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: IModuleInterfaceimplementation

module: LiveLinkFreeD

code: virtual void StartupModule()


className: FLiveLinkFreeDModule

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


code: uint8 CalculateChecksum ( uint8 * InBytes, uint32 Size )


code: float Decode_Signed_17_6 ( uint8 * InBytes )


code: float Decode_Signed_8_15 ( uint8 * InBytes )


code: uint16 Decode_Unsigned_16 ( uint8 * InBytes )


code: uint32 Decode_Unsigned_24 ( uint8 * InBytes )


description: Stop

code: virtual void Exit()


description: Setting class to display and used by the Source. An instance of that class will be constructed when the source is added to the Client. Then InitializeSettings will be called.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) > GetSettingsClass() const


description: For UI, from where the source data is coming from.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceMachineName() const


description: For UI, what is the status of the source. Should be: "Active", "Not responding", "Connecting" or any short message that makes sense for the source.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceStatus() const


description: For UI, what is the identifier of the source.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceType() const


description: Exit

code: virtual bool Init()


description: GetSettingsClass

code: virtual void InitializeSettings ( [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) * Settings )


description: Returns whether the Source is connected to its data provider and can still push valid data.

code: virtual bool IsSourceStillValid() const


description: Notification when a setting value has changed via the UI.

code: virtual void OnSettingsChanged ( [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) * Settings, const [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: The source has been added to the Client and a Guid has been associated.

code: virtual void ReceiveClient ( [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * InClient, [FGuid](API\Runtime\Core\Misc\FGuid) InSourceGuid )


code: float ProcessEncoderData ( [FFreeDEncoderData](API\Plugins\LiveLinkFreeD\FFreeDEncoderData) & EncoderData, int32 RawEncoderValueInt )


description: Request the source to shutdown. This may be called multiple times. Should return true, when the source can be destroyed. RequestSourceShutdown will be called multiple times until it returns true. If the source is multithreaded, the source should test if it can be shutdown, set a flag and return immediately.

code: virtual bool RequestSourceShutdown()


description: Exit

code: virtual uint32 Run()


description: Exit

code: virtual void Stop()


code: FLiveLinkFreeDSource ( const FLiveLinkFreeDConnectionSettings & ConnectionSettings )


code: void UpdateEncoderData ( [FFreeDEncoderData](API\Plugins\LiveLinkFreeD\FFreeDEncoderData) * InEncoderData )


code: virtual ~FLiveLinkFreeDSource()


className: FLiveLinkFreeDSource

code: class FLiveLinkFreeDSource : public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource), public [FRunnable](API\Runtime\Core\HAL\FRunnable), public [TSharedFromThis< FLiveLinkFreeDSource >](API\Runtime\Core\Templates\TSharedFromThis)


code: void Send ( FLiveLinkFrameDataStruct * FrameDataToSend, [FName](API\Runtime\Core\UObject\FName) SubjectName )


description:
Create a widget responsible for the creation of a Live Link source.
The subpanel UI created by the factory.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


description: Create a new source from a ConnectionString

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


description: How the factory should be visible in the LiveLink UI. If SubPanel, BuildCreationPanel should be implemented.

code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


description: The name of the menu item (of any EMenuType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceDisplayName() const


description: The tooltip of the menu item (of any EMenyType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceTooltip() const


className: ULiveLinkFreeDSourceFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkFreeDSourceFactory : public [ULiveLinkSourceFactory](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory)


className: ULiveLinkFreeDSourceSettings

bSendExtraMetaData

type: bool

description: Send extra string meta data (Camera ID and FrameCounter)

DefaultConfig

type: EFreeDDefaultCo...

description: Default configurations for specific manufacturers

FocalLengthEncoderData

type: FFreeDEncoderDa...

description: Raw focal length/zoom (in mm) encoder parameters for this camera - 24 bits max

FocusDistanceEncoderData

description: Raw focus distance (in cm) encoder parameters for this camera - 24 bits max

UserDefinedEncoderData

description: Raw user defined/spare data encoder (normally used for Aperture) parameters for this camera - 16 bits max


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

module: LiveLinkGraphNode

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Performs a node-specific deprecation fixup, which may delete this node and replace it with another one

code: virtual void ConvertDeprecatedNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges )


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAnimGraphNode_LiveLinkPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Add additionnal pin that the evaluate function would need

code: virtual void AddPins ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * EvaluateLiveLinkFrameFunction )


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: This function if used for nodes that needs CDO for validation (Called before expansion)

code: virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: Get the name of theUFunctionwe are trying to build from

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


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetDefaultRolePinValue() const


description: Get the exec output pin for when no frame is available for the desired role

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFrameNotAvailablePin() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Get the type that the Live Link Role evaluates to to return

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


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


description: Get the Live Link Role input pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetLiveLinkRolePin() const


description: Get the Live Link Subject input pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetLiveLinkSubjectPin() const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Get the result output pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetResultingDataPin() const


description: Get the return types of our struct

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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Get the then output pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Verify if selected role class is valid for evaluation

code: bool IsRoleValidForEvaluation ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InRoleClass ) const


description: Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared

code: virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when the DefaultValue of one of the pins of this node is changed in the editor

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


description: Called at the end of ReconstructNode, allows node specific work to be performed

code: virtual void PostReconstructNode()


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Takes the specified "MutatablePin" and sets its 'PinToolTip' field (according to the specified description)

code: void SetPinToolTip ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InOutMutatablePin, const [FText](API\Runtime\Core\Internationalization\FText) & InPinDescription ) const


description: Queries for the authoritative return type, then modifies the return pin to match

code: void RefreshDataOutputPinType()


description: Set the return type of our structs

code: void SetReturnTypeForOutputStruct ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InClass )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UK2Node_EvaluateLiveLinkFrame : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Add additionnal pins that the update subject function could need

code: virtual void AddPins ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * UpdateVirtualSubjectDataFunction ) const


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


description: This function if used for nodes that needs CDO for validation (Called before expansion)

code: virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: Get the Live Link Struct input pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetLiveLinkStructPin() const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns the struct display name

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetStructPinName() const


description: Get the then output pin

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetThenPin() const


description: Returns Struct type associated to the subject's role (static or frame)

code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetStructTypeFromRole ( [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) * Role ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Returns the custom thunk function name

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


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


className: LiveLinkStructPinName

description: Name of the struct pin

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


className: LiveLinkStructPinDescription

description: Struct pin description

code: static const [FText](API\Runtime\Core\Internationalization\FText) LiveLinkStructPinDescription = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "The Struct of data to use in the update." ), TEXT( "K2Node_UpdateVirtualSubjectDataBase" ), TEXT( "LiveLinkStructPinDescription" ));


code: void SetPinToolTip ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InOutMutatablePin, const [FText](API\Runtime\Core\Internationalization\FText) & InPinDescription ) const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UK2Node_UpdateVirtualSubjectDataBase : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


className: FLiveLinkLensBlueprintData

description: Facility structure to handle lens data in blueprint

module: LiveLinkLens

FrameData

type: FLiveLinkLensFr...

