code: [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > operator^ ( enumtype e ) const


module: PhysicsCore

code: [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > operator^ ( const [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & f ) const


code: [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & operator^= ( const [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & f )


code: [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & operator^= ( enumtype e )


code: bool operator== ( enumtype e ) const


code: bool operator== ( const [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & f ) const


code: bool operator== ( bool b ) const


code: bool operator!= ( enumtype e ) const


code: bool operator!= ( const [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & f ) const


code: [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & set ( enumtype e )


code: ChaosFlags ( const [ChaosFlags](API\Runtime\PhysicsCore\ChaosFlags)< enumtype, storagetype > & f )


className: ChaosFlags

code: template<typename enumtype, typename storagetype> class ChaosFlags


code: namespace ChaosInterface { [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) * ChaosInterface::GetActor ( const [FActorShape](API\Runtime\Chaos\Chaos\Interface\FActorShape) & Hit ) }


code: namespace ChaosInterface { [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) * ChaosInterface::GetActor ( const [FPTActorShape](API\Runtime\Chaos\Chaos\Interface\FPTActorShape) & Hit ) }


code: namespace ChaosInterface { template<typename HitType> HitType * ChaosInterface::GetBlock ( [FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< HitType > & Callback ) }


code: namespace ChaosInterface { [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) ChaosInterface::GetDistance ( const [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit ) }


code: namespace ChaosInterface { [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) ChaosInterface::GetDistance ( const [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit ) }


code: namespace ChaosInterface { [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) ChaosInterface::GetFlags ( const [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit ) }


code: namespace ChaosInterface { [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) ChaosInterface::GetFlags ( const [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit ) }


code: namespace ChaosInterface { FTransform ChaosInterface::GetGlobalPose ( const [FDummyPhysActor](API\Runtime\PhysicsCore\FDummyPhysActor) & RigidActor ) }


code: namespace ChaosInterface { template<typename HitType> bool ChaosInterface::GetHasBlock ( const [FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< HitType > & Callback ) }


code: namespace ChaosInterface { uint32 ChaosInterface::GetInternalFaceIndex ( const [FQueryHit](API\Runtime\Chaos\Chaos\Interface\FQueryHit) & Hit ) }


code: namespace ChaosInterface { uint32 ChaosInterface::GetInternalFaceIndex ( const [FPTQueryHit](API\Runtime\Chaos\Chaos\Interface\FPTQueryHit) & Hit ) }


code: namespace ChaosInterface { uint32 ChaosInterface::GetInvalidPhysicsFaceIndex() }


code: namespace ChaosInterface { FVector ChaosInterface::GetNormal ( const [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit ) }


code: namespace ChaosInterface { FVector ChaosInterface::GetNormal ( const [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit ) }


code: namespace ChaosInterface { uint32 ChaosInterface::GetNumShapes ( const [FDummyPhysActor](API\Runtime\PhysicsCore\FDummyPhysActor) & RigidActor ) }


code: namespace ChaosInterface { FVector ChaosInterface::GetPosition ( const [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit ) }


code: namespace ChaosInterface { FVector ChaosInterface::GetPosition ( const [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit ) }


code: namespace ChaosInterface { const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * ChaosInterface::GetShape ( const [FActorShape](API\Runtime\Chaos\Chaos\Interface\FActorShape) & Hit ) }


code: namespace ChaosInterface { const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * ChaosInterface::GetShape ( const [FPTActorShape](API\Runtime\Chaos\Chaos\Interface\FPTActorShape) & Hit ) }


code: namespace ChaosInterface { void ChaosInterface::GetShapes ( const [FDummyPhysActor](API\Runtime\PhysicsCore\FDummyPhysActor) & RigidActor, [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) ** ShapesBuffer, uint32 NumShapes ) }


code: namespace ChaosInterface { bool ChaosInterface::HadInitialOverlap ( const [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit ) }


code: namespace ChaosInterface { uint32 ChaosInterface::GetTriangleMeshExternalFaceIndex ( const [FDummyPhysType](API\Runtime\PhysicsCore\FDummyPhysType) & Shape, uint32 InternalFaceIndex ) }


code: namespace ChaosInterface { ECollisionShapeType ChaosInterface::GetType ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & InGeometry ) }


code: namespace ChaosInterface { bool ChaosInterface::HadInitialOverlap ( const [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit ) }


code: namespace ChaosInterface { void ChaosInterface::SetActor ( [FDummyPhysType](API\Runtime\PhysicsCore\FDummyPhysType) & Hit, [FDummyPhysActor](API\Runtime\PhysicsCore\FDummyPhysActor) * Actor ) }


code: namespace ChaosInterface { void ChaosInterface::SetFlags ( [FLocationHit](API\Runtime\Chaos\Chaos\Interface\FLocationHit) & Hit, [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) Flags ) }


code: namespace ChaosInterface { void ChaosInterface::SetFlags ( [FPTLocationHit](API\Runtime\Chaos\Chaos\Interface\FPTLocationHit) & Hit, [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) Flags ) }


code: namespace ChaosInterface { void ChaosInterface::SetInternalFaceIndex ( [FQueryHit](API\Runtime\Chaos\Chaos\Interface\FQueryHit) & Hit, uint32 FaceIndex ) }


code: namespace ChaosInterface { void ChaosInterface::SetInternalFaceIndex ( [FPTQueryHit](API\Runtime\Chaos\Chaos\Interface\FPTQueryHit) & Hit, uint32 FaceIndex ) }


code: namespace ChaosInterface { void ChaosInterface::SetShape ( [FDummyPhysType](API\Runtime\PhysicsCore\FDummyPhysType) & Hit, [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * Shape ) }


code: namespace EBodyCollisionResponse { enum Type { BodyCollision_Enabled, BodyCollision_Disabled, } }


code: namespace EChaosUserDataType { enum Type { Invalid, BodyInstance, PhysicalMaterial, PhysScene, ConstraintInstance, PrimitiveComponent, AggShape, CustomPayload, } }


description: Types of Collision Shapes that are used by Trace

code: namespace ECollisionShape { enum Type { Line, Box, Sphere, Capsule, } }


code: namespace EFrictionCombineMode { enum Type { Average = 0, Min = 1, Multiply = 2, Max = 3, } }


className: FActorCreationParams

code: struct FActorCreationParams

bEnableGravity

type: bool

DebugName

type: char *

InitialTM

type: FTransform

Scene

type: FChaosScene...


code: virtual ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FQueryHit](API\Runtime\Chaos\Chaos\Interface\FQueryHit) & Hit )


code: virtual ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FPTQueryHit](API\Runtime\Chaos\Chaos\Interface\FPTQueryHit) & Hit )


code: virtual ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) & Actor )


code: virtual ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Actor )


code: virtual ~FBlockAllQueryCallback()


className: FBlockAllQueryCallback

code: class FBlockAllQueryCallback : public [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-)


className: FBodyCollisionData

description: Helper object to hold initialisation data for shapes

code: struct FBodyCollisionData

CollisionFilterData

type: FBodyCollisionF...


className: FBodyCollisionFilterData

description: Helper struct holding physics body filter data during initialisation

code: struct FBodyCollisionFilterData

QueryComplexFilter

type: FCollisionFilte...


description: Should Simulate Physics


code: bool operator== ( const [FChaosFilterData](API\Runtime\PhysicsCore\FChaosFilterData) & Other ) const


className: FBodyInstanceCore

code: struct FBodyInstanceCore

bAutoWeld

type: uint8:  1

description: If true and is attached to a parent, the two bodies will be joined into a single rigid body.

bDirtyMassProps

description: Indicates mass props need to be recomputed when switching from kinematic to simulated

bEnableGravity

description: If object should have the force of gravity applied

bGenerateWakeEvents

description: Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.

BodySetup

type: TWeakObjectPtr<...

description: BodySetupCore pointer that this instance is initialized from

bOverrideMass

description: If true, mass will not be automatically computed and you must set it directly

bSimulatePhysics

description: If true, this body will use simulation.

bStartAwake

type: uint8: 1

description: If object should start awake, or if it should initially be sleeping

bUpdateKinematicFromSimulation

description: When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.

bUpdateMassWhenScaleChanges

description: If true, it will update mass when scale change


className: FBodyCollisionFlags

code: struct FBodyCollisionFlags


code: bool operator!= ( const [FChaosFilterData](API\Runtime\PhysicsCore\FChaosFilterData) & Other ) const


code: FChaosFilterData ( uint32 w0, uint32 w1, uint32 w2, uint32 w3 )


className: FChaosFilterData

code: struct FChaosFilterData


code: FChaosQueryFilterData ( FChaosQueryFlags f )


code: FChaosQueryFilterData ( const [FChaosFilterData](API\Runtime\PhysicsCore\FChaosFilterData) & fd, FChaosQueryFlags f )


className: FChaosQueryFilterData

code: struct FChaosQueryFilterData

data

type: FChaosFilterDat...

flags

type: FChaosQueryFlag...


