className: UHudSettings

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

bShowHUD

description: Whether the HUD is visible at all.

DebugDisplay

type: TArray<FName>

description: Collection of names specifying what debug info to display for ViewTarget actor.


module: EventLoop

code: [FIORequestHandle](API\Runtime\EventLoop\EventLoop\FIORequestHandle) CreateSocketIORequest ( [FIORequestBSDSocket](API\Runtime\EventLoop\EventLoop\BSDSocket\FIORequestBSDSocket) && Request )


code: void DestroyIORequest ( [FIORequestHandle](API\Runtime\EventLoop\EventLoop\FIORequestHandle) & Handle, [FSocketIORequestDestroyedCallback](API\Runtime\EventLoop\EventLoop\BSDSocket\FSocketIORequestDestroyedCallbac-) && OnDestroyComplete )


className: FStorageTraits

code: struct FStorageTraits : public [UE::EventLoop::FManagedStorageDefaultTraits](API\Runtime\EventLoop\EventLoop\FManagedStorageDefaultTraits)


code: FIOAccessBSDSocket ( [FStorageType](API\Runtime\EventLoop\EventLoop\BSDSocket\FIOAccessBSDSocket\FStorageType) & InIORequestStorage )


className: FIOAccessBSDSocket

code: class FIOAccessBSDSocket : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


className: FIOManagerBSDSocket

description: Default implementation.


description:
Initialize the IO manager. Called from withinIEventLoop::Init.
true if successfully initialized.

code: virtual bool Init()


description: Thread safe.

code: virtual void Notify()


description: Poll the request manager for activity.

code: virtual void Poll ( [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


description: Cleanup any resources and prepare for shutdown. Called fromIEventLoop::RunOncewhen the event loop has received a shutdown request.

code: virtual void Shutdown()


code: FIOManagerBSDSocketSelect ( [IEventLoop](API\Runtime\EventLoop\EventLoop\IEventLoop) & EventLoop, [FParams](API\Runtime\EventLoop\EventLoop\BSDSocket\FIOManagerBSDSocketSelect\FParams) && Params )


code: virtual ~FIOManagerBSDSocketSelect()


className: FIOManagerBSDSocketSelect

code: class FIOManagerBSDSocketSelect : public [UE::EventLoop::IIOManager](API\Runtime\EventLoop\EventLoop\IIOManager)


className: FIORequestBSDSocket

code: struct FIORequestBSDSocket

Callback

type: FSocketIOCallba...

Flags

type: EIOFlags

Socket

type: SOCKET


className: FSocketIOCallback

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void(SOCKET Socket, [ESocketIoRequestStatus](API\Runtime\EventLoop\EventLoop\BSDSocket\UE__EventLoop__ESocketIoRequestS-) Status, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) SignaledFlags)> FSocketIOCallback


className: FSocketIORequestDestroyedCallback


code: namespace UE { namespace EventLoop { enum ESocketIoRequestStatus { Ok, NoResources, Invalid, } } }


className: FAsyncTask

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> FAsyncTask


className: FEventLoopDefaultTraits

code: struct FEventLoopDefaultTraits : public [UE::EventLoop::FEventLoopTraitsBase](API\Runtime\EventLoop\EventLoop\FEventLoopTraitsBase)


description: Called before the module is unloaded, right before the module object is destroyed. Overloaded to shut down all loaded online subsystems

code: virtual void ShutdownModule()


description: Called right after the module DLL has been loaded and the module object has been created Overloaded to allow the default subsystem a chance to load

code: virtual void StartupModule()


className: FEventLoopModule

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


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


code: static void CheckIsEventLoopThread ( uint32 EventLoopThreadId )


code: static void CheckInitialized ( uint32 EventLoopThreadId )


code: static void CheckNotInitialized ( uint32 EventLoopThreadId )


code: static uint32 GetCurrentThreadId()


code: static bool IsEventLoopThread ( uint32 EventLoopThreadId )


code: static bool IsInitialized ( uint32 EventLoopThreadId )


code: static bool IsShutdownRequested ( bool bShutdownRequested )


className: FEventLoopTraitsBase

code: struct FEventLoopTraitsBase


className: FIOAccessNull

code: class FIOAccessNull : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: virtual bool Init()


description: Thread safe.

code: virtual void Notify()


description: Poll the request manager for activity.

code: virtual void Poll ( [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


code: virtual void Shutdown()


code: FIOManagerNull ( [IEventLoop](API\Runtime\EventLoop\EventLoop\IEventLoop) & EventLoop, [FParams](API\Runtime\EventLoop\EventLoop\FIOManagerNull\FParams) && Params )


className: FIOManagerNull

code: class FIOManagerNull : public [UE::EventLoop::IIOManager](API\Runtime\EventLoop\EventLoop\IIOManager)


className: Name

code: static constexpr auto Name = TEXT("EventLoopIORequestHandle");


className: FIORequestHandleTraits

code: struct FIORequestHandleTraits


code: static constexpr TCHAR Name = TEXT("ManagedStorageDefault");


className: bStorageAccessThreadChecksEnabled

description: Whether to check thread safety when accessing internal storage. Defaulted to off for performance, but can be added to implementation traits for debugging.

code: static constexpr bool bStorageAccessThreadChecksEnabled = false;


className: InternalHandleArryAllocatorType

description: An internal handle array is passed to Update to get the handles added since the last call. Using inline storage can prevent an unnecessary allocation when retrieving this info.

code: typedef TInlineAllocator< 32 > InternalHandleArryAllocatorType


className: FExternalHandle

description: The type of handle which will ne externally usable.


className: QueueMode

description: The access mode used by the request queues.

code: static constexpr EQueueMode QueueMode = EQueueMode::Mpsc;


className: FManagedStorageDefaultTraits

description: In most cases the default traits can be used without modification.

code: struct FManagedStorageDefaultTraits : public [UE::EventLoop::FManagedStorageTraitsBase](API\Runtime\EventLoop\EventLoop\FManagedStorageTraitsBase)


className: FManagedStorageOnRemoveComplete

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> FManagedStorageOnRemoveComplete


code: static void CheckIsManagerThread ( uint32 ManagerThreadId )


code: static uint32 GetCurrentThreadId()


code: static void CheckNotInitialized ( uint32 ManagerThreadId )


code: static bool IsManagerThread ( uint32 ManagerThreadId )


className: FManagedStorageTraitsBase

code: struct FManagedStorageTraitsBase


className: FOnShutdownComplete

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> FOnShutdownComplete


className: FTimerCallback

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> FTimerCallback


code: [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) & operator= ( [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) && )


code: [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) & operator= ( const [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) & )


description: Movable only.

code: FTimerData ( [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) && )


code: FTimerData ( const [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData) & )


code: FTimerData ( [FTimerCallback](API\Runtime\EventLoop\EventLoop\FTimerCallback) && InCallback, [TOptional](API\Runtime\Core\IO\TOptional)< [FTimespan](API\Runtime\Core\Misc\FTimespan) > InFirstDelay, [FTimespan](API\Runtime\Core\Misc\FTimespan) InRate, bool bInRepeat )


className: FTimerData

code: struct FTimerData

bRepeat

type: uint8:  1

description: If true, this timer will repeat indefinitely. Otherwise, it will be destroyed when it expires.

Callback

type: FTimerCallback

description: Holds the callback to call.

Expiration

type: FTimespan

description: When the timer is active, the expiration is the absolute time relative to the Timer Manager at which the timer should be fired.

FirstDelay

type: TOptional<FTim...

description: Time to delay the first execution of the timer. Relevant to looping timers.

Rate

description: Time between set and fire, or repeat frequency if looping.

