code: virtual bool PrepareValue ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FPrepareValueResult](API\Runtime\Engine\HLSLTree\FPrepareValueResult) & OutResult ) const


description: Create new expressions representing DDX/DDY of this expression

module: Engine

code: virtual void ComputeAnalyticDerivatives ( [FTree](API\Runtime\Engine\HLSLTree\FTree) & Tree, [FExpressionDerivatives](API\Runtime\Engine\HLSLTree\FExpressionDerivatives) & OutResult ) const


code: FExpressionShadingModel ( EMaterialShadingModel InShadingModel )


className: FExpressionShadingModel

code: class FExpressionShadingModel : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

ShadingModel

type: TEnumAsByte< EM...


description: Emit HLSL shader code representing this expression

code: virtual void EmitValueShader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FEmitValueShaderResult](API\Runtime\Engine\HLSLTree\FEmitValueShaderResult) & OutResult ) const


code: FExpressionSkyAtmosphereLightDirection ( int32 InLightIndex )


className: FExpressionSkyAtmosphereLightDirection

code: class FExpressionSkyAtmosphereLightDirection : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)


code: FExpressionSkyLightEnvMapSample ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InDirectionExpression, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InRoughnessExpression )


className: FExpressionSkyLightEnvMapSample

code: class FExpressionSkyLightEnvMapSample : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

DirectionExpression

type: constFExpressi...


code: FExpressionTextureSample ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InTextureExpression, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InTexCoordExpression, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InMipValueExpression, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InAutomaticMipBiasExpression, const [FExpressionDerivatives](API\Runtime\Engine\HLSLTree\FExpressionDerivatives) & InTexCoordDerivatives, ESamplerSourceMode InSamplerSource, ETextureMipValueMode InMipValueMode )


className: FExpressionTextureSample

code: class FExpressionTextureSample : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

MipValueMode

type: ETextureMipValu...

SamplerSource

type: ESamplerSourceM...

TexCoordDerivatives

type: FExpressionDeri...


description: Emit Preshader code representing this expression

code: virtual void EmitValuePreshader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FEmitValuePreshaderResult](API\Runtime\Engine\HLSLTree\FEmitValuePreshaderResult) & OutResult ) const


code: FExpressionTextureSize ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InTextureExpression )


description: Creates a new expression representing this expression on the previous frame.Bydefault returns nullptr, which means the previous frame is the same as the current frame

code: virtual const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * ComputePreviousFrame ( [FTree](API\Runtime\Engine\HLSLTree\FTree) & Tree, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType ) const


code: FExpressionVertexInterpolator ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InVertexExpression )


className: FExpressionTextureSize

code: class FExpressionTextureSize : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)


className: FExpressionVertexInterpolator

description: Mechanics of passing values from PS->VS are specific to material shaders, to VertexInterpolator is included in the Material module Possible that parts of this could be moved to the common HLSLTree module, if interpolators are needed by another system

code: class FExpressionVertexInterpolator : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)


code: FExternalInputDescription ( const TCHAR * InName, [Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) InType, [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) InDdx, [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) InDdy, [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) InPreviousFrame )


className: FExternalInputDescription

code: struct FExternalInputDescription

Ddx

type: EExternalInput

Name

type: const TCHAR ...


description:
Create an external package
the created package

code: static [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateExternalPackage ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectOuter, const [FString](API\Runtime\Core\Containers\FString) & InObjectPath, EPackageFlags InFlags )


className: FOnObjectPackagingModeChanged

code: class FOnObjectPackagingModeChanged : public TBaseMulticastDelegate_TwoParams< void, UObject *, bool >


description:
Get the path containing the external objects for this path
the path

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalObjectsPath ( const [FString](API\Runtime\Core\Containers\FString) & InOuterPackageName, const [FString](API\Runtime\Core\Containers\FString) & InPackageShortName )


description:
Get the path containing the external objects for this Outer
the path

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalObjectsPath ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage, const [FString](API\Runtime\Core\Containers\FString) & InPackageShortName, bool bTryUsingPackageLoadedPath )


description: Get the saveable external objects that should be saved alongside this outer's package

code: static void GetExternalSaveableObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


description:
Get the external package name for this object
the package name

code: static [FString](API\Runtime\Core\Containers\FString) GetExternalPackageName ( const [FString](API\Runtime\Core\Containers\FString) & InOuterPackageName, const [FString](API\Runtime\Core\Containers\FString) & InObjectPath )


description: Loads objects from an external package

code: template<typename T> static void LoadObjectsFromExternalPackages ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(T *)> Operation )


description: Set the object packaging mode.

code: static void SetPackagingMode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectOuter, bool bInIsPackageExternal, bool bInShouldDirty, EPackageFlags InExternalPackageFlags )


className: FExternalPackageHelper

code: class FExternalPackageHelper


description:
Get the registry singleton instance.
External texture registry.

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


description: GetExternalTextureCoordinateOffset

code: bool GetExternalTextureCoordinateScaleRotation ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutCoordinateScaleRotation )


description: UnregisterExternalTexture

code: bool GetExternalTexture ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, FTextureRHIRef & OutTextureRHI, FSamplerStateRHIRef & OutSamplerStateRHI )


description: GetExternalTextureCoordinateScaleRotation

code: bool GetExternalTextureCoordinateOffset ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutCoordinateOffset )


description: UnregisterExternalTexture

code: void RegisterExternalTexture ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, FTextureRHIRef & InTextureRHI, FSamplerStateRHIRef & InSamplerStateRHI, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCoordinateScaleRotation, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InCoordinateOffset )


description: UnregisterExternalTexture

code: void RemoveMaterialRenderProxyReference ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy )


className: Singleton

description: Registry singleton instance.

code: static [FExternalTextureRegistry](API\Runtime\Engine\FExternalTextureRegistry) * Singleton = nullptr;


description: RegisterExternalTexture

code: void UnregisterExternalTexture ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FExternalTextureRegistry

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

code: class FExternalTextureRegistry


code: void ApplyMetaData ( [FField](API\Runtime\CoreUObject\UObject\FField) * TargetField ) const


code: void CacheMetaData ( const [FField](API\Runtime\CoreUObject\UObject\FField) * SourceField )


className: FFieldCookedMetaDataStore

description: Cooked meta-data for aFField.

code: struct FFieldCookedMetaDataStore


code: float Diff ( const float InTime ) const


code: void EnsureTimeIsValid ( const float CurrentTime, const float ValidationWindow )


code: bool operator== ( const FFilterData & Other ) const


code: void SetInput ( const float InData, const float InTime )


code: FFilterData ( const float InInput, const float InTime )


className: FFilterData

description: Structure representing an individual preset in configuration (ini) files

code: struct FFilterData

AllowlistedNames

type: TArray<FString...

Input

type: float

type: FString


className: FCubemapEntry

code: struct FCubemapEntry

AmbientCubemap

type: UTexture*

description: Can be 0

AmbientCubemapTintMulScaleValue

type: FLinearColor


description: 0xffffffff if not found

code: uint32 FindIndex ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Tex ) const


className: FLUTBlenderEntry

code: struct FLUTBlenderEntry

LUTTexture

description: Can be 0


code: void LerpTo ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, float Weight )


description: Add a LUT(look up table) to the ones that are blended together

code: void PushLUT ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, float Weight )


code: void SetLUT ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


description: Updated existing one or creates a new one this allows to combined volumes for fading between them but also to darken/disable volumes in some areas

code: void UpdateEntry ( const [FCubemapEntry](API\Runtime\Engine\FFinalPostProcessSettings\FCubemapEntry) & Entry, float Weight )


className: FFinalPostProcessSettings

description: All blended postprocessing in one place, non lerpable data is stored in non merged form

code: class FFinalPostProcessSettings : public [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings)

bBufferVisualizationDumpRequired

type: bool

description: Current buffer visualization dumping settings.

description: Optional selected buffer in the buffer visualization overview.

BlendableManager

type: FBlendableManag...

description: Maintains a container withIBlendableInterfaceobjects and their data.

BufferVisualizationOverviewMaterials

type: TArray<UMateri...

description: List of materials to use in the buffer visualization overview.

BufferVisualizationPipes

type: TMap<FName,TS...

description: A map of buffer visualization material names to visualization pipes onto which each intermediate render target will be pushed, if set.

ContributingCubemaps

type: TArray<FCubema...

description: Was not merged during blending unlike e.g. BloomThreshold

ContributingLUTs

type: TArray<FLUTBle...

HighResScreenshotCaptureRegionMaterial

type: UMaterialInstan...

description: Material to use for rendering the high resolution screenshot capture region. Post processing only draws the region if this material is set.

HighResScreenshotMaskMaterial

type: UMaterialInterf...

description: Material to use for rendering just the high res screenshot mask. Post process expects this material to be set all the time.

HighResScreenshotMaterial

description: Material to use for rendering high res screenshot with mask. Post process expects this material to be set all the time.

VisualizeCalibrationColorMaterial

description: Material to use for calibration color visualization.

VisualizeCalibrationCustomMaterial

description: Material to use for debug custom post-processing visualization.

