description: Returns whether the unique net id is compatible

code: virtual bool IsCompatibleUniqueNetId ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & InUniqueNetId ) const


module: Engine

code: virtual bool IsCompatibleUniqueNetId ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InUniqueNetId ) const


description:
Subsystem
true if the online subsystem is loaded, false otherwise

code: virtual bool IsLoaded ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier )


description: Login a local user to the online subsystem before starting a Play In Editor (PIE) instance, using credentials stored in the editor

code: virtual void LoginPIEInstance ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier, int32 LocalUserNum, int32 PIELoginNum, FOnPIELoginComplete & CompletionDelegate )


description: true if a local user is logged in, false otherwise

code: virtual bool IsLoggedIn ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, int32 LocalUserNum )


description: Mute a remote user for a given local player

code: virtual bool MuteRemoteTalker ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, bool bIsSystemWide )


code: virtual bool MuteRemoteTalker ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum, const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & PlayerId, bool bIsSystemWide )


description: Register a given player with the online session

code: virtual void RegisterPlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId, bool bWasInvited )


code: virtual void RegisterPlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & UniqueId, bool bWasInvited )


description: a valid voice packet submitted over network

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket) > SerializeRemotePacket ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) *const RemoteConnection, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Force the online subsystem to treat itself like a dedicated server

code: virtual void SetForceDedicated ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier, bool bForce )


description: Enable/Disable online PIE at runtime

code: virtual void SetShouldTryOnlinePIE ( bool bShouldTry )


description: Show an online external achievements UI if applicable to the platform

code: virtual void ShowAchievementsUI ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, int32 LocalUserNum )


description: Show an online external leaderboard UI if applicable to the platform

code: virtual void ShowLeaderboardUI ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & CategoryName )


description: Displays a web page in the external UI

code: virtual void ShowWebURL ( const [FString](API\Runtime\Core\Containers\FString) & CurrentURL, const [FShowWebUrlParams](API\Runtime\Engine\Net\UOnlineEngineInterface\FShowWebUrlParams) & ShowParams, const FOnlineShowWebUrlClosed & CompletionDelegate )


description: Shut down a given online subsystem

code: virtual void ShutdownOnlineSubsystem ( [FName](API\Runtime\Core\UObject\FName) OnlineIdentifier )


className: Singleton

description: One and only instance of this class, should handle normal and PIE operations by disambiguating in the function calls themselves

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


description: Start processing networked voice traffic for a given local user

code: virtual void StartNetworkedVoice ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum )


description: SessionStart a given named online session

code: virtual void StartSession ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, FOnlineSessionStartComplete & InCompletionDelegate )


description: Stop processing networked voice traffic for a given local user

code: virtual void StopNetworkedVoice ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum )


description:
PIE Utilities
true if the online subsystem supports online Play In Editor (PIE)

code: virtual bool SupportsOnlinePIE()


description: UnMute a remote user for a given local player

code: virtual bool UnmuteRemoteTalker ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, bool bIsSystemWide )


code: virtual bool UnmuteRemoteTalker ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, uint8 LocalUserNum, const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & PlayerId, bool bIsSystemWide )


description: Unregister a given player from the online session

code: virtual void UnregisterPlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


code: virtual void UnregisterPlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & UniqueId )


code: virtual void UnregisterPlayers ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [TArray](API\Runtime\Core\Containers\TArray)< FUniqueNetIdRef > & Players )


code: virtual void UnregisterPlayers ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, const [TArray](API\Runtime\Core\Containers\TArray)< [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) > & Players )


className: UOnlineEngineInterface

description: Adding code here is discouraged, there is probably a better way, talk to the OGS team

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


code: virtual void UpdateSessionJoinability ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FName](API\Runtime\Core\UObject\FName) SessionName, bool bPublicSearchable, bool bAllowInvites, bool bJoinViaPresence, bool bJoinViaPresenceFriendsOnly )


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


className: BitsPerWord

code: static constexpr SIZE_T BitsPerWord = sizeof(WordT) * 8;


description: Store delivery status, oldest will be dropped

code: void AddDeliveryStatus ( bool Delivered )


description: Query the status of a specific index, index 0 is last stored status

code: bool IsDelivered ( SIZE_T Index ) const


code: bool operator== ( const [TSequenceHistory](API\Runtime\Engine\Net\Util\TSequenceHistory) & Other ) const


code: bool operator!= ( const [TSequenceHistory](API\Runtime\Engine\Net\Util\TSequenceHistory) & Other ) const


className: MaxSizeInBits

code: static constexpr SIZE_T MaxSizeInBits = WordCount * BitsPerWord;


description: Read history from BitStream

code: void Read ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) & Reader, SIZE_T NumWords )


description: Reset

code: void Reset()


className: Size

code: static constexpr SIZE_T Size = HistorySize;


className: WordCount

code: static constexpr SIZE_T WordCount = HistorySize / BitsPerWord;


description: Write history to BitStream

code: void Write ( [FBitWriter](API\Runtime\Core\Serialization\FBitWriter) & Writer, SIZE_T NumWords ) const


className: DifferenceT

code: typedef int32 DifferenceT


className: TSequenceHistory

description: Util class to manage history of received sequence numbers

code: template<SIZE_T HistorySize> class TSequenceHistory


description: Diff between sequence numbers (A - B) only valid if (A - B) < SeqNumberHalf

code: static [DifferenceT](API\Runtime\Engine\Net\Util\TSequenceNumber\DifferenceT) Diff ( [TSequenceNumber](API\Runtime\Engine\Net\Util\TSequenceNumber) A, [TSequenceNumber](API\Runtime\Engine\Net\Util\TSequenceNumber) B )


description: Get Current Value


code: bool operator> ( const [TSequenceNumber](API\Runtime\Engine\Net\Util\TSequenceNumber) & Other ) const


description: Check if this is >= Other, See above

code: bool operator>= ( const [TSequenceNumber](API\Runtime\Engine\Net\Util\TSequenceNumber) & Other ) const


description: Post-increment and wrap around

code: [TSequenceNumber](API\Runtime\Engine\Net\Util\TSequenceNumber) operator++ ( int )


description: Pre-increment and wrap around


className: SeqNumberBits

description: Constants.

code: enum { SeqNumberBits = NumBits }


className: SeqNumberCount

code: enum { SeqNumberCount = SequenceT(1) << NumBits }


className: SeqNumberHalf

code: enum { SeqNumberHalf = SequenceT(1) << (NumBits - 1) }


className: SeqNumberMask

code: enum { SeqNumberMask = SeqNumberMax }


className: SequenceT

code: typedef SequenceType SequenceT


description: Default constructor

code: TSequenceNumber()


className: SeqNumberMax

code: enum { SeqNumberMax = SeqNumberCount - 1u }


description: Constructor with given value

code: TSequenceNumber ( [SequenceT](API\Runtime\Engine\Net\Util\TSequenceNumber\SequenceT) ValueIn )


className: TSequenceNumber

description: Helper class to work with sequence numbers

code: template<SIZE_T NumBits, typename SequenceType> class TSequenceNumber


description: Returns the desired encoding type. Currently not exposed as a configured settings.


description: Clear all pointers to VOIPTalkers.

code: static void ClearAllSettings()


description: Returns the amount of seconds to spend buffering specified by AudioSettings.

code: static float GetBufferingDelay()


description: Returns the max voice data size per packet, uncompressed, and compressed based on the voice sample rate specified in Audio Settings.

