description: Check whether the imported LevelVariantSets has the expected number of variant sets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVariantSetsCount ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * LevelVariantSets, int32 ExpectedNumberOfVariantSets )


description: Check whether the imported LevelVariantSets has the expected number of variants for the given variant set

module: InterchangeTests

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVariantsCount ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * LevelVariantSets, const [FString](API\Runtime\Core\Containers\FString) & VariantSetName, int32 ExpectedNumberOfVariants )


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


className: ULevelVariantSetsImportTestFunctions


description: Check whether the imported material has the expected blend mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBlendMode ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, EBlendMode ExpectedBlendMode )


description: Check whether the expected number of materials are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedMaterialCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialInterfaces, int32 ExpectedNumberOfImportedMaterials )


description: Check whether the expected number of material instances are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedMaterialInstanceCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialInterfaces, int32 ExpectedNumberOfImportedMaterialInstances )


description: Check whether the imported material has the expected two-sided setting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckIsTwoSided ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, bool ExpectedIsTwoSided )


description: Check whether the imported material has the expected opacity mask clip value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckOpacityMaskClipValue ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, float ExpectedOpacityMaskClipValue )


description: Check whether the imported material has the expected scalar parameter value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckScalarParameter ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FString](API\Runtime\Core\Containers\FString) & ParameterName, float ExpectedParameterValue )


description: Check whether the imported material has the expected shading model

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckShadingModel ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, EMaterialShadingModel ExpectedShadingModel )


description: Check whether the imported material has the expected vector parameter value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVectorParameter ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FString](API\Runtime\Core\Containers\FString) & ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) ExpectedParameterValue )


className: UMaterialImportTestFunctions


description: Check whether the expected number of inputs are connected to the MX_StandardSurface material function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec, Meta=(DisplayName="MX: Check Connected Input Count")) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckConnectedInputCount ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, int32 ExpectedNumber )


description: Check whether a specific input of the MX_StandardSurface material function is connected or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec, Meta=(DisplayName="MX: Check Input Is Connected")) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckInputConnected ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FString](API\Runtime\Core\Containers\FString) & InputName, bool bIsConnected )


description: Check whether the mesh has the expected number of bones

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBoneCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 ExpectedNumberOfBones )


description: Check that the bone of the specified index has the expected position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBonePosition ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 BoneIndex, const FVector & ExpectedBonePosition )


description: Check whether the expected number of skeletal meshes are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedSkeletalMeshCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > & Meshes, int32 ExpectedNumberOfImportedSkeletalMeshes )


description: Check whether the mesh has the expected number of LODs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckLodCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 ExpectedNumberOfLods )


description: Check whether the mesh has the expected number of material slots

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckMaterialSlotCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 ExpectedNumberOfMaterialSlots )


description: Check whether the triangle count in the built render data for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderTriangleCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfRenderTriangles )


description: Check whether the vertex count in the built render data for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderVertexCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfRenderVertices )


description: Check whether the built render data for the given mesh LOD has the expected number of sections

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfSections )


description: Check whether the imported material slot name for the given section in the render data for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionImportedMaterialSlotName ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 SectionIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedImportedMaterialSlotName )


description: Check whether the material name for the given section in the render data for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionMaterialName ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 SectionIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedMaterialName )


description: Check that the specified bone name is skinned with the expected number of vertices

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSkinnedVertexCountForBone ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, const [FString](API\Runtime\Core\Containers\FString) & BoneName, bool bTestFirstAlternateProfile, int32 ExpectedSkinnedVertexCount )


description: Check whether the mesh has the expected number of UV channels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckUVChannelCount ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfUVChannels )


description: Check whether the given section in the built render data for the given LOD has the expected number of triangles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTriangleCountInSection ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 SectionIndex, int32 ExpectedNumberOfTriangles )


description: Check whether the vertex of the given index is at the expected position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVertexIndexPosition ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 VertexIndex, const FVector & ExpectedVertexPosition )


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


description: Check whether the vertex of the given index is at the expected normal

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVertexIndexNormal ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, int32 LodIndex, int32 VertexIndex, const FVector & ExpectedVertexNormal )


className: USkeletalMeshImportTestFunctions


description: Check whether the static mesh is equivalent to a ground truth asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckAgainstGroundTruth ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) > MeshToCompare, bool bCheckVertexCountEqual, bool bCheckTriangleCountEqual, bool bCheckUVChannelCountEqual, bool bCheckCollisionPrimitiveCountEqual, bool bCheckVertexPositionsEqual, bool bCheckNormalsEqual )


description: Check whether the bounding box size is greater than given value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBoundingBoxSizeGreaterThan ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, FVector3f GreaterThanSize )


description: Check whether the bounding box size is less than given value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBoundingBoxSizeLessThan ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, FVector3f LessThanSize )


description: Check whether the bounding box size is equal to given value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBoundingBoxSize ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, FVector3f ExpectedSize )


description: Check whether the static mesh source model has the expected build settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBuildSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & ExpectedBuildSettings )


description: Check whether the static mesh imported material slot name for the given material index is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedMaterialSlotName ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 MaterialIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedImportedMaterialSlotName )


description: Check whether the expected number of static meshes are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedStaticMeshCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & Meshes, int32 ExpectedNumberOfImportedStaticMeshes )


description: Check whether the static mesh has the expected number of LODs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckLodCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 ExpectedNumberOfLods )


description: Check whether the static mesh has the expected number of material slots