Status

type: ETimerStatus


code: static constexpr TCHAR Name = TEXT("TimerHandle");


className: FTimerHandleTraits

code: struct FTimerHandleTraits


code: typedef FTimerHandle FExternalHandle


className: FStorageTraits

description: Default traits used for timer storage.

code: struct FStorageTraits : public [UE::EventLoop::FManagedStorageDefaultTraits](API\Runtime\EventLoop\EventLoop\FManagedStorageDefaultTraits)


className: FTimerHeapAllocatorType

description: The allocator to use for the timer heap.

code: typedef TInlineAllocator< 32 > FTimerHeapAllocatorType


className: FTimerRepeatAllocatorType

description: The allocator to use for timers waiting to be rescheduled.

code: typedef TInlineAllocator< 32 > FTimerRepeatAllocatorType


className: FTimerManagerDefaultTraits

code: struct FTimerManagerDefaultTraits : public [UE::EventLoop::FTimerManagerTraitsBase](API\Runtime\EventLoop\EventLoop\FTimerManagerTraitsBase)


code: static void CheckIsManagerThread ( bool bIsManagerThread )


className: FTimerManagerTraitsBase

code: struct FTimerManagerTraitsBase


description: Thread safe.

code: void ClearTimer ( [FTimerHandle](API\Runtime\EventLoop\EventLoop\FTimerHandle) & InHandle, [FOnTimerCleared](API\Runtime\EventLoop\EventLoop\FOnTimerCleared) && OnTimerCleared )


description:
NOT thread safe.
the time the event loop last woke up.


description: NOT thread safe.

code: bool Init()


description: Thread safe.

code: void PostAsyncTask ( [FAsyncTask](API\Runtime\EventLoop\EventLoop\FAsyncTask) && Task )


description: Thread safe.

code: void RequestShutdown ( [FOnShutdownComplete](API\Runtime\EventLoop\EventLoop\FOnShutdownComplete) && OnShutdownComplete )


description: NOT thread safe.

code: void Run()


description:
NOT thread safe.
true if RunOnce should be called again.

code: bool RunOnce ( [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


description:
Thread safe.
handle to the registered timer.

code: [FTimerHandle](API\Runtime\EventLoop\EventLoop\FTimerHandle) SetTimer ( [FTimerCallback](API\Runtime\EventLoop\EventLoop\FTimerCallback) && Callback, [FTimespan](API\Runtime\Core\Misc\FTimespan) InRate, bool InbRepeat, [TOptional](API\Runtime\Core\IO\TOptional)< [FTimespan](API\Runtime\Core\Misc\FTimespan) > InFirstDelay )


className: IEventLoop

code: class IEventLoop : public [TSharedFromThis< IEventLoop, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


className: FParams

description: Parameters for starting an IO manager. Derived classes are expected to implement the structure with any needed values. Will be passed from the event loop constructor into the IO manager.

code: struct FParams


description:
Initialize the IO manager. Called from withinIEventLoop::Init.
true if successfully initialized.


description: Thread safe.

code: void Notify()


description: Poll the request manager for activity.

code: void Poll ( [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


description: Cleanup any resources and prepare for shutdown. Called fromIEventLoop::RunOncewhen the event loop has received a shutdown request.

code: void Shutdown()


description: IIOManager(IEventLoop& EventLoop, FParams&& Params);

code: virtual ~IIOManager()


className: IIOManager

code: class IIOManager : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


IOManagerParams

description: Initial IO manager parameters.


description: Thread safe.

code: virtual void ClearTimer ( [FTimerHandle](API\Runtime\EventLoop\EventLoop\FTimerHandle) & InHandle, [FOnTimerCleared](API\Runtime\EventLoop\EventLoop\FOnTimerCleared) && OnTimerCleared )


code: virtual [FTimespan](API\Runtime\Core\Misc\FTimespan) GetLoopTime() const


description: Thread safe.

code: virtual void PostAsyncTask ( [FAsyncTask](API\Runtime\EventLoop\EventLoop\FAsyncTask) && Task )


description: NOT thread safe.

code: virtual bool Init()


description: Thread safe.

code: virtual void RequestShutdown ( [FOnShutdownComplete](API\Runtime\EventLoop\EventLoop\FOnShutdownComplete) && OnShutdownComplete )


description: NOT thread safe.

code: virtual void Run()


code: virtual bool RunOnce ( [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


code: virtual [FTimerHandle](API\Runtime\EventLoop\EventLoop\FTimerHandle) SetTimer ( [FTimerCallback](API\Runtime\EventLoop\EventLoop\FTimerCallback) && Callback, [FTimespan](API\Runtime\Core\Misc\FTimespan) InRate, bool InbRepeat, [TOptional](API\Runtime\Core\IO\TOptional)< [FTimespan](API\Runtime\Core\Misc\FTimespan) > InFirstDelay )


code: TEventLoop ( [FParams](API\Runtime\EventLoop\EventLoop\TEventLoop\FParams) && Params )


className: TEventLoop

code: template<typename IOManagerType, typename Traits> class TEventLoop : public [UE::EventLoop::IEventLoop](API\Runtime\EventLoop\EventLoop\IEventLoop)


description:
Thread safe.
A new handle for the added resource.

code: [FExternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FExternalHandle) Add ( ElementType && Data )


className: FExternalHandle

code: typedef typename Traits::FExternalHandle FExternalHandle


code: ElementType * Find ( [FExternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FExternalHandle) Handle )


code: const ElementType * Find ( [FExternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FExternalHandle) Handle ) const


code: ElementType * Find ( [FInternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandle) Handle )


code: const ElementType * Find ( [FInternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandle) Handle ) const


className: FInternalHandleArryType

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FInternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandle), typename Traits::InternalHandleArryAllocatorType > FInternalHandleArryType


className: FStorageType

code: typedef [TSparseArray](API\Runtime\Core\Containers\TSparseArray)< FStorageEntry > FStorageType


description: NOT thread safe.

code: void Init()


description: External access for checking whether the current thread is the manager thread.

code: bool IsManagerThread() const


description: NOT thread safe.

code: int32 Num() const


description: NOT thread safe.

code: void Remove ( const [FInternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandle) Handle )


description: Thread safe.

code: void Remove ( const [FExternalHandle](API\Runtime\EventLoop\EventLoop\TManagedStorage\FExternalHandle) Handle, [FManagedStorageOnRemoveComplete](API\Runtime\EventLoop\EventLoop\FManagedStorageOnRemoveComplete) && OnRemoveComplete )


className: InternalElementType

code: typedef typename TChooseClass< bConst, const ElementType, ElementType >::Result InternalElementType


className: ItElementType

code: typedef TPair< FInternalHandle, InternalElementType & > ItElementType


code: ItElementType &42; operator&45;>&40;&41; const


description: Conversion to "bool" returning true if the iterator is valid.

code: operator bool&40;&41; const


code: bool operator&61;&61; &40; const TBaseRangeForIterator & Rhs &41; const


code: bool operator&33;&61; &40; const TBaseRangeForIterator & Rhs &41; const


description: Inverse of the "bool" operator

code: bool operator&33;&40;&41; const


code: ItElementType & operator&42;&40;&41; const


className: StorageIteratorType

code: typedef typename TChooseClass< bConst, typename FStorageType::TRangedForConstIterator, typename FStorageType::TRangedForIterator >::Result StorageIteratorType


className: TInternalIterator

code: typedef typename FStorageType::TRangedForIterator TInternalIterator


code: TBaseRangeForIterator &40; StorageIteratorType InStorageIterator &41;


className: TBaseRangeForIterator

description: NOT thread safe.

code: template<bool bConst> class TBaseRangeForIterator


className: EGenerateNewHandleType

code: enum EGenerateNewHandleType { GenerateNewHandle, }


description: Gets the external view of this handle.


description: Gets the internal storage index for the handles data.

code: int32 GetInternalIndex&40;&41; const


description: Explicitly clear handle

code: void Invalidate&40;&41;


description: True if this handle was ever initialized by the timer manager

code: bool IsValid&40;&41; const


code: bool operator&61;&61; &40; const TManagedStorageInternalHandle & Other &41; const


code: bool operator&33;&61; &40; const TManagedStorageInternalHandle & Other &41; const


description: Creates an initially unset handle


description: Creates a handle pointing to a new instance

code: TManagedStorageInternalHandle &40; EGenerateNewHandleType, ExternalHandleType InExternalHandle, int32 InInternalIndex &41;


className: TRangedForConstIterator

code: typedef [TBaseRangeForIterator](API\Runtime\EventLoop\EventLoop\TManagedStorage\TBaseRangeForIterator)< true > TRangedForConstIterator


className: TManagedStorageInternalHandle

description: Handle which extends the external resource handle to allow O(1) access into the internal storage array.

code: template<typename ExternalHandleType> struct TManagedStorageInternalHandle


className: TRangedForIterator

code: typedef [TBaseRangeForIterator](API\Runtime\EventLoop\EventLoop\TManagedStorage\TBaseRangeForIterator)< false > TRangedForIterator


description:
NOT thread safe.
The number of changes which occurred.

code: uint32 Update ( [FInternalHandleArryType](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandleArryType) * OutAddedHandles, [FInternalHandleArryType](API\Runtime\EventLoop\EventLoop\TManagedStorage\FInternalHandleArryType) * OutRemovedHandles )


className: TManagedStorage

description: Managed storage class which allows resource creation and removal from any thread. The owning thread may access the storage without thread safety concerns.

