description: Return the number of mips that are not streamable.

code: int32 GetNumNonStreamingMips ( bool bIsStreamingPossible ) const


description: Only because we don't want to expose FVirtualTextureBuiltData.

module: Engine

code: int32 GetNumVTMips() const


description: Return the size of the texture pixel data in bytes, not including headers or alignment.

code: int64 GetPayloadSize ( int32 MipBias ) const


description: Return whetherTryLoadMips()would stall because async loaded mips are not yet available.

code: bool IsReadyForAsyncPostLoad() const


code: [TFuture](API\Runtime\Core\Async\TFuture)< [TTuple](API\Runtime\Core\Misc\TTuple)< uint64, uint64 > > LaunchEstimateOnDiskSizeTask ( [FOodleDataCompression::ECompressor](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-) InOodleCompressor, [FOodleDataCompression::ECompressionLevel](API\Runtime\Core\Compression\FOodleDataCompression__ECompress-_1) InOodleCompressionLevel, uint32 InCompressionBlockSize, FStringView InDebugContext )


code: static [UE::DerivedData::FValueId](API\Developer\DerivedDataCache\FValueId) MakeMipId ( int32 MipIndex )


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Owner )


description: Serialization for cooked builds.

code: void SerializeCooked ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Owner, bool bStreamable, const bool bSerializeMipData )


code: void SetIsCubemap ( bool bCubemap )


code: void SetNumSlices ( int32 NumSlices )


code: void SetPackedData ( int32 InNumSlices, bool bInHasOptData, bool bInCubeMap )


code: void SetOptData ( [FOptTexturePlatformData](API\Runtime\Engine\Engine\FOptTexturePlatformData) Data )


code: bool TryInlineMipData ( int32 FirstMipToLoad, FStringView DebugContext )


description:
Try to load mips from the derived data cache.
true if all requested mips have been loaded.

code: bool TryLoadMips ( int32 FirstMipToLoad, void ** OutMipData, FStringView DebugContext )


code: bool TryLoadMipsWithSizes ( int32 FirstMipToLoad, void ** OutMipData, int64 * OutMipSize, FStringView DebugContext )


description: Default constructor.

code: FTexturePlatformData()


description: Destructor.

code: ~FTexturePlatformData()


className: FTexturePlatformData

description: Platform-specific data used by the texture resource at runtime.

code: struct FTexturePlatformData

AsyncTask

type: FTextureAsyncCa...

description: Async cache task if one is outstanding.

bSourceMipsAlphaDetected

type: bool

DerivedDataKey

type: TVariant<FStri...

description: The key associated with this derived data.

FetchOrBuildDerivedDataKey

description: The keys for both types of fetches.

Mips

type: TIndirectArray<...

description: Mip data or VT data. one or the other.

OptData

type: FOptTexturePlat...

description: Additional data required by some platforms.

PackedData

description: Packed bits [b31: CubeMap], [b30: HasOptData], [b29-0: NumSlices]. See bit masks below.

PixelFormat

type: EPixelFormat

description: Format in which mip data is stored.

PreEncodeMipsHash

description: When in the editor we have some data that is stored in the derived data that we don't want to save in the runtime cooked data:

ResultMetadata

type: FTextureEncodeR...

SizeX

description: Width of the texture.

SizeY

description: Height of the texture.

VTData

type: FVirtualTexture...


code: int64 CalcMipSize ( int32 MipIndex ) const


description: Computes the size of a single mip.

code: int64 CalcMipSize ( int32 BlockIndex, int32 LayerIndex, int32 MipIndex ) const


description: PNG Compresses the source art if possible or tells the bulk data to zlib compress when it saves out to disk.

code: void Compress()


description: Make a copy with a torn-off BulkData that has the same Guid used for DDC as this->BulkData


className: ELockState

code: enum ELockState { None, ReadOnly, ReadWrite, }


description: Support for copy/paste

code: void ExportCustomProperties ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, uint32 Indent )


description: Returns aFSharedBufferthat contains the current texture data but cannot be directly modified

code: const FSharedBuffer & GetDataReadOnly&40;&41; const


description: Returns a pointer that contains the current texture data and can be written to

code: uint8 &42; GetDataReadWrite&40;&41;


description: Returns the overall size of the data in bytes

code: int64 GetSize&40;&41; const


description: Returns true if the object contains no data

code: bool IsNull&40;&41; const


code: FMipAllocation & operator&61; &40; const FMipAllocation & &41;


code: FMipAllocation & operator&61; &40; FMipAllocation && &41;


description: Returns the internalFSharedBufferand relinquish ownership, used to transfer the data to virtualized bulkdata

code: FSharedBuffer Release&40;&41;


description: Release all currently owned data and return the object to the default state

code: void Reset&40;&41;


description: Create an empty object


description: Take a read onlyFSharedBuffer, will allocate a new buffer and copy from this if Read/Write access is requested

code: FMipAllocation &40; FSharedBuffer SrcData &41;


description: Do not actually do anything for copy constructor or assignments, this is required for as long as we need to support the old bulkdata code path (although previously storing these allocations as raw pointers would allow it to be assigned, this would most likely cause a mismatch in lock counts, either inFTextureSourceor the underlying bulkdata and was never actually safe)

code: FMipAllocation &40; const FMipAllocation & &41;


description: We do allow rvalue assignment.

code: FMipAllocation &40; FMipAllocation && &41;


className: FMipAllocation

code: struct FMipAllocation


description: Access the given texture mip in the form of a read onlyFSharedBuffer. This method does not make a copy of the mip but instead returns a view. The returned buffer will keep a ref count on the original full mip chain allocation, so will remain valid even after theFMipDataobject has been destroyed.

code: FSharedBuffer GetMipData &40; int32 BlockIndex, int32 LayerIndex, int32 MipIndex &41; const


description: Get a copy of a given texture mip, to be stored in OutMipData

code: bool GetMipData &40; TArray64< uint8 > & OutMipData, int32 BlockIndex, int32 LayerIndex, int32 MipIndex &41; const


code: FMipData & operator&61; &40; FMipData && Other &41;


code: FMipData & operator&61; &40; const FMipData & &41;


description: Disallow everything else so we don't get duplicates


description: Allow the copy constructor by rvalue

code: FMipData &40; FMipData && Other &41;


code: FMipData &40; const FMipData & &41;


code: FMipData &40; const FTextureSource & InSource, FSharedBuffer InData &41;


className: FMipData

description: Structure that encapsulates the decompressed texture data and can be accessed per mip

code: struct FMipData


code: void &42; GetMutableData&40;&41; const


code: const void &42; GetRawData&40;&41; const


description: No copying or default construct


description: Move constructor

code: FMipLock &40; FMipLock && &41;


code: FMipLock &40; ELockState InLockState, FTextureSource &42; InTextureSource, int32 InMipIndex &41;


code: FMipLock &40; const FMipLock & &41;


description: Constructor locks the mip (can fail, pointer will be null)

code: FMipLock &40; ELockState InLockState, FTextureSource &42; InTextureSource, int32 InBlockIndex, int32 InLayerIndex, int32 InMipIndex &41;


description: Destructor unlocks


className: FMipLock

description: FMipLockto encapsulate a locked mip acquires the lock in construct and unlocks in destruct

code: struct FMipLock

Image

type: FImageView

LockState

type: ELockState

TextureSource

type: FTextureSource...


description: Force the GUID to change even if mip data has not been modified.

code: void ForceGenerateGuid()


description: Computes the number of bytes per-pixel.

code: int64 GetBytesPerPixel ( int32 LayerIndex ) const


description: Access the given block

code: void GetBlock ( int32 Index, [FTextureSourceBlock](API\Runtime\Engine\Engine\FTextureSourceBlock) & OutBlock ) const


description: Should matchERawImageFormat::GetBytesPerPixel

code: static int64 GetBytesPerPixel ( ETextureSourceFormat Format )


code: ETextureSourceFormat GetFormat ( int32 LayerIndex ) const


description: Get GammaSpace for this Source (asks owner)

code: EGammaSpace GetGammaSpace ( int LayerIndex ) const


description: Logical size of the texture includes all blocks

code: FIntPoint GetLogicalSize() const


description: Returns aFMipDatastructure that wraps around the entire mip chain for read only operations. This is more efficient than calling the above method once per mip.

code: [FMipData](API\Runtime\Engine\Engine\FTextureSource\FMipData) GetMipData ( class [IImageWrapperModule](API\Runtime\ImageWrapper\IImageWrapperModule) * ImageWrapperModule )


description: Returns the unique ID string for this source art.


description: Legacy API that defaults to LayerIndex 0. Prefer GetMipImage.

code: bool GetMipData ( TArray64< uint8 > & OutMipData, int32 MipIndex, class [IImageWrapperModule](API\Runtime\ImageWrapper\IImageWrapperModule) * ImageWrapperModule )


description: Retrieve a copy of the data for a particular mip. Prefer GetMipImage.

code: bool GetMipData ( TArray64< uint8 > & OutMipData, int32 BlockIndex, int32 LayerIndex, int32 MipIndex, class [IImageWrapperModule](API\Runtime\ImageWrapper\IImageWrapperModule) * ImageWrapperModule )


description: Retrieve a copy of the MipData as anFImage

code: bool GetMipImage ( [FImage](API\Runtime\ImageCore\FImage) & OutImage, int32 MipIndex )


code: bool GetMipImage ( [FImage](API\Runtime\ImageCore\FImage) & OutImage, int32 BlockIndex, int32 LayerIndex, int32 MipIndex )


description: Get mipped number of slices (volumes mip but arrays don't)

code: int GetMippedNumSlices ( int NumSlices, int MipIndex ) const


description: Trivial accessors. These will only give values for Block0 so may not be correct for UDIM/multi-block textures, useGetBlock()for this case.