VisualizeCalibrationGrayscaleMaterial

description: Material to use for debug grayscale visualization.


className: FFinalSkinVertex

description: Data for a single skinned skeletal mesh vertex

code: struct FFinalSkinVertex

TangentX

type: FPackedNormal


description: Gets the distance to floor, either LineDist or FloorDist.

code: float GetDistanceToFloor() const


description: Returns true if the floor result hit a walkable surface.

code: bool IsWalkableFloor() const


code: void SetFromLineTrace ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, const float InSweepFloorDist, const float InLineDist, const bool bIsWalkableFloor )


code: void SetFromSweep ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, const float InSweepFloorDist, const bool bIsWalkableFloor )


className: FFindFloorResult

description: Data about the floor for walking movement, used by CharacterMovementComponent.

code: struct FFindFloorResult

bBlockingHit

type: uint32:  1

description: True if there was a blocking hit in the floor test that was NOT in initial penetration.

bLineTrace

description: True if the hit found a valid walkable floor using a line trace (rather than a sweep test, which happens when the sweep test fails to yield a walkable surface).

bWalkableFloor

description: True if the hit found a valid walkable floor.

FloorDist

description: The distance to the floor, computed from the swept capsule trace.

HitResult

type: FHitResult

description: Hit result of the test that found a floor.

LineDist

description: The distance to the floor, computed from the trace. Only valid if bLineTrace is true.


code: static void Duplicate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ReferenceReplacementMap, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & DuplicatedObjects, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > * OptionalMappings )


code: template<typename T> static void ForEachInstancedSubObject ( [FInstancedPropertyPath](API\Runtime\Engine\FInstancedPropertyPath) & PropertyPath, T ContainerAddress, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInstancedSubObjRef](API\Runtime\Engine\FInstancedSubObjRef) &Ref, T PropertyValueAddress)> ObjRefFunc )


code: template<typename T> void ForEachInstancedSubObject ( [FInstancedPropertyPath](API\Runtime\Engine\FInstancedPropertyPath) & PropertyPath, T ContainerAddress, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInstancedSubObjRef](API\Runtime\Engine\FInstancedSubObjRef) &, T)> ObjRefFunc )


code: template<typename T> static void GetInstancedSubObjects ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Container, T & OutObjects )


className: FFindInstancedReferenceSubobjectHelper

description: Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object.


code: void Initialize ( float InWindowDuration, EFilterInterpolationType InInterpolationType, float InDampingRatio, float InMinValue, float InMaxValue, float InMaxSpeed, bool bInClamp )


code: bool NeedsUpdate ( const EFilterInterpolationType InType, const float InWindowDuration )


description: These parameters can be modified at runtime without needing to re-initialize.

code: void SetParams ( float InDampingRatio, float InMinValue, float InMaxValue, float InMaxSpeed, bool bInClamp )


description: Sets internal state to the specified value.

code: void SetToValue ( float Input )


code: void SetWindowDuration ( float InWindowDuration )


description: This adds Input to the stack representing an update of DeltaTime, and returns the new filtered value.

code: float UpdateAndGetFilteredData ( float Input, float DeltaTime )


description: Wraps the internal state by steps of Range so that it is as close as possible to Input.

code: void WrapToValue ( float Input, float Range )


code: FFIRFilterTimeBased ( float InWindowDuration, EFilterInterpolationType InInterpolationType, float InDampingRatio, float InMin, float InMax, float InMaxSpeed, bool bInClamp )


className: FFIRFilterTimeBased

code: struct FFIRFilterTimeBased


description: Samples a value randomly distributed between two values.

code: void GetRandomValue ( float Time, float *__restrict OutValue, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream ) const


description: Computes the range of the distribution.

code: void GetRange ( float * OutMin, float * OutMax )


description: Default constructor.

code: FFloatDistribution()


description: Samples a value from the distribution.

code: void GetValue ( float Time, float *__restrict OutValue ) const


className: FFloatDistribution

description: Raw distribution from which one float can be looked up per entry.

code: class FFloatDistribution


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetActorFolderGuid() const


code: [UActorFolder](API\Runtime\Engine\UActorFolder) * GetActorFolder() const


code: static bool GetFolderPathsAndCommonRootObject ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFolder](API\Runtime\Engine\FFolder) > & InFolders, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFolders, [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & OutCommonRootObject )


description: Helpers methods.

code: static const [FFolder](API\Runtime\Engine\FFolder) & GetInvalidFolder()


code: static const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & GetInvalidRootObject()


code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FRootObject](API\Runtime\Engine\FFolder\FRootObject) > GetOptionalFolderRootObject ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


code: const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & GetRootObject() const


code: const [FName](API\Runtime\Core\UObject\FName) GetPath() const


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


code: static [ULevel](API\Runtime\Engine\Engine\ULevel) * GetRootObjectAssociatedLevel ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & Key )


code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetRootObjectPtr ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject )


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


code: static [FFolder](API\Runtime\Engine\FFolder) GetWorldRootFolder ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool IsChildOf ( const [FFolder](API\Runtime\Engine\FFolder) & InParent ) const


code: static bool IsRootObjectPersistentLevel ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & Key )


code: static bool IsRootObjectValid ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & Key )


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


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


description: Only used by containers.

code: FFolder()


code: FFolder ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject, const [FName](API\Runtime\Core\UObject\FName) & InPath )


code: FFolder ( const [FRootObject](API\Runtime\Engine\FFolder\FRootObject) & InRootObject, const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorFolderGuid )


code: FFoliageOcclusionResults ( [TArray](API\Runtime\Core\Containers\TArray)< bool > * InResults, int32 InResultsStart, int32 InNumResults )


className: FFoliageOcclusionResults

code: struct FFoliageOcclusionResults

Results

type: TArray< bool >


className: FFormatChunk

code: struct FFormatChunk

AverageBytesPerSec

description: Average bite rate

BitsPerSample

description: Quantization rate, 8, 12, 16.

BlockAlign

description: Audio block size. ((mono) 1 = 8bit, 2 = 16bit), ((stereo) 2 = 8bit, 4 = 16bit)

cbSize

description: Riff extension size, 34.

ChannelMask

description: Mapping of channels to spatial location.

ConfigData

description: Subformat-specific setting information.

FormatTag

description: Format ID

NumChannels

description: Number of channels, 1 = mono, 2 = stereo

Reserved

description: Reserved, 0.

SamplesPerBlock

description: Number of output samples of audio per block.

SamplesPerSec

description: Sampling rate

SubFormat

description: Codec ID (for subformat encoding)

VersionInfo

description: Version information of the format.


description:
Returns the bounding volume at the passed in index.
Bounding volume at the passed in index

code: FBox GetBox ( int32 BoundingVolumeIndex )


description: Sets the box at the passed in index to the passed in box.

code: void SetBox ( int32 BoundingVolumeIndex, const FBox & Box )


className: FFourBox

description: Holds the min/max planes that make up a set of 4 bounding volumes.

code: struct FFourBox

Max

description: Max planes for this set of bounding volumes. Array index is X/Y/Z.

Min

description: Min planes for this set of bounding volumes. Array index is X/Y/Z.


className: FFourDistanceFieldSamples

code: class FFourDistanceFieldSamples

Samples

type: FQuantizedSigne...


description: Syncs the game thread with the render thread. Depending on passed in bool this will be a total sync or a one frame lag.

code: void Sync ( bool bAllowOneFrameThreadLag )


className: FFrameEndSync

description: Special helper class for frame end sync. It respects a passed in option to allow one frame of lag between the game and the render thread by using two events in round robin fashion.

code: class FFrameEndSync


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: FPerPlatformMap

code: typedef TMemoryImageMap< [FMemoryImageName](API\Runtime\Core\UObject\FMemoryImageName), float > FPerPlatformMap


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)< [FFreezablePerPlatformFloat](API\Runtime\Engine\FFreezablePerPlatformFloat) >::Type InternalBaseType


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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: FFreezablePerPlatformFloat ( float InDefaultValue )


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


className: FFreezablePerPlatformFloat

code: struct FFreezablePerPlatformFloat : public [TPerPlatformProperty< FFreezablePerPlatformFloat, float, NAME_FloatProperty >](API\Runtime\Engine\TPerPlatformProperty)

Default

type: float

PerPlatform

type: FPerPlatformMap


code: typedef TMemoryImageMap< [FMemoryImageName](API\Runtime\Core\UObject\FMemoryImageName), int32 > FPerPlatformMap


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


code: FFreezablePerPlatformInt ( int32 InDefaultValue )


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


className: FFreezablePerPlatformInt

code: struct FFreezablePerPlatformInt : public [TPerPlatformProperty< FFreezablePerPlatformInt, int32, NAME_IntProperty >](API\Runtime\Engine\TPerPlatformProperty)


code: FFrozenSceneViewMatricesGuard ( [FSceneView](API\Runtime\Engine\FSceneView) & SV )


className: FFrozenSceneViewMatricesGuard

code: class FFrozenSceneViewMatricesGuard


className: FFullSubUVPayload

description: Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data... SubUV-related payloads

code: struct FFullSubUVPayload

ImageIndex

description: The integer portion indicates the sub-image index.


description: Add a vector field to the FX system.

code: void AddVectorField ( [UVectorFieldComponent](API\Runtime\Engine\Components\UVectorFieldComponent) * VectorFieldComponent )


description: Create an effects system instance.

code: static [FFXSystemInterface](API\Runtime\Engine\FFXSystemInterface) * Create ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


className: CreateCustomFXDelegates

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FCreateCustomFXSystemDelegate > CreateCustomFXDelegates;


description: Destroy an effects system instance.

