className: FPrimitiveSceneProxy

description: Encapsulates the data which is mirrored to render aUPrimitiveComponentparallel to the game thread. This is intended to be subclassed to support different primitive types.

code: class FPrimitiveSceneProxy

bAffectDistanceFieldLighting

type: uint8:  1

bAffectDynamicIndirectLighting

description: True if the primitive influences dynamic indirect lighting.

bAffectIndirectLightingWhileHidden

description: True if the primitive should affect indirect lighting even when hidden.

bAllowApproximateOcclusion

description: If this is True, this primitive doesn't need exact occlusion info.

bAlwaysHasVelocity

description: Whether the primitive should always be considered to have velocities, even if it hasn't moved.

description: Whether the primitive has any materials that must ALWAYS evaluate World Position Offset.

bAnyMaterialHasWorldPositionOffset

description: Whether the primitive has any materials with World Position Offset.

bCanSkipRedundantTransformUpdates

description: Whether this component can skip redundant transform updates where applicable.

bCastCapsuleDirectShadow

description: Whether the primitive should use capsules for direct shadowing, if present. Forces inset shadows.

bCastCinematicShadow

description: Whether this component should create a per-object shadow that gives higher effective shadow resolution.

bCastContactShadow

description: Whether the object should cast a contact shadow

bCastDeepShadow

description: Whether the object should cast a deep shadow

bCastDynamicShadow

description: True if the primitive casts dynamic shadows.

bCastFarShadow

description: When enabled, the component will be rendering into the distant shadow cascades (only for directional lights).

bCastHiddenShadow

description: True if the primitive casts shadows even when hidden.

bCastsDynamicIndirectShadow

description: Whether the primitive should use an inset indirect shadow from capsules or mesh distance fields.

bCastShadowAsTwoSided

description: Whether this primitive should cast dynamic shadows as if it were a two sided material.

bCastStaticShadow

description: True if the primitive casts static shadows.

bCastVolumetricTranslucentShadow

description: Whether the object should cast a volumetric translucent shadow.

bEmissiveLightSource

description: Whether the primitive will be used as an emissive light source.

bEvaluateWorldPositionOffset

description: Whether the primitive should evaluate any World Position Offset.

bGoodCandidateForCachedShadowmap

description: Whether this proxy's mesh is unlikely to be constantly changing.

bHasDeformableMesh

description: True if the mesh representation is deformable (seeHasDeformableMesh()above for more details).

bHasValidSettingsForStaticLighting

description: True if the primitive wants to use static lighting, but has invalid content settings to do so.

bHasWorldPositionOffsetVelocity

description: Whether the primitive has any materials with World Position Offset, and some conditions around velocity are met.

bHoldout

description: If this is True, this primitive should render black with an alpha of 0, but all secondary effects (shadows, refletions, indirect lighting) should behave as usual.

bIsHeterogeneousVolume

description: Whether this proxy is a heterogeneous volume.

bIsHierarchicalInstancedStaticMesh

description: Whether the primitive is a HierarchicalInstancedStaticMesh.

bIsLandscapeGrass

description: Whether the primitive is landscape grass.

bIsNaniteMesh

description: Whether this proxy is a Nanite mesh.

bLightAttachmentsAsGroup

description: Whether to light this component and any attachments as a group.

bNeedsUnbuiltPreviewLighting

description: Whether the primitive should be statically lit but has unbuilt lighting, and a preview should be used.

bSelfShadowOnly

description: When enabled, the component will only cast a shadow on itself and not other components in the world.

bShouldNotifyOnWorldAddRemove

description: Whether this primitive requires notification when its level is added to the world and made visible for the first time.

bShouldUpdateGPUSceneTransforms

description: Whether the instances on the primitive need to update transforms during GPU Scene update.

bSingleSampleShadowFromStationaryLights

description: Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper.

description: Whether this proxy always uses UniformBuffer and no other uniform buffers.

bSupportsDistanceFieldRepresentation

description: Whether the primitive type supports a distance field representation.

bSupportsGPUScene

description: True if all meshes (AKA all vertex factories) drawn by this proxy support GPU scene (default is false).

bSupportsHeightfieldRepresentation

description: Whether the primitive implementsGetHeightfieldRepresentation()

bSupportsInstanceDataBuffer

description: Whether the primitive supports the GPUScene instance data buffer.

bSupportsSortedTriangles

description: Whether the object support triangles when rendered with translucent material

bVFRequiresPrimitiveUniformBuffer

description: Whether this proxy ever draws with vertex factories that require a primitive uniform buffer.

bVisibleInLumenScene

description: Whether this component should be tracked by Lumen Scene.

bWantsSelectionOutline

description: True by default, if set to false will make given proxy never drawn with selection outline

bWillEverBeLit

description: Can be set to false to skip some work only needed on lit primitives.

DebugMassData

type: TArray<FDebugM...

DistanceFieldSelfShadowBias

type: float

DynamicIndirectShadowMinVisibility

description: Min visibility for capsule shadows.

IndirectLightingCacheQuality

type: TEnumAsByte< EI...

description: Quality of interpolated indirect lighting for Movable components.

InstanceCustomData

type: TArray< float >

InstanceCustomDataUpdatedThisFrame

type: TBitArray

InstanceDynamicData

type: TArray<FInstan...

InstanceEditorData

type: TArray< uint32 ...

InstanceLightShadowUVBias

type: TArray< FVector...

InstanceLocalBounds

type: TArray<FRender...

InstanceXFormUpdatedThisFrame

description: Whether instance data has changed this frame on the proxy.

MaxDrawDistance

description: The primitive's cull distance.

MaxWPOExtent

description: Maximum distance of World Position Offset used by materials.

MinDrawDistance

description: The primitive's minimum cull distance.

RuntimeVirtualTextureMaterialTypes

type: TArray< ERuntim...

description: Set of unique runtime virtual texture material types referenced by RuntimeVirtualTextures.

RuntimeVirtualTextures

type: TArray<URuntim...

description: Array of runtime virtual textures that this proxy should render to.

ShadowCacheInvalidationBehavior

type: EShadowCacheInv...

VirtualTextureCullMips

description: Number of low mips to skip when rendering to runtime virtual texture.

VirtualTextureLodBias

description: Geometry Lod bias when rendering to runtime virtual texture.

VirtualTextureMinCoverage

description: Log2 of minimum estimated pixel coverage before culling from runtime virtual texture.


module: Engine

code: static const uint32 DataStrideInFloat4s = 41;


code: void Setup ( const [FPrimitiveUniformShaderParameters](API\Runtime\Engine\FPrimitiveUniformShaderParameter-) & PrimitiveUniformShaderParameters )


code: FPrimitiveSceneShaderData ( const [FPrimitiveUniformShaderParameters](API\Runtime\Engine\FPrimitiveUniformShaderParameter-) & PrimitiveUniformShaderParameters )


code: FPrimitiveSceneShaderData ( const class [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict Proxy )


className: FPrimitiveSceneShaderData

code: struct FPrimitiveSceneShaderData

Data

type: TStaticArray< F...


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdActorRelativeWorldPosition


className: zzMemberIdCustomStencilValueAndMask


className: zzMemberIdFlags

code: typedef zzFirstMemberId zzMemberIdFlags


className: zzMemberIdInstanceLocalBoundsCenter


className: zzMemberIdInstanceLocalBoundsExtent


className: zzMemberIdInstancePayloadDataOffset


className: zzMemberIdInstancePayloadDataStride


className: zzMemberIdInstancePayloadExtensionSize


className: zzMemberIdNaniteRayTracingDataOffset


className: zzMemberIdNumInstanceSceneDataEntries


className: zzMemberIdPreSkinnedLocalBoundsMin


className: zzMemberIdPreSkinnedLocalBoundsMax


className: zzMemberIdPreviousLocalToRelativeWorld


className: zzMemberIdPreviousRelativeWorldToLocal


className: zzMemberIdPersistentPrimitiveIndex


code: FPrimitiveUniformShaderParameters()


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & ActorWorldPosition ( const FVector & InActorWorldPosition )


className: FPrimitiveUniformShaderParameters

code: class FPrimitiveUniformShaderParameters

ActorRelativeWorldPosition

type: TShaderParamete...


code: const [FPrimitiveUniformShaderParameters](API\Runtime\Engine\FPrimitiveUniformShaderParameter-) & Build()


