ENodePlace](API\Developer\BSPUtils\FBSPOps\ENodePlace) ENodePlace, uint32 NodeFlags, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly )


description: Add a new point to the model, merging near-duplicates, and return its index.

code: static int32 bspAddPoint ( [UModel](API\Runtime\Engine\UModel) * Model, const FVector * V, bool Exact )


description: Add a new vector to the model, merging near-duplicates, and return its index.

code: static int32 bspAddVector ( [UModel](API\Runtime\Engine\UModel) * Model, const FVector * V, bool Exact )


description: Opt = Bsp optimization, BSP_Lame (fast), BSP_Good (medium), BSP_Optimal (slow) Balance = 0-100, 0=only worry about minimizing splits, 100=only balance tree.

code: static void bspBuild ( [UModel](API\Runtime\Engine\UModel) * Model, enum [EBspOptimization](API\Developer\BSPUtils\FBSPOps\EBspOptimization) Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys, int32 iNode )


code: static void bspBuildBounds ( [UModel](API\Runtime\Engine\UModel) * Model )


description: If the Bsp's point and vector tables are nearly full, reorder them and delete unused ones.

code: static void bspRefresh ( [UModel](API\Runtime\Engine\UModel) * Model, bool NoRemapSurfs )


code: static void bspUnlinkPolys ( [UModel](API\Runtime\Engine\UModel) * Brush )


description: Validate a brush, and set iLinks on all EdPolys to index of the first identical EdPoly in the list, or its index if it's the first. Not transactional.

code: static void bspValidateBrush ( [UModel](API\Runtime\Engine\UModel) * Brush, bool ForceValidate, bool DoStatusUpdate )


code: static [FPoly](API\Runtime\Engine\Engine\FPoly) BuildInfiniteFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode )


description:
Adds a brush to the list of CSG brushes in the level, using a CSG operation.
A newly-created copy of the brush.

code: static [ABrush](API\Runtime\Engine\Engine\ABrush) * csgAddOperation ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, uint32 PolyFlags, EBrushType BrushType )


description:
Duplicates the specified brush and makes it into a CSG-able level brush.
The new brush, or NULL if the original was empty.

code: static void csgCopyBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Dest, [ABrush](API\Runtime\Engine\Engine\ABrush) * Src, uint32 PolyFlags, EObjectFlags ResFlags, bool bNeedsPrep, bool bCopyPosRotScale, bool bAllowEmpty )


description: Prepare a moving brush.

code: static void csgPrepMovingBrush ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor )


className: EBspOptimization

description: Quality level for rebuilding Bsp.

code: enum EBspOptimization { BSP_Lame, BSP_Good, BSP_Optimal, }


className: ENodePlace

description: Possible positions of a child Bsp node relative to its parent (for BspAddToNode)

code: enum ENodePlace { NODE_Back = 0, NODE_Front = 1, NODE_Plane = 2, NODE_Root = 3, }


className: GErrors

description: Errors encountered in Csg operation.

code: static int32 GErrors = 0;


className: GFastRebuild

code: static bool GFastRebuild = false;


description: Called when anAVolumeshape is changed

code: static void HandleVolumeShapeChanged ( [AVolume](API\Runtime\Engine\GameFramework\AVolume) & Volume )


description: Rebuild some brush internals

code: static void RebuildBrush ( [UModel](API\Runtime\Engine\UModel) * Brush )


description: Rotates the specified brush's vertices.

code: static void RotateBrushVerts ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Brush, const FRotator & Rotation, bool bClearComponents )


code: static void SplitPolyList ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iParent, [ENodePlace](API\Developer\BSPUtils\FBSPOps\ENodePlace) NodePlace, int32 NumPolys, [FPoly](API\Runtime\Engine\Engine\FPoly) ** PolyList, [EBspOptimization](API\Developer\BSPUtils\FBSPOps\EBspOptimization) Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys )


code: void Clear ( int32 InitialSize )


code: int32 FindOrAddPoint ( const FVector & Point, int32 Index, float Threshold )


className: FGridMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FBspPointsKey](API\Developer\BSPUtils\FBspPointsKey), [FBspPointsGridItem](API\Developer\BSPUtils\FBspPointsGridItem) > FGridMap


className: GBspPoints

code: static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspPoints = nullptr;


className: GBspVectors

code: static [FBspPointsGrid](API\Developer\BSPUtils\FBspPointsGrid) * GBspVectors = nullptr;


code: FBspPointsGrid ( float InGranularity, float InThreshold, int32 InitialSize )


className: FBspPointsGrid

description: Represents a sparse granular 3D grid into which points are added for quick (~O(1)) lookup. The 3D space is divided into a grid with a given granularity. Points are considered to have a given radius (threshold) and are added to the grid cube they fall in, and to up to seven neighbours if they overlap.

code: class FBspPointsGrid


className: FBspPointsGridItem

code: struct FBspPointsGridItem

IndexedPoints

type: TArray<FBspInd...


code: FBspPointsKey ( int32 InX, int32 InY, int32 InZ )


className: FBspPointsKey

code: struct FBspPointsKey


description: Performs any CSG operation between the brush and the world.

code: static int32 bspBrushCSG ( [ABrush](API\Runtime\Engine\Engine\ABrush) * Actor, [UModel](API\Runtime\Engine\UModel) * Model, [UModel](API\Runtime\Engine\UModel) * TempModel, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * SelectedMaterialInstance, uint32 PolyFlags, EBrushType BrushType, ECsgOper CSGOper, bool bBuildBounds, bool bMergePolys, bool bReplaceNULLMaterialRefs, bool bShowProgressBar )


description: Build EdPoly list from a model's Bsp. Not transactional.

code: static void bspBuildFPolys ( [UModel](API\Runtime\Engine\UModel) * Model, bool SurfLinks, int32 iNode, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * DestArray )


description: Clean up all nodes after a CSG operation. Resets temporary bit flags and unlinks empty leaves. Removes zero-vertex nodes which have nonzero-vertex coplanars.

code: static void bspCleanup ( [UModel](API\Runtime\Engine\UModel) * Model )


code: static void bspMergeCoplanars ( [UModel](API\Runtime\Engine\UModel) * Model, bool RemapLinks, bool MergeDisparateTextures )


description: Convert a Bsp node to an EdPoly. Returns number of vertices in Bsp node.

code: static int32 bspNodeToFPoly ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode, [FPoly](API\Runtime\Engine\Engine\FPoly) * EdPoly )


description: Optimize a level's Bsp, eliminating T-joints where possible, and building side links. This does not always do a 100% perfect job, mainly due to imperfect levels, however it should never fail or return incorrect results.

