className: UFontImportOptions

description: Holds options for importing fonts.

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

Data

description: The actual data for this object.


description: Modifies the game window resolution settings if any overrides have been specified on the command line and overrides are enabled (see EnableGameWindowSettingsOverride)

module: Engine

code: static void ConditionallyOverrideSettings ( int32 & ResolutionX, int32 & ResolutionY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) & WindowMode )


description: Creates the game viewport

code: void CreateGameViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GameViewportClient )


description: Creates the viewport widget where the games SlateUI is added to.

code: void CreateGameViewportWidget ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GameViewportClient )


description: Determines the resolution of the game window, ensuring that the requested size is never bigger than the available desktop size

code: static void DetermineGameWindowResolution ( int32 & ResolutionX, int32 & ResolutionY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) & WindowMode, bool bUseWorkAreaForWindowed )


description: Not thread-safe; must be called from the main thread

code: static void EnableGameWindowSettingsOverride ( bool bEnabled )


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

code: virtual void FinishDestroy()


code: [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * GetGameSceneViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient ) const


description: This is a global, parameterless function used by the online subsystem modules. It should never be used in gamecode - instead use the appropriate world context function in order to properly support multiple concurrent UWorlds.


description: Returns the GameViewport widget

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetGameViewportWidget() const


description: Get tick rate limitor.

code: virtual float GetMaxTickRate ( float DeltaTime, bool bAllowFrameRateSmoothing ) const


description: Creates the game window

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > CreateGameWindow()


code: bool HandleApplyUserSettingsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Attempts to gracefully handle a failure to travel to the default map.

code: virtual void HandleBrowseToDefaultMapFailure ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & TextURL, const [FString](API\Runtime\Core\Containers\FString) & Error )


code: bool HandleCancelCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Exec command handlers.

code: bool HandleCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleExitCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleGetMaxTickRateCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleMinimizeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Initialize the game engine.

code: virtual void Init ( class [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )


code: virtual bool NetworkRemapPath ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [FString](API\Runtime\Core\Containers\FString) & Str, bool bReading )


description: Called when the game window is moved

code: void OnGameWindowMoved ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & WindowBeingMoved )


description: Called when the game window closes (ends the game)

code: void OnGameWindowClosed ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & WindowBeingClosed )


code: void OnViewportResized ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, uint32 Unused )


description: Called at shutdown, just before the exit purge.

code: virtual void PreExit()


description: Handles freezing/unfreezing of rendering

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


description: Handles frezing/unfreezing of streaming

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


description: Redraws all viewports.

code: virtual void RedrawViewports ( bool bShouldPresent )


code: virtual bool ShouldDoAsyncEndOfFrameTasks() const


description: Start the game, separate from the initialize call to allow for post initialize configuration before the game starts.

code: virtual void Start()


description: Changes the game window to use the game viewport instead of any loading screen or movie that might be using it instead


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


description: Update everything.

code: virtual void Tick ( float DeltaSeconds, bool bIdleMode )


className: UGameEngine

description: Engine that manages core systems that enable a game.

code: class UGameEngine : public [UEngine](API\Runtime\Engine\Engine\UEngine)

GameInstance

type: TObjectPtr<UGa...

GameViewportWidget

type: TSharedPtr< cla...

description: The game viewport widget

GameViewportWindow

type: TWeakPtr< class...

description: The game viewport window

MaxDeltaTime

type: float

description: Maximium delta time the engine uses to populate FApp::DeltaTime. If 0, unbound.

SceneViewport

description: The primary scene viewport

ServerFlushLogInterval

description: Maximium time (in seconds) between the flushes of the logs on the server (best effort).

StartupMovieCaptureHandle

type: FMovieSceneCapt...

description: Handle to a movie capture implementation to create on startup


description: Adds a LocalPlayer to the local and global list of Players.

code: virtual int32 AddLocalPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * NewPlayer, int32 ControllerId )


description: Adds a join-in-progress user to the set of users associated with the currently recording replay (if any)

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


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


description: Non-virtual dispatch for OnStart, also calls the associated global OnStartGameInstance.

code: void BroadcastOnStart()


description:
Helper function for traveling to a session that has already been joined via the online platform Grabs the URL from the session info and travels
true if able or attempting to travel, false otherwise

code: virtual bool ClientTravelToSession ( int32 ControllerId, [FName](API\Runtime\Core\UObject\FName) InSessionName )


description: Call to create the game mode for a given map URL

code: virtual [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * CreateGameModeForURL ( [FURL](API\Runtime\Engine\Engine\FURL) InURL, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * CreateInitialPlayer ( [FString](API\Runtime\Core\Containers\FString) & OutError )


code: virtual int32 AddLocalPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * NewPlayer, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description:
Adds a new player.
The player which was created.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * CreateLocalPlayer ( int32 ControllerId, [FString](API\Runtime\Core\Containers\FString) & OutError, bool bSpawnPlayerController )


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * CreateLocalPlayer ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, [FString](API\Runtime\Core\Containers\FString) & OutError, bool bSpawnPlayerController )


description: Static util function used by InitializeForMinimalNetRPC and LoadMap to create the minimal world suitable for basic network RPC

code: static void CreateMinimalNetRPCWorld ( const [FName](API\Runtime\Core\UObject\FName) InPackageName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *& OutWorldPackage, [UWorld](API\Runtime\Engine\Engine\UWorld) *& OutWorld )


description: Debug console command to remove the player with a given controller ID.

code: virtual void DebugRemovePlayer ( int32 ControllerId )


description: Debug console command to create a player.

code: virtual void DebugCreatePlayer ( int32 ControllerId )


description: Return true to delay player controller spawn (sending NMT_Join)


description: Return true to delay an otherwise ready-to-join PendingNetGame performing LoadMap() and finishing up useful to wait for content downloads, etc


description:
Turns on/off listen server capability for a game instanceBydefault this will set up the persistent URL state so it persists across server travels and spawn the appropriate network listener
true if desired settings were applied, games can override to deny changes in certain states

code: virtual bool EnableListenServer ( bool bEnable, int32 PortOverride )


description: Returns the local player assigned to a physical Controller Id, or null if not found

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindLocalPlayerFromControllerId ( const int32 ControllerId ) const


description: Returns the local player that has been assigned the specific unique net id

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindLocalPlayerFromUniqueNetId ( FUniqueNetIdPtr UniqueNetId ) const


description: Returns the local player assigned to this platform user id, or null if not found

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindLocalPlayerFromPlatformUserId ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindLocalPlayerFromUniqueNetId ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueNetId ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindLocalPlayerFromUniqueNetId ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueNetId ) const


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

code: virtual void FinishDestroy()


code: [UEngine](API\Runtime\Engine\Engine\UEngine) * GetEngine() const


description: Returns the first local player, will not be null during normal gameplay

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetFirstGamePlayer() const


description: Returns the player controller assigned to the first local player. If World is specified it will search within that specific world

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetFirstLocalPlayerController ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetGameViewportClient() const


code: [FLatentActionManager](API\Runtime\Engine\Engine\FLatentActionManager) & GetLatentActionManager() const


description: Returns the local player at a certain index, or null if not found

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerByIndex ( const int32 Index ) const


description: Returns reference to entire local player list

code: const [TArray](API\Runtime\Core\Containers\TArray)< [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * > & GetLocalPlayers() const


description: Find a map override argument on the command-line string (the first argument without a leading '-' or -map=..., whichever comes first).

code: static bool GetMapOverrideName ( const TCHAR * CmdLine, [FString](API\Runtime\Core\Containers\FString) & OverrideMapName )


description: Returns number of fully registered local players

code: int32 GetNumLocalPlayers() const


description: Retrieves the name of the online subsystem for the platform used by this instance. This will be used as the value of the PlayerOnlinePlatformName parameter in the NMT_Login message when this client connects to a server. Normally this will be the same as the DefaultPlatformService config value, but games may override it if they need non-default behavior (for example, if they are using multiple online subsystems at the same time).