code: static uint32 GetMaxVoiceDataSize()


description: Returns the amount of packets to allocate memory for based on the buffering delay.

code: static int32 GetNumBufferedPackets()


description: Returns pointer to a player state

code: static [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerStateFromUniqueNetId ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InPlayerId )


description: Returns the noise gate threshold we use for incoming audio.

code: static float GetVoiceNoiseGateLevel()


code: static int32 GetVoiceNumChannels()


description: Returns the voice sample rate specified in Audio Settings.

code: static int32 GetVoiceSampleRate()


description: Returns the amount of time that must pass since a VOIP talker has been updated before it's queued data is reset.


description: These functions retrieve a pointer to a VOIPTalker associated with a specific player, if there is one available.

code: static [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * GetVOIPTalkerForPlayer ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InPlayerId )


description: This is used to check whether a VOIPTalker has been removed from the TalkerMap before using it.

code: static bool IsVOIPTalkerStillAlive ( [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * InTalker )


description: Removes a player's voice talker. This is done by aUVOIPTalkeron destruction.

code: static void ResetPlayerVoiceTalker ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InPlayerId )


code: static void ResetPlayerVoiceTalker ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * InPlayerState )


description: This function sets the Mic threshold for VOIP chat.

code: static void SetMicThreshold ( float InThreshold )


description: Blueprint native event for when this player starts speaking.

code: void BPOnTalkingBegin ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * AudioComponent )


description: Sets up a VOIP talker to be accessed for a specific player when they are talking.

code: static void SetVOIPTalkerForPlayer ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InPlayerId, [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * InTalker )


className: UVOIPStatics

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


code: static [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * GetVOIPTalkerForPlayer ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InUniqueId, [FVoiceSettings](API\Runtime\Engine\Net\FVoiceSettings) & OutSettings, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) ** OutPlayerState )


className: VoiceTalkerMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper), [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * > VoiceTalkerMap;


description: Function for creating and registering aUVOIPTalker.

code: static [UVOIPTalker](API\Runtime\Engine\Net\UVOIPTalker) * CreateTalkerForPlayer ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * OwningState )


description: Get the current level of how loud this player is speaking. Will return 0.0 if player is not talking.

code: float GetVoiceLevel()


description: Blueprint native event for when this player stops speaking.

code: void BPOnTalkingEnd()


description: This is used by the VoiceEngineImpl to notify this VOIPTalker what the voice audio component's current level is. This should not be called outside of the voice engine.

code: void OnAudioComponentEnvelopeValue ( const [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * InAudioComponent, const float EnvelopeValue )


description: Override this function to implement custom functionality when this player begins talking.

code: virtual void OnTalkingBegin ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * AudioComponent )


description: Override this function to implement custom functionality when this player stops talking.

code: virtual void OnTalkingEnd()


description: Overridden to ensure that instances ofUVOIPTalkerunregister themselves from the static VoiceTalkerMap.

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: This function sets up this talker with a specific player. It is necessary to use this to properly control a specific player's voice and receive events.

code: void RegisterWithPlayerState ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * OwningState )


className: UVOIPTalker

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

Settings

type: FVoiceSettings

description: Configurable settings for this player's voice. When set, this will update the next time the player speaks.


description: Constructor and destructor.

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


description:
Add a request to compile a shader. The results are submitted and processed in an async manner.
false if no longer needs ticking

code: void AddThreadedRequest ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MaterialsToCompile, const [FString](API\Runtime\Core\Containers\FString) & ShaderTypesToLoad, EShaderPlatform ShaderPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, ODSCRecompileCommand RecompileCommandType )


description: Returns true if we would actually add a request when calling AddThreadedShaderPipelineRequest.

code: bool IsHandlingRequests() const


description:
Add a request to compile a pipeline of shaders. The results are submitted and processed in an async manner.
false if no longer needs ticking

code: void AddThreadedShaderPipelineRequest ( EShaderPlatform ShaderPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, const [FString](API\Runtime\Core\Containers\FString) & MaterialName, const [FString](API\Runtime\Core\Containers\FString) & VertexFactoryName, const [FString](API\Runtime\Core\Containers\FString) & PipelineName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ShaderTypeNames, int32 PermutationId )


description:
FTSTickercallback
false if no longer needs ticking

code: virtual bool Tick ( float DeltaSeconds )


description: Constructor

code: FODSCManager()


className: FODSCManager

description: Responsible for processing shader compile responses from the ODSC Thread. Interface for submitting shader compile requests to the ODSC Thread.

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


description: Destructor

code: virtual ~FODSCManager()


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

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


description: Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateClassActorDesc() const


description: Deprecated* UseFPackedLevelActorUtils::CreateOrUpdateBlueprintinstead

code: static bool CreateOrUpdateBlueprint ( [ALevelInstance](API\Runtime\Engine\LevelInstance\ALevelInstance) * InLevelInstance, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


code: static bool CreateOrUpdateBlueprint ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


code: virtual ELevelInstanceRuntimeBehavior GetDefaultRuntimeBehavior() const


code: template<class T> T * AddPackedComponent ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< T > ComponentClass )


description: Return supported filter types when using filter for loading actors.

code: virtual EWorldPartitionActorFilterType GetLoadingFilterTypes() const


description: Return supported filter types when setting filter through details panel.

code: virtual EWorldPartitionActorFilterType GetDetailsFilterTypes() const


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


code: [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetRootBlueprint() const


description: Returns true if this actor is hidden in the editor viewports, also checking temporary flags.

code: virtual bool IsHiddenEd() const


description: Indicates whether this actor contributes to the HLOD generation.

code: virtual bool IsHLODRelevant() const


code: bool IsRootBlueprintTemplate() const


code: static bool IsRootBlueprint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: virtual bool IsLoadingEnabled() const


code: virtual void OnCommitChild ( bool bChanged )


code: virtual void OnCommit ( bool bChanged )


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: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


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

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


code: void SetPackedHash ( uint32 InHash )


code: void SetPackedVersion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InVersion )


code: void SetShouldLoadForPacking ( bool bInLoadForPacking )


description: When Loading aAPackedLevelActorit needs to be fully loaded for packing.

code: virtual bool SupportsPartialEditorLoading() const


description: Deprecated* UseFPackedLevelActorUtils::UpdateBlueprintinstead

code: static void UpdateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, bool bCheckoutAndSave )


className: APackedLevelActor

description: Other components are unsupported and will result in an incompleteAPackedLevelActor. In this case using a regularALevelInstanceis recommended.

code: class APackedLevelActor : public [ALevelInstance](API\Runtime\Engine\LevelInstance\ALevelInstance)


code: template<class T> void AddBuilder()


code: void ClusterActor ( [FPackedLevelActorBuilderContext](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderContext) & InContext, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Creates/Updates aAPackedLevelActorBlueprint from InLevelInstance (will overwrite existing asset or show a dialog if InBlueprintAsset is null)

code: bool CreateOrUpdateBlueprint ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * InLevelInstance, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


description: Creates/Updates a APackedLeveInstance Blueprint from InWorldAsset (will overwrite existing asset or show a dialog if InBlueprintAsset is null)

code: bool CreateOrUpdateBlueprint ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, bool bCheckoutAndSave, bool bPromptForSave )


description: Creates a newAPackedLevelActorBlueprint using InPackagePath/InAssetName as hint for path. Prompts the user to input the final asset name.

