description: Finds whether given job ID already exists in this grid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") bool DoesJobIdExist ( const [FString](API\Runtime\Core\Containers\FString) & JobId )


description: Copy the given job in this grid.

module: RenderGrid

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * DuplicateAndAddRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: Overridable native event for when batch rendering ends.

code: virtual void EndBatchRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue )


description: Overridable native event for when this asset is closed in the editor. The asset will also be closed and reopened during a blueprint compile.

code: virtual void EndEditor()


description: Overridable native event for when job rendering ends.

code: virtual void EndJobRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: Overridable native event for when job rendering for the viewport viewer-mode ends.

code: virtual void EndViewportRender ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


code: typedef TBaseDelegate_TwoParams< [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) *, [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) *, [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > > FRenderGridRunRenderJobsDefaultObjectCallback


className: FRenderGridRunRenderJobsCallback

code: typedef TBaseDelegate_TwoParams< [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) *, [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) *, [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > > FRenderGridRunRenderJobsCallback


description: Randomly generates a new GUID.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void GenerateNewGuid()


description: Generates a unique job ID by finding the currently highest job ID and increasing it by one.


description: Generates a unique job ID by grabbing the current time, as well as 16 random bytes, and converting that to a base64 string.


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetBlueprintImplementableEvents()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetDefaultLevelSequence() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [FString](API\Runtime\Core\Containers\FString) GetDefaultOutputDirectory() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [FString](API\Runtime\Core\Containers\FString) GetDefaultOutputDirectoryForDisplay() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * GetDefaultRenderPreset() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > GetDisabledRenderGridJobs() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > GetEnabledRenderGridJobs() const


description: Returns the GUID, which is randomly generated at creation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") int32 GetIndexOfRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > GetLevel() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [URenderGridPropsSourceBase](API\Plugins\RenderGrid\RenderGrid\URenderGridPropsSourceBase) * GetPropsSource() const


code: template<typename Type> Type * GetPropsSource() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPropsSourceOrigin() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > GetRenderGridJobs() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) > > & GetRenderGridJobsRef()


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") bool HasAnyRenderGridJobs() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") bool HasRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void InsertRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void InsertRenderGridJobAfter ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * AfterJob )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void InsertRenderGridJobBefore ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * BeforeJob )


description: Returns true when it's currently executing a blueprint implementable event, returns false otherwise.


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

code: virtual void PostLoad()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: In here, you could for example obtain jobs from an external source and add them to the queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="BeginBatchRender")) void ReceiveBeginBatchRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue )


description: In here, you could for example obtain jobs from an external source and replace the current jobs of this render grid asset with those.


description: In here, you could for example change elements in the world according to what job this is.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="BeginJobRender")) void ReceiveBeginJobRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="BeginViewportRender")) void ReceiveBeginViewportRender ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: In here, you could do any cleanup required at the end of a batch render.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EndBatchRender")) void ReceiveEndBatchRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue )


description: In here, you could do any cleanup required at the end of editing this render grid asset.


description: In here, you could do any cleanup required at the end of rendering out a job, like for example undoing the changes you've made to the world for this job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EndJobRender")) void ReceiveEndJobRender ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="EndViewportRender")) void ReceiveEndViewportRender ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: The tick event, will only execute when the asset is open in the editor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DisplayName="Tick")) void ReceiveTick ( float DeltaTime )


description: Renders all the enabled jobs of this render grid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Render()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void RemoveRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: Renders the given job of this render grid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: Renders all the given jobs of this render grid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJobs ( const [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > & Jobs )


description: Renders the given job of this render grid. Only renders a single frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJobSingleFrame ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, const int32 Frame )


description: Renders the given job of this render grid. Only renders a single frame. The frame number it renders is based on the given FramePosition (0.0 is the first frame, 1.0 is the last frame, 0.5 is the frame in the middle, etc).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJobSingleFramePosition ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, const double FramePosition )


description: Renders all the given jobs of this render grid. Only renders a single frame of each job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJobsSingleFrame ( const [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > & Jobs, const int32 Frame )


description: Renders all the given jobs of this render grid. Only renders a single frame of each job. The frame number it renders is based on the given FramePosition (0.0 is the first frame, 1.0 is the last frame, 0.5 is the frame in the middle, etc).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderJobsSingleFramePosition ( const [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > & Jobs, const double FramePosition )


description: Renders all the enabled jobs of this render grid. Only renders a single frame of each job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderSingleFrame ( const int32 Frame )


description: Renders all the enabled jobs of this render grid. Only renders a single frame of each job. The frame number it renders is based on the given FramePosition (0.0 is the first frame, 1.0 is the last frame, 0.5 is the frame in the middle, etc).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * RenderSingleFramePosition ( const double FramePosition )


description: Relocates the given job in this grid to the position of the given dropped-on job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") bool ReorderRenderGridJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * DroppedOnJob, const bool bAfter )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void SetDefaultLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * NewSequence )


code: void SetDefaultOutputDirectoryRaw ( const [FString](API\Runtime\Core\Containers\FString) & NewOutputDirectory )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void SetDefaultOutputDirectory ( const [FString](API\Runtime\Core\Containers\FString) & NewOutputDirectory )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void SetDefaultRenderPreset ( [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * NewRenderPreset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void SetPropsSource ( [ERenderGridPropsSourceType](API\Plugins\RenderGrid\RenderGrid\ERenderGridPropsSourceType) InPropsSourceType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPropsSourceOrigin )


description: Overridable native event for when this asset is ticked by the editor.

code: virtual void Tick ( float DeltaTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") void SetRenderGridJobs ( const [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > & Jobs )


description: Obtains a JSON representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > ToDebugJson() const


description: Obtains a string representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid", Meta=(DisplayName="To Debug String (Render Grid)", CompactNodeTitle="DEBUG")) [FString](API\Runtime\Core\Containers\FString) ToDebugString() const


className: URenderGrid

description: This class represents a render grid, which is basically just a collection of render grid jobs. A render grid is the asset that is shown in the content browser, it's the asset that can be opened and edited using the editor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, EditInlineNew, Meta=(DontUseGenericSpawnObject="true")) class URenderGrid : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Returns memory used to store temporary data on an instance, used by blueprints

code: virtual uint8 * GetPersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FuncToCheck ) const


className: URenderGridBlueprintGeneratedClass

description: Required in order for a RenderGrid to be able to have a blueprint graph.


code: void CopyValuesFrom ( [URenderGridDefaults](API\Plugins\RenderGrid\RenderGrid\URenderGridDefaults) * From )


className: URenderGridDefaults

description: This is placed in a separate class, primarily so that it be separated easily from the render grid when using the details view widget.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URenderGridDefaults : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

LevelSequence

type: TObjectPtr<ULe...

description: The default level sequence for new jobs, this is what will be rendered during rendering.