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


description: Returns const iterator for searching list of local players

code: [TArray](API\Runtime\Core\Containers\TArray)< [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * >::TConstIterator GetLocalPlayerIterator() const


description: online session management object associated with this game instance

code: [UOnlineSession](API\Runtime\Engine\GameFramework\UOnlineSession) * GetOnlineSession() const


description: OnlineSession class to use for this game instance


description: delegate broadcasted shortly after pawn's controller is set


description:
Get the primary player controller on this machine (others are splitscreen children) (must have valid player state)
the primary controller on this machine

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPrimaryPlayerController ( bool bRequiresValidUniqueId ) const


description:
Get the unique id for the primary player on this machine (others are splitscreen children)
the unique id of the primary player on this machine


description: Get a Subsystem of specified type

code: template<typename TSubsystemClass> TSubsystemClass * GetSubsystem() const


description: Get a Subsystem of specified type from the provided GameInstance returns nullptr if the Subsystem cannot be found or the GameInstance is null

code: template<typename TSubsystemClass> static TSubsystemClass * GetSubsystem ( const [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GameInstance )


description: Get a Subsystem of specified type

code: [UGameInstanceSubsystem](API\Runtime\Engine\Subsystems\UGameInstanceSubsystem) * GetSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameInstanceSubsystem](API\Runtime\Engine\Subsystems\UGameInstanceSubsystem) > SubsystemClass ) const


code: [FTimerManager](API\Runtime\Engine\FTimerManager) & GetTimerManager() const


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


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContext() const


code: virtual void HandleDemoPlaybackFailure ( const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & Result )


description: Do not hold onto this Array reference unless you are sure the lifetime is less than that ofUGameInstance

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetSubsystemArray() const


description: Called when demo playback fails for any reason

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid HandleDemoPlaybackFailure ( EDemoPlayFailure::Type FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Called when demo recording fails for any reason

code: virtual void HandleDemoRecordFailure ( const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & Result )


code: virtual bool HandleDisconnectCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Handle a game specific net control message (NMT_GameSpecific) this allows games to insert their own logic into the control channel the meaning of both data parameters is game-specific

code: virtual void HandleGameNetControlMessage ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageByte, const [FString](API\Runtime\Core\Containers\FString) & MessageStr )


description: IPlatformInputDeviceMapper

code: virtual void HandleInputDeviceConnectionChange ( EInputDeviceConnectionState NewConnectionState, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDeviceId )


description: IPlatformInputDeviceMapper

code: virtual void HandleInputDevicePairingChange ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDeviceId, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) NewUserPlatformId, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) OldUserPlatformId )


description: Opportunity for blueprints to handle network errors.

code: void HandleNetworkError ( [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, bool bIsServer )


code: virtual bool HandleOpenCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual bool HandleReconnectCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual bool HandleTravelCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Opportunity for blueprints to handle travel errors.

code: void HandleTravelError ( [ETravelFailure::Type](API\Runtime\Engine\Engine\ETravelFailure__Type) FailureType )


description: Virtual function to allow custom GameInstances an opportunity to set up what it needs

code: virtual void Init()


description: Called to initialize the game instance with a minimal world suitable for basic network RPC

code: void InitializeForMinimalNetRPC ( const [FName](API\Runtime\Core\UObject\FName) InPackageName )


description: Called to initialize the game instance for PIE instances of the game

code: virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) InitializeForPlayInEditor ( int32 PIEInstanceIndex, const [FGameInstancePIEParameters](API\Runtime\Engine\Engine\FGameInstancePIEParameters) & Params )


description: Called to initialize the game instance for standalone instances of the game

code: void InitializeStandalone ( const [FName](API\Runtime\Core\UObject\FName) InWorldName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InWorldPackage )


description: Returns true if this instance is for a dedicated server world

code: bool IsDedicatedServerInstance() const


code: virtual bool JoinSession ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, int32 SessionIndexInSearchResults )


code: virtual bool JoinSession ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & SearchResult )


code: virtual void LoadComplete ( const float LoadTime, const [FString](API\Runtime\Core\Containers\FString) & MapName )


description: Game instance has an opportunity to modify the level name before the client starts travel

code: virtual void ModifyClientTravelLevelURL ( [FString](API\Runtime\Core\Containers\FString) & LevelName )


description: Broadcast a notification that travel is occurring

code: void NotifyPreClientTravel ( const [FString](API\Runtime\Core\Containers\FString) & PendingURL, ETravelType TravelType, bool bIsSeamlessTravel )


description: Delegate for handling external console commands

code: void OnConsoleInput ( const [FString](API\Runtime\Core\Containers\FString) & Command )


description: delegate fired when client travel occurs


description: Delegate for handling PS4 play together system events

code: void OnPlayTogetherEventReceived ( int32 UserIndex, const [TArray](API\Runtime\Core\Containers\TArray)< const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & > & UserList )


description: This gets called when the player scrubs in a replay to a different level


description: Called when the game instance is started either normally or through PIE.

code: virtual void OnStart()


description: Callback from the world context when the world changes

code: virtual void OnWorldChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OldWorld, [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


description: Return the game mode subclass to use for a given map, options, and portal.Bydefault return passed in one

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) > OverrideGameModeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) > GameModeClass, const [FString](API\Runtime\Core\Containers\FString) & MapName, const [FString](API\Runtime\Core\Containers\FString) & Options, const [FString](API\Runtime\Core\Containers\FString) & Portal ) const


description:
Using the "Demo.Loop" CVar will cause the entire replay playlist to loop.
True if the first replay began successfully.

code: bool PlayReplayPlaylist ( const struct [FReplayPlaylistParams](API\Runtime\Engine\Net\FReplayPlaylistParams) & PlaylistParams )


description:
Start playing back a previously recorded replay.
True if the replay began successfully.

code: virtual bool PlayReplay ( const [FString](API\Runtime\Core\Containers\FString) & InName, [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldOverride, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AdditionalOptions )


description: Called as soon as the game mode is spawned, to allow additional PIE setting validation prior to creating the local players / etc... (called on pure clients too, in which case the game mode is nullptr)

code: virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) PostCreateGameModeForPIE ( const [FGameInstancePIEParameters](API\Runtime\Engine\Engine\FGameInstancePIEParameters) & Params, [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameMode )


description: Call to preload any content before loading a map URL, used during seamless travel as well as map loading

code: virtual void PreloadContentForURL ( [FURL](API\Runtime\Engine\Engine\FURL) InURL )


description: Called when a client receives the EncryptionAck control message from the server, will generally enable encryption.

code: virtual void ReceivedNetworkEncryptionAck ( const FOnEncryptionKeyResponse & Delegate )


description: Called when a connecting client fails to setup encryption

code: virtual EEncryptionFailureAction ReceivedNetworkEncryptionFailure ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Handle setting up encryption keys. Games that override this MUST call the delegate when their own (possibly async) processing is complete.

