code: void ForEachSMInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


module: Foliage

code: void ForEachSMInstance ( int32 InstanceIndex, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


className: FRemoveImplementationFunc

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FFoliageImpl](API\Runtime\Foliage\FFoliageImpl) *, int32)> FRemoveImplementationFunc


description: Will only return a valid component in the case of non-actor foliage.


code: EFoliageImplType GetImplementationType ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType ) const


code: void GetInstanceAtLocation ( const FVector & Location, int32 & OutInstance, bool & bOutSucess ) const


code: void GetInstancesInsideBounds ( const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutInstances ) const


code: void GetInstancesInsideSphere ( const FSphere & Sphere, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutInstances ) const


className: FAddImplementationFunc

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FFoliageImpl](API\Runtime\Foliage\FFoliageImpl) *, [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) *, const [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) &)> FAddImplementationFunc


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstancesOverlappingBox ( const FBox & Box ) const


code: void GetOverlappingBoxTransforms ( const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


code: int32 GetOverlappingBoxCount ( const FBox & Box ) const


code: void GetOverlappingMeshCount ( const FSphere & Sphere, [TMap](API\Runtime\Core\Containers\TMap)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *, int32 > & OutCounts ) const


code: int32 GetOverlappingSphereCount ( const FSphere & Sphere ) const


description: Get the number of placed instances.

code: int32 GetPlacedInstanceCount() const


code: FBox GetSelectionBoundingBox() const


code: void Initialize ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: void IncludeActor ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void MoveInstances ( [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * InToIFA, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InInstancesToMove, bool bKeepSelection )


code: void NotifyFoliageTypeChanged ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType, bool bSourceChanged )


code: void NotifyFoliageTypeWillChange ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: void OnHiddenEditorViewMaskChanged ( uint64 InHiddenEditorViews )


code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) & operator= ( [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) && Other )


code: [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) & operator= ( const [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) & )


code: void PostEditUndo ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


code: void PostMoveInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesMoved, bool bFinished )


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


code: void PostUpdateInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 >, bool bReAddToHash, bool InUpdateSelection )


code: void PreEditUndo ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * FoliageType )


description: Apply changes in the FoliageType to the component.

code: void PreMoveInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesMoved )


description: Destroy existing clusters and reassign all instances to new clusters.

code: void ReallocateClusters ( [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings )


code: void Refresh ( bool Async, bool Force )


code: void RemoveBaseComponentOnInstances()


code: void RemoveFromBaseHash ( int32 InstanceIdx )


code: void RemoveInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > InInstancesToRemove, bool RebuildFoliageTree )


code: void ReserveAdditionalInstances ( const [UFoliageType](API\Runtime\Foliage\UFoliageType) * InSettings, uint32 ReserveNum )


code: void SelectInstances ( bool bSelect, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > Instances )


code: void SelectInstances ( bool bSelect )


code: void SetInstanceWorldTransform ( int32 InstanceIndex, const FTransform & Transform, bool bTeleport )


code: void SetRandomSeed ( int32 seed )


description: Non-copyable.

code: FFoliageInfo ( const [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) & )


code: FFoliageInfo ( [FFoliageInfo](API\Runtime\Foliage\FFoliageInfo) && Other )


className: FFoliageInfo

description: FFoliageInfo

code: struct FFoliageInfo

ComponentHash

type: TMap< FFoliageI...

description: Transient, editor-only set of instances per component.

FoliageTypeUpdateGuid

type: FGuid

description: Allows us to detect if FoliageType was updated while this level wasn't loaded.

IFA

type: AInstancedFolia...

description: Owning IFA.

Implementation

type: TUniquePtr<FFo...

InstanceHash

type: TUniquePtr< FFo...

description: Transient, editor-only locality hash of instances.

Instances

type: TArray<FFoliag...

description: Editor-only placed instances.

MovingInstances

type: TSet< int32 >

description: Moving instances.

SelectedIndices

description: Transient, editor-only list of selected instances.

Type

type: EFoliageImplTyp...


code: void AlignToNormal ( const FVector & InNormal, float AlignMaxAngle )


code: void SetInstanceWorldTransform ( const FTransform & Transform )


className: FFoliageInstance

description: FFoliageInstance- editor info an individual instance

code: struct FFoliageInstance : public [FFoliageInstancePlacementInfo](API\Runtime\Foliage\FFoliageInstancePlacementInfo)

BaseComponent

type: UActorComponent...

BaseId

type: FFoliageInstanc...

description: ID of base this instance was painted on.


description: Adds new base to cache and/or returns existing base Id

code: FFoliageInstanceBaseId AddInstanceBaseId ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Compacts cross-level references, removing dead links

code: static void CompactInstanceBaseCache ( [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * IFA )


description: Returns Id for a registered base component, invalid Id otherwise

code: FFoliageInstanceBaseId GetInstanceBaseId ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent ) const


code: FFoliageInstanceBaseId GetInstanceBaseId ( const FFoliageInstanceBasePtr & BasePtr ) const


description: Returns base info for registered Id

code: [FFoliageInstanceBaseInfo](API\Runtime\Foliage\FFoliageInstanceBaseInfo) GetInstanceBaseInfo ( FFoliageInstanceBaseId BaseId ) const


description: Returns registered base component for specified Id, null otherwise

code: FFoliageInstanceBasePtr GetInstanceBasePtr ( FFoliageInstanceBaseId BaseId ) const


className: InvalidBaseId

code: static FFoliageInstanceBaseId InvalidBaseId = INDEX_NONE;


description: Refreshes base component transforms cache


description: Updates base info for a specified base component and returns updated info

code: [FFoliageInstanceBaseInfo](API\Runtime\Foliage\FFoliageInstanceBaseInfo) UpdateInstanceBaseInfoTransform ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


className: FFoliageInstanceBaseCache

code: struct FFoliageInstanceBaseCache

InstanceBaseInvMap

description: Map for looking up base ID by pointer to component transient

InstanceBaseLevelMap

type: TMap<TSoftObje...

description: Map for detecting removed bases serialized

InstanceBaseMap

description: Map for looking up base info by ID serialized

NextBaseId

description: ID generator serialized


description: Cache the location and rotation from the actor.

code: void UpdateLocationFromComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Tors

code: FFoliageInstanceBaseInfo()


code: FFoliageInstanceBaseInfo ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


code: [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) * GetInstance() const


className: FFoliageInstanceBaseInfo

description: FFoliageInstanceBaseInfoCached transform information about base component Used for adjusting instance transforms after operations on base components with foliage painted on them.

code: struct FFoliageInstanceBaseInfo

CachedDrawScale

type: FVector

CachedRotation

type: FRotator


code: [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & GetInstanceChecked() const


code: bool operator== ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InRHS ) const


code: bool operator!= ( const [FFoliageInstanceId](API\Runtime\Foliage\FFoliageInstanceId) & InRHS ) const


className: FFoliageInstanceId

code: struct FFoliageInstanceId

Info

type: FFoliageInfo&#...


className: FFoliageInstancePlacementInfo

description: FFoliageInstancePlacementInfo- placement info an individual instance

code: struct FFoliageInstancePlacementInfo

ZOffset

type: float


description: Legacy instance

code: struct FFoliageInstance_Deprecated : public [FFoliageInstancePlacementInfo](API\Runtime\Foliage\FFoliageInstancePlacementInfo)


code: struct FFoliageMeshInfo_Deprecated

Component

type: UHierarchicalIn...

FoliageTypeUpdateGuid

description: Allows us to detect if FoliageType was updated while this level wasn't loaded.

Instances

description: Editor-only placed instances.


description: FFoliageInfo- editor info for all matching foliage meshes

code: struct FFoliageMeshInfo_Deprecated2

description: Editor-only placed instances.


description: Whether this would return a valid instance

code: bool ContainsValidInstance() const


description: Gets the instance of this foliage type. Creates the instance if needed.

code: const [UFoliageType](API\Runtime\Foliage\UFoliageType) * GetInstance()


description: Gets the instance of this foliage type.

code: const [UFoliageType](API\Runtime\Foliage\UFoliageType) * GetInstance() const


className: FFoliageInstanceId::operator bool

code: operator bool() const


description: Whether any foliage type is assigned at all

code: bool HasFoliageType() const


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


description: Refreshes the type instance based on the assigned object. Intended to be called after some change is made.

code: void RefreshInstance()


className: FFoliageTypeObject

description: A wrapper struct used to allow the use of either FoliageType assets or FoliageType blueprint classes

code: struct FFoliageTypeObject


className: FFoliageVertexColorChannelMask

code: struct FFoliageVertexColorChannelMask

InvertMask

type: uint32: 1

description: When unchecked, foliage instances will be placed only when the vertex color in the specified channel(s) is above the threshold amount.