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CacheShadowAsStatic ( bool InCacheShadowAsStatic )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CastContactShadow ( bool InCastContactShadow )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CastHiddenShadow ( bool InCastHiddenShadow )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CastShadow ( bool InCastShadow )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CustomDepthStencil ( uint8 StencilValue, EStencilMask StencilWriteMask )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & CustomPrimitiveData ( const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) * InCustomPrimitiveData )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & EvaluateWorldPositionOffset ( bool InEvaluateWorldPositionOffset )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & DisableMaterialInvalidations ( bool InDisableMaterialInvalidations )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & ForceHidden ( bool InForceHidden )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & HasAlwaysEvaluateWPOMaterials ( bool InHasAlwaysEvaluateWPOMaterials )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & HasCapsuleRepresentation ( bool InHasCapsuleRepresentation )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & HasDistanceFieldRepresentation ( bool InHasDistanceFieldRepresentation )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & HasInstanceLocalBounds ( bool InHasInstanceLocalBounds )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & EditorColors ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InWireframeColor, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InLevelColor )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & HiddenInSceneCapture ( bool InHiddenInSceneCapture )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & Holdout ( bool InHoldout )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstanceDrawDistance ( FVector2f DistanceMinMax )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstanceLocalBounds ( const [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & InInstanceLocalBounds )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstancePayloadDataOffset ( uint32 InInstancePayloadDataOffset )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstancePayloadDataStride ( uint32 InInstancePayloadDataStride )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstancePayloadExtensionSize ( uint32 InInstancePayloadExtensionSize )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstanceSceneDataOffset ( uint32 InInstanceSceneDataOffset )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & InstanceWorldPositionOffsetDisableDistance ( float WPODisableDistance )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & LightingChannelMask ( uint32 InLightingChannelMask )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & LightmapDataIndex ( uint32 InLightmapDataIndex )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & LightmapUVIndex ( uint32 InLightmapUVIndex )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & LocalBounds ( const FBoxSphereBounds & InLocalBounds )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & LocalToWorld ( const FMatrix & InLocalToWorld )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & MaxWorldPositionOffsetExtent ( float InMaxExtent )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & MinMaxMaterialDisplacement ( const FVector2f & InMinMaxDisplacement )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NaniteFilterFlags ( uint32 FilterFlags )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NaniteHierarchyOffset ( uint32 InNaniteHierarchyOffset )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NaniteImposterIndex ( uint32 ImposterIndex )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NaniteRayTracingDataOffset ( uint32 InNaniteRayTracingDataOffset )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NaniteResourceID ( uint32 InNaniteResourceID )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & NumInstanceSceneDataEntries ( uint32 InNumInstanceSceneDataEntries )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & ObjectBounds ( const FVector3f & InObjectBounds )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & OutputVelocity ( bool InOutputVelocity )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & PreSkinnedLocalBounds ( const FBoxSphereBounds & InPreSkinnedLocalBounds )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & PersistentPrimitiveIndex ( int32 InPersistentPrimitiveIndex )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & PreviousLocalToWorld ( const FMatrix & InPreviousLocalToWorld )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & PrimitiveComponentId ( uint32 InPrimitiveComponentId )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & ReceivesDecals ( bool InReceivesDecals )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & ReverseCulling ( bool InReverseCulling )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & SingleCaptureIndex ( int32 InSingleCaptureIndex )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & SplineMesh ( bool InSplineMesh )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & UseSingleSampleShadowFromStationaryLights ( bool InUseSingleSampleShadowFromStationaryLights )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInRayTracing ( bool InVisibleInRayTracing )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInReflectionCaptures ( bool InVisibleInReflectionCaptures )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInGame ( bool InVisibleInGame )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInEditor ( bool InVisibleInEditor )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInLumenScene ( bool InVisibleInLumenScene )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & UseVolumetricLightmap ( bool InUseVolumetricLightmap )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInRealTimeSkyCaptures ( bool InVisibleInRealTimeSkyCaptures )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & VisibleInSceneCaptureOnly ( bool InVisibleInSceneCaptureOnly )


code: [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & WorldBounds ( const FBoxSphereBounds & InWorldBounds )


description: Default constructor

code: FPrimitiveViewRelevance()


className: FPrimitiveViewRelevance

description: The different types of relevance a primitive scene proxy can declare towards a particular scene view. the class is only storing bits, and has an |= operator

code: struct FPrimitiveViewRelevance : public [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance)

bDrawRelevance

type: uint32:  1

description: The primitive is drawn.

bDynamicRelevance

description: The primitive's dynamic elements are rendered for the view.

bEditorNoDepthTestPrimitiveRelevance

description: The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing

bEditorStaticSelectionRelevance

description: The primitive's static elements are selected and rendered again in the selection outline pass

bEditorVisualizeLevelInstanceRelevance

description: The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass

bHasSimpleLights

description: The primitive should have GatherSimpleLights called on the proxy when gathering simple lights.

bInitializedThisFrame

description: Whether this primitive view relevance has been initialized this frame.

bRenderCustomDepth

description: The primitive should render to the custom depth pass.

bRenderInDepthPass

description: The primitive should render to the depth prepass even if it's not rendered in the main pass.

bRenderInMainPass

description: The primitive should render to the base pass / normal depth / velocity rendering.

bRenderInSecondStageDepthPass

description: Whether the primitive should be rendered in the second stage depth only pass.

bShadowRelevance

description: The primitive is casting a shadow.

bStaticRelevance

description: Warning: This class is memzeroed externally as 0 is assumed a valid value for all members meaning 'not relevant'.

bTranslucentSelfShadow

description: Whether the primitive has materials that use volumetric translucent self shadow.

bUsesLightingChannels

description: Whether the primitive uses non-default lighting channels.

bVelocityRelevance

description: The primitive should render velocity.


className: FProcessAsyncTaskParams

code: struct FProcessAsyncTaskParams

bLimitExecutionTime

type: bool

description: Limits the execution time instead of processing everything

bPlayInEditorAssetsOnly

description: Limits processing for assets required for PIE only.


code: bool IsCachedShadowValid ( const [FProjectedShadowInitializer](API\Runtime\Engine\FProjectedShadowInitializer) & CachedShadow ) const


description: Default constructor.

code: FProjectedShadowInitializer()


className: FProjectedShadowInitializer

description: A projected shadow transform.

code: class FProjectedShadowInitializer

PreShadowTranslation

type: FVector

description: A translation that is applied to world-space before transforming by one of the shadow matrices.

Scales

description: Non-uniform scale to be applied after WorldToLight.

SubjectBounds

type: FBoxSphereBound...

WorldToLight

type: FMatrix


className: FPropertyAccessCopy

description: A property copy, represents a one-to-many copy operation.

code: struct FPropertyAccessCopy


className: FPropertyAccessIndirection

description: Runtime-generated access node. Represents:

code: struct FPropertyAccessIndirection


className: FPropertyAccessIndirectionChain

description: A single property access list. This is a list ofFPropertyAccessIndirection.

code: struct FPropertyAccessIndirectionChain


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


className: FPropertyAccessCopyBatch

code: struct FPropertyAccessCopyBatch


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


className: FPropertyAccessLibrary

description: A library of property paths used within a specific context (e.g. a class)

code: struct FPropertyAccessLibrary


className: FPropertyAccessPath

description: A property access path. References a string of property access segments. These are resolved at load time to create corresponding FPropertyAccess entries

code: struct FPropertyAccessPath


className: FPropertyAccessSegment

description: A segment of a 'property path' used to access an object's properties from another location.

code: struct FPropertyAccessSegment


description: Add a property/value pair to the map. This will replace any existing property with the new value.

code: void AddProperty ( [FName](API\Runtime\Core\UObject\FName) InName, [FName](API\Runtime\Core\UObject\FName) InValue )


description: Iterate through the property map and invoke a functor that can optionally break iteration by returning false.

code: template<class Func> void ForEachProperty ( Func InFunc )


description:
Gets the value associated with the provided property.
True if the property exist in the map.

code: bool GetProperty ( [FName](API\Runtime\Core\UObject\FName) InName, [FName](API\Runtime\Core\UObject\FName) * OutValue ) const


code: bool GetProperty ( const TCHAR * InName, [FName](API\Runtime\Core\UObject\FName) * OutValue ) const


description:
Test if the provided property exists in the map.
True if the property exist in the map.

code: bool HasProperty ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: bool HasProperty ( const TCHAR * InName ) const


description: True if the property map is empty.

code: bool IsEmpty() const


description: The number of properties in the map.

code: int32 Num() const


description:
Compare this map with another for equality, ignoring ordering.
True if the property maps contains the same properties and values.

code: bool operator== ( const [FPropertyPairsMap](API\Runtime\Engine\FPropertyPairsMap) & InOther ) const


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


description:
Converts this property map to a string representation.
The string representation.


className: FPropertyPairsMap

description: A simple name/value pairs map

code: class FPropertyPairsMap

Properties

type: TMap<FName,FN...


code: virtual int32 AccessCollectionParameter ( [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * ParameterCollection, int32 ParameterIndex, int32 ComponentIndex )


code: virtual int32 ActorWorldPosition ( EPositionOrigin OriginType )


code: virtual int32 Add ( int32 A, int32 B )


code: virtual int32 AntialiasedTextureMask ( int32 Tex, int32 UV, float Threshold, uint8 Channel )


code: virtual int32 Arccosine ( int32 X )


code: virtual int32 AppendVector ( int32 A, int32 B )


code: virtual int32 ArccosineFast ( int32 X )


code: virtual void AppendExpressionError ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, const TCHAR * Text )


code: virtual int32 ArcsineFast ( int32 X )


code: virtual int32 Arctangent ( int32 X )


code: virtual int32 Arctangent2Fast ( int32 Y, int32 X )


code: virtual int32 AtmosphericFogColor ( int32 WorldPosition )


code: virtual int32 Arctangent2 ( int32 Y, int32 X )


code: virtual int32 AtmosphericLightColor()


code: virtual int32 AtmosphericLightVector()


description: Exec.