description: Dynamic data that can change every frame

StaticData

type: FLiveLinkLensSt...

description: Static data that should not change every frame


className: FLiveLinkLensFrameData

description: Struct for dynamic (per-frame) lens data

DistortionParameters

type: TArray< float >

description: Parameters used by the distortion model

FxFy

description: Normalized focal length used by the distortion model

PrincipalPoint

description: Normalized center of the image, in the range [0.0f, 1.0f]


className: FLiveLinkLensStaticData

description: Struct for static lens data

LensModel

type: FName

description: Specifies the type/character of the lens (spherical, anamorphic, etc.)


description: Cleanup controller state before getting removed

code: virtual void Cleanup()


description: Returns the component class that this controller wants to control

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetDesiredComponentClass() const


description: Can it support a specific role. This is called on the default object before creating an instance.

code: virtual bool IsRoleSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Initialize the controller at the first tick of its owner component.

code: virtual void OnEvaluateRegistered()


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: Sets the component this controller is driving

code: virtual void SetAttachedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ActorComponent )


description: Function called every frame with the data evaluated by the component.

code: virtual void Tick ( float DeltaTime, const [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & SubjectData )


className: ULiveLinkLensController

description: LiveLink Controller for the LensRole to drive lens distortion data

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkLensController : public [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase)


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


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


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


description: ULiveLinkBasicRole

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


className: ULiveLinkLensRole

description: Role associated with lens data

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Lens Role")) class ULiveLinkLensRole : public [ULiveLinkCameraRole](API\Runtime\LiveLinkInterface\Roles\ULiveLinkCameraRole)


code: virtual bool InitializeBlueprintData ( const [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & InSourceData, FLiveLinkBlueprintDataStruct & OutBlueprintData ) const


className: FLiveLinkMasterLockitConnectionSettings

module: LiveLinkMasterLockit

IPAddress

type: FString


code: static [FString](API\Runtime\Core\Containers\FString) CreateConnectionString ( const [FLiveLinkMasterLockitConnectionSettings](API\Plugins\LiveLinkMasterLockit\FLiveLinkMasterLockitConnectionS-) & Settings )


description:
Create a widget responsible for the creation of a Live Link source.
The subpanel UI created by the factory.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


description: Create a new source from a ConnectionString

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


description: How the factory should be visible in the LiveLink UI. If SubPanel, BuildCreationPanel should be implemented.

code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


className: FBuildCreationPanelDelegate

code: typedef TBaseDelegate_TwoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, const [ULiveLinkMasterLockitSourceFactory](API\Plugins\LiveLinkMasterLockit\ULiveLinkMasterLockitSourceFacto-) *, [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) > FBuildCreationPanelDelegate


description: The name of the menu item (of any EMenuType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceDisplayName() const


description: The tooltip of the menu item (of any EMenyType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceTooltip() const


className: ULiveLinkMasterLockitSourceFactory


className: OnBuildCreationPanel


module: LiveLinkMovieScene

code: int32 GetChannelCount() const


code: FLiveLinkPropertyData()


code: ~FLiveLinkPropertyData()


className: FLiveLinkPropertyData

BoolChannel

type: TArray<FMovieS...


className: FLiveLinkPropertyKey

description: Helper struct for recording properties

code: template<typename PropertyType> struct FLiveLinkPropertyKey

Time

type: FFrameNumber

Value

type: PropertyType


description: Rebuilds the property mappings for a specificUStruct, and adds them to the cache

code: void CacheBinding ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct )


description: Gets the current value of a property on aUStructValueType The current value

code: template<typename ValueType> ValueType GetCurrentValue ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


code: template<> bool GetCurrentValue ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


description: Explicit specializations for bools


description:
Gets the current value of a property at desiredIndex. Must be on ArrayProperty
ValueType The current value

code: template<typename ValueType> ValueType GetCurrentValueAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


code: template<> bool GetCurrentValueAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


description:
Gets the current value of an enum property on a struct
ValueType The current value

code: int64 GetCurrentValueForEnum ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


description:
Gets the current value of an enum property at desired index
ValueType The current value

code: int64 GetCurrentValueForEnumAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const void * InSourceAddress )


description:
Gets theFPropertythat is bound to the container
The property on the Struct if it exists

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetProperty ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct ) const


description: the property name that this binding was initialized from

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


description: the property path that this binding was initialized from

code: const [FString](API\Runtime\Core\Containers\FString) & GetPropertyPath() const


className: PropertyCache

description: Mapping of UStructs property

code: static [TMap](API\Runtime\Core\Containers\TMap)< FPropertyNameKey, FPropertyWrapper > PropertyCache;


description: Sets the current value of a property on an instance of aUStruct

code: template<typename ValueType> void SetCurrentValue ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, typename [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< ValueType >::ParamType InValue )


code: template<> void SetCurrentValue ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< bool >::ParamType InValue )


description: Deprecated* This function is deprecated. Use a SetCurrentValueAt with InIndex set to 0 for the same result.


code: template<typename ValueType> void SetCurrentValueAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, typename [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< ValueType >::ParamType InValue )


code: template<> void SetCurrentValueAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, [TCallTraits](API\Runtime\Core\GenericPlatform\TCallTraits)< bool >::ParamType InValue )


description: Sets the current value of an Enum property on an instance of aUStruct

code: void SetCurrentValueForEnum ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, int64 InValue )


description: Sets the current value of an Enum property on an instance of aUStructto a certainIndex

code: void SetCurrentValueForEnumAt ( int32 InIndex, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, void * InSourceAddress, int64 InValue )


code: FLiveLinkStructPropertyBindings ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FString](API\Runtime\Core\Containers\FString) & InPropertyPath )


className: FLiveLinkStructPropertyBindings

description: Manages bindings to keyed properties of LiveLink UStructs.

code: class FLiveLinkStructPropertyBindings


className: FLiveLinkSubSectionData

Properties

type: TArray<FLiveLi...


code: void Add ( const FTransform & InTransform )


code: void Add ( const FTransform & InTransform, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InKeyTime )


description: This function is the one that's called when recording live link incrementally. We move the values over from our saved Location, Rotation and Scale buffers into the specified float channels and then reset our buffers, re-using it's memory for the next iteration. We also fix any euler flips during this process, avoiding iterating over the data once again during Finalize.

code: void AppendToFloatChannelsAndReset ( int32 StartIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneFloatChannel](API\Runtime\MovieScene\Channels\FMovieSceneFloatChannel) > & FloatChannels )


className: FLiveLinkTransformKeys

description: Data structure to handle buffering transform keys. Inspired from 3d Transform Track Recorder

code: struct FLiveLinkTransformKeys

Times

type: TArray<FFrameN...


description: Returns rotation as -180 to 180.