code: static void bspOptGeom ( [UModel](API\Runtime\Engine\UModel) * Model )


description: Repartition Bsp tree

code: static void bspRepartition ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, int32 iNode )


description: returns true if poly not available

code: static bool polyFindBrush ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )


description: Deprecated* polyFindMaster is deprecated; please use polyFindBrush instead

code: static bool polyFindMaster ( [UModel](API\Runtime\Engine\UModel) * InModel, int32 iSurf, [FPoly](API\Runtime\Engine\Engine\FPoly) & Poly )


description: Populates a list with all polys that are linked to the specified poly. The resulting list includes the original poly.

code: static void polyGetLinkedPolys ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush, [FPoly](API\Runtime\Engine\Engine\FPoly) * InPoly, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList )


description: Takes a list of polygons and returns a list of the outside edges (edges which are not shared by other polys in the list).

code: static void polyGetOuterEdgeList ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FEdge](API\Runtime\Core\Math\FEdge) > * InEdgeList )


description: Sets and clears all Bsp node flags. Affects all nodes, even ones that don't really exist.

code: static void polySetAndClearPolyFlags ( [UModel](API\Runtime\Engine\UModel) * Model, uint32 SetBits, uint32 ClearBits, bool SelectedOnly, bool UpdateBrush )


description: Takes a list of polygons and creates a new list of polys which have no overlapping edges. It splits edges as necessary to achieve this.

code: static void polySplitOverlappingEdges ( [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InPolyList, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > * InResult )


description: Doesn't do any transaction tracking.

code: static void polyUpdateBrush ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )


description: Deprecated* polyUpdateMaster is deprecated; please use polyUpdateBrush instead

code: static void polyUpdateMaster ( [UModel](API\Runtime\Engine\UModel) * Model, int32 iSurf, bool bUpdateTexCoords, bool bOnlyRefreshSurfaceMaterials )


className: Flag

module: CollectionManager

code: enum Flag { Self = 1<<0, Parents = 1<<1, Children = 1<<2, SelfAndParents = Self | Parents, SelfAndChildren = Self | Children, All = Self | Parents | Children, }


className: Flags

code: typedef uint32 Flags


className: ECollectionRecursionFlags

description: Controls how the collections manager will recurse when performing work against a given collection

code: struct ECollectionRecursionFlags


code: static [Type](API\Developer\CollectionManager\ECollectionShareType\Type) FromString ( const TCHAR * InString, const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) ReturnIfConversionFails )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDescription ( const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


code: static [FName](API\Runtime\Core\UObject\FName) GetIconStyleName ( const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType, const TCHAR * InSizeSuffix )


code: static bool IsValidChildType ( const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InParentType, const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InChildType )


code: static const TCHAR * ToString ( const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


code: static [FText](API\Runtime\Core\Internationalization\FText) ToText ( const [Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


className: Type

code: enum Type { CST_System, CST_Local, CST_Private, CST_Shared, CST_All, }


className: ECollectionShareType

code: struct ECollectionShareType


code: static [Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) FromString ( const TCHAR * InString, const [Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) ReturnIfConversionFails )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDescription ( const [Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) InType )


code: static const TCHAR * ToString ( const [Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) InType )


code: static [FText](API\Runtime\Core\Internationalization\FText) ToText ( const [Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) InType )


code: enum Type { Static, Dynamic, }


className: ECollectionStorageMode

code: struct ECollectionStorageMode


code: virtual [ICollectionManager](API\Developer\CollectionManager\ICollectionManager) & Get() const


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FCollectionManagerModule](API\Developer\CollectionManager\FCollectionManagerModule) & GetModule()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()if IsAvailable() returns true.
True if the module is loaded and ready to use

code: static bool IsModuleAvailable()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FCollectionManagerModule

code: class FCollectionManagerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: bool operator== ( const [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) & Other ) const


code: bool operator!= ( const [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) & Other ) const


code: FCollectionNameType ( [FName](API\Runtime\Core\UObject\FName) InName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) InType )


className: FCollectionNameType

description: A name/type pair to uniquely identify a collection

code: struct FCollectionNameType

Name

type: FName

Type

type: ECollectionShar...


className: FCollectionStatusInfo

description: The status information for a collection

code: struct FCollectionStatusInfo

bIsDirty

type: bool

description: True if the collection has unsaved changes

bIsEmpty

description: True if the collection is empty

bUseSCC

description: True if the collection uses SCC

NumObjects

description: Number of objects within the collection (static collections only)

SCCState

type: FSourceControlS...

description: The current source control state of the collection.


description:
Adds an asset to the specified collection.
true if the add was successful. If false, GetLastError will return a human readable string description of the error.

code: bool AddToCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )


description: Deprecated* FNames containing full object paths are deprecated. UseFSoftObjectPathinstead.

code: bool AddToCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FName](API\Runtime\Core\UObject\FName) ObjectPath )


code: bool AddToCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, TConstArrayView< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > ObjectPaths, int32 * OutNumAdded )


code: bool AddToCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ObjectPaths, int32 * OutNumAdded )


description: Returns true if the collection exists

code: bool CollectionExists ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType ) const


description:
Adds a collection to the asset registry. A .collection file will be added to disk.
true if the add was successful. If false, GetLastError will return a human readable string description of the error.

code: bool CreateCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionStorageMode::Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) StorageMode )


description: Creates a unique collection name for the given type taking the form BaseName+(unique number)

code: void CreateUniqueCollectionName ( const [FName](API\Runtime\Core\UObject\FName) & BaseName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FName](API\Runtime\Core\UObject\FName) & OutCollectionName ) const


description:
Removes a collection to the asset registry. A .collection file will be deleted from disk.
true if the remove was successful

code: bool DestroyCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType )


description:
Removes all assets from the specified collection.
true if the clear was successful. If false, GetLastError will return a human readable string description of the error.

