description:
Spawn this AI at this SpawnInfoIndex of the SpawnSetIndex spawn set.
True if spawn was successful.

code: bool Spawn ( const int32 SpawnSetIndex, const int32 SpawnInfoIndex )


description: Called once theIsReady()check for the test returns true. After that happens the test has Officially started, and it will begin receiving Ticks in the blueprint.

module: FunctionalTesting

code: virtual void StartTest()


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

code: virtual void Tick ( float DeltaSeconds )


code: virtual bool WantsToRunAgain() const


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


className: AFunctionalAITestBase

description: Base abstract class defining a Functional AI Test. You can derive from this base class to create a test with a different type of SpawnSets.

code: class AFunctionalAITestBase : public [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest)

bDebugNavMeshOnTimeout

type: uint32:  1

description: If set, ftest will postpone start until navmesh is fully generated

bSingleSetRun

type: uint32: 1

CurrentSpawnSetName

type: FString

NavMeshDebugExtent

type: FVector

description: Navmesh debug: extent around NavMeshDebugOrigin

NavMeshDebugOrigin

description: Navmesh debug: log navoctree modifiers around this point

NavmeshDelayTimer

type: FTimerHandle

OnAISpawned

type: FFunctionalTest...

description: Called when a single AI finished spawning

OnAllAISPawned

description: Called when a all AI finished spawning

PendingDelayedSpawns

type: TArray<FPendin...

SpawnedPawns

type: TArray<TObject...

SpawnLocationRandomizationRange

type: float


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


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


description: Causes the test to be rerun for a specific named reason.

code: void AddRerun ( [FName](API\Runtime\Core\UObject\FName) Reason )


code: void AddWarning ( const [FString](API\Runtime\Core\Containers\FString) & Message )


description: Assert that two bools are equal

code: virtual bool AssertEqual_Bool ( bool Actual, bool Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two two-component boxes are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Box2D ( FBox2D Actual, FBox2D Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two double are equal within tolerance between two doubles.

code: bool AssertEqual_Double ( double Actual, double Expected, const [FString](API\Runtime\Core\Containers\FString) & What, double Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two floats are equal within tolerance between two floats.

code: virtual bool AssertEqual_Float ( float Actual, float Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two ints are equal

code: virtual bool AssertEqual_Int ( int Actual, int Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two 4x4 matrices are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Matrix ( FMatrix Actual, FMatrix Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two FNames are equal

code: virtual bool AssertEqual_Name ( [FName](API\Runtime\Core\UObject\FName) Actual, [FName](API\Runtime\Core\UObject\FName) Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two Objects are equal

code: virtual bool AssertEqual_Object ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Actual, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two planes are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Plane ( FPlane Actual, FPlane Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two quats are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Quat ( FQuat Actual, FQuat Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that the component angles of two rotators are all equal within a small tolerance.

code: virtual bool AssertEqual_Rotator ( FRotator Actual, FRotator Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two Strings are equal.

code: virtual bool AssertEqual_String ( [FString](API\Runtime\Core\Containers\FString) Actual, [FString](API\Runtime\Core\Containers\FString) Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two TraceQueryResults are equal.

code: virtual bool AssertEqual_TraceQueryResults ( const [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * Actual, const [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two transforms are (components memberwise - translation, rotation, scale) equal within a small tolerance.

code: virtual bool AssertEqual_Transform ( const FTransform & Actual, const FTransform & Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two vectors are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Vector ( FVector Actual, FVector Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two two-component vectors are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Vector2D ( FVector2D Actual, FVector2D Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two four-component vectors are (memberwise) equal within a small tolerance.

code: virtual bool AssertEqual_Vector4 ( FVector4 Actual, FVector4 Expected, const [FString](API\Runtime\Core\Containers\FString) & What, float Tolerance, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that a boolean value is false.

code: virtual bool AssertFalse ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & Message, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that aUObjectis valid

code: virtual bool AssertIsValid ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & Message, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two two-component boxes are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Box2D ( FBox2D Actual, FBox2D NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two 4x4 matrices are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Matrix ( FMatrix Actual, FMatrix NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two planes are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Plane ( FPlane Actual, FPlane NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two quats are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Quat ( FQuat Actual, FQuat NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that the component angles of two rotators are all not equal within a small tolerance.

code: virtual bool AssertNotEqual_Rotator ( FRotator Actual, FRotator NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two Strings are not equal.

code: virtual bool AssertNotEqual_String ( [FString](API\Runtime\Core\Containers\FString) Actual, [FString](API\Runtime\Core\Containers\FString) NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two transforms are (components memberwise - translation, rotation, scale) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Transform ( const FTransform & Actual, const FTransform & NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two vectors are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Vector ( FVector Actual, FVector NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two two-component vectors are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Vector2D ( FVector2D Actual, FVector2D NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that two four-component vectors are (memberwise) not equal within a small tolerance.

code: virtual bool AssertNotEqual_Vector4 ( FVector4 Actual, FVector4 NotExpected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert that a boolean value is true.

code: virtual bool AssertTrue ( bool Condition, const [FString](API\Runtime\Core\Containers\FString) & Message, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert on a relationship between two DateTimes.

code: virtual bool AssertValue_DateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) Actual, [EComparisonMethod](API\Developer\FunctionalTesting\EComparisonMethod) ShouldBe, [FDateTime](API\Runtime\Core\Misc\FDateTime) Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert on a relationship between two doubles.

code: bool AssertValue_Double ( double Actual, [EComparisonMethod](API\Developer\FunctionalTesting\EComparisonMethod) ShouldBe, double Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert on a relationship between two floats.

code: virtual bool AssertValue_Float ( float Actual, [EComparisonMethod](API\Developer\FunctionalTesting\EComparisonMethod) ShouldBe, float Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Assert on a relationship between two integers.

code: virtual bool AssertValue_Int ( int32 Actual, [EComparisonMethod](API\Developer\FunctionalTesting\EComparisonMethod) ShouldBe, int32 Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: Called to clean up when tests is removed from the list of active tests after finishing execution. Note that FinishTest gets called after every "cycle" of a test (where further cycles are enabled by WantsToRunAgain calls). CleanUp gets called when all cycles are done.

code: virtual void CleanUp()


description: Used by debug drawing to gather actors this test is using and point at them on the level to better understand test's setup

code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > DebugGatherRelevantActors() const


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

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


code: virtual void FinishTest ( [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult, const [FString](API\Runtime\Core\Containers\FString) & Message )


code: virtual void GatherRelevantActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetAdditionalTestFinishedMessage ( [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns the current re-run reason if we're in a named re-run.


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


description: Returns SpriteComponent subobject


description: Goto an observation location.

code: void GoToObservationPoint()


description: IsReady()is called once per frame after a test is run, until it returns true. You should use this function to delay Start being called on the test until preconditions are met.

code: bool IsReady()


code: virtual bool IsReady_Implementation()


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


description: TODO: break this out into a library

code: void LogStep ( [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity, const [FString](API\Runtime\Core\Containers\FString) & Message )


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) > DataLayerType ) const


code: [FString](API\Runtime\Core\Containers\FString) OnAdditionalTestFinishedMessageRequest ( [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult ) const


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


code: static void OnSelectObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSelection )


code: virtual void OnTimeout()


description: Retrieves information whether test wants to have another run just after finishing

code: bool OnWantsReRunCheck() const


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: Prepare Test is fired once the test starts up, before the testIsReady()and thus before Start Test is called. So if there's some initial conditions or setup that you might need for yourIsReady()check, you might want to do that here.

code: virtual void PrepareTest()


code: void ReceivePrepareTest()


description: Called once theIsReady()check for the test returns true. After that happens the test has Officially started, and it will begin receiving Ticks in the blueprint.

code: void ReceiveStartTest()


description: Actors registered this way will be automatically destroyed (by limiting their lifespan) on test finish

code: virtual void RegisterAutoDestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToAutoDestroy )


code: virtual bool RunTest ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params )


description: Sets the CVar from the given input. Variable gets reset after the test.

code: void SetConsoleVariable ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: void SetConsoleVariableFromBoolean ( const [FString](API\Runtime\Core\Containers\FString) & Name, const bool InValue )


code: void SetConsoleVariableFromFloat ( const [FString](API\Runtime\Core\Containers\FString) & Name, const float InValue )


code: void SetConsoleVariableFromInteger ( const [FString](API\Runtime\Core\Containers\FString) & Name, const int32 InValue )


code: virtual void SetTimeLimit ( float NewTimeLimit, [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) ResultWhenTimeRunsOut )


code: void StartStep ( const [FString](API\Runtime\Core\Containers\FString) & StepName )


code: virtual void StartTest()


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

code: virtual void Tick ( float DeltaSeconds )


code: virtual bool WantsToRunAgain() const


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


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


className: AFunctionalTest

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

Author

description: The owner is the group or person responsible for the test.

bIsEnabled

description: Allows a test to be disabled.

bIsRunning

type: bool

description: AG TEMP - solving a compile issue in a temp way to unblock the bui.d.