description: Size of texture in blocks

code: FIntPoint GetSizeInBlocks() const


description: Returns the compression format of the source data in enum format.


description: Returns the compression format of the source data in string format for use with the UI.


description: Get TextureClass for this Source (asks owner)

code: ETextureClass GetTextureClass() const


description: Returns volume depth, or 1 if not a volume

code: int GetVolumeSizeZ() const


code: bool HasHadBulkDataCleared() const


code: void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Init and copy in texture bits from Image

code: void Init ( const [FImageView](API\Runtime\ImageCore\FImageView) & Image )


description: Initialize the source data with the given size, number of mips, and format.

code: void Init ( int32 NewSizeX, int32 NewSizeY, int32 NewNumSlices, int32 NewNumMips, ETextureSourceFormat NewFormat, const uint8 * NewData )


code: void Init ( int32 NewSizeX, int32 NewSizeY, int32 NewNumSlices, int32 NewNumMips, ETextureSourceFormat NewFormat, [UE::Serialization::FEditorBulkData::FSharedBufferWithID](API\Runtime\CoreUObject\Serialization\FEditorBulkData\FSharedBufferWithID) NewData )


description: Initializes the source data for a 2D texture with a full mip chain.

code: void Init2DWithMipChain ( int32 NewSizeX, int32 NewSizeY, ETextureSourceFormat NewFormat )


code: void InitBlocked ( const ETextureSourceFormat * InLayerFormats, const [FTextureSourceBlock](API\Runtime\Engine\Engine\FTextureSourceBlock) * InBlocks, int32 InNumLayers, int32 InNumBlocks, const uint8 ** InDataPerBlock )


code: void InitBlocked ( const ETextureSourceFormat * InLayerFormats, const [FTextureSourceBlock](API\Runtime\Engine\Engine\FTextureSourceBlock) * InBlocks, int32 InNumLayers, int32 InNumBlocks, [UE::Serialization::FEditorBulkData::FSharedBufferWithID](API\Runtime\CoreUObject\Serialization\FEditorBulkData\FSharedBufferWithID) NewData )


description: Initializes the source data for a cubemap with a full mip chain.

code: void InitCubeWithMipChain ( int32 NewSizeX, int32 NewSizeY, ETextureSourceFormat NewFormat )


code: void InitLayered ( int32 NewSizeX, int32 NewSizeY, int32 NewNumSlices, int32 NewNumLayers, int32 NewNumMips, const ETextureSourceFormat * NewLayerFormat, const uint8 * NewData )


code: void InitLayered ( int32 NewSizeX, int32 NewSizeY, int32 NewNumSlices, int32 NewNumLayers, int32 NewNumMips, const ETextureSourceFormat * NewLayerFormat, [UE::Serialization::FEditorBulkData::FSharedBufferWithID](API\Runtime\CoreUObject\Serialization\FEditorBulkData\FSharedBufferWithID) NewData )


code: void InitLayered2DWithMipChain ( int32 NewSizeX, int32 NewSizeY, int32 NewNumLayers, const ETextureSourceFormat * NewFormat )


code: void InitWithCompressedSourceData ( int32 NewSizeX, int32 NewSizeY, int32 NewNumMips, ETextureSourceFormat NewFormat, const TArrayView64< uint8 > NewSourceData, ETextureSourceCompressionFormat NewSourceFormat )


code: void InitWithCompressedSourceData ( int32 NewSizeX, int32 NewSizeY, int32 NewNumMips, ETextureSourceFormat NewFormat, [UE::Serialization::FEditorBulkData::FSharedBufferWithID](API\Runtime\CoreUObject\Serialization\FEditorBulkData\FSharedBufferWithID) NewSourceData, ETextureSourceCompressionFormat NewSourceFormat )


description: Warning: bLongLatCubemap is not correct. LongLat Cubemaps often have bLongLatCubemap == false bLongLatCubemap is sometimes set to true for cube arrays to disambiguate the case of 6 longlat cubemaps in an array

code: bool IsCubeOrCubeArray() const


description: Returns true if the texture's bulkdata payload is either already in memory or if the payload is 0 bytes in length. It will return false if the payload needs to load from disk

code: bool IsBulkDataLoaded() const


description: Should matchERawImageFormat::IsHDR

code: static bool IsHDR ( ETextureSourceFormat Format )


description: Deprecated* Use GetSourceCompression instead

code: bool IsPNGCompressed() const


description: Return true if the source XY size is power-of-2. Does not check Z size for volumes.

code: bool IsPowerOfTwo ( int32 BlockIndex ) const


description: Returns true if source art is available.

code: bool IsValid() const


description: Deprecated* There is no longer a need to call LoadBulkDataWithFileReader, FTextureSource::BulkData can now load the data on demand without it.

code: bool LoadBulkDataWithFileReader()


description: Lock a mip for editing.

code: uint8 * LockMip ( int32 BlockIndex, int32 LayerIndex, int32 MipIndex )


description: Lock a mip for editing.

code: uint8 * LockMip ( int32 MipIndex )


description: Lock a mip for reading.

code: const uint8 * LockMipReadOnly ( int32 MipIndex )


description: UseFMipLockto encapsulate a locked mip Lock a mip for reading.

code: const uint8 * LockMipReadOnly ( int32 BlockIndex, int32 LayerIndex, int32 MipIndex )


description: Apply a visitor to the bulkdata :

code: void OperateOnLoadedBulkData ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSharedBuffer](API\Runtime\Core\Memory\FSharedBuffer) &BulkDataBuffer)> Operation )


description: Sets the GUID to use, and whether that GUID is actually a hash of some data.

code: void SetId ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InId, bool bInGuidIsHash )


code: void SetOwner ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InOwner )


description: Unlock a mip.

code: void UnlockMip ( int32 BlockIndex, int32 LayerIndex, int32 MipIndex )


description: Uses a hash as the GUID, useful to prevent creating new GUIDs on load for legacy assets.

code: void UseHashAsGuid()


description: Default constructor.

code: FTextureSource()


className: FTextureSource

description: Texture source data management.

code: struct FTextureSource


className: FTextureSourceBlock

code: struct FTextureSourceBlock


className: FTextureSourceColorSettings

code: struct FTextureSourceColorSettings

BlueChromaticityCoordinate

description: Blue chromaticity coordinate of the source color space.

ChromaticAdaptationMethod

type: ETextureChromat...

description: Chromatic adaption method applied if the source white point differs from the working color space white point.

ColorSpace

type: ETextureColorSp...

description: Source color space of the texture.

EncodingOverride

type: ETextureSourceE...

description: Source encoding of the texture, exposing more options than just sRGB.

GreenChromaticityCoordinate

description: Green chromaticity coordinate of the source color space.

RedChromaticityCoordinate

description: Red chromaticity coordinate of the source color space.

WhiteChromaticityCoordinate

description: White chromaticity coordinate of the source color space.


description: Adds a tick function to the list of prerequisites...in other words, adds the requirement that TargetTickFunction is called before this tick function is

code: void AddPrerequisite ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObject, struct [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & TargetTickFunction )


description: Function to give a 'context' for this tick, used for grouped active tick reporting

code: virtual FName DiagnosticContext &40; bool bDetailed &41;


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


className: ETickState

code: enum ETickState { Disabled, Enabled, CoolingDown, }


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick &40; float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef & MyCompletionGraphEvent &41;


description: Gets the action tick group that this function will be required to end in. Only valid after TG_PreAsyncWork has started through the end of the frame.

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


description: Gets the action tick group that this function will be elligible to start in. Only valid after TG_PreAsyncWork has started through the end of the frame.

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


description: a reference to prerequisites for this tick function.

code: [TArray](API\Runtime\Core\Containers\TArray)< struct [FTickPrerequisite](API\Runtime\Engine\Engine\FTickPrerequisite) > & GetPrerequisites()


description: a reference to prerequisites for this tick function (const).

code: const [TArray](API\Runtime\Core\Containers\TArray)< struct [FTickPrerequisite](API\Runtime\Engine\Engine\FTickPrerequisite) > & GetPrerequisites() const


description: Returns whether the tick function is currently enabled

code: bool IsTickFunctionEnabled() const


description: See if the tick function is currently registered

code: bool IsTickFunctionRegistered() const


description: Adds the tick function to the primary list of tick functions.

code: void RegisterTickFunction ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Removes a prerequisite that was previously added.

code: void RemovePrerequisite ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObject, struct [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & TargetTickFunction )


description: Sets this function to hipri and all prerequisites recursively

code: void SetPriorityIncludingPrerequisites ( bool bInHighPriority )


description: Gets the current completion handle of this tick function, so it can be delayed until a later point when some additional tasks have been completed. Only valid after TG_PreAsyncWork has started and then only until the TickFunction finishes execution


description: Enables or disables this tick function.

code: void SetTickFunctionEnable ( bool bInEnabled )


description: Removes the tick function from the primary list of tick functions.

code: void UnRegisterTickFunction()


description: Returns whether it is valid to access this tick function's completion handle

code: bool IsCompletionHandleValid() const


description: Update tick interval in the system and overwrite the current cooldown if any.

code: void UpdateTickIntervalAndCoolDown ( float NewTickInterval )


description: Default constructor, intitalizes to reasonable defaults

code: FTickFunction()


description: Destructor, unregisters the tick function

code: virtual ~FTickFunction()


className: FTickFunction

description: Abstract Base class for all tick functions.

code: struct FTickFunction

bAllowTickOnDedicatedServer

type: uint8: 1

description: If we allow this tick to run on a dedicated server

bCanEverTick

description: If false, this tick function will never be registered and will never tick.

bHighPriority

description: Run this tick first within the tick group, presumably to start async tasks that must be completed with this tick group, hiding the latency.

bRunOnAnyThread

description: If false, this tick will run on the game thread, otherwise it will run on any thread in parallel with the game thread and in parallel with other "async ticks"

bStartWithTickEnabled

description: If true, this tick function will start enabled, but can be disabled later on.

bTickEvenWhenPaused

description: Bool indicating that this function should execute even if the game is paused.