code: bool EmptyCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType )


className: FAddToCollectionCheckinDescriptionEvent

description: When a collection checkin happens, use this event to add additional text to the changelist description

code: class FAddToCollectionCheckinDescriptionEvent : public TBaseMulticastDelegate_TwoParams< void, const FName &, TArray< FText > & >


className: FAssetsAddedEvent

code: class FAssetsAddedEvent : public TBaseMulticastDelegate_TwoParams< void, const FCollectionNameType &, const TArray< FName > & >


className: FCollectionCreatedEvent

description: Event for when collections are created

code: class FCollectionCreatedEvent : public TBaseMulticastDelegate_OneParam< void, const FCollectionNameType & >


className: FAssetsRemovedEvent

code: class FAssetsRemovedEvent : public TBaseMulticastDelegate_TwoParams< void, const FCollectionNameType &, const TArray< FName > & >


className: FCollectionDestroyedEvent

description: Event for when collections are destroyed

code: class FCollectionDestroyedEvent : public TBaseMulticastDelegate_OneParam< void, const FCollectionNameType & >


className: FCollectionRenamedEvent

description: Event for when collections are renamed

code: class FCollectionRenamedEvent : public TBaseMulticastDelegate_TwoParams< void, const FCollectionNameType &, const FCollectionNameType & >


className: FCollectionReparentedEvent

description: Event for when collections are re-parented (params: Collection, OldParent, NewParent)

code: class FCollectionReparentedEvent : public TBaseMulticastDelegate_ThreeParams< void, const FCollectionNameType &, const TOptional< FCollectionNameType > &, const TOptional< FCollectionNameType > & >


className: FCollectionUpdatedEvent

description: Event for when collections is updated, or otherwise changed and we can't tell exactly how (eg, after updating from source control and merging)

code: class FCollectionUpdatedEvent : public TBaseMulticastDelegate_OneParam< void, const FCollectionNameType & >


className: FOnAssetsAddedToCollection

description: Event for when assets are added to a collection

code: typedef TMulticastDelegate_TwoParams< void, const [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) &, TConstArrayView< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > > FOnAssetsAddedToCollection


className: FOnAssetsRemovedFromCollection

description: Event for when assets are removed from a collection

code: typedef TMulticastDelegate_TwoParams< void, const [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) &, TConstArrayView< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > > FOnAssetsRemovedFromCollection


description: Returns a list of asset paths found in the specified collection and share type

code: bool GetAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & OutAssetPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


code: bool GetAssetsInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutAssetPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns the list of child collections of the given collection that are also of the specified share type

code: void GetChildCollectionNames ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ChildShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CollectionNames ) const


description: Returns the list of child collections of the given collection

code: void GetChildCollections ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections ) const


description: Returns a list of class paths found in the specified collection and share type

code: bool GetClassesInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & ClassPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Deprecated* FNames containing class paths are deprecated. UseFTopLevelAssetPathinstead.

code: bool GetClassesInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ClassPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description:
Gets the optional color for the specified collection
true if the collection was found, and the color was optionally filled in. If false, GetLastError will return a human readable string description of the error.

code: bool GetCollectionColor ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & OutColor ) const


description: Returns the list of collection names of the specified share type

code: void GetCollectionNames ( [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CollectionNames ) const


description: Returns the list of collections with the given name

code: void GetCollections ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections ) const


description: Returns the list of collections

code: void GetCollections ( [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections ) const


description: Deprecated* FNames containing full object paths are deprecated. UseFSoftObjectPathinstead.

code: void GetCollectionsContainingObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ObjectPaths, [TMap](API\Runtime\Core\Containers\TMap)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType), [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) >> & OutCollectionsAndMatchedObjects, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns a list of collections in which any of the specified objects exist

code: void GetCollectionsContainingObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectPaths, [TMap](API\Runtime\Core\Containers\TMap)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType), [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) >> & OutCollectionsAndMatchedObjects, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns a list of collections in which the specified object exists of the specified share type

code: void GetCollectionsContainingObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutCollectionNames, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns a list of collections in which the specified object exists

code: void GetCollectionsContainingObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath, [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


code: void GetCollectionsContainingObject ( [FName](API\Runtime\Core\UObject\FName) ObjectPath, [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


code: [FString](API\Runtime\Core\Containers\FString) GetCollectionsStringForObject ( [FName](API\Runtime\Core\UObject\FName) ObjectPath, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode, bool bFullPaths ) const


code: void GetCollectionsContainingObject ( [FName](API\Runtime\Core\UObject\FName) ObjectPath, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutCollectionNames, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns a string containing a comma separated list of collections in which the specified object exists of the specified share type

code: [FString](API\Runtime\Core\Containers\FString) GetCollectionsStringForObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode, bool bFullPaths ) const


description:
Gets the method by which the specified collection stores its objects (static or dynamic)
true if the status info was filled in. If false, GetLastError will return a human readable string description of the error.

code: bool GetCollectionStorageMode ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionStorageMode::Type](API\Developer\CollectionManager\ECollectionStorageMode\Type) & OutStorageMode ) const


description:
Gets the status info for the specified collection
true if the status info was filled in. If false, GetLastError will return a human readable string description of the error.

code: bool GetCollectionStatusInfo ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FCollectionStatusInfo](API\Developer\CollectionManager\FCollectionStatusInfo) & OutStatusInfo ) const


description:
Gets the dynamic query text for the specified collection.
true if the get was successful. If false, GetLastError will return a human readable string description of the error.

code: bool GetDynamicQueryText ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FString](API\Runtime\Core\Containers\FString) & OutQueryText ) const


description: Returns the most recent error.


description: Returns a list of object paths found in the specified collection and share type

code: bool GetObjectsInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & ObjectPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


code: bool GetObjectsInCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ObjectPaths, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns the parent collection of the given collection, or an unset value if there is no parent set

code: [TOptional](API\Runtime\Core\IO\TOptional)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > GetParentCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType ) const


description: Returns the list of root-level collection names of the specified share type

code: void GetRootCollectionNames ( [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CollectionNames ) const


description: Returns the list of root-level collections

code: void GetRootCollections ( [TArray](API\Runtime\Core\Containers\TArray)< [FCollectionNameType](API\Developer\CollectionManager\FCollectionNameType) > & OutCollections ) const


description: Called to notify the collections that they should fix-up their object references so that they no longer contain any redirectors References are only updated in-memory, and won't be saved to disk until a redirector is deleted (which forces our hand), or the collection is saved for any other reason

code: void HandleFixupRedirectors ( [ICollectionRedirectorFollower](API\Developer\CollectionManager\ICollectionRedirectorFollower) & InRedirectorFollower )


description: Called to notify the collections that an object has been deleted

code: void HandleObjectDeleted ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )


code: void HandleObjectDeleted ( const [FName](API\Runtime\Core\UObject\FName) & ObjectPath )


description: Called to notify the collections that an object has been renamed or moved

code: void HandleObjectRenamed ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OldObjectPath, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & NewObjectPath )


code: void HandleObjectRenamed ( const [FName](API\Runtime\Core\UObject\FName) & OldObjectPath, const [FName](API\Runtime\Core\UObject\FName) & NewObjectPath )


description:
Called to notify the collections that a redirector has been deleted and that they should ensure their on-disk representation is re-saved with the fixed up in-memory version
true if all of the collections that were referencing this redirector could be re-saved, false otherwise

code: bool HandleRedirectorDeleted ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )


code: bool HandleRedirectorDeleted ( const [FName](API\Runtime\Core\UObject\FName) & ObjectPath )


description:
Checks whether any collections have a custom color set, optionally retrieving the list of in-use colors
true if there are any custom colors in use, false otherwise.