CurrentRerunCause

type: FName

description: Cause of the current rerun if we're in a named rerun.

Description

description: A description of the test, like what is this test trying to determine.

LogErrorHandling

type: EFunctionalTest...

description: Determines how LogErrors are handled during this test.

LogWarningHandling

description: Determines how LogWarnings are handled during this test.

ObservationPoint

type: TObjectPtr<AAc...

description: Allows you to specify another actor to view the test from.

OnTestFinished

description: Called when the test is finished. Use it to clean up

OnTestPrepare

description: Called when the test is ready to prepare

OnTestStart

description: Called when the test is started

PreparationTimeLimit

description: The Test's time limit for preparation, this is the time it has to return true when checkingIsReady().

RandomNumbersStream

type: FRandomStream

description: A random number stream that you can use during testing.

RenderComp

type: TObjectPtr< cla...

RerunCauses

type: TArray<FName>

description: List of causes we need a re-run.

Steps

type: TArray<FString...

TimeLimit

description: Test's time limit. '0' means no limit

TimesUpMessage

type: FText

TimesUpResult

description: If test is limited by time this is the result that will be returned when time runs out


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


className: AFunctionalTestGameMode

code: class AFunctionalTestGameMode : public [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase)


className: AFunctionalTestLevelScript

code: class AFunctionalTestLevelScript : public [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor)


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

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


description: Handle screenshot delay.

code: virtual bool IsReady_Implementation()


description: Call RestoreViewport and finish this test.


description: Set player view target to screenshot camera and call PrepareForScreenshot.

code: virtual void PrepareTest()


description: Doesn't actually request in base class. It simply register OnScreenshotCaptured.

code: virtual void RequestScreenshot()


className: AFunctionalUIScreenshotTest

code: class AFunctionalUIScreenshotTest : public [AScreenshotFunctionalTestBase](API\Developer\FunctionalTesting\AScreenshotFunctionalTestBase)

ScreenshotRT

type: TObjectPtr<UTe...

SpawnedWidget

type: TObjectPtr<UUs...

WidgetClass

type: TSubclassOf<UU...

WidgetLocation

type: EWidgetTestAppe...


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


code: void OnFunctionalTestingComplete()


code: void OnFunctionalTestingBegin()


className: APhasedAutomationActorBase

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


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


className: AScreenshotFunctionalTest

description: No UI

code: class AScreenshotFunctionalTest : public [AScreenshotFunctionalTestBase](API\Developer\FunctionalTesting\AScreenshotFunctionalTestBase)

bCameraCutOnScreenshotPrep

description: Tests not relying on temporal effects can force a camera cut to flush stale data.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

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


description: Do some logging and trigger OnScreenshotTakenAndCompared.

code: void OnComparisonComplete ( const [FAutomationScreenshotCompareResults](API\Runtime\Core\Misc\FAutomationScreenshotCompareResu-) & CompareResults )


description: Pass screenshot pixels and meta data toFAutomationTestFramework. Register OnComparisonComplete which will be called the automation test system when screenshot comparison is complete

code: void OnScreenShotCaptured ( int32 InSizeX, int32 InSizeY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InImageData )


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

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


description: Resize viewport to screenshot size (if possible) and set up screenshot environment (disable AA, etc.)

code: void PrepareForScreenshot()


description: Restore viewport size and original environment settings.

code: void RestoreViewSettings()


description: Register OnScreenshotTakenAndCompared and call RequestScreenshot.

code: virtual void StartTest()


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


className: AScreenshotFunctionalTestBase

description: Base class for screenshot functional test

code: class AScreenshotFunctionalTestBase : public [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest)

Notes

type: FString

ScreenshotOptions

type: FAutomationScre...

ViewportRestoreSize

type: FIntPoint


className: EComparisonMethod

code: enum EComparisonMethod { Equal_To, Not_Equal_To, Greater_Than_Or_Equal_To, Less_Than_Or_Equal_To, Greater_Than, Less_Than, }


className: EComparisonTolerance

code: enum EComparisonTolerance { Zero, Low, Medium, High, Custom, }


className: EFunctionalTestLogHandling

code: enum EFunctionalTestLogHandling { ProjectDefault, OutputIsError, OutputIgnored, }


className: EFunctionalTestResult

code: enum EFunctionalTestResult { Default, Invalid, Error, Running, Failed, Succeeded, }


className: EWidgetTestAppearLocation

code: enum EWidgetTestAppearLocation { Viewport, PlayerScreen, }


code: virtual bool IsValid() const


code: virtual bool Spawn ( [AFunctionalAITestBase](API\Developer\FunctionalTesting\AFunctionalAITestBase) * AITest ) const


className: FAITestSpawnInfo

description: Generic AI Test Spawn Info used inFAITestSpawnSetwithin a genericAFunctionalAITesttest.

code: struct FAITestSpawnInfo : public [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase)

BehaviorTree

description: If set will be applied to spawned AI

ControllerClass

type: TSubclassOf< cl...

description: Class to override default pawn's controller class. If None the default will be used

PawnClass

description: Determines AI to be spawned

TeamID

type: FGenericTeamId


code: virtual ~FAITestSpawnInfoBase()


className: FAITestSpawnInfoBase

description: Base struct defining where & when to spawn. Used within aFAITestSpawnSetBaseclass.

code: struct FAITestSpawnInfoBase

PreSpawnDelay

type: float

description: Delay before attempting first spawn

SpawnDelay

description: Delay between consecutive spawn attempts

SpawnLocation

description: Where should AI be spawned

SpawnSetName

type: FName

description: Gets filled owning spawn set upon game start


description: To iterate through the spawn info container and execute Predicate on each in a const-correct way.

code: virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate ) const


description: To iterate through the spawn info container and execute Predicate on each.

code: virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate )


description: Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array. Const-correct version.

code: virtual const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex ) const


description: Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array.

code: virtual [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex )


description: Return whether the index is valid in the SpawnInfoContainer array.

code: virtual bool IsValidSpawnInfoIndex ( const int32 Index ) const


className: FAITestSpawnSet

description: Generic AI Test Spawn Set that is used in regularAFunctionalAITesttests.

code: struct FAITestSpawnSet : public [FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase)

SpawnInfoContainer

type: TArray<FAITest...

description: What to spawn


description: Pure virtual method to iterate through the spawn info container and execute Predicate on each in a const-correct way.


description: Pure virtual method to iterate through the spawn info container and execute Predicate on each.


code: virtual ~FAITestSpawnSetBase()


className: FAITestSpawnSetBase

description: Base struct defining an AI Test Spawn Set that are used inAFunctionalAITestBasetests.

code: struct FAITestSpawnSetBase

bEnabled

type: uint32: 1

FallbackSpawnLocation

type: TObjectPtr<AAc...

description: Location used for spawning if spawn info doesn't define one

Name

description: Give the set a name to help identify it if need be


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


description: Restore the old settings.

code: void Restore()


code: void SetVariable ( const [FString](API\Runtime\Core\Containers\FString) & VariableName, const [FString](API\Runtime\Core\Containers\FString) & Value )


code: FAutomationFunctionalTestEnvSetup()


code: ~FAutomationFunctionalTestEnvSetup()


className: FAutomationFunctionalTestEnvSetup

code: class FAutomationFunctionalTestEnvSetup


code: FAutomationScreenshotOptions()


code: void SetToleranceAmounts ( [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) InTolerance )


code: FAutomationScreenshotOptions ( [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) InTolerance )


className: FAutomationScreenshotOptions

code: struct FAutomationScreenshotOptions

bDisableNoisyRenderingFeatures

type: bool

description: Disables Anti-Aliasing, Motion Blur, Screen Space Reflections, Eye Adaptation, Tonemapper and Contact Shadows, because those features contribute a lot to the noise in the final rendered image.

bDisableTonemapping

description: Disables Eye Adaptation and sets Tonemapper to fixed gamma curve.

bIgnoreAntiAliasing

description: If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, is that the pixel shifted a little.

bIgnoreColors

description: If this is true, all we compare is luminance of the scene.