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckMaterialSlotCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 ExpectedNumberOfMaterialSlots )


description: Check whether the static mesh has the expected Nanite settings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckNaniteSettings ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, const [FMeshNaniteSettings](API\Runtime\Engine\Engine\FMeshNaniteSettings) & ExpectedNaniteSettings )


description: Check whether the mesh description has the expected number of polygons for the given LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckPolygonCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfPolygons )


description: Check whether the given mesh description polygon group of the given LOD has the expected number of polygons

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckPolygonCountInPolygonGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 PolygonGroupIndex, int32 ExpectedNumberOfPolygons )


description: Check whether the mesh description has the expected number of polygon groups for the given LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckPolygonGroupCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfPolygonGroups )


description: Check whether the render data contains any vertex colors of the given LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderHasVertexColors ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, bool bExpectedHasVertexColors )


description: Check whether the mesh description material slot name for the given polygon group in the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckPolygonGroupImportedMaterialSlotName ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 PolygonGroupIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedImportedMaterialSlotName )


description: Check whether the render data has the expected number of triangles for the given LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderTriangleCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedTotalNumberOfTriangles )


description: Check whether the render data has the expected number of UV channels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderUVChannelCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfUVChannels )


description: Check whether the render data vertex count for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderVertexCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfRenderVertices )


description: Check whether the render data vertex index of the given LOD has the expected vertex normal

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderVertexIndexNormal ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 VertexIndex, const FVector4f & ExpectedVertexNormal )


description: Check whether the render data vertex index of the given LOD has the expected vertex color

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckRenderVertexIndexColor ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 VertexIndex, const [FColor](API\Runtime\Core\Math\FColor) & ExpectedVertexColor )


description: Check whether the render data for the given mesh LOD has the expected number of sections

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfSections )


description: Check whether the section index in the built render data for the given LOD is referencing the expected material index

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionMaterialIndex ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 SectionIndex, int32 ExpectedMaterialIndex )


description: Check whether the section index in the built render data for the given LOD is referencing the expected imported material slot name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionImportedMaterialSlotName ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 SectionIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedImportedMaterialSlotName )


description: Check whether the section index in the built render data for the given LOD is referencing the expected material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionMaterialName ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 SectionIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedMaterialName )


description: Check whether the static mesh expected number of simple collision primitives were imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSimpleCollisionPrimitiveCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 ExpectedSphereElementCount, int32 ExpectedBoxElementCount, int32 ExpectedCapsuleElementCount, int32 ExpectedConvexElementCount, int32 ExpectedTaperedCapsuleElementCount )


description: Check whether the static mesh given socket index has the expected location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSocketLocation ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 SocketIndex, const FVector & ExpectedSocketLocation )


description: Check whether the static mesh expected number of sockets were imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSocketCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 ExpectedSocketCount )


description: Check whether the mesh description contains any quads or ngons

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckThatMeshHasQuadsOrNgons ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, bool bMeshHasQuadsOrNgons )


description: Check whether the static mesh given socket index has the expected name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSocketName ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 SocketIndex, const [FString](API\Runtime\Core\Containers\FString) & ExpectedSocketName )


description: Check whether the mesh description has the expected number of triangles for the given LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTriangleCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedTotalNumberOfTriangles )


description: Check whether the given mesh description polygon group of the given LOD has the expected number of triangles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTriangleCountInPolygonGroup ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 PolygonGroupIndex, int32 ExpectedNumberOfTriangles )


description: Check whether the mesh description has the expected number of UV channels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckUVChannelCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfUVChannels )


description: Check whether the mesh description vertex count for the given LOD is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVertexCount ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 ExpectedNumberOfVertices )


description: Check whether the mesh description vertex of the given index is at the expected position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckVertexIndexPosition ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, int32 LodIndex, int32 VertexIndex, const FVector & ExpectedVertexPosition )


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


description: Check whether the expected number of textures are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedTextureCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & Textures, int32 ExpectedNumberOfImportedTextures )


className: UStaticMeshImportTestFunctions


description: Check whether the imported texture has the expected addressing mode for X-axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTextureAddressX ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, TextureAddress ExpectedTextureAddressX )


description: Check whether the imported texture has the expected addressing mode for Y-axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTextureAddressY ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, TextureAddress ExpectedTextureAddressY )


description: Check whether the imported texture has the expected addressing mode for Z-axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTextureAddressZ ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, TextureAddress ExpectedTextureAddressZ )


description: Check whether the imported texture has the expected filtering mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckTextureFilter ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, TextureFilter ExpectedTextureFilter )


className: UTextureImportTestFunctions


description: Deserialize a test plan from Json

code: bool ReadFromJson ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Click here to immediately run this single test through the automation framework

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category=Run, Meta=(DisplayPriority=1)) void RunThisTest()


description: Serialize a test plan to Json

code: void WriteToJson ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


className: UInterchangeImportTestPlan

description: Define a test plan

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, prioritizeCategories=Definition) class UInterchangeImportTestPlan : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsEnabledInAutomationTests

type: bool

description: Whether or not this test plan is currently enabled

DisabledTestReason

type: FString

description: Why is the test plan disabled.