code: virtual void ReceivedNetworkEncryptionToken ( const [FString](API\Runtime\Core\Containers\FString) & EncryptionToken, const FOnEncryptionKeyResponse & Delegate )


description: Opportunity for blueprints to handle the game instance being initialized.

code: void ReceiveInit()


description: Opportunity for blueprints to handle the game instance being shutdown.

code: void ReceiveShutdown()


description: Registers an object to keep alive as long as this game instance is alive

code: virtual void RegisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )


description:
Removes a player.
whether the player was successfully removed. Removal is not allowed while connected to a server.

code: virtual bool RemoveLocalPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * ExistingPlayer )


description: Calls HandleDisconnect on either the OnlineSession if it exists or the engine, to cause a travel back to the default map. The instance must have a world.

code: virtual void ReturnToMainMenu()


description: Call to modify the saved url that will be used as a base for future map travels

code: virtual void SetPersistentTravelURL ( [FURL](API\Runtime\Engine\Engine\FURL) InURL )


description: Virtual function to allow custom GameInstances an opportunity to do cleanup when shutting down

code: virtual void Shutdown()


description: Starts the GameInstance state machine running

code: virtual void StartGameInstance()


description: Called to actually start the game when doing Play/Simulate In Editor

code: virtual [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) StartPlayInEditorGameInstance ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FGameInstancePIEParameters](API\Runtime\Engine\Engine\FGameInstancePIEParameters) & Params )


description: Start recording a replay with the given custom name and friendly name.

code: virtual void StartRecordingReplay ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & FriendlyName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AdditionalOptions, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > AnalyticsProvider )


description: Remove a referenced object, this will allow it to GC out

code: virtual void UnregisterReferencedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToReference )


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


className: UGameInstance

description: GameInstance: high-level manager object for an instance of the running game. Spawned at game creation and not destroyed until game instance is shut down. Running as a standalone game, there will be one of these. Running in PIE (play-in-editor) will generate one of these per PIE instance.

code: class UGameInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FExec](API\Runtime\Core\Misc\FExec)

bReportedPIEStartupTime

type: bool

LatentActionManager

type: FLatentActionMa...

LocalPlayers

type: TArray<TObject...

description: List of locally participating players in this game instance

NotifyPreClientTravelDelegates

type: FOnPreClientTra...

description: Listeners to PreClientTravel call

OnInputDeviceConnectionChange

type: FOnUserInputDev...

description: Callback for when an input device connection state has changed (a new gamepad was connected or disconnected)

OnlineSession

type: TObjectPtr< cla...

description: Class to manage online services

OnLocalPlayerAddedEvent

type: FOnLocalPlayerE...

description: Local player access

OnPawnControllerChangedDelegates

type: FOnPawnControll...

description: Gets triggered shortly after a pawn's controller is set.

type: FDelegateHandle

description: Handle for delegate for handling PS4 play together system events

OnUserInputDevicePairingChange

description: Callback when an input device has changed pairings (the owning platform user has changed for that device)

PIEMapName

type: FString

PIEStartTime

type: double

ReferencedObjects

description: List of objects that are being kept alive by this game instance.

TimerManager

type: FTimerManager&...

WorldContext

type: FWorldContext&...


code: virtual void Activated ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


description: Sets the widget to use fore the cursor.

code: void AddCursorWidget ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CursorWidget )


description: Adds a widget to the Slate viewport's game overlay (i.e for top-level debug tools) at the specified Z-order.

code: virtual void AddGameLayerWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, const int32 ZOrder )


description: Adds a cursor to the set based on the enum and the class reference to it.

code: void AddSoftwareCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor, const [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) & CursorClass )


description: Add a cursor to the set based on the enum and a slate widget

code: void AddSoftwareCursorFromSlateWidget ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) InCursorType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CursorWidgetPtr )


description: Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order

code: virtual void AddViewportWidgetContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, const int32 ZOrder )


description: Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order. associates it with a specific player and keeps it in their sub-rect.

code: virtual void AddViewportWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, const int32 ZOrder )


description: Stop recording a replay if one is currently in progress

code: virtual void StopRecordingReplay()


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

code: virtual void BeginDestroy()


description:
Pixel size of the deadzone for all sides (right/left/top/bottom) based on which local player it is
true if the safe zone exists

code: bool CalculateDeadZoneForAllSides ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LPlayer, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, float & fTopSafeZone, float & fBottomSafeZone, float & fLeftSafeZone, float & fRightSafeZone, bool bUseMaxPercent )


description: Calculate the amount of safezone needed for a single side for both vertical and horizontal dimensions

code: void CalculateSafeZoneValues ( [FMargin](API\Runtime\SlateCore\Layout\FMargin) & SafeZone, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, int32 LocalPlayerIndex, bool bUseMaxPercent )


description: Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation.

code: virtual bool CaptureMouseOnLaunch()


code: virtual void CloseRequested ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Process Console Command

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


className: CreatedDelegate

description: Delegate called when the game viewport is created.


description: Create the game viewport

code: virtual [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * CreateGameViewport ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > InViewportWidget )


description: Cleans up all rooted or referenced objects created or managed by the GameViewportClient. This method is called when this GameViewportClient has been disassociated with the game engine (i.e. is no longer the engine's GameViewport).

code: virtual void DetachViewportClient()


code: virtual void Deactivated ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


code: virtual void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * SceneCanvas )


description: Draws the safe area using the current r.DebugSafeZone.Mode=1 when there is not a valid PlayerController HUD.

code: virtual void DrawTitleSafeArea ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: Displays the transition screen.

code: virtual void DrawTransition ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: Print a centered transition message with a drop shadow.

code: virtual void DrawTransitionMessage ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Implementation of Exec that is called on all targets where UE_ALLOW_EXEC_COMMANDS is true

code: virtual bool Exec_Runtime ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void EnableCsvPlayerStats ( int32 LocalPlayerCount )


description: Make any adjustments to the views after they've been completely set up

code: virtual void FinalizeViews ( class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, const [TMap](API\Runtime\Core\Containers\TMap)< [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) *, [FSceneView](API\Runtime\Engine\FSceneView) * > & PlayerViewMap )


description:
Convert a LocalPlayer to it's index in the GamePlayer array
-1 if the index could not be found.

code: int32 ConvertLocalPlayerToGamePlayerIndex ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LPlayer )


className: EnabledStats

description: A list of all the stat names which are enabled for this viewport (static so they persist between runs)

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


description: Returns the splitscreen type that is currently being used


description:
Retrieves the cursor that should be displayed by the OS
the cursor that the OS should display

code: virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetCursor ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


description: Get a ptr to the enabled stats list

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * GetEnabledStats() const


description: Return the engine show flags for this viewport

code: virtual [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) * GetEngineShowFlags()


description: Returns the relevant game instance for this viewport

code: [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


description: Gets the layer manager for the UI.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IGameLayerManager](API\Runtime\Engine\Slate\IGameLayerManager) > GetGameLayerManager() const


description: Returns the game viewport


description: Returns the game viewport

code: const [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * GetGameViewport() const


description: Returns the widget for this viewport

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetGameViewportWidget() const


description: Get whether or not the viewport is currently using software cursor

code: bool GetIsUsingSoftwareCursorWidgets()


description: Gets the mouse capture behavior when the viewport is clicked

code: virtual EMouseCaptureMode GetMouseCaptureMode() const


description: Returns the current mouse cursor lock mode when the viewport is clicked.

code: EMouseLockMode GetMouseLockMode() const


description: mouse position in game viewport coordinates (does not account for splitscreen)

code: virtual bool GetMousePosition ( FVector2D & MousePosition ) const


description: Get the total pixel size of the screen. This is different from the pixel size of the viewport since we could be in splitscreen

code: void GetPixelSizeOfScreen ( float & Width, float & Height, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, int32 LocalPlayerIndex )


description: Get the slate widget of the current software cursor

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetSoftwareCursorWidget ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor ) const


description: Get a ptr to the stat unit data for this viewport

code: virtual [FStatHitchesData](API\Runtime\Engine\FStatHitchesData) * GetStatHitchesData() const


code: virtual [FStatUnitData](API\Runtime\Engine\FStatUnitData) * GetStatUnitData() const


description: Called before rending subtitles to allow the game viewport to determine the size of the subtitle area

code: virtual void GetSubtitleRegion ( FVector2D & MinPos, FVector2D & MaxPos )


description: Retrieve the size of the main viewport.

code: void GetViewportSize ( FVector2D & ViewportSize ) const


description: Returns access to this viewport's Slate window

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


description: Returns a relative world context for this viewport.