code: template<typename ElementType, typename Traits> class TManagedStorage : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: static const TCHAR * GetTypeName()


description: Explicitly clear handle

code: void Invalidate()


className: NextID

code: static [TAtomic](API\Runtime\Core\HAL\TAtomic)< uint64 > NextID = 1;


code: bool operator== ( const [TResourceHandle](API\Runtime\EventLoop\EventLoop\TResourceHandle) & Other ) const


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


description: Creates an initially unset handle

code: TResourceHandle()


code: TResourceHandle ( [EGenerateNewHandleType](API\Runtime\EventLoop\EventLoop\TResourceHandle\EGenerateNewHandleType) )


className: TResourceHandle

code: template<typename Traits> struct TResourceHandle


description: Thread safe.

code: void ClearTimer ( [FTimerHandle](API\Runtime\EventLoop\EventLoop\TTimerManager\FTimerHandle) & InHandle, [FOnTimerCleared](API\Runtime\EventLoop\EventLoop\FOnTimerCleared) && OnTimerCleared )


code: typedef [TManagedStorage](API\Runtime\EventLoop\EventLoop\TManagedStorage)< [FTimerData](API\Runtime\EventLoop\EventLoop\FTimerData), typename Traits::FStorageTraits > FStorageType


code: bool IsValid() const


description:
NOT thread safe.
true if a valid timer is currently set.

code: bool GetNextTimeout ( [FTimespan](API\Runtime\Core\Misc\FTimespan) & OutTimeout ) const


description:
NOT thread safe.
the total number of timers.

code: uint32 GetNumTimers() const


description:
NOT thread safe.
true if a valid timer is waiting to be rescheduled.

code: bool HasPendingRepeatTimer() const


description: NOT thread safe.

code: void Init()


description:
Thread safe.
handle to the registered timer.

code: [FTimerHandle](API\Runtime\EventLoop\EventLoop\TTimerManager\FTimerHandle) SetTimer ( [FTimerCallback](API\Runtime\EventLoop\EventLoop\FTimerCallback) && Callback, [FTimespan](API\Runtime\Core\Misc\FTimespan) InRate, bool InbRepeat, [TOptional](API\Runtime\Core\IO\TOptional)< [FTimespan](API\Runtime\Core\Misc\FTimespan) > InFirstDelay )


description: NOT thread safe.

code: void Tick ( [FTimespan](API\Runtime\Core\Misc\FTimespan) DeltaTime )


className: TTimerManager

description: Adding and removing timers are thread-safe, however the timer callback and clear callbacks will both be called from within the Tick method, which may be a different thread. It is up to the user to handle thread safety within their callbacks.

code: template<typename Traits> class TTimerManager : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: namespace UE { namespace EventLoop { enum EEventLoopStatus { Unintialized, Running, Terminated, } } }


code: namespace UE { namespace EventLoop { enum EIOFlags { None = 0, Read = 1 << 0, Write = 1 << 1, } } }


code: namespace UE { namespace EventLoop { [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & UE::EventLoop::operator&= ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { enum ETimerStatus { Pending, Active, PendingRemoval, PendingReschedule, Executing, } } }


code: namespace UE { namespace EventLoop { [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & UE::EventLoop::operator|= ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & UE::EventLoop::operator^= ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) & Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { constexpr [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) UE::EventLoop::operator| ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { constexpr [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) UE::EventLoop::operator& ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { constexpr [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) UE::EventLoop::operator^ ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Lhs, [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) Rhs ) } }


code: namespace UE { namespace EventLoop { constexpr bool UE::EventLoop::operator! ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) E ) } }


code: namespace UE { namespace EventLoop { constexpr [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) UE::EventLoop::operator~ ( [EIOFlags](API\Runtime\EventLoop\EventLoop\UE__EventLoop__EIOFlags) E ) } }


className: FEyeTrackerGazeData

description: Struct FEyeTrackerKeys { static constFKeyGaze_X; static constFKeyGaze_Y; }; Represents a unified gaze ray that incorporates both eyes.

module: EyeTracker

code: struct FEyeTrackerGazeData

bIsLeftEyeBlink

type: bool

description: Left eye blink data. True if the eye is close. False if the eye is open.

bIsRightEyeBlink

description: Right eye blink data. True if the eye is close. False if the eye is open.

ConfidenceValue

type: float

description: Value [0..1] that represents confidence in the gaze ray data above.

FixationPoint

type: FVector

description: Location that the eyes converge. This is the 3d point where the tracked viewer is looking.

GazeDirection

description: Forward direction of the unified gaze ray.

GazeOrigin

description: Origin of the unified gaze ray.

LeftPupilDiameter

description: Diameter of the left pupil.

RightPupilDiameter

description: Diameter of the right pupil


className: FEyeTrackerStereoGazeData

description: Stereo gaze data that contains information for each eye individually. This may not be available with all devices.

code: struct FEyeTrackerStereoGazeData

LeftEyeDirection

description: Forward direction of the left eye's gaze ray.

LeftEyeOrigin

description: Origin of the left eye's gaze ray.

RightEyeDirection

description: Forward direction of the right eye's gaze ray.

RightEyeOrigin

description: Origin of the right eye's gaze ray.


description:
Returns gaze data for the given player controller.
true if returning valid data, false if gaze data was unavailable

code: bool GetEyeTrackerGazeData ( [FEyeTrackerGazeData](API\Runtime\EyeTracker\FEyeTrackerGazeData) & OutGazeData ) const


description: Returns information about the status of the current device.


description:
Returns stereo gaze data for the given player controller (contains data for each eye individually).
true if returning valid data, false if stereo gaze data was unavailable

code: bool GetEyeTrackerStereoGazeData ( [FEyeTrackerStereoGazeData](API\Runtime\EyeTracker\FEyeTrackerStereoGazeData) & OutGazeData ) const


description: Returns true if the current device can provide per-eye gaze data, false otherwise.

code: bool IsStereoGazeDataAvailable() const


description: Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.. Implementing class should cache this locally as it doesn't need to be called every tick.

code: void SetEyeTrackedPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description:
Attempts to create a new head tracking device interface
Interface to the new head tracking device, if we were able to successfully create one

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IEyeTracker](API\Runtime\EyeTracker\IEyeTracker), ESPMode::ThreadSafe > CreateEyeTracker()


code: bool operator&40;&41; &40; IEyeTrackerModule & A, IEyeTrackerModule & B &41; const


description: Singleton-like access toIEyeTrackerModuleReturns reference to the highest priorityIEyeTrackerModulemodule

code: static [IEyeTrackerModule](API\Runtime\EyeTracker\IEyeTrackerModule) & Get()


description: Returns modular feature name for this module


description:
Checks to see if there exists a module registered as an EyeTracker. It is only valid to callGet()ifIsAvailable()returns true.
True if there exists a module registered as an HMD.

code: static bool IsAvailable()


description: Returns the priority of this module from INI file configuration #todo jcf: need to work out prioritization and selection scheme e.g. it doesn't ever really make sense to choose a desktop eye tracker if in VR mode?

code: float GetModulePriority() const


code: bool IsEyeTrackerConnected() const


description: Register module as an EyeTracker on startup.

code: virtual void StartupModule()


className: IEyeTrackerModule

description: The public interface of the EyeTracker module

code: class IEyeTrackerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: FCompareModulePriority

description: Sorting method for which plug-in should be given priority

code: struct FCompareModulePriority


description:
Returns unfied gaze data from the eye tracker. This is a single gaze ray, representing the fusion of both eyes.
True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

code: static bool GetGazeData ( [FEyeTrackerGazeData](API\Runtime\EyeTracker\FEyeTrackerGazeData) & OutGazeData )


description:
Returns stereo gaze data from the eye tracker. This includes a gaze ray per eye, as well as a fixation point.
True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

code: static bool GetStereoGazeData ( [FEyeTrackerStereoGazeData](API\Runtime\EyeTracker\FEyeTrackerStereoGazeData) & OutGazeData )


description:
Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
(Boolean) true if eye tracker is connected and ready to use, false otherwise

code: static bool IsEyeTrackerConnected()


description:
Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
true if the connected eye tracker supports per-eye gaze data, false otherwise

code: static bool IsStereoGazeDataAvailable()


description: Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.

code: static void SetEyeTrackedPlayer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


className: UEyeTrackerFunctionLibrary

code: class UEyeTrackerFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


module: FieldNotification

code: bool operator== ( const [FFieldId](API\Runtime\FieldNotification\FFieldId) & Other ) const


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


code: [FFieldVariant](API\Runtime\FieldNotification\FFieldVariant) ToVariant ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContainer ) const


code: FFieldId ( [FName](API\Runtime\Core\UObject\FName) InFieldName, int32 InBitNumber )


className: FFieldId

code: struct FFieldId


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Add ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, [FDelegate](API\Runtime\FieldNotification\FFieldMulticastDelegate\FDelegate) InNewDelegate )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Add ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, const [FDynamicDelegate](API\Runtime\FieldNotification\FFieldMulticastDelegate\FDynamicDelegate) & InDynamicDelegate )


code: void Broadcast ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId )


code: FDelegateView &40; const UObject &42; InKeyObj, FFieldId InKeyId, const UObject &42; InObj, FName InFunction &41;


className: FDelegateView

code: struct FDelegateView

BindingFunctionName

type: FName

BindingObject

type: constUObject&...