code: bool HasCollectionColors ( [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > * OutColors ) const


description: Returns whether or not the collection manager contains any collections

code: bool HasCollections() const


description:
Check to see if the given object exists in the given collection
true if the object is in the collection.

code: bool IsObjectInCollection ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath, [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Deprecated* FNames containing full object paths are deprecated. UseFSoftObjectPathinstead.

code: bool IsObjectInCollection ( [FName](API\Runtime\Core\UObject\FName) ObjectPath, [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [ECollectionRecursionFlags::Flags](API\Developer\CollectionManager\ECollectionRecursionFlags\Flags) RecursionMode ) const


description: Returns whether or not the given collection name is valid. If false, GetLastError will return a human readable string description of the error.

code: bool IsValidCollectionName ( const [FString](API\Runtime\Core\Containers\FString) & CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType ) const


description:
Check to see if the given collection is valid to be used as the parent of another collection. A collection may not be parented to itself, nor any of its current children.
true if the parent is considered valid for this collection. If false, GetLastError will return a human readable string describing why the parent is invalid.

code: bool IsValidParentCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FName](API\Runtime\Core\UObject\FName) ParentCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ParentShareType ) const


description: Deprecated* Names containing full asset paths are deprecated, use OnAssetsAddedToCollection instead.


description: Deprecated* Names containing full asset paths are deprecated, use OnAssetsRemovedFromCollection instead.


code: bool RemoveFromCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, TConstArrayView< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > ObjectPaths, int32 * OutNumRemoved )


code: bool RemoveFromCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FName](API\Runtime\Core\UObject\FName) ObjectPath )


description:
Removes the asset from the specified collection.
true if the remove was successful. If false, GetLastError will return a human readable string description of the error.

code: bool RemoveFromCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath )


code: bool RemoveFromCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ObjectPaths, int32 * OutNumRemoved )


description:
Renames a collection. A .collection file will be added to disk and a .collection file will be removed.
true if the rename was successful. If false, GetLastError will return a human readable string description of the error.

code: bool RenameCollection ( [FName](API\Runtime\Core\UObject\FName) CurrentCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) CurrentShareType, [FName](API\Runtime\Core\UObject\FName) NewCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) NewShareType )


description:
Re-parents a collection. The parent collection may be re-saved if it's too old to have a stable GUID.
true if the re-parent was successful. If false, GetLastError will return a human readable string description of the error.

code: bool ReparentCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, [FName](API\Runtime\Core\UObject\FName) ParentCollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ParentShareType )


description:
Sets the optional color for the specified collection
true if the collection was found, and the color was set. If false, GetLastError will return a human readable string description of the error.

code: bool SetCollectionColor ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [TOptional](API\Runtime\Core\IO\TOptional)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & NewColor )


description:
Note: Generally you won't need to save collections manually as the collection manager takes care of that as objects and added/removed, etc. however, you may want to manually save a collection if a previous save attempt failed (and you've since corrected the issue), or if the collection contains redirected object references that you'd like to save to disk.
true if the save was successful. If false, GetLastError will return a human readable string description of the error.

code: bool SaveCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType )


description:
Sets the dynamic query text for the specified collection.
true if the set was successful. If false, GetLastError will return a human readable string description of the error.

code: bool SetDynamicQueryText ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [FString](API\Runtime\Core\Containers\FString) & InQueryText )


description:
Tests the dynamic query for the specified collection against the context provided.
true if the get was successful. If false, GetLastError will return a human readable string description of the error.

code: bool TestDynamicQuery ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [ITextFilterExpressionContext](API\Runtime\Core\Misc\ITextFilterExpressionContext) & InContext, bool & OutResult ) const


description:
Note: Generally you won't need to update collections manually as the collection manager takes care of that as collections are saved to disk.
true if the update was successful. If false, GetLastError will return a human readable string description of the error.

code: bool UpdateCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType )


description: Virtual destructor

code: virtual ~ICollectionManager()


className: ICollectionManager

code: class ICollectionManager


description: Given an object path, will see if it needs to follow any redirectors, and if so, will populate OutNewObjectPath with the new name and return true

code: bool FixupObject ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObjectPath, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OutNewObjectPath )


description: Gets the description for the section, uses the classes ToolTip by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionDescription() const


className: ICollectionRedirectorFollower

code: class ICollectionRedirectorFollower


description: Gets the section text, uses the classes DisplayName by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const


className: UCollectionSettings

code: class UCollectionSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bAutoCommitOnSave

description: When enabled, Shared and Private collections will automatically commit their changes to source control


description: Enum to describe the mode of query performed

module: CollisionAnalyzer

code: namespace ECAQueryMode { enum Type { Test, Single, Multi, } }


description: Enum to describe shape of the query

code: namespace ECAQueryShape { enum Type { Sphere, Box, Capsule, Convex, } }


description: Enum to describe type of the query

code: namespace ECAQueryType { enum Type { Raycast, GeomSweep, GeomOverlap, } }


description: Gets the debugger singleton or returns NULL

code: static [ICollisionAnalyzer](API\Developer\CollisionAnalyzer\ICollisionAnalyzer) * Get()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FCollisionAnalyzerModule

code: class FCollisionAnalyzerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: void CaptureQuery ( const FVector & Start, const FVector & End, const FQuat & Rot, [ECAQueryType::Type](API\Developer\CollisionAnalyzer\ECAQueryType__Type) QueryType, [ECAQueryShape::Type](API\Developer\CollisionAnalyzer\ECAQueryShape__Type) QueryShape, [ECAQueryMode::Type](API\Developer\CollisionAnalyzer\ECAQueryMode__Type) QueryMode, const FVector & Dims, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams, const [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & Results, const [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & TouchAllResults, double CPUTime )


description: Returns a new Collision Analyzer widget.