code: virtual int32 BeginScope()


code: virtual int32 ArctangentFast ( int32 X )


code: virtual int32 BeginScope_If ( int32 Condition )


code: virtual int32 BeginScope_For ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, int32 StartIndex, int32 EndIndex, int32 IndexStep )


code: virtual int32 BlackBody ( int32 Temp )


code: virtual int32 CallExpression ( [FMaterialExpressionKey](API\Runtime\Engine\FMaterialExpressionKey) ExpressionKey, [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * InCompiler )


code: virtual int32 CallExpressionExec ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Cast shading model integer to float value

code: virtual int32 CastShadingModelToFloat ( int32 Code )


code: virtual int32 ComponentMask ( int32 Vector, bool R, bool G, bool B, bool A )


code: virtual int32 Clamp ( int32 X, int32 A, int32 B )


code: virtual int32 Constant ( float X )


code: virtual int32 Constant2 ( float X, float Y )


code: virtual int32 Constant4 ( float X, float Y, float Z, float W )


code: virtual int32 Constant3 ( float X, float Y, float Z )


code: virtual int32 Cross ( int32 A, int32 B )


code: virtual int32 CustomExpression ( class [UMaterialExpressionCustom](API\Runtime\Engine\Materials\UMaterialExpressionCustom) * Custom, int32 OutputIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & CompiledInputs )


code: virtual int32 CustomOutput ( class [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput) * Custom, int32 OutputIndex, int32 OutputCode )


code: virtual int32 CustomPrimitiveData ( int32 OutputIndex, EMaterialValueType Type )


code: virtual int32 DBufferTextureLookup ( int32 ViewportUV, uint32 DBufferTextureIndex )


code: virtual int32 DecalLifetimeOpacity()


description: Material attributes.


code: virtual int32 DepthOfFieldFunction ( int32 Depth, int32 FunctionValueIndex )


code: virtual int32 DistanceFieldApproxAO ( int32 PositionArg, int32 NormalArg, int32 BaseDistanceArg, int32 RadiusArg, uint32 NumSteps, float StepScale )


code: virtual int32 DistanceFieldGradient ( int32 PositionArg )


code: virtual int32 Div ( int32 A, int32 B )


code: virtual int32 DistanceToNearestSurface ( int32 PositionArg )


code: virtual int32 Dot ( int32 A, int32 B )


code: virtual int32 DynamicBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultValue )


code: virtual int32 DynamicBranch ( int32 Condition, int32 A, int32 B )


code: virtual int32 DynamicParameter ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DefaultValue, uint32 ParameterIndex )


code: virtual int32 Error ( const TCHAR * Text )


code: virtual int32 Exponential ( int32 X )


code: virtual int32 Exponential2 ( int32 X )


code: virtual int32 ExternalTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, int32 & TextureReferenceIndex )


code: virtual int32 ExternalTextureCoordinateOffset ( int32 TextureReferenceIndex, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > ParameterName )


code: virtual int32 ExternalTextureCoordinateOffset ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: virtual int32 ExternalTextureCoordinateScaleRotation ( int32 TextureReferenceIndex, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > ParameterName )


code: virtual int32 ExternalTextureCoordinateScaleRotation ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: virtual int32 ExternalTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultValue, int32 & TextureReferenceIndex )


code: virtual int32 EyeAdaptationInverse ( int32 LightValueArg, int32 AlphaArg )


code: virtual int32 ExternalTexture ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: virtual int32 Fmod ( int32 A, int32 B )


code: virtual int32 ForceCast ( int32 Code, EMaterialValueType DestType, uint32 ForceCastFlags )


code: virtual int32 ForLoopIndex ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


code: virtual int32 GameTime ( bool bPeriodic, float Period )


code: virtual int32 GenericConstant ( const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value )


code: virtual int32 GetCloudSampleAltitude()


description: Get the shading models that were encountered when compiling a material's Shading Model attribute graph. This will represent the actually used Shading Models for a particular material given its static switches, feature levels and material quality for example. Will return all Shading Models in the material if this is called before that attribute has been compiled.


description: Gets value stored bySetMaterialProperty()

code: virtual EShaderFrequency GetCurrentShaderFrequency() const


code: virtual int32 GetHairAuxilaryData()


code: virtual int32 GetHairColorFromMelanin ( int32 Melanin, int32 Redness, int32 DyeColor )


code: virtual int32 GetHairTangent ( bool bUseTangentSpace )


code: virtual int32 GetLocal ( const [FName](API\Runtime\Core\UObject\FName) & LocalName )


description: Gets the current top of the MaterialAttributes property stack.

code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) GetMaterialAttribute()


code: virtual const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * GetMaterialLayers()


code: virtual EMaterialValueType GetParameterType ( int32 Index ) const


code: virtual FMaterialUniformExpression * GetParameterUniformExpression ( int32 Index ) const


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetReferencedTexture ( int32 Index )


code: virtual int32 GetSceneTextureViewSize ( int32 SceneTextureId, bool InvProperty )


code: virtual bool GetStaticBoolValue ( int32 BoolIndex, bool & bSucceeded )


code: virtual [FString](API\Runtime\Core\Containers\FString) GetStrataSharedLocalBasisIndexMacro ( const [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) & SharedLocalBasis )


description: This can be used to know if the strata tree we are trying to build is too deep and we should stop the compilation. This can be used by all nodes taking as input StrataData in order to detect node re-entry leading to cyclic graph we cannot handle and compile internally: we must fail the compilation.


code: virtual bool GetTextureForExpression ( int32 Index, int32 & OutTextureIndex, EMaterialSamplerType & OutSamplerType, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > & OutParameterName ) const


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


code: virtual EMaterialValueType GetType ( int32 Code )


code: virtual int32 GIReplace ( int32 Direct, int32 StaticIndirect, int32 DynamicIndirect )


code: virtual int32 HsvToRgb ( int32 X )


code: virtual int32 If ( int32 A, int32 B, int32 AGreaterThanB, int32 AEqualsB, int32 ALessThanB, int32 Threshold )


code: virtual int32 InvLerp ( int32 X, int32 Y, int32 A )


code: virtual bool IsMaterialPropertyUsed ( EMaterialProperty Property, int32 CodeChunkIdx ) const


code: virtual bool IsDevelopmentFeatureEnabled ( const [FName](API\Runtime\Core\UObject\FName) & FeatureName ) const


code: virtual bool IsTangentSpaceNormal() const


code: virtual int32 Lerp ( int32 X, int32 Y, int32 A )


code: virtual int32 LightmassReplace ( int32 Realtime, int32 Lightmass )


code: virtual int32 Logarithm ( int32 X )


code: virtual int32 Logarithm10 ( int32 X )


code: virtual int32 Logarithm2 ( int32 X )


code: virtual int32 MapARPassthroughCameraUV ( int32 UV )


code: virtual int32 Max ( int32 A, int32 B )


code: virtual int32 Min ( int32 A, int32 B )


code: virtual int32 Mul ( int32 A, int32 B )


code: virtual int32 NaniteReplace ( int32 Default, int32 Nanite )


code: virtual int32 Noise ( int32 Position, float Scale, int32 Quality, uint8 NoiseFunction, bool bTurbulence, int32 Levels, float OutputMin, float OutputMax, float LevelScale, int32 FilterWidth, bool bTiling, uint32 TileSize )


code: virtual int32 Normalize ( int32 X )


code: virtual int32 NumericParameter ( EMaterialParameterType ParameterType, [FName](API\Runtime\Core\UObject\FName) ParameterName, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & DefaultValue )


code: virtual int32 ObjectLocalBounds ( int32 OutputIndex )


code: virtual int32 ObjectWorldPosition ( EPositionOrigin OriginType )


code: virtual int32 ParticlePosition ( EPositionOrigin OriginType )


code: virtual int32 ParticleSubUV ( int32 TextureIndex, EMaterialSamplerType SamplerType, int32 MipValue0Index, int32 MipValue1Index, ETextureMipValueMode MipValueMode, bool bBlend )


code: virtual int32 ParticleSubUVProperty ( int32 PropertyIndex )


code: virtual int32 PathTracingBufferTextureLookup ( int32 ViewportUV, uint32 PathTracingBufferTextureIndex )


code: virtual int32 PathTracingRayTypeSwitch ( int32 Main, int32 Shadow, int32 IndirectDiffuse, int32 IndirectSpecular, int32 IndirectVolume )


code: virtual int32 PathTracingQualitySwitchReplace ( int32 Normal, int32 PathTraced )


code: virtual int32 PerInstanceCustomData ( int32 DataIndex, int32 DefaultValueIndex )


code: virtual int32 PerInstanceCustomData3Vector ( int32 DataIndex, int32 DefaultValueIndex )


code: virtual int32 PerInstanceFadeAmount()


code: virtual int32 PeriodicHint ( int32 PeriodicCode )


description: Pops a function from the compiler's function stack, which indicates that compilation is leaving a function.

code: virtual [FMaterialFunctionCompileState](API\Runtime\Engine\FMaterialFunctionCompileState) * PopFunction()


description: Pops a MaterialAttributes property off the stack. Called as we finish compiling a property through a MaterialAttributes pin.


description: Pops a parameter owner off the stack. Called as we finish compiling each layer function of MaterialAttributeLayers.


code: virtual int32 PreSkinnedLocalBounds ( int32 OutputIndex )


code: virtual int32 Power ( int32 Base, int32 Exponent )


code: virtual int32 PreSkinnedPosition()


description: Pushes a function onto the compiler's function stack, which indicates that compilation is entering a function.

code: virtual void PushFunction ( [FMaterialFunctionCompileState](API\Runtime\Engine\FMaterialFunctionCompileState) * FunctionState )


description: Pushes a parameter owner onto the stack. Called as we begin compiling each layer function of MaterialAttributeLayers.

code: virtual void PushParameterOwner ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InOwnerInfo )


description: Pushes a material attributes property onto the stack. Called as we begin compiling a property through a MaterialAttributes pin.