code: static void Destroy ( [FFXSystemInterface](API\Runtime\Engine\FFXSystemInterface) * FXSystem )


description: Gamethread callback when destroy gets called, allows to clean up references.

code: virtual void DestroyGPUSimulation()


description: Draw desired debug information related to the effects system.

code: void DrawDebug ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Draw desired debug information related to the effects system on the render thread. This is called at the end of the rendering when

code: virtual void DrawDebug_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const struct [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) & Output )


description: Deprecated* Passing FViewInfo is deprecated in favor ofFSceneView. This function will do nothing.

code: void DrawDebug_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & View, const struct [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) & Output )


description: Call to handle debug drawing to the scene (i.e. where depth is available)

code: virtual void DrawSceneDebug_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, FRDGTextureRef SceneColor, FRDGTextureRef SceneDepth )


code: void DrawSceneDebug_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & View, FRDGTextureRef SceneColor, FRDGTextureRef SceneDepth )


description: Get the shared SortManager, used in the rendering loop to callFGPUSortManager::OnPreRender()andFGPUSortManager::OnPostRenderOpaque()

code: [FGPUSortManager](API\Runtime\Engine\FGPUSortManager) * GetGPUSortManager() const


description: Return the interface bound to the given name.

code: virtual [FFXSystemInterface](API\Runtime\Engine\FFXSystemInterface) * GetInterface ( const [FName](API\Runtime\Core\UObject\FName) & InName )


code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetSceneInterface() const


code: virtual void OnDestroy()


code: void PostInitViews ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views, bool bAllowGPUParticleUpdate )


description: Deprecated* Passing an array of FViewInfo is deprecated in favor ofFSceneView. This function will do nothing.

code: void PostInitViews ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstArrayView< FViewInfo > Views, bool bAllowGPUParticleUpdate )


code: void PostRenderOpaque ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstArrayView< FViewInfo > Views, bool bAllowGPUParticleUpdate )


description: Notification from the renderer that opaque primitives have rendered.

code: void PostRenderOpaque ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views, FSceneUniformBuffer & SceneUniformBuffer, bool bAllowGPUParticleUpdate )


description: Notification from the renderer that it is about to perform visibility checks on FX belonging to this system.

code: void PreInitViews ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, bool bAllowGPUParticleUpdate, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * > & ViewFamilies, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * CurrentFamily )


code: void PreRender ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstArrayView< FViewInfo > Views, bool bAllowGPUParticleUpdate )


description: Notification from the renderer that it is about to draw FX belonging to this system.

code: void PreRender ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, TConstStridedView< [FSceneView](API\Runtime\Engine\FSceneView) > Views, FSceneUniformBuffer & SceneUniformBuffer, bool bAllowGPUParticleUpdate )


description: Queue Destroy the gpu simulation on the render thread

code: static void QueueDestroyGPUSimulation ( [FFXSystemInterface](API\Runtime\Engine\FFXSystemInterface) * FXSystem )


description: Register a custom FX system implementation.

code: static void RegisterCustomFXSystem ( const [FName](API\Runtime\Core\UObject\FName) & InterfaceName, const FCreateCustomFXSystemDelegate & InCreateDelegate )


description: Remove a vector field from the FX system.

code: void RemoveVectorField ( [UVectorFieldComponent](API\Runtime\Engine\Components\UVectorFieldComponent) * VectorFieldComponent )


description: Resume the FX system. Has no effect if the system was not suspended.

code: void Resume()


code: bool RequiresRayTracingScene() const


code: void SetScene ( FScene * InScene )


code: void SetSceneInterface ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InSceneInterface )


code: virtual void SetSceneTexturesUniformBuffer ( const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FSceneTextureUniformParameters](API\Runtime\Engine\FSceneTextureUniformParameters) > & InSceneTexturesUniformParams )


description: Does the FX system require DrawDebug_RenderThread to be called at all? There is cost to enabling this so only return true when we have something to present.

code: virtual bool ShouldDebugDraw_RenderThread() const


description: Suspend the FX system. This will cause internal state to be released. Has no effect if the system was already suspended.

code: void Suspend()


description: Tick the effects system.

code: void Tick ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, float DeltaSeconds )


description: Unregister a custom FX system implementation.

code: static void UnregisterCustomFXSystem ( const [FName](API\Runtime\Core\UObject\FName) & InterfaceName )


description: Update a vector field registered with the FX system.

code: void UpdateVectorField ( [UVectorFieldComponent](API\Runtime\Engine\Components\UVectorFieldComponent) * VectorFieldComponent )


code: bool UsesGlobalDistanceField() const


description: Bymaking the destructor protected, an instance must be destroyed viaFFXSystemInterface::Destroy.

code: virtual ~FFXSystemInterface()


description: Return a singleFGameDelegatesobject

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


className: FFXSystemInterface

description: The interface to an effects system.

code: class FFXSystemInterface


description: Implement all delegates declared above.


description: Deprecated* Use AssetManager or ModifyCookDelegate instead.


description: Called when ending playing a map.


description: Called when an exit command is received.


description: Called when a player is disconnecting due to network failure.


description: Called at start of CookByTheBook.


description: Called when a pending connection has been lost.


description: Called when pre/post committing a map change at runtime.


description: Called when a PlayerController view target changes.


className: FGameDelegates

description: Class to set and get game callbacks

code: class FGameDelegates


code: static [FGameTime](API\Runtime\Engine\FGameTime) CreateDilated ( double InRealTimeSeconds, float InDeltaRealTimeSeconds, double InWorldTimeSeconds, float InDeltaWorldTimeSeconds )


code: static [FGameTime](API\Runtime\Engine\FGameTime) CreateUndilated ( double InRealTimeSeconds, float InDeltaRealTimeSeconds )


description: Returns frame delta time in seconds with no adjustment for time dilation and pause.

code: float GetDeltaRealTimeSeconds() const


description: Returns frame delta time in seconds adjusted by e.g. time dilation.

code: float GetDeltaWorldTimeSeconds() const


description: Returns time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.

code: double GetRealTimeSeconds() const


description: Returns how much world time is slowed compared to real time.

code: float GetTimeDilation() const


description: Returns the game time since GStartTime.


description: Returns time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.

code: double GetWorldTimeSeconds() const


description: Returns whether the world time is paused.

code: bool IsPaused() const


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


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


code: FGameTime &40; double InRealTimeSeconds, float InDeltaRealTimeSeconds, double InWorldTimeSeconds, float InDeltaWorldTimeSeconds &41;


className: FGameTime

description: Contains all the timings of a gaming frame, to handle pause and time dilation (for instance bullet time) of the world.

code: struct FGameTime


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FGCBoneLooseParameters](API\Runtime\Engine\FGCBoneLooseParameters) & 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: FGCBoneLooseParameters

code: class FGCBoneLooseParameters

type: TShaderResource...


className: FGenerateObjectDiffOptions

code: struct FGenerateObjectDiffOptions

ArchetypeOptions

type: FGetDiffableObj...

description: Options used when getting the diffable state of archive objects

bDiffDataEvenIfPendingKill

description: Should we diff the object state even if it's considered pending kill? When false: If the old object was pending kill and the new object isn't, then the diff will be performed against the archetype of the new object.

bFullDiff

description: Should we perform a "full" diff? (compares object info, and considers any missing properties to have been changed)

ShouldSkipProperty

type: TFunction< bool...

description: Optional function used to skip comparing certain properties within the diffable data


description: Enables or disables streaming. NOTE: This does not prevent the user from streaming, it simply unblocks/blocks video and audio on any current or future stream.

code: virtual void EnableStreaming ( bool Enable )


description: Fetches the current status of streaming

code: virtual void GetStreamingStatus ( [FDVRStreamingStatus](API\Runtime\Engine\FDVRStreamingStatus) & StreamingStatus )


className: FGenericDVRStreamingSystem

description: A generic implementation of the DVR/Streaming system, that doesn't support streaming

code: class FGenericDVRStreamingSystem : public [IDVRStreamingSystem](API\Runtime\Engine\IDVRStreamingSystem)


description: Delete an existing save game, blocking until complete

code: virtual bool DeleteGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex )


description: Return true if the named savegame exists (probably not useful with NativeUI

code: virtual bool DoesSaveGameExist ( const TCHAR * Name, const int32 UserIndex )


description: Similar to DoesSaveGameExist, except returns a result code with more information.

code: virtual [ESaveExistsResult](API\Runtime\Engine\ISaveGameSystem\ESaveExistsResult) DoesSaveGameExistWithResult ( const TCHAR * Name, const int32 UserIndex )


description: Some save systems don't support more than one user, in those cases the game needs to avoid saving settings for anyone but the primary user.


description: Gets a list of all known saves. This isn't possible on all platforms.

code: virtual bool GetSaveGameNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FoundSaves, const int32 UserIndex )


description: Get the path to save game file for the given name, a platformmaybe able to simply override this and no other functions above

code: virtual [FString](API\Runtime\Core\Containers\FString) GetSaveGamePath ( const TCHAR * Name )


description: Loads the game, blocking until complete

code: virtual bool LoadGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Returns true if the platform has a native UI (like many consoles)

code: virtual bool PlatformHasNativeUI()


description: Saves the game, blocking until complete. Platform may useFGameDelegatesto get more information from the game

code: virtual bool SaveGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


className: FGenericSaveGameSystem

description: A generic save game system that just usesIFileManagerto save/load with normal files

code: class FGenericSaveGameSystem : public [ISaveGameSystem](API\Runtime\Engine\ISaveGameSystem)


description: Enables or disables recording if the platform supports it. Useful to prevent users from sharing spoilers.\

code: virtual void EnableRecording ( const bool bEnableRecording )


description: Stops recording and prepares the final video file for use.