OutputDirectory

type: FString

description: The default output directory for new jobs.

RenderPreset

type: TObjectPtr<UMo...

description: The default movie pipeline render preset for new jobs.


description: Randomly generates a new GUID.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void GenerateNewGuid()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") int32 GetCustomEndFrame() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") FIntPoint GetCustomResolution() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") int32 GetCustomStartFrame() const


description: Gets the calculated duration (in seconds), if possible.

code: [TOptional](API\Runtime\Core\IO\TOptional)< double > GetDuration() const


description: Gets the calculated duration in seconds, if possible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") void GetDuration ( bool & bSuccess, double & Duration ) const


description: Gets the calculated end frame, if possible.

code: [TOptional](API\Runtime\Core\IO\TOptional)< int32 > GetEndFrame() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") void GetEndFrame ( bool & bSuccess, int32 & EndFrame ) const


description: Gets the calculated end time (in seconds), if possible.

code: [TOptional](API\Runtime\Core\IO\TOptional)< double > GetEndTime() const


description: Gets the calculated end time, if possible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") void GetEndTime ( bool & bSuccess, double & EndTime ) const


description: Returns the GUID, which is randomly generated at creation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetIsEnabled() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetIsUsingCustomEndFrame() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetIsUsingCustomResolution() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetIsUsingCustomStartFrame() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [FString](API\Runtime\Core\Containers\FString) GetJobId() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetLevelSequence() const


description: Gets the aspect ratio that this job will be rendered in.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") double GetOutputAspectRatio() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [FString](API\Runtime\Core\Containers\FString) GetOutputDirectoryForDisplay() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [FString](API\Runtime\Core\Containers\FString) GetOutputDirectory() const


description: Gets the resolution that this job will be rendered in.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") FIntPoint GetOutputResolution() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetRemoteControlFieldIdFromLabel ( const [FString](API\Runtime\Core\Containers\FString) & Label, [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetRemoteControlLabelFromFieldId ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId, [FString](API\Runtime\Core\Containers\FString) & Label ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [FString](API\Runtime\Core\Containers\FString) GetJobName() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [URemoteControlPreset](API\Plugins\RemoteControl\URemoteControlPreset) * > GetRemoteControlPresets() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool GetRemoteControlValue ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId, [FString](API\Runtime\Core\Containers\FString) & Json ) const


code: bool GetRemoteControlValueBytes ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBytes ) const


code: bool GetRemoteControlValueBytes ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBytes ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FString](API\Runtime\Core\Containers\FString) > GetRemoteControlValues() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * GetRenderPreset() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") [UMoviePipelineOutputSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineOutputSetting) * GetRenderPresetOutputSettings() const


description: Gets the calculated end frame, not taking the framerate of the render preset into account.

code: [TOptional](API\Runtime\Core\IO\TOptional)< int32 > GetSequenceEndFrame() const


description: Gets the calculated start frame, not taking the framerate of the render preset into account.

code: [TOptional](API\Runtime\Core\IO\TOptional)< int32 > GetSequenceStartFrame() const


description: Gets the calculated start frame, if possible.

code: [TOptional](API\Runtime\Core\IO\TOptional)< int32 > GetStartFrame() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") void GetStartFrame ( bool & bSuccess, int32 & StartFrame ) const


description: Gets the calculated start time (in seconds), if possible.

code: [TOptional](API\Runtime\Core\IO\TOptional)< double > GetStartTime() const


description: Gets the calculated start time, if possible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") void GetStartTime ( bool & bSuccess, double & StartTime ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") int32 GetWaitFramesBeforeRendering() const


code: bool HasStoredRemoteControlValueBytes ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity ) const


code: bool HasStoredRemoteControlValueBytes ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId ) const


description: Checks whether the job contains data that matches the search terms.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job") bool MatchesSearchTerm ( const [FString](API\Runtime\Core\Containers\FString) & SearchTerm ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetCustomEndFrame ( const int32 NewCustomEndFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetCustomResolution ( const FIntPoint NewCustomResolution )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetCustomStartFrame ( const int32 NewCustomStartFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetIsEnabled ( const bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetIsUsingCustomEndFrame ( const bool bNewOverrideEndFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetIsUsingCustomResolution ( const bool bNewOverrideResolution )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetIsUsingCustomStartFrame ( const bool bNewOverrideStartFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetJobId ( const [FString](API\Runtime\Core\Containers\FString) & NewJobId )


code: void SetJobIdRaw ( const [FString](API\Runtime\Core\Containers\FString) & NewJobId )


code: void SetJobNameRaw ( const [FString](API\Runtime\Core\Containers\FString) & NewJobName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetJobName ( const [FString](API\Runtime\Core\Containers\FString) & NewJobName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * NewSequence )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetOutputDirectory ( const [FString](API\Runtime\Core\Containers\FString) & NewOutputDirectory )


code: void SetOutputDirectoryRaw ( const [FString](API\Runtime\Core\Containers\FString) & NewOutputDirectory )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") bool SetRemoteControlValue ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId, const [FString](API\Runtime\Core\Containers\FString) & Json )


code: bool SetRemoteControlValueBytes ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


code: bool SetRemoteControlValueBytes ( const [FGuid](API\Runtime\Core\Misc\FGuid) & FieldId, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetRenderPreset ( [UMoviePipelinePrimaryConfig](API\Plugins\MovieRenderPipelineCore\UMoviePipelinePrimaryConfig) * NewRenderPreset )


description: Sets the custom end frame to match the given sequence end frame.

code: bool SetSequenceEndFrame ( const int32 NewCustomEndFrame )


description: Sets the custom start frame to match the given sequence start frame.

code: bool SetSequenceStartFrame ( const int32 NewCustomStartFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Job") void SetWaitFramesBeforeRendering ( const int32 NewWaitFramesBeforeRendering )


description: Obtains a JSON representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > ToDebugJson() const


description: Obtains a string representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Job", Meta=(DisplayName="To Debug String (Render Grid Job)", CompactNodeTitle="DEBUG")) [FString](API\Runtime\Core\Containers\FString) ToDebugString() const


className: URenderGridJob

description: Each RenderGridJob must belong to a RenderGrid.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DontUseGenericSpawnObject="true")) class URenderGridJob : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: The destructor, cleans up theTPromise(if it's set).