code: virtual void PushMaterialAttribute ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAttributeID )


code: virtual int32 RayTracingQualitySwitchReplace ( int32 Normal, int32 RayTraced )


code: virtual int32 RealTime ( bool bPeriodic, float Period )


code: virtual int32 ReflectionCapturePassSwitch ( int32 Default, int32 Reflection )


code: virtual int32 ReturnMaterialAttributes ( int32 MaterialAttributes )


code: virtual int32 RgbToHsv ( int32 X )


code: virtual int32 RotateAboutAxis ( int32 NormalizedRotationAxisAndAngleIndex, int32 PositionOnAxisIndex, int32 PositionIndex )


code: virtual int32 RotateScaleOffsetTexCoords ( int32 TexCoordCodeIndex, int32 RotationScale, int32 Offset )


code: virtual int32 SamplePhysicsField ( int32 PositionArg, const int32 OutputType, const int32 TargetIndex )


code: virtual int32 Saturate ( int32 X )


code: virtual int32 SceneColor ( int32 Offset, int32 ViewportUV, bool bUseOffset )


code: virtual int32 SceneDepth ( int32 Offset, int32 ViewportUV, bool bUseOffset )


description: Water.

code: virtual int32 SceneDepthWithoutWater ( int32 Offset, int32 ViewportUV, bool bUseOffset, float FallbackDepth )


code: virtual int32 SceneTextureLookup ( int32 ViewportUV, uint32 SceneTextureId, bool bFiltered )


description: Sets the bottom MaterialAttributes property of the stack.

code: virtual void SetBaseMaterialAttribute ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAttributeID )


code: virtual int32 SetLocal ( const [FName](API\Runtime\Core\UObject\FName) & LocalName, int32 Value )


code: virtual int32 SetMaterialAttribute ( int32 MaterialAttributes, int32 Value, const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Sets internal state CurrentShaderFrequency

code: virtual void SetMaterialProperty ( EMaterialProperty InProperty, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime )


code: virtual int32 ShadingModel ( EMaterialShadingModel InSelectedShadingModel )


code: virtual int32 ShadowReplace ( int32 Default, int32 Shadow )


code: virtual int32 SkyAtmosphereAerialPerspective ( int32 WorldPosition )


code: virtual int32 SkyAtmosphereLightDirection ( int32 LightIndex )


code: virtual int32 SkyAtmosphereLightDiskLuminance ( int32 LightIndex, int32 OverrideAtmosphereLightDiscCosHalfApexAngle )


code: virtual int32 SkyAtmosphereLightIlluminance ( int32 WorldPosition, int32 LightIndex )


code: virtual int32 SmoothStep ( int32 X, int32 Y, int32 A )


code: virtual int32 SkyLightEnvMapSample ( int32 DirectionCodeChunk, int32 RoughnessCodeChunk )


code: virtual int32 Sobol ( int32 Cell, int32 Index, int32 Seed )


description:
Sample a sparse volume texture physical tile data texture.
The code chunk index of the result of the texture sample.

code: virtual int32 SparseVolumeTextureSamplePhysicalTileData ( int32 SparseVolumeTextureIndex, int32 VoxelCoordIndex, int32 PhysicalTileDataIdxIndex )


description:
Could be called sub texture and used to support multiple texture samples from a single node? Making it clear for now and setting explicitly aUSparseVolumeTextureas object. Register a sparse volume texture to be sampled.
The code chunk index of the texture.

code: virtual int32 SparseVolumeTexture ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Texture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


description:
Register a parameterized sparse volume texture to be sampled.
The code chunk index of the texture parameter.

code: virtual int32 SparseVolumeTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InDefaultTexture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


description:
Sample a sparse volume texture page table.
The code chunk index of the result of the texture sample.

code: virtual int32 SparseVolumeTextureSamplePageTable ( int32 SparseVolumeTextureIndex, int32 UVWIndex, int32 MipLevelIndex, ESamplerSourceMode SamplerSource )


description:
Register a uniform parameter required to be able to sample a sparse volume texture.
The code chunk index of the uniform.

code: virtual int32 SparseVolumeTextureUniform ( int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


description:
Register a uniform parameter required to be able to sample a parameterizes sparse volume texture.
The code chunk index of the uniform.

code: virtual int32 SparseVolumeTextureUniformParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


code: virtual int32 SpeedTree ( int32 GeometryArg, int32 WindArg, int32 LODArg, float BillboardThreshold, bool bAccurateWindVelocities, bool bExtraBend, int32 ExtraBendArg )


code: virtual int32 SphericalParticleOpacity ( int32 Density )


code: virtual int32 StaticBool ( bool Value )


code: virtual int32 SquareRoot ( int32 X )


code: virtual int32 StaticBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultValue )


code: virtual int32 StaticComponentMask ( int32 Vector, [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultR, bool bDefaultG, bool bDefaultB, bool bDefaultA )


code: virtual int32 Step ( int32 Y, int32 X )


code: virtual int32 StaticTerrainLayerWeight ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int32 Default )


code: virtual int32 StrataAdd ( int32 A, int32 B, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: virtual int32 StrataAddParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 ACodeChunk, int32 BCodeChunk )


code: virtual int32 StrataAddParameterBlending ( int32 A, int32 B, int32 AMixWeight, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) StrataCompilationInfoRegisterSharedLocalBasis ( int32 NormalCodeChunk )


code: virtual [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) StrataCompilationInfoRegisterSharedLocalBasis ( int32 NormalCodeChunk, int32 TangentCodeChunk )


description: Return the operator information for a given expression.

code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & StrataCompilationGetOperator ( [FGuid](API\Runtime\Core\Misc\FGuid) StrataExpressionGuid )


description: Return the operator information for a given index.

code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * StrataCompilationGetOperatorFromIndex ( int32 OperatorIndex )


code: virtual int32 StrataCompilePreview ( int32 StrataDataCodeChunk )


code: virtual int32 StrataConversionFromLegacy ( bool bHasDynamicShadingModels, int32 BaseColor, int32 Specular, int32 Metallic, int32 Roughness, int32 Anisotropy, int32 SubSurfaceColor, int32 SubSurfaceProfileId, int32 ClearCoat, int32 ClearCoatRoughness, int32 EmissiveColor, int32 Opacity, int32 TransmittanceColor, int32 WaterScatteringCoefficients, int32 WaterAbsorptionCoefficients, int32 WaterPhaseG, int32 ColorScaleBehindWater, int32 ShadingModel, int32 Normal, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, int32 ClearCoat_Normal, int32 ClearCoat_Tangent, const [FString](API\Runtime\Core\Containers\FString) & ClearCoat_SharedLocalBasisIndexMacro, int32 CustomTangent_Tangent, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


description: Register an operator of the tree representation the Strata material and its topology.

code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & StrataCompilationRegisterOperator ( int32 OperatorType, [FGuid](API\Runtime\Core\Misc\FGuid) StrataExpressionGuid, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Child, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Parent, [FGuid](API\Runtime\Core\Misc\FGuid) StrataParentExpressionGuid, bool bUseParameterBlending )


description: Strata.


code: virtual int32 StrataEyeBSDF ( int32 DiffuseAlbedo, int32 Roughness, int32 IrisMask, int32 IrisDistance, int32 IrisNormal, int32 IrisPlaneNormal, int32 SSSProfileId, int32 EmissiveColor, int32 CorneaNormal, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 StrataHairBSDF ( int32 BaseColor, int32 Scatter, int32 Specular, int32 Roughness, int32 Backlit, int32 EmissiveColor, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 StrataHorizontalMixingParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 BackgroundCodeChunk, int32 ForegroundCodeChunk, int32 HorizontalMixCodeChunk )


code: virtual int32 StrataHorizontalMixing ( int32 Background, int32 Foreground, int32 Mix, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: virtual int32 StrataHorizontalMixingParameterBlending ( int32 Background, int32 Foreground, int32 HorizontalMixCodeChunk, int32 NormalMixCodeChunk, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 StrataMetalnessToDiffuseAlbedoF0 ( int32 BaseColor, int32 Specular, int32 Metallic, int32 OutputIndex )


code: virtual int32 StrataSingleLayerWaterBSDF ( int32 BaseColor, int32 Metallic, int32 Specular, int32 Roughness, int32 EmissiveColor, int32 TopMaterialOpacity, int32 WaterAlbedo, int32 WaterExtinction, int32 WaterPhaseG, int32 ColorScaleBehindWater, int32 Normal, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


description: This is dedicated to skip evaluating any opacity input when a material instance toggles the translucent blend mode to opaque.


code: virtual int32 StrataSlabBSDF ( int32 DiffuseAlbedo, int32 F0, int32 F90, int32 Roughness, int32 Anisotropy, int32 SSSProfileId, int32 SSSMFP, int32 SSSMFPScale, int32 SSSPhaseAniso, int32 UseSSSDiffusion, int32 EmissiveColor, int32 SecondRoughness, int32 SecondRoughnessWeight, int32 SecondRoughnessAsSimpleClearCoat, int32 FuzzAmount, int32 FuzzColor, int32 FuzzRoughness, int32 Thickness, int32 GlintValue, int32 GlintUV, int32 SpecularProfileId, bool bIsAtTheBottomOfTopology, int32 Normal, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 StrataHazinessToSecondaryRoughness ( int32 BaseRoughness, int32 Haziness, int32 OutputIndex )


code: virtual int32 StrataThicknessStackGetThicknessCode ( int32 Index )


code: virtual void StrataThicknessStackPop()


code: virtual int32 StrataThicknessStackPush ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, [FExpressionInput](API\Runtime\Engine\FExpressionInput) * Input )


code: virtual int32 StrataThinFilm ( int32 NormalCodeChunk, int32 SpecularColorCodeChunk, int32 EdgeSpecularColorCodeChunk, int32 ThicknessCodeChunk, int32 IORCodeChunk, int32 OutputIndex )


code: virtual int32 StrataTransmittanceToMFP ( int32 TransmittanceColor, int32 DesiredThickness, int32 OutputIndex )


description: Returns the unique id of the strata tree path for the parent node of the current node position.


description: Pushes a node of the Strata tree being walked. A node is caracterised by an expression and its input path taken.

