code: void AddPackage ( [FName](API\Runtime\Core\UObject\FName) InGroupName, [FName](API\Runtime\Core\UObject\FName) InPackageName )


module: Engine

code: void AddReleasedKey ( [FGuid](API\Runtime\Core\Misc\FGuid) InKey )


code: void DissolveGroups ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InGroupsToDissolve )


className: EAllowedReferences

code: enum EAllowedReferences { None, Soft, All, }


className: EGroupType

code: enum EGroupType { Root, Explicit, }


className: FGroup

code: struct FGroup

AllowedReferences

type: EAllowedReferen...

GroupType

type: EGroupType

NonAssetFiles

type: TSet<FString>

PackageNames

type: TSet<FName>


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & GetReleasedKeys() const


code: const [TGroupMap](API\Runtime\Engine\Engine\FContentEncryptionConfig\TGroupMap) & GetPackageGroupMap() const


code: void SetAllowedReferences ( [FName](API\Runtime\Core\UObject\FName) InGroupName, [EAllowedReferences](API\Runtime\Engine\Engine\FContentEncryptionConfig\EAllowedReferences) InAllowedReferences )


code: void SetGroupType ( [FName](API\Runtime\Core\UObject\FName) InGroupName, [EGroupType](API\Runtime\Engine\Engine\FContentEncryptionConfig\EGroupType) InGroupType )


className: TGroupMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGroup](API\Runtime\Engine\Engine\FContentEncryptionConfig\FGroup) > TGroupMap


className: FContentEncryptionConfig

description: Project specific configuration for content encryption

code: class FContentEncryptionConfig


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FConvolutionBloomSettings

code: struct FConvolutionBloomSettings

BufferScale

type: float

description: Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen.

CenterUV

description: The UV location of the center of the kernel. Should be very close to (.5,.5)

PreFilterMax

description: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).

ScatterDispersion

description: Intensity multiplier on the scatter dispersion energy of the kernel.

Size

description: Relative size of the convolution kernel image compared to the minor axis of the viewport

Texture

type: TObjectPtr< cla...

description: Texture to replace default convolution bloom kernel


code: FCullDistanceSizePair ( float InSize, float InCullDistance )


className: FCullDistanceSizePair

description: Helper structure containing size and cull distance pair.

code: struct FCullDistanceSizePair

CullDistance

description: Cull distance associated with size.

Size

description: Size to associate with cull distance.


className: FCurveEdEntry

description: Information about a particule curve being viewed. Property could be anFInterpCurve, a DistributionFloat or a DistributionVector

code: struct FCurveEdEntry

CurveColor

type: FColor

CurveName

type: FString


code: FCurveEdTab ( [FString](API\Runtime\Core\Containers\FString) InTabName, float InViewStartInput, float InViewEndInput, float InViewStartOutput, float InViewEndOutput )


className: FCurveEdTab

code: struct FCurveEdTab

Curves

type: TArray< struct ...

ViewStartInput

description: Remember the view setting for each tab.


description: Get the curve straight from the row handle

code: [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * GetCurve ( const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


description:
Evaluate the curve if it is valid
The value of the curve if valid, 0 if not

code: float Eval ( float XValue, const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


description: Get the rich curve straight from the row handle

code: [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) * GetRichCurve ( const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


description: Get the simple curve straight from the row handle

code: [FSimpleCurve](API\Runtime\Engine\Curves\FSimpleCurve) * GetSimpleCurve ( const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


description: Returns true if this handle is specifically pointing to nothing

code: bool IsNull() const


description: Returns true if the curve is valid

code: bool IsValid ( const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


description:
Evaluate the curve if it is valid
True if it filled out YValue with a valid number, false otherwise

code: bool Eval ( float XValue, float * YValue, const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


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


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


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


className: FCurveTableRowHandle

description: Handle to a particular row in a table.

code: struct FCurveTableRowHandle

CurveTable

type: TObjectPtr< con...

description: Pointer to table we want a row from

RowName

type: FName

description: Name of row in the table that we want


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


className: FCustomChannelSetup

description: Structure for custom channel setup information.

code: struct FCustomChannelSetup

bStaticObject

type: bool

description: Specifies if this is static object.

bTraceType

description: Sets meta data TraceType="1" for the enum entry if true.

Channel

type: TEnumAsByte< en...

description: Which channel you'd like to customize

DefaultResponse

description: Default Response for the channel

Name

description: Name used in editor and metadata to refer to this channel


className: FCustomProfile

description: if you'd like to just add custom channels, not changing anything else engine defined if you'd like to override all about profile, please use +Profiles=(Name=NameOfProfileYouLikeToOverwrite,....)

code: struct FCustomProfile

CustomResponses

type: TArray<FRespon...

description: Types of objects that this physics objects will collide with.

description: Name of new profile to add


className: ClassID

description: ID for this class. NOTE this must be unique for all damage events.

code: static const int32 ClassID = 0;


description: This is for compatibility with old-style functions which want a unified set of hit data regardless of type of hit. Ideally this will go away over time.

code: virtual void GetBestHitInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) const * HitActor, [AActor](API\Runtime\Engine\GameFramework\AActor) const * HitInstigator, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHitInfo, FVector & OutImpulseDir ) const


code: virtual bool IsOfType ( int32 InID ) const


description: Default constructor (no initialization).

code: FDamageEvent()


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


code: FDamageEvent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > InDamageTypeClass )


description: Searches DataTable for all rows that contain entries with RowContents in the column named ColumnName and returns them.

code: template<class T> void GetRows ( [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutRows, const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


className: FDamageEvent

description: Event used byAActor::TakeDamageand related functions

code: struct FDamageEvent

DamageTypeClass

type: TSubclassOf<UD...

description: Optional DamageType for this event.


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


code: bool IsNull() const


description: Get the row straight from the row handle

code: template<class T> T * GetRow ( const TCHAR * ContextString ) const


className: FDataTableCategoryHandle

description: Handle to a particular set of rows in a table

code: struct FDataTableCategoryHandle

ColumnName

description: Name of column in the table that we want

DataTable

description: Pointer to table we want a row from

RowContents

description: Contents of rows in the table that we want


code: template<class T> T * GetRow ( const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


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


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


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


code: [FString](API\Runtime\Core\Containers\FString) ToDebugString ( bool bUseFullPath ) const


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


className: FDataTableRowHandle

description: Handle to a particular row in a table

code: struct FDataTableRowHandle

DataTable

description: Pointer to table we want a row from

RowName

description: Name of row in the table that we want


code: FDebugCameraControllerSettingsViewModeIndex ( EViewModeIndex InViewModeIndex )


className: FDebugDisplayProperty

description: DrawStatsHUD

code: struct FDebugDisplayProperty

bSpecialProperty

type: uint32: 1

description: Whether PropertyName is a "special" value not directly mapping to a real property (e.g. state name)

Obj

description: The object whose property to display. If this is a class, all objects of that class are drawn.

PropertyName

description: Name of the property to display

WithinClass

type: TSubclassOf< cl...

description: If Obj is a class and WithinClass is not nullptr, further limit the display to objects that have an Outer of WithinClass


description: Record a new Sample. if bAutoAdjustMinMax is true, this new value will potentially adjust those bounds. Otherwise value will be clamped before being recorded. If MaxSamples is exceeded, old values will be deleted.

code: void AddSample ( float const & FloatValue )


description: Default constructor.

code: FDebugDisplayProperty()


description: Max value. This could be either the max value recorded or max value allowed depending on 'bAutoAdjustMinMax'.

code: float GetMaxValue() const


description: Min value. This could either be the min value recorded or min value allowed depending on 'bAutoAdjustMinMax'.

code: float GetMinValue() const


description: Number of Samples currently recorded

code: int GetNumSamples() const


description: Range between Min and Max values

code: float GetMinMaxRange() const


description: Read access to Samples array

code: [TArray](API\Runtime\Core\Containers\TArray)< float > const & GetSamples() const


className: FDebugFloatHistory

description: Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory.

code: struct FDebugFloatHistory

bAutoAdjustMinMax

description: Auto adjust Min/Max as new values are recorded?

MaxSamples

description: Max Samples to record.

MaxValue

description: Max value to record.

MinValue

description: Min value to record.