code: virtual void FinalizeRecording ( const bool bSaveRecording, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Comment, const bool bStopAutoContinue )


code: virtual uint64 GetMaximumRecordingSeconds() const


description: Returns the current length of time the of the recording, up to RecordingLengthSeconds.

code: virtual float GetCurrentRecordingSeconds() const


description: The minimum and maximum time available for recording on this platform.

code: virtual uint64 GetMinimumRecordingSeconds() const


description: Returns the current state of video recording.

code: virtual EVideoRecordingState GetRecordingState() const


description:
Bydefault does not start capturing, will not start again after saving and will export to the library. Use the RegisterVideoRecordingFinalizedDelegate to retrieve the final filepath.
True if opening the recording succeeded, false otherwise.

code: virtual bool NewRecording ( const TCHAR * DestinationFileName, [FVideoRecordingParameters](API\Runtime\Engine\FVideoRecordingParameters) Parameters )


description: Returns whether recording is currently enabled.

code: virtual bool IsEnabled() const


description: Pauses video recording after a call to StartRecording. Call StartRecording again to resume.

code: virtual void PauseRecording()


description: Begins capturing video after a call to NewRecording or PauseRecording.

code: virtual void StartRecording()


className: FGenericVideoRecordingSystem

description: A generic implementation of the video recording system, that doesn't support recording

code: class FGenericVideoRecordingSystem : public [IVideoRecordingSystem](API\Runtime\Engine\IVideoRecordingSystem)


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


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


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


code: static NumElements = 0;


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


code: typedef zzFuncPtr(* zzMemberFunc


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


MeshExtension

type: TShaderParamete...


className: FGeometryCacheVertexFactoryUserData

description: The mesh batch element user data should point to an instance of this struct

ColorSRV

type: FShaderResource...

ManualVertexFetchUniformBuffer

type: FUniformBufferR...

MeshOrigin

description: Gpu vertex decompression parameters.

MotionBlurDataBuffer

type: constFVertexBu...

MotionBlurDataOrigin

description: Motion blur parameters.

UniformBuffer

type: FGeometryCacheV...


description: Deprecated* CreateManualVertexFetchUniformBuffer requires a command list.

code: void CreateManualVertexFetchUniformBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * PoistionBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * MotionBlurBuffer, [FGeometryCacheVertexFactoryUserData](API\Runtime\Engine\FGeometryCacheVertexFactoryUserD-) & OutUserData ) const


code: void CreateManualVertexFetchUniformBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * PoistionBuffer, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * MotionBlurBuffer, [FGeometryCacheVertexFactoryUserData](API\Runtime\Engine\FGeometryCacheVertexFactoryUserD-) & OutUserData ) const


className: FDataType

code: struct FDataType

ColorComponent

type: FVertexStreamCo...

description: The stream to read the vertex color from.

MotionBlurDataComponent

description: The stream to read the motion blur data from.

PositionComponent

description: The stream to read the vertex position from.

TangentBasisComponents

description: The streams to read the tangent basis from.

TextureCoordinates

type: TArray<FVertex...

description: The streams to read the texture coordinates from.


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


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 )


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


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

code: void SetData ( const [FDataType](API\Runtime\Engine\FGeometryCacheVertexVertexFactor-\FDataType) & InData )


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


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


className: FGeometryCacheVertexVertexFactory

description: Vertex factory for geometry caches. Allows specifying explicit motion blur data as previous frames or motion vectors.

code: class FGeometryCacheVertexVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

Data

type: FDataType

type: friend

VBAlias

type: FVertexBuffer

description: Vertex buffer required for creating the Vertex Declaration.


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


className: InterfaceType

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


className: StaticType

code: static ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


code: class FGeometryCollectionVertexFactoryShaderParameters : public [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters)


description: Data includes what we need for transform and everything in local vertex factory too.

code: struct FDataType : public [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType)

BoneMapSRV

type: FRHIShaderResou...


description: Copy the data from another vertex factory

code: void Copy ( const [FGeometryCollectionVertexFactory](API\Runtime\Engine\FGeometryCollectionVertexFactory) & Other )


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


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


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


code: const uint32 GetColorIndexMask() const


code: const int GetLightMapCoordinateIndex() const


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


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


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


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


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


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


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


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


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()


description: Modify compile environment to enable instancing

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


code: void SetBoneMapSRV ( [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * BoneMapSRV )


code: void SetBonePrevTransformSRV ( [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * BonePrevTransformSRV )


code: void SetBoneTransformSRV ( [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * BoneTransformSRV )


description: Set the data on the vertex factory

code: void SetData ( const [FDataType](API\Runtime\Engine\FGeometryCollectionVertexFactory\FDataType) & InData )


description: Permutations are controlled by the material flag

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


code: static ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


code: static void ValidateCompiledResult ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * Type, EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutErrors )


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FGeometryCollectionVertexFactoryUniformShaderParameters](API\Runtime\Engine\FGeometryCollectionVertexFactory-_1) & 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


code: FGeometryCollectionVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool EnableLooseParameter )


className: FGeometryCollectionVertexFactory

description: A vertex factory for Geometry Collections

code: struct FGeometryCollectionVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

EnableLooseParameter

type: bool


description: Checks that these polygons can be successfully triangulated.

code: static bool ArePolygonsValid ( const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector2D >> & Polygons )


description: Corrects the polygon winding to match bNegativeWinding Ie. If the vertex order doesn't match the winding, it is reversed Returns empty array of points if num points < 3

code: static void CorrectPolygonWinding ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Vertices, const bool bNegativeWinding )


description: Generate convex hull from points.

code: static void GenerateConvexHullFromPoints ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutConvexHull, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points )


description: Generate convex shapes.

code: static void GenerateConvexPolygonsFromTriangles ( [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector2D >> & OutPolygons, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InTriangles )


description: Returns true if the points forming a polygon have CCW winding Returns true if the polygon isn't valid

code: static bool IsPolygonWindingCCW ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Points )


description: Returns true if TestPoint is inside the polygon defined by PolygonPoints.

code: static bool IsPointInPolygon ( const FVector2D & TestPoint, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & PolygonPoints )


code: static bool IsPolygonWindingCCW ( const [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > & Points )


description: 2D version of RemoveRedundantTriangles from GeomTools

code: static void RemoveRedundantTriangles ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTriangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InTriangles )


description: Merge additive and subtractive polygons, split them up into additive polygons Assumes all polygons and overlapping polygons are valid, and the windings match the setting on the polygon

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > > ReducePolygons ( const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector2D >> & Polygons, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & PolygonNegativeWinding )


description: Triangulate a polygon. Check notes in implementation.

code: static bool TriangulatePoly ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutTris, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & PolygonVertices, bool bKeepColinearVertices )


description: Given a set of edges, find the set of closed polygons created by them.

code: namespace FGeomTools { void FGeomTools::Buid2DPolysFromEdges ( [TArray](API\Runtime\Core\Containers\TArray)< [FUtilPoly2D](API\Runtime\Engine\FUtilPoly2D) > & OutPolys, const [TArray](API\Runtime\Core\Containers\TArray)< [FUtilEdge2D](API\Runtime\Engine\FUtilEdge2D) > & InEdges, const [FColor](API\Runtime\Core\Math\FColor) & VertColor ) }


description: Take the input mesh and cut it with supplied plane, creating new verts etc. Also outputs new edges created on the plane.

code: namespace FGeomTools { void FGeomTools::ClipMeshWithPlane ( [TArray](API\Runtime\Core\Containers\TArray)< [FClipSMTriangle](API\Runtime\Engine\FClipSMTriangle) > & OutTris, [TArray](API\Runtime\Core\Containers\TArray)< [FUtilEdge3D](API\Runtime\Engine\FUtilEdge3D) > & OutClipEdges, const [TArray](API\Runtime\Core\Containers\TArray)< [FClipSMTriangle](API\Runtime\Engine\FClipSMTriangle) > & InTriangles, const FPlane & Plane ) }


description: Does a simple box map onto this 2D polygon.

code: namespace FGeomTools { void FGeomTools::GeneratePlanarFitPolyUVs ( [FUtilPoly2D](API\Runtime\Engine\FUtilPoly2D) & Polygon ) }


description: Applies tiling UVs to the verts of this polygon

code: namespace FGeomTools { void FGeomTools::GeneratePlanarTilingPolyUVs ( [FUtilPoly2D](API\Runtime\Engine\FUtilPoly2D) & Polygon, float TileSize ) }


description: Extracts the triangles from a static-mesh as clippable triangles.

code: namespace FGeomTools { void FGeomTools::GetClippableStaticMeshTriangles ( [TArray](API\Runtime\Core\Containers\TArray)< [FClipSMTriangle](API\Runtime\Engine\FClipSMTriangle) > & OutClippableTriangles, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) }


description: Util to see if P lies within triangle created by A, B and C.

code: namespace FGeomTools { bool FGeomTools::PointInTriangle ( const FVector3f & A, const FVector3f & B, const FVector3f & C, const FVector3f & P, const float InsideTriangleDotProductEpsilon ) }


description: Take a set of 3D Edges and project them onto the supplied plane. Also returns matrix use to convert them back into 3D edges.