className: Enum

code: enum Enum { eSTATIC = (1 << 0), eDYNAMIC = (1 << 1), ePREFILTER = (1 << 2), ePOSTFILTER = (1 << 3), eANY_HIT = (1 << 4), eNO_BLOCK = (1 << 5), eSKIPNARROWPHASE = (1 << 6), eRESERVED = (1 << 15), }


className: FChaosQueryFlag

code: struct FChaosQueryFlag


code: void Overlap ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & QueryGeom, const FTransform & GeomPose, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FPTOverlapHit](API\Runtime\Chaos\Chaos\Interface\FPTOverlapHit) > & HitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: void Overlap ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & QueryGeom, const FTransform & GeomPose, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FOverlapHit](API\Runtime\Chaos\Chaos\Interface\FOverlapHit) > & HitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: void Raycast ( const FVector & Start, const FVector & Dir, const float DeltaMagnitude, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FRaycastHit](API\Runtime\Chaos\Chaos\Interface\FRaycastHit) > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: void Raycast ( const FVector & Start, const FVector & Dir, const float DeltaMagnitude, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FPTRaycastHit](API\Runtime\Chaos\Chaos\Interface\FPTRaycastHit) > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: void Sweep ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & QueryGeom, const FTransform & StartTM, const FVector & Dir, const float DeltaMagnitude, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FSweepHit](API\Runtime\Chaos\Chaos\Interface\FSweepHit) > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: void Sweep ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & QueryGeom, const FTransform & StartTM, const FVector & Dir, const float DeltaMagnitude, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FPTSweepHit](API\Runtime\Chaos\Chaos\Interface\FPTSweepHit) > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & DebugParams ) const


code: FChaosSQAccelerator ( const [Chaos::ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< [Chaos::FAccelerationStructureHandle](API\Runtime\Chaos\Chaos\FAccelerationStructureHandle), [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & InSpatialAcceleration )


code: virtual ~FChaosSQAccelerator()


className: FChaosSQAccelerator

code: class FChaosSQAccelerator


code: template<> [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Get ( void * UserData )


code: template<> [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Get ( void * UserData )


code: template<> FPhysScene * Get ( void * UserData )


code: template<> [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Get ( void * UserData )


code: template<> [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Get ( void * UserData )


code: template<> [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * Get ( void * UserData )


code: template<> FCustomChaosPayload * Get ( void * UserData )


code: template<class T> static T * Get ( void * UserData )


description: Helper function to determine if userData is garbage (maybe dangling pointer)

code: static bool IsGarbage ( void * UserData )


code: template<> void Set ( void * UserData, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Payload )


code: template<> void Set ( void * UserData, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Payload )


code: template<> void Set ( void * UserData, FPhysScene * Payload )


code: template<> void Set ( void * UserData, [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Payload )


code: template<> void Set ( void * UserData, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Payload )


code: template<> void Set ( void * UserData, [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * Payload )


code: template<> void Set ( void * UserData, FCustomChaosPayload * Payload )


code: template<class T> static void Set ( void * UserData, T * Payload )


code: FChaosUserData ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InPayload )


code: FChaosUserData ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InPayload )


code: FChaosUserData ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * InPayload )


code: FChaosUserData ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPayload )


code: FChaosUserData ( FPhysScene * InPayload )


code: FChaosUserData ( [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * InPayload )


code: FChaosUserData ( FCustomChaosPayload * InPayload )


className: FChaosUserData

code: struct FChaosUserData

Payload

type: void *

Type

type: EChaosUserDataT...


description: Utility function to get Box Extention

code: FVector GetBox() const


description: Utility function to get Capsule Half Height

code: const float GetCapsuleHalfHeight() const


description: Utility function to return Extent of the shape

code: FVector GetExtent() const


description: Get distance from center of capsule to center of sphere ends

code: float GetCapsuleAxisHalfLength() const


description: Utility function to get Capsule Radius

code: const float GetCapsuleRadius() const


description: Is the shape currently a box?

code: bool IsBox() const


description: Is the shape currently a capsule?

code: bool IsCapsule() const


description: Is the shape currently a Line (Default)?

code: bool IsLine() const


description: Utility function to get Sphere Radius

code: const float GetSphereRadius() const


description: Is the shape currently a sphere?

code: bool IsSphere() const


description: Return true if nearly zero. If so, it will back out and use line trace instead

code: bool IsNearlyZero() const


className: LineShape

description: Used by engine in multiple places. Since LineShape doesn't need any dimension, declare once and used by all codes.

code: static struct [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) LineShape;


description: Static utility function to make a box

code: static [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) MakeBox ( const FVector & BoxHalfExtent )


description: Static utility function to make a box

code: static [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) MakeBox ( const FVector3f & BoxHalfExtent )


description: Static utility function to make a capsule

code: static [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) MakeCapsule ( const FVector & Extent )


code: static [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) MakeCapsule ( const float CapsuleRadius, const float CapsuleHalfHeight )


description: Static utility function to make a sphere

code: static [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) MakeSphere ( const float SphereRadius )


code: static constexpr float MinBoxExtent()


code: static constexpr float MinCapsuleAxisHalfHeight()


code: static constexpr float MinCapsuleRadius()


code: static constexpr float MinSphereRadius()


description: Utility function to Set Box and dimension

code: void SetBox ( const FVector3f & HalfExtent )


description: Utility function to set Capsule from Extent data

code: void SetCapsule ( const FVector3f & Extent )


description: Utility function to set Capsule with Radius and Half Height

code: void SetCapsule ( const float Radius, const float HalfHeight )


description: Utility function to set Sphere with Radius

code: void SetSphere ( const float Radius )


className: FCollisionShape

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

code: struct FCollisionShape

type: union FCollisio...

description: Union that supports up to 3 floats

Box

type: FCollisionShape...

HalfExtentX

type: float

ShapeType

type: ECollisionShape...


className: FDummyPhysActor

code: struct FDummyPhysActor


className: FDummyPhysType

code: struct FDummyPhysType


code: virtual ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FQueryHit](API\Runtime\Chaos\Chaos\Interface\FQueryHit) & Hit )


code: virtual ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) & Actor )


code: virtual ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FPTQueryHit](API\Runtime\Chaos\Chaos\Interface\FPTQueryHit) & Hit )


code: virtual ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Actor )


className: FDummyCallback

code: template<typename DummyT> struct FDummyCallback


code: virtual ~FOverlapAllQueryCallback()


className: FOverlapAllQueryCallback

code: class FOverlapAllQueryCallback : public [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-)


className: FOnUpdatePhysXMaterial

code: typedef TMulticastDelegate_OneParam< void, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > FOnUpdatePhysXMaterial


className: FPhysicsDelegatesCore

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

code: class FPhysicsDelegatesCore


code: FPhysicsOverlapInputAdapater ( const FTransform & InPose )


className: FPhysicsOverlapInputAdapater

description: We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical)

code: struct FPhysicsOverlapInputAdapater


code: FPhysicsRaycastInputAdapater ( const FVector & InStart, const FVector & InDir, const EHitFlags InFlags )


className: FPhysicsRaycastInputAdapater

code: struct FPhysicsRaycastInputAdapater

Dir

type: FVector

OutputFlags

type: EHitFlags


code: FPhysicsSweepInputAdapater ( const FTransform & InStartTM, const FVector & InDir, const EHitFlags InFlags )


className: FPhysicsSweepInputAdapater

code: struct FPhysicsSweepInputAdapater

StartTM

type: FTransform


className: FQueryDebugParams

description: This is used to add debug data to scene query visitors in non-shipping builds

code: struct FQueryDebugParams

bDebugQuery

type: bool


code: void AddSQAccelerator ( [ISQAccelerator](API\Runtime\PhysicsCore\ISQAccelerator) * InAccelerator )


code: virtual void Overlap ( const FPhysicsGeometry & QueryGeom, const FTransform & GeomPose, FPhysicsHitCallback< FHitOverlap > & HitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


code: virtual void Raycast ( const FVector & Start, const FVector & Dir, const float DeltaMagnitude, FPhysicsHitCallback< FHitRaycast > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


code: virtual void Sweep ( const FPhysicsGeometry & QueryGeom, const FTransform & StartTM, const FVector & Dir, const float DeltaMagnitude, FPhysicsHitCallback< FHitSweep > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


code: void RemoveSQAccelerator ( [ISQAccelerator](API\Runtime\PhysicsCore\ISQAccelerator) * AcceleratorToRemove )


className: FSQAcceleratorUnion

code: class FSQAcceleratorUnion : public [ISQAccelerator](API\Runtime\PhysicsCore\ISQAccelerator)


code: void EndCaptureChaosOverlap ( const [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FOverlapHit](API\Runtime\Chaos\Chaos\Interface\FOverlapHit) > & Results )


code: void EndCaptureChaosRaycast ( const [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FRaycastHit](API\Runtime\Chaos\Chaos\Interface\FRaycastHit) > & Results )


code: void EndCaptureChaosSweep ( const [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< [ChaosInterface::FSweepHit](API\Runtime\Chaos\Chaos\Interface\FSweepHit) > & Results )


className: ESQType

code: enum ESQType { Raycast, Sweep, Overlap, }


code: ECollisionQueryHitType GetFilterResult ( const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * Shape, const [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) * Actor ) const


code: [FSQCapture](API\Runtime\PhysicsCore\FSQCapture) & operator= ( const [FSQCapture](API\Runtime\PhysicsCore\FSQCapture) & )


code: void StartCaptureChaosOverlap ( const [Chaos::FPBDRigidsEvolution](API\Runtime\Chaos\Chaos\FPBDRigidsEvolution) & Evolution, const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & InQueryGeom, const FTransform & InStartTM, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilter, const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & Callback )


code: void StartCaptureChaosRaycast ( const [Chaos::FPBDRigidsEvolution](API\Runtime\Chaos\Chaos\FPBDRigidsEvolution) & Evolution, const FVector & InStartPoint, const FVector & InDir, float InDeltaMag, [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) InOutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilter, const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & Callback )


code: void StartCaptureChaosSweep ( const [Chaos::FPBDRigidsEvolution](API\Runtime\Chaos\Chaos\FPBDRigidsEvolution) & Evolution, const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & InQueryGeom, const FTransform & InStartTM, const FVector & InDir, float InDeltaMag, [FHitFlags](API\Runtime\Chaos\Chaos\Interface\FHitFlags) InOutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilter, const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & Callback )


code: FSQCapture ( const [FSQCapture](API\Runtime\PhysicsCore\FSQCapture) & )


code: FSQCapture &40; FPhysTestSerializer & OwningPhysSerializer &41;


className: FSQCapture

description: Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes.

code: struct FSQCapture

ChaosOverlapTouches

type: TArray<ChaosIn...