Steps

type: TArray<TObject...

description: Set of steps to perform to carry out this test plan


className: UInterchangeImportTestSettings

description: Implement settings for the Interchange Import Test

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class UInterchangeImportTestSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ImportFiles

type: TArray<FString...


code: virtual [FTestStepResults](API\Plugins\InterchangeTests\FTestStepResults) FinishStep ( [FInterchangeImportTestData](API\Plugins\InterchangeTests\FInterchangeImportTestData) & Data, [FAutomationTestExecutionInfo](API\Runtime\Core\Misc\FAutomationTestExecutionInfo) & ExecutionInfo )


code: bool PerformTests ( [FInterchangeImportTestData](API\Plugins\InterchangeTests\FInterchangeImportTestData) & Data, [FAutomationTestExecutionInfo](API\Runtime\Core\Misc\FAutomationTestExecutionInfo) & ExecutionInfo )


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


code: virtual [TTuple](API\Runtime\Core\Misc\TTuple)< [UE::Interchange::FAssetImportResultPtr](API\Runtime\InterchangeEngine\FAssetImportResultPtr), [UE::Interchange::FSceneImportResultPtr](API\Runtime\InterchangeEngine\FSceneImportResultPtr) > StartStep ( [FInterchangeImportTestData](API\Plugins\InterchangeTests\FInterchangeImportTestData) & Data )


className: UInterchangeImportTestStepBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, Abstract, AutoExpandCategories=(General, Test)) class UInterchangeImportTestStepBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Tests

type: TArray<FInterc...

description: An array of results to check against


className: UInterchangeImportTestStepImport

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Import a file")) class UInterchangeImportTestStepImport : public [UInterchangeImportTestStepBase](API\Plugins\InterchangeTests\UInterchangeImportTestStepBase)

bEmptyDestinationFolderPriorToImport

description: Whether the destination folder should be emptied prior to import

bImportIntoLevel

description: Whether we should use the import into level workflow

bSaveThenReloadImportedAssets

description: Whether imported assets should be saved and freshly reloaded after import

PipelineStack

description: The pipeline stack to use when importing (an empty array will use the defaults)

SourceFile

type: FFilePath

description: The source file to import (path relative to the json script)


className: UInterchangeImportTestStepReimport

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Reimport a file")) class UInterchangeImportTestStepReimport : public [UInterchangeImportTestStepBase](API\Plugins\InterchangeTests\UInterchangeImportTestStepBase)

AssetNameToReimport

description: If there were multiple assets of the above type imported, specify the concrete name here

AssetTypeToReimport

type: TSubclassOf<UO...

description: The type of the asset to reimport.


description: The type of tutorial content to display

module: IntroTutorials

code: namespace ETutorialAnchorIdentifier { enum Type { None, NamedWidget, Asset, } }


className: FTutorialCategory

description: Category description

Description

type: FText

description: Localized text to use to describe this category

Icon

description: Icon for this tutorial, used when presented to the user in the tutorial browser.

Identifier

description: Period-separated category name, e.g. "Editor Quickstart.Level Editor"

SortOrder

description: Sort order, used by the tutorial browser - set in editor game-agnostic INI file

Texture

type: FSoftObjectPath

description: Texture for this tutorial, used when presented to the user in the tutorial browser.

Title

description: Title of the category


description: The type of tutorial content to display

code: namespace ETutorialContent { enum Type { None, Text, UDNExcerpt, RichText, } }


className: FTutorialContent

description: Content wrapper

Content

description: Content reference string, path etc.

ExcerptName

description: Excerpt name for UDN excerpt

Text

description: Localized text to use with this content

Type

type: TEnumAsByte<ET...

description: The type of this content


className: FTutorialContentAnchor

description: A way of identifying something to be highlighted by a tutorial

Asset

description: If reference is an asset, we use this to resolve it

bDrawHighlight

description: Whether to draw an animated highlight around the widget

FriendlyName

description: FBlueprintGraphNodeMetaData specific members.

GUIDString

description: The GUID string

OuterName

description: Name of the outer object - should be the blueprint that 'owns' the node

TabToFocusOrOpen

description: Tab on which to focus (EG 'My Blueprint' tab).

WrapperIdentifier

type: FName

description: If widget is in a wrapper widget, this is the wrapper widget name


className: FTutorialStage

description: A single tutorial stage, containing the optional main content & a number of widgets with content attached

BackButtonText

description: Text to display on the back button

bInvertPlatformTest

description: If false, stage will be skipped if running on any platform in PlatformsToTest.

Content

type: FTutorialConten...

description: Non-widget-bound content to display in this stage

Name

description: Identifier for this stage

NextButtonText

description: Text to display on the next button

PlatformsToTest

description: List of platforms to test against. Meaning of test is determined by InvertPlatformTest.

WidgetContent

type: TArray<FTutori...

description: Widget-bound content to display for this stage


className: FTutorialWidgetContent

description: Content that is displayed relative to a widget

bAutoFocus

description: If this a node that can be focused (EG a blueprint node) should we auto focus on it

Content

description: Content to associate with widget

ContentWidth

type: float

description: Content width - text will be wrapped at this point

HorizontalAlignment

type: TEnumAsByte< EH...

Offset

description: Custom offset from widget

VerticalAlignment

type: TEnumAsByte< EV...

