className: FMeshBuildSettings

description: Settings applied when building a mesh.

code: struct FMeshBuildSettings

bBuildReversedIndexBuffer

type: uint8: 1

description: Required to optimize mesh in mirrored transform. Double index buffer size.

bComputeWeightedNormals

description: If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

bGenerateDistanceFieldAsIfTwoSided

description: Whether to generate the distance field treating every triangle hit as a front face.

bRecomputeNormals

description: If true, normals in the raw mesh are ignored and recomputed.

bRecomputeTangents

description: If true, tangents in the raw mesh are ignored and recomputed.

bRemoveDegenerates

description: If true, degenerate triangles will be removed.

type: FVector

description: The local scale applied when building the mesh

description: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

bUseFullPrecisionUVs

description: If true, UVs will be stored at full floating point precision.

bUseHighPrecisionTangentBasis

description: If true, Tangents will be stored at 16 bit vs 8 bit precision.

DistanceFieldReplacementMesh

type: TObjectPtr< cla...

DistanceFieldResolutionScale

description: Scale to apply to the mesh when allocating the distance field volume texture.

MaxLumenMeshCards

description: Max Lumen mesh cards to generate for this mesh.


module: Engine

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


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


className: FMeshDisplacementMap

code: struct FMeshDisplacementMap

Center

type: float


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


className: FMeshInstancingSettings

description: Mesh instance-replacement settings

code: struct FMeshInstancingSettings

ActorClassToUse

type: TSubclassOf<AA...

description: The actor class to attach new instance static mesh components to

bSkipMeshesWithVertexColors

type: bool

description: Whether to skip the conversion to an instanced static mesh for meshes with vertex colors.

bUseHLODVolumes

description: Whether split up instanced static mesh components based on their intersection with HLOD volumes

InstanceReplacementThreshold

description: The number of static mesh instances needed before a mesh is replaced with an instanced version

ISMComponentToUse

type: TSubclassOf<UI...

description: Whether to use the Instanced Static Mesh Compoment or the Hierarchical Instanced Static Mesh Compoment


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

code: bool IsDefault()


description: Destructor.

code: ~FMeshMapBuildData()


className: FMeshMapBuildData

code: class FMeshMapBuildData

IrrelevantLights

type: TArray<FGuid>

LightMap

type: FLightMapRef

PerInstanceLightmapData

type: TArray<FPerIns...

ResourceCluster

type: constFLightmap...

ShadowMap

type: FShadowMapRef


className: DefaultAnnotation

description: Default state for annotations (no flags changed)

code: static const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) DefaultAnnotation;


className: FMeshMapBuildLegacyData

code: class FMeshMapBuildLegacyData

Data

type: TArray< TPair< ...


description: Default settings.

code: FMeshMergingSettings()


description: Handles deprecated properties

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


className: FMeshMergingSettings

description: Mesh merging settings

code: struct FMeshMergingSettings

bAllowDistanceField

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

bBakeVertexDataToMesh

description: Whether or not vertex data such as vertex colours should be baked into the resulting mesh

bComputedLightMapResolution

description: Whether or not the lightmap resolution should be computed by summing the lightmap resolutions for the input Mesh Components

bGenerateLightMapUV

description: Whether to generate lightmap UVs for a merged mesh

bIncludeImposters

description: Whether or not to include any imposter LODs that are part of the source static meshes

bMergeEquivalentMaterials

description: Whether to attempt to merge materials that are deemed equivalent.

bMergeMaterials

description: Whether to merge source materials into one flat material, ONLY available when LOD Selection Type is set to LowestDetailLOD

bMergeMeshSockets

type: uint8:  1

description: Whether to merge sockets

bMergePhysicsData

description: Whether to merge physics data (collision primitives)

bPivotPointAtZero

description: Whether merged mesh should have pivot at world origin, or at first merged component otherwise

bReuseMeshLightmapUVs

description: Whether to attempt to re-use the source mesh's lightmap UVs when baking the material or always generate a new set.

bSupportRayTracing

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

bUseLandscapeCulling

description: Whether or not to use available landscape geometry to cull away invisible triangles

bUseTextureBinning

description: Whether or not to calculate varying output texture sizes according to their importance in the final atlas texture

bUseVertexDataForBakingMaterial

description: Whether or not vertex data such as vertex colours should be used when baking out materials

GutterSize

description: The gutter (in texels) to add to each sub-chart for our baked-out material for the top mip level

LODSelectionType

type: EMeshLODSelecti...

description: Which selection mode should be used when generating the merged static mesh

MaterialSettings

type: FMaterialProxyS...

description: Material simplification

MergeType

type: EMeshMergeType

NaniteSettings

type: FMeshNaniteSett...

description: Settings related to building Nanite data.

OutputUVs

description: Whether to output the specified UV channels into the merged mesh (only if the source meshes contain valid UVs for the specified channel)

SpecificLOD

description: A given LOD level to export from the source meshes, used if LOD Selection Type is set to SpecificLOD

TargetLightMapResolution

description: The lightmap resolution used both for generating lightmap UV coordinates, and also set on the generated static mesh


description: Equality operator.

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


description: Inequality operator.

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


className: FMeshNaniteSettings

description: Settings applied when building Nanite data.

code: struct FMeshNaniteSettings

bEnabled

description: If true, Nanite data will be generated.

bExplicitTangents

description: Whether to store explicit tangents instead of using the implicitly derived ones.

bPreserveArea

description: Whether to try and maintain the same surface area at all distances.

DisplacementMaps

type: TArray<FMeshDi...

DisplacementUVChannel

description: UV channel used to sample displacement maps

FallbackPercentTriangles

description: Percentage of triangles to keep from source mesh for fallback.

FallbackRelativeError

description: Reduce until at least this amount of error is reached relative to size of the mesh

FallbackTarget

type: ENaniteFallback...

description: Which heuristic to use when generating the fallback mesh.

KeepPercentTriangles

description: Percentage of triangles to keep from source mesh. 1.0 = no reduction, 0.0 = no triangles.

NormalPrecision

description: Normal Precision in bits. -1 is auto.

PositionPrecision

description: Position Precision. Step size is 2^(-PositionPrecision) cm. MIN_int32 is auto.

TangentPrecision

description: Tangent Precision in bits. -1 is auto.

TargetMinimumResidencyInKB

description: How much of the resource should always be resident (In KB).


description: Inequality.

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


description: Default settings.

code: FMeshProxySettings()


className: FMeshProxySettings

code: struct FMeshProxySettings

bAllowDistanceField

type: uint8: 1

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

bAllowVertexColors

description: Whether to allow vertex colors saved in the merged mesh

bCalculateCorrectLODModel

description: Determines whether or not the correct LOD models should be calculated given the source meshes and transition size

bComputeLightMapResolution

description: If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for merging

bCreateCollision

description: Whether to generate collision for the merged mesh

bGenerateLightmapUVs

description: Whether to generate lightmap uvs for the merged mesh

bGroupIdenticalMeshesForBaking

description: Bake identical meshes (or mesh instances) only once.

bOverrideTransferDistance

description: Enable an override for material transfer distance

bOverrideVoxelSize

description: If true, Spatial Sampling Distance will not be automatically computed based on geometry and you must set it directly

bRecalculateNormals

description: Whether Simplygon should recalculate normals, otherwise the normals channel will be sampled from the original mesh

bReuseMeshLightmapUVs

description: Whether to attempt to re-use the source mesh's lightmap UVs when baking the material or always generate a new set.

bSupportRayTracing

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

bUseHardAngleThreshold

description: Enable the use of hard angle based vertex splitting

bUseLandscapeCulling

description: Whether or not to use available landscape geometry to cull away invisible triangles

HardAngleThreshold

type: float

description: Angle at which a hard edge is introduced between faces

LandscapeCullingPrecision

type: TEnumAsByte<EL...

description: Level of detail of the landscape that should be used for the culling

LightMapResolution

description: Lightmap resolution

MaterialSettings

description: Material simplification

MaxRayCastDist

description: Override search distance used when discovering texture values for simplified geometry.

MergeDistance

description: Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometry

NormalCalculationMethod

type: TEnumAsByte<EP...

description: Controls the method used to calculate the normal for the simplified geometry

ScreenSize

description: Screen size of the resulting proxy mesh in pixels

UnresolvedGeometryColor

type: FColor

description: Base color assigned to LOD geometry that can't be associated with the source geometry: e.g. doors and windows that have been closed by the Merge Distance

VoxelSize

description: Override when converting multiple meshes for proxy LOD merging.


description: Inequality.

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


description: Equality operator.

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


description: Equality operator.

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


description: Default settings.

code: FMeshReductionSettings()


className: FMeshReductionSettings

description: Settings used to reduce a mesh.

code: struct FMeshReductionSettings

HardAngleThreshold

description: Angle at which a hard edge is introduced between faces.

MaxDeviation

description: The maximum distance in object space by which the reduced mesh may deviate from the original mesh.