code: virtual void BeginDestroy()


description: Cancels this render job. Relies on the internal movie pipeline implementation of job canceling on whether this will do anything or not.

code: void Cancel()


description: Returns true if this render job can render (otherwise it will be skipped).

code: bool CanExecute() const


description: Creates a new render job, it won't be started right away.

code: static [URenderGridMoviePipelineRenderJob](API\Plugins\RenderGrid\RenderGrid\URenderGridMoviePipelineRenderJo-) * Create ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job, const [UE::RenderGrid::FRenderGridQueueCreateArgs](API\Plugins\RenderGrid\RenderGrid\FRenderGridQueueCreateArgs) & Args )


description: Starts this render job.

code: [TSharedFuture](API\Runtime\Core\Async\TSharedFuture)< void > Execute()


description: Retrieves the "Engine Warm Up Count" value from the AntiAliasingSettings from the render preset that this render grid job uses.

code: int32 GetEngineWarmUpCount() const


description: Retrieves the rendering status of the given render grid job.


code: float GetStatusPercentage() const


description: Returns true if this render job was canceled (which for example can be caused by callingCancel(), or by closing the render popup).

code: bool IsCanceled() const


description: An event that will be fired when the rendering process is executing the EndJobRender event for this job.

code: void OnPostRenderEvent()


description: An event that will be fired when the rendering process is executing the BeginJobRender event for this job.

code: void OnPreRenderEvent()


description: An event that will be fired when the rendering process is waiting for this job's engine warm up.

code: void OnWaitForEngineWarmUpCount()


className: URenderGridMoviePipelineRenderJob

description: This class is responsible for the movie pipeline part of the rendering of the given render grid job.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URenderGridMoviePipelineRenderJob : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bCanceled

type: bool

description: Whether the entry was canceled (like by callingCancel(), or by closing the render popup).

bCanExecute

description: Whether the entry can execute, or whether it should just skip execution.

bFinished

description: Whether the entry has finished (or was canceled).

PipelineExecutor

description: The movie pipeline executor.

PipelineExecutorJob

description: The movie pipeline executor job of the given render grid job.

PipelineQueue

description: The movie pipeline queue.

Promise

type: TSharedPtr<TPr...

description: TheTPromiseof the rendering process.

PromiseFuture

type: TSharedFuture< ...

description: TheTFutureof the rendering process.

RenderGrid

type: TObjectPtr<URe...

description: The render grid that the render grid job (that will be rendered) belongs to.

RenderGridJob

description: The render grid job that will be rendered.

Status

description: The rendering status of the given render grid job.


className: URenderGridPropBase

description: The base class of the render grid property abstraction.

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


className: URenderGridPropLocal

description: The local properties implementation of the render grid property abstraction.


description: Tests if it can set the value (as bytes) of this property. Returns true if the set operation would likely be successful, false otherwise.

code: bool CanSetValue ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


description: Tests if it can set the value (as bytes) of the given property (remote control entity). Returns true if the set operation would likely be successful, false otherwise.

code: static bool CanSetValueOfEntity ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


description: Returns the property, which is a remote control entity (which can be a field or a function).

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > GetRemoteControlEntity() const


description: Gets the value (as bytes) of this property. Returns true if the operation was successful, false otherwise.

code: bool GetValue ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBytes ) const


description: Gets the value (as bytes) of the given property (remote control entity). Returns true if the operation was successful, false otherwise.

code: static bool GetValueOfEntity ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBytes )


description: Sets the initial values of this instance.

code: void Initialize ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & InRemoteControlEntity )


description: Set the value (as bytes) of this property. Returns true if the operation was successful, false otherwise.

code: bool SetValue ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


description: Set the value (as bytes) of the given property (remote control entity). Returns true if the operation was successful, false otherwise.

code: static bool SetValueOfEntity ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRemoteControlEntity](API\Plugins\RemoteControl\FRemoteControlEntity) > & RemoteControlEntity, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


className: URenderGridPropRemoteControl

description: The remote control properties implementation of the render grid property abstraction.

RemoteControlEntity

type: TSharedPtr<FRe...

description: The property, which is a remote control entity (which can be a field or a function).


description: Returns all props.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridPropBase](API\Plugins\RenderGrid\RenderGrid\URenderGridPropBase) * > GetAll() const


className: URenderGridPropsLocal

description: The local properties implementation of the render grid properties abstraction.


className: URenderGridPropsBase

description: The base class of the render grid properties abstraction.

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


description: Returns all props, casted toURenderGridPropRemoteControl, for ease of use.

code: [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridPropRemoteControl](API\Plugins\RenderGrid\RenderGrid\URenderGridPropRemoteControl) * > GetAllCasted() const


description: Returns the prop with the given ID, or NULL if not found.

code: [URenderGridPropRemoteControl](API\Plugins\RenderGrid\RenderGrid\URenderGridPropRemoteControl) * GetById ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Id ) const


description: Returns the prop with the given label, or NULL if not found.

code: [URenderGridPropRemoteControl](API\Plugins\RenderGrid\RenderGrid\URenderGridPropRemoteControl) * GetByLabel ( const [FString](API\Runtime\Core\Containers\FString) & Label ) const


description: Returns the remote control preset.

code: [URemoteControlPreset](API\Plugins\RemoteControl\URemoteControlPreset) * GetRemoteControlPreset() const


code: void Initialize ( [URemoteControlPreset](API\Plugins\RemoteControl\URemoteControlPreset) * InRemoteControlPreset )


className: URenderGridPropsRemoteControl

description: The remote control properties implementation of the render grid properties abstraction.

RemoteControlPreset

description: The source of properties, which is a remote control preset.


description: Randomly generates a new GUID.

code: void GenerateNewGuid()


description: Returns the GUID, which is randomly generated at creation.


description: Returns the collection of properties (that this properties source contains).

code: virtual [URenderGridPropsBase](API\Plugins\RenderGrid\RenderGrid\URenderGridPropsBase) * GetProps() const


description: Returns the type of this properties source.

code: virtual [ERenderGridPropsSourceType](API\Plugins\RenderGrid\RenderGrid\ERenderGridPropsSourceType) GetType() const


description: Sets the properties source.

code: virtual void SetSourceOrigin ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceOrigin )


className: URenderGridPropsSourceBase

description: The base class of the render grid properties source abstraction.