code: namespace FGeomTools { void FGeomTools::ProjectEdges ( [TArray](API\Runtime\Core\Containers\TArray)< [FUtilEdge2D](API\Runtime\Engine\FUtilEdge2D) > & Out2DEdges, FMatrix & ToWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FUtilEdge3D](API\Runtime\Engine\FUtilEdge3D) > & In3DEdges, const FPlane & InPlane ) }


description: Given a set of triangles, remove those which share an edge and could be collapsed into one triangle.

code: namespace FGeomTools { void FGeomTools::RemoveRedundantTriangles ( [TArray](API\Runtime\Core\Containers\TArray)< [FClipSMTriangle](API\Runtime\Engine\FClipSMTriangle) > & Tris ) }


description: Split 2D polygons with a 3D plane.

code: namespace FGeomTools { void FGeomTools::Split2DPolysWithPlane ( [FUtilPoly2DSet](API\Runtime\Engine\FUtilPoly2DSet) & PolySet, const FPlane & Plane, const [FColor](API\Runtime\Core\Math\FColor) & ExteriorVertColor, const [FColor](API\Runtime\Core\Math\FColor) & InteriorVertColor ) }


description: Transform triangle from 2D to 3D static-mesh triangle.

code: namespace FGeomTools { [FClipSMPolygon](API\Runtime\Engine\FClipSMPolygon) FGeomTools::Transform2DPolygonToSMPolygon ( const [FUtilPoly2D](API\Runtime\Engine\FUtilPoly2D) & InTri, const FMatrix & InMatrix ) }


description:
Given a polygon, decompose into triangles and append to OutTris.
Given a polygon, decompose into triangles and append to OutTris.
true if the triangulation was successful.

code: namespace FGeomTools { bool FGeomTools::TriangulatePoly ( [TArray](API\Runtime\Core\Containers\TArray)< [FClipSMTriangle](API\Runtime\Engine\FClipSMTriangle) > & OutTris, const [FClipSMPolygon](API\Runtime\Engine\FClipSMPolygon) & InPoly, bool bKeepColinearVertices ) }


description: Given three direction vectors, indicates if A and B are on the same 'side' of Vec.

code: namespace FGeomTools { bool FGeomTools::VectorsOnSameSide ( const FVector3f & Vec, const FVector3f & A, const FVector3f & B, const float SameSideDotProductEpsilon ) }


description: Attempt to detect touch gestures

code: void DetectGestures ( const FVector(&) Touches, class [UPlayerInput](API\Runtime\Engine\GameFramework\UPlayerInput) * PlayerInput, float DeltaTime )


description: Internal processing of gestures

code: void HandleGesture ( class [UPlayerInput](API\Runtime\Engine\GameFramework\UPlayerInput) * PlayerInput, [FKey](API\Runtime\InputCore\FKey) Gesture, bool bStarted, bool bEnded )


description: Constructor

code: FGestureRecognizer()


description: Save the distance between the anchor points

code: void SetAnchorDistanceSquared ( const FVector2D FirstPoint, const FVector2D SecontPoint )


className: FGestureRecognizer

code: class FGestureRecognizer

AnchorDistanceSq

type: float

AnchorPoints

description: Special gesture tracking values

CurrentGestureValues

type: TMap<FKey, flo...

description: A mapping of a gesture to it's current value (how far swiped, pinch amount, etc)

description: Special pinch tracking values


code: [FGetActorReferencesParams](API\Runtime\Engine\FGetActorReferencesParams) & SetRecursive ( bool bInRecursive )


code: [FGetActorReferencesParams](API\Runtime\Engine\FGetActorReferencesParams) & SetRequiredFlags ( EObjectFlags InRequiredFlags )


code: FGetActorReferencesParams ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InRoot )


className: FGetActorReferencesParams

code: struct FGetActorReferencesParams

RequiredFlags

type: EObjectFlags

Root

type: UObject*


className: FGetDiffableObjectOptions

code: struct FGetDiffableObjectOptions

bSerializeEvenIfPendingKill

description: Should we still serialize this object if it's considered pending kill?

CustomSerializer

type: TFunction< void...

description: Custom serializer for the object (must be set when ObjectSerializationMode == Custom)

ObjectSerializationMode

type: EGetDiffableObj...

description: How should we serialize the object for diffing?

PropertiesToSerialize

type: TArrayView< con...

description: Optional list of properties to serialize on the object, or an empty array to serialize all properties


description: Initialization constructor.


description: Initialization constructor for a provided component list.

code: FGlobalComponentRecreateRenderStateContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponents )


className: ActiveGlobalReregisterContextCount

description: Static var indicating activity of reregister context

code: static int32 ActiveGlobalReregisterContextCount = 0;


description: Destructor


description: Destroys render states for all components or for a provided list of components and then recreates them when this object is destroyed


description: Initialization constructor.

code: FGlobalComponentReregisterContext()


description: Destructor

code: ~FGlobalComponentReregisterContext()


description: Initialization constructor.

code: FGlobalComponentReregisterContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & ExcludeComponents )


className: FGlobalComponentReregisterContext

description: Removes all components from their scenes for the lifetime of the class.

code: class FGlobalComponentReregisterContext


className: FGlobalFocusSettings

description: Setting for global focus scaling

code: struct FGlobalFocusSettings


description: Enqueues compilation of a shader of this type.

code: static void BeginCompileShader ( const [FGlobalShaderType](API\Runtime\RenderCore\FGlobalShaderType) * ShaderType, int32 PermutationId, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & NewJobs )


description: Enqueues compilation of a shader pipeline of this type.

code: static void BeginCompileShaderPipeline ( EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & NewJobs )


description: Either returns an equivalent existing shader of this type, or constructs a new instance.

code: static [FShader](API\Runtime\RenderCore\FShader) * FinishCompileShader ( const [FGlobalShaderType](API\Runtime\RenderCore\FGlobalShaderType) * ShaderType, const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) & CompileJob, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType )


className: FGlobalShaderTypeCompiler

code: class FGlobalShaderTypeCompiler


code: const FVertexBufferAndSRV & GetClothBufferForReading &40; bool bPrevious &41; const


code: const FMatrix44f & GetClothToLocalForReading &40; bool bPrevious &41; const


code: TUniformBufferRef< FAPEXClothUniformShaderParameters > GetClothUniformBuffer&40;&41; const


code: bool HasClothBufferForReading &40; bool bPrevious &41; const


code: void ReleaseClothSimulData&40;&41;


code: void SetCurrentRevisionNumber &40; uint32 RevisionNumber &41;


code: bool UpdateClothSimulData &40; FRHICommandListImmediate & RHICmdList, const TArray< FVector3f > & InSimulPositions, const TArray< FVector3f > & InSimulNormals, uint32 RevisionNumber, ERHIFeatureLevel::Type FeatureLevel, bool bForceUpdateImmediately, const FName & AssetPathName &41;


className: ClothShaderType

code: struct ClothShaderType

ClothBlendWeight

description: Weight to blend between simulated positions and key-framed poses if ClothBlendWeight is 1.0, it shows only simulated positions and if it is 0.0, it shows only key-framed animation

WorldScale

description: Scale of the owner actor


className: ClothSimulDataBufferPool

description: Pool of buffers for clothing simulation data

code: static [TGlobalResource](API\Runtime\RenderCore\TGlobalResource)< [FClothBufferPool](API\Runtime\Engine\FClothBufferPool) > ClothSimulDataBufferPool;


description: Get buffer containing cloth influences.


code: virtual const FShaderResourceViewRHIRef GetClothBuffer() const


description: Get offset from vertex index to cloth influence index at a given vertex index. The offset will be constant for all vertices in the same section.

code: virtual uint32 GetClothIndexOffset ( uint32 VertexIndex, uint32 LODBias ) const


description: Accessor


code: const [ClothShaderType](API\Runtime\Engine\FGPUBaseSkinAPEXClothVertexFacto-\ClothShaderType) & GetClothShaderData() const


code: const [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory) * GetVertexFactory() const


code: static bool IsClothEnabled ( EShaderPlatform Platform )


code: FGPUBaseSkinAPEXClothVertexFactory ( uint32 InNumInfluencesPerVertex )


className: FGPUBaseSkinAPEXClothVertexFactory

description: Vertex factory with vertex stream components for GPU-skinned and morph target streams

ClothShaderData

type: ClothShaderType


description: Add the decl elements for the streams

code: void AddVertexElements ( FVertexDeclarationElementList & OutElements )


className: BoneBufferPool

description: Pool of buffers for bone matrices.

code: static [TGlobalResource](API\Runtime\RenderCore\TGlobalResource)< [FBoneBufferPool](API\Runtime\Engine\FBoneBufferPool) > BoneBufferPool;


code: void CopyDataTypeForLocalVertexFactory ( [FLocalVertexFactory::FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & OutDestData ) const


code: const FVertexBufferAndSRV & GetBoneBufferForReading &40; bool bPrevious &41; const


description: IsValid() can fail, then you have to create the buffers first (or if the size changes)

code: FVertexBufferAndSRV & GetBoneBufferForWriting &40; bool bPrevious &41;


description: returns revision number

code: uint32 GetRevisionNumber &40; bool bPrevious &41; const


description: If FeatureLevel <=ERHIFeatureLevel::ES3_1

code: FRHIUniformBuffer &42; GetUniformBuffer&40;&41; const


code: bool HasBoneBufferForReading &40; bool bPrevious &41; const


className: MaxBonesVar

code: static MaxBonesVar = NULL;


className: MaxGPUSkinBones

code: static MaxGPUSkinBones = 0;


code: bool UpdateBoneData &40; FRHICommandListImmediate & RHICmdList, const TArray< FMatrix44f > & ReferenceToLocalMatrices, const TArray< FBoneIndexType > & BoneMap, uint32 RevisionNumber, bool bPrevious, ERHIFeatureLevel::Type FeatureLevel, bool bUseSkinCache, bool bForceUpdateImmediately, const FName & AssetPathName &41;


className: FShaderDataType

code: struct FShaderDataType

InputWeightStream

type: FShaderResource...