EndTickGroup

type: TEnumAsByte< en...

description: Defines the tick group that this tick function must finish in.

TickGroup

description: Defines the minimum tick group for this tick function.

TickInterval

type: float

description: The frequency in seconds at which this tick function will be executed.


description: Return the tick function, if it is still valid. Can be null if the tick function was null or the containingUObjecthas been garbage collected.


code: const [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) * Get() const


description: Equality operator, used to prevent duplicates and allow removal by value.

code: bool operator== ( const [FTickPrerequisite](API\Runtime\Engine\Engine\FTickPrerequisite) & Other ) const


description: Noop constructor.

code: FTickPrerequisite()


description: Constructor

code: FTickPrerequisite ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObject, struct [FTickFunction](API\Runtime\Engine\Engine\FTickFunction) & TargetTickFunction )


className: FTickPrerequisite

description: This is small structure to hold prerequisite tick functions

code: struct FTickPrerequisite

PrerequisiteObject

type: TWeakObjectPtr<...

description: Tick functions live inside of UObjects, so we need a separate weak pointer to theUObjectsolely for the purpose of determining if PrerequisiteTickFunction is still valid.

PrerequisiteTickFunction

type: FTickFunction&...

description: Pointer to the actual tick function and must be completed prior to our tick running.


className: FTimerDynamicDelegate

code: class FTimerDynamicDelegate


className: IndexBits

code: static constexpr uint32 IndexBits = 24;


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

code: bool IsValid() const


className: MaxIndex

code: static constexpr int32 MaxIndex = (int32)1 << IndexBits;


className: MaxSerialNumber

code: static constexpr uint64 MaxSerialNumber = (uint64)1 << SerialNumberBits;


code: bool operator== ( const [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & Other ) const


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


className: SerialNumberBits

code: static constexpr uint32 SerialNumberBits = 40;


description: Explicitly clear handle

code: void Invalidate()


className: FTimerHandle

description: Unique handle that can be used to distinguish timers that have identical delegates.

code: struct FTimerHandle


className: FTitleSafeZoneArea

description: Max/Recommended screen viewable extents as a percentage

code: struct FTitleSafeZoneArea


description: Determine if Tracks are the same

code: bool operator== ( const [FTTEventTrack](API\Runtime\Engine\Engine\FTTEventTrack) & T2 ) const


code: virtual void SetTrackName ( [FName](API\Runtime\Core\UObject\FName) NewTrackName, [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * OwningTimeline )


className: FTTEventTrack

description: Structure storing information about one event track

code: struct FTTEventTrack : public [FTTTrackBase](API\Runtime\Engine\Engine\FTTTrackBase)

CurveKeys

type: TObjectPtr< cla...

description: Curve object used to store keys


description: Determine if Tracks are the same

code: bool operator== ( const [FTTFloatTrack](API\Runtime\Engine\Engine\FTTFloatTrack) & T2 ) const


className: FTTFloatTrack

description: Structure storing information about one float interpolation track

code: struct FTTFloatTrack : public [FTTPropertyTrack](API\Runtime\Engine\Engine\FTTPropertyTrack)

CurveFloat

description: Curve object used to define float value over time


description: Determine if Tracks are the same

code: bool operator== ( const [FTTLinearColorTrack](API\Runtime\Engine\Engine\FTTLinearColorTrack) & T2 ) const


className: FTTLinearColorTrack

description: Structure storing information about one color interpolation track

code: struct FTTLinearColorTrack : public [FTTPropertyTrack](API\Runtime\Engine\Engine\FTTPropertyTrack)

CurveLinearColor

description: Curve object used to define color value over time


className: FTTPropertyTrack

code: struct FTTPropertyTrack : public [FTTTrackBase](API\Runtime\Engine\Engine\FTTTrackBase)


className: ETrackType

description: Enum to indicate whether this is an event track, a float interp track or a vector interp track

code: enum ETrackType { TT_Event, TT_FloatInterp, TT_VectorInterp, TT_LinearColorInterp, }


description: Determine if Tracks are the same

code: bool operator== ( const [FTTTrackBase](API\Runtime\Engine\Engine\FTTTrackBase) & T2 ) const


className: FTTTrackBase

code: struct FTTTrackBase

bIsCurveViewSynchronized

type: bool

description: Whether or not this track has its curve's view synchronized with the other curve views.

bIsExpanded

description: Whether or not this track is expanded in the UI.

bIsExternalCurve

description: Flag to identify internal/external curve


code: FTTTrackId ( int32 InType, int32 InIndex )


description: Determine if Tracks are the same

code: bool operator== ( const [FTTVectorTrack](API\Runtime\Engine\Engine\FTTVectorTrack) & T2 ) const


className: FTTVectorTrack

description: Structure storing information about one vector interpolation track

code: struct FTTVectorTrack : public [FTTPropertyTrack](API\Runtime\Engine\Engine\FTTPropertyTrack)

CurveVector

description: Curve object used to define vector value over time


className: FUpdateTimelineCachedNames

description: Helper class that gives external implementations permission to update cached names.

code: struct FUpdateTimelineCachedNames


description: Add a unique option to the URL, replacing any existing one.

code: void AddOption ( const TCHAR * Str )


className: bDefaultsInitialized

code: static bool bDefaultsInitialized =false;


description: Static: Removes any special URL characters from the specified string

code: static void FilterURLString ( [FString](API\Runtime\Core\Containers\FString) & Str )


description: Prepares the Host and Port values into a standards compliant string


description:
Returns the value associated with an option.
The value of the named option, or Default if the option wasn't found.

code: const TCHAR * GetOption ( const TCHAR * Match, const TCHAR * Default ) const


description: Tests if the URL contains an option string.

code: bool HasOption ( const TCHAR * Test ) const


description: Returns whether this URL corresponds to an internal object, i.e. an Unreal level which this app can try to connect to locally or on the net. If this is false, the URL refers to an object that a remote application like Internet Explorer can execute.

code: bool IsInternal() const


description: Returns whether this URL corresponds to an internal object on this local process. In this case, no Internet use is necessary.

code: bool IsLocalInternal() const


description: Load URL from config.

code: void LoadURLConfig ( const TCHAR * Section, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Compare two URLs to see if they refer to the same exact thing.

code: bool operator== ( const [FURL](API\Runtime\Engine\Engine\FURL) & Other ) const


description: Save URL to config.

code: void SaveURLConfig ( const TCHAR * Section, const TCHAR * Item, const [FString](API\Runtime\Core\Containers\FString) & Filename ) const


description: Convert this URL to text.

code: [FString](API\Runtime\Core\Containers\FString) ToString ( bool FullyQualified ) const


className: UrlConfig

description: Statics.


description: Prevent default from being generated.

code: FURL ( ENoInit )


description: Remove an option from the URL

code: void RemoveOption ( const TCHAR * Key, const TCHAR * Section, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Construct a URL from text and an optional relative base.

code: FURL ( [FURL](API\Runtime\Engine\Engine\FURL) * Base, const TCHAR * TextURL, ETravelType Type )


className: FURL

description: URL structure.

code: struct FURL

Host

type: FString

description: Optional hostname, i.e. "204.157.115.40" or "unreal.epicgames.com", blank if local.

Map

description: Map name, i.e. "SkyCity", default is "Entry".

Op

type: TArray<FString...

description: Options.

Port

description: Optional host port.

Portal

description: Portal to enter through, default is "".

Protocol

description: Protocol, i.e. "unreal" or "http".

RedirectURL

description: Optional place to download Map if client does not possess it.


description: Default constructor.

code: FUserActivity()


description: Creates and initializes a new instance.

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


description: Creates and initializes a new instance with a context other than the default "Game".

code: FUserActivity ( const [FString](API\Runtime\Core\Containers\FString) & InActionName, EUserActivityContext InContext )


description: Construct a purely default, local URL from an optional filename.

code: FURL ( const TCHAR * Filename )


className: FUserActivity

description: The description of a user activity

code: struct FUserActivity

ActionName

description: Describes the user's activity

Context

type: EUserActivityCo...

description: A game or editor activity?


description: Destroys and creates new struct

code: void Recreate ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * InUserStruct )


description: Constructor that initializes for you

code: FUserStructOnScopeIgnoreDefaults ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * InUserStruct )


description: Constructor with no script struct, call Recreate later

code: FUserStructOnScopeIgnoreDefaults()


description: Initialize from existing data, will free when scope closes

code: FUserStructOnScopeIgnoreDefaults ( const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * InUserStruct, uint8 * InData )


className: FUserStructOnScopeIgnoreDefaults

description: Wrapper for StructOnScope that tells it to ignore default values

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


className: Super

code: typedef [FRK4SpringInterpolator](API\Runtime\Engine\Engine\FRK4SpringInterpolator)< FVector > Super


code: FVectorRK4SpringInterpolator ( const [Super](API\Runtime\Engine\Engine\FRK4SpringInterpolator) & Other )


code: struct FVectorRK4SpringInterpolator : public [FRK4SpringInterpolator< FVector >](API\Runtime\Engine\Engine\FRK4SpringInterpolator)


code: bool Execute ( [FText](API\Runtime\Core\Internationalization\FText) & OutText, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor )


className: FViewportDisplayCallback

code: class FViewportDisplayCallback


code: [FViewportDisplayDelegate](API\Runtime\Engine\Engine\FViewportDisplayDelegate) & operator= ( [FViewportDisplayDelegate](API\Runtime\Engine\Engine\FViewportDisplayDelegate) && )


code: [FViewportDisplayDelegate](API\Runtime\Engine\Engine\FViewportDisplayDelegate) & operator= ( const [FViewportDisplayDelegate](API\Runtime\Engine\Engine\FViewportDisplayDelegate) & )


code: FViewportDisplayDelegate ( [FViewportDisplayCallback](API\Runtime\Engine\Engine\FViewportDisplayCallback) const & D )


code: FViewportDisplayDelegate ( FShouldDisplayFunc && Callback )


description: Movable only.

code: FViewportDisplayDelegate ( [FViewportDisplayDelegate](API\Runtime\Engine\Engine\FViewportDisplayDelegate) && )


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


className: FViewportDisplayDelegate

description: Wrapper to allow multiple delegate types to be held in one container for the subsystem

code: struct FViewportDisplayDelegate

FuncCallback

type: FShouldDisplayF...