KeyField

type: FFieldId


className: FRemoveAllResult

code: struct FRemoveAllResult

HasFields

type: TBitArray


className: FRemoveFromResult

code: struct FRemoveFromResult


className: FRemoveResult

code: struct FRemoveResult


code: [TArray](API\Runtime\Core\Containers\TArray)< [FDelegateView](API\Runtime\FieldNotification\FFieldMulticastDelegate\FDelegateView) > GetView() const


className: InvocationListType

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FInvocationElement > InvocationListType


code: [FRemoveResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveResult) Remove ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegate )


code: [FRemoveResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveResult) Remove ( const [FDynamicDelegate](API\Runtime\FieldNotification\FFieldMulticastDelegate\FDynamicDelegate) & InDynamicDelegate )


code: [FRemoveAllResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveAllResult) RemoveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const void * InUserObject )


code: [FRemoveAllResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveAllResult) RemoveAll ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, const void * InUserObject )


code: [FRemoveFromResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveFromResult) RemoveFrom ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegate )


code: [FRemoveFromResult](API\Runtime\FieldNotification\FFieldMulticastDelegate\FRemoveFromResult) RemoveFrom ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, const [FDynamicDelegate](API\Runtime\FieldNotification\FFieldMulticastDelegate\FDynamicDelegate) & InDynamicDelegate )


code: template<typename TRemoveOrUnbind> void RemoveFrom &40; TRemoveOrUnbind & RemoveOrUnbind, FFieldId FieldId, bool & bFieldPresent &41;


className: FFieldMulticastDelegate

code: class FFieldMulticastDelegate


code: bool operator== ( const [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) & Other ) const


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


code: FFieldNotificationId ( [FName](API\Runtime\Core\UObject\FName) InFieldName )


className: FFieldValueChangedDynamicDelegate

code: class FFieldValueChangedDynamicDelegate


className: FFieldNotificationId

code: struct FFieldNotificationId


code: const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetFunction() const


code: const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetProperty() const


code: bool IsFunction() const


code: bool IsProperty() const


code: FFieldVariant ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty )


code: FFieldVariant ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


className: FFieldVariant

code: struct FFieldVariant : private [FFieldVariant](API\Runtime\CoreUObject\UObject\FFieldVariant)


description: Execute the callback for every FieldId in the ClassDescriptor.

code: virtual void ForEachField ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FFieldId](API\Runtime\FieldNotification\FFieldId) FielId)> Callback ) const


description: Find the FieldId by name. Returns an invalid FFIeldId if not found.

code: [FFieldId](API\Runtime\FieldNotification\FFieldId) GetField ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FName](API\Runtime\Core\UObject\FName) InFieldName ) const


code: enum { Max_IndexOf_ = 0 }


code: virtual ~IClassDescriptor()


className: IClassDescriptor

code: struct IClassDescriptor


description: Add a delegate that will be notified when the FieldId is value changed.


description: Broadcast to the registered delegate that the FieldId value changed.

code: void BroadcastFieldValueChanged ( [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId )


className: FFieldValueChangedMulticastDelegate

code: typedef TMulticastDelegate_TwoParams< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) > FFieldValueChangedMulticastDelegate


className: FFieldValueChangedDelegate


description: the list of all the field that can notify when their value changes.

code: const [UE::FieldNotification::IClassDescriptor](API\Runtime\FieldNotification\IClassDescriptor) & GetFieldNotificationDescriptor() const


description: Remove all the delegate that are bound to the specified UserObject.

code: int32 RemoveAllFieldValueChangedDelegates ( const void * InUserObject )


description: Remove all the delegate that are bound to the specified Field and UserObject.

code: int32 RemoveAllFieldValueChangedDelegates ( [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, const void * InUserObject )


description: Remove a delegate that was added.

code: bool RemoveFieldValueChangedDelegate ( [UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) InFieldId, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


className: INotifyFieldValueChanged

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


code: namespace UE { namespace FieldNotification { namespace Helpers { bool UE::FieldNotification::Helpers::IsValidAsField ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction ) } } }


className: UNotifyFieldValueChanged

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


module: FieldSystemEngine

code: [UFieldSystemComponent](API\Runtime\FieldSystemEngine\Field\UFieldSystemComponent) * GetFieldSystemComponent() const


className: AFieldSystemActor

code: class AFieldSystemActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

FieldSystemComponent

type: TObjectPtr<UFi...

description: FieldSystemComponent


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


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


description: Add a command to the container

code: void AddFieldCommand ( const [FName](API\Runtime\Core\UObject\FName) & TargetName, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * RootNode, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData )


description: Build the FFieldCommand from one item in the container

code: [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) BuildFieldCommand ( const int32 CommandIndex ) const


description: Create a FFieldCommand from a given target + Fnode

code: static [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) CreateFieldCommand ( const EFieldPhysicsType PhysicsType, [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * RootNode )


description: Create a FFieldCommand from a given target + Unode + metadata

code: static [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) CreateFieldCommand ( const EFieldPhysicsType PhysicsType, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * RootNode, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData )


description: Get the number of commands in the container

code: int32 GetNumCommands() const


description: Reset the commands container to empty

code: void ResetFieldCommands()


code: ~FFieldObjectCommands()


className: FFieldObjectCommands

description: FieldCommands container that will be stored in the construction script

code: struct FFieldObjectCommands

MetaDatas

type: TArray<TObject...

description: Commands Meta Data

RootNodes

description: CommandsRoot Node

TargetNames

type: TArray<FName>

description: Commands Target Name


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewEvaluationGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * > & Nodes ) const


description: Box scalar field that will be defined only within a box

code: [UBoxFalloff](API\Runtime\FieldSystemEngine\Field\UBoxFalloff) * SetBoxFalloff ( float Magnitude, float MinRange, float MaxRange, float Default, FTransform Transform, EFieldFalloffType Falloff )


className: UBoxFalloff

description: BoxFalloff

code: class UBoxFalloff : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

Default

description: The field value will be set to Default if the sample distance from the box is higher than the scale of the transform

Falloff

type: TEnumAsByte< EF...

description: Type of falloff function used to model the evolution of the field from the box surface to the sample position

Magnitude

description: Magnitude of the box falloff field

MaxRange

description: The initial function value between 0 and 1 will be scaled between MinRange and MaxRange before being multiplied by magnitude

Transform

type: FTransform

description: Translation, Rotation and Scale of the unit box


description: Evaluate the input field according to the result of the culling field.

code: [UCullingField](API\Runtime\FieldSystemEngine\Field\UCullingField) * SetCullingField ( const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Culling, const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field, EFieldCullingOperationType Operation )


code: virtual [FFieldNodeBase::EFieldType](API\Runtime\Chaos\Field\FFieldNodeBase\EFieldType) Type() const


code: virtual ~UCullingField()


className: UCullingField

description: UCullingField

code: class UCullingField : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)

Culling

type: TObjectPtr< con...

description: Culling field to be used

Field

description: Input field that will be evaluated according to the culling field result

Operation

description: Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)


code: virtual bool ResultsExpector() const


code: virtual ~UFieldNodeBase()


className: UFieldNodeBase

description: Field Evaluation

code: class UFieldNodeBase : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


code: virtual ~UFieldNodeFloat()


className: UFieldNodeFloat

description: FieldNodeFloat

code: class UFieldNodeFloat : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)


code: virtual ~UFieldNodeInt()


className: UFieldNodeInt

description: FieldNodeInt

code: class UFieldNodeInt : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)


className: UFieldNodeVector

description: FieldNodeVector

code: class UFieldNodeVector : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)


code: virtual ~UFieldNodeVector()


description: Serialize

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


code: virtual ~UFieldSystem()


className: UFieldSystem

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

Commands

type: TArray<FFieldS...


description: AddConstructionField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. This command will be used in a construction script to setup some particles properties (anchors...). See documentation, for examples of how to recreate variations of the above generic fields using field networks

code: void AddFieldCommand ( bool Enabled, EFieldPhysicsType Target, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field )


description: ApplyUniformForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation.