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


code: bool HandleBugScreenshotwithHUDInfoCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleBugScreenshotCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisplayAllLocationCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisplayAllRotationCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisplayAllCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisplayClearCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Exec command handlers

code: bool HandleForceFullscreenCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisplayCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleForceSkelLODCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandleGetAllLocationCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleGetAllRotationCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleHighresScreenshotCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleHighresScreenshotUICommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleKillParticlesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Optionally do custom handling of a navigation.

code: virtual bool HandleNavigation ( const uint32 InUserIndex, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InDestination )


code: bool HandleNextViewModeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandlePreCacheCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandlePauseRenderClockCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleScreenshotCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandlePrevViewModeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandleSetResCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleTextureDefragCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleShowCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandleShowLayerCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandleToggleFullscreenCommand()


code: bool HandleToggleMIPFadeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleViewModeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Whether the player at LocalPlayerIndex's viewport has a "bottom of viewport" safezone or not.

code: bool HasBottomSafeZone ( int32 LocalPlayerIndex )


description: Whether the player at LocalPlayerIndex's viewport has a "top of viewport" safezone or not.

code: bool HasTopSafeZone ( int32 LocalPlayerIndex )


description: Whether the player at LocalPlayerIndex's viewport has a "right of viewport" safezone or not.

code: bool HasRightSafeZone ( int32 LocalPlayerIndex )


description: Whether the player at LocalPlayerIndex's viewport has a "left of viewport" safezone or not.

code: bool HasLeftSafeZone ( int32 LocalPlayerIndex )


description: Does the viewport client have a software cursor set up for the given enum?

code: bool HasSoftwareCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor ) const


description: Gets whether or not the cursor is hidden when the viewport captures the mouse

code: virtual bool HideCursorDuringCapture() const


code: virtual void Init ( struct [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * OwningGameInstance, bool bCreateNewAudioDevice )


description: Check whether we should ignore input.

code: virtual bool IgnoreInput()


description: Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description:
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
True to consume the axis movement, false to pass it on.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description:
Check a character input received by the viewport. If the viewport client uses the character, it should return true to consume it.
True to consume the character, false to pass it on.

code: virtual bool InputChar ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, TCHAR Character )


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description:
Each frame, the input system will update the motion data.
True to consume the motion event, false to pass it on.

code: virtual bool InputMotion ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, const FVector & Tilt, const FVector & RotationRate, const FVector & Gravity, const FVector & Acceleration )


code: virtual bool InputTouch ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


code: virtual bool IsFocused ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: If we're specifically in fullscreen mode, not windowed fullscreen.


description: Whether or not the main viewport is fullscreen or windowed.

code: bool IsFullScreenViewport() const


description: Returns true if this viewport is orthogonal. If hit proxies are ever used in-game, this will need to be overridden correctly in GameViewportClient.

code: virtual bool IsOrtho() const


description: if this viewport is currently being used for simulate in editors

code: bool IsSimulateInEditorViewport() const


code: virtual bool IsInPermanentCapture()


description: Determines whether splitscreen is forced to be turned off

code: bool IsSplitscreenForceDisabled() const


description: Called before rendering to allow the game viewport to allocate subregions to players.

code: virtual void LayoutPlayers()


description: Check whether a specific stat is enabled for this viewport

code: virtual bool IsStatEnabled ( const [FString](API\Runtime\Core\Containers\FString) & InName ) const


description: Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse

code: virtual bool LockDuringCapture()


code: virtual void MouseLeave ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void LostFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description:
Called to map a cursor reply to an actual widget to render.
the widget that should be rendered for this cursor, returnTOptional<TSharedRef>() if no mapping.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > MapCursor ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) & CursorReply )


code: virtual void MouseEnter ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


description: Notifies all interactions that a new player has been added to the list of active players.

code: virtual void NotifyPlayerAdded ( int32 PlayerIndex, class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * AddedPlayer )


code: virtual void NotifyPlayerRemoved ( int32 PlayerIndex, class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * RemovedPlayer )


description: Accessor for the delegate called when the engine starts drawing a game viewport.


description: Accessor for the delegate called when the game viewport is drawn, before drawing the console.

code: FSimpleMulticastDelegate & OnDrawn()


description: Accessor for the delegate called when the engine finishes drawing a game viewport.

code: FSimpleMulticastDelegate & OnEndDraw()


description: Accessor for the delegate called when a viewport is asked to close.

code: FOnCloseRequested & OnCloseRequested()


description: Accessor for delegate called when a game viewport received input key


description: Gets broadcast delegate for input axis, happens in addition to player controller input

code: FOnInputAxisSignature & OnInputAxis()


description: Gets broadcast delegate for input key, happens in addition to player controller input

code: FOnInputKeySignature & OnInputKey()


description: Set an override handler for navigation.


description: Set an override handler for input axis handling


description: Set an override handler for input key handling, can be used for things like press start screen


description: Accessor for the delegate called when a player is removed from the game viewport.


description: Accessor for the delegate called when a player is added to the game viewport.


description: Accessor for the delegate called when ticking the game viewport.

code: FOnGameViewportTick & OnTick()


description: Accessor for the delegate called when the game viewport is created.

code: static FSimpleMulticastDelegate & OnViewportCreated()


description: Accessor for delegate called when a screenshot is captured

code: static FOnScreenshotCaptured & OnScreenshotCaptured()


description: Accessor for delegate called when the engine toggles fullscreen


description: Should we make new windows for popups or create an overlay in the current window.

code: virtual [FPopupMethodReply](API\Runtime\SlateCore\Input\FPopupMethodReply) OnQueryPopupMethod() const


description: Notification of network error messages generally not expected to handle the failure here, but provide notification to the user

code: virtual void PeekNetworkFailureMessages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, enum [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Accessor for delegate called when a viewport is rendered

code: static FOnViewportRendered & OnViewportRendered()


description: Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) generally not expected to handle the failure here, but provide notification to the user

code: virtual void PeekTravelFailureMessages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, enum [ETravelFailure::Type](API\Runtime\Engine\Engine\ETravelFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Accessor for the delegate called when the window owning the viewport is asked to close.


description: Called after rendering the player views and HUDs to render menus, the console, etc. This is the last rendering call in the render loop

code: virtual void PostRender ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


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

code: virtual void PostInitProperties()


code: virtual bool ProcessScreenShots ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Called to determine if we should render the focus brush.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< bool > QueryShowFocus ( const EFocusCause InFocusCause ) const


description: Recreates cursor widgets from UISettings class.