Delay

description: The delay before we take the screenshot (measured in seconds).

FrameDelay

description: The delay before we take the screenshot (measured in number of frames).

MaximumGlobalError

description: After you've accounted for color tolerance changes, you now need to control for total acceptable error.

MaximumLocalError

description: After you've accounted for color tolerance changes, you now need to control for local acceptable error.

OverrideTimeTo

type: double

description: Overrides World Time, Real Time to the value provided.

Resolution

description: The desired resolution of the screenshot, if none is provided, it will use the default for the platform setup in the automation settings.

Tolerance

type: EComparisonTole...

description: These are quick defaults for tolerance levels, we default to low, because generally there's some constant variability in every pixel's color introduced by TxAA.

ToleranceAmount

type: FComparisonTole...

description: For each channel and brightness levels you can control a region where the colors are found to be essentially the same.

ViewSettings

type: TObjectPtr<UAu...

description: Assign custom view settings to control which rendering options we allow on while taking the screenshot.

VisualizeBuffer

description: Allows you to screenshot a buffer other than the default final lit scene image.


code: virtual ~FAutomationTaskStatusBase()


className: FAutomationTaskStatusBase

description: FAutomationTaskStatusBase- abstract class for task status

code: class FAutomationTaskStatusBase


className: FAutomationWaitForLoadingOptions

code: struct FAutomationWaitForLoadingOptions


code: FComparisonToleranceAmount()


code: FComparisonToleranceAmount ( uint8 R, uint8 G, uint8 B, uint8 A, uint8 InMinBrightness, uint8 InMaxBrightness )


className: FComparisonToleranceAmount

code: struct FComparisonToleranceAmount


code: void Set ( const [FString](API\Runtime\Core\Containers\FString) & Value )


code: FConsoleVariableBPSetter ( [FString](API\Runtime\Core\Containers\FString) InConsoleVariableName )


className: FConsoleVariableBPSetter

code: class FConsoleVariableBPSetter


description: Returns a human readable description of the latent operation's current state.

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


description: Return true when the action is completed.

code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


code: FDelayForFramesLatentAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo, int32 NumFrames )


code: virtual ~FDelayForFramesLatentAction()


className: FDelayForFramesLatentAction

code: class FDelayForFramesLatentAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)


className: FFunctionalTestAISpawned

code: class FFunctionalTestAISpawned


className: bIsFunctionalTestRunning

code: static bool bIsFunctionalTestRunning;


description: Determines if Warning logs should be treated as errors


description: Returns the name of the running functional test. Empty if no test is running


description: Returns true if a functional test is running (does not include map setup)

code: static bool IsFunctionalTestRunning()


description: Marks us as no longer running a test

code: void SetFunctionalTestComplete ( const [FString](API\Runtime\Core\Containers\FString) & InName )


description: Marks us as actively running a functional test

code: void SetFunctionalTestRunning ( const [FString](API\Runtime\Core\Containers\FString) & InName )


description: Specify how log errors & warnings should be handled during tests. If values are not set then the project defaults will be used.

code: void SetLogErrorAndWarningHandling ( [TOptional](API\Runtime\Core\IO\TOptional)< bool > InSuppressErrors, [TOptional](API\Runtime\Core\IO\TOptional)< bool > InSuppressWarnings, [TOptional](API\Runtime\Core\IO\TOptional)< bool > InWarningsAreErrors )


description: Determines if Error logs should be suppressed from test results

code: virtual bool SuppressLogErrors()


description:
If true logs will not be included in test events
true to suppress logs

code: virtual bool SuppressLogs()


description: Determines if Warning logs should be suppressed from test results

code: virtual bool SuppressLogWarnings()


code: FFunctionalTestBase ( const [FString](API\Runtime\Core\Containers\FString) & InName, const bool bInComplexTask )


className: FFunctionalTestBase

description: Base class for Functional test cases.

code: class FFunctionalTestBase : public [FAutomationTestBase](API\Runtime\Core\Misc\FAutomationTestBase)


className: FFunctionalTestDoneSignature

code: typedef TBaseDelegate_OneParam< void, class [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) * > FFunctionalTestDoneSignature


className: FFunctionalTestEventSignature

code: class FFunctionalTestEventSignature


code: void StartProfiler ( const bool bWantPause )


className: FFunctionalTestExternalProfiler

description: Experimental effort at automated cpu captures from the functional testing.

code: class FFunctionalTestExternalProfiler : public [FScopedExternalProfilerBase](API\Runtime\Core\ProfilingDebugging\FScopedExternalProfilerBase)


code: void Tick ( float TimeDelta, [AFunctionalAITestBase](API\Developer\FunctionalTesting\AFunctionalAITestBase) * AITest )


code: FPendingDelayedSpawn ( const uint32 InSpawnSetIndex, const uint32 InSpawnInfoIndex, const int32 InNumberToSpawnLeft, const float InTimeToNextSpawn )


className: FPendingDelayedSpawn

description: Struct defining a pending spawn request within aAFunctionalAITestBase.

code: struct FPendingDelayedSpawn

SpawnInfoIndex

description: Indexto spawn in the SpawnInfoContainer's spawnset

SpawnSetIndex

description: Indexto spawn in the SpawnSets


code: void GetGameThreadTimes ( double & OutMin, double & OutMax, double & OutAvg ) const


code: void GetGPUTimes ( double & OutMin, double & OutMax, double & OutAvg ) const


code: void GetRenderThreadTimes ( double & OutMin, double & OutMax, double & OutAvg ) const


code: bool IsWithinGameThreadBudget() const


code: bool IsWithinGPUBudget() const


code: bool IsWithinRenderThreadBudget() const


code: void Sample ( [UWorld](API\Runtime\Engine\Engine\UWorld) * Owner, float DeltaSeconds, bool bBaseline )


code: FPerfStatsRecord ( [FString](API\Runtime\Core\Containers\FString) InName )


code: void SetBudgets ( float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget )


className: FPerfStatsRecord

description: A set of simple perf stats recorded over a period of frames.

code: struct FPerfStatsRecord

Baseline

type: FStatsData

description: Stats data for the baseline.

Record

description: Stats data for the period we're interested in timing.


description: Updates the current command and will only return TRUE when it has fulfilled its role (Load map has completed and wait time has expired)

code: virtual bool Update()


code: FStartFTestOnMap ( [FString](API\Runtime\Core\Containers\FString) InputParam )


className: FStartFTestOnMap

description: Start specific functional test on map and wait for it to finish

code: class FStartFTestOnMap : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


code: virtual ~FStartFTestOnMap()


className: FStartFTestsOnMap

description: Start all functional tests on map and wait for them to finish

code: class FStartFTestsOnMap : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


code: virtual ~FStartFTestsOnMap()


className: FStatsData

code: struct FStatsData

FrameTimeTracker

type: FStatisticalFlo...


description: Returns a human readable description of the latent operation's current state.