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

Guid

type: FGuid


className: URenderGridPropsSourceLocal

description: The local properties implementation of the render grid properties source abstraction.


code: virtual [URenderGridPropsRemoteControl](API\Plugins\RenderGrid\RenderGrid\URenderGridPropsRemoteControl) * GetProps() const


className: URenderGridPropsSourceRemoteControl

description: The remote control properties implementation of the render grid properties source abstraction.

ActivePresetGroup

type: FName

description: The preset group (of the remote control preset) that we should obtain the properties from.


description: Queues the given job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="render append")) void AddJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


description: Cancels the current and the remaining queued jobs. Relies on the internal movie pipeline implementation of job canceling on whether this will stop the current render grid job from rendering or not. Will always prevent new render grid jobs from rendering.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="stop quit exit kill terminate end")) void Cancel()


className: bExitOnCompletion

description: Whether the editor should be closed when all rendering queues finish rendering.

code: static bool bExitOnCompletion = false;


description: Returns (in the out parameter) the preset groups that are available in this remote control preset.

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


description: Call this function to make it so that the editor will be closed when all rendering queues have finished. This function has to only be called once.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="execution execute finish close stop end done quit")) static void CloseEditorOnCompletion()


description: Creates a new render queue, it won't be started right away.

code: static [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Create ( const [UE::RenderGrid::FRenderGridQueueCreateArgs](API\Plugins\RenderGrid\RenderGrid\FRenderGridQueueCreateArgs) & Args )


description: Starts this render queue.

code: void Execute()


className: FOnRenderingQueueChanged

code: typedef TMulticastDelegate_NoParams< void > FOnRenderingQueueChanged


description: Randomly generates a new GUID.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue") void GenerateNewGuid()


description: Returns the currently rendering queue, or NULL if there isn't any currently rendering.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="executing execution execute running rendering")) static [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * GetCurrentlyRenderingQueue()


description: Retrieves the currently rendering render grid job, can return NULL.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain")) [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * GetCurrentlyRenderingJob() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue") [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


description: Returns all the jobs that have been and will be rendered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain")) [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > GetJobs() const


description: Returns the number of jobs that have been and will be rendered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain number amount")) int32 GetJobsCount() const


description: Returns the number of jobs that are still left to render, includes the job that is currently rendering.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain number amount finished")) int32 GetJobsRemainingCount() const


description: Retrieves the rendering status of the given render grid job. Will return an empty string if this job wasn't found in this queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain text")) [FString](API\Runtime\Core\Containers\FString) GetJobStatus ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job ) const


description: Returns the percentage of the rendering status of the given render grid job. Will return 0 if this job wasn't found in this queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain number amount finished complete completion")) float GetJobStatusPercentage ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job ) const


description: Returns the number of rendering queues that are currently queued up. This also includes the currently rendering queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="executing execution execute running rendering left todo queued")) static int32 GetRemainingRenderingQueuesCount()


description: Retrieves the rendering status of the given render grid job.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering")) [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetRenderGrid() const


description: Return the stat id to use for this tickable

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


description: Returns the number of jobs that have finished rendering. Basically just returns [Get Jobs Count] minus [Get Jobs Remaining Count].

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain number amount finished")) int32 GetJobsCompletedCount() const


description: Returns the status of the rendering process.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain text")) [FString](API\Runtime\Core\Containers\FString) GetStatus() const


description: Returns the percentage of jobs finished, this includes the progression of the job that is currently rendering.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="rendering progression obtain number amount finished complete completion")) float GetStatusPercentage() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been deinitialized are not allowed to tick, regardless of what IsTickable says)
true if object is allowed to be ticked, false otherwise.

code: virtual bool IsAllowedToTick() const


description: Returns true if this queue has been canceled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="stopped quited exited killed terminated ended succeeded completed finished canceled cancelled")) bool IsCanceled() const


description: Returns true if this queue is the one that's currently rendering, returns false if it hasn't started yet, or if it's waiting in the queue, or if it has finished.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="stopped quited exited killed terminated ended succeeded completed finished canceled cancelled")) bool IsCurrentlyRendering() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="stopped quited exited killed terminated ended succeeded completed finished canceled cancelled")) bool IsFinished() const


description: Returns true if this queue is currently paused.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="stopped quited exited killed terminated ended succeeded completed finished canceled cancelled")) bool IsPaused() const


description: Returns true if it's currently rendering any queues.

code: static bool IsRenderingAny()


description: Returns true if this queue has been started.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(Keywords="stopped quited exited killed terminated ended succeeded completed finished canceled cancelled")) bool IsStarted() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: A delegate for when the queue has finished.


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


description: A delegate for when the queue is about to start.


code: void OnProcessJob ( [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * Job )


className: OnRenderingQueueChangedDelegate

description: The delegate for when data in the ExecutingQueues has changed.


description: The event that will be fired when the currently rendering queue changes (like for example when the previous one has finished rendering).


description: Pauses the queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="wait")) void Pause()


className: RenderingQueues

description: The queue of rendering queues. This contains the currently rendering queue, as well as the ones that should be rendered after it.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) > > RenderingQueues;


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


description: Resumes the queue.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid Queue", Meta=(Keywords="unwait unpause")) void Resume()


description: Obtains a JSON representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > ToDebugJson() const


description: Obtains a string representation of this object. Shouldn't be used for anything other than logging/debugging.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Queue", Meta=(DisplayName="To Debug String (Render Grid Queue)", CompactNodeTitle="DEBUG")) [FString](API\Runtime\Core\Containers\FString) ToDebugString() const


className: URenderGridQueue

description: This class is responsible for rendering the given render grid jobs.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DontUseGenericSpawnObject="true")) class URenderGridQueue : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

Args

description: The queue containing the render actions.

bCanceled

description: Whether the queue has been canceled.

bFinished

description: Whether the queue has been finished.

bPaused

description: Whether the queue has been paused.

bStarted

description: Whether the queue has been started yet.

CurrentEntry

description: The movie pipeline render job that is currently being rendered.

CurrentJob

description: The render grid jobs that is currently being rendered.

Entries

type: TMap<TObjectPt...

description: The render grid jobs that are to be rendered, mapped to the movie pipeline render job of each specific render grid job.

Guid

description: The unique ID of this queue.

PreviousFrameLimitSettings

type: FRenderGridPrev...

description: The engine framerate settings values that have been overwritten by the currently applied engine framerate settings values.

PreviousProps

type: FRenderGridMana...

description: The property values that have been overwritten by the currently applied render grid job property values.