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


className: FDebuggingInfoForSingleFunction

code: struct FDebuggingInfoForSingleFunction

LineNumberToSourceNodeMap

type: TMap< int32,TW...

description: Reverse map from code offset to source node.

LineNumberToSourcePinMap

type: TMap< int32,FE...

description: Reverse map from code offset to source pin.

type: TMap< int32,TA...

description: Reverse map from code offset to outer expansion (tunnel instance) source nodes.

PureNodeScriptCodeRangeMap

type: TMap<TWeakObje...

description: Map from source node (impure) to pure node script code range.

SourcePinToLineNumbersMap

type: TMultiMap<FEdG...

description: Reverse map from source pin to mapped code offset(s)


className: FDelayedIncomingPacket

code: struct FDelayedIncomingPacket

PacketData

type: TUniquePtr<FBi...

ReinjectionTime

type: double

description: Time at which the packet should be reinjected into the connection


code: FDebugFloatHistory ( int32 const & InMaxSamples, float const & InMinValue, float const & InMaxValue, bool const & InbAutoAdjustMinMax )


code: FDelayedPacket ( uint8 * InData, int32 InSizeBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & InTraits )


className: FDelegateArray

description: Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay.

code: struct FDelegateArray

Delegates

type: TArray<FPlatfo...


className: FDelayedPacket

description: An artificially lagged packet

code: struct FDelayedPacket

Data

type: TArray< uint8 >

description: The packet data to send

SendTime

description: The time at which to send the packet

SizeBits

description: The size of the packet in bits

Traits

type: FOutPacketTrait...

description: The traits applied to the packet


code: FDemoSavedRepObjectState ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InObject, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FRepLayout](API\Runtime\Engine\Net\FRepLayout) > & InRepLayout, [FRepStateStaticBuffer](API\Runtime\Engine\Net\FRepStateStaticBuffer) && InPropertyData )


className: FDemoSavedRepObjectState

code: struct FDemoSavedRepObjectState

Object

type: TWeakObjectPtr<...

PropertyData

type: FRepStateStatic...

RepLayout

type: TSharedPtr< con...


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


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


className: FDepthFieldGlowInfo

description: Info for glow when using depth field rendering

code: struct FDepthFieldGlowInfo

bEnableGlow

description: Whether to turn on the outline glow (depth field fonts only)

GlowColor

type: FLinearColor

description: Base color to use for the glow

GlowInnerRadius

description: If bEnableGlow, outline glow inner radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 1 at GlowInnerRadius.X and 0 at GlowInnerRadius.Y

GlowOuterRadius

description: If bEnableGlow, outline glow outer radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 0 at GlowOuterRadius.X and 1 at GlowOuterRadius.Y


className: KeepRelativeTransform

description: Various preset detachment rules


code: FDetachmentTransformRules ( const [FAttachmentTransformRules](API\Runtime\Engine\Engine\FAttachmentTransformRules) & AttachmentRules, bool bInCallModify )


code: FDetachmentTransformRules ( EDetachmentRule InRule, bool bInCallModify )


code: FDetachmentTransformRules ( EDetachmentRule InLocationRule, EDetachmentRule InRotationRule, EDetachmentRule InScaleRule, bool bInCallModify )


className: FDetachmentTransformRules

description: Rules for detaching components

code: struct FDetachmentTransformRules

bCallModify

type: bool

description: Whether to call Modify() on the components concerned when detaching

LocationRule

type: EDetachmentRule

description: The rule to apply to location when detaching

RotationRule

description: The rule to apply to rotation when detaching

ScaleRule

description: The rule to apply to scale when detaching


code: FDisconnectedClient ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > & InAddress, double InDisconnectTime )


className: FDisconnectedClient

description: Information about disconnected client NetConnection's

code: struct FDisconnectedClient

Address

type: TSharedRef< con...

description: The address of the client

DisconnectTime

description: The time at which the client disconnected


description: Equality operator.

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


description: Inequality operator.

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


className: FDisplacementScaling

code: struct FDisplacementScaling

Center

type: float


code: void DrawString ( const [FString](API\Runtime\Core\Containers\FString) & InDebugString, const float & OptionalXOffset )


code: void Initialize ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * InCanvas, const [UFont](API\Runtime\Engine\Engine\UFont) * NewFont, FVector2D InInitialPosition )


code: void SetDrawColor ( const [FColor](API\Runtime\Core\Math\FColor) & NewColor )


code: void SetFont ( const [UFont](API\Runtime\Engine\Engine\UFont) * NewFont )


code: void SetLinearDrawColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor )


code: void SetYPos ( const float NewYPos )


code: void ShiftYDrawPosition ( const float & YOffset )


className: FDisplayDebugManager

code: struct FDisplayDebugManager


className: FDistanceVisibleLevel

description: Helper structure which holds results of distance queries to a world composition

code: struct FDistanceVisibleLevel

StreamingLevel

type: ULevelStreaming...


className: FDynamicTextureInstance

description: SerializedULevelinformation about dynamic texture instances

code: struct FDynamicTextureInstance : public [FStreamableTextureInstance](API\Runtime\Engine\Engine\FStreamableTextureInstance)

bAttached

description: Whether the primitive that uses this texture is attached to the scene or not.

OriginalRadius

description: Original bounding sphere radius, at the time the TexelFactor was calculated originally.

Texture

type: TObjectPtr<UTe...

description: Texture that is used by a dynamicUPrimitiveComponent.


className: FDropNoteInfo

description: Info about one note dropped in the map during PIE.

code: struct FDropNoteInfo

Comment

type: FString

description: Text to assign to Note actor in edited level.

Location

type: FVector

description: Location to create Note actor in edited level.

Rotation

type: FRotator

description: Rotation to create Note actor in edited level.


className: FDynamicResolutionStateInfos

description: Information about the state of dynamic resolution.

code: struct FDynamicResolutionStateInfos

ResolutionFractionApproximations

type: DynamicRenderSc...

description: Approximation of the resolution fraction being applied.

ResolutionFractionUpperBounds

description: Maximum resolution fraction set, always MaxResolutionFraction >= ResolutionFractionApproximation.

Status

type: EDynamicResolut...

description: Status of dynamic resolution.


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


code: FEditedDocumentInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InEditedObject )


code: FEditedDocumentInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InEditedObject, FVector2D & InSavedViewOffset, float InSavedZoomAmount )


className: FEditorTickableLevelBounds

description: Ticks only in the editor, regardless of viewport 'Realtime' option

code: class FEditorTickableLevelBounds : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


className: FEditedDocumentInfo

code: struct FEditedDocumentInfo

EditedObjectPath

type: FSoftObjectPath

description: Edited object

SavedViewOffset

description: Saved view position

SavedZoomAmount

description: Saved zoom amount


code: FEncryptionKeyResponse ( EEncryptionResponse InResponse, const [FString](API\Runtime\Core\Containers\FString) & InErrorMsg )


description: Function used to describe this tick for active tick reporting.

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


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


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FEndPhysicsTickFunction

description: Tick function that ends the physics tick

code: struct FEndPhysicsTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Target

type: UWorld*

description: World this tick function belongs to


className: FEventGraphFastCallPair

code: struct FEventGraphFastCallPair

FunctionToPatch

type: TObjectPtr<UFu...


code: void SetFromString ( const TCHAR * In )


code: bool operator() ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & Info )


code: bool operator() ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) * Info )


code: FFastOverlapInfoCompare ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & BaseInfo )


className: FFastOverlapInfoCompare

description: Predicate for comparing FOverlapInfos when exact weak object pointer index/serial numbers should match, assuming one is not null and not invalid. Compare to operator== for WeakObjectPtr which does both HasSameIndexAndSerialNumber _and_IsValid() checks on both pointers.

code: struct FFastOverlapInfoCompare


className: FEncryptionKeyResponse

code: struct FEncryptionKeyResponse

EncryptionData

type: FEncryptionData

description: Encryption data

ErrorMsg

description: Error message related to the response

Response

type: EEncryptionResp...

description: Result of the encryption key request


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


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FFieldRemapInfo

description: Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary

code: struct FFieldRemapInfo

FieldClass

type: FName

description: The new name of the field's outer class if different from its original location, or NAME_None if it hasn't moved

FieldName

description: The new name of the field after being renamed


className: FExposureSettings

description: Settings to allow designers to override the automatic expose

code: struct FExposureSettings

bFixed

type: bool

description: True: fixed exposure using the LogOffset value, false: automatic eye adaptation

description: EV100 settings for fixed mode.


className: FFilmStockSettings

code: struct FFilmStockSettings


className: Super

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


code: FFloatRK4SpringInterpolator ( const [Super](API\Runtime\Engine\Engine\FRK4SpringInterpolator) & Other )


description:
Serialization.
true if serialization was successful.