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreatePackedLevelActorBlueprintWithDialog ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset, bool bInCompile )


description: Creates a newAPackedLevelActorBlueprint using InPackagePath/InAssetName

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreatePackedLevelActorBlueprint ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) > InBlueprintAsset, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset, bool bInCompile )


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


description: Packs InPackedLevelActor using itself as the source level actor

code: bool PackActor ( [APackedLevelActor](API\Runtime\Engine\PackedLevelActor\APackedLevelActor) * InPackedLevelActor )


description: Packs InPackedLevelActor using InLevelInstanceToPack as its source level actor

code: bool PackActor ( [APackedLevelActor](API\Runtime\Engine\PackedLevelActor\APackedLevelActor) * InPackedLevelActor, [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * InLevelInstanceToPack )


description: Packs InPackedLevelActor using InWorldAsset as the source level

code: bool PackActor ( [APackedLevelActor](API\Runtime\Engine\PackedLevelActor\APackedLevelActor) * InPackedLevelActor, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > InWorldAsset )


description: Update existing Blueprint

code: void UpdateBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, bool bCheckoutAndSave )


className: FPackedLevelActorBuilder

description: FPackedLevelActorBuilderhandles packing ofALevelInstanceactors intoAPackedLevelActoractors and Blueprints.

code: class FPackedLevelActorBuilder


code: bool PackActor &40; FPackedLevelActorBuilderContext & InContext &41;


code: FPackedLevelActorBuilder &40; const FPackedLevelActorBuilder & &41;


code: virtual uint32 ComputeHash() const


code: FPackedLevelActorBuilderCluster ( FPackedLevelActorBuilderID InBuilderID )


code: FPackedLevelActorBuilderCluster &40; const FPackedLevelActorBuilderCluster & &41;


code: virtual bool Equals ( const [FPackedLevelActorBuilderCluster](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderCluster) & Other ) const


className: FPackedLevelActorBuilderCluster

code: class FPackedLevelActorBuilderCluster


code: [FPackedLevelActorBuilderCluster](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderCluster) * GetData() const


code: bool operator== ( const [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-) & Other ) const


code: bool operator!= ( const [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-) & Other ) const


code: FPackedLevelActorBuilderClusterID()


code: FPackedLevelActorBuilderClusterID ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FPackedLevelActorBuilderCluster](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderCluster) > && InData )


code: FPackedLevelActorBuilderClusterID ( [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-) && Other )


code: FPackedLevelActorBuilderClusterID &40; const FPackedLevelActorBuilderClusterID & &41;


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


className: FPackedLevelActorBuilderClusterID

code: class FPackedLevelActorBuilderClusterID


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-), [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > > & GetClusters() const


description: Interface forIPackedLevelActorBuilder's to use

code: void FindOrAddCluster ( [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-) && InClusterID, [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


code: [APackedLevelActor](API\Runtime\Engine\PackedLevelActor\APackedLevelActor) * GetPackedLevelActor() const


code: [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * GetLevelInstanceToPack() const


code: const FTransform GetRelativePivotTransform() const


code: void SetRelativePivotTransform ( const FTransform & InRelativePivotTransform )


code: void Report ( [FMessageLog](API\Runtime\Core\Logging\FMessageLog) & Log ) const


code: bool ShouldPackComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InActorComponent ) const


code: FPackedLevelActorBuilderContext ( [APackedLevelActor](API\Runtime\Engine\PackedLevelActor\APackedLevelActor) * InPackedLevelActor, [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * InLevelInstanceToPack, const [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & InClassDiscards )


className: FPackedLevelActorBuilderContext

code: class FPackedLevelActorBuilderContext


className: Type

code: typedef class FPackedLevelActorDesc Type


code: template<> struct FWorldPartitionActorDescType< APackedLevelActor >


code: void GetPackClusters ( [FPackedLevelActorBuilderContext](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderContext) & InContext, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: IPackedLevelActorBuilder ( [FPackedLevelActorBuilder](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilder) & InOwner )


code: uint32 PackActors ( [FPackedLevelActorBuilderContext](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderContext) & InBuilder, const [FPackedLevelActorBuilderClusterID](API\Runtime\Engine\PackedLevelActor\FPackedLevelActorBuilderClusterI-) & InClusterID, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponents ) const


code: virtual ~IPackedLevelActorBuilder()


className: IPackedLevelActorBuilder

code: class IPackedLevelActorBuilder

Owner

type: FPackedLevelAct...


className: FHandshakeFailureFunc

description: Callback function for handling a failed stateless handshake. Triggered when processing incoming packets.


description: FStatelessHandshakeFailureInfo

code: FStatelessHandshakeFailureInfo()


className: FStatelessHandshakeFailureInfo

description: Contains the information necessary for processing a failed stateless handshake, on the Game Thread. Designed to be sent from the Receive Thread, to the Game Thread.

code: struct FStatelessHandshakeFailureInfo

FailureReason

type: EHandshakeFailu...

description: The reason the handshake failed

RemoteNetworkFeatures

type: EEngineNetworkR...

description: The net runtime features of the remote side

RemoteNetworkVersion

description: The Network CL version of the remote side


className: ClientIDSizeBits

description: The size of the connection id in packets (WARNING: Adjusting this is a net compatibility break)

code: static constexpr uint32 ClientIDSizeBits = 3;


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


description:
When a restarted handshake is completed, this is used to match it up with the existing NetConnection
Whether or not the specified component, belongs to the client which restarted the handshake

code: bool DoesRestartedHandshakeMatch ( [StatelessConnectHandlerComponent](API\Runtime\Engine\PacketHandlers\StatelessConnectHandlerComponent) & NetConnComponent ) const


description:
Whether or not the Incoming/IncomingConnectionless implementations, support reading Packets that aren't aligned at bit position 0 (i.e. whether or not this handler supports bit-level, rather than byte-level, reads)
Whether or not the above is supported

code: virtual bool CanReadUnaligned() const


description: Used for retrieving the initial packet sequence values from the handshake data, after a successful challenge

code: void GetChallengeSequence ( int32 & OutServerSequence, int32 & OutClientSequence ) const


description:
IMPORTANT: This MUST be accurate, and should represent the worst-case number of reserved bits expected from the component. If this is inaccurate, packets will randomly fail to send, in rare cases which are extremely hard to trace.
The worst-case reserved packet bits for the component

code: virtual int32 GetReservedPacketBits() const


description: Whether or not the specified connection address, has just passed the connection handshake challenge.

code: bool HasPassedChallenge ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > & Address, bool & bOutRestartedHandshake ) const


description: Initializes a serverside UNetConnection-associated StatelessConnect, from the connectionless StatelessConnect that negotiated the handshake.

code: void InitFromConnectionless ( [StatelessConnectHandlerComponent](API\Runtime\Engine\PacketHandlers\StatelessConnectHandlerComponent) * InConnectionlessHandler )


description: Delay deprecation for initial checkin

code: virtual void Incoming ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) & Packet )


description: Handles incoming packets not associated with aUNetConnection

code: virtual void IncomingConnectionless ( [FIncomingPacketRef](API\Runtime\PacketHandler\FIncomingPacketRef) PacketRef )


description: Initialization functionality should be placed here

code: virtual void Initialize()


description: Return whether this handler is valid

code: virtual bool IsValid() const


description: Notification to this component that it is ready to begin handshaking

code: virtual void NotifyHandshakeBegin()


description: Handles any outgoing packets

code: virtual void Outgoing ( [FBitWriter](API\Runtime\Core\Serialization\FBitWriter) & Packet, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description: Used to reset cached handshake success/fail state, when done processing it

code: void ResetChallengeData()


className: SessionIDSizeBits

description: The size of the session id in packets (WARNING: Adjusting this is a net compatibility break)

code: static constexpr uint32 SessionIDSizeBits = 2;


description: Sets the net driver this handler is associated with

code: void SetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver )


description: Tick functionality should be placed here

code: virtual void Tick ( float DeltaTime )


description: Set a callback for notifying of handshake failure (clientside only).