WidgetAnchor

description: Anchor for content widget to highlight


description: Close all tutorial content, including the browser.

code: void CloseAllTutorialContent()


description:
Create a widget that shows a "loading" visual while waiting for tutorials to load.
a widget used to access context-sensitive tutorials

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTutorialsLoadingWidget ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InContextWindow ) const


description:
Create a widget that allows access to the tutorial for the current context.
a widget used to access context-sensitive tutorials

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateTutorialsWidget ( [FName](API\Runtime\Core\UObject\FName) InContext, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InContextWindow ) const


className: ETutorialStartType

description: Parameter for LaunchTutorial function.

code: enum ETutorialStartType { TST_CONTINUE, TST_RESTART, TST_LASTSTAGE, }


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

code: static [IIntroTutorials](API\Plugins\IntroTutorials\IIntroTutorials) & Get()


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

code: static bool IsAvailable()


description: Launch a tutorial with the specified asset.

code: void LaunchTutorial ( const [FString](API\Runtime\Core\Containers\FString) & TutorialAssetName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InNavigationWindow )


description: Launch a tutorial immediately, bypassing the tutorial browser.

code: void LaunchTutorial ( [UEditorTutorial](API\Plugins\IntroTutorials\UEditorTutorial) * Tutorial, [IIntroTutorials::ETutorialStartType](API\Plugins\IntroTutorials\IIntroTutorials\ETutorialStartType) InStartType, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InNavigationWindow, FSimpleDelegate OnTutorialClosed, FSimpleDelegate OnTutorialExited )


description: Register a new category with the tutorial browser. Categories are automatically created when tutorial blueprints are discovered, but this will allow you to apply some customization for tutorial categories defined by plugins

code: void RegisterCategory ( [FTutorialCategory](API\Plugins\IntroTutorials\FTutorialCategory) NewCategory )


className: IIntroTutorials

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

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


description: Begin a tutorial. Note that this will end the current tutorial that is in progress, if any

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static void BeginTutorial ( [UEditorTutorial](API\Plugins\IntroTutorials\UEditorTutorial) * TutorialToStart, bool bRestart )


description:
Attempts to find the actor specified by PathToActor in the current editor world
A reference to the actor, or none if it wasn't found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Tutorial") [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorReference ( [FString](API\Runtime\Core\Containers\FString) PathToActor )


description: Returns the visibility of the engine folder in the content browser

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static bool GetEngineFolderVisibilty()


description: UObjectimplementation

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


description: Advance to the next stage of a tutorial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static void GoToNextTutorialStage()


description: Advance to the previous stage of a tutorial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static void GoToPreviousTutorialStage()


description: Called each tick so the Blueprint can optionally complete or skip stages

code: void HandleTickCurrentStage ( [FName](API\Runtime\Core\UObject\FName) StageName )


description: Called when a tutorial is closed

code: void HandleTutorialClosed()


description: Called when a tutorial is launched

code: void HandleTutorialLaunched()


description: Called when a tutorial stage ends

code: void HandleTutorialStageEnded ( [FName](API\Runtime\Core\UObject\FName) StageName )


description: Called when a tutorial stage is started

code: void HandleTutorialStageStarted ( [FName](API\Runtime\Core\UObject\FName) StageName )


description: Event fired when a tutorial is closed


description: Event fired when a tutorial is launched


description: Event fired when a tutorial stage ends

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Tutorial") void OnTutorialStageEnded ( [FName](API\Runtime\Core\UObject\FName) StageName )


description: Event fired when a tutorial stage begins

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Tutorial") void OnTutorialStageStarted ( [FName](API\Runtime\Core\UObject\FName) StageName )


description: Open an asset for use by a tutorial

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static void OpenAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Sets the visibility of the engine folder in the content browser

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Tutorial") static void SetEngineFolderVisibilty ( bool bNewVisibility )


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


className: UEditorTutorial

description: An asset used to build a stage-by-stage tutorial in the editor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(Object), EditInlineNew) class UEditorTutorial : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AssetToUse

description: Asset to open & attach the tutorial to. Non-widget-bound content will appear in the asset's window

bHideInBrowser

description: Hide this tutorial in the tutorials browser

bIsStandalone

description: A standalone tutorial displays no navigation buttons and each content widget has a close button

Category

description: Category of this tutorial, used to organize tutorials when presented to the user

Icon

description: Icon name for this tutorial, used when presented to the user in the tutorial browser.

ImportPath

description: The path this tutorial was imported from, if any.

NextTutorial

type: FSoftClassPath

description: Tutorial to optionally chain onto after this tutorial completes

PreviousTutorial

description: Tutorial to optionally chain back to if the "back" button is clicked on the first stage

SearchTags

description: Comma seperated list of tags the search will use to help find this tutorial

SortOrder

description: Sorting priority, used by the tutorial browser

Stages

description: The various stages of this tutorial

SummaryContent

description: Content to be displayed for this tutorial when presented to the user in summary

Texture

type: TObjectPtr<UTe...

description: Texture for this tutorial, used when presented to the user in the tutorial browser.

Title

description: Title of this tutorial, used when presented to the user


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

module: IOSReplayKit

code: static [IIOSReplayKitModuleInterface](API\Plugins\IOSReplayKit\IIOSReplayKitModuleInterface) & Get()


code: void Initialize ( bool bMicrophoneEnabled, bool bCameraEnabled )


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

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: IIOSReplayKitModuleInterface

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="IOSReplayKit", Meta=(WorldContext="WorldContextObject", Keywords="replaykit capture")) static void StartCaptureToFile ( bool bMicrophoneEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="IOSReplayKit", Meta=(WorldContext="WorldContextObject", Keywords="replaykit record")) static void StartRecording ( bool bMicrophoneEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="IOSReplayKit", Meta=(WorldContext="WorldContextObject", Keywords="replaykit capture")) static void StopCapture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="IOSReplayKit", Meta=(WorldContext="WorldContextObject", Keywords="replaykit record")) static void StopRecording()


className: UIOSReplayKitControl

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UIOSReplayKitControl : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Creates a JsonObject from the provided Json file.