code: void RebuildCursors()


code: virtual void ReceivedFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void RedrawRequested ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: This function removes all widgets from the viewport overlay

code: void RemoveAllViewportWidgets()


description: Function that handles remapping controller information for cases like PIE

code: virtual void RemapControllerInput ( [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & InOutKeyEvent )


description: Removes a previously-added widget from the Slate viewport's game overlay.

code: virtual void RemoveGameLayerWidget ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


description: Removes a previously-added widget from the Slate viewport

code: virtual void RemoveViewportWidgetContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


description: Removes a previously-added widget from the Slate viewport, in the player's section.

code: virtual void RemoveViewportWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


code: virtual bool RequiresHitProxyStorage()


description: Determines whether this viewport client should receive calls toInputAxis()if the game's window is not currently capturing the mouse. Used by the UI system to easily receive calls to InputAxis while the viewport's mouse capture is disabled.

code: virtual bool RequiresUncapturedAxisInput() const


className: ScreenshotCapturedDelegate

description: Delegate called at the end of the frame when a screenshot is captured


description: Sets the player which console commands will be executed in the context of.

code: virtual void SetConsoleTarget ( int32 PlayerIndex )


code: void SetCurrentBufferVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewBufferVisualizationMode )


code: void SetCurrentLumenVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewLumenVisualizationMode )


code: void SetCurrentGroomVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewGroomVisualizationMode )


code: void SetCurrentNaniteVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewNaniteVisualizationMode )


description: Applies requested changes to display configuration

code: bool SetDisplayConfiguration ( const FIntPoint * Dimensions, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) WindowMode )


code: void SetCurrentStrataVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewStrataVisualizationMode )


code: void SetCurrentVirtualShadowMapVisualizationMode ( [FName](API\Runtime\Core\UObject\FName) NewVirtualShadowMapVisualizationMode )


description: UWorld

code: virtual void SetDropDetail ( float DeltaSeconds )


description: Allows game code to disable splitscreen (useful when in menus)

code: void SetForceDisableSplitscreen ( const bool bDisabled )


description: Assigns the viewport game layer manager for this viewport client. Should only be called when first created.

code: void SetGameLayerManager ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IGameLayerManager](API\Runtime\Engine\Slate\IGameLayerManager) > LayerManager )


description: Sets all the stats that should be enabled for the viewport

code: virtual void SetEnabledStats ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InEnabledStats )


code: bool SetHardwareCursor ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) CursorShape, [FName](API\Runtime\Core\UObject\FName) GameContentPath, FVector2D HotSpot )


description: Sets whether or not the cursor is hidden when the viewport captures the mouse

code: void SetHideCursorDuringCapture ( bool InHideCursorDuringCapture )


description: Set whether to ignore input.

code: void SetIgnoreInput ( bool Ignore )


code: virtual void SetIsSimulateInEditorViewport ( bool bInIsSimulateInEditorViewport )


description: Set the mouse capture behavior for the viewport.

code: void SetMouseCaptureMode ( EMouseCaptureMode Mode )


description: Sets the current mouse cursor lock mode when the viewport is clicked

code: void SetMouseLockMode ( EMouseLockMode InMouseLockMode )


description: Controls suppression of the blue transition text messages

code: void SetSuppressTransitionMessage ( bool bSuppress )


description:
Initialize the game viewport.
False if an error occurred, true if the viewport was initialized successfully.

code: virtual [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * SetupInitialLocalPlayer ( [FString](API\Runtime\Core\Containers\FString) & OutError )


description: Sets whether or not the software cursor widgets are used. If no software cursor widgets are set this setting has no meaningful effect.

code: void SetUseSoftwareCursorWidgets ( bool bInUseSoftwareCursorWidgets )


description: Set this GameViewportClient's viewport to the viewport specified

code: virtual void SetViewport ( [FViewport](API\Runtime\Engine\FViewport) * InViewportFrame )


description: Set this GameViewportClient's viewport and viewport frame to the viewport specified

code: virtual void SetViewportFrame ( [FViewportFrame](API\Runtime\Engine\FViewportFrame) * InViewportFrame )


description: Assigns the viewport overlay widget to use for this viewport client. Should only be called when first created

code: void SetViewportOverlayWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SOverlay](API\Runtime\SlateCore\Widgets\SOverlay) > InViewportOverlayWidget )


code: void SetVirtualCursorWidget ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget )


description: FViewportinterface

code: virtual bool ShouldDPIScaleSceneCanvas() const


description:
Determine whether a fullscreen viewport should be used in cases where there are multiple players.
true to use a fullscreen viewport; false to allow each player to have their own area of the viewport.


description: Exec for toggling the display of the title safe area

code: virtual void ShowTitleSafeArea()


description: Called every frame to allow the game viewport to update time based state.

code: virtual void Tick ( float DeltaTime )


description: Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller.

code: virtual void SSSwapControllers()


description: Gives the game's custom viewport client a way to handle F11 or Alt+Enter before processing the input

code: bool TryToggleFullscreenOnInputKey ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent EventType )


description: Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be laid out.


description: Gets whether or not the cursor should always be locked to the viewport

code: virtual bool ShouldAlwaysLockMouse()


description: Updates CSVProfiler camera stats

code: void UpdateCsvCameraStats ( const [TMap](API\Runtime\Core\Containers\TMap)< [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) *, [FSceneView](API\Runtime\Engine\FSceneView) * > & PlayerViewMap )


description: FCommonViewportClientinterface

code: virtual float UpdateViewportClientWindowDPIScale() const


description: Make sure all navigation objects have appropriate path rendering components set. Called when EngineShowFlags.Navigation is set.


className: ViewportRenderedDelegate

description: Delegate called right after the viewport is rendered


description:
Called when the top level window associated with the viewport has been requested to close. At this point, the viewport has not been closed and the operation may be canceled. This may not called from PIE, Editor Windows, on consoles, or before the game ends from other methods. This is only when the platform specific window is closed.
True if the viewport may be closed, false otherwise.

code: virtual bool WindowCloseRequested()


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


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

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


className: UGameViewportClient

description: UGameViewportClient

code: class UGameViewportClient : public [UScriptViewportClient](API\Runtime\Engine\Engine\UScriptViewportClient), public [FExec](API\Runtime\Core\Misc\FExec)

ActiveSplitscreenType

type: TEnumAsByte<ES...

description: The splitscreen type that is actually being used; takes into account the number of players and other factors (such as cinematic mode) that could affect the splitscreen mode that is actually used.

AudioDevice

type: FAudioDeviceHan...

description: Strong handle to the audio device used by this viewport.

AudioDeviceDestroyedHandle

description: Handle to delegate in case audio device is destroyed.

AudioDeviceHandle

description: Handle to the audio device created for this viewport.

bDisableWorldRendering

type: uint32: 1

description: Set to disable world rendering

bHasAudioFocus

description: Whether or not this audio device is in audio-focus

bIsPlayInEditorViewport

description: If true, this viewport is a play in editor viewport

bSuppressTransitionMessage

description: If true will suppress the blue transition text messages.

DebugProperties

type: TArray< struct ...

description: Debug properties that have been added via one of the "displayall" commands

EngineShowFlags

type: FEngineShowFlag...

description: The show flags used by the viewport's players.

GameInstance

type: TObjectPtr<UGa...