code: void SetHandshakeFailureCallback ( [FHandshakeFailureFunc](API\Runtime\Core\Templates\TUniqueFunction) && InHandshakeFailureFunc )


description: Base constructor

code: StatelessConnectHandlerComponent()


className: StatelessConnectHandlerComponent

description: Partially based on the Datagram Transport Layer Security protocol.

code: class StatelessConnectHandlerComponent : public [HandlerComponent](API\Runtime\PacketHandler\HandlerComponent)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [HandlerComponent](API\Runtime\PacketHandler\HandlerComponent) > CreateComponentInstance ( [FString](API\Runtime\Core\Containers\FString) & Options )


className: UEngineHandlerComponentFactory

description: Factory class for loadingHandlerComponent's contained within Engine

code: class UEngineHandlerComponentFactory : public [UHandlerComponentFactory](API\Runtime\PacketHandler\UHandlerComponentFactory)


description: UEngineHandlerComponentFactor

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


description: Flags/modifiers affecting how handshake packets are handled (e.g. restart handshake packets)

code: namespace UE { namespace Net { enum EHandshakePacketModifier { None = 0x00, RestartHandshake = 0x01, } } }


description: Reasons for handshake failures

code: namespace UE { namespace Net { enum EHandshakeFailureReason { None, WrongVersion, } } }


description: The different handshake packet types

code: namespace UE { namespace Net { enum EHandshakePacketType { InitialPacket = 0, Challenge = 1, Response = 2, Ack = 3, RestartHandshake = 4, RestartResponse = 5, VersionUpgrade = 6, Last = VersionUpgrade, } } }


description: The different handshake protocol versions

code: namespace UE { namespace Net { enum EHandshakeVersion { Original = 0, Randomized = 1, NetCLVersion = 2, SessionClientId = 3, NetCLUpgradeMessage = 4, Latest = NetCLUpgradeMessage, } } }


description: List of EHandshakeVersion's which break net compatibility (sorted from earliest to latest)

code: namespace UE { namespace Net { static UE::Net::HandshakeCompatibilityBreaks = { EHandshakeVersion::SessionClientId }; } }


code: namespace UE { namespace Net { [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) & UE::Net::operator&= ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) & Lhs, [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Rhs ) } }


code: namespace UE { namespace Net { [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) & UE::Net::operator^= ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) & Lhs, [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Rhs ) } }


code: namespace UE { namespace Net { constexpr [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) UE::Net::operator& ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Lhs, [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Rhs ) } }


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


code: namespace UE { namespace Net { constexpr [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) UE::Net::operator~ ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) E ) } }


code: namespace UE { namespace Net { constexpr bool UE::Net::operator! ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) E ) } }


description: Initializes the default values for this property

code: void InitializeDefaults()


code: namespace UE { namespace Net { constexpr [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) UE::Net::operator^ ( [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Lhs, [EHandshakePacketModifier](API\Runtime\Engine\PacketHandlers\UE__Net__EHandshakePacketModifie-) Rhs ) } }


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


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

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


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()


DragScaleRaw

type: FRawDistributio...

description: Per-particle drag scale. Evaluted using particle relative time.


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


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


className: UParticleModuleAcceleration

code: class UParticleModuleAcceleration : public [UParticleModuleAccelerationBase](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationBase)

Acceleration

description: The initial acceleration of the particle.

bApplyOwnerScale

type: uint32: 1

description: If true, then apply the particle system components scale to the acceleration value.


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


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


className: UParticleModuleAccelerationBase

code: class UParticleModuleAccelerationBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)

bAlwaysInWorldSpace

type: uint8:  1

description: If true, then treat the acceleration as world-space


code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


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


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


className: UParticleModuleAccelerationConstant

code: class UParticleModuleAccelerationConstant : public [UParticleModuleAccelerationBase](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationBase)

Acceleration

type: FVector

description: Constant acceleration for particles in this system.


code: void InitializeDefaults()


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


className: UParticleModuleAccelerationDrag

code: class UParticleModuleAccelerationDrag : public [UParticleModuleAccelerationBase](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationBase)

DragCoefficientRaw

description: Per-particle drag coefficient. Evaluted using emitter time.


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


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


code: virtual void PostInitProperties()


className: UParticleModuleAccelerationOverLifetime

AccelOverLife

description: The acceleration of the particle over its lifetime.


description: BEGIN DEPRECATED (use component functions now in level script)

code: void Activate()


code: void AutoPopulateInstanceProperties()


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


description: Returns ArrowComponent subobject

code: [UArrowComponent](API\Runtime\Engine\Components\UArrowComponent) * GetArrowComponent() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

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


description: Returns ParticleSystemComponent subobject


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

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


description: Returns SpriteComponent subobject

code: [UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent() const


code: virtual void OnParticleSystemFinished ( class [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * FinishedComponent )


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

code: virtual void PostInitializeComponents()


description: Replication Notification Callbacks

code: virtual void OnRep_bCurrentlyActive()


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Called to reset the emitter actor in the level. Intended for use in editor only

code: void ResetInLevel()


code: void SetColorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Param )


code: void SetActorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Param )


code: void SetMaterialParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Param )


code: void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Param )


code: virtual void SetTemplate ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * NewTemplate )


code: void SetVectorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector Param )


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


description: This will actually activate the lens Effect. We want this separated from PostInitializeComponents so we can cache these emitters

code: virtual void ActivateLensEffect()


className: AEmitter

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

bCurrentlyActive

description: Used to update status of toggleable level placed emitters on clients

OnParticleBurst

type: FParticleBurstS...

OnParticleCollide

type: FParticleCollis...

OnParticleDeath

type: FParticleDeathS...

OnParticleSpawn

type: FParticleSpawnS...


code: virtual void AdjustBaseFOV ( float NewFOV )


description: Deactivtes the particle system. If bDestroyOnSystemFinish is true, actor will die after particles are all dead.

code: virtual void DeactivateLensEffect()


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

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


code: virtual const FTransform & GetRelativeTransform() const


description: Deprecated*ICameraLensEffectInterface::GetAttachedEmitterTransformis favored now

code: static FTransform GetAttachedEmitterTransform ( [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) const * Emitter, const FVector & CamLoc, const FRotator & CamRot, float CamFOVDeg )


description: Returns true if any associated particle system is set to looping

code: virtual bool IsLooping() const


description: Called when this emitter is re-triggered, for bAllowMultipleInstances=false emitters.

code: virtual void NotifyRetriggered()


code: virtual void PostInitializeComponents()


description: If this type needs to handle being pooled, override this function

code: virtual void NotifyWillBePooled()


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: Tell the emitter what camera it is attached to.

code: virtual void RegisterCamera ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * C )


code: virtual bool ShouldAllowMultipleInstances() const


code: virtual bool ResetWhenTriggered() const


description: Given updated camera information, adjust this effect to display appropriately.

code: virtual void UpdateLocation ( const FVector & CamLoc, const FRotator & CamRot, float CamFOVDeg )


description: Is this emitter functionally equivalent to the class OtherEmitter?

code: virtual bool ShouldTreatEmitterAsSame ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > OtherEmitter ) const


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


className: AEmitterCameraLensEffectBase

code: class AEmitterCameraLensEffectBase : public [AEmitter](API\Runtime\Engine\Particles\AEmitter), public [ICameraLensEffectInterface](API\Runtime\Engine\Camera\ICameraLensEffectInterface)

bAllowMultipleInstances

type: uint8: 1

description: True if multiple instances of this emitter can exist simultaneously, false otherwise.

BaseCamera

type: TObjectPtr< cla...

description: Camera this emitter is attached to, will be notified when emitter is destroyed

BaseFOV

type: float

description: This is the assumed FOV for which the effect was authored.

bResetWhenRetriggered

description: If bAllowMultipleInstances is true and this effect is retriggered, the particle system will be reset if this is true

EmittersToTreatAsSame

type: TArray<TSubcla...

description: If an emitter class in this array is currently playing, do not play this effect.

description: Particle System to use

RelativeTransform

type: FTransform

description: Effect-to-camera transform to allow arbitrary placement of the particle system .


code: virtual void HandleParticleBurstEvents ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FParticleEventBurstData](API\Runtime\Engine\Particles\FParticleEventBurstData) > & BurstEvents )


code: virtual void HandleParticleCollisionEvents ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FParticleEventCollideData](API\Runtime\Engine\Particles\FParticleEventCollideData) > & CollisionEvents )


code: virtual void HandleParticleDeathEvents ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FParticleEventDeathData](API\Runtime\Engine\Particles\FParticleEventDeathData) > & DeathEvents )


code: virtual void HandleParticleSpawnEvents ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [FParticleEventSpawnData](API\Runtime\Engine\Particles\FParticleEventSpawnData) > & SpawnEvents )


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


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


className: UParticleModuleAttractorBase

code: class UParticleModuleAttractorBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description: Initializes the default values for this property

code: void InitializeDefaults()


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

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


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: Render the modules 3D visualization helper primitive.

code: virtual void Render3DPreview ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


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


className: UParticleModuleAttractorLine

code: class UParticleModuleAttractorLine : public [UParticleModuleAttractorBase](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorBase)

description: The first endpoint of the line.

description: The second endpoint of the line.

Range

description: The range of the line attractor.

Strength

description: The strength of the line attractor.


className: AParticleEventManager

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


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


className: UParticleModuleAttractorParticle

code: class UParticleModuleAttractorParticle : public [UParticleModuleAttractorBase](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorBase)

bAffectBaseVelocity

description: If true, the velocity adjustment will be applied to the base velocity.

bInheritSourceVel

description: Whether the particle should inherit the source veloctiy if it expires.

bRenewSource

description: Whether the particle should grab a new particle if it's source expires.

bStrengthByDistance

description: The strength curve is a function of distance or of time.

EmitterName

type: FName

description: The source emitter for attractors

Range

description: The radial range of the attraction around the source particle. Particle-life relative.

SelectionMethod

type: TEnumAsByte< en...

description: The method to use when selecting an attractor target particle from the emitter.

description: The strength of the attraction (negative values repel).


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


className: UParticleModuleAttractorPoint

code: class UParticleModuleAttractorPoint : public [UParticleModuleAttractorBase](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorBase)

bOverrideVelocity

description: If true, set the velocity.

bUseWorldSpacePosition

description: If true, treat the position as world space. So don't transform the the point to localspace.

description: Whether particles can move along the negative X axis.

description: Whether particles can move along the negative Y axis.

description: Whether particles can move along the negative Z axis.

Position

description: The position of the point attractor from the source of the emitter.

description: Whether particles can move along the positive X axis.

description: Whether particles can move along the positive Y axis.

description: Whether particles can move along the positive Z axis.

Range

description: The radial range of the attractor.

Strength

description: The strength of the point attractor.


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


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


className: UParticleModuleAttractorPointGravity

code: class UParticleModuleAttractorPointGravity : public [UParticleModuleAttractorBase](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorBase)

Position

description: The position of the point gravity source.

Radius

description: The distance at which the influence of the point begins to falloff.

StrengthRaw

description: The strength of the point source.


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: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


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


className: UParticleModuleBeamBase

code: class UParticleModuleBeamBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description:
Add all curve-editable Objects within this module to the curve editor.
true, if new curves were added to the graph, otherwise they were already present

code: virtual bool AddModuleCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [TArray](API\Runtime\Core\Containers\TArray)< const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) * > & OutCurveEntries )


description: Helper function used by the editor to auto-populate a placedAEmitterwith any instance parameters that are utilized.

code: virtual void AutoPopulateInstanceProperties ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSysComp )


className: FBeamModifierOptions

code: struct FBeamModifierOptions

bLock

description: If true, lock the modifier to the life of the particle.

bModify

description: If true, modify the value associated with this grouping.

bScale

description: If true, scale the associated value by the given value.


description: Fill an array with each Object property that fulfills theFCurveEdInterfaceinterface.

code: virtual void GetCurveObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FParticleCurvePair](API\Runtime\Engine\Particles\FParticleCurvePair) > & OutCurves )


description: @ todo document

code: void GetDataPointerOffsets ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, int32 & BeamDataOffset, int32 & SourceModifierOffset, int32 & TargetModifierOffset )


description: @ todo document

code: void GetDataPointers ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, [FBeam2TypeDataPayload](API\Runtime\Engine\FBeam2TypeDataPayload) *& BeamDataPayload, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) *& SourceModifierPayload, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) *& TargetModifierPayload )


description: Initializes the default values for this property

code: void InitializeDefaults()


description: Retrieve the ParticleSysParams associated with this module.

code: virtual void GetParticleSysParamsUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleSysParamList )


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

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


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: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


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


className: UParticleModuleBeamModifier

code: class UParticleModuleBeamModifier : public [UParticleModuleBeamBase](API\Runtime\Engine\Particles\Beam\UParticleModuleBeamBase)

bAbsoluteTangent

description: If true, don't transform the tangent modifier into the tangent basis.

ModifierType

description: Whether this module modifies the Source or the Target.

Position

description: The value to use when modifying the position.

PositionOptions

type: FBeamModifierOp...

description: The options associated with the position.

Strength

description: The value to use when modifying the Strength.

StrengthOptions

description: The options associated with the Strength.

Tangent

description: The value to use when modifying the Tangent.

TangentOptions

description: The options associated with the Tangent.


code: void GetNoiseRange ( FVector & NoiseMin, FVector & NoiseMax )


className: MaxNoiseTessellation

code: static const uint32 MaxNoiseTessellation = 500;


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


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


description: Helper function used by the editor to auto-populate a placedAEmitterwith any instance parameters that are utilized.

code: virtual void AutoPopulateInstanceProperties ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * PSysComp )


className: UParticleModuleBeamNoise

code: class UParticleModuleBeamNoise : public [UParticleModuleBeamBase](API\Runtime\Engine\Particles\Beam\UParticleModuleBeamBase)

bApplyNoiseScale

description: If true, apply the noise scale to the beam.

description: Is low frequency noise enabled.

bNoiseLock

description: INTERNAL - Whether the noise points should be locked.

bNRScaleEmitterTime

description: If true, the NoiseRangeScale will be grabbed based on the emitter time.

bOscillate

description: Whether the noise points should be oscillate.

bSmooth

description: Whether the noise movement should be smooth or 'jerky'.

bTargetNoise

description: Whether to apply noise to the target point (or end of line in distance mode...) If true, the beam could potentially 'leave' the target...

bUseNoiseTangents

description: If true, calculate tangents at each noise point.

Frequency

description: The frequency of noise points.

description: If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]

FrequencyDistance

description: The distance at which to deposit noise points.

NoiseLockRadius

description: Default target-point information to use if the beam method is endpoint.

NoiseLockTime

description: How long the noise points should be locked - 0.0 indicates forever.

NoiseRange

description: The noise point ranges.

NoiseRangeScale

description: A scale factor that will be applied to the noise range.

NoiseScale

description: The scale factor to apply to noise range.

NoiseSpeed

description: The speed with which to move each noise point.

NoiseTangentStrength

description: The strength of noise tangents, if enabled.

NoiseTension

description: The tension to apply to the tessellated noise line.

NoiseTessellation

description: The amount of tessellation between noise points.


code: void GetDataPointers ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, [FBeamParticleSourceTargetPayloadData](API\Runtime\Engine\FBeamParticleSourceTargetPayload-) *& ParticleSource, [FBeamParticleSourceBranchPayloadData](API\Runtime\Engine\FBeamParticleSourceBranchPayload-) *& BranchSource )


code: void GetDataPointerOffsets ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, int32 & ParticleSourceOffset, int32 & BranchSourceOffset )


description: Initializes the default values for this property

code: void InitializeDefaults()


code: bool ResolveSourceData ( [FParticleBeam2EmitterInstance](API\Runtime\Engine\FParticleBeam2EmitterInstance) * BeamInst, [FBeam2TypeDataPayload](API\Runtime\Engine\FBeam2TypeDataPayload) * BeamData, const uint8 * ParticleBase, int32 & CurrentOffset, int32 ParticleIndex, bool bSpawning, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) * ModifierData )


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


className: UParticleModuleBeamSource

code: class UParticleModuleBeamSource : public [UParticleModuleBeamBase](API\Runtime\Engine\Particles\Beam\UParticleModuleBeamBase)

bLockSource

description: Whether to lock the source to the life of the particle.

bSourceAbsolute

description: Whether to treat the as an absolute position in world space.

Source

description: Default source-point to use.

SourceMethod

description: The method flag.

SourceName

description: The strength of the tangent from the source point for each beam.

SourceTangent

description: The tangent for the source point for each beam.

SourceTangentMethod

description: The method to use for the source tangent.


code: void GetDataPointers ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const uint8 * ParticleBase, int32 & CurrentOffset, [FBeamParticleSourceTargetPayloadData](API\Runtime\Engine\FBeamParticleSourceTargetPayload-) *& ParticleSource )


description: Retrieve the ParticleSysParams associated with this module.

code: virtual void GetParticleSysParamsUtilized ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParticleSysParamList )


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

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


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

code: virtual void PostInitProperties()


code: bool ResolveTargetData ( [FParticleBeam2EmitterInstance](API\Runtime\Engine\FParticleBeam2EmitterInstance) * BeamInst, [FBeam2TypeDataPayload](API\Runtime\Engine\FBeam2TypeDataPayload) * BeamData, const uint8 * ParticleBase, int32 & CurrentOffset, int32 ParticleIndex, bool bSpawning, [FBeamParticleModifierPayloadData](API\Runtime\Engine\FBeamParticleModifierPayloadData) * ModifierData )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


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


className: UParticleModuleBeamTarget

code: class UParticleModuleBeamTarget : public [UParticleModuleBeamBase](API\Runtime\Engine\Particles\Beam\UParticleModuleBeamBase)

bLockTarget

description: Whether to lock the Target to the life of the particle.

LockRadius

description: Default target-point information to use if the beam method is endpoint.

TargetMethod

description: The method flag.

TargetName

description: The target point sources of each beam, when using the end point method.

TargetStrength

description: The strength of the tangent from the Target point for each beam.

TargetTangent

description: The tangent for the Target point for each beam.

TargetTangentMethod

description: The method to use for the Target tangent.


description: Return false if this emitter requires a game thread tick

code: virtual bool CanTickInAnyThread()


className: UParticleModuleCameraBase

code: class UParticleModuleCameraBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


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


className: UParticleModuleCameraOffset

code: class UParticleModuleCameraOffset : public [UParticleModuleCameraBase](API\Runtime\Engine\Particles\Camera\UParticleModuleCameraBase)

bSpawnTimeOnly

description: If true, the offset will only be processed at spawn time

CameraOffset

description: The camera-relative offset to apply to sprite location

UpdateMethod

description: How to update the offset for this module.


description: How particles respond to collision events.

code: namespace EParticleCollisionResponse { enum Type { Bounce, Stop, Kill, } }


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


description:
Helper function used by the editor to auto-generate LOD values from a source module and a percentage value used to scale its values.
true if successful false if failed

code: virtual bool GenerateLODModuleValues ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * SourceModule, float Percentage, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel )


description: Initializes the default values for this property

code: void InitializeDefaults()


description:
Perform the desired collision check for this module.
bool true if a collision occurred.

code: virtual bool PerformCollisionCheck ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * InParticle, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor, const FVector & End, const FVector & Start, const FVector & Extent )


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

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


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: 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: Allows the module to prep its 'per-instance' data block.

code: virtual uint32 PrepPerInstanceBlock ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, void * InstData )


description:
Returns the number of bytes the module requires in the emitters 'per-instance' data block.
uint32 The number of bytes the module needs per emitter instance.


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


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


className: UParticleModuleCollision

code: class UParticleModuleCollision : public [UParticleModuleCollisionBase](API\Runtime\Engine\Particles\Collision\UParticleModuleCollisionBase)

bApplyPhysics

description: If true, physic will be applied between a particle and the object it collides with.

bCollideOnlyIfVisible

description: If true, Particle collision only if particle system is currently being rendered.

bDropDetail

description: If true, when the World->bDropDetail flag is set, the module will be ignored.

bIgnoreSourceActor

description: If true, then the source actor is ignored in collision checks. Defaults to true.

bIgnoreTriggerVolumes

description: Any trigger volumes that are hit will be ignored.

bOnlyVerticalNormalsDecrementCount

description: If true, then collisions that do not have a vertical hit normal will still react, but UsedMaxCollisions count will not be decremented.

bPawnsDoNotDecrementCount

description: If true, then collisions with Pawns will still react, but the UsedMaxCollisions count will not be decremented.

CollisionCompletionOption

description: What to do once a particles MaxCollisions is reached.

CollisionTypes

type: TArray<TEnumAs...

description: Which ObjectTypes to collide with

DampingFactor

description: How much to `slow' the velocity of the particle after a collision.

DampingFactorRotation

description: How much to `slow' the rotation of the particle after a collision.

DelayAmount

description: How long to delay before checking a particle for collisions.

DirScalar

description: The directional scalar value - used to scale the bounds to 'assist' in avoiding inter-penetration or large gaps.

MaxCollisionDistance

description: Max distance at which particle collision will occur.

MaxCollisions

description: The maximum number of collisions a particle can have.

ObjectParams

type: FCollisionObjec...

description: ObjectParams created for array of CollisionTypes

ParticleMass

description: The mass of the particle - for use when bApplyPhysics is true.

VerticalFudgeFactor

description: The fudge factor to use to determine vertical.