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


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


description: Virtual destructor

code: virtual ~ICollisionAnalyzer()


className: ICollisionAnalyzer

code: class ICollisionAnalyzer


description: Allows the subclass to disallow some assets to be gathered during AddPackagesFromPath, for instance This is similar to AllowObjectToBeCooked, but it can help with, for instance, removing maps from subdirectories, while still allowing the normal maps that come from the standard cooking process

module: CookedEditor

code: virtual bool AllowAssetToBeGathered ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Should the given enabled engine plugin be cooked?

code: virtual bool AllowEnginePluginContentToBeCooked ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > ) const


description: Allows the subclass to exclude specific objects in packages discovered during the cook.Bydefault, will disallowUBlueprintobjects

code: virtual bool AllowObjectToBeCooked ( const class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


description: Should the given enabled project plugin be cooked?

code: virtual bool AllowProjectPluginContentToBeCooked ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > ) const


description: Allow a subclass to remove packages found in GatherAllPackages

code: virtual void FilterGatheredPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames ) const


description: Gathers the packages this PackageManager wants to manage (ie cook)

code: virtual void GatherAllPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Override to add project specific packages to cook

code: virtual void GetProjectPackagesToCook ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook ) const


code: FIniCookedEditorPackageManager ( bool bIsCookedCooker )


className: FIniCookedEditorPackageManager

description: An implentation ofICookedEditorPackageManagerthat uses BaseGame.ini / DefaultGame.ini to control cooked editor packaging setup

code: class FIniCookedEditorPackageManager : public [ICookedEditorPackageManager](API\Developer\CookedEditor\ICookedEditorPackageManager)


className: FWindowsEditorTargetPlatformParent

code: typedef TGenericWindowsTargetPlatform< FWindowsPlatformProperties< false, false, false > > FWindowsEditorTargetPlatformParent


description: Use the asset registry to find packages to be cooked

code: void AddPackagesFromPath ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Packages, const TCHAR * Path, [EPackageSearchMode](API\Developer\CookedEditor\ICookedEditorPackageManager\EPackageSearchMode) SearchMode ) const


code: bool AllowAssetToBeGathered ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Override to control engine packages to cook

code: virtual void GetEnginePackagesToCook ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook ) const


code: bool AllowEnginePluginContentToBeCooked ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > ) const


code: bool AllowObjectToBeCooked ( const class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


code: bool AllowProjectPluginContentToBeCooked ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) > ) const


className: EPackageSearchMode

code: enum EPackageSearchMode { TopDirectoryOnly, Recurse, }


description: Construct a package manager for the given TP

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICookedEditorPackageManager](API\Developer\CookedEditor\ICookedEditorPackageManager) > FactoryForTargetPlatform ( [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TP, bool bIsCookedCooker )


description: Meat of this class, this calls other functions that generally will be overridden - subclass needs to pass in disabled plugins

code: void GatherAllPackagesExceptDisabled ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & DisabledPlugins ) const


code: void GatherAllPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


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


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


code: virtual ~ICookedEditorPackageManager()


className: ICookedEditorPackageManager

description: You likely can use just this class without needing to subclassTCookedEditorTargetPlatformat all, but you can do that if needed.

code: class ICookedEditorPackageManager


code: virtual bool AllowAudioVisualData() const


code: virtual bool AllowObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


code: virtual bool AllowsDevelopmentObjects() const


code: virtual bool AllowsEditorObjects() const


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


code: virtual void GetAllDevices ( [TArray](API\Runtime\Core\Containers\TArray)< [ITargetDevicePtr](API\Developer\TargetPlatform\Interfaces\ITargetDevicePtr) > & OutDevices ) const


description: Disabling stuff since it's just a cooker.

code: virtual void GetAllPossibleShaderFormats ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFormats ) const


code: virtual void GetAllTargetedShaderFormats ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFormats ) const


code: virtual void GetAllTextureFormats ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFormats ) const


code: virtual void GetExtraPackagesToCook ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames ) const


code: virtual [ITargetDevicePtr](API\Developer\TargetPlatform\Interfaces\ITargetDevicePtr) GetDefaultDevice() const


code: virtual void GetTextureFormats ( const class [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > > & OutFormats ) const


code: virtual float GetVariantPriority() const


code: virtual bool IsRunningPlatform() const


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


code: virtual bool SupportsFeature ( [ETargetPlatformFeatures](API\Developer\TargetPlatform\Interfaces\ETargetPlatformFeatures) Feature ) const


code: virtual bool SupportsVariants() const


code: TCookedCookerTargetPlatform()


code: TCookedCookerTargetPlatform ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICookedEditorPackageManager](API\Developer\CookedEditor\ICookedEditorPackageManager) > && ExistingManager )


code: ~TCookedCookerTargetPlatform()


className: TCookedCookerTargetPlatform

code: template<typename Base> class TCookedCookerTargetPlatform : public Base

PackageManager

type: TUniquePtr<ICo...


code: virtual bool AllowObject ( const class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


description: If you override this to return false, you will have to stage uncooked assets to allow the editor to run properly

code: virtual bool AllowsEditorObjects() const


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


code: virtual void GetAllDevices ( [TArray](API\Runtime\Core\Containers\TArray)< [ITargetDevicePtr](API\Developer\TargetPlatform\Interfaces\ITargetDevicePtr) > & OutDevices ) const


code: virtual void GetReflectionCaptureFormats ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFormats ) const


code: TCookedEditorTargetPlatform()


description: Allows for a custom target platform module to initialize this TargetPlatform with an existing PackageManager instead of going through the standard factory function

code: TCookedEditorTargetPlatform ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ICookedEditorPackageManager](API\Developer\CookedEditor\ICookedEditorPackageManager) > && ExistingManager )


code: ~TCookedEditorTargetPlatform()


className: TCookedEditorTargetPlatform

description: The majority of the functionality is performed in an instance of aICookedEditorPackageManagersubclass. See that class for more information.

code: template<typename Base> class TCookedEditorTargetPlatform : public Base


module: CookMetadata

code: uint16 DependencyCount() const


className: FCookMetadataPluginEntry

description: The name and dependency information for a plugin that was enabled during cooking.

code: struct FCookMetadataPluginEntry

DependencyIndexStart

description: The dependencies are stored in theFCookMetadataPluginHierarchy::PluginDependenciesarray, and this is an index into it.

Name

type: FString


className: FCookMetadataPluginHierarchy

code: struct FCookMetadataPluginHierarchy

PluginDependencies

type: TArray< uint16 ...

description: The list of plugin dependencies.

PluginsEnabledAtCook

type: TArray<FCookMe...

description: The list of plugins that were enabled during the cook that generated theFCookMetadataState, pruned to remove plugins that aren't enabled on the cook platform.