MaskThreshold

description: Specifies the threshold value above which the static mesh vertex color value must be, in order for foliage instances to be placed in a specific area

UseMask

description: When checked, foliage will be masked from this mesh using this color channel


className: FInstancePointDamageSignature

code: class FInstancePointDamageSignature


className: FInstanceRadialDamageSignature

code: class FInstanceRadialDamageSignature


code: bool PlaceInstance ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [UFoliageType](API\Runtime\Foliage\UFoliageType) * Settings, [FFoliageInstance](API\Runtime\Foliage\FFoliageInstance) & Inst, bool bSkipCollision )


code: FPotentialInstance ( FVector InHitLocation, FVector InHitNormal, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InHitComponent, float InHitWeight, const [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) & InDesiredInstance )


className: FPotentialInstance

description: Struct to hold potential instances we've sampled.

code: struct FPotentialInstance

DesiredInstance

type: FDesiredFoliage...

HitComponent

type: UPrimitiveCompo...


code: void GetInstancesInBox ( const FBox2D & Box, [TArray](API\Runtime\Core\Containers\TArray)< [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * > & Instances ) const


code: bool GetOverlaps ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Instance, [TArray](API\Runtime\Core\Containers\TArray)< [FProceduralFoliageOverlap](API\Runtime\Foliage\FProceduralFoliageOverlap) > & Overlaps ) const


code: void Insert ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Instance )


code: [FProceduralFoliageBroadphase](API\Runtime\Foliage\FProceduralFoliageBroadphase) & operator= ( const [FProceduralFoliageBroadphase](API\Runtime\Foliage\FProceduralFoliageBroadphase) & OtherBroadphase )


code: void Remove ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Instance )


code: bool TestAgainstAABB ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Instance )


code: FProceduralFoliageBroadphase ( const [FProceduralFoliageBroadphase](API\Runtime\Foliage\FProceduralFoliageBroadphase) & OtherBroadphase )


code: FProceduralFoliageBroadphase ( float TileSize, float MinimumQuadTreeSize )


className: FProceduralFoliageBroadphase

code: class FProceduralFoliageBroadphase


code: static [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Domination ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * A, [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * B, [ESimulationOverlap::Type](API\Runtime\Foliage\ESimulationOverlap__Type) OverlapType )


className: FProceduralFoliageInstance

code: struct FProceduralFoliageInstance

bBlocker

type: bool

Rotation

type: FQuat

Type

type: TObjectPtr< con...


code: FProceduralFoliageOverlap ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * InA, [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * InB, [ESimulationOverlap::Type](API\Runtime\Foliage\ESimulationOverlap__Type) InType )


className: FProceduralFoliageOverlap

code: struct FProceduralFoliageOverlap

A

type: FProceduralFoli...

OverlapType

type: ESimulationOver...


className: FTileLayout

description: Describes the layout of the tiles used for procedural foliage simulation

code: struct FTileLayout

BottomLeftX

description: The X coordinate (in whole tiles) of the bottom-left-most active tile.

BottomLeftY

description: The Y coordinate (in whole tiles) of the bottom-left-most active tile.

NumTilesX

description: The total number of active tiles along the x-axis.

NumTilesY

description: The total number of active tiles along the y-axis.


className: IFoliageModule

description: Foliage Edit mode module interface

code: class IFoliageModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: WithPostSerialize

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


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


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


description: Returns mask that represents in which views this primitive is hidden

code: virtual uint64 GetHiddenEditorViews() const


description: Event called when a component is 'damaged', allowing for component class specific behaviour

code: virtual void ReceiveComponentDamage ( float DamageAmount, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Used by procedural generation to link generated component with its creator

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


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


className: UFoliageInstancedStaticMeshComponent

code: class UFoliageInstancedStaticMeshComponent : public [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-)

OnInstanceTakePointDamage

type: FInstancePointD...

OnInstanceTakeRadialDamage

type: FInstanceRadial...


description: Gets the number of instances overlapping a provided box

code: static int32 FoliageOverlappingBoxCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, FBox Box )


description: Get the transform of every instance overlapping the provided FBox

code: static void FoliageOverlappingBoxTransforms ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, FBox Box, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms )


description: DEBUG FUNCTION: This is not fast, use only for debug/development. Gets an instance count for each unique mesh type overlapping the given sphere.

code: static void FoliageOverlappingMeshCounts_Debug ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector CenterPosition, float Radius, [TMap](API\Runtime\Core\Containers\TMap)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *, int32 > & OutMeshCounts )


description: return number of foliage instances with their mesh set to Mesh that overlap the sphere

code: static int32 FoliageOverlappingSphereCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, FVector CenterPosition, float Radius )


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


className: UFoliageStatistics

code: class UFoliageStatistics : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Nice and clean name for user interface


code: float GetInitAge ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream ) const


code: float GetNextAge ( const float CurrentAge, const int32 NumSteps ) const


code: float GetScaleForAge ( const float Age ) const


code: float GetSeedDensitySquared() const


description: Gets/Sets the source data associated with this FoliageType

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


code: float GetRadius ( bool bInSingleInstanceMode ) const


description: Lets subclasses decide if the InstancedFoliageActor should reallocate its instances if the specified property change event occurs

code: virtual bool IsFoliageReallocationRequiredForPropertyChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


code: virtual bool IsNotAssetOrBlueprint() const


code: virtual bool IsSourcePropertyChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


description: Notifies all relevant foliage actors that HiddenEditorView mask has been changed

code: void OnHiddenEditorViewMaskChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: virtual void SetSource ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSource )


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


className: UFoliageType

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

AlignMaxAngle

description: The maximum angle in degrees that foliage instances will be adjusted away from the vertical

AlignToNormal

description: Whether foliage instances should have their angle adjusted away from vertical to match the normal of the surface they're painted on If AlignToNormal is enabled and RandomYaw is disabled, the instance will be rotated so that the +X axis points down-slope

AverageNormal

description: Whether the normal should be averaged on a number of samples around the hit location

AverageNormalSampleCount

description: Line trace count to use around hit location when averaging normal

AverageNormalSingleComponent

description: Average Normal should use all hit components or only the original hit component

AverageSpreadDistance

description: The average distance between the spreading instance and its seeds.

bAffectDistanceFieldLighting

description: Controls whether the primitive should affect dynamic distance field lighting methods.

bAffectDynamicIndirectLighting

description: Controls whether the foliage should inject light into the Light Propagation Volume.

bCanGrowInShade

description: If true, seeds of this type will ignore shade radius during overlap tests with other types.

bCastContactShadow

type: uint8:  1

description: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

bCastDynamicShadow

description: Controls whether the foliage should cast shadows in the case of non precomputed shadowing.

bCastShadowAsTwoSided

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

bCastStaticShadow

description: Whether the foliage should cast a static shadow from shadow casting lights.

bEnableCullDistanceScaling

type: uint32:  1

description: Whether this foliage type should be affected by the Engine's "foliage.CullDistanceScale" setting

bEnableDensityScaling

description: Whether this foliage type should be affected by the Engine Scalability system's Foliage scalability setting.

bEnableDiscardOnLoad

description: Whether this foliage type should be discarded when CVarFoliageDiscardDataOnLoad is enabled.

BodyInstance

type: FBodyInstance

description: Custom collision for foliage

bOverrideLightMapRes

description: Whether to override the lightmap resolution defined in the static mesh.

bReceivesDecals

description: Whether the foliage receives decals.

bRenderCustomDepth

description: If true, the foliage will be rendered in the CustomDepth pass (usually used for outlines)

bSingleInstanceModeOverrideRadius

description: Option to override radius used to detect collision with other instances when painting in single instance mode

bSpawnsInShade

description: Whether new seeds are spawned exclusively in shade.

bUseAsOccluder

description: If enabled, foliage will render a pre-pass which allows it to occlude other primitives, and also allows it to correctly receive DBuffer decals.