ChaosOwnerObject

type: TUniquePtr<Cha...

FilterCallback

type: TUniquePtr<ICo...

OutputFlags

type: FHitFlags

SQType

type: enumFSQCapture...


className: FTriIndices

description: Vertex indices necessary to describe the vertices listed in TriMeshCollisionData.

code: struct FTriIndices


className: FTriMeshCollisionData

description: Description of triangle mesh collision data necessary for cooking physics data.

code: struct FTriMeshCollisionData

bDeformableMesh

type: uint32:  1

description: If mesh is deformable, we don't clean it, so that vertex layout does not change and it can be updated

bDisableActiveEdgePrecompute

description: Turn off ActiveEdgePrecompute (This makes cooking faster, but will slow contact generation)

bFastCook

description: Prioritize cooking speed over runtime speed

bFlipNormals

description: Does the mesh require its normals flipped (see PxMeshFlag)

Indices

type: TArray<FTriInd...

description: Array of indices defining the ordering of triangles in the mesh

MaterialIndices

type: TArray< uint16 ...

description: Array of optional material indices (must equal num triangles)

UVs

type: TArray<TArray<...

description: Optional UV co-ordinates (each array must be zero of equal num vertices)

Vertices

type: TArray< FVector...

description: Array of vertices included in the triangle mesh


className: FTriMeshCollisionDataEstimates

description: Estimates of triangle mesh collision data necessary for cooking physics data.

code: struct FTriMeshCollisionDataEstimates


code: ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FQueryHit](API\Runtime\Chaos\Chaos\Interface\FQueryHit) & Hit )


code: ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) & Actor )


code: ECollisionQueryHitType PreFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) & Shape, const [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Actor )


code: ECollisionQueryHitType PostFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, const [ChaosInterface::FPTQueryHit](API\Runtime\Chaos\Chaos\Interface\FPTQueryHit) & Hit )


className: ICollisionQueryFilterCallbackBase

code: class ICollisionQueryFilterCallbackBase


className: IPhysicsCoreModule

description: Physics Core module interface

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


className: IPhysicsSQModule

description: Physics SQ module interface

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


code: void Raycast ( const FVector & Start, const FVector & Dir, const float DeltaMagnitude, FPhysicsHitCallback< FHitRaycast > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


code: void Overlap ( const FPhysicsGeometry & QueryGeom, const FTransform & GeomPose, FPhysicsHitCallback< FHitOverlap > & HitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


code: void Sweep ( const FPhysicsGeometry & QueryGeom, const FTransform & StartTM, const FVector & Dir, const float DeltaMagnitude, FPhysicsHitCallback< FHitSweep > & HitBuffer, EHitFlags OutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & QueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & QueryCallback ) const


className: ISQAccelerator

description: An interface to the scene query accelerator that allows us to run queries against either PhysX or Chaos This was used in the 2019 GDC demos and is now broken. To make it work again, we would need to implement the FChaosSQAcceleratorAdapter below to use its internal SQ accelerator and convert the inputs and outputs from/to PhysX types.

code: class ISQAccelerator


className: FPhysicalMaterialStrength

description: Defines the directional strengths of a physical material in term of force per surface area

code: struct FPhysicalMaterialStrength

CompressionStrength

description: Compression strength of the material in MegaPascal ( 10^6 N/m2 ) This amount of compression force per area the material can withstand before it fractures, crumbles or buckles

ShearStrength

description: Shear strength of the material in MegaPascal ( 10^6 N/m2 ) This amount of shear force per area the material can withstand before it fractures

TensileStrength

description: Tensile strength of the material in MegaPascal ( 10^6 N/m2 ) This amount of tension force per area the material can withstand before it fractures


description: Compatibility support function


description: Set material type from int

code: EPhysicalSurface GetSurfaceType ( int32 Value )


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


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


description: editable() editinline MyGameSpecificImpactEffects ImpactEffects; editable() editinline MyGameSpecificImpactSounds ImpactSounds;

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


description: Determine Material Type from input PhysicalMaterial

code: static EPhysicalSurface DetermineSurfaceType ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) const * PhysicalMaterial )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Get the physics-interface derived version of this material


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

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


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

code: virtual void PostLoad()


code: static void RebuildPhysicalMaterials()


code: static void SetEngineDefaultPhysMaterial ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Material )


code: static void SetEngineDefaultDestructiblePhysMaterial ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Material )


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


code: UPhysicalMaterial ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UPhysicalMaterial

description: Physical materials are used to define the response of a physical object when interacting dynamically with the world.

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

bOverrideFrictionCombineMode

description: If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.

bOverrideRestitutionCombineMode

description: If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.

Density

description: Object properties.Used with the shape of the object to calculate its mass properties.

Friction

description: Surface properties.Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)

FrictionCombineMode

type: TEnumAsByte<EF...

description: Friction combine mode, controls how friction is computed for multiple materials.

MaterialHandle

type: TUniquePtr< FPh...

RaiseMassToPower

description: Used to adjust the way that mass increases as objects get larger.

Restitution

description: Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).

RestitutionCombineMode

description: Restitution combine mode, controls how restitution is computed for multiple materials.

SleepAngularVelocityThreshold

description: How low the angular velocity can be before solver puts body to sleep.

SleepCounterThreshold

description: How many ticks we can be under thresholds for before solver puts body to sleep.

SleepLinearVelocityThreshold

description: How low the linear velocity can be before solver puts body to sleep.

StaticFriction

description: Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)

Strength

type: FPhysicalMateri...

SurfaceType

type: TEnumAsByte< EP...

description: To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

UserData

type: FChaosUserData


code: static [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * GetScene ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [Chaos::FConstPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FConstPhysicsObjectHandle) > InObjects )


code: enum ESQType { Raycast, Sweep, Overlap, }


className: PhysicsObjectPhysicsCoreInterface

code: class PhysicsObjectPhysicsCoreInterface


code: virtual const void * GetQueryData() const


description: Return a pointer to the payload on which we are querying the acceleration structure

code: virtual const void * GetQueryPayload() const


code: virtual const void * GetSimData() const


description: Called whenever an instance in the acceleration structure may overlap  - the instance we are potentially overlapping Returns true to continue iterating through the acceleration structure

code: virtual bool Overlap ( const [Chaos::TSpatialVisitorData](API\Runtime\Chaos\Chaos\TSpatialVisitorData)< [TPayload](API\Runtime\Core\Delegates\TPayload) > & Instance )


description: Called whenever an instance in the acceleration structure may intersect with a sweep  - the instance we are potentially intersecting with a sweep  - the length all future intersection tests will use. A blocking intersection should update this Returns true to continue iterating through the acceleration structure

code: virtual bool Sweep ( const [Chaos::TSpatialVisitorData](API\Runtime\Chaos\Chaos\TSpatialVisitorData)< [TPayload](API\Runtime\Core\Delegates\TPayload) > & Instance, [Chaos::FQueryFastData](API\Runtime\Chaos\Chaos\FQueryFastData) & CurData )


className: TGeometryType

code: typedef typename [TChooseClass](API\Runtime\Core\Templates\TChooseClass)< bGTData, [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle), [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) >::Result TGeometryType


code: TBPVisitor ( const FTransform & InWorldTM, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< THitType > & InHitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & InQueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & InQueryCallback, const QueryGeometryType & InQueryGeom, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & InDebugParams )


description: Called whenever an instance in the acceleration structure may intersect with a raycast  - the instance we are potentially intersecting with a raycast  - the current query data. Call SetLength to update the length all future intersection tests will use. A blocking intersection should update this Returns true to continue iterating through the acceleration structure

code: virtual bool Raycast ( const [Chaos::TSpatialVisitorData](API\Runtime\Chaos\Chaos\TSpatialVisitorData)< [TPayload](API\Runtime\Core\Delegates\TPayload) > & Instance, [Chaos::FQueryFastData](API\Runtime\Chaos\Chaos\FQueryFastData) & CurData )