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


description: Return true when the action is completed.

code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


code: FTakeScreenshotAfterTimeLatentAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo, const [FString](API\Runtime\Core\Containers\FString) & InScreenshotName, const [FString](API\Runtime\Core\Containers\FString) & InNotes, [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) InOptions )


className: FTakeScreenshotAfterTimeLatentAction

code: class FTakeScreenshotAfterTimeLatentAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)


code: bool operator== ( const [FTraceChannelTestBatchOptions](API\Developer\FunctionalTesting\FTraceChannelTestBatchOptions) & Other ) const


code: bool operator!= ( const [FTraceChannelTestBatchOptions](API\Developer\FunctionalTesting\FTraceChannelTestBatchOptions) & Other ) const


code: FTraceChannelTestBatchOptions()


className: FTraceChannelTestBatchOptions

code: struct FTraceChannelTestBatchOptions

bBoxTrace

description: Whether to do box traces

bCapsuleTrace

description: Whether to do capsule traces

bChannelTrace

description: Whether to do channel traces

bLineTrace

description: Whether to do line traces

bObjectsTrace

description: Whether to do object traces

bProfileTrace

description: Whether to do profile traces

bSphereTrace

description: Whether to do sphere traces


className: FTraceQueryTestNames

code: struct FTraceQueryTestNames


code: bool AssertEqual ( const [FTraceQueryTestResultsInner](API\Developer\FunctionalTesting\FTraceQueryTestResultsInner) & Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) & FunctionalTest ) const


code: [FString](API\Runtime\Core\Containers\FString) ToString ( const [FTraceChannelTestBatchOptions](API\Developer\FunctionalTesting\FTraceChannelTestBatchOptions) & BatchOptions ) const


className: FTraceQueryTestResultsInner

code: struct FTraceQueryTestResultsInner

BoxResults

type: FTraceQueryTest...

description: The results associated with the box

CapsuleResults

description: The results associated with the capsule

LineResults

description: The results associated with the line trace

SphereResults

description: The results associated with the sphere


code: bool AssertEqual ( const [FTraceQueryTestResultsInnerMost](API\Developer\FunctionalTesting\FTraceQueryTestResultsInnerMost) & Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) & FunctionalTest ) const


className: FTraceQueryTestResultsInnerMost

code: struct FTraceQueryTestResultsInnerMost

bMultiResult

description: The true/false value returned from the multi sweep

bSingleResult

description: The true/false value returned from the single sweep

MultiHits

type: TArray<FHitRes...

description: Result from doing a multi sweep

MultiNames

type: TArray<FTraceQ...

description: Names found from doing a multi sweep

SingleHit

type: FHitResult

description: Result from doing a single sweep

SingleNames

description: Names found from doing a single sweep


code: virtual bool Update()


code: FTriggerFTest ( [FString](API\Runtime\Core\Containers\FString) InputParam )


code: virtual ~FTriggerFTest()


className: FTriggerFTest

description: Trigger specific functional test on map

code: class FTriggerFTest : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


code: virtual ~FTriggerFTests()


className: FTriggerFTests

description: Trigger all functional tests on map

code: class FTriggerFTests : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


code: virtual ~FWaitForFTestsToFinish()


className: FWaitForFTestsToFinish

description: Wait for all running functional tests to finish

code: class FWaitForFTestsToFinish : public [IAutomationLatentCommand](API\Runtime\Core\Misc\IAutomationLatentCommand)


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


code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


code: FWaitForScreenshotComparisonLatentAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo )


code: class FWaitForScreenshotComparisonLatentAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)


description: Gets the debugger singleton or returns NULL

code: static [IFunctionalTestingModule](API\Developer\FunctionalTesting\IFunctionalTestingModule) & Get()


description: Gets the active testing manager


description: Gets a list of maps/tests in the current project

code: void GetMapTests ( bool bEditorOnlyTests, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutBeautifiedNames, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutTestCommands, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutTestMapAssets ) const


description: True if a test is about to start

code: bool IsActivationPending() const


description: True if aUFunctionalTestingManagerwas spawned and is now done

code: bool IsFinished() const


description: True if there is an activeUFunctionalTestingManager

code: bool IsRunning() const


description: Sets that a test is being started

code: void MarkPendingActivation()


description: Triggers in sequence all functional tests found on the level

code: void RunAllTestsOnMap ( bool bClearLog, bool bRunLooped )


description: Runs a single test

code: void RunTestOnMap ( const [FString](API\Runtime\Core\Containers\FString) & TestName, bool bClearLog, bool bRunLooped )


description: If true, will run tests forever

code: void SetLooping ( const bool bLoop )


description: Sets the active testing manager

code: void SetManager ( class [UFunctionalTestingManager](API\Developer\FunctionalTesting\UFunctionalTestingManager) * NewManager )


className: IFunctionalTestingModule

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


className: LexToString

description: Return a readable string of the provided EFunctionalTestResult enum

code: [FString](API\Runtime\Core\Containers\FString) LexToString ( const [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult )


className: WithPureVirtual

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


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


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


description: Mute the report of log error and warning matching a pattern during an automated test

code: static void AddExpectedLogError ( [FString](API\Runtime\Core\Containers\FString) ExpectedPatternString, int32 Occurrences, bool ExactMatch )


description: Add Telemetry data to currently running automated test.

code: static void AddTestTelemetryData ( [FString](API\Runtime\Core\Containers\FString) DataPoint, float Measurement, [FString](API\Runtime\Core\Containers\FString) Context )


description: Lets you know if any automated tests are running, or are about to run and the automation system is spinning up tests.

code: static bool AreAutomatedTestsRunning()


code: static void AutomationWaitForLoading ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [FAutomationWaitForLoadingOptions](API\Developer\FunctionalTesting\FAutomationWaitForLoadingOptions) Options )


code: static [FAutomationScreenshotData](API\Runtime\Core\Misc\FAutomationScreenshotData) BuildScreenshotData ( const [FString](API\Runtime\Core\Containers\FString) & MapOrContext, const [FString](API\Runtime\Core\Containers\FString) & ScreenShotName, int32 Width, int32 Height )


code: static [FAutomationScreenshotData](API\Runtime\Core\Misc\FAutomationScreenshotData) BuildScreenshotData ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & ScreenShotName, int32 Width, int32 Height )


description:
Request image comparison.
True if comparison was successfully enqueued

code: static bool CompareImageAgainstReference ( [FString](API\Runtime\Core\Containers\FString) ImageFilePath, [FString](API\Runtime\Core\Containers\FString) ComparisonName, [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) ComparisonTolerance, [FString](API\Runtime\Core\Containers\FString) ComparisonNotes, [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: static void DisableStatGroup ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) GroupName )


code: static void EnableStatGroup ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) GroupName )


code: static FIntPoint GetAutomationScreenshotSize ( const [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) & Options )


code: static [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) GetDefaultScreenshotOptionsForGameplay ( [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) Tolerance, float Delay )


code: static [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) GetDefaultScreenshotOptionsForRendering ( [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) Tolerance, float Delay )


code: static float GetStatCallCount ( [FName](API\Runtime\Core\UObject\FName) StatName )


code: static float GetStatExcAverage ( [FName](API\Runtime\Core\UObject\FName) StatName )


code: static float GetStatExcMax ( [FName](API\Runtime\Core\UObject\FName) StatName )


code: static float GetStatIncAverage ( [FName](API\Runtime\Core\UObject\FName) StatName )


code: static float GetStatIncMax ( [FName](API\Runtime\Core\UObject\FName) StatName )


description: Sets all viewports of the first found level editor to have the given ViewMode (Lit/Unlit/etc.)

code: static void SetEditorViewportViewMode ( EViewModeIndex Index )


description: Sets all viewports of the first found level editor to have the VisualizeBuffer ViewMode and also display a given buffer (BaseColor/Metallic/Roughness/etc.)