code: void ApplyLinearForce ( bool Enabled, FVector Direction, float Magnitude )


description: AddPersistentField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. This command will be persistent in time and will live until the component is destroyed or until the RemovePersistenFields function is called. See documentation, for examples of how to recreate variations of the above generic fields using field networks

code: void AddPersistentField ( bool Enabled, EFieldPhysicsType Target, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field )


description: AddTransientField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. See documentation, for examples of how to recreate variations of the above generic fields using field networks

code: void ApplyPhysicsField ( bool Enabled, EFieldPhysicsType Target, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field )


description: ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position.

code: void ApplyRadialForce ( bool Enabled, FVector Position, float Magnitude )


description: FalloffRadialForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. The force vector is weaker as it moves away from the center.

code: void ApplyRadialVectorFalloffForce ( bool Enabled, FVector Position, float Radius, float Magnitude )


description: SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the particles within the field.

code: void ApplyStayDynamicField ( bool Enabled, FVector Position, float Radius )


description: ApplyExternalStran This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. This is used to trigger a breaking event within the solver.

code: void ApplyStrainField ( bool Enabled, FVector Position, float Radius, float Magnitude, int32 Iterations )


description: FalloffUniformForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. The force vector is weaker as it moves away from the center.

code: void ApplyUniformVectorFalloffForce ( bool Enabled, FVector Position, FVector Direction, float Radius, float Magnitude )


description: Remove the persistent commands from chaos/world

code: void ClearFieldCommands()


description: Build a physics field command and dispatch it

code: void BuildFieldCommand ( bool Enabled, EFieldPhysicsType Target, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field, const bool IsTransient )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Dispatch the field command to chaos/world

code: void DispatchFieldCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & InCommand, const bool IsTransient )


description: Get all the construction fields

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) > & GetConstructionFields() const


description: Get the field system asset

code: const [UFieldSystem](API\Runtime\FieldSystemEngine\Field\UFieldSystem) * GetFieldSystem() const


description: Get ell ethe supported physics scenes

code: [TSet](API\Runtime\Core\Containers\TSet)< [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) * > GetPhysicsScenes() const


description: Get ell the supported physics solvers

code: [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FPhysicsSolverBase](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverBase) * > GetPhysicsSolvers() const


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: RemovePersistentFields This function will remove all the field component persistent fields from chaos and from the world

code: void RemovePersistentFields()


description: RemoveConstructionFields This function will remove all the field component construction fields from chaos and from the world

code: void ResetFieldSystem()


description: Set the field system asset

code: void SetFieldSystem ( [UFieldSystem](API\Runtime\FieldSystemEngine\Field\UFieldSystem) * FieldSystemIn )


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


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


className: UFieldSystemComponent

description: Chaos_Rban UMETA(DisplayName = "Merge Interior", ToolTip = "The particle output value will be equal to Interior-value if the particle position is inside the sphere or if the particle input value is already Interior-Value / Exterior-value otherwise."), Chaos_Cloth UMETA(DisplayName = "Merge Exterior", ToolTip = "The particle output value will be equal to Exterior-value if the particle position is outside the sphere or if the particle input value is already Exterior-Value / Interior-value otherwise."), //~~~ //256th entry Chaos_Objects_Max UMETA(Hidden) FieldSystemComponent

code: class UFieldSystemComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bHasPhysicsState

description: Boolean to check that the physics state has been built

bIsChaosField

description: If enabled the field will be used by all the chaos solvers

bIsWorldField

description: If enabled the field will be pushed to the world fields and will be available to materials and niagara

BufferCommands

type: FFieldObjectCom...

description: List of all the buffer command

ChaosModule

type: FChaosSolversMo...

description: Chaos module linked to that component

ChaosPersistentFields

description: List of all the chaos peristent fields

ConstructionCommands

description: List of all the construction command

FieldSystem

description: Field system asset to be used to store the construction fields

SetupConstructionFields

description: List of all the field used to setup chaos (anchor...)

SupportedSolvers

type: TArray<TSoftOb...

description: List of solvers this field will affect. An empty list makes this field affect all solvers.

WorldCPUPersistentFields

description: List of the world CPU peristent fields created by this field component

WorldGPUPersistentFields

description: List of the world GPU peristent fields created by this field component


description: Used to check thatDestroyPhysicsState()is working correctly

code: virtual bool HasValidPhysicsState() const


code: virtual [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * NewMetaData() const


code: virtual [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Type() const


code: virtual ~UFieldSystemMetaData()


description: Set the particles filter type

code: [UFieldSystemMetaDataFilter](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaDataFilter) * SetMetaDataFilterType ( EFieldFilterType FilterType, EFieldObjectType ObjectType, EFieldPositionType PositionType )


code: virtual ~UFieldSystemMetaDataFilter()


className: UFieldSystemMetaDataFilter

description: UFieldSystemMetaDataFilter

code: class UFieldSystemMetaDataFilter : public [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData)

FilterType

description: Filter state type used to select the particles on which the field will be applied

ObjectType

description: Filter object type used to select the particles on which the field will be applied

PositionType

description: Specify which position type will be used for the field evaluation


className: UFieldSystemMetaData

description: Context : Contexts are used to pass extra data into the field evaluation.

code: class UFieldSystemMetaData : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


description: Set the number of iteration type

code: [UFieldSystemMetaDataIteration](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaDataIteration) * SetMetaDataIteration ( int Iterations )


className: UFieldSystemMetaDataIteration

description: UFieldSystemMetaDataIteration: Not used anymore, just hiding it right now but will probably be deprecated if not used in the future

code: class UFieldSystemMetaDataIteration : public [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData)

Iterations

type: int

description: Number of iterations (WIP)


description: Set the processing resolution type

code: [UFieldSystemMetaDataProcessingResolution](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaDataProcessingRe-) * SetMetaDataaProcessingResolutionType ( EFieldResolutionType ResolutionType )


code: class UFieldSystemMetaDataProcessingResolution : public [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData)

ResolutionType

description: Precessing resolution type used to select the particles on which the field will be applied


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewEvaluationGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * > & Nodes ) const


description: Defines a perlin noise scalar value if the sample is within a box

code: [UNoiseField](API\Runtime\FieldSystemEngine\Field\UNoiseField) * SetNoiseField ( float MinRange, float MaxRange, FTransform Transform )


className: UNoiseField

description: NoiseField

code: class UNoiseField : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

MaxRange

type: float

description: The initial function value between 0 and 1 will be scaled between MinRange and MaxRange

Transform

description: Transform of the box in which the perlin noise will be defined


code: virtual bool ResultsExpector() const


description: Compute an operation between 2 incoming fields

code: [UOperatorField](API\Runtime\FieldSystemEngine\Field\UOperatorField) * SetOperatorField ( float Magnitude, const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * LeftField, const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * RightField, EFieldOperationType Operation )


code: virtual [FFieldNodeBase::EFieldType](API\Runtime\Chaos\Field\FFieldNodeBase\EFieldType) Type() const


code: virtual ~UOperatorField()


className: UOperatorField

description: UOperatorField

code: class UOperatorField : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)

LeftField

description: Left field to be processed

Magnitude

description: Magnitude of the operator field

Operation

description: Type of operation you want to perform between the 2 fields

RightField

description: Right field to be processed


description: Plane scalar field that will be defined only within a distance from a plane

code: [UPlaneFalloff](API\Runtime\FieldSystemEngine\Field\UPlaneFalloff) * SetPlaneFalloff ( float Magnitude, float MinRange, float MaxRange, float Default, float Distance, FVector Position, FVector Normal, EFieldFalloffType Falloff )


code: virtual ~UPlaneFalloff()


className: UPlaneFalloff

description: PlaneFalloff

code: class UPlaneFalloff : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

Default

description: The field value will be set to Default if the sample distance from the plane is higher than the distance

Distance

description: Distance limit for the plane falloff field

Falloff

description: Type of falloff function used to model the evolution of the field from the plane surface to the distance isosurface

Magnitude

description: Magnitude of the plane falloff field

MaxRange

description: The initial function value between 0 and 1 will be scaled between MinRange and MaxRange before being multiplied by magnitude

Normal

type: FVector

description: Plane normal of the plane falloff field

Position

description: Plane position of the plane falloff field


description: Sphere scalar field that will be defined only within a sphere

code: [URadialFalloff](API\Runtime\FieldSystemEngine\Field\URadialFalloff) * SetRadialFalloff ( float Magnitude, float MinRange, float MaxRange, float Default, float Radius, FVector Position, EFieldFalloffType Falloff )


code: virtual ~URadialFalloff()


className: URadialFalloff

description: RadialFalloff

code: class URadialFalloff : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