className: TBPVisitor

code: template<typename QueryGeometryType, typename TPayload, typename THitType, bool bGTData> struct TBPVisitor : public [Chaos::ISpatialVisitor< TPayload, Chaos::FReal >](API\Runtime\Chaos\Chaos\ISpatialVisitor)


code: virtual bool HasBlockingHit() const


code: typedef std::conditional_t< bGTData, [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle), [Chaos::FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) > TGeometryType


code: TSQVisitor ( const FTransform & InWorldTM, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< THitType > & InHitBuffer, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & InQueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & InQueryCallback, const QueryGeometryType & InQueryGeom, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & InDebugParams )


code: TSQVisitor ( const FVector & InStartPoint, const FVector & InDir, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< THitType > & InHitBuffer, EHitFlags InOutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & InQueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & InQueryCallback, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & InDebugParams )


code: TSQVisitor ( const FTransform & InStartTM, const FVector & InDir, [ChaosInterface::FSQHitBuffer](API\Runtime\Chaos\Chaos\Interface\FSQHitBuffer)< THitType > & InHitBuffer, EHitFlags InOutputFlags, const [ChaosInterface::FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) & InQueryFilterData, [ICollisionQueryFilterCallbackBase](API\Runtime\PhysicsCore\ICollisionQueryFilterCallbackBas-) & InQueryCallback, const QueryGeometryType & InQueryGeom, const [ChaosInterface::FQueryDebugParams](API\Runtime\PhysicsCore\FQueryDebugParams) & InDebugParams )


className: TSQVisitor

code: template<typename QueryGeometryType, typename TPayload, typename THitType, bool bGTData> struct TSQVisitor : public [Chaos::ISpatialVisitor< TPayload, Chaos::FReal >](API\Runtime\Chaos\Chaos\ISpatialVisitor)


code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum ECollisionTraceFlag > GetCollisionTraceFlag() const


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


className: UBodySetupCore

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

BoneName

type: FName

description: Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.

CollisionReponse

type: TEnumAsByte< en...

description: Collision Type for this body. This eventually changes response to collision to others

CollisionTraceFlag

description: Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate

PhysicsType

description: If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies.


className: DefaultSettings

description: Override default settings. This should be set up to point to the CDO of the leaf settings class (as edited in Project Settings)

code: static [UPhysicsSettingsCore](API\Runtime\PhysicsCore\UPhysicsSettingsCore) * DefaultSettings = nullptr;


code: static [UPhysicsSettingsCore](API\Runtime\PhysicsCore\UPhysicsSettingsCore) * Get()


code: static void SetDefaultSettings ( [UPhysicsSettingsCore](API\Runtime\PhysicsCore\UPhysicsSettingsCore) * InSettings )


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


className: UPhysicsSettingsCore

description: Default physics settings.

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

type: bool

description: Can 2D physics be used (Box2D)?

bEnableEnhancedDeterminism

description: If set to true, the scene will use enhanced determinism at the cost of a bit more resources.

bEnablePCM

description: Enables persistent contact manifolds.

bEnableShapeSharing

description: Enables shape sharing between sync and async scene for static rigid actors

bEnableStabilization

description: Enables stabilization of contacts for slow moving bodies.

BounceThresholdVelocity

type: float

description: Minimum relative velocity required for an object to bounce.

bSimulateSkeletalMeshOnDedicatedServer

description: If true, simulate physics for this component on a dedicated server.

bWarnMissingLocks

description: Whether to warn when physics locks are used incorrectly.

ContactOffsetMultiplier

description: Contact offset multiplier.

DefaultFluidFriction

description: Default fluid friction for Physics Volumes.

DefaultGravityZ

description: Default gravity.

DefaultShapeComplexity

type: TEnumAsByte< EC...

description: Determines the default physics shape complexity.

DefaultTerminalVelocity

description: Default terminal velocity for Physics Volumes.

FrictionCombineMode

description: Friction combine mode, controls how friction is computed for multiple materials.

MaxAngularVelocity

description: Max angular velocity that a simulated object can achieve.

MaxContactOffset

description: Max Contact offset.

MaxDepenetrationVelocity

description: Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.

MinContactOffset

description: Min Contact offset.

RagdollAggregateThreshold

description: Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene

SimulateScratchMemorySize

description: Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary

SolverOptions

type: FChaosSolverCon...

description: Options to apply to Chaos solvers on creation

TriangleMeshTriangleMinAreaThreshold

description: Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data.


className: FResult

module: PortalMessages

code: typedef bool FResult


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

code: virtual void PostInitProperties()


className: FPortalApplicationWindowNavigateTo


code: FPortalApplicationWindowNavigateToRequest ( const [FString](API\Runtime\Core\Containers\FString) & InUrl )


code: struct FPortalApplicationWindowNavigateToRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)

Url

type: FString


code: FPortalApplicationWindowNavigateToResponse ( bool InResult )


code: struct FPortalApplicationWindowNavigateToResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalPackageInstallerInstallRequest()


className: FPortalPackageInstallerInstall

code: struct FPortalPackageInstallerInstall


code: FPortalPackageInstallerInstallRequest ( const [FString](API\Runtime\Core\Containers\FString) & InAppName, const [FString](API\Runtime\Core\Containers\FString) & InBuildLabel, const [FString](API\Runtime\Core\Containers\FString) & InDestinationPath )


className: FPortalPackageInstallerInstallRequest

description: Service discovery messages

code: struct FPortalPackageInstallerInstallRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalPackageInstallerInstallResponse ( bool InResult )


className: FPortalPackageInstallerInstallResponse

code: struct FPortalPackageInstallerInstallResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalPackageInstallerUninstallRequest ( const [FString](API\Runtime\Core\Containers\FString) & InAppName, const [FString](API\Runtime\Core\Containers\FString) & InBuildLabel, const [FString](API\Runtime\Core\Containers\FString) & InInstallationPath, bool InRemoveUserFiles )


className: FPortalPackageInstallerUninstallRequest

code: struct FPortalPackageInstallerUninstallRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalPackageInstallerUninstallResponse ( bool InResult )


code: struct FPortalPackageInstallerUninstallResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


className: FPortalPackageInstallerUninstall

code: struct FPortalPackageInstallerUninstall


code: FPortalUserGetUserDetailsRequest()


className: FPortalUserGetUserDetails

code: struct FPortalUserGetUserDetails


className: FPortalUserGetUserDetailsRequest

code: struct FPortalUserGetUserDetailsRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalUserGetUserDetailsResponse()


code: FPortalUserGetUserDetailsResponse ( const [FPortalUserDetails](API\Runtime\PortalServices\Account\FPortalUserDetails) & InResult )


className: FPortalUserGetUserDetailsResponse

code: struct FPortalUserGetUserDetailsResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)

Result

type: FPortalUserDeta...


className: FPortalUserIsEntitledToItem

code: struct FPortalUserIsEntitledToItem


code: FPortalUserIsEntitledToItemRequest()


code: FPortalUserIsEntitledToItemRequest ( const [FString](API\Runtime\Core\Containers\FString) & InItemId, EEntitlementCacheLevelRequest InCacheLevel )


className: FPortalUserIsEntitledToItemRequest

code: struct FPortalUserIsEntitledToItemRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)

CacheLevel

type: EEntitlementCac...


code: FPortalUserIsEntitledToItemResponse()


code: FPortalUserIsEntitledToItemResponse ( const [FPortalUserIsEntitledToItemResult](API\Runtime\PortalServices\Account\FPortalUserIsEntitledToItemResul-) & InResult )


className: FPortalUserIsEntitledToItemResponse

code: struct FPortalUserIsEntitledToItemResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)

Result

type: FPortalUserIsEn...


className: FPortalUserLoginPromptUserForSignIn


code: typedef bool FResult


code: struct FPortalUserLoginPromptUserForSignInRequest : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


code: FPortalUserLoginPromptUserForSignInResponse ( bool InResult )


code: struct FPortalUserLoginPromptUserForSignInResponse : public [FRpcMessage](API\Runtime\MessagingRpc\FRpcMessage)


description: OnServerLost

module: PortalRpc

code: const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & GetServerAddress() const


description: OnServerLocated

code: FSimpleDelegate & OnServerLost()


className: IPortalRpcLocator

description: Interface for Portal RPC server locators.

code: class IPortalRpcLocator


description: Virtual destructor.

code: virtual ~IPortalRpcLocator()


description: OnServerLost

code: FSimpleDelegate & OnServerLocated()


className: IPortalRpcModule

description: Interface for the PortalRpc module.