module: JsonBlueprintUtilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json", Meta=(WorldContext="WorldContextObject", HidePin="WorldContextObject", DefaultToSelf="WorldContextObject", DisplayName="Load Json from File")) static bool FromFile ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File, [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & OutJsonObject )


description: Creates a JsonObject from the provided Json string.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json", Meta=(WorldContext="WorldContextObject", HidePin="WorldContextObject", DefaultToSelf="WorldContextObject", DisplayName="Load Json from String")) static bool FromString ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & JsonString, [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & OutJsonObject )


description: Gets the value of the specified field.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, BlueprintInternalUseOnly, Category="Json", Meta=(CustomStructureParam="OutValue", AutoCreateRefTerm="OutValue")) static bool GetField ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, const [FString](API\Runtime\Core\Containers\FString) & FieldName, int32 & OutValue )


description: Gets all field names on the JsonObject

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json") static bool GetFieldNames ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FieldNames )


description: Checks if the field exists on the object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json") static bool HasField ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, const [FString](API\Runtime\Core\Containers\FString) & FieldName )


description: Adds (new) or sets (existing) the value of the specified field.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, BlueprintInternalUseOnly, Category="Json", Meta=(CustomStructureParam="Value", AutoCreateRefTerm="Value")) static bool SetField ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, const [FString](API\Runtime\Core\Containers\FString) & FieldName, const int32 & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, BlueprintInternalUseOnly, Category="Json", Meta=(DisplayName="Convert Struct To Json String", CustomStructureParam="Struct", AutoCreateRefTerm="Struct")) static bool StructToJsonString ( const int32 & Struct, [FString](API\Runtime\Core\Containers\FString) & OutJsonString )


description: Creates a file from the provided JsonObject.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json", Meta=(DisplayName="Save Json to File")) static bool ToFile ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Creates a Json string from the provided JsonObject.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Json", Meta=(DisplayName="Get Json String")) static bool ToString ( const [FJsonObjectWrapper](API\Runtime\JsonUtilities\FJsonObjectWrapper) & JsonObject, [FString](API\Runtime\Core\Containers\FString) & OutJsonString )


className: UJsonBlueprintFunctionLibrary


module: JWT

code: static const TCHAR *const CLAIM_AUDIENCE = TEXT("aud");


code: static const TCHAR *const CLAIM_ISSUED_AT = TEXT("iat");


code: static const TCHAR *const CLAIM_EXPIRATION = TEXT("exp");


description: JWT payload registered claim field names.

code: static const TCHAR *const CLAIM_ISSUER = TEXT("iss");


code: static const TCHAR *const CLAIM_NOT_BEFORE = TEXT("nbf");


description:
Creates a JWT from the provided string. The string must consist of 3 base64 url encoded parts: a header, payload, and signature. The parts must be split by a period character. The signature part is optional. If the signature is excluded, the string must still contain a period character in its place. Valid formats: "header.payload.signature" and "header.payload."
An optional set with aFJsonWebTokenif the JWT was successfully decoded.

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FJsonWebToken](API\Plugins\JWT\FJsonWebToken) > FromString ( const FStringView InEncodedJsonWebToken )


code: static const TCHAR *const CLAIM_SUBJECT = TEXT("sub");


code: static bool FromString ( const FStringView InEncodedJsonWebToken, [FJsonWebToken](API\Plugins\JWT\FJsonWebToken) & OutJsonWebToken )


description:
Gets the algorithm that was used to construct the signature.
Whether the value exists and was successfully outputted.

code: bool GetAlgorithm ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Gets the audience.
Whether the value exists and was successfully outputted.

code: bool GetAudience ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Gets the expiration timestamp.
Whether the value exists and was successfully outputted.

code: bool GetExpiration ( int64 & OutValue ) const


description:
Gets a claim by name. This method can be used to get custom claims that are not reserved as part of the JWT specification.
Whether the claim exists and was successfully outputted.

code: bool GetClaim ( const FStringView InName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > & OutClaim ) const


description:
Gets a claim by name. This method can be used to get custom claims that are not reserved as part of the JWT specification.
The json value to output on success, or an invalid shared pointer on failure.

code: template<EJson JsonType> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > GetClaim ( const FStringView InName ) const


description:
Gets the issued at timestamp.
Whether the value exists and was successfully outputted.

code: bool GetIssuedAt ( int64 & OutValue ) const


description:
Gets the issuer domain.
Whether the value exists and was successfully outputted.

code: bool GetIssuer ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Gets the key id.
Whether the value exists and was successfully outputted.

code: bool GetKeyId ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Gets the not valid before timestamp.
Whether the value exists and was successfully outputted.

code: bool GetNotBefore ( int64 & OutValue ) const


description:
Gets the subject.
Whether the value exists and was successfully outputted.

code: bool GetSubject ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Gets the type.
Whether the value exists and was successfully outputted.

code: bool GetType ( [FString](API\Runtime\Core\Containers\FString) & OutValue ) const


description:
Checks whether the tokens expiration timestamp is in the past.
Whether the token has expired

code: bool HasExpired() const


code: static const TCHAR *const HEADER_ALGORITHM = TEXT("alg");


code: static const TCHAR *const HEADER_KEY_ID = TEXT("kid");


description: JWT header field names.

code: static const TCHAR *const HEADER_TYPE = TEXT("typ");


description: JWT header expected values.

code: static const TCHAR *const TYPE_VALUE_JWT = TEXT("JWT");


description:
Deprecated method to signature validate the JWT.
False

code: bool Verify() const


description: Signature validate and verify the JWT.

code: bool Verify ( const [IJwtAlgorithm](API\Plugins\JWT\IJwtAlgorithm) & Algorithm, const FStringView ExpectedIssuer ) const


className: FJsonWebToken

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

code: class FJsonWebToken


description: Gets the algorithm's string representation.