Default

description: The field value will be set to Default if the sample distance from the center is higher than the radius

Falloff

description: Type of falloff function used to model the evolution of the field from the sphere center to the sample position

Magnitude

description: Magnitude of the sphere falloff field

description: Center position of the sphere falloff field

Radius

description: Radius of the sphere falloff field


description: This function first defines a radial integer field equal to Interior-value inside a sphere / Exterior-value outside. This field will be used alongside the particle input value and the mask condition to compute the particle output value.

code: [URadialIntMask](API\Runtime\FieldSystemEngine\Field\URadialIntMask) * SetRadialIntMask ( float Radius, FVector Position, int32 InteriorValue, int32 ExteriorValue, ESetMaskConditionType SetMaskConditionIn )


code: virtual ~URadialIntMask()


className: URadialIntMask

description: URadialIntMask

code: class URadialIntMask : public [UFieldNodeInt](API\Runtime\FieldSystemEngine\Field\UFieldNodeInt)

ExteriorValue

description: If the sample distance from the center is greater than radius, the intermediate value will be set the exterior value

InteriorValue

description: If the sample distance from the center is less than radius, the intermediate value will be set the interior value

Position

description: Center position of the radial mask field

description: Radius of the radial mask field

SetMaskCondition

type: TEnumAsByte< ES...

description: If the mask condition is set to always the output value will be the intermediate one.


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewEvaluationGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * > & Nodes ) const


code: virtual ~URadialVector()


description: Set a radial vector value. The direction is the normalized vector from the field position to the sample one. The output is equal to this direction * magnitude.

code: [URadialVector](API\Runtime\FieldSystemEngine\Field\URadialVector) * SetRadialVector ( float Magnitude, FVector Position )


className: URadialVector

description: RadialVector

code: class URadialVector : public [UFieldNodeVector](API\Runtime\FieldSystemEngine\Field\UFieldNodeVector)

Magnitude

description: Magnitude of the radial vector field

Position

description: Center position of the radial vector field


description: Set a random vector value independently of the sample position. The output is equal to magnitude * random direction

code: [URandomVector](API\Runtime\FieldSystemEngine\Field\URandomVector) * SetRandomVector ( float Magnitude )


code: virtual ~URandomVector()


className: URandomVector

description: URandomVector

code: class URandomVector : public [UFieldNodeVector](API\Runtime\FieldSystemEngine\Field\UFieldNodeVector)

Magnitude

description: Magnitude of the random vector field


description: Terminal field of a graph


code: virtual [FFieldNodeBase::EFieldType](API\Runtime\Chaos\Field\FFieldNodeBase\EFieldType) Type() const


code: virtual ~UReturnResultsTerminal()


code: UReturnResultsTerminal()


className: UReturnResultsTerminal

description: UReturnResultsField

code: class UReturnResultsTerminal : public [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase)


description: Convert an integer field to a float one

code: [UToFloatField](API\Runtime\FieldSystemEngine\Field\UToFloatField) * SetToFloatField ( const [UFieldNodeInt](API\Runtime\FieldSystemEngine\Field\UFieldNodeInt) * IntegerField )


code: virtual ~UToFloatField()


className: UToFloatField

description: UToFloatField

code: class UToFloatField : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

IntField

description: Integer field to be converted to an a scalar one


description: Convert a float field to a integer one

code: [UToIntegerField](API\Runtime\FieldSystemEngine\Field\UToIntegerField) * SetToIntegerField ( const [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat) * FloatField )


className: UToIntegerField

description: UToIntegerField

code: class UToIntegerField : public [UFieldNodeInt](API\Runtime\FieldSystemEngine\Field\UFieldNodeInt)

FloatField

description: Scalar field to be converted to an an integer one


code: virtual ~UToIntegerField()


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewEvaluationGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * > & Nodes ) const


description: Set a uniform integer value independently of the sample position. The output is equal to magnitude

code: [UUniformInteger](API\Runtime\FieldSystemEngine\Field\UUniformInteger) * SetUniformInteger ( int32 Magnitude )


code: virtual ~UUniformInteger()


className: UUniformInteger

description: UUniformInteger

code: class UUniformInteger : public [UFieldNodeInt](API\Runtime\FieldSystemEngine\Field\UFieldNodeInt)

Magnitude

description: The field output will be equal the magnitude


description: Set a uniform scalar value independently of the sample position. The output is equal to magnitude

code: [UUniformScalar](API\Runtime\FieldSystemEngine\Field\UUniformScalar) * SetUniformScalar ( float Magnitude )


code: virtual ~UUniformScalar()


className: UUniformScalar

description: UUniformScalar

code: class UUniformScalar : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)


description: Set a uniform vector value independently of the sample position.The output is equal to magnitude * direction

code: [UUniformVector](API\Runtime\FieldSystemEngine\Field\UUniformVector) * SetUniformVector ( float Magnitude, FVector Direction )


code: virtual ~UUniformVector()


description: Set a temporal wave scalar value according to the sample distance from the field position.

code: [UWaveScalar](API\Runtime\FieldSystemEngine\Field\UWaveScalar) * SetWaveScalar ( float Magnitude, FVector Position, float Wavelength, float Period, float Time, EWaveFunctionType Function, EFieldFalloffType Falloff )


className: UUniformVector

description: UniformVector

code: class UUniformVector : public [UFieldNodeVector](API\Runtime\FieldSystemEngine\Field\UFieldNodeVector)

Direction

description: Normalized direction of the uniform vector field

description: Magnitude of the uniform vector field


className: UWaveScalar

description: UWaveScalar

code: class UWaveScalar : public [UFieldNodeFloat](API\Runtime\FieldSystemEngine\Field\UFieldNodeFloat)

Falloff

description: Type of falloff function used if the falloff function is picked

Function

type: TEnumAsByte< EW...

description: Wave function used for the field

Magnitude

description: Magnitude of the wave function

Period

description: Time over which the wave will travel from one peak to another one.

Position

description: Center position of the wave field

Wavelength

description: Distance between 2 wave peaks


module: Foliage

code: [TUniqueObj](API\Runtime\Core\Templates\TUniqueObj)< [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) > & AddFoliageInfo ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: [TUniqueObj](API\Runtime\Core\Templates\TUniqueObj)< [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) > & AddFoliageInfo ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, [TUniqueObj](API\Runtime\Core\Templates\TUniqueObj)< [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) > && FoliageInfo )


code: [UFoliageType](API\Runtime\Foliage\UFoliageType) * AddFoliageType ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InType, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) ** OutInfo )


code: static void AddInstances ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UFoliageType](API\Runtime\Foliage\UFoliageType) * InFoliageType, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms )


description: Add a new static mesh.

code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * AddMesh ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * InType )


description: Add a new static mesh.

code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * AddMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InMesh, [UFoliageType](API\Runtime\Foliage\UFoliageType) ** OutSettings, const [UFoliageType_InstancedStaticMesh](API\Runtime\Foliage\UFoliageType_InstancedStaticMesh) * DefaultSettings )


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


description: Propagate the selected instances to the actual foliage implementation.

code: void ApplySelection ( bool bApply )


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: When selected can this actor be deleted?

code: virtual bool CanDeleteSelectedActor ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


code: bool CanEditFoliageInstance ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId ) const


code: bool CanMoveFoliageInstance ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId, const ETypedElementWorldType WorldType ) const


code: static bool CheckCollisionWithWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UFoliageType](API\Runtime\Foliage\UFoliageType) * Settings, const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & Inst, const FVector & HitNormal, const FVector & HitLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * HitComponent )


description: True if any instances exist that were spawned by the given procedural component

code: bool ContainsInstancesFromProceduralFoliageComponent ( const [UProceduralFoliageComponent](API\Runtime\Foliage\UProceduralFoliageComponent) * InProceduralFoliageComponent )


code: bool ContainsInstancesFromProceduralFoliageComponent ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InProceduralGuid )


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: bool DeleteFoliageInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) > InstanceIds )


description: Deletes the instances spawned by a procedural component.

code: bool DeleteInstancesForProceduralFoliageComponent ( const [UProceduralFoliageComponent](API\Runtime\Foliage\UProceduralFoliageComponent) * InProceduralFoliageComponent, bool bInRebuildTree )


code: bool DeleteInstancesForProceduralFoliageComponent ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InProceduralGuid, bool bInRebuildTree )


code: bool DeleteInstancesForAllProceduralFoliageComponents ( bool bInRebuildTree )


description: Deletes the instances attached to a component.

code: void DeleteInstancesForComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InFoliageType )


description: Deletes the instances attached to a component, traverses all foliage actors in the world.