UpdatedFrameNumber

description: Frame number of the bone data that is last updated.


description: The return value is guaranteed to be greater than zero, but note that it may be higher than the maximum supported bone influences.

code: static int32 GetBoneInfluenceLimitForAsset ( int32 AssetProvidedLimit, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: virtual GPUSkinBoneInfluenceType GetBoneInfluenceType() const


description: Cloth vertex factory access.


code: virtual [FGPUBaseSkinAPEXClothVertexFactory](API\Runtime\Engine\FGPUBaseSkinAPEXClothVertexFacto-) const * GetClothVertexFactory() const


code: virtual const FShaderResourceViewRHIRef GetColorComponentsSRV() const


code: virtual const uint32 GetColorIndexMask() const


code: static int32 GetMaxGPUSkinBones ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Return the smallest platform MaxGPUSkinBones value.


code: virtual uint32 GetMorphVertexBufferUpdatedFrameNumber() const


code: virtual const FMorphVertexBuffer * GetMorphVertexBuffer ( bool bPrevious ) const


code: virtual uint32 GetNumBoneInfluences() const


code: virtual uint32 GetNumTexCoords() const


code: virtual const FShaderResourceViewRHIRef GetPositionsSRV() const


code: const [FVertexStreamComponent](API\Runtime\RenderCore\FVertexStreamComponent) & GetPositionStreamComponent() const


description: Accessor


code: const [FShaderDataType](API\Runtime\Engine\FGPUBaseSkinVertexFactory\FShaderDataType) & GetShaderData() const


code: virtual const FShaderResourceViewRHIRef GetTangentsSRV() const


code: const [FVertexStreamComponent](API\Runtime\RenderCore\FVertexStreamComponent) & GetTangentStreamComponent ( int Index ) const


code: virtual const FShaderResourceViewRHIRef GetTextureCoordinatesSRV() const


code: static bool GetUnlimitedBoneInfluences ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: GHardwareMaxGPUSkinBones

code: static const uint32 GHardwareMaxGPUSkinBones = 65536;


code: virtual bool IsMorphTarget() const


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

code: virtual void SetData ( const [FGPUSkinDataType](API\Runtime\Engine\FGPUSkinDataType) * InData )


description: Morph vertex factory functions

code: virtual void UpdateMorphVertexStream ( const class FMorphVertexBuffer * MorphVertexBuffer )


code: virtual bool Use16BitBoneIndex() const


code: static bool UseUnlimitedBoneInfluences ( uint32 MaxBoneInfluences, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: FGPUBaseSkinVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, uint32 InNumVertices )


code: virtual ~FGPUBaseSkinVertexFactory()


className: FGPUBaseSkinVertexFactory

description: Vertex factory with vertex stream components for GPU skinned vertices

code: class FGPUBaseSkinVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

Data

type: TUniquePtr<FGP...

description: Stream component data bound to this vertex factory

ShaderData

type: FShaderDataType

description: Dynamic data need for setting the shader


className: FGPUSceneWriteDelegateParams

description: The parameters passed to the GPUScene writer delegate

code: struct FGPUSceneWriteDelegateParams

GPUWriteParams

type: FGPUSceneWriter...

description: The shader parameters the delegate can use to perform writes on GPU Scene data

GPUWritePass

type: EGPUSceneGPUWri...

description: The GPU Scene write pass that is currently executing.

InstanceSceneDataOffset

description: The ID of the first instance scene data of the primitive

PrimitiveId

description: The ID of the primitive that writes must be limited to

View

type: FSceneView*...

description: The view for which this primitive belongs (for dynamic primitives)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FGPUSceneWriterParameters](API\Runtime\Engine\FGPUSceneWriterParameters) & 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;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdGPUSceneInstanceSceneDataRW


className: zzMemberIdGPUSceneInstancePayloadDataRW


className: zzMemberIdGPUScenePrimitiveSceneDataRW


className: zzMemberIdGPUSceneNumAllocatedInstances


className: FGPUSceneWriterParameters

description: Include in shader parameters struct for shaders that modify GPU-Scene instances

code: class FGPUSceneWriterParameters

GPUSceneFrameNumber

type: TShaderParamete...

GPUSceneInstancePayloadDataRW

type: TShaderResource...


className: FGPUSkinAPEXClothDataType

description: Stream component data bound to Apex cloth vertex factory

code: struct FGPUSkinAPEXClothDataType : public [FGPUSkinDataType](API\Runtime\Engine\FGPUSkinDataType)

ClothIndexMapping

type: TArray<FClothB...

description: Packed Map: u32 Key, u32 Value.


code: void BeginBatchDispatch ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: void DispatchUpdateSkinning ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FGPUSkinCacheEntry * Entry, int32 Section, uint32 RevisionNumber, [TArray](API\Runtime\Core\Containers\TArray)< [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) * > & BuffersToTransitionToRead )


code: void DispatchUpdateSkinTangents ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FGPUSkinCacheEntry * Entry, int32 SectionIndex, [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) *& StagingBuffer, bool bTrianglePass )


code: void DoDispatch ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: void DoDispatch ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FGPUSkinCacheEntry * SkinCacheEntry, int32 Section, int32 RevisionNumber )


code: void DrawVisualizationInfoText ( const [FName](API\Runtime\Core\UObject\FName) & GPUSkinCacheVisualizationMode, [FScreenMessageWriter](API\Runtime\Engine\FScreenMessageWriter) & ScreenMessageWriter ) const


code: void EndBatchDispatch ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


className: ESkinCacheInitSettings

code: enum ESkinCacheInitSettings { MaxUniformBufferBones = 256, RWTangentXOffsetInFloats = 0, RWTangentZOffsetInFloats = 1, IntermediateAccumBufferNumInts = 8, }


className: FDispatchEntry

code: struct FDispatchEntry

SkinCacheEntry

type: FGPUSkinCacheEn...


code: static uint64 CalculateRequiredMemory &40; uint32 InNumVertices, bool InWithTangents, bool InUseIntermediateTangents, uint32 InIntermediateAccumulatedTangentsSize &41;


className: PosBufferBytesPerElement

code: static PosBufferBytesPerElement = 4;


code: void RemoveAllFromTransitionArray &40; TSet< FSkinCacheRWBuffer &42; > & BuffersToTransition &41;


className: TangentBufferBytesPerElement

code: static TangentBufferBytesPerElement = 8;


code: FRWBuffersAllocation &40; uint32 InNumVertices, bool InWithTangents, bool InUseIntermediateTangents, uint32 InIntermediateAccumulatedTangentsSize, FRHICommandListImmediate & RHICmdList, const FName & OwnerName &41;


className: FRWBuffersAllocation

code: struct FRWBuffersAllocation


code: FSkinCacheRWBuffer &42; Advance &40; const FVertexBufferAndSRV & BoneBuffer1, uint32 Revision1, const FVertexBufferAndSRV & BoneBuffer2, uint32 Revision2 &41;


code: FSkinCacheRWBuffer &42; Find &40; const FVertexBufferAndSRV & BoneBuffer, uint32 Revision &41;


className: FRWBufferTracker

code: struct FRWBufferTracker

Allocation

type: FRWBuffersAlloc...


description: Update the access state and return transition info.

code: FRHITransitionInfo UpdateAccessState &40; ERHIAccess NewState &41;


className: FSkinCacheRWBuffer

code: struct FSkinCacheRWBuffer

AccessState

type: ERHIAccess

Buffer

type: FRWBuffer

UniqueOpToken

description: See note inFGPUSkinCache::GetBufferUAVs()


className: FSortedDispatchEntry

code: struct FSortedDispatchEntry


code: void GetBufferUAVs ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) * > & InBuffers, [TArray](API\Runtime\Core\Containers\TArray)< [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * > & OutUAVs )


description: Deprecated function. Can remove include of CachedGeometry.h when this is removed.