FuncDynDelegate

type: FViewportDispla...


description: Gets the slope angle used for the override behavior.

code: float GetWalkableSlopeAngle() const


description: Set the slope angle used for the override behavior.

code: void SetWalkableSlopeAngle ( float NewSlopeAngle )


description: Given a walkable floor normal Z value, either relax or restrict the value if we override such behavior.

code: float ModifyWalkableFloorZ ( float InWalkableFloorZ ) const


description: Gets the slope override behavior.


description: Set the slope override behavior.

code: void SetWalkableSlopeBehavior ( EWalkableSlopeBehavior NewSlopeBehavior )


code: FWalkableSlopeOverride ( EWalkableSlopeBehavior NewSlopeBehavior, float NewSlopeAngle )


description: Default constructor

code: FWeightedBlendable()


className: FWalkableSlopeOverride

description: Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable.

code: struct FWalkableSlopeOverride

WalkableSlopeAngle

description: Override walkable slope angle (in degrees), applying the rules of the Walkable Slope Behavior.

WalkableSlopeBehavior

type: TEnumAsByte< EW...

description: Behavior of this surface (whether we affect the walkable slope).


description: Constructor

code: FWeightedBlendable ( float InWeight, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FWeightedBlendable

code: struct FWeightedBlendable

Object

type: TObjectPtr<UOb...

description: Should be of the IBlendableInterface* type but UProperties cannot express that

Weight

description: 0:no effect .. 1:full effect


code: FWeightedBlendables ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWeightedBlendable](API\Runtime\Engine\Engine\FWeightedBlendable) > & InArray )


className: FWeightedBlendables

description: For easier detail customization, needed?

code: struct FWeightedBlendables

Array

type: TArray<FWeight...


description: Get the Buffer for Current Frame


description: Get the Buffer for input Frame

code: [AsyncTraceData](API\Runtime\Engine\AsyncTraceData) & GetBufferForFrame ( int32 Frame )


description: Get the Buffer for Previous Frame


className: FWorldAsyncTraceState

description: You can use async trace using following APIs : AsyncLineTrace, AsyncSweep, AsyncOverlap When you use those APIs, it will be saved toAsyncTraceDataFWorldAsyncTraceStatecontains two buffers to rotate each frame as you might need the result in the next frame However, if you do not get the result by next frame, the result will be discarded. Use Delegate if you would like to get the result right away when available.

code: struct FWorldAsyncTraceState

CurrentFrame

description: Used as counter for Buffer swap for DataBuffer. Right now it's only 2, but it can change.

DataBuffer

type: AsyncTraceData[...

description: Async Trace Data Buffer Array. For now we only saves 2 frames.


className: FWorldCachedViewInfo

code: struct FWorldCachedViewInfo

ProjectionMatrix

type: FMatrix


code: bool Matches &40; const FWorldCompositionTile & Candidate &41; const


code: FPackageNameMatcher &40; const FName & InPackageName &41;


className: FPackageNameMatcher

description: Matcher

code: struct FPackageNameMatcher

PackageName

type: constFName&


className: FWorldCompositionTile

description: Helper structure which holds information about level package which participates in world composition

code: struct FWorldCompositionTile

Info

type: FWorldTileInfo

description: Tile information.

LODPackageNames

type: TArray<FName>

description: Found LOD levels since last rescan.

type: FName

description: Long package name.

StreamingLevelStateChangeTime

type: double

description: Timestamp when we have changed streaming level state.


description: Adds an external reference

code: void AddRef ( [UWorld](API\Runtime\Engine\Engine\UWorld) *& WorldPtr )


code: void AddRef ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & WorldPtr )


description: CollectFWorldContextreferences for garbage collection

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


description: Removes an external reference

code: void RemoveRef ( [UWorld](API\Runtime\Engine\Engine\UWorld) *& WorldPtr )


description: Set CurrentWorld and update external reference pointers to reflect this

code: void SetCurrentWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


code: DECLARE_TS_MULTICAST_DELEGATE_OneParam ( FWorldEvent, [UWorld](API\Runtime\Engine\Engine\UWorld) * )


className: FWorldContext

description: For convenience,FWorldContextcan maintain outside pointers to UWorld*s. For example, PIE can tie UWorld*UEditorEngine::PlayWorldto the PIE world context. If the PIEUWorldchanges, theUEditorEngine::PlayWorldpointer will be automatically updated. This is done withAddRef()andSetCurrentWorld().

code: struct FWorldContext

ActiveNetDrivers

type: TArray<FNamedN...

description: A list of active net drivers

AudioDeviceID

description: Handle to this world context's audio device.

bIsPrimaryPIEInstance

description: Is this the 'primary' PIE instance.

bShouldCommitPendingMapChange

type: uint32: 1

description: If true, commit map change the next frame.

bWaitingOnOnlineSubsystem

description: Is this world context waiting for an online login to complete (for PIE)

CustomDescription

description: Custom description to be display in blueprint debugger UI

ExternalReferences

type: TArray<TObject...

description: Outside pointers to CurrentWorld that should be kept in sync if current world changes

GameViewport

type: TObjectPtr< cla...

GarbageObjectsToVerify

type: TSet<FObjectKe...

description: On a transition to another level (e.g. LoadMap), the engine will verify that these objects have been cleaned up by garbage collection

LastRemoteURL

type: FURL

description: Last server we connected to (for "reconnect" command)

LastURL

description: URL the last time we traveled

LevelsToLoadForPendingMapChange

description: Array of package/ level names that need to be loaded for the pending map change.

LoadedLevelsForPendingMapChange

description: Array of already loaded levels.

ObjectReferencers

description: Handles to object references; used by the engine to e.g. the prevent objects from being garbage collected.

PackagesToFullyLoad

type: TArray< struct ...

description: A list of tag/array pairs that is used at LoadMap time to fully load packages that may be needed for the map/game with DLC, but we can't use DynamicLoadObject to load from the packages

PendingMapChangeFailureDescription

description: Human readable error string for any failure during a map change request.

PendingNetGame

type: TObjectPtr<UPe...

PIEAccumulatedTickSeconds

type: float

PIEInstance

description: The PIE instance of this world, -1 is default

PIEPrefix

description: The Prefix in front of PIE level names, empty is default

PIEWorldFeatureLevel

type: ERHIFeatureLeve...

description: The feature level that PIE world should use

RunAsDedicated

description: Is this running as a dedicated server

SeamlessTravelHandler

type: FSeamlessTravel...

TravelType

description: TravelType for pending client connects

TravelURL

description: URL to travel to for pending client connect

WorldType

type: TEnumAsByte<EW...


className: FGameInstanceEvent

code: typedef TMulticastDelegate_OneParam< void, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * > FGameInstanceEvent


className: FLevelOffsetEvent

description: Called after offset was applied to a level.

code: typedef TMulticastDelegate_FourParams< void, [ULevel](API\Runtime\Engine\Engine\ULevel) *, [UWorld](API\Runtime\Engine\Engine\UWorld) *, const FVector &, bool > FLevelOffsetEvent


className: FLevelTransformEvent

description: Called after transform is applied to level.

code: typedef TMulticastDelegate_TwoParams< void, [ULevel](API\Runtime\Engine\Engine\ULevel) *, const FTransform & > FLevelTransformEvent


className: FOnCopyWorldData

code: typedef TMulticastDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnCopyWorldData


className: FOnLevelChanged

description: Delegate type for level change events.

code: typedef TMulticastDelegate_TwoParams< void, [ULevel](API\Runtime\Engine\Engine\ULevel) *, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnLevelChanged


className: FOnNetDriverCreated

code: typedef TMulticastDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * > FOnNetDriverCreated


className: FOnSeamlessTravelStart

code: typedef TMulticastDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, const [FString](API\Runtime\Core\Containers\FString) & > FOnSeamlessTravelStart


className: FOnSeamlessTravelTransition

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnSeamlessTravelTransition


className: FOnWorldPIEEnded

description: PIE has ended.

code: typedef TMulticastDelegate_OneParam< void, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * > FOnWorldPIEEnded


className: FOnWorldPIEReady

description: PIE is ready.

code: typedef TMulticastDelegate_OneParam< void, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * > FOnWorldPIEReady


className: FOnWorldPIEStarted

description: PIE has started.

code: typedef TMulticastDelegate_OneParam< void, [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * > FOnWorldPIEStarted


className: FOnWorldPostActorTick

code: typedef TMulticastDelegate_ThreeParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, ELevelTick, float > FOnWorldPostActorTick


className: FOnWorldPreActorTick

description: Delegate called before actors are ticked for each world. Delta seconds is already dilated and clamped.

code: typedef TMulticastDelegate_ThreeParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, ELevelTick, float > FOnWorldPreActorTick


className: FOnWorldPreSendAllEndOfFrameUpdates

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnWorldPreSendAllEndOfFrameUpdates


className: FOnWorldTickEnd

code: typedef TMulticastDelegate_ThreeParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, ELevelTick, float > FOnWorldTickEnd


className: FOnWorldTickStart

code: typedef TMulticastDelegate_ThreeParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, ELevelTick, float > FOnWorldTickStart


className: FRefreshLevelScriptActionsEvent

description: Delegate called when levelscript actions need refreshing.