RemainingJobs

type: TArray<TObject...

description: The render grid jobs that are to be rendered, removed when one is grabbed from it and added to the execution queue.

RenderGrid

description: The render grid of the given render grid job that will be rendered.


code: void CopyValuesFrom ( [URenderGridSettings](API\Plugins\RenderGrid\RenderGrid\URenderGridSettings) * From )


className: URenderGridSettings

description: This is placed in a separate class, primarily so that it be separated easily from the render grid when using the details view widget.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URenderGridSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

CachedPropsSource

description: GetPropsSource calls are somewhat expensive, we speed that up by caching the result (the PropsSource) that has been last outputted by that function.

CachedPropsSourceOriginWeakPtr

type: TWeakObjectPtr<...

description: GetPropsSource calls are somewhat expensive, we speed that up by caching the PropsSourceOrigin last used in that function.

CachedPropsSourceType

type: ERenderGridProp...

description: GetPropsSource calls are somewhat expensive, we speed that up by caching the PropsSourceType last used in that function.

Level

type: TSoftObjectPtr<...

description: The remote control properties that a job in this grid can have, only use this if PropsSourceType isERenderGridPropsSourceType::RemoteControl.

PropsSourceType

description: The type of the properties that a job in this grid can have.


description: A delegate for a queued action, that will delay execution until the returnedTFuturefinishes.

code: typedef TBaseDelegate_NoParams< [TSharedFuture](API\Runtime\Core\Async\TSharedFuture)< void > > FRenderGridGenericExecutionQueueActionReturningDelayFuture


description: A delegate for a queued action, that will delay execution until the returnedTFuturefinishes, which can optionally return yet another delay if required.


className: FRenderGridGenericExecutionQueueAction

description: A delegate for a queued action.

code: typedef TBaseDelegate_NoParams< void > FRenderGridGenericExecutionQueueAction


description: Queues the given action.

code: void Add ( const [FRenderGridGenericExecutionQueueEntry](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_3) & Entry )


description: Queues the given delay.

code: void Delay ( const [FRenderGridGenericExecutionQueueDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_2) & Delay )


description: Queues the given delay, which will wait for the given number of frames or seconds, whatever takes the longest.

code: void DelayFramesOrSeconds ( const int64 Frames, const double Seconds )


description: Queues the given delay, which will wait for the given number of frames.

code: void DelayFrames ( const int64 Frames )


description: Queues the given delay, which will wait for the given number of seconds.

code: void DelaySeconds ( const double Seconds )


description: Executes the next delay (if there are any), otherwise it executes the next entry (action).

code: void ExecuteNext()


description: Executes the next entry (action), returns true if it found and executed an entry, returns false if there were no queued up entries.

code: bool ExecuteNextEntry()


description: Executes the next delay, returns true if it found any, returns false if there were no queued up delays.

code: bool ExecuteNextDelay()


description: Return the stat id to use for this tickable

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been deinitialized are not allowed to tick, regardless of what IsTickable says)
true if object is allowed to be ticked, false otherwise.

code: virtual bool IsAllowedToTick() const


description: Returns true ifStart()has been called andStop()hasn't been called yet.

code: bool IsRunning()


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Adds the delay to the queued delays.

code: void QueueDelay ( const [FRenderGridGenericExecutionQueueDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_2) & Delay )


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


description: Starts the execution of this queue.

code: void Start()


description: Stops (pauses) the execution of this queue, this can be resumed by calling the Start function again. Currently queued up delays will continue to run/expire.

code: void Stop()


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


description: A delegate for a queued action, that optionally requires a delay after its execution.


code: static [FRenderGridGenericExecutionQueueDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_2) Frames ( const int64 Frames )


code: static [FRenderGridGenericExecutionQueueDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_2) FramesOrSeconds ( const int64 Frames, const double Seconds )


code: static [FRenderGridGenericExecutionQueueDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_2) Seconds ( const double Seconds )


code: FRenderGridGenericExecutionQueueDelay ( TYPE_OF_NULLPTR )


code: FRenderGridGenericExecutionQueueDelay &40; const int64 Frames &41;


code: FRenderGridGenericExecutionQueueDelay &40; const double Seconds &41;


code: FRenderGridGenericExecutionQueueDelay &40; const int64 Frames, const double Seconds &41;


code: FRenderGridGenericExecutionQueueEntry ( const [FRenderGridGenericExecutionQueueAction](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-) & Action )


code: FRenderGridGenericExecutionQueueEntry ( const [FRenderGridGenericExecutionQueueActionReturningDelay](API\Plugins\RenderGrid\Utils\FRenderGridGenericExecutionQueue-_1) & Action )


className: FRenderGridGenericExecutionQueueDelay

description: Struct containing the delay data (such as the frames or the seconds of delay this delay requires before it can move on to the next step).

MinimumFrames

type: const int64

MinimumSeconds

type: const double


code: FRenderGridGenericExecutionQueueEntry ( const [FRenderGridGenericExecutionQueueActionReturningDelayFuture](API\Plugins\RenderGrid\Utils\FRenderGridGener-) & Action )


code: FRenderGridGenericExecutionQueueEntry ( const [FRenderGridGenericExecutionQueueActionReturningDelayFutureReturningDelay](API\Plugins\RenderGrid\Utils\FRenderGridGener-_1) & Action )


className: FRenderGridGenericExecutionQueueEntry

description: Struct containing the data of a queued action.

ActionRegular

type: constFRenderGr...


className: FRenderGridGenericExecutionQueue

description: This class provides generic queue support, with built-in support for delays between actions.

code: class FRenderGridGenericExecutionQueue : public [TSharedFromThis< FRenderGridGenericExecutionQueue >](API\Runtime\Core\Templates\TSharedFromThis), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

bExecuting

type: bool

description: Whether it's currently executing a delay or an entry (action).

bRunning

description: Whether it has started (and hasn't been stopped/paused yet).

DelayRemainingFrames

description: The number of frames the current delay has to wait for.

DelayRemainingFuture

description: TheTFutureit's waiting for (if any).

DelayRemainingFutureReturningDelay

description: TheTFutureit's waiting for (if any), that can return a delay.

DelayRemainingSeconds

type: double

description: The number of seconds the current delay has to wait for.

QueuedDelays

type: TDoubleLinkedLi...

description: The queued up delays.