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) StrataTreeStackPush ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, uint32 InputIndex )


description: Pops a node node of the Strata tree being walked. Used when walking up the tree back to its root level.

code: virtual void StrataTreeStackPop()


description: Returns the unique id of the strata tree path, identifying the current node we have reached. That is used as a unique identifier for each BSDF, recover their strata tree operator and apply some simplifications if required.


code: virtual int32 StrataUnlitBSDF ( int32 EmissiveColor, int32 TransmittanceColor, int32 Normal )


code: virtual int32 StrataVerticalLayering ( int32 Top, int32 Base, int32 Thickness, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: virtual int32 StrataVerticalLayeringParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 TopCodeChunk )


code: virtual int32 StrataVerticalLayeringParameterBlending ( int32 Top, int32 Base, int32 Thickness, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, int32 TopBSDFNormalCodeChunk, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 StrataVolumetricFogCloudBSDF ( int32 Albedo, int32 Extinction, int32 EmissiveColor, int32 AmbientOcclusion )


code: virtual int32 StrataWeight ( int32 A, int32 Weight, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: virtual int32 Sub ( int32 A, int32 B )


code: virtual int32 StrataWeightParameterBlending ( int32 A, int32 Weight, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: virtual int32 Switch ( int32 SwitchValueInput, int32 DefaultInput, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & CompiledInputs )


code: virtual int32 TemporalSobol ( int32 Index, int32 Seed )


code: virtual int32 Texture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType, ESamplerSourceMode SamplerSource, ETextureMipValueMode MipValueMode )


code: virtual int32 TextureCoordinate ( uint32 CoordinateIndex, bool UnMirrorU, bool UnMirrorV )


code: virtual int32 TextureDecalDerivative ( bool bDDY )


code: virtual int32 TextureDecalMipmapLevel ( int32 TextureSizeInput )


code: virtual int32 TextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultValue, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType, ESamplerSourceMode SamplerSource )


code: virtual int32 TextureProperty ( int32 InTexture, EMaterialExposedTextureProperty Property )


code: virtual int32 TextureSample ( int32 InTexture, int32 Coordinate, enum EMaterialSamplerType SamplerType, int32 MipValue0Index, int32 MipValue1Index, ETextureMipValueMode MipValueMode, ESamplerSourceMode SamplerSource, int32 TextureReferenceIndex, bool AutomaticViewMipBias, bool AdaptiveVirtualTexture, bool EnableFeedback )


code: virtual int32 TransformNormalFromRequestedBasisToWorld ( int32 NormalCodeChunk )


code: virtual int32 TransformPosition ( EMaterialCommonBasis SourceCoordBasis, EMaterialCommonBasis DestCoordBasis, int32 A )


code: virtual int32 TransformVector ( EMaterialCommonBasis SourceCoordBasis, EMaterialCommonBasis DestCoordBasis, int32 A )


code: virtual int32 TruncateLWC ( int32 Code )


code: virtual int32 Truncate ( int32 X )


description: Casts the passed in code to DestType, or generates a compile error if the cast is not valid. This will truncate a type (float4 -> float3) but not add components (float2 -> float3), however a float1 can be cast to any float type by replication.

code: virtual int32 ValidCast ( int32 Code, EMaterialValueType DestType )


code: virtual int32 VectorNoise ( int32 Position, int32 Quality, uint8 NoiseFunction, bool bTiling, uint32 TileSize )


code: virtual int32 VirtualTexture ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InTexture, int32 TextureLayerIndex, int32 PageTableLayerIndex, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


code: virtual int32 VirtualTextureOutput ( uint8 AttributeMask )


code: virtual int32 ViewProperty ( EMaterialExposedViewProperty Property, bool InvProperty )


code: virtual int32 VirtualTextureOutputReplace ( int32 Default, int32 VirtualTexture )


code: virtual int32 VirtualTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * DefaultValue, int32 TextureLayerIndex, int32 PageTableLayerIndex, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


code: virtual int32 VirtualTextureUniform ( int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


code: virtual int32 VirtualTextureUnpack ( int32 CodeIndex0, int32 CodeIndex1, int32 CodeIndex2, int32 P0, EVirtualTextureUnpackType UnpackType )


code: virtual int32 VirtualTextureWorldToUV ( int32 WorldPositionIndex, int32 P0, int32 P1, int32 P2 )


code: virtual int32 WorldPosition ( EWorldPositionIncludedOffsets WorldPositionIncludedOffsets )


description: Constructor.

code: FProxyMaterialCompiler ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * InCompiler )


className: FProxyMaterialCompiler

description: A proxy for the material compiler interface which by default passes all function calls unmodified. Note: Any functions ofFMaterialCompilerthat change the internal compiler state must be routed!

code: class FProxyMaterialCompiler : public [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler)

Compiler

type: FMaterialCompil...


code: static PSOCollectorCreateFunction GetCreateFunction ( EShadingPath ShadingPath, uint32 Index )


className: JumpTable

description: Have to used fixed size array instead ofTArraybecause of order of initialization of static member variables.

code: static PSOCollectorCreateFunction JumpTable = {};


code: virtual int32 VirtualTextureUniform ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


className: MaxPSOCollectorCount

code: static constexpr uint32 MaxPSOCollectorCount = 34;


className: FPSOCollectorCreateManager

description: Manages all create functions of the globally defined IPSOCollectors

code: class FPSOCollectorCreateManager


className: EType

code: enum EType { Graphics, Compute, }


className: FPSOPrecacheData

description: Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors

code: struct FPSOPrecacheData

type: union FPSOPreca...

bRequired

description: Is the PSO required to be able render the object or can it provide a fallback path (proxy creation won't wait for these PSOs if enabled)

ComputeShader

type: FRHIComputeShad...

GraphicsPSOInitializer

type: FGraphicsPipeli...

Type

type: EType


code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EComponentMobility::Type](API\Runtime\Engine\Engine\EComponentMobility__Type) > GetMobility() const


code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EStencilMask > GetStencilWriteMask() const


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


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


code: void SetStencilWriteMask ( EStencilMask InStencilMask )


code: void SetMobility ( [EComponentMobility::Type](API\Runtime\Engine\Engine\EComponentMobility__Type) InMobility )


className: FPSOPrecacheParams

description: Parameters which are needed to collect all possible PSOs used by the PSO collectors

code: struct FPSOPrecacheParams

Mobility

type: uint32:  4

PrimitiveType

type: uint32:  6


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


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


code: FPSOPrecacheVertexFactoryData ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType )


code: FPSOPrecacheVertexFactoryData ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType, const FVertexDeclarationElementList & ElementList )


className: FPSOPrecacheVertexFactoryData

description: Wraps vertex factory data used during PSO precaching - optional element list ID can be used if manual vertex fetch is not possible for the given vertex factory type

code: struct FPSOPrecacheVertexFactoryData

CustomDefaultVertexDeclaration

type: FRHIVertexDecla...

description: Custom vertex declaration used for EVertexInputStreamType::Default if provided - the others are directly retrieved from the type if needed.

VertexFactoryType

type: constFVertexFa...


code: virtual [IStereoLayerShape](API\Runtime\Engine\IStereoLayerShape) * Clone() const


description: Shape name is used to identify the shape type.


className: ShapeName

code: static const [FName](API\Runtime\Core\UObject\FName) ShapeName = FName("QuadLayer");


className: FQuadLayer

description: Quad layer is the default layer shape and contains no additional settings

code: class FQuadLayer : public [IStereoLayerShape](API\Runtime\Engine\IStereoLayerShape)


description: Returns the minimum set quality level from all settings

code: int32 GetMinQualityLevel() const


description: Used for DisplayInternals to quickly identify why a screenshot looks different

code: uint32 GetHash() const


description: Returns the overall value if all settings are set to the same thing

code: int32 GetSingleQualityLevel() const


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


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


description: Sets anti-aliasing quality

code: void SetAntiAliasingQuality ( int32 Value )


description: Sets the visual effects quality

code: void SetEffectsQuality ( int32 Value )


description: Sets the foliage quality

code: void SetFoliageQuality ( int32 Value )


description: Sets all other settings based on an overall value

code: void SetFromSingleQualityLevel ( int32 Value )


description: Sets all other settings based on an overall value, but relative to the maximum.

code: void SetFromSingleQualityLevelRelativeToMax ( int32 Value )


description: Sets shadow quality

code: void SetGlobalIlluminationQuality ( int32 Value )


description: Sets the post-processing quality

code: void SetPostProcessQuality ( int32 Value )


description: Sets shadow quality

code: void SetReflectionQuality ( int32 Value )


description: Sets the sharing quality

code: void SetShadingQuality ( int32 Value )


description: Sets shadow quality

code: void SetShadowQuality ( int32 Value )


description: Sets the texture quality

code: void SetTextureQuality ( int32 Value )


description: Sets view distance quality

code: void SetViewDistanceQuality ( int32 Value )


className: FQualityLevels

description: Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels().

code: struct FQualityLevels

CPUBenchmarkResults

type: float

CPUBenchmarkSteps

type: TArray< float >


description: Allows us to avoid SetDefaults for static init variables, as SetDefaults is not defined to call during static int.

code: FQualityLevels ( bool bSetDefaults )


className: FQuantizedDirectionalLightSample

description: BulkSerialize:FQuantizedDirectionalLightSampleis serialized as memory dump SeeTArray::BulkSerializefor detailed description of implied limitations.

code: struct FQuantizedDirectionalLightSample

Coefficients

description: The lighting coefficients, colored.


className: FQuantizedLightmapData

code: struct FQuantizedLightmapData

Add

description: Bias value to apply to the coefficients.