code: FVector GetNormalizedRotation ( float X, float Y, float Z )


code: virtual void FillFrame ( int32 InKeyIndex, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: void FixEulerFlips ( int32 StartIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneFloatChannel](API\Runtime\MovieScene\Channels\FMovieSceneFloatChannel) > & FloatChannels )


code: virtual void FillFrameInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: virtual void Finalize ( bool bInReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InOptimizationParams )


code: int64 GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: int64 GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


description: Methods used when playing back a track

code: virtual void InitializeFromExistingChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct )


code: virtual void RecordFrame ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InFrameNumber, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * InFrameData )


code: FMovieSceneLiveLinkEnumHandler ( const [FLiveLinkStructPropertyBindings](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkStructPropertyBindings) & InBinding, [FLiveLinkPropertyData](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkPropertyData) * PropertyStorage )


description: Methods used when creating the tracks and filling the channels

code: virtual void CreateChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, int32 InElementCount )


className: FMovieSceneLiveLinkEnumHandler

code: class FMovieSceneLiveLinkEnumHandler : public [IMovieSceneLiveLinkPropertyHandler](API\Plugins\LiveLinkMovieScene\MovieScene\IMovieSceneLiveLinkPropertyHandl-)

ElementCount

description: Number of elements to record each frame

Keys

type: TArray<TArray<...

description: Enum property value are interacted as int64.

PropertyBinding

type: FLiveLinkStruct...

description: Binding for this property

PropertyStorage

type: FLiveLinkProper...

description: Channel storage for this property


code: template<> virtual void CreateChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, int32 InElementCount )


code: template<> virtual void Finalize ( bool bInReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InOptimizationParams )


code: PropertyType GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> float GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> int32 GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> [FString](API\Runtime\Core\Containers\FString) GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> uint8 GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> bool GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> FVector GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> [FColor](API\Runtime\Core\Math\FColor) GetChannelValue ( int32 InKeyIndex, int32 InChannelIndex )


code: template<> int32 GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> float GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: PropertyType GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> [FString](API\Runtime\Core\Containers\FString) GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> uint8 GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> bool GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> FVector GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


code: template<> [FColor](API\Runtime\Core\Math\FColor) GetChannelValueInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, int32 InChannelIndex )


description: Methods used when playing back a track

code: virtual void InitializeFromExistingChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct )


description: Methods used when playing back a track

code: template<> virtual void InitializeFromExistingChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct )


code: virtual void RecordFrame ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InFrameNumber, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * InFrameData )


code: FMovieSceneLiveLinkPropertyHandler ( const [FLiveLinkStructPropertyBindings](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkStructPropertyBindings) & InBinding, [FLiveLinkPropertyData](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkPropertyData) * InOutPropertyStorage )


className: FMovieSceneLiveLinkPropertyHandler

code: template<typename PropertyType> class FMovieSceneLiveLinkPropertyHandler : public [IMovieSceneLiveLinkPropertyHandler](API\Plugins\LiveLinkMovieScene\MovieScene\IMovieSceneLiveLinkPropertyHandl-)

ElementCount

description: Number of elements to record each frame

Keys

description: The keys that are being recorded

PropertyBinding

description: Binding for this property

description: Channel storage for this property


code: virtual void CreateChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, int32 InElementCount )


code: virtual void FillFrame ( int32 InKeyIndex, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: virtual void FillFrameInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: virtual void Finalize ( bool bInReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InOptimizationParams )


code: FMovieSceneLiveLinkTransformHandler ( const [FLiveLinkStructPropertyBindings](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkStructPropertyBindings) & InBinding, [FLiveLinkPropertyData](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkPropertyData) * PropertyStorage )


className: FMovieSceneLiveLinkTransformHandler

BufferedTransformsPerElement

description: Buffer of transform keys. Keys are inserted into tracks in FinalizeTrack()

ElementCount

description: Number of elements to record each frame

description: Binding for this property

PropertyStorage

description: Channel storage for this property


code: void CreateChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, int32 InElementCount )


code: void FillFrame ( int32 InKeyIndex, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: void FillFrameInterpolated ( const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & InFrameTime, const [FLiveLinkWorldTime](API\Runtime\LiveLinkInterface\FLiveLinkWorldTime) & InWorldTime, const [TOptional](API\Runtime\Core\IO\TOptional)< [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) > & InTimecodeTime, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * OutFrame )


code: void Finalize ( bool bInReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & InOptimizationParams )


code: void RecordFrame ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InFrameNumber, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct, const [FLiveLinkBaseFrameData](API\Runtime\LiveLinkInterface\FLiveLinkBaseFrameData) * InFrameData )


className: IMovieSceneLiveLinkPropertyHandler

description: Interface for live link property handlers (recording and evaluating)


description: Add a channel with editor data filled out. Channel mask value will be used to enable / disable the channel

code: namespace MovieSceneLiveLinkSectionUtils { template<typename ChannelType, typename ExtendedEditorDataType> void MovieSceneLiveLinkSectionUtils::CreateChannelEditor ( const [FText](API\Runtime\Core\Internationalization\FText) & InDisplayName, ChannelType & InChannel, int32 InChannelIndex, ExtendedEditorDataType && InExtendedEditorDataType, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutChannelMask, [FMovieSceneChannelProxyData](API\Runtime\MovieScene\Channels\FMovieSceneChannelProxyData) & OutChannelData ) }


description: Called when first created. Creates the channels required to represent this section

code: int32 CreateChannelProxy()


code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateSectionTemplate ( const [UMovieScenePropertyTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieScenePropertyTrack) & InTrack ) const


code: void FinalizeSection ( bool bReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & OptimizationParams )


description: Methods used when playing back a track

code: void InitializeFromExistingChannels ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InStruct )


code: virtual int32 GetChannelCount() const


code: void Initialize ( const [FLiveLinkSubjectPreset](API\Runtime\LiveLinkInterface\FLiveLinkSubjectPreset) & SubjectPreset, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLiveLinkStaticDataStruct > & InStaticData )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneLiveLinkSection](API\Plugins\LiveLinkMovieScene\MovieScene\UMovieSceneLiveLinkSection) > > GetMovieSectionForRole ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


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: 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: 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()


code: void RecordFrame ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrameNumber, const FLiveLinkFrameDataStruct & InFrameData )


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: void SetMask ( const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InChannelMask )


code: void SetSubjectName ( const [FName](API\Runtime\Core\UObject\FName) & InSubjectName )


description: Called during loading.

code: void UpdateChannelProxy()


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


className: UMovieSceneLiveLinkSection

description: A movie scene section for all live link recorded data

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieSceneLiveLinkSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection)

ChannelMask

type: TArray< bool >

description: Channels that we may not send to live link or they are sent but not priority (MattH to do).

StaticData

type: TSharedPtr< FLi...

SubjectPreset

type: FLiveLinkSubjec...