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FRefreshLevelScriptActionsEvent


className: FReplacementMap

description: Sometimes there is a need to duplicate additional element after duplicatingUWorld. If you do this using this event you need also fill ReplacementMap and ObjectsToFixReferences in order to properly fix duplicated objects references.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FReplacementMap


className: FWorldCleanupEvent

code: typedef TMulticastDelegate_ThreeParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, bool, bool > FWorldCleanupEvent


className: FWorldCollectSaveReferencesEvent

description: Callback to add references when Serialize is called during SavePackage.

code: typedef TMulticastDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FArchive](API\Runtime\Core\Serialization\FArchive) & > FWorldCollectSaveReferencesEvent


className: FWorldCurrentLevelChangedEvent

code: typedef TMulticastDelegate_ThreeParams< void, [ULevel](API\Runtime\Engine\Engine\ULevel) *, [ULevel](API\Runtime\Engine\Engine\ULevel) *, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FWorldCurrentLevelChangedEvent


className: FWorldGetAssetTags

description: Delegate for generating world asset registry tags so project/game scope can add additional tags for filtering levels in their UI, etc

code: typedef TMulticastDelegate_TwoParams< void, const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & > FWorldGetAssetTags


className: FWorldInitializationEvent

code: typedef TMulticastDelegate_TwoParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) > FWorldInitializationEvent


className: FWorldPostDuplicateEvent

code: typedef TMulticastDelegate_FourParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, bool, [FReplacementMap](API\Runtime\Engine\Engine\FWorldDelegates\FReplacementMap) &, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & > FWorldPostDuplicateEvent


className: FWorldPostRenameEvent

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FWorldPostRenameEvent


className: FWorldPreRenameEvent

code: typedef TMulticastDelegate_FiveParams< void, [UWorld](API\Runtime\Engine\Engine\UWorld) *, const TCHAR *, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, ERenameFlags, bool & > FWorldPreRenameEvent


className: GetAssetTags

description: Called byUWorld::GetAssetRegistryTags()


className: LevelAddedToWorld

description: Sent when aULevelis added to the world viaUWorld::AddToWorld.


className: LevelRemovedFromWorld

description: Sent when aULevelis removed from the world viaUWorld::RemoveFromWorldor LoadMap (a NULL object means the LoadMap case, because all levels will be removed from the world without a RemoveFromWorld call for each)


className: OnPostDuplicate

description: Post duplication event.


className: OnPostWorldCleanup

description: Callback for world cleanup end.


className: OnPostWorldCreation

description: Callback for world creation.

code: static FWorldEvent OnPostWorldCreation;


className: OnPostWorldInitialization

description: Callback for world initialization (post)


className: OnPostWorldRename

description: Callback for world rename event (post)


className: OnPreWorldFinishDestroy

description: Callback for world destruction (only called for initialized worlds)


className: OnPreWorldInitialization

description: Callback for world initialization (pre)


className: OnPreWorldRename

description: Callback for world rename event (pre)


className: OnWorldCleanup

description: Callback for world cleanup start.


className: OnWorldInitializedActors

description: Global Callback after actors have been initialized (on any world)


className: OnWorldPreSendAllEndOfFrameUpdates


className: PreLevelRemovedFromWorld

description: Sent before aULevelis removed from the world viaUWorld::RemoveFromWorldor LoadMap (a NULL object means the LoadMap case, because all levels will be removed from the world without a RemoveFromWorld call for each)


className: RefreshLevelScriptActions

description: Called when changes in the levels require blueprint actions to be refreshed.


className: FWorldDelegates

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

code: class FWorldDelegates


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & CreateAISystem ( const bool bCreate )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & AllowAudioPlayback ( const bool bAllow )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & CreateFXSystem ( const bool bCreate )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & CreateNavigation ( const bool bCreate )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & CreatePhysicsScene ( const bool bCreate )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & CreateWorldPartition ( const bool bCreate )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & EnableTraceCollision ( const bool bInEnableTraceCollision )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & ForceUseMovementComponentInNonGameWorld ( const bool bInForceUseMovementComponentInNonGameWorld )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & InitializeScenes ( const bool bInitialize )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & RequiresHitProxies ( const bool bRequires )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & SetDefaultGameMode ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) > GameMode )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & SetTransactional ( const bool bInTransactional )


code: [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) & ShouldSimulatePhysics ( const bool bInShouldSimulatePhysics )


className: FWorldInitializationValues

description: Struct containing a collection of optional parameters for initialization of a World.

code: struct FWorldInitializationValues

bAllowAudioPlayback

description: Are sounds allowed to be generated from this world.

bCreateAISystem

description: Should the AI system be created for this world.

bCreateFXSystem

description: Should the FX system be created for this world.

bCreateNavigation

description: Should the navigation system be created for this world.

bCreatePhysicsScene

description: Should the physics scene be created. bInitializeScenes must be true for this to be considered.

bCreateWorldPartition

description: Should the world be partitioned

bEnableTraceCollision

description: Are collision trace calls valid within this world.

description: Special flag to enable movement component in non game worlds (seeUMovementComponent::OnRegister)

bInitializeScenes

description: Should the scenes (physics, rendering) be created.

bRequiresHitProxies

description: Should the render scene create hit proxies.

bShouldSimulatePhysics

description: Should physics be simulated in this world.

bTransactional

description: Should actions performed to objects in this world be saved to the transaction buffer.

DefaultGameMode

type: TSubclassOf< cl...

description: The default game mode for this world (if any)


className: FWorldNotifyStreamingLevelLoading

description: Helper struct to allowULevelStreamingto update its World on how many streaming levels are being loaded


className: FWorldPartitionEvents

description: Helper class allowsUWorldPartitionto broadcastUWorldevents

code: struct FWorldPartitionEvents

UWorldPartition

type: friend


className: DefaultInitialSize

code: enum { DefaultInitialSize = 1024 }


className: FChannelRecordEntry

code: struct FChannelRecordEntry

IsSequence

type: uint32:  1


code: FWrittenChannelsRecord ( size_t InitialSize )


className: FWrittenChannelsRecord

description: Record of channels with data written into each outgoing packet.

code: struct FWrittenChannelsRecord

ChannelRecord

type: FChannelRecordE...


code: void OverrideBlendableSettings &40; class FSceneView & View, float Weight &41; const


className: IBlendableInterface

description: Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume

code: class IBlendableInterface


code: virtual FText GetAdditionalInfoUrlLabel&40;&41; const


code: virtual FString GetAdditionalInfoUrl&40;&41; const


code: virtual FText GetFalseStateDescription&40;&41; const


code: virtual FText GetFalseStateLabel&40;&41; const


code: virtual FText GetFalseStateTooltip&40;&41; const


code: virtual void GetToggleCategoryAndPropertyNames &40; FName & OutCategory, FName & OutProperty &41; const


code: virtual FText GetTrueStateDescription&40;&41; const


code: virtual FText GetTrueStateLabel&40;&41; const


className: IImportantToggleSettingInterface

code: class IImportantToggleSettingInterface


code: virtual bool GetStreamableTexture ( uint16 InTextureIndex, [FString](API\Runtime\Core\Containers\FString) & OutTextureName, [FGuid](API\Runtime\Core\Misc\FGuid) & OutTextureGuid ) const


code: void InitializeTextureStreamingContainer ( uint32 InPackedTextureStreamingQualityLevelFeatureLevel )


code: uint16 RegisterStreamableTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


className: ITextureStreamingContainer

description: Interface for texture streaming container

code: struct ITextureStreamingContainer


code: namespace NSSkeletalMeshSourceFileLabels { static const [FString](API\Runtime\Core\Containers\FString) & NSSkeletalMeshSourceFileLabels::GeoAndSkinningMetaDataValue() }


code: namespace NSSkeletalMeshSourceFileLabels { static [FName](API\Runtime\Core\UObject\FName) NSSkeletalMeshSourceFileLabels::GetSkeletalMeshLastImportContentTypeMetadataKey() }


code: namespace NSSkeletalMeshSourceFileLabels { static [FText](API\Runtime\Core\Internationalization\FText) NSSkeletalMeshSourceFileLabels::GeoAndSkinningText() }


code: namespace NSSkeletalMeshSourceFileLabels { static [FText](API\Runtime\Core\Internationalization\FText) NSSkeletalMeshSourceFileLabels::GeometryText() }


code: namespace NSSkeletalMeshSourceFileLabels { static [FText](API\Runtime\Core\Internationalization\FText) NSSkeletalMeshSourceFileLabels::SkinningText() }


code: virtual FText GetTrueStateTooltip&40;&41; const


code: namespace NSSkeletalMeshSourceFileLabels { static const [FString](API\Runtime\Core\Containers\FString) & NSSkeletalMeshSourceFileLabels::GeometryMetaDataValue() }


code: namespace NSSkeletalMeshSourceFileLabels { static const [FString](API\Runtime\Core\Containers\FString) & NSSkeletalMeshSourceFileLabels::SkinningMetaDataValue() }


description: Returns a new random color

code: namespace PoseWatchUtil { [FColor](API\Runtime\Core\Math\FColor) PoseWatchUtil::ChoosePoseWatchColor() }


code: namespace PoseWatchUtil { template<typename TParent, typename TItem> [FText](API\Runtime\Core\Internationalization\FText) PoseWatchUtil::FindUniqueNameInParent ( TParent * InParent, const TItem * InItem ) }


description: Gets all pose watches that are parented to Folder, if Folder is nullptr then gets orphans

code: namespace PoseWatchUtil { [TSet](API\Runtime\Core\Containers\TSet)< [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) * > PoseWatchUtil::GetChildrenPoseWatchOf ( const [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * Folder, const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimBlueprint ) }