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


className: IPortalRpcResponder

description: Interface for Portal RPC responders.

code: class IPortalRpcResponder


description: Get a delegate that is executed when a look-up for an RPC server occurs.

code: FOnPortalRpcLookup & OnLookup()


description: Sends a FPortalRpcServer response to the specified address, effectively allowing the two services to now communicate with each other directly.

code: void ConnectTo ( const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & Address ) const


description: Virtual destructor.

code: virtual ~IPortalRpcResponder()


description: Virtual destructor.

code: virtual ~IPortalRpcServer()


className: IPortalRpcServer

description: Interface for Portal RPC server

code: class IPortalRpcServer


module: PortalServices

code: FPortalUserIsEntitledToItemResult()


className: FPortalUserDetails

description: The basic data for the last or currently signed-in user.

code: struct FPortalUserDetails

DisplayName

type: FText

description: The users epic games account display name

Email

description: The users epic games account email address

IsSignedIn

description: Whether this user is currently signed-in to the portal

RealName

description: The users real name attached to their epic games account


code: FPortalUserIsEntitledToItemResult ( const [FString](API\Runtime\Core\Containers\FString) & InItemId, const bool InIsEntitled, const EEntitlementCacheLevelRetrieved InRetrievedFromCacheLevel )


className: FPortalUserIsEntitledToItemResult

IsEntitled

description: Whether this user is entitled to the item id

ItemId

description: The item id that was checked for an active entitlement

RetrievedFromCacheLevel

description: How fresh this entitlement information is


description: Requests the details of the last or currently signed in user


description: In the case where there is no cached entitlement data and the latest entitlements have yet to be retrieved, then false will be returned. The Portal will not wait for the entitlements to update before returning a response. This state can be detected when the RetrievedFromCacheLevel is None.

code: [TAsyncResult](API\Runtime\Core\Async\TAsyncResult)< [FPortalUserIsEntitledToItemResult](API\Runtime\PortalServices\Account\FPortalUserIsEntitledToItemResul-) > IsEntitledToItem ( const [FString](API\Runtime\Core\Containers\FString) & ItemId, EEntitlementCacheLevelRequest CacheLevel )


className: IPortalUser

description: Interface for the Portal application's user services. Specializes in readonly requests for information about the last or currently signed-in user.

code: class IPortalUser : public [IPortalService](API\Runtime\PortalServices\IPortalService)


description:
If a user is already signed into the Portal then a prompt may ask the existing user if they want to sign-out, especially if they have on going installations or downloads. The user may opt to not sign-out if this happens.
whether the portal successfully received and handled your request. Note this doesn't mean that the user signed-in successfully or even that the existing user signed-out. It simply means that the Portal attempted to prompt the user for sign-in.

code: [TAsyncResult](API\Runtime\Core\Async\TAsyncResult)< bool > PromptUserForSignIn()


code: virtual ~IPortalUserLogin()


className: IPortalUserLogin

description: Interface for the Portal application's user login services. Specializes in actions related to signing a user in and out of the portal.

code: class IPortalUserLogin : public [IPortalService](API\Runtime\PortalServices\IPortalService)


className: TNameOf< IPortalUser >::GetName

code: static TCHAR const &42; GetName&40;&41;


className: TNameOf< IPortalUser >

code: template<> struct TNameOf< IPortalUser >


className: TNameOf< IPortalUserLogin >::GetName


className: TNameOf< IPortalUserLogin >

code: template<> struct TNameOf< IPortalUserLogin >


description:
Requests that the Portal navigate the user to the specified Url
true on success, false otherwise.

code: [TAsyncResult](API\Runtime\Core\Async\TAsyncResult)< bool > NavigateTo ( const [FString](API\Runtime\Core\Containers\FString) & Url )


description: Virtual destructor.

code: virtual ~IPortalApplicationWindow()


className: IPortalApplicationWindow

description: Interface for the Portal application's marketplace services.

code: class IPortalApplicationWindow : public [IPortalService](API\Runtime\PortalServices\IPortalService)


className: TNameOf< IPortalApplicationWindow >

code: template<> struct TNameOf< IPortalApplicationWindow >


description: Virtual destructor.

code: virtual ~IPortalService()


className: IPortalService

code: class IPortalService


description: When looking up services, the first matching configuration entry will be used. If no entry matches, nullptr will be returned.

code: void Configure ( const [FString](API\Runtime\Core\Containers\FString) & ServiceName, const [FWildcardString](API\Runtime\Core\Misc\FWildcardString) & ProductId, const [FName](API\Runtime\Core\UObject\FName) & ServiceModule )


description: GetServiceRef

code: template<typename ServiceType> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ServiceType > GetService ( const [FString](API\Runtime\Core\Containers\FString) & ProductId )


description:
Get a service of the specified type.
The service instance, or nullptr if unavailable.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPortalService](API\Runtime\PortalServices\IPortalService) > GetService ( const [FString](API\Runtime\Core\Containers\FString) & ServiceName, const [FString](API\Runtime\Core\Containers\FString) & ProductId )


description: GetService

code: template<typename ServiceType> [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ServiceType > GetServiceRef ( const [FString](API\Runtime\Core\Containers\FString) & ProductId )


description: Virtual destructor.

code: virtual ~IPortalServiceLocator()


className: IPortalServiceLocator

code: class IPortalServiceLocator


className: IPortalServiceProvider

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


description:
Get a service instance of the specified type.
The service instance, or nullptr if unavailable.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPortalService](API\Runtime\PortalServices\IPortalService) > GetService ( const [FString](API\Runtime\Core\Containers\FString) & ServiceName, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTypeContainer](API\Runtime\Core\Misc\FTypeContainer) > & Dependencies )


description:
Create a locator for Portal services.
A service locator.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPortalServiceLocator](API\Runtime\PortalServices\IPortalServiceLocator) > CreateLocator ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTypeContainer](API\Runtime\Core\Misc\FTypeContainer) > & ServiceDependencies )


description: Virtual destructor.

code: virtual ~IPortalServicesModule()


className: IPortalServicesModule

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


description: UninstallPackage

code: [TAsyncResult](API\Runtime\Core\Async\TAsyncResult)< bool > Install ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FString](API\Runtime\Core\Containers\FString) & AppName, const [FString](API\Runtime\Core\Containers\FString) & BuildLabel )


description: InstallPackage

code: [TAsyncResult](API\Runtime\Core\Async\TAsyncResult)< bool > Uninstall ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FString](API\Runtime\Core\Containers\FString) & AppName, const [FString](API\Runtime\Core\Containers\FString) & BuildLabel, bool RemoveUserFiles )


description: Virtual destructor.

code: virtual ~IPortalPackageInstaller()


className: IPortalPackageInstaller

description: Interface for package installer services.

code: class IPortalPackageInstaller : public [IPortalService](API\Runtime\PortalServices\IPortalService)


code: static TCHAR const &42; GetName&40;&41;


className: TNameOf< IPortalPackageInstaller >

code: template<> struct TNameOf< IPortalPackageInstaller >


module: PreLoadScreen

code: virtual void CancelBuildPatchInstall()


className: FOnBuildPatchCompleted

code: typedef TMulticastDelegate_OneParam< void, bool > FOnBuildPatchCompleted


code: virtual int64 GetDownloadProgress()


code: virtual int64 GetDownloadSize()


code: IBuildInstallerPtr GetInstaller()


code: float GetProgressPercent() const


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetStatusText() const


code: virtual bool IsDone() const


description: BPT finished.

code: virtual void OnContentBuildInstallerComplete ( const IBuildInstallerRef & Installer )


code: virtual void PauseBuildPatchInstall()


code: virtual void ResumeBuildPatchInstall()


description: Setup BPT with everything now loaded.

code: virtual void StartBuildPatchServices ( [BuildPatchServices::FBuildInstallerConfiguration](API\Runtime\BuildPatchServices\FBuildInstallerConfiguration) Settings )


code: FBuildPatchServicesPreLoadManagerBase()


className: FBuildPatchServicesPreLoadManagerBase

description: This class is used to help manage a PreLoadScreen based on a BuildPatchServices install.

code: class FBuildPatchServicesPreLoadManagerBase : public [TSharedFromThis< FBuildPatchServicesPreLoadManagerBase >](API\Runtime\Core\Templates\TSharedFromThis)

BuildPatchServicesModule

type: IBuildPatchServ...

ContentBuildInstaller

type: IBuildInstaller...

OnBuildPatchCompletedDelegate

type: FOnBuildPatchCo...


description: Bydefault have a small added tick delay so we don't super spin out while waiting on other threads to load data / etc.

code: virtual float GetAddedTickDelay()


description: PreLoadScreens not using this functionality should return NAME_None.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetPreLoadScreenTag() const


description: IMPORTANT: This changes a LOT of functionality and implementation details. EarlyStartupScreens happen before the engine is fully initialized and block engine initialization before they finish. this means they have to forgo even the most basic of engine features likeUObjectsupport, as they are displayed before those systems are initialized.

code: virtual EPreLoadScreenTypes GetPreLoadScreenType() const


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


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


description: Handles constructing aFPreLoadSettingsContainerBasewith the.