SubSections

type: TArray<TObject...


description: Links the channels of the subsection to the sections's channels proxy

code: virtual int32 CreateChannelProxy ( int32 InChannelIndex, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutChannelMask, [FMovieSceneChannelProxyData](API\Runtime\MovieScene\Channels\FMovieSceneChannelProxyData) & OutChannelData )


description: Wraps up the sub section's channels. May optimize keyframes if requested

code: virtual void FinalizeSection ( bool bReduceKeys, const [FKeyDataOptimizationParams](API\Runtime\MovieScene\Channels\FKeyDataOptimizationParams) & OptimizationParams )


description: Gets the number of channels associated with this sub section


code: [FLiveLinkPropertyData](API\Plugins\LiveLinkMovieScene\MovieScene\FLiveLinkPropertyData) * GetPropertyData ( int32 InPropertyIndex )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneLiveLinkSubSection](API\Plugins\LiveLinkMovieScene\MovieScene\UMovieSceneLiveLinkSubSection) > > GetLiveLinkSubSectionForRole ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport )


description: Called when creating the section for the first time. Will setup the subject role and the static data Should create the channels associated with the subsection

code: virtual void Initialize ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > InSubjectRole, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLiveLinkStaticDataStruct > & InStaticData )


description: Return true if this sub section can manage the specified role

code: virtual bool IsRoleSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & RoleToSupport ) const


description: Adds keyframe to channels associated to sub section from the incoming frame data

code: virtual void RecordFrame ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InFrameNumber, const FLiveLinkFrameDataStruct & InFrameData )


code: void SetStaticData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FLiveLinkStaticDataStruct > & InStaticData )


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


className: UMovieSceneLiveLinkSubSection

description: Base class to manage recording live link data structure properties If user specifics data need to be managed in a certain way, create your own sub section

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMovieSceneLiveLinkSubSection : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SubjectRole

type: TSubclassOf<UL...

SubSectionData

type: FLiveLinkSubSec...

description: Data associated to properties managed by this sub section


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


className: UMovieSceneLiveLinkSubSectionAnimation

description: A LiveLinkSubSection managing array of transforms contained in the Animation Frame Data structure

TransformHandler

type: TSharedPtr<FMo...

description: Helper struct to manage filling channels from transforms


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


className: UMovieSceneLiveLinkSubSectionBasicRole

description: A LiveLinkSubSection managing special properties of the BasicRole

PropertyHandler

type: TSharedPtr<IMo...

description: Helper struct to manage filling channels from property array


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


className: UMovieSceneLiveLinkSubSectionProperties

description: A LiveLinkSubSection managing properties marked as Interp in the data struct associated with the subject role

PropertyHandlers

type: TArray<TShared...

description: Helper struct to manage filling channels for each properties


description:
Can rename this track.
Whether this track can be renamed.

code: virtual bool CanRename() const


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Create a movie scene eval template for the specified section
A template, or null

code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > GetTrackRole() const


description: Called after this track has been compiled, regardless of whether it was compiled through CustomCompile, or the default logic

code: virtual void PostCompile ( [FMovieSceneEvaluationTrack](API\Runtime\MovieScene\Evaluation\FMovieSceneEvaluationTrack) & Track, const [FMovieSceneTrackCompilerArgs](API\Runtime\MovieScene\Compilation\FMovieSceneTrackCompilerArgs) & Args ) const


description: Set the track's display name.

code: virtual void SetDisplayName ( const [FText](API\Runtime\Core\Internationalization\FText) & NewDisplayName )


code: void SetTrackRole ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > & InTrackRole )


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


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


className: UMovieSceneLiveLinkTrack

description: A track for animating FMoveSceneLiveLinkTrack properties.


description: Gets a reference to the LiveLinkOverNDisplay module instance.

module: LiveLinkOverNDisplay

code: static [ILiveLinkOverNDisplayModule](API\Plugins\LiveLinkOverNDisplay\ILiveLinkOverNDisplayModule) & Get()


code: static bool IsAvailable()


description: Virtual destructor.

code: virtual ~ILiveLinkOverNDisplayModule()


className: ILiveLinkOverNDisplayModule

description: Interface for LiveLinkOverNDisplay module.

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


description: Whether or not LiveLink over NDisplay is enabled, from command line first or from project settings


code: ULiveLinkOverNDisplaySettings()


className: ULiveLinkOverNDisplaySettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class ULiveLinkOverNDisplaySettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsEnabled

type: bool

description: Enables nDisplay specific LiveLink subjects management across nDisplay cluster.

bIsEnabledFromCommandLine

type: TOptional< bool...

description: Command line override value if it was set on the command line


className: FLiveLinkPrestonMDRConnectionSettings

module: LiveLinkPrestonMDR

IPAddress

type: FString

SubjectName

type: FName


description:
Create a widget responsible for the creation of a Live Link source.
The subpanel UI created by the factory.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


code: static [FString](API\Runtime\Core\Containers\FString) CreateConnectionString ( const [FLiveLinkPrestonMDRConnectionSettings](API\Plugins\LiveLinkPrestonMDR\FLiveLinkPrestonMDRConnectionSet-) & Settings )


description: Create a new source from a ConnectionString

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


className: FBuildCreationPanelDelegate

code: typedef TBaseDelegate_TwoParams< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, const [ULiveLinkPrestonMDRSourceFactory](API\Plugins\LiveLinkPrestonMDR\ULiveLinkPrestonMDRSourceFactory) *, [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) > FBuildCreationPanelDelegate


description: How the factory should be visible in the LiveLink UI. If SubPanel, BuildCreationPanel should be implemented.

code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


description: The name of the menu item (of any EMenuType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceDisplayName() const


description: The tooltip of the menu item (of any EMenyType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceTooltip() const


className: ULiveLinkPrestonMDRSourceFactory


description:
Check whether an object can be recorded by this section recorder. If so then the actor recorder will call CreateTrackRecorder() to acquire a new instance to use in recording. This should only be implemented for recorders that record something about the Object that isn't tracked via a specific property. It is unlikely (but possible) that a factory should return true for both CanRecordObject and CanRecordProperty.
true if the object can be recorded by this recorder

module: LiveLinkSequencer

code: virtual bool CanRecordObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord ) const


description:
Check whether or not the specific property on the given object can be recorded. If so, then the actor recorder will call CreateTrackRecorderForProperty to create a new instance to use for recording. This should only be implemented for recorders that record the specific property on the object and claim ownership over recording that property.
True if the specific object can be recorded

code: virtual bool CanRecordProperty ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InPropertyToRecord ) const


description:
Create a track recorder for this factory. Only called if CanRecordObject returns true. Should not return nullptr if CanRecordObject returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForObject() const


description:
Create a track recorder for this factory. Only called if CanRecordProperty returns true. Should not return nullptr if CanRecordProperty returned true.
A new property recorder instance.

code: virtual [UMovieSceneTrackRecorder](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorder) * CreateTrackRecorderForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObjectToRecord, const [FName](API\Runtime\Core\UObject\FName) & InPropertyToRecord ) const


description:
Get the human readable display name for the recorder. Used for debugging purposes to help identify which factory is recording a given property.
Display name for use in the UI for debugging purposes.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


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


description: Movie Scene track recorder factory for the LiveLink Component's Controller Map


description: The unique name for your section of settings, uses the class'sFName.