code: static void SetEditorViewportVisualizeBuffer ( [FName](API\Runtime\Core\UObject\FName) BufferName )


description: Sets all other settings based on an overall value

code: static void SetScalabilityQualityLevelRelativeToMax ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, int32 Value )


code: static void SetScalabilityQualityToLow ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


code: static void SetScalabilityQualityToEpic ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Set Telemetry data storage name of currently running automated test.

code: static void SetTestTelemetryStorage ( [FString](API\Runtime\Core\Containers\FString) StorageName )


code: static bool TakeAutomationScreenshotInternal ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & ScreenShotName, const [FString](API\Runtime\Core\Containers\FString) & Notes, [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) Options )


description: Takes a screenshot of the game's viewport. Does not capture any UI.

code: static void TakeAutomationScreenshot ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & Notes, const [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) & Options )


description: Takes a screenshot of the game's viewport, from a particular camera actors POV. Does not capture any UI.

code: static void TakeAutomationScreenshotAtCamera ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * Camera, const [FString](API\Runtime\Core\Containers\FString) & NameOverride, const [FString](API\Runtime\Core\Containers\FString) & Notes, const [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) & Options )


code: static bool TakeAutomationScreenshotOfUI_Immediate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & Name, const [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) & Options )


description: Take high res screenshot in editor.

code: static [UAutomationEditorTask](API\Developer\FunctionalTesting\UAutomationEditorTask) * TakeHighResScreenshot ( int32 ResX, int32 ResY, [FString](API\Runtime\Core\Containers\FString) Filename, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * Camera, bool bMaskEnabled, bool bCaptureHDR, [EComparisonTolerance](API\Developer\FunctionalTesting\EComparisonTolerance) ComparisonTolerance, [FString](API\Runtime\Core\Containers\FString) ComparisonNotes, float Delay )


code: static void TakeAutomationScreenshotOfUI ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, const [FString](API\Runtime\Core\Containers\FString) & Name, const [FAutomationScreenshotOptions](API\Developer\FunctionalTesting\FAutomationScreenshotOptions) & Options )


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


className: UAutomationBlueprintFunctionLibrary

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


code: void BindTask ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FAutomationTaskStatusBase](API\Developer\FunctionalTesting\FAutomationTaskStatusBase) > inTask )


description: Query if the Editor task is done

code: bool IsTaskDone() const


description: Query if a task was setup

code: bool IsValidTask() const


code: virtual ~UAutomationEditorTask()


className: UAutomationEditorTask

description: UAutomationEditorTask

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


description: Begins recording a new named performance stats record. We start by recording the baseline.

code: void BeginRecording ( [FString](API\Runtime\Core\Containers\FString) RecordName, float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget )


description: Begins recording a new named performance stats record. We start by recording the baseline

code: void BeginRecordingBaseline ( [FString](API\Runtime\Core\Containers\FString) RecordName )


description: Begins recording stats to a file.

code: void BeginStatsFile ( const [FString](API\Runtime\Core\Containers\FString) & RecordName )


description: Stops recording performance stats.

code: void EndRecording()


description: Stops recording the baseline and moves to the main record.

code: void EndRecordingBaseline()


description: Ends recording stats to a file.

code: void EndStatsFile()


code: const [FPerfStatsRecord](API\Developer\FunctionalTesting\FPerfStatsRecord) * GetCurrentRecord() const


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


description: Returns true if this stats tracker is currently recording performance stats.

code: bool IsRecording() const


description: Does any final work needed as all tests are complete.

code: void OnAllTestsComplete()


description: Does any init work across all tests..

code: void OnBeginTests()


description: Adds a sample to the stats counters for the current performance stats record.

code: void Sample ( float DeltaSeconds )


description: Communicates with external profiler to being a CPU capture.

code: void StartCPUProfiling()


description: Communicates with external profiler to end a CPU capture.

code: void StopCPUProfiling()


code: void Tick ( float DeltaSeconds )


description: Will trigger a GPU trace next time the current test falls below GPU budget.


description: Writes the current set of performance stats records to a csv file in the profiling directory. An additional directory and an extension override can also be used.

code: void WriteLogFile ( const [FString](API\Runtime\Core\Containers\FString) & CaptureDir, const [FString](API\Runtime\Core\Containers\FString) & CaptureExtension )


code: UAutomationPerformaceHelper()


className: UAutomationPerformaceHelper

description: Class for use with functional tests which provides various performance measuring features. Recording of basic, unintrusive performance stats. Automatic captures using external CPU and GPU profilers. Triggering and ending of writing full stats to a file.

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

ExternalProfiler

type: FFunctionalTest...

OutputFileBase

type: FString

description: The path and base name for all output files.


code: UAutomationViewSettings()


className: UAutomationViewSettings

code: class UAutomationViewSettings : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)


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

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


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

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


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


description:
Determines whether the proxy for this primitive type needs to be recreated whenever the primitive moves.
true to recreate the proxy when UpdateTransform is called.

code: virtual bool ShouldRecreateProxyOnUpdateTransform() const


className: UFuncTestRenderingComponent

code: class UFuncTestRenderingComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


code: static [UFunctionalTestingManager](API\Developer\FunctionalTesting\UFunctionalTestingManager) * GetManager ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext )


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


code: bool IsFinished() const


code: void NotifyTestDone ( class [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) * FTest )


code: void OnTestDone ( class [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) * FTest )


code: void OnWorldCleanedUp ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bSessionEnded, bool bCleanupResources )


description:
Triggers in sequence all functional tests found on the level.
true if any tests have been triggered

code: static bool RunAllFunctionalTests ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bNewLog, bool bRunLooped, [FString](API\Runtime\Core\Containers\FString) FailedTestsReproString )


code: bool RunFirstValidTest()


code: void SetReproString ( [FString](API\Runtime\Core\Containers\FString) ReproString )


code: void SetLooped ( const bool bNewLooped )


code: void TickMe ( float DeltaTime )


code: void TriggerFirstValidTest()


className: UFunctionalTestingManager

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

AllTests

type: TArray<TObject...

StartingReproString

description: FStringGatheredFailedTestsReproString;.

TestReproStrings

type: TArray<FString...


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


description: Helper function to trace and permute many options at once

code: static [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * TraceChannelTestUtil ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FTraceChannelTestBatchOptions](API\Developer\FunctionalTesting\FTraceChannelTestBatchOptions) & BatchOptions, const FVector Start, const FVector End, float SphereCapsuleRadius, float CapsuleHalfHeight, FVector BoxHalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > ObjectTypes, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, bool bIgnoreSelf, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )


className: UFunctionalTestUtilityLibrary

description: Used to expose C++ functions to tests that we don't want to make BP accessible in the engine itself.

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


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

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


code: void SaveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * GroundTruth )


className: UGroundTruthData

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

ObjectData

type: TObjectPtr<UOb...


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


className: UTestPhaseComponent

code: class UTestPhaseComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)


code: bool AssertEqual ( const [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) & FunctionalTest ) const


description: Output string value


className: UTraceQueryTestResults

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

BatchOptions

type: FTraceChannelTe...