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


code: [FJwtAlgorithm_RS256](API\Plugins\JWT\FJwtAlgorithm_RS256) & operator= ( const [FJwtAlgorithm_RS256](API\Plugins\JWT\FJwtAlgorithm_RS256) & )


description:
Set the public RSA key from PEM.
Whether the operation was successful

code: bool SetPublicKey ( const FStringView InPemKey )


description:
Verifies the decoded signature with the encoded message.
Whether the signature was successfully verified.

code: virtual bool VerifySignature ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > EncodedMessage, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > DecodedSignature ) const


code: FJwtAlgorithm_RS256 ( const [FJwtAlgorithm_RS256](API\Plugins\JWT\FJwtAlgorithm_RS256) & )


code: class FJwtAlgorithm_RS256 : public [IJwtAlgorithm](API\Plugins\JWT\IJwtAlgorithm)

AlgorithmString

type: constFString

description: Holds the algorithm string.


description:
Decode base64 in url-safe mode from string to string.
Whether the string could be decoded

code: static bool Base64UrlDecode ( const FStringView InSource, [FString](API\Runtime\Core\Containers\FString) & OutDest )


description:
Decode base64 in url-safe mode from string to byte array.
Whether the string could be decoded

code: static bool Base64UrlDecode ( const FStringView InSource, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutDest )


description:
Get the pointer to the current platform encryption context (e.g. OpenSSL or SwitchSSL).
Pointer to the encryption context

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FEncryptionContext](API\Plugins\PlatformCryptoOpenSSL\FEncryptionContext) > GetEncryptionContext()


description:
Split an encoded JWT string into the 3 header, payload, and signature parts.
Whether the JWT string could be split

code: static bool SplitEncodedJsonWebTokenString ( const FStringView InEncodedJsonWebTokenString, FStringView & OutEncodedHeaderPart, FStringView & OutEncodedPayloadPart, FStringView & OutEncodedSignaturePart )


description:
Split a StringView on a delimiter.
Whether the string view could be split

code: static bool SplitStringView ( const FStringView InSource, const TCHAR InDelimiter, FStringView & OutLeft, FStringView & OutRight )


description: Convert a StringView to a byte array.

code: static void StringViewToBytes ( const FStringView InSource, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBytes )


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

code: static [IJwt](API\Plugins\JWT\IJwt) & Get()


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

code: static bool IsAvailable()


className: IJwt

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

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


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


code: bool VerifySignature ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > EncodedMessage, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const uint8 > DecodedSignature ) const


className: EBrushBlendType

description: The blend mode changes how the brush material is applied to the terrain.

module: Landmass

code: enum EBrushBlendType { AlphaBlend, Min, Max, Additive, }


className: EBrushFalloffMode

code: enum EBrushFalloffMode { Angle, Width, }


className: FBrushEffectCurlNoise


className: FBrushEffectCurves

bUseCurveChannel

type: bool

ElevationCurveAsset

type: TObjectPtr<UCu...


className: FBrushEffectDisplacement

Channel

type: FLinearColor


className: FBrushEffectSmoothBlending


className: FBrushEffectTerracing


className: FLandmassBrushEffectsList

Blurring

type: FBrushEffectBlu...

CurlNoise

type: FBrushEffectCur...

Displacement

type: FBrushEffectDis...

SmoothBlending

type: FBrushEffectSmo...

Terracing

type: FBrushEffectTer...


className: FLandmassFalloffSettings

FalloffMode

type: EBrushFalloffMo...


code: FLandmassTerrainCarvingSettings()


className: FLandmassTerrainCarvingSettings

BlendMode

type: EBrushBlendType

Effects

type: FLandmassBrushE...

FalloffSettings

type: FLandmassFallof...


className: ILandmassModuleInterface

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


module: LandmassEditor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="Selection") void ActorSelectionChanged ( bool bSelected )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="Tick") void CustomTick ( float DeltaSeconds )


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Default") void SetEditorTickEnabled ( bool bEnabled )


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


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


className: ILandmassEditorModuleInterface

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


className: ALandmassActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, HideCategories=(Replication, Input, LOD, Actor, Cooking, Rendering)) class ALandmassActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Get Cursor World Ray", Keywords="Get Cursor World Ray", UnsafeDuringActorConstruction="true"), Category=Rendering) static bool GetCursorWorldRay ( FVector & CameraLocation, FVector & RayOrigin, FVector & RayDirection )


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


className: ULandmassBlueprintFunctionLibrary


module: LandscapePatch

code: void AddPatch ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) > Patch )


code: virtual bool AffectsVisibilityLayer() const


code: bool ContainsPatch ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) > Patch ) const


code: virtual bool AffectsWeightmapLayer ( const [FName](API\Runtime\Core\UObject\FName) & InLayerName ) const


description: Gets the index of a particular patch in the manager's stack of patches (later indices get applied after earlier ones.

code: int32 GetIndexOfPatch ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) > Patch ) const


description: These get called by the landscape system to apply the patches to the height/weight maps.

code: virtual void Initialize_Native ( const FTransform & InLandscapeTransform, const FIntPoint & InLandscapeSize, const FIntPoint & InLandscapeRenderTargetSize )


description: Gets the transform from a point in the heightmap (where x and y are pixel coordinates, aka coordinates of the associated vertex, and z is the height as stored in the height map, currently a 16 bit integer) to world point based on the current landscape transform.