MaxNumOfTriangles

description: The maximum number of triangles to retain when using percentage termination criterion.

MaxNumOfVerts

description: The maximum number of vertices to retain when using percentage termination criterion.

PercentTriangles

description: Percentage of triangles to keep.

PercentVertices

description: Percentage of vertices to keep.

PixelError

description: The amount of error in pixels allowed for this LOD.

ShadingImportance

type: TEnumAsByte<EM...

description: Higher values try to preserve normals better.

SilhouetteImportance

description: Higher values minimize change to border edges.

TerminationCriterion

type: EStaticMeshRedu...

description: The method to use when optimizing static mesh LODs

TextureImportance

description: Higher values reduce texture stretching.

VertexColorImportance

description: Higher values minimize change to vertex color data.

VisibilityAggressiveness

description: Higher values generates fewer samples

WeldingThreshold

description: Threshold in object space at which vertices are welded together.


description: Default values.

code: FMeshSectionInfo()


description: Default values with an explicit material index.

code: FMeshSectionInfo ( int32 InMaterialIndex )


className: FMeshSectionInfo

description: Per-section settings.

code: struct FMeshSectionInfo

bAffectDistanceFieldLighting

type: bool

description: If true, this section will affect lighting methods that use Distance Fields.

bCastShadow

description: If true, this section will cast shadows.

bEnableCollision

description: If true, collision is enabled for this section.

bForceOpaque

description: If true, this section will always considered opaque in ray tracing Geometry.

bVisibleInRayTracing

description: If true, this section will be visible in ray tracing Geometry.

MaterialIndex

description: Indexin to the Materials array onUStaticMesh.


description: Clears all entries in the map resetting everything to default.

code: void Clear()


description: Returns true if any section of the specified LOD has collision enabled.

code: bool AnySectionHasCollision ( int32 LodIndex ) const


description: Copies per-section settings from the specified section info map.

code: void CopyFrom ( const [FMeshSectionInfoMap](API\Runtime\Engine\Engine\FMeshSectionInfoMap) & Other )


description: Gets per-section settings for the specified LOD + section.

code: [FMeshSectionInfo](API\Runtime\Engine\Engine\FMeshSectionInfo) Get ( int32 LODIndex, int32 SectionIndex ) const


description: Get the number of section for a LOD.

code: int32 GetSectionNumber ( int32 LODIndex ) const


description: Return true if the section exist, false otherwise.

code: bool IsValidSection ( int32 LODIndex, int32 SectionIndex ) const


description: Resets per-section settings for the specified LOD + section to defaults.

code: void Remove ( int32 LODIndex, int32 SectionIndex )


description: Sets per-section settings for the specified LOD + section.

code: void Set ( int32 LODIndex, int32 SectionIndex, [FMeshSectionInfo](API\Runtime\Engine\Engine\FMeshSectionInfo) Info )


className: FMeshSectionInfoMap

description: Map containing per-section settings for each section of each LOD.

code: struct FMeshSectionInfoMap

Map

type: TMap< uint32,F...

description: Maps an LOD+Section to the material it should render with.


className: FMTDResult

description: Structure containing information about minimum translation direction (MTD)

code: struct FMTDResult

Direction

type: FVector

description: Normalized direction of the minimum translation required to fix penetration.

Distance

description: Distance required to move along the MTD vector (Direction).


className: FMulticastRecordOptions

code: struct FMulticastRecordOptions

FuncPathName

type: FString


description: Serialize.

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


code: FNamedNetDriver ( class [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InNetDriver, [FNetDriverDefinition](API\Runtime\Engine\Engine\FNetDriverDefinition) * InNetDriverDef )


className: FNamedNetDriver

description: Active and named net drivers instantiated from anFNetDriverDefinitionThe net driver will remain instantiated on this struct until it is destroyed

code: struct FNamedNetDriver

NetDriver

type: TObjectPtr< cla...

description: Instantiation of named net driver

NetDriverDef

type: FNetDriverDefin...

description: Definition associated with this net driver


code: void ApplyTo ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


code: FNetConnectionSettings ( int32 InPacketLag )


code: FNetConnectionSettings ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection )


className: FNetConnectionSettings

description: Help structs for temporarily setting network settings

code: struct FNetConnectionSettings


className: FOnPendingNetGameConnectionCreated

description: Delegate fired when a pending net game has created aUNetConnectionto the server but hasn't sent the initial join message yet.

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


className: FNetworkCheatDetected

description: Delegate fires whenever a client cheater is detected in the networking code

code: typedef TBaseDelegate_FourParams< void, const class [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) &, ECheatPunishType, const [FString](API\Runtime\Core\Containers\FString) &, const [FString](API\Runtime\Core\Containers\FString) & > FNetworkCheatDetected


className: FOnSyncLoadDetected

description: Delegate fired when net.ReportSyncLoads is enabled and the replication system has determined which property or object caused the load. This is likely reported after the load itself, since the load can occur while parsing export bunches, but we don't know what property or object refers to the loaded object until the property itself is read.

code: typedef TMulticastDelegate_OneParam< void, const [FNetSyncLoadReport](API\Runtime\Engine\Engine\FNetSyncLoadReport) & > FOnSyncLoadDetected


className: FReceivedNetworkEncryptionFailure

description: Binding to this delegate overridesUGameInstance's handling of encryption (

code: typedef TBaseDelegate_OneParam< EEncryptionFailureAction, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * > FReceivedNetworkEncryptionFailure


className: FReceivedNetworkEncryptionAck

code: typedef TBaseDelegate_OneParam< void, const FOnEncryptionKeyResponse & > FReceivedNetworkEncryptionAck


className: FReceivedNetworkEncryptionToken

code: typedef TBaseDelegate_TwoParams< void, const [FString](API\Runtime\Core\Containers\FString) &, const FOnEncryptionKeyResponse & > FReceivedNetworkEncryptionToken


className: OnReceivedNetworkEncryptionFailure


className: FNetDriverDefinition

description: Container for describing various types of netdrivers available to the engine The engine will try to construct a netdriver of a given type and, failing that, the fallback version.

code: struct FNetDriverDefinition

DefName

type: FName

description: Unique name of this net driver definition

DriverClassName

description: Class name of primary net driver

DriverClassNameFallback

description: Class name of the fallback net driver if the main net driver class fails to initialize


className: FNetDriverReplicationSystemConfig

description: Used to configure the replication system default values

MaxDeltaCompressedObjectCount

description: Override the max compressed object count. If 0 use the default system value.

MaxNetObjectGroupCount

description: Override the max group count. If 0 use the default system value.

MaxReplicatedObjectCount

description: Override the max object count. If 0 use the default system value.


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


code: FNetFieldExport ( const uint32 InHandle, const uint32 InCompatibleChecksum, const [FName](API\Runtime\Core\UObject\FName) & InName )


className: FNetFieldExport

code: class FNetFieldExport

bIncompatible

description: Transient properties.


code: int32 FindNetFieldExportHandleByChecksum ( const uint32 Checksum ) const


className: FNetFieldExportGroup

code: class FNetFieldExportGroup

NetFieldExports

type: TArray<FNetFie...


code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) AssignNewNetGUIDFromPath_Server ( const [FString](API\Runtime\Core\Containers\FString) & PathName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjOuter, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ObjClass )


description: Generate a new NetGUID for this object and assign it.

code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) AssignNewNetGUID_Server ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void AsyncPackageCallback ( const [FName](API\Runtime\Core\UObject\FName) & PackageName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [EAsyncLoadingResult::Type](API\Runtime\CoreUObject\UObject\EAsyncLoadingResult__Type) Result )


code: bool CanClientLoadObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: void ClearSyncLoadedGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID )


code: void CollectReferences ( class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & ReferenceCollector )


code: void ConsumeAsyncLoadDelinquencyAnalytics ( [FNetAsyncLoadDelinquencyAnalytics](API\Runtime\Engine\Net\FNetAsyncLoadDelinquencyAnalytic-) & Out )


code: [FString](API\Runtime\Core\Containers\FString) Describe ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


className: EAsyncLoadMode

code: enum EAsyncLoadMode { UseCVar = 0, ForceDisable = 1, ForceEnable = 2, }


className: ENetworkChecksumMode

code: enum ENetworkChecksumMode { None = 0, SaveAndUse = 1, SaveButIgnore = 2, }


code: void GenerateFullNetGUIDPath_r ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, [FString](API\Runtime\Core\Containers\FString) & FullPath ) const


code: [FString](API\Runtime\Core\Containers\FString) FullNetGUIDPath ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: const [FNetAsyncLoadDelinquencyAnalytics](API\Runtime\Engine\Net\FNetAsyncLoadDelinquencyAnalytic-) & GetAsyncLoadDelinquencyAnalytics() const


code: [FNetGuidCacheObject](API\Runtime\Engine\Engine\FNetGuidCacheObject) const *const GetCacheObject ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: uint32 GetClassNetworkChecksum ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetNetGUID ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: uint32 GetNetworkChecksum ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectFromNetGUID ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const bool bIgnoreMustBeMapped )


description: Gets or assigns a new NetGUID to this object. Returns whether the object is fully mapped or not

code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetOrAssignNetGUID ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * WeakObjectPtr )


code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetOuterNetGUID ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


description: Dynamic objects are actors or sub-objects that were spawned in the world at run time, and therefor cannot be referenced with a path name to the client.