RootPlugins

description: The list of root plugins for the project as defined by the Editor.ini file.


code: static uint64 ComputeHashOfDevelopmentAssetRegistry ( FMemoryView InSerializedDevelopmentAssetRegistry )


code: const [FCookMetadataPluginHierarchy](API\Developer\CookMetadata\FCookMetadataPluginHierarchy) & GetPluginHierarchy() const


code: [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) & operator= ( const [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) & )


code: [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) & operator= ( [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) && O )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: e.g. uint64 CheckHash =GetAssociatedDevelopmentAssetRegistryHash(); bValidDevAr = ComputeHashOfDevelopmentAssetRegistry(MakeMemoryView(SerializedAssetRegistry)) == CheckHash;

code: void SetAssociatedDevelopmentAssetRegistryHash ( uint64 InHash )


description: Plugin hierarchy information.

code: void SetPluginHierarchyInfo ( [FCookMetadataPluginHierarchy](API\Developer\CookMetadata\FCookMetadataPluginHierarchy) && InPluginHierarchy )


code: FCookMetadataState ( const [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) & )


code: FCookMetadataState ( [FCookMetadataState](API\Developer\CookMetadata\FCookMetadataState) && Rhs )


className: FCookMetadataState

description: Structure serialized to disk to contain non-asset related metadata about a cook. This should always exist alongside a Development Asset Registry, and to ensure that the pair is not out of sync, users should validate the development asset registry they are using withGetAssociatedDevelopmentAssetRegistryHash().

code: class FCookMetadataState


code: namespace UE { namespace Cook { enum ECookMetadataStateVersion { PluginHierarchy = 1, VersionCount, LatestVersion = VersionCount - 1, } } }


className: EDSExportLightmapUV

description: Never: it won't force the creation of a UV channel for lightmap, if one already exists it will be exported IfNotPresent: if a channel already exists it will be used, if not a new automatic UV projection will be created Always: it will create the UV channel overwritting existing data

module: DatasmithExporter

code: enum EDSExportLightmapUV { Never, IfNotPresent, Always, }


className: EDSResizedTexturesPath

description: OriginalFolder: keeps the textures (and its resized copies if needed) in the original folder ExportFolder: copy the textures to the export path

code: enum EDSResizedTexturesPath { OriginalFolder, ExportFolder, }


description: Close the initialized DirectLink source if any.

code: void CloseCurrentSource()


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [DirectLink::FEndpoint](API\Runtime\DirectLink\FEndpoint), ESPMode::ThreadSafe > GetEnpoint()


code: bool InitializeForScene ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & Scene )


code: bool UpdateScene ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > & Scene )


className: FDatasmithDirectLink

code: class FDatasmithDirectLink


className: FInitOptions

code: struct FInitOptions

bUseDatasmithExporterUI

description: This setting will enable the datasmith exporter UI Enabling this will require the remote engine dir path to be specified It will set the engine loop in it's own thread so that the ui can run independently from the host program

RemoteEngineDirPath

type: const TCHAR ...


description:
Needs to be called before starting any export or using any other features of the datasmith export. Must be called once
True if the initialization was successful

code: static bool Initialize()


description:
Initializes the Datasmith Exporter module.
Needs to be called before starting any export or using any other features of the datasmith export module. Must be called once
True if the initialization was successful

code: static bool Initialize ( const [FInitOptions](API\Developer\DatasmithExporter\FDatasmithExporterManager\FInitOptions) & InitOptions )


description:
Run the unreal engine garbage collection on the proper thread Exporter code that want to run garbage collection should use this function instead of the standard engine function
whether the Garbage Collection ran.

code: static bool RunGarbageCollection()


description: Shuts down the Datasmith Exporter module. Must be called when the process performing exports exits

code: static void Shutdown()


className: FDatasmithExporterManager

code: class FDatasmithExporterManager


className: ColorGamma

description: Gamma of colors, usually 2.2 for Linear Workflow or 1.0 for classic workflow

code: static float ColorGamma = 2.2f;


className: LightmapUV

description: Creation of automatic flatten projection of UVs to be used on lightmaps

code: static [EDSExportLightmapUV](API\Developer\DatasmithExporter\EDSExportLightmapUV) LightmapUV = EDSExportLightmapUV::Always;


className: MaxTextureSize

description: Maximum texture size allowed, this will be used in conjuction with ResizeTexturesMode

code: static int32 MaxTextureSize = 4096;


className: MaxUnrealSupportedTextureSize

code: static const int32 MaxUnrealSupportedTextureSize = 8192;


className: PathTexturesMode

description: It sets where the resized textures will be stored

code: static [EDSResizedTexturesPath](API\Developer\DatasmithExporter\EDSResizedTexturesPath) PathTexturesMode = EDSResizedTexturesPath::ExportFolder;


className: ResizeTexturesMode

description: Policy to create GPU friendly texture sizes

code: static EDSResizeTextureMode ResizeTexturesMode = EDSResizeTextureMode::NearestPowerOfTwo;


className: FDatasmithExportOptions

code: class FDatasmithExportOptions


code: void AddGeneralError ( const TCHAR * InError )


code: void AddMissingAssetError ( const TCHAR * InError )


code: void AddTextureError ( const TCHAR * InError )


code: const TCHAR * GetGeneralError ( int32 Index ) const


code: int32 GetGeneralErrorsCount()


code: const TCHAR * GetMissingAssetError ( int32 Index ) const


code: int32 GetMissingAssetErrorsCount()


code: const TCHAR * GetTextureError ( int32 Index ) const


code: int32 GetTextureErrorsCount()


code: void ResetGeneralErrors()


code: void ResetMissingAssetErrors()


code: void ResetTextureErrors()


code: virtual ~FDatasmithLogger()


className: FDatasmithLogger

description: Logger that holds the errors during the export process. The user plugin should display the list of errors at the end of the export.

code: class FDatasmithLogger

Impl

type: FDatasmithLogge...


code: bool ExportCloth ( class [FDatasmithCloth](API\Runtime\DatasmithCore\FDatasmithCloth) & Cloth, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDatasmithClothElement](API\Runtime\DatasmithCore\IDatasmithClothElement) > & ClothElement, const TCHAR * FilePath, const TCHAR * AssetsOutputPath ) const


description:
Exports the DatasmithMesh as aUObject.
AIDatasmithMeshElementthat refers to the exported file

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > ExportToUObject ( const TCHAR * Filepath, const TCHAR * Filename, [FDatasmithMesh](API\Runtime\DatasmithCore\FDatasmithMesh) & Mesh, [FDatasmithMesh](API\Runtime\DatasmithCore\FDatasmithMesh) * CollisionMesh, [EDSExportLightmapUV](API\Developer\DatasmithExporter\EDSExportLightmapUV) LightmapUV )


description:
Exports aFDatasmithMeshas aUObjectand link it to the given IDatasmithMeshElementElement.
True if export was successful.