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


description: Gets the section text, uses the classes DisplayName by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const


className: ULiveLinkSequencerSettings

description: Settings for LiveLink Sequence Editor

DefaultTrackRecordersForController

type: TMap<TSubclass...

description: Default Track Recorder class to use for the specified LiveLink controller


code: virtual void CreateTrackImpl()


code: virtual void FinalizeTrackImpl()


code: virtual void RecordSampleImpl ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & CurrentTime )


code: virtual void SetSectionStartTimecodeImpl ( const [FTimecode](API\Runtime\Core\Misc\FTimecode) & InSectionStartTimecode, const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InSectionFirstFrame )


code: virtual void StopRecordingImpl()


description: Movie Scene track recorder for LiveLink Component's Controller Map


description: Returns true if this track recorder class supports the input LiveLink controller class, false otherwise

code: virtual bool IsLiveLinkControllerSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) > & ControllerToSupport ) const


description: Set the LiveLink controller object that this track recorder will record properties from

code: void SetLiveLinkController ( [ULiveLinkControllerBase](API\Plugins\LiveLinkComponents\ULiveLinkControllerBase) * InLiveLinkController )


code: void AddContentsToFolder ( [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * InFolder )


description: We don't callUMovieSceneTrackRecorder::CreateTrackor CreateTrackImpl since that expects an ObjectToRecord and a GUID which isn't needed.

code: void CreateTrack ( [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, const [FName](API\Runtime\Core\UObject\FName) & InSubjectName, bool bInSaveSubjectSettings, bool bInAlwaysUseTimecode, bool bDiscardSamplesBeforeStart, [UMovieSceneTrackRecorderSettings](API\Plugins\TakeTrackRecorders\TrackRecorders\UMovieSceneTrackRecorderSettings) * InSettingsObject )


code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * GetMovieSceneSection() const


description:
Load the recorded file and create a section
Returns true if it was loaded and a section was created, false otherwise.

code: virtual bool LoadRecordedFile ( const [FString](API\Runtime\Core\Containers\FString) & InFileName, [UMovieScene](API\Runtime\MovieScene\UMovieScene) * InMovieScene, [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorGuidToActorMap, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InCompletionCallback )


code: void SetReduceKeys ( bool bInReduce )


description: Abstract based for movie scene track recorders that can record LiveLink Controllers

LiveLinkControllerToRecord

type: TObjectPtr<ULi...

description: The LiveLink controller that this track record will record properties from


description: Set the directory where the recorded values are saved

code: virtual void SetSavedRecordingDirectory ( const [FString](API\Runtime\Core\Containers\FString) & InDirectory )


className: UMovieSceneLiveLinkTrackRecorder


className: EVRPNDeviceType

module: LiveLinkVRPN

code: enum EVRPNDeviceType { Analog, Dial, Button, Tracker, }


className: FLiveLinkVRPNConnectionSettings

DeviceName

description: VRPN device name

IPAddress

description: IP address of the VRPN server

LocalUpdateRateInHz

description: Maximum rate (in Hz) at which to ask the VRPN server to update

SubjectName

description: LiveLink subject name

Type

type: EVRPNDeviceType

description: Device type


code: static [FLiveLinkVRPNModule](API\Plugins\LiveLinkVRPN\FLiveLinkVRPNModule) & Get()


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FLiveLinkVRPNModule

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


description: Stop

code: virtual void Exit()


description: Setting class to display and used by the Source. An instance of that class will be constructed when the source is added to the Client. Then InitializeSettings will be called.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) > GetSettingsClass() const


description: For UI, from where the source data is coming from.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceMachineName() const


description: For UI, what is the status of the source. Should be: "Active", "Not responding", "Connecting" or any short message that makes sense for the source.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceStatus() const


description: For UI, what is the identifier of the source.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceType() const


description: Exit

code: virtual bool Init()


description: Returns whether the Source is connected to its data provider and can still push valid data.

code: virtual bool IsSourceStillValid() const


description: Request the source to shutdown. This may be called multiple times. Should return true, when the source can be destroyed. RequestSourceShutdown will be called multiple times until it returns true. If the source is multithreaded, the source should test if it can be shutdown, set a flag and return immediately.

code: virtual bool RequestSourceShutdown()


description: The source has been added to the Client and a Guid has been associated.

code: virtual void ReceiveClient ( [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * InClient, [FGuid](API\Runtime\Core\Misc\FGuid) InSourceGuid )


description: Exit

code: virtual uint32 Run()


description: Exit

code: virtual void Stop()


code: FLiveLinkVRPNSource ( const [FLiveLinkVRPNConnectionSettings](API\Plugins\LiveLinkVRPN\FLiveLinkVRPNConnectionSettings) & ConnectionSettings )


code: virtual ~FLiveLinkVRPNSource()


className: FLiveLinkVRPNSource

code: class FLiveLinkVRPNSource : public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource), public [FRunnable](API\Runtime\Core\HAL\FRunnable), public [TSharedFromThis< FLiveLinkVRPNSource >](API\Runtime\Core\Templates\TSharedFromThis)


description:
Create a widget responsible for the creation of a Live Link source.
The subpanel UI created by the factory.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


description: Create a new source from a ConnectionString

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


description: How the factory should be visible in the LiveLink UI. If SubPanel, BuildCreationPanel should be implemented.

code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


description: The tooltip of the menu item (of any EMenyType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceTooltip() const


description: The name of the menu item (of any EMenuType)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceDisplayName() const


className: ULiveLinkVRPNSourceFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkVRPNSourceFactory : public [ULiveLinkSourceFactory](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory)


className: VRPNDeviceUnion

code: union VRPNDeviceUnion

RawPointer

type: void *


className: FLiveLinkXRConnectionSettings

module: LiveLinkXR

bTrackControllers

description: Track all controllers

bTrackHMDs

description: Track all HMDs

bTrackTrackers

description: Track all tracker pucks

LocalUpdateRateInHz

description: Update rate (in Hz) at which to read the tracking data for each device


code: static [FLiveLinkXRModule](API\Plugins\LiveLinkXR\FLiveLinkXRModule) & Get()


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: Stop

code: virtual void Exit()


className: FLiveLinkXRModule

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


description: Deprecated* LiveLinkXR no longer uses EXRTrackedDeviceType.

code: const [FString](API\Runtime\Core\Containers\FString) GetDeviceTypeName ( EXRTrackedDeviceType DeviceType )