Data

type: TArray<FLightM...

description: The quantized coefficients

LightGuids

type: TArray<FGuid>

description: The GUIDs of lights which this light-map stores.

Scale

description: The scale to apply to the quantized coefficients when expanding

SizeX

description: Width or a 2D lightmap, or number of samples for a 1D lightmap

SizeY

description: Height of a 2D lightmap


code: const [FQuantizedSignedDistanceFieldShadowSample](API\Runtime\Engine\FQuantizedSignedDistanceFieldSha-) & operator() ( uint32 X, uint32 Y ) const


code: virtual [ShadowMapDataType](API\Runtime\Engine\FShadowMapData2D\ShadowMapDataType) GetType() const


code: [FQuantizedSignedDistanceFieldShadowSample](API\Runtime\Engine\FQuantizedSignedDistanceFieldSha-) & operator() ( uint32 X, uint32 Y )


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) * OutShadowMap )


code: virtual void Quantize ( [TArray](API\Runtime\Core\Containers\TArray)< [FQuantizedSignedDistanceFieldShadowSample](API\Runtime\Engine\FQuantizedSignedDistanceFieldSha-) > & OutData ) const


code: FQuantizedShadowSignedDistanceFieldData2D ( uint32 InSizeX, uint32 InSizeY )


description: A 2D signed distance field map, which consists ofFQuantizedSignedDistanceFieldShadowSample's.

code: class FQuantizedShadowSignedDistanceFieldData2D : public [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D)


code: float GetFilterableComponent ( int32 Index ) const


className: NumFilterableComponents

code: enum { NumFilterableComponents = 2 }


description: Equality operator

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


code: void SetFilterableComponent ( float InComponent, int32 Index )


code: FQuantizedSignedDistanceFieldShadowSample ( const [FSignedDistanceFieldShadowSample](API\Runtime\Engine\FSignedDistanceFieldShadowSample) & InSample )


className: FQuantizedSimpleLightSample

description: BulkSerialize:FQuantizedSimpleLightSampleis serialized as memory dump SeeTArray::BulkSerializefor detailed description of implied limitations.

code: struct FQuantizedSimpleLightSample

Coefficients

description: The lighting coefficients, colored.


code: void FromQuat ( const FQuat4f & Quat )


code: template<bool bIsDataAligned> static FQuat4f ToQuat ( const uint32 * PackedValue )


code: FQuatFixed32NoW ( const FQuat4f & Quat )


code: void ToQuat ( FQuat4f & Out ) const


code: FQuatFixed48NoW ( const FQuat4f & Quat )


code: FQuatFloat32NoW ( const FQuat4f & Quat )


code: template<bool bIsDataAligned> static FQuat4f ToQuat ( const float * Values )


code: FQuatFloat96NoW ( const FQuat4f & Quat )


code: FQuatFloat96NoW ( float InX, float InY, float InZ )


code: class FQuatFloat96NoW

type: union FQuatFloa...


code: void FromQuat ( const FQuat4f & Quat, const float * Mins, const float * Ranges )


code: template<bool bIsDataAligned> static FQuat4f ToQuat ( const float * Mins, const float * Ranges, const uint32 * PackedValue )


code: void ToQuat ( FQuat4f & Out, const float * Mins, const float * Ranges ) const


code: FQuatIntervalFixed32NoW ( const FQuat4f & Quat, const float * Mins, const float * Ranges )


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


code: FQueuedDemoPacket ( uint8 * InData, int32 InSizeBytes, int32 InSizeBits )


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


className: FQueuedDemoPacket

code: struct FQueuedDemoPacket

Data

type: TArray< uint8 >

description: The packet data to send

SeenLevelIndex

description: Indexof the level this packet is associated with.

SizeBits

description: The size of the packet in bits

Traits

type: FOutPacketTrait...

description: The traits applied to the packet, if applicable


code: FQueueSubtitleParams ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSubtitleCue](API\Runtime\Engine\Engine\FSubtitleCue) > & InSubtitles )


description: Calcuate the float or vector value at the given time

code: void GetValue ( float Time, float * Value, int32 NumCoords, int32 Extreme, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


description: Prebaked versions of these

code: void GetValue1 ( float Time, float * Value, int32 Extreme, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


code: void GetValue1Extreme ( float Time, float * Value, int32 Extreme, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


code: void GetValue1None ( float Time, float * InValue ) const


code: void GetValue1Random ( float Time, float * Value, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


code: void GetValue3 ( float Time, float * Value, int32 Extreme, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


code: void GetValue3Extreme ( float Time, float * Value, int32 Extreme, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


code: void GetValue3None ( float Time, float * InValue ) const


className: FQueueSubtitleParams

code: struct FQueueSubtitleParams

bManualWordWrap

type: uint8:  1

Subtitles

type: constTArray<F...

WaveInstance

type: PTRINT

WorldPtr

type: TWeakObjectPtr<...


code: void GetValue3Random ( float Time, float * Value, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream ) const


description:
Serialization.
true if serialization was successful.

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


description:
Return the UDistribution* variable if the given StructProperty points to a FRawDistribution* struct
The UDisitribution* object if this is a FRawDistribution* struct, or NULL otherwise

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * TryGetDistributionObjectFromRawDistributionProperty ( [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * Property, uint8 * Data )


description: Default constructor.

code: FRawDistribution()


className: FRawDistribution

description: Raw distribution used to quickly sample distributions at runtime.

code: struct FRawDistribution

LookupTable

type: FDistributionLo...

description: Lookup table of values


description: Orders a triangle list for better vertex cache coherency.

code: void CacheOptimize()


className: FRawIndexBuffer

code: class FRawIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

Indices

type: TArray< uint16 ...


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

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


description: Computes whether index buffer should be 32 bit

code: void ComputeIndexWidth()


description: Forces (or not) usage of 32 bits indices. No validation is made as to whether Indices can all be stored in 16 bits indices (if bIn32Bit == false) or not : use only if you know the max value in Indices, otherwise, use ComputeIndexWidth

code: void ForceUse32Bit ( bool bIn32Bit )


code: class FRawIndexBuffer16or32 : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

type: TArray< uint32 ...


description: Get the direct read access to index data Only valid if NeedsCPUAccess = true and indices are 16 bit

code: const uint16 * AccessStream16() const


description: Get the direct read access to index data Only valid if NeedsCPUAccess = true and indices are 32 bit

code: const uint32 * AccessStream32() const


description: Append indices to the end of the buffer

code: void AppendIndices ( const uint32 * IndicesToAppend, const uint32 NumIndicesToAppend )


description: Create an RHI index buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


description: Computes the amount of memory allocated to store the indices.

code: SIZE_T GetAllocatedSize() const


description: Discard discards the serialized data when it is not needed

code: void Discard()


description: Expands the 16bit index buffer to 32bit

code: void ExpandTo32Bit()


description: Retrieves an array view in to the index buffer. The array view allows code to retrieve indices as 32-bit regardless of how they are stored internally without a copy. The array view is valid only if: The buffer was created with NeedsCPUAccess = true OR the resource has not yet been initialized AND SetIndices has not been called since.


code: FBufferRHIRef CreateRHIBuffer_Async()


description: Retrieve a copy of the indices in this buffer. Only valid if created with NeedsCPUAccess set to true or the resource has not yet been initialized.

code: void GetCopy ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & OutIndices ) const


description: Gets a specific index value

code: uint32 GetIndex ( const uint32 At ) const


description: Computes the number of indices stored in this buffer.

code: int32 GetNumIndices() const


description: ==GetNumIndices()* (b32Bit ? 4 : 2)

code: int32 GetIndexDataSize() const


description: Insert indices at the given position in the buffer

code: void InsertIndices ( const uint32 At, const uint32 * IndicesToAppend, const uint32 NumIndicesToAppend )


description: Take over ownership of IntermediateBuffer

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Release any GPU resource owned by the RHI object

code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Removes indices from the buffer

code: void RemoveIndicesAt ( const uint32 At, const uint32 NumIndicesToRemove )


description: Serialization.