code: bool IsDynamicObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: bool IsGUIDBroken ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const bool bMustBeRegistered ) const


code: bool IsGUIDNoLoad ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: bool IsGUIDLoaded ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: bool IsGUIDPending ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: bool IsGUIDRegistered ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: static const bool IsHistoryEnabled()


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


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


description: Associates a net guid with a path, that can be loaded or found later This function is only called on the client

code: void RegisterNetGUIDFromPath_Client ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const [FString](API\Runtime\Core\Containers\FString) & PathName, const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & OuterGUID, const uint32 NetworkChecksum, const bool bNoLoad, const bool bIgnoreWhenMissing )


description: Associates a net guid with a path, that can be loaded or found later This function is only called on the server

code: void RegisterNetGUIDFromPath_Server ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const [FString](API\Runtime\Core\Containers\FString) & PathName, const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & OuterGUID, const uint32 NetworkChecksum, const bool bNoLoad, const bool bIgnoreWhenMissing )


description: Associates a net guid directly with an object This function is only called on clients with dynamic guids

code: void RegisterNetGUID_Client ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Associates a net guid directly with an object This function is only called on server

code: void RegisterNetGUID_Server ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void RegisterNetGUID_Internal ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const [FNetGuidCacheObject](API\Runtime\Engine\Engine\FNetGuidCacheObject) & CacheObject )


description: If LogNetSyncLoads is enabled, log all objects that caused a sync load that haven't been otherwise reported by the package map yet, and clear that list.

code: void ReportSyncLoadedGUIDs()


code: void SetAsyncLoadMode ( const [EAsyncLoadMode](API\Runtime\Engine\Engine\FNetGUIDCache\EAsyncLoadMode) NewMode )


code: void SetNetworkChecksumMode ( const [ENetworkChecksumMode](API\Runtime\Engine\Engine\FNetGUIDCache\ENetworkChecksumMode) NewMode )


code: bool ShouldIgnoreWhenMissing ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: bool SupportsObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > * WeakObjectPtr ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FQueuedBunchObjectReference](API\Runtime\Engine\Engine\FQueuedBunchObjectReference) > TrackQueuedBunchObjectReference ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InNetGUID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: bool WasGUIDSyncLoaded ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID ) const


code: FNetGUIDCache ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FNetGUIDCache ( [FNetGUIDCache](API\Runtime\Engine\Engine\FNetGUIDCache) && )


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


className: FNetGUIDCache

code: class FNetGUIDCache

AsyncLoadMode

type: EAsyncLoadMode

Driver

type: UNetDriver*...

History

type: TMap<FNetworkG...

description: History for debugging entries in the guid cache.

ImportedNetGuids

type: TSet<FNetworkG...

NetGUIDLookup

type: TMap<TWeakObje...

NetworkChecksumMode

type: ENetworkChecksu...


className: FNetGuidCacheObject

description: Stores an object with path associated withFNetworkGUID

code: class FNetGuidCacheObject

bDirtyForReplay

type: uint8:  1

Object

type: TWeakObjectPtr<...

OuterGUID

type: FNetworkGUID

description: These fields are set when this guid is static.

ReadOnlyTimestamp

type: double


code: void InvalidateClientPendingRequest()


className: FNetLevelVisibilityState

code: struct FNetLevelVisibilityState

bHasClientPendingRequest

type: bool

ClientAckedRequestCanMakeVisible

type: TOptional< bool...

PendingRequestType

type: TOptional< ENet...


className: FNetSyncLoadReport

description: Struct used as the parameter to FOnSyncLoadDetected to report sync loads.

code: struct FNetSyncLoadReport

LoadedObject

type: constUObject&...

description: The object that was sync loaded

NetDriver

type: constUNetDrive...

description: The driver that reported this load

OwningObject

description: The replicated object, usually an actor, whose replication caused the sync load, if known.

Property

type: constFProperty...

description: The replicated property that refers to the object that was sync loaded, if known. May be null.

Type

type: ENetSyncLoadTyp...

description: How the sync load was triggered, if known


description: Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

code: virtual void NotifyAcceptedConnection ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


className: FNetworkEmulationProfileDescription

ProfileName

type: FString


description:
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)
true if the channel should be opened, false if it should be rejected (destroying the channel)

code: virtual bool NotifyAcceptingChannel ( class [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description:
Notification that an incoming connection is pending, giving the interface a chance to reject the request
EAcceptConnection indicating willingness to accept the connection at this time


description: Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

code: virtual void NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, class [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


className: FNetworkNotify

description: The net code uses this to send notifications.

code: class FNetworkNotify


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


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static KeyInitType GetSetKey &40; const ElementInitType & Element &41;


code: static bool Matches &40; KeyInitType A, KeyInitType B &41;


className: FNetConnectionKeyFuncs

description: Key definitions for TSet/TMap that works with invalidated weak pointers

code: struct FNetConnectionKeyFuncs : public [BaseKeyFuncs< TWeakObjectPtr< UNetConnection >, const TWeakObjectPtr< UNetConnection > &, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


code: FNetworkObjectInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: FNetworkObjectInfo

description: Struct to store an actor pointer and any internal metadata for that actor used internally by aUNetDriver.

code: struct FNetworkObjectInfo

Actor

type: AActor*

description: Pointer to the replicated actor.

bDirtyForReplay

description: Should this object be considered for replay checkpoint writes

bPendingNetUpdate

description: Is this object still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime

bSwapRolesOnReplicate

description: Should channel swap roles while calling ReplicateActor

DormantConnections

type: TSet<TWeakObje...

description: List of connections that this actor is dormant on

ForceRelevantFrame

description: Force this object to be considered relevant for at least one update

LastNetReplicateTime

description: Last absolute time in seconds since actor actually sent something during replication

LastNetUpdateTimestamp

description: Last time this actor was updated for replication via NextUpdateTime

NextUpdateTime

description: Next time to consider replicating the actor.

OptimalNetUpdateDelta

type: float

description: Optimal delta between replication updates based on how frequently actor properties are actually changing

RecentlyDormantConnections

description: A list of connections that this actor has recently been dormant on, but the actor doesn't have a channel open yet.

WeakActor

description: WeakPtr to actor.


description: Calculates a hash index for a key.

code: static uint32 GetKeyHash ( [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) Key )


description: The key used to index the given element.

code: static [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) GetSetKey ( [ElementInitType](API\Runtime\Core\Containers\BaseKeyFuncs\ElementInitType) Element )


description: True if the keys match.

code: static bool Matches ( [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) A, [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) B )


className: FNetworkObjectKeyFuncs

description: KeyFuncs to allow using the actor pointer as the comparison key in a set.

code: struct FNetworkObjectKeyFuncs : public [BaseKeyFuncs< TSharedPtr< FNetworkObjectInfo >, AActor *, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


description: Adds replicated actors in World to the internal set of replicated actors. Used when a net driver is initialized after some actors may have already been added to the world.

code: void AddInitialObjects ( [UWorld](API\Runtime\Engine\Engine\UWorld) *const World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: If info is not found (or the Actor is in an invalid state) an invalidTSharedPtris returned.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) > Find ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor )


description: Removes the recently dormant status from the passed in connection

code: void ClearRecentlyDormantConnection ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const Connection, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) > Find ( const [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor ) const


description: If info cannot be found or created, nullptr will be returned.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) > * FindOrAdd ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, bool * OutWasAdded )


description: Marks any actors in the given package/level active if they were fully dormant or dormant for the passed in connection

code: void FlushDormantActors ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const Connection, const [FName](API\Runtime\Core\UObject\FName) & PackageName )


className: FNetworkObjectSet

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) >, [FNetworkObjectKeyFuncs](API\Runtime\Engine\Engine\FNetworkObjectKeyFuncs) > FNetworkObjectSet


description: Force this actor to be relevant for at least one update

code: void ForceActorRelevantNextUpdate ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


code: bool operator&61;&61; &40; const FSubObjectChannelReference & rhs &41; const


code: bool operator&61;&61; &40; const TWeakObjectPtr< UObject > & rhs &41; const


code: FSubObjectChannelReference &40; const TWeakObjectPtr< UObject > & InSubObject &41;


className: FSubObjectChannelReference

description: Keeps track of the number of channels that have replicated a subobject. When the status is not Active anymore it is expected of existing references to be gradually removed as the actor replicates itself to each connection.

code: struct FSubObjectChannelReference

ChannelRefCount

description: Number of channels that replicated the subobject

Status

type: ENetSubObjectSt...