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) > GetSettingsClass() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceMachineName() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceStatus() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceType() const


description: Exit

code: virtual bool Init()


code: virtual bool IsSourceStillValid() const


description: GetSettingsClass

code: virtual void InitializeSettings ( [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings) * Settings )


code: virtual void ReceiveClient ( [ILiveLinkClient](API\Runtime\LiveLinkInterface\ILiveLinkClient) * InClient, [FGuid](API\Runtime\Core\Misc\FGuid) InSourceGuid )


code: virtual bool RequestSourceShutdown()


description: Exit

code: virtual uint32 Run()


code: void Send ( FLiveLinkFrameDataStruct * FrameDataToSend, [FName](API\Runtime\Core\UObject\FName) SubjectName )


description: Exit

code: virtual void Stop()


description: Update the source. This is called in a critical path on the game thread. The user is expected to return quickly.

code: virtual void Update()


code: FLiveLinkXRSource ( const [FLiveLinkXRConnectionSettings](API\Plugins\LiveLinkXR\FLiveLinkXRConnectionSettings) & InConnectionSettings )


className: FLiveLinkXRSource

code: class FLiveLinkXRSource : public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource), public [FRunnable](API\Runtime\Core\HAL\FRunnable), public [TSharedFromThis< FLiveLinkXRSource >](API\Runtime\Core\Templates\TSharedFromThis)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > BuildCreationPanel ( [FOnLiveLinkSourceCreated](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\FOnLiveLinkSourceCreated) OnLiveLinkSourceCreated ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > CreateSource ( const [FString](API\Runtime\Core\Containers\FString) & ConnectionString ) const


code: virtual [EMenuType](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory\EMenuType) GetMenuType() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceDisplayName() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSourceTooltip() const


className: ULiveLinkXRSourceFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkXRSourceFactory : public [ULiveLinkSourceFactory](API\Runtime\LiveLinkInterface\ULiveLinkSourceFactory)


className: ULiveLinkXRSourceSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULiveLinkXRSourceSettings : public [ULiveLinkSourceSettings](API\Runtime\LiveLinkInterface\ULiveLinkSourceSettings)


module: LiveUpdateForSlate

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FLiveUpdateForSlateModule

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


className: ULiveUpdateSlateSettings


description: Acknowledge that client is traveling

module: Lobby

code: void AckJoiningServer()


description: Acknowledge that client is traveling

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientAckJoiningServer()


description: Tell the client to join the game

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientJoinGame()


description: Client notification result for a single login attempt

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientLoginComplete ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, bool bWasSuccessful )


description: Client notification that another player has joined the lobby

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientPlayerJoined ( const [FText](API\Runtime\Core\Internationalization\FText) & NewPlayerName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId )


description: Client notification that another player has left the lobby

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientPlayerLeft ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId )


description: Send updated session settings to client

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Client) void ClientSetInviteFlags ( const [FJoinabilitySettings](API\Runtime\CoreOnline\Online\FJoinabilitySettings) & Settings )


description: This was client was kicked by the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientWasKicked ( const [FText](API\Runtime\Core\Internationalization\FText) & KickReason )


description: Initiate a connection to the lobby host beacon

code: virtual void ConnectToLobby ( const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & DesiredHost )


description: Graceful disconnect from server with no intent of joining further

code: virtual void DisconnectFromLobby()


description: Clear out any references to this in PlayerState

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


description: true if this client is correctly logged in to the beacon, false otherwise

code: bool IsLoggedIn() const


description: Graceful notification that this client is going to join the server

code: virtual void JoiningServer()


description: Ask the server to kick a given player (may not succeed)

code: void KickPlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerToKick, const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description: Internal function to log in a local players when first connected to the beacon

code: virtual void LoginLocalPlayers()


description: A connection has been made and RPC/replication can begin

code: virtual void OnConnected()


description: delegate fired when this player is told to join the game by the server


description: delegate fired when the server acknowledges the client request to join the server


description: delegate fired when an existing player leaves the lobby


description: delegate fired when a connection with the lobby beacon is established


description: delegate fired when login handshaking is complete


description: delegate fired when a new player joins the lobby


description: Run a cheat command on the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerCheat ( const [FString](API\Runtime\Core\Containers\FString) & Msg )


description: Make a graceful disconnect with the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerDisconnectFromLobby()


description: Make a request to kick a given player

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerKickPlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerToKick, const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description: Attempt to login a single local player with the lobby beacon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerLoginPlayer ( const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FString](API\Runtime\Core\Containers\FString) & UrlString )


description: Make a request to set the party owner for the given player

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerSetPartyOwner ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InPartyOwnerId )


description: Make a graceful request to actually join the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerNotifyJoiningServer()


description: Set the lobby state for this client beacon

code: void SetLobbyState ( [ALobbyBeaconState](API\Plugins\Lobby\ALobbyBeaconState) * InLobbyState )


description: Tell the server to set a party owner

code: virtual void SetPartyOwnerId ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InPartyOwnerId )


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


className: ALobbyBeaconClient

description: A beacon client used for quality timings to a specified session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine, NotPlaceable) class ALobbyBeaconClient : public [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient)

bLoggedIn

description: Has this beacon been properly logged in

DestSessionId

description: Session Id of the destination host

JoiningGame

type: FOnJoiningGame

description: Delegate broadcast when this player is told to join the game by the server (clientside)

JoiningGameAck

description: Delegate broadcast when the server acknowledges the client request to join the server (clientside)

LobbyConnectionEstablished

type: FOnLobbyConnect...

description: Delegate broadcast when first connected to the lobby beacon (clientside)

LobbyJoinServerState

type: ELobbyBeaconJoi...

description: True once the server has acknowledged our join intent

LobbyState

type: TObjectPtr<ALo...

description: Client view of the lobby state

LoginCompleteDelegate

type: FOnLobbyLoginCo...

description: Delegate broadcast when login is complete (clientside)

PlayerJoinedDelegate

type: FOnLobbyPlayerJ...

description: Delegate broadcast when a new player joins (clientside)

PlayerLeftDelegate

type: FOnLobbyPlayerL...

description: Delegate broadcast when an existing player leaves (clientside)