SplitscreenInfo

description: Array of the screen data needed for all the different splitscreen configurations

ViewModeIndex

description: See enum EViewModeIndex

Viewport

type: FViewport*

description: The platform-specific viewport which this viewport client is attached to.

ViewportConsole

description: The viewport's console. Might be null on consoles

ViewportFrame

type: FViewportFrame...

description: The platform-specific viewport frame which this viewport is contained by.

World

type: TObjectPtr<UWo...

description: The relative world context for this viewport


description: UObjectinterface

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


className: UGarbageCollectionSettings

description: Implements the settings for garbage collection.

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


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

code: virtual void PostInitProperties()


description: Register an HLODProxyDesc, building it from an existing LODActor

code: [UHLODProxyDesc](API\Runtime\Engine\HLOD\UHLODProxyDesc) * AddLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor )


description: Adds a static mesh and the key used to generate it

code: void AddMesh ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [FName](API\Runtime\Core\UObject\FName) & InKey )


description: Clean out invalid proxy mesh entries

code: void Clean()


description: Check if we contain data for the specified actor

code: bool ContainsDataForActor ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor ) const


description: Destroy all assets & delete this HLOD proxy package.

code: void DeletePackage()


description: Extract components that we would use for LOD generation. Used to generate keys for LOD actors.

code: static void ExtractComponents ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & InOutComponents )


description: Helper for recursive traversing LODActors to retrieve a semi deterministic firstAActorfor resulting asset naming

code: static const [AActor](API\Runtime\Engine\GameFramework\AActor) * FindFirstActor ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor )


description: Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors

code: static void ExtractStaticMeshComponentsFromLODActor ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & InOutComponents )


description: Build a unique key for the LOD actor, used to determine if the actor needs rebuilding

code: static [FName](API\Runtime\Core\UObject\FName) GenerateKeyForActor ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, bool bMustUndoLevelTransform )


code: static uint32 GetCRC ( const FTransform & InTransform, uint32 InCRC )


code: static uint32 GetCRC ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, uint32 InCRC )


code: static uint32 GetCRC ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, uint32 InCRC, bool bInConsiderPhysicData )


code: static uint32 GetCRC ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InComponent, uint32 InCRC, const FTransform & TransformComponents )


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: Get the owner map for this HLOD proxy

code: [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > GetMap() const


description: Returns true if proxy doesn't contain any mesh entry.

code: bool IsEmpty() const


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: static uint32 GetCRC ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, uint32 InCRC )


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: Setup the map - only called at initial construction

code: void SetMap ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InMap )


description: Specify the transform to apply to the source meshes when building HLODs.

code: bool SetHLODBakingTransform ( const FTransform & InTransform )


description: Spawn LODActors from the HLODProxyDescs found in this proxy.

code: void SpawnLODActors ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Update the HLODDesc stored in this proxy using existing LODActors from the level

code: void UpdateHLODDescs ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


className: UHLODProxy

description: This asset acts as a proxy to a static mesh for ALODActors to display

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


description: Adds a delegate to the list of listeners

code: virtual void AddClickedBannerDelegate ( [FOnUserClickedBanner](API\Runtime\Engine\Engine\FOnUserClickedBanner) InDelegate )


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


className: UImportantToggleSettingInterface

description: Interface for settings classes containing a single, emphasized boolean value. Implement this interface to make a settings category containing one boolean property lots of extra info for the user.

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


description: Removes a delegate from the list of listeners

code: virtual void ClearClickedBannerDelegate ( [FOnUserClickedBanner](API\Runtime\Engine\Engine\FOnUserClickedBanner) InDelegate )


code: virtual void AddClosedAdDelegate ( [FOnUserClosedAdvertisement](API\Runtime\Engine\Engine\FOnUserClosedAdvertisement) InDelegate )


code: virtual void ClearClosedAdDelegate ( [FOnUserClosedAdvertisement](API\Runtime\Engine\Engine\FOnUserClosedAdvertisement) InDelegate )


description: If the game absolutely must close an opened (clicked on) advertisement, call this function. This may lead to loss of revenue, so don't do it unnecessarily.

code: virtual void ForceCloseAd()


description: Hides the advertisement banner shown with ShowInGameAdvertisementBanner. If the ad is currently open (ie, the user is interacting with the ad), the ad will be forcibly closed (see ForceCloseInGameAdvertisement)

code: virtual void HideBanner()


description: Called by platform when the user clicks on the ad banner. Will pause the game before calling the delegates

code: void OnUserClickedBanner()


description: Perform any needed initialization

code: virtual void Init()


description: Called by platform when an opened ad is closed. Will unpause the game before calling the delegates

code: void OnUserClosedAd()


description: Sets the value of bShouldPauseWhileAdOpen

code: virtual void SetPauseWhileAdOpen ( bool bShouldPause )


description: Allows the platform to put up an advertisement on top of the viewport. Note that this will not resize the viewport, simply cover up a portion of it.

code: virtual void ShowBanner ( bool bShowBottomOfScreen )


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


className: UInGameAdManager

code: class UInGameAdManager : public [UPlatformInterfaceBase](API\Runtime\Engine\Engine\UPlatformInterfaceBase)

bShouldPauseWhileAdOpen

description: If true, the game will pause when the user clicks on the ad, which could take over the screen

ClickedBannerDelegates

type: TArray<FOnUser...


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * CreateOverridenComponentTemplate ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & Key )


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindBestArchetype ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & Key, const [FName](API\Runtime\Core\UObject\FName) & TemplateName ) const


code: [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) FindKey ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentTemplate ) const


code: [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) FindKey ( const [FName](API\Runtime\Core\UObject\FName) VariableName ) const


code: void GetAllTemplates ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & OutArray, bool bIncludeTransientTemplates ) const


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetOverridenComponentTemplate ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & Key ) const


code: const [FBlueprintCookedComponentInstancingData](API\Runtime\Engine\Engine\FBlueprintCookedComponentInstanc-) * GetOverridenComponentTemplateData ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & Key ) const


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) 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: bool RefreshTemplateName ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & OldKey )


code: void RemoveOverridenComponentTemplate ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & Key )


className: SCSDefaultSceneRootOverrideNamePrefix

description: Template name prefix for SCS DefaultSceneRootNode overrides

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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: void UpdateOwnerClass ( [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * OwnerClass )


className: UInheritableComponentHandler

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


description: Override this function to bind a delegate to the given input component.

code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToBindTo ) const


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


className: UInputActionDelegateBinding

code: class UInputActionDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)

InputActionDelegateBindings

type: TArray<FBluepr...