QueuedEntries

description: The queued up entries (actions).


className: FRenderGridPreviousEngineFpsSettings

description: This struct keeps track of the values of the GEngine framerate settings before new values were applied, so we can rollback to the previous state.

bForceDisableFrameRateSmoothing

description: The previous value of GEngine->bForceDisableFrameRateSmoothing.

bHasBeenSet

description: Whether the values have been set or not.

bThrottleCPUWhenNotForeground

description: The previous value of UEditorPerformanceSettings->bThrottleCPUWhenNotForeground.

bUseFixedFrameRate

description: The previous value of GEngine->bUseFixedFrameRate.

bVSync

description: The previous value of console variable "r.VSync".

bVSyncEditor

description: The previous value of console variable "r.VSyncEditor".

MaxFps

type: float

description: The previous value of GEngine->GetMaxFPS().


description: Will re-use the given Texture2D if possible, bOutReusedGivenTexture2D will be true if it was possible.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BytesToExistingImage ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ByteArray, const EImageFormat ImageFormat, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture2D, bool & bOutReusedGivenTexture2D )


description: Returns NULL if it fails.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BytesToImage ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ByteArray, const EImageFormat ImageFormat )


description: Returns NULL if it fails.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * DataToTexture2D ( int32 Width, int32 Height, const void * Src, SIZE_T Count )


code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * DataToExistingTexture2D ( int32 Width, int32 Height, const void * Src, SIZE_T Count, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture2D, bool & bOutReusedGivenTexture2D )


description: Deletes all files and directories in the given directory, including the given directory.

code: static void DeleteDirectory ( const [FString](API\Runtime\Core\Containers\FString) & Directory )


description: Returns a job output directory that's a usable valid filesystem path. Replaces string "{project_dir}" by the project directory.

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


description: Disables the current FPS limiting, returns the previous settings which allow you to revert back to the previous state.


description: Deletes all files and directories in the given directory, won't delete the given directory.

code: static void EmptyDirectory ( const [FString](API\Runtime\Core\Containers\FString) & Directory )


description: Note: Can only open files of 2GB and smaller, will return an empty byte array if it is bigger than 2GB.

code: static [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetFileData ( const [FString](API\Runtime\Core\Containers\FString) & File )


description: Returns the paths of the files that exist in the given directory path.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetFiles ( const [FString](API\Runtime\Core\Containers\FString) & Directory, const bool bRecursive )


code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetImage ( const [FString](API\Runtime\Core\Containers\FString) & ImagePath, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture2D, bool & bOutReusedGivenTexture2D )


description: Converts a clean JSON string to low-levelFPropertybinary data.

code: static [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetRemoteControlValueBytesFromJson ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OldValueBytes, const [FString](API\Runtime\Core\Containers\FString) & NewValueJson )


description: Returns true if the given file is likely a valid image.

code: static bool IsImage ( const [FString](API\Runtime\Core\Containers\FString) & ImagePath )


description: Returns a job output directory that's converted to a full path (if it's currently relative) and that also has the project directory path replaced by "{project_dir}" (if the given path contains that string).

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


description: Converts the low-levelFPropertybinary data to a clean JSON string.

code: static [FString](API\Runtime\Core\Containers\FString) GetRemoteControlValueJsonFromBytes ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ValueBytes, const bool PrettyPrint )


description: Returns a normalized directory path.

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


description: Parses the given JSON string and returns theFJsonValue. Will return an invalid pointer if the given JSON couldn't be parsed.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > ParseJson ( const [FString](API\Runtime\Core\Containers\FString) & Json )


description: Returns a job ID with all invalid characters removed from it. Returns string "0" if it contains no valid characters.

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


description: Returns a job ID with all invalid characters removed from it. Returns a newly generated unique ID if it contains no valid characters. The generated string is only unique relative to the job IDs that currently exist in the given RenderGrid.

code: static [FString](API\Runtime\Core\Containers\FString) PurgeJobIdOrGenerateUniqueId ( [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * Grid, const [FString](API\Runtime\Core\Containers\FString) & JobId )


description: Returns a job ID with all invalid characters removed from it. Returns an empty string if it contains no valid characters.

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


description: Returns a job name with all invalid characters removed from it. Returns an empty string if it contains no valid characters.

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


description: Reverts back to the previous (given) state.

code: static void RestoreFpsLimit ( const [FRenderGridPreviousEngineFpsSettings](API\Plugins\RenderGrid\Utils\FRenderGridPreviousEngineFpsSett-) & Settings )


description: Converts the givenFJsonValueto a string.

code: static [FString](API\Runtime\Core\Containers\FString) ToJsonString ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > & Value, const bool PrettyPrint )


className: FRenderGridUtils

description: A class containing static utility functions for the RenderGrid module.

code: class FRenderGridUtils


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void BooleanToJson ( bool Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ByteToJson ( uint8 Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ClassReferenceToJson ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ColorToJson ( const [FColor](API\Runtime\Core\Math\FColor) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control double")) static void FloatToJson ( double Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void Int32ToJson ( int32 Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void Int64ToJson ( int64 Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void LinearColorToJson ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ObjectReferenceToJson ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void NameToJson ( const [FName](API\Runtime\Core\UObject\FName) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsBoolean ( const [FString](API\Runtime\Core\Containers\FString) & Json, bool DefaultValue, bool & bSuccess, bool & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsByte ( const [FString](API\Runtime\Core\Containers\FString) & Json, const uint8 DefaultValue, bool & bSuccess, uint8 & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsColor ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FColor](API\Runtime\Core\Math\FColor) & DefaultValue, bool & bSuccess, [FColor](API\Runtime\Core\Math\FColor) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control double")) static void ParseJsonAsFloat ( const [FString](API\Runtime\Core\Containers\FString) & Json, const double DefaultValue, bool & bSuccess, double & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsInt32 ( const [FString](API\Runtime\Core\Containers\FString) & Json, const int32 DefaultValue, bool & bSuccess, int32 & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsInt64 ( const [FString](API\Runtime\Core\Containers\FString) & Json, const int64 DefaultValue, bool & bSuccess, int64 & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsLinearColor ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DefaultValue, bool & bSuccess, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsName ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FName](API\Runtime\Core\UObject\FName) & DefaultValue, bool & bSuccess, [FName](API\Runtime\Core\UObject\FName) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsObjectReference ( const [FString](API\Runtime\Core\Containers\FString) & Json, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DefaultValue, bool & bSuccess, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsRotator ( const [FString](API\Runtime\Core\Containers\FString) & Json, const FRotator & DefaultValue, bool & bSuccess, FRotator & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsString ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FString](API\Runtime\Core\Containers\FString) & DefaultValue, bool & bSuccess, [FString](API\Runtime\Core\Containers\FString) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsStruct ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & DefaultValue, bool & bSuccess, [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsText ( const [FString](API\Runtime\Core\Containers\FString) & Json, const [FText](API\Runtime\Core\Internationalization\FText) & DefaultValue, bool & bSuccess, [FText](API\Runtime\Core\Internationalization\FText) & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsClassReference ( const [FString](API\Runtime\Core\Containers\FString) & Json, [UClass](API\Runtime\CoreUObject\UObject\UClass) * DefaultValue, bool & bSuccess, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsTransform ( const [FString](API\Runtime\Core\Containers\FString) & Json, const FTransform & DefaultValue, bool & bSuccess, FTransform & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void ParseJsonAsVector ( const [FString](API\Runtime\Core\Containers\FString) & Json, const FVector & DefaultValue, bool & bSuccess, FVector & Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void RotatorToJson ( const FRotator & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void StringToJson ( const [FString](API\Runtime\Core\Containers\FString) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void TextToJson ( const [FText](API\Runtime\Core\Internationalization\FText) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void StructToJson ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void TransformToJson ( const FTransform & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid Utils", Meta=(Keywords="remote control")) static void VectorToJson ( const FVector & Value, [FString](API\Runtime\Core\Containers\FString) & Json )