PlayerState

description: Player state associated with this beacon (


description: Tell all connected beacon clients about the current joinability settings

code: virtual void AdvertiseSessionJoinability ( const [FJoinabilitySettings](API\Runtime\CoreOnline\Online\FJoinabilitySettings) & Settings )


description:
Does the session associated with the beacon match the incoming request
true if sessions match, false otherwise

code: bool DoesSessionMatch ( const [FString](API\Runtime\Core\Containers\FString) & InSessionId ) const


description: Output current state of beacon to log

code: void DumpState() const


description:
Handle a player logging in via the host beacon
new player state object for the logged in player, null if there was any failure

code: virtual [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * HandlePlayerLogin ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FString](API\Runtime\Core\Containers\FString) & Options )


description: Handle a detected disconnect of an existing player on the server

code: virtual void HandlePlayerLogout ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId )


description: Initialize the lobby beacon, creating an object to maintain state

code: virtual bool Init ( [FName](API\Runtime\Core\UObject\FName) InSessionName )


description: Actually kick a given player from the lobby

code: void KickPlayer ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor, const [FText](API\Runtime\Core\Internationalization\FText) & KickReason )


description: Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc)

code: virtual void NotifyClientDisconnected ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * LeavingClientActor )


description: Notification call that a new lobby connection has been successfully establish

code: virtual void PostLogin ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor )


code: virtual bool PreLogin ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FString](API\Runtime\Core\Containers\FString) & Options )


description: Handle a request to disconnect a given client from the lobby beacon Notifies the owning beacon host to do its own cleanup

code: void ProcessDisconnect ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor )


description: Handle a request from a client when they are actually joining the server (needed for keeping player around when lobby beacon disconnects)

code: virtual bool ProcessJoinServer ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor )


description:
Handle a request from a client to kick another player (may not succeed)
true if the player was kicked, false if not

code: virtual bool ProcessKickPlayer ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * Instigator, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerToKick, const [FText](API\Runtime\Core\Internationalization\FText) & Reason )


description: Process the login for a given connection

code: void ProcessLogin ( [ALobbyBeaconClient](API\Plugins\Lobby\ALobbyBeaconClient) * ClientActor, const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InUniqueId, const [FString](API\Runtime\Core\Containers\FString) & UrlString )


description: Create the lobby game state and associate it with the game

code: virtual void SetupLobbyState ( int32 InMaxPlayers )


description: Update the party leader for a given player

code: void UpdatePartyLeader ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyMemberId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & NewPartyLeaderId )


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


className: ALobbyBeaconHost

description: Host object for maintaining a lobby before players actually join a server ready to receive them

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class ALobbyBeaconHost : public [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject)

ALobbyBeaconClient

type: friend

LobbyState

description: Actor representing the state of the lobby (similar toAGameState)

LobbyStateClass

type: TSoftClassPtr< ...

description: Class to use for the lobby beacon state

SessionName

description: Name of session this beacon is associated with


className: FOnPlayerStateChanged

description: Delegate fired when this player state has changed in some way

code: class FOnPlayerStateChanged : public TBaseMulticastDelegate_OneParam< void, const FUniqueNetIdRepl & >


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: true if this data structure is valid

code: bool IsValid() const


description: delegate fired when the party owner of this player has changed


description: delegate fired when the state of the player has changed in some way


description: Player has joined or left the lobby


description: Party owner has changed


description: delegate fired when the unique id of the player has been replicated


description: Unique Id has replicated


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


className: ALobbyBeaconPlayerState

description: Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Game, NotPlaceable) class ALobbyBeaconPlayerState : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bInLobby

type: bool

description: Is the player in the lobby or game

ClientActor

type: TObjectPtr<AOn...

description: Reference to the beacon actor related to this player

DisplayName

type: FText

description: Visible friendly player name

PartyOwnerUniqueId

type: FUniqueNetIdRep...

description: Party owner id

UniqueId

description: Player unique id


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


description:
Create and replicate the appropriate player state for the new player
player state representation of the new player

code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * AddPlayer ( const [FText](API\Runtime\Core\Internationalization\FText) & PlayerName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description:
Create a new player for this lobby beacon state
new player state actor or nullptr if the player should be disconnected

code: virtual [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * CreateNewPlayer ( const [FText](API\Runtime\Core\Internationalization\FText) & PlayerName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description: Output current state of lobby to log

code: void DumpState() const


description: number of players total allowed in the lobby

code: int32 GetMaxPlayers() const


description: number of players currently in the lobby

code: int32 GetNumPlayers() const


description:
Get an existing player in the lobby
player state representation of an existing player

code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * GetPlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * GetPlayer ( const [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * ClientActor )


code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * GetPlayer ( const [FString](API\Runtime\Core\Containers\FString) & UniqueId )


description: true if the lobby has started, false otherwise

code: bool HasLobbyStarted() const


description: One sec tick function to handle countdowns

code: void OneSecTick()


description: delegate fired as time counts down waiting for players


description: delegate fired when the lobby is started


description: delegate fired when a player is added to the lobby


description: delegate fired when a player is removed from the lobby


description: Internal helper function called as part of OneSecTick if the lobby hasn't been started yet

code: virtual void OnPreLobbyStartedTickInternal ( double DeltaTime )


description: DeltaTime Time slice since last tick

code: virtual void OnPostLobbyStartedTickInternal ( double DeltaTime )


description: Handle the lobby starting


description: Handle notification of time left to wait for lobby to start


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()


description: Remove an existing player from the lobby

code: void RemovePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description:
Determines whether the beacon state requires a full game before allowing a lobby to start; False by default
Whether the beacon state requires a full game before allowing a lobby to start; False by default

code: virtual bool RequireFullLobbyToStart() const


description: Start the lobby for incoming players

code: void StartLobby()


description: Start the waiting for other players (first player logged in success)

code: virtual void StartWaiting()


description: Update the party leader for a given player

code: void UpdatePartyLeader ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyMemberId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & NewPartyLeaderId )


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


className: ALobbyBeaconState

description: Shared state of the game from the lobby perspective Duplicates much of the data in the traditionalAGameStateobject for sharing with players connected via beacon only

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Game, NotPlaceable) class ALobbyBeaconState : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bLobbyStarted

description: Has the lobby already been started

LastTickTime

type: double

description: Time that last tick occurred for calculating wait time

LobbyBeaconPlayerStateClass

type: TSubclassOf<AL...

description: Class to use for lobby beacon player states

LobbyStarted

type: FOnLobbyStarted

description: Delegate fired when the lobby starts

LobbyWaitingForPlayersUpdate

type: FOnLobbyWaiting...

description: Delegate fired as time counts down waiting for players in the lobby

MaxPlayers

description: Total number of players allowed in the lobby

OneSecTimerHandle

type: FTimerHandle

description: Handle to manage a one sec timer

PlayerLobbyStateAdded

type: FOnPlayerLobbyS...

description: Delegate fired when a player is added to the lobby

PlayerLobbyStateRemoved

description: Delegate fired when a player is removed from the lobby

Players

type: FLobbyPlayerSta...

description: Array of players currently in the game, lobby or otherwise

WaitForPlayersTimeRemaining

type: float

description: Amount of time waiting for other players before starting the lobby


className: ELobbyBeaconJoinState

code: enum ELobbyBeaconJoinState { None, SentJoinRequest, JoinRequestAcknowledged, }


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 [FLobbyModule](API\Plugins\Lobby\FLobbyModule) & Get()