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


code: struct FFloatRK4SpringInterpolator : public [FRK4SpringInterpolator< float >](API\Runtime\Engine\Engine\FRK4SpringInterpolator)


className: FFontCharacter

description: This struct is serialized using native serialization so any changes to it require a package version bump.

code: struct FFontCharacter


description: Default constructor.

code: FFontImportOptionsData()


className: FFontImportOptionsData

description: Font import options

code: struct FFontImportOptionsData

bAlphaOnly

type: uint32: 1

description: If true then forces PF_G8 and only maintains Alpha value and discards color

bCreatePrintableOnly

description: Skips generation of glyphs for any characters that are not considered 'printable'

bEnableAntialiasing

description: Whether the font should be antialiased or not. Usually you should leave this enabled.

bEnableBold

description: Whether the font should be generated in bold or not

bEnableDropShadow

description: Enables a very simple, 1-pixel, black colored drop shadow for the generated font

bEnableItalic

description: Whether the font should be generated in italics or not

bEnableLegacyMode

description: Enables legacy font import mode.

bEnableUnderline

description: Whether the font should be generated with an underline or not

bIncludeASCIIRange

description: When specifying a range of characters and this is enabled, forces ASCII characters (0 thru 255) to be included as well

bUseDistanceFieldAlpha

description: If true then the alpha channel of the font textures will store a distance field instead of a color mask

CharacterSet

type: TEnumAsByte< en...

description: Character set for this font

Chars

description: Explicit list of characters to include in the font

CharsFilePath

description: Path on disk to a folder where files that contain a list of characters to include in the font

CharsFileWildcard

description: File mask wildcard that specifies which files within the CharsFilePath to scan for characters in include in the font

DistanceFieldScaleFactor

description: Scale factor determines how big to scale the font bitmap during import when generating distance field values Note that higher values give better quality but importing will take much longer.

DistanceFieldScanRadiusScale

description: Shrinks or expands the scan radius used to determine the silhouette of the font edges.

ExtendBoxBottom

description: How much to extend the bottom of the UV coordinate rectangle for each character in pixels

ExtendBoxLeft

description: How much to extend the left of the UV coordinate rectangle for each character in pixels

ExtendBoxRight

description: How much to extend the right of the UV coordinate rectangle for each character in pixels

ExtendBoxTop

description: How much to extend the top of the UV coordinate rectangle for each character in pixels

FontName

description: Name of the typeface for the font to import

ForegroundColor

type: FLinearColor

description: Color of the foreground font pixels.

Height

description: Height of font (point size)

Kerning

description: The initial horizontal spacing adjustment between rendered characters.

TexturePageMaxHeight

description: The maximum vertical size of a texture page for this font in pixels.

TexturePageWidth

description: Horizontal size of each texture page for this font in pixels

UnicodeRange

description: Range of Unicode character values to include in the font.

XPadding

description: Horizontal padding between each font character on the texture page in pixels

YPadding

description: Vertical padding between each font character on the texture page in pixels


className: FFontRenderInfo

description: Information used in font rendering

code: struct FFontRenderInfo

bClipText

description: Whether to clip text

bEnableShadow

description: Whether to turn on shadowing

GlowInfo

type: FDepthFieldGlow...

description: Depth field glow parameters (only usable if font was imported with a depth field)


className: FFractureEffect

description: Struct used to hold effects for destructible damage events

code: struct FFractureEffect

ParticleSystem

type: TObjectPtr< cla...

description: Particle system effect to play at fracture location.

Sound

description: Sound cue to play at fracture location.


className: FFullyLoadedPackagesInfo

description: Struct to help hold information about packages needing to be fully-loaded for DLC, etc.

code: struct FFullyLoadedPackagesInfo

FullyLoadType

description: When to load these packages

LoadedObjects

type: TArray<TObject...

description: List of objects that were loaded, for faster cleanup

PackagesToLoad

type: TArray<FName>

description: The list of packages that will be fully loaded when the above Map is loaded

Tag

type: FString

description: When this map or gametype is loaded, the packages in the following array will be loaded and added to root, then removed from root when map is unloaded


className: FGameInstancePIEParameters

description: Parameters used to initialize / start a PIE game instance.

code: struct FGameInstancePIEParameters

bAnyBlueprintErrors

description: Were there any BP compile errors?

bIsPrimaryPIEClient

description: Is this the primary PIE client?

bRunAsDedicated

description: Is this a dedicated server instance for PIE?

bSimulateInEditor

description: Are we doing SIE instead of PIE?

bStartInSpectatorMode

description: Should we start in spectator mode?

EditorPlaySettings

type: ULevelEditorPla...

description: Kept alive externally.

NetMode

type: EPlayNetMode

description: Which net mode should this PIE instance start in? Affects which maps are loaded.

OverrideMapURL

description: The map we should force the game to load instead of the one currently running in the editor. Blank for no override.

PIEStartTime

type: double

description: What time did we start PIE in the editor?

WorldFeatureLevel

type: ERHIFeatureLeve...

description: The feature level that PIE world should use.


code: static [FGameInstancePIEResult](API\Runtime\Engine\Engine\FGameInstancePIEResult) Failure ( const [FText](API\Runtime\Core\Internationalization\FText) & InReason )


className: FGameInstancePIEResult

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

code: struct FGameInstancePIEResult

bSuccess

description: Did the PIE operation succeed?

FailureReason

type: FText

description: If not, what was the failure reason.


className: FGameNameRedirect

code: struct FGameNameRedirect


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FHardwareCursorReference

code: struct FHardwareCursorReference

CursorPath

description: Specify the partial game content path to the hardware cursor.

HotSpot

description: HotSpot needs to be in normalized (0..1) coordinates since it may apply to different resolution images.


className: FGeomSelection

description: Selection information for geometry mode.

code: struct FGeomSelection


className: FGaussianSumBloomSettings

code: struct FGaussianSumBloomSettings

type: float

description: Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

description: Bloom1 tint color

description: Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

description: Bloom2 tint color

description: Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

description: Bloom3 tint color

description: Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

description: Bloom4 tint color

description: Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

description: Bloom5 tint color

description: Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

description: Bloom6 tint color

Intensity

description: Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

SizeScale

description: Scale for all bloom sizes

Threshold

description: Minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter


description: Utility to return the Actor that owns the Component that was hit.

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


description: Utility to return the Component that was hit.

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetComponent() const


description: Static utility function that returns the number of blocking hits in array.

code: static int32 GetNumBlockingHits ( const [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & InHits )


description: Static utility function that returns the number of overlapping hits in array.

code: static int32 GetNumOverlapHits ( const [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & InHits )


code: bool HasValidHitObjectHandle() const


description: Get a copy of the HitResult with relevant information reversed. For example when receiving a hit from another object, we reverse the normals.

code: static [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetReversedHit ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Initialize empty hit result with given time.

code: void Init()


description: Initialize empty hit result with given time, TraceStart, and TraceEnd

code: void Init ( FVector Start, FVector End )


description: Return true if there was a blocking hit that was not caused by starting in penetration.

code: bool IsValidBlockingHit() const


description: Optimized serialize function

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


description: Reset hit result while optionally saving TraceStart and TraceEnd.

code: void Reset ( float InTime, bool bPreserveTraceData )


description: Static utility function that returns the first 'blocking' hit in an array of results.

code: static [FHitResult](API\Runtime\Engine\Engine\FHitResult) * GetFirstBlockingHit ( [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & InHits )


code: FHitResult ( FVector Start, FVector End )


description: Ctor for easily creating "fake" hits from limited data.

code: FHitResult ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, FVector const & HitLoc, FVector const & HitNorm )


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


className: FHitResult

description: Structure containing information about one hit of a trace, such as point of impact and surface normal at that point.

code: struct FHitResult

bBlockingHit

type: uint8:  1

description: Indicates if this hit was a result of blocking collision.