code: bool ExportToUObject ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > & MeshElement, const TCHAR * Filepath, [FDatasmithMesh](API\Runtime\DatasmithCore\FDatasmithMesh) & Mesh, [FDatasmithMesh](API\Runtime\DatasmithCore\FDatasmithMesh) * CollisionMesh, [EDSExportLightmapUV](API\Developer\DatasmithExporter\EDSExportLightmapUV) LightmapUV )


description: The error that happened during the last export, if any


code: FDatasmithMeshExporter()


code: virtual ~FDatasmithMeshExporter()


className: FDatasmithMeshExporter

code: class FDatasmithMeshExporter


description: Exports the entire scene. It will create the scene file as well as the resized textures (in case of resize is enabled).

code: void Export ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > DatasmithScene, bool bCleanupUnusedElements )


description: Gets the path to the assets output folder. This is where we output the mesh files, textures, etc.

code: const TCHAR * GetAssetsOutputPath() const


description: Gets the name of the scene to export.

code: const TCHAR * GetName() const


code: const TCHAR * GetOutputPath() const


description: Indicates that we're starting the export process. Starts the export metrics.

code: void PreExport()


description: Sets the logger to store the summary of the export process

code: void SetLogger ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatasmithLogger](API\Developer\DatasmithExporter\FDatasmithLogger) > & InLogger )


description: Sets the name of the scene to export. The resulting file and folder will use this name.

code: void SetName ( const TCHAR * InName )


description: Sets the output path to where this scene will be exported.

code: void SetOutputPath ( const TCHAR * InOutputPath )


description: Resets all the settings on the scene

code: void Reset()


description: Sets the progress manager for visual feedback on exporting

code: void SetProgressManager ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithProgressManager](API\Developer\DatasmithExporter\IDatasmithProgressManager) > & InProgressManager )


code: FDatasmithSceneExporter()


code: ~FDatasmithSceneExporter()


className: FDatasmithSceneExporter

description: This is the export for a DatasmithScene. Call PreExport, then Export to finish the export process.

code: class FDatasmithSceneExporter


description: Method called when progress is made during an export.

code: void ProgressEvent ( float InProgressRatio, const TCHAR * InProgressString )


code: virtual ~IDatasmithProgressManager()


className: IDatasmithProgressManager

description: Interface that is called during export time to update the progression. Implement for your specific DCC.

code: class IDatasmithProgressManager


className: EDerivedDataCacheStatus

module: DerivedDataCache

code: enum EDerivedDataCacheStatus { None = 0, Information, Warning, Error, Deactivation, }


className: FAnsiSharedString

code: typedef [TSharedString](API\Runtime\CoreUObject\Serialization\TSharedString)< ANSICHAR > FAnsiSharedString


description: Returns the version of the build system required to build this action.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetBuildSystemVersion() const


description: Returns the name of the build function with which to build this action.

code: const [FUtf8SharedString](API\Developer\DerivedDataCache\FUtf8SharedString) & GetFunction() const


description: Returns the version of the build function with which to build this action.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetFunctionVersion() const


description: Returns the key that uniquely identifies this build action.

code: const [FBuildActionKey](API\Developer\DerivedDataCache\FBuildActionKey) & GetKey() const


description: Returns the name by which to identify this action for logging and profiling.

code: const [FSharedString](API\Runtime\CoreUObject\Serialization\FSharedString) & GetName() const


description: Returns whether the action has any constants.

code: bool HasConstants() const


description: Visits every constant in order by key. The key view is valid for the lifetime of the action.

code: void IterateConstants ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, [FCbObject](API\Runtime\Core\Serialization\FCbObject) &&Value)> Visitor ) const


description: Returns whether the action has any inputs.

code: bool HasInputs() const


description: Visits every input in order by key. The key view is valid for the lifetime of the action.

code: void IterateInputs ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, const [FIoHash](API\Runtime\Core\IO\FIoHash) &RawHash, uint64 RawSize)> Visitor ) const


description:
Load a build action from compact binary.
A valid build action, or null on error.

code: static [FOptionalBuildAction](API\Developer\DerivedDataCache\FOptionalBuildAction) Load ( const [FSharedString](API\Runtime\CoreUObject\Serialization\FSharedString) & Name, [FCbObject](API\Runtime\Core\Serialization\FCbObject) && Action )


description: Saves the build action to a compact binary object. Calls BeginObject and EndObject.

code: void Save ( [FCbWriter](API\Runtime\Core\Serialization\FCbWriter) & Writer ) const


description: Add a constant object with a key that is unique within this action.

code: void AddConstant ( FUtf8StringView Key, const [FCbObject](API\Runtime\Core\Serialization\FCbObject) & Value )


className: FBuildAction

description: FBuildSession

code: class FBuildAction


description: Add an input with a key that is unique within this action.

code: void AddInput ( FUtf8StringView Key, const [FIoHash](API\Runtime\Core\IO\FIoHash) & RawHash, uint64 RawSize )


description: Build a build action, which makes this builder subsequently unusable.


className: FBuildActionBuilder

description: FBuildAction

code: class FBuildActionBuilder


className: Empty

description: A key with a zero hash.

code: static const [FBuildActionKey](API\Developer\DerivedDataCache\FBuildActionKey) Empty;


className: FBuildActionKey

description: A key that uniquely identifies a build action.

code: struct FBuildActionKey

Hash

type: FIoHash


className: FBuildCompleteParams

description: Parameters for the completion callback for build requests.

code: struct FBuildCompleteParams

BuildStatus

type: EBuildStatus

description: Detailed status of the build request.

CacheKey

type: constFCacheKey...

description: Key for the build in the cache. Empty if the build completes before the key is assigned.

Output

type: FBuildOutput&&

description: Output for the build request that completed or was canceled.