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


className: UInputAxisDelegateBinding

code: class UInputAxisDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)


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


className: UInputAxisKeyDelegateBinding

code: class UInputAxisKeyDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)


description: Calls BindToInputComponent for each dynamic binding object on the given Class if it supports input delegates.

code: static void BindInputDelegates ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToBindTo )


description: Will bind input delegates for the given Actor and traverse it's subobjects attempting to bind each of them

code: static void BindInputDelegatesWithSubojects ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent )


description: Deprecated* This version of BindToInputComponent is deprecated, please use the version that takes in an ObjectToBindTo instead.

code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent ) const


className: InputBindingClasses

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > InputBindingClasses;


description: Returns true if the given class supports input binding delegates (i.e. it is a BP generated class)

code: static bool SupportsInputDelegate ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


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


className: UInputDelegateBinding

code: class UInputDelegateBinding : public [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding)


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


className: UInputKeyDelegateBinding

code: class UInputKeyDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)


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


className: UInputTouchDelegateBinding

code: class UInputTouchDelegateBinding : public [UInputDelegateBinding](API\Runtime\Engine\Engine\UInputDelegateBinding)


code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToBindTo ) const


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


className: UInputVectorAxisDelegateBinding

code: class UInputVectorAxisDelegateBinding : public [UInputAxisKeyDelegateBinding](API\Runtime\Engine\Engine\UInputAxisKeyDelegateBinding)


description: Change the color of the given curve

code: void ChangeCurveColor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCurve, const [FColor](API\Runtime\Core\Math\FColor) & CurveColor )


description:
Add a new curve property to the current tab.
true, if new curves were added to the graph, otherwise they were already present

code: bool AddCurveToCurrentTab ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCurve, const [FString](API\Runtime\Core\Containers\FString) & CurveName, const [FColor](API\Runtime\Core\Math\FColor) & CurveColor, [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) ** OutCurveEntry, bool bInColorCurve, bool bInFloatingPointColor, bool bInClamp, float InClampLow, float InClampHigh )


description: Change the displayed name for a curve in the curve editor.

code: void ChangeCurveName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCurve, const [FString](API\Runtime\Core\Containers\FString) & NewCurveName )


description: Create a new tab in the CurveEdSetup.

code: void CreateNewTab ( const [FString](API\Runtime\Core\Containers\FString) & InTabName )


code: static [FCurveEdInterface](API\Runtime\Core\Math\FCurveEdInterface) * GetCurveEdInterfacePointer ( const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) & Entry )


code: virtual void PostLoad()


description: Remove a particuclar curve from all tabs.

code: void RemoveCurve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCurve )


description: Remove the tab of the given name from the CurveEdSetup.

code: void RemoveTab ( const [FString](API\Runtime\Core\Containers\FString) & InTabName )


description: Replace a particuclar curve

code: void ReplaceCurve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * RemoveCurve, [UObject](API\Runtime\CoreUObject\UObject\UObject) * AddCurve )


description: Remove all tabs and re-add the 'default' one

code: void ResetTabs()


description: Look through CurveEdSetup and see if any properties of selected object is being shown.

code: bool ShowingCurve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCurve )


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


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


className: UInterpCurveEdSetup

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


className: UIntSerialization

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

description: Virtual void Serialize (FArchive& Ar) override;

description: Existing types.


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


description: Add a dynamically loaded actor to this level, as if it was part of the original map load process.

code: void AddLoadedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const FTransform * TransformToApply )


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


code: void AddLoadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList, const FTransform * TransformToApply )


description: Shift level actors by specified offset The offset vector will get subtracted from all actors positions and corresponding data structures

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


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

code: virtual void BeginDestroy()


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Broadcasts that Level bounds actor has been updated

code: void BroadcastLevelBoundsActorUpdated()


description: Rebuilds static streaming data for all levels in the specifiedUWorld.

code: static void BuildStreamingData ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TargetTexture )


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Deletes all actor folders marked as deleted and unreferenced by neither an actor nor another actor folder


description: Flag this level instance for destruction. This is called byUWorld::CleanupWorldto flag the level and its owned packages for destruction.

code: void CleanupLevel ( bool bCleanupResources, bool bUnloadFromEditor )


description: Nulls certain references related to the LevelScriptBlueprint. Called byUWorld::CleanupWorld.

code: void CleanupLevelScriptBlueprint()


description: Cleans all references from and to this level that may be preventing it from being Garbage Collected

code: void CleanupReferences()


code: void ClearActorsSeamlessTraveledFlag()


description: Clears all components of actors associated with this level (aka in Actors array) and also the BSP model components.

code: void ClearLevelComponents()


description: Commits changes made to theUModel's surfaces.

code: void CommitModelSurfaces()


description: does not affect the level bUseExternalActors flag

code: void ConvertAllActorsToPackaging ( bool bExternal )


description:
Create an package for this actor
the created package

code: static [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateActorPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InLevelPackage, EActorPackagingScheme ActorPackagingScheme, const [FString](API\Runtime\Core\Containers\FString) & InActorPath )


description: Called after PostLoad to createUObjectcluster

code: virtual void CreateCluster()


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


description: Called to create ModelComponents for BSP rendering

code: void CreateModelComponents()


description: Updates all actors/folders that refer to folders marked as deleted, reparent to valid folder, deletes folders marked as deleted.

code: void CreateOrUpdateActorFolders()


description: Populate an entry for Actor in the DestroyedReplicatedStaticActors list

code: void CreateReplicatedDestructionInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor )


description: Detach or reattach all level actors to from/to their external package

code: void DetachAttachAllActorsPackages ( bool bReattach )


className: DontLoadExternalObjectsTag

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


className: EIncrementalComponentState

code: enum EIncrementalComponentState { Init, RegisterInitialComponents, RunConstructionScripts, Finalize, }


className: ERouteActorInitializationState

code: enum ERouteActorInitializationState { Preinitialize, Initialize, BeginPlay, Finished, }


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

code: virtual void FinishDestroy()


description: Call on a level that was loaded from disk instead of PIE-duplicating, to fixup actor references

code: void FixupForPIE ( int32 PIEInstanceID, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(int32, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) &)> CustomFixupFunction )


code: void FixupForPIE ( int32 PIEInstanceID )


className: FLevelBoundsActorUpdatedEvent

description: Called when Level bounds actor has been updated

code: class FLevelBoundsActorUpdatedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FLevelCleanupEvent

code: typedef TMulticastDelegate_NoParams< void > FLevelCleanupEvent


className: FLoadedActorAddedToLevelEvent

description: Called when dynamically loaded actor is added to this level

code: class FLoadedActorAddedToLevelEvent : public TBaseMulticastDelegate_OneParam< void, AActor & >


className: FLevelTransformEvent

description: Event on level transform changes.

code: typedef TMulticastDelegate_OneParam< void, const FTransform & > FLevelTransformEvent


className: FLoadedActorAddedToLevelPostEvent

description: Called when dynamically loaded actors were added to this level

code: class FLoadedActorAddedToLevelPostEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< AActor * > & >


className: FLoadedActorAddedToLevelPreEvent

description: Called when dynamically loaded actors are being added to this level

code: class FLoadedActorAddedToLevelPreEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< AActor * > & >


className: FLoadedActorRemovedFromLevelEvent

description: Called when dynamically loaded actor is removed from this level

code: class FLoadedActorRemovedFromLevelEvent : public TBaseMulticastDelegate_OneParam< void, AActor & >


className: FLoadedActorRemovedFromLevelPostEvent

description: Called when dynamically loaded actors were removed from this level

code: class FLoadedActorRemovedFromLevelPostEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< AActor * > & >


className: FLoadedActorRemovedFromLevelPreEvent

description: Called when dynamically loaded actors are being removed from this level

code: class FLoadedActorRemovedFromLevelPreEvent : public TBaseMulticastDelegate_OneParam< void, const TArray< AActor * > & >


description: Iterates on all valid level actor folders.

code: void ForEachActorFolder ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UActorFolder](API\Runtime\Engine\UActorFolder) *)> Operation, bool bSkipDeleted )


description: Finds the level actor folder by its path. Returns null if not found.

code: [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder ( const [FName](API\Runtime\Core\UObject\FName) & InPath ) const


description: Finds the level actor folder by its guid. Returns null if not found.