BoneName

description: Name of bone we hit (for skeletal meshes).

bStartPenetrating

description: Whether the trace started in penetration, i.e. with an initial blocking overlap.

Component

type: TWeakObjectPtr<...

description: PrimitiveComponent hit by the trace.

Distance

description: The distance from the TraceStart to the Location in world space.

ElementIndex

description: Indexto item that was hit, also hit primitive specific.

FaceIndex

description: Face index we hit (for complex hits with triangle meshes).

HitObjectHandle

type: FActorInstanceH...

description: Handle to the object hit by the trace.

ImpactNormal

description: Normal of the hit in world space, for the object that was hit by the sweep, if any.

ImpactPoint

description: Location in world space of the actual contact of the trace shape (box, sphere, ray, etc) with the impacted object.

Item

description: Extra data about item that was hit (hit primitive specific).

Location

description: The location in world space where the moving shape would end up against the impacted object, if there is a hit.

MyBoneName

description: Name of themybone which took part in hit event (in case of two skeletal meshes colliding).

MyItem

description: If the hit result is from a collision this will have extra info about the item that hit the second item.

Normal

description: Normal of the hit in world space, for the object that was swept.

PenetrationDepth

description: If this test started in penetration (bStartPenetrating is true) and a depenetration vector can be computed, this value is the distance along Normal that will result in moving out of penetration.

PhysMaterial

description: Physical material that was hit.

Time

description: 'Time' of impact along trace direction (ranging from 0.0 to 1.0) if there is a hit, indicating time between TraceStart and TraceEnd.

TraceEnd

description: End location of the trace; this is NOT where the impact occurred (if any), but the furthest point in the attempted sweep.

TraceStart

description: Start location of the trace.


className: FHitResultNetSerializerConfig

code: struct FHitResultNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


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


code: FHLODInstancingKey ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


className: FHLODInstancingKey

description: Mesh/Material pair used as a key to insert/retrieve instances in the LODActor.

code: struct FHLODInstancingKey

Material

type: TObjectPtr< con...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FInstancedStaticMeshVertexFactoryUniformShaderParameters](API\Runtime\Engine\Engine\FInstancedStatic-) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdInstanceCustomDataBuffer


code: void BindBuffersToVertexFactories()


className: FInstancedStaticMeshDataType

code: struct FInstancedStaticMeshDataType

InstanceCustomDataSRV

type: FRHIShaderResou...

type: FVertexStreamCo...

description: The stream to read the Lightmap Bias and Random instance ID from.

InstanceOriginComponent

description: The stream to read the mesh transform from.


InstanceCustomDataBuffer

type: TShaderResource...

NumCustomDataFloats

type: TShaderParamete...


code: void ReleaseResources ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: FInstancedStaticMeshRenderData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FInstancedStaticMeshRenderData

code: class FInstancedStaticMeshRenderData

Component

type: UInstancedStati...

description: Source component

FeatureLevel

description: Feature level used when creating instance data

LightMapCoordinateIndex

description: Cache off some component data.

LODModels

type: FStaticMeshLODR...

description: LOD render data from the static mesh.

PerInstanceRenderData

type: TSharedPtr<FPe...

description: Per instance render data, could be shared with component

VertexFactories

type: TIndirectArray<...

description: Vertex factory


description:
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.
The hit proxy to use by default for elements drawn by DrawDynamicElements.

code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) > > & OutHitProxies )


code: FInstancedStaticMeshVFLooseUniformShaderParametersRef CreateLooseUniformBuffer ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FInstancingUserData](API\Runtime\Engine\Engine\FInstancingUserData) * InstancingUserData, uint32 InstancedLODRange, uint32 InstancedLODIndex, EUniformBufferUsage UniformBufferUsage ) const


description: Called when the rendering thread removes the proxy from the scene. This function allows for removing renderer-side resources. Called in the rendering thread.


code: virtual void GetDistanceFieldInstanceData ( [TArray](API\Runtime\Core\Containers\TArray)< [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) > & InstanceLocalToPrimitiveTransforms ) const


code: virtual void GetDistanceFieldAtlasData ( const [FDistanceFieldVolumeData](API\Runtime\Engine\FDistanceFieldVolumeData) *& OutDistanceFieldData, float & SelfShadowBias ) const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description:
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU)
bool true if camera distance culling is enabled for this primitive's instances

code: virtual bool GetInstanceDrawDistanceMinMax ( FVector2f & OutDistanceMinMax ) const


description: Determines the relevance of this primitive's elements to the given light.

code: virtual void GetLightRelevance ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, bool & bDynamic, bool & bRelevant, bool & bLightMapped, bool & bShadowMapped ) const


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description: Sets up aFMeshBatchfor a specific LOD and element.

code: virtual bool GetMeshElement ( int32 LODIndex, int32 BatchIndex, int32 ElementIndex, uint8 InDepthPriorityGroup, bool bUseSelectionOutline, bool bAllowPreCulledIndices, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description: Gets the number of mesh batches required to represent the proxy, aside from section needs.

code: virtual int32 GetNumMeshBatches() const


description: Sets up a shadowFMeshBatchfor a specific LOD.

code: virtual bool GetShadowMeshElement ( int32 LODIndex, int32 BatchIndex, uint8 InDepthPriorityGroup, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch, bool bDitheredLODTransition ) const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Returns whether this proxy should be considered a "detail mesh". Detail meshes are distance culled even if distance culling is normally disabled for the view. (e.g. in editor)

code: virtual bool IsDetailMesh() const


description: Sets up a wireframeFMeshBatchfor a specific LOD.

code: virtual bool GetWireframeMeshElement ( int32 LODIndex, int32 BatchIndex, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * WireframeRenderProxy, uint8 InDepthPriorityGroup, bool bAllowPreCulledIndices, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


description: Common path for the Get*MeshElement functions

code: void SetupInstancedMeshBatch ( int32 LODIndex, int32 BatchIndex, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description: Updates the primitive proxy's cached transforms for all instances given a buffer of instance updates.

code: virtual void UpdateInstances_RenderThread ( const [FInstanceUpdateCmdBuffer](API\Runtime\Engine\FInstanceUpdateCmdBuffer) & CmdBuffer, const FBoxSphereBounds & InBounds, const FBoxSphereBounds & InLocalBounds, const FBoxSphereBounds & InStaticMeshBounds )


code: FInstancedStaticMeshSceneProxy ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InComponent, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FInstancedStaticMeshSceneProxy

code: class FInstancedStaticMeshSceneProxy : public [FStaticMeshSceneProxy](API\Runtime\Engine\FStaticMeshSceneProxy)

bAnySegmentUsesWorldPositionOffset

type: bool

bHasSelectedInstances

description: If we we have any selected instances

InstancedRenderData

type: FInstancedStati...

description: Per component render data

StaticMesh

type: UStaticMesh...

description: Cache of the StaticMesh asset, needed to release SpeedTree resources

StaticMeshBounds

type: FBoxSphereBound...

description: Untransformed bounds of the static mesh

type: FInstancingUser...

description: LOD transition info.


description: Copy the data from another vertex factory

code: void Copy ( const [FInstancedStaticMeshVertexFactory](API\Runtime\Engine\Engine\FInstancedStaticMeshVertexFactor-) & Other )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetInstanceCustomDataSRV() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetInstanceLightmapSRV() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetInstanceOriginSRV() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetInstanceTransformSRV() const


description: Get vertex elements used when during PSO precaching materials using this vertex factory type

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetUniformBuffer() const


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, bool bSupportsManualVertexFetch, [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & Data, [FInstancedStaticMeshDataType](API\Runtime\Engine\Engine\FInstancedStaticMeshDataType) & InstanceData, FVertexDeclarationElementList & Elements )


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, bool bSupportsManualVertexFetch, [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & Data, [FInstancedStaticMeshDataType](API\Runtime\Engine\Engine\FInstancedStaticMeshDataType) & InstanceData, FVertexDeclarationElementList & Elements, [FVertexStreamList](API\Runtime\RenderCore\FVertexFactory\FVertexStreamList) & Streams )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Modify compile environment to enable instancing