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


module: RenderGridDeveloper

code: virtual bool CanCompile ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: virtual void Compile ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & CompileOptions, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & Results )


className: FRenderGridBlueprintCompiler

description: Required in order for a RenderGrid to be able to have a blueprint graph.

code: class FRenderGridBlueprintCompiler : public [IBlueprintCompiler](API\Editor\KismetCompiler\IBlueprintCompiler)


code: FRenderGridBlueprintCompilerContext ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SourceSketch, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & InCompilerOptions )


description: Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load.

code: virtual bool AlwaysCompileOnLoad() const


className: FRenderGridBlueprintCompilerContext

code: class FRenderGridBlueprintCompilerContext : public [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext)


code: typedef TBaseDelegate_OneParam< void, [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * > FRenderGridBlueprintRunOnInstancesCallback


description: Gets the class generated when this blueprint is compiled.

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


description: Returns the RenderGrid reference that this RenderGrid asset contains. This will be the default object of the subclass of the blueprint class, meaning it will contain a blueprint graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetRenderGridClassDefaultObject() const


description: Returns the RenderGrid reference that this RenderGrid asset contains. This is simply the data representation of the render grid, meaning that it won't contain a blueprint graph or any user code.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetRenderGrid() const


description: Returns the RenderGrid reference that this RenderGrid asset contains. This will be the subclass of the blueprint class, meaning it will contain a blueprint graph.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Render Grid") [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetRenderGridWithBlueprintGraph() const


description: Whether or not this blueprint can be considered for a bytecode only compile

code: virtual bool IsValidForBytecodeOnlyRecompile() const


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

code: virtual void PostLoad()


code: void PropagateAllPropertiesExceptJobsToAsset ( [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * Instance )


code: void PropagateAllPropertiesToAsset ( [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * Instance )


code: void PropagateJobsToAsset ( [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * Instance )


code: void PropagateJobsToInstances()


description: Returns true if this blueprint should be marked dirty upon a transaction

code: virtual bool ShouldBeMarkedDirtyUponTransaction() const


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


description: Returns true if this blueprint supports animation layers

code: virtual bool SupportsAnimLayers() const


description: Returns true if this blueprint supports delegates

code: virtual bool SupportsDelegates() const


description: Returns true if this blueprint supports event graphs

code: virtual bool SupportsEventGraphs() const


description: Returns true if this blueprint supports functions

code: virtual bool SupportsFunctions() const


description: Returns true if this blueprint supports global variables

code: virtual bool SupportsGlobalVariables() const


code: virtual bool SupportsLocalVariables() const


description: Returns true if this blueprint supports macros

code: virtual bool SupportsMacros() const


code: URenderGridBlueprint()


className: URenderGridBlueprint

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(IgnoreClassThumbnail, DontUseGenericSpawnObject="true")) class URenderGridBlueprint : public [UEditorUtilityBlueprint](API\Editor\Blutility\UEditorUtilityBlueprint)


code: FLogCategoryLogRenderGridDeveloper()


className: FLogCategoryLogRenderGridDeveloper

code: struct FLogCategoryLogRenderGridDeveloper : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


className: IRenderGridDeveloperModule

description: RenderGridDeveloper module interface.

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


className: LogRenderGridDeveloper


description: This is a slow operation, so avoid doing this every tick.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridBlueprint](API\Plugins\RenderGridDeveloper\Blueprints\URenderGridBlueprint) * > GetAllRenderGridBlueprintAssets()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") static [TArray](API\Runtime\Core\Containers\TArray)< [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * > GetAllRenderGridAssets()


description: This is a potentially slow operation, so avoid doing this every tick.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Render Grid") static [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetRenderGridAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath )


code: static [URenderGridBlueprint](API\Plugins\RenderGridDeveloper\Blueprints\URenderGridBlueprint) * GetRenderGridBlueprintAsset ( const [FString](API\Runtime\Core\Containers\FString) & ObjectPath )


className: URenderGridDeveloperLibrary


module: RenderGridEditor

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< Private::SRenderGridPropsBase > CreateInstance ( [URenderGridPropsSourceBase](API\Plugins\RenderGrid\RenderGrid\URenderGridPropsSourceBase) * PropsSource, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IRenderGridEditor](API\Plugins\RenderGridEditor\IRenderGridEditor) > BlueprintEditor )


className: IRenderGridPropsSourceWidgetFactory

description: The props source widget factory interface. Implementations should create a widget for the given props source.


code: FLogCategoryLogRenderGridEditor()


description: Returns whether it can currently render (like a preview render or a batch render) or not.

code: virtual bool CanCurrentlyRender() const


className: FLogCategoryLogRenderGridEditor

code: struct FLogCategoryLogRenderGridEditor : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


className: FOnRenderGridChanged

code: typedef TMulticastDelegate_NoParams< void > FOnRenderGridChanged


className: FOnRenderGridJobCreated

code: typedef TMulticastDelegate_OneParam< void, [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > FOnRenderGridJobCreated


className: FOnRenderGridJobsSelectionChanged

code: typedef TMulticastDelegate_NoParams< void > FOnRenderGridJobsSelectionChanged


code: typedef TMulticastDelegate_NoParams< void > FOnRenderGridPreviewRenderedFirstTimeSinceAppStart


className: FOnRenderGridShouldHideUIChanged

code: typedef TMulticastDelegate_NoParams< void > FOnRenderGridShouldHideUIChanged


description: Returns the current batch render queue, or null if it's not currently batch rendering.