code: [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, bool bSkipDeleted ) const


description:
Get the package name for this actor
the package name

code: static [FString](API\Runtime\Core\Containers\FString) GetActorPackageName ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InLevelPackage, EActorPackagingScheme ActorPackagingScheme, const [FString](API\Runtime\Core\Containers\FString) & InActorPath )


code: static [FString](API\Runtime\Core\Containers\FString) GetActorPackageName ( const [FString](API\Runtime\Core\Containers\FString) & InBaseDir, EActorPackagingScheme ActorPackagingScheme, const [FString](API\Runtime\Core\Containers\FString) & InActorPath )


description: Returns the level's actor packaging scheme


description: Extract the packaging Scheme used by an external actor package based on the name of the package

code: static EActorPackagingScheme GetActorPackagingSchemeFromActorPackageName ( const FStringView InActorPackageName )


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


description: Returns the cached collection that contains this level, if any. May be null.

code: [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) * GetCachedLevelCollection() const


description:
Returns the default brush for this level.
The default brush for this level.

code: [ABrush](API\Runtime\Engine\Engine\ABrush) * GetDefaultBrush() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FReplicatedStaticActorDestructionInfo](API\Runtime\Engine\Engine\FReplicatedStaticActorDestructio-) > & GetDestroyedReplicatedStaticActors() const


description: Estimate the amount of AddToWorld work for this level. Used by the adaptive level streaming timeslice (see s.AdaptiveAddToWorld.Enabled)


description:
Get the folder containing the external actors for this level
the folder

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalActorsPath ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InLevelPackage, const [FString](API\Runtime\Core\Containers\FString) & InPackageShortName )


description: Get a properly formated external actor package instance name for this level package to be used inFLinkerInstancingContextexternal actor package instance name

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalActorPackageInstanceName ( const [FString](API\Runtime\Core\Containers\FString) & LevelPackageName, const [FString](API\Runtime\Core\Containers\FString) & ActorPackageName )


description:
Get the folder name from which all external actors paths are created
folder name

code: static const TCHAR * GetExternalActorsFolderName()


description:
Get the folder containing the external actors for this level path
the folder

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalActorsPath ( const [FString](API\Runtime\Core\Containers\FString) & InLevelPackageName, const [FString](API\Runtime\Core\Containers\FString) & InPackageShortName )


description: Estimate the total amount of AddToWorld work for this level. Used by the adaptive level streaming timeslice (see s.AdaptiveAddToWorld.Enabled)


description:
Get the folders containing the external objects for this level path
the folders

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetExternalObjectsPaths ( const [FString](API\Runtime\Core\Containers\FString) & InLevelPackageName, const [FString](API\Runtime\Core\Containers\FString) & InPackageShortName )


code: static bool GetIsLevelPartitionedFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


code: static bool GetIsLevelPartitionedFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


code: static bool GetIsLevelUsingExternalActorsFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


code: static bool GetIsLevelUsingExternalActorsFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


code: static bool GetIsStreamingDisabledFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


code: static bool GetIsStreamingDisabledFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


code: static bool GetIsUsingActorFoldersFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


code: static bool GetIsUsingActorFoldersFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


description: Returns a list of all blueprints contained within the level

code: [TArray](API\Runtime\Core\Containers\TArray)< class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > GetLevelBlueprints() const


code: static bool GetLevelBoundsFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset, FBox & OutLevelBounds )


code: static bool GetLevelBoundsFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage, FBox & OutLevelBounds )


code: static FVector GetLevelInstancePivotOffsetFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


code: static FVector GetLevelInstancePivotOffsetFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


description:
Returns the level scripting actor associated with this level
a pointer to the level scripting actor for this level (may be NULL)

code: [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) * GetLevelScriptActor() const


description: Grabs a reference to the level scripting blueprint for this level. If none exists, it creates a new blueprint

code: [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * GetLevelScriptBlueprint ( bool bDontCreate )


code: static bool GetLevelScriptExternalActorsReferencesFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutLevelScriptExternalActorsReferences )


code: static bool GetLevelScriptExternalActorsReferencesFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutLevelScriptExternalActorsReferences )


description:
Get the list of (loaded) external object packages (actors/folders) associated with this level
Array of packages associated with this level

code: [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > GetLoadedExternalObjectPackages() const


description:
Get the list of (on disk) external actor packages associated with this level
Array of packages associated with this level

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetOnDiskExternalActorPackages ( bool bTryUsingPackageLoadedPath ) const


description:
Get the list of (on disk) external actor packages associated with this external actors path
Array of packages associated with this level

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetOnDiskExternalActorPackages ( const [FString](API\Runtime\Core\Containers\FString) & ExternalActorsPath )


description: Deprecated* GetPartitionedLevelCanBeUsedByLevelInstanceFromAsset is deprecated.

code: static bool GetPartitionedLevelCanBeUsedByLevelInstanceFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset )


description: Deprecated* GetPartitionedLevelCanBeUsedByLevelInstanceFromPackage is deprecated.

code: static bool GetPartitionedLevelCanBeUsedByLevelInstanceFromPackage ( [FName](API\Runtime\Core\UObject\FName) LevelPackage )


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > const * GetStaticNavigableGeometry() const


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


description:
Returns the world data layers info for this level.
TheAWorldDataLayersfor this level.

code: [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * GetWorldDataLayers() const


description:
Returns theUWorldPartitionfor this level.
TheUWorldPartitionfor this level (nullptr if not found).

code: [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition() const


description:
Returns the RuntimeCell associated with this Level if it is a level representing a cell of a WorldPartition World.
The cell associated with the level.

code: const [IWorldPartitionCell](API\Runtime\Engine\WorldPartition\IWorldPartitionCell) * GetWorldPartitionRuntimeCell() const


description:
Returns the world info for this level.
TheAWorldSettingsfor this level.

code: [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * GetWorldSettings ( bool bChecked ) const


description: CreatesUMapBuildDataRegistryentries for legacy lightmaps from components loaded for this level.

code: void HandleLegacyMapBuildData()


description: Utility searches this level's actor list for any actors of the specified type.

code: bool HasAnyActorsOfType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SearchType )


description: Whether the level is currently pending being made invisible or visible.


description: Returns true if the level contains static meshes that have not finished compiling yet.

code: bool HasStaticMeshCompilationPending()


description: Incrementally unregisters all components of actors associated with this level. This is done at the granularity of actors (individual actors have all of their components unregistered)

code: bool IncrementalUnregisterComponents ( int32 NumComponentsToUnregister )


description: Incrementally updates all components of actors associated with this level.

code: void IncrementalUpdateComponents ( int32 NumComponentsToUpdate, bool bRerunConstructionScripts, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Constructor.

code: void Initialize ( const [FURL](API\Runtime\Engine\Engine\FURL) & InURL )


description: Handles network initialization for actors in this level

code: void InitializeNetworkActors()


description: Initializes rendering resources for this level.

code: void InitializeRenderingResources()


code: virtual void InitializeTextureStreamingContainer ( uint32 InPackedTextureStreamingQualityLevelFeatureLevel )


description: Is this the current level in the world it is owned by

code: bool IsCurrentLevel() const


description: Invalidates the cached data used to render the level'sUModel.

code: void InvalidateModelGeometry()


description: Discards the cached data used to render the level'sUModel. Assumes that the faces and vertex positions haven't changed, only the applied materials.

code: void InvalidateModelSurface()


description: Returns whether the level has completed routing actor initialization.


description: Is this a level instance

code: bool IsInstancedLevel() const


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

code: virtual bool IsNameStableForNetworking() const