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


description: Make sure we account for changes in the signature of GetStaticBatchElementVisibility()

code: static constexpr uint32 NumBitsForVisibilityMask()


description: An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.

code: void SetData ( const [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & InData, const [FInstancedStaticMeshDataType](API\Runtime\Engine\Engine\FInstancedStaticMeshDataType) * InInstanceData )


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


className: FInstancedStaticMeshVertexFactory

description: A vertex factory for instanced static meshes

code: struct FInstancedStaticMeshVertexFactory : public [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory)


code: FInstancedStaticMeshVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: void Bind ( const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void GetElementShaderBindings ( const class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) * Shader, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams ) const


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


className: InterfaceType

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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FInstancedStaticMeshVFLooseUniformShaderParameters](API\Runtime\Engine\Engine\FInstancedStaticMeshVFLooseUnifo-) & InContents, EUniformBufferUsage InUsage )


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


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


code: static NumElements = 0;


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


code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdInstancingViewZCompareZero


className: zzMemberIdInstancingViewZCompareOne


className: FInstancingUserData

code: struct FInstancingUserData

AverageInstancesScale

type: FVector

LODDistanceScale

type: float

MeshRenderData

type: FStaticMeshRend...


className: FIrisNetDriverConfig

description: Struct used to configure which NetDriver is started with Iris enabled or not Only one attribute out of the NetDriverDefinition, NetDriverName or NetDriverWildcardName should be set along with the bEnableIris property

code: struct FIrisNetDriverConfig

bCanUseIris

description: Configurable property that decides if the NetDriver will use the Iris replication system or not if Iris is enabled

NetDriverDefinition

type: FName

description: Name of the net driver definition to configure e.g. GameNetDriver, BeaconNetDriver, etc.

NetDriverName

description: Name of the named driver to configure. e.g. GameNetDriver, DemoNetDriver, etc.

NetDriverWildcardName

type: FString

description: Wildcard match the netdriver name to configure e.g. NetDriverWildcardName="UnitTestNetDriver*" matches with UnitTestNetDriver_1, UnitTestNetDriver_2, etc.


description: Deprecated* This API is no longer in use and will be removed.


className: FKismetCompilerOptions

code: struct FKismetCompilerOptions

bIsDuplicationInstigated

description: Whether or not this compile is for a duplicated blueprint

bRegenerateSkelton

description: Whether to regenerate the skeleton first, when compiling on load we don't need to regenerate the skeleton.

bReinstanceAndStubOnFailure

description: Whether or not to reinstance and stub if the blueprint fails to compile

bSaveIntermediateProducts

description: Whether or not to save intermediate build products (temporary graphs and expanded macros) for debugging

bSkipDefaultObjectValidation

description: Whether or not to skip class default object validation

bSkipFiBSearchMetaUpdate

description: Whether or not to update Find-in-Blueprint search metadata

bSkipNewVariableDefaultsDetection

description: Whether or not to skip new variable defaults detection

description: Whether or not to use Delta Serialization when copying unrelated objects

CompileType

type: EKismetCompileT...

description: The compile type to perform (full compile, skeleton pass only, etc)

OutCppSourceCode

type: TSharedPtr<FSt...


code: FLatentActionInfo ( int32 InLinkage, int32 InUUID, const TCHAR * InFunctionName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCallbackTarget )


className: FLatentActionInfo

description: Latent action info.

code: struct FLatentActionInfo

CallbackTarget

type: TObjectPtr<UOb...

description: Object to execute the function on.

ExecutionFunction

description: The function to execute.

Linkage

description: The resume point within the function to execute

UUID

description: The UUID for this action


description: Adds a new action to the action list under a given UUID

code: void AddNewAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InActionObject, int32 UUID, [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction) * NewAction )


description: Resets the list of objects we have processed the latent action list for.

code: void BeginFrame()


className: FActionList

description: Map of UUID->Action(s).

code: typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< int32, class [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction) * > FActionList


description: Finds the action instance for the supplied UUID, or will return NULL if one does not already exist.

code: template<typename ActionType> ActionType * FindExistingAction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InActionObject, int32 UUID )


code: template<typename ActionType, typename PredicateType> ActionType * FindExistingActionWithPredicate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InActionObject, int32 UUID, const PredicateType & FilterPredicate )


className: FObjectActions

code: struct FObjectActions

ActionList

type: FActionList

description: Map of UUID->Action(s).


className: FObjectToActionListMap

description: Map to convert from object to FActionList.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectActions](API\Runtime\Engine\Engine\FLatentActionManager\FObjectActions) > > FObjectToActionListMap


className: FUuidAndAction

description: List of actions that will be unconditionally removed at the begin of next tick

code: typedef TPair< int32, class [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction) * > FUuidAndAction


className: FWeakObjectAndActions

code: typedef TPair< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [TArray](API\Runtime\Core\Containers\TArray)< [FUuidAndAction](API\Runtime\Engine\Engine\FLatentActionManager\FUuidAndAction) > > > FWeakObjectAndActions


description: Finds the action instance for the supplied object will return NULL if one does not exist.

code: const [FObjectActions](API\Runtime\Engine\Engine\FLatentActionManager\FObjectActions) * GetActionsForObject ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InObject ) const


code: [FObjectActions](API\Runtime\Engine\Engine\FLatentActionManager\FObjectActions) * GetActionsForObject ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InObject )


description: Builds a set of the UUIDs of pending latent actions on a specific object.

code: void GetActiveUUIDs ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & UUIDList ) const


description: Gets the description string of a pending latent action with the specified UUID for a given object, or the empty string if it's an invalid UUID

code: [FString](API\Runtime\Core\Containers\FString) GetDescription ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, int32 UUID ) const


description: Returns the number of actions for a given object

code: int32 GetNumActionsForObject ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InObject )


description: A delegate that will be broadcast when a latent action is added or removed from the manager

code: static FOnLatentActionsChanged & OnLatentActionsChanged()


description: Advance pending latent actions by DeltaTime. If no object is specified it will process any outstanding actions for objects that have not been processed for this frame.

code: void ProcessLatentActions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, float DeltaTime )


description: Removes all actions for given object. It the latent actions are being currently handled (so the function is called inside a ProcessLatentActions functions scope) there is no guarantee, that the action will be removed before its execution.

code: void RemoveActionsForObject ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InObject )


className: LatentActionsChangedDelegate

description: Delegate called when a latent action is added or removed


className: FLatentActionManager

description: The latent action manager handles all pending latent actions for a single world.

code: struct FLatentActionManager

ActionsToRemoveMap

type: FActionsForObje...

ObjectToActionListMap

type: FObjectToAction...


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FLensBloomSettings

code: struct FLensBloomSettings

Convolution

type: FConvolutionBlo...

description: Bloom convolution method specific settings.

GaussianSum

type: FGaussianSumBlo...

description: Bloom gaussian sum method specific settings.

Method

type: TEnumAsByte< en...

description: Bloom algorithm


description: Ticks the latent action for a singleUObject.

code: void TickLatentActionForObject ( float DeltaTime, [FActionList](API\Runtime\Engine\Engine\FLatentActionManager\FActionList) & ObjectActionList, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FLensImperfectionSettings

code: struct FLensImperfectionSettings

DirtMask

type: TObjectPtr< cla...

description: Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

DirtMaskIntensity

description: BloomDirtMask intensity

DirtMaskTint

type: FLinearColor

description: BloomDirtMask tint color


className: FLensSettings

code: struct FLensSettings

Bloom

type: FLensBloomSetti...

ChromaticAberration

description: In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

Imperfections

type: FLensImperfecti...


className: FLevelActorFoldersHelper

code: struct FLevelActorFoldersHelper


description: Gets the demo net driver for this collection.

code: [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) * GetDemoNetDriver() const


description: Adds a level to this collection and caches the collection pointer on the level for fast access.

code: void AddLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) *const Level )


description: Gets the game state for this collection.

code: [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * GetGameState() const


description: Returns the set of levels in this collection.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULevel](API\Runtime\Engine\Engine\ULevel) > > & GetLevels() const


description: Gets the net driver for this collection.

code: [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * GetNetDriver() const


description: Returns this collection's PersistentLevel.