description: Current status of the subobject

SubObjectPtr

description: The replicated subobject


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static KeyInitType GetSetKey &40; ElementInitType & Element &41;


code: static bool Matches &40; KeyInitType A, KeyInitType B &41;


className: FSubObjectChannelRefKeyFuncs

description: Key definitions forTSetthat works with invalided weak pointers

code: struct FSubObjectChannelRefKeyFuncs : public [BaseKeyFuncs< FSubObjectChannelReference, const TWeakObjectPtr< UObject > &, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


description: Returns a const reference to the active set of tracked actors.

code: const [FNetworkObjectSet](API\Runtime\Engine\Engine\FNetworkObjectList\FNetworkObjectSet) & GetActiveObjects() const


description: Returns a const reference to the entire set of tracked actors.

code: const [FNetworkObjectSet](API\Runtime\Engine\Engine\FNetworkObjectList\FNetworkObjectSet) & GetAllObjects() const


description: Returns a const reference to the entire set of dormant actors.

code: const [FNetworkObjectSet](API\Runtime\Engine\Engine\FNetworkObjectList\FNetworkObjectSet) & GetDormantObjectsOnAllConnections() const


code: int32 GetNumDormantActorsForConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const Connection ) const


description: Does the necessary house keeping when a new connection is added When a new connection is added, we must add all objects back to the active list so the new connection will process it Once the objects is dormant on that connection, it will then be removed from the active list again

code: void HandleConnectionAdded()


description: Marks this object as active for the passed in connection

code: bool MarkActive ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const Connection, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Marks this object dirty for replays using delta checkpoints

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


description: Marks this object as dormant for the passed in connection

code: void MarkDormant ( [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const Connection, const int32 NumConnections, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Called when the netdriver gets notified that an actor is destroyed

code: void OnActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DestroyedActor )


description: Called when a replicated actor is about to be carried from one world to another

code: void OnActorIsTraveling ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TravelingAtor )


description: Called when seamless traveling is almost done just before we initialize the new world

code: void OnPostSeamlessTravel()


description: Removes actor from the internal list, and any cleanup that is necessary (i.e. resetting dormancy state)

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


description: Clears all state related to dormancy

code: void ResetDormancyState()


className: FNetworkObjectList

description: Stores the list of replicated actors for a givenUNetDriver.

code: class FNetworkObjectList


code: FNodeToCodeAssociation ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, int32 InOffset )


className: FNodeToCodeAssociation

code: struct FNodeToCodeAssociation


className: FOnCanvasRenderTargetUpdate

description: This delegate is assignable through Blueprint and has similar functionality to the above.

code: class FOnCanvasRenderTargetUpdate


className: FOnLocalPlayerEvent

code: class FOnLocalPlayerEvent : public TBaseMulticastDelegate_OneParam< void, ULocalPlayer * >


className: FOnUserClickedBanner

description: Delegate called when user clicks on an banner ad. Base class already handles pausing, so a delegate is only needed if you need extra handling. If you set it to a PC or other actor function, make sure to set it back when switching levels.

code: class FOnUserClickedBanner


className: FOnPawnControllerChanged

code: class FOnPawnControllerChanged


className: FOnUserClosedAdvertisement

description: Delegate called when user closes an ad (after clicking on banner). Base class already handles pausing, so a delegate is only needed if you need extra handling. If you set it to a PC or other actor function, make sure to set it back when switching levels.

code: class FOnUserClosedAdvertisement


className: FOnUserInputDeviceConnectionChange


className: FOnUserInputDevicePairingChange

code: class FOnUserInputDevicePairingChange


code: bool operator== ( [FOptTexturePlatformData](API\Runtime\Engine\Engine\FOptTexturePlatformData) const & RHS ) const


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


className: FOptTexturePlatformData

description: Optional extra fields for texture platform data required by some platforms. Data in this struct is only serialized if the struct's value is non-default.

code: struct FOptTexturePlatformData

ExtData

description: Arbitrary extra data that the runtime may need.

NumMipsInTail

description: Number of mips making up the mip tail, which must always be resident


code: FOverlapInfo ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InSweepResult )


code: FOverlapInfo ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, int32 InBodyIndex )


className: FOverlapInfo

description: Overlap info consisting of the primitive and the body that is overlapping

code: struct FOverlapInfo

OverlapInfo

type: FHitResult

description: Information for both sweep and overlap queries.


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


className: FOverlapResult

description: Structure containing information about one hit of an overlap test

code: struct FOverlapResult

bBlockingHit

type: uint32:  1

description: Indicates if this hit was requesting a block - if false, was requesting a touch instead

Component

description: PrimitiveComponent that the check hit.

ItemIndex

description: This is the index of the overlapping item.

OverlapObjectHandle

type: FActorInstanceH...


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


className: FPackageMapAckState

code: class FPackageMapAckState

NetFieldExportAcked

type: TSet< uint64 >

NetFieldExportGroupPathAcked

type: TSet< uint32 >

NetGUIDAckStatus

type: TMap<FNetworkG...


description: Force new emulation settings and ignore config or cmdline values

code: void ApplySettings ( const [FPacketSimulationSettings](API\Runtime\Engine\Engine\FPacketSimulationSettings) & NewSettings )


code: bool ConfigHelperBool ( const TCHAR * Name, bool & Value, const TCHAR * OptionalQualifier )


code: bool ConfigHelperInt ( const TCHAR * Name, int32 & Value, const TCHAR * OptionalQualifier )


description: overwrites all previous settings

code: void LoadConfig ( const TCHAR * OptionalQualifier )


description: Load a preconfigured emulation profile from the .ini Returns true if the given profile existed

code: bool LoadEmulationProfile ( const TCHAR * ProfileName )


code: bool ParseHelper ( const TCHAR * Cmd, const TCHAR * Name, int32 & Value, const TCHAR * OptionalQualifier )


description: Reads the settings from a string: command line or an exec

code: bool ParseSettings ( const TCHAR * Stream, const TCHAR * OptionalQualifier )


description: Tells if a packet fits the size settings to potentially be dropped

code: bool ShouldDropPacketOfSize ( int32 NumBits ) const


description: Ensure that settings have proper values

code: void ValidateSettings()


className: FPacketSimulationSettings

description: Holds the packet simulation settings in one place

code: struct FPacketSimulationSettings

PktDup

description: When set, will cause calls to FlushNet to duplicate packets.

PktIncomingLagMax

description: The maximum delay in milliseconds to add to incoming packets before they are processed.

PktIncomingLagMin

description: Set a value to add a minimum delay in milliseconds to incoming packets before they are processed.

PktIncomingLoss

description: The ratio of incoming packets that will be dropped to simulate packet loss

PktJitter

description: Causes sent packets to have a variable latency that fluctuates from [PktLagMin] to [PktLagMin+PktJitter] Note that this will cause packet loss on the receiving end.

PktLag

description: When set, will cause calls to FlushNet to delay packets.

PktLagMin

description: If set lag values will randomly fluctuate between Min and Max. Ignored if PktLag value is set

PktLagVariance

description: When set, will cause PktLag to use variable lag instead of constant.

PktLoss

description: When set, will cause calls to FlushNet to drop packets.

PktLossMaxSize

description: Sets the maximum size of packets in bytes that will be dropped according to the PktLoss setting.

PktLossMinSize

description: Sets the minimum size of packets in bytes that will be dropped according to the PktLoss setting.

PktOrder

description: When set, will cause calls to FlushNet to change ordering of packets at random.


description: Constructor

code: FParamRemapInfo()


className: FParamRemapInfo

description: Helper struct to allow us to redirect pin name for node class

code: struct FParamRemapInfo

bCustomValueMapping

type: bool

NewParam

type: FName

ParamValueMap

type: TMap<FString, ...


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


code: [APawn](API\Runtime\Engine\GameFramework\APawn) * operator->() const


code: bool operator== ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Other ) const


code: bool operator!= ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Other ) const


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


className: FPawnIteratorObject

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

code: struct FPawnIteratorObject


code: FPendingAutoReceiveInputActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const int32 InPlayerIndex )


className: FPendingAutoReceiveInputActor

description: Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created

code: struct FPendingAutoReceiveInputActor

Actor

type: TWeakObjectPtr<...


className: FPerInstanceLightmapData

code: struct FPerInstanceLightmapData


description: Get data for culling ray tracing instances

code: const [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & GetPerInstanceBounds ( FBox CurrentBounds )


description: Get cached CPU-friendly instance transforms

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) > & GetPerInstanceTransforms()


code: void UpdateFromCommandBuffer ( [FInstanceUpdateCmdBuffer](API\Runtime\Engine\FInstanceUpdateCmdBuffer) & CmdBuffer )


description: Call to update the Instance buffer with pre allocated data without recreating theFPerInstanceRenderData

code: void UpdateFromPreallocatedData ( [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) & InOther )


description: Should be always constructed on main thread.

code: FPerInstanceRenderData ( [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) & Other, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeaureLevel, bool InRequireCPUAccess, FBox InBounds, bool bTrack, bool bDeferGPUUploadIn )


className: FPerInstanceRenderData

code: struct FPerInstanceRenderData

HitProxies

type: TArray<TRefCou...

description: Hit proxies for the instances

InstanceBuffer

type: FStaticMeshInst...

description: Instance buffer

type: TSharedPtr<FSt...