CastShadow

description: Controls whether the foliage should cast a shadow or not.

CollisionRadius

description: The CollisionRadius determines when two instances overlap.

CollisionScale

description: The foliage instance's collision bounding box will be scaled by the specified amount before performing the overlap check

CollisionWithWorld

description: If checked, an overlap test with existing world geometry is performed before each instance is placed

CullDistance

description: The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node.

CustomDepthStencilValue

description: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

CustomDepthStencilWriteMask

type: ERendererStenci...

description: Mask used for stencil buffer writes.

CustomNavigableGeometry

type: TEnumAsByte<EH...

description: Force navmesh

Density

description: Foliage instances will be placed at this density, specified in instances per 1000x1000 unit area

DensityAdjustmentFactor

description: The factor by which to adjust the density of instances.

DensityFalloff

type: FFoliageDensity...

DistributionSeed

description: The seed that determines placement of initial seeds.

ExclusionLandscapeLayers

type: TArray<FName>

description: If layer names are specified, painting on landscape will exclude the foliage to areas of landscape without the specified layers painted

GroundSlopeAngle

type: FFloatInterval

description: Foliage instances will only be placed on surfaces sloping in the specified angle range from the horizontal

Height

description: The valid altitude range where foliage instances will be placed, specified using minimum and maximum world coordinate Z values

HiddenEditorViews

description: Bitflag to represent in which editor views this foliage mesh is hidden.

InitialSeedDensity

description: Specifies the number of seeds to populate along 10 meters.

LandscapeLayers

description: If layer names are specified, painting on landscape will limit the foliage to areas of landscape with the specified layers painted

LightingChannels

type: FLightingChanne...

description: Lighting channels that placed foliage will be assigned.

LightmapType

type: ELightmapType

description: Controls the type of lightmap used for this component.

LowBoundOriginRadius

description: X, Y is origin position and Z is radius...

MaxAge

description: Specifies the oldest a seed can be.

MaxInitialAge

description: Allows a new seed to be older than 0 when created.

MeshBounds

type: FBoxSphereBound...

MinimumExclusionLayerWeight

description: Specifies the minimum value above which the landscape exclusion layer weight value must be, in order for foliage instances to be excluded in a specific area

MinimumLayerWeight

description: Specifies the minimum value above which the landscape layer weight value must be, in order for foliage instances to be placed in a specific area

Mobility

type: TEnumAsByte<EC...

description: Mobility property to apply to foliage components

NumSteps

description: The number of times we age the species and spread its seeds.

OverlapPriority

description: When two instances overlap we must determine which instance to remove.

OverriddenLightMapRes

description: Overrides the lightmap resolution defined in the static mesh

ProceduralScale

description: The scale range of this type when being procedurally generated. Configured with the Scale Curve.

Radius

description: The minimum distance between foliage instances

RandomPitchAngle

description: A random pitch adjustment can be applied to each instance, up to the specified angle in degrees, from the original vertical

RandomYaw

description: If selected, foliage instances will have a random yaw rotation around their vertical axis applied

ReapplyAlignToNormal

description: If checked, foliage instances will have their normal alignment adjusted by the Reapply tool

ReapplyCollisionWithWorld

description: If checked, foliage instances will have an overlap test with the world reapplied, and overlapping instances will be removed by the Reapply tool

ReapplyDensity

description: If checked, the density of foliage instances already placed will be adjusted by the density adjustment factor.

ReapplyGroundSlope

description: If checked, foliage instances not meeting the ground slope condition will be removed by the Reapply too

ReapplyHeight

description: If checked, foliage instances not meeting the valid Z height condition will be removed by the Reapply tool

ReapplyLandscapeLayers

description: If checked, foliage instances painted on areas that do not have the appropriate landscape layer painted will be removed by the Reapply tool

ReapplyRadius

description: If checked, foliage instances not meeting the new Radius constraint will be removed

ReapplyRandomPitchAngle

description: If checked, foliage instances will have their pitch adjusted by the Reapply tool

ReapplyRandomYaw

description: If checked, foliage instances will have their yaw adjusted by the Reapply tool

ReapplyScaleX

description: If checked, foliage instances will have their X scale adjusted by the Reapply tool

ReapplyScaleY

description: If checked, foliage instances will have their Y scale adjusted by the Reapply tool

ReapplyScaleZ

description: If checked, foliage instances will have their Z scale adjusted by the Reapply tool

ReapplyScaling

description: If checked, foliage instances will have their scale adjusted to fit the specified scaling behavior by the Reapply tool

ReapplyVertexColorMask

description: If checked, foliage instances no longer matching the vertex color constraint will be removed by the Reapply too

ReapplyZOffset

description: If checked, foliage instances will have their Z offset adjusted by the Reapply tool

RuntimeVirtualTextures

type: TArray<TObject...

description: Array of runtime virtual textures into which we draw the instances.

ScaleCurve

type: FRuntimeFloatCu...

description: Instance scale factor as a function of normalized age (i.e. Current Age / Max Age).

ScaleX

description: Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's X Scale property

ScaleY

description: Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Y Scale property

ScaleZ

description: Specifies the range of scale, from minimum to maximum, to apply to a foliage instance's Z Scale property

Scaling

type: EFoliageScaling

description: Specifies foliage instance scaling behavior when painting.

SeedsPerStep

description: The number of seeds an instance will spread in a single step of the simulation.

ShadeRadius

description: The ShadeRadius determines when two instances overlap.

ShadowCacheInvalidationBehavior

type: EShadowCacheInv...

description: Control shadow invalidation behavior, in particular with respect to Virtual Shadow Maps and material effects like World Position Offset.

SingleInstanceModeRadius

description: The radius used in single instance mode to detect collision with other instances

SpreadVariance

description: Specifies how much seed distance varies from the average.

TranslucencySortPriority

description: Translucent objects with a lower sort priority draw behind objects with a higher priority.

UpdateGuid

type: FGuid

description: A GUID that is updated every time the foliage type is modified, so foliage placed in the level can detect the FoliageType has changed.

VertexColorMaskByChannel

type: FFoliageVertexC...

VirtualTextureCullMips

description: Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

VirtualTextureRenderPassType

type: ERuntimeVirtual...

description: Controls if this component draws in the main pass as well as in the virtual texture.

ZOffset

description: Specifies a range from minimum to maximum of the offset to apply to a foliage instance's Z location


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


code: class UFoliageType_Actor : public [UFoliageType](API\Runtime\Foliage\UFoliageType)

ActorClass

type: TSubclassOf<AA...

bShouldAttachToBaseComponent

type: bool

StaticMeshOnlyComponentClass

type: TSubclassOf<UF...


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


code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


code: void SetStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh )


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


code: class UFoliageType_InstancedStaticMesh : public [UFoliageType](API\Runtime\Foliage\UFoliageType)

ComponentClass

description: The component class to use for foliage instances.

Mesh

type: TObjectPtr<USt...


code: void AcceptPrebuiltTree ( [TArray](API\Runtime\Core\Containers\TArray)< [FInstancedStaticMeshInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshInstanceData) > & InInstanceData, [TArray](API\Runtime\Core\Containers\TArray)< [FClusterNode](API\Runtime\Engine\Components\FClusterNode) > & InClusterTree, int32 InOcclusionLayerNumNodes, int32 InNumBuiltRenderInstances )


code: static void BuildTreeAnyThread ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & InstanceTransforms, [TArray](API\Runtime\Core\Containers\TArray)< float > & InstanceCustomDataFloats, int32 NumCustomDataFloats, const FBox & MeshBox, [TArray](API\Runtime\Core\Containers\TArray)< [FClusterNode](API\Runtime\Engine\Components\FClusterNode) > & OutClusterTree, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutSortedInstances, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutInstanceReorderTable, int32 & OutOcclusionLayerNum, int32 MaxInstancesPerLeaf, bool InGenerateInstanceScalingRange )


description: Returns false if this primitive should never output velocity based on its WPO state.

code: virtual bool SupportsWorldPositionOffsetVelocity() const


className: UGrassInstancedStaticMeshComponent

code: class UGrassInstancedStaticMeshComponent : public [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-)


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


className: FGenerateProceduralContentParams

code: struct FGenerateProceduralContentParams

Bounds

type: FBox

FoliageSpawner

type: TObjectPtr<UPr...