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


description: Default behavior is just to see if we have an active widget. Should really overload with our own behavior to see if we are done displaying.


description: Store off TargetWindow.

code: virtual void OnPlay ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > TargetWindow )


description: Callback for when a PreLoadScreen is no longer being displayed.

code: virtual void OnStop()


description: Called on the render thread

code: virtual void RenderTick ( float DeltaTime )


description: IsDone whenGetPreLoadScreenType()returns EPreLoadScreenTypes::EngineLoadingScreen

code: virtual void SetEngineLoadingFinished ( bool IsEngineLoadingFinished )


description: Set what plugin is creating this PreLoadScreenBase. Used to make file paths relative to that plugin as well as determining . Used for converting locations for content to be relative to the plugin calling us

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


description: Whether an EarlyStartupLoadScreen should render

code: virtual bool ShouldRender() const


description: We don't use these in theFPreLoadScreenBase, but they are useful for game-specific implementations.

code: virtual void Tick ( float DeltaTime )


code: virtual ~FPreLoadScreenBase()


className: FPreLoadScreenBase

description: Base implementation of theIPreLoadScreenthat handles all the logic for controlling / updating the UI for PreLoadScreens. Designed to be overriden by a game specific Plugin that calls FPreloadScreenManager::RegisterPreLoadScreen so that functions are called by the PreLoadScreenManager correctly.

code: class FPreLoadScreenBase : public [IPreLoadScreen](API\Runtime\PreLoadScreen\IPreLoadScreen)

bIsEngineLoadingFinished

type: TAtomic< bool >

OwningWindow

type: TWeakPtr<SWind...


code: static bool ArePreLoadScreensEnabled()


className: bRenderingEnabled

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< bool > bRenderingEnabled;


description: Separate tick that handles.

code: void EarlyPlayFrameTick()


code: void EarlyPlayRenderFrameTick()


code: static void EnableRendering ( bool bEnabled )


code: typedef TMulticastDelegate_OneParam< void, bool > FIsPreloadScreenResponsibleForRenderingMultiDelegate


className: FOnPreLoadScreenManagerCleanUp

description: Callback for handling cleaning up any resources you would like to remove after the PreLoadScreenManager cleans up Not needed for PreLoadScreens as those have a separate CleanUp method called.

code: typedef TMulticastDelegate_NoParams< void > FOnPreLoadScreenManagerCleanUp


code: void operator&40;&41; &40; FPreLoadScreenManager &42; Ptr &41; const


className: FPreLoadScreenManagerDelete

description: Singleton Instance.

code: struct FPreLoadScreenManagerDelete


description: Gets the single instance of this settings object. Also creates it if needed.

code: static [FPreLoadScreenManager](API\Runtime\PreLoadScreen\FPreLoadScreenManager) * Get()


code: const [IPreLoadScreen](API\Runtime\PreLoadScreen\IPreLoadScreen) * GetActivePreLoadScreen() const


code: void HandleEngineLoadingPlay()


code: void HandleCustomSplashScreenPlay()


code: void HandleEarlyStartupPlay()


code: void HandleStopPreLoadScreen()


code: void HandleFlushRenderingCommandsEnd()


code: bool HasRegisteredPreLoadScreenType ( EPreLoadScreenTypes PreLoadScreenTypeToCheck ) const


code: bool HasActivePreLoadScreenType ( EPreLoadScreenTypes PreLoadScreenTypeToCheck ) const


code: void Initialize ( [FSlateRenderer](API\Runtime\SlateCore\Rendering\FSlateRenderer) & InSlateRenderer )


code: bool IsEngineLoadingComplete() const


code: bool IsUsingMainWindow() const


description:
Plays the first found PreLoadScreen that matches the bEarlyPreLoadScreen setting passed in.
false if no PreLoadScreen with that type has been registered.

code: bool PlayFirstPreLoadScreen ( EPreLoadScreenTypes PreLoadScreenTypeToPlay )


code: void PlayPreLoadScreenAtIndex ( int32 Index )


description:
Plays the PreLoadScreen with a tag that matches InTag
false if no PreLoadScreen with that tag has been registered.

code: bool PlayPreLoadScreenWithTag ( [FName](API\Runtime\Core\UObject\FName) InTag )


description: Helpers that setup and clean-up delegates that only need to be active while we are playing an EarlyStartup PreLoadScreen.


description: Creates a tick on the Render Thread that we run every.

code: void RenderTick_RenderThread()


code: void SetEngineLoadingComplete ( bool IsEngineLoadingFinished )


code: void RegisterPreLoadScreen ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPreLoadScreen](API\Runtime\PreLoadScreen\IPreLoadScreen) > & PreLoadScreen )


description: Default constructor. We don't want other classes to make these. Should just rely onGet()

code: FPreLoadScreenManager()


code: void UnRegisterPreLoadScreen ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPreLoadScreen](API\Runtime\PreLoadScreen\IPreLoadScreen) > & PreLoadScreen )


className: FPreLoadScreenManager

description: Class that handles storing all registered PreLoadScreens and Playing/Stopping them.

code: class FPreLoadScreenManager

FPreLoadScreenSlateSynchMechanism

type: friend

IsResponsibleForRenderingDelegate

type: FIsPreloadScree...

LastRenderTickTime

type: double

MainWindow

type: TWeakPtr< class...

description: The window that the loading screen resides in

OnPreLoadScreenManagerCleanUp

type: FOnPreLoadScree...

PreLoadScreens

type: TArray<TShared...

SyncMechanism

type: FPreLoadScreenS...

description: The threading mechanism with which we handle running slate on another thread

VirtualRenderWindow

type: TSharedPtr< cla...

description: Virtual window that we render to instead of the main slate window (for thread safety).

WidgetRenderer

type: TSharedPtr<FPr...

description: Widget renderer used to tick and paint windows in a thread safe way


description: Cleans up the slate thread

code: void DestroySlateThread()


description: Sets up the locks in their proper initial state for running

code: void Initialize()


description: Handles the counter to determine if the slate thread should keep running


code: [FPreLoadScreenSlateSynchMechanism](API\Runtime\PreLoadScreen\FPreLoadScreenSlateSynchMechanis-) & operator= ( const [FPreLoadScreenSlateSynchMechanism](API\Runtime\PreLoadScreen\FPreLoadScreenSlateSynchMechanis-) & )


code: FPreLoadScreenSlateSynchMechanism()


code: FPreLoadScreenSlateSynchMechanism ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPreLoadSlateWidgetRenderer](API\Runtime\PreLoadScreen\FPreLoadSlateWidgetRenderer), ESPMode::ThreadSafe > InWidgetRenderer )


code: FPreLoadScreenSlateSynchMechanism ( const [FPreLoadScreenSlateSynchMechanism](API\Runtime\PreLoadScreen\FPreLoadScreenSlateSynchMechanis-) & )


className: LoadingThreadInstanceCounter

description: This counter is used to generate a unique id for each new instance of the loading thread

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< int32 > LoadingThreadInstanceCounter;


code: ~FPreLoadScreenSlateSynchMechanism()


className: FPreLoadScreenSlateSynchMechanism

description: This class will handle all the nasty bits about running Slate on a separate thread and then trying to sync it up with the game thread and the render thread simultaneously

code: class FPreLoadScreenSlateSynchMechanism


description: Stop

code: virtual void Exit()


description: Exit

code: virtual bool Init()


description: Exit

code: virtual uint32 Run()


code: FPreLoadScreenSlateThreadTask ( class [FPreLoadScreenSlateSynchMechanism](API\Runtime\PreLoadScreen\FPreLoadScreenSlateSynchMechanis-) & InSyncMechanism )


className: FPreLoadScreenSlateThreadTask

description: The Slate thread is simply run on a worker thread. Slate is run on another thread because the game thread (where Slate is usually run) is blocked loading things. Slate is very modular, which makes it very easy to run on another thread with no adverse effects. It does not enqueue render commands, because the RHI is not thread safe. Thus, it waits to enqueue render commands until the render thread tickables ticks, and then it calls them there.

code: class FPreLoadScreenSlateThreadTask : public [FRunnable](API\Runtime\Core\HAL\FRunnable)


code: virtual void AddLocalizedText ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, [FText](API\Runtime\Core\Internationalization\FText) LocalizedText )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


code: virtual void AddScreenGrouping ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, [FScreenGroupingBase](API\Runtime\PreLoadScreen\FPreLoadSettingsContainerBase\FScreenGroupingBase) & ScreenGrouping )


code: virtual bool BuildSystemFontFile()


description: Helper function that takes in a file path and tries to reconsile it to be Plugin Specific if applicable. Ensures if file is not found in either Plugin's content dir or the original path

code: virtual [FString](API\Runtime\Core\Containers\FString) ConvertIfPluginRelativeContentPath ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description: Maps the given font file to the given language and stores it under the FontIdentifier. Identifier maps the entire CompositeFont, so if you want to add multiple fonts for multiple languages, just store them all under the same identifer

code: virtual void BuildCustomFont ( const [FString](API\Runtime\Core\Containers\FString) & FontIdentifier, const [FString](API\Runtime\Core\Containers\FString) & Language, const [FString](API\Runtime\Core\Containers\FString) & FilePath )


code: virtual void CreateCustomSlateImageBrush ( const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FString](API\Runtime\Core\Containers\FString) & TexturePath, const FVector2D & ImageDimensions )


className: DefaultInitialLoadingGroupIdentifier

description: If we supply no loading groups, use this identifier by default.

code: static [FString](API\Runtime\Core\Containers\FString) DefaultInitialLoadingGroupIdentifier = TEXT("InitialLoad");


className: FCustomBrushDefine

description: Helper struct to store information required to construct a CustomSlateImageBrush. Parsed from our .ini.

code: struct FCustomBrushDefine

BrushIdentifier

type: FString


className: FCustomBrushLoadingGroup

description: Helper struct to store all BrushDefines we need to load for a given BrushLoadingGroup.