code: static void DeleteInstancesForComponent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


code: void DetectFoliageTypeChangeAndUpdate()


code: bool DuplicateFoliageInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) > & OutNewInstanceIds )


code: void DeleteInstancesForComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Returns FoliageType associated to this FoliageInfo.

code: const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FindFoliageType ( const [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * InFoliageInfo ) const


code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * FindFoliageTypeOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UFoliageType_InstancedStaticMesh](API\Runtime\Foliage\UFoliageType_InstancedStaticMesh) > Class )


description: Finds a mesh entry.

code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * FindInfo ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InType )


description: Finds a mesh entry.

code: const [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * FindInfo ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InType ) const


description: Finds a mesh entry or adds it if it doesn't already exist.

code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * FindOrAddMesh ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * InType )


code: static bool FoliageTrace ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) & DesiredInstance, [FName](API\Runtime\Core\UObject\FName) InTraceTag, bool InbReturnFaceIndex, const FFoliageTraceFilterFunc & FilterFunc, bool bAverageNormal )


className: FOnFoliageTypeMeshChanged

code: class FOnFoliageTypeMeshChanged : public TBaseMulticastDelegate_OneParam< void, UFoliageType * >


className: FOnInstanceCoundChanged

code: typedef TMulticastDelegate_OneParam< void, const [UFoliageType](API\Runtime\Foliage\UFoliageType) * > FOnInstanceCoundChanged


className: FOnSelectionChanged

description: Delegate type for selection change events.

code: typedef TMulticastDelegate_TwoParams< void, bool, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & > FOnSelectionChanged


description: Get the instanced foliage actor for the specified params

code: static [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * Get ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCreateIfNone, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelHint, const FVector & InLocationHint )


code: bool ForEachFoliageInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UFoliageType](API\Runtime\Foliage\UFoliageType) *FoliageType, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) &FoliageInfo)> InOperation )


description: Performs a reverse lookup from a source object to all the foliage types that are currently using that object (includes assets and blueprint classes)

code: void GetAllFoliageTypesForSource ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSource, [TArray](API\Runtime\Core\Containers\TArray)< const [UFoliageType](API\Runtime\Foliage\UFoliageType) * > & OutFoliageTypes )


description: Will return all the foliage type used.

code: [TMap](API\Runtime\Core\Containers\TMap)< [UFoliageType](API\Runtime\Foliage\UFoliageType) *, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * > GetAllInstancesFoliageType()


code: static [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * GetDefault ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetBaseComponentFromBaseId ( const FFoliageInstanceBaseId & BaseId ) const


code: virtual uint32 GetDefaultGridSize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [UFoliageType](API\Runtime\Foliage\UFoliageType) *, [TUniqueObj](API\Runtime\Core\Templates\TUniqueObj)< [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) > > & GetFoliageInfos() const


code: bool GetFoliageInstanceTransform ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId, FTransform & OutInstanceTransform, bool bWorldSpace ) const


code: [UFoliageType](API\Runtime\Foliage\UFoliageType) * GetFoliageTypeForInfo ( const [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * FoliageInfo ) const


description: Get the instanced foliage actor for the specified streaming level.

code: static [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * GetInstancedFoliageActorForLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bCreateIfNone )


description: Get the instanced foliage actor for the current streaming level.

code: static [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * GetInstancedFoliageActorForCurrentLevel ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bCreateIfNone )


description: Returns a map of Static Meshes and their placed instances attached to a component.

code: [TMap](API\Runtime\Core\Containers\TMap)< [UFoliageType](API\Runtime\Foliage\UFoliageType) *, [TArray](API\Runtime\Core\Containers\TArray)< const [FFoliageInstancePlacementInfo](API\Runtime\Foliage\FFoliageInstancePlacementInfo) * > > GetInstancesForComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Performs a reverse lookup from a source object to a local foliage type (i.e. the foliage type owned exclusively by this IFA)

code: [UFoliageType](API\Runtime\Foliage\UFoliageType) * GetLocalFoliageTypeForSource ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSource, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) ** OutMeshInfo )


description: Finds the number of instances overlapping with the box.

code: int32 GetOverlappingBoxCount ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, const FBox & Box ) const


description: Finds all instances in the provided box and get their transforms.

code: void GetOverlappingBoxTransforms ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


description: Perf Warnin: potentially slow! Dev-only use recommended. Returns list of meshes and counts for all nearby instances. OutCounts accumulates between runs.

code: void GetOverlappingMeshCounts ( const FSphere & Sphere, [TMap](API\Runtime\Core\Containers\TMap)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *, int32 > & OutCounts ) const


description: Finds the number of instances overlapping with the sphere.

code: int32 GetOverlappingSphereCount ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, const FSphere & Sphere ) const


description: Will return all the foliage type used by currently selected instances.

code: [TMap](API\Runtime\Core\Containers\TMap)< [UFoliageType](API\Runtime\Foliage\UFoliageType) *, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * > GetSelectedInstancesFoliageType()


description: Get the bounds of all selected instances.

code: FBox GetSelectionBoundingBox() const


description: Returns the location for the widget.

code: bool GetSelectionLocation ( FBox & OutLocation ) const


description:
Attempt to get the instance manager associated with the given static mesh instance, if any.
The instance manager, or null if there is no instance manager associated with the given instance.

code: virtual [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager) * GetSMInstanceManager ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


code: void HandleFoliageInstancePostMove ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId )


code: void HandleFoliageInstancePreMove ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId )


description: Whether there any foliage instances painted on specified component

code: static bool HasFoliageAttached ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Whether actor has selected instances.

code: bool HasSelectedInstances() const


description: Default InternalTakeRadialDamage behavior finds and scales damage for the closest component which isn't appropriate for foliage.

code: virtual float InternalTakeRadialDamage ( float Damage, struct [FRadialDamageEvent](API\Runtime\Engine\Engine\FRadialDamageEvent) const & RadialDamageEvent, class [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description: Returns true if this actor should be shown in the scene outliner

code: virtual bool IsListedInSceneOutliner() const


description: Move all instances to a foliage actor in target level.

code: void MoveAllInstancesToLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InTargetLevel )


description: Called in response to BSP rebuilds to migrate foliage from obsolete to new components.

code: void MapRebuild()


description: Moves instances based on the specified component to the current streaming level.

code: static void MoveInstancesForComponentToCurrentLevel ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


code: static void MoveInstancesForComponentToLevel ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel )


description: Move instances to a foliage actor in target level.

code: void MoveInstancesToLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InTargetLevel, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InInstanceList, [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * InCurrentMeshInfo, [UFoliageType](API\Runtime\Foliage\UFoliageType) * InFoliageType, bool bSelect )


description: Change all instances based on one component to a new component (possible in another level). The instances keep the same world locations

code: void MoveInstancesToNewComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InOldComponent, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InNewComponent )


code: static void MoveInstancesToNewComponent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InOldComponent, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InNewComponent )


code: void MoveInstancesToNewComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InOldComponent, const FBox & InBoxWithInstancesToMove, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InNewComponent )


code: void MoveInstancesToNewComponent &40; UPrimitiveComponent &42; InOldComponent, UPrimitiveComponent &42; InNewComponent, TFunctionRef< TArray< int32 >(const FFoliageInfo &)> GetInstancesToMoveFunc &41;


code: static void MoveInstancesToNewComponent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InOldComponent, const FBox & InBoxWithInstancesToMove, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InNewComponent )


description: Move selected instances to a foliage actor in target level.

code: void MoveSelectedInstancesToLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InTargetLevel )


code: void NotifyFoliageInstanceMovementEnded ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId )


code: void NotifyFoliageInstanceMovementOngoing ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId )


description: Called to notify InstancedFoliageActor that aUFoliageTypehas been modified

code: void NotifyFoliageTypeChanged ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, bool bSourceChanged )


code: void NotifyFoliageInstanceMovementStarted ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId )


code: void NotifyFoliageInstanceSelectionChanged ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId, const bool bIsSelected )


code: void NotifyFoliageTypeWillChange ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


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

code: virtual void PostLoad()


code: void RemoveBaseComponentOnFoliageTypeInstances ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: bool RemoveFoliageInfoAndCopyValue ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, [TUniqueObj](API\Runtime\Core\Templates\TUniqueObj)< [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) > & OutFoliageInfo )


description: Remove the FoliageType from the list, and all its instances.

code: void RemoveFoliageType ( [UFoliageType](API\Runtime\Foliage\UFoliageType) ** InFoliageType, int32 Num )


description: Fix up a duplicate IFA

code: void RepairDuplicateIFA ( [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * InDuplicateIFA )


description: We don't want to have our components automatically destroyed by the Blueprint code

code: virtual void RerunConstructionScripts()


description: Select an individual instance.

code: bool SelectInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bToggle )


description: Select an individual instance.

code: void SelectInstance ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent, int32 InComponentInstanceIndex, bool bToggle )


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: bool SetFoliageInstanceTransform ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InstanceId, const FTransform & InstanceTransform, bool bWorldSpace, bool bTeleport )


description: Called before editor copy, true allow export

code: virtual bool ShouldExport()


description: Called before editor paste, true allow import

code: virtual bool ShouldImport ( FStringView ActorPropString, bool IsMovingLevel )


code: static void RemoveAllInstances ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UFoliageType](API\Runtime\Foliage\UFoliageType) * InFoliageType )


code: virtual bool ShouldIncludeGridSizeInName ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FActorPartitionIdentifier](API\Runtime\Engine\ActorPartition\FActorPartitionIdentifier) & InIdentifier ) const


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


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


className: AInstancedFoliageActor

code: class AInstancedFoliageActor : public [AISMPartitionActor](API\Runtime\Engine\ISMPartition\AISMPartitionActor)

InstanceBaseCache

type: FFoliageInstanc...

description: Cross level references cache for instances base.


description: Called when capsule is touched

code: void CapsuleTouched ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OverlapInfo )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


code: virtual void PostLoad()


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

code: virtual void Tick ( float DeltaSeconds )


code: virtual float TakeDamage ( float DamageAmount, struct [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, class [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, class [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


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


className: AInteractiveFoliageActor

code: class AInteractiveFoliageActor : public [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor)

FoliageDamageImpulseScale

description: Scales forces applied from damage events.

FoliageDamping

description: Determines the amount of energy lost by the spring as it oscillates.

FoliageStiffness

description: Determines how strong the force that pushes toward the spring's center will be.

FoliageStiffnessQuadratic

description: Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center.

FoliageTouchImpulseScale

description: Scales forces applied from touch events.

MaxDamageImpulse

description: Clamps the magnitude of each damage force applied.

MaxForce

description: Clamps the magnitude of combined forces applied each update.

MaxTouchImpulse

description: Clamps the magnitude of each touch force applied.


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


className: AProceduralFoliageBlockingVolume

description: An invisible volume used to block ProceduralFoliage instances from being spawned.

code: class AProceduralFoliageBlockingVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

DensityFalloff

type: FFoliageDensity...

ProceduralFoliageVolume

type: TObjectPtr<APr...


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:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


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


className: AProceduralFoliageVolume

code: class AProceduralFoliageVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume), public [IWorldPartitionActorLoaderInterface](API\Runtime\Engine\WorldPartition\IWorldPartitionActorLoaderInterf-)

ProceduralComponent

type: TObjectPtr<UPr...


description: This is kind of a hack, but is needed right now for backwards compat of code. We use it to describe the placement mode (procedural vs manual)

code: namespace EFoliagePlacementMode { enum Type { Manual = 0, Procedural = 1, } }


code: namespace ESimulationOverlap { enum Type { CollisionOverlap, ShadeOverlap, None, } }


code: namespace ESimulationQuery { enum Type { None = 0, CollisionOverlap = 1, ShadeOverlap = 2, AnyOverlap = 3, } }


code: FDesiredFoliageInstance ( const FVector & InStartTrace, const FVector & InEndTrace, const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InFoliageType, const float InTraceRadius )


className: FDesiredFoliageInstance

description: Used to define a vector along which we'd like to spawn an instance.

code: struct FDesiredFoliageInstance

FoliageType

type: constUFoliageT...

PlacementMode

type: EFoliagePlaceme...

ProceduralGuid

type: FGuid

ProceduralVolumeBodyInstance

type: constFBodyInst...

Rotation

type: FQuat


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, FoliageUsingHierarchicalISMC = 1, HierarchicalISMCNonTransactional = 2, AddedFoliageTypeUpdateGuid = 3, ProceduralGuid = 4, CrossLevelBase = 5, FoliageTypeCustomization = 6, FoliageTypeCustomizationScaling = 7, FoliageTypeProceduralScaleAndShade = 8, FoliageHISMCBlueprints = 9, AddedMobility = 10, FoliageUsingFoliageISMC = 11, FoliageActorSupport = 12, FoliageActorSupportNoWeakPtr = 13, FoliageRepairInstancesWithLevelTransform = 14, FoliageDiscardOnLoad = 15, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FFoliageCustomVersion

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

code: struct FFoliageCustomVersion


code: float GetDensityFalloffValue ( const FVector2D & Position, const FVector2D & Origin, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) MaxDistance ) const


code: bool IsInstanceFiltered ( const FVector2D & Position, const FVector2D & Origin, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) MaxDistance ) const


className: FFoliageDensityFalloff

code: struct FFoliageDensityFalloff

bUseFalloffCurve

type: bool

FalloffCurve

type: FRuntimeFloatCu...

description: Density as a function of normalized distance (i.e. distance from Procedural Foliage Volume / Max Volume Extent).


code: static void SetIsOwnedByFoliage ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bOwned )


code: static bool IsOwnedByFoliage ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: FFoliageHelper

description: Foliage Helper class

code: class FFoliageHelper


code: virtual void AddExistingInstance ( const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & ExistingInstance, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InstanceImplementation )


code: void AddInstance ( const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & NewInstance )


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


code: void ApplySelection ( bool bApply, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & SelectedIndices )


code: void ClearSelection ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & SelectedIndices )


code: virtual void ForEachSMInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


code: virtual void ForEachSMInstance ( int32 InstanceIndex, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


code: [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * GetIFA() const


code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * GetInfo() const


code: int32 GetInstanceIndexFrom ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent, int32 ComponentIndex ) const


code: FTransform GetInstanceWorldTransform ( int32 InstanceIndex ) const


code: virtual int32 GetOverlappingBoxCount ( const FBox & Box ) const


code: virtual void GetOverlappingBoxTransforms ( const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


code: virtual int32 GetOverlappingSphereCount ( const FSphere & Sphere ) const


code: virtual void GetOverlappingMeshCount ( const FSphere & Sphere, [TMap](API\Runtime\Core\Containers\TMap)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *, int32 > & OutCounts ) const


code: void Initialize ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: FBox GetSelectionBoundingBox ( const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & SelectedIndices ) const


code: bool IsOwnedComponent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent ) const


code: virtual void MoveInstance ( int32 InstanceIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutInstanceImplementation )


description: Return true if implementation needs to change.

code: bool NotifyFoliageTypeChanged ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, bool bSourceChanged )


code: virtual void NotifyFoliageTypeWillChange ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: virtual void PostEditUndo ( [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * InInfo, [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: void OnHiddenEditorViewMaskChanged ( uint64 InHiddenEditorViews )


code: virtual void PostMoveInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesMoved, bool bFinished )


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


code: void PreAddInstances ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, int32 Count )


code: virtual void PostUpdateInstances()


code: virtual void PreEditUndo ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: virtual void PreMoveInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesMoved )


code: void Reapply ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: virtual void Refresh ( bool Async, bool Force )


code: void RemoveInstance ( int32 InstanceIndex )


code: void SelectAllInstances ( bool bSelect )


code: void SelectInstance ( bool bSelect, int32 Index )


code: void SelectInstances ( bool bSelect, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & SelectedIndices )


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


code: void SetInstanceWorldTransform ( int32 InstanceIndex, const FTransform & Transform, bool bTeleport )


code: virtual bool ShouldAttachToBaseComponent() const


code: FFoliageImpl ( [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) * InInfo )


code: void AddInstance ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings, const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & InNewInstance )


className: FFoliageImpl

description: FFoliageInfoImpl

code: struct FFoliageImpl

Info

type: FFoliageInfo&#...

description: Not serialized butFFoliageInfowill make sure it stays valid (mostly Undo/Redo)


code: void AddInstance ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings, const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & InNewInstance, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InBaseComponent )


code: void AddInstances ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings, const [TArray](API\Runtime\Core\Containers\TArray)< const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) * > & InNewInstances )


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


code: void AddToBaseHash ( int32 InstanceIdx )


code: bool CheckForOverlappingInstanceExcluding ( int32 TestInstanceIdx, float Radius, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & ExcludeInstances ) const


description: For debugging. Validate state after editing.

code: void CheckValid()


code: bool CheckForOverlappingSphere ( const FSphere & Sphere ) const


code: void CreateImplementation ( EFoliageImplType InType )


code: void CreateImplementation ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: void DuplicateInstances ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesToDuplicate )