description: Native version of above function, this takes aULocalPlayerbecause you can have a local player before a player controller. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.

code: static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * LoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FString](API\Runtime\Core\Containers\FString) & SlotName )


description: Blueprint event called after saving finishes with success/failure result

module: Engine

code: void OnPostSave ( bool bSuccess )


description: Blueprint event called before saving, do any game-specific fixup here

code: void OnPreSave()


description: Blueprint event called to reset all saved data to default, called when the load fails or manually

code: void OnResetToDefault()


description: Internal helper function used by both the sync and async save

code: static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * ProcessLoadedSave ( [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * BaseSave, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


description: Internal callback that will call HandlePostSave

code: virtual void ProcessSaveComplete ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, bool bSuccess, int32 SaveRequest )


description: Resets all saved data to default values, called when the load fails or manually

code: virtual void ResetToDefault()


description: Synchronously save using the slot and user index, stalling the main thread until it completes. This will return true if the save was requested, and errors should be handled by the HandlePostSave function that will be called immediately.


description: Associates this save game with a local player, this is called automatically during load/create

code: virtual void SetLocalPlayer ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


description: Sets the save slot name for any future saves

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


description: Returns true if it has been saved at least once and the last save was successful

code: virtual bool WasLastSaveSuccessful() const


description: Returns true if this was loaded from an existing save

code: virtual bool WasLoaded() const


description: Returns true if a save was ever requested, may still be in progress

code: virtual bool WasSaveRequested() const


className: ULocalPlayerSaveGame

description: Abstract subclass ofUSaveGamethat provides utility functions that let you associate a Save Game object with a specific local player. These objects can also be loaded using the functions on GameplayStatics, but you would need to call functions like InitializeSaveGame manually. For simple games, it is fine to blueprint this class directly and add parameters and override functions in blueprint, but for complicated games you will want to subclass this in native code and set up proper versioning.

code: class ULocalPlayerSaveGame : public [USaveGame](API\Runtime\Engine\GameFramework\USaveGame)

CurrentSaveRequest

description: Integer that is incremented every time a save has been requested in the current session, can be used to know if one is in progress

LastErrorSaveRequest

description: Integer that is set when a save fails

LastSuccessfulSaveRequest

description: Integer that is set when a save completes successfully, if this equals RequestedSaveCount then the last save was successful

LoadedDataVersion

description: The value of SavedDataVersion when a save was last loaded, this will be -1 for newly created saves

OwningPlayer

type: TObjectPtr< con...

description: The local player this is connected to, can be null if subclasses override Get/Set Local Player or it hasn't been initialized

SavedDataVersion

description: The value of GetLatestDataVersion when this was last saved.

SaveSlotName

type: FString

description: The slot name this was loaded from and that will be used to save to in the future


description: Adds force from radial force components. Intended to be overridden by subclasses; default implementation does nothing.

code: virtual void AddRadialForce ( const FVector & Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff )


description: Adds impulse from radial force components. Intended to be overridden by subclasses; default implementation does nothing.

code: virtual void AddRadialImpulse ( const FVector & Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange )


description: Compute a vector to slide along a surface, given an attempted move, time, and normal.

code: virtual FVector ComputeSlideVector ( const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: SetPlaneConstraint

code: virtual FVector ConstrainDirectionToPlane ( FVector Direction ) const


description: Constrain a position vector to the plane constraint, if enabled.

code: virtual FVector ConstrainLocationToPlane ( FVector Location ) const


description: Constrain a normal vector (of unit length) to the plane constraint, if enabled.

code: virtual FVector ConstrainNormalToPlane ( FVector Normal ) const


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Returns gravity that affects this component

code: virtual float GetGravityZ() const


description: Returns maximum speed of component in current movement mode.

code: virtual float GetMaxSpeed() const


description:
Calculate a movement adjustment to try to move out of a penetration from a failed move.
The adjustment to use after a failed move, or a zero vector if no attempt should be made.

code: virtual FVector GetPenetrationAdjustment ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description:
Helper to compute the plane constraint axis from the current setting.
Plane constraint axis/normal.

code: FVector GetPlaneConstraintNormalFromAxisSetting ( EPlaneConstraintAxisSetting AxisSetting ) const


description: Returns the PhysicsVolume this MovementComponent is using, or the world's default physics volume if none.

code: virtual [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * GetPhysicsVolume() const


description: Get the plane constraint axis setting.


description: Returns the normal of the plane that constrains movement, enforced if the plane constraint is enabled.

code: const FVector & GetPlaneConstraintNormal() const


description:
Get the plane constraint origin. This defines the behavior of snapping a position to the plane, such as bySnapUpdatedComponentToPlane().
The origin of the plane that constrains movement, if the plane constraint is enabled.

code: const FVector & GetPlaneConstraintOrigin() const


description: Initialize collision params appropriately based on our collision settings. Use this before any Line, Overlap, or Sweep tests.

code: virtual void InitCollisionParams ( [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & OutParams, [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & OutResponseParam ) const


description: Called for Blocking impact

code: virtual void HandleImpact ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeSlice, const FVector & MoveDelta )


description: Overridden to auto-register the updated component if it starts NULL, and we can find a root component on our owner.

code: virtual void InitializeComponent()


description: Returns true if the current velocity is exceeding the given max speed (usually the result ofGetMaxSpeed()), within a small error tolerance. Note that under normal circumstances updates cause by acceleration will not cause this to be true, however external forces or changes in the max speed limit can cause the max speed to be violated.

code: virtual bool IsExceedingMaxSpeed ( float MaxSpeed ) const


description: Returns true if it's in PhysicsVolume with water flag

code: virtual bool IsInWater() const


description:
Moves our UpdatedComponent by the given Delta, and sets rotation to NewRotation. Respects the plane constraint, if enabled.
True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit.

code: bool K2_MoveUpdatedComponent ( FVector Delta, FRotator NewRotation, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, bool bSweep, bool bTeleport )


description:
The 'Teleport' flag is currently always treated as 'None' (not teleporting) when used in an activeFScopedMovementUpdate.
True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit.

code: bool MoveUpdatedComponent ( const FVector & Delta, const FRotator & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, ETeleportType Teleport )


code: bool MoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, ETeleportType Teleport )


code: virtual bool MoveUpdatedComponentImpl ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, ETeleportType Teleport )


description: Overridden to update component properties that should be updated while being edited.

code: virtual void OnRegister()


description: Called by owning Actor upon successful teleport fromAActor::TeleportTo().

code: virtual void OnTeleported()


description: Return true if the given collision shape overlaps other geometry at the given location and rotation. The collision params are set byInitCollisionParams().

code: virtual bool OverlapTest ( const FVector & Location, const FQuat & RotationQuat, const ECollisionChannel CollisionChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [AActor](API\Runtime\Engine\GameFramework\AActor) * IgnoreActor ) const


description: Delegate when PhysicsVolume of UpdatedComponent has been changed

code: virtual void PhysicsVolumeChanged ( class [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * NewVolume )


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

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


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

code: virtual void PostLoad()


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description:
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
True if the adjustment was successful and the original move should be retried, or false if no repeated attempt should be made.

code: bool ResolvePenetration ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotation )


code: bool ResolvePenetration ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FRotator & NewRotation )


code: virtual bool ResolvePenetrationImpl ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotation )


description:
The 'Teleport' flag is currently always treated as 'None' (not teleporting) when used in an activeFScopedMovementUpdate.
result of the finalMoveUpdatedComponent()call.

code: bool SafeMoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, ETeleportType Teleport )


code: bool SafeMoveUpdatedComponent ( const FVector & Delta, const FRotator & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, ETeleportType Teleport )


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

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


description: Sets whether or not the plane constraint is enabled.

code: virtual void SetPlaneConstraintEnabled ( bool bEnabled )


description: Set the plane constraint axis setting. Changing this setting will modify the current value of PlaneConstraintNormal.

code: virtual void SetPlaneConstraintAxisSetting ( EPlaneConstraintAxisSetting NewAxisSetting )


description: Uses the Forward and Up vectors to compute the plane that constrains movement, enforced if the plane constraint is enabled.

code: virtual void SetPlaneConstraintFromVectors ( FVector Forward, FVector Up )


description: Sets the normal of the plane that constrains movement, enforced if the plane constraint is enabled. Changing the normal automatically sets PlaneConstraintAxisSetting to "Custom".

code: virtual void SetPlaneConstraintNormal ( FVector PlaneNormal )


description: Sets the origin of the plane that constrains movement, enforced if the plane constraint is enabled.

code: virtual void SetPlaneConstraintOrigin ( FVector PlaneOrigin )


description: Assign the component we move and update.

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


description: Possibly skip update if moved component is not rendered or can't move.

code: virtual bool ShouldSkipUpdate ( float DeltaTime ) const


description:
Slide smoothly along a surface, and slide away from multiple impacts using TwoWallAdjust if necessary. Calls HandleImpact for each surface hit, if requested. UsesSafeMoveUpdatedComponent()for movement, andComputeSlideVector()to determine the slide direction.
The percentage of requested distance (Delta * Percent) actually applied (between 0 and 1). 0 if no movement occurred, non-zero if movement occurred.

code: virtual float SlideAlongSurface ( const FVector & Delta, float Time, const FVector & Normal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool bHandleImpact )


description: Snap the updated component to the plane constraint, if enabled.


description: Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration).

code: virtual void StopMovementImmediately()


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description:
Compute a movement direction when contacting two surfaces.
Result in Delta that is the direction to move when contacting two surfaces.

code: virtual void TwoWallAdjust ( FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & OldHitNormal ) const


description: Update ComponentVelocity of UpdatedComponent. This needs to be called by derived classes at the end of an update whenever Velocity has changed.

code: virtual void UpdateComponentVelocity()


description: Update tick registration state, determined by bAutoUpdateTickRegistration. Called by SetUpdatedComponent.

code: virtual void UpdateTickRegistration()


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


className: UMovementComponent

description: MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. Base functionality includes:

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

bAutoRegisterPhysicsVolumeUpdates

type: uint8: 1

description: If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent.

bAutoRegisterUpdatedComponent

description: If true, registers the owner's Root component as the UpdatedComponent if there is not one currently assigned.

bAutoUpdateTickRegistration

description: If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update.

bComponentShouldUpdatePhysicsVolume

description: If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization fromSetUpdatedComponent(), otherwise disables such updates.

bConstrainToPlane

description: If true, movement will be constrained to a plane.

bSnapToPlaneAtStart

description: If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.

bTickBeforeOwner

description: If true, after registration we will add a tick dependency to tick before our owner (if we can both tick).

bUpdateOnlyIfRendered

description: If true, skipsTickComponent()if UpdatedComponent was not recently rendered.

MoveComponentFlags

type: EMoveComponentF...

description: Flags that control the behavior of calls to MoveComponent() on our UpdatedComponent.

PlaneConstraintNormal

type: FVector

description: The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled.

PlaneConstraintOrigin

description: The origin of the plane that constrains movement, if plane constraint is enabled.

UpdatedComponent

type: TObjectPtr<USc...

description: The component we move and update.

UpdatedPrimitive

type: TObjectPtr<UPr...

description: UpdatedComponent, cast as aUPrimitiveComponent.

Velocity

description: Current velocity of updated component.


description: Returns true if component can crouch

code: bool CanEverCrouch() const


description: Returns true if component can fly

code: bool CanEverFly() const


description: Returns true if component can jump

code: bool CanEverJump() const


description: Returns true if component can move along the ground (walk, drive, etc)

code: bool CanEverMoveOnGround() const


description: Returns true if component can swim

code: bool CanEverSwim() const


description: Returns true if path following can start

code: virtual bool CanStartPathFollowing() const


description: Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop)

code: virtual bool CanStopPathFollowing() const


description: Clears fixed braking distance

code: void ClearFixedBrakingDistance()


description: Returns location of controlled actor's "feet" meaning center of bottom of collision bounding box

code: virtual FVector GetActorFeetLocation() const


description: Returns based location of controlled actor

code: virtual [FBasedPosition](API\Runtime\Engine\Engine\FBasedPosition) GetActorFeetLocationBased() const


description: Returns location of controlled actor - meaning center of collision bounding box

code: FVector GetActorLocation() const


description: Returns navigation location of controlled actor

code: FVector GetActorNavLocation() const


description: Returns the full world-coordinates transform of the associated scene component (the UpdatedComponent)

code: FTransform GetActorTransform() const


description: Returns the NavAgentProps(const)

code: const [FNavAgentProperties](API\Runtime\Engine\AI\Navigation\FNavAgentProperties) & GetNavAgentPropertiesRef() const


description: Returns the NavAgentProps


description: Returns braking distance for acceleration driven path following

code: virtual float GetPathFollowingBrakingDistance ( float MaxSpeed ) const


code: const [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * GetPathFollowingAgent() const


description: Returns true if currently crouching

code: virtual bool IsCrouching() const


description: Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)

code: virtual bool IsFalling() const


description: Returns true if currently flying (moving through a non-fluid volume without resting on the ground)

code: virtual bool IsFlying() const


description: Returns true if component is allowed to jump

code: bool IsJumpAllowed() const


description: Returns true if currently moving on the ground (e.g. walking or driving)

code: virtual bool IsMovingOnGround() const


description: Returns true if currently swimming (moving through a fluid volume)

code: virtual bool IsSwimming() const


description: Path following: request new velocity

code: virtual void RequestDirectMove ( const FVector & MoveVelocity, bool bForceMaxSpeed )


description: Path following: request new move input (normal vector = full strength)

code: virtual void RequestPathMove ( const FVector & MoveInput )


description: Resets runtime movement state to character's movement capabilities

code: void ResetMoveState()


description: Set fixed braking distance

code: void SetFixedBrakingDistance ( float DistanceToEndOfPath )


description: Sets whether this component is allowed to jump

code: void SetJumpAllowed ( bool bAllowed )


code: void SetPathFollowingAgent ( [IPathFollowingAgentInterface](API\Runtime\Engine\AI\Navigation\IPathFollowingAgentInterface) * InPathFollowingAgent )


code: void SetUpdateNavAgentWithOwnersCollisions ( bool bUpdateWithOwner )


description: Stops applying further movement (usually zeros acceleration).

code: virtual void StopActiveMovement()


description: Overridden to also callStopActiveMovement().

code: virtual void StopMovementImmediately()


description: Stops movement immediately (reset velocity) but keeps following current path

code: void StopMovementKeepPathing()


code: void UpdateNavAgent ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & InOwner )


code: void UpdateNavAgent ( const [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) & CapsuleComponent )


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


className: UNavMovementComponent

description: NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.

code: class UNavMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)

bStopMovementAbortPaths

description: If set, StopActiveMovement call will abort current path following request

bUpdateNavAgentWithOwnersCollision

description: If set to true NavAgentProps' radius and height will be updated with Owner's collision capsule size

bUseAccelerationForPaths

type: uint8:  1

description: If set, pathfollowing will control character movement via acceleration values.

bUseFixedBrakingDistanceForPaths

description: If set, FixedPathBrakingDistance will be used for path following deceleration

FixedPathBrakingDistance

type: float

description: Braking distance override used with acceleration driven path following (bUseAccelerationForPaths)

MovementState

type: FMovementProper...

description: Expresses runtime state of character's movement.

NavAgentProps

type: FNavAgentProper...

description: Properties that define how the component can move.


description: Tear down all delegates used to manage online sessions.

code: virtual void ClearOnlineDelegates()


description: End the online session specified

code: virtual void EndOnlineSession ( [FName](API\Runtime\Core\UObject\FName) SessionName )


description: Called to tear down any online sessions and return to main menu

code: virtual void HandleDisconnect ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, class [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Called when a user accepts an invite

code: virtual void OnSessionUserInviteAccepted ( const bool bWasSuccess, const int32 ControllerId, FUniqueNetIdPtr UserId, const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & InviteResult )


description: Register all delegates needed to manage online sessions.

code: virtual void RegisterOnlineDelegates()


description: Start the online session specified

code: virtual void StartOnlineSession ( [FName](API\Runtime\Core\UObject\FName) SessionName )


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


className: UOnlineSession

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


description: APawn::AddMovementInput()

code: virtual void AddInputVector ( FVector WorldVector, bool bForce )


description: Apply the async physics state action onto the solver

code: void ApplyAsyncPhysicsStateAction ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ActionComponent, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EPhysicsStateAction ActionType, const FVector & ActionDatas, const FVector & ActionPosition )


description:
Returns the pending input vector and resets it to zero. This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames. Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
The pending input vector.

code: virtual FVector ConsumeInputVector()


description: Returns this component's associated controller, typically from the owning Pawn. May be null. May be overridden for special handling when the controller isn't paired with the Pawn that owns this component.

code: virtual [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const


description: GetPendingInputVector()

code: FVector GetLastInputVector() const


description: Return the Pawn that owns UpdatedComponent.

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawnOwner() const


description: GetLastInputVector()

code: FVector GetPendingInputVector() const


description: Helper to see if move input is ignored. If there is no Pawn or UpdatedComponent, returns true, otherwise defers to the Pawn's implementation ofIsMoveInputIgnored().

code: virtual bool IsMoveInputIgnored() const


description: Notify of collision in case we want to react, such as waking up avoidance or pathing code.

code: virtual void NotifyBumpedPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * BumpedPawn )


description: Attempts to mark the PlayerCameraManager as dirty, if the controller has one. This will have no effect if called from the server.

code: void MarkForClientCameraUpdate()


description: Called by owning Actor upon successful teleport fromAActor::TeleportTo().

code: virtual void OnTeleported()


description: UNavMovementComponentoverride for input operations.

code: virtual void RequestPathMove ( const FVector & MoveInput )


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

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


description: Overridden to only allow registration with components owned by a Pawn.

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


className: UPawnMovementComponent

description: APawn

code: class UPawnMovementComponent : public [UNavMovementComponent](API\Runtime\Engine\GameFramework\UNavMovementComponent)

PawnOwner

type: TObjectPtr< cla...

description: Pawn that owns this component.


description: Add a player specific action mapping.

code: void AddActionMapping ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & KeyMapping )


description: Add a player specific axis mapping.

code: void AddAxisMapping ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & KeyMapping )


description: Add an engine defined action mapping that cannot be remapped.

code: static void AddEngineDefinedActionMapping ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & ActionMapping )


description: Exec function to reset mouse smoothing values

code: void ClearSmoothing()


description: Initialized axis properties (i.e deadzone values) if needed

code: void ConditionalInitAxisProperties()


description: Rather than processing input, consume it and discard without doing anything useful with it. Like callingProcessInputStack()and ignoring all results.

code: void DiscardPlayerInput()


description: Add an engine defined axis mapping that cannot be remapped.

code: static void AddEngineDefinedAxisMapping ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & AxisMapping )


description: Draw important PlayerInput variables on canvas. HUD will callDisplayDebug()on the current ViewTarget when the ShowDebug exec is used

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


className: EngineDefinedActionMappings

description: Action Mappings defined by engine systems that cannot be remapped by users


className: EngineDefinedAxisMappings

description: Axis Mappings defined by engine systems that cannot be remapped by users

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > EngineDefinedAxisMappings;


description: Exec handler

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


description: Execute input commands within the legacy key binding system.

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


description: Flushes the current key state of the keys associated with the action name passed in

code: void FlushPressedActionBindingKeys ( [FName](API\Runtime\Core\UObject\FName) ActionName )


description: Flushes the current key state.

code: virtual void FlushPressedKeys()


description: Clear the current cached key maps and rebuild from the source arrays.

code: void ForceRebuildingKeyMaps ( const bool bRestoreDefaults )


description: Gets the axis properties for a given AxisKey. Returns if true if AxisKey was found in the AxisConfig array.

code: bool GetAxisProperties ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, [FInputAxisProperties](API\Runtime\Engine\GameFramework\FInputAxisProperties) & AxisProperties )


description: Returns the command for a given key in the legacy binding system

code: [FString](API\Runtime\Core\Containers\FString) GetBind ( [FKey](API\Runtime\InputCore\FKey) Key )


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > & GetEngineDefinedActionMappings()


description: Get the legacy Exec key binding for the given command.

code: [FKeyBind](API\Runtime\Engine\GameFramework\FKeyBind) GetExecBind ( [FString](API\Runtime\Core\Containers\FString) const & ExecCommand )


code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > & GetEngineDefinedAxisMappings()


description: Returns whether an Axis Mapping is inverted

code: bool GetInvertAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


description: Returns whether an Axis Key is inverted

code: bool GetInvertAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


code: uint32 GetKeyMapBuildIndex() const


description: Returns the list of keys mapped to the specified Action Name

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > & GetKeysForAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName ) const


description: Returns the list of keys mapped to the specified Axis Name

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > & GetKeysForAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName ) const


description: key state of the InKey

code: [FKeyState](API\Runtime\Engine\FKeyState) * GetKeyState ( [FKey](API\Runtime\InputCore\FKey) InKey )


code: const [FKeyState](API\Runtime\Engine\FKeyState) * GetKeyState ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FKey](API\Runtime\InputCore\FKey), [FKeyState](API\Runtime\Engine\FKeyState) > & GetKeyStateMap()


description: current state of the InKey

code: float GetKeyValue ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: Returns the mouse sensitivity along the X-axis, or the Y-axis, or 1.0 if none are known.

code: float GetMouseSensitivityX()


description: Returns the mouse sensitivity along the Y-axis, or 1.0 if none are known.

code: float GetMouseSensitivityY()


description: Returns the owning local player of this Input Object. This will only be valid if there is a current outer player controller.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetOwningLocalPlayer() const


description: processed value of the InKey

code: FVector GetProcessedVectorKeyValue ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: current state of the InKey

code: float GetRawKeyValue ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: raw value of the InKey

code: FVector GetRawVectorKeyValue ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: how long the key has been held down, or 0.f if not down.

code: float GetTimeDown ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: Return's this object casted to a player controller. This can be null if there is no player controller.

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


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


description: Handles an axis input event. Returns true if a legacy key bind handled the input, otherwise false.

code: bool InputAxis ( [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description: Handles a key input event. Returns true if there is an action that handles the specified key.

code: virtual bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Handles a gesture input event. Returns true.

code: bool InputGesture ( const [FKey](API\Runtime\InputCore\FKey) Gesture, const EInputEvent Event, const float Value )


code: virtual bool InputKey ( [FKey](API\Runtime\InputCore\FKey) Key, enum EInputEvent Event, float AmountDepressed, bool bGamepad )


description: Handles a motion input event. Returns true.

code: bool InputMotion ( const FVector & Tilt, const FVector & RotationRate, const FVector & Gravity, const FVector & Acceleration )


description: Handles a touch input event. Returns true.

code: bool InputTouch ( uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


description: Exec function to invert an axis mapping

code: void InvertAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


description: Exec function to invert an axis key

code: void InvertAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


description: true if alt key is pressed

code: bool IsAltPressed() const


description: true if cmd key is pressed

code: bool IsCmdPressed() const


description: true if ctrl key is pressed

code: bool IsCtrlPressed() const


description: True if a key is handled by an action binding

code: virtual bool IsKeyHandledByAction ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: true if InKey is currently held

code: bool IsPressed ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: true if shift key is pressed

code: bool IsShiftPressed() const


description: Given raw keystate value, returns the "massaged" value. Override for any custom behavior, such as input changes dependent on a particular game state.

code: virtual float MassageAxisInput ( [FKey](API\Runtime\InputCore\FKey) Key, float RawValue )


description: Given raw keystate value of a vector axis, returns the "massaged" value. Override for any custom behavior, such as input changes dependent on a particular game state.

code: virtual FVector MassageVectorAxisInput ( [FKey](API\Runtime\InputCore\FKey) Key, FVector RawValue )


className: NoAxisMappings

description: Static empty array to be able to return from GetKeysFromAxis when there are no axis mapped to the requested axis name

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > NoAxisMappings;


className: NoKeyMappings

description: Static empty array to be able to return from GetKeysFromAction when there are no keys mapped to the requested action name

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > NoKeyMappings;


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

code: virtual void PostInitProperties()


description: Process the frame's input events given the current input component stack.

code: virtual void ProcessInputStack ( const [TArray](API\Runtime\Core\Containers\TArray)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * > & InputComponentStack, const float DeltaTime, const bool bGamePaused )


description: Remove a player specific action mapping.

code: void RemoveActionMapping ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & KeyMapping )


description: Remove a player specific axis mapping.

code: void RemoveAxisMapping ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & KeyMapping )


description: Gets the axis properties for a given AxisKey. Returns if true if AxisKey was found in the AxisConfig array.

code: void SetAxisProperties ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, const [FInputAxisProperties](API\Runtime\Engine\GameFramework\FInputAxisProperties) & AxisProperties )


description: Exec function to add a debug exec command

code: void SetBind ( [FName](API\Runtime\Core\UObject\FName) BindName, const [FString](API\Runtime\Core\Containers\FString) & Command )


description: Sets both X and Y axis sensitivity to the supplied value.

code: void SetMouseSensitivity ( const float Sensitivity )


description: Exec function to change the mouse sensitivity

code: void SetMouseSensitivity ( const float SensitivityX, const float SensitivityY )


description: if we got sample event for zero mouse samples (so we didn't have to guess whether a 0 was caused by no sample occuring during the tick (at high frame rates) or because the mouse actually stopped)

code: virtual float SmoothMouse ( float aMouse, uint8 & SampleCount, int32 Index )


description: Per frame tick function. Primarily for gesture recognition

code: void Tick ( float DeltaTime )


description: Manually update the GestureRecognizer AnchorDistance using the current locations of the touches

code: void UpdatePinchStartDistance()


description: true if InKey went from up to down since player input was last processed.

code: bool WasJustPressed ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


description: Return true if InKey went from down to up since player input was last processed.

code: bool WasJustReleased ( [FKey](API\Runtime\InputCore\FKey) InKey ) const


className: UPlayerInput

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

ActionMappings

type: TArray< struct ...

description: This player's version of the Action Mappings

AxisConfig

description: This player's version of the Axis Properties

AxisMappings

description: This player's version of Axis Mappings

DebugExecBindings

description: Generic bindings of keys toExec()-compatible strings for development purposes only

InvertedAxis

type: TArray<FName>

description: List of Axis Mappings that have been inverted

MouseSamples

description: Current average mouse movement/sample

MouseSamplingTotal

description: Number of mouse samples since mouse movement has been zero

SmoothedMouse

description: How long received mouse movement has been zero.

TouchEventLocations

type: TMap< uint32, F...

description: Used to store paired touch locations for event ids during the frame and flushed when processed.

ZeroTime

description: Mouse smoothing sample data.


className: UPlayerStateCountLimiterConfig

description: If one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates this class makes it possible to have specific settings for PlayerStates in case other classes also wish to use said prioritizer. Only available if running with Iris replication. The PlayerState will look for a prioritizer aptly named PlayerState and set that prioritizer for it. It could be any kind of prioritizer but if the NetObjectCountLimiter is used this config will come in handy.

code: class UPlayerStateCountLimiterConfig : public [UNetObjectCountLimiterConfig](API\Runtime\IrisCore\Iris\ReplicationSystem\Prioritization\UNetObjectCountL-)


description: Adds a force which is accumulated until next tick, used byComputeAcceleration()to affect Velocity.

code: void AddForce ( FVector Force )


description: This will check to see if the projectile is still in the world. It will check things like the KillZ, outside world bounds, etc. and handle the situation.

code: virtual bool CheckStillInWorld()


description: Clears any pending forces fromAddForce(). If bClearImmediateForce is true, clears any force being processed during this update as well.

code: void ClearPendingForce ( bool bClearImmediateForce )


description: Compute the acceleration that will be applied

code: virtual FVector ComputeAcceleration ( const FVector & InVelocity, float DeltaTime ) const


description: Computes result of a bounce and returns the new velocity.

code: virtual FVector ComputeBounceResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeSlice, const FVector & MoveDelta )


description: Allow the projectile to track towards its homing target.

code: virtual FVector ComputeHomingAcceleration ( const FVector & InVelocity, float DeltaTime ) const


description: Compute the distance we should move in the given time, at a given a velocity.

code: virtual FVector ComputeMoveDelta ( const FVector & InVelocity, float DeltaTime ) const


description: Determine the number of frames to allow to skip when interpolating. Returning 0 means not to allow throttling. Default implementation chooses between ThrottleInterpolationThresholdNotRenderedShortTime and ThrottleInterpolationThresholdNotRenderedLongTime based on WasRecentlyRendered(), extend or override this for custom behavior.

code: virtual int32 ComputeThrottleInterpolationMaxFrames ( float DeltaTime, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InterpComponent )


description:
Given an initial velocity and a time step, compute a new velocity. Default implementation applies the result ofComputeAcceleration()to velocity.
Velocity after DeltaTime time step.

code: virtual FVector ComputeVelocity ( FVector InitialVelocity, float DeltaTime ) const


className: EHandleBlockingHitResult

description: Enum indicating how simulation should proceed afterHandleBlockingHit()is called.

code: enum EHandleBlockingHitResult { Deflect, AdvanceNextSubstep, Abort, }


className: FOnProjectileBounceDelegate

code: class FOnProjectileBounceDelegate


description: Buoyancy of UpdatedComponent in fluid. 0.0=sinks as fast as in air, 1.0=neutral buoyancy

code: float GetBuoyancy() const


className: FOnProjectileStopDelegate

code: class FOnProjectileStopDelegate


description: Compute gravity effect given current physics volume, projectile gravity scale, etc.

code: virtual float GetGravityZ() const


description: Returns the component used for network interpolation.

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetInterpolatedComponent() const


description: Returns maximum speed of component in current movement mode.

code: virtual float GetMaxSpeed() const


description: ShouldUseSubStepping()

code: float GetSimulationTimeStep ( float RemainingTime, int32 Iterations ) const


description: Returns the sum of pending forces fromAddForce().

code: FVector GetPendingForce() const


description: HandleImpact()

code: virtual [EHandleBlockingHitResult](API\Runtime\Engine\GameFramework\UProjectileMovementComponent\EHandleBlockingH-) HandleBlockingHit ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeTick, const FVector & MoveDelta, float & SubTickTimeRemaining )


description: Applies bounce logic if enabled to affect velocity upon impact (usingComputeBounceResult()), or stops the projectile if bounces are not enabled or velocity is below BounceVelocityStopSimulatingThreshold. Triggers applicable events (OnProjectileBounce).

code: virtual void HandleImpact ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeSlice, const FVector & MoveDelta )


description: HandleSliding()

code: virtual bool HandleDeflection ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & OldVelocity, const uint32 NumBounces, float & SubTickTimeRemaining )


description:
Handle case where projectile is sliding along a surface. Velocity will be parallel to the impact surface upon entry to this method.
True if simulation of the projectile should continue, false otherwise.

code: virtual bool HandleSliding ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float & SubTickTimeRemaining )


description: Overridden to auto-register the updated component if it starts NULL, and we can find a root component on our owner.

code: virtual void InitializeComponent()


description: Returns whether interpolation is complete because the target has been reached. True when interpolation is disabled.

code: bool IsInterpolationComplete() const


description: Returns true if velocity magnitude is less than BounceVelocityStopSimulatingThreshold.


description: Don't allow velocity magnitude to exceed MaxSpeed, if MaxSpeed is non-zero.

code: FVector LimitVelocity ( FVector NewVelocity ) const


description: Minimum delta time considered when ticking. Delta times below this are not considered. This is a very small non-zero positive value to avoid potential divide-by-zero in simulation code.

code: static const float MIN_TICK_TIME = 1e-6f;


description: Moves the UpdatedComponent, which is also the interpolation target for the interpolated component. If there is not interpolated component, this simply moves UpdatedComponent. Use this typically from PostNetReceiveLocationAndRotation() or similar from an Actor.

code: virtual void MoveInterpolationTarget ( const FVector & NewLocation, const FRotator & NewRotation )


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

code: virtual void PostLoad()


description: Resets interpolation so that interpolated component snaps back to the initial location/rotation without any additional offsets.

code: virtual void ResetInterpolation()


description: Custom hook to reset throttle interpolation tracking when it was throttling previously.

code: virtual void ResetThrottleInterpolation ( float DeltaTime )


description: bInterpRotation

code: virtual void SetInterpolatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description: Sets the velocity to the new value, rotated into Actor space.

code: virtual void SetVelocityInLocalSpace ( FVector NewVelocity )


description: GetSimulationTimeStep()

code: virtual bool ShouldUseSubStepping() const


description: Clears the reference to UpdatedComponent, fires stop event (OnProjectileStop), and stops ticking (if bAutoUpdateTickRegistration is true).

code: virtual void StopSimulating ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: virtual void TickInterpolation ( float DeltaTime )


description:
Update interpolation throttling for this frame. UsesComputeThrottleInterpolationMaxFrames()to determine the number of frames to allow to be skipped.
true if throttled this frame, false if there should be an update.

code: bool UpdateThrottleInterpolation ( float DeltaTime, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InterpComponent )


description: Update tick registration state, determined by bAutoUpdateTickRegistration. Called by SetUpdatedComponent.

code: virtual void UpdateTickRegistration()


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


className: UProjectileMovementComponent

description: UMovementComponent

code: class UProjectileMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)

bBounceAngleAffectsFriction

description: Controls the effects of friction on velocity parallel to the impact surface when bouncing.

bForceSubStepping

description: If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory.

bInitialVelocityInLocalSpace

description: If true, the initial Velocity is interpreted as being in local space upon startup.

bInterpMovement

description: If true and there is an interpolated component set, location (and optionally rotation) interpolation is enabled which allows the interpolated object to smooth uneven updates of the UpdatedComponent's location (usually to smooth network updates).

bInterpolationComplete

description: True if interpolation has reached the target, false if there is more interpolation required.

bInterpolationUseScopedMovement

description: If true, usesFScopedMovementUpdateto avoid moving the attached interpolated object's children more than once during a tick when it would both interpolate and move during projectile simulation.

bInterpRotation

description: If true and there is an interpolated component set, rotation interpolation is enabled which allows the interpolated object to smooth uneven updates of the UpdatedComponent's rotation (usually to smooth network updates).

bIsHomingProjectile

description: If true, we will accelerate toward our homing target.

bIsSliding

description: If true, projectile is sliding / rolling along a surface.

BounceAdditionalIterations

description: On the first few bounces (up to this amount), allow extra iterations over MaxSimulationIterations if necessary.

BounceVelocityStopSimulatingThreshold

description: If velocity is below this threshold after a bounce, stops simulating and triggers the OnProjectileStop event.

Bounciness

description: Percentage of velocity maintained after the bounce in the direction of the normal of impact (coefficient of restitution).

bRotationFollowsVelocity

description: If true, this projectile will have its rotation updated each frame to match the direction of its velocity.

bRotationRemainsVertical

description: If true, this projectile will have its rotation updated each frame to maintain the rotations Yaw only.

bShouldBounce

description: If true, simple bounces will be simulated. Set this to false to stop simulating on contact.

bSimulationEnabled

description: If true, does normal simulation ticking and update.

bSweepCollision

description: If true, movement uses swept collision checks.

bThrottleInterpolation

description: If true, throttle interpolation when not relevant.

Buoyancy

description: Buoyancy of UpdatedComponent in fluid. 0.0=sinks as fast as in air, 1.0=neutral buoyancy

Friction

description: Coefficient of friction, affecting the resistance to sliding along a surface.

HomingAccelerationMagnitude

description: The magnitude of our acceleration towards the homing target.

HomingTargetComponent

type: TWeakObjectPtr<...

description: The current target we are homing towards.

InitialSpeed

description: Initial speed of projectile.

InterpInitialRotationOffset

type: FQuat

InterpLocationMaxLagDistance

description: Max distance behind UpdatedComponent which the interpolated component is allowed to lag.

InterpLocationSnapToTargetDistance

description: Max distance behind UpdatedComponent beyond which the interpolated component is snapped to the target location instead.

InterpLocationTime

description: "Time" over which most of the location interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component.

InterpRotationTime

description: "Time" over which most of the rotation interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component.

MaxSimulationIterations

description: Max number of iterations used for each discrete simulation step.

MaxSimulationTimeStep

description: Max time delta for each discrete simulation step.

MaxSpeed

description: Limit on speed of projectile (0 means no limit).

MinFrictionFraction

description: When bounce angle affects friction, apply at least this fraction of normal friction.

OnProjectileBounce

type: FOnProjectileBo...

description: Called when projectile impacts something and bounces are enabled.

OnProjectileStop

type: FOnProjectileSt...

description: Called when projectile has come to a stop (velocity is below simulation threshold, bounces are disabled, or it is forcibly stopped).

PendingForceThisUpdate

description: Double-buffer of pending force so that updates can use the accumulated value and reset the data so otherAddForce()calls work correctly.

PreviousHitNormal

description: Saved HitResult Normal from previous simulation step that resulted in an impact.

PreviousHitTime

description: Saved HitResult Time (0 to 1) from previous simulation step. Equal to 1.0 when there was no impact.

ProjectileGravityScale

description: Custom gravity scale for this projectile. Set to 0 for no gravity.

ThrottleInterpolationFramesSinceInterp

description: Tracks the number of frames since the last interpolation.

description: When not recently relevant, skip this many frames of interpolation if throttling is enabled.

ThrottleInterpolationSkipFramesRecent

description: When recently relevant, skip this many frames of interpolation if throttling is enabled.

description: Time after not rendered for a long time when we consider throttling interpolation.

description: Time after not rendered recently when we consider throttling interpolation.


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


description: Applies rotation to UpdatedComponent.


className: USaveGame

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


className: URotatingMovementComponent

description: Performs continuous rotation of a component at a specific rotation rate. Rotation can optionally be offset around a pivot point. Collision testing is not performed during movement.

code: class URotatingMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)

bRotationInLocalSpace

type: uint32: 1

description: Whether rotation is applied in local or world space.

PivotTranslation

description: Translation of pivot point around which we rotate, relative to current rotation.

RotationRate

type: FRotator

description: How fast to update roll/pitch/yaw of the component we update.


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


className: USpectatorPawnMovement

description: Movement component used by SpectatorPawn. Primarily exists to be able to ignore time dilation during tick.

code: class USpectatorPawnMovement : public [UFloatingPawnMovement](API\Runtime\Engine\GameFramework\UFloatingPawnMovement)

bIgnoreTimeDilation

description: If true, component moves at full speed no matter the time dilation. Default is false.


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: This function allows subclasses to blend the trace hit location with the desired arm location; by default it returns bHitSomething ? TraceHitLocation : DesiredArmLocation

code: virtual FVector BlendLocations ( const FVector & DesiredArmLocation, const FVector & TraceHitLocation, bool bHitSomething, float DeltaTime )


description: Returns the desired rotation for the spring arm, before the rotation constraints such as bInheritPitch etc are enforced.

code: virtual FRotator GetDesiredRotation() const


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


description: Get the target rotation we inherit, used as the base target for the boom rotation. This is derived from attachment to our parent and considering the UsePawnControlRotation and absolute rotation flags.

code: FRotator GetTargetRotation() const


description: Get the position where the camera should be without applying the Collision Test displacement


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Is the Collision Test displacement being applied?

code: bool IsCollisionFixApplied() const


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


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

code: virtual void PostLoad()


description: Get a list of sockets this component contains

code: virtual void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Updates the desired arm location, calling BlendLocations to do the actual blending if a trace is done

code: virtual void UpdateDesiredArmLocation ( bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime )


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


className: USpringArmComponent

description: Example: Use as a 'camera boom' or 'selfie stick' to keep the follow camera for a player from colliding into the world.

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

bClampToMaxPhysicsDeltaTime

type: uint32:  1

description: If true AND the view target is simulating using physics then use the same max timestep cap as the physics system.

bDoCollisionTest

description: If true, do a collision test using ProbeChannel and ProbeSize to prevent camera clipping into level.

bDrawDebugLagMarkers

description: If true and camera location lag is enabled, draws markers at the camera target (in green) and the lagged position (in yellow).

bEnableCameraLag

description: If true, camera lags behind target position to smooth its movement.

bEnableCameraRotationLag

description: If true, camera lags behind target rotation to smooth its movement.

bInheritPitch

description: Should we inherit pitch from parent component. Does nothing if using Absolute Rotation.

bInheritRoll

description: Should we inherit roll from parent component. Does nothing if using Absolute Rotation.

bInheritYaw

description: Should we inherit yaw from parent component. Does nothing if using Absolute Rotation.

bIsCameraFixed

type: bool

description: Temporary variables when applying Collision Test displacement to notify if its being applied and by how much

bUseCameraLagSubstepping

description: If bUseCameraLagSubstepping is true, sub-step camera damping so that it handles fluctuating frame rates well (though this comes at a cost).

CameraLagMaxDistance

description: Max distance the camera target may lag behind the current location.

CameraLagMaxTimeStep

description: Max time step used when sub-stepping camera lag.

CameraLagSpeed

description: If bEnableCameraLag is true, controls how quickly camera reaches target position.

CameraRotationLagSpeed

description: If bEnableCameraRotationLag is true, controls how quickly camera reaches target position.

PreviousArmOrigin

type: FVector

PreviousDesiredLoc

description: Temporary variables when using camera lag, to record previous camera position

PreviousDesiredRot

description: Temporary variable for lagging camera rotation, for previous rotation

ProbeChannel

type: TEnumAsByte< EC...

description: Collision channel of the query probe (defaults to ECC_Camera)

ProbeSize

description: How big should the query probe sphere be (in unreal units)

RelativeSocketLocation

description: Cached component-space socket location

RelativeSocketRotation

description: Cached component-space socket rotation

SocketOffset

description: Offset at end of spring arm; use this instead of the relative offset of the attached component to ensure the line trace works as desired

TargetArmLength

description: Natural length of the spring arm when there are no collisions

TargetOffset

description: Offset at start of spring, applied in world space.


description: Make this the active set of touch controls

code: virtual void Activate ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVirtualJoystick](API\Runtime\Slate\Widgets\Input\SVirtualJoystick) > VirtualJoystick )


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


className: UTouchInterface

description: Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks

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

ActivationDelay

type: float

Controls

type: TArray<FTouchI...


className: SocketName

description: The name of the socket at the end of the spring arm (looking back towards the spring arm origin)

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


code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description:
Method that specifies whether the hit proxyalwaysallows translucent primitives to be associated with it or not, regardless of any other engine/editor setting. For example, if translucent selection was disabled, any hit proxies returning true would still allow translucent selection.
true if translucent primitives are always allowed with this hit proxy; false otherwise

code: virtual bool AlwaysAllowsTranslucentPrimitives() const


description: Get the element handle associated with this hit proxy, if any.


description: Override to change the mouse based on what it is hovering over.


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: HActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimComponent )


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimComponent, EHitProxyPriority InPriority )


code: HActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimComponent, int32 InSectionIndex, int32 InMaterialIndex )


code: HActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimComponent, EHitProxyPriority InPriority, int32 InSectionIndex, int32 InMaterialIndex )


className: HActor

description: Hit an actor.

code: struct HActor : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Actor

type: TObjectPtr<AAc...

PrimComponent

type: TObjectPtr< con...


code: bool Update ( const float DeltaTime, struct [FHapticFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FHapticFeedbackValues) & Values )


code: FActiveHapticFeedbackEffect ( [UHapticFeedbackEffect_Base](API\Runtime\Engine\Haptics\UHapticFeedbackEffect_Base) * InEffect, float InScale, bool bInLoop )


className: FActiveHapticFeedbackEffect

code: struct FActiveHapticFeedbackEffect

HapticEffect

type: TObjectPtr< cla...


code: struct FHapticFeedbackDetails_Curve

Amplitude

type: FRuntimeFloatCu...

description: The amplitude to vibrate the haptic device at.

Frequency

description: The frequency to vibrate the haptic device at. Frequency ranges vary by device!


code: virtual void GetValues ( const float EvalTime, [FHapticFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FHapticFeedbackValues) & Values )


code: virtual void Initialize ( [FHapticFeedbackBuffer](API\Runtime\ApplicationCore\GenericPlatform\FHapticFeedbackBuffer) & HapticBuffer )


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


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


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


code: class UHapticFeedbackEffect_Buffer : public [UHapticFeedbackEffect_Base](API\Runtime\Engine\Haptics\UHapticFeedbackEffect_Base)

Amplitudes

type: TArray< uint8 >

SampleRate

type: int


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


code: class UHapticFeedbackEffect_Curve : public [UHapticFeedbackEffect_Base](API\Runtime\Engine\Haptics\UHapticFeedbackEffect_Base)

HapticDetails

type: FHapticFeedback...


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


code: class UHapticFeedbackEffect_SoundWave : public [UHapticFeedbackEffect_Base](API\Runtime\Engine\Haptics\UHapticFeedbackEffect_Base)

bUseStereo

description: If true on a vr controller the left and right stereo channels would be applied to the left and right controller, respectively.

SoundWave

type: TObjectPtr<USo...


code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HBSPBrushVert ( [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush, FVector3f * InVertex )


className: HBSPBrushVert

description: HBSPBrushVert

code: struct HBSPBrushVert : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Brush

type: TWeakObjectPtr<...

Vertex

type: FVector3f *


code: virtual bool AlwaysAllowsTranslucentPrimitives() const


description: Determines whether the hit proxy is of the given type.

code: bool IsA ( [HHitProxyType](API\Runtime\Engine\HHitProxyType) * TestType ) const


code: HHitProxy ( EHitProxyPriority InPriority )


code: HHitProxy ( EHitProxyPriority InPriority, EHitProxyPriority InOrthoPriority )


className: HHitProxy

description: Base class for detecting user-interface hits.

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

Id

type: FHitProxyId

description: The hit proxy's ID.

OrthoPriority

type: const EHitProxy...

description: Used in the ortho views, defaults to the same value as Priority

Priority

description: The priority a hit proxy has when choosing between several hit proxies near the point the user clicked.


code: [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetParent() const


code: HHitProxyType ( [HHitProxyType](API\Runtime\Engine\HHitProxyType) * InParent, const TCHAR * InName )


className: HHitProxyType

description: Represents a hit proxy class for runtime type checks.

code: class HHitProxyType


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


code: FHLODISMComponentDesc ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InISMComponent )


className: FHLODISMComponentDesc

description: Describe a LODActor ISM component

code: struct FHLODISMComponentDesc

Instances

type: TArray< FTransf...

InstancesCustomPrimitiveData

type: TArray<FCustom...

Material

type: TObjectPtr<UMa...

StaticMesh

type: TObjectPtr<USt...


description: Get the key for this proxy mesh

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


description: Get the actor for this proxy mesh

code: const [TLazyObjectPtr](API\Runtime\CoreUObject\UObject\TLazyObjectPtr)< [ALODActor](API\Runtime\Engine\Engine\ALODActor) > & GetLODActor() const


code: bool operator== ( const [FHLODProxyMesh](API\Runtime\Engine\HLOD\FHLODProxyMesh) & InHLODProxyMesh ) const


description: Get the mesh for this proxy mesh

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


code: FHLODProxyMesh ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [FName](API\Runtime\Core\UObject\FName) & InKey )


code: FHLODProxyMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [FName](API\Runtime\Core\UObject\FName) & InKey )


className: FHLODProxyMesh

description: A mesh proxy entry

code: struct FHLODProxyMesh


description:
Cleanup invalid LOD actors in the given world
true if any cleanup was performed

code: bool CleanupHLODs ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Cleanup invalid LOD actors in the given level
true if any cleanup was performed

code: bool CleanupHLODs ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Bydefault, invalid LODActors are cleared when loading maps Use this method to change that behavior

code: void DisableHLODCleanupOnLoad ( bool bInDisableHLODCleanup )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Bydefault, when HLODs are saved to HLOD packages, they are spawned as transient on load Use this method to disable spawning.

code: void DisableHLODSpawningOnLoad ( bool bInDisableHLODSpawning )


description: Should be called when the "Save LOD Actors to HLOD Packages" option is toggled.


className: UHLODEngineSubsystem

code: class UHLODEngineSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


description: Test whether this description should be updated.

code: bool ShouldUpdateDesc ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor ) const


description: Spawn a LODActor from this description.

code: [ALODActor](API\Runtime\Engine\Engine\ALODActor) * SpawnLODActor ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description:
Update the HLODDesc using a LODActor
true if the description changed.

code: bool UpdateFromLODActor ( const [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor )


className: UHLODProxyDesc

description: Describe a LODActor

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


code: FConnectionKey ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInputObject, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InOutputExpression )


className: FConnectionKey

description: Used to associate owner objects (such asUMaterialExpression) with the FExpressions used to generate their input This is currently only used to color pins/wires based on types in the material editor

code: struct FConnectionKey

InputObject

type: constUObject&...

OutputExpression

type: constFExpressi...


code: FCustomHLSLInput ( FStringView InName, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression )


className: FCustomHLSLInput

code: struct FCustomHLSLInput

Name

type: FStringView


description: Finds or creates arbitrary data that's associated with this context. This can be used to provide custom inputs/outputs to FExpression/FStatement implementations

code: template<typename T> T & AcquireData()


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * AcquireEmitScope ( const [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope )


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * AcquireEmitScopeWithParent ( const [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * EmitParentScope )


code: [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitCast ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * ShaderValue, const [Shader::FType](API\Runtime\Engine\Shader\FType) & DestType, [EEmitCastFlags](API\Runtime\Engine\HLSLTree\UE__HLSLTree__EEmitCastFlags) Flags )


code: [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitConstantZero ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type )


description: FStringViews passed to this method are expected to reference persistent memory

code: [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitCustomHLSL ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, FStringView DeclarationCode, FStringView FunctionCode, TConstArrayView< [FCustomHLSLInput](API\Runtime\Engine\HLSLTree\FCustomHLSLInput) > Inputs, const [Shader::FStructType](API\Runtime\Engine\Shader\FStructType) * OutputType )


code: void EmitDeclarationsCode ( FStringBuilderBase & OutCode )


code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitExpression ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


description: Generate a snippit of HLSL code, strings with identical contents will be deduplicated, and their dependencies will be merged

code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitExpressionWithDependencies ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitExpressionWithDependency ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * Dependency, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


code: template<typename FormatType0, typename FormatType1, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitFormatStatementInternal ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, [EEmitScopeFormat](API\Runtime\Engine\HLSLTree\UE__HLSLTree__EEmitScopeFormat) ScopeFormat, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * NestedScope0, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * NestedScope1, const FormatType0 & Format0, const FormatType1 & Format1, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitInlineExpression ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitInlineExpressionWithDependencies ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitInlineExpressionWithDependency ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * Dependency, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitNestedScope ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * NestedScope, const FormatType & Format, Types... Args )


code: template<typename FormatType0, typename FormatType1, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitNestedScopes ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * NestedScope0, [FScope](API\Runtime\Engine\HLSLTree\FScope) * NestedScope1, const FormatType0 & Format0, const FormatType1 & Format1, Types... Args )


code: [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitNextScope ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * NextScope )


code: [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitNextScopeWithDependency ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * Dependency, [FScope](API\Runtime\Engine\HLSLTree\FScope) * NextScope )


code: void EmitPreshaderScope ( const [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FEmitPreshaderScope](API\Runtime\Engine\HLSLTree\FEmitPreshaderScope) > PreshaderScopes, [Shader::FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & OutPreshader )


code: [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * EmitPreshaderOrConstant ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, const [Shader::FType](API\Runtime\Engine\Shader\FType) & ResultType, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression )


code: void EmitPreshaderScope ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & EmitScope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FEmitPreshaderScope](API\Runtime\Engine\HLSLTree\FEmitPreshaderScope) > PreshaderScopes, [Shader::FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & OutPreshader )


code: template<typename FormatType, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitStatementWithDependencies ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitStatement ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const FormatType & Format, Types... Args )


code: template<typename FormatType, typename... Types> [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * EmitStatementWithDependency ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * Dependency, const FormatType & Format, Types... Args )


code: template<typename StringType> bool Error ( const StringType & InError )


code: template<typename FormatType, typename... Types> bool Errorf ( const FormatType & Format, Types... Args )


className: FCustomDataWrapper

code: class FCustomDataWrapper


code: virtual &126;FCustomDataWrapper&40;&41;


code: template<typename T> const T & FindData() const


code: template<typename T> T & FindData()


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * FindEmitScope ( const [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope )


code: [EExpressionEvaluation](API\Runtime\Engine\HLSLTree\UE__HLSLTree__EExpressionEvaluat-) GetEvaluation ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression, const [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType ) const


code: [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) GetRequestedType ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression ) const


code: const [FPreparedType](API\Runtime\Engine\HLSLTree\FPreparedType) & GetPreparedType ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression ) const


code: [Shader::FType](API\Runtime\Engine\Shader\FType) GetType ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression ) const


code: [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * InternalEmitExpression ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, bool bInline, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type, FStringView Code )


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * InternalEmitScope ( const [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope )


code: [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * InternalEmitStatement ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > Dependencies, [EEmitScopeFormat](API\Runtime\Engine\HLSLTree\UE__HLSLTree__EEmitScopeFormat) ScopeFormat, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * NestedScope0, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * NestedScope1, FStringView Code0, FStringView Code1 )


code: bool InternalError ( FStringView ErrorMessage )


code: [FCustomDataWrapper](API\Runtime\Engine\HLSLTree\FEmitContext\FCustomDataWrapper) * InternalFindData ( [FXxHash64](API\Runtime\Core\Hash\FXxHash64) Hash ) const


code: void InternalRegisterData ( [FXxHash64](API\Runtime\Core\Hash\FXxHash64) Hash, [FCustomDataWrapper](API\Runtime\Engine\HLSLTree\FEmitContext\FCustomDataWrapper) * Data )


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * InternalPrepareScope ( [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * ParentScope )


code: template<typename T> static [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > MakeDependencies ( T *& Dependency )


code: void MarkInputType ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression, const [Shader::FType](API\Runtime\Engine\Shader\FType) & Type )


code: void MarkScopeEvaluation ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & EmitParentScope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope, [EExpressionEvaluation](API\Runtime\Engine\HLSLTree\UE__HLSLTree__EExpressionEvaluat-) Evaluation )


code: void MarkScopeDead ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & EmitParentScope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope )


code: [FPreparedType](API\Runtime\Engine\HLSLTree\FPreparedType) PrepareExpression ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType )


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * PrepareScope ( [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope )


code: [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * PrepareScopeWithParent ( [FScope](API\Runtime\Engine\HLSLTree\FScope) * Scope, [FScope](API\Runtime\Engine\HLSLTree\FScope) * ParentScope )


className: TCustomDataWrapper

code: template<typename T> class TCustomDataWrapper : public [UE::HLSLTree::FEmitContext::FCustomDataWrapper](API\Runtime\Engine\HLSLTree\FEmitContext\FCustomDataWrapper)

Data

type: T


code: FEmitContext ( [FMemStackBase](API\Runtime\Core\Misc\FMemStackBase) & InAllocator, const [FTargetParameters](API\Runtime\Engine\HLSLTree\FTargetParameters) & InTargetParameters, [FErrorHandlerInterface](API\Runtime\Engine\HLSLTree\FErrorHandlerInterface) & InErrors, const [Shader::FStructTypeRegistry](API\Runtime\Engine\Shader\FStructTypeRegistry) & InTypeRegistry )


className: FEmitCustomHLSL

code: class FEmitCustomHLSL

Inputs

type: TConstArrayView...


className: FEmitContext

description: Tracks shared state while emitting HLSL code

code: class FEmitContext

Allocator

type: FMemStackBase&...

bMarkLiveValues

type: bool

ConnectionMap

type: TMap<FConnecti...

EmitFunctionMap

type: TMap< constFFu...

EmitLocalPHIMap

type: TMap< constFEx...

EmitNodes

type: TArray<FEmitSh...

EmitScopeMap

type: TMap< constFSc...

Errors

type: FErrorHandlerIn...

Material

type: constFMaterial...

description: TODO - Material values required for preshaders, need to decouple preshaders from material system Current plan is to implement support for externally registered preshader opcodes, and move the preshader opcodes related to material parameters into a separate module.

MaterialCompilationOutput

type: FMaterialCompil...

OwnerStack

type: TArray< constF...

PreshaderLoopScopes

type: TArray< struct ...

ShaderFrequency

type: EShaderFrequenc...

TargetParameters

type: FTargetParamete...


className: FEmitCustomHLSLInput

code: struct FEmitCustomHLSLInput

Name

type: FStringView


className: FEmitCustomHLSLParameterResult

code: struct FEmitCustomHLSLParameterResult

DeclarationCode

type: FStringBuilderB...


code: FEmitOwnerScope ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & InContext, const [FOwnedNode](API\Runtime\Engine\HLSLTree\FOwnedNode) * InNode )


className: FEmitOwnerScope

code: struct FEmitOwnerScope

Context

type: FEmitContext&

Node

type: constFOwnedNod...


code: FEmitPreshaderScope ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * InScope, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InValue )


className: FEmitPreshaderScope

code: struct FEmitPreshaderScope

Scope

type: FEmitScope*...

Value

type: constFExpressi...


code: void EmitShaderCode ( [FEmitShaderScopeStack](API\Runtime\Engine\HLSLTree\FEmitShaderScopeStack) & Stack )


code: static [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * FindSharedParent ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * Lhs, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * Rhs )


code: bool HasParent ( const [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * InParent ) const


className: FEmitScope

description: FEmitScopes mostly track FScopes, except they hold transient state used while emitting HLSL The exception isFFunction, which allows FScopes to be dynamically injected into the hierarchy, which will result in FEmitScopes matching this dynamic hierarchy

code: class FEmitScope

ContainedStatement

type: FStatement*...

Evaluation

type: EExpressionEval...

FirstNode

type: FEmitShaderNode...

State

type: EEmitScopeState


className: FEmitShaderDependencies

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) *, TInlineAllocator< 8 >> FEmitShaderDependencies


code: virtual [FEmitShaderExpression](API\Runtime\Engine\HLSLTree\FEmitShaderExpression) * AsExpression()


code: virtual void EmitShaderCode ( [FEmitShaderScopeStack](API\Runtime\Engine\HLSLTree\FEmitShaderScopeStack) & Stack, int32 Indent, FStringBuilderBase & OutString )


code: FEmitShaderExpression ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & InScope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > InDependencies, const [Shader::FType](API\Runtime\Engine\Shader\FType) & InType, [FXxHash64](API\Runtime\Core\Hash\FXxHash64) InHash )


className: FEmitShaderExpression

description: Represents an HLSL expression

code: class FEmitShaderExpression : public [UE::HLSLTree::FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode)

Hash

description: Hash of the string, used to deduplicate identical expressions

Reference

type: const TCHAR ...

description: String used to reference this expression.

Type

description: Type of the HLSL

Value

description: For non-inline expressions, this holds the actual HLSL. Otherwise it will be nullptr


code: virtual [FEmitShaderStatement](API\Runtime\Engine\HLSLTree\FEmitShaderStatement) * AsStatement()


code: void EmitShaderCode ( [FEmitShaderScopeStack](API\Runtime\Engine\HLSLTree\FEmitShaderScopeStack) & Stack, int32 Indent, FStringBuilderBase & OutString )


code: FEmitShaderNode ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & InScope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > InDependencies )


className: FEmitShaderNode

code: class FEmitShaderNode

Dependencies

type: TArrayView<FEm...


code: FEmitShaderScopeEntry ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) * InScope, int32 InIndent, FStringBuilderBase & InCode )


className: FEmitShaderScopeEntry

code: struct FEmitShaderScopeEntry


className: FEmitShaderScopeStack

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FEmitShaderScopeEntry](API\Runtime\Engine\HLSLTree\FEmitShaderScopeEntry), TInlineAllocator< 16 >> FEmitShaderScopeStack


code: FEmitShaderStatement ( [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & InScope, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode) * > InDependencies )


className: FEmitShaderStatement

code: class FEmitShaderStatement : public [UE::HLSLTree::FEmitShaderNode](API\Runtime\Engine\HLSLTree\FEmitShaderNode)

ScopeFormat

type: EEmitScopeForma...


code: FEmitValuePreshaderResult ( [Shader::FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & InPreshader )


className: FEmitValuePreshaderResult

code: struct FEmitValuePreshaderResult


className: FEmitValueShaderResult

code: struct FEmitValueShaderResult

Code

type: FEmitShaderExpr...


description: Recieves a list of owners for the node that generated the error, along with the error message

code: void AddErrorInternal ( TConstArrayView< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > InOwners, FStringView InError )


className: FErrorHandlerInterface

description: Used to report any errors generating when preparing the HLSLTree

code: class FErrorHandlerInterface


description: Some expressions may support passing object types to custom HLSL expressionsCheckObjectSupportsCustomHLSL()will return true if this is supported If supported,GetObjectCustomHLSLParameter()will generate code to declare the parameters in the custom HLSL function, and forward the parametersEmitValueShader()will be called to generate the actual HLSL code for the expression

code: bool CheckObjectSupportsCustomHLSL ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName ) const


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

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


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

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


description: Allows custom objects to be passed to custom HLSL functions. This needs to initialize some HLSL code that facilitates this interface. If this returns 'true', thenEmitValueShader()will be called to generate the actual HLSL code for theFExpression

code: virtual bool EmitCustomHLSLParameter ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName, const TCHAR * ParameterName, [FEmitCustomHLSLParameterResult](API\Runtime\Engine\HLSLTree\FEmitCustomHLSLParameterResult) & OutResult ) const


description: Emit an object. The given 'ObjectTypeName' determines the C++ type pointed to by OutObjectBase

code: virtual bool EmitValueObject ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName, void * OutObjectBase ) const


description: Emit Preshader code representing this expression

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


description: Emit HLSL shader code representing this expression

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


code: void GetObjectCustomHLSLParameter ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName, const TCHAR * ParameterName, FStringBuilderBase & OutDeclarationCode, FStringBuilderBase & OutForwardCode ) const


code: virtual TConstArrayView< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetOwners() const


code: [Shader::FValue](API\Runtime\Engine\Shader\FValue) GetValueConstant ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType ) const