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetPersistentLevel() const


description: Gets the type of this collection.

code: ELevelCollectionType GetType() const


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


description: Gets whether this collection is currently visible.

code: bool IsVisible() const


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


description: Sets the demo net driver for this collection.

code: void SetDemoNetDriver ( [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) *const InDemoNetDriver )


description: Removes a level from this collection and clears the cached collection pointer on the level.

code: void RemoveLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) *const Level )


description: Sets the game state for this collection.

code: void SetGameState ( [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) *const InGameState )


description: Sets the net driver for this collection.

code: void SetNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) *const InNetDriver )


description: Sets whether this collection is currently visible.

code: void SetIsVisible ( const bool bInIsVisible )


description: Sets this collection's PersistentLevel and adds it to the Levels set.

code: void SetPersistentLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) *const Level )


description: Sets the type of this collection.

code: void SetType ( const ELevelCollectionType InType )


code: FLevelCollection ( [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) && Other )


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


description: The destructor will clear the cached collection pointers in this collection's levels.

code: ~FLevelCollection()


className: FLevelCollection

description: Contains a group of levels of a particular ELevelCollectionType within aUWorldand the context required to properly tick/update those levels. This object is move-only.

code: struct FLevelCollection


description:
Determine if this annotation is the default
true is this is a default annotation

code: bool IsDefault()


className: FLevelLegacyMapBuildData

code: class FLevelLegacyMapBuildData

Data

type: FPrecomputedLig...

Id

type: FGuid


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


description: Register with the garbage collector to receive callbacks pre and post garbage collection


className: bEnabledForCommandlet

description: Static bool allowsFLevelStreamingGCHelperto be used in a commandlet

code: static bool bEnabledForCommandlet = false;


className: FLevelSimplificationDetails

code: struct FLevelSimplificationDetails

bBakeFoliageToLandscape

type: bool

description: Whether to bake foliage into landscape static mesh texture

bBakeGrassToLandscape

description: Whether to bake grass into landscape static mesh texture

bCreatePackagePerAsset

description: Whether to create separate packages for each generated asset. All in map package otherwise

DetailsPercentage

type: float

description: Percentage of details for static mesh proxy

LandscapeExportLOD

description: Landscape LOD to use for static mesh generation, when not specified 'Max LODLevel' from landscape actor will be used

LandscapeMaterialSettings

type: FMaterialProxyS...

description: Landscape material simplification

StaticMeshMaterialSettings

description: Landscape material simplification


description: Whether RequestUnload delayed its call to PrepareStreamedOutLevelForGC after world tick.

code: static bool bIsPrepareStreamedOutLevelForGCDelayedToWorldTickEnd = false;


description: Cancel any pending unload requests for passed in Level.

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


description: AllowsFLevelStreamingGCHelperto be used in a commandlet.

code: static void EnableForCommandlet()


className: FOnGCStreamedOutLevelsEvent

description: Called when streamed out levels are going to be garbage collected

code: typedef TMulticastDelegate_NoParams< void > FOnGCStreamedOutLevelsEvent


description: The number of levels pending a purge by the garbage collector

code: static int32 GetNumLevelsPendingPurge()


className: LevelPackageNames

description: Static set of level packages that have been marked by PrepareStreamedOutLevelsForGC

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > LevelPackageNames;


className: LevelsPendingUnload

description: Static array of levels that should be unloaded

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ULevel](API\Runtime\Engine\Engine\ULevel) > > LevelsPendingUnload;


className: NumberOfPreparedStreamedOutLevelsForGC

description: The number of unloaded levels prepared for the next GC (used by GetNumLevelsPendingPurge).

code: static int32 NumberOfPreparedStreamedOutLevelsForGC = 0;


className: FLevelStreamingGCHelper

description: Helper structure encapsulating functionality used to defer marking actors and their components as pending kill till right before garbage collection by registering a callback.

code: struct FLevelStreamingGCHelper


className: FLevelStreamingLoadedStatus

description: Delegate signatures.

code: class FLevelStreamingLoadedStatus


description: Constructors

code: FLevelStreamingStatus ( [FName](API\Runtime\Core\UObject\FName) InPackageName, bool bInShouldBeLoaded, bool bInShouldBeVisible, int32 InLODIndex )


description: Request to be unloaded.

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


className: FLevelStreamingStatus

description: Level streaming updates that should be applied immediately after committing the map change

code: struct FLevelStreamingStatus

bShouldBeLoaded

type: uint32: 1

PackageName

type: FName


className: FLevelStreamingVisibilityStatus

code: class FLevelStreamingVisibilityStatus


code: FLevelViewportInfo ( const FVector & InCamPosition, const FRotator & InCamRotation, float InCamOrthoZoom )


description:
Determine if this annotation is the default
true is this is a default annotation

code: bool IsDefault()


className: FLevelViewportInfo

description: Saved editor viewport state information

code: struct FLevelViewportInfo

CamOrthoZoom

description: The zoom value for orthographic mode.

CamPosition

type: FVector

description: Where the camera is positioned within the viewport.

CamRotation

type: FRotator

description: The camera's position within the viewport.

CamUpdated

description: Whether camera settings have been systematically changed since the last level viewport update.


code: FLightComponentLegacyMapBuildData()


className: FLightComponentLegacyMapBuildData

code: class FLightComponentLegacyMapBuildData

Data

type: FLightComponent...


className: FLightComponentMapBuildData

code: class FLightComponentMapBuildData

DepthMap

type: FStaticShadowDe...

ShadowMapChannel

description: Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass.


className: FLightingChannels

description: Specifies which lighting channels are relevant

code: struct FLightingChannels

type: uint8: 1

description: Default channel for all primitives and lights.

description: First custom channel

description: Second custom channel


className: FLightmassDebugOptions

description: Debug options for Lightmass

code: struct FLightmassDebugOptions

bColorBordersGreen

description: If true, a green border will be placed around the edges of mappings

bColorByExecutionTime

description: If true, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)

bDebugMaterials

description: If true, Lightmass will write out BMPs for each generated material property sample to.

bDebugMode

description: If false, UnrealLightmass.exe is launched automatically (default) If true, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.

bDebugPaddings

description: If true, will fill padding of mappings with a color rather than the sampled edges.

bDumpBinaryFiles

description: If true, the generate coefficients will be dumped to binary files.

bGatherBSPSurfacesAcrossComponents

description: If true, BSP surfaces split across model components are joined into 1 mapping

bImmediateProcessMappings

description: If true, Lightmass will process appropriate mappings as they are imported.

bOnlyCalcDebugTexelMappings

description: If true, only the mapping containing a debug texel will be calculated, all others will be set to white

bPadMappings

description: If true, Lightmass will pad the calculated mappings to reduce/eliminate seams.

bSortMappings

description: If true, Lightmass will sort mappings by texel cost.

bStatsEnabled

description: If true, all participating Lightmass agents will report back detailed stats to the log.

bUseImmediateImport

description: If true, Lightmass will import mappings immediately as they complete.

bUseRandomColors

description: If true, color lightmaps a random color

CoplanarTolerance

description: The tolerance level used when gathering BSP surfaces.

ExecutionTimeDivisor

description: The amount of time that will be count as full red when bColorByExecutionTime is enabled


code: FLightmassDirectionalLightSettings()


className: FLightmassDirectionalLightSettings

description: Directional light settings for Lightmass

code: struct FLightmassDirectionalLightSettings : public [FLightmassLightSettings](API\Runtime\Engine\Engine\FLightmassLightSettings)

LightSourceAngle

description: Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.


className: FLightmassPointLightSettings

description: Point/spot settings for Lightmass

code: struct FLightmassPointLightSettings : public [FLightmassLightSettings](API\Runtime\Engine\Engine\FLightmassLightSettings)


className: FLightmassLightSettings

description: Per-light settings for Lightmass

code: struct FLightmassLightSettings

bUseAreaShadowsForStationaryLight

description: Whether to use area shadows for stationary light precomputed shadowmaps.

IndirectLightingSaturation

description: 0 will be completely desaturated, 1 will be unchanged

ShadowExponent

description: Controls the falloff of shadow penumbras


className: FLightmassPrimitiveSettings

description: Per-object settings for Lightmass

code: struct FLightmassPrimitiveSettings

bShadowIndirectOnly

description: If true, this object will only shadow indirect lighting.

bUseEmissiveForStaticLighting

description: If true, allow using the emissive for static lighting.

bUseTwoSidedLighting

description: If true, this object will be lit as if it receives light from both sides of its polygons.

bUseVertexNormalForHemisphereGather

description: Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals.