ResourceSize

description: Cached per-instance resource size


code: FPerPlayerSplitscreenData ( float NewSizeX, float NewSizeY, float NewOriginX, float NewOriginY )


className: FPerPlayerSplitscreenData

description: Structure to store splitscreen data.

code: struct FPerPlayerSplitscreenData


className: FPlasticDeformationEventSignature

description: Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints

code: class FPlasticDeformationEventSignature


className: FPlatformInterfaceData

description: Struct that encompasses the most common types of data. This is the data payload of PlatformInterfaceDelegateResult.

code: struct FPlatformInterfaceData

DataName

description: An optional tag for this data

IntValue

description: Various typed result values

ObjectValue

type: TObjectPtr< cla...

StringValue

type: FString

Type

type: TEnumAsByte< en...

description: Specifies which value is valid for this structure


className: FPlatformInterfaceDelegate

description: Generic platform interface delegate signature

code: class FPlatformInterfaceDelegate


code: FPlatformInterfaceDelegateResult()


className: FPlatformInterfaceDelegateResult

description: Generic structure for returning most any kind of data from C++ to delegate functions

code: struct FPlatformInterfaceDelegateResult

bSuccessful

description: This is always usable, no matter the type

Data

type: FPlatformInterf...

description: The result actual data


className: FPluginRedirect

code: struct FPluginRedirect


className: ClassID

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

code: static const int32 ClassID = 1;


description: Simple API for common cases where we are happy to assume a single hit is expected, even though damage event may have multiple hits.

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


code: FPointDamageEvent ( float InDamage, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHitInfo, FVector const & InShotDirection, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > InDamageTypeClass )


className: FPointDamageEvent

description: Damage subclass that handles damage with a single impact location and source direction

code: struct FPointDamageEvent : public [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent)

Damage

type: float

description: Actual damage done

HitInfo

type: FHitResult

description: Describes the trace/location that caused this damage

ShotDirection

description: Direction the shot came from. Should be normalized.


description: WARNING: This struct layout definition repeated in ScriptCore.cpp as FPointerToUberGraphFrameCoreUObject to work around reflection generation issues

code: FPointerToUberGraphFrame()


className: FPointerToUberGraphFrame

code: struct FPointerToUberGraphFrame

RawPointer

type: uint8 *


description: Computes the 2D area of the polygon. Returns zero if the polygon has less than three verices.

code: float Area()


code: static [FPoly](API\Runtime\Engine\Engine\FPoly) BuildAndCutInfiniteFPoly ( const FPlane & InPlane, const [TArray](API\Runtime\Core\Containers\TArray)< FPlane > & InCutPlanes, [ABrush](API\Runtime\Engine\Engine\ABrush) * InOwnerBrush )


description:
Builds a huge poly aligned with the specified plane. This poly is carved up by the calling routine and used as a capping poly following a clip operation.
The resulting polygon

code: static [FPoly](API\Runtime\Engine\Engine\FPoly) BuildInfiniteFPoly ( const FPlane & InPlane )


description: Compute normal of anFPoly. Works even ifFPolyhas 180-degree-angled sides (which are often created during T-joint elimination). Returns nonzero result (plus sets normal vector to zero) if a problem occurs.

code: int32 CalcNormal ( bool bSilent )


description: Checks to see if the specified line intersects this poly or not. If "Intersect" is a valid pointer, it is filled in with the intersection point.

code: bool DoesLineIntersect ( FVector Start, FVector End, FVector * Intersect )


description: Return whether this poly and Test are facing each other. The polys are facing if they are noncoplanar, one or more of Test's points is in front of this poly, and one or more of this poly's points are behind Test.

code: int32 Faces ( const [FPoly](API\Runtime\Engine\Engine\FPoly) & Test ) const


description: Compute all remaining polygon parameters (normal, etc) that are blank. Returns 0 if ok, nonzero if problem.

code: int32 Finalize ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InOwner, int32 NoError )


description: Fix up an editor poly by deleting vertices that are identical. Sets vertex count to zero if it collapses. Returns number of vertices, 0 or >=3.

code: int32 Fix()


description: Computes the mid point of the polygon (in local space).

code: FVector GetMidPoint()


description: NOTE : This will work for convex or concave sets of polygons but not for concave polygons with holes.

code: template<typename ArrayType> static void GetOutsideWindings ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InOwnerBrush, ArrayType & InPolygons, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > > & InWindings )


description:
Finds the index of the specific vertex.
The index of the vertex, if found. Otherwise INDEX_NONE.

code: int32 GetVertexIndex ( FVector3f & InVtx )


description: Initialize everything in an editor polygon structure to defaults. Changes to these default values should also be mirrored toUPolysExporterT3D::ExportText(...).

code: void Init()


description: Inserts a vertex into the poly at a specific position.

code: void InsertVertex ( int32 InPos, FVector InVtx )


description: Inlines.

code: int32 IsBackfaced ( const FVector3f & Point ) const


description:
Checks to see if this polygon is a convex shape.
true if this polygon is convex.

code: bool IsConvex()


description: Checks to see if all the vertices on a polygon are coplanar.

code: bool IsCoplanar()


code: int32 IsCoplanar ( const [FPoly](API\Runtime\Engine\Engine\FPoly) & Test ) const


description: This can be combined withFMath::LinePlaneIntersectionto perform a line-fpoly intersection test.

code: bool OnPoly ( FVector InVtx )


description: Checks to see if the specified vertex lies on this polygons plane.

code: bool OnPlane ( FVector InVtx )


description: Optimizes a set of polygons into a smaller set of convex polygons.

code: template<typename ArrayType> static void OptimizeIntoConvexPolys ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InOwnerBrush, ArrayType & InPolygons )


description: Remove colinear vertices and check convexity. Returns 1 if convex, 0 if nonconvex or collapsed.

code: int32 RemoveColinears()


description: Removes a vertex from the polygons list of vertices

code: void RemoveVertex ( FVector InVtx )


description: Rotate an editor polygon.

code: void Rotate ( const FRotator3f & Rotation )


description: Scale an editor polygon.

code: void Scale ( const FVector3f & Scale )


description: Split with a Bsp node.

code: int32 SplitWithNode ( const [UModel](API\Runtime\Engine\UModel) * Model, int32 iNode, [FPoly](API\Runtime\Engine\Engine\FPoly) * FrontPoly, [FPoly](API\Runtime\Engine\Engine\FPoly) * BackPoly, int32 VeryPrecise ) const


description: Split a poly and keep only the front half. Returns number of vertices, 0 if clipped away.

code: int32 Split ( const FVector3f & InNormal, const FVector3f & InBase )


description: Split with plane. Meant to be numerically stable.

code: int32 SplitWithPlane ( const FVector3f & InBase, const FVector3f & InNormal, [FPoly](API\Runtime\Engine\Engine\FPoly) * FrontPoly, [FPoly](API\Runtime\Engine\Engine\FPoly) * BackPoly, int32 VeryPrecise ) const


description: Reverse anFPolyby reversing the normal and reversing the order of its vertices.

code: void Reverse()


description: Split with plane quickly for in-game geometry operations. Results are always valid. May return sliver polys.

code: int32 SplitWithPlaneFast ( const FPlane & Plane, [FPoly](API\Runtime\Engine\Engine\FPoly) * FrontPoly, [FPoly](API\Runtime\Engine\Engine\FPoly) * BackPoly ) const


description: Transform an editor polygon with a post-transformation addition.

code: void Transform ( const FVector3f & PostAdd )


description:
Breaks down this polygon into triangles. The triangles are then returned to the caller in an array.
The number of triangles created

code: int32 Triangulate ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InOwnerBrush, [TArray](API\Runtime\Core\Containers\TArray)< [FPoly](API\Runtime\Engine\Engine\FPoly) > & OutTriangles )


description: Constructor, initializing all member variables.

code: FPoly()


className: FPoly

description: A general-purpose polygon used by the editor. AnFPolyis a free-standing class which exists independently of any particular level, unlike the polys associated with Bsp nodes which rely on scads of other objects. FPolys are used in UnrealEd for internal work, such as building the Bsp and performing boolean operations.

code: class FPoly

Actor

type: TObjectPtr<ABr...

LightmassSettings

type: FLightmassPrimi...

description: This MUST be the format ofFLightmassPrimitiveSettingsThe Lightmass settings for surfaces generated from this poly

Material

type: TObjectPtr<UMa...