Status

type: EStatus

description: Basic status of the build request.


description: Adds the message to the build output. Must be deterministic and based only on inputs.

code: void AddMessage ( FStringView Message )


description: Adds the error to the build output. Must be deterministic and based only on inputs.

code: void AddError ( FStringView Message )


description: Adds the warning to the build output. Must be deterministic and based only on inputs.

code: void AddWarning ( FStringView Message )


description: Returns the constant with the matching key, or an object with no fields if not found.

code: [FCbObject](API\Runtime\Core\Serialization\FCbObject) FindConstant ( FUtf8StringView Key ) const


description: Returns the build policy mask used when executing this build.


description: Returns the cache policy mask used when reading or writing this build in the cache.


description: Returns the name by which to identify this build for logging and profiling.

code: const [FSharedString](API\Runtime\CoreUObject\Serialization\FSharedString) & GetName() const


description: Set the mask to the bitwise complement of the flags to be cleared: ~EBuildPolicyBuildRemote.

code: void SetBuildPolicyMask ( [EBuildPolicy](API\Developer\DerivedDataCache\UE__DerivedData__EBuildPolicy) Policy )


description: Overrides the cache bucket used when reading or writing this build in the cache.

code: void SetCacheBucket ( [FCacheBucket](API\Developer\DerivedDataCache\FCacheBucket) Bucket )


description: Set the mask to the bitwise complement of the flags to be cleared: ~ECachePolicyRemote.

code: void SetCachePolicyMask ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Policy )


description: Sets the estimated peak memory required to execute the build, excluding input size.

code: void SetRequiredMemory ( uint64 RequiredMemory )


description: Overrides the name of the type for the build. Defaults to the function name.

code: void SetTypeName ( const [FUtf8SharedString](API\Developer\DerivedDataCache\FUtf8SharedString) & TypeName )


description: Skips verification that this function has deterministic output.

code: void SkipDeterministicOutputCheck()


code: virtual ~FBuildConfigContext()


className: FBuildConfigContext

description: A build config context allows cache and build behavior to be modified based on constant inputs.

code: class FBuildConfigContext


description: Adds a value to the build output. Must have a non-null buffer and a unique ID.

code: void AddValue ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id, const [FValue](API\Developer\DerivedDataCache\FValue) & Value )


code: void AddValue ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id, const [FCompressedBuffer](API\Runtime\Core\Compression\FCompressedBuffer) & Buffer )


code: void AddValue ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id, const [FCbObject](API\Runtime\Core\Serialization\FCbObject) & Object )


code: void AddValue ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id, const [FCompositeBuffer](API\Runtime\Core\Memory\FCompositeBuffer) & Buffer, uint64 BlockSize )


code: void AddValue ( const [FValueId](API\Developer\DerivedDataCache\FValueId) & Id, const [FSharedBuffer](API\Runtime\Core\Memory\FSharedBuffer) & Buffer, uint64 BlockSize )


description: This may be called at most once on a build context. A function that uses this must support async cancellation by implementing CancelAsyncBuild. Once this has been called, the caller is responsible for calling EndAsyncBuild to finish this build. An async build may end from any thread, but the context is only safe to use from one thread at a time.

code: void BeginAsyncBuild()


code: void AddWarning ( FStringView Message )


description: It is invalid to call any other function on the build context after calling this.

code: void EndAsyncBuild()


code: [FCbObject](API\Runtime\Core\Serialization\FCbObject) FindConstant ( FUtf8StringView Key ) const


description: Returns the input with the matching key, or a null buffer if not found.

code: [FSharedBuffer](API\Runtime\Core\Memory\FSharedBuffer) FindInput ( FUtf8StringView Key ) const


code: const [FSharedString](API\Runtime\CoreUObject\Serialization\FSharedString) & GetName() const


description: Overrides the cache policy mask used when writing this build in the cache.

code: void SetCachePolicyMask ( [ECachePolicy](API\Developer\DerivedDataCache\UE__DerivedData__ECachePolicy) Policy )


code: virtual ~FBuildContext()


className: FBuildContext

description: A build context provides the inputs for a build function and saves its outputs.

code: class FBuildContext


description: Returns the name of the build function with which to build this definition.

code: const [FUtf8SharedString](API\Developer\DerivedDataCache\FUtf8SharedString) & GetFunction() const


description: Returns the key that uniquely identifies this build definition.

code: const [FBuildKey](API\Developer\DerivedDataCache\FBuildKey) & GetKey() const


description: Returns the name by which to identify this definition for logging and profiling.


description: Returns whether the definition has any constants.

code: bool HasConstants() const


description: Visits every constant in order by key. The key view is valid for the lifetime of the definition.

code: void IterateConstants ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, [FCbObject](API\Runtime\Core\Serialization\FCbObject) &&Value)> Visitor ) const


description: Returns whether the definition has any inputs.

code: bool HasInputs() const


description: Visits every input build value in order by key. The key view is valid for the lifetime of the definition.

code: void IterateInputBuilds ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) &ValueKey)> Visitor ) const


description: Visits every input file in order by key. The key and path views are valid for the lifetime of the definition.

code: void IterateInputFiles ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, FUtf8StringView Path)> Visitor ) const


description: Visits every input bulk data in order by key. The key view is valid for the lifetime of the definition.

code: void IterateInputBulkData ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, const [FGuid](API\Runtime\Core\Misc\FGuid) &BulkDataId)> Visitor ) const


description:
Load a build definition from compact binary.
A valid build definition, or null on error.

code: static [FOptionalBuildDefinition](API\Developer\DerivedDataCache\FOptionalBuildDefinition) Load ( const [FSharedString](API\Runtime\CoreUObject\Serialization\FSharedString) & Name, [FCbObject](API\Runtime\Core\Serialization\FCbObject) && Definition )


description: Visits every input hash in order by key. The key view is valid for the lifetime of the definition.

code: void IterateInputHashes ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FUtf8StringView Key, const [FIoHash](API\Runtime\Core\IO\FIoHash) &RawHash)> Visitor ) const


description: Saves the build definition to a compact binary object. Calls BeginObject and EndObject.

code: void Save ( [FCbWriter](API\Runtime\Core\Serialization\FCbWriter) & Writer ) const


className: FBuildDefinition

description: FBuildSession

code: class FBuildDefinition


description: Add a constant object with a key that is unique within this definition.

code: void AddConstant ( FUtf8StringView Key, const [FCbObject](API\Runtime\Core\Serialization\FCbObject) & Value )


description: Add a value from another build with a key that is unique within this definition.

code: void AddInputBuild ( FUtf8StringView Key, const [FBuildValueKey](API\Developer\DerivedDataCache\FBuildValueKey) & ValueKey )


description: Add a bulk data input with a key that is unique within this definition.

code: void AddInputBulkData ( FUtf8StringView Key, const [FGuid](API\Runtime\Core\Misc\FGuid) & BulkDataId )


description: Add a file input with a key that is unique within this definition.

code: void AddInputFile ( FUtf8StringView Key, FUtf8StringView Path )


description: Add a hash input with a key that is unique within this definition.

code: void AddInputHash ( FUtf8StringView Key, const [FIoHash](API\Runtime\Core\IO\FIoHash) & RawHash )


description: Build a build definition, which makes this builder subsequently unusable.


className: FBuildDefinitionBuilder

description: FBuildDefinition

code: class FBuildDefinitionBuilder


className: FBuildInputDataByKey

description: Data for build inputs with the input key.

code: struct FBuildInputDataByKey

Data

type: FCompressedBuff...

description: Data for the input.

Key

description: Key used to identify this input.