ProceduralVolumeInstance

type: FBodyInstance&...

TileOverlap

type: float


description:
Runs the procedural foliage simulation to generate a list of desired instances to spawn.
True if the simulation succeeded

code: static bool GenerateProceduralContent ( const [FGenerateProceduralContentParams](API\Runtime\Foliage\UProceduralFoliageComponent\FGenerateProceduralContentParams) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) > & OutInstances )


code: bool GenerateProceduralContent ( [TArray](API\Runtime\Core\Containers\TArray)< [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) > & OutInstances )


description: The bounds of area encompassed by the simulation

code: virtual FBox GetBounds() const


description: The body instanced used for bounds checking

code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBoundsBodyInstance() const


description: Returns a params struct based on this component properties.


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


description: Determines the basic layout of the tiles used in the simulation

code: void GetTileLayout ( [FTileLayout](API\Runtime\Foliage\FTileLayout) & OutTileLayout ) const


code: static void GetTileLayout ( const [FGenerateProceduralContentParams](API\Runtime\Foliage\UProceduralFoliageComponent\FGenerateProceduralContentParams) & Params, [FTileLayout](API\Runtime\Foliage\FTileLayout) & OutTileLayout )


description: The position in world space of the bottom-left corner of the bottom-left-most active tile

code: static FVector GetWorldPosition ( const [FGenerateProceduralContentParams](API\Runtime\Foliage\UProceduralFoliageComponent\FGenerateProceduralContentParams) & Param )


code: FVector GetWorldPosition() const


description: True if any foliage instances in the level were spawned by this component

code: bool HasSpawnedAnyInstances()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Removes all spawned foliage instances in the level that were spawned by this component

code: void RemoveProceduralContent ( bool bInRebuildTree )


code: static void RemoveProceduralContent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FGuid](API\Runtime\Core\Misc\FGuid) & InProceduralGuid, bool bInRebuildTree, [TSet](API\Runtime\Core\Containers\TSet)< [AInstancedFoliageActor](API\Runtime\Foliage\AInstancedFoliageActor) * > & OutModifiedActors )


code: void SetSpawningVolume ( [AVolume](API\Runtime\Engine\GameFramework\AVolume) * InSpawningVolume )


description:
Runs the procedural foliage simulation, removes the old result, creates instances with the new result
True if the simulation succeeded

code: bool ResimulateProceduralFoliage ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [TArray](API\Runtime\Core\Containers\TArray)< [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) > &)> AddInstancesFunc )


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


description: Creates a temporary empty tile with the appropriate settings created for it.


className: UProceduralFoliageComponent

code: class UProceduralFoliageComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bAllowBSP

description: Whether to place foliage on BSP

bAllowFoliage

description: Whether to place foliage on other blocking foliage geometry

bAllowLandscape

description: Whether to place foliage on landscape

bAllowStaticMesh

description: Whether to place foliage on StaticMesh

bAllowTranslucent

description: Whether to place foliage on translucent geometry

bShowDebugTiles

description: Whether to visualize the tiles used for the foliage spawner simulation

FoliageSpawner

description: The procedural foliage spawner used to generate foliage instances within this volume.

description: The amount of overlap between simulation tiles (in cm).


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > > & GetFoliageTerrainMaterials() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FFoliageTypeObject](API\Runtime\Foliage\FFoliageTypeObject) > & GetFoliageTypes() const


description: Returns the instances that need to spawn for a given min,max region

code: void GetInstancesToSpawn ( [TArray](API\Runtime\Core\Containers\TArray)< [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) > & OutInstances, const FVector & Min, const FVector & Max ) const


description: Takes a tile index and returns a random tile associated with that index.

code: const [UProceduralFoliageTile](API\Runtime\Foliage\UProceduralFoliageTile) * GetRandomTile ( int32 X, int32 Y )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


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


className: UProceduralFoliageSpawner

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

LastCancel

type: FThreadSafeCoun...

MinimumQuadTreeSize

description: Minimum size of the quad tree used during the simulation.

NumUniqueTiles

description: The number of unique tiles to generate.

RandomSeed

description: The seed used for generating the randomness of the simulation.

TileSize

description: Length of the tile (in cm) along one axis.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Copies instances within this tile to another

code: void CopyInstancesToTile ( [UProceduralFoliageTile](API\Runtime\Foliage\UProceduralFoliageTile) * ToTile, const FBox2D & LocalAABB, const FTransform & RelativeTM, const float Overlap ) const


description: Empty arrays and sets

code: void Empty()


description: Extracts information on each instance that should be spawned based on the simulation.

code: void ExtractDesiredInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [FDesiredFoliageInstance](API\Runtime\Foliage\FDesiredFoliageInstance) > & OutDesiredInstances, const FTransform & WorldTM, const FVector2D & ActorVolumeLocation, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) ActorVolumeMaxExtent, const [FGuid](API\Runtime\Core\Misc\FGuid) & ProceduralGuid, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) HalfHeight, const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * VolumeBodyInstance, bool bEmptyTileInfo )


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Initializes the tile for simulation. Called automatically by Simulate, so only bother to call if the tile won't actually simulate.

code: void InitSimulation ( const [UProceduralFoliageSpawner](API\Runtime\Foliage\UProceduralFoliageSpawner) * InFoliageSpawner, const int32 InRandomSeed )


description: Removes a single instance from the tile

code: void RemoveInstance ( [FProceduralFoliageInstance](API\Runtime\Foliage\FProceduralFoliageInstance) * Inst )


description: Procedurally determine the placement of foliage instances.

code: void Simulate ( const [UProceduralFoliageSpawner](API\Runtime\Foliage\UProceduralFoliageSpawner) * InFoliageSpawner, const int32 RandomSeed, const int32 MaxNumSteps, const int32 InLastCancel )


description: Removes all instances from the tile

code: void RemoveInstances()


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


className: UProceduralFoliageTile

description: Note also that, barring any core changes to the ordering ofTSet, foliage generation is deterministic (i.e. given the same inputs, the result of the simulation will always be the same).

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


description: Helper function for optionally sending DataPackPackets as RPC's

module: GameplayDebugger

code: void ClientDataPackPacket ( const [FGameplayDebuggerDataPackRPCParams](API\Runtime\GameplayDebugger\FGameplayDebuggerDataPackRPCPara-) & Params )


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: [AUTH] starts data collection

code: void CollectCategoryData ( bool bForce )


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Get category object

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FGameplayDebuggerCategory](API\Runtime\GameplayDebugger\FGameplayDebuggerCategory) > GetCategory ( int32 CategoryId ) const


description: Get current debug actor

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


description: Get sync counter, increased with every change of DebugActor

code: int16 GetDebugActorCounter() const


description: Get name of debug actor


description: Get category object

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FGameplayDebuggerExtension](API\Runtime\GameplayDebugger\FGameplayDebuggerExtension) > GetExtension ( int32 ExtensionId ) const


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: Get category count

code: int32 GetNumCategories() const


description: Get extension count

code: int32 GetNumExtensions() const


description: Get player controller owning this replicator

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


description: Get view point information

code: bool GetViewPoint ( FVector & OutViewLocation, FVector & OutViewDirection ) const


code: const [FGameplayDebuggerVisLogSync](API\Runtime\GameplayDebugger\FGameplayDebuggerVisLogSync) & GetVisLogSyncData() const


description: Check if debug actor was selected

code: bool HasDebugActor() const


description: Called both from BeginPlay and InitForEditor to setup instance's internal

code: void Init()


description: Get category state

code: bool IsCategoryEnabled ( int32 CategoryId ) const


description: Returns true if this replicator has been created for an editor world

code: bool IsEditorWorldReplicator() const


description: Get replicator state

code: bool IsEnabled() const


description: Returns true if object was created for local player (client / standalone)

code: bool IsLocal() const


description:
Checks to see if this actor is relevant for a specific network connection
bool - true if this actor is network relevant to the client associated with RealViewer

code: virtual bool IsNetRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation ) const


description: Indicates that a view matrix has been set for culling and picking instead of the associated controller view point

code: bool IsViewPointSet() const


description: Send notifies to all categories about current tool state

code: void NotifyCategoriesToolState ( bool bIsActive )


className: NotifyDebuggerOwnerChange


code: void NotifyExtensionsToolState ( bool bIsActive )


description: Notify about changes in known category set

code: void OnCategoriesChanged()


description: Notify about changes in known extensions set

code: void OnExtensionsChanged()


description: [LOCAL] notify from CategoryData replication

code: void OnReceivedDataPackPacket ( int32 CategoryId, int32 DataPackId, const [FGameplayDebuggerDataPack](API\Runtime\GameplayDebugger\FGameplayDebuggerDataPack) & DataPacket )


code: void OnRep_ReplicatedData()


description: Always called immediately after properties are received from the remote.