Vertices

type: VerticesArrayTy...


className: VerticesArrayType

description: Store up to 16 vertices inline.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FVector3f, TInlineAllocator< 16 > > VerticesArrayType


code: bool operator&40;&41; &40; const FPostProcessMaterialNode & P1, const FPostProcessMaterialNode & P2 &41; const


description: For type safety inFBlendableManager.

code: static const [FName](API\Runtime\Core\UObject\FName) & GetFName()


code: EBlendableLocation GetLocation() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialInterface() const


description: Only call if you are sure it's an MID.

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetMID() const


description: Default constructor.

code: FPostProcessMaterialNode()


description: Constructor.

code: FPostProcessMaterialNode ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMID, EBlendableLocation InLocation, int32 InPriority, bool InbIsBlendable )


description: Constructor.

code: FPostProcessMaterialNode ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, EBlendableLocation InLocation, int32 InPriority, bool InbIsBlendable )


description: Adds an Blendable (implementsIBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight

code: void AddBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject, float InWeight )


className: FPostProcessMaterialNode

code: struct FPostProcessMaterialNode


className: kDefaultDepthOfFieldBladeCount

description: Default number of blade of the diaphragm to simulate in depth of field.

code: static constexpr int32 kDefaultDepthOfFieldBladeCount = 5;


description: For backwards compatibility

code: void OnAfterLoad()


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


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


description: Removes one or multiple blendables from the array

code: void RemoveBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject )


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


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


description: Used to define the values before any override happens. Should be as neutral as possible.

code: void SetBaseValues()


description: Good start values for a new volume, by default no value is overriding

code: FPostProcessSettings()


description: Workaround for clang deprecation warnings for any deprecated members in implicitly-defined special member functions.

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


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


className: FPostProcessSettings

description: To be able to use struct PostProcessSettings. Each property consists of a bool to enable it (by default off), the variable declaration and further down the default value for it. The comment should include the meaning and usable range.

code: struct FPostProcessSettings

AmbientCubemap

description: The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

AmbientCubemapIntensity

description: To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

AmbientCubemapTint

type: FLinearColor

description: AmbientCubemap tint color

AmbientOcclusionBias

description: >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

AmbientOcclusionFadeDistance

description: >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

AmbientOcclusionFadeRadius

description: >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

AmbientOcclusionIntensity

description: 0..1 0=off/no ambient occlusion ..

AmbientOcclusionMipBlend

description: Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

AmbientOcclusionMipScale

description: Affects the radius AO radius scale over the multiple mips (lower resolution versions)

AmbientOcclusionMipThreshold

description: To tweak the bilateral upsampling when using multiple mips (lower resolution versions)

AmbientOcclusionPower

description: >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

AmbientOcclusionRadiusInWS

type: uint32: 1

description: True: AO radius is in world space units, false: AO radius is locked the view space in 400 units

AmbientOcclusionStaticFraction

description: 0..1 0=no effect on static lighting ..

AmbientOcclusionTemporalBlendWeight

description: How much to blend the current frame with previous frames when using GTAO with temporal accumulation

AutoExposureApplyPhysicalCameraExposure

type: uint32:  1

description: Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

AutoExposureBias

description: Logarithmic adjustment for the exposure.

AutoExposureBiasBackup

description: With the auto exposure changes, we are changing the AutoExposureBias inside the serialization code.

AutoExposureBiasCurve

description: Exposure compensation based on the scene EV100.

AutoExposureHighPercent

description: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.

AutoExposureMaxBrightness

description: Auto-Exposure maximum adaptation.

AutoExposureMeterMask

description: Exposure metering mask.

AutoExposureMethod

description: Luminance computation method

AutoExposureMinBrightness

description: Auto-Exposure minimum adaptation.

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

BloomConvolutionBufferScale

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

BloomConvolutionCenterUV

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

BloomConvolutionPreFilterMax

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

BloomConvolutionScatterDispersion

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

BloomConvolutionSize

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

BloomConvolutionTexture

description: Texture to replace default convolution bloom kernel

BloomDirtMask

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

BloomDirtMaskIntensity

description: BloomDirtMask intensity

BloomDirtMaskTint

description: BloomDirtMask tint color

BloomIntensity

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

BloomMethod

description: Bloom algorithm

BloomSizeScale

description: Scale for all bloom sizes

BloomThreshold

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

BlueCorrection

description: Correct for artifacts with "electric" blues due to the ACEScg color space.

bMobileHQGaussian

type: uint8: 1

description: Enable HQ Gaussian on high end mobile platforms. (ES3_1)

type: uint8:  1

description: With the auto exposure changes, we are also changing the auto exposure override value, so we are storing that backup as well.

description: Color Correction controls.

CameraISO

description: The camera sensor sensitivity in ISO.

CameraShutterSpeed

description: The camera shutter in seconds.

ChromaticAberrationStartOffset

description: A normalized distance to the center of the framebuffer where the effect takes place.

ColorCorrectionHighlightsMax

description: Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

ColorGradingIntensity

description: Color grading lookup table intensity. 0 = no intensity, 1=full intensity

ColorGradingLUT

description: Look up table texture to use or none of not used

ColorSaturation

description: Color Correction controls.

DepthOfFieldBladeCount

description: Defines the number of blades of the diaphragm within the lens (between 4 and 16).

DepthOfFieldDepthBlurAmount

description: CircleDOF only: Depth blur km for 50%

DepthOfFieldDepthBlurRadius

description: CircleDOF only: Depth blur radius in pixels at 1920x

DepthOfFieldFarBlurSize

description: Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

DepthOfFieldFarTransitionRegion

description: To define the width of the transition region next to the focal region on the near side (cm)

DepthOfFieldFocalDistance

description: Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

DepthOfFieldFocalRegion

description: Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

DepthOfFieldFstop

description: Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

DepthOfFieldMinFstop

description: Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm.

DepthOfFieldOcclusion

description: Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

DepthOfFieldScale

description: SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF.

DepthOfFieldSensorWidth

description: Width of the camera sensor to assume, in mm.

DepthOfFieldSkyFocusDistance

description: Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

DepthOfFieldVignetteSize

description: Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

DynamicGlobalIlluminationMethod

description: Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

ExpandGamut

description: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

FilmGrainIntensity

description: 0..1 Film grain intensity to apply.

FilmGrainTexelSize

description: Size of texel of FilmGrainTexture on screen.

FilmGrainTexture

description: Defines film grain texture to use.

HistogramLogMax

description: Histogram Max value.

HistogramLogMin

description: Histogram Min value.

IndirectLightingColor

description: Adjusts indirect lighting color.

IndirectLightingIntensity

description: Scales the indirect lighting contribution.

LensFlareBokehShape

description: Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

LensFlareBokehSize

description: Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

LensFlareIntensity

description: Brightness scale of the image cased lens flares (linear)

LensFlareThreshold

description: Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

LensFlareTint

description: Tint color for the image based lens flares.

LensFlareTints

description: RGB defines the lens flare color, A it's position. This is a temporary solution.

LocalExposureBlurredLuminanceBlend

description: Local Exposure decomposes luminance of the frame into a base layer and a detail layer.

description: Kernel size (percentage of screen) used to blur frame luminance.

LocalExposureMiddleGreyBias

description: Logarithmic adjustment for the local exposure middle grey.

LumenDiffuseColorBoost

description: Allows brightening indirect lighting by calculating material diffuse color for indirect lighting as pow(DiffuseColor, 1 / DiffuseColorBoost).

LumenFinalGatherLightingUpdateSpeed

description: Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance.

LumenFinalGatherQuality

description: Scales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

LumenFrontLayerTranslucencyReflections

description: Whether to use high quality mirror reflections on the front layer of translucent surfaces.

LumenFullSkylightLeakingDistance

description: Controls the distance from a receiving surface where skylight leaking reaches its full intensity.

LumenMaxReflectionBounces

description: Sets the maximum number of recursive reflection bounces.

LumenMaxTraceDistance

description: Controls the maximum distance that Lumen should trace while solving lighting.

LumenRayLightingMode

description: Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing.

LumenReflectionQuality

description: Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

LumenSceneDetail

description: Controls the size of instances that can be represented in Lumen Scene.

LumenSceneLightingQuality

description: Scales Lumen Scene's quality.

LumenSceneLightingUpdateSpeed

description: Controls how much Lumen Scene is allowed to cache lighting results to improve performance.

LumenSceneViewDistance

description: Sets the maximum view distance of the scene that Lumen maintains for ray tracing against.

LumenSkylightLeaking

description: Controls what fraction of the skylight intensity should be allowed to leak.

LumenSurfaceCacheResolution

description: Scale factor for Lumen Surface Cache resolution, for Scene Capture.

MotionBlurAmount

description: Strength of motion blur, 0:off

MotionBlurMax

description: Max distortion caused by motion blur, in percent of the screen width, 0:off

MotionBlurPerObjectSize

description: The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width.

MotionBlurTargetFPS

description: Defines the target FPS for motion blur.

PathTracingEnableDenoiser

description: Run the currently loaded denoiser plugin on the last sample to remove noise from the output.