code: struct FCustomBrushLoadingGroup

CustomBrushDefinesToLoad

type: TArray<FCustom...


className: FScreenGroupingBase

description: Helper struct to store groups of things we want to display together in the UI so that we can parse it easily in the .ini. IE: Show this background, with this text at this font size

code: struct FScreenGroupingBase

FontSize

type: float


className: FScreenOrderByLoadingGroup

description: If we want to support unloading them. For right now though, we mostly just care about loading them selectively and are ok with keeping them in memory until we clean everything up.

code: struct FScreenOrderByLoadingGroup

ScreenGroupings

type: TArray<FName>


code: FCustomBrushDefine &40; const FString & BrushIdentifierIn, const FString & FilePathIn, FVector2D SizeIn &41;


code: static [FPreLoadSettingsContainerBase](API\Runtime\PreLoadScreen\FPreLoadSettingsContainerBase) & Get()


code: FScreenGroupingBase &40; const FString & ScreenBackgroundIdentifierIn, const FString & TextIdentifierIn, float FontSizeIn &41;


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCompositeFont](API\Runtime\SlateCore\Fonts\FCompositeFont) > GetFont ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


code: virtual const [FSlateDynamicImageBrush](API\Runtime\SlateCore\Brushes\FSlateDynamicImageBrush) * GetBrush ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetLocalizedText ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


code: int GetNumScreenGroupings() const


description: Overload this method to report a name for your referencer

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


code: virtual const [FScreenGroupingBase](API\Runtime\PreLoadScreen\FPreLoadSettingsContainerBase\FScreenGroupingBase) * GetScreenAtIndex ( int index ) const


code: virtual [FScreenGroupingBase](API\Runtime\PreLoadScreen\FPreLoadSettingsContainerBase\FScreenGroupingBase) * GetScreenGrouping ( const [FString](API\Runtime\Core\Containers\FString) & Identifier )


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


description: Helper functions that verify if the supplied .ini config entry is valid to create a resource out of it.

code: virtual bool IsValidBrushConfig ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SplitConfigEntry )


className: Instance

description: Singleton Instance  This is only not aTSharedPtras it needs to be cleaned up by a deferredcleanup call which directly destroys the underlying object, causing a SharedPtr crash at shutdown.

code: static [FPreLoadSettingsContainerBase](API\Runtime\PreLoadScreen\FPreLoadSettingsContainerBase) * Instance = nullptr;


code: virtual bool IsValidFontConfigString ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SplitConfigEntry )


code: virtual bool IsValidLocalizedTextConfigString ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SplitConfigEntry )


code: virtual bool IsValidScreenGrooupingConfigString ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & SplitConfigEntry )


code: virtual bool IsValidScreenIndex ( int index ) const


code: virtual void ParseAllScreenOrderEntries ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LoadingGroups, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ScreenOrderEntries )


code: void LoadGrouping ( [FName](API\Runtime\Core\UObject\FName) Identifier )


description: Helper functions that parse a .ini config entry and call the appropriate create function to.

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


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


description: Helper function to parse all .ini entries for LoadingGroups and ScreenOrder. Do these together so we can assert if we don't find a matching LoadingGroup identifier in the config. Should be run after we parse all screen groupings

code: virtual void ParseLoadingGroups ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & LoadingGroupIdentifiers )


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


code: void PerformInitialAssetLoad()


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


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


className: UseSystemFontOverride

description: If our Font filepath is set to this, we use the system font instead of a custom font we load in.

code: static [FString](API\Runtime\Core\Containers\FString) UseSystemFontOverride = TEXT("SYSTEM");


description: Tells the container rather it should actually load image brushes.

code: virtual void SetShouldLoadBrushes ( bool bInShouldLoadBrushes )


description: Sets the PluginContent dir so that when parsing config entries we can accept plugin relative file paths.

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


className: FPreLoadSettingsContainerBase

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

code: class FPreLoadSettingsContainerBase : public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

BrushLoadingGroups

type: TMap<FName,FC...

BrushResources

type: TMap<FName,FS...

description: Property Storage.

bShouldLoadBrushes

type: bool

description: Rather we should load image brushes.

CurrentLoadGroup

type: FName

FontResources

type: TMap<FName,TS...

LocalizedTextResources

type: TMap<FName,FT...

ParsedLoadingGroupIdentifiers

type: TArray<FString...

PluginContentDir

description: This string is used to make file paths relative to a particular Plugin's content directory when parsing file paths.


code: [SWindow](API\Runtime\SlateCore\Widgets\SWindow) * GetMainWindow_GameThread() const


code: void DrawWindow ( float DeltaTime )


code: FPreLoadSlateWidgetRenderer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InMainWindow, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVirtualWindow](API\Runtime\Slate\Widgets\SVirtualWindow) > InVirtualRenderWindowWindow, [FSlateRenderer](API\Runtime\SlateCore\Rendering\FSlateRenderer) * InRenderer )


className: FPreLoadSlateWidgetRenderer

code: class FPreLoadSlateWidgetRenderer


description: Allows the PreLoadScreen to register a tag that can be later used to find a specific loading screen. PreLoadScreens not using this functionality should return NAME_None


description: This function is used to determine if an extra platform sleep should be performed every tick (to slow down the tick rate) keeps us from spinning super fast when we aren't doing much beyond loading data / etc on other threads.

code: float GetAddedTickDelay()


description: IMPORTANT: This changes a LOT of functionality and implementation details. EarlyStartupScreens happen before the engine is fully initialized and block engine initialization before they finish. this means they have to forgo even the most basic of engine features likeUObjectsupport, as they are displayed before those systems are initialized.


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


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


description: Callback for when a PreLoadScreen is no longer being displayed.

code: void OnStop()


description: This need to be thread safe

code: bool IsDone() const


description: Callback for when a PreLoadScreen starts being displayed. Provides a reference to theSWindowthat will be used to display content

code: void OnPlay ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > TargetWindow )


description: Called on the render thread

code: void RenderTick ( float DeltaTime )


description: IsDone whenGetPreLoadScreenType()returns EPreLoadScreenTypes::EngineLoadingScreen

code: void SetEngineLoadingFinished ( bool IsEngineLoadingFinished )


description: Whether an EarlyStartupLoadScreen should render

code: bool ShouldRender() const


description: Standard tick that happens every frame

code: void Tick ( float DeltaTime )


className: IPreLoadScreen

description: Interface that defines the class that handles all the logic for controlling / displaying a particular PreLoadScreen. Designed to be implemented in a Plugin that callsFPreLoadScreenManager::RegisterPreLoadScreenso that functions are called by PreLoadScreenManager correctly. Really should probably inherit fromFPreLoadScreenBaseinstead of this class for more functionality

code: class IPreLoadScreen : public [TSharedFromThis< IPreLoadScreen >](API\Runtime\Core\Templates\TSharedFromThis)


code: void Construct ( const [FArguments](API\Runtime\PreLoadScreen\SSimplePreLoadScreenWidget\FArguments) & InArgs )


className: CurrentBackgroundImage

code: static int CurrentBackgroundImage = 0;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SSimplePreLoadScreenWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Handles updating the background every X seconds.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


className: SSimplePreLoadScreenWidget

description: Widget that displays a very simple version of a FPreLoadScreen UI that just includes a background and localized text together. Rotates through the PreLoadScreens in the same order they are in theFPreLoadSettingsContainerBase. Uses the TimeToDisplayEachBackground variable to determine how long to display each screen before rotating. Loops back when finished.

code: class SSimplePreLoadScreenWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description:
Converts a string to aELocalizationTargetDescriptorLoadingPolicy::Typevalue
EOnlinePresenceState from the string passed in

module: Projects

code: namespace EHostType { [EHostType::Type](API\Runtime\Projects\EHostType__Type) EHostType::FromString ( const TCHAR * Text ) }


description:
Converts anEHostType::Typevalue to a string literal
The string representation of this enum value

code: namespace EHostType { const TCHAR * EHostType::ToString ( const [EHostType::Type](API\Runtime\Projects\EHostType__Type) Value ) }


description: Environment that can load a module.

code: namespace EHostType { enum Type { Runtime, RuntimeNoCommandlet, RuntimeAndProgram, CookedOnly, UncookedOnly, Developer, DeveloperTool, Editor, EditorNoCommandlet, EditorAndProgram, Program, ServerOnly, ClientOnly, ClientOnlyNoCommandlet, Max, } }


code: namespace ELoadingPhase { [ELoadingPhase::Type](API\Runtime\Projects\ELoadingPhase__Type) ELoadingPhase::FromString ( const TCHAR * Text ) }


description:
Returns the name of a module load phase.
The string representation of this enum value

code: namespace ELoadingPhase { const TCHAR * ELoadingPhase::ToString ( const [ELoadingPhase::Type](API\Runtime\Projects\ELoadingPhase__Type) Value ) }


description: Phase at which this module should be loaded during startup.