code: virtual void PostNetReceive()


description: Called on the actor right before replication occurs. Only called on Server, and for autonomous proxies if recording a Client Replay.

code: virtual void PreReplication ( [IRepChangedPropertyTracker](API\Runtime\CoreUObject\UObject\IRepChangedPropertyTracker) & ChangedPropertyTracker )


description: [ALL] reset view matrix that should be used for culling and picking to revert on the associated controller view point

code: void ResetViewPoint()


description: [ALL] send input event to category

code: void SendCategoryInputEvent ( int32 CategoryId, int32 HandlerId )


description: [ALL] send input event to extension

code: void SendExtensionInputEvent ( int32 ExtensionId, int32 HandlerId )


code: void ServerResetViewPoint()


description: Helper function for replicating input for category handlers

code: void ServerSendCategoryInputEvent ( int32 CategoryId, int32 HandlerId )


description: Helper function for replicating input for extension handlers

code: void ServerSendExtensionInputEvent ( int32 ExtensionId, int32 HandlerId )


code: void ServerSetCategoryEnabled ( int32 CategoryId, bool bEnable )


code: void ServerSetDebugActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bSelectInEditor )


code: void ServerSetEnabled ( bool bEnable )


code: void ServerSetViewPoint ( const FVector & InViewLocation, const FVector & InViewDirection )


description: [ALL] set category state

code: void SetCategoryEnabled ( int32 CategoryId, bool bEnable )


description: [ALL] set actor for debugging

code: void SetDebugActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bSelectInEditor )


description: [ALL] set replicator state

code: void SetEnabled ( bool bEnable )


description: [AUTH] set new owner

code: void SetReplicatorOwner ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * InOwnerPC )


description: [ALL] set view matrix that should be used for culling and picking instead of the associated controller view point

code: void SetViewPoint ( const FVector & InViewLocation, const FVector & InViewDirection )


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


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


className: AGameplayDebuggerCategoryReplicator

code: class AGameplayDebuggerCategoryReplicator : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bHasAuthority

type: uint32:  1

Categories

type: TArray<TShared...

description: Category objects

DebugActor

type: FGameplayDebugg...

Extensions

description: Extension objects

FGameplayDebuggerNetPack

type: friend

OwnerPC

type: TObjectPtr<APl...

RenderingComp

type: TObjectPtr<UGa...

description: Rendering component needs to attached to some actor, and this is as good as any

ViewDirection

type: TOptional< FVec...


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: static [AGameplayDebuggerPlayerManager](API\Runtime\GameplayDebugger\AGameplayDebuggerPlayerManager) & GetCurrent ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * GetInputComponent ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC ) const


code: [UGameplayDebuggerLocalController](API\Runtime\GameplayDebugger\UGameplayDebuggerLocalController) * GetLocalController ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC ) const


code: const [FGameplayDebuggerPlayerData](API\Runtime\GameplayDebugger\FGameplayDebuggerPlayerData) * GetPlayerData ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC ) const


code: [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) * GetReplicator ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC ) const


description: We're ticking only the manager only when in editorFTickableGameObjectbegin

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


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Extracts view location and direction from a player controller that can be used for picking

code: static void GetViewPoint ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) & OwnerPC, FVector & OutViewLocation, FVector & OutViewDirection )


description: Results in this instance not being ticked in any of the game worlds

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


code: void OnGameModeLogout ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameMode, [AController](API\Runtime\Engine\GameFramework\AController) * Exiting )


code: void OnReplayScrubTeardown ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: void RefreshInputBindings ( [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) & Replicator )


code: void RegisterReplicator ( [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) & Replicator )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


code: void UpdateAuthReplicators()


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


className: AGameplayDebuggerPlayerManager

code: class AGameplayDebuggerPlayerManager : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

bEditorTimeTick

type: uint8:  1

PendingRegistrations

type: TArray<TObject...

PlayerData

type: TArray<FGamepl...


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::ColorNameEnabledActiveRow = TEXT("green"); }


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::ColorNameDisabledActiveRow = TEXT("black"); }


description: Creates new key binding handler: single key press

code: template<class UserClass> bool BindKeyPress ( [FName](API\Runtime\Core\UObject\FName) KeyName, UserClass * KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode )


description: Creates new key binding handler: key press with modifiers

code: template<class UserClass> bool BindKeyPress ( [FName](API\Runtime\Core\UObject\FName) KeyName, [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) KeyModifer, UserClass * KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode )


description: Creates new key binding handler: customizable key press, stored in config files

code: template<class UserClass> bool BindKeyPress ( const [FGameplayDebuggerInputHandlerConfig](API\Runtime\GameplayDebugger\FGameplayDebuggerInputHandlerCon-) & InputConfig, UserClass * KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TMethodPtr< UserClass > KeyHandlerFunc, EGameplayDebuggerInputMode InputMode )


description: Tries to find selected actor in local world

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


code: [FGameplayDebuggerInputHandler](API\Runtime\GameplayDebugger\FGameplayDebuggerInputHandler) & GetInputHandler ( int32 HandlerId )


code: [FString](API\Runtime\Core\Containers\FString) GetInputHandlerDescription ( int32 HandlerId ) const


code: int32 GetNumInputHandlers() const


description: Returns replicator actor


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


description: Check if simulate in editor mode is active

code: static bool IsSimulateInEditor()


description: [ALL] called when gameplay debugger is activated


description: [ALL] called when gameplay debugger is deactivated


code: virtual ~FGameplayDebuggerAddonBase()


className: FGameplayDebuggerAddonBase

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


description: Returns the first non-null world associated with, in order: OwnerPC, DebugActor,AGameplayDebuggerCategoryReplicatorowner

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetDataWorld ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwnerPC, const [AActor](API\Runtime\Engine\GameFramework\AActor) * DebugActor ) const


description: Creates new category objects for all known types

code: void CreateCategories ( [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) & Owner, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FGameplayDebuggerCategory](API\Runtime\GameplayDebugger\FGameplayDebuggerCategory) > > & CategoryObjects )


description: Singleton accessor

code: static [FGameplayDebuggerAddonManager](API\Runtime\GameplayDebugger\FGameplayDebuggerAddonManager) & GetCurrent()


description: Get number of visible categories

code: int32 GetNumVisibleCategories() const


description: Get slot-Id map

code: const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > & GetSlotMap() const


description: Get slot-Name map

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


description: Notify about change in known extensions

code: void NotifyExtensionsChanged()


description: Notify about change in known categories

code: void NotifyCategoriesChanged()


description: Creates new extension objects for all known types

code: void CreateExtensions ( [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) & Replicator, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FGameplayDebuggerExtension](API\Runtime\GameplayDebugger\FGameplayDebuggerExtension) > > & ExtensionObjects )


description: Adds new category to managed collection

code: void RegisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName, [IGameplayDebugger::FOnGetCategory](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetCategory) MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx )


description: Adds new extension to managed collection

code: void RegisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName, [IGameplayDebugger::FOnGetExtension](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetExtension) MakeInstanceDelegate )


description: Removes category from managed collection

code: void UnregisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )


description: Removes extension from managed collection

code: void UnregisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName )


code: FGameplayDebuggerAddonManager()


description: Refresh category and extension data from config

code: void UpdateFromConfig()


className: FGameplayDebuggerAddonManager

code: class FGameplayDebuggerAddonManager

OnCategoriesChanged

type: FOnGameplayDebu...

description: Event called when CategoryMap changes

OnExtensionsChanged

description: Event called when ExtensionMap changes


description: Draw icon on canvas

code: void DrawIcon ( const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FCanvasIcon](API\Runtime\Engine\Engine\FCanvasIcon) & Icon, float PosX, float PosY, float Scale )


description: Draw item on canvas

code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item, float PosX, float PosY )


description: Fetches the World associated with this context. Will use the World member variable, if set, and PlayerController's world otherwise. Note that it can still be null and needs to be tested.