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


className: UParticleModuleCollisionBase

code: class UParticleModuleCollisionBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


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


className: UParticleModuleCollisionGPU

code: class UParticleModuleCollisionGPU : public [UParticleModuleCollisionBase](API\Runtime\Engine\Particles\Collision\UParticleModuleCollisionBase)

CollisionMode

type: TEnumAsByte<EP...

Friction

description: Friction applied to all particles during a collision or while moving along a surface.

RadiusBias

description: Bias applied to the collision radius.

RadiusScale

description: Scale applied to the size of the particle to obtain the collision radius.

RandomDistribution

description: Controls bouncing particles distribution (1 = uniform distribution; 2 = squared distribution).

RandomSpread

description: Controls how wide the bouncing particles are distributed (0 = disabled).

Resilience

type: FRawDistributio...

description: Dampens the velocity of a particle in the direction normal to the collision plane.

ResilienceScaleOverLife

description: Modulates the resilience of the particle over its lifetime.

Response

description: How particles respond to a collision event.


description:
Add all curve-editable Objects within this module to the curve editor.
true, if new curves were added to the graph, otherwise they were already present

code: virtual bool AddModuleCurvesToEditor ( [UInterpCurveEdSetup](API\Runtime\Engine\Engine\UInterpCurveEdSetup) * EdSetup, [TArray](API\Runtime\Core\Containers\TArray)< const [FCurveEdEntry](API\Runtime\Engine\Engine\FCurveEdEntry) * > & OutCurveEntries )


description: Initializes the default values for this property

code: void InitializeDefaults()


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

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


description: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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

code: virtual void PostInitProperties()


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


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


className: UParticleModuleColorBase

code: class UParticleModuleColorBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


className: UParticleModuleColor

code: class UParticleModuleColor : public [UParticleModuleColorBase](API\Runtime\Engine\Particles\Color\UParticleModuleColorBase)

bClampAlpha

description: If true, the alpha value will be clamped to the [0..1] range.

StartAlpha

description: Initial alpha for a particle as a function of Emitter time.

StartColor

description: Initial color for a particle as a function of Emitter time.


description: Called when the module is created, this function allows for setting values that make sense for the type of emitter they are being used in.

code: virtual void SetToSensibleDefaults ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Owner )


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


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


className: UParticleModuleColorOverLife

code: class UParticleModuleColorOverLife : public [UParticleModuleColorBase](API\Runtime\Engine\Particles\Color\UParticleModuleColorBase)

AlphaOverLife

description: The alpha to apply to the particle, as a function of the particle RelativeTime.

bClampAlpha

type: uint32: 1

ColorOverLife

description: The color to apply to the particle, as a function of the particle RelativeTime.


description:
Get the display name of the custom menu entry.
bool true if successful, false if not

code: virtual bool GetCustomMenuEntryDisplayString ( int32 InEntryIndex, [FString](API\Runtime\Core\Containers\FString) & OutDisplayString ) const


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


description:
Custom Cascade module menu entries support Get the number of custom entries this module has. Maximum of 3.
int32 The number of custom menu entries

code: virtual int32 GetNumberOfCustomMenuOptions() const


description:
Perform the custom menu entry option.
bool true if successful, false if not

code: virtual bool PerformCustomMenuEntry ( int32 InEntryIndex )


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


className: UParticleModuleColorScaleOverLife

code: class UParticleModuleColorScaleOverLife : public [UParticleModuleColorBase](API\Runtime\Engine\Particles\Color\UParticleModuleColorBase)

AlphaScaleOverLife

description: The scale factor for the alpha.

bEmitterTime

description: Whether it is EmitterTime or ParticleTime related.

ColorScaleOverLife

description: The scale factor for the color.


description: Called when an emitter instance is looping...

code: virtual void EmitterLoopingNotify ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner )


description:
Retrieve the random seed info for this module.
FParticleRandomSeedInfo* The random seed info; NULL if not supported

code: virtual [FParticleRandomSeedInfo](API\Runtime\Engine\Particles\FParticleRandomSeedInfo) * GetRandomSeedInfo()


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


code: class UParticleModuleColor_Seeded : public [UParticleModuleColor](API\Runtime\Engine\Particles\Color\UParticleModuleColor)

RandomSeedInfo

type: FParticleRandom...

description: The random seed(s) to use for looking up values in StartLocation


code: struct FParticleEvent_GenerateInfo

bUseOrbitOffset

description: Use the orbit offset when computing the position at which the event occurred.

CustomName

description: Should the event tag with a custom name? Leave blank for the default.

FirstTimeOnly

description: Only fire the first time (collision only).

Frequency

description: How often to trigger the event (<= 1 means EVERY time).

LastTimeOnly

description: Only fire the last time (collision only).

ParticleModuleEventsToSendToGame

type: TArray<TObject...

description: The events we want to fire off when this event has been generated

Type

type: TEnumAsByte< EP...

description: The type of event.

UseReflectedImpactVector

description: Use the impact FVector not the hit normal (collision only).


description:
Retrieve the ModuleType of this module.
EModuleType The type of module this is.

code: virtual EModuleType GetModuleType() const


className: UParticleModuleEventBase

code: class UParticleModuleEventBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description:
Called when a particle bursts and an event payload is present.
bool true if processed, false if not.

code: virtual bool HandleParticleBurst ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleEventInstancePayload](API\Runtime\Engine\FParticleEventInstancePayload) * EventPayload, const int32 ParticleCount )


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


description:
Called when a particle is spawned and an event payload is present.
bool true if processed, false if not.

code: virtual bool HandleParticleSpawned ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleEventInstancePayload](API\Runtime\Engine\FParticleEventInstancePayload) * EventPayload, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * NewParticle )


description:
Called when a particle is killed and an event payload is present.
bool true if processed, false if not.

code: virtual bool HandleParticleKilled ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleEventInstancePayload](API\Runtime\Engine\FParticleEventInstancePayload) * EventPayload, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * DeadParticle )


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

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


description: Allows the module to prep its 'per-instance' data block.

code: virtual uint32 PrepPerInstanceBlock ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, void * InstData )


description:
Returns the number of bytes that the module requires in the particle payload block.
uint32 The number of bytes the module needs per particle.

code: virtual uint32 RequiredBytes ( [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * TypeData )


description:
Returns the number of bytes the module requires in the emitters 'per-instance' data block.
uint32 The number of bytes the module needs per emitter instance.


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description:
Called when a particle collides and an event payload is present.
bool true if processed, false if not.

code: virtual bool HandleParticleCollision ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleEventInstancePayload](API\Runtime\Engine\FParticleEventInstancePayload) * EventPayload, [FParticleCollisionPayload](API\Runtime\Engine\FParticleCollisionPayload) * CollidePayload, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * CollideParticle, FVector & CollideDirection )


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


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


className: UParticleModuleEventGenerator

code: class UParticleModuleEventGenerator : public [UParticleModuleEventBase](API\Runtime\Engine\Particles\Event\UParticleModuleEventBase)

Events

type: TArray< struct ...


description:
Process the event...
bool true if the event was processed; false if not.

code: virtual bool ProcessParticleEvent ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, [FParticleEventData](API\Runtime\Engine\Particles\FParticleEventData) & InEvent, float DeltaTime )


description:
Is the module interested in events of the given type?
bool true if interested.

code: virtual bool WillProcessParticleEvent ( EParticleEventType InEventType )


className: UParticleModuleEventReceiverBase

code: class UParticleModuleEventReceiverBase : public [UParticleModuleEventBase](API\Runtime\Engine\Particles\Event\UParticleModuleEventBase)

EventGeneratorType

description: The type of event that will generate the kill.