PathTracingEnableReferenceAtmosphere

description: Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight.

PathTracingEnableReferenceDOF

description: Enables a reference quality depth-of-field which replaces the post-process effect.

PathTracingIncludeDiffuse

description: Should the render include diffuse lighting contributions?

PathTracingIncludeEmissive

description: Should the render include directly visible emissive elements?

PathTracingIncludeIndirectDiffuse

description: Should the render include indirect diffuse lighting contributions?

PathTracingIncludeIndirectEmissive

description: Should the render include indirectly visible emissive elements?

PathTracingIncludeIndirectSpecular

description: Should the render include indirect specular lighting contributions?

PathTracingIncludeIndirectVolume

description: Should the render include volume lighting contributions?

PathTracingIncludeSpecular

description: Should the render include specular lighting contributions?

PathTracingMaxBounces

description: Path Tracing.

PathTracingMaxPathExposure

description: Sets the maximum exposure allowed in the path tracer to reduce fireflies.

PathTracingSamplesPerPixel

description: Sets the samples per pixel for the path tracer.

RayTracingAO

description: Enables ray tracing ambient occlusion.

RayTracingAOIntensity

description: Scalar factor on the ray-tracing ambient occlusion score.

RayTracingAORadius

description: Defines the world-space search radius for occlusion rays.

RayTracingAOSamplesPerPixel

description: Sets the samples per pixel for ray tracing ambient occlusion.

RayTracingGIMaxBounces

description: Sets the ray tracing global illumination maximum bounces.

RayTracingGISamplesPerPixel

description: Sets the samples per pixel for ray tracing global illumination.

RayTracingGIType

description: Sets the ray tracing global illumination type.

RayTracingReflectionsMaxBounces

description: Sets the maximum number of ray tracing reflection bounces.

RayTracingReflectionsMaxRoughness

description: Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster).

RayTracingReflectionsSamplesPerPixel

description: Sets the samples per pixel for ray traced reflections.

RayTracingReflectionsShadows

description: Sets the reflected shadows type.

RayTracingReflectionsTranslucency

description: Enables ray tracing translucency in reflections.

RayTracingTranslucencyMaxRoughness

description: Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster).

RayTracingTranslucencyRefraction

description: Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

RayTracingTranslucencyRefractionRays

description: Sets the maximum number of ray tracing refraction rays.

RayTracingTranslucencySamplesPerPixel

description: Sets the samples per pixel for ray traced translucency.

RayTracingTranslucencyShadows

description: Sets the translucency shadows type.

ReflectionMethod

description: Chooses the Reflection method. Not compatible with Forward Shading.

SceneColorTint

description: Scene tint color

SceneFringeIntensity

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.

ScreenSpaceReflectionIntensity

description: Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

ScreenSpaceReflectionMaxRoughness

description: Untilwhat roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

ScreenSpaceReflectionQuality

description: 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

Sharpen

description: Controls the strength of image sharpening applied during tonemapping.

TemperatureType

description: Selects the type of temperature calculation.

ToneCurveAmount

description: Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

TranslucencyType

description: Sets the translucency type

VignetteIntensity

description: 0..1 0=off/no vignette .. 1=strong vignette

WeightedBlendables

description: Note: Adding properties before this line require also changes to the OverridePostProcessSettings() function andFPostProcessSettingsconstructor and possibly theSetBaseValues()method.


className: FPostProcessSettingsDebugInfo

code: struct FPostProcessSettingsDebugInfo

bIsEnabled

type: bool


code: FPOV ( FVector InLocation, FRotator InRotation, float InFOV )


className: FPrecomputedVisibilityBucket

description: A bucket of visibility cells that have the same spatial hash.

code: class FPrecomputedVisibilityBucket

CellDataChunks

type: TArray<FCompre...

description: Data chunks corresponding to Cells.

CellDataSize

description: Size in bytes of the data of each cell.

Cells

type: TArray<FPrecom...

description: Cells in this bucket.


className: FPOV

description: Point Of View structure used in Camera calculations

code: struct FPOV

FOV

description: FOV angle

Location

type: FVector

description: Location

Rotation

type: FRotator

description: Rotation


className: FPrecomputedVisibilityCell

description: A precomputed visibility cell, whose data is stored inFCompressedVisibilityChunk.

code: class FPrecomputedVisibilityCell

ChunkIndex

description: IndexintoFPrecomputedVisibilityBucket::CellDataChunksof this cell's data.

DataOffset

description: Indexinto the decompressed chunk data of this cell's visibility data.

Min

description: World space min of the cell.


description: Invalidates the level's precomputed visibility and frees any memory used by the handler.

code: void Invalidate ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


description: Shifts origin of precomputed visibility volume by specified offset

code: void ApplyWorldOffset ( const FVector & InOffset )


description: the Id

code: int32 GetId() const


description: Sets this visibility handler to be actively used by the rendering scene.

code: void UpdateScene ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene ) const


description: Updates visibility stats.

code: void UpdateVisibilityStats ( bool bAllocating ) const


description: Invalidates the level's volume distance field and frees any memory used by it.


description: Sets this volume distance field to be actively used by the rendering scene.


className: FPrecomputedVisibilityHandler

description: Handles operations on precomputed visibility data for a level.

code: class FPrecomputedVisibilityHandler


code: bool operator== ( const [FPreviewMeshCollectionEntry](API\Runtime\Engine\Engine\FPreviewMeshCollectionEntry) & InEntry ) const


className: FPrecomputedVolumeDistanceField

description: Volume distance field generated by Lightmass, used by image based reflections for shadowing.

code: class FPrecomputedVolumeDistanceField


code: FPreviewMeshCollectionEntry ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh )


className: FPreviewMeshCollectionEntry

description: An entry in a preview mesh collection

code: struct FPreviewMeshCollectionEntry

AnimBlueprint

type: TSoftObjectPtr<...

description: The custom animation blueprint for the mesh

SkeletalMesh

description: The skeletal mesh to display


description: Get the result of the unions up to this point. If OutConflictIds is non-null, it will be cleared if there are no conflicts, and will be set to the Ids that have a conflict between inclusion and exclusion.

code: EPrimaryAssetCookRule GetRule ( [TOptional](API\Runtime\Core\IO\TOptional)< [TTuple](API\Runtime\Core\Misc\TTuple)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) >> * OutConflictIds )


className: FPrimaryAssetCookRuleUnion

description: Merges CookRules from multiple managers to decide the final CookRule for an asset they manage.

code: struct FPrimaryAssetCookRuleUnion


description: Checks if all rules are the same as the default. If so this will be ignored.

code: bool IsDefault() const


description: Add the information from another manager to the Union.

code: void UnionWith ( EPrimaryAssetCookRule CookRule, bool bDirectReference, const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & Id, int32 Priority )


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


description: Override non-default rules from an override struct.

code: void OverrideRules ( const [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) & OverrideRules )


description: Propagate cook rules from parent to child, won't override non-default values.

code: void PropagateCookRules ( const [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) & ParentRules )


className: FPrimaryAssetRules

description: Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset

code: struct FPrimaryAssetRules

bApplyRecursively

description: If true, this rule will apply to all referenced Secondary Assets recursively, as long as they are not managed by a higher-priority Primary Asset.

ChunkId

description: Assets will be put into this Chunk ID specifically, if set to something other than -1.

CookRule

type: EPrimaryAssetCo...

description: Rule describing when this asset should be cooked.

Priority

description: Primary Assets with a higher priority will take precedence over lower priorities when assigning management for referenced assets.


className: FPrimaryAssetRulesCustomOverride

description: Apply primary asset rules to groups of primary assets, using type + filter directory or string

code: struct FPrimaryAssetRulesCustomOverride

FilterDirectory

type: FDirectoryPath

description: Will only apply to files in this directory

FilterString

type: FString

description: Game-specific string defining which assets to apply this to

PrimaryAssetType

type: FPrimaryAssetTy...

description: Which type to apply rules for

Rules

type: FPrimaryAssetRu...

description: What to overrides the rules with


code: void OverrideRulesExplicitly ( [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) & RulesToOverride ) const


code: FPrimaryAssetRulesExplicitOverride()


className: FPrimaryAssetRulesExplicitOverride

description: Structure defining overrides to rules


className: FPrimaryAssetRulesOverride

description: Simple structure to allow overriding asset rules for a specific primary asset. This can be used to set chunks

code: struct FPrimaryAssetRulesOverride

PrimaryAssetId

type: FPrimaryAssetId

description: Which primary asset to override the rules for

description: What to overrides the rules with


description: Fills out transient variables based on parsed ones. Sets status bools saying rather data is valid, and rather it had to synchronously load the base class

code: void FillRuntimeData ( bool & bIsValid, bool & bBaseClassWasLoaded )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) > & GetDirectories() const


code: const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & GetAssetBaseClass() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & GetSpecificAssets() const


code: FPrimaryAssetTypeInfo ( [FName](API\Runtime\Core\UObject\FName) InPrimaryAssetType, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly )


code: void SetAssetBaseClass ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InAssetBaseClass )


code: FPrimaryAssetTypeInfo ( [FName](API\Runtime\Core\UObject\FName) InPrimaryAssetType, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InAssetBaseClass, bool bInHasBlueprintClasses, bool bInIsEditorOnly, [TArray](API\Runtime\Core\Containers\TArray)< [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) > && InDirectories, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > && InSpecificAssets )


className: FPrimaryAssetTypeInfo

description: Structure with publicly exposed information about an asset type. These can be loaded out of a config file.

code: struct FPrimaryAssetTypeInfo

AssetBaseClassLoaded

type: TObjectPtr<UCl...

description: Base Class of all assets of this type

AssetScanPaths

type: TArray<FString...

description: Combination of directories and individual assets to search for this asset type.

bHasBlueprintClasses

description: True if the assets loaded are blueprints classes, false if they are normal UObjects

bIsDynamicAsset

description: True if this is an asset created at runtime that has no on disk representation.

bIsEditorOnly

description: True if this type is editor only.