code: [FCachedGeometry::Section](API\Runtime\Engine\FCachedGeometry\Section) GetCachedGeometry ( FGPUSkinCacheEntry * InOutEntry, uint32 SectionId )


code: uint64 GetExtraRequiredMemoryAndReset()


code: static [FRWBuffer](API\Runtime\RHI\FRWBuffer) * GetPositionBuffer ( FGPUSkinCacheEntry const * Entry, uint32 SectionIndex )


code: static [FRWBuffer](API\Runtime\RHI\FRWBuffer) * GetPreviousPositionBuffer ( FGPUSkinCacheEntry const * Entry, uint32 SectionIndex )


code: static void GetShaderVertexStreams ( const FGPUSkinCacheEntry * Entry, int32 Section, const [FGPUSkinPassthroughVertexFactory](API\Runtime\Engine\FGPUSkinPassthroughVertexFactory) * VertexFactory, FVertexInputStreamArray & VertexStreams )


code: [FString](API\Runtime\Core\Containers\FString) GetSkeletalMeshObjectName ( const FSkeletalMeshObjectGPUSkin * GPUSkin ) const


code: FGPUSkinCacheEntry const * GetSkinCacheEntry ( uint32 ComponentId ) const


code: static uint32 GetUpdatedFrame ( FGPUSkinCacheEntry const * Entry, uint32 SectionIndex )


code: static const [FSkinBatchVertexFactoryUserData](API\Runtime\Engine\FSkinBatchVertexFactoryUserData) * GetVertexFactoryUserData ( FGPUSkinCacheEntry * Entry, int32 Section )


code: static [FColor](API\Runtime\Core\Math\FColor) GetVisualizationDebugColor ( const [FName](API\Runtime\Core\UObject\FName) & GPUSkinCacheVisualizationMode, FGPUSkinCacheEntry * Entry, FGPUSkinCacheEntry * RayTracingEntry, uint32 SectionIndex )


code: void IncrementDispatchCounter ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: static bool IsEntryValid ( FGPUSkinCacheEntry * SkinCacheEntry, int32 Section )


code: void MakeBufferTransitions ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [TArray](API\Runtime\Core\Containers\TArray)< [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) * > & Buffers, ERHIAccess ToState )


code: void PrepareUpdateSkinning ( FGPUSkinCacheEntry * Entry, int32 Section, uint32 RevisionNumber, [TArray](API\Runtime\Core\Containers\TArray)< [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) * > * OverlappedUAVs )


code: bool ProcessEntry ( EGPUSkinCacheEntryMode Mode, [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory) * VertexFactory, [FGPUSkinPassthroughVertexFactory](API\Runtime\Engine\FGPUSkinPassthroughVertexFactory) * TargetVertexFactory, const [FSkelMeshRenderSection](API\Runtime\Engine\Rendering\FSkelMeshRenderSection) & BatchElement, FSkeletalMeshObjectGPUSkin * Skin, const FMorphVertexBuffer * MorphVertexBuffer, const [FSkeletalMeshVertexClothBuffer](API\Runtime\Engine\Rendering\FSkeletalMeshVertexClothBuffer) * ClothVertexBuffer, const [FClothSimulData](API\Runtime\ClothingSystemRuntimeInterface\FClothSimulData) * SimData, const FMatrix44f & ClothToLocal, float ClothBlendWeight, FVector3f ClothScale, uint32 RevisionNumber, int32 Section, int32 LOD, FGPUSkinCacheEntry *& InOutEntry )


code: static void Release ( FGPUSkinCacheEntry *& SkinCacheEntry )


code: static void ReleaseSkinCacheEntry ( FGPUSkinCacheEntry * SkinCacheEntry )


code: static void TransitionAllToReadable ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [TArray](API\Runtime\Core\Containers\TArray)< [FSkinCacheRWBuffer](API\Runtime\Engine\FGPUSkinCache\FSkinCacheRWBuffer) * > & BuffersToTransitionToRead )


code: [FRWBuffersAllocation](API\Runtime\Engine\FGPUSkinCache\FRWBuffersAllocation) * TryAllocBuffer ( uint32 NumVertices, bool WithTangnents, bool UseIntermediateTangents, uint32 NumTriangles, [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


code: static void UpdateSkinWeightBuffer ( FGPUSkinCacheEntry * Entry )


code: FGPUSkinCache ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool bInRequiresMemoryLimit, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FGPUSkinCache

code: class FGPUSkinCache

Allocations

type: TArray<FRWBuff...

BatchDispatches

type: TArray<FDispat...

bRequiresMemoryLimit

type: bool

Entries

type: TArray< FGPUSki...

FeatureLevel

type: ERHIFeatureLeve...

PendingProcessRTGeometryEntries

type: TSet< FGPUSkinC...

StagingBuffers

type: TArray<FSkinCa...

description: For recompute tangents, holds the data required between compute shaders.

World

type: UWorld*


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

ModeDesc

type: FText

ModeName

type: FName

ModeString

type: FString

ModeType

type: FModeType


className: FModeType

code: enum FModeType { Overview, Memory, RayTracingLODOffset, Num, }


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


description: Get the display name of a named mode from the available mode map.

code: [FText](API\Runtime\Core\Internationalization\FText) GetModeDisplayName ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: const [TModeMap](API\Runtime\Engine\FGPUSkinCacheVisualizationData\TModeMap) & GetModeMap() const


code: [FModeType](API\Runtime\Engine\FGPUSkinCacheVisualizationData\FModeType) GetModeType ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


description: Return the console command name for enabling single mode visualization.

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Initialize the system.

code: void Initialize()


description: Check if visualization is active.

code: bool IsActive() const


description: Check if system was initialized.

code: bool IsInitialized() const


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FModeRecord](API\Runtime\Engine\FGPUSkinCacheVisualizationData\FModeRecord) > TModeMap


description: Update visualization state.

code: bool Update ( const [FName](API\Runtime\Core\UObject\FName) & InViewMode )


className: FGPUSkinCacheVisualizationData

code: class FGPUSkinCacheVisualizationData


className: FGPUSkinDataType

description: Stream component data bound to GPU skinned vertex factory

code: struct FGPUSkinDataType : public [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType)

BlendOffsetCount

type: FVertexStreamCo...

description: The stream to read the blend stream offset and num of influences from

bMorphTarget

description: If this is a morph target

BoneIndices

description: The stream to read the bone indices from

BoneWeights

description: The stream to read the bone weights from

description: If the bone indices are 16 or 8-bit format

DeltaPositionComponent

description: Morph target stream which has the position deltas to add to the vertex position

DeltaTangentZComponent

description: Morph target stream which has the TangentZ deltas to add to the vertex normals

ExtraBoneIndices

description: The stream to read the extra bone indices from

ExtraBoneWeights

description: The stream to read the extra bone weights from

MorphVertexBufferPool

type: FMorphVertexBuf...

description: Morph vertex buffer pool double buffering delta data

NumBoneInfluences

description: Number of bone influences


className: DummyVBs

code: static [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer), EVertexAtttribute::NumAttributes > DummyVBs;


className: EShaderResource

description: SRVs that we can provide.

code: enum EShaderResource { Position, PreviousPosition, Tangent, Color, TexCoord, NumShaderResources, }


className: EVertexAtttribute

description: Vertex attributes that we can override.

code: enum EVertexAtttribute { VertexPosition, VertexTangent, VertexColor, VertexTexCoord0, VertexTexCoord1, VertexTexCoord2, VertexTexCoord3, VertexTexCoord4, VertexTexCoord5, VertexTexCoord6, VertexTexCoord7, NumAttributes, }


className: FAddVertexAttributeDesc

description: Structure used for calls toSetVertexAttributes().

code: struct FAddVertexAttributeDesc

FrameNumber

description: Frame number at animation update.

SRVs

type: TStaticArray<F...

description: SRVs for binding. These are only be used by platforms that support manual vertex fetch.

VertexAttributes

type: TArray<EVertex...

description: Vertex attributes to use in vertex declaration.


description: Get the vertex stream index for a vertex attribute. This will be -1 for attributes that haven't been set in AddVertexAttributes(). It may also be -1 for attributes that are read through manual vertex fetch.

code: int32 GetAttributeStreamIndex ( [EVertexAtttribute](API\Runtime\Engine\FGPUSkinPassthroughVertexFactory\EVertexAtttribute) InAttribute ) const


description: Reset all added vertex attributes and SRVs. This doesn't reset the vertex factory itself. CallSetData()to do that.

code: void ResetVertexAttributes()


description: Set vertex attributes and SRVs to be used. The vertex declaration is made by accumulating attributes set here along with all that already been added by previous calls to this function. If any attributes are being added for the first time then we pay the cost to recreate the vertex declaration here. The SRVs are cached per attribute. If any passed in SRV is changed from the cached value then we recreate the vertex factory uniform buffer here. Note that on platforms that support manual vertex fetch, only Position will be in the final vertex stream and other attributes will be read through an SRV.

code: void SetVertexAttributes ( [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory) const * InSourceVertexFactory, [FAddVertexAttributeDesc](API\Runtime\Engine\FGPUSkinPassthroughVertexFactory\FAddVertexAttributeDesc) const & InDesc )


description: Indicates whether the vertex factory supports a position-and-normal-only stream.

code: virtual bool SupportsPositionAndNormalOnlyStream() const


description: Indicates whether the vertex factory supports a position-only stream.

code: virtual bool SupportsPositionOnlyStream() const


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


className: FGPUSkinPassthroughVertexFactory

description: Vertex factory with vertex stream components for GPU-skinned streams. This enables Passthrough mode where vertices have been pre-skinned. Individual vertex attributes can be flagged so that they can be overriden by externally owned buffers.

code: class FGPUSkinPassthroughVertexFactory : public [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory)


description: Default constructor.

code: FGPUSortBuffers()


className: FGPUSortBuffers

description: The input buffers required for sorting on the GPU.

code: struct FGPUSortBuffers

FinalValuesUAV

type: FRHIUnorderedAc...

description: Unordered access view holding the final state of the value.

FirstValuesSRV

type: FRHIShaderResou...

description: Shader resource view holding the initial state of the values.