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()


className: FLobbyModule

description: Total async thread time Module for lobbies via online beacon

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


description: Player state additions This may only be a notification that the array is growing and the actor data isn't available yet, in which case the actual element will be null

code: void PostReplicatedAdd ( const [FLobbyPlayerStateInfoArray](API\Plugins\Lobby\FLobbyPlayerStateInfoArray) & InArraySerializer )


description: Player state element has changed In this specific case only happens when the actor pointer is set. This should only occur if the player state actor was already serialized to the client at the time of the PostReplicatedAdd call

code: void PostReplicatedChange ( const [FLobbyPlayerStateInfoArray](API\Plugins\Lobby\FLobbyPlayerStateInfoArray) & InArraySerializer )


description: Player state removal

code: void PreReplicatedRemove ( const [FLobbyPlayerStateInfoArray](API\Plugins\Lobby\FLobbyPlayerStateInfoArray) & InArraySerializer )


description: Constructors.

code: FLobbyPlayerStateActorInfo()


code: FLobbyPlayerStateActorInfo ( [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * InPlayerState )


className: FLobbyPlayerStateActorInfo

description: Replication structure for a single beacon player state

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FLobbyPlayerStateActorInfo : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)

LobbyPlayerState

type: TObjectPtr<ALo...

description: Actual player state actor


description:
Create and replicate the appropriate player state for the new player
player state representation of the new player

code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * AddPlayer ( const [FText](API\Runtime\Core\Internationalization\FText) & PlayerName, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


description: Output current state of players to log

code: void DumpState() const


description:
Get all players in the lobby
all player representations in the lobby

code: [TArray](API\Runtime\Core\Containers\TArray)< [FLobbyPlayerStateActorInfo](API\Plugins\Lobby\FLobbyPlayerStateActorInfo) > & GetAllPlayers()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLobbyPlayerStateActorInfo](API\Plugins\Lobby\FLobbyPlayerStateActorInfo) > & GetAllPlayers() const


description: number of players currently in the lobby

code: int32 GetNumPlayers() const


description:
Get an existing player
player state representation of an existing player

code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * GetPlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


code: [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * GetPlayer ( const [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * ClientActor )


description: Implement support for fastTArrayreplication

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


description: Remove an existing player from the lobby

code: void RemovePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )


className: FLobbyPlayerStateInfoArray

description: Struct for fastTArrayreplication of lobby player state

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FLobbyPlayerStateInfoArray : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


className: FOnJoiningGame

description: Delegate called when the player is joining the game from the lobby

code: typedef TBaseDelegate_NoParams< void > FOnJoiningGame


className: FOnLobbyConnectionEstablished

description: Delegate called a connection with the lobby beacon is established (but not logged in yet)

code: typedef TBaseDelegate_NoParams< void > FOnLobbyConnectionEstablished


className: FOnLobbyLoginComplete

description: Delegate called when the login handshake for this client is complete

code: typedef TBaseDelegate_OneParam< void, bool > FOnLobbyLoginComplete


className: FOnLobbyPlayerJoined

description: Delegate called when a player joins the lobby

code: typedef TBaseDelegate_TwoParams< void, const [FText](API\Runtime\Core\Internationalization\FText) &, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & > FOnLobbyPlayerJoined


className: FOnLobbyPlayerLeft

description: Delegate called when a player leaves the lobby

code: typedef TBaseDelegate_OneParam< void, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & > FOnLobbyPlayerLeft


className: FOnLobbyStarted

description: Delegate fired when the lobby is open to players

code: typedef TMulticastDelegate_NoParams< void > FOnLobbyStarted


className: FOnLobbyWaitingForPlayersUpdate

description: Delegate fired as time counts down waiting for players in the lobby

code: typedef TMulticastDelegate_NoParams< void > FOnLobbyWaitingForPlayersUpdate


className: FOnPlayerLobbyStateChanged

description: Delegate fired when the player state in the lobby has changed (add/remove/etc)

code: typedef TMulticastDelegate_OneParam< void, [ALobbyBeaconPlayerState](API\Plugins\Lobby\ALobbyBeaconPlayerState) * > FOnPlayerLobbyStateChanged


className: WithNetDeltaSerializer

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


description: Specified to allow fastTArrayreplication

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


module: LocalizableMessage

code: bool operator== ( const [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Other ) const


code: bool operator!= ( const [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Other ) const


className: FLocalizableMessage

DefaultText

type: FString

Substitutions

type: TArray<FLocali...


code: bool operator== ( const [FLocalizableMessageParameterEntry](API\Plugins\LocalizableMessage\FLocalizableMessageParameterEntr-) & Other ) const


code: bool operator!= ( const [FLocalizableMessageParameterEntry](API\Plugins\LocalizableMessage\FLocalizableMessageParameterEntr-) & Other ) const


code: FLocalizableMessageParameterEntry ( const [FString](API\Runtime\Core\Containers\FString) & InKey, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InValue )


code: ~FLocalizableMessage()


code: ~FLocalizableMessageParameterEntry()


className: FLocalizableMessageParameterEntry

Value

type: FInstancedStruc...


className: FLocalizableMessageParameterFloat


className: FLocalizableMessageParameterInt


code: FLocalizableMessageParameterEntry()


className: FLocalizableMessageParameterMessage

type: FLocalizableMes...


className: FLocalizableMessageParameterString


className: FScopedRegistrations

code: struct FScopedRegistrations

Registrations

type: TArray<FName>


code: [FText](API\Runtime\Core\Internationalization\FText) Localize ( const [FLocalizableMessage](API\Plugins\LocalizableMessage\FLocalizableMessage) & Message, const [FLocalizationContext](API\Plugins\LocalizableMessage\FLocalizationContext) & Context )


className: LocalizeValueFnc

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FFormatArgumentValue](API\Runtime\Core\Internationalization\FFormatArgumentValue)(const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) &, const [FLocalizationContext](API\Plugins\LocalizableMessage\FLocalizationContext) &)> LocalizeValueFnc


code: template<typename UserType> void RegisterLocalizableType ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FFormatArgumentValue](API\Runtime\Core\Internationalization\FFormatArgumentValue)(const UserType &, const [FLocalizationContext](API\Plugins\LocalizableMessage\FLocalizationContext) &)> & LocalizeValueFunctor, [FScopedRegistrations](API\Plugins\LocalizableMessage\FLocalizableMessageProcessor\FScopedRegistrations) & ScopedRegistrations )


code: void UnregisterLocalizableTypes ( [FScopedRegistrations](API\Plugins\LocalizableMessage\FLocalizableMessageProcessor\FScopedRegistrations) & ScopedRegistrations )


code: FLocalizableMessageProcessor()


code: ~FLocalizableMessageProcessor()


className: FLocalizableMessageProcessor

code: class FLocalizableMessageProcessor


code: FCulturePtr GetLanguageOverride() const


code: FCulturePtr GetLocaleOverride() const


code: FLocalizationContext()


code: FLocalizationContext ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InWorldContext, FCulturePtr InLanguageOverride, FCulturePtr InLocaleOverride )