description: Gets all pose watches folders that are parented to Folder, if Folder is nullptr then gets orphans

code: namespace PoseWatchUtil { [TSet](API\Runtime\Core\Containers\TSet)< [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * > PoseWatchUtil::GetChildrenPoseWatchFoldersOf ( const [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * Folder, const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimBlueprint ) }


code: namespace RK4Integrator { template<typename T> static T RK4Integrator::Accelerate ( const [FRK4State](API\Runtime\Engine\Engine\FRK4State)< T > & InCurrentState, const T & InTargetPosition, const [FRK4SpringConstants](API\Runtime\Engine\Engine\FRK4SpringConstants) & InSpringConstants ) }


code: namespace RK4Integrator { template<typename T> static [FRK4StateDerivative](API\Runtime\Engine\Engine\FRK4StateDerivative)< T > RK4Integrator::Evaluate ( const [FRK4State](API\Runtime\Engine\Engine\FRK4State)< T > & InCurrentState, const [FRK4StateDerivative](API\Runtime\Engine\Engine\FRK4StateDerivative)< T > & InDerivativeState, const T & InTargetPosition, const [FRK4SpringConstants](API\Runtime\Engine\Engine\FRK4SpringConstants) & InSpringConstants, const float & InDeltaTime ) }


code: namespace RK4Integrator { template<typename T> static void RK4Integrator::Integrate ( [FRK4State](API\Runtime\Engine\Engine\FRK4State)< T > & InCurrentState, const T & InTargetPosition, const [FRK4SpringConstants](API\Runtime\Engine\Engine\FRK4SpringConstants) & InSpringConstants, const float & InDeltaTime ) }


description: Atlas - Returns the specular profile texture if it exists, or black.

code: namespace SpecularProfileAtlas { [FRHITexture](API\Runtime\RHI\FRHITexture) * SpecularProfileAtlas::GetSpecularProfileTextureAtlasWithFallback() }


description: Profile - Initializes or updates the contents of the specular profile texture.

code: namespace SpecularProfileAtlas { int32 SpecularProfileAtlas::AddOrUpdateProfile ( const [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * InProfile, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, const [FSpecularProfileStruct](API\Runtime\Engine\Engine\FSpecularProfileStruct) InSettings, const [FTextureReference](API\Runtime\RenderCore\FTextureReference) * InTexture ) }


description: Atlas - Returns the specular profile texture if it exists, or null.

code: namespace SpecularProfileAtlas { [FRHITexture](API\Runtime\RHI\FRHITexture) * SpecularProfileAtlas::GetSpecularProfileTextureAtlas() }


description: Profile - Returns the specular profile ID shader parameter name.

code: namespace SpecularProfileAtlas { [FName](API\Runtime\Core\UObject\FName) SpecularProfileAtlas::GetSpecularProfileParameterName ( const [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * InProfile ) }


description: Profile - Returns the specular profile ID for a given Specular Profile object.

code: namespace SpecularProfileAtlas { float SpecularProfileAtlas::GetSpecularProfileId ( const [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * In ) }


description: Atlas - Initializes or updates the contents of the specular profile texture.

code: namespace SpecularProfileAtlas { void SpecularProfileAtlas::UpdateSpecularProfileTextureAtlas ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EShaderPlatform ShaderPlatform ) }


className: Bias

code: static constexpr int32 Bias = (1 << (NumBits - 1));


className: MaxDelta

code: static constexpr int32 MaxDelta = (1 << (NumBits - 0)) - 1;


className: MaxBitValue

description: NumBits = 8:

code: static constexpr int32 MaxBitValue = (1 << (NumBits - 1)) - 1;


className: SerIntMax

code: static constexpr int32 SerIntMax = (1 << (NumBits - 0));


className: TFixedCompressedFloatDetails

code: template<int32 MaxValue, uint32 NumBits> struct TFixedCompressedFloatDetails


className: Value

code: enum &123; Value = true &125;


className: TIsPODType< FHitResult >

description: All members ofFHitResultare PODs.

code: template<> struct TIsPODType< FHitResult >


className: TIsPODType< FOverlapInfo >

description: All added members ofFOverlapInfoare PODs.

code: template<> struct TIsPODType< FOverlapInfo >


code: enum &123; Value = TIsPODType<FHitResult>::Value &125;


className: TIsPODType< FOverlapResult >

description: All members ofFOverlapResultare PODs.

code: template<> struct TIsPODType< FOverlapResult >


className: TIsPODType< FWalkableSlopeOverride >

code: template<> struct TIsPODType< FWalkableSlopeOverride >


className: TIsZeroConstructType< FCanvasUVTri >

code: template<> struct TIsZeroConstructType< FCanvasUVTri >


code: ElementType & operator() ( int32 i )


code: const ElementType & operator() ( int32 i ) const


description: Note: Doesn't call the constructor on objects stored in it; make sure to properly initialize the memory returned by WriteNewElementUninitialized.


code: TSimpleRingBuffer ( int32 MaxItems )


className: TSimpleRingBuffer

code: template<typename ElementType> class TSimpleRingBuffer


className: TStreamableHandleContextData

description: Templated struct that provides type tags (no RTTI) for internal data used on StreamableHandle Type IDs are not stable across multiple processes, so should never be directly serialized or stored.

code: template<typename SubClassType> struct TStreamableHandleContextData : public [FStreamableHandleContextDataBase](API\Runtime\Engine\Engine\FStreamableHandleContextDataBase)


description: Struct to hold a TStreamableHandleContextDataTypeID that is invalid until assigned.


className: WithSerializer

code: enum &123; WithSerializer = true &125;


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


code: template<> struct TStructOpsTypeTraits< FSkeletalMeshSamplingRegionBuiltData > : public [TStructOpsTypeTraitsBase2< FSkeletalMeshSamplingRegionBuiltData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FActorComponentTickFunction > : public [TStructOpsTypeTraitsBase2< FActorComponentTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FActorTickFunction > : public [TStructOpsTypeTraitsBase2< FActorTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FCurveTableRowHandle > : public [TStructOpsTypeTraitsBase2< FCurveTableRowHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FDataTableRowHandle > : public [TStructOpsTypeTraitsBase2< FDataTableRowHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FEditedDocumentInfo > : public [TStructOpsTypeTraitsBase2< FEditedDocumentInfo >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FEndPhysicsTickFunction > : public [TStructOpsTypeTraitsBase2< FEndPhysicsTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FFontCharacter >

code: template<> struct TStructOpsTypeTraits< FFontCharacter > : public [TStructOpsTypeTraitsBase2< FFontCharacter >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


className: TStructOpsTypeTraits< FHitResult >

code: template<> struct TStructOpsTypeTraits< FHitResult > : public [TStructOpsTypeTraitsBase2< FHitResult >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FLevelCollection > : public [TStructOpsTypeTraitsBase2< FLevelCollection >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FMeshMergingSettings > : public [TStructOpsTypeTraitsBase2< FMeshMergingSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FMeshProxySettings > : public [TStructOpsTypeTraitsBase2< FMeshProxySettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithZeroConstructor

code: enum &123; WithZeroConstructor = true &125;


code: template<> struct TStructOpsTypeTraits< FPointerToUberGraphFrame > : public [TStructOpsTypeTraitsBase2< FPointerToUberGraphFrame >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FPostProcessSettings > : public [TStructOpsTypeTraitsBase2< FPostProcessSettings >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNetSharedSerialization

code: enum &123; WithNetSharedSerialization = true &125;


className: TStructOpsTypeTraits< FRepMovement >

code: template<> struct TStructOpsTypeTraits< FRepMovement > : public [TStructOpsTypeTraitsBase2< FRepMovement >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


code: template<> struct TStructOpsTypeTraits< FSkeletalMeshSamplingLODBuiltData > : public [TStructOpsTypeTraitsBase2< FSkeletalMeshSamplingLODBuiltData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithStructuredSerializeFromMismatchedTag = true &125;


code: template<> struct TStructOpsTypeTraits< FSoftComponentReference > : public [TStructOpsTypeTraitsBase2< FSoftComponentReference >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FStartPhysicsTickFunction > : public [TStructOpsTypeTraitsBase2< FStartPhysicsTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithCopy = false &125;


description: MakeFStaticMeshSourceModelnon-assignable.

code: template<> struct TStructOpsTypeTraits< FStaticMeshSourceModel > : public [TStructOpsTypeTraitsBase2< FStaticMeshSourceModel >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FStrataMaterialInfo > : public [TStructOpsTypeTraitsBase2< FStrataMaterialInfo >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPureVirtual

code: enum &123; WithPureVirtual = true &125;


className: TStructOpsTypeTraits< FTickFunction >

code: template<> struct TStructOpsTypeTraits< FTickFunction > : public [TStructOpsTypeTraitsBase2< FTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Notification that this channel has been placed in a channel pool and needs to reset to its original state so it can be used again like a new channel

code: virtual void AddedToChannelPool()


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


description: Append any export bunches

code: virtual void AppendExportBunches ( [TArray](API\Runtime\Core\Containers\TArray)< [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * > & OutExportBunches )


description: Append any "must be mapped" guids to front of bunch. These are guids that the client will wait on before processing this bunch.

code: virtual void AppendMustBeMappedGuids ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch )


description: Release any references this channel is holding to UObjects and object replicators and mark it as broken.

code: void BreakAndReleaseReferences()


description: Closes the actor channel but with a 'dormant' flag set so it can be reopened

code: virtual void BecomeDormant()


description: Only returns true when calling ReplicateSubobjects() while we are trying to detect bad usage of the legacy function.


className: ClassNetCacheSuffix

code: static const [FString](API\Runtime\Core\Containers\FString) ClassNetCacheSuffix = TEXT("_ClassNetCache");


description: Return true to indicate that this channel no longer needs toTick()every frame.