ChannelResults

description: Results for channel trace

ObjectResults

description: Results for object trace

ProfileResults

description: Results for profile trace


description: Top-level driver function that clients call to generate the approximation for a set of input Actors.

module: GeometryProcessingInterfaces

code: virtual void ApproximateActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FResults) & ResultsOut )


description: Construct anFOptionsfrom the providedFMeshApproximationSettings.

code: virtual [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FOptions) ConstructOptions ( const [FMeshApproximationSettings](API\Runtime\Engine\Engine\FMeshApproximationSettings) & MeshApproximationSettings )


className: EApproximationPolicy

code: enum EApproximationPolicy { MeshAndGeneratedMaterial, CollisionMesh, }


className: EBaseCappingPolicy

code: enum EBaseCappingPolicy { NoBaseCapping = 0, ConvexPolygon = 1, ConvexSolid = 2, }


className: EGroundPlaneClippingPolicy

code: enum EGroundPlaneClippingPolicy { NoClipping = 0, DiscardFullyHiddenFaces = 1, CutFaces = 2, CutFacesAndFill = 3, }


className: EGroundPlanePolicy

code: enum EGroundPlanePolicy { NoGroundPlane = 0, FixedZHeightGroundPlane = 1, }


className: EMeshDataSourceLODPolicy

code: enum EMeshDataSourceLODPolicy { LOD0SourceMeshes, LOD0RenderMeshes, }


className: EOcclusionPolicy

code: enum EOcclusionPolicy { None = 0, VisibilityBased = 1, }


className: EResultCode

code: enum EResultCode { Success, MeshGenerationFailed, MaterialGenerationFailed, UnknownError, }


className: ESimplificationPolicy

code: enum ESimplificationPolicy { FixedTriangleCount = 0, TrianglesPerUnitSqMeter = 1, GeometricTolerance = 2, }


className: ETextureSizePolicy

code: enum ETextureSizePolicy { TextureSize = 0, TexelDensity = 1, }


className: FApproximateActorsCompleteDelegate

description: Delegates to pass back info?

code: typedef TBaseDelegate_OneParam< void, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FResults) & > FApproximateActorsCompleteDelegate


className: EUVGenerationPolicy

code: enum EUVGenerationPolicy { PreferUVAtlas = 0, PreferXAtlas = 1, PreferPatchBuilder = 2, }


className: FOptions

description: Input options to Actor Approximation process

code: struct FOptions

AntiAliasMultiSampling

description: Supersampling parameter

bAddDownwardFacesOccluder

type: bool

BakeMaterial

type: UMaterialInterf...

description: A new MIC derived from this material will be created and assigned to the generated mesh.

bAllowDistanceField

description: Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

BaseCappingPolicy

type: EBaseCappingPol...

BaseColorTexParamName

type: FName

BasePackagePath

description: Base path for generated assets. Names will be generated by appending strings to this path.

BasePolicy

type: EApproximationP...

description: High-level control of the overall approximation process

bAutoThickenThinParts

description: Mesh Preprocessing settings

bCreatePhysicsBody

description: Whether theUBodySetupon the Asset will be created.

bGenerateLightmapUVs

description: Whether to generate lightmap uvs for the merged mesh.

bGenerateNaniteEnabledMesh

description: Whether to generate a nanite-enabled mesh.

bSupportRayTracing

description: Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.

bVerbose

description: Print useful information to the Output Log

bWriteDebugMesh

description: Create a flattened (ie non-instanced) mesh and save it with _DEBUG suffix. Warning often absolutely enormous!

EmissiveTexParamName

description: Public name, available to the world.

FieldOfViewDegrees

description: Render capture parameters

GroundPlaneClippingPolicy

type: EGroundPlaneCli...

GroundPlanePolicy

type: EGroundPlanePol...

MeshDataLODPolicy

type: EMeshDataSource...

description: Control which LOD, and which type of LOD mesh, should be used as the source for the approximation process

MeshSimplificationPolicy

type: ESimplification...

MeshTexelDensity

type: float

MetallicTexParamName

description: Public name, available to the world.

NaniteProxyTrianglePercent

description: Percentage of triangles to retain for the nanite coarse mesh.

NormalTexParamName

description: Public name, available to the world.

OcclusionPolicy

type: EOcclusionPolic...

RenderCaptureImageSize

description: Material approximation settings

RoughnessTexParamName

description: Public name, available to the world.

SpecularTexParamName

description: Public name, available to the world.

TextureSizePolicy

type: ETextureSizePol...

description: Output texture options

UVPolicy

type: EUVGenerationPo...

WorldSpaceApproximationAccuracyMeters

description: Meshing settings (ie for voxelization)


className: FResults

description: Outputs of an Actor Approximation process

code: struct FResults

NewMaterials

type: TArray<UMateri...

NewMeshAssets

type: TArray<UStatic...

NewTextures

type: TArray<UTextur...

ResultCode

type: EResultCode


description: Modular feature name to register for retrieval during runtime.

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


description: This will automatically determine which available implementation to use (based on any applicable config settings/etc), and cache the result of that decision.

code: class IGeometryProcessing_ApproximateActors : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)

CompleteDelegate

type: FApproximateAct...


code: virtual void CombineMeshInstances ( const [FSourceInstanceList](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FSourceInstanceL-) & MeshInstances, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FResults) & ResultsOut )


className: ECoarseApproximationStrategy

code: enum ECoarseApproximationStrategy { Automatic = 0, VoxelBasedSolidApproximation = 1, SweptPlanarProjection = 2, IntersectSweptPlanarProjections = 3, }


className: EMeshDetailLevel

code: enum EMeshDetailLevel { Base = 0, Standard = 1, Small = 2, Decorative = 3, }


className: ERemoveHiddenFacesMode

code: enum ERemoveHiddenFacesMode { None = 0, Fastest = 1, ExteriorVisibility = 5, OcclusionBased = 6, }


className: EVertexColorMappingMode

code: enum EVertexColorMappingMode { None = 0, TriangleCountMetric = 1, }


className: FBaseMeshInstance

description: FBaseMeshInstanceis a base-struct for the various instance types below (FStaticMeshInstance,FMeshLODSetInstance)

code: struct FBaseMeshInstance

bAllowApproximation

type: bool

DetailLevel

type: EMeshDetailLeve...

InstanceSubsetID

description: In some cases it may be desirable to have "groups" of instances which should be output as separate meshes, but be jointly processed in terms of (eg) the part LODs.

TransformSequence

type: TArray< FTransf...


className: FMeshInstanceGroupData

description: FMeshInstanceGroupDatais data shared among one or more FBaseMeshInstances. For example all instances in an ISMC can share a singleFMeshInstanceGroupData.

code: struct FMeshInstanceGroupData

OverrideVertexColor

type: FColor


className: FMeshLODSetInstance

description: FMeshLODSetInstancerepresents a single instance of aFMeshLODSet


className: FMeshLODSet

description: FMeshLODSetrepresents a list of LOD meshes that are used by one or more instances (eg like a StaticMesh, but could be other sources).

code: struct FMeshLODSet

ReferencedMeshLODs

type: TArray< constF...

SimpleCollisionShapes

type: FKAggregateGeom


ApproximateDecorativePartLODs

type: int

description: Decorative part will be approximated by simple shape for this many LOD levels before Filter level.

ApproximationSourceLOD

description: Which LOD to use as basis for Approximations.Indexis interpreted relative to [CopiedLODs...SimplifiedLODs] set, ie can be set to a Simplified LOD

BaseCopiedLOD

description: Settings for Copied LODs, these are directly copied from Source Geometry

bAutoGenerateMissingUVs

description: Final processing options applied to each LOD after generationensure that all triangles have some UV values set.

bAutoGenerateTangents

description: Generate tangents on the output meshes - requires that UVs be available

bDoubleSidedHiddenRemoval

description: Treat faces as double-sided for hidden removal

description: Enable/disable the Part Promotion LOD strategy (described above)

bMergeCoplanarFaces

description: Attempt to merge/weld coplanar areas after hidden removal, and then further simplify those merged areas Coplanar merging is never applied between areas with different Materials.

bRetriangulateSourceLODs

description: If enabled, attempt to retriangulate planar areas of Source LODs to remove redundant coplanar geometry.

CoarseApproximationDetailSize

type: double

CoarseLODStrategy

type: ECoarseApproxim...

description: Settings for Coarse LODs.

FilterDecorativePartsLODLevel

description: LOD level to filter out detail parts.

HardLODBudgets

type: TArray< int32 >

description: Optional Support for hitting explicit triangle counts for different LODs.

HardNormalAngleDeg

description: Opening angle used to detect/assign sharp edges

MergeCoplanarFacesStartLOD

description: LOD level at which coplanar face merging is applied.

NumLODs

description: Number of requested LODs

NumSimplifiedLODs

description: Settings for Simplifed LODs

PartLODPromotionBudgetMultiplier

description: Multiplier on LOD Budgets for PartLODPromotion strategy. This can be used to compensate for hidden-geometry removal and other optimizations done after the strategy is applied.