RemoteKeySRVs

description: Shader resource views for vertex buffers containing the keys.

RemoteKeyUAVs

description: Unordered access views for vertex buffers containing the keys.

RemoteValueSRVs

description: Shader resource views for vertex buffers containing the values.

RemoteValueUAVs

description: Unordered access views for vertex buffers containing the values.


description: Return true if the task was added to a batch, false otherwise, could be because GPU sorting is disabled.

code: bool AddTask ( [FAllocationInfo](API\Runtime\Engine\FGPUSortManager\FAllocationInfo) & OutInfo, int32 ValueCount, EGPUSortFlags TaskFlags )


className: ESortBatchProcessingOrder

description: Defines the order in which sort batches are processed every frame. KeyGenAfterPreRenderAndSortAfterPostRenderOpaque is the most complex case since the KeyGen is called after PreRendeR() while the sort only happens after PostRenderOpaque(). This creates a situation where theFParticleSortBuffersneed to be keep bound to the batch and can not be reused by other batches with this processing order. Note also that KeyGenAfterPreRenderAndSortAfterPostRenderOpaque could include KeyGen after PostRenderOpaque().

code: enum ESortBatchProcessingOrder { Undefined = 0, KeyGenAndSortAfterPreRender = 1, KeyGenAfterPreRenderAndSortAfterPostRenderOpaque = 2, KeyGenAndSortAfterPostRenderOpaque = 3, }


className: FAllocationInfo

description: Information about the bindings for a given sort task.

code: struct FAllocationInfo

BufferOffset

description: The offset within BufferSRV where the sort task data starts.

BufferSRV

type: FShaderResource...

description: The buffer that will hold the final sorted values

ElementIndex

description: The element index of the sort task within the batch.

SortBatchId

description: The batch Id in which the sort task is grouped.


className: FCallbackArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FCallbackInfo > FCallbackArray


className: FDynamicValueBufferArray

code: typedef [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< FDynamicValueBuffer, TInlineAllocator< 4 > > FDynamicValueBufferArray


code: FKeyGenInfo &40; uint32 NumElements, bool bHighPrecisionKeys &41;


className: FKeyGenInfo

description: A little helper to generate the batch element keys based on the number of elements in the batch and the sort precision.

code: struct FKeyGenInfo

ElementKeyMask

description: ElementKey = (ElementIndex & EmitterKeyMask) << ElementKeyShift.

SortKeyParams

description: (SortKeyMask, SortKeyShift, SortKeySignBit, -)


className: FPostPostRenderEvent

description: Event to register and receive post-postrender notification.

code: class FPostPostRenderEvent : public TBaseMulticastDelegate_OneParam< void, FRHICommandListImmediate & >


className: FPostPreRenderEvent

description: Event to register and receive post-prerender notification.

code: class FPostPreRenderEvent : public TBaseMulticastDelegate_OneParam< void, FRHICommandListImmediate & >


className: FValueBufferArray

code: typedef [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< FValueBuffer, TInlineAllocator< 4 > > FValueBufferArray


className: FSortBatchArray

description: Expected that few will be enough, since we only need severals batches when ESortBatchProcessingOrder::KeyGenAfterPreRenderAndSortAfterPostRenderOpaque.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FSortBatch, TInlineAllocator< 4 > > FSortBatchArray


description: Callback that needs to be called in the rendering loop, after calls toFFXSystemInterface::PostRenderOpaque()are issued. Tasks with EGPUSortFlags::KeyGenAfterPostRenderOpaque get their client callbacks issued to set the initial keys and values. After this any sort task that hasn't been processed yet, inOnPreRender(), gets processed now.

code: void OnPostRenderOpaque ( class [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Callback that needs to be called in the rendering loop, after calls toFFXSystemInterface::PreRender()are issued. At this point, no other GPU sort tasks are allowed to be created throughAddTask()as the sort batches get finalized. At this point, any task with the EGPUSortFlags::SortAfterPreRender will possibly be done, unless it also had the EGPUSortFlags::SortAfterPostRenderOpaque flag. Tasks with EGPUSortFlags::KeyGenAfterPreRender get their client callbacks issued to set the initial keys and values.

code: void OnPreRender ( class [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Register a client system into the sort manager. Client systems are systems that will callAddTask(). Those systems need to register a callback, the possible used flags for their tasks and a name. The callback is required because the initial content to perform GPU sorts is only configured long afterAddTask()gets called in the rendering loop.

code: void Register ( const FGPUSortKeyGenDelegate & CallbackDelegate, EGPUSortFlags UsedFlags, const [FName](API\Runtime\Core\UObject\FName) & InName )


description: Creates the sort manager, this is when the settings are configured.

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


className: FGPUSortManager

description: A manager that handles different GPU sort tasks. Each task has different constraints about when the data can be generated and when the sorted results need to be available. The usecase involes registering a sort task throughAddTask()and then initializing the sort data through the KeyGen callback. The sort manager can be enabled or disabled through "fx.AllowGPUSorting"

code: class FGPUSortManager : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

PostPostRenderEvent

type: FPostPreRenderE...


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

DefaultComposited

type: bool

description: Whether or not this mode (by default) composites with regular scene depth.

Mode

type: EGroomViewMode


code: bool GetModeDefaultComposited ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: const [TModeMap](API\Runtime\Engine\FGroomVisualizationData\TModeMap) & GetModeMap() const


description: Get the display name of a named mode from the available mode map.

code: [FText](API\Runtime\Core\Internationalization\FText) GetModeDisplayName ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: EGroomViewMode GetViewMode ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


description: Return the console command name for enabling single mode visualization.

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Initialize the system.

code: void Initialize()


description: Check if system was initialized.

code: bool IsInitialized() const


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

code: typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FModeRecord](API\Runtime\Engine\FGroomVisualizationData\FModeRecord) > TModeMap


className: FGroomVisualizationData

code: class FGroomVisualizationData


description: Allocate a range. Returns allocated StartOffset.

code: int32 Allocate ( int32 Num )


description: Between these calls to Free just appends the allocation to the free list, rather than trying to merge with existing allocations. At EndDeferMerges the free list is consolidated by sorting and merging all spans. This amortises the cost of the merge over many calls.

code: void BeginDeferMerges()


description: Free an already allocated range.

code: void Free ( int32 BaseOffset, int32 Num )


code: int32 GetSparselyAllocatedSize() const


description: Loop over all free spans and check ifIndexis in any of them. Note: Very costly, only intended for debugging use, and probably best if under a toggle even then.

code: bool IsFree ( int32 Index ) const


className: FGrowOnlySpanAllocator

code: class FGrowOnlySpanAllocator


description:
Get the full details of hardware information which has been registered in string format
The details of the hardware which were registered in a string format.

code: static const [FString](API\Runtime\Core\Containers\FString) GetHardwareDetailsString()


description: Get the hardware info detail you wanted to keep track of.

code: static [FString](API\Runtime\Core\Containers\FString) GetHardwareInfo ( const [FName](API\Runtime\Core\UObject\FName) SpecIdentifier )


description: Register with the hardware info a detail which we may want to keep track of

code: static void RegisterHardwareInfo ( const [FName](API\Runtime\Core\UObject\FName) SpecIdentifier, const [FString](API\Runtime\Core\Containers\FString) & HardwareInfo )


code: FHeightfieldComponentDescription ( const FMatrix & InLocalToWorld, uint32 InGPUSceneInstanceIndex )


className: FHeightfieldComponentDescription

description: Information about a heightfield gathered by the renderer for heightfield lighting.

code: class FHeightfieldComponentDescription

HeightfieldRect

type: FIntRect

LocalToWorld

type: FMatrix


description: Local-space.

code: virtual const FBoxSphereBounds & GetBounds() const


description: Instance-Space.

code: virtual const FMatrix & GetInstanceToLocal() const


code: virtual const FMatrix GetInstanceToWorld() const


code: virtual float GetLightingDownsampleFactor() const


code: virtual const FBoxSphereBounds & GetLocalBounds() const


code: virtual float GetMinimumVoxelSize() const


code: virtual const FMatrix & GetLocalToWorld() const


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


code: virtual float GetShadowStepFactor() const


description: Lighting.

code: virtual float GetStepFactor() const


description: Volume.

code: virtual FIntVector GetVoxelResolution() const


code: FHeterogeneousVolumeData ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * SceneProxy )


code: virtual ~FHeterogeneousVolumeData()


className: FHeterogeneousVolumeData

code: class FHeterogeneousVolumeData : public [IHeterogeneousVolumeInterface](API\Runtime\Engine\IHeterogeneousVolumeInterface), private [FOneFrameResource](API\Runtime\Engine\FOneFrameResource)

LightingDownsampleFactor

type: float

PrimitiveSceneProxy

type: constFPrimitiv...

VoxelResolution

type: FIntVector


className: FOnTreeBuilt

description: Delegate called when the tree of a HISM has been (re)built.

code: typedef TMulticastDelegate_TwoParams< void, [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) *, bool > FOnTreeBuilt


description: Gives the primitive the results of sub-occlusion-queries

code: virtual void AcceptOcclusionResults ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [TArray](API\Runtime\Core\Containers\TArray)< bool > * Results, int32 ResultsStart, int32 NumResults )


description: Shifts primitive position and all relevant data by an arbitrary delta. Called on world origin changes

code: virtual void ApplyWorldOffset ( FVector InOffset )


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