NumberOfAssets

description: Number of tracked assets of that type

PrimaryAssetType

type: FName

description: The logical name for this type of Primary Asset

Rules

description: Default management rules for this type, individual assets can be overridden


code: [TArray](API\Runtime\Core\Containers\TArray)< [FDirectoryPath](API\Runtime\CoreUObject\UObject\FDirectoryPath) > & GetDirectories()


className: FPrimitiveMaterialInfo

code: struct FPrimitiveMaterialInfo

Material

type: constUMaterial...

description: The material.

PackedRelativeBox

description: The material bounds for the mesh.

UVChannelData

type: constFMeshUVCh...

description: The mesh UV channel data.


className: FPurchaseInfo

description: Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure

code: struct FPurchaseInfo

DisplayDescription

description: Description displayable to the user

DisplayName

description: Name displayable to the user

DisplayPrice

description: Price displayable to the user

Identifier

type: *FString

description: Unique identifier for the purchase

Type

type: *var EPurch...

description: /** What kind of microtransaction purchase is this?


description: Base constructor

code: FQueuedControlMessage()


className: FQueuedBunchObjectReference

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

code: struct FQueuedBunchObjectReference


className: FQueuedControlMessage

description: A queued control channel message

code: struct FQueuedControlMessage

CountBits

description: The bit size of the message

Data

type: TArray< uint8 >

description: The raw message data


code: virtual bool ShouldPausePlayback() const


code: FQueuedReplayTask ( [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) * InDriver )


className: FQueuedReplayTask

code: class FQueuedReplayTask : public [TSharedFromThis< FQueuedReplayTask >](API\Runtime\Core\Templates\TSharedFromThis)

Driver

type: TWeakObjectPtr<...


className: ClassID

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

code: static const int32 ClassID = 2;


description: Simple API for common cases where we are happy to assume a single hit is expected, even though damage event may have multiple hits.

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


className: FRadialDamageEvent

description: Damage subclass that handles damage with a source location and falloff radius

code: struct FRadialDamageEvent : public [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent)

ComponentHits

type: TArray<FHitRes...

description: Hit reslts of specific impacts

Origin

type: FVector

description: Location of origin point

Params

type: FRadialDamagePa...

description: Static parameters describing damage falloff math


description: Returns damage done at a certain distance

code: float GetDamageScale ( float DistanceFromEpicenter ) const


description: Return outermost radius of the damage area. Protects against malformed data.

code: float GetMaxRadius() const


description: Describes amount of exponential damage falloff

code: FRadialDamageParams ( float InBaseDamage, float InInnerRadius, float InOuterRadius, float InDamageFalloff )


code: FRadialDamageParams ( float InBaseDamage, float InRadius )


code: FRadialDamageParams ( float InBaseDamage, float InMinimumDamage, float InInnerRadius, float InOuterRadius, float InDamageFalloff )


className: FRadialDamageParams

description: Parameters used to compute radial damage

code: struct FRadialDamageParams

BaseDamage

type: float

description: Max damage done

InnerRadius

description: Within InnerRadius, do max damage

MinimumDamage

description: Damage will not fall below this if within range

OuterRadius

description: Outside OuterRadius, do no damage


code: FRedirector ( [FName](API\Runtime\Core\UObject\FName) InOldName, [FName](API\Runtime\Core\UObject\FName) InNewName )


className: FRedirector

description: This is used for redirecting an old name to new name, such as for collision profiles This is used for better UI in the editor

code: struct FRedirector

NewName

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


className: FReflectionCaptureData

code: class FReflectionCaptureData


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


className: DefaultAnnotation

description: Default state for annotations (no flags changed)


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

code: bool IsDefault()


className: FReflectionCaptureMapBuildData

code: class FReflectionCaptureMapBuildData : public [FReflectionCaptureData](API\Runtime\Engine\Engine\FReflectionCaptureData)

AllocatedSize

description: Stored redundantly to support stats after discarding data.


className: FReflectionCaptureMapBuildLegacyData

Id

type: FGuid

MapBuildData

type: FReflectionCapt...


className: FRepAttachment

description: Handles attachment replication to clients.

code: struct FRepAttachment

AttachComponent

type: TObjectPtr< cla...

description: Specific component we are attached to

AttachParent

description: Actor we are attached to, movement replication will not happen while AttachParent is non-nullptr

AttachSocket

description: Specific socket we are attached to

LocationOffset

description: Location offset from attach parent

description: Scale relative to attach parent

RotationOffset

type: FRotator

description: Rotation offset from attach parent


className: FReplicatedStaticActorDestructionInfo

description: Stored information about replicated static/placed actors that have been destroyed in a level. This information is cached inULevelso that any net drivers that are created after these actors are destroyed can access this info and correctly replicate the destruction to their clients.

FullName

type: FString

ObjClass

type: TObjectPtr<UCl...


className: FReplicationFlags

description: Structure to hold and pass around transient flags used during replication.

code: struct FReplicationFlags

type: union FReplicat...

bClientReplay

type: uint32:  1

description: True if this actor is replicating on a replay connection on a game client.

bForceInitialDirty

type: uint32: 1

description: True if we should force all properties dirty on initial replication.

bIgnoreRPCs

description: True if this actor's RPCs should be ignored.

bNetInitial

description: True if this is the initial network update for the replicating actor.

bNetOwner

description: True if replicating actor is owned by the player controller on the target machine.

bNetSimulated

description: True if this is actor is RemoteRole simulated.

bReplay

description: True if this actor is replicating on a replay connection.

bRepPhysics

description: True if this is actor's ReplicatedMovement.bRepPhysics flag is true.

bRolesOnly

description: True if we should only compare role properties in CompareProperties

bSerializePropertyNames

description: True if we should serialize property names instead of handles.

bSkipRoleSwap

description: True if we should not swap the role and remote role of this actor when receiving properties.

bUseCustomSubobjectReplication

description: True if a subclass ofUActorChannelneeds custom subobject replication

CondDynamicChangeCounter

description: COND_Dynamic change counter in order to force rebuilding conditionals when appropriate.

type: uint32:  4

description: Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields.


code: void CopyTo ( [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & RBState, const [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor ) const


className: EnableMultiplayerWorldOriginRebasing

description: If true, origin rebasing is enabled in multiplayer games, meaning that servers and clients can have different local world origins.

code: static int32 EnableMultiplayerWorldOriginRebasing = 0;


code: void FillFrom ( const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & RBState, const [AActor](API\Runtime\Engine\GameFramework\AActor) *const Actor, int32 InServerFrame )


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


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


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


description: Rebase zero-origin position onto local world origin value.

code: static FVector RebaseOntoLocalOrigin ( const FVector & Location, const FIntVector & LocalOrigin )


description: Rebase zero-origin position onto local world origin value based on an actor's world.

code: static FVector RebaseOntoLocalOrigin ( const FVector & Location, const [AActor](API\Runtime\Engine\GameFramework\AActor) *const WorldContextActor )


description: Rebase zero-origin position onto local world origin value based on an actor component's world.

code: static FVector RebaseOntoLocalOrigin ( const FVector & Location, const class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *const WorldContextActorComponent )


description: Rebase local-origin position onto zero world origin value.

code: static FVector RebaseOntoZeroOrigin ( const FVector & Location, const FIntVector & LocalOrigin )


description: Rebase local-origin position onto zero world origin value based on an actor component's world.

code: static FVector RebaseOntoZeroOrigin ( const FVector & Location, const class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *const WorldContextActorComponent )


description: Rebase local-origin position onto zero world origin value based on an actor's world.

code: static FVector RebaseOntoZeroOrigin ( const FVector & Location, const [AActor](API\Runtime\Engine\GameFramework\AActor) *const WorldContextActor )


code: bool SerializeQuantizedVector ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, FVector & Vector, EVectorQuantization QuantizationLevel )