PlanarPolygonRetriangulationStartLOD

description: LOD level to attempt extraction and retriangulation of detected planar polygonal areas, after removing hidden faces.

PreventMergingMaterialSet

description: Triangles with Materials assigned that are also in this set will not be allowed to be combined/retriangulated with adjacent triangles.

RemoveHiddenFacesMethod

type: ERemoveHiddenFa...

description: Overall strategy to use for removing hidden faces

RemoveHiddenSamplingDensity

description: (approximately) spacing between samples on triangle faces used for determining exterior visibility

RemoveHiddenStartLOD

description: Start removing hidden faces at this LOD level

StartRetriangulateSourceLOD

description: Which Source LOD to start planar retriangulation at

TriangleGroupingIDFunc

description: TriangleGroupingIDFunc allows client to specify external adjacency relationships between triangles via an integer ID tuple.

VertexColorMappingMode

type: EVertexColorMap...

description: Color mapping modes for vertex colors, primarily used for debugging.


className: FOutputMesh

code: struct FOutputMesh

InstanceSubsetID

description: All part instances accumulated into the MeshLODs will have had this InstanceSubsetID in their inputFBaseMeshInstance's.

MaterialSet

type: TArray<UMateri...


CombinedMeshes

type: TArray<FOutput...


className: FSourceInstanceList

description: This data structure may be replaced in future w/ something more structured

code: struct FSourceInstanceList

InstanceGroupDatas

type: TArray<FMeshIn...

description: Sets of data shared across multiple instances

MeshLODSetInstances

type: TArray<FMeshLO...

MeshLODSets

description: Mesh sets shared across instances

StaticMeshInstances

type: TArray<FStatic...


className: FStaticMeshInstance

description: FStaticMeshInstancerepresents a single instance of a static mesh asset

SourceComponent

type: UPrimitiveCompo...

SourceMesh

type: UStaticMesh...


description: The CombineMeshInstances modular feature is used to provide a mechanism for merging a set of instances of meshes (ie mesh + transform + materials + ...) into a smaller set of meshes. Generally this involves creating simpler versions of the instances and appending them into one or a small number of combined meshes.

code: class IGeometryProcessing_CombineMeshInstances : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: EAutoUVMethod

code: enum EAutoUVMethod { PatchBuilder = 0, UVAtlas = 1, XAtlas = 2, }


className: EResultCode

code: enum EResultCode { Success, UnknownError, }


code: struct FOptions

bAutoPack

type: bool

Method

type: EAutoUVMethod

NumInitialPatches

description: PatchBuilder parameters.

UVAtlasStretch

description: UVAtlas parameters.

XAtlasMaxIterations

description: XAtlas parameters.


code: struct FResults

ResultCode

type: EResultCode


code: virtual void GenerateUVs ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InOutMesh, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2\FResults) & ResultsOut )


description: Modular feature name to register for retrieval during runtime.

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


code: class IGeometryProcessing_MeshAutoUV : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: virtual bool CanLaunchUVEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & Objects )


code: virtual void LaunchUVEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & Objects )


code: virtual ~IUVEditorModularFeature()


className: IUVEditorModularFeature

description: This interface acts as a connector to the (optional) UV Editor plugin. If the plugin is available, then it can be retrieved viaIModularFeatures::Get().GetModularFeatureImplementation or related methods.

code: class IUVEditorModularFeature : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: implementation ofIGeometryProcessing_ApproximateActors, if available


description: implementation ofIGeometryProcessing_CombineMeshInstances, if available, or nullptr (result is cached internally)


description: implementation ofIGeometryProcessing_MeshAutoUV, if available, or nullptr (result is cached internally)


className: IGeometryProcessingInterfacesModule

description: This interface is implemented by FGeometryProcessingInterfacesModule. Client code that wants access to the operations should get this interface like so: IGeometryProcessingInterfacesModule& GeomProcInterfaces = FModuleManager::Get().LoadModuleChecked("GeometryProcessingInterfaces");

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


className: GraphColorMesh

module: GraphColor

code: void GraphColorMesh ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & VertColors, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indexes )


className: EClusterGenerationError

module: HierarchicalLODUtilities

code: enum EClusterGenerationError { None = 0, ValidActor = 1 << 1, InvalidActor = 1 << 2, ActorHiddenInGame = 1 << 3, ExcludedActor = 1 << 4, LODActor = 1 << 5, ActorTooSmall = 1 << 6, AlreadyClustered = 1 << 7, ComponentHiddenInGame = 1 << 8, MoveableComponent = 1 << 9, ExcludedComponent = 1 << 10, }


description: EndFTSTickerObjectBaseAddProxyJobFGuid- Guid for the job

code: [FGuid](API\Runtime\Core\Misc\FGuid) AddProxyJob ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * InProxy, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup )


description: Clears the processing data array/map

code: void ClearProcessingData()


description: Returns the callback delegate which will be passed onto ProxyLOD function


className: FProcessData

description: Structure storing the data required during processing

code: struct FProcessData

AssetObjects

type: TArray<TStrong...

description: Array with resulting asset objects from proxy generation (StaticMesh/Materials/Textures)

LODActor

type: ALODActor*

description: LODActor instance for which a proxy is generated

LODSetup

type: FHierarchicalSi...

description: HLOD settings structure used for creating the proxy

Proxy

type: UHLODProxy*...

description: Proxy mesh where the rendering data is stored


code: bool IsProxyGenerationRunning() const


description: Called when the map has changed

code: void OnMapChange ( uint32 MapFlags )


description: Called when the current level has changed

code: void OnNewCurrentLevel()


description: Callback function used for processing finished mesh generation jobs

code: void ProcessProxy ( const [FGuid](API\Runtime\Core\Misc\FGuid) InGuid, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InAssetsToSync )


description: BeginFTSTickerObjectBase

code: virtual bool Tick ( float DeltaTime )


code: FHierarchicalLODProxyProcessor()


code: ~FHierarchicalLODProxyProcessor()


className: FHierarchicalLODProxyProcessor

code: class FHierarchicalLODProxyProcessor : public [FTSTickerObjectBase](API\Runtime\Core\Containers\FTSTickerObjectBase)


description: Adds an actor to the given cluster

code: virtual const bool AddActorToCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InParentActor )


description: Checks if all actors are part of a cluster

code: virtual const bool AreActorsClustered ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Checks if all actors are in the same HLOD level

code: virtual const bool AreActorsInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Checks if all actors have the same outer world

code: virtual const bool AreActorsInSamePersistingLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Checks if all clusters are in the same HLOD level

code: virtual const bool AreClustersInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [ALODActor](API\Runtime\Engine\Engine\ALODActor) * > & InLODActors )


description: Builds a virtual mesh object for the given LODACtor

code: virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup )


description: Deprecated* Use different signature usingUHLODProxy

code: virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )


code: virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * Proxy, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )


code: virtual float CalculateDrawDistanceFromScreenSize ( const float SphereRadius, const float ScreenSize, const FMatrix & ProjectionMatrix )


description: Computes the Screensize of the given Sphere taking into account the ProjectionMatrix and distance

code: virtual float CalculateScreenSizeFromDrawDistance ( const float SphereRadius, const FMatrix & ProjectionMatrix, const float Distance )


description: Cleans any standalone flags for meshes, textures and materials. This ensures that they get garbage collected when not referenced any more.

code: virtual void CleanStandaloneAssetsInPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


description: Computes which LOD level of a Mesh corresponds to the given Distance (calculates closest ScreenSize with distance)

code: virtual int32 ComputeStaticMeshLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) > & SourceModels, const [FStaticMeshRenderData](API\Runtime\Engine\FStaticMeshRenderData) * RenderData, const float ScreenSize )


description: Creates a new cluster in InWorld with InActors as sub actors

code: virtual [ALODActor](API\Runtime\Engine\Engine\ALODActor) * CreateNewClusterFromActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * WorldSettings, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors, const int32 InLODLevel )


description: Creates a new cluster actor in the given InWorld with InLODLevel as HLODLevel

code: virtual [ALODActor](API\Runtime\Engine\Engine\ALODActor) * CreateNewClusterActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const int32 InLODLevel, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * WorldSettings )


description: Creates or retrieves the HLOD package that is created for the given level

code: virtual [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateOrRetrieveLevelHLODPackage ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description: Deprecated* This function signature is deprecated

code: virtual [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateOrRetrieveLevelHLODPackage ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Creates or retrieves the HLOD proxy that is created for the given level

code: virtual [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * CreateOrRetrieveLevelHLODProxy ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description:
Creates a HierarchicalLODVolume using the bounds of a given LODActor
AHierarchicalLODVolume*

code: virtual [AHierarchicalLODVolume](API\Editor\UnrealEd\AHierarchicalLODVolume) * CreateVolumeForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Deletes all the ALODActors with the given HLODLevelIndex inside off InWorld

code: virtual void DeleteLODActorsInHLODLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const int32 HLODLevelIndex )


description: Deletes the given cluster's data and instance in the world

code: virtual void DestroyCluster ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Deletes the given cluster's assets

code: virtual void DestroyClusterData ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Destroys an LODActor instance

code: virtual void DestroyLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Excludes an actor from the cluster generation process

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


description: Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors

code: virtual void ExtractStaticMeshComponentsFromLODActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & InOutComponents )


description: Extracts all the virtual Mesh Actors from the given LODActor's SubActors array

code: virtual void ExtractStaticMeshActorsFromLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors )


description: Recursively retrieves Actors from a LODActor and its child LODActors

code: virtual void ExtractSubActorsFromLODActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors )


description: Get the name of a HLOD proxy given the name of a level's package

code: virtual [FString](API\Runtime\Core\Containers\FString) GetLevelHLODProxyName ( const [FString](API\Runtime\Core\Containers\FString) & InLevelPackageName, const uint32 HLODLevelIndex )


description: Computes the LODLevel for a StaticMeshComponent taking into account the ScreenSize

code: virtual int32 GetLODLevelForScreenSize ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const float ScreenSize )


description: Returns theALODActorparent for the given InActor, nullptr if none available

code: virtual [ALODActor](API\Runtime\Engine\Engine\ALODActor) * GetParentLODActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Retrieves a wildcard that includes all possible HLOD packagenames that could be used by the given package.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetWildcardOfHLODPackagesForPackage ( const [FString](API\Runtime\Core\Containers\FString) & PackageName )


description: Handles changes in actors for the current world, checks if InActor is part of a HLOD cluster and if so set its dirty-flag

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


description: Checks whether or not the given InWorld is used as a streaming level by any other World in the level

code: virtual bool IsWorldUsedForStreaming ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Merges two clusters together

code: virtual const bool MergeClusters ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * TargetCluster, [ALODActor](API\Runtime\Engine\Engine\ALODActor) * SourceCluster )


description: Removes the given actor from it's parent cluster

code: virtual const bool RemoveActorFromCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Retrieves the HLOD package that is created for the given level

code: virtual [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * RetrieveLevelHLODPackage ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description: Checks if an actor is clustered

code: virtual const bool IsActorClustered ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Retrieves the HLOD proxy that is created for the given level

code: virtual [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * RetrieveLevelHLODProxy ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description:
Returns whether or not the given actor is eligible for creating a HLOD cluster creation
EClusterGenerationError

code: virtual [EClusterGenerationError](API\Developer\HierarchicalLODUtilities\EClusterGenerationError) ShouldGenerateCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const int32 HLODLevelIndex )


code: ~FHierarchicalLODUtilities()


className: FHierarchicalLODUtilities

description: FHierarchicalLODUtilitiesimplementation

code: class FHierarchicalLODUtilities : public [IHierarchicalLODUtilities](API\Developer\HierarchicalLODUtilities\IHierarchicalLODUtilities)


description: Returns the Proxy processor instance from within this module


code: virtual [IHierarchicalLODUtilities](API\Developer\HierarchicalLODUtilities\IHierarchicalLODUtilities) * GetUtilities()


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

code: virtual void StartupModule()


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()


className: FHierarchicalLODUtilitiesModule

description: IHierarchicalLODUtilitiesmodule interface

code: class FHierarchicalLODUtilitiesModule : public [IHierarchicalLODUtilitiesModule](API\Developer\HierarchicalLODUtilities\IHierarchicalLODUtilitiesModule)


description: Checks if all actors are part of a cluster

code: const bool AreActorsClustered ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Adds an actor to the given cluster

code: const bool AddActorToCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InParentActor )


description: Checks if all actors are in the same HLOD level

code: const bool AreActorsInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Checks if all actors have the same outer world

code: const bool AreActorsInSamePersistingLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )


description: Checks if all clusters are in the same HLOD level

code: const bool AreClustersInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [ALODActor](API\Runtime\Engine\Engine\ALODActor) * > & InLODActors )


description:
Builds a virtual mesh object for the given LODACtor
UStaticMesh*

code: bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup )


code: bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )


code: bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * Proxy, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )


code: float CalculateDrawDistanceFromScreenSize ( const float SphereRadius, const float ScreenSize, const FMatrix & ProjectionMatrix )


description: Computes the Screensize of the given Sphere taking into account the ProjectionMatrix and distance

code: float CalculateScreenSizeFromDrawDistance ( const float SphereRadius, const FMatrix & ProjectionMatrix, const float Distance )


description: Cleans any standalone flags for meshes, textures and materials. This ensures that they get garbage collected when not referenced any more.

code: void CleanStandaloneAssetsInPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


description: Computes which LOD level of a Mesh corresponds to the given Distance (calculates closest ScreenSize with distance)

code: int32 ComputeStaticMeshLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) > & SourceModels, const [FStaticMeshRenderData](API\Runtime\Engine\FStaticMeshRenderData) * RenderData, const float ScreenSize )


description: Creates a new cluster actor in the given InWorld with InLODLevel as HLODLevel

code: [ALODActor](API\Runtime\Engine\Engine\ALODActor) * CreateNewClusterActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const int32 InLODLevel, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * WorldSettings )


description: Creates a new cluster in InWorld with InActors as sub actors

code: [ALODActor](API\Runtime\Engine\Engine\ALODActor) * CreateNewClusterFromActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * WorldSettings, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors, const int32 InLODLevel )


code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateOrRetrieveLevelHLODPackage ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Creates or retrieves the HLOD package that is created for the given level

code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * CreateOrRetrieveLevelHLODPackage ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description: Creates or retrieves the HLOD proxy that is created for the given level

code: [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * CreateOrRetrieveLevelHLODProxy ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const uint32 HLODLevelIndex )


description:
Creates a HierarchicalLODVolume using the bounds of a given LODActor
AHierarchicalLODVolume*

code: [AHierarchicalLODVolume](API\Editor\UnrealEd\AHierarchicalLODVolume) * CreateVolumeForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Deletes all the ALODActors with the given HLODLevelIndex inside off InWorld

code: void DeleteLODActorsInHLODLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const int32 HLODLevelIndex )


description: Deletes the given cluster's data and instance in the world

code: void DestroyCluster ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Destroys an LODActor instance

code: void DestroyLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Deletes the given cluster's assets

code: void DestroyClusterData ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InActor )


description: Excludes an actor from the cluster generation process

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


description: Recursively retrieves StaticMeshComponents from a LODActor and its child LODActors

code: void ExtractStaticMeshComponentsFromLODActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & InOutComponents )


description: Extracts all the virtual Mesh Actors from the given LODActor's SubActors array

code: void ExtractStaticMeshActorsFromLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors )


description: Recursively retrieves Actors from a LODActor and its child LODActors

code: void ExtractSubActorsFromLODActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InOutActors )


description: Get the name of a HLOD proxy given the name of a level's package

code: [FString](API\Runtime\Core\Containers\FString) GetLevelHLODProxyName ( const [FString](API\Runtime\Core\Containers\FString) & InLevelPackageName, const uint32 HLODLevelIndex )