EventName

description: The name of the emitter of interest for generating the event.


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


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


code: class UParticleModuleEventReceiverKillParticles : public [UParticleModuleEventReceiverBase](API\Runtime\Engine\Particles\Event\UParticleModuleEventReceiverBase)

bStopSpawning

description: If true, stop this emitter from spawning as well.


description: Initializes the default values for this property

code: void InitializeDefaults()


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

code: virtual void PostInitProperties()


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


className: UParticleModuleEventReceiverSpawn

code: class UParticleModuleEventReceiverSpawn : public [UParticleModuleEventReceiverBase](API\Runtime\Engine\Particles\Event\UParticleModuleEventReceiverBase)

bBanPhysicalMaterials

type: uint32:  1

description: When true, the PhysicalMaterials list is used to ban specified materials for collision events but allow all others.

bInheritVelocity

description: If true, use the velocity of the dying particle as the start velocity of the spawned particle.

bUseParticleTime

description: For Death-based event receiving, if this is true, it indicates that the ParticleTime of the event should be used to look-up the SpawnCount.

bUsePSysLocation

description: If true, use the location of the particle system component for spawning.

InheritVelocityScale

description: If bInheritVelocity is true, scale the velocity with this.

PhysicalMaterials

description: Array of physical materials that can be used to allow or ban a specific set of materials when receiving collision events.

SpawnCount

description: The number of particles to spawn.


description: This is our function to allow subclasses to "do the event action"

code: virtual void DoEvent ( const FVector & InCollideDirection, const FVector & InHitLocation, const FVector & InHitNormal, const [FName](API\Runtime\Core\UObject\FName) & InBoneName )


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


className: UParticleModuleEventSendToGame

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


code: static void AddMax ( [TArray](API\Runtime\Core\Containers\TArray)< uint64, TInlineAllocator< 10 >> & MaxArray, int64 NewValue )


description: Returns the GPU stats with an optional flush when on the GameThread.

code: [FAccumulatedParticlePerfStats_GPU](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats_GP-) & GetGPUStats ( bool bFlushForGameThread )


description: Returns the current Game Thread stats.


description: Returns the RenderThread stats with an optional flush when on the GameThread.

code: [FAccumulatedParticlePerfStats_RT](API\Runtime\Engine\Particles\FAccumulatedParticlePerfStats_RT) & GetRenderThreadStats ( bool bFlushForGameThread )


code: static void ResetMaxArray ( [TArray](API\Runtime\Core\Containers\TArray)< uint64, TInlineAllocator< 10 >> & MaxArray )


code: void Tick ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) & Stats )


code: void TickRT ( [FParticlePerfStats](API\Runtime\Engine\Particles\FParticlePerfStats) & Stats )


className: FAccumulatedParticlePerfStats

description: Utility class for accumulating many frames worth of stats data.

code: struct FAccumulatedParticlePerfStats

GameThreadStats

type: FAccumulatedPar...


code: uint64 GetPerFrameMaxMicroseconds ( int32 Index ) const


code: uint64 GetPerInstanceMaxMicroseconds ( int32 Index ) const


description: Returns the total microseconds used by GPU.

code: uint64 GetTotalMicroseconds() const


AccumulatedStats

type: FParticlePerfSt...

MaxPerFrameTotalMicroseconds

type: TArray< uint64,...


description: Returns the average time in µs per frame by all GameThread stats.

code: float GetPerFrameAvg() const


description: Returns the average cycles per frame by all GameThread stats.

code: uint64 GetPerFrameAvgCycles() const


description: Returns the average cycles per instance by all GameThread stats.

code: uint64 GetPerInstanceAvgCycles() const


description: Returns the max time in µs per frame by all GameThread stats.

code: float GetPerFrameMax ( int32 Index ) const


description: Returns the average time in µs per instance by all GameThread stats.

code: float GetPerInstanceAvg() const


description: Returns the max cycles per instance by all GameThread stats.

code: uint64 GetPerInstanceMaxCycles ( int32 Index ) const


description: Returns the max cycles per frame by all GameThread stats.

code: uint64 GetPerFrameMaxCycles ( int32 Index ) const


description: Returns the max time in µs per instance by all GameThread stats.

code: float GetPerInstanceMax ( int32 Index ) const


description: Returns the total cycles used by all GameThread stats.

code: uint64 GetTotalCycles() const


code: struct FAccumulatedParticlePerfStats_GT


description: Returns the average time in µs per frame by all RenderThread stats.


description: Returns the average cycles per frame by all RenderThread stats.


description: Returns the max time in µs per frame by all RenderThread stats.


description: Returns the max cycles per frame by all RenderThread stats.


description: Returns the average cycles per instance by all RenderThread stats.


description: Returns the average time in µs per instance by all RenderThread stats.


description: Returns the max cycles per instance by all RenderThread stats.


description: Returns the max time in µs per instance by all RenderThread stats.


description: Returns the total cycles used by all RenderThread stats.


code: struct FAccumulatedParticlePerfStats_RT


className: bEnabled

code: static bool bEnabled = false;


description: Returns the global FX time / budget ratio but adjusted in various ways better drive FX scaling. e.g. Usage goes up in line with the real usage but can fall only at a set rate. Useful to avoid FX flipping on/off if their cost is tipping the usage over the budget.


description: Returns the global FX budgets in ms.


description: Returns the global FX time in ms.


description: Returns the global FX time / budget ratio.


description: Returns the highest single adjusted usage value.

code: static float GetWorstAdjustedUsage()


code: static void SetEnabled ( bool bInEnabled )


code: static void OnEnabledCVarChanged ( [IConsoleVariable](API\Runtime\Core\HAL\IConsoleVariable) * CVar )


code: static void SetWorstAdjustedUsage ( float NewAdjustedUsage )


className: StatsListener

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FParticlePerfStatsListener_FXBudget, ESPMode::ThreadSafe > StatsListener;


className: WorstAdjustedUsage

code: static float WorstAdjustedUsage = 0.0f;


className: FFXSystemSpawnParameters

description: Parameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached.

code: struct FFXSystemSpawnParameters

AttachToComponent

type: TObjectPtr<USc...

bAutoActivate

type: bool

Location

type: FVector

LocationType

type: TEnumAsByte<EA...

PoolingMethod

type: EPSCPoolMethod

Rotation

type: FRotator

SystemTemplate

type: TObjectPtr<UFX...

WorldContextObject

type: TObjectPtr< con...


code: FFXTimeData ( float InGT, float InConcurrent, float InRT )


className: FFXTimeData

description: Timing data for various parts of FX work. Typically holds direct timing data in ms but can occasionally hold related data like usage ratios etc.

code: struct FFXTimeData

GT

type: float

description: Total time of work that must run on the game thread.

GTConcurrent

description: Total time ofpotentiallyconcurrent work spawned from the game thread.

RT

description: Total render thread time.


className: FLODSoloTrack

description: Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled

code: struct FLODSoloTrack

SoloEnableSetting

type: TArray< uint8 >


className: FNamedEmitterMaterial

code: struct FNamedEmitterMaterial

Material

type: TObjectPtr<UMa...

Name

type: FName


className: FOnSystemFinished

description: Called when the particle system is done.

code: class FOnSystemFinished