DiffuseBoost

description: Scales the diffuse contribution of all materials applied to this object.

EmissiveBoost

description: Scales the emissive contribution of all materials applied to this object.

EmissiveLightExplicitInfluenceRadius

description: Direct lighting influence radius.

EmissiveLightFalloffExponent

description: Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.

FullyOccludedSamplesFraction

description: Fraction of samples taken that must be occluded in order to reach full occlusion.


description: Getter for the Game State Base

code: [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * GetGameState() const


description: Returns the game instance

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


description: Templated Getter for the Game State

code: template<class T> T * GetGameState ( bool bCastChecked ) const


description: Templated Getter for the HUD

code: template<class T> T * GetHUD ( bool bCastChecked ) const


description: Getter for this player's HUD

code: [AHUD](API\Runtime\Engine\GameFramework\AHUD) * GetHUD() const


description: Returns the local player.

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


description: Getter for the base pawn of this player

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const


description: Templated getter for the player's pawn

code: template<class T> T * GetPawn ( bool bCastChecked ) const


description: Returns the player controller.

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController() const


description: Templated version ofGetPlayerController()

code: template<class T> T * GetPlayerController ( bool bCastChecked ) const


description: Getter for the Player State

code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerState() const


description: Templated Getter for the Player State

code: template<class T> T * GetPlayerState ( bool bCastChecked ) const


description: Returns the world context.

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


description: This function tests if the given Actor is connected to the Local Player in any way. It tests against theAPlayerController,APlayerState, andAPawn.

code: bool IsFromLocalPlayer ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToTest ) const


description: Is this context initialized

code: bool IsInitialized() const


description: Is this context initialized and still valid?

code: bool IsValid() const


code: FLocalPlayerContext ( const class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * InPlayerController )


code: FLocalPlayerContext ( const class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * InLocalPlayer, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLocalPlayerContext

description: A context object that binds to a LocalPlayer. Useful for UI or other things that need to pass around player references

code: struct FLocalPlayerContext


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


code: FIntPoint GetMaxTextureSize() const


code: bool ResolveTexelDensity ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & InComponents )


code: bool ResolveTexelDensity ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & InComponents, float & OutTexelDensity ) const


code: void ResolveTextureSize ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InMesh )


code: void ResolveTextureSize ( const float InWorldSpaceRadius, const double InWorldSpaceArea, const double InUVSpaceArea )


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


className: FMaterialProxySettings

code: struct FMaterialProxySettings

AmbientOcclusionConstant

description: Constant value to use for the Ambient Occlusion property.

AmbientOcclusionTextureSize

type: FIntPoint

description: Override Ambient Occlusion texture size.

AnisotropyConstant

description: Constant value to use for the Anisotropy property.

AnisotropyTextureSize

description: Override Anisotropy texture size.

bAllowTwoSidedMaterial

type: uint8:  1

description: Whether or not to allow the generated material can be two-sided.

bAmbientOcclusionMap

description: Whether to generate a texture for the Ambient Occlusion property.

bAnisotropyMap

description: Whether to generate a texture for the Anisotropy property.

bEmissiveMap

description: Whether to generate a texture for the Emissive property.

BlendMode

type: TEnumAsByte< EB...

description: Target blend mode for the generated material.

bMetallicMap

description: Whether to generate a texture for the Metallic property.

bNormalMap

description: Whether to generate a texture for the Normal property.

bOpacityMap

description: Whether to generate a texture for the Opacity property.

bOpacityMaskMap

description: Whether to generate a texture for the Opacity Mask property.

bRoughnessMap

description: Whether to generate a texture for the Roughness property.

bSpecularMap

description: Whether to generate a texture for the Specular property.

bTangentMap

description: Whether to generate a texture for the Tangent property.

DiffuseTextureSize

description: Override Diffuse texture size.

EmissiveTextureSize

description: Override Emissive texture size.

GutterSpace

description: Gutter space to take into account.

MaterialMergeType

type: TEnumAsByte< EM...

MeshMaxScreenSizePercent

description: Expected maximum screen size for the mesh.

MeshMinDrawDistance

type: double

description: Expected minimum distance at which the mesh will be rendered.

MetallicConstant

description: Constant value to use for the Metallic property.

MetallicTextureSize

description: Override Metallic texture size.

NormalTextureSize

description: Override Normal texture size.

OpacityConstant

description: Constant value to use for the Opacity property.

OpacityMaskConstant

description: Constant value to use for the Opacity mask property.

OpacityMaskTextureSize

description: Override Opacity Mask texture size.

OpacityTextureSize

description: Override Opacity texture size.

RoughnessConstant

description: Constant value to use for the Roughness property.

RoughnessTextureSize

description: Override Roughness texture size.

SpecularConstant

description: Constant value to use for the Specular property.

SpecularTextureSize

description: Override Specular texture size.

TangentTextureSize

description: Override Tangent texture size.

TargetTexelDensityPerMeter

description: Target texel density.

TextureSize

description: Size of generated BaseColor map.

TextureSizingType

type: TEnumAsByte< ET...

description: Method that should be used to generate the sizes of the output textures.


code: FMaterialRemapIndex ( uint32 VersionKey, [TArray](API\Runtime\Core\Containers\TArray)< int32 > RemapArray )


className: FMaterialRemapIndex

code: struct FMaterialRemapIndex

MaterialRemap

type: TArray< int32 >


code: void AddShadingModel ( EMaterialShadingModel InShadingModel )


code: uint16 GetShadingModelField() const


description: Check if any of the given shading models are present.

code: bool HasAnyShadingModel ( const [TArray](API\Runtime\Core\Containers\TArray)< EMaterialShadingModel > & InShadingModels ) const


code: bool HasOnlyShadingModel ( EMaterialShadingModel InShadingModel ) const


code: bool HasShadingModel ( EMaterialShadingModel InShadingModel ) const


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


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


code: void RemoveShadingModel ( EMaterialShadingModel InShadingModel )


code: void SetShadingModelField ( uint16 InShadingModelField )


code: FMaterialShadingModelField ( EMaterialShadingModel InShadingModel )


className: FMaterialShadingModelField

description: Wrapper for a bitfield of shading models. A material contains one of these to describe what possible shading models can be used by that material.

code: struct FMaterialShadingModelField


className: bFieldRedirectMapInitialized

description: Has the field map been initialized this run

code: static bool bFieldRedirectMapInitialized = false;


code: template<class TFieldType> static void FillSimpleMemberReference ( const TFieldType * InField, [FSimpleMemberReference](API\Runtime\Engine\EdGraph\FSimpleMemberReference) & OutReference )


description: Templated version of above, extracts FieldClass and Casts result

code: template<class TFieldType> static TFieldType * FindRemappedField ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InitialScope, [FName](API\Runtime\Core\UObject\FName) InitialName, bool bInitialScopeMustBeOwnerOfField )


description:
Searches the field redirect map for the specified named field in the scope, and returns the remapped field if found
The remapped field, if one exists

code: static [UField](API\Runtime\CoreUObject\UObject\UField) * FindRemappedField ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FieldClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InitialScope, [FName](API\Runtime\Core\UObject\FName) InitialName, bool bInitialScopeMustBeOwnerOfField )


code: static [FField](API\Runtime\CoreUObject\UObject\FField) * FindRemappedField ( [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * FieldClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InitialScope, [FName](API\Runtime\Core\UObject\FName) InitialName, bool bInitialScopeMustBeOwnerOfField )


description: the 'real' generated class for blueprint classes, but only if we're already passed through CompileClassLayout

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClassToUse ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, bool bUseUpToDateClass )


description: Get the name of this member


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


description: Get the class that owns this member

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetMemberParentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope ) const


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


description: Get the scope of this member

code: [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetMemberScope ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InMemberParentClass ) const


description: Get the name of the scope of this member


description:
Returns a search string to submit to Find-in-Blueprints to find references to this reference
Search string to find this reference in other Blueprints

code: [FString](API\Runtime\Core\Containers\FString) GetReferenceSearchString ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InFieldOwner ) const


description: Returns the scope for the current member. This will vary based on whether or not this member uses the self context or not.