code: [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * GetBatchRenderQueue() const


description: The render grid instance.

code: [URenderGrid](API\Plugins\RenderGrid\RenderGrid\URenderGrid) * GetInstance() const


description: Returns the current preview render queue, or null if it's not currently rendering a preview.

code: [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * GetPreviewRenderQueue() const


description: The render grid blueprint currently being edited in this editor.

code: [URenderGridBlueprint](API\Plugins\RenderGridDeveloper\Blueprints\URenderGridBlueprint) * GetRenderGridBlueprint() const


description: The render grid toolbar.


description: Get the currently selected render grid jobs.

code: [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > GetSelectedRenderGridJobs() const


description: Returns whether it is currently batch rendering or not.

code: bool IsBatchRendering() const


description: Returns whether it is currently rendering or playing (so changes in the level and such should be ignored).

code: virtual bool IsCurrentlyRenderingOrPlaying() const


description: Returns whether it is currently preview rendering or not.

code: bool IsPreviewRendering() const


description: Marks the editing asset as modified.

code: void MarkAsModified()


description: Sets whether the blueprint editor is in debugging mode or not.

code: void SetIsDebugging ( const bool bInIsDebugging )


description: Sets the current preview render queue, set it to null if it's not currently rendering a preview.

code: void SetPreviewRenderQueue ( [URenderGridQueue](API\Plugins\RenderGrid\RenderGrid\URenderGridQueue) * Queue )


description: Returns whether it is should currently hide the UI for things to not cause any bugs (like during rendering etc).

code: virtual bool ShouldHideUI() const


className: IRenderGridEditor

description: The render grid editor interface.

code: class IRenderGridEditor : public [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor)


description: Creates a props source widget for the given props source.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< Private::SRenderGridPropsBase > CreatePropsSourceWidget ( [URenderGridPropsSourceBase](API\Plugins\RenderGrid\RenderGrid\URenderGridPropsSourceBase) * PropsSource, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IRenderGridEditor](API\Plugins\RenderGridEditor\IRenderGridEditor) > BlueprintEditor )


description:
Singleton-like access toIRenderGridEditorModule.
Returns RenderGridEditorModule singleton instance, loading the module on demand if needed.

code: static [IRenderGridEditorModule](API\Plugins\RenderGridEditor\IRenderGridEditorModule) & Get()


description: Creates an instance of the render grid editor.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IRenderGridEditor](API\Plugins\RenderGridEditor\IRenderGridEditor) > CreateRenderGridEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [URenderGridBlueprint](API\Plugins\RenderGridDeveloper\Blueprints\URenderGridBlueprint) * InBlueprint )


description: Returns all the factories for creating widgets for props sources.

code: const [TMap](API\Runtime\Core\Containers\TMap)< [ERenderGridPropsSourceType](API\Plugins\RenderGrid\RenderGrid\ERenderGridPropsSourceType), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IRenderGridPropsSourceWidgetFactory](API\Plugins\RenderGridEditor\Factories\IRenderGridPropsSourceWidgetFact-) > > & GetPropsSourceWidgetFactories() const


className: IRenderGridEditorModule

description: RenderGridEditor module interface.

code: class IRenderGridEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Set the selected render grid jobs.

code: void SetSelectedRenderGridJobs ( const [TArray](API\Runtime\Core\Containers\TArray)< [URenderGridJob](API\Plugins\RenderGrid\RenderGrid\URenderGridJob) * > & Jobs )


className: FRenderTraceDelegate

module: RenderTrace

code: typedef TBaseDelegate_ThreeParams< void, uint32 TaskID, class [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) const *, int64 UserData > FRenderTraceDelegate


description: Initialize the task for a list of components. Previously queued tasks will continue to process. Returns the unique ID of the task that will be sent with the OnCompletion callback, or 0 if the request was invalid or there were no valid primitives to check.

code: uint32 AsyncRenderTraceComponents ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > PrimitiveComponents, FVector RayOrigin, FVector RayDirection, [FRenderTraceDelegate](API\Plugins\RenderTrace\FRenderTraceDelegate) OnComplete, int64 UserData )


code: void CancelAsyncSample ( uint32 RequestID )


description: Return the stat id to use for this tickable

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


code: [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) & operator= ( [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) && )


code: [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) & operator= ( const [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) & )


description: FTickableGameObjectbegin

code: virtual void Tick ( float DeltaTime )


code: FRenderTraceQueue ( [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) && )


code: FRenderTraceQueue ( const [FRenderTraceQueue](API\Plugins\RenderTrace\FRenderTraceQueue) & )


className: FRenderTraceQueue

description: The work uses the GPU so this object handles reading back the data without stalling. All calls are expected to be made on the game thread only.

code: class FRenderTraceQueue : private [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


className: IRenderTraceModule

description: RenderTrace module interface

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


className: EMovieSceneReplayStatus

description: Current status of the replay, as managed by the replay manager.

module: ReplayTracks

code: enum EMovieSceneReplayStatus { Stopped, Loading, Playing, }


code: virtual bool CanStartReplay ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: virtual void OnGoToTime ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, float TimeInSeconds )


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


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


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


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


code: virtual bool SupportsWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: virtual ~FMovieSceneReplayBroker()


className: FMovieSceneReplayBroker

description: Base class for providing game-specific functionality required for managing replay.

code: class FMovieSceneReplayBroker


className: FMovieSceneReplayBrokerHandle

description: Handle for a registered replay broker.

code: struct FMovieSceneReplayBrokerHandle


description: Arms replay, i.e. indicates that it's ready to start.

code: void ArmReplay()


description: Disarms replay, i.e. indicates that it's not ready anymore, or should be stopped if currently playing.

code: void DisarmReplay()


description: Finds the broker appropriate for a given world.

code: [FMovieSceneReplayBroker](API\Plugins\ReplayTracks\FMovieSceneReplayBroker) * FindBroker ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: Gets the global replay manager.

code: static [FMovieSceneReplayManager](API\Plugins\ReplayTracks\FMovieSceneReplayManager) & Get()


description: Returns whether replay is armed.

code: bool IsReplayArmed() const


description: Gets the current replay status.


description: Registers a new broker.

code: template<typename BrokerClass, typename... Args> [FMovieSceneReplayBrokerHandle](API\Plugins\ReplayTracks\FMovieSceneReplayBrokerHandle) RegisterBroker ( Args &&... ArgList )