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


description: Get height of single line text

code: float GetLineHeight() const


description: Check if world location is visible in current view

code: bool IsLocationVisible ( const FVector & Location ) const


description: Calculate size of string

code: void MeasureString ( const [FString](API\Runtime\Core\Containers\FString) & String, float & OutSizeX, float & OutSizeY ) const


description: Print string on canvas

code: void Print ( const [FString](API\Runtime\Core\Containers\FString) & String )


description: Moves cursor to new line

code: void MoveToNewLine()


description: Print string on canvas

code: void Print ( const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & String )


description: Print string on canvas

code: void Print ( const [FColor](API\Runtime\Core\Math\FColor) & Color, const float Alpha, const [FString](API\Runtime\Core\Containers\FString) & String )


description: Print string on canvas

code: void PrintAt ( float PosX, float PosY, const [FString](API\Runtime\Core\Containers\FString) & String )


description: Print string on canvas

code: void PrintAt ( float PosX, float PosY, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & String )


description: Print string on canvas

code: void PrintAt ( float PosX, float PosY, const [FColor](API\Runtime\Core\Math\FColor) & Color, const float Alpha, const [FString](API\Runtime\Core\Containers\FString) & String )


description: Print formatted string on canvas

code: template<typename FmtType, typename... Types> void Printf ( const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void Printf ( const [FColor](API\Runtime\Core\Math\FColor) & Color, const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void Printf ( const [FColor](API\Runtime\Core\Math\FColor) & Color, const float Alpha, const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void PrintfAt ( float PosX, float PosY, const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void PrintfAt ( float PosX, float PosY, const [FColor](API\Runtime\Core\Math\FColor) & Color, const FmtType & Fmt, Types... Args )


code: template<typename FmtType, typename... Types> void PrintfAt ( float PosX, float PosY, const [FColor](API\Runtime\Core\Math\FColor) & Color, const float Alpha, const FmtType & Fmt, Types... Args )


description: Project world location on canvas

code: FVector2D ProjectLocation ( const FVector & Location ) const


code: FGameplayDebuggerCanvasContext()


code: FGameplayDebuggerCanvasContext ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * InCanvas, [UFont](API\Runtime\Engine\Engine\UFont) * InFont )


className: FGameplayDebuggerCanvasContext

code: class FGameplayDebuggerCanvasContext

Canvas

type: TWeakObjectPtr<...

description: Canvas used for drawing

CursorX

description: Position of cursor

DefaultX

description: Default position of cursor

Font

description: Current text font

FontRenderInfo

type: FFontRenderInfo

description: Font render data

PlayerController

description: The player controller associated with this debugger context

World

description: The world associated with this debugger context


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::ColorNameInput = TEXT("white"); }


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::ColorNameEnabled = TEXT("green"); }


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::ColorNameDisabled = TEXT("grey"); }


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::Separator = TEXT("{white} | "); }


code: namespace FGameplayDebuggerCanvasStrings { static [FString](API\Runtime\Core\Containers\FString) FGameplayDebuggerCanvasStrings::SeparatorSpace = TEXT(" "); }


description: [AUTH] adds shape to replicated data

code: void AddShape ( const [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) & Shape )


description: [AUTH] adds line of text tagged with {color} to replicated data

code: void AddTextLine ( const [FString](API\Runtime\Core\Containers\FString) & TextLine )


description: [AUTH] gather data for replication

code: virtual void CollectData ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwnerPC, [AActor](API\Runtime\Engine\GameFramework\AActor) * DebugActor )


description: [LOCAL] draw category

code: void DrawCategory ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwnerPC, [FGameplayDebuggerCanvasContext](API\Runtime\GameplayDebugger\FGameplayDebuggerCanvasContext) & CanvasContext )


description: [LOCAL] creates a scene proxy for more advanced debug rendering

code: virtual [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * CreateDebugSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper) *& OutDelegateHelper )


description: [LOCAL] draw collected data

code: virtual void DrawData ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwnerPC, [FGameplayDebuggerCanvasContext](API\Runtime\GameplayDebugger\FGameplayDebuggerCanvasContext) & CanvasContext )


description: [ALL] get name of category


code: [FGameplayDebuggerDataPack::FHeader](API\Runtime\GameplayDebugger\FGameplayDebuggerDataPack\FHeader) GetDataPackHeaderCopy ( int32 DataPackId ) const


code: float GetDataPackProgress ( int32 DataPackId ) const


code: int32 GetNumDataPacks() const


description: Temporary functions for compatibility, will be removed soon

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetReplicatedLinesCopy() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) > GetReplicatedShapesCopy() const


description: [LOCAL] preferred view flag for creating scene proxy


description:
Method is expected to always return valid outputs if valid controller is provided. Otherwise it depends if the view information has been replicated before the methods gets called.
whether OutViewLocation and OutViewDirection were assigned to valid values

code: bool GetViewPoint ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OwnerPC, FVector & OutViewLocation, FVector & OutViewDirection ) const


description: [ALL] check if category has authority (collects data)

code: bool IsCategoryAuth() const


description: [ALL] check if category is enabled

code: bool IsCategoryEnabled() const


description: [AUTH] force data collection on next update

code: void ForceImmediateCollect()


description: [ALL] check if category header should be drawn

code: bool IsCategoryHeaderVisible() const


description: [ALL] check if category is local (present data)

code: bool IsCategoryLocal() const


code: bool IsDataPackReplicating ( int32 DataPackId ) const


description: Indicates if a given location is within a vision cone built from provided view location and direction based on MaxViewDistance and MaxViewAngle from GameplayDebuggerUserSettings

code: static bool IsLocationInViewCone ( const FVector & ViewLocation, const FVector & ViewDirection, const FVector & TargetLocation )


description: [AUTH] marks data pack as needing replication

code: void MarkDataPackDirty ( int32 DataPackId )


description: [LOCAL] requests new scene proxy

code: void MarkRenderStateDirty()


description: [LOCAL] called after successful replication of entire data pack to client

code: virtual void OnDataPackReplicated ( int32 DataPackId )


description: [ALL] Clears out accumulated replicated data.

code: void ResetReplicatedData()


description: [ALL] sets up DataPack replication, needs address of property holding data, DataPack's struct must define Serialize(FArchive& Ar) function returns DataPackId

code: template<typename T> int32 SetDataPackReplication ( T * DataPackAddr, EGameplayDebuggerDataPack Flags )


description: [LOCAL]

code: bool ShouldCollectDataOnClient() const


description: [LOCAL] check if category should be drawn

code: bool ShouldDrawCategory ( bool bHasDebugActor ) const


description: [LOCAL] check if data pack replication status


code: FGameplayDebuggerCategory()


code: virtual ~FGameplayDebuggerCategory()


className: FGameplayDebuggerCategory

description: Single category of visual debugger tool

code: class FGameplayDebuggerCategory : public [FGameplayDebuggerAddonBase](API\Runtime\GameplayDebugger\FGameplayDebuggerAddonBase)

bAllowLocalDataCollection

description: False by default.

bShowCategoryName

description: Include category name in drawn messages

bShowDataPackReplication

description: Include data pack replication details in drawn messages

bShowOnlyWithDebugActor

description: Draw category only when DebugActor is present

bShowUpdateTimer

description: Include remaining time to next data collection in drawn messages

CollectDataInterval

description: Update interval, 0 = each tick


code: FGameplayDebuggerCategoryConfig()


className: FGameplayDebuggerCategoryConfig

code: struct FGameplayDebuggerCategoryConfig

ActiveInGame

type: EGameplayDebugg...