code: namespace ELoadingPhase { enum Type { EarliestPossible, PostConfigInit, PostSplashScreen, PreEarlyLoadingScreen, PreLoadingScreen, PreDefault, Default, PostDefault, PostEngineInit, None, Max, } }


code: namespace ELocalizationTargetDescriptorLoadingPolicy { [ELocalizationTargetDescriptorLoadingPolicy::Type](API\Runtime\Projects\ELocalizationTargetDescriptorLoa-) ELocalizationTargetDescriptorLoadingPolicy::FromString ( const TCHAR * Text ) }


description: Policy by which the localization data associated with a target should be loaded.

code: namespace ELocalizationTargetDescriptorLoadingPolicy { enum Type { Never, Always, Editor, Game, PropertyNames, ToolTips, Max, } }


description: Version numbers for project descriptors.

code: namespace EProjectDescriptorVersion { enum Type { Invalid = 0, Initial = 1, NameHash = 2, ProjectPluginUnification = 3, LatestPlusOne, Latest = LatestPlusOne - 1, } }


description: Returns the name of a Verse scope.

code: namespace EVerseScope { const TCHAR * EVerseScope::ToString ( const [EVerseScope::Type](API\Runtime\Projects\EVerseScope__Type) Value ) }


description:
Returns the name of a localization loading policy.
The string representation of this enum value

code: namespace ELocalizationTargetDescriptorLoadingPolicy { const TCHAR * ELocalizationTargetDescriptorLoadingPolicy::ToString ( const [ELocalizationTargetDescriptorLoadingPolicy::Type](API\Runtime\Projects\ELocalizationTargetDescriptorLoa-) Value ) }


code: namespace EVerseScope { [TOptional](API\Runtime\Core\IO\TOptional)< [EVerseScope::Type](API\Runtime\Projects\EVerseScope__Type) > EVerseScope::FromString ( const TCHAR * Text ) }


description: Describes the origin and visibility of Verse code

code: namespace EVerseScope { enum Type { InternalAPI, PublicAPI, User, } }


description: Reads the descriptor from the given JSON object

code: void Read ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object, const [FString](API\Runtime\Core\Containers\FString) & FieldName )


description: Whether this object is empty

code: bool IsEmpty() const


description: Writes the CustomBuildSteps to JSON

code: void Write ( TJsonWriter<> & Writer, const [FString](API\Runtime\Core\Containers\FString) & FieldName ) const


description: Updates the given json object with this CustomBuildSteps

code: void UpdateJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & JsonObject, const [FString](API\Runtime\Core\Containers\FString) & FieldName ) const


description: Reads a descriptor from the given JSON object

code: bool Read ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & InObject, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


code: bool Read ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & InObject, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


description: Reads an array of targets from the given JSON object

code: static bool ReadArray ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & InObject, const TCHAR * InName, [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizationTargetDescriptor](API\Runtime\Projects\FLocalizationTargetDescriptor) > & OutTargets, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


className: FCustomBuildSteps

description: Descriptor for projects. Contains all the information contained within a .uproject file.

code: struct FCustomBuildSteps

HostPlatformToCommands

type: TMap<FString, ...

description: Mapping from host platform to list of commands


code: static bool ReadArray ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & InObject, const TCHAR * InName, [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizationTargetDescriptor](API\Runtime\Projects\FLocalizationTargetDescriptor) > & OutTargets, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Returns true if we should load this localization target based upon the current runtime environment


description: Updates the given json object with values in this descriptor

code: void UpdateJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & JsonObject ) const


description: Updates an array of descriptors in the specified JSON field (indexed by name)

code: static void UpdateArray ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & JsonObject, const TCHAR * ArrayName, const [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizationTargetDescriptor](API\Runtime\Projects\FLocalizationTargetDescriptor) > & Descriptors )


description: Writes a descriptor to JSON

code: void Write ( TJsonWriter<> & Writer ) const


description: Writes an array of targets to JSON

code: static void WriteArray ( TJsonWriter<> & Writer, const TCHAR * ArrayName, const [TArray](API\Runtime\Core\Containers\TArray)< [FLocalizationTargetDescriptor](API\Runtime\Projects\FLocalizationTargetDescriptor) > & Descriptors )


description: Normal constructor

code: FLocalizationTargetDescriptor ( [FString](API\Runtime\Core\Containers\FString) InName, [ELocalizationTargetDescriptorLoadingPolicy::Type](API\Runtime\Projects\ELocalizationTargetDescriptorLoa-) InLoadingPolicy )


className: FLocalizationTargetDescriptor

description: Description of a localization target.

code: struct FLocalizationTargetDescriptor

LoadingPolicy

type: ELocalizationTa...

description: When should the localization data associated with a target should be loaded?

Name

description: Name of this target


className: FModuleContextInfo

description: Context information used when validating that source code is being placed in the correct place for a given module

code: struct FModuleContextInfo

ModuleName

description: Name of the module

ModuleSourcePath

description: Path to the Source folder of the module

ModuleType

description: Type of this module, eg, Runtime, Editor, etc


description: Checks that all modules are compatible with the current engine version. Returns false and appends a list of names to OutIncompatibleFiles if not.

code: static bool CheckModuleCompatibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & Modules, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutIncompatibleFiles )


description: Tests whether the module should be built for the given target

code: bool IsCompiledInConfiguration ( const [FString](API\Runtime\Core\Containers\FString) & Platform, EBuildConfiguration Configuration, const [FString](API\Runtime\Core\Containers\FString) & TargetName, EBuildTargetType TargetType, bool bBuildDeveloperTools, bool bBuildRequiresCookedData ) const


description: Tests whether the module should be loaded for the current engine configuration


description: Tests whether the module should be built for the current engine configuration


description: Loads all the modules for a given loading phase. Returns a map of module names to load errors

code: static void LoadModulesForPhase ( [ELoadingPhase::Type](API\Runtime\Projects\ELoadingPhase__Type) LoadingPhase, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & Modules, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), EModuleLoadResult > & ModuleLoadErrors )


code: bool Read ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Reads an array of modules from the given JSON object

code: static bool ReadArray ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object, const TCHAR * Name, [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & OutModules, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: static bool ReadArray ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object, const TCHAR * Name, [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & OutModules, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Updates an array of module descriptors in the specified JSON field (indexed by module name)

code: static void UpdateArray ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & JsonObject, const TCHAR * ArrayName, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & Modules )


description: Writes an array of modules to JSON

code: static void WriteArray ( TJsonWriter<> & Writer, const TCHAR * ArrayName, const [TArray](API\Runtime\Core\Containers\TArray)< [FModuleDescriptor](API\Runtime\Projects\FModuleDescriptor) > & Modules )


description: Normal constructor

code: FModuleDescriptor ( const [FName](API\Runtime\Core\UObject\FName) InName, [EHostType::Type](API\Runtime\Projects\EHostType__Type) InType, [ELoadingPhase::Type](API\Runtime\Projects\ELoadingPhase__Type) InLoadingPhase )


description: Reads a descriptor from the given JSON object

code: bool Read ( const [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & Object, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


className: FModuleDescriptor

description: Description of a loadable module.

code: struct FModuleDescriptor

AdditionalDependencies

description: List of additional dependencies for building this module.

bHasExplicitPlatforms

description: When true, an empty PlatformAllowList is interpeted as 'no platforms' with the expectation that explict platforms will be added in plugin extensions

LoadingPhase

description: When should the module be loaded during the startup sequence? This is sort of an advanced setting.

Name

description: Name of this module

PlatformAllowList

description: List of allowed platforms

PlatformDenyList

description: List of disallowed platforms

ProgramAllowList

description: List of allowed programs

ProgramDenyList

description: List of disallowed programs

TargetAllowList

type: TArray< EBuildT...

description: List of allowed targets

TargetConfigurationAllowList

type: TArray< EBuildC...

description: List of allowed target configurations

TargetConfigurationDenyList

description: List of disallowed target configurations

TargetDenyList

description: List of disallowed targets

Type

description: Usage type of module


description: Return the .uplugin extension (with dot)

code: static const [FString](API\Runtime\Core\Containers\FString) & GetFileExtension()


description: Loads the descriptor from the given file.

code: bool Load ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: bool Load ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Reads the descriptor from the given string

code: bool Read ( const [FString](API\Runtime\Core\Containers\FString) & Text, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason )


code: bool Read ( const [FString](API\Runtime\Core\Containers\FString) & Text, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason )


description: Reads the descriptor from the given JSON object


description: Saves the descriptor from the given file.

code: bool Save ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const


code: bool Save ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason ) const


description: Determines whether the plugin supports the given platform

code: bool SupportsTargetPlatform ( const [FString](API\Runtime\Core\Containers\FString) & Platform ) const


description: Updates the given json object with values in this descriptor

code: void UpdateJson ( [FJsonObject](API\Runtime\Json\Dom\FJsonObject) & JsonObject ) const


description: Updates the content of the specified plugin file with values in this descriptor (hence preserving json fields that the plugin descriptor doesn't know about)

code: bool UpdatePluginFile ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) * OutFailReason ) const


code: bool UpdatePluginFile ( const [FString](API\Runtime\Core\Containers\FString) & FileName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailReason ) const


description: Writes a descriptor to JSON

code: void Write ( [FString](API\Runtime\Core\Containers\FString) & Text ) const


description: Writes a descriptor to JSON

code: void Write ( TJsonWriter<> & Writer ) const


description: Constructor.

code: FPluginDescriptor()