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


description: Serialize only meta data (e.g. number of indices) but not the actual index data

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


description: Initialization constructor.

code: FRawStaticIndexBuffer ( bool InNeedsCPUAccess )


description: Sets a single index value. Consider usingSetIndices()instead if you're setting a lot of indices.

code: void SetIndex ( const uint32 At, const uint32 NewIndexValue )


code: virtual int32 AddItem ( uint32 Val )


description: Set the indices stored within this buffer.

code: void SetIndices ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & InIndices, [EIndexBufferStride::Type](API\Runtime\Engine\EIndexBufferStride__Type) DesiredStride )


code: virtual void AssignNewBuffer ( const [TArray](API\Runtime\Core\Containers\TArray)< INDEX_TYPE > & Buffer )


className: FRawStaticIndexBuffer

code: class FRawStaticIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)


description: Copy everything, keeping reference to the same RHI resources. Returns true if input value for bAllowCPUAccess will be honored:

code: bool TrySetAllowCPUAccess ( bool bAllowCPUAccess )


description: Orders a triangle list for better vertex cache coherency.

code: void CacheOptimize()


code: virtual uint32 Get ( uint32 Idx ) const


code: FBufferRHIRef CreateRHIBuffer_Async()


code: virtual void Empty ( int32 Slack )


description: The following methods are basically just accessors that allow us to hide the implementation by making the index array a private member

code: virtual bool GetNeedsCPUAccess() const


code: virtual void * GetPointerTo ( uint32 Idx )


code: virtual int32 GetResourceDataSize() const


description: Create the index buffer RHI resource and initialize its data

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


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: virtual void Insert ( int32 Idx, int32 Num )


description: Number of indices (e.g. 4 triangles would result in 12 elements)

code: virtual int32 Num() const


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

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: virtual void Remove ( int32 Idx, int32 Num )


description: Serializer for this class

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


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


description: Constructor

code: FRawStaticIndexBuffer16or32 ( bool InNeedsCPUAccess )


code: template<typename INDEX_TYPE> class FRawStaticIndexBuffer16or32 : public [FRawStaticIndexBuffer16or32Interface](API\Runtime\Engine\FRawStaticIndexBuffer16or32Inter-)


code: static FBufferRHIRef CreateRHIIndexBufferInternal ( const TCHAR * InDebugName, const [FName](API\Runtime\Core\UObject\FName) & InOwnerName, int32 IndexCount, size_t IndexSize, [FResourceArrayInterface](API\Runtime\Core\Containers\FResourceArrayInterface) * ResourceArray, bool bNeedSRV, bool bRenderThread )


description: The following methods are basically just accessors that allow us to hide the implementation ofFRawStaticIndexBuffer16or32by making the index array a private member

code: bool GetNeedsCPUAccess() const


code: void * GetPointerTo ( uint32 Idx )


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


code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, size_t IndexSize, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void Insert ( int32 Idx, int32 Num )


code: bool IsSRVNeeded ( bool bAllowCPUAccess ) const


code: int32 Num() const


code: void Remove ( int32 Idx, int32 Num )


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


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


description: Virtual interface for theFRawStaticIndexBuffer16or32class

code: class FRawStaticIndexBuffer16or32Interface : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

SRVValue

type: FShaderResource...

description: Guaranteed only to be valid if the vertex buffer is valid and the buffer was created with the SRV flags


className: FRayTracingDynamicGeometryUpdateParams

bApplyWorldPositionOffset

type: bool

Buffer

type: FRWBuffer*

Geometry

type: FRayTracingGeom...

MeshBatches

type: TArray<FMeshBa...

NumVertices

description: When bUsingIndirectDraw == false, NumVertices == the actual number of vertices to process When bUsingIndirectDraw == true, it is the maximum possible vertices that GPU can emit


code: FRayTracingMaskAndFlags BuildInstanceMaskAndFlags ( const FRayTracingInstance & Instance, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) & ScenePrimitive )


code: FRayTracingMaterialGatheringContext ( const FScene * InScene, const [FSceneView](API\Runtime\Engine\FSceneView) * InReferenceView, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InReferenceViewFamily, [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, [FRayTracingMeshResourceCollector](API\Runtime\Engine\FRayTracingMeshResourceCollector) & InRayTracingMeshResourceCollector )


className: FRayTracingMaterialGatheringContext

DynamicRayTracingGeometriesToUpdate

type: TArray<FRayTra...

GraphBuilder

type: FRDGBuilder&

RayTracingMeshResourceCollector

type: FRayTracingMesh...

ReferenceView

type: constFSceneVie...

Scene

type: const FScene &#...


code: void AddMesh ( int32 ViewIndex, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch )


description: No MeshBatch should be allocated from anFRayTracingMeshResourceCollector.


code: void RegisterOneFrameMaterialProxy ( [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * Proxy )


code: FRayTracingMeshResourceCollector ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, FSceneRenderingBulkObjectAllocator & InBulkAllocator, [FGlobalDynamicIndexBuffer](API\Runtime\RenderCore\FGlobalDynamicIndexBuffer) * InDynamicIndexBuffer, [FGlobalDynamicVertexBuffer](API\Runtime\RenderCore\FGlobalDynamicVertexBuffer) * InDynamicVertexBuffer, [FGlobalDynamicReadBuffer](API\Runtime\RenderCore\FGlobalDynamicReadBuffer) * InDynamicReadBuffer )


className: FRayTracingMeshResourceCollector

description: Collector used to gather resources for the material mesh batches. It is also the actual owner of the temporary, per-frame resources created for each mesh batch. Mesh batches shall only weak-reference the resources located in the collector.

code: class FRayTracingMeshResourceCollector : public [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector)


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


className: FReadOnlyCVARCache

description: Cache of read-only console variables used by the scene renderer

code: struct FReadOnlyCVARCache

bMobileAllowMovableDirectionalLights

description: Mobile specific.


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, RuntimeRecomputeTangent = 1, RecomputeTangentVertexColorMask = 2, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FRecomputeTangentCustomVersion

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

code: struct FRecomputeTangentCustomVersion


className: FRectLightRayTracingData

code: struct FRectLightRayTracingData


description: Accesses parameters needed for rendering the light.

code: virtual void GetLightShaderParameters ( [FLightRenderParameters](API\Runtime\Engine\FLightRenderParameters) & OutLightParameters, uint32 Flags ) const


description:
Sets up a projected shadow initializer for shadows from the entire scene.
True if the whole-scene projected shadow should be used.

code: virtual bool GetWholeSceneProjectedShadowInitializer ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [TArray](API\Runtime\Core\Containers\TArray)< [FWholeSceneProjectedShadowInitializer](API\Runtime\Engine\FWholeSceneProjectedShadowInitia-), TInlineAllocator< 6 > > & OutInitializers ) const


code: virtual bool HasSourceTexture() const


className: GUID

description: The GUID for this custom version number.

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


code: FRectLightSceneProxy ( const [URectLightComponent](API\Runtime\Engine\Components\URectLightComponent) * Component )


className: FRectLightSceneProxy

code: class FRectLightSceneProxy : public [FLocalLightSceneProxy](API\Runtime\Engine\FLocalLightSceneProxy)

BarnDoorAngle

type: float

RayTracingData

type: FRectLightRayTr...

SourceTexture

type: UTexture*


code: bool BoneIsChildOf ( const int32 ChildBoneIndex, const int32 ParentBoneIndex ) const


description: Ensure parent exists in the given input sorted array. Insert parent to the array. The result should be sorted.

code: void EnsureParentsExist ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InOutBoneSortedArray ) const


description: Ensure parent exists in the given input array. Insert parent to the array. The result should be sorted.

code: void EnsureParentsExistAndSort ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InOutBoneUnsortedArray ) const


description: Find BoneIndexfrom BoneName. Precache as much as possible in speed critical sections!

code: int32 FindBoneIndex ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


code: [FName](API\Runtime\Core\UObject\FName) GetBoneName ( const int32 BoneIndex ) const


code: int32 FindRawBoneIndex ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


description: Returns # of Depth from BoneIndex to ParentBoneIndex This will return 0 if BoneIndex == ParentBoneIndex; This will return -1 if BoneIndex isn't child of ParentBoneIndex

code: int32 GetDepthBetweenBones ( const int32 BoneIndex, const int32 ParentBoneIndex ) const


description: Returns number of bones in Skeleton.

code: int32 GetNum() const


description: Very slow search function for all children

code: int32 GetDirectChildBones ( int32 ParentBoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Children ) const


code: int32 GetParentIndex ( const int32 BoneIndex ) const


description: Returns number of raw bones in Skeleton. These are the original bones of the asset

code: int32 GetRawBoneNum() const


code: int32 GetRawDirectChildBones ( int32 ParentBoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Children ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int32 > & GetRawNameToIndexMap() const


code: int32 GetRawParentIndex ( const int32 BoneIndex ) const


description: Accessor to private data. Raw relates to original asset. Const so it can't be changed recklessly.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBoneInfo](API\Runtime\Engine\FMeshBoneInfo) > & GetRawRefBoneInfo() const


description: Returns an array of raw bone names.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRawRefBoneNames() const


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


description: Accessor to private data. These include the USkeletons virtual bones. Const so it can't be changed recklessly.

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBoneInfo](API\Runtime\Engine\FMeshBoneInfo) > & GetRefBoneInfo() const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FVirtualBoneRefData](API\Runtime\Engine\FVirtualBoneRefData) > & GetVirtualBoneRefData() const


code: bool IsValidIndex ( int32 Index ) const


code: bool IsValidRawIndex ( int32 Index ) const


description: Removes the supplied bones from the skeleton, unless they have children that aren't also going to be removed

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > RemoveBonesByName ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonesToRemove )


code: void RebuildRefSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, bool bRebuildNameMap )


code: FReferenceSkeleton ( bool bInOnlyOneRootAllowed )


code: void RemoveDuplicateBones ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Requester, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & DuplicateBones )


className: FReferenceSkeleton

description: Reference Skeleton

code: struct FReferenceSkeleton

FReferenceSkeletonModifier

type: friend


description: Add a new bone. BoneName must not already exist! ParentIndex must be valid.

code: void Add ( const [FMeshBoneInfo](API\Runtime\Engine\FMeshBoneInfo) & BoneInfo, const FTransform & BonePose, const bool bAllowMultipleRoots )


code: int32 FindBoneIndex ( const [FName](API\Runtime\Core\UObject\FName) & BoneName ) const


description: Accessor to private data. Const so it can't be changed recklessly.