CategoryName

type: FString


className: FGameplayDebuggerCategoryData

code: struct FGameplayDebuggerCategoryData

bIsEnabled

type: bool

type: FName

DataPacks

description: Either replicated using the NetDeltaSerialize or alternatively as regular RPC`s.

TextLines

type: TArray<FString...


className: FGameplayDebuggerCategoryInfo

code: struct FGameplayDebuggerCategoryInfo

MakeInstanceDelegate

type: IGameplayDebugg...


code: void AddReplicator ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, AGameplayDebuggingReplicator * InReplicator )


code: void CreateSettingSubMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Builder )


code: void CreateSnappingOptionsMenu ( [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & Builder )


description: Final override of Exec that asserts if called

code: virtual bool Exec ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< AGameplayDebuggingReplicator > > & GetAllReplicators ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: [AGameplayDebuggerPlayerManager](API\Runtime\GameplayDebugger\AGameplayDebuggerPlayerManager) & GetPlayerManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: virtual void NotifyExtensionsChanged()


code: void HandleSettingChanged ( [FName](API\Runtime\Core\UObject\FName) PropertyName )


code: virtual void NotifyCategoriesChanged()


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > OnExtendLevelEditorViewMenu ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


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


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


code: void OnWorldInitialized ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS )


code: virtual void RegisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName, FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx )


code: virtual void RegisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName, [IGameplayDebugger::FOnGetExtension](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetExtension) MakeInstanceDelegate )


code: void RemoveReplicator ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, AGameplayDebuggingReplicator * InReplicator )


code: virtual void ShutdownModule()


code: void ShutdownNewDebugger()


code: virtual void StartupModule()


code: void StartupNewDebugger()


code: virtual void UnregisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )


code: virtual void UnregisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName )


code: void WorldAdded ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void UseNewGameplayDebugger()


code: void WorldDestroyed ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FGameplayDebuggerCompat

code: class FGameplayDebuggerCompat : public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec), public GameplayDebugger

AddonManager

type: FGameplayDebugg...

PlayerManagers

type: TMap<TWeakObje...


code: bool CheckDirtyAndUpdate()


className: FOnReset

code: typedef TBaseDelegate_NoParams< void > FOnReset


className: FOnSerialize

code: typedef TBaseDelegate_OneParam< void, [FArchive](API\Runtime\Core\Serialization\FArchive) & > FOnSerialize


description: Get replication progress in (0..1) range

code: float GetProgress() const


description: Is replication in progress?

code: bool IsInProgress() const


code: static bool IsMultiPacket ( int32 TestSize )


code: void OnPacketRequest ( int16 DataVersion, int32 DataOffset )


code: bool RequestReplication ( int16 SyncCounter )


className: PacketSize

code: static int32 PacketSize = 512;


code: FGameplayDebuggerDataPack()


className: FGameplayDebuggerDataPack

code: struct FGameplayDebuggerDataPack

bIsDirty

type: uint32:  1

description: Force net replication, regardless DataCRC

bNeedsConfirmation

description: If set, replication must be confirmed by client before sending next update

bReceived

description: Set when client receives complete data pack

Data

type: TArray< uint8 >

description: Data being replicated

DataCRC

description: CRC used to test changes in Data array

Flags

description: Data pack flags

Header

type: FHeader

description: Minimal header used for DataPack state comparison

PackId

description: Auto assigned Id of pack

ResetDelegate

type: FOnReset

SerializeDelegate

type: FOnSerialize


code: bool Equals ( const [FGameplayDebuggerDataPackHeader](API\Runtime\GameplayDebugger\FGameplayDebuggerDataPackHeader) & Other ) const


code: bool operator== ( const [FGameplayDebuggerDataPackHeader](API\Runtime\GameplayDebugger\FGameplayDebuggerDataPackHeader) & Other ) const


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


code: FGameplayDebuggerDataPackHeader()


className: FGameplayDebuggerDataPackHeader

code: struct FGameplayDebuggerDataPackHeader

bIsCompressed

description: Is data compressed?

DataOffset

description: Offset to currently replicated portion of data

DataSize

description: Size of Data array

DataVersion

description: Version, increased every time new Data is requested

SyncCounter

description: Debug actor sync counter


className: FGameplayDebuggerDataPackRPCParams

description: Struct used to send the DataPackPackets as RPC`s instead of using the CustomDeltaNetSerializer.


className: FGameplayDebuggerDebugActor

code: struct FGameplayDebuggerDebugActor


code: void AddDelegateHelper ( [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper) * InDebugDrawDelegateHelper )


description: Called to set up debug drawing delegate inUDebugDrawServiceif you want to draw labels


description: Called to clean up debug drawing delegate inUDebugDrawService


code: class FGameplayDebuggerDebugDrawDelegateHelper : public [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper)


description: [LOCAL] description for gameplay debugger's header row, newline character is ignored

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription() const


description: Get player controller owning gameplay debugger tool

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


description: Check if extension is created for local player

code: bool IsLocal() const


description: [LOCAL] called when added to debugger tool or tool is activated

code: virtual void OnActivated()


description: [LOCAL] called when removed from debugger tool or tool is deactivated

code: virtual void OnDeactivated()


description: [ALL] called when gameplay debugger is activated


description: [ALL] called when gameplay debugger is deactivated


code: virtual ~FGameplayDebuggerExtension()


className: FGameplayDebuggerExtension

code: class FGameplayDebuggerExtension : public [FGameplayDebuggerAddonBase](API\Runtime\GameplayDebugger\FGameplayDebuggerAddonBase)


code: FGameplayDebuggerExtensionConfig()


className: FGameplayDebuggerExtensionConfig

code: struct FGameplayDebuggerExtensionConfig

InputHandlers

type: TArray<FGamepl...


className: FGameplayDebuggerExtensionInfo

code: struct FGameplayDebuggerExtensionInfo


code: void SetDebugMessagesEnabled ( bool bEnable )


code: void SetGameHUDEnabled ( bool bEnable )


code: void ToggleDebugMessages()


code: class FGameplayDebuggerExtension_HUD : public [FGameplayDebuggerExtension](API\Runtime\GameplayDebugger\FGameplayDebuggerExtension)


code: class FGameplayDebuggerExtension_Spectator : public [FGameplayDebuggerExtension](API\Runtime\GameplayDebugger\FGameplayDebuggerExtension)


code: FGameplayDebuggerInputConfig()


className: FGameplayDebuggerInputConfig

code: struct FGameplayDebuggerInputConfig

Key

type: FKey


className: FHandler

code: typedef TBaseDelegate_NoParams< void > FHandler


className: FGameplayDebuggerInputHandler

code: struct FGameplayDebuggerInputHandler

Delegate

type: FHandler


code: void ToggleSpectatorMode()


code: FGameplayDebuggerInputHandler()


code: FGameplayDebuggerInputHandlerConfig()


code: FGameplayDebuggerInputHandlerConfig ( const [FName](API\Runtime\Core\UObject\FName) ConfigName, const [FName](API\Runtime\Core\UObject\FName) DefaultKeyName )


code: FGameplayDebuggerInputHandlerConfig ( const [FName](API\Runtime\Core\UObject\FName) ConfigName, const [FName](API\Runtime\Core\UObject\FName) DefaultKeyName, const [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) & DefaultModifier )


className: FGameplayDebuggerInputHandlerConfig

description: Customizable key binding used byFGameplayDebuggerAddonBase(both categories and extensions) Intended to use only from addon's constructor! Check example inFGameplayDebuggerExtension_Spectator::FGameplayDebuggerExtension_Spectator()for details


code: [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) operator+ ( const [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) & Other ) const


code: FGameplayDebuggerInputModifier()


code: FGameplayDebuggerInputModifier ( bool bInShift, bool bInCtrl, bool bInAlt, bool bInCmd )


className: FGameplayDebuggerInputModifier

code: struct FGameplayDebuggerInputModifier


code: [AGameplayDebuggerPlayerManager](API\Runtime\GameplayDebugger\AGameplayDebuggerPlayerManager) & GetPlayerManager ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: virtual void NotifyCategoriesChanged()


code: virtual void NotifyExtensionsChanged()


className: OnDebuggerEdModeActivation


className: OnLocalControllerUninitialized


className: OnLocalControllerInitialized


code: void OnWorldInitialized ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS )


code: virtual void RegisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName, [IGameplayDebugger::FOnGetCategory](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetCategory) MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx )


code: virtual void RegisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName, [IGameplayDebugger::FOnGetExtension](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetExtension) MakeInstanceDelegate )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: virtual void UnregisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )


code: virtual void UnregisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName )


className: FGameplayDebuggerModule

code: class FGameplayDebuggerModule : public [IGameplayDebugger](API\Runtime\GameplayDebugger\IGameplayDebugger)


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: void OnCategoriesChanged()


code: FGameplayDebuggerNetPack()


className: FGameplayDebuggerNetPack

code: struct FGameplayDebuggerNetPack

Owner

type: TObjectPtr<AGa...


className: FGameplayDebuggerPlayerData

code: struct FGameplayDebuggerPlayerData

Controller

type: TObjectPtr<UGa...