code: virtual bool CanStopTicking() const


description: Cleans up channel structures and nulls references to the channel

code: virtual bool CleanUp ( const bool bForDestroy, EChannelCloseReason CloseReason )


description: Cleans up replicators and clears references to the actor class this channel was associated with.

code: void CleanupReplicators ( const bool bKeepReplicators )


description: Close the base channel. Returns how many bits were written to the send buffer

code: virtual int64 Close ( EChannelCloseReason Reason )


description: Creates a new object replicator or reuses a replicator if it was stored for dormancy in the Connection.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & CreateReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description:
This will replace any existing entries in the ReplicatorMap, so this should always be preceeded by a call to FindReplicator.
The newly created replicator.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & CreateReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool bCheckDormantReplicators )


description: Describe the channel.


description: Handle the replication of subobjects for this actor. Returns true if data was written into the Bunch.

code: bool DoSubObjectReplication ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) & OutRepFlags )


className: ESubObjectDeleteFlag

code: enum ESubObjectDeleteFlag { Destroyed, TearOff, ForceDelete, }


description:
Convenience method for finding a replicator, and creating one if necessary, all at once.
The found or created replicator.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & FindOrCreateReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool * bOutCreated )


description: Attempts to find a valid, non-dormant replicator for the given object.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > * FindReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description:
Attempts to find a valid, non-dormant replicator for the given object.
A replicator, if one was found.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > * FindReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool * bOutFoundInvalid )


description: UActorChannelinterface and accessors.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const


description: Returns the replicator for the actor associated with this channel. Guaranteed to exist.


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & GetCreatedSubObjects() const


code: TArray< TObjectPtr< UObject > > & GetCreatedSubObjects&40;&41;


description: Finds the net field export group for a class net cache, if not found, creates one

code: [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) * GetNetFieldExportGroupForClassNetCache ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjectClass )


description: Finds (or creates) the net field export group for a class net cache, if not found, creates one

code: [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) * GetOrCreateNetFieldExportGroupForClassNetCache ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Tells if the actor is ready to be replicated since he is BeginPlay or inside BeginPlay

code: bool IsActorReadyForReplication() const


description: Unmap all references to this object, so that if later we receive this object again, we can remap the original references

code: void MoveMappedObjectToUnmapped ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: virtual void NotifyActorChannelOpen ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FInBunch](API\Runtime\Engine\Net\FInBunch) & InBunch )


code: bool ObjectHasReplicator ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Obj ) const


description: If not queueing the RPC, prepare the channel for replicating the call.

code: void PrepareForRemoteFunction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObj )


code: void ProcessBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: UChannelinterface. Initialize this channel for the given connection and index.

code: virtual void Init ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, int32 InChIndex, EChannelCreateFlags CreateFlags )


description: Queue a function bunch for this channel to be sent on the next property update.

code: void QueueRemoteFunctionBunch ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CallTarget, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Func, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch )


description: Reads the header of the content block and instantiates the subobject if necessary

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReadContentBlockHeader ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch, bool & bObjectDeleted, bool & bOutHasRepLayout )


description: Reads content block header and payload

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReadContentBlockPayload ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch, [FNetBitReader](API\Runtime\CoreUObject\UObject\FNetBitReader) & OutPayload, bool & bOutHasRepLayout )


description: Reads property/function header and data blob from network stream

code: bool ReadFieldHeaderAndPayload ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FClassNetCache](API\Runtime\CoreUObject\UObject\FClassNetCache) * ClassCache, [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) * NetFieldExportGroup, [FNetBitReader](API\Runtime\CoreUObject\UObject\FNetBitReader) & Bunch, const [FFieldNetCache](API\Runtime\CoreUObject\UObject\FFieldNetCache) ** OutField, [FNetBitReader](API\Runtime\CoreUObject\UObject\FNetBitReader) & OutPayload ) const


description: Returns true if channel is ready to go dormant (e.g., all outstanding property updates have been ACK'd)

code: virtual bool ReadyForDormancy ( bool debug )


description: Handle an incoming bunch.

code: virtual void ReceivedBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Negative acknowledgment processing.

code: virtual void ReceivedNak ( int32 NakPacketId )


code: void ReleaseReferences ( bool bKeepReplicators )


description: Replicate this channel's actor differences. Returns how many bits were replicated (does not include non-bunch packet overhead)

code: int64 ReplicateActor()


description: Replicates given subobject on this actor channel

code: bool ReplicateSubobject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) RepFlags )


description: Replicates an ActorComponent subobject. Used to catch ActorChannels who are using the registration list while their Owner is not flagged to use it

code: bool ReplicateSubobject ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ActorChannel, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) RepFlags )


description: Custom implementation for ReplicateSubobject when RepFlags.bUseCustomSubobjectReplication is true

code: virtual bool ReplicateSubobjectCustom ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, const [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) & RepFlags )


description: Utility template for replicating list of replicated subobjects

code: template<typename Type> bool ReplicateSubobjectList ( [TArray](API\Runtime\Core\Containers\TArray)< Type * > & ObjectList, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, const [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) & RepFlags )


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 )


description: Set this channel's actor to the given actor. It's expected that InActor is either null (releasing the channel's reference) or a valid actor that is not PendingKill or PendingKillPending.

code: void SetChannelActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, ESetChannelActorFlags Flags )


description: Set the closing flag.

code: virtual void SetClosingFlag()


description: Sets the owner of the next replicated subobjects that will be passed to ReplicateSubObject. The ActorComponent version will choose not to replicate the future subobjects if the component opted to use the registered list.

code: static void SetCurrentSubObjectOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * SubObjectOwner )


code: static void SetCurrentSubObjectOwner ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * SubObjectOwner )


code: void SetForcedSerializeFromRPC ( bool bInFromRPC )


code: void SetSkipRoleSwap ( const bool bShouldSkip )


description: Puts the channel in a state to start becoming dormant. It will not become dormant until ReadyForDormancy returns true in Tick

code: virtual void StartBecomingDormant()


description: Handle time passing on this channel.

code: virtual void Tick()


code: const TCHAR * ToString ( [UActorChannel::ESubObjectDeleteFlag](API\Runtime\Engine\Engine\UActorChannel\ESubObjectDeleteFlag) DeleteFlag )


description: Writes the header for a content block specifically for deleting sub-objects

code: void WriteContentBlockForSubObjectDelete ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & GuidToDelete )


code: void WriteContentBlockForSubObjectDelete ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & GuidToDelete, [ESubObjectDeleteFlag](API\Runtime\Engine\Engine\UActorChannel\ESubObjectDeleteFlag) DeleteFlag )


description: Writes the header for a content block of properties / RPCs for the given object (either the actor a subobject of the actor)

code: void WriteContentBlockHeader ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, FNetBitWriter & Bunch, const bool bHasRepLayout )


description: Writes header and payload of content block

code: int32 WriteContentBlockPayload ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, FNetBitWriter & Bunch, const bool bHasRepLayout, FNetBitWriter & Payload )


description: Writes property/function header and data blob to network stream

code: int32 WriteFieldHeaderAndPayload ( FNetBitWriter & Bunch, const [FClassNetCache](API\Runtime\CoreUObject\UObject\FClassNetCache) * ClassCache, const [FFieldNetCache](API\Runtime\CoreUObject\UObject\FFieldNetCache) * FieldCache, [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) * NetFieldExportGroup, FNetBitWriter & Payload, bool bIgnoreInternalAck )


description: Default constructor

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


className: UActorContainer

description: Actor container class used to duplicate actors during cells streaming in PIE.

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

Actors

type: TMap<FName,TO...


className: UActorChannel

code: class UActorChannel : public [UChannel](API\Runtime\Engine\Engine\UChannel)

Actor

type: TObjectPtr<AAc...

description: Variables.

ActorNetGUID

type: FNetworkGUID

ActorReplicator

type: TSharedPtr<FOb...

bBlockChannelFailure

description: Whether or not to block sending of NMT_ActorChannelFailure (for NetcodeUnitTest)

bClearRecentActorRefs

description: Whether we should nullptr references to this channel's Actor in other channels' Recent data when this channel is closed set to false in cases where the Actor can't become relevant again (e.g. destruction) as it's unnecessary in that case

LastUpdateTime

type: double

PendingGuidResolves

type: TSet<FNetworkG...

QueuedBunches

type: TArray< classF...

description: Async networking loading support state.

QueuedCloseReason

type: EChannelCloseRe...

QueuedMustBeMappedGuidsInLastBunch

type: TArray<FNetwor...

RelevantTime

description: Variables.