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetScope ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope ) const


description: Init the field redirect map (if not already done) from .ini file entries

code: static void InitFieldRedirectMap()


description: Invalidate the current MemberParent, if this is a self scope, or the MemberScope if it is not (and set). Intended for PostDuplication fixups

code: void InvalidateScope()


description: Returns whether or not the variable has been deprecated

code: bool IsDeprecated() const


description: Returns if this is a local scope.

code: bool IsLocalScope() const


description: Compares with another MemberReference to see if they are identical

code: bool IsSameReference ( const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReference ) const


description: Returns if this is a 'self' context.

code: bool IsSelfContext() const


description: Returns true if this is in the sparse data struct for OwningClass

code: bool IsSparseClassData ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwningClass ) const


description: Update given a new self

code: template<class TFieldType> void RefreshGivenNewSelfScope ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope )


description: ResolveMember overload forUBlueprint, uses the skeleton class so it can be more up to date

code: template<class TFieldType> TFieldType * ResolveMember ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SelfScope )


code: template<> [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ResolveMember ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope, const bool bAlwaysFollowRedirects ) const


description: Returns the member FProperty/UFunction this reference is pointing to, or NULL if it no longer exists Derives 'self' scope from supplied Blueprint node if required Will check for redirects and fix itself up if one is found (when WITH_EDITOR, or when bAlwaysFollowRedirects is true).

code: template<class TFieldType> TFieldType * ResolveMember ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope, const bool bAlwaysFollowRedirects ) const


code: [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ResolveMemberFunction ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope, const bool bAlwaysFollowRedirects ) const


code: template<class TFieldType, class TFieldTypeClass> TFieldType * ResolveMemberImpl ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope, TFieldTypeClass * FieldClas, const bool bAlwaysFollowRedirects, const bool bIsUFunctionOrMulticastDelegate ) const


code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * ResolveMemberProperty ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope, const bool bAlwaysFollowRedirects, [FFieldClass](API\Runtime\CoreUObject\UObject\FFieldClass) * FieldClass ) const


code: template<class TFieldType> static TFieldType * ResolveSimpleMemberReference ( const [FSimpleMemberReference](API\Runtime\Engine\EdGraph\FSimpleMemberReference) & Reference, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope )


description: Only intended for backwards compat!

code: void SetDirect ( const [FName](API\Runtime\Core\UObject\FName) InMemberName, const [FGuid](API\Runtime\Core\Misc\FGuid) InMemberGuid, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > InMemberParentClass, bool bIsConsideredSelfContext )


description: Set to a non-'self' member, so must include reference to class owning the member.

code: void SetExternalMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > InMemberParentClass )


description: Set to a non-'self' delegate member, this is not self-context but is not given a parent class

code: void SetExternalDelegateMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName )


code: void SetExternalMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > InMemberParentClass, const [FGuid](API\Runtime\Core\Misc\FGuid) & InMemberGuid )


code: template<class TFieldType> void SetFromField ( const typename TFieldType::BaseFieldClass * InField, [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfScope )


description: Set up this reference from a supplied field

code: template<class TFieldType> void SetFromField ( const typename TFieldType::BaseFieldClass * InField, const bool bIsConsideredSelfContext, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OwnerClass )


description: Only intended for backwards compat!

code: void SetGivenSelfScope ( const [FName](API\Runtime\Core\UObject\FName) InMemberName, const [FGuid](API\Runtime\Core\Misc\FGuid) InMemberGuid, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > InMemberParentClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > SelfScope ) const


description: Set to reference a global field (intended for things like natively defined delegate signatures)

code: void SetGlobalField ( [FName](API\Runtime\Core\UObject\FName) InFieldName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InParentPackage )


description: Set up this reference to a 'self' member name, scoped to a struct

code: void SetLocalMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope, const [FGuid](API\Runtime\Core\Misc\FGuid) InMemberGuid )


description: Set up this reference to a 'self' member name, scoped to a struct name

code: void SetLocalMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName, [FString](API\Runtime\Core\Containers\FString) InScopeName, const [FGuid](API\Runtime\Core\Misc\FGuid) InMemberGuid )


description: Reset the member name only. Intended for use primarily as a helper method for rename operations.

code: void SetMemberName ( [FName](API\Runtime\Core\UObject\FName) NewName )


description: Set up this reference to a 'self' member name

code: void SetSelfMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName )


code: void SetSelfMember ( [FName](API\Runtime\Core\UObject\FName) InMemberName, const [FGuid](API\Runtime\Core\Misc\FGuid) & InMemberGuid )


className: FMemberReference

description: : this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference

code: struct FMemberReference

bSelfContext

type: bool

description: Whether or not this should be a "self" context

bWasDeprecated

description: Whether or not this property has been deprecated

MemberGuid

type: FGuid

description: The Guid of the variable

MemberName

description: Name of variable

MemberParent

type: TObjectPtr<UOb...

description: Most often the Class that this member is defined in.

MemberScope

type: FString


description: Equality operator.

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


description: Inequality.

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


className: FMeshApproximationSettings

code: struct FMeshApproximationSettings

ApproximationAccuracy

type: float

description: Mesh Generation SettingsApproximation Accuracy in Meters, will determine (eg) voxel resolution

bAllowDistanceField

description: Whether to allow distance field to be computed for this mesh.

BaseCapping

type: EMeshApproximat...

description: Optional methods to attempt to close off the bottom of open meshes

bAttemptAutoThickening

description: If enabled, we will attempt to auto-thicken thin parts or flat sheets

bEmitFullDebugMesh

description: If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation.

bEnableParallelBaking

description: If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible.

bEnableSimplifyPrePass

description: If true, a faster mesh simplfication strategy will be used.

bEstimateHardNormals

description: Mesh Normals and Tangents SettingsIf true, normal angle will be used to estimate hard normals

bFillGaps

description: If true, topological expand/contract is used to try to fill small gaps between objects.

bGenerateNaniteEnabledMesh

description: Output Static Mesh SettingsWhether to generate a nanite-enabled mesh

bIgnoreTinyParts

description: If enabled, tiny parts will be excluded from the mesh merging, which can improve performance

bOccludeFromBottom

description: If true, then the OcclusionMethod computation is configured to try to consider downward-facing "bottom" geometry as occluded

bPrintDebugMessages

description: Debug Output SettingsIf true, print out debugging messages

bSupportRayTracing

description: Whether ray tracing will be supported on this mesh.

bUseRenderLODMeshes

description: Performance SettingsIf true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data.

ClampVoxelDimension

description: Maximum allowable voxel count along main directions.

CurvatureAlignment

description: This parameter controls alignment of the initial patches to creases in the mesh

GapDistance

description: Distance in Meters to expand/contract to fill gaps

GeometricDeviation

description: Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance

GroundClipping

description: Configure how the final mesh should be clipped with a ground plane, if desired

GroundClippingZHeight

description: Z-Height for the ground clipping plane, if enabled

InitialPatchCount

type: int

description: Number of initial patches mesh will be split into before computing island merging

MaterialSettings

type: FMaterialProxyS...

description: Material generation settings

MaxAngleDeviation

description: UV islands will not be merged if their average face normals deviate by larger than this amount

MergingThreshold

description: Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching

NaniteProxyTrianglePercent

description: Percentage of triangles to reduce down to for generating a coarse proxy mesh from the Nanite mesh

OcclusionMethod

type: EOccludedGeomet...

description: Output Mesh Filtering and Simplification SettingsType of hidden geometry removal to apply

OutputType

description: Type of output from mesh approximation process

RenderCaptureResolution

description: If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution

SimplifyMethod

description: Mesh Simplification criteria

TargetMinThicknessMultiplier

description: Multiplier on Approximation Accuracy used for auto-thickening

TargetTriCount

description: Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count

TinyPartSizeMultiplier

description: Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension

TrianglesPerM

description: Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint

UVGenerationMethod

description: Mesh UV Generation Settings

WindingThreshold

description: Winding Threshold controls hole filling at open mesh borders.


description: Equality operator.

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


description: Inequality.

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


description: Default settings.

code: FMeshBuildSettings()