description: ALandscapeBlueprintBrushBase

code: virtual bool IsAffectingWeightmapLayer ( const [FName](API\Runtime\Core\UObject\FName) & InLayerName ) const


description: Moves patch to given index in the list of patches held by the manager (so that it is applied at a particular time relative to the others).

code: void MovePatchToIndex ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) > Patch, int32 Index )


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

code: virtual bool NeedsLoadForClient() const


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

code: virtual bool NeedsLoadForServer() const


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

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


description: UObject.

code: virtual void PostEditUndo()


code: bool RemovePatch ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) > Patch )


code: virtual [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderLayer_Native ( const [FLandscapeBrushParameters](API\Runtime\Landscape\FLandscapeBrushParameters) & InParameters )


code: virtual void SetOwningLandscape ( class [ALandscape](API\Runtime\Landscape\ALandscape) * InOwningLandscape )


description: Adds the brush to the given landscape, removing it from any previous one. This differs from SetOwningLandscape in that SetOwningLandscape is called by the landscape itself from AddBrushToLayer to update the manager.

code: virtual void SetTargetLandscape ( [ALandscape](API\Runtime\Landscape\ALandscape) * InOwningLandscape )


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


className: ALandscapePatchManager

description: Acts as the "blueprint brush" as far as the owning edit layer is concerned. In reality, has its contained patches edit the height/weight maps.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ALandscapePatchManager : public [ALandscapeBlueprintBrushBase](API\Runtime\Landscape\ALandscapeBlueprintBrushBase)

DetailPanelLandscape

type: TObjectPtr<ALa...

description: The owning landscape.

HeightmapCoordsToWorld

type: FTransform

PatchComponents

type: TArray<TSoftOb...


className: ELandscapeTextureHeightPatchEncoding

code: enum ELandscapeTextureHeightPatchEncoding { ZeroToOne, WorldUnits, NativePackedHeight, }


code: enum ELandscapeTextureHeightPatchZeroHeightMeaning { PatchZ, LandscapeZ, WorldZero, }


className: ELandscapeTexturePatchBlendMode

description: Determines how the patch is combined with the previous state of the landscape.

code: enum ELandscapeTexturePatchBlendMode { AlphaBlend = static_cast<uint8>(UE::Landscape::FApplyLandscapeTextureHeightPatchPS::EBlendMode::AlphaBlend), Additive = static_cast<uint8>(UE::Landscape::FApplyLandscapeTextureHeightPatchPS::EBlendMode::Additive), Min = static_cast<uint8>(UE::Landscape::FApplyLandscapeTextureHeightPatchPS::EBlendMode::Min), Max = static_cast<uint8>(UE::Landscape::FApplyLandscapeTextureHeightPatchPS::EBlendMode::Max), }


className: ELandscapeTexturePatchFalloffMode

description: Determines falloff method for the patch's influence.

code: enum ELandscapeTexturePatchFalloffMode { Circle, RoundedRectangle, }


className: ELandscapeTexturePatchSourceMode

description: Determines where the patch gets its information, which affects its memory usage in editor (not in runtime, since patches are baked directly into landscape and removed for runtime).

code: enum ELandscapeTexturePatchSourceMode { None, InternalTexture, TextureBackedRenderTarget, TextureAsset, }


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FApplyLandscapeTextureHeightPatc-\FParameters) * InParameters, const FIntRect & DestinationBounds )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: EBlendMode

code: enum EBlendMode { AlphaBlend, Additive, Min, Max, }


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: EFlags

description: Flags that get packed into a bitfield because we're not allowed to use bool shader parameters:

code: enum EFlags { None = 0, RectangularFalloff = 1 << 0, ApplyPatchAlpha = 1 << 1, InputIsPackedHeight = 1 << 2, }


className: Alignment

code: static Alignment = 16;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


className: FileLine

code: static FileLine = builtin_LINE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdInEdgeUVDeadBorder

description: Amount of the patch edge to not apply in UV space. Generally set to 0.5/Dimensions to avoid applying the edge half-pixels.


className: zzMemberIdInFalloffWorldMargin

description: In world units, the size of the margin across which the alpha falls from 1 to 0.


className: zzMemberIdInFlags

description: Some combination of the flags (see constants above).


className: zzMemberIdInHeightmapToPatch


className: zzMemberIdInHeightPatchSampler


className: zzMemberIdInHeightScale

description: Scale to apply to source values relative to the value that represents 0 height.


className: zzMemberIdInHeightOffset

description: Offset to apply to height result after applying height scale.


className: zzMemberIdInPatchWorldDimensions

description: Size of the patch in world units (used for falloff)


className: zzMemberIdInSourceHeightmap


className: zzMemberIdInZeroInEncoding

description: Value in patch that corresponds to the landscape mid value, which is our "0 height".


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


className: FParameters

description: TODO: We could consider exposing an additional global alpha setting that we can use to pass in the given edit layer alpha value... On the other hand, we currently don't bother doing this in any existing blueprint brushes, and it would be hard to support in a way that doesn't require each blueprint brush to respect it individually... Not clear whether this is something worth doing yet.

code: class FParameters

InBlendMode

type: TShaderParamete...

InHeightPatch

type: TShaderResource...

RenderTargets

type: FRenderTargetBi...