InputComponent

type: TObjectPtr<UIn...


code: void Draw ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FGameplayDebuggerCanvasContext](API\Runtime\GameplayDebugger\FGameplayDebuggerCanvasContext) & Context )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeArrow ( const FVector & StartLocation, const FVector & EndLocation, const float HeadSize, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeBox ( const FVector & Center, const FVector & Extent, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeBox ( const FVector & Center, const FVector & Extent, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeBox ( const FVector & Center, const FRotator & Rotation, const FVector & Extent, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeBox ( const FVector & Center, const FRotator & Rotation, const FVector & Extent, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCapsule ( const FVector & Center, const float Radius, const float HalfHeight, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCapsule ( const FVector & Center, const FRotator & Rotation, const float Radius, const float HalfHeight, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCircle ( const FVector & Center, const FVector & Up, const float Radius, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCircle ( const FVector & Center, const FVector & Up, const float Radius, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCircle ( const FVector & Center, const FVector & WidthAxis, const FVector & HeightAxis, const float Radius, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCircle ( const FVector & Center, const FVector & WidthAxis, const FVector & HeightAxis, const float Radius, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCone ( const FVector & Location, const FVector & Direction, const float Length, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeCylinder ( const FVector & Center, const float Radius, const float HalfHeight, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakePoint ( const FVector & Location, const float Radius, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakePolygon ( TConstArrayView< FVector > Verts, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakePolyline ( const TConstArrayView< FVector > Verts, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakePolyline ( const TConstArrayView< FVector > Verts, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeRectangle ( const FVector & Center, const FVector & WidthAxis, const FVector & HeightAxis, const float Width, const float Height, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeRectangle ( const FVector & Center, const FVector & WidthAxis, const FVector & HeightAxis, const float Width, const float Height, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeSegment ( const FVector & StartLocation, const FVector & EndLocation, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeSegment ( const FVector & StartLocation, const FVector & EndLocation, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeSegmentList ( const TConstArrayView< FVector > Verts, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: static [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) MakeSegmentList ( const TConstArrayView< FVector > Verts, const float Thickness, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FString](API\Runtime\Core\Containers\FString) & Description )


code: bool operator== ( const [FGameplayDebuggerShape](API\Runtime\GameplayDebugger\FGameplayDebuggerShape) & Other ) const


code: FGameplayDebuggerShape()


className: FGameplayDebuggerShape

code: struct FGameplayDebuggerShape

Color

type: FColor

description: Color of shape

Description

type: FString

description: Description of shape

ShapeData

type: TArray< FVector...

description: Points defining shape

Type

type: EGameplayDebugg...

description: Type of shape


className: FGameplayDebuggerVisLogSync

code: struct FGameplayDebuggerVisLogSync


className: FOnGetCategory

code: typedef TBaseDelegate_NoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FGameplayDebuggerCategory](API\Runtime\GameplayDebugger\FGameplayDebuggerCategory) > > FOnGetCategory


className: FOnGetExtension

code: typedef TBaseDelegate_NoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FGameplayDebuggerExtension](API\Runtime\GameplayDebugger\FGameplayDebuggerExtension) > > FOnGetExtension


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


code: void NotifyCategoriesChanged()


code: void NotifyExtensionsChanged()


code: void RegisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName, [FOnGetCategory](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetCategory) MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx )


code: void UnregisterCategory ( [FName](API\Runtime\Core\UObject\FName) CategoryName )


code: void RegisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName, [FOnGetExtension](API\Runtime\GameplayDebugger\IGameplayDebugger\FOnGetExtension) MakeInstanceDelegate )


code: void UnregisterExtension ( [FName](API\Runtime\Core\UObject\FName) ExtensionName )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayDebugger](API\Runtime\GameplayDebugger\IGameplayDebugger) & Get()


className: IGameplayDebugger

code: class IGameplayDebugger : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: WithNetDeltaSerializer

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


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


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Remove all category and extension data from unknown sources (outdated entries)

code: void RemoveUnknownConfigs()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Updates entry in Categories array and modifies category creation params

code: void UpdateCategoryConfig ( const [FName](API\Runtime\Core\UObject\FName) CategoryName, int32 & SlotIdx, uint8 & CategoryState )


description: Updates entry in Categories array and modifies input binding params

code: void UpdateCategoryInputConfig ( const [FName](API\Runtime\Core\UObject\FName) CategoryName, const [FName](API\Runtime\Core\UObject\FName) InputName, [FName](API\Runtime\Core\UObject\FName) & KeyName, [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) & KeyModifier )


description: Updates entry in Extensions array and modifies extension creation params

code: void UpdateExtensionConfig ( const [FName](API\Runtime\Core\UObject\FName) ExtensionName, uint8 & UseExtension )


code: void UpdateExtensionInputConfig ( const [FName](API\Runtime\Core\UObject\FName) ExtensionName, const [FName](API\Runtime\Core\UObject\FName) InputName, [FName](API\Runtime\Core\UObject\FName) & KeyName, [FGameplayDebuggerInputModifier](API\Runtime\GameplayDebugger\FGameplayDebuggerInputModifier) & KeyModifier )


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


className: UGameplayDebuggerConfig

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

ActivationKey

description: Key used to activate visual debugger tool

bDebugCanvasEnableTextShadow

type: bool

description: Enable text shadow by default

CategoryRowNextKey

description: Select next category row

CategoryRowPrevKey

description: Select previous category row

description: Select category slot 0

description: Select category slot 1

description: Select category slot 2

description: Select category slot 3

description: Select category slot 4

description: Select category slot 5

description: Select category slot 6

description: Select category slot 7

description: Select category slot 8

description: Select category slot 9

DebugCanvasPaddingBottom

type: float

description: Additional canvas padding: bottom

DebugCanvasPaddingLeft

description: Additional canvas padding: left

DebugCanvasPaddingRight

description: Additional canvas padding: right

DebugCanvasPaddingTop

description: Additional canvas padding: top


className: bConsoleCommandsEnabled

code: static bool bConsoleCommandsEnabled = false;


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Remove from world

code: void Cleanup()


description: Initialize controller with replicator owner

code: void Initialize ( [AGameplayDebuggerCategoryReplicator](API\Runtime\GameplayDebugger\AGameplayDebuggerCategoryReplica-) & Replicator, [AGameplayDebuggerPlayerManager](API\Runtime\GameplayDebugger\AGameplayDebuggerPlayerManager) & Manager )


description: Called when known category set has changed

code: void OnCategoriesChanged()


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


className: UGameplayDebuggerLocalController

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

bActivateOnPIEEnd

type: uint32:  1

DataPackMap

type: TArray<TArray<...

DebugActorCandidate

type: TObjectPtr<AAc...

HUDFont

type: TObjectPtr<UFo...

SlotNames

type: TArray<FString...


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Method that derived class should override to create the scene proxy and customize a custom delegate helper (if any)

code: virtual [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * CreateDebugSceneProxy()


description: Method that should be overriden when subclass uses a custom delegate helper.

code: virtual [FDebugDrawDelegateHelper](API\Runtime\Engine\FDebugDrawDelegateHelper) & GetDebugDrawDelegateHelper()


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


className: UGameplayDebuggerRenderingComponent

code: class UGameplayDebuggerRenderingComponent : public [UDebugDrawComponent](API\Runtime\Engine\Debug\UDebugDrawComponent)


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

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


code: static int32 GetFontSize()