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


description: Remove a bone. BoneName must be valid.

code: void Remove ( const [FName](API\Runtime\Core\UObject\FName) & BoneName, const bool bRemoveChildren )


description: Rename a bone. InOldName must be valid and InNewName not already a bone name.

code: void Rename ( const [FName](API\Runtime\Core\UObject\FName) & InOldName, const [FName](API\Runtime\Core\UObject\FName) & InNewName )


description: Change bone's parent. InBoneName must be valid and InParentName can be Name_NONE to unparent.

code: int32 SetParent ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, const [FName](API\Runtime\Core\UObject\FName) & InParentName, const bool bAllowMultipleRoots )


code: FReferenceSkeletonModifier ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


code: FReferenceSkeletonModifier ( [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkel, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton )


description: Update the reference pose transform of the specified bone.

code: void UpdateRefPoseTransform ( const int32 BoneIndex, const FTransform & BonePose )


className: FReferenceSkeletonModifier

description: Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.

code: struct FReferenceSkeletonModifier


description: Deprecated* UpdateMobileUniformBuffer now takes a command list.

code: void UpdateMobileUniformBuffer()


code: void SetTransform ( const FMatrix & InTransform )


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


code: FReflectionCaptureProxy ( const class [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * InComponent )


className: FReflectionCaptureProxy

description: Represents a reflection capture to the renderer.

code: class FReflectionCaptureProxy

BoxTransform

description: Box properties.

Component

type: constUReflecti...

EncodedHDRCubemap

type: FTexture*

LocalReflectionPlane

description: Plane properties.

MobileUniformBuffer

type: TUniformBufferR...

description: Used with mobile renderer

RelativePosition

description: Properties shared among all shapes.

Shape

type: EReflectionCapt...


description: Adds a bone to the list of poses to override.

code: void AddOverride ( [FName](API\Runtime\Core\UObject\FName) BoneName, [EBoneOverrideMode](API\Runtime\Engine\FRefPoseOverride\EBoneOverrideMode) OverrideMode )


className: EBoneOverrideMode

code: enum EBoneOverrideMode { BoneOnly, ChildrenOnly, BoneAndChildren, MAX, }


description: Constructs aFRefPoseOverride.

code: FRefPoseOverride ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * ReferenceMesh )


className: FRefPoseOverride

code: struct FRefPoseOverride


code: FRegisterPSOCollectorCreateFunction ( PSOCollectorCreateFunction InCreateFunction, EShadingPath InShadingPath, uint32 InIndex )


code: ~FRegisterPSOCollectorCreateFunction()


className: FRegisterPSOCollectorCreateFunction

description: Helper class used to register/unregister theIPSOCollectorto the manager at static startup time


code: static [FRelativeViewMatrices](API\Runtime\Engine\FRelativeViewMatrices) Create ( const [FInitializer](API\Runtime\Engine\FRelativeViewMatrices\FInitializer) & Initializer )


description: Use the same matrices for current and previous

code: static [FRelativeViewMatrices](API\Runtime\Engine\FRelativeViewMatrices) Create ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & Matrices )


code: static [FRelativeViewMatrices](API\Runtime\Engine\FRelativeViewMatrices) Create ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & Matrices, const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & PrevMatrices )


className: FInitializer

code: struct FInitializer

ClipToView

type: FMatrix


className: FRelativeViewMatrices

description: Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU

code: struct FRelativeViewMatrices


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

IndirectionTexture

type: TShaderResource...

NumBricks

type: TShaderParamete...


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


code: static [ShaderMetaType](API\Runtime\Engine\FRemoveSubLevelBricksCS\ShaderMetaType) & GetStaticType()


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


className: InterfaceType

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


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FRemoveSubLevelBricksCS](API\Runtime\Engine\FRemoveSubLevelBricksCS) >::Type InternalBaseType


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


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


code: FRemoveSubLevelBricksCS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FRemoveSubLevelBricksCS

code: class FRemoveSubLevelBricksCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Cancel the current update. Will also attempt to cancel pending IO requests, see FTexture2DStreamIn_IO::Abort(). This is called outside of the update loop when a cancelation is required for external events.

code: virtual void Abort()


description: Release any lock on the object, allowing other thread to modify it.

code: void DoUnlock ( [ETaskState](API\Runtime\Engine\FRenderAssetUpdate\ETaskState) PreviousTaskState )


description: Perform a lock on the object, preventing any other thread from processing a pending task inTick().


className: ETaskState

description: The state of scheduled work for the update process.

code: enum ETaskState { TS_Done, TS_Suspended, TS_InProgress, TS_Locked, TS_Init, }


className: EThreadType

description: A thread type used for doing a part of the update process.

code: enum EThreadType { TT_None, TT_Render, TT_Async, TT_GameThread, TT_GameRunningAsync, }


className: FAsyncMipUpdateTask

description: The async task to update this object, only one can be active at anytime. It just callsTick().


code: FMipUpdateTask &40; FRenderAssetUpdate &42; InPendingUpdate &41;


className: FMipUpdateTask

description: An async task used to call tick on the pending update.

code: class FMipUpdateTask : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

PendingUpdate

type: TRefCountPtr<F...


code: virtual uint32 GetRefCount() const


description: Return the thread relevant to the next step of execution.


description: Returns whether the task was aborted throughAbort()or cancelled.

code: bool IsCancelled() const


description: Returns whether the task has finished executing and there is no other thread possibly accessing it.

code: bool IsCompleted() const


description: Returns whether this update has finished successfully.

code: bool IsSuccessfullyFinished() const


description: Set the task state as cancelled. This is internally called inAbort()and when any critical conditions are not met when performing the update.

code: void MarkAsCancelled()


description: Do or schedule any pending work for a given texture.

code: void Tick ( [EThreadType](API\Runtime\Engine\FRenderAssetUpdate\EThreadType) InCurrentThread )


code: [ETaskState](API\Runtime\Engine\FRenderAssetUpdate\ETaskState) TickInternal ( [EThreadType](API\Runtime\Engine\FRenderAssetUpdate\EThreadType) InCurrentThread, bool bCheckForSuspension )


code: FRenderAssetUpdate ( const [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * InAsset )


className: FRenderedTextureStats

description: Lightweight struct used to list the MIP levels of rendered assets.

code: struct FRenderedTextureStats

TextureGroup

type: FString


className: FRenderAssetUpdate

description: This class provides a framework for loading and unloading the texture/mesh LODs. Each thread essentially callsTick()until the job is done. The object can be safely deleted whenIsCompleted()returns true.

code: class FRenderAssetUpdate : public [IRefCountedObject](API\Runtime\Core\Templates\IRefCountedObject)

bDeferExecution

type: bool

description: Defer execution even if a task pushes a new task on the same thread.

bIsCancelled

description: Whether the task has been cancelled because the update could not proceed or because the user calledAbort().

bSuccess

description: Whether this update finished successfully. True means that it is TS_Done and not cancelled mid way.

CS

type: FCriticalSectio...

description: Critical Section.

CurrentFirstLODIdx

type: const int32

description: The resident first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!

PendingFirstLODIdx

description: The requested first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!

ResourceState

type: constFStreamab...

description: The streamable state requested.

ScheduledAsyncTasks

description: Number of Ticks scheduled on async tasks.

ScheduledGTTasks

description: Number of Ticks scheduled on the game thread.

ScheduledRenderTasks

description: Number of Ticks scheduled on the render thread.

StreamableAsset

type: constUStreamab...

description: The asset updated

TaskState

type: ETaskState

description: The state of the work yet to be performed to complete the update or cancelation.

TaskSynchronization

type: FThreadSafeCoun...

description: Synchronization used for trigger the task next step execution.


code: virtual EDisplayColorGamut GetDisplayColorGamut() const


description: display gamma expected for rendering to this render target

code: virtual float GetDisplayGamma() const


description:
Accessor for the surface RHI when setting this render target
render target surface RHI resource

code: virtual const FTextureRHIRef & GetRenderTargetTexture() const


code: virtual EDisplayOutputFormat GetDisplayOutputFormat() const


description: Returns the GPU nodes on which to render this rendertarget.

code: virtual [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GetGPUMask ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList ) const


description: Returns a valid RDG texture for this render target.

code: virtual FRDGTextureRef GetRenderTargetTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: virtual FUnorderedAccessViewRHIRef GetRenderTargetUAV() const


code: virtual bool GetSceneHDREnabled() const


description: Properties.

code: FIntPoint GetSizeXY() const


description: Returns if there is a command to toggle freezerendering

code: virtual bool HasToggleFreezeCommand()


description: Handles freezing/unfreezing of rendering


description:
Reads the viewport's displayed pixels into the given color buffer.
True if the read succeeded.

code: bool ReadFloat16Pixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutputBuffer, ECubeFace CubeFace )


description:
Reads the viewport's displayed pixels into a preallocated color buffer.
True if the read succeeded.

code: bool ReadFloat16Pixels ( [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) * OutImageBytes, ECubeFace CubeFace )