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & InParameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FApplyLandscapeTextureHeightPatchPS()


code: FApplyLandscapeTextureHeightPatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FApplyLandscapeTextureHeightPatchPS

description: Shader that applies a texture-based height patch to a landscape heightmap.

code: class FApplyLandscapeTextureHeightPatchPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FApplyLandscapeTextureWeightPatc-\FParameters) * InParameters, const FIntRect & DestinationBounds )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: EBlendMode

code: enum EBlendMode { AlphaBlend, Additive, Min, Max, }


className: EFlags

code: enum EFlags { None = 0, RectangularFalloff = 1 << 0, ApplyPatchAlpha = 1 << 1, }


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdInEdgeUVDeadBorder


className: zzMemberIdInFalloffWorldMargin


className: zzMemberIdInFlags


className: zzMemberIdInPatchWorldDimensions


className: zzMemberIdInSourceWeightmap


className: zzMemberIdInWeightPatchSampler


className: zzMemberIdInWeightmapToPatch


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & InParameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FApplyLandscapeTextureWeightPatchPS()


code: FApplyLandscapeTextureWeightPatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FApplyLandscapeTextureWeightPatchPS

code: class FApplyLandscapeTextureWeightPatchPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef SourceTexture, FRDGTextureRef DestinationTexture, const [FLandscapeHeightPatchConvertToNativeParams](API\Plugins\LandscapePatch\FLandscapeHeightPatchConvertToNa-) & Params )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdInZeroInEncoding


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


className: FParameters

code: class FParameters


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & InParameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FConvertBackFromNativeLandscapePatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FConvertBackFromNativeLandscapePatchPS

description: Shader that undoes the conversion done byFConvertToNativeLandscapePatchPS(to the extent possible, since rounding/clamping makes it not perfectly recoverable).

code: class FConvertBackFromNativeLandscapePatchPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef SourceTexture, FRDGTextureRef DestinationTexture, const [FLandscapeHeightPatchConvertToNativeParams](API\Plugins\LandscapePatch\FLandscapeHeightPatchConvertToNa-) & Params )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: Alignment

code: static Alignment = 16;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static NumElements = 0;


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdInZeroInEncoding


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & InParameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FConvertToNativeLandscapePatchPS()


code: FConvertToNativeLandscapePatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FConvertToNativeLandscapePatchPS

description: Shader that converts a texture stored in some other encoding (where height is in the R channel) to the landscape "native" encoding, where height is stored as a 16 bit int split across the R and G channels. This is not perfectly reversible (in case of clamping and due to rounding), but it lets us store the texture in the way that it would be applied to the landscape (usually).

code: class FConvertToNativeLandscapePatchPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FLandscapeCircleHeightPatchPS\FParameters) * InParameters )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


code: static FileLine = builtin_LINE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumRows = 1;


code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


code: typedef FParameters TAlignedType


description: GetStructMetadata()

code: struct FTypeInfo


code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


code: typedef zzFuncPtr(&42; zzMemberFunc


code: typedef FParameters zzTThisStruct


code: class FParameters


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FLandscapeCircleHeightPatchPS()


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: FLandscapeCircleHeightPatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FLandscapeCircleHeightPatchPS

description: Shader that applies a circle height patch to a landscape heightmap.

code: class FLandscapeCircleHeightPatchPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FLandscapeCircleHeightPatchPS\FParameters) * InParameters )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: FLandscapeCircleVisibilityPatchPS()


code: FLandscapeCircleVisibilityPatchPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FLandscapeCircleVisibilityPatchPS

description: Shader that applies a circle patch to a landscape visibility layer.

code: class FLandscapeCircleVisibilityPatchPS : public [FLandscapeCircleHeightPatchPS](API\Plugins\LandscapePatch\FLandscapeCircleHeightPatchPS)


description: Values needed to convert a patch stored in some source encoding into the native (two byte int) encoding and back.

HeightOffset

type: float


description: Applies this component instance data to the supplied component

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


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FLandscapePatchComponentInstanceData()


code: FLandscapePatchComponentInstanceData ( const [ULandscapePatchComponent](API\Plugins\LandscapePatch\ULandscapePatchComponent) * SourceComponent )


className: FLandscapePatchComponentInstanceData

description: Used to store some extra data during RerunConstructionScripts, namely the component's position in the patch manager.

bGaveMissingLandscapeWarning

type: bool

bGaveMissingPatchManagerWarning

description: Used so that we don't spam warning messages while rerunning construction scripts on a patch that triggers one of the warnings.


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

code: virtual void ShutdownModule()


className: FLandscapePatchModule

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


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FLandscapeTexturePatchEncodingSettings

WorldSpaceEncodingScale

type: double

description: The scale that should be aplied to the data stored in the patch relative to the zero in the encoding, in world coordinates.

ZeroInEncoding

description: The value in the patch data that corresponds to 0 height relative to the starting point specified by Zero Height Meaning.


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FOffsetHeightmapPS\FParameters) * InParameters )


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


code: static Alignment = 16;


code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


className: FParameters

code: class FParameters


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: LANDSCAPEPATCH_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FOffsetHeightmapPS](API\Plugins\LandscapePatch\FOffsetHeightmapPS) >::Type InternalBaseType


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & InParameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static LANDSCAPEPATCH_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FOffsetHeightmapPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOffsetHeightmapPS

description: Simple shader that just offsets each height value in a height patch by a constant.

code: class FOffsetHeightmapPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static void AddToRenderGraph ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FParameters](API\Plugins\LandscapePatch\FReinitializeLandscapePatchPS\FParameters) * InParameters )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: FileName

code: static FileName = builtin_FILE();


className: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: NumElements

code: static NumElements = 0;


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static LANDSCAPEPATCH_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()