ReplicationMap

type: TMap<UObject&...


description: Call to start acquiring a list of chunks

code: virtual void AcquireChunkList ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ChunkList, FAssetManagerAcquireResourceDelegate CompleteDelegate, [EChunkPriority::Type](API\Runtime\Core\GenericPlatform\EChunkPriority__Type) Priority, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > StalledHandle )


description: Acquires a set of chunks using the platform chunk layer, then calls the passed in callback

code: virtual void AcquireResourcesForAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetList, FAssetManagerAcquireResourceDelegateEx CompleteDelegate, [EChunkPriority::Type](API\Runtime\Core\GenericPlatform\EChunkPriority__Type) Priority )


code: virtual void AcquireResourcesForAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetList, FAssetManagerAcquireResourceDelegate CompleteDelegate, [EChunkPriority::Type](API\Runtime\Core\GenericPlatform\EChunkPriority__Type) Priority )


description: Acquires a set of chunks using the platform chunk layer, then calls the passed in callback. This will download all bundles of a primary asset

code: virtual void AcquireResourcesForPrimaryAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & PrimaryAssetList, FAssetManagerAcquireResourceDelegate CompleteDelegate, [EChunkPriority::Type](API\Runtime\Core\GenericPlatform\EChunkPriority__Type) Priority )


description: Register a new asset search root of the form /AssetRoot, will notify other systems about change

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


description:
Adds or updates a Dynamic asset, which is a runtime-specified asset that has no on disk representation, so has noFAssetData. But it can have bundle state and a path.
True if added

code: virtual bool AddDynamicAsset ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath, const [FAssetBundleData](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleData) & BundleData )


description: Apply a single custom primary asset rule, calls function below

code: virtual void ApplyCustomPrimaryAssetRulesOverride ( const [FPrimaryAssetRulesCustomOverride](API\Runtime\Engine\Engine\FPrimaryAssetRulesCustomOverride) & CustomOverride )


description: Handles applying Asset Labels and should be overridden to do any game-specific labelling

code: virtual void ApplyPrimaryAssetLabels()


className: AssetSearchRootsVirtualPath

description: Virtual path $AssetSearchRoots, replaced with all roots including defaults like /Game

code: static const [FString](API\Runtime\Core\Containers\FString) AssetSearchRootsVirtualPath = TEXT("$AssetSearchRoots");


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: and the managers will be reported in the OutConflictIds field.

code: EPrimaryAssetCookRule CalculateCookRuleUnion ( const [TMap](API\Runtime\Core\Containers\TMap)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [UE::AssetRegistry::EDependencyProperty](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyPr-) > & Managers, [TOptional](API\Runtime\Core\IO\TOptional)< TPair< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) >> * OutConflictIds ) const


description: Register a delegate to call when the asset manager singleton is spawned, if this has already happened call immediately

code: static void CallOrRegister_OnAssetManagerCreated ( FSimpleMulticastDelegate::FDelegate && Delegate )


description: Register a delegate to call when all types are scanned at startup, if this has already happened call immediately

code: static void CallOrRegister_OnCompletedInitialScan ( FSimpleMulticastDelegate::FDelegate && Delegate )


description:
Changes the bundle state of all loaded primary assets. Only assets matching OldBundles will be modified You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called before function returns.
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > ChangeBundleStateForMatchingPrimaryAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & NewBundles, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OldBundles, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description:
Changes the bundle state of a set of loaded primary assets. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called before function returns.
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > ChangeBundleStateForPrimaryAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & AssetsToChange, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AddBundles, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RemoveBundles, bool bRemoveAllBundles, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description: Creates a PrimaryAssetId from a chunk id

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) CreatePrimaryAssetIdFromChunkId ( int32 ChunkId )


description: Helper function to check if a single asset passes restrictions in SearchRules, this can be used when an asset is manually registered

code: virtual bool DoesAssetMatchSearchRules ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [FAssetManagerSearchRules](API\Runtime\Engine\Engine\FAssetManagerSearchRules) & Rules ) const


description: If bShouldManagerDetermineTypeAndName is true in settings, this function is used to determine the primary asset id for any object that does not have it's own implementation. Games can override the behavior here or call it from other places

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) DeterminePrimaryAssetIdForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Sees if a specific primary asset passes the custom override filter, subclass this to handle FilterString

code: virtual bool DoesPrimaryAssetMatchCustomOverride ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, const [FPrimaryAssetRulesCustomOverride](API\Runtime\Engine\Engine\FPrimaryAssetRulesCustomOverride) & CustomOverride ) const


description: Dumps information about the Asset Registry to log

code: static void DumpAssetRegistryInfo()


description: Dumps out summary of managed types to log

code: static void DumpAssetTypeSummary()


description: Shows a list of all bundles for the specified primary asset by primary asset id (i.e. Map:Entry)

code: static void DumpBundlesForAsset ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Args )


description: Dumps out list of loaded asset bundles to log

code: static void DumpLoadedAssetState()


description: Dumps out list of primary asset -> managed assets to log

code: static void DumpReferencersForPackage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames )


description: Called after PIE ends, resets loading state

code: virtual void EndPIE ( bool bStartSimulate )


className: DynamicSearchRootsVirtualPath

description: Virtual path $DynamicSearchRoots, replaced with dynamically added asset roots

code: static const [FString](API\Runtime\Core\Containers\FString) DynamicSearchRootsVirtualPath = TEXT("$DynamicSearchRoots");


description: Expands a list of paths that potentially use virtual paths into real directory and package paths. Returns true if any changes were made

code: virtual bool ExpandVirtualPaths ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InOutPaths ) const


description: Extracts a chunk id from a primary asset id, returns INDEX_NONE if it is not PackageChunkType

code: static int32 ExtractChunkIdFromPrimaryAssetId ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId )


description: Extracts all FSoftObjectPaths from a Class/Struct

code: virtual void ExtractSoftObjectPaths ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct, const void * StructValue, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & FoundAssetReferences, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PropertiesToSkip ) const


description: Parses AssetData to extract the primary type/name from it. This works even if it isn't in the directory

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) ExtractPrimaryAssetIdFromData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) SuggestedType ) const


description: Finishes initial loading, gets called from end ofEngine::Init()

code: virtual void FinishInitialLoading()


description: Returns the list of Chunks that are not currently mounted, and are required to load the referenced assets. Returns true if any chunks are missing

code: virtual bool FindMissingChunkList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutMissingChunkList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutErrorChunkList ) const


className: FPendingChunkInstall

description: Defines a set of chunk installs that are waiting

code: struct FPendingChunkInstall

ManualCallback

type: FAssetManagerAc...

description: Delegate to call on completion, may be empty

PendingChunks

type: TArray< int32 >

description: Chunks we are still waiting for

RequestedChunks

description: Chunks we originally requested

StalledStreamableHandle

type: TSharedPtr<FSt...

description: Stalled streamable handle waiting for this install, may be null


description: Scans the respective PackagePath for public assets to include in PackagesToCook

code: virtual void GatherPublicAssetsForPackage ( [FName](API\Runtime\Core\UObject\FName) PackagePath, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook ) const


description: Returns the current AssetManager object

code: static [UAssetManager](API\Runtime\Engine\Engine\UAssetManager) & Get()


description: Finds all the referencers for a set of packages. Recursively will get all the referencers up to the max depth

code: static void GetAllReferencersForPackage ( [TSet](API\Runtime\Core\Containers\TSet)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutFoundAssets, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InPackageNames, int32 MaxDepth )


description: Appends all AssetBundleInfos inside a given scope

code: virtual bool GetAssetBundleEntries ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & BundleScope, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetBundleEntry](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleEntry) > & OutEntries ) const


description: Returns a single AssetBundleInfo, matching Scope and Name

code: virtual [FAssetBundleEntry](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleEntry) GetAssetBundleEntry ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & BundleScope, [FName](API\Runtime\Core\UObject\FName) BundleName ) const


description: Gets theFAssetDataat a specific path, handles redirectors and blueprint classes correctly. Returns true if it found a valid data

code: virtual bool GetAssetDataForPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Internal helper function that attempts to get asset data from the specified path; Accounts for possibility of blueprint classes ending in _C

code: virtual void GetAssetDataForPathInternal ( class [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & AssetRegistry, const [FString](API\Runtime\Core\Containers\FString) & AssetPath, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & OutAssetData ) const


description: Turns anFAssetDataintoFSoftObjectPath, handles adding _C as necessary

code: virtual [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetAssetPathForData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Accessor for asset registry

code: [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) & GetAssetRegistry() const


description: Returns all the game asset roots, includes /Game by default and any dynamic ones

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetAssetSearchRoots ( bool bIncludeDefaultRoots ) const


description: Get the encryption key guid attached to this primary asset. Can be invalid if the asset is not encrypted

code: virtual void GetCachedPrimaryAssetEncryptionKeyGuid ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) InPrimaryAssetId, [FGuid](API\Runtime\Core\Misc\FGuid) & OutGuid )


description:
Retrieve the encryption key guid for a given chunk ID
If chunk ID is valid and references and encrypted chunk, returns the key guid. Otherwise, returns an empty guid

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetChunkEncryptionKeyGuid ( int32 InChunkId ) const


description: Returns the chunk information map computed during UpdateManagementDatabase

code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FAssetManagerChunkInfo](API\Runtime\Engine\Engine\FAssetManagerChunkInfo) > & GetChunkManagementMap() const


description: Gathers information about which assets the game wishes to encrypt into named groups

code: virtual void GetContentEncryptionConfig ( [FContentEncryptionConfig](API\Runtime\Engine\Engine\FContentEncryptionConfig) & OutContentEncryptionConfig )


description: For a given content encryption group name (as defined in the content encryption config that the project provides, return the relevant chunk ID

code: virtual int32 GetContentEncryptionGroupChunkID ( [FName](API\Runtime\Core\UObject\FName) InGroupName ) const


description: Returns the root path for the package name or path (i.e. /Game/MyPackage would return /Game/ ). This works even if the root is not yet mounted

code: static bool GetContentRootPathFromPackageName ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, [FString](API\Runtime\Core\Containers\FString) & OutContentRootPath )


description: Get the asset registry tag name for encryption key data


description: Returns the current global singleton AssetManager if it has been constructed, null otherwise

code: static [UAssetManager](API\Runtime\Engine\Engine\UAssetManager) * GetIfInitialized()


description: Deprecated* AssetManager is now always constructed duringUEngine::InitializeObjectReferences. Call GetIfInitialized instead if you need to check whether it has not yet been initialized.

code: static [UAssetManager](API\Runtime\Engine\Engine\UAssetManager) * GetIfValid()


description: Returns list of asset packages managed by primary asset

code: virtual bool GetManagedPackageList ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AssetPackageList ) const


description: Returns the NameData for a specific type/name pair

code: FPrimaryAssetData * GetNameData ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, bool bCheckRedirector )


code: const FPrimaryAssetData * GetNameData ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